Strange Aeons - Genesys Edition PDF
Strange Aeons - Genesys Edition PDF
Strange Aeons - Genesys Edition PDF
by
Paul M. N. Haakonsen
PAUL MAGNE NOERAGER HAAKONSEN
CREDITS
A copy of the Genesys™ core rulebook from Fantasy Flight Games is required to play.
FANTASY FLIGHT
LOVE THE CRAFT
PUBLISHING SWON BOOKS GAMES
Strange Aeons is based on Call of Cthulhu. Call of Cthulhu is a registered trademark of Chaosium Inc.
Genesys is a trademark of Fantasy Flight Games. This material is protected under the copyright laws
of the Denmark. Any reproduction or unauthorized use of the material or artwork contained herein is
prohibited without the express written permission of Paul Magne Nørager Haakonsen. This product is
a work of fiction. Any similarity to actual people, organizations, places, or events is purely
coincidental. Copyright ©2018 PM Games. LOVE THE CRAFT Publishing and SWON Books are subsidiaries
owned by PM Games. Fantasy Flight Games and the FFG logo are registered trademarks of Fantasy
Flight Publishing, Inc. All rights reserved. The publisher cannot be held responsible for any loss of
sanity that might occur from playing this game. Psychiatric consultations may be necessary.
www.FantasyFlightGames.com
Strange Aeons
TABLE OF CONTENTS
GREAT CTHULHU LIES DREAMING IN SUNKEN R'LYEH WAITING
Table of Contents..............................................................1 Getting Out of Town...........................................190
Introduction..........................................................................3 Rail Travel.................................................................191
Foreword..............................................................................4 Automobiles................................................................192
Cthulhu As a Game.....................................................4 Choosing an Automobile..................................194
What is a Role-Playing Game?........................4 Motorcycles.................................................................206
Dice Symbols.....................................................................5 Choose a Motorcycle............................................207
Character Creation..........................................................7 Boats and Others...................................................213
Archetypes.........................................................................7 Air Travel....................................................................216
Careers...............................................................................10 Common Aircraft.....................................................218
Career Skills................................................................10 Distances........................................................................223
Careers in the 1920s..............................................11 Magic.........................................................................................226
Motivation.............................................................................42 What is Magic?..........................................................228
Merits..................................................................................43 Mythos Tomes..............................................................229
Flaws....................................................................................47 Spellcasting and Sanity................................231
Skills..........................................................................................52 Sanity, Fear and Horror........................................237
Available Skills.......................................................53 Fear....................................................................................239
New Skills........................................................................54 Sanity...............................................................................242
Talents......................................................................................55 Loss of Sanity..........................................................242
Available Talents...................................................57 Sanity Threshold..................................................243
Talent Descriptions...............................................77 Insanity.........................................................................244
1920's Slang.......................................................................144 Recovering Sanity................................................249
Cultists..................................................................................152 Treatment of Insanity.....................................249
General Notes on Cults....................................154 Mental Disorders....................................................251
Primitive Cults.......................................................154 A Psychiatric Glossary....................................258
Non-Human Worshippers...................................155 Crafting................................................................................260
Sacrifices......................................................................155 How Crafting Works.............................................261
Benefits to the Worshippers......................155 Armor Crafting........................................................263
Costs of Worship.....................................................155 Brawl and Melee Crafting............................265
Gear and Equipment...................................................157 Ranged Weapon Crafting................................267
Starting Money........................................................158 Gadget Crafting.....................................................269
Item Rarity.................................................................158 Artifacts and Alien Devices.............................272
Item Qualities..........................................................159 The Cthulhu Mythos..................................................284
Weapons...........................................................................159 Elder Gods....................................................................286
Ammunition...................................................................167 Great Old Ones.........................................................286
Weapon Attachments...........................................169 Outer Gods....................................................................303
Armor.................................................................................174 Adversaries........................................................................311
Armor Attachments...............................................176 Playing Monsters Effectively.................312
Clothing..........................................................................178 Reading the Entries...........................................314
Miscellaneous Gear..............................................181 Adversary List.........................................................315
Lodging and Real Estate...............................186 Arkham....................................................................................391
Transport & Travel....................................................187 How to Find Arkham............................................392
Getting Around Town.........................................188 Arkham's Climate....................................................392
Table of Contents 1
Paul M. N. Haakonsen
2 Table of Contents
INTRODUCTION
THAT IS NOT DEAD WHICH CAN ETERNAL LIE
Strange Aeons
4 Introduction
Strange Aeons
yourself with the GENESYS core rulebook are usually available at your local
beforehand, as the STRANGE AEONS friendly gamestore.
sourcebook is an expansion for the The dice used in the GENESYS system
GENESYS system, and is not a stand-alone are called the Narrative Dice, and should
system. be readily available at your local
You can think of a role-playing game gaming store. Dice sets are sold
as a movie, except all the action takes separately; or players may use the
place in your imagination. The players GENESYS DICE APP to roll them
are the stars in this film electronically.
In the STRANGE AEONS role-playing It is also highly recommended that you
game you take on the role of a character read at least one or two stories
in a story, set in the 1920s, interpreting involving the Cthulhu mythis before you
your character's actions through the use begin, such as the original “Call of
of the rules and mechanics detailed in Cthulhu” short story by Howard Phillips
the GENESYS core rulebook. You sit Lovecraft himself. It is near impossible
around a table telling a collaborative not to find it readily available in an
story with a group of players. One of anthology at your local bookstore.
these players will take on the role of
the Game Master (GM). The GM is like the
director of a movie, but also plays other DICE SYMBOLS
roles as well. The GM decides what the While STRANGE AEONS is set in the
story is about, describes the locations GENESYS system, the symbols for all dice
the investigators see, and unleashes the throughout the sourcebook will
occassional horrible monster. The GM also presented using the STAR WARS dice
keeps track of the rules, interprets the symbols, also available from Fantasy
outcome of actions, and describes what Flight Games.
happens. For easy reference in translating the
In addition to all these dice symbols from STAR WARS to GENESYS,
responsibilities, the GM also plays the a conversion table has been included for
roles of other characters the your convenience.
investigators encounter. These “extras”
are commonly known as non-player DICE SYMBOL CONVERSION
characters (NPCs). TYPE OF SYMBOL STAR WARS GENESYS
Because this game is based on the
Advantage a a
Cthulhu mythos, some characters die
horribly, some are driven insane from Success s s
exposure to things mankind was never Triumph x t
meant to witness, others live long enough
to make it to a sequel. Threat t h
Failure f f
WHAT DO YOU NEED TO PLAY? Despair y d
To join a STRANGE AEONS game, you'll
need a copy of this book, which you
should have since you are reading this!
You will also need a copy of the GENESYS
core rulebook, a copy of the character
sheet, and a pencil and a scratch paper.
You'll also need some dice, the kind that
5 Introduction
CHARACTER CREATION
AND WITH STRANGE AEONS EVEN DEATH MAY DIE
Paul M. N. Haakonsen
Character Creation 7
Strange Aeons
8 Character Creation
Paul M. N. Haakonsen
RESOURCEFUL HERO
The resourceful hero archetype
represents a character who gets things • Wound Threshold: 8 + Brawn.
done by unconventional ways or manners, • Strain Threshold: 12 + Willpower.
one whom does not always think inside • Starting Experience: 100 XP.
the box. The pursuit of a resourceful
• Starting Skills: A smart hero starts
character could be a con artist,
with 1 rank in Knowledge during
survivalists, outdoorsmen or even spies.
character creation. They obtain this rank
Unconventional and innovative, the
before spending experience points, and
resourceful archetype relies on a high
may not increase Knowledge above rank 2
Cunning characteristic.
during character creation.
• Brilliant!: Once per session, your
character may spend a Story Point as an
Incidental. If they do so, during the next
check they make during that turn, you
• Wound Threshold: 9 + Brawn. count their ranks in the skill being used
• Strain Threshold: 11 + Willpower. as equal to their Intellect.
• Starting Experience: 100 XP.
• Starting Skills: A resourceful hero STRONG HERO
character starts with 1 rank in Boxers, martial artists, some types of
Perception or Streetwise. They obtain soldiers, athletes who depend on raw
this rank before spending experience physical power, blue-collar workers, and
points, and may not increase Perception others who rely on pure brawn all fall
or Streetwise above rank 2 during within the scope of the Strong hero
character creation. archetype.
• It Came Out of the Blue!: Once per The strong human archetype represents
session, your character may spend a Story a character who has a background in some
Point as an Incidental to change any form of manual labor, and who is
number of a to s results equal your generally strong and tough. Powerful
Cunning. and good at close quarter combat, the
Character Creation 9
Strange Aeons
strong human archetype typically relies concept of what your character is going
on a high Brawn characteristic. to be especially good at during the game.
Careers enable your character to focus on
being better at certain tasks at the
expense of others. A career is usually
definited by the role the character
plays in the game.
• Wound Threshold: 12 + Brawn.
• Strain Threshold: 8 + Willpower.
• Starting Experience: 100 XP. CAREER SKILLS
• Starting Skills: A strong hero In order to add a greater sense of
character starts with 1 rank in Athletics diversity to the STRANGE AEONS setting,
during character creation. They obtain the ordinary rules of career skills, as
this rank before spending experience detailed on page 40 of the GENESYS core
points, and may not increase Athletics rulebook, has been modified to allow for
above rank 2 during character creation. a greater character customization.
• Tough As Nails: Once per session, your Each career now only comes with four
character may spend a Story Point as an predetermined career skills, that are
out-of-turn Incidental immediately after unchangeable, whereas in the GENESYS
suffering a Critical Injury and core rulebook they come with a set of
determining the reuslt. If they do so, eight predetermined career skills.
they count the result rolled as “01”. As the careers presented below only
comes with four predetermined career
skills, what about the remaining four
CAREERS career skills to complete the career? The
The choosing of an investigator's STRANGE AEONS setting allows the player
occupation is probably the most to select the remaining four career
important choice a player makes. The skills and make notice of these as being
occupation of your investigator has a career skills on the character sheet.
direct bearing on which skills he may However, the player must adhere to the
have and his status in the community. following restrictions for selecting the
Although the following listning may remaining four career skills. It is
seem, at times, excessive, keep in mind important to notice that the
that a player searching for a quick predetermined career skills do not count
replacement character in the middle of against the requirements listed below, of
an adventure may have limited choices. course.
Game Masters may also draw inspiration
from these examples. • At least one Social or Combat skill must
Select one starting career (or be selected.
occupation, if you will) for your starting • No more than three Combat or Social
hero character. This represents the skills can be selected: Magic skill counts
training and life experience the as Combat skills for this purpose.
character has had prior to the start of • No more than two additional General
the campaign. A hero may hold other jobs skills can be selected.
as his career unfolds, but the benefits of
a starting career are only applied once, Following the normal rules for career
at the time of character creation. skills, on page 40 in the GENESYS core
You can think of a career as your rulebook, a starting character may choose
character's job or role. It's a broad
10 Character Creation
Paul M. N. Haakonsen
four of their career skills and gain one patrolmen, hired by companies and
rank in each of them. This is done before individuals to protect property and
spending experience during character people against burglars, assassins, and
creation. kidnappers. Use the Uniformed Police
Officer's description for these
CAREERS IN THE 1920s characters. Company Operatives are
plainclothes detectives sent out on cases
The following careers below are requiring them to solve mysteries, stop
available to the players in the STRANGE murders, etc.
AEONS setting. Please take into The agency detective counts the
consideration that the Game Master has following skills as career skills:
the final vote on determining whether or Coercion, Perception, Ranged [Light] and
not the list below fits into his or her Vigilance.
specific campaign.
ALIENIST
ACCOUNTANT Psychiatry is not a recognized
Although the accounting department is treatment in the U.S. There are no
essential to any business endeavor it is licensing requirements and practicing
usually outside the mainstream of alienists run the risk of being charged
the company. Few, if any, are ever with malpractice. It is safest for the
promoted out of Accounting. psychiatrist to call himself a
The accountant counts the “psychologist,” taking patients on
following skills as career skills: referral from other physicians. Many
Cool, Knowledge, Negotiation and alienists are physicians themselves,
Perception. attracted to the therapy because
of the emotional disorders of some
ACROBAT of their patients. Eventually
Acrobats may be either recognized by the AMA (American
amateur athletes competing Medical Association) and the
in staged meets – possibly federal government, practicing
even the Olympics – or psychiatrists will eventually be
professional acrobates licensed as such, but will be required
employed by circuses to have first obtained a medical
and carnivals. Some degree.
have begun amateurs Those wishing to have made a serious
and later turned pro. study of psychotherapeutic methods
The acrobat counts the will have probably had to spend some
following skills as career time in Europe working in an
skills: Athletics, Coordination, appropriate clinic or with a private
Discipline and Resilience. practitioner.
The alienist counts the following
AGENCY DETECTIVE skills as career skills: Charm, Cool,
Numerous well-known detective Medicine and Psychoanalysis.
agencies exist: the Pinkerton and
Burns agencies to name only AMBASSADOR
two. Large agencies employ Ambassadors are appointed to their
two types of agents: security guards positions, often as a reward for
and operatives. Guards are uniformed services rendered during the campaign.
Character Creation 11
Strange Aeons
Despite this, efforts are made to send In the 1920s, successful archeologists
qualified ambassadors to the more became celebrities, seen as explorers and
important nations, reserving the smaller adventurers. While some used scientific
countries for political rewards. methods, many were happy to apply brute
The ambassador counts the following force when unveiling the secrets of the
skills as career skills: Charm, Cool, past – the use of dynamite was common.
Knowledge and Negotiation. Such bullish behavior would be frowned
upon in modern times.
ANIMAL TRAINER The archeologist counts the following
May be employed by film studios, a skills as career skills: Knowledge,
travelling circus, a horse stable or Mechanics, Survival and Vigilance.
possibly working freelance. Whether
training guide dogs for the blind or ARCHITECT
teaching a lion to jump through a Architects are usually college trained
flaming hoop, the animal trainer usually and familiar with some aspects of
works alone, spending long hours in close engineering. Junior architects employed
proximity with the animals in their care. by large firms find that getting
An animal trainer can use the supplier bids on 2000 doorknobs is part
psychology skill with animals as well of their job. Others try to go it alone,
as people. working out of their house or small
The animal trainer counts the office. Few manage to seel the
following skills as career skills: grandiose designs they all nurse.
and Coercion, Cool, Survival The architect counts the following
and Vigilance. skills as career skills: Charm,
Mechanics, Negotiation and
ANTIQUE DEALER Perception.
Antique dealers may own
their own shop, retail items AUTHOR
out of their homes, or go on As distinct from the
extended buying trips and journalist, the author uses words
making profit on resales to to define and explore the human
urban stores. condition, especially the range
The antique dealer counts of human emotions. Their labors
the following skills as are solitary and the rewards
career skills: Charm, Driving, solipsistic: only a relative
Knowledge and Negotiation. handful make much money in the
present day, though in previous
ARCHEOLOGIST eras the trade once provided a
The study and exploration of regular living wage.
the past. Primarily the The work habits of authors vary
identification, examination and widely. Typically an author might
analysis of recovered materials spend months or years researching in
relating to human history. The preparation for a book, then
work involves painstaking withdrawing for periods of intense
research and meticulous study, creation.
not to mention a willing attitude The author counts the following
to getting one’s hands dirty. skills as career skills: Charm,
Discipline, Driving and
12 Character Creation
Paul M. N. Haakonsen
Character Creation 13
Strange Aeons
The barber counts the following skills until tomorrow when you can start living
as career skills: Charm, Cool, Negotiation life today? Enjoying food and drink, as
and Streetwise. well as other pleasurable pursuits, is
the key to a lifestyle where excess is the
BARTENDER norm. Whether poor or rich, such a person
A profession made illegal by the puts little thought to saving for a rainy
Prohibition Act, many still ply their day, preferring to be the center of
trade in speakeasies and other secret gin attention and a friend to all.
joints. The bon vivant counts the following
The bartender counts the following skills as career skills: Charm, Driving,
skills as career skills: Brawl, Charm, Leadership and Resilience.
Deception and Streetwise.
BOOK DEALER
BIG GAME HUNTER A book dealer may be the owner of a
Big game hunters are retail outlet or specialize in
skilled trackers and buying trips across the country
hunters who earn their and even overseas. Some represent
livings leading safaris wealthy clients at book auctions
for wealthy sportsmen held in England and other
clients. Most are places.
specialized in one The book dealer counts the
part of the world following skills as career
such as the skills: Cool, Driving,
Canadian woods, Knowledge and
African plains, Negotiation.
or other.
Although the BOOKIE
great white hunter is the An illegal occupation
quintessential type, others involving the handling of bets
may be simply local Indians placed on sporting events,
who escort hunters through political elections and, in
the backwoods of the particular, horse racing. A
Yukon in search of moose bookie often keeps a
or bear. restaurant or other legitimate
The big game hunter business up front, operating
counts the following multiple phone lines and a tote
skills as career skills: board in the back.
Melee, Ranged [Heavy], The bookie counts the
Stealth and Survival. following skills as career skills: Brawl,
Deception, Negotiation and Stealth.
BON VIVANT
A bon vivant is “one who lives well,” BOOTLEGGER / THUG
but that doesn’t necessarily mean they The soldiers of organized crime. Tough,
are rich. While many are accustomed to mean, and loyal, they transfer beer
wealth, the bon vivant is someone who shipments, intimidate enemies, collect
could be said to enjoy life to the fullest debts, and hijack rival gangster's trucks.
and damn the consequences! Why wait Arrested, they are expected to take the
14 Character Creation
Paul M. N. Haakonsen
fall for the gangsters above them. They Amateur boxing competitions abound, a
usually serve only short jail sentences, training ground for the pros.
the mob supporting their families in The boxer (or wrestler) counts the
exchange for their silence and loyalty. following skills as career skills: Brawl,
Once released they are back in the gang's Coercion, Coordination and Resilience.
“family” and often in line for possible
promotion. BURGLAR
Freelance thugs work as muggers, stick- Burglars are independent operators
up men, and armed robbers. though they occasionally employ
The bootlegger (or thug) counts the partners. Cat burglar or otherwise, most
following skills as career skills: Brawl, prefer to leave little trace of their
Coercion, Driving and Melee. comings and goings.
The burglar counts the following
BOUNTY HUNTER skills as career skills: Athletics,
Bounty hunters are a leftover from an Perception, Skulduggery and Stealth.
earlier era but still useful tracking
down and returning fugitives from BUS DRIVER / STREETCAR
justice. Bounty hunters are freelancers
most often employed by bondsmen to CONDUCTOR
track down bail jumpers. Bounty Formerly owned by private companies,
hunters freely cross state lines in by the end of the decade most bus and
pursuit of their quarry and show other public transport lines have been
little regard for civil rights and taken over by their respective cities
other technicalities when or countries. Workers are fully
capturing their prey. Breaking unionized and there seems at
and entering, illegal phone last an end to the crippling
taps, threats, and physical urban transit strikes or
abuse are all part of the earlier years.
successful bounty hunter's The bus driver (or street
bag of tricks. Although a car conductor) counts the
captured fugitive might following skills as career
complain to authorities about his skills: Driving, Mechanics,
rights being violated, grateful Negotiation and Streetwise.
police are slow to follow up on
these charges. BUTLER / VALET
The bounty hunter counts the This occupation covers those who
following skills as career skills: are employed in a servant
Coercion, Driving, Ranged [Light] capacity and includes butler,
and Stealth. valet and lady’s maid.
A butler is usually employed as
BOXER / WRESTLER a domestic servant for a large
Boxers and wrestlers are managed household. Traditionally the
by individuals or small teams of butler is charge of the dining
managers and trainers, and possibly room, wine cellar and pantry, and
backed by outside interests. ranks as the highest male
Professional boxers and wrestlers servant. Usually male – a
work and train full-time. They are housekeeper would be the female
usually locked into contracts. equivalent – the butler is
Character Creation 15
Strange Aeons
responsible for male servants within the southern Bible Belt supports many
household. The duties of the butler will traveling tent shows featuring song,
vary to according to the requirements of dance, and gospel revival.
his employer. The charismatic cult leader counts the
A valet or lady’s maid provides following skills as career skills: Charm,
personal services, such as maintaining Cool, Deception and Perception.
her employer's clothes, running baths and
effectively acting as personal assistant. CHARMER
The work might include making travel Confident and elegant, the charmer
arrangements, managing their employer’s employs his wits and wiles with more
diary and organizing household finances. precision than a surgeon's scalpel. Rather
The butler (or valet) counts the than resorting to uncivilized
following skills as career skills: Charm, intimidation tactics or distasteful acts
Discipline, Knowledge and Perception. of violence, the charmer believes the
best way to get what he wants is to
CATHOLIC PRIEST simply ask for it. A charmer knows how to
Priests are celibate, and answer talk the talk, possessing natural
directly to the hierachy of the Catholic charisma that makes him irresistible.
Church and the Pope. The Struck by the flash of his
Church usually assigns smile or the wink of his eye,
priests to their respective people have a hard time
parishes, or sends them on denying anything to the
missions. Priests may rise charmer.
through the ranks of bishop, The chief weapon in a
archbishop, and cardinal. Many charmer’s arsenal is
are trained in professional clearly his undeniable
skills, acting as doctors, lawyers, charisma. When coaxing
and scholars. his way into a private
The Catholic priest counts the club or restricted area,
following skills as career skills: the charmer knows how
Charm, Discipline, Knowledge and to compliment without
Vigilance. sounding sycophantic.
In rare cases when
CHARISMATIC CULT LEADER his debonair
America has always generated appearance and
new relgions, from the New refined taste fails
England Transcendentalists to him, the charmer
the Latter-Day Saints, as well as knows how to resort
many others. During the 1920s to negotiation and
any number of charismatic cult trickery to get his
leaders emerge. Some espouse way, doing so with
forms of Christianity while his own smooth
others incorporate Eastern brand of flair and
mysticism and occult practices. style. The charmer
These groups are particularly keeps a cool head in
familiar to America's West Coast the hottest
but are found all around the situations, which
country in different forms. The often serves as
16 Character Creation
Paul M. N. Haakonsen
inspiration to others, and he has no Clerks are habitually underpaid and the
qualms with taking a leadership role if work is drudgery. They hope to gain a
it furthers his purposes. Whether or not managerial position someday.
he knows the right thing to say, the The clerk counts the following skills
charmer always knows how to say it. as career skills: Charm, Knowledge,
The charmer counts the following Perception, and Resilience.
skills as career skills: Charm, Deception,
Streetwise and Vigilance. COCKTAIL WAITRESS
Again a technically illegal profession,
CHARTER BOAT CAPTAIN many job opportunities exist working in
Charter boats work both the illegal speakeasies owned by the mob.
coasts of America, as well as The cocktail waitress counts the
on the Great Lakes, following skills as career skills:
catering to sport Charm, Cool, Deception and
fishermen and vacationers. Negotiation.
By far the greatest
number of charter COLUMNIST
boats are found in Columnists are the celebrities of
Florida, on both the the newspaper world, well known to
Gult and ocean coasts. their readers. Usually ex-reporters,
Those found at Key they work in the office, or at home,
West can be chartered usually writing one column per day,
for trips to Havana, Cuba, five or six days a wekk. Some are
where alcohol, gambling, and sports columnists, others write for
nearly everything else are business and finance, society or the
legally available. Charter entertaiment industry. There are columns
boats are typically large giving advice to the love-lorn and even
cabin cruisers equipped with astrology columns. The most sophisticated
bunks and a galley. and popular columnists are syndicated to
The charter boat captain newspapers around the country.
counts the following skills as The columnist counts the following
career skills: Medicine, skills as career skills: Charm, Knowledge,
Operating, Perception and Negotiation and Streetwise.
Survival.
COMMUNIST / RADICAL
CHAUFFEUR The other side of the political coin,
A chauffeur is either directly radicals work in the streets selling
employed by an individual or firm, or newspapers, organizing rallies, and
works for an agency that hires both car talking to the public. Others, less
and chauffeur out for single respectful of the law, infiltrate unions,
engagements or on a retainer basis. incite riots, or even engage in terrorist
The chauffeur counts the following bombings.
skills as career skills: Coordination, The communist (or radical) counts the
Driving, Mechanics and Streetwise. following skills as career skills: Brawl,
Deception, Discipline and Driving.
CLERK
The lowest level white-collar position.
Character Creation 17
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18 Character Creation
Paul M. N. Haakonsen
Character Creation 19
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20 Character Creation
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Character Creation 21
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22 Character Creation
Paul M. N. Haakonsen
Character Creation 23
Strange Aeons
skills as career skills: Athletics, Charm, The hobo counts the following skills as
Driving and Leadership. career skills: Athletics, Deception,
Stealth and Survival.
GOLF PRO
Professional golfers are often from HOOKER
warm climates where links are available Depending on circumstance, breeding
year round. Most grew up working as and background, a prostitute may be a
caddies and/or grounds keepers, spending high-rolling expensive call girl, brothel
all their spare time golfing. Most whore or streetwalker. Often driven by
golf pros hold steady jobs at circumstance, many dream of a way out. A
privately-owned golf courses, few work completely independently;
giving lessons, socializing with however for most, they are lured and
club members, etc. kept in the business by ruthless pimps
The golf pro counts the whose only concern is cash.
following skills as career The hooker counts the following skills
skills: Athletics, as career skills: Deception, Negotiation,
Coordination, Negotiation Stealth and Streetwise.
and Perception.
ITINERANT PREACHER
HITMAN Itinerants are usually dusty,
Hitmen are the cold-blooded ragged preachers traveling the
killers of the underworld. country on foot, spreading the
Usually hired from somewhere word of God on street corners
out of town, they arrive, do and in parking lots. Many
their work, then quickly proclaim the forthcoming
disappear. Sociopaths, they end of the world.
seem to lack the ability to The itinerant preacher counts the
empathize with other human following skills as career skills: Charm,
beings. Despite this, many Negotiation, Stealth and Vigilance.
marry, raise children, and in
all other ways behave like JUDGE
model citizens. Judges are either appointed or elected,
The hitman counts the sometimes for a term of specified length,
following skills as career other times for life. Judges are always
skills: Driving, Melee, licensed attorneys whether they sit on
Ranged [Light] and the smallest bench in a far off
Stealth. Western town, or on the bench of the
Federal Supreme Court.
HOBO The judge counts the following skills
Although there are people out of work as career skills: Coercion, Knowledge,
and, as always, alcoholics lying in the Negotiation and Perception.
gutters, the true hobo forms a separate
breed. Riding the rails continually, on LABORATORY ASSISTANT
the move from one town to another and Working in a scientific environment,
working only when necessary, they are the assistant (or technician) performs
poets and vagabonds – adventurers, laboratory and administrative tasks
criminals, and thieves. under the supervision of a lead scientist.
24 Character Creation
Paul M. N. Haakonsen
Tasks are varied and dependent on the lending money at exorbitant interest
scientific discipline of the lead scientist rates. Loan sharks usually have thugs
or laboratory, but could include: working for them to collect overdue
sampling, testing, recording and payments and extract vengeance on bad
analyzing results, setting up or debitors.
performing experiments, preparing The loan shark counts the following
specimens and samples, administering the skills as career skills: Brawl, Coercion,
day-to-day work of the laboratory and Negotiation and Streetwise.
ensuring health and safety polices are
adhered to. LUMBERJACK
The laboratory assistant Lumberjacks are most often employed
counts the following skills as by large lumber companies
career skills: Coordination, working in the northern U.S.
Discipline, Knowledge and and northwest Canada. Many
Medicine. are of French-Canadian descent.
The lumberjack counts the
LABORER following skills as career skills:
This includes factory Athletics, Melee, Resilience and
workers, mill hands, Survival.
stevedores, road crews,
miners, and any other MADHOUSE ATTENDANT
unskilled labor Although there are private
position. Often these sanitariums for those few that can
jobs are represented afford them, the vast bulk of the
by unions, especially mentally ill are housed in state and
in the larger shops, county facilities. Aside from a few
but many employment areas doctors and nurses, they employ a
still resist unionization. large number of attendants, often
The laborer counts the chosen for their strength and size.
following skills as career The madhouse attendant counts the
skills: Brawl, Coordination, following skills as career skills: Brawl,
Operating and Resilience. Charm, Coercion and Medicine.
Character Creation 25
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26 Character Creation
Paul M. N. Haakonsen
hard to beat the respect an officer gains The missionary counts the following
having graduated from one of these skills as career skills: Charm, Discipline,
schools. Once out of school some officers Knowledge and Medicine.
opt for special traininig such as air
pilot or other. MONK / NUN
Occasionally an experienced and A male member of a cenobitic religious
exceptionally worthy enlisted man is order, dwelling in community with his
promoted to “Warrant Officer”. Although fellow monks for some purpose that is
technically at the bottom of the intended to serve the aims of his faith.
officers' list of ranks, the time and Note that a monk is not necessarily an
experience required to achieve this ordained priest but is in some form of
promotion carry a respect and reverence religious orders, unlike a lay brother,
far exceeding that of any junior to who is an ordinary rank-and-file member
middle-grade officer. of the religion living in a monastery and
Most commissions are for life. Even a working alongside the monks, usually as
long-retired officer has the right to calla servant or specialist craftsman.
himself “Captain”, “General”, or whatever. Traditionally monks were meant to live
The military officer counts the under codes which include such
following skills as career skills: Brawl, strictures as poverty, chastity
Leadership, Ranged [Light] and obedience - sometimes with a
and Survival. very restricted diet, rules of
silence and other disciplines
MINER of faith. In practice the
A grueling job most likely in degree to which these rules
the coal mines of West Virginia, were observed - and whether
Pennsylvania, and surrounding the spirit or the letter of
area. Unions struggle against the the code was better kept -
mine owners and violence – including varied greatly and it was
bombings and assassinations – is not not unknown for some
uncommon. monastries to accquire
The miner counts the following skills scandalous reputations
as career skills: Athletics, Perception, for high living and
Resilience and Vigilance. debauchery.
The female congnate of
MISSIONARY “monk” is “nun” - most of
Most often a Catholic priest or the above applies with
Protestant minister, missionaries visit slight variations
remote corners of the globe regardless of the gender of
dispensing the word of God to the the participants, although
unfortunate primitives. Mormons are a convent of nuns was
also called upon to perform missions, often used as a dumping
but these are often in urban areas ground for “inconvenient”
including parts of the U.S. Being sent women.
on a two-year mission to Los Angeles is The monk (or nun)
not impossible. counts the following
Laymen also serve as missionaries. skills as career skills:
They are often professionals: doctors and Discipline, Knowledge,
other skilled types. Medicine and Vigilance.
Character Creation 27
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28 Character Creation
Paul M. N. Haakonsen
odd job requiring slightly more skill pretend to enjoy extraordinary powers,
than a janitor. but instead spend their efforts
The orderly counts the following attempting to observe, record, and study
skills as career skills: Coercion, such instances. Making use of a few
Mechanics, Medicine and Stealth. simple devices and a good dose of common
sense, they spend a major portion of
OUTSIDER their time debunking fake mediums and
The outsider stands apart from the mistaken phenomena than recording
rest of society, either figuratively or actual evidence. Some make intensive
literally. Such people may be alien to studies of ESP, telekinesis, and other
the environment in which they find paranormal powers.
themselves, perhaps from a different The parapsychologist counts the
country or culture, or they are part of following skills as career skills: Cool,
the society but find themselves at odds Knowledge, Magic and Mechanical.
with it. The outsider is usually on some
form of journey, physically or PHARMACIST
spiritually, and must complete their Oddly enough, pharmacists have long
objective before they can return to, or at been more closely regulated than
last feel part of, the greater physicians. They are licensed by
whole. Often the outsider will individual states, most of them
have distinct skills or a requiring a high school education
different way of approaching and three years of pharmacy
things; utilizing forgotten, school. There are currently seventy
secret, or alien knowledge. to eighty pharmacy schools in the
The outsider counts the U.S. A pharmacist may be
following skills as career employed in a hospital or a
skills: Deception, drug store, or even seek out his
Discipline, Resilience and own store.
Survival. The pharmacist counts the
following skills as career
PAINTER / SCULPTOR skills: Knowledge, Medicine,
The plastic arts are Negotiation and Resilience.
always popular but
materials are expensive PHOTOGRAPHER
and sales infrequent. Many Photography as an art form
artists work in advertising has been around for a long
firms drawing pictures of time, but most photographers
washing machines and work for advertising firms or in
automobiles. portrait studios taking pictures
The painter (or sculptor) of families. Others are employed
counts the following skills as in the newspaper and film
career skills: Discipline, industries.
Knowledge, Negotiation and The photographer counts the
Perception. following skills as career
skills: Driving, Mechanics,
PARAPSYCHOLOGIST Perception and Vigilance.
Parapsychologists do not
Character Creation 29
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30 Character Creation
Paul M. N. Haakonsen
The pickpocket counts the following The political boss counts the following
skills as career skills: Perception, skills as career skills: Charm, Coercion,
Skulduggery, Stealth and Streetwise. Knowledge and Streetwise.
Character Creation 31
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32 Character Creation
Paul M. N. Haakonsen
The punk counts the following following skills as career skills: Driving,
skills as career skills: Brawl, Cool, Medicine, Ranged [Heavy] and Survival.
Melee and Streetwise.
REPORTER
RABBI Reporters work mostly outside the
Rabbis are scholars and office, gathering stories. Some are
advisors, trained in the Hebrew assigned to specific beats like the
faith. They usually practice in police station or the sports scene.
the neighborhood where they Others cover social events and garden
grew up. club meetings. The most experienced are
The rabbi counts the made investigative reporters who
following skills as career track down their own stories. These
skills: Cool, Knowledge, latter are often responsible for
Leadership and Negotiation. exposing government corruption,
organized crime, or other
RACE DRIVER malfeasance.
Auto racing is a favorite sport Reporters carry “press passes” but
of the 1920s. The Indianapolis 500 these are of little value other than to
is already a highly-publicized identify an individual as employed by
annual event. Many drivers race the newspaper. The real work is similar
boats as well as automobiles. to that of a private detective and
The race driver counts the reporters usually have to resort to
following skills as career skills: subterfuge to gain the information they
Cool, Driving, Mechanics and really want.
Perception. The reporter counts the following
skills as career skills: Athletics, Charm,
Perception and Stealth.
RADIO ANNOUNCER
The radio industry booms in the
1920s as this magical new medium RESEARCHER
captures the nation's imagination. The academic world sponsors a good
The radio announcer/celebrity is just deal of research, particularly in the
coming into his own. fields of astronomy, physics, and other
The radio announcer counts the theoretical sciences. The private sector
following skills as career skills: Charm, employs thousands of researchers,
Coercion, Knowledge and Streetwise. especially chemists, pharmacists, and
engineers. The big oil companies hire
many geologists. Researchers spend their
RANCH HAND / COWBOY time indoors, working and writing.
Cowboys still work the ranges and The researcher counts the following
ranches of the west. Some own their own skills as career skills: Discipline,
ranches, but many simply hire on where Knowledge, Mechanics and Medicine.
and when work is available. A few have
found employment in Hollywood working
as stuntmen and extras in the ever- SAILOR
popular westerns. Wyatt Earp currently Sailors are trained in either the Navy
works as a technical advisor to the film or Coast Guard. Like their counterparts
industry. in the Army, all sailors go through an
The ranch hand (or cowboy) counts the initial period of basic training. Upon
Character Creation 33
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34 Character Creation
Paul M. N. Haakonsen
Character Creation 35
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36 Character Creation
Paul M. N. Haakonsen
Character Creation 37
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38 Character Creation
Paul M. N. Haakonsen
Character Creation 39
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40 Character Creation
Paul M. N. Haakonsen
WRITER
A writer can be a struggling novelist,
pulp hack, magazine author, screenplay
writer, song lyricist, poet, a writer of
advertising copy, or any combination of
Character Creation 41
CHARACTER MOTIVATION
THE WORLD IS INDEED COMIC, BUT THE JOKE IS ON MANKIND
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Motivation 43
Paul M. N. Haakonsen
EXAMPLE MERITS
d100 RESULT
01-02 Acute Sense: the character chooses one of the five senses (sight, hearing, smell,
taste, or touch); when using this sense to discern something about the
environment or when applicable in a skill, the character adds b to the skill
check.
03-04 Ambidextrous: the character is equally adept at using either hand. Add s to
checks when taking an Action with both hands (ie, two-weapon fighting). Also
extremely helpful should the character happen to lose a hand...
05-06 Approachable: the character seems harmless, easy going, and warm to those
around her. Add a to the dice pool for all Charm and Negotiation checks.
07-08 Attractive: the character is physically attractive to members of the opposite
sex. Add b to all Charm, Coercion, or Negotiation skill checks made with
members of the opposite sex.
09-10 Beast Affinity: Animals are unusually drawn to the character, and though he
can't speak with them, he can communicate with them on a limited level using
tone of voice and body language. The character adds s on all Social skill
checks when interacting with animals.
11-12 Bundle of Energy: the character is full of energy. He subsists on five or six
hours’ sleep at night, he finds himself unable to stay in bed any longer. His
days are full of physical activity, and he can work long into the night without
penalty.
13-14 Calm Heart: the character is naturally calm and well-composed, and do not
easily fly off the handle. Add an automatic s on all Cool and Discipline check.
15-16 Cat Napper: Although the character needs six to eight hours’ sleep per night, he
doesn’t need it all at once. He catches his Z’s as and when he can. As long as his
naps total six to eight hours in a 24 hour period – and they usually do unless
he is forcibly denied naps – he can function as normal.
17-18 Child-Like: the character has an aura of child-like innocence (whether he really
is or not). Add b on all Charm skill checks.
19-20 Coldly Logical: While some might refer to this character as a 'cold fish', he has
a knack for separating factual reporting from emotional or hysterical
coloration. He may or may not be emotional himself, but he can see clearly when
others are clouding the facts with their feelings. All Deception checks against
you are increased in difficulty once.
21-22 Cool Demeanor: the character has a cool demeanor in all he does, and counts Cool
as a career skill.
23-24 Crack Driver: the character can drive a car like he is on crack (but can do it
without killing anyone). Reduce the difficulty of all Driving skill checks by
one.
25-26 Crack Shot: the character has a natural knack for firearms. Once per session,
the character may upgrade his Ranged [Heavy] or Ranged [Light] skill check once.
27-28 Danger Sense: The character counts Vigilance as a career skill.
29-30 Daredevil: the character loves to take risks, and are damn good at living
through them. Once per session, the character may reduce the difficulty of any
44 Motivation
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Motivation 45
Paul M. N. Haakonsen
46 Motivation
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on board.
81-82 Sexy: the character might not necessarily be that good looking, but there’s
something about the way he moves and acts that exudes sexuality. As a result,
he draws attention from members of the opposite sex, or his own sex, with raw
animal magnetism. He may lower the difficulty of any Social skill check once
when dealing with someone who is attracted to him. If he actively attempts to
direct his charms at a person, he may lower the difficulty twice.
83-84 Soothing Voice: the character has an entrancing voice. Add b to all Charm,
Leadership and Negotiation skill checks.
85-86 Sturdy: whenever the character suffers a Critical Injury, subtract 10 from the
Critical Injury roll (to a minimum of 1).
87-88 Surreal Beauty: the character possess a beauty far beyond that of normal
mortals. People stand in awe of his perfect form. Once per session, the character
may upgrade a s result to a x result on a Charm or Leadership skill check.
89-90 Time Sense: the character has an innate sense of time and are able to estimate
the passage of time accurately without using a watch or other mechanical
device.
91-92 Tough: the character gains +2 wound threshold.
93-94 Unremarkable: the character does not stand out in a crowd. Anyone attempting
to identify or notice the character must add b to their skill check.
95-96 Well Balanced: add b to Athletics and Coordination skill checks when
traversing difficult terrain.
97-98 Well Grounded: the character is so well grounded that very few things truly
phase him. Add b to all skill checks to resist fear.
99-00 Well Traveled: the character is knowledgeable of the ways of the world from
his travels and studies. Once per game session, the character can gain an
automatic s on a skill check to gain a piece of information.
FLAWS
Everyone has an element of themselves
that they're not proud of. Why should
your character be any different? When
someone speaks ill of your character,
this is always the first thing they bring
up. It's also what gets mentioned when
your character's friends say “they're a
great person, but...” That “but” is your
character's Flaw.
Just like your Merit, your Flaw is
primarily a part of your character's
personality. It is a selfish Motivation,
bad habit, or element of personality that
your character wishes they didn't have.
Flaws provide a minor modification to
game mechanics for your character.
Motivation 47
Paul M. N. Haakonsen
EXAMPLE FLAWS
d100 RESULT
01-02 Addiction: the character is addicted to some substance, such as caffeine,
nicotine, etc. The character will start to crave the substance if he doesn't get
it often enough, and have to make a Hard (ddd) Discipline check every six
hours to avoid giving in to the urge. A failed check results in adding a b to
all skill checks until the character get his fix.
03-04 Airhead: maybe the character has trouble paying attention, maybe he is just
clueless, maybe he just looks like a flake; no matter what, people don't take him
seriously. Add f on all Social skill checks.
05-06 Amnesia: the character has no memory of his past, or at least are missing a
significant portion of it.
07-08 Bad Liar: the character is a horrible liar. Add b to all Deception and Coercion
skill checks.
09-10 Black and White: the character sees all situations in black and white, good and
evil, etc. In situations where this limited, judgmental way of thinking may
hinder his reaction to something or cause him to act socially inappropriate,
increase the difficulty of Social skill checks once.
11-12 Bully: the character tends to push people around when he can get away with it.
This aggression doesn’t necessarily require a physical display; it is often
purely social. He chafes under the leadership of more forceful personalities
and can be a malcontent when he isn’t in charge.
13-14 Chronic Pessimist: the character thinks the glass is half-empty, the water in
the glass is contaminated, and that the glass will probably tip over at any
second. Others practice pessimism out of habit. For this character, it’s an art
form. Nothing can ever go right, especially plans that others propose. The
character is the implacable voice of gloom and doom, always ready to point out
a potential problem no matter how remote a chance it has of coming to pass. Add
automatic f on all Leadership checks.
15-16 Color Blind: the character has a difficult time differentiating colors. For
rolls where coloration and hues may be important, such as Perceptions rolls,
add b to the dice pool.
17-18 Compulsive Speech: ror whatever reason, the character has difficulty sticking
to the rule, “if you can't say anything nice, don't say it at all.” Add automatic
f on all Social skill checks.
19-20 Crazy Old Coot: the character has delved too deeply into the secrets of the
spiritual realm and possibly spent too much time alone in the wilderness. Add
b to all Charm and Negotiation skill checks.
21-22 Creepy: the character is repulsive and more than a little creepy to the opposite
sex. Add f to all Charm and Negotiation skill checks made with members of the
opposite sex.
23-24 Crude: the character is crude, disgusting, and often rank. During most social
situations the character will suffer an additional b to the dice pool.
25-26 Defensive: the character has problems taking responsibility for his actions.
Perhaps he views himself as perfectionist, or maybe he is simply too immature
to accept the blame for failure. When things go wrong, he looks for ways to
48 Motivation
Strange Aeons
blame others and rarely accept blame or criticism for his actions without
contention.
27-28 Disfigured: the character has an injury or physical defect which makes him
perfectly hideous; add an automatic f on all Social skill checks.
29-30 Disturbing Mannerism: the character has a habit or character trait which is
peculiar, gross, or annoying. The character may not even be aware of it - but
boy, everyone else is. Upgrade the difficulty of all Social skill checks once.
31-32 Easily Surprised: the character is easily surprised and taken aback. Add b to
all Vigilance and Perception skill checks.
33-34 Faint of Heart: the sight of gore and blood shocks this character to the core. If
he witness a gruesome scene, he must make a Hard (ddd) Discipline check or
suffer the effects of fear, as detailed on page 243 in the GENESYS core
rulebook.
35-36 Frail: the character has an amazingly weak constitution. Add f to all
Resilience checks.
37-38 Ghoulish Sense of Humor: the character finds humor in situations that make
most people uncomfortable or even nauseated. The character's questionable
taste doesn’t make him particularly resistant to the horror of gruesome sights.
His defense mechanism is simply to belittle the situation or those involved in
an inappropriate way. When confronted with a horribly gory scene or otherwise
uncomfortable situation such as people trying to console each other, the
character tends to crack jokes and sling insults. Increase the difficulty of all
Social skill checks in such situations once.
39-40 Gullible: the character has a lot of trouble separating truth from fiction. He
is not stupid, he just tends to believe what people tells him rather than to
take things with a grain of salt. All Deception checks made against the
character is upgraded once.
41-42 Heavy Sleeper: the character requires a significant amount of light, noise, or
movement in order to awaken. Once awakened, the character suffers an
additional b to all dice rolls for the encounter that awakened him.
43-44 Ignorant: the character is unfamiliar with the wider world at large, and may
not even care. While this character may select and purchase Knowledge skills,
they tend to only focus on elements that interest them. As a result, they suffer
b to all Knowledge skill rolls.
45-46 Illiterate: the character can't read or write. This may make passing yourself
off as that learned professor from Oxford a bit difficult.
47-48 Impaired Sense: the character chooses one of the five senses (sight, hearing,
smell, taste, or touch); when using this sense to discern something about the
environment or when applicable in a skill, the character suffers b to the skill
check.
49-50 Insomniac: For whatever reason, the character has tremendous trouble getting
more than a few hours of sleep. He is often groggy and slow as a result. Add an
automatic f on all Vigilance checks.
51-52 Intolerance: the character has an unreasoning dislike of a certain thing. This
may be an animal, a class of person, a color, a situation, or just about anything
at all. Add an automatic f to all skill checks involving the subject.
Motivation 49
Paul M. N. Haakonsen
53-54 Lazy: the character is simply lazy, avoiding anything that requires effort on
his part. Preferring to let others do the hard work, he lounges around. For any
action that requires preparation, there's a good chance the character didn’t
prepare properly.
55-56 Low Alcohol Tolerance: Alcohol goes straight to this character's head. While
this can be an advantage when he tries to enjoy a night out on the cheap, it can
be deadly in other situations. Double any penalties the character suffers for
consuming alcohol.
57-58 Low Pain Tolerance: the character has a very low capacity for pain. He turns
into a whimpering, blubbering ball of misery at the first sight of it. Although
the character soaks damage normally, he suffer an additional 1 point of damage
whenever he is injured.
59-60 Lustful: the character can’t resist the erotic advances of the appropriate
gender(s). He is easily seduced and often exhibit very poor judgment when
dealing with sexually attractive people. All Charm checks against you are
increased once.
61-62 Missing Eye: the character is missing the use of an eye; upgrade the difficulty
of all Ranged weapon attacks, as well as other skill rolls subject to GM
discretion.
63-64 Mistaken Identity: people think the character is someone he is not; even if that
person isn't bad, it can still cause the character trouble if they realize he is
not who they think he is.
65-66 Motion Sickness: the character becomes queasy and nauseous on board boats,
when travelling long distances by car or on amusement park rides. Increase the
difficulty of all skill checks he performs by once when dealing with these
conditions.
67-68 Mute: the character is physically unable to speak, and must communicate
through writing or sign language.
69-70 Non-Swimmer: the character never learned to swim, and he has no natural talent
for it. If he ever finds himself in a position where he must try to swim, he can
manage a pitiable dog paddle. Increase the difficulty of any Athletics skill
checks involving swimming once.
71-72 Obese: the character is seriously overweight and large enough that he have
trouble using the seats in most theaters. Increase the difficulty of all
Athletics skill checks once.
73-74 Old Wound: the character suffers from a wound that never fully healed. This
wound counts as an existing Critical Injury whenever the character suffers
another Critical Injury.
75-76 Phobia: the character has a specific phobia, an incredibly powerful fear and
aversion to a specific object of his fear. When confronting the fear, the
character must make a Hard (ddd) Cool check to avoid being affected by fear,
as detailed on page 243 in the GENESYS core rulebook.
77-78 Poor Personal Hygiene: the character often go days without showering, and only
brush his teeth when they start to gain a greenish tinge. He often smells quite
bad, and his breath is atrociously offensive. Increase the difficulty of all
Social skill checks once.
50 Motivation
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79-80 Sensation Junkie: the character is addicted to sensation, and will do anything
to find new means of stimulation. The character must roll a Hard (ddd)
Willpower check to resist taking the opportunity to try a new kick, difficulty
depending on the situation.
81-82 Short Temper: the character is easily driven to distraction by what would
otherwise be minor failures and other frustrations. If he fails to gain any
uncanceled s on any single skill check during an Action, increase the
difficulty of all subsequent checks by one, cumulatively.
83-84 Shy: the character is distinctly ill at ease when dealing with people and try to
avoid social situations whenever possible. Add b to all Social skill checks.
85-86 Sickly: the character is constantly coughing and wheezing, and he has trouble
shaking colds. He suffered almost every childhood disease imaginable, and he
has only become worse as an adult. When making Resilience checks to avoid
catching a disease or developing an infection, increase the difficulty of the
check by one.
87-88 Slow Healer: for some reason, the character's healing process is slow, and he
subtracts 1 wound of healing from all healing attempts on him with the
Medicine skill, and adds an automatic f on any attempts to heal a Critical
Injury.
89-90 Snob: the character is an arrogant snob. During most social situations, add b to
Charm and Negotiation skill checks.
91-92 Sterile: the character is incapable of reproducing.
93-94 Superstitious: the character fears and distrusts anything associated with the
spiritual or supernatural. Add b to all Charm and Negotiation skill checks
made with someone known to the character to be involved in any spiritual or
supernatural undertakings. The character adds b to all Discipline skill checks
based on spiritual or supernatural fears.
95-96 Too Honest: the character has trouble lying convincingly. Adds automatic f on
all Deception skill checks.
97-98 Twitch: the character has a repetitive motion that he makes in times of stress,
and it’s a dead giveaway as to his identity. Examples include a nervous cough,
constantly wringing his hands, cracking your knuckles and so on.
99-00 Yellow-Bellied: the character lacks courage. Your strain threshold is reduced
by 1, you can never take the first PC slot in combat, and you add b to all
Leadership and Coercion checks. However, your concern for your life enables you
to always find cover wherever you are, and your Ranged Defense is always
increased by 1.
Motivation 51
SKILLS
IN HIS HOUSE AT R'LYEH DEAD CTHULHU WAITS DREAMING
Strange Aeons
Skills 53
Paul M. N. Haakonsen
54 Skills
TALENTS
SEARCHERS AFTER HORROR HAUNT STRANGE, FAR PLACES
Paul M. N. Haakonsen
56 Talents
Paul M. N. Haakonsen
AVAILABLE TALENTS
These talents are unique to the
STRANGE AEONS setting and are detailed
below. The talents are readily available
to anyone who can fulfill any
57 Talents
Strange Aeons
TALENTS: TIER 1
TALENT RANKED SUMMARY
Adaptable Flanker No Designate one Engaged target, allies gain b against
this foe.
All-Terrain Driver No Ignore penalties for difficult terrain when using
Driving skill.
Bad Cop Yes Spend aa on Coercion or Deception check to upgrade
ally's subsequent Social skill check against the target.
Black Market Contact Yes Reduce rarity of goods by 1 at increase cost by 50%.
Bought Info No Succeed on Knowledge check by spending cash on info.
Brace Yes Remove b from skill check imposed by environment.
Bullrush No Spend aaa or x to knock target prone within one
range band.
Call 'Em No Do not add bb to Aim Maneuvers at specific target.
Catch Off-Guard No Do not suffer imposed t when using improvised melee
weapons.
Catfall Yes Add b to Athletics/Coordination check to reduce fall
damage, and reduce wound and strain damage by 1.
Cave Dweller Yes Remove f from checks to find dangers underground.
Challenge! Yes Force adversaries to target you in combat.
Clever Retort No Add automatic tt to opponent's Social skill check.
Code Breaker Yes Remove b on checks to break codes or decrypt
communications.
Collector of Stories No Hard (ddd) Knowledge check to identify creatures.
Complimentary No Add bb when using the Assisting Maneuver instead of
Insight b.
Construction Yes Remove b on checks to build engineering projects.
Specialist
Crack Shot No Opponent's cover does not impose b on ranged attack.
Creative Design Yes Add a on crafting checks, but equal amount of t.
Death or Glory Yes Add b to combat checks against bigger adversaries.
Desperate Recovery No Heal two additional strain at end of encounter if over
half of strain threshold.
Disorienting Spell Yes Disorient target's of your spells.
Disruptive Spell Yes Add b to spellcaster's skill check for next spell.
Duelist No Add b against single opponent, add b if Engaged with
3 or more.
Durable Yes Reduce the result of Critical Injury by 10.
Eldritch Aptitude Yes Add a to Magic skill checks.
Talents 58
Paul M. N. Haakonsen
Eldritch Defense Yes All spells of a particular type add b when cast at you.
Eldritch Dread No Demoralize victim within Medium range and bestow b on
all combat checks.
Eldritch Senses Yes You can detect the presence of magic through your
natural senses.
Eldritch Strike Yes Add b to Brawl or Melee combat checks.
Expert Tracker Yes Remove b from check to find or follow tracks at 50%
less time.
Extra Ammo No Cannot run out of ammunition of a y result.
Familiar Sky No Hard (ddd) Knowledge check to gain useful
information on environment.
Fast Metabolism Yes Heal additional wounds from natural rest.
Forager No Remove bb from skill checks to find food, water and
shelter.
Fox Style No Use Brawn characteristic instead of Willpower for
Coercion checks.
Friend of the Night No Remove b from checks imposed by darkness.
Ghost Steps Yes Throw your movement sounds to originate from other
location.
Good Cop Yes Spend aa on Charm or Negotiation check to upgrade
ally's subsequent Social skill check against the target.
Grit Yes Increase your strain threshold by one.
Hamstring Shot No Halve your Ranged damage to Immobilize your target.
Hidden Storage Yes Hidden storage in vehicle or equipment to hold 1
encumbrance.
Initiate of Pain Yes Add b on combat and Discipline checks when hurt.
Iron Soul No If carrying 2 Encumbrance or less heal all strain at
end of encounter.
Jump Up No Stand up from seated or prone position as an Incidental.
Kill With Kindness Yes Remove b from all Charm and Leadership checks.
Kirin Style No Hard (ddd) Knowledge check for foe add b to combat
checks.
Knack For It Yes Remove bb from any one selected skill.
Know Somebody Yes Reduce rarity of item when purchasing.
Knowledge Yes Spend x to gain additional s on Knowledge checks.
Specialization
Kraken Style No Inflict strain damage with your Brawl attacks.
Let's Ride No Mount or dismount from vehicle/steed as an Incidental.
Listen to This Yes You can perfectly imitate what you have heard.
Mongoose Style No Combat checks against you add b, add b against some
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opponents.
Museum Worthy No Hard (ddd) Knowledge check to gain information on a
relic, ruin or piece of history.
Never Outnumbered Yes Hard (ddd) Coercion check to give all foes in Short
range an automatic t on all skill checks.
Night Owl Yes Add b to Perception checks between 6 p.m. and 6 a.m.
One With Nature No May use Survival instead of Discipline or Cool to
recover strain.
Painful Blow No Increase difficulty of combat check, on a successful
combat check inflict 2 strain on opponent everytime it
performs a Maneuver.
Parry Yes Suffer strain to parry a Brawl or Melee attack and
reduce the damage before applying Soak.
Party Animal No Add b to all skill checks while intoxicated.
Physician Yes Heal additional strain when using Medicine skill.
Piercing Spell Yes You can ignore Soak value when casting spells.
Plausible Yes Remove b from Coercion and Deception checks.
Deniability
Prone Mastery No Attacks against you while prone do not incur the usual
b bonus.
Proper Upbringing Yes Add a to your Social skill checks.
Quick Draw No Draw or holster item as Incidental, reduce weapon
Prepare quality.
Quick Strike Yes Add b against adversaries who has not yet acted.
Rapid Reaction Yes Add automatic s to Vigilance or Cool check for
Initiative.
Rapid Recovery Yes Heal 1 additional strain after end of an encounter.
Redundant Systems No Easy (d) Mechanics check to use components from
functional item to repair a broken item, without
breaking the functional item.
Researcher Yes Remove b on Knowledge checks, research time reduced
by 50%.
Respected Yes Downgrade Social skill checks with specific factions.
Second Wind Yes Heal strain during an encounter.
Shake It Off No Gain on b all checks if Engaged to ally with Shake It
Off talent.
Signature Vehicle No Increase Mechanics checks on your “Signature Vehicle”.
Silent Spell No Cast spells silently without verbal components.
Silver Palm Yes Negotiation is a career skill, add b to Negotiation
skill checks.
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TALENTS: TIER 2
TALENT RANKED SUMMARY
Adroitness No Reduce time to perform specific General skill by 25%.
Alluring Yes Add automatic a to all Social skill checks.
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Animal Expertise Yes Add b on all skills when interacting with animal/beast.
Anticipate Dodge Yes Add b to combat checks against target using Dodge.
Arcanist No Add automatic s on Magic skill checks.
Barrage Yes Add 1 damage to Gunnery and Ranged [Heavy] skill at
Long and Extreme range.
Basic Military No Athletics, Ranged [Heavy] and Resilience skills are
Training career skills.
Blackmail No Spend 1 Story Point to convince NPC to perform a task.
Bullwark No Parry to reduce Brawl/Melee damage on an Engaged ally.
Burly Yes Reduce weapon's Cumbersome quality and Encumbrance by
1.
Child at Heart No Decrease difficulty of Social skill check when
interacting with kids.
Command Yes Add b to Leadership. Affected targets add b to
Discipline checks.
Concussive Attack Yes Spend aa to add b on target's Intellect and
Willpower checks.
Conditioned Yes Remove b from Athletics and Coordination. Reduce
falling damage by one.
Confidence Yes Decrease difficulty of Discipline checks to avoid fear.
Coordinated Assault Yes Automatic a to combat checks per rank in Leadership.
Counteroffer No Negotiation vs Discipline check to stagger a non-nemesis.
Crane Style No Remove b from Guarded Stance, +1 Melee Defense.
Crashing Wave Style No You can immediately follow a disengaging adversary.
Cutting Question No May use Deception skill for making Coercion checks.
Daring Aviator Yes Add t to Driving / Piloting skill check to add equal
number of s.
Debilitating Shot No Spend aa to reduce maximum speed of hit vehicle.
Deceptive Taunt No May force an adversary to focus attacks on character.
Defensive Stance Yes Upgrade difficulty of Brawl and Melee combat checks
against you.
Dirty Tricks No Upgrade adversary's skill check upon a Critical Injury.
Disorient Yes Spend aa to Disorient opponent.
Distracting Behavior Yes Give Engaged opponent's automatic t on skill checks.
Dual Wielder No Decrease difficulty of using two weapons.
Dynamic Fire No Suffer 2 strain to reduce difficulty of Ranged while
Engaged.
Enforcer No When dealing strain damage with Brawl or Melee attempt
Coercion check to demoralize opponent and add b to his
skills.
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TALENTS: TIER 3
TALENT RANKED SUMMARY
Acrobatic Strike No Suffer 3 strain and make a Hard (ddd) Coordination
check to add bb on Brawl or Melee combat check
against an opponent.
Ambush No Add damage equal to Stealth when in from cover.
Animal Companion Yes Gain a special animal companion.
Armor Master No Increase Soak by 1 when wearing armor.
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opponent.
Disarming Smile Yes Charm check to lower Defense rating of an adversary.
Dodge Yes Suffer strain to upgrade difficulty of combat checks
targeting you.
Double of Nothing No Suffer 2 strain to double the amount of a on a skill
check with increased difficulty of one.
Dual Strike No Suffer 2 strain instead of using aa to hit with
secondary weapon.
Durable Magic Yes Increase difficulty of attempts to dispel your magic.
Eagle Eyes No Increase your weapon's range band by one.
Easy Prey No Suffer 3 strain to add bb to combat checks at
Immobilized foes.
Eldritch Consumption No Add s and a to one spell at the cost of -1 Brawn and 4
strain.
Encouraging Words No Suffer 1 strain to assist Engaged ally's next check.
Eye for Detail Yes Suffer strain to convert s to a on Mechanics check.
Fear the Shadows No Hard (ddd) Deception check to make minion group or
rival flee.
Fearsome Reputation Yes Add a to Coercion skill checks.
Feint Yes Spend x or aaa on a failed Brawl or Melee combat
check to upgrade opponent's combat check.
Field Commander No Average (dd) Leadership check for allies to perform a
Maneuver.
Fire Control No All combat checks made from vehicle count target's
Silhouette as 1 larger.
Flick of the Wrist No Add s and a to combat check if drawing a one-handed
weapon.
Forgot to Count? No Spend tt on enemy's combat check to run out of
ammunition.
Formation Tactics No Hard (ddd) Leadership check to upgrade combat checks
against all allies within Short range.
Fortified Structure Yes Increase hull trauma by 1 on Signature Vehicle.
Freerunning No Suffer 4 strain to move anywhere within Medium range.
(Improved)
Frenzied Attack Yes Suffer strain to upgrade Brawl or Melee combat checks.
Full Stop No Bring piloted vehicle to speed zero immediately at 1
system strain.
Full Throttle No Hard (ddd) Driving / Piloting check to increase top
speed by 1.
Greased Palms Yes Pay 50 dollars to upgrade Social skill check once.
Grenadier Yes Spend 1 Story Point to trigger Blast quality without
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TALENTS: TIER 4
TALENT RANKED SUMMARY
Action Boost Yes Spend 1 Story Point to flip positive die to adjacent
side.
Armor Master No When wearing armor with Soak 2+ increase Defense
(Improved) rating by 1.
Assassin Strike No Spend 1 Story Point to disengage from opponent as
Incidental.
Back-to-Back No Add b to your and allies in Engaged range combat
checks.
Body Guard No When your protected ally is hit, you can suffer the hit
(Improved) instead.
Bolstered Armor Yes Increase Armor value by 1 of Signature Vehicle.
Brilliant Evasion No Make opposed Driving or Piloting check to stop opponent
from attacking your vehicle.
Can't We Talk About No Prevent target from attacking you.
This?
Capital Sendoff No When performing Capital Sendoff targets suffer major
(Improved) collision instead.
Careful Planning No Introduce a “fact” into the narrative as if spent 1
Story Point.
Center of Being No Suffer 1 strain to use Center of Being as an Incidental.
(Improved)
Commanding Presence No Make a Cool vs. Discipline check to make adversary
within Short range leave the encounter.
Comrades In Arms No Hard (ddd) Discipline check to grant you and allies
within Medium range +1 Defense rating.
Dazing Spell No Change wound damage to strain damage on your spells.
Deadeye No Select the outcome of your Critical Injuries within same
severity.
Deadly Accuracy No Add ranks of combat skill as damage to attack.
Death Rage No +2 damage to Brawl and Melee by per sustained Critical
Injury.
Defensive Yes Increase Melee and Ranged Defense Rating by 1.
Defensive Driving Yes Add b to combat checks against vehicle piloted by you.
Delay Spell No Delay a spell up to 5 turns or set a trigger condition.
Discredit No Hard (ddd) Deception check to upgrade character's
Social skill check.
Distracting Behavior No Distracting Behavior Maneuver adds automatic tt on
(Improved) NPC skill checks if targeting your allies.
Don't Shoot! No Cannot be targeted by combat checks on a Hard (ddd)
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Charm check.
Double or Nothing No Doubles up the remaining s after resolving a skill
(Improved) check.
Double-Talk No Spend aa or x on Charm or Deception check to
Disorient opponents within Short range.
Dreadful Carnage No Hard (ddd) Coercion check when incapacitating an
enemy to Stagger foes in Short range.
Eldritch Life No Average (dd) Magic check to lower damage if exceeding
threshold.
Enduring Yes Increase your Soak Rating by 1.
Extend Spell No Extend a spell one range band without upgrading
difficulty.
Fearsome Spell No Spend aa on Magic check to cause targets to make a
fear check.
Field Commander No Spend x on Field Commander to let ally take an Action.
(Improved)
Flurry of Blows No Suffer strain to add Linked quality to Brawl or Melee
attack.
Formation Tactics No Reduce difficulty of Formation Tactics to Average
(Improved) (dd). Spend x or aaaaaa to have effect last
the entire encounter.
Fortune Favors the No Suffer 2 strain to move GM Story Point to Player Story
Bold Point pool.
Full Throttle No Suffer 1 strain to perform Full Throttle as a Maneuver,
(Improved) and reduce difficulty to Average (dd).
Heroic Defiance No Delay one harmful condition until end of next turn.
How Convenient! No Hard Mechanics (ddd) check to have one device
spontaneously fail.
In the Know No Make opposed Deception vs. Vigilance check to have
target NPC believe false intelligence.
Incite Rebellion No Hard (ddd) Cooercion check to make minions and rivals
become rebellious.
Inspiring Rhetoric No Use Inspiring Rhetoric as a Maneuver instead of as an
(Supreme) Action.
It's Not That Bad No Hard (ddd) Medicine check to prevent ally from
gaining Critical Injury.
Jury Rigged Yes Modify a personal weapon or armor.
Knockdown Spell No Spend aa to knock target of your spell prone.
Life or Death No Upgrade your combat checks when you are at are
(Improved) wounded to half or more of your wound threshold.
Lingering Spell No Spells lasts for one additional turn.
Mad Inventor No Cobble together a function item from spare parts.
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Mantis Style No Reduce your Critical Rating by one with Brawl checks.
Mercurial Strike No May attack opponent that disengage from you with a
melee weapon.
Moving Target Yes If you have already acted this turn increase Ranged
Defense rating.
Not Today No Spend 1 Story Point to prevent Signature Vehicle from
being destrouyed.
Offensive Driving No Suffer system strain to upgrade target's Driving check.
Overbalance No Spend y or ttt on Engaged foe's combat check to
Stagger foe.
Owl Style No Use Brawl ranks instead of Stealth, negate adversary's
Defense Rating.
Panther Style No Engaged enemies with ranged weapons must upgrade
combat checks one additional time.
Persistent Attacker Yes Spend aa on successful combat check to upgrade next
combat check against the same adversary.
Pinning Fire No Affect additional targets with Pinning Fire.
(Improved)
Precise Aim Yes Suffer strain to reduce adversary's Defense rating.
Precision Strike No Change a Critical Injury result to Average (dd) result
(Improved) at the cost of 2 strain.
Prey On the Weak Yes Add +1 damage against Disoriented targets.
Pride and Joy No Reduce Silhouette of Signature Vehicle by 2, to a
(Surpreme) minimum of 0.
Prime Positions Yes You and allies in Short range gain +1 Soak when in
cover.
Prophetic Aim No While aiming, y cannot result in hitting an Engaged
ally.
Pyromaniac No Increase Burn quality by +1 on weapon with Burn
quality.
Rain of Death No Ignore the increased difficulty due to Auto-fire
quality.
Reflexive Psychosis No Spend a Story Point to double your Soak value.
Reinforced Frame No Signature Vehicle gains Massive 1 quality, Critical
ratings on weapons against the vehicle count as 1
higher.
Resolve Yes Suffer 1 less strain when voluntarily suffering strain.
Savage Sweep No Increase difficulty of Brawl or Melee combat check and
spend aa to strike an additional Engaged opponent.
Savvy Negotiator No Hard (ddd) Negotiation check to make observers see
opponent's sides as maliciously unreasonable.
Scathing Tirade No Use Scathing Tirade as a Maneuver instead of as an
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(Supreme) Action.
Second Chances Yes Select positive dice and re-roll them.
Seen a Lot of Things No Spend aaa to attempt a new Knowledge check next
turn on a failed attempt.
Showboat No Suffer 2 strain to gain x on success or y on failure on
a check while in a vehicle.
Sniper Shot Yes Increase ranged weapon's range by 1 range band by
upgrading the difficulty of the skill check.
Sorry About the Mess No Decrease Critical Rating against foe that has not yet
acted.
Spitfire No Additional hit with two weapons can be dealt to other
target.
Spray and Pray No Deal only 50% damage to allies accidentally hit in
combat.
Steady Aim No Do not lose the benefit of Aim Maneuver by performing
other Maneuvers or Actions.
Stim Application No Stim Application is an Incidental instead of an Action.
(Improved) Reduce the strain cost of using the Stim Application
Incidental to 1.
Street Smarts Yes Formidable (ddddd) Streetwise or Knowledge check
to get vital clue from GM.
Supporting Evidence Yes Add automatic a to Charm, Deception, Leadership or
Negotiation checks when assisting an ally.
Targeted Firepower No Hard (ddd) Knowledge check to grant allies in Short
range automatic a on attacks against target.
That's How It's Done Yes Suffer 1 strain to give allies in Short range automatic
a on usage of the same skill.
Third Time's the No Re-roll one negative die.
Charm
Traumatic Spell No Your spells instills nightmares that prevents wound
and strain recovery.
True Aim Yes Benefit from aiming and upgrade your ranged combat
check.
Trust No One No Suffer 1 strain to add automatic t when targeted by a
Social skill check. Take immediate Maneuver as out-of-
turn Incidental on a y.
Unbelievable Luck No If sufficient Story Points in the player's pool add b to
all skill checks.
Unrelenting No Suffer 4 strain to make a second Brawl or Melee attack
against the same adversary at increased difficulty.
Unrelenting Skeptic No Add automatic f to check when targeted by Deception.
Weak Foundation No Hard (ddd) Knowledge check for you and your allies
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TALENTS: TIER 5
TALENT RANKED SUMMARY
Absorb Spell No Attempt to absorb spell cast at you to upgrade your
own spell power.
Action Boy No Add an additional Story Point to the player pool.
Action Surge No Spend 1 Story Point to perform an additional Maneuver
or Action.
Agent 47 No Roll twice for Critical Injury and select one result
while hidden.
Armor Master No Suffer 3 strain to reduce result of Critical Injury by
(Surpreme) 10 per Soak.
Baleful Gaze No Spent 1 Story Point to upgrade opponent's combat check
within Medium range.
Biggest Fan No Hard (ddd) Charm check to turn NPC into biggest fan.
Body Guard No May protect Engaged characters equal to ranks in
(Surpreme) Resilience.
Comrades In Arms No Spend x or aaa for you an ally to gain +1 Soak
(Supreme) rating.
Coordinated Dodge No Spend 1 Story Point to add f to combat checks against
you.
Critical Mastery No Spend 1 Story Point to inflict two effects on a Critical
Injury result.
Crushing Blow No Suffer 4 strain to give Melee weapon Breach 1 and
Knockdown.
Custom Loadout No Add mount for weapon on Signature Vehicle.
Dedication Yes Increase a characteristic by 1 point, to a maximum of 5.
Double or Nothing No Double all x and y on Double or Nothing Incidental
(Surpreme) result.
Dumb Luck No Suffer 3 strain to spend aaa to change y result to
x result.
Eldritch Heritage No Add x or y to next Knowledge or Magic skill check.
Evasion No While in Guarded Stance attempt to negate a single
successful Brawl or Melee attack against you.
Finish Him! No Incapacitate any adversary that is Staggered.
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gain a b bonus per rank of Anticipate the Armor Master incidental. If he does
Dodge on combat checks against a target he reduces the Critical Injury result
that is using the Dodge talent. This that he suffers by 10 per point of his
bonus cannot exceed the ranks of Dodge Soak, to a minimum of 1.
the creature is using.
ASCETIC CASTER
ARCANIST Tier: 3
Tier: 2 Activation: Active (Incidental)
Activation: Passive Ranked: No
Ranked: No Your character must have at least one
Your character must have at least one rank in Magic to benefit from this
rank in Magic to benefit from this talent. You practice an unusual martial
talent. Your family has studied eldritch art that mixes self-taught spellcasting
secrets for hundreds of years. You spent and unarmed attacks to great effect.
your childhood in private libraries that Whenever you make a successful Brawl
held secret, eldritch tomes, and this combat check, you add an automatic a to
early education gives you a great the roll per rank of Magic that you have.
breadth of knowledge. Add automatic s
to all Magic skill checks. ASSASSIN STRIKE
Tier: 4
ARMOR MASTER Activation: Active (Incidental)
Tier: 3 Ranked: No
Activation: Passive After making a successful Brawl or
Ranked: No Melee check, may spend a Story Point to
When wearing armor, increase total disengage from an opponent as an
Soak value by 1. Incidental.
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make an opposed Cool vs. Discipline check 1 turn. For each rank beyond the first in
to force target within Short range to Concussive Attack, you extend the
leave the encounter. duration by 1 turn.
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number of strain no greater than their the Double or Nothing (Improved) talent
ranks in Dodge to use this talent. Then, to benefit from this talent. When
upgrade the difficulty of the combat performing the Double or Nothing
check targeting your character a number Incidental, also double the number of x
of times equal to the strain suffered. and y.
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before combat begins, the style you are conditions. Remove b from environmental
in persists until you spend an Incidental modifiers due to low-light conditions.
to switch to a different combat style. For
example, if you have the Mantis Style FRIENDLY FOE
and Tiger Style, you can use an Tier: 5
Incidental to adopt Tiger Style at the Activation: Active (Incidental)
start of one turn, and then by another Ranked: No
Incidental at the start of your next Your knack for picking foe from friend
turn, you could adopt Mantis Style. in frantic ranged combat allows you to
spend a Story Point to downgrade a y to
FREERUNNING f and thus avoid accidentally hitting
Tier: 2 your allies Engaged with your allies.
Activation: Active (Maneuver)
Ranked: No FULL STOP
Suffer 1 strain when making a move
Tier: 3
Maneuver to move to any location
Activation: Active (Maneuver)
within Short range.
Ranked: No
When piloting a vehicle, the character
FREERUNNING (IMPROVED) may take the Full
Tier: 3 Stop Maneuver to
Activation: Active (Incidental) immediately reduce the
Ranked: No speed of the vehicle to zero.
Your character must have The vehicle then suffers 1
purchased the point of system strain for
Freerunning talent to every point of speed it had
benefit from this talent. before stopping.
Suffer 4 strain when
making a move Maneuver to FULL THROTTLE
move to any location within
Tier: 3
Medium range.
Activation: Active (Action)
Ranked: No
FRENZIED ATTACK While driving or flying, your
Tier: 3 character may use this talent to
Activation: Active (Incidental) make a Hard (ddd) Piloting or
Ranked: Yes Driving check. If successful, the
When making a Brawl or Melee top speed of the vehicle increases
combat check, suffer a number of by one (to a maximum of 5) for a
strain to upgrade the attack an number of rounds equal to your
equal number of times. The strain character’s Cunning.
suffered may not exceed ranks in The specifics of this talent
Frenzied Attack. require the optional vehicle rules,
on page 220 in the GENESYS core
FRIEND OF THE NIGHT rulebook. If your game does not use
Tier: 1 these rules, this talent simply
Activation: Passive makes the vehicle go much faster
Ranked: No than normal, with the specifics up to
Your eyes adapt quickly to low-light your GM.
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have a fluid fighting stance that cost on its Critical, or any single other
emphasizes rapid, powerful kicks. The effect by one to a minimum of one; or
style's constant motion and graceful increase armor’s Ranged or Melee Defense
footwork lead many to mistakenly view by one. Alternatively, he can decrease
practitioners as highly skilled dancers, the Encumbrance of the item by two to a
a misconception that has allowed the minimum of one. The bonus only applies so
technique to be taught in secret, the long as the character is using the item.
hidden weapon of the downtrodden and If the item is ever lost or destroyed, the
the oppressed. Openly martial versions of character may apply Jury Rigged to a
this style lose some of the dancelike new personal weapon or piece or armor.
qualities but retain the style's
extraordinary kicking techniques and JUST KIDDING
agility. Tier: 5
While using this style, attacks against Activation: Active (Incidental, Out-of-
you take a b penalty. Further, you add a Turn)
b against opponents that are yet to act Ranked: No
in this encounter. Once per turn as an incidental spend 1
As an Incidental, you can enter the Story Point to ignore y generated on a
stance employed by the fighting style. Social skill check by the character or
Although you cannot use a style talent any ally in Short range.
before combat begins, the style you are
in persists until you spend an Incidental
to switch to a different combat style. For
KILL WITH KINDNESS
example, if you have the Monkey Style Tier: 1
and Tiger Style, you can use an Activation: Passive
Incidental to adopt Monkey Style at the Ranked: Yes
start of one turn, and then by another You remove b per rank of Kill with
Incidental at the start of your next Kindness from your Charm and Leadership
turn, you could adopt Tiger Style. checks.
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a single creature. If you succeed at the stance employed by the fighting style.
check, while using this style, you add a Although you cannot use a style talent
b to all combat checks the creature before combat begins, the style you are
makes against you. These bonuses last for in persists until you spend an Incidental
as long as you use this style. If you cease to switch to a different combat style. For
combat with the creature during this example, if you have the Kirin Style and
time and resume it later, you can attempt Panther Style, you can use an Incidental
the check again. to adopt Kirin Style at the start of one
As an Incidental, you can enter the turn, and then by another Incidental at
stance employed by the fighting style. the start of your next turn, you could
Although you cannot use a style talent adopt Panther Style.
before combat begins, the style you are
in persists until you spend an Incidental KNACK FOR IT
to switch to a different combat style. For Tier: 1
example, if you have the Snake Style and Activation: Passive
Tiger Style, you can use an Incidental to Ranked: Yes
adopt Tiger Style at the start of one When you purchase this talent for your
turn, and then by another Incidental at character, select one skill. Your
the start of your next turn, you could character removes bb from any checks
adopt Snake Style. they make using this skill.
Each additional time you purchase
KITSUNE STYLE this talent for your character, select
Tier: 2 two additional skills. Your
Activation: Active (Incidental) character also removes bb
Ranked: No from any checks they make
Pulling from the trickster using these skills. You cannot
habits of kitsune, this style select combat (or magic) skills
focuses on when choosing
duping and skills for
incapacitating foes in the this talent.
heat of combat. Your quick
movement and trickery allow KNOCKDOWN
you to catch opponents off Tier: 2
guard. While using this Activation: Passive
unarmed Brawl style, you can Ranked: No
attempt to perform a dirty trick After hitting with a Brawl
in place of an attack at the end or Melee attack, may spend a
of a charge. As part of a x to knock the target prone.
Maneuver that you use for
movement, you can attempt an
Average (dd) Coercion check to KNOCKDOWN SPELL
impose a b penalty on a single Tier: 4
opponent. You are able to Activation: Active (Maneuver)
impose a second b to the same Ranked: No
opponent if you use a second Maneuver Your character must have at least one
for moving as well, and must attempt a rank in Magic to benefit from this
second Coercion check. talent. You can cast spells that knock
As an Incidental, you can enter the creatures off their feet. Knockdown Spell
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Life or Death activate when your time up to 1 hour later with such clarity
character takes wounds equal to one that any individuals hearing the
quarter of their wound threshold, description are treated as if they had
instead of half. heard the sound themselves. For every
rank of Listen to This beyond the first,
LIGHT STEP you can extend the duration with
Tier: 2 another hour.
Activation: Passive This trick is particularly useful if
Ranked: No you overhear a conversation but don't
You are incredibly light on your feet understand the language spoken, since it
and make very little noise in comparison allows you to repeat it verbatim to an
to others. With the Light Feet talent you ally who might be able to translate.
cannot risk accidentally setting off or
triggering floor traps or mines, LONE WANDERER
regardless of knowing there are there or Tier: 3
not. Activation: Passive
Ranked: No
LINGERING SPELL Who needs friends anyway? When you
Tier: 4 are by yourself all attacks against you
Activation: Active (Incidental) suffer b and you can carry additional
Ranked: No Encumbrance equal to half your Brawn
Your character must have at least one rating (rounded down).
rank in Magic to benefit from this talent.
You spell clings to existence, slowly LOOM
fading from the world. You may cause an Tier: 2
instantaneous spell that affects an area Activation: Passive
to persist until the beginning of your Ranked: No
next turn. Those already in the area When an ally Engaged with the
suffer no additional harm, but other character makes a successful Charm,
creatures or objects entering the area Deception, or Negotiation check, the
are subject to its effects. A Lingering character adds a per rank in Coercion to
Spell with a visual manifestation the ally’s check.
obscures vision, providing b to skill
checks made by or against anyone in the LUCKY START
area of effect. Tier: 3
You suffer 3 strain when you imbue Activation: Active (Incidental)
your magic with the Lingering Spell Ranked: No
talent. Sometimes your luck overcomes a slow
natural reaction. At the expenditure of 3
LISTEN TO THIS strain, you can re-roll your Initiative
Tier: 1 check (Cool or Vigilance according to the
Activation: Active (Action) situation and dictated by the GM). You
Ranked: Yes must keep the result of the re-rolled
You can perfectly repeat to others Initiative check.
what you hear. Whenever you make a
successful Perception check to hear a
noise, you can describe that sound any
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strain equal to your Willpower rating. this turn, increase Ranged Defense by 1
per rank of Moving Target.
MONKEY STYLE
Tier: 2 MULTIPLE FOES
Activation: Active (Incidental) Tier: 2
Ranked: No Activation: Passive
Renowned for its speed and agility, Ranked: No
monkey unarmed Brawl style blends Your character adds b to his Brawl
jumping strikes, rolling blows, and and Melee combat checks when engaged
ground fighting into a continuous with multiple opponents. This includes
onslaught aimed at disorienting and single groups of multiple minions.
damaging an opponent through superior
mobility. MUSEUM WORTHY
While using this style, you do not Tier: 1
suffer b on Brawl attack rolls nor do Activation: Active (Action)
opponents gain any b while you are Ranked: No
prone. Further, you can crawl and stand Once per session, take Museum Worthy
up from lying prone as an Incidental if Action, make a Hard (ddd) Knowledge
you succeed at a Daunting (dddd) check to ascertain information regarding
Athletics check. a relic, ruin, or piece of history.
As an Incidental, you can enter the
stance employed by the fighting style.
Although you cannot use a style talent
NATURAL
before combat begins, the style you are Tier: 3
in persists until you spend an Incidental Activation: Active (Incidental)
to switch to a different combat style. For Ranked: No
example, if you have the Mongoose Style When your character purchases this
and Tiger Style, you can use an talent, choose two skills. Once per session,
Incidental to adopt Tiger Style at the your character may use this talent to
start of one turn, and then by another reroll one skill check that uses one of
Incidental at the start of your next those two skills.
turn, you could adopt Mongoose Style.
NEVER OUTNUMBERED
MOST IMPRESSIVE Tier: 1
Tier: 5 Activation: Active (Maneuver)
Activation: Active (Incidental) Ranked: Yes
Ranked: No You can demoralize multiple enemies.
Spend x from any skill check to allow You can perform the Never Outnumbered
a number of allies not exceeding your Maneuver and attempt a Hard (ddd)
character’s Presence within Short range Coercion check to demoralize all
add a to their next check. opponents within Short range whom can
see you. If you succeed, all opponents add
an automatic t to all skill checks until
MOVING TARGET the end of their next turn.
Tier: 4 For every rank of Never Outnumbered
Activation: Passive you extend the duration by one
Ranked: Yes additional turn.
If the character has already acted
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As an Incidental, you can enter the from the combat check, the target suffers
stance employed by the fighting style. 2 strain each time they perform a
Although you cannot use a style talent maneuver until the end of the encounter.
before combat begins, the style you are
in persists until you spend an Incidental PAINKILLER SPECIALIZATION
to switch to a different combat style. For Tier: 3
example, if you have the Snake Style and Activation: Passive
Kirin Style, you can use an Incidental to Ranked: Yes
adopt Kirin Style at the start of one When your character uses painkillers
turn, and then by another Incidental at (or their equivalent, depending on the
the start of your next turn, you could setting), the target heals one additional
adopt Snake Style. wound per rank of Painkiller
Specialization. The sixth painkiller and
PACK INITIATIVE beyond each day still has no effect.
Tier: 2
Activation: Passive PANTHER STYLE
Ranked: No Tier: 4
You can coordinate your Initiative Activation: Active (Incidental)
with your allies. If you and an ally both Ranked: No
have the Pack Initiative talent, you add Students of the panther throw caution
an automatic s to your Initiative check to the wind as they weave recklessly
(applying to both Cool or Vigilance among their foes. Those who master the
checks for Initiative) per ally that has style turn their unrivaled mobility into
the Pack Initiative talent, not including a weapon, striking their enemies with a
yourself. series of swift retaliatory strikes.
While using this unarmed Brawl style,
PACK RAT opponents in Engaged ranged of you that
Tier: 3 attack you with a Ranged combat check
Activation: Passive must upgrade the difficulty of their
Ranked: No combat check one additional time because
You are efficient at arranging your of your style.
inventory in general. This makes it much As an Incidental, you can enter the
easier to carry that little extra you've stance employed by the fighting style.
always needed. This is useful for Although you cannot use a style talent
characters with low Brawn. Any items before combat begins, the style you are
that have an Encumbrance of 2 or less in persists until you spend an Incidental
now weighs half their normal weight for to switch to a different combat style. For
you. example, if you have the Fox Style and
Kirin Style, you can use an Incidental to
PAINFUL BLOW adopt Kirin Style at the start of one
Tier: 1 turn, and then by another Incidental at
Activation: Active (Incidental) the start of your next turn, you could
Ranked: No adopt Fox Style.
When your character makes a combat
check, you may voluntarily increase the
difficulty by one to use this talent. If
the target suffers one or more wounds
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the Quick Draw Talent to benefit from number of s to a Vigilance or Cool check
this talent. May use Quick Draw twice per they make to determine Initiative order.
turn. This also allows you to reduce the The number may not exceed your
prepare rating by 1 additional point, to character’s ranks in Rapid Reaction.
a minimum of one.
RAPID RECOVERY
QUICK STRIKE Tier: 1
Tier: 1 Activation: Passive
Activation: Passive Ranked: Yes
Ranked: Yes When healing strain after an
Your character adds b for each rank encounter, heal 1 additional strain per
of Quick Strike to any combat checks they rank of Rapid Recovery.
make against any targets that have not
yet taken their turn in the current RAPID RELOAD
encounter. Tier: 2
Activation: Passive
QUICKEN SPELL Ranked: Yes
Tier: 5 You can reload weapons such weapons
Activation: Active (Incidental) and firearms quickly. Every rank of
Ranked: No Rapid Reload reduces the Prepare
Your character must have at least one quality of a weapon by 1, to a minimum of
rank in Magic to benefit from this 0.
talent. You can cast spells in a fraction
of the normal time. Casting a quickened RECKLESS CHARGE
spell is an Incidental. You can perform Tier: 2
an Action normally, even casting another Activation: Active (Incidental)
spell, in the same turn as you cast a Ranked: No
quickened spell. After using a Maneuver to engage an
You suffer 4 strain when you empower a adversary, your character may suffer 2
spell with the Quicken Spell talent. strain to use this talent. They then add
ss and tt to the results of the next
RAIN OF DEATH Brawl or Melee combat check they make
Tier: 4 this turn.
Activation: Action (Maneuver)
Ranked: No RECONSTRUCT THE SCENE
Perform the Rain of Death Maneuver to Tier: 2
ignore the increased difficulty due to Activation: Active (Action)
the Auto-fire quality of attacks made Ranked: No
this turn. Perform the Reconstruct the Scene
Action; make a Hard (ddd) Perception
RAPID REACTION check to identify the physical
Tier: 1 characteristics of person present at the
Activation: Active (Incidental, Out-of- scene within 24 hours.
Turn)
Ranked: Yes
Your character may suffer a number of
strain to use this talent to add an equal
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group. The character downgrades the Creatures damaged by your spells with
difficulty of Social skill checks to the cold descriptor become Immobilized.
interact with members of that social The frost of your cold spell clings to the
group a number of times equal to his target, impeding it for a short time. A
ranks in Respected. The social group Rime Spell causes creatures that takes
affected must be approved by the GM, but cold damage from the spell to become
possibilities include institutions of immobilized for a number of turns equal
higher learning, law-enforcement to your ranks in Rime Spell.
agencies, a specific biker gang, etc. When you empower a spell with the
Rime Spell talent, you suffer 3 strain.
RETRIBUTION
Tier: 5 RUINOUS REPARTEE
Activation: Active (Incidental, Out- Tier: 5
of-Turn) Activation: Active (Action)
Ranked: No Ranked: No
Once per turn when an Once per encounter, your
adversary attacks an ally character may use this talent
within Medium range, your to make an opposed Charm or
character may spend one Coercion versus Discipline
Story Point to use this talent to check targeting one character
automatically hit that enemy once within Medium range (or within
with a weapon your character is earshot). If successful, the
wielding, if the enemy is within the target suffers strain equal to
weapon’s range. The hit deals the twice your character’s Presence,
weapon’s base damage, plus any plus one additional strain per s.
damage from applicable talents or Your character heals strain equal
abilities. to the strain inflicted.
If incapacitated due to this
RICOCHET talent, the target could flee the
Tier: 5 scene in shame, collapse in a
Activation: Active (Incidental, Out- dejected heap, or throw themself
of-Turn) at your character in fury,
Ranked: No depending on your GM and the
What goes around comes around! nature of your character’s witty
Any enemy's ranged attacks will barbs.
sometimes ricochet back and
hit the shooter instead. You SADISTIC REWARD
may spend y from an enemy's attack pool Tier: 2
to have the attack ricochet back to the Activation: Passive
shooter and resolve the attack normally. Ranked: Yes
Your mind and body are fortified by
RIME SPELL harming others. If you deal damage to a
Tier: 3 living creature, all attacks that target
Activation: Active (Maneuver) you suffer b per rank of Sadistic
Ranked: Yes Reward until the beginning of your next
Your character must have at least one turn.
rank in Magic to benefit from this talent.
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the art of the deal. Negotiation becomes the check to a maximum handling of +4. x
a career skill when you select the Silver can be spent to extend the effect until
Palm talent. Furthermore, you add b to the end of the encounter.
Negotiation checks per rank of Silver
Palm. SMOOTH TALKER
Tier: 1
SIXTH SENSE Activation: Active (Incidental)
Tier: 3 Ranked: Yes
Activation: Passive When first acquired choose 1 skill;
Ranked: No Charm, Coercion, Deception, or
The character gains +1 Ranged Defense. Negotiation. When making checks with
that skill spend x to gain additional s
SKILLED JOCKEY equal to ranks in Smooth Talker.
Tier: 1
Activation: Passive SNAKE STYLE
Ranked: Yes Tier: 3
You remove b per rank of Skilled Activation: Active (Incidental)
Driver from your Driving and Piloting Ranked: Yes
checks. Snake unarmed Brawl style
emphasizes quick, shifting movements.
SKILLED TEACHER Its practitioners normally hold their
Tier: 3 hands flat with the fingers together
Activation: Active (Incidental, to mimic the head of a snake. Able
Out-of-Turn) to strike when least expected,
Ranked: Yes snake stylists are known for
Before an ally within Short opportunism and blinding
range makes a skill check, if speed.
that ally has fewer ranks in While using the Snake Style
that skill than your character talent, you gain Pierce 1 quality
does, your character may suffer a on your Brawl combat checks.
number of strain no greater As an Incidental, you can enter
than ranks in Skilled Teacher the stance employed by the
to add an equal number of s fighting style. Although you
to the ally’s check. cannot use a style talent before
combat begins, the style you are
in persists until you spend an
SMART HANDLING Incidental to switch to a different
Tier: 3 combat style. For example, if you
Activation: Active (Action) have the Kirin Style and Panther
Ranked: No Style, you can use an Incidental to
Once per session, while aboard a adopt Kirin Style at the start of one
vehicle of Silhouette 4 or higher, turn, and then by another Incidental
your character may make a Smart at the start of your next turn, you
Handling Action; making a Hard could adopt Panther Style.
(ddd) Knowledge check. If successful,
until the start of the next turn, the
vehicle’s handling increases by
two plus one per a scored on
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ZEALOUS FIRE
Tier: 5
Activation: Passive
Ranked: No
Each time your Game Master spends a
Story Point, your character heals 2
strain.
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1920'S SLANG
WHAT HAS RISEN MAY SINK, AND WHAT HAS SUNK MAY RISE.
Paul M. N. Haakonsen
Edgar looked up at his friend. “I must While the contents of this chapter does
study these runes. Would it be alright if indeed add a great level of authenticity
I keep your notebook until I have to the game, if the players and the GM –
translated them?” especially the GM – can incorporate the
“Of course. Of course,” Willard replied. slang and expressions used during the
A single bead of sweat trailed down 1920's in the game sessions, it is not a
along the left side of the forehead. “But requirement. Nor is it a necessity in
I beg you to make haste. Because I fear order to enjoy the STRANGE AEONS
that every moment I linger, Celine slips setting any less.
further and further into whatever Neither players nor the GM are
dementia is tormenting her.” expected or required to memorize all the
Edgar noddedd. “I will ring you on the terms used during the 1920's, but peruse
telephone, the moment I have completed through the chapter and be inspired. It
the translations.” is recommended that the GM, in
Willard stood up and extended his particular, does get familiar with this
hand to Edgar. “I will await your chapter, because it is a valuable source
phonecall then.” of flavor that can be added to non-
player characters during social
“Until then,” Edgar replied, stood up
encounters where there is talking back
and shook hands with Willard.
and forth.
Gathering his belongings, Willard made
way for the exit of the library. He
heard the dull, repetitive thrumming of A...
heavy rain falling on the glass windows Ab-so-lute-ly: affirmative, yes.
high above. He looked up, the sky was Absent treatment: dancing with a timid
black as night, and rain water cascaded partner.
down the glass. Air tight: very attractive.
“Willard...” an indistinctive voice Airedale: an unattractive man.
called out, neither male nor female, in a Alarm clock: a chaperone.
mere faint whisper from somewhere down All wet: incorrect.
one of the aisles of countless books. And how!: I strongly agree!
Ankle: to walk, i.e.. “Let's ankle!"
Startled, Willard quickly turned
Applesauce: flattery, nonsense, i.e.. “Aw,
towards the sound. There was no one
applesauce!"
there. He gazed to the left and right.
Attaboy!: well done!; also, Attagirl!
There was no one anywhere to be seen.
Though he could hear muttered
conversation in the room beyond. He took B...
two tentative steps towards the aisle. Baby: sweetheart. Also denotes something
“Hello?” he called out. of high value or respect.
There was no reply. Only the constant Baby grand: heavily built man.
thrumming of the falling rain above. He Baby vamp: an attractive or popular
stepped halfway down the aisle, yet he female, student.
saw no one. Heard no one. “Hello? Anyone Balled up: confused, messed up.
there?” he asked. But still no reply. Baloney: nonsense!
Must be my imagination, Willard Banana oil!: I doubt that!
thought. He turned on his heel and made Bank's closed: no kissing or making out
his way back to the lobby and headed i.e. “Sorry, mac, bank's closed."
for the front door of the library. Bearcat: a fiery girl.
Windsucker: a braggart.
Woof! Woof!: ridicule.
Wurp: a killjoy.
X...
-
Y...
You slay me!: that's funny!
Z...
Zozzled: drunk.
As Willard stepped outside the main Humans often worship the alien
door, the chilling wind battered against entities of the Lovecraft mythos. These
him and the cold rain assaulted him, humans are usually primitive, sometimes
threatening to soak through his thick, mutated, and always are a bit deranged.
cotton coat. Lovecraft rarely emphasizes them, yet
“Above he watches, yet below he awaits. often suggests them; this chapter will
What you have lost will come back to guide GMs in entity worship and entity
haunt you thrice over,” a man's voice worshippers.
called out, clearly intoxicated, as a man Worship may take any of several forms,
fell upon his shoulder. but in general the worshippers admit
Willard grabbed a hold of the their inferiority to the entities they
drunkard and held him at an arms worship, sacrifice something to the
length. “What did you say?” he enquired. entities to show their respect and
The drunkard looked at him, unable to submission, and occasionally receive
focus on his eyes. Cakes of dried vomit something in return. There are usually
clung to his long, shaggy beard. And the presiding officials, commonly called
scent of moonshine permeated the very priests, and there are always sacred
air around him. “Huh, Mista? What?” he ceremonies and rituals which are
stuttered. “Let go of me, or I shall call followed during worship. These forms are
the police!” followed by the cultists of the Lovecraft
mythos as well, and these points are
Willard let go of the drunkard, yet
detailed in the following section.
persisted in his enquiry. “What you just
The mortal cultists are most often the
said. What did you mean by that, good
enemies which the players will encounter.
Sir?”
There are several reasons for this,
The drunkard muttered something primarily the fact that they are the
incoherently and started down the stairs most common and most visible part of the
and into the rain. He slipped halfway alien presence. Also, these cultists are
down the stairs and fell heavily on his usually the holders of some knowledge,
back. magical spells (especially of protection),
Willard rushed to his side, paying no or magical items which are valuable to
heed to the rain. “Are you alright, Sir?” the player characters. Finally, any
he asked. player characters who have gained
A flash of lightning lit up the dark knowledge of what they are up against
skies for a mere instant. And at that will try to keep as far away from the
very instant Willard saw something that main entities as possible, but will
could only be described as pure horror continue relentlessly to wage war
paint across the drunkards face. He against them. This means the destruction
raised a finger towards the sky and of the deranged worshippers wherever
pointed. “Look!” he exclaimed. possible, either through the theft of
Willard gaze trailed along the their sacred or protective items or
drunkard's finger and up into the sky. through the actual death of the
The rain was getting into his eyes, and it individuals. It is also most likely that
seemed to have intensified in its the worshipped entities will use their
ferocity. But he saw nothing but dark mortal pawns to attempt to destroy the
skies and a carpet of heavy rain falling intrusive player characters.
from the darkened skies above. What had
spooked the drunkard so?
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Paul M. N. Haakonsen
The GM and players should not infer possible, but unlikely to appeal to
that humans who putatively are insane “gods” without being accompanied
uncivilized also are necessarily by senseless brutality and meaningless
unsophisticated about the way of life loss. Such creatures inevitably deserve
their land demands. It takes brains, the destruction which the players will
skill, and guts to survive in a wild attempt to deliver.
environment. Any common farmer in his
own realm is more likely to be tougher
and better able to cope than the best- BENEFITS TO THE
educated and best-equipped outsider. WORSHIPPERS
The unimaginable benefits derived
NON-HUMAN from worshipping insane beliefs are left
to the perverted minds of the
WORSHIPPERS worshippers, but we can imagine that
In some places there are cults they believe themselves somehow “chosen”
consisting of non-human or mutated by the “god” for some greater glory.
human creatures. These monsters always It is likely that worshippers know all
are kept well-hidden and their too well the real dangers of the monster
ceremonies are kept a great secret. and receive some protection, limited or
Even so, their priests will be quite full, for their support. The priest will
insane, their ceremonies wild and always benefit most, his assistants derive
frightening, and the worshippers the next greater benefits, and the
fanatical beyond all reason. worshippers get the least.
155 Cultists
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Cultists 156
GEAR AND EQUIPMENT
I AM WRITING THIS UNDER AN APPRECIABLE MENTAL STRAIN
Strange Aeons
If the recent events were not ominous An investigator (or hero) is only as
enough, then the mere happenings of good as the gear he is outfitted with,
today were indeed taking a toll on right? Outfitting yourself with the
Willard's psyche. He felt drained of all right gear for the situation can make the
energy, and needed to rest badly. difference between life and death. So
He helped the drunkard to his feet, better not be stingy when stocking up on
before watching the bearded man make equipment.
his way down Church Street. The darkness From protective armor, sharp knives,
seemed to welcome the drunkard into its sturdy pistols and hunting rifles, to
embrace quicker than should be possibly backpacks and flashlights, equipment is
normal, and Willard lost sight of the essential to every investigator.
man within a short time. This chapter details the core essential
The rain was soaking through Willards equipment that a hero could use, but it is
clothes, making him damp and cold. He hardly a complete and extensive list. And
pulled up the collar of his cotton jacket you, as the GM, should feel free to add to
and quickly made it to his Ford Model T. the lists, as your specific setting
His gaze shifted towards the sky once require.
more. The dark and heavy clouds covered Furthermore, this chapter also deals
the gibbous moon, leaving Arkham with any other essential equipment that
sheathed only in the artificial light could come in handy for the
from the occasional lamp post. investigators trying to make their way in
Another bolt of lightning flashed the face of cosmic dread.
across the sky, following by the long,
deep rumble of thunder, almost sounding
like the growl of some gargantuan
STARTING MONEY
The GENESYS core rulebook specifies
predator. that a newly created character starts
As Willard turned the corner of out with 500 currency to spend on
Church Street and Garrison Street, he personal gear, see page 51 of the GENESYS
noticed two distinct people standing on core rulebook. However, given the fact
the far away corner, as the headlights that the STRANGE AEONS setting is set to
of his Ford Model T momentarily take place during the 1920s, the
illuminated them, before they once again character does not start with 500
was left in the darkness of the street dollars, as that would be quite excessive.
and engulfed by the seemlessly Instead, the starting amount of dollars
persistent rain. There was something odd for a new character is 100 U.S. dollars.
about them, almost as if they were both
hunched over and peering right at him
as his automobile turned the corner. ITEM RARITY
Shrugging it off as being nothing more The item rarity rules are detailed on
than an overactive imagination playing pages 82 and 83 in the GENESYS core
tricks on him, Willard wanted nothing rulebook. However, the STRANGE AEONS
more than to get home and change out of setting does impose a little change on
his wet clothes and sit down with a big these rules, in the sense that the world
glass of whiskey that he had purchased is now a place of scavenging and very
at a jacked up price from a more than little new is being produced, which means
questionable man at one of the nearby that items are harder to come by and are
farmsteads. thus a greater commodity. In game
mechanic terms, that means that items
their base damage. This means you add category worse abroad, although the
your character's Brawn rating to this details vary widely. The GM needs to
value. apply common sense; obviously a pistol
Critical Rating (CRIT): Critical rating manufactured in Germany will be more
indicates the number of a required to common in its native Germany than in the
trigger Critical Injuries using this USA, Mexico, or Transylvania.
weapon. If the weapon's Critical rating Hard Points (HP): When customizing a
triggers, the character rolls percentile weapon, there are only so many
dice on Table I.6-10: Critical Injury improvements you can add. Each weapon
Result in the GENESYS core rulebook, on has a certain number of hard points. See
page 115 to determined the effect on the page 206 of the GENESYS core rulebook
target. A Critical Injury can only be for further details on attachments.
triggered on a successful hit that Special: These are the qualities or
inflicts wounds on the target. other special rules each weapon possesses.
Some weapons and talents modify this More in-depth descriptions of these
Critical roll, potentially making a qualities can be found on page 86 of the
Critical Injury more or less effective. In GENESYS core rulebook, while rules
addition, a character can only generate specific to a certain weapon are detailed
one Critical Injury per hit on a target. in the weapon's individual description.
However, if the check generates enough
a to trigger the Critical rating of the ASSAULT RIFLE
weapon multiple times, the character can While clattering, hard-hitting assault
choose to add +10 to the Critical roll for rifles are ostensibly military weapons,
each trigger after the first. More on they can and often do fall into the
Critical Injuries can be found on page hands of gangs, crime syndicates, and
114 of the GENESYS core rulebook. insurgents. The assault rifle presented
Range: The range of the weapon. Range here is a basic AR- or AK-pattern rifle
is measured in several broad range bands. like those carried throughout the world.
Melee weapons usually require the The Autofire quality is the primary
attacker to be Engaged with the target. thing that separates these weapons from
Ranged weapons have ranges listed as other types of rifles, although they can
Short, Medium, Long, or Extreme. See pages be fired on semiautomatic as well (your
102 and 105 in the GENESYS core rulebook character may choose whether or not to
for more information. use Auto-fire). Assault rifles do roughly
Encumbrance (ENC): Encumbrance is an the same damage as other “long guns.”
abstract measurement of how heavy and The assault rifle is military issue only
awkward something is to carry and and is highly illegal.
transport. The higher the Encumbrance,
the more difficult the item is to carry.
More details on Encumbrance can be found
AXE
The axe is a wooden handled weapon
on page 84 of the GENESYS core rulebook.
with a heavy steel head intended for
Price: The price of the weapon on the
firefighting use. It has a broad finely
open market. Price is given in US dollars
sharpened front blade and a sharp pick
($) circa 1925.
point on the rear of the head. The long
Rarity: The rarity of the item to find
hardwood handle allows for sweeping
a specific weapon in the USA, before
attacks at reasonable distance.
modifiers (see page 82 of the GENESYS
Originally designed for breaking down
core rulebook). Rarity is at typically one
walls and doors, this weapon can inflict
SWORD
A sword is a bladed weapon
intended for slashing or
thrusting that is longer than a
knife or dagger. The precise
definition of the term varies
with the historical epoch or
the geographic region under
consideration. A sword consists
of a long blade attached to a
hilt. The blade can be straight
or curved. Thrusting swords
Pierce 2, Vicious
2
Light Pistol Ranged [Light] 5 4 Short 1 30 / 4 1
Pipe Gun Ranged [Light] 5 5 Short 1 20 / 3 1 Inaccurate 1
Revolver Ranged [Light] 6 3 Short 1 35 / 4 1 Limited Ammo 6,
Vicious 1
Sawed-Off Ranged [Heavy] 8 3 Short 1 45 / 4 1 Blast 4,
Shotgun Inaccurate 1,
Knockdown,
Vicious 2
Shotgun Ranged [Heavy] 8 3 Short 3 60 / 4 2 Blast 4,
Knockdown,
Vicious 2
Single-Shot Ranged [Heavy] 8 3 Short 3 35 / 4 2 Blast 4, Limited
Shotgun Ammo 1,
Knockdown,
Vicious 2
Sniper Rifle Ranged [Heavy] 9 2 Extreme 4 150 / 7 2 Accurate 2,
Limited Ammo 4,
Pierce 2
Submachine Gun Ranged [Light] 5 3 Medium 2 200 / 5 1 Auto-Fire
Throwing Star Ranged [Light] +0 4 Short 0 1/5 0
Varmint Rifle Ranged [Light] 7 3 Long 4 50 / 5 2 Accurate 1
EXPLOSIVES AND ORDNANCE
Dynamite Stick Ranged [Light] 6 3 Short 1 0,75 / 6 0 Blast 8, Limited
Ammo 1
Gas Grenade Ranged [Light] - - Short 1 10 / 4 0 Limited Ammo 1
Hand Grenade Ranged [Light] 8 4 Short 1 2/5 0 Blast 6, Limited
Ammo 1
Mortar Gunnery 12 3 Long 2 200 (R) / 6 1 Blast 6,
Inaccurate 2,
Prepare 1,
Vicious 1
Petrol Bomb Ranged [Light] 6 3 Short 1 0,5 / 4 0 Blast 6, Burn 3,
Limited Ammo 1,
Prepare 1
GHILLIE SUIT
Ghillie suits are simple camouflage
ARMOR
NAME DEFENSE SOAK HARD POINTS ENCUMBRANCE PRICE RARITY
Armored Clothing +1 0 1 2 15 6
Armored Jacket 0 +1 1 1 15 6
Cold Suit 1 0 1 3 20 5
Concealable Vest 1 0 1 2 20 5
Fire Resistant Suit 0 0 1 3 20 4
Flak Vest 0 +2 2 3 50 6
Heavy Coat 0 +1 2 3 20 4
Ghillie Suit 1 0 0 1 10 5
Leather Jacket 0 +1 0 1 15 4
STURDY ARMOR
Most armors can have their protective
qualities increased by adding more
plates or layers. This comes at a slight
consequence of weight and flexibility.
Use With: This attachment can only be
applied to armor that has a Soak value.
Modifiers: Increase the armor’s Soak
rating by +1 and the Encumbrance by +2.
Hard Points Required: 1.
picks, hammers, and other tools used to make-up, contact lenses. In addition,
secure lines. The climbing gear grants disguise kits contain basic camouflage
the user a bonus b to Athletics check paints for use in various environments to
made for climbing. help a user blend more easily into the
surrounding. Using a disguise kit grants
COMPASS a b penalty to Perception checks to
A compass relies on the Earth's recognize the character.
magnetic field to determine the direction
of magnetic north. A compass grants its ELECTRIC TORCH
user a s bonus on Survival checks made Electric torches are small, directional,
to navigate. handheld light sources used in many
applications. They project a beam of
CONCEALMENT HOLSTER bright light and can illuminate objects
These compact holsters built at respectable ranges, most often out to
for small, light handguns are designed to Medium range.
fit the contours of the carrier's body
and mask his presence from even EXTRA CLIP
determined observation and surveillance. This is exactly what it sounds like: an
Concealment holsters are available in a extra clip of ammunition for a specific
variety of forms, allowing them to be type of ranged weapon.
worn high on the belt, under the arm, in If your character has an extra clip,
the small of the back, or on an ankle. they may spend a Maneuver to reload and
These holsters add b to Perception continue to use their weapon if it runs
checks to discover the presence of the out of ammo. This uses up the extra clip.
concealed weapon, but may only hold (You can’t use this to reload weapons with
pistols. the Limited Ammo quality, as they
usually have special costs for their
DICTAPHONE reloads or are one-use weapons.)
Recording tape has not yet been
invented. Records are made by recording FIELD RATION PACK
direct to a master disc. The only portable Ration packs are typically bland,
recording machines available are flavorless affairs comprising a calorie-
dictating machines like those made by dense meal packed with necessary
Dictaphone, Inc. The recording medium is nutrients and vitamins in a small, easily
a wax cylinder, rotated by a hand- portable bag or box. They employ a built-
cranked spring mechanism similar to a in chemical heater, and generally consist
record player. of a main entree, sides, and a dessert.
The operator speaks into a horn, the Also included are disposable eating
signal recorded onto the cylinder. utensils and small, single-serving
Playback is handled in a similar manner. packets of spice and condiments. Each
Cylinders can be reused. A special device ration pack is good for one meal.
shaves them smooth, erasing past
recordings and leaving a fresh surface FIREARMS MAINTENANCE KIT
for the next recording. A set of tools to clean and maintain a
weapon after use, including brush, pull-
DISGUISE KIT through, small bottle of lubricant, etc.
Disguise kits are simple collections of Each calibre requires its own kit. Without
immediately heals 5 wounds. While a light. Anyone struck with a road flare
character can use multiple painkillers, takes 4 points of fire damage.
this provides diminishing returns. Each
painkiller after the first heals one ROPE
wound fewer. A second painkiller heals 4 This is a profile for a length of rope:
wounds, a third heals 3, and so on. Using a maybe a coil of woven hemp, or maybe a
sixth painkiller in a day has no further high-tech nylonclimbing rope. Rope
effect. doesn’t come with any unique rules. The
After one day, the lingering effects of only rule associated with it is that often
the painkillers wear off, and the it is the right tool for the job.
character may use painkillers again with
their normal effect (this means a
character can consume up to five SKETCH PAD
painkillers a day, each day). See page 116 A sketchbook is a book or pad with
in the Genesys Core Rulebook for more blank pages for sketching and is
information on painkillers and healing. frequently used by artists for drawing
or painting as a part of their creative
process. Sketchbooks come in a wide
PORTABLE MEDKIT variety of shapes and sizes, with varied
A well-equipped portable medkit comes covers, and differing numbers of pages.
with everything someone might need to
treat all manner of injuries, from bullet
wounds to broken legs. SLEEPING BAG
A portable medkit allows your This lightweight sleeping bag rolls up
character to perform Medicine checks to compactly. It can keep a character warm
heal wounds and Critical Injuries even in severe weather and can also
without penalty. The inclusion of modern double as a stretcher in an emergency.
drugs adds automatic s to the check
results. TENT
Found in larger survival kits and sold
RESPIRATOR separately by a number of vendors, tents
Designed to allow a being to breathe in are portable shelters used to provide
atmospheres that are typically protection from the elements. Depending
dangerous to them, respirators are some on the model, a tent can hold one to six
of the most common pieces of survival individuals, and can be made from any
gear in existence. The respirator is a material.
simple respirator plug and face mask
that can filter toxins and airborne THERMAL CLOAK
pathogens. Most are bulky and Thermal cloaks are versatile pieces of
uncomfortable to wear for long periods. equipment that can be worn or used as a
blanket and provide protection from
ROAD FLARE extreme heat and extreme cold. Use of a
Road flares are small chemical sticks thermal blanket or cloak removes up to
that produce a brilliant red light. They bb from any checks made to handle
are lit by striking the cap against the extreme heat or cold.
stick. A road flare lasts for an hour
before becoming completely consumed and TOOL KIT
fills a 5-foot square with flickering red From small precision tools used to
MISCELLANEOUS GEAR
NAME ENC PRICE RARITY
Backpack - 3,45 2
Beer - 0,2 2
Binoculars 1 28,50 3
Camera 1 4,49 5
Canteen 1 1,69 3
Cigarettes, Pack - 0,10 1
Cigars, Box - 2,29 3
Climbing Gear 2 14,90 4
Compass - 2,85 4
Concealment Holster - 4,95 5
Dictaphone - 39,95 5
Disguise Kit 2 14,90 6
Electric Torch 1 1,35 5
Extra Clip - 4,95 3
Field Ration Pack - 1,99 4
Firearms Maintenance 2 14,90 4
Kit
LODGING
NAME PRICE
Apartment, Average (Rent per Week) 10
Apartment, Good (Rent per Week) 40
Country House (13 Rooms, 2 Barns, 20000
Purchase)
Bungalow (4 Rooms, Purchase) 3100
Flat (Rent per Week) 12,50
Hotel, Average (Rent per Night) 4,5
destination, costing either 1 or 2 cents. Rates vary, but are generally higher
Transfer use is usually limited by date, in large cities. Typical is an opening
a certain time period, and/or the number charge of 15 cents (the flag drop), then a
of times used. distance charge of 5 cents a mile. A clock
Hours of operation are dictated by the keeps the meter ticking at a slow pace,
needs of the community. Small towns often even when the taxi is stuck in traffic. A
suspend operation in early evening, after waiting taxi charges $2 an hour.
the close of business hours. Larger Taxi drivers service all levels of the
communities might maintain reduced community and are often a good source of
service until 10 PM or midnight. The local information, both general and
largest cities run their transit systems specific. A tip of 5-10% is considered
round the clock, increasing and customary.
decreasing the number of runs as needs
dictate. THE BICYCLE
Young, healthy investigators may want
TAXI CABS to consider a bicycle. Weighing 35 pounds
Taxi cabs are common to all American or less, these durable vehicles are
towns, large and small. Even communities capable of safely transporting up to ten
with as few as 2,000 people often have times their own weight. Current bicycle
one or two independent operators. Large design is based on the “safety" model
cities, such as New York, have several cab that appeared in the late 19th century
companies fielding competing fleets. Cab and replaced the original “ordinary"
stands, with waiting taxis, are usually design with its gigantic front wheel and
found in front of hotels, railway tiny rear wheel. Pneumatic tires have
stations, and other such locations. A been standard for decades and three-
phone call to the cab company brings a speed gear systems were long ago
cab to your door, usually within 10-30 perfected, their range now extended by
minutes. Radios are not yet common to reversible hubs and cranks featuring
taxicabs and drivers must contact their different sized sprockets. European
dispatchers by phone, or in person. bicycles are usually equipped with hand
Special telephones linked directly to the operated, front-rim or caliper-style
cab companies can be found at cab stands, brakes. American designs favor the rear
bus stations, or other places. They can be wheel “coaster" brake, operated by
used by drivers or customers. reversing the direction of the pedals.
European racing-styled bicycles cost
TAXI RATES from $50-$100 or more. Some weigh as
Taxis charge set rates, prescribed by little as 15 pounds, but they may be
the local community and based on limited in use. European designs are
distance traveled and time spent in the intended for the narrow, twisting, paved
cab. Mechanical meters with timers and roads found in cities and on alpine
spring-driven clocks automatically routes. If the investigator intends to
compute the rate. Meters can be tampered spend any time at all on the dirt and
and consequently are periodically gravel back roads of America, the
checked and certified by the local taxi “roadster" style bicycle sold and
board. Ford and Chevrolet build special developed by such U.S. manufacturers as
versions of their autos for Yellow and Schwinn and Elgin is recommended. Wide
Checker, the two largest American taxi tires, solid and heavy frames, and broad
companies. cow-horn style handlebars prevail under
emerging as a major force in the in rail yards, but experiments with both
industry. dieselcompressed air and diesel-electric
Early in the decade bus travel is locomotives have so far shown little
bumpy, often crowded, and decidedly less promise.
pleasant than rail travel. By the end of Although freight mileage improves
the decade the bus lines have responded slightly over the decade, passenger
with larger, more comfortable coaches mileage drops by more than 30%. Still the
featuring curtained windows, reclining fastest, safest, and surest way to travel,
seats, and onboard toilet facilities. The the railroads have responded to the
observation bus, developed in California, decrease in business by improving the
features a raised passenger section quality of their equipment and service,
offering unobstructed views while hoping to attract customers.
allowing for extra cargo space beneath.
Slower than either rail or the inter- PASSENGER TRAINS
urbans, bus lines offer markedly cheaper Pullman coaches are the most popular
rates as well as service to many areas not type of passenger coach in America,
accessed by rail. The smallest cities comprising nearly one-quarter of all the
usually feature a bus terminal, or at passenger rolling stock in the country.
least an official stop in front of a Featuring foldup berths, Pullmans are
downtown restaurant or hotel. Despite offered in wide variety, with differing
improvements bus travel is still less combinations of sleeping berths and
reliable than rail, suffering more sealed compartments. The latest Pullman
frequently from mechanical breakdowns, model, the “Overnight Car" features 14
accidents, and bad weather conditions. individual rooms, each with fold-down
bed and private toilet. The Pullman
FARES company also owns and operates 21
Short route bus travel between special 'business coaches' that may be
population centers averages about 20-25 leased by corporations or individuals.
mph and costs roughly 4 cents a mile. These feature beds, private dining
Long-distance travel averages 250-300 facilities, desks, and other amenities as
miles a day and cost about 4 cents a mile. required
Through buses on long-distance express Aside from the Pullman cars, a long-
routes make as many as 750-800 miles a distance passenger train might also
day, cost 6 cents a mile. include an Observation Car with open
compartments and a rear, open-air deck
RAIL TRAVEL with chairs, Club Cars with card tables,
reading material, and attendants, and
Although suffering from government dining, buffet, and cafe cars.
control and increasingly stiff
competition from the bus lines, the U.S.
rail system is still operating at or near FARES
its peak. With nearly a quarter-million The cost of rail travel varies,
miles of rail, U.S. rail companies operate depending on the wants and needs of the
nearly half the world's total rail individual. Commuter hops of two hours
mileage. The steam locomotive is king, and or less feature little more than a fairly
seems likely to remain so. A few electric comfortable seat and access to a snack
locomotives are in operation, and some bar. Running between major urban centers
light-duty oil-electric models do service and to outlying areas, cost is about 4
cents a mile. Average speed, with
1930s, FBI Director J. Edgar Hoover A few selected models are described in
publicly calls for the closing of all detail below, followed by a list of
auto camps, an unsuccessful campaign. others, both American and imports.
Control Skill: Driving. The Type 51 was also the first left-hand
Complement: 1 driver. drive Cadillac – all previous models had
Passenger Capacity: 4. been right-hand drive, which was
Consumables: None. continued as an option.
Encumbrance Capacity: 15.
Production Year: 1917.
Price/Rarity: 1,020 / 4.
Weapons: None.
Control Skill: Driving.
Complement: 1 driver.
CADILLAC SERIES 314 Passenger Capacity: 4.
Called the ‘new nintey degree Cadillac’ Consumables: None.
the Series 314 had an all-new V8 engine Encumbrance Capacity: 10.
with an engine displacement of 314 cu. in. Production Year: 1915.
At the time Cadillac never really gave Price/Rarity: 2,240 / 4.
this model a proper name and simply Weapons: None.
referred to all their cars as Cadillac.
At the time Cadillac advertised “Fifty
body styles and types – Five hundred CADILLAC TYPE V-63
color and upholstery combinations.” The The Cadillac Type V-63 is a large
large array of available options meant luxury automobile that was introduced
that no two cars were a like. in September 1923 by Cadillac as a 1924
Throughout a production that lasted model, replacing the previous Type 61. It
from Aug 1925 until September 1927, used the GM C platform and was replaced
50,000 cars were produced. by the Cadillac Series 355.
The V-63 used an improved version of
the L-head V8 engine that made Cadillac
famous. The main innovation was a cross-
plane crankshaft which improved balance
Control Skill: Driving. and smoothness. This design required
Complement: 1 driver. complex mathematical analysis, and was
Passenger Capacity: 4. simultaneously patented by Peerless.
Consumables: None. Both companies agreed to share the
Encumbrance Capacity: 10. innovation, which has now become common.
Production Year: 1925. Another innovation in the V-63 was front-
Price/Rarity: 3,195 / 5. wheel brakes.
Weapons: None. A line of “Custom" bodies was added for
1925, but the vehicle was otherwise
CADILLAC TYPE 51 largely unchanged. The line was
The Cadillac Type 51 is a large, refreshed for 1926 as the Series 314.
luxurious automobile that was
introduced in September 1914 by Cadillac
as a 1915 model. It was Cadillac's first V8
automobile, replacing the four-cylinder Control Skill: Driving.
Model 30. All of these models used a new Complement: 1 driver.
L-head V8 engine, one of the first V8 Passenger Capacity: 4.
engines ever mass-produced and a Consumables: None.
substantial differentiator for the Encumbrance Capacity: 10.
marque. All bodies were built by Fisher.
HISPANO-SUIZA 15T ALFONSO took its place and small “saddle lamps"
are now mounted on the cowl. An industry
XIII first was Hudson's new steering wheel
One of the most famous marques of all constructed of a hard rubber shell and a
time, Hispano-Suiza was founded in solid steel core. Formed with finger
Barcelona, Spain in 1904, its name scallops it is colored ebony black to
(literally, Spanish-Swiss) recognising match the finish of the instrument panel.
both its place of origin and the The spark, throttle, light and horn
contribution made by its chief designer, controls are placed at the steering
the Swiss engineer Marc Birkigt. wheel's center. In place of the
Lightweight, narrow and with a transmission lock previously used, the
centrally positioned engine, the Alfonso hudson is now equipped with an
XIII can be considered the archetypal electrolock ignition system. The Model S
sports car. In 1911 the four-cylinder line Hudsons were mounted on a 118-1/2
engine was enlarged from 2.6 to 3.6 litres, inch wheelbase and are available in
gaining a four-bearing crankshaft in the standard and custom form.
process, and in 1913 a four-speed gearbox
adopted. The maximum power output of
64bhp was delivered at a lowly 2,300rpm,
and with a top speed of around 120km/h
(75mph), the Alfonso XIII one of the Control Skill: Driving.
fastest road vehicles of its day. Progress Complement: 1 driver.
was arrested by means of a handbrake Passenger Capacity: 4.
operating two drums on the rear axle, Consumables: None.
and a foot-operated transmission brake. Encumbrance Capacity: 10.
Production continued until 1918 by which Production Year: 1927.
time around 600 Alfonsos had been built. Price/Rarity: 1,175 / 6.
Weapons: None.
Encumbrance Capacity: 0.
Production Year: 1922.
Price/Rarity: 250 / 5.
Weapons: None.
Control Skill: Driving.
Complement: 1 driver.
Passenger Capacity: 0.
INDIAN SCOUT
Consumables: None. The Indian Scout is a motorcycle built
Encumbrance Capacity: 0. by the Indian Motocycle Company from
Production Year: 1925. 1920 to 1949. It rivaled the Chief as
Price/Rarity: 325 / 5. Indian's most important model. The 101
Weapons: None. Scout, made from 1928 to 1931, has been
called the best motorcycle Indian ever
made. A second line of Scouts, with
INDIAN CHIEF heavier frames, was introduced in 1932
The Chief was introduced as Indian’s alongside the Standard Scout, which
heavyweight competitor to Harley- replaced the 101 Scout and shared its
Davidson and lasted for 31 years. In 1922, frame with the Chief and the Four. The
21 years after the company began small-displacement Scout and the Sport
building bikes, Indian launched the Scout, introduced in 1934, were continued
Chief with a 61 cubic inch flathead V- until the end of civilian production in
twin, although a larger 74 cubic inch 1942. Military versions of both models
bike, called the Big Chief, was an option. were used by US and other Allied forces
The 61-inch Chef only lasted until 1928, during World War II.
when it was discontinued, but the 74-inch
flathead engine remained until 1950.
Indian remained faithful to the
principle of a flathead, and in doing so
escaped some of the pitfalls that Harley- Control Skill: Driving.
Davidson encountered in their efforts Complement: 1 driver.
with overhead valve designs. Passenger Capacity: 0.
Aside from the engine, the Indian was Consumables: None.
actually rather unconventional, with its Encumbrance Capacity: 0.
left-hand twist grip (apparently so that Production Year: 1920.
policemen would be able to use their Price/Rarity: 200 / 4.
pistols with their right hand), a foot Weapons: None.
clutch, hand shift and the ignition
advance controlled by the right NORTON 16H
handlebar grip. A 3-speed gearbox was The Norton 16H is a designation given
standard, but a 4-speed gearbox and a to British motorcycles made between 1911
reverse gear were options. through to 1954 with various
modifications and refers to a single
cylinder Norton 490cc side valve engine
with a bore and stroke of 79 x 100 mm.
Control Skill: Driving. The H denotes the Home model as distinct
Complement: 1 driver. from the Colonial export model. Norton
Passenger Capacity: 0. was the main military motorcycle
Consumables: None. supplier prior to WW2 and one of the
main suppliers of motorcycles to the
Price/Rarity: 7,800 / 7.
Weapons: None.
BOATS
Control Skill: Operating.
NAME PRICE RARITY
Complement: 1 captain.
Passenger Capacity: 2. Cabin Cruiser 2,500 6
Consumables: None. Canoe 35 3
Encumbrance Capacity: 30. Folding Boat 29,95 3
Price/Rarity: 1,320 / 5.
Open Launch 1,200 4
Weapons: None.
Rowboat 35 2
risk. Fully pressurized cabins do not find small airlines often the quickest
appear until the next decade. way to get from one place to another.
Because they can take-off and land on sold by the manufacturer for a lower
water, they are not limited by normal- than normal cost. War surplus equipment
length landing strips. Seaplanes are often affords the buyer remarkable
among the largest and most powerful bargains. Used aircraft prices fluctuate
aircraft available. wildly, depending on condition and local
Float type seaplanes appear as typical demand. Exact costs will have to be
small or medium aircraft (up to 10,000 determined by the keeper. As a rule of
pounds) fitted with pontoons instead of thumb, open-cockpit biplanes are the
wheels. These floats decrease both cargo cheapest, monoplanes and closed hatches
capacity and top speed by 10%. A world far more costly. Twin engines usually at
speed record of 281.669 mph is set in least double the price.
October, 1927, by a British-built seaplane. Aircrafts use the extended Vehicle
Flying boats are larger aircraft whose Rules that are presented on pages 220
hulls ride directly in the water. One of through 231 in the GENESYS core
the largest weighs over 33,000 pounds, rulebook.
has a crew of five, and is powered by
four engines developing over 2600 hp. AVRO 504K
Reasonably seaworthy, flying boats can Thousands of this two-seater biplane
set down in bad weather to ride out the were manufactured between 1916 and 1918,
storm, then take off again. after the war many finding their way
into the hands of barnstormers and other
INSTRUMENTATION performers. The Avro saw service all over
Although new instruments and the world, including Japan, Australia,
indicators are constantly being Europe, and South America, as well as the
developed, the typical cockpit includes: a U.S. A versatile aircraft, the 504 can be
tachometer; engine oil and temperature fitted with both ski and float type
gauges; an Air Speed indicator; an landing devices, in addition to the
Altimeter; Attitude or Trim indicators; normal gear. Military versions carried a
possibly Climb and Bank indicators; and single, synchronized machine gun.
perhaps a two-way radio. Powered by the Clerget, the Avro can
hit a top speed of 95 mph, and has a
COMMON AIRCRAFT cruising range of 250 miles.
The following are just a few
representative models of aircraft
available. Some are manufactured
strictly for the commercial market while Control Skill: Piloting.
others are civilian models of aircraft Complement: 1 pilot.
originally designed for the military. Passenger Capacity: 1.
Some, especially trainers, are actual Consumables: None.
military surplus. Encumbrance Capacity: 0.
Setting prices for aircraft is Production Year: 1913.
problematical. A small market, coupled Price/Rarity: 2,900 / 6.
with specialized needs, results in many Weapons: None.
early aircraft designs being built to
order. Occasionally some of those CURTIS JN-4 “FLYING JENNY”
manufactured are not delivered for one
An open-cockpit biplane, the Jenny
reason or another, and are eventually
features tandem seating for two, with
Consumables: None.
Encumbrance Capacity: 50.
Production Year: 1923.
Price/Rarity: 4,100 / 6.
Weapons: None. Control Skill: Piloting.
Complement: 1 pilot, 1 co-pilot.
Passenger Capacity: 10.
FARLAN F.60 GOLIATH Consumables: None.
First designed in 1919, the French Encumbrance Capacity: 45.
Goliath was the first truly commercial Production Year: 1917.
airliner. With a crew of two, and seating Price/Rarity: 3,200 / 6.
twelve passengers, this twin-engine Weapons: None.
biplane began regular air service
between Paris and London in 1920 and
sports a perfect safety record. FOKKER F.VIIA/3M
The Goliath is powered by twin Salmson A product of the famous Dutch Fokker
engines that develop a combined 520 hp. firm, the F.VII monoplane began life as a
It can cruise at 75 mph, and has a single engine utility transport in 1923.
cruising range of 248 miles. In 1925 a trimotor version was introduced
that was destined to earn the airplane
its greatest successes. Adaptable to skis
and floats, the F.VIIA/3m sees service all
over the world. Eleven have been
Control Skill: Piloting. purchased by the U.S. Army and
Complement: 1 pilot, 1 co-pilot. designated C-2 cargo carriers.
Passenger Capacity: 12. The aircraft's most famous moment
Consumables: None. comes on May 9, 1926 when a Fokker F.VII
Encumbrance Capacity: 35. carries Richard Byrd and copilot Floyd
Production Year: 1919. Bennett safely over the North Pole.
Price/Rarity: 2,700 / 7. Other records set by this plane include a
Weapons: None. 2400 mile flight from Oakland,
California, to Hawaii, and in 1929 a world
FELIXSTOWE F.2A endurance record staying aloft for 150.67
A central hull seaplane designed for hours, refueling in flight with the aid
maritime patrol and anti-submarine of a Douglas C-l cargo-tanker.
warfare in 1917, the F.2A biplane was The Fokker seats ten, plus a crew of
responsible for the destruction of two, and is powered by triple Armstrong
several German submarines and a few Siddeleys developing a total of 645 hp. It
zeppelins as well. Standard military has a top speed of 115 mph, a cruising
armament included four to seven Lewis speed of 93 mph, and a cruising range of
guns, plus racks holding two 230 pound 477 miles.
bombs. These aircraft, sans armament, can
be picked up for reasonable prices as
military surplus. They make effective
cargo or passenger carriers. Control Skill: Piloting.
The F.2A seats six and is powered by Complement: 1 pilot, 1 co-pilot.
twin Rolls-Royce engines developing a Passenger Capacity: 8.
combined 690 hp. It has a top speed of 95 Consumables: None.
mph, and a cruising range of 500 miles.
AIRCRAFTS
NAME YEAR PRICE RARITY
Avro 504K 1913 2,900 6
Control Skill: Piloting. Curtis JN-4 “Flying 1915 600 5
Complement: 1 pilot. Jenny”
Passenger Capacity: 6. De Havilland Moth 1925 500 6
Consumables: None. Dornier Do 15 Wal 1923 4,100 7
Encumbrance Capacity: 30.
Farman F.60 Goliath 1919 2,700 6
Production Year: 1927.
Price/Rarity: 575 / 5. Felixstowe F.2A 1917 3,200 6
Weapons: None. Fokker F.VIIA/3M 1924 3,750 7
Ford 4-AT Trimotor 1926 2,700 5
SOPWITH 7F.1 SNIPE Junkers F.13 1919 2,200 6
The successor to the famous Sopwith Lockheed Vega 1927 575 5
Camel, the Snipe biplane fighter first
saw service in 1917. After the war it was Sopwith 7F.1 Snipe 1917 3,000 7
retained by the RAF and used as a
trainer until 1926. Occasionally
available as military surplus, its
usefulness is limited by its single seat
and minimal cargo capacity. Military
fighter versions were typically
outfitted with a pair of synchronized
Vickers machine guns mounted above the
engine housing.
Powered by a 230 hp Bentley engine,
the Snipe has a top speed of 121 mph, and
a cruising range of 300 miles.
DISTANCES FROM NEW YORK, NEW DISTANCES FROM THE PANAMA CANAL
ORLEANS AND SAN FRANCISCO TO TO VARIOUS PORTS, IN NAUTICAL
PRINCIPAL PORTS AND CITIES MILES
City/Port New New San Port Nautical Miles
York Orleans Francisco Baltimore, MD 1,901
Aden 6,532 7,870 11,500 Boston, MA 2,157
Bombay 8,120 9,536 9,780 Buenos Aires, Argentina 5,450
Buenos Aires 5,868 6,318 7,511 Callau, Peru 1,346
Calcutta 9,830 11,239 8,920 Cape Town, South Africa 6,574
Congo River, 5,862 6,580 8,853 Gibraltar 4,343
Mouth of
Hamburg, Germany 5,070
Hamburg 3,637 5,249 8,315
Havana, Cuba 1,003
Havre 3,169 4,760 7,855
Havre, France 4,610
Hong Kong 11,431 10,830 6,086
Hong Kong, China 9,195
Honolulu 6,686 6,085 2,097
Istanbul, Turkey 6,166
Leningrad 4,632 6,223 7,823
Jacksonville, FL 1,535
London 3,233 4,507 8,038
Leningrad, USSR 6,282
Manila 11,546 10,993 6,289
London, England 4,763
Melbourne 10,628 9,437 7,040
Manila, Philippines 9,347
Mexico City 2,898 1,626 2,512
Naples, Italy 5,325
Nome 8,010 7,410 2,705
New Orleans, LA 1,403
Port Said 5,122 6,509 9,562
New York, NY 1,974
Punta Arenas 6,895 7,340 6,199
Port Said, Egypt 6,268
Rio de Janeiro 4,778 5,218 7,678
Portland, OR 3,869
Shanghai 10,855 10,254 5,550
Rio de Janeiro, Brazil 5,349
Singapore 10,170 11,500 7,502
San Diego, CA 2,843
Valparaiso 4,637 4,035 5,140
San Francisco, CA 3,245
Vladivostok 10,001 9,410 4,706
Shanghai, China 8,556
Wellington 8,540 7,939 5,909
Singapore 10,505
Yokohama 8,986 7,762 4,536
Sydney, Australia 7,674
Tahiti Islands 4,486
Valpariso, Chile 2,616
Vancouver, Canada 4,032
Vera Cruz, Mexico 1,420
Wellington, New Zealand 6,505
Yokohama, Japan 7,682
Hong Kong
London
Honolulu
Mexico City
Cairo
Calcutta
Manila
Tokyo
Buenos Aires
Los Angeles
Montreal
Cape Town
Moscow
New York
Sydney
Buenos 0 7,345 10,265 4,269 11,472 7,651 6,916 6,170 11,051 4,592 5,615 8,376 5,297 7,330 11,408
Aires
Cairo 7,345 0 3,539 4,500 5,061 8,838 2,181 7,520 5,704 7,688 5,414 1,803 5,602 8,952 5,935
Calcutta 10,265 3,539 0 6,024 1,648 7,047 4,947 8,090 2,203 9,492 7,607 3,321 7,918 5,685 3,194
Cape Town 4,269 4,500 6,024 0 7,375 11,534 6,012 9,992 7,486 8,517 7,931 6,300 7,764 6,843 9,156
Hong Kong 11,472 5,061 1,648 7,375 0 5,549 5,982 7,195 693 8,782 7,739 4,439 8,054 4,584 1,794
Honolulu 7,651 8,838 7,047 11,534 5,549 0 7,228 2,574 5,299 3,779 4,910 7,037 4,964 4,943 3,854
London 6,916 2,181 4,947 6,012 5,982 7,228 0 5,482 6,672 5,550 3,282 1,555 3,458 10,564 5,940
Los Angeles 6,170 7,520 8,090 9,992 7,195 2,574 5,482 0 7,261 1,589 2,427 6,003 2,451 7,530 5,433
Manila 11,051 5,704 2,203 7,486 693 5,299 6,672 7,261 0 8,835 8,136 5,131 8,498 3,944 1,866
Mexico City 4,592 7,688 9,492 8,517 8,782 3,779 5,550 1,589 8,835 0 2,318 6,663 2,094 8,052 7,021
Montreal 5,615 5,414 7,607 7,931 7,739 4,910 3,282 2,427 8,136 2,318 0 4,386 320 9,954 6,383
Moscow 8,376 1,803 3,321 6,300 4,439 7,037 1,555 6,003 5,131 6,663 4,386 0 4,665 9,012 4,647
New York 5,297 5,602 7,918 7,764 8,054 4,964 3,458 2,451 8,498 2,094 320 4,665 0 9,933 6,740
Sydney 7,330 8,952 5,685 6,843 4,584 4,943 10,564 7,530 3,944 8,052 9,954 9,012 9,933 0 4,866
Tokyo 11,408 5,935 3,194 9,156 1,794 3,854 5,940 5,433 1,866 7,021 6,383 4,647 6,740 4,866 0
When Willard woke up the following The magic of the Cthulhu Mythos stems
morning, he felt worse than he did the from the unfathomable alien
evening before. His head was throbbing intelligences that reside outside of
and his sight was slightly slurred. His humanity’s ability to comprehend. What
mouth felt dry and as if it was stuffed may be the pinnacle of science can easily
with cotton. be interpreted as “magic” by the
He poured himself another glass of ignorant. What is certain is that those
whiskey, and was in the middle or who delve into such matters rarely come
returning the lid on the bottle when his away unchanged – usually for the worse!
telephone rang. Manipulating time and space is not a
With a heavy sigh, and feeling weighed thing to be done lightly and there can be
down by several metal chains, he got to grave consequences for those
his feet and shuffled to the telephone. investigators who dabble in things best
He picked up the receiver and blurted. left alone.
“Yes? This is Willard Swanson. Whom might Mythos magic is variable and was not
I have the pleasure of speaking with?” tightly defined by H.P. Lovecraft; each
He heard a man's voice clearing his occurrence of magic serves a particular
through at the other end. “Ah, yes. Hello. story rather than fitting some consistent
This is Mr. Allen. I... I am the chief overarching structure. However, some
physician at the Arkham Institute for generalizations can be made. Mythos magic
the Mentally Ill. I am calling regarding is traditional in scope, centering on
your friend, Celine Smith. I have some, perilous summoning of horrible entities
ehm, less than good news, I am afraid. I and the desperate manipulation of
request your presence at the facility, inimical forces. Spells are formally
please Mr. Swanson. And as soon as constructed; one wrong word or gesture
possible.” can disrupt the spell at best, or cause it
to go horribly wrong at worst.
Willard dropped the receiver in
Few Mythos spells can be performed
disbelief. It clattered to the floor with
quickly, with many requiring exacting
a heavy thump. “Celine?” he muttered to
conditions as well as lengthy rites and
himself.
ceremonies. Each spell must be studied
He rushed to the hallway of his home and learnt, often requiring the
and collected his coat and his fedora, investigator to spend long hours poring
slinging both casually on as he made his over cryptic manuscripts and ancient
way out the front door and made haste books of lore. Though rare for
to his Ford Model T. investigators, cultists and sorcerers may
“No, no, no,” he whispered to himself be taught spells by their fellows, or
over and over, almost like a mantra, as even granted magical visions, knowledge,
he got his automobile started and set and spells through abhorrent communion
course towards the Arkham asylum. with the dark gods of the Cthulhu
He struck his fist hard against the Mythos. Investigators wishing to find a
steering wheel of the automobile, fast track for learning spells are more
venting his frustration as the likely to find a one-way ticket to an
automobile didn't travel quite as fast as asylum, their minds broken and sanity
he wanted it to. destroyed.
“No, not Celine. Not now. Not now!” he Spells must be approached warily, since
said as he left the streets of Arkham often their costs and effects are
and sped towards the asylum. initially unknown to the spell-caster.
Magic 227
Paul M. N. Haakonsen
For investigators, Mythos magic can be a thousand light years of easily observed
dangerous trap, for in using it stars nearest to us comprised only a
investigators lose sanity and gain minor corner of the universe. There was
Cthulhu Mythos knowledge – becoming not one Milky Way, as astronomers had
more like those whom they seek to defeat. once believed, but rather thousands and
Mythos magic bewilders, shocks, millions of galaxies, most so faint and so
disorients, and debilitates its human distant that the truth of the nebulae
practitioners. Mankind was not meant to had long been argued, but never before
know such things and with enough solved. The notion of island universes –
exposure, the psychic and physical galaxies, as we now say – was a bombshell.
contradictions involved in using magic In the 1920s, humanity’s perception of
drive humans insane. the unbounded universe’s true size
Investigators will mostly experience increased by orders of magnitude.
magic from outside sources, either by Writing as such discoveries took place,
being the target or by witnessing the Lovecraft gradually evolved a
effect of spells cast by someone else. An background myth incorporating such
investigator rarely becomes a mage, since discoveries and added some flavorings
the requisite knowledge and experience from Einstein and Planck. These new
usually leads to “universes,” so he appears to have
madness first. speculated, were truly islands – their
Whether investigators separation included their natural
gain much by knowing the laws. Isolated by
magic of the Cthulhu hundreds of thousands
Mythos, they often risk much or millions of light years,
when attempting to use it. the stuff of life could differ
Consequently, though all wildly. Very quickly, these
players are invited to study islands also took on a
this chapter, it is only Riemannian association of
Keepers who will benefit existing in or being
most from it when planning connected to other
adventures and creating dimensions.
suitably objectionable The magic of the Cthulhu Mythos is the
adversaries. unifying logic of this universe of
universes. Magic works everywhere. It
IN THIS CHAPTER models and defines the greater reality;
This chapter discusses spells and the it is the ultimate expression of natural
books of the Cthulhu Mythos – how spells law, the will of the Outer Gods made
are learnt and how they are cast, as well palpable and the arbiter of time, space,
as looking at the dark knowledge and matter.
contained within ancient tomes. It also In comparison, earthly science and
discusses the occult versus the magical, religion seem of little avail. Apparently
and tells ways to utilize the strange and we understand far less than we flatter
alien magic. ourselves as knowing. Is imperfection in
what we believe or in how we have come to
believe it? Perhaps there is a poverty in
WHAT IS MAGIC? our souls or our mathematical equations
After World War I, astronomers that forestalls ultimate knowledge and
confirmed that the thirty or forty revelation. The Mythos mocks human
228 Magic
Strange Aeons
pretensions.
MYTHOS TOMES
It takes time to learn, even from
MAGIC IN THE STRANGE AEONS textbooks that have been carefully
SETTING written and specially laid out just for
Magic is indeed a deeply rooted part of that purpose. Studying the crabbed,
the Lovecraft Mythos in many ways, and idiosyncratic, and infinitely more
thus it is naturally also included in the difficult Mythos books takes much more
STRANGE AEONS setting. time and dedication. These musty, thick
Using Mythos magic within the game, books are often clumsily scribed by men
requires the investigator to have at whose sanity has long since been erased
least one rank in the Magic skill. It is by the horror of their experiments,
impossible to invoke magic without trials, and conjectures. The present day
having any trained rank of knowledge apparatus of scholarship does not exist
within the mystical arts. Magic simply in such books. There are no indices, no
exists beyond the comprehension of most glossaries, no tables of contents, and no
ordinary – and mortal – men and women. careful definitions. There may not be
Having ranks in Magic allows the numbered pages, chapters, paragraphs,
investigator to implement magic and punctuation or even breaks between
utilize the magical energies, as detailed words. Some tomes might best be described
on pages 210 through 219 in the GENESYS as the ravings of mad men – yet to the
core rule book. However, unlike the seeker of dark knowledge, such texts
default rules presented in the GENESYS hold wondrous insights and power.
core rulebook, magic is not divided into Many manuscripts are not even in a
three sub-categories as it is in the known alphabet – some are older than
GENESYS core rulebook; that being time, in languages long lost; others are
Arcana, Divine and Primal. Instead, magic written in occult ciphers to stymie witch-
is universal in the STRANGE AEONS finders or the Inquisition, and now must
setting, allowing the investigator to tap be cracked before the would-be reader
into all types of spell, though doing so can ponder the sinister truths they
more than often takes a toll on his conceal.
sanity. As such, the investigator can cast Even if a sorcerer wrote for others who
spells of the Attack, Augment, Barrier, were familiar with the arcane and occult,
Conjure, Curse, Dispel, Heal and Utility the writing was for adepts and cultists,
types; each group detailed individually not laypersons. Strange terms and ideas
in the GENESYS core rulebook. would be written with no explanation.
As a default in the STRANGE AEONS Valuable annotations might be made by a
setting, it is recommended that if an succession of owners, each perhaps in a
investigator does not count Magic as a different language or with a different
career skill, then the character is aim, and some inscribed in error.
prohibited from spending XP to allocate Many Mythos tomes are ancient and
ranks to the Magic skill, as he simply is must be handled with care. Some are
not qualified to understand the delicate and liable to crumble to dust if
complexity and otherworldliness that the reader doesn’t wear thin gloves and
define the laws – or lack thereof – that turn the pages with padded forceps. Some
is the Mythos magic. The GM may, of whisper that certain tomes are more than
course, allow otherwise in his specific merely pages bound in leather; that they
campaign. are “living" things, intent on sowing
their evil taint on the unwary and
Magic 229
Paul M. N. Haakonsen
acting as direct conduits to the horrors GM, or else the book baffles them.
of the Outer Gods.
Only in the present does the INITIAL READING
technology exist with which to make The next step, beyond looking at the
quick and accurate copies. cover, reading the title (if it has one
that can be read) and determining the
READING MYTHOS BOOKS language in which the book is written, is
Opening a Mythos tome is a dangerous to make an initial reading. To continue
business. It was written by someone who the analogy used above, this is where the
had experienced the Mythos and, if the investigator is exposed to the fire
reader is successful in understanding within. An initial reading can be swift
what is written, this book will act as a and may represent the reader only
conduit to the alien horrors of the having skimmed the book sufficient to
Cthulhu Mythos. Opening the cover of a gain some insight regarding its contents,
tome might be likened to opening a door or it may be a cover-to-cover reading. An
to a burning room. By opening this door initial reading can take as much time as
the reader is exposed to the fire and may the GM wishes; this may be minutes, hours,
be scorched or incinerated. The human days or weeks, depending on how the GM
mind is metaphorically burnt by the wants to shape the story.
knowledge of the Mythos, the very act Whether a Knowledge check is
of trying to comprehend the called for is up to the GM,
material causing the reader to who may choose to
suffer both mentally and grant automatic
physically. Some of the success to anyone with
lesser tomes might a modicum of skill in
only be a small fire, the appropriate
but others, such as language.
the dread The GM decides on a
Necronomicon, are a difficulty of the
raging inferno. check for reading the
When an investigator book based upon its age,
gains access to a Mythos form and condition.
tome, the GM should A book printed within the last
describe the cover and look of century and in good condition
the book. The reader can swiftly would be of Average (dd) difficulty.
ascertain whether the tome is written in A handwritten work is likely to be of a
a language he or she understands. Being Hard (ddd) difficulty, especially if it
able to understand the written material is old.
requires a Daunting (dddd) Knowledge The most challenging of ancient,
check (or, at the GM's discretion, a Magic moldering tomes, containing a mix of
check might be warranted instead). A print and handwritten annotation, would
translator must be found if a book is be Daunting (dddd), if not Formidable
written in a language unknown by the (ddddd), difficulty.
investigator. The GM should decide what If the investigator fails the
gets translated, how quickly, and how Knowledge check, they perhaps gets some
accurately. If the language is unknown inkling as to the content of the book,
or long forgotten, the investigators must but have failed to comprehend it; no
come up with a plan that convinces the Sanity damage are suffered and no
230 Magic
Strange Aeons
Magic 231
Paul M. N. Haakonsen
232 Magic
Strange Aeons
29 Wrecked with magical backlash, the 40 Spell affects the nearest creature to
cacter is unable to perform free the target instead.
Maneuvers for the next 24 hours. 41 Target and caster are drawn towards
This include downgrading Actions to each other; each turn a magic force
a second Maneuver. will move each one range band closer
30 For the rest of the encounter, the to one another until they collide
caster downgrade his Magic skill (this does not grant them any kind of
checks once. movement they do not have, like
flight, but the spell will still move
31 The caster's nerve systems overloads them out over a chasm if that is in a
on the magical surge, and he no straight line).
longer registers pain. This lasts for
24 hours. This means that the GM 42 The caster doubles the amount of f
secretly keeps track of his wound generated on all skill checks for the
threshold and accumulated damage duration of the encounter.
for that period of time. 43 Nearest dead sentient being returns
32 Every time the caster performs an as a ghost to haunt the location of
Action he suffers 1 point of its death.
unsoakable strain damage. This lasts
Magic 233
Paul M. N. Haakonsen
234 Magic
Strange Aeons
69 Caster and target fall deeply in 84 The caster suffers 1 wound per t
love with each other and will generated on the Magic check, with a
forsake all other loyalties. A minimum of 1 wound.
Formidable (dddd) Discipline
85 Caster and target of the spell swap
check is allowed to ward off the
positions.
effect.
86 A Mythos monster is accidentally
70 Caster and target suddenly know
summoned.
each other personally.
87 Caster permanently shrinks 1d10
71 Spell does opposite of purpose, a
inches.
damaging spell heals the target, a
boost providing spell confers a 88 The caster's skin changes color every
penalty, etc. full moon.
72 A pit of Short range appears right 89 Spell takes effect normally, but
between the caster and target; if adds automatic y to the Magic check
caster is also target, it appears result.
right underneath the caster.
90 Caster suffers from blurred vision
73 All of the caster's clothes and worn and must add b to all skill checks
equipment burst into flames and are where sight is a factor.
incinerated, leaving the target
91 All of the caster's hair grows 2d10
unharmed but naked
inches instantly.
74 Powerful and numerous Mythos
92 Each time the caster suffers wounds
entities appear, attacking all those
damage during the encounter, he
nearby, starting with the caster!
suffers an equal amount of strain
75 Both target and caster are hit by damage as well.
the spell just cast.
93 A permanent “dead magic” zone is
76 Caster changes sex; every day the formed, centered on the caster. The
caster may attempt a Hard (ddd) radius of the zone is determined by
Discipline check to end the changes. the caster's ranks in Magic; 1 rank is
Although he retains whatever sex he out to Engaged range, 2 ranks is out
has when succeeding on the check. to Short range, 3 ranks is out to
Medium range, 4 ranks is out to Long
77 Strange runes appear on the caster's
range, and 5 ranks is out to Extreme
entire body.
range. No magic can be used within
78 Spell affects the nearest creature to this “dead magic” zone.
the caster instead.
94 Cosmic knowledge comes with a price;
79 Caster permanently shrinks 1d10 the spellcaster increases his
inches. Intellect characteristic by 1 point
80 The next spell the caster calls forth (this may raise the characteristic to
will affect himself, regardless of it 6), and reduce his Willpower and
being a harmful or beneficial spell. Presence characteristics by 1 each, to
a minimum of 1. This lasts until the
81 Strange colorations begin to surface end of the encounter.
on the caster's skin. This is
95 One of the caster's random items is
permanent.
immediately damaged one step from
82 Caster suffer strange visions or the magical surge.
hallucinations and must increase the
difficulty of all skill checks for 96 Nearest creature to the caster with
the remainder of the encounter. Intellect 1 or less becomes enraged
and will attack the caster to the
83 The magical energies fluxuating death.
within the caster's body renders him
unable to recover wounds through 97 The caster smells of foul smoke and
any means for 24 hours. brimstone, and must increase the
difficulty of all Social skill checks
Magic 235
Paul M. N. Haakonsen
236 Magic
SANITY, FEAR AND HORROR
THE THING OF THE IDOLS, THE GREEN, STICKY SPAWN OF THE STARS
Paul M. N. Haakonsen
The drive to the Arkham asylum was a Investigators begin the game sane and
long and particularly tormenting drive rational; however, during their
for Willard. A thousand thoughts races investigations they will encounter
through his head, most of which made it otherworldly horrors, alien creatures
run cold down his back and made the and the terrible cosmic truths of the
hairs on his arms stand up. Cthulhu Mythos – all of which will
As he turned onto the asylum grounds challenge their state of mind and sense
and made his way down the road leading of normality, and push them to very edge
to the main building, he noticed that two of sanity. In some cases, the experience
police automobiles and an ambulance will be too much and the unfortunate
were parked outside, and several men investigator will descend into periods of
were milling about like frantic ants. temporary, indefinite or even permanent
Before he made it all the way to the madness.
front of the building, the ambulance was Each investigator has a Sanity
driving towards him, and the police were threshold that can rise and fall during
embarking in their automobiles. As they play. Sanity is used to determine whether
passed him, he craned his neck to get a the investigator can withstand the
look at whom they were bringing away. horrors of the Cthulhu Mythos, as well as
A man dressed in a white doctor's coat stand up to fear-inducing situations
stood out in front of the entrance to the without turning tail and running away.
asylum, and behind him a nurse holding Sanity damage can lead to insanity. When
some papers to her chest. the investigator's Sanity Threshold is
exceeded, an investigator is permanently
As Willard disembarked from his Ford
and incurably insane, and ceases to be a
Model T, the doctor approached him. “Are
player character.
you Mr. Swanson?” the man asked.
Sanity in the game is modeled after the
Willard nodded. behavior of protagonists in H.P.
“I am doctor Allen,” the man continued Lovecraft’s fiction who, more often than
and extended his hand to shake the hand not, faint or go mad when confronted
of Willard. There was something solemn with mind-bending physics and monstrous
about his demeanor. “I am afraid I have entities from beyond space and time.
some bad news for you. Let's retreat to Sanity is the game’s register of the
my office, if you will, and...” investigator’s flexibility and resilience
“No!” Willard snapped, cutting the to emotional trauma. Characters that
doctor off in mid-sentence. “Tell me what start with a high number of Sanity
it is, right now. Right here!” He was Threshold find it easier to rationalize
almost yelling at the doctor. traumatic events or to repress horrific
Doctor Allen cleared his throat and memories. Those with a lower number of
glanced about, then took a step closer Sanity Threshold are mentally fragile
towards Willard. “I am afraid that Celine and more susceptible to emotional upset.
Smith has passed away. It would appear While the cosmic horror of the Cthulhu
that she died of fright sometime between Mythos is the fundamental assault on the
3.35 and 4.10 this morning. I am sorry.” mind of an investigator, other gruesome
Willard couldn't believe what he was and comparatively ordinary sights and
hearing. Not Celine. How was this events can also cause emotional
possible? “This is a mistake,” he started. disturbance.
But doctor Allen put a hand on In an unnerving or horrifying
Willard's shoulder and shook his head. situation the GM will test the resiliency
and emotional strength of the has rolled a fear check for a specific set
investigators. This is done by calling for of circumstances, you shouldn’t require
a Sanity check (which is a Discipline them to check again for the same
check, in game mechanic terms) for each circumstances during the same encounter.
investigator entangled in the situation. Remember that circumstances might add
Investigator insanity is triggered when the penalties to the check!
too many Sanity Threshold reaches Fear is detailed on page 243 in the
certain levels, causing temporary or GENESYS core rulebook. The STRANGE
indefinite insanity. AEONS setting sourcebook, however,
expands considerably on these rules to
FEAR fit the game mechanics to the Lovecraft
Mythos and to capture the essence of fear
While the circumstances in the that H.P. Lovecraft himself intended it to
Lovecraft Mythos be, and thus the
may be scary to material from the
your players, these GENESYS core
circumstances and rulebook has been
in-game-events reprinted here for
should be far more easy reference and
horrifying for your convenience. Not
players’ characters, only does the
naturally. (After STRANGE AEONS
all, the characters setting make use of
don’t have the the fear rules, but
luxury of knowing it also implements
that it’s all only a the aspect of sanity,
game!) To represent or more importantly
this – and also insanity. And many
recognize that some an investigator will
characters are eventually be
braver than others driven to madness
– the fear rules is through the
very much a part of eldritch secrets that
the STRANGE AEONS he comes to learn
setting. during his time
When characters tracking down the
in your game creatures that lurk
confront something outside the corners
that you feel may of our world.
be terrifying to them, you can have
them make a Cool or Discipline skill
check. This mechanic is simply known as a MYTHOS CREATURES AND FEAR
Fear check. CHECKS
As the GM, you set the difficulty of It should be noted that each creature
the check. You can use the table below to in the Lovecraft Mythos comes with their
help figure out how difficult a check own Fear difficulty rating when
should be and what circumstances might encountering them (see the “Adversaries”
elicit a fear check from your PCs in the chapter for further details).
first place. Typically, once a character
FEAR GUIDELINES
STATE OF FEAR DIFFICULTY EXAMPLE
Startled Easy (d) Something momentarily frightening, such
as a creature bursting out of a closet, or
unsettling circumstances like being alone
in a spooky house. These circumstances
may not even elicit a check.
Moderately afraid Average (dd ) Being stalked by a dangerous animal;
danger that appears credible but not
mortal, watching a loved one die and rise
again from the dead.
Very afraid Hard (ddd) Being hunted by a pack of wild animals
(or malevolent humans), danger that
appears eminent and could be mortal.
Mortally afraid Daunting (dddd) Facing a situation likely to result in
your death.
Utterly terrified Formidable A hopeless and utterly terrifying
(ddddd) situation, combat against things
incomprehensible to one’s mind, coming
face to face with a Mythos entity, fear so
paralyzing that sanity cracks.
Confronting something 1 difficulty upgrade Confronting a notorious villain.
reputed to be dangerous
Confronting something 2 difficulty Being trapped by a malignant creatures
known to be dangerous and upgrades and having no means of escape.
very rare
Confronting something 3 difficulty Fighting the main villain of the
known to be extremely upgrades campaign (provided he/she is dangerous
dangerous and unique enough), finding yourself trapped by a
group of Mythos creatures and having no
means of escape and no weapons.
agents not always recognized as much more often) than Current Wounds.
specifically attached to the Mythos, such Making a Sanity Check: When an
as hauntings, zombies, vampires, curses, investigator encounters a gruesome,
and so on. unnatural, or supernatural situation, the
Severe Shock. Non-Mythos shocks can GM may require a player to make a Sanity
also inflict Sanity damage. This includes check (Cool or Discipline check, according
witnessing untimely or violent death, to the GM's discretion, given the
experiencing personal mutilation, loss of situation) with a specific difficulty
social position, treachery, the failure of (usually determined by the creature's
love, or whatever else the GM decides is Presence characteristic, and modified as
sufficiently extreme. a combat check (e.g. for Adversary talent).
The check succeeds if the dice roll has at
SANITY THRESHOLD least one uncanceled s result.
On a successful check, the character
Sanity Threshold measures the
either takes no Sanity damage or only
stability of an investigator's mind. This
suffers a minimum amount. Potential
trait provides a way to display the
Sanity damage is usually shown as two
sanity inherent in a character, the most
numbers separated by a slash, such as 0/1
stability a character can ever have, and
for example. The number before the slash
the current level of sane rationality
indicates the number of Sanity damage
that a character still preserves, even
suffered if the Sanity check succeeds (in
after numerous shocks and horrid
this case, none); the number after the
revelations.
slash indicates the number of Sanity
Sanity Threshold is measured in two
damage suffered if the Sanity check
ways; maximum Sanity (5 + the
fails (in this case, 1 point).
investigator's Willpower characteristic)
An investigator's current Sanity
and current Sanity damage.
damage is also at risk when the character
reads certain books, learns of the alien
MAXIMUM SANITY truths of the Cthulhu Mythos, and casts
The character's Sanity Threshold is spells.
equal to 5 + the character's Willpower. For the most part, a new sanity-shaking
This is determined when creating the confrontation requires a new Sanity
investigator during character creation. check. However, the GM always gets to
This indicates the maximum amount of decide when characters make Sanity
Sanity damage the investigator can checks. Contronting several horribly
suffer to his mind before succumbing to mangled corpses at one time or in rapid
permanent insanity. succession may call for just one Sanity
If the character improves his check, while the same encounters at
Willpower score, for example by the intervals of several game hours may
Dedication talent, his Sanity Threshold require separate checks.
does not improve, just as it applies to Going Insane: Exceeding the character's
improving Brawn or Willpower for Sanity Threshold may also cause the
determining Wounds and Strain character to go insane, as described
Thresholds. below. If a character's Sanity damage
exceeds the character's Sanity Threshold,
CURRENT SANITY DAMAGE he begins the quick slide into permanent
A character's Current Sanity Damage insanity. Each turn, the character takes
fluctuate almost as often (and sometimes another Sanity damage. Once a character
reaches twice its maximum Sanity Let's assume that the investigators are
Threshold – for example, by reaching 20 facing a creature that has Sanity damage
Sanity damage if the investigator has a 0/2. Thus, in the same game day or in the
Sanity Threshold of 10 (5 base + 5 same play session, no character should
Willpower) – he is hopelessly, incurably suffer more than 2 Sanity damage total
insane. for seeing any number of those creatures.
A GM's description of a sanity-shaking Keep in mind that the interpretation of
situation should always justify the “reasonable interval” must vary by GM
threat to an investigator's well-being. and situation. When it feels right, the GM
Thus, a horde of frothing rats is should rule that the horror is renewed
horrifying, while a single ordinary rat and Sanity damage could be suffered
usually is not (unless a character has an again.
appropriate phobia, of course). Learning from Mythos Tomes or casting
spells never becomes a normal thing to
SANITY LOSS EXAMPLES do. No matter how many time a character
SANITY UNNERVING OR HORRIFYING casts a spell, no matter what the time
DAMAGE SITUATION interval between castings may be, the
Sanity damage is always the same. This is
0/1 Surprised to find mangled animal
carcass. tru of anything that a character does
willingly. For example, if brutally
0/1 Surprised to find a human corpse.
murdering a friend costs 2/3 Sanity
0/1 Surprised to find a human bodypart. damage, this loss is incurred each time,
0/1 Finding a stream flowing with blood. even if the character suffers the
0/1 Finding a mangled human corpse. maximum possible Sanity damage after
the first or even the second murder.
0/2 Awakening trapped in a coffin.
0/2 Witnessing a friend's violent death.
1/2 Meeting someone you know to be dead. INSANITY
Character insanity is induced by a
1/2 Undergoing severe torture.
swift succession of shocking experiences
1/2 Seeing a corpse rise from its grave. or ghastly revelations, events usually
2/3 Seeing a gigantic severed head fall connected with the Cthulhu Mythos. The
from the sky. type of insanity incurred depends on the
proportion of Sanity damage suffered.
GETTING USED TO AWFULNESS The duration of insanity varies as well.
Never underestimate the ability of the Horrifying encounters can result in
human mind to adapt, even to the most three states of mental unbalance. Two of
horrific experiences. Reading and them, temporary insanity and indefinite
rereading the same bit of disturbing insanity, can be cured. The third,
text or seeing the same horrible image permanent insanity, results when a
over and over eventually provokes no character's Sanity damage exceeds once
further Sanity damage. Within a again his Sanity Threshold and cannot be
reasonable interval of play, usually a cured (see Permanent Insanity, later on).
single session of the game, characters
should not take more Sanity damage for TEMPORARY INSANITY
seeing monsters of a particular sort than Whenever a character exceeds half of
the maximum possible points a character his maximum Sanity Threshold from a
could suffer for seeing one such monster. single check, he has suffered enough
shock that the GM must ask for an incapacitated and then recovers quickly.
Average (dd) Sanity check. If the check Successful application of the
fails, then the character realizes the Psychoanalysis skill (see page 54) may
full significance of what he saw or alleviate or erase temporary insanity.
experienced and goes temporarily insane. Temporary insanity concludes when the
If the check succeeds, the character does duration of game time rolled has elasped,
not go mad, but in consequence, he may or when the GM feels the end to be
not clearly remember what he appropriate.
experienced, if the check generated at The intent of temporary insanity is
least t or y, a trick the mind plays to forcing a character's behavior to
protect itself. noticeably change for a limited time.
Temporary insanity might last for a Whether this means that the character is
few minutes or a few days. Perhaps the babbling in some corner, running away in
character acquires a phobia or fetish a panic, or attacking Great Cthulhu with
befitting the situations, faints, becomes a can opener is up to the creativity and
hysterical, or suffers nervous twitches, inspiration of the player and the GM.
but he can still respond well enough to After the temporary insanity ends,
run away or hide. The duration of the traces or even profound evidence of the
temporary insanity depends on if there is experience should remains. No reason
t or y on the Sanity check. exists that a phobia, for instance, should
depart from someone's mind as quickly as
DURATION OF TEMPORARY INSANITY a train pulls out of a station. What
remains behind after the brief period of
RESULT INSANITY TYPE DURATION
insanity should exert a pervasive
t Short temporary 1d10+4 turns influence on the character. The character
insanity.
may still be a fit batty, but his
y Longer temporary 1d10 x 10 conscious mind once again runs the show.
insanity. hours
If the GM prefers, the exact nature
of the breakdown can be
The investigator remains in this determined randomly. To
state for the length of time rolled choose a temporary
on the table above. The GM must insanity consult
describe the insanity so that the the tables
player can roleplay it below; Short
accordingly. Ideas for phobias Temporary
and episodes of insanity are Insanity Table on
described later in this page 246 and Long-
chapter. Anyone can create Term Temporary
new ones as appropriate – Insanity Table on
though for the shorter page 247.
extends, simple As a variant rule, if
characterizing will do, the amount of Sanity
such as “lies on the damage suffered exceeds
ground and twitches”, the investigator's
“runs shrieking into the Willpower characteristic, go
night”, or “drools and squeaks directly to the Long Term
like a baby”. The character is Temporary Insanity Effects
overwhelmed by fear or horror, table on page 247.
forever lost in his own world. This need administered to patients in the early pan
not mean a lifetime in a padded cell, of the century, only in the 1940s and
merely that the character has retreated beyond were they broadly and
so far from reality that sanity can never consistently effective in treating the
be restored. He might be able to lead, symptoms of emotional trauma. As long as
within restricted bounds, a more or less a character can afford a psychiatric
normal life if kept away from the things medication and is able to take it, the
that trigger strong responses in his symptoms of indefinite insanity can be
individual case. Yet, a relapse may come ignored. Taking such drugs docs not make
quickly. His calm facade can be destroyed a character immune or even particularly
in seconds if his fragile equilibrium is resistant to further Sanity damages. An
disturbed by even the smallest reminder Average (dd) Medicine check or Hard
of whatever it was that drove him mad. (ddd) Knowledge check is needed to
Such eventual fates are matter for the accurately prescribe the correct
individual GM and players to decide. In medications and dosage.
keeping with the spirit of the game, A 50%, chance (01-50 on a d100) exists
permanent insanity should have about it that a given drug will have either
a dark air of defeat and agony. Future physical or mental side effects. If the
developments concerning it should be side effects are physical, the patient
cloudy, unpredictable, and dangerous. suffers a bb penalty to skill checks. If
the side effects are mental, the patient
RECOVERING SANITY must upgrade the difficulty of all
Intellect, Willpower and Cunning skill
An investigator's Sanity damage can be
checks once. If more than one type of
recovered (or reduced) during the events
medication is taken due to multiple
of a campaign.
symptoms, the character will
automatically have side effects and has
MENTAL THERAPY a 50% chance for both mental and
To give useful therapy, the therapist physical side effects. Side effects last
must have the Psychoanalysis skill. for as long as the medication is taken.
Intensive psychoanalysis can recover The die roll is made one time, upon the
Sanity damage to a troubled character. first instance of a particular character's
Psychoanalysis can restore but never taking a particular drug.
improve the character. A character can Long-term drug therapy can restore
have only one psychoanalyst at a time. recover Sanity damage, just as use of the
See the description of the Psychoanalysis Psychoanalysis skill can. For each month
skill (page 54) for an exact description the character takes an accurately
of how the skill works. prescribed psychiatric medication, he
Psychoanalysis can also be used to regains 2 Sanity damage.
help a character snap out of temporary A charactcr cannot regain Sanity from
insanity (for example, from an acute both Psychoanalysis and drug therapy in
panic attack). It does not speed recovery the same month.
from indefinite insanity.
Recovery from indefinite insanity only
comes with time (typically l to 6 months). TREATMENT OF
INSANITY
PSYCHIATRIC MEDICATIONS Temporary insanity ends quickly
Although psychiatric drugs were enough that schedules of treatment are
PHOBIAS
Acrophobia: fear of heights. Hypnophobia: fear of sleep.
Aerophobia: fear of wind. Iatrophobia: fear of doctors.
Agoraphobia: fear of open places. Ichthyophobia: fear of fish.
Ailurophobia: fear of cats. Maniaphobia: fear of going insane.
Androphobia: fear of men (males). Monophobia: fear of being alone.
Astrophobia: fear of stars. Musophobia: fear of mice (and rats).
Autophobia: fear of being alone. Necrophobia: fear of dead things.
Bacteriophobia: fear of bacteria (“germs"). Nyctophobia: fear of night or nightfall.
Ballistophobia: fear of bullets. Odontophobia: fear of teeth.
Barophobia: fear of loss of gravity. Onomatophobia: fear of name, word, or phrase.
Bathophobia: fear of deep places. Ophidiophobia: fear of snakes.
Bibliophobia: fear of books. Ornithophobia: fear of birds.
Blennophobia: fear of slime. Pediphobia: fear of children.
Brontophobia: fear of thunder. Phagophobia: fear of eating.
Cenophobia: fear of empty rooms. Phonophobia: fear of noise, even own voice.
Chionophobia: fear of snow. Pyrophobia: fear of fire.
Claustrophobia: fear of enclosed spaces. Scotophobia: fear of darkness.
Demophobia: fear of crowds. Spectrophobia: fear of mirrors.
Dendrophobia: fear of trees. Taphephobia: fear of being buried alive.
Entomophobia: fear of insects. Teratophobia: fear of monsters.
Gephyrdrophobia: fear of crossing bridges. Thalassophobia: fear of the sea.
Gynephobia: fear of women (females). Tomophobia: fear of surgery.
Hamartophobia: fear of sin or making errors. Uranophobia: fear of the heavens.
Haphephobia: fear of being touched. Vermiphobia: fear of worms.
Heliophobia: fear of sunlight or the sun. Xenophobia: fear of foreigners or strangers.
Hematophobia: fear of blood or of bleeding. Zoophobia: fear of animals.
Hydrophobia: fear of water.
neurosis.
Somnambulism - sleepwalking.
Somnolence - abnormal drowsiness.
Synthesia - sensation caused by
another sensation; for instance, seeing
sound.
Tic - involuntary spasmodic motor
movement.
Trailing Phenomenon – perceptual
abnormality associated with
hallucinogens in which moving objects
are seen in a series of discrete
discontinuous images.
Trance - focused attention and altered
consciousness, usually seen in hypnosis,
dissociative disorders, and ecstatic
religious experiences.
261 Crafting
Strange Aeons
Crafting 262
Paul M. N. Haakonsen
ARMOR CRAFTING
Crafting a new set of armor can be a
meaningful endeavor for a character,
signifying an advancement in knowledge,
a renewed resolve to protect oneself or
others against evil cultists or creatures
of the Mythos, or even just crafting
because one is capable. Many
investigators choose to purchase or
acquire armors via other means, but for a
craftsperson, there is no substitute for
creating one's own armor.
ARMOR TEMPLATES
NAME PRICE RARITY CHECK TIME PROFILE
Reinforced Clothing 10 1 Average (dd) Mechanics 6 hours +1 Soak, +0 Defense,
check 1 Encumbrance,
0 Hard Points
Light Armor 25 3 Average (dd) Mechanics 12 hours +2 Soak, +0 Defense,
check 2 Encumbrance,
0 Hard Points
Customizable Armor 50 5 Average (dd) Mechanics 16 hours +1 Soak, +0 Defense,
check 4 Encumbrance,
4 Hard Points
Deflective Armor 50 6 Average (dd) Mechanics 24 hours +1 Soak, +1 Defense,
check 2 Encumbrance,
1 Hard Point
Combat Armor 125 5 Hard (ddd) Mechanics 48 hours +2 Soak, +0 Defense,
check 4 Encumbrance,
2 Hard Points
Segmented Armor (R) 250 7 Daunting (dddd) 72 hours +2 Soak, +1 Defense,
Mechanics check 6 Encumbrance,
3 Hard Points
Augmentative Armor (R) 450 9 Formidable (ddddd) 120 hours +2 Soak, +2 Defense,
Mechanics check 6 Encumbrance,
3 Hard Points
263 Crafting
Strange Aeons
Crafting 264
Paul M. N. Haakonsen
constructing the armor. The crafter cannot finish it until he has a chance to
acquire more supplies and spends dollars equal to 25% of the Material Price
on these additional supplies (can only be selected once).
yy Unexpected Flaw: The armor has a serious problem the crafter does not detect.
At some point in the future, the GM may spend a Story Point to cause the
armor to fail. When he does so, the armor counts as suffering major damage,
and thus becomes unusable. Once the armor has been repaired, this flaw is
removed and cannot be exploited this way against (can only be selected once).
265 Crafting
Strange Aeons
Crafting 266
Paul M. N. Haakonsen
down or destroyed, and are damaged one step (minor damage, from minor to
moderate, or moderate to major).
Difficult to Repair: Increase the difficulty of checks to repair this weapon
by 1.
Inaccurate Quality: The weapons gains the Inaccurate 1 quality (or increase
its Inaccurate quality by 1).
tttt or y Brittle: On a result of y from a combat check using the weapon, it becomes
damaged one level (minor damage, from minor to moderate, or moderate to
major).
yy Hidden Flaw: At some point in the future, the GM may flip a Story Point to
have the weapon fracture or break. Once repaired, this flaw is removed and
cannot be used again.
267 Crafting
Strange Aeons
Crafting 268
Paul M. N. Haakonsen
269 Crafting
Strange Aeons
this chapter.
GADGET TEMPLATES
NAME PRICE RARITY CHECK TIME
Simple Tool 25 2 Easy (d) Mechanics 2 hours
Specialist Tool 200 5 Average (dd) Mechanics check 10 hours
Precision Tool 75 6 Hard (ddd) Mechanics check 16 hours
Crafting 270
Paul M. N. Haakonsen
271 Crafting
ARTIFACTS AND
ALIEN DEVICES
MEMORIES AND POSSIBILITIES ARE EVER MORE HIDEOUS THAN REALITIES
Paul M. N. Haakonsen
The camp ground was divided into two Although most investigators tend to
segments, or so it would seem. One, the see creatures of the Mythos as little
noticably bigger of the two areas, was more than malignant monsters, in truth
where the tents and automobiles were many of them have vibrant and
standing. This was also where the most technologically advanced societies.
activity was. Large pyres of flame Advanced races such as the elder things,
reached towards the heavens. People were mi-go, serpent people, and Yithians all
milling about, walking between tents, possess the ability to construct and
wagons and automobiles alike. There was utilize technology in the pursuit of
much noise from here, as the gypsies were their agendas.
dancing, singing and otherwise engaged Mythos races, human cultists, and
in what Willard reckoned to be Eastern wizards may occasionally have access to
European etiquette. ancient and otherworldly artifacts as
He parked his automobile at the well as to scientific marvels. A selection
outskirts of the larger camp, and no one of technology and arcane artifacts
seemed to take much notice of him. As he follows.
disembarked from his Ford Model T, he Most humans would be unable to tell
noticed that he was very much being the difference between a piece of
scrutinized. A group of five gypsies advanced scientific equipment and a
stood at a Studebaker automobile, magical Mythos artifact, as both are
pointing towards him as he exited his essentially beyond mankind’s level of
motorized vehicle. comprehension and ability to reproduce.
“Whatcha be wanting here?” one of the Indeed, what mankind may consider to be
men called out. A large, burly fellow high magic could well be technological in
with greasy hair and pallid skin. nature, and vice versa.
Willard didn't reply. He looked about This section examines some of the most
in an attempt of figuring out where he common and notorious magic items of the
should go in order to have the biggest Cthulhu Mythos. Such items are
chance of obtaining more whiskey. “I appropriate treasure for many of the
need whiskey,” he called back. monsters and cults described elsewhere in
this book, but many are hard to find
This seemed to draw the attention of
otherwise. As normal, the GM decides if
the men. They rose to their feet, tall and
any particular item is available to be
lanky, standing like silhouettes against
crafted or purchased.
the outlines of the trees behind them.
The items presented here are by no
“You got cash?” the man called out again.
means a complete set of available
Willard nodded. “Yeah, I have money.” artifacts and alien devices, and the GM is
“Money will do you little good in the encouraged to come up with his own
world beyond,” a man said from behind tailor-fitted artifacts and alien devices
him, making Willard turn around to fit his particular campaign.
immediately. An elderly, hunched over, Creativity holds virtually no limit here,
man grasping a cane stood behind him. just keep in mind that these wondrous
Clearly blind on his left eye and missing items usually do not come cheap, nor in
several teeth. “They will come. For you, abundance, and they most definitely
yes, they will come.” almost always comes at a heavy price for
Without any further conversation the the investigator's body, soul, and
elderly gypsy made his way towards the definitely his mind and sanity.
bustling campsite.
The spell used to enchant the glass is from a b bonus to all skill checks for a
long forgotten, although rumors persist duration of 24 hours. If this lamp were
that a certain odd fellow who lives in actually used by Al-Hazred, the author
Carcosa will impart the spell if a of the Al Azif, some of the breadth of his
bargain can be reached. knowledge would be explained.
It is believed that the lamp is unique,
HOLY ICON however its whereabouts today is
Holy icons are items that represents unknown.
your character's faith and help them
focus that faith to cast spells. These are LESSER PALLID MASK
generally religious symbols of Lesser pallid masks are masks that
some sort, perhaps have been shed from the
necklaces, rings, emblems original Pallid Mask and
or medallions. retain some of its cosmic
When casting spells to power. The wearer of a
heal, increase the lesser pallid mask gains a
difficulty of the spell bb bonus on Perception
one less than they checks and all Knowledge
normally would. In addition, checks. In addition, creatures
the number of wounds healed do not notice the wearer's
by heal spells cast by the user presence unless the wearer
increases by two. interacts with them
personally. Even attacks by
IDOL OF CTHULHU apparent allies against
This small clay the wearer do not alert
sculpture of the great enemies to the presence
god Cthulhu allows the of the wearer. An observer
bearer to communicate can notice the wearer
mentally with Cthulhu. The normally by means other
wielder can once per session than vision, hearing, and
retrieve information vital scent.
to the narrative without spending a
Story Point. However, communicating LIGHTNING GUN
with Cthulhu is taxing on the mental A rare Yithian weapon, this device was
state of the wielder, who suffers 1 point created by the race shortly after their
of automatic Sanity damage at the start arrival on prehistoric Earth. Built to
of each session. combat the carnivorous flying polyps, it
is a camera-shaped weapon that fires
LAMP OF ALHAZRED great gouts of electricity.
An enchanted oil-burning lamp. When The lightning gun has an adjustable
lit, the lamp gives forth vapors that range. If used in Engaged range, the
send the minds of those who inhale them shooter adds a b bonus to his Ranged
into ecstasies of vision. These revelations [Light] check. While the lightning gun has
are of the strange and weird landscapes a default range out to Medium, it can
of Mythos places and dimensions, and the actively be set to shoot at Long range,
ways of the entities there. A single although this incurs the difficulty for
recipient using the lamp can benefit Long range (difficulty (ddd)), as well
slowly degrade because humans do not caught in an enclosed space), can dodge
exude the proper nutrient solutions to the slow-moving mist streams with a
care for it. successful Average (dd) Athletics or
Each turn it is worn by a human, a bio- Coordination check.
web decreases in Soak rating by one
point. When no Soak remain, the armor PANCHROMATIC ARMOR
disintegrates into a steaming, sticky pool This armor, which has a Soak rating of
of viscous matter. Whether there are 3, normally has a shimmering,
significant side effects to wearing this multicolored surface. The user can
armor is unknown. concentrate as an Action to change its
The mi-go web armor has an color to one of those listed below to gain
Encumbrance of 1. perfect protection against one energy
type or effect, losing the Soak rating of
MILK OF SHUB-NIGGURATH the armor while it manifests that color.
This foul-smelling and equally foul- This effect lasts until the armor is
tasting liquid is usually stored in air- removed or the wearer changes the color
tight metal containers, as it spoils once more.
easily. And spoiled milk of this sort has The panchromatic armor has an
an adverse effect on its imbiber. Encumbrance value of 4.
Anyone imbibing the milk of Shub-
Niggurath immediately removes all COLOR BENEFIT
Sanity damage suffered. However, if the
All Soak rating 3
milk is spoiled and sour, the imbiber
doubles the amount of current Sanity Black bb bonus to skill checks
damage, which could lead to permanent White Immunity to cold
insanity.
Red Immunity to fire
Orange Immunity to electricity
MIST PROJECTOR
A device looking like a cluster of Yellow Immunity to stun damage
twisted metal tubes that projects a cone Green Immunity to poison
of icy mist in a fat cloud that extends Blue Breathe water
out to Short range. The mist looks like
Indigo Immunity to magic
thick white fog and is intensely cold. The
mist does 5 points of cold damage per Violet Immunity to Critical Injury
turn of exposure, less three points for
thick, arctic clothing. The weapon’s PLUTONIAN DRUG
projection can be sustained – mi-go This drug can send the user’s mind back
generally spray mist over a target for in time, sometimes so far back that the
several rounds, ensuring the death of user may even encounter the hounds of
unprotected humans. Tindalos – entities capable of traveling
An investigator can figure out how to up and down time via its ‘corners’.
use this weapon with a successful Hard Those taking the drug must make a
(ddd) Mechanics check. Because the mist Hard (ddd) Discipline check or take 4
travels much more slowly than a bullet, points of Sanity damage; however if they
investigators who have seen mist come across Mythos entities on their
projectors in action and who have journey back in time they are subject to
freedom of movement (i.e. they are not the standard sanity losses for viewing
those entities. Taking the plutonian drug enter that place, as if by astral
and witnessing the true history of the projection, returning when they awaken
universe and planet Earth provides the from sleep. If a creature is holding
user with 1 upgrade to any skill check something on R’lyeh before it wakes, that
per rank of Discipline, with a minimum of item comes along to the waking world.
1 upgrade. The investigator can use these However, any dreamers that are killed,
upgrade for any skill checks during the knocked unconscious, or imprisoned while
game session. dreaming cease to exist outside R'lyeh,
The drug can appear in liquid or and all memory of their outside existence
tablet form and its manufacture is is erased.
hinted at within certain Mythos tomes, The tablet confers an automatic s and
including the Book of Eibon. a on all Discipline checks the wielder
makes.
PUZZLE BOX
These puzzle boxes are handcrafted of RING OF EIBON
metal, many of which are constructed of a This ring grants the wearer glimpses
metal alloy that is not found on the into the future. As an Incidental, the
periodic system on Earth. They may look wearer can activate the ring of Eibon to
like simple or complex toys to stimulate gain a bb insight bonus to combat skill
the brain in puzzle activity, but in fact checks, as well as the benefits of the
they are artifacts that allow the wielder Side Step talent for 1 turn. This ability
to increase any Knowledge skill check can be used three times per day.
that he makes once.
SHINING TRAPEZOHEDRON
R'LYEH DISK FRAGMENT A peculiar metal box in which is
This jagged green stone slab looks like mounted a stone about four inches thick.
it's a part of a strange puzzle. Any It rewards or damns those who look into
creature or entities closely it with visions of other worlds
associated with the Cthulhu and dimensions – thus the
Mythos within Short range of stone shines with the
the fragment gains a bb bonus interior light of things not
to all combat checks. of our world.
Once all the pieces of the When the box is closed
R’lyeh Disk have been put (enclosing the gem in total
together and bound in a special darkness), a hideous avatar
ritual known to few, the of Nyarlathotep comes,
complete disk can be used to known as the Haunter of
awaken Cthulhu. He is not the Dark since it abhors
under the awakener's light – it will not enter
control. any space where light is
present, not even the pale
R'LYEH TABLET circles of light cast by
Any creature that sleeps street lamps.
within Long range of the R’lyeh Anyone possessing the
Tablet has constant dreams of Shing Trapezohedron upgrades
Cthulhu and being in R’lyeh. During all Social skill checks once
these dreams, the subjects psychically while in possession of the artifact.
The stone exercises great command over The stones are alleged to come from the
human psyches and is believed to be used fabled land of Mnar in prehistory,
by worshippers of Nyarlathotep. This although some occult scholars suggest
artifact is ancient, predating humanity that this is a mere tale and that the
and possibly manufactured by the mi-go stones are extraterrestrial in origin and
on Yuggoth. were perhaps fashioned by the Elder Gods
themselves. Either way, a star stone is
SILVER KEY believed to ward the bearer against the
This small, elaborate silver key minions the Great Old Ones, granting
grants whoever holds it the safe passage in dark places. Note
benefit from having prophetic that the protection only
dreams. Once a session, by extends to the minions of
spending a Story Point, the Great Old Ones, not the
character possessing the Great Old Ones themselves!
Silver Key can retrieve one Anyone in possession of a
piece of crucial Star Stone of Mnar benefits
information for the from protection, which
narrative (at the discretion force all Mythos creatures
of the GM). to upgrade the difficulty of
any attack they invoke
targeting the possessor of the
SOUL GEM artifact.
Soul gems are usually cut from rare Wise folk state that the stones are
gemstones and often possess an blighted and that anyone removing a
otherworldly appearance. The wielder of star stone from its proper place will
a soul gem upgrades his Discipline check suffer an elder curse. Presumably the
whenever making Fear or Sanity checks Elder Gods do not wish the stones to be
once. removed from the prison-tombs of the
Great Old Ones, as doing so might weaken
SPHERE OF NATH the magicks in force and allow the
When held, this dark, palm-sized glass imprisoned god to break free.
sphere lets you use the physical
attributes of another location you are STASIS CUBE
familiar with. For example, you can use These devices appear in a number of
the advantage of magical standing stones different shapes and sizes, however they
on a mountaintop while in a basement all have a single purpose: to slow the
miles away, an underwater cavern, or flow of time. Older cubes give ratios of 1-
your own spellcasting chamber. In a sense, second internal time per thousand years
you are in two places at once. However, external time, but in the future the
the properties do not extend beyond your Yithians will advance this to 1-second
person. internal time per million years external
time.
STAR STONES OF MNAR The smallest stasis cubes were used to
Usually found in the same location as store books in Pnakotus. Larger stasis
the supposed tombs of ancient ‘evil’ cubes have been used to fling Yithians
beings. Best described as green-colored into the future. Almost all stasis cubes
disk-shaped (sometimes star-shaped) rocks are simple in design, made from metal or
on which is carved an Elder Sign. plastic with no sign of external
Willard was only halfway to the heart Although many of the alien races of
of the gathering, when something caught the Cthulhu Mythos are terrifying, they
his eye. Located at the far end of the are nothing before the might of the
smaller encampment, he saw a radiance of Mythos gods – immense creatures barely
light. Yet it was not light. Or was it? He within our scope of understanding, all
couldn't tell for sure, as it was a the more horrifying for the fact that
strange luminous glow that had about it they do not care about the fate of
a color that defied everything he knew. humanity.
He could not state the exact color, yet it It should also be noted that many
was not a color but every color at the deities have avatars. These are specific
same time. forms, sometimes with specific attributes,
Fascinated and draw to this mysterious in which a portion of a god may appear.
glow, Willard forgot all about the Cults often worship avatars of gods
whiskey he had come here to obtain and rather than the gods themselves.
made way like an ant fighting against Nyarlathotep is particularly well known
an oncoming stream of other larger and for his thousand avatars (or masks).
meaner ants. He was pushed and shoved The term deity is used here to mean not
from every direction as he bumped into only gods but those with god-like powers,
the gypsies whom all oddly enough such as Great Cthulhu himself. Whilst
seemed to be right in his path. Cthulhu is worshipped like a god, many
Clearing the distance between the two believe him to be part of an alien race,
camps took but mere minutes, yet it felt though whether his brethren are like him
like an eternity to Willard. Not once did or are lesser beings is not made clear.
he advert his gaze from the luminous Those such as Great Cthulhu may be
glow that ascended upwards towards the termed Great Old Ones to distinguish
darkening skies above. them from actual gods as we generally
Something tingled at the back of understand the term. Some have tried to
Willard's brain. Something instinctively define a pantheon of Mythos gods or to
told him to be cautious. He tentatively classify them in to a hierarchy such as
crept closer. The air near this smaller elder gods, other gods, outer gods, great
camp was something stagnant and fetid. old ones and so on. In his writings,
It was as if someone had been handling Lovecraft was inconsistent in his use of
fish nearby, and the rancid smell of these entities, just as real world myths
innards still clung to the very air. have inconsistencies and contradictions.
As GM you should feel empowered to make
What Willard saw made no coherent
your own decisions about what fits your
sense to him. At the center of the camp,
story, and which gods you wish to use and
three gypsies, indistinguishable as men
how. These matters are meant to be beyond
or women, were dancing, nay, writhing
man’s understanding, so to define them
around a stained stone dais, from which
too closely may prove counterproductive.
the spectral light emerges from no
Each deity could have characteristic
particular source. He heard their voices
values listed, though these are often so
singing and chanting unknown words and
large when compared with those of an
phrases.
investigator that they may cease to have
This scared Willard to his very core. any useful relevance. Hence, the
But before he could turn away and head statistics of these deities is not listed,
back to his automobile, a blow to the as player characters should not be able
back of the head knocked him out. to defeat a deity; they might be able to
banish one, but not defeat one. There is aBastet or Ubasti. Bast may have dominion
world of difference here. only over Earth and its dreamlands, for
Note, though, that these deities are notthe cats of Saturn in the Dreamlands are
omnipotent and that many can be inimical to Earth’s cats.
physically assaulted and driven back (if Cult: The goddess of ancient Bubastis,
not killed), as happens to Great Cthulhu in Egypt, Bast’s cult eventually came to
in the story The Call of Cthulhu. major Roman cities, including Pompeii.
When she was actively worshiped, she was
FACING A GOD both a deity of the home and a lioness
A god is going to regard an war goddess. Her worshipers always
investigator as a human might regard an regarded her affectionately. Her cult
insect. Do you know the name of a seems not to have survived among humans,
particular ant that lives in your except in the Dreamlands, but she may
garden? Does an ant have the intellect or not care. All cats worship her in their
power to affect you? You might flick an savage hearts.
insect away if it lands on you, but would
you hunt it down?
When humans are in the presence of a
GREAT OLD ONES
The Great Old Ones are a group of
god it is unlikely that the god will even unique, malignant beings of great
notice them. Perhaps it would tread on power. They reside in various
them as we might tread on an ant. locations on Earth, and once
presided over the planet as
ELDER GODS gods and rulers.
The Great Old Ones are to be
The Elder Gods have human-like
appearance and they are benevolent distinguished from the more
in nature. In different parts of the cosmically placed entities
world such as Egypt, Mesoamerica, such as Azathoth,
and the Mediterranean they were Nyarlathotep and Yog-
worshipped by ancient humans. Sothoth, and from races
Nowadays, they are remembered such as the Cthonians,
as the gods in just about every the Deep Ones, the Elder Things
ancient race, including Greek, and the Mi-go. Yet this distinction
Norse, Egyptian, Aztec, and is unclear at times, in part because
many others. the terminology is not always
consistent; for instance,
Nyarlathotep, despite his marked
BAST interest in Earth and its culture, is
The Cat Goddess generally considered to be one of
Bast, the Cat Goddess, is the Outer Gods instead of a Great
represented as a cat or Old One. On the other hand, Hastur
as a woman with a cat’s has several avatars and is
head. In ancient Egypt generally based in outer space, but
she was often shown he is still considered a Great Old
with a sistrum in her One. There are conflicting
right hand, an aegis surmounted with accounts on what the
a lion’s head in her left hand, proper classification for Shub-
and a small bag slung Niggurath would be.
over her left arm. She is also called Very few people dispute that
Azathoth and Yog-Sothoth are Outer Gods some time until the Elder Gods arrived to
instead of Great Old Ones, although some destroy them. Rhan-Tegoth was sunk in a
accounts make them ancestors of a few comatose state and Rlim Shaikorth was
Great Old Ones. thrown to the sea aboard an iceberg.
However, when they were about to
ABHOLOS apprehend Aphoom-Zhah, it reacted with
Devourer in the Mist such violence that it froze the regions
Abholos (Devourer in the Mist) a great of Hyperborea Lomar and Zobna, giving
grey, festering glob of endless rise to the North Pole.
malevolence. Cult: Though no human cult worships
There are two theories about the this being, Aphoom-Zhah is revered by the
creation of Abholos, in both case he is a Gnoph-keh, the Voormi and his own race of
byproduct. minions; the spectral Ylidheem.
Although not confirmed, he is said to
be a side effect from the mating of ATLACH-NACHA
Ghisguth and Zstylzhemghi, which gave The Void Weaver
birth to Tsathoggua. Abholos in this case The Spider God Atlach-Nacha is of an
is the lesser brother or cousin and more indeterminate gender – in some tales, he
like a self-willed placenta taken form. is portrayed as male, but in others she is
Another explination for Abholos is female. In truth, constructs as prosaic as
that he is a spawn of Cthulhu, born from gender are but afterthoughts to Atlach-
his bile and tears. Nacha. Dwelling in a vast underground
Cult: Today, there are no known cults cavern large enough to swallow entire
of Abholos. nations, Atlach-Nacha weaves an
impossibly complex web to span the gulf.
APHOOM-ZHAH Texts claim that on the day its vast
The Cold Flame bridge finally connects all sides of this
Aphoom-Zhah, The Cold Flame, is a Great complex canyon, a new age of madness will
Old One that appears similar to be unleashed, while others
Cthugha but cold and grey. purport that Atlach-Nacha’s
Aphoom-Zhah was web-bridges are to be used by
spawned by the Outer God Abhoth to surge
Cthugha during out of its deep cavern rather
his visit to than sending forth only its
Hyperborea. There, spawn.
Aphoom-Zhah was Those who venerate Atlach-
worshipped as a god. Nacha see the divine in the
This put him in direct spider’s form.
competition with Atlach-Nacha
other polar gods appears as a huge
(Rhan-Tegoth and black-and-red
Rlim Shaikorth) spider with a body
which began to the size of an
dispute with him elephant and
for devotees. long, spindly
This legs. Its face
situation is vaguely
remained stable for humanoid, with
cults to it have existed in the past, such world’s greatest cities. They know that
as the church of Melkarth in ancient one day the stars shall align and their
Rome. It is served by entities known as master’s city will rise again above the
fire vampires. In some books, the fire waves on that distant, doomed planet, at
vampires are stated to be ruled by a which point it is merely a matter of time
being known as Fthagghua; perhaps this before they are rewarded with the
is just another way to spell Cthugha. arrival of their terrible deity upon
Earth as he wipes entire worlds clean in
CTHULHU preparation for the return of all of the
The Dreamer in the Deep Outer Gods.
Although Cthulhu is
imprisoned in the CTHYLLA
sunken corpse city of The Secret One
R’lyeh, his mind is vast and Cthylla, also known
terrible, capable of as The Kraken or The
reaching out to touch Secret One, is an
dreaming minds across the offspring of Cthulhu and
universe. His cult is spread in this Idh-yaa. She is the
manner, as those sensitive to his daughter of
dreams of madness (typically half- Cthulhu, and is
insane artists, poets, and critical to
visionaries) waken with his plans, as
memories not wholly their own. should
Upon waking, these afflicted Cthulhu somehow
artists and dreamers may not die, Cthylla will
even consciously recall their give birth to
dreams or realize that their him once again.
actions have been As such, she is
influenced. Cthulhu’s spawn guarded by Deep
– tremendous entities Ones and Yuggya, in
similar in shape and what can be
purpose to their great master – also assumed to be
spread his terrible worship, but deadly R'lyeh, as she was at first from the star
as they are, they possess but a shadow of Xoth, but came to Earth.
Cthulhu’s power. Also called "The Secret One" because
Cthulhu is a massive creature, roughly the cult tries to hide all information
humanoid in shape but hideously inhuman about the goddess, most famously by
in many regards, with an octopoid face, defacing the Columns of Geph. Her legend
immense wings, and foul protoplasmic is dimly recorded in Greek Myth as
flesh that writhes in ways no flesh “Scylla".
should. While imprisoned, his mad Cthylla is a Great Old One, and is the
thoughts can touch only a dreaming few, youngest progeny of Cthulhu and his
but once awake, his alien mind will androgynous mate Idh-yaa. She came from
spread like a virus of insanity through the star Xoth, but now dwells on Earth in
all thinking souls. Yhe, where she is guarded by Cthulhu's
Cult: Cthulhu’s cults are secretive, minions. Cthylla is destined to give birth
based in remote swamplands, dense to Great Cthulhu again after he is
forests, and sprawling sewers under the destroyed in the distant future. She is
considered essential for Cthulhu's plans, however Cyaegha cares little for worship,
and is thus vigilantly guarded by only for the day of its release. Other,
countless Yuggya and Deep Ones. rural cults may exist elsewhere in
Cthylla has the appearance of a Northern Europe.
gigantic, red-bodied, black-ringed, and
six-eyed octopus with small wings. Like DAGON
her father, she is able to alter her body- The Shadow in the Sea
proportions at will, such as by enlarging Not quite fish or octopus or eel, Dagon
her wings to enable her to fly. While she is a monstrous combination of all manner
normally has eight arms like any octopus, of aquatic horrors, his undulating body
she can extrude or retract additional an ever-shifting tangle of feelers, fins,
ones at will (she has been known to sport serpentine limbs, tendrils, and
as many as twelve arms). Each arm is tentacles. Like some other Great
equipped with dozens of razor- Old Ones, Dagon predates
sharp claws, each about five the advent of mortal life.
inches in length. In those early days,
Cthylla was captured by Dagon had no name and no
researchers who mistakenly real intellect or
believe her to be a rare personality of his
specimen of a previously own; he was only an
undiscovered octopus species. immense, ravenous sea
For the sake of preserving and monster that swam
studying the species, through the depths
they then attempt to of Ishiar, feeding
impregnate her on anything
through artificial self- unfortunate enough
insemination. to cross his path. It
Cult: While Cthulhu is was through the
fairly widespread consumption of countless
worshipped, Cthylla lesser beings that
sees much less Dagon gained
attention, though some sentience and in so
still revere The Kraken. doing infused his
terrible form with the
CYÄEGHA influence of mortal
The One in Darkness sin.
Cyaegha is an Dagon is fond of
enormous black mass sending his offspring
with one huge into the vast oceans
spherical green eye. It of Earth to spread
is possible that his influence. Often they do
Cyaegha’s form is simply so physically by breeding with either
that of the huge eye creatures of the deep or ones in isolated
surrounded by long tentacles. coastal societies.
Cult: Cyaegha is worshiped by the Cult: In some remote locations, his cult
residents of a small village over its is growing among humans. A village that
resting place in a remote part of western turns to Dagon worship often does so
Germany. The cult holds human sacrifice; secretly, maintaining a facade of
worshiping another deity while the encounter it. Cthulhu’s cult, on the other
town’s real devotions are to the Shadow hand, treats the worshipers of
in the Sea. Ghatanothoa as insignificant and no more
worthy of notice than any other
EIHORT gathering of mortal madness.
God of the Labyrinth The Eternal Source’s insane worshipers
Eihort is a monstrous being that lives are said to be able to raise islands on
in a labyrinthine network of tunnels distant worlds from unknown oceans that
deep beneath England’s Severn Valley. serve as portals between the Eternal
Cult: Eihort’s only known cults are in Source and new vistas to conquer.
the Severn Valley, particularly in the Ghatanothoa’s form is said to be
cities of Brichester and Camside. particularly horrific, and no two
Typically a group of demented humans is accounts are the same; all they agree on
led by a group of Eihort’s Brood, which is that the merest glance is enough to
have formed themselves into the transform the foolish viewer instantly
simulacrum of a human. into a desiccated, living mummy capable
of observing the world and feeling the
endless passage of time, but incapable of
GHATANOTHOA moving or otherwise interacting with the
The Eternal Source world. This form of immortality is said to
Some have likened be among the most
Ghatanothoa to Cthulhu, horrific fates a mortal
and certainly there are mind could endure.
superficial Cult: Ghatanothoa
similarities shared is sometimes tied to
by the two Great lloigor. At present,
Old Ones. Both no human cultists
entities are trapped are known for him.
in immense In ancient times, the
structures atop priests of Mu
sunken islands. unwillingly offered
Both came to the periodic human
same distant world sacrifices to
in ancient times Ghatanothoa, lest he
from the dark rise from his
places between the extinct volcano and
stars. And when work greater
they wake, their carnage. Certain
actions cause great fungi from Yuggoth
storms or disasters, as also served
if the world itself Ghatanothoa in
recoiled from their these ancient times.
actions.
These similarities may be more than
superficial, for evidence exists that GLA'AKI
Ghatanothoa may be one of Cthulhu’s The Inhabitant of the Lake
spawn. The worshipers of the Eternal Gla'aki currently dwells at the bottom
Source deny such claims, and fight of a lake in the Severn River Valley in
against the cult of Cthulhu when they England, from whence it summons new
He is called the Lord of the Black Lake and women are little more than ghouls
because he rules over the Lake of themselves. Using vile rituals and
Ubboth, a great lake which is under the surgical practices, they transform their
moon. limbs and visages into ghoulish
Cult: The cults of Mnomquah are very countenances. In cities where such
rare and mostly found only in remote and grotesqueries would cause incident, his
extreme rural settings. worshipers wear heavy cloaks and silver
masks to hide their shapes.
MORDIGGIAN
The Charnel God NUG
In ancient times, Mordiggian was the Father of Ghouls
god of ghouls, yet as these undead spread Nug is the father of Cthulhu and has
throughout the countless worlds, many of never been resident on Earth (although
them lost their way and fell into he might have appeared at or near
decadence. These ghouls have forgotten Kadath, and Nug and Yeb are said to be
the Charnel God, and only pockets of in the Cavern of Prototypes beneath
those from Leng who have not Mount Voormithadreth (which may be
degenerated maintain the ancient rites extra-dimensional). Dr. Dee calls it
today. “Father of Ghouls," a title shared with
Mordiggian is a living cloud of its spawn Shaurash-Ho. Nug might also be
darkness, capable of congealing and the father of Hastur.
coalescing all or portions of his form Alternatively, Eibon suggests that the
within the inky depths to serve his androgynous Cxaxukluth split in two,
needs, whether he’s manifesting a long, becoming male Nug and female Yeb. This
grasping limb to pluck a ripened minority interpretation may just be a
morsel from a coffin- textual gloss attempting to harmonise
platter, or visiting his conflicting information.
wrath upon those who Cult: Nug and Yeb are
dare to tread upon worshipped in K'n-yan,
halls where only the Irem and other places
dead may walk. The and form a kind of
Charnel God’s yin and yang
favored form is symbolically. Said to
that of an immense have been “offspring
worm with a set of of Yog-Sothoth and
grasping tentacles Shub-Niggurath,
arrayed around a spawned on the Doomed
central maw; this nebula of Zlykarior".
fanged maw appears
often in the god’s NYOGTHA
symbology. The Thing That Should
Cult: Mordiggian’s Not Be
primary worshipers Nyogtha is a
in the modern era minor deity
are humans who reported to inhabit
venerate him as a underground
death god, yet to the caverns on Earth. It
untrained eye, these men may be related to Cthulhu.
identify Nug as the “Father of Ghouls” the races that built G’harne did so to
but since Nug never visited Earth it honor Shudde M’ell.
makes more sense that Shaurash-ho, the
father of Yogash the Ghoul, owns this SUMMANUS
title. Also known as Naggob. Monarch of Night
Cult: There are numerous cult Summanus appears as a grotesque,
followings to Shaurash-Ho, though mouthless humanoid with pale tentacles
luckily they are small and disorganized. sticking out from under his robes. He can
use these tentacles to siphon blood from
SHUDDE M'ELL his victims.
The Burrower Beneath Cult: Summanus had a following in
He is preeminent among the chthonians Roman times, but if he is worshipped
and apparently is the largest and most today, his cult is even more secretive. The
evil of his kind. According to legends he rites needed for the proper worship of
once was imprisoned beneath G’harne, Summanus are found in the Tuscan
however is now free to wander the Earth Rituals.
with his kin.
Shudde M'ell is a mile long great grey TSATHOGGUA
chanting worm creature that releases odd Father of Night
acids. It burrows through the earth, Tsathoggua dwells in the same network
melting all rocks in its wake. It is the of vast caverns wherein can be found
supreme regent of the Chthonians as well other divinities of the Elder Mythos,
as the largest and most evil of the race. such as Abhoth, Atlach-Nacha, and Orgesh.
It appears as a colossal worm with Some maintain the specific underground
tentacles for a head. It can alone cause a realm ruled by Tsathoggua is a blue-lit
force earthquake 3.5 on the Richter scale, realm called K’n-Yan, while others say
within a radius of 7km. Although there is the denizens of K’n-Yan rose up against
some reference of old cultures Tsathoggua and drove him from
that practiced some type of cult that realm to a deeper lair where
to some of these beings, at even light dreads to go – a dark
the moment nobody is tangle of caverns called
known that renders cult N’kai.
to them. It is believed Tsathoggua has a
that the 1906 San strange, almost
Francisco earthquake whimsical nature;
was caused by Shudde while evil and
M'ell. unpredictable, at
Cult: Chthonians, times he can appear
Shudde M’ell among almost benevolent in
them, are not much his dealings with
worshiped by humans mortals. Yet such
nowadays, though dealings are never
druids are rumored to long-lived, and more
have done so in the often than not end in
past and remnant Stone tragedy for those
Age tribes may who would treat
continue the with the Great Old
practice. Perhaps One.
connection to the land; veneration of him Ngyr-Korath to serve him only. It may
is all but unknown in urban regions. He grant great powers to whoever chooses to
protects communities that honor him in serve it and its master, but its final aim
the right ways, particularly if they is the destruction of all sentient and
follow the complex rituals required of intelligent life in the Cosmos.
his worship through the seasons. His Cult: While worshipping 'Ymnar
favor can result in bountiful harvests, ultimtely ends in disaster for human
good hunts, and strong and healthy worshippers, Ymnar still has a
babies – at times immaculate conceptions surprisingly strong cult following.
are attributed to Yig, particularly if
the resulting children bear crescent- YTHOGTHA
shaped birthmarks upon their brows. The Thing in the Pit
Conversely, when a society has displeased Ythogtha is the second son of Cthulhu
or failed Yig, its children are born with and resembles a gigantic, humanoid
crippling or monstrous deformities frog, or Deep Ones, with only a single,
that leave mothers dead and huge eye in the center of his
fathers insane. Yig speaks forehead like a cyclops. A dense
through the actions of mane and a beard of writhing
serpents, yet he is rarely tentacles grows from his head.
worshiped by serpentfolk. Ythogtha is incredibly
Yig appears as a large; when the
scaled, humanoid sorcerer-priest Zanthu
creature with a attempts to free
serpent’s head and Ythogtha from his
lashing tail, or as an immense prison, he mistakes his
rattlesnake with a crescent- god's clawed, slimy
shaped mark upon the brow. fingertips for
Cult: Yig is recorded as mountainous
being worshiped by heads. The Elder
Plains tribes and Gods imprisoned
voodoo doctors, and Ythogtha in the Abyss of
may be somehow Yhe.
connected to Cult: Ythogtha is
Quetzalcoatl. served by the
He is also worshiped by planarian-like yuggs
the serpent people and their kin. and their lord, Ubb,
Worshipers gain some immunity from The Father of Worms.
poisonous snakes, the ability to talk to
snakes, and some arcane rituals and
spells. If someone exposes cult secrets or ZOTH-OMMOG
does harm to the cult, Yig sends a sacredSon of Cthulhu
snake to kill the offender. It has a cone-shaped body with a
lizard-like head. From the head grows a
mass of thick serpent-like tentacles. From
'YMNAR the base of the neck project four thick
Seducer of Earthly Intelligence pseudopods resembling starfish arms, one
'Ymnar (The Dark Stalker or Seducer of on each side of the body. Zoth-Ommog is
Earthly intelligences) is a shape- evidently buried underneath the Pacific
shifting entity spawned by the Outer God in the corpse-city of R’lyeh.
times. Stories are told by the Egyptian appears in the Books of Thoth, The
god Rah (god of the sun) who fought this Chronicles of Thrang, the Uralte
monster which is known as Apep on his fly Schrecken, and The Texts of Mloeng. Von
chariot. Könnenberg suggests that it is a form of
Cult: There are no known cults of the entity Mlandoth, and itself has an
D'endrrah. avatar, 'Ymnar.
Cult: Ngyr-Korath has a large
DAOLOTH following of deranged cultists.
The Render of the Veils
A strange, geometric being, Daoloth NHIMBALOTH
does not appear to be particularly The Empty Death
malign. It lives somewhere beyond our When mortals die, their souls slip from
universe, but may be summoned into it. the flesh and enter the River of Souls,
Cult: Daoloth is currently worshiped on where they are eventually carried to
Yuggoth and other alien worlds, but Pharasma’s Boneyard to be judged. Yet
seems to have little earthly cult. His this river, as with any river, is not
astrologer-priests can see the past wholly without peril.
and future, and perceive how Predators hunt the
objects extend into the last metaphysical banks and
dimension. They gain the power depths of the River of
to travel into other dimensions Souls, eager to pluck out and
and to see other types of devour drifting souls
reality. Seeing Daoloth is before they can be sent on
disastrous, for the human eye to their final rewards.
is unable to follow Mysterious
the god’s moving Nhimbaloth feeds
outline, thus upon those
causing madness in predators, and
the beholder. Daoloth’s few revels in the
human cultists summon the god digestion of souls
only in absolute blackness. already being digested in
the gullets of those who
NGYR-KORATH would deem themselves the
The Ultimate Abomination hunters of the dead.
Ngyr-Korath – The Ultimate The Empty Death is shapeless, yet
Abomination, The Dream- evidence of her presence can be
Death and The Mad God of seen in the tortured,
the Void – is a mythical faceless undead that often
being which existed before haunt places she has brushed
the planets, haunting the star- against. Wildlife grows
spaces. It appears as a dark blue- more antagonistic in these
green mist which causes a sense of areas, and plants grow strangely
terror as it approaches. Once close, hateful to the eye and eager to tear the
an eye of flame forms within. When flesh. Strange markings on riverbanks or
life arrived it became enraged and island shores – clusters of seven
started to devour stars. A Cult to perfectly spaced divots of crumbling dry
Ngyr-Khorath exists. Its legend (part of earth – are thought to be her
the so-called Mlandoth Myth Cycle) fingerprints. Where Nhimbaloth has
and is now an Outer God. He takes the fecundity upon the lands she blights.
form of a grotesque, muscular cyclops- Cult: Worshiped extensively, she may
like humanoid, whose body is infested have connections with druids and similar
with hideous worms. One day he will rise groups. Worshipers of Shub-Niggurath
from the abyssal citadel he was ensnared generally form into gangs or
in and seek revenge upon the Elder Gods. congregations, as do Cthulhu’s cultists.
Cult: To this day there are no records Her emissaries and stand-ins, the dark
of any human cults following Nyctelios. young, may represent the aid she grants
worshipers.
SHUB-NIGGURATH Summoned, Shub-Niggurath attacks non-
Black Goat of the Woods worshipers present.
Whereas Nyarlathotep is said to have a She is often summoned specifically to
thousand forms, the monstrous fertility accept sacrifices. Shub-Niggurath can be
deity Shub-Niggurath is said to have dismissed by those who know her
spawned a thousand young. Her cult is summoning spell and it is possible
particularly strong in rural to hurt her enough to make her
areas where vegetation is thick, leave.
such as forests, jungles,
and swamps, and many of TULZSCHA
the creatures The Green Flame
associated with her At the court of
dwell in these Azathoth, it is a
verdant realms. Of blazing green ball of
all the cults of flame, dancing with
the Mythos, brethren gods before
Shub-Niggurath’s the Daemon Sultan.
seems to be the Called to our world, it
most widespread assumes a gaseous form,
throughout the penetrates the planet
Bible Belt. Many of to the core and then
the Great Old Ones and erupts from below as a pillar
even other Outer Gods of flame. It cannot move from
are believed to have where it emerges.
mated with Shub- Cult: A few pockets of
Niggurath, with the cultists worship this
resulting spawn being obscure entity, generally
among the most in subterranean temples,
powerful of her and especially during
children. equinoxes, solstices, and
Shub-Niggurath important conjunctions.
appears as a roiling Tulzscha thrives on
cloud of flesh and death, corruption and
mist that constantly decay.
forms and absorbs
hooves, mouths, eyes, tentacles, and other UBBO-SATHLA
portions of anatomy. She often gives The Unbegotten Source
birth to monstrous young, spawning This god dwells in a cold, dank cavern,
beasts or depositing eggs with hideous and never leaves its lair unless called
Where Yidhra Walks? among others. children, turning them into monstrous
Cult: Yidhra has a large cult hybrids that help to prepare the
following. unsuspecting world for the time when the
stars themselves shall be right for the
YOG-SOTHOTH Great Old Ones to rule once again.
The Key and the Gate
According to some, the Mythos is not so
much a location as a thing that connects
all places and possibilities. These texts
go on to suggest that this it is conscious
– that it is aware. Yog-Sothoth is
normally said to dwell within the Mythos,
but some ancient legends say he is the
Mythos. Certainly he has great power
over time and space, and can exist at
multiple times in multiple realities.
Distance has no meaning to him, yet he
seems unable to properly exist in the
reality shared by most mortal life. He
can only partially intrude upon this
dimension, taking on the shape of a
slithering mass of iridescent spheres or
glowing motes of light when he does. Or
perhaps Yog-Sothoth can exist in this
world but has no reason to do so, and
what mortals see and tremble before is
but his shadow.
Yog-Sothoth dwells in the interstices
between the planes that compose the
universe. There it manifests as a
conglomeration of iridescent globes,
which are always shifting, flowing into
one another and breaking. This
conglomeration is large, but variable, so
that at one time it may appear to be 100
yards across and at another time half a
mile or more. Connections between Yog-
Sothoth’s appearance and sightings of so-
called flying saucers are obvious.
Cult: Yog-Sothoth’s cultists believe he
is slowly preparing the many worlds of
the universe for a new age presaged by
the wakening of the Great Old Ones,
during which time the inhabitants of
these worlds will be wiped out to make
way for the true masters. Cults often
call upon Yog-Sothoth to bless unborn
His head hurt like it had never hurt This chapter provides a selection of
before, not even during the most severe monsters, beasts and alien beings for use
of drinking binges and partaking in within STRANGE AEONS setting.
overendulging in the moonshine. His The selection of monsters across the
sight was blurry and everything was out sections is not exhaustive – every horror
of focus. He heard far away whispering fan can probably think of some terror
voices, too far away and too off for him not present. The ones here are those
to make out any coherent words. found in the most important stories,
Everything was so bright. And as his frequently appear in scenarios, or are
sight slowly adjusted, Willard realized commonly referred to.
that he was staring up into the odd
spectral light that embodied all colors
at once, yet could be described by
PLAYING MONSTERS
classification of none. He started to EFFECTIVELY
panic. But he was unable to move his Monsters are, for the most part, not
arms or legs. He felt restraints tug mindless animals. Many are of equal or
against his futile struggle. He started greater intelligence than the
to scream, but no sound came from his investigators, with motivations and
mouth or throat. It was as if he had no concerns beyond the scope of the average
voice. human’s understanding. Monsters will not
Despite his fear and onsetting panic, automatically seek combat and, if they
then he felt oddly at home here do, they will not necessarily seek to kill
embraced by the spectral light. It felt the investigators. The more intelligent
warm, although he knew that light did monsters may take the investigators
not excude any warmth. captive, either to use as slaves or
Willard started to turn his head. But sacrifices, or perhaps for experimental
found that this too was restrained by purposes. Not every encounter has to be a
something that pressed against the sides fight; hiding or fleeing may be the
of his steeples. wisest option.
The voices were still present, yet he When involved in combat, consider the
still could not make out what they were monster’s objective. If its aim is to kill
saying. It sounded like frantic singing the investigator it should fight back
or chanting of some sort. Perhaps a rather than dodge. If it wants to escape
strange, foreign languages. Yet it from the investigators, it may choose to
resembled no language that he was dodge in order to gain an opportunity to
familiar with. Not that he was much of a flee.
master of linguistics by any means. But Many Mythos monsters can use spells,
this was not a languaged that resembled casting them as any other spell caster
anything he had ever heard before. would. In some cases a monster’s spell may
He struggled furter, but to no avail. be portrayed as a manifestation of that
He was strapped in good and was unable monster’s innate power.
to move even an inch. Monsters may not have skills listed,
though most or all might have a few
The spectral light seemed to intensify
skills such as Brawl, Perception, Stealth,
in accordance with the increasing
or Vigilance. GMs should add skills as
intensity of the chanting voices. It also
required, using comparative beings as a
felt warmer, and at the same time it
guide.
seemed to lull Willard into a trance.
Mythos gods and some Mythos monsters
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are multi-dimensional, existing in our able to use melee weapons, the Brawl
plane of reality as well as others beyond skill should be used for those as well. Be
our reasoning, and thus cannot be truly creative in how you use and portray
slain. An Outer God or Great Old One these attacks. Each entry describes how
cannot, and should not, be killed or the monster would normally attack and
rendered unconscious by player key words, such as ‘bite’ or ‘kick’, are
characters, but can be dispelled or provided to give GMs ideas on how best to
forced back whence it came. Mere damage describe differing attacks. The
will not destroy or even harm these environment can also be added in to the
powers. If they are forced or persuaded description of attacks and damage: an
to leave, they can return. investigator could be crushed between an
elephant and a tree; a ghoul could crack
MONSTERS AND INVESTIGATORS – open an investigator’s head against a
gravestone; and so on.
A COMPARISON While a monster’s standard attack
It is quite possible for the could be used every time, this could
investigators to beat some monsters in become repetitive and dull. Using the
combat; against others, however, their damage listed for the monster’s standard
only chance of survival is generally to Brawl attack frees the GM from having to
flee or hide. Deep ones, byakhees, adjust the damage with each variation,
dimensional shamblers, fire vampires, allowing the GM greater freedom to
ghasts, ghouls, servants of Gla'aki, mi-go, describe the monster’s attacks in creative
moon-beasts, nightgaunts, rat-things, and imaginative ways. The GM is neither
sand-dwellers, serpent people, insects gaining an advantage or disadvantage in
from Shagghai, tcho-tcho, and of course varying the monster’s attacks – he or she
human cultists can all be ‘taken on’ in is making the story more exciting and
combat by several investigators with engaging.
some hope of success. This is the reason
that so many scenarios feature cultists,
deep ones, mi-go, and ghouls – they make MONSTERS AND FIGHTING BACK
approximately human-scale adversaries. Unless a being is trying to escape or to
Such Mythos entities can, on first be especially crafty, you should respond
reflection, appear human-like in terms of to investigator attacks by fighting back
their vulnerability and relative size; rather than dodging. When fighting back,
yet beware of humanizing such monsters. a monster should generally use its basic
As stated, their goals, knowledge, and combat skill. A monster that has more
abilities should be difficult, if not than one attack per round may also dodge
impossible, to fathom. They will act in or fight back that number of times.
unexpected ways and the mere sight of
them can draw madness down upon the KILLING MONSTERS
inquisitive investigator. Rather than declaring that a monster
or opponent is dead, the GM is encouraged
COMBAT to describe what the investigators can
By default, every monster (with a few see – the monster has stopped moving, it
exceptions), has the Brawl skill – a appears to be melting, a thick green
generic combat skill covering all manner fluid is welling up from a hole in the
of strikes, kicks, claws, teeth, tentacles, side of its body, and so on. Remember that
elbows, head butts, etc. If the being is these monsters are strange and alien
beings; determining death should not be
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coexist by in uneasy truce and have very in the middle of their faces. In form they
little to do with each other. are generally anthropomorphic with skin
The aihais presently dwell in hidden of a greyish-white color. Their eyes have
cities, but in the future, when Earth has mild hypnotic powers, as explained below.
finally made contact with the These giants have entered into human
inhabitants of Mars, they will move to folklore as the Cyclops, and as other
the surface and construct great and traditional giants. They built huge
beautiful cities. dwellings out of the sides of mountains
Aihais are generally peaceful, in ages past, and from these citadels
although the Vulthoom sect is communicated and became affiliated with
unquestionably loyal to their alien god. the wholly extraterrestrial Outer Gods.
The Great Old One has provided its Eventually, the alskali were driven out
followers with an array of alien of their great cities and into new
technology and weapons. Among the dwellings deep in the earth. This
weapons is a disintegrator gun. This odd, migration had the effect of producing
funnelshaped device emits a beam of evolutionary change in the giants,
concentrated atomic energy which is making them smaller in size (although
capable of melting metal and rock and still huge in comparison to humans). The
instantly dissolving living matter. surviving alskali worship mainly
Wounds inflicted by this alien device do Nyarlathotep today, although in the past
not heal. they were followers of many of the
horrible Outer Gods and Great Old Ones. A
secret Turkish sect known as Erkek
KardeÕ Göz – The Brothers of the Eye –
worship these one-eyed giants as gods,
and work to keep their existence hidden
Silhouette: 2. from the rest of mankind.
Skills (Group Only): Ranged [Light].
Talents: None.
Sanity Damage: 0/1.
Abilities: Low-Light Vision (the aihais
can remove b imposed on checks from
darkness). Silhouette: 2.
Equipment: Disintegrator Gun (Ranged Skills: Brawl 1, Resilience 1, Survival 1.
[Light]; Damage 8; Critical 2; Range Talents: Enduring 1 (increase the Soak of
[Short]; Pierce 2, Vicious 2). the alskali by 1).
Sanity Damage: 0/1.
ALSKALI (RIVAL) Abilities: Darkvision (the alskali can
They are about ten feet tall with squat, remove up to bb imposed on checks from
heavily-muscled bodies. They are hairless, with darkness), Hypnotic Gaze (the alskali can
dead-gray skin and huge hands and feet. Each has direct its gaze at anyone within Short
a single black glossy eye in the center of their range, as an Action. The creature must
otherwise humanoid faces. The single eyes always
look like multiple eyes because of their hypnotic make a Hard (ddd) Discipline check or
effect. come under a hypnotic sway; meaning
The alskali are a race of intelligent difficulties of all skill checks are
beings who evolved entirely apart from upgraded twice. A character can attempt
the human race. These beings are a new Discipline check each day).
gigantic, with a single glossy black eye Equipment: Fist (Brawl; Damage 7; Critical
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BEAR (RIVAL)
Haven't you ever thought of living
unconsciously like bears, sniffing the earth,
close to pears and the mossy dark, far from
human voices and fire? Silhouette: 2.
True bears appeared about 5 million Skills: Brawl 1, Perception 1, Survival 1.
years ago, evolving from small raccoon- Talents: None.
sized creatures. The word comes to us Sanity Damage: 0/0.
through Old English from a Proto- Abilities: Low Light Vision (a bear can
Germanic term for “little brown one”. remove up to b on skill checks imposed
BLACK BEAR: By far the most common by darkness).
type of bear in North America. It is the Equipment: Claw (Brawl; Damage 6;
only bear likely to be met in the eastern Critical 4; Range [Engaged], Ensnare 1,
United States. Vicious 1), Bite (Brawl; Damage 6; Critical
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upon a Sanity check that inflicts 1/2 It is a noisy, active entity. At rest and
Sanity damage), Physical Resistance (all in flight it screeches and croaks, except
physical attacks against the broodling when stalking prey. Though its limbs are
of Eihort inflict minimum base damage, sturdy enough, the Byakhee rarely walks,
and ignores additional damage dealt by flying whenever possible.
s or other sources), Regeneration (the Byakhee are encountered singly or in
broodling of Eihort regenerates 1 wound small groups. Their breeding habits are
at the start of each of every second unknown. Byalchee generally feed on
turn). interplanetary life-forms rare to Earth's
Equipment: By weapon type. solar system, but Byakhee also devour
Earth-dwellers with bothersome
BYAKHEE (RIVAL) regularity.
There flapped rhythmically a horde of tame,
trained, hybrid winged things... not altogether
crows, nor moles, nor buzzards, nor ants, nor
decomposed human beings, but something I cannot
and must not recall.
This interstellar race often serves Silhouette: 1.
Hastur the Skills: Brawl 2, Perception
Unnamable. 1, Resilience 1.
Composed of Talents: Defensive 1
conventional (increase the Defense rating
matter, they are of the byakhee by 1),
vulnerable to Enduring 2 (increase the
ordinary weapons Soak rating of the byakhee
such as pistols. Byakhee by 2), Knack For It (remove
can fly through space bb from Perception and
and carry a rider each, Resilience checks).
though such riders need Sanity Damage: 1/1.
protection from the vacuum Abilities: Darkvision (the byakhee
and cold by suitable spells can remove up to bb imposed on
or potions. Byakhee do not checks from darkness), Flyer (a byakhee
have bases on Earth, but may be can fly (see page 100 of the GENESYS
summoned to perform deeds or to core rulebook)), Immunities (the byakhee
serve as steeds. is immune to the perils of vacuum,
The Byakhee is an extreme heat and cold, zero pressure
interstellar being composed of and lack of breathable air), Slag (if
conventional matter. The the byakhee spends aa on its bite
body of a Byakhee has combat check, it causes slagging and
two major portions, the sluggish stupor to befall the victim,
thorax and opisthosoma. thew victim adds a b to all skill checks
From the thorax for the remainder of the encounter),
stretch two wings, two Swoop Attack (after making a Brawl
limbs, and a head. Two additional combat check, a Byakhee can move from
manipulatory limbs grow from Engaged to Short range of the target as
the forepart of the an Incidental).
opisthosoma, while the hunt, a Equipment: Claw (Brawl; Damage 5;
unique paramagnetic organ, occupies much Critical 3; Range [Engaged]), Bite (Brawl;
of the opisthosoma's remainder.
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Paul M. N. Haakonsen
Damage 6; Critical 4; Range [Engaged]; of a chakota for the first time inflicts
Slag). 1/2 Sanity damage. Hearing the wail
thereafter costs no Sanity).
CHAKOTA (MINION) Equipment: Bite (Brawl; Damage 5; Critical
The chakota is composed of dozens of human 4; Range [Engaged]; Ensnare 1).
faces set into a thickly cylindrical, worm-like
mass of sickly, purple-veined muscle. The faces
weep, shout, and cry out with great woeful
CHILDREN OF THE SPHINX
feeling. The chakota is somewhat mobile, but (MINION)
cannot escape its pit. It is about six feet high I would not look at the marching things. That I
and three feet in diameter. desperately resolved as I heard their creaking
A chakota is created by a magical joints and nitrous wheezing above the dead music
ritual involving a willing person who is and the dead tramping. It was merciful that they
consumed in the process, and whose face did not speak... but God! their crazy torches began
to cast shadows on the surface of those
becomes the first face of the creature. At stupendous columns. Hippopotami should not have
first the thing must be fed, but soon it human hands and carry torches... men should not
takes care of itself. have the heads of crocodiles.
The faces of a chakota are those of its These Sphinx-spawned monstrosities
victims. Each new victim’s face appears come in great variety: men with the heads
about two hours after ingestion. The of bulls, ibises, falcons, cats, crocodiles,
chakota kills by biting and devouring hippopotamuses, jackals, etc. The children
with its myriad faces. There is no of the Sphinx may come in any human-
significant limit to the number of animal composite as long as the grouping
victims the thing can claim, for its bulk has some basis in Egyptian religion and
can constantly grow. An investigator mythology. They always wear robes or
seeing on it the face of a person known other clothing.
to him or her may experience double or Children of the Sphinx are found in
even triple Sanity damage. Egypt and surrounding arid regions,
The chakota seeks to devour the first Earth’s Dreamlands, and elsewhere only
target before turning to the second, but by special reason.
each victim takes only half a dozen or All children of the Sphinx can attack
fewer turns to ingest. in some form or another. Many will have
special attacks, based upon their animal
half. The attacks listed below are for GM
reference, no child of the Sphinx have
all of the listed attacks.
Silhouette: 0.
Skills (Group Only): Brawl 1.
Talents: Durable 1 (reduce all Critical
Injurties against the chakota by 10, to a
minimum of 1). Silhouette: 1.
Sanity Damage: 1/3. Skills (Group Only): Cool 1, Ranged [Light]
Abilities: Immunities (the chakota is 1, Resilience 1, Survival 1.
immune to physical weapons, but fire, Talents: None.
magic, and electricity can harm it. If the Sanity Damage: 0/1.
mouths are covered it can suffocate in Abilities: Low Light Vision (the child of
earth or water), Wail (anyone within the Sphinx can remove up to b imposed
Medium range who hears the woeful wail on checks from darkness).
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Equipment: By weapon type, Kick (Brawl; blubbery texture affords the children
Damage 4; Critical 4; Range [Engaged]; of the wind some protection against non-
Knockdown), Beak (Brawl; Damage 4; magical weapons, which inflict only half
Critical 3; Range [Engaged]; Pierce 1), Bite damage upon the creatures. Magic weapons
(Brawl; Damage 5; Critical 4; Range inflict normal damage).
[Engaged]; Vicious 1), Gore (Brawl; Damage Equipment: Slam (Brawl; Damage 5;
5; Critical 4; Range [Engaged]; Disorient Critical 4; Range [Engaged]).
2).
CHTHONIAN (NEMESIS)
CHILDREN OF THE WIND (MINION) Flowing tentacles and pulpy gray-black,
They gibbered and gaped, rolling with the elongated sack of a body... no distinguishing
waves of wind, their dead-white eyes pressed close features at all other than the reaching, groping
against the glass. I thought of corpses, long tentacles. Or was there yes—a lump in the upper
dead, lashed and flung in the troughs of an body of the thing... a container of sorts for the
angry sea. Mouths ugly and grey as the belly of brain, ganglia, or whichever diseased organ
amoccasinmewed and moped. Slimy stumps which governed this horror’s loathsome life!
appeared to be some kind of appendages poked at These creatures are like immense earth-
the glass. bound squids, and their elongated worm-
These foul entities are little known, like bodies are coated with slime. A
and do not appear to be connected with chanting sound accompanies them. These
any Mythos deity; they appear most powerful burrowers live more than a
frequently in regions susceptible to high thousand years, and are protective of
winds. In one account, the creatures their young. A jumble of remarkable
haunt a mysterious place in the desert properties, chthonians bear little
near Syria, known only as the City of the resemblance to anything else on this
Seven Winds: they may also be connected planet, and are among the most
with Irem, the City of the Pillars. horrifying and deadly of all Mythos
The children of the wind appear as creatures. The most important individual
bloated, vaguely human abortions, and chthonian is the gigantic Shudde M’ell.
their manifestations are always All stages of chthonians communicate
accompanied by howling, gale-force winds. via telepathy and can thus reach another
These malign entities always appear in of their race anywhere in the world, and
groups of ten or more, and bear their can sense other minds. Only adults can
victims away on the howling wind: telepathically control members of other
occasionally blood-soaked bones, picked species with this power.
clean of flesh, are found scattered in This creature finds large quantities of
some remote area. water deleterious, but resists great heat:
an adult can cheerfully wriggle through
molten lava.
The chthonian has powerful mental
abilities and can detect, influence. and
control human actions at a distance. A
Silhouette: 0. Chthonian rarely deals with a human as
Skills (Group Only): None. anything but as an annoyance or as food.
Talents: None. As a society, these inimical creatures
Sanity Damage: 0/1. may permit human civilization to thrive
Abilities: Flyer (children of the wind can because they are so few in number that
fly (see page 100 of the GENESYS core they could not destroy us before we
rulebook)), Physical Resistance (their learned to fight back. Or perhaps
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to feed, and begins to drain the life- rating of the colour out of space by 2),
force from the area previously affected Enduring 2 (increase the Soak rating of
by the larva. When it drains enough the colour out of space by 2).
energy, it departs the planet for space Sanity Damage: 0/1.
and adulthood. In so maturing, the colour Abilities: Drain Mind (anyone struck by
may drain life-force from an the colour out of space's
area of five acres or so if mental attack, suffers 1
rich in life, or perhaps point of Sanity
10-20 acres of moor or damage), Feeding (a
grassland. The area colour out of space
drained is ruined can envelope an
thereafter, and no opponent of
plant can grow. Silhouette 1 or
Bright light smaller. Then it
inhibits a colour. It starts to feed, the
spends daylight victim loses 1 point
hours in dark, cool of Brawn and
hideaways, Agility per round
preferably spent inside the
underwater: cisterns, colour out of space,
wells, lakes, requiring no combat
reservoirs, and oceans check from the
are all suitable. colour out of space.
A colour out of The victim, however,
space can focus its is allowed a
energies to Daunting (dddd)
disintegrate a hole Resilience check to
through almost avoid this loss. The
anymaterial. This victim is aware of a
ability is used sucking, burning
primarily to excavate sensation, and
a lair underground. The progressively withers
same effort to melt a and grays. His face
cubic foot of titanium removes sinks, and his skin ages with
several cubic yards of pine wood. hideous skin cracks and wrinkles.),
The sides of the hole appear melted, but Immunities (the colour out of space is
no heat is generated. immune to damage from any source, except
magic).
Equipment: Disintegration Ray (Ranged
[Light]; Damage 12; Critical 2; Range
[Medium]; Vicious 4), Tendril (No Skill;
Damage -; Critical -; Range [Engaged];
Silhouette: 1. Feeding), Mental Attack (Ranged [Light];
Skills: Coordination 4, Ranged [Light] 2, Damage -; Critical -; Range [Short]; Drain
Perception 1, Vigilance 3. Mind).
Talents: Adversary 2 (increase all combat
checks against the colour out of space
twice), Defensive 2 (increase the Defense
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their bodies. Otherwise, the dark folk can and the tops of the trees represented by
be found in peat bogs or neat glaciers. the ropy, branching bodies. The whole
mass of these things smell like open
graves. Dark young stand between 12 and
20 feet tall.
Such entities are the “young” referred
to in Shub-Niggurath’s epithet, “Black
Silhouette: 0. Goat of the Woods with a Thousand
Skills: Brawl 1, Discipline 1, Stealth 2, Young”. They are closely connected to
Survival 1, Vigilance 1. her, and are found only in areas where
Talents: None. she is worshiped. Dark young act as
Sanity Damage: 0/1. proxies for Shub-Niggurath in accepting
Abilities: Darkvision (the dark one can sacrifices, accepting worship from
remove up to bb imposed on checks from cultists, devouring non-cultists, and
darkness). spreading their mother’s faith across the
Equipment: As per weapon type. world. Luckily, they are rarely met with.
A dark young occasionally slips into the
DARK YOUNG OF SHUB- Dreamlands, but encounters there are
NIGGURATH (NEMESIS) even rarer than in the waking world.
Something black in the road, something that
wasn’t a tree. Something big and black and ropy,
just squatting there, waiting, with ropy arms
squirming and reaching... It came
crawling up the hillside...
and it was the black thing Silhouette: 3.
of my dreams that black, ropy,
slimy jelly tree-thing out of
Skills: Athletics 2, Brawl 2,
the woods. It crawled up and it Cool 1, Magic 1, Perception
flowed up on its hoofs and 1, Resilience 2, Stealth 1,
mouths and snaky arms. Vigilance 2.
These beings are Talents: Adversary 2
enormous writhing (upgrade the
masses, formed out of difficulty of all
ropy black, combat checks against
earthworm-like the dark young of
tentacles. Here and Shub-Niggurath twice),
there over the Durable 1 (reduce all
surfaces of the things Critical Injuries
are great puckered against the dark
mouths which drip young of Shub-
green goo. Beneath Niggurath by 10, to a
the creatures, minimum of 1), Pin (may
thicker tentacles end take the Pin Action,
in enormous black make an opposed
hooves, on which Athletics check to
they stamp. The Immobilize target
monsters roughly until the end of
resemble trees in the target's next
silhouette – the turn, may spend x to
trunks being the short legs,
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increase the duration for another turn). the huge spider-thing pushes its way clear.
Sanity Damage: 1/2. The daughters of Atlach-Nacha are
Abilities: Brawn Leech (may spend a Brawn enormous venomous spiders. They are
Leech Maneuver to tap the strength from almost completely black except for the
any pinned target. The target is allowed swollen, pulsing abdomen that is
a Hard (ddd) Resilience check to avoid streaked with green and gold.
the effect. A failed check results in the The daughters of Atlach-Nacha begin as
target suffering t to all Brawn skill normal humans who have been chosen by
checks for the rest of the encounter. The the Great Old One to become one of his
effects of the Brawn Leech stack), giant spider companions. These are all
Immunities (dark youngs of Shub- women who have survived the deadly bite
Niggurath are immune to the effects of of some venomous spider. Such women are
fire, acid, electricity and poison), Non- left with a scar known as “the mark of
Terrene (dark young of Shub-Niggurath the spider” by priests and followers of
are of non-terrene material and make-up, Atlach-Nacha. The Great Old One’s
so that any successful firearm attack servants kidnap or otherwise coerce a
does only 1 point of damage, ignoring any chosen woman into service of the Spider
s results on the combat check. Shotguns God. Eventually, the chosen undergoes a
are exceptions, and do base damage, horrific transformation, shedding her
though ignoring any s results on the human skin and changing into an
combat check), Submersion (dark youngs of enormous spider. Once transformed, a
Shub-Niggurath can remain submerged daughter of Atlach-Nacha joins her sire
indefinitely, lapsing into stasis (a in his underground lair where she helps
biofeedback trance of indefinite him weave his great web.
duration) until uncovered or otherwise
awakened), Terrifying (upon first seeing a
dark young of Shub-Niggurath, a
character must make a Hard (cdd) Fear
check with the difficulty upgraded once, Silhouette: 1.
to reflect the alien nature and Skills: Athletics 2, Brawl 2, Coordination
frightening reputation of the creature). 1, Perception 1, Stealth 2.
Equipment: Tentacle (Brawl; Damage 8; Talents: Adversary 1 (increase all combat
Critical 4; Range [Short]; Knockdown, checks against the daughter of Atlach-
Linked 1, Vicious 1), Trample (Brawl; Nacha once), Enduring 2 (increase the Soak
Damage 10; Critical 5; Range [Engaged]; rating of the daughter of Atlach-Nacha
Disorient 3, Inaccurate 1, Knockdown). by 2).
Sanity Damage: 1/1.
DAUGHTER OF ATLACH-NACHA Abilities: Darkvision (the daughter of
(NEMESIS) Atlach-Nacha can remove up to bb
As the priest chants, her body sways in rhythm imposed on checks from darkness), Venom
to the Tcho-Tcho’s song. She then slowly bends (by spending aa on its bite combat
forward and any witness can see that the woman’s check, a daughter of Atlach-Nacha injects
back has swelled up incredibly. Suddenly, the
venoms with their bite. A bitten prey is
skin along her spine splits wide open, revealing a
shiny black surface that pulses horribly. From Immobilized and Staggered for 1 turn per
this opening, a wet, slimy form begins to emerge.... a generated on the attack, excluding
As the wrinkling, empty skin of a metamorphosing the aa required to trigger the venom.
daughter is pushed forward, multiple legs spill They feed upon their paralyzed prey,
out from the discarded molt, waving feebly, as
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Paul M. N. Haakonsen
devouring the flesh of the victim’s head being touched as humans do. They are a
and eventually, through the now-empty marine race, unknown in freshwater
eye sockets, sucking out the person’s environments, and globally have many
brain. This gruesome feast takes 1 minute cities, all submerged beneath the waves.
per Intellect of the victim. Once reduced The three major cities of the deep ones
to 0 Intellect, the victim’s brain has been are: Y’ha-nth-lei off the coast of
completely devoured, and he or she dies. Massachusetts, near Innsmouth; Ahu-
Victims may be rescued by friends if they Y’hloa off the coast of Great Britain
can stop the spider’s feast before their near Cornwall, and G’ll-Hoo in the North
friend’s Intellect reaches 0. Survivors, Sea.
however, are forever blind, and the
permanent loss of whatever Intellect was
devoured).
Equipment: Bite (Brawl; Damage 7; Critical
3; Range [Engaged]; Venom).
Silhouette: 1.
Skills: Athletics 2, Brawl 1, Coordination
DEEP ONE (RIVAL) 1, Magic 1, Perception 1, Stealth 1.
I think their predominant color was a greyish-
green, though they had white bellies. They were Talents: Defensive 1 (increase the Defense
mostly shiny and slippery, but the ridges of rating of the deep one by 1).
their backs were scaly. Their forms vaguely Sanity Damage: 0/1.
suggested the anthropoid, while their heads were Abilities: Amphibious (a deep one can
the heads of fish, with prodigious bulging eyes
breathe both underwater and on land,
that never closed. At the sides of their necks
were palpitating gills and their long paws were and never suffers movement penalties for
webbed They hopped irregularly, sometimes on moving through water), Darkvision (the
hind legs and sometimes on four... their deep one can remove up to bb imposed
croaking, baying voices... held all the on checks from darkness), One With the
dark shades of expression which
their staring faces lacked. Depths (deep ones add b to Perception
The deep ones are an skill checks when underwater).
amphibious race that Equipment: Claw/Bite (Brawl;
serves primarily Damage 5; Critical 4; Range
Cthulhu and two [Engaged]).
beings known as
Father Dagon and DEEP ONE, HYBRID (MINION)
Mother Hydra. He was a thin, stoop-shouldered man not
Locked in the much under six feet tall.... His age was perhaps
thirtyfive, but the odd, deep creases in the
timeless depths sides of his neck made him seem older when
of the sea, their one did not study his dull,
alien, arrogant expressionless face. He had a narrow
lives are head, bulging, watery blue eyes that
coldly seemed never to wink, a flat nose,
a receding forehead and chin,
beautiful, and singularly undeveloped
unbelievably ears. His long, thick lip and
cruel, coarsepored, greyish cheeks seemed
effectively almost beardless except for
immortal. They some sparse yellow hairs that
straggled and curled in irregular patches; and in
come together tomate or to worship Great places the surface seemed queerly irregular, as
Cthulhu, but do not crave touching or if peeling from some cutaneous disease. His hands
330 Adversaries
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Paul M. N. Haakonsen
332 Adversaries
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Silhouette: 2.
Skills: Athletics 1, Brawl 1, Perception 1,
Stealth 2.
Silhouette: 0.
Talents: Durable 1 (reduce the result of
Skills (Group Only): Athletics 1,
any Critical Injury against the
Perception 1, Survival 1
dimensional shambler by 10, to
Talents: None.
a minimum of 1).
Sanity Damage: 0/0.
Sanity Damage: 0/1.
Abilities: Low Light Vision
Abilities: Darkvision (the
(the dog can remove up to
dimensional shambler can
b imposed on checks from
remove all b imposed on
darkness).
checks from darkness),
Equipment: Bite (Brawl;
Planar Jaunt (a
Damage 5; Critical 4; Range
dimensional shambler can
[Engaged]).
shift between the
physical world and
another plane of ELDER THING
existence as an (RIVAL)
incidental, then shift They represented some
back to the physical ridged barrel-shaped object
worl as a Maneuver. If with thin horizontal arms
radiating spoke-like from a
a dimensional shambler central ring and with vertical
has a Silhouette 1 or knobs or bulbs projecting from
smaller foe entangled, the head and base of the
the foe also shifts barrel. Each of these knobs was
planes with the the hub of a system of five
long, flat, triangularly
dimensional shambler. tapering arms arranged around it
However a Hard (ddd) like the arms of a starfish.
Discipline check allows the foe This entity stands about eight
Adversaries 333
Paul M. N. Haakonsen
feet tall, with a six-foot torso, and that combat checks once).
it has wings that neatly fold up into Sanity Damage: 0/1.
slots. In that story this race is referred Abilities: Amphibious (an elder thing can
to as the “old ones.” Elder things breathe both underwater and on land,
communicate by piping whistles and can and never suffers movement penalties for
sense without light. moving through water), Constrict
Elder things came to Earth a (upon a successful Brawl
billion years ago, and may have combat check with its
accidentally started tentacle, the elder thing
terrestrial life. They can constrict its target
created the blasphemous and inflict 1 strain
shoggoths to serve as damage per a spent
slaves. Their race from its combat
began to degenerate check), Darkvision
before man (the elder thing can
evolved, and they remove up to bb
at least partially lost imposed on checks from
their former ability to fly darkness), Flyer (an elder
through space on their thing can fly (see page
membranous wings. After 100 of the GENESYS
numerous wars with core rulebook)).
other races, the mi-go Equipment: Tentacle
and the star-spawn prime (Brawl; Damage 5;
among them, and the Critical 4; Range
rebellion of their [Engaged]; Constrict,
former slaves, the shoggoths, the Ensnare 1).
amphibious elder things were
eventually driven back to Antarctica in ELEPHANT (RIVAL)
the last few million years, where their They say an elephant never forgets. Well, you
last city remains frozen under a glacier. are not an elephant. Take notes, constantly. Save
Their civilization was eventually wiped interesting thoughts, quotations, films,
out by the cold of the ice age. The elder technologies... the medium doesn't matter, so long
things are extinct on land, but may still as it inspires you.
have colonies in the deepest waters. Everyone knows about elephants.
Elder things also may be met by time Investigators should be safe enough
travelers and non-degenerate elder unless they too closely approach a herd,
things still live among the stars. are surprised by a rogue, or run afoul of
a protective parent. This species is
larger (averaging six tons in weight) and
more feisty than its Asian cousin.
These large land animals, majestically
wandering the plains in tightly knit
Silhouette: 1. family herds, are symbols of wisdom and
Skills: Brawl 1, Coordination 1, Knowledge strength. Having few natural predators,
1, Magic 1, Perception 1, Resilience 1, elephants are sometimes hunted for their
Vigilance 1. ivory tusks. These tusks often become
Talents: Dodge 1 (suffer 1 strain to jewelry, statuettes, and trinkets for the
upgrade the difficulty of all incoming wealthy.
334 Adversaries
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Silhouette: 3. Silhouette: 0.
Skills: Brawl 1, Perception 3. Skills (Group Only): Perception 1.
Talents: Durable 1 (reduce all Critical Talents: None.
Injuries against the elephant by -10, to a Sanity Damage: 0/0.
minimum of 1). Abilities: Darkvision (the fire vampire
Sanity Damage: 0/. can remove up to bb imposed on checks
Abilities: Low Light Vision (the elephant from darkness), Fire Immunity (the fire
can remove up to b on skill checks vampire is immune to all effects based on
imposed by darkness), Trample (as an fire), Immunities (most material weapons
Action, the elephant can attempt to cannot harm them, including bullets, etc.
overrun any creature that is at least one Water inflicts one wound per half gallon
Silhouette smaller than itself. The poured over it, a typical hand-held fire
elephant does not have to make any check extinguisher does 6 points of damage to
for this, it merely has to move over it, and a bucket of sand inflicts 4 wounds
opponents in its path. Targets of a of damage), Magic Dampener (anyone
trample take 10 points of damage. Targets struck by a fire vampire's attack must
of a trample can attempt to avoid the make an Average (dd) Discipline check
trampling creature and make a Daunting or suffer a cumulative t penalty to all
(dddd) Athletics check to Magic skill checks for the remainder of
take half damage). the encounter).
Equipment: Gore (Brawl; Equipment: Touch (Brawl;
Damage 10; Critical 4; Damage 5; Critical 4; Range
Range [Engaged]; Pierce [Engaged]; Burn 2, Magic
1). Dampener).
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Paul M. N. Haakonsen
three other planets in the solar system darkness), Flyer (a flying polyp can fly
as well. On Earth, they were warred on (see page 100 of the GENESYS core
and finally forced underground by the rulebook)), Incorpoeal (a flying polyp is
great race of Yith, but near the close of incorporeal and thus can only be harmed
the Cretaceous era (about 50 million by magical attacks), Terrifying (upon
years ago) they rose up from their first seeing a flying polyp, a character
subterranean haunts and exterminated must make a Hard (cdd) Fear check
the great race. with the difficulty upgraded once, to
The polyps still remain in their reflect the alien nature and frightening
caverns and seem content to remain there, reputation of the creature), Wind Storm
annihilating the few beings choosing to (given time, a Flying Polyp can create a
cross them. The entrances to their very powerful localized storm. The wind
dwellings are mostly deep within ancient picks up to spee at the rate of +30 mph
ruins where there are great wells sealed per turn. Thus, the first turn a gentle
over with stone. Inside these wells dwell zephyr stirs, which by the next turn has
the polyps still, ferocious alien fighters grown to a strong wind (30 mph), then a
with a bewildering variety of attacks. windstom (60 mph), then a hurricane (90,
They have the power to control great 120 and 150 mph), and finally a tornado
winds. (180, 210, 240 and 270 mph), maxing out at
300 mph. The effects of the respective
winds is at the GM's discretion).
Equipment: Tentacle (Brawl;
Damage 6; Critical 3; Range
[Engaged]; Knockdown),
Silhouette: 3. Wind Blast (Ranged [Heavy];
Skills: Brawl 2, Perception 3, Ranged Damage 12; Critical 4; Range
[Heavy] 2, Resilience 2, Vigilance 2. [Medium]; Disorient 3,
Talents: Adversary 2 (upgrade the Knockdown, Slow-Firing 5).
difficulty of all combat checks
against the flying polyp twice),
Defensive 2 (increase the Defense FORMLESS SPAWN OF
rating of the flying polyp by 2), Durable TSATHOGGUA (RIVAL)
2 (reduce the result of any Critical When the men of K’n-yan went down
Injury against the flying polyp into N’kai’s black abyss with their
great atom-power searchlights, they
by 20, to a minimum of 1), found living things – living things
Enduring 2 (increase the Soak that oozed along stone channels and
rating of the flying polyp by 2), worshipped onyx and basalt images of
Quick Strike 3 (add bbb to Tsathoggua. But they were not toads like
Tsathoggua himself. Far worse – they were
combat checks against any
amorphous lumps of viscous black slime that
target that has not yet taken their took temporary shapes for various purposes.
action in the encounter), Sense The explorers of K’n-yan did not pause for
Danger (once per session the flying detailed observations, and those that
polyp may remove bb from any escaped alive sealed the passage.
one skill check). These black, protean beings
Sanity Damage: 1/3. change shapes in an instant,
Abilities: Darkvision (the from toad-like lumps to
flying polyp can up to bb elongate things with
imposed on checks from hundreds of rudimentary
legs. They ooze through
336 Adversaries
Strange Aeons
small cracks and enlarge their absorbed by the Formless Spawn. Escaping
appendages at will. They are closely the Formless Spawn requires a Daunting
associated with Tsathoggua, often found (dddd) Coordination check).
in his temples or in sunless caverns. Some Equipment: Whip (Brawl; Damage 5;
formless spawn make their way into the Critical 4; Range [Short]; Ensnare 2),
Dreamlands. Tentacle (Brawl; Damage 6; Critical 4;
Due to their extreme fluidity and the Range [Short]; Ensnare 1), Bite (Brawl;
countless different forms available to Damage 5; Critical 3; Range [Engaged];
them, each has at least four attack forms Pierce 1, Swallow Whole), Slam (Brawl;
which they may vary at will from round Damage 5; Critical 4; Range [Engaged];
to round, though not within a single Disorient 2), Pseudopod (Brawl; Damage 7;
round. Critical 5; Range [Engaged]; Disorient 1
Stun Damage).
GHAST (RIVAL)
Repulsive beings which die in the light... and
leap on long hind legs... a pair of yellowish red
Silhouette: 2. eyes... Ghasts have indeed an excellent sense of
Skills: Brawl 2, Coordination 3, Magic 1, smell... something about the size of a small horse
Resilience 2, Stealth 3. hopped out into the grey twilight, and Carter
Talents: Defensive 2 (increase the Defense turned sick at the aspect of that scabrous and
unwholesome beast, whose face is so curiously
rating of the formless spawn of human despite the absence of a nose, a forehead,
Tsathoggua by 2). and other particulars... They spoke in coughing
Sanity Damage: 1/2. gutturals.
Abilities: Darkvision (the formless spawn Ghasts are restricted to the
of Tsathoggua can remove all b imposed Dreamlands’ underworld and vast waking-
on checks from darkness), world caverns where sunlight
Immunity (the formless never comes. Exposed to direct
spawn of Tsathoggua are sunlight, they sicken and
immune to all physical eventually die. Ghasts are
weapons, even enchanted cannibalistic and eat one
ones, and wounds made another as well as other
by them simply snap beings they catch.
closed after being The horrible
opened. Spells may semihuman bipeds which
affect them, as may are ridden by the
fire, chemicals, or highly scientific but
other forces), Swallow morally degenerate
Whole (by spending humans inhabiting the
aaa or x on its cavern of K’n-yan may
bite combat check, the well be relatives of or
formless spawn of even be examples of
Tsathoggua can swallows ghasts. If this is the
anything of Silhouette 1 case, then ghasts are
or smaller. Anything likely a result of
swallowed suffers 6 serpent people genetic
unsoakable damage each experimentation. Ghasts are
turn. Once dead, the target is completely evidently tamable, though very
Adversaries 337
Paul M. N. Haakonsen
338 Adversaries
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Paul M. N. Haakonsen
time. Ghouls may occasionally mate with known as gnoph-keh, and a singular being
humans and produce ugly, loathsome called Gnophkehs.
children. The gnoph-keh are a sparse race of
A few ghouls are connected with rare beings, associated with Ithaqua.
Nyogtha worship, and in the future land Usually only one gnoph-keh is
of Zothique ghouls worship the Charnel encountered at a time, and the race is
God,Mordiggian. They otherwise have generally restricted to glaciers, ice caps,
little to do with other creatures or gods and extremely cold and icy areas.
of the Mythos, content to feast on their Especially harsh winters may bring them
rotting morsels and leave the other races down into the lowlands. If a human tribe
and beings to their own machinations. have indeed named themselves after the
fabled gnoph-keh, perhaps they worship
the gnoph-keh as a deity, or use it as a
totem beast.
Silhouette: 1.
Skills (Group Only): Athletics 1, Brawl 1,
Stealth 1.
Talents: None. Silhouette: 2.
Sanity Damage: 0/1. Skills: Brawl 2, Stealth 2, Survival 2.
Abilities: Darkvision (the ghoul can Talents: Adversary 1 (upgrade the
remove up to bb imposed on checks from difficulty of all combat checks against
darkness), Rubbery Skin (firearms and the gnoph-keh once), Enduring 1 (increase
projectiles do half of rolled damage; the Soak rating of the gnoph-keh by 1).
round up any fraction). Sanity Damage: 0/1.
Equipment: Bite/Claw (Brawl; Damage 5; Abilities: Blizzard (the gnoph-keh has the
Critical 4; Range [Engaged]). power to summon a small blizzard about
itself, restricting visibility to Short
GNOPH-KEH range. The blizzard extends from the
gnoph-keh out to Extreme range. Every
(RIVAL) turn that an investigator spends within
Gnoph-Keh, the hairy
myth-thing of the
such a blizzard, he must make an
Greenland ice, that Average (dd) Resilience check
walked sometimes on two or lose one wound per t
legs, sometimes on four, generated on the
and sometimes on six. check, with a minimum
In earlier stories, of 1 wound, to
Gnoph-Keh appears freezing damage if
to be a single being not properly
associated with protected against
Rhan-Tegoth or the ice and wind),
Cthulhu, but later it Cold Aura (the
seems to be a race of gnoph-keh can
beings, possibly even a create an intense
degenerate and cold around its
cannibalistic tribe. It body out to
later becomes apparent Engaged range.
that there is both a race
340 Adversaries
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Anyone within Engaged range of the manual devices, utilize any Intellect-
gnoph-keh suffers 5 points of cold based skills, etc.). However, a golem is
damage each round, which can only be incredibly strong and hardy. A golem
soaked if wearing adequate cold does not ever tire, and will follow a
environmental gear), Immunity to Cold command until it is completed or until
(the gnoph-keh is immune to all colb- the creature is stopped by its creator or
based effects), Low Light Vision (the destroyed. Although most often built of
gnoph-keh can remove b imposed on clay, a golem may be constructed of just
checks from darkness). about any material. The figure most
Equipment: Bite (Brawl; Damage 6; Critical often connected with the golem legend
4; Range [Engaged]; Vicious 1), Horn (Brawl; was Rabbi Judah Loew of Prague (1520-
Damage 5; Critical 3; Range [Engaged]; 1609), whose story was the basis for the
Pierce 2). famous 1915 Paul Wegener silent film
“Der Golem”. The golem legend was also an
GOLEM (NEMESIS) inspiration for the very famous 1818
The Polish Jews, after having spoken certain Mary Shelly novel “Frankenstein”.
prayers and observed certain Feast days, make Each week after its creation, there is a
the figure of a man out of clay or lime which, chance that the monster will break free
after they have pronounced the wonderworking of its master’s control. Each week there is
Shem-hamphorasch over it, comes to life. It is true
this figure cannot speak, but it can understand
a cumulative 5% chance that the sorcerer
what one says and commands it to do to a certain will loose control of the golem. Once free,
extent. They call it Golem and use it as a servant the golem’s first action is to destroy its
to do all sorts of housework; he may never go out creator. If he manages to escape his
alone. On his forehead the word Aemaeth (Truth; murderous creation, the sorcerer may
God) is written, but he increases from day to day
and can easily become larger and stronger than
regain control of the golem by
his house-comrades, however small he might have performing the lengthy rituals that
been in the beginning. Being then afraid of him, first gave the thing life. This process
they rub out the first letters so that nothing takes many days, and requires the
remains but Maeth (he is dead), whereupon he sorcerer to stay well-hidden from the
sinks together and becomes clay again.
golem.
The golem is a man-made creature of
In combat a golem may strike with its
Jewish folklore from medieval
hands, or it may use both arms to grasp
Cabbalistic legends centering on the
and crush a victim.A golem makes a very
teachings of the Sepher Yetsirah. He is
powerful – if temporary – guardian or
usually formed from clay, and is given
servant for mad sorcerers and meddlers
life through magical and religious
in the occult. Scratching out the first
ceremonies. Shaped like a man by its
two letters inscribed in the golem’s
creator, the golem’s forehead is inscribed
forehead instantly destroys the creature.
with the word Aemaeth that gives it life.
Golems constructed of other materials
The actual ritual for animating a golem
will have various degrees of Soak as per
lasts for many days, during which time
the material.
special prayers and ceremonies from the
Sepher Yetsirah are performed, and holy
feasts are eaten. Once animated, a golem
obeys the simple commands of its creator.
The man-made monster cannot speak, is
slow, and has additional and obvious Silhouette: 2.
limitations (a golem could not drive a Skills: Brawl 3.
vehicle, use any sort of weapons or
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Paul M. N. Haakonsen
342 Adversaries
Strange Aeons
great dark eyes ranged along its central years). Members feed solely on liquids.
circumference... Surmounting this head were four
The Yithians are a race of socialist
slender grey stalks bearing flower-like
individuals. They value intelligence
appendages, whilst from its nether side dangled
above all else, and use it as their
eight greenish antennae or tentacles. The great
base of the central cone was ringed with a criterion for immigration. Resources are
rubbery grey substance whichmoved the wholeshared among their kind out of a sense of
entity through expansion and contraction. intellectual logic and proportion. Strife
Their bodies are native to this Earth. is rare. The great race worship no gods.
They were a species of mental entities, TIME TRAVEL: the great race are so-
fleeing their own world’s destruction. named because they conquered time
They came to Earth and took over the so thoroughly – the only race
minds of the cone-shaped beings dwelling known to have done so. A member of
here. The combination of the Earth-born the race can send its mind
bodies and the minds of forward or backward
the aliens made the great through time and
race. They taught their across space, pick out a
young their own technology suitable subject, and trade
and culture. Those young grew minds with it; whenever a
up as true inheritors of the member of the great race takes
mentalists, and the new bodies were over the body of a being,
natural to them. In the aeons that that being’s mind is
followed the great race divided up put into the body
the Earth between themselves, the of the great race
mi-go, and Cthulhu’s kin. Cthulhu individual, there
and his kind ruled from the to stay until the
Pacific, and the being now
lost lands of inhabiting its old
R’lyeh and Mu. body sees fit to
The mi-go return and trade places once
controlled the more. With this technique the
north. In the south the great race has traveled en masse
race were supreme. Their through time and space,
greatest city was Pnakotus, in and conquered other
modern-day Australia. planets. Some members
This race flourished may even be found
from about four living in the
hundred million years Dreamlands.
ago until fifty million years Keen students of history, an
ago, when they were exterminated individual exchanges places with a
by the flying polyps, an ancient race select individual in the era it wishes to
which they had imprisoned when they study. The minds are switched for about
first came to Earth. However, the minds five years. On Earth, friends notice many
of the great race had already fled their differences about the substitute: a
doomed bodies into the future bodies of a Perception or Vigilance check would be
beetle-like race to succeed mankind – the appropriate to notice this.
new great race. The victim who has been forced into the
The great race reproduce by means of alien great race body is caused to write
spores, but do so infrequently because of down everything he knows about his own
long individual life spans (4,000 to 5,000
Adversaries 343
Paul M. N. Haakonsen
time. The great race are fairly kindly the Yithian by -20, to a minimum of 1),
and permit their captives to travel Enduring 2 (increase the Soak rating of
about and see the country, as well as the Yithian by 2), Hard-Headed (a Yithian
allowing them to meet other victims like may take the Hard Headed Action and
themselves, generally from far distant make a Hard (ddd) Discipline check to
planets or eras. When the time comes to ignore being Staggered or Disoriented).
restore a victim to his own body, the Sanity Damage: 0/1.
great race blank his memory of what has Abilities: Darkvision (a Yithian can
happened to him while he was trapped in remove all b imposed on checks from
their age. This erasure is imperfect: the darkness), Mind Transferrence (if faced
victim may dream and have nightmares of with a hopeless situation, one of the
being held by the great race. great race of Yith will often transfer
Some cases of alleged “demonic its mind into the body of some being from
possession” may be attributed to Yithian its future (which can be any time in the
mind-swapping. past 50 million years, the present, or the
A cult on present-day Earth aids and far distant future), Terrifying (upon
abets great race visitors. In exchange, first seeing a Yithian, a character must
the visitors share technological or make a Hard (cdd) Fear check with the
magical knowledge. Time-travel is the difficulty upgraded once, to reflect the
primary means by which a member of this alien nature and frightening reputation
race could be met in its original cone- of the creature).
body, though there have been scattered Equipment: Nipper (Brawl; Damage 10;
cases involving stasis cubes and Critical 4; Range [Short]; Pierce 2, Vicious
sorcerous summonings across the aeons. 3), Lightning Gun (Ranged [Light]; Damage
Millennia ago, the great race 8; Critical 4; Range [Long]; Slow-Firing 1).
discovered one of the crystal cubes of
the worm-beings from Yekub. The worm- GUG (NEMESIS)
beings used the cube to exchange minds It was a paw, fully two feet and a half across,
with a Yithian and investigate the and equipped with formidable talons. After it
possibility of invading Earth. The great came another paw, and after that a great black
race soon discovered the truth behind furred arm to which both of the paws were
the strange cube and the Yekubian worm- attached by short forearms. Then two pink eyes
shone and the head of the awakened Gug sentry,
things, and locked the alien device away large as a barrel, wabbled into view. The eyes
beneath their great city. After the great jutted two inches from each side, shaded by bony
race fled their city the cube was lost. protuberances overgrown by coarse hairs. But the
head was chiefly terrible because of the mouth.
That mouth had great yellow fangs and ran from
the top to the bottom of the head, opening
vertically instead of horizontally.
In worshiping various Great Old Ones,
Silhouette: 3. the gugs of the Dreamlands indulged in
Skills: Brawl 2, Cool 3, Discipline 4, ceremonies so abhorrent that somehow
Knowledge 5, Magic 4, Ranged [Light] 3, they have been banished into the
Resilience 2, Vigilance 2. Dreamlands’ Underworld. Gugs gleefully
Talents: Adversary 2 (upgrade the eat any surface dwellers they can lay
difficulty of all combat checks against their four paws upon.Gugs are huge – an
the yithian twice), Durable 2 (reduce the average gug is at least 20 feet tall.
result of all Critical Injuries against A Gug is a species of shaggy cannibal
giant, restricted to life underground by
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Paul M. N. Haakonsen
the plant with the knowledge of certain Donkeys and mules mostly carry
spells,which it may then use. Otherwise, burdens, not riders, or draw wagons or
hell-plants cannot learn or use spells. carts. Stereotypically, they ignore
X-rays can detect hell-plant seeds in a commands when it pleases them, even
host, and surgery may successfully brutal ones.
remove them or may cause them to sprout, Among all horses, the tendency
as the GM chooses. concerning bloody events, gunfire,
monsters, angry crowds, and so on will be
a sensible one, to flee.
Silhouette: 0.
Skills (Group Only): None.
Talents: None. Silhouette: 2.
Sanity Damage: 1/2. Skills (Group Only): Perception 1.
Abilities: Fire Resistance (the hell-plant Talents: None.
is not flammable and cannot be set Sanity Damage: 0/0.
alight, but fire does normal damage to Abilities: Low Light Vision (a horse can
it), Sap Strength (a hell-plant can spend remove up to b on skill checks impose by
aaa or x on its combat check to darkness).
drain 1 point of Brawn from its target. Equipment: Hoof (Brawl; Damage 5;
Lost Brawn points are recovered at 1 per Critical 4; Range [Engaged]; Disorient 1).
week's worth of bed rest).
Equipment: Tendril (Brawl; Damage 5; HOUND OF TINDALOS (RIVAL)
Critical 4; Range [Engaged]; Sap Strength). “They are lean and athirst!” he shrieked... “All
the evil in the universe was concentrated in
their lean, hungry bodies. Or had they bodies? 1
HORSE (MINION) saw them only for a moment, I cannot be certain.”
Slippery-smooth rhythmic motion, absolute
single-minded purpose, motion for the pleasure of Tindalos is a nightmare city of
motion itself. It was terrible it its beauty, the corkscrew towers that exists separate
flight of the horse. from conventional time and space. Some
Horses offer many advantages to those sources claim that Tindalos exists on
who know their ways. For role-playing, some distant alien world in or near a
divide them into riding horses, draught black hole, while others believe it lies
horses, and donkeys and mules. in Earth’s far past. The hounds of
Single riders and small groups can Tindalos inhabit the angles of time,
easily cover forty miles in a day, given while other beings (such as mankind and
plenty of water and fodder such as oats all common life) descend from curves. This
and other grains. Riding horses may spar concept is hard to imagine, and only
with other horses, but they do not fight seems to be used with respect to them (and
unless cornered. Even cavalry-trained the other even more horrible denizens of
horses are trained merely to stay their Tindalos). The hounds lust after
ground and control their nervousness. something in mankind and other normal
Nearly all horses will panic at the life, and follow victims through time and
presence of some supernatural thing. space to get it. They are immortal.
Draught horses are the largest of Just what these creatures look like is
horses, usually broken to ride but not unknown, since those who meet them seem
much actually ridden. not to survive. A hound of Tindalos is
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hardly likely to look like a hound dog, on checks from darkness), Hyper-Sight (the
but the name from the story is so hound can see an area as if they were in
evocative that is how they always are the fourth dimension – all directions,
pictured. behind walls, in containers, etc., all at
Because of their relationship with the once. They cannot see into magically
angles of time, they can materialize protected areas or behind round or
through any corner if it is sharp – 120° spherical spaces), Immunities (mundane
or less. The rooms of most human houses weapons have no effect on a hound,
have walls that meet at 90°. When a hound though enchanted weapons and spells do
manifests, it first appears as smoke full damage), Pack Tactics (when using the
pouring from the corner, from which the assist maneuver, Hounds of Tindalos add
head and then the thing’s body emerges. bb boost instead of b), Regeneration (a
Once a human has become known to one hound of Tindalos restores 2 wounds at
of these creatures, it will follow the start of each of its turns),
through anything to get to him. To Step-Through (as long as
figure the time before the hound of sharp angles are
Tindalos reaches its prey, within Short range, the
determine the number of years hound step through via
between the prey’s present time hyperspace to another
and the time when spotted by angle anywhere in the
the creature. Then space-time it inhabits.
divide the number of It takes one Maneuver
years by 100,000,000 to to open the angle, from
get the number of days whence mist begins to
travel time for the trickle forth. It takes
hound. Driven off by a a second Maneuver to
target, a hound of step out through
Tindalos usually the exit angle),
gives up. Tongue Lashing
Unfortunately, (anyone bitten by a
such a creature is hound of Tindalos
difficult to drive will suffer a deep and
off. Friends who penetrating (but
come to a target’s bloodless and painless)
aid also will be hole left by the hound's
attacked. tongue attack. The target must make a
Hard (ddd) Resilience check or suffer
t on all Brawl skill checks. This effect
is cumulative. It can be healed with a
Hard (ddd) Medicine check), Twist Space
(a hound of Tindalos can ripple local
Silhouette: 1.
space-time around it out to Short range,
Skills: Brawl 1, Perception 1, Stealth 1,
requiring a Maneuver. Those outside this
Vigilance 2.
area see everything twisting and
Talents: None.
elongating in odd directions. Those inside
Sanity Damage: 1/2.
see themselves being twisted and
Abilities: Darkvision (the hound of
stretched, and take 1/2 Sanity Damage. To
Tindalos can remove up to bb to imposed resist being affected by the twisting and
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have the most powerful jaws of any asmuch as 3,000 pounds. It is suggested
living mammal. They are capable of that these mysterious creatures are
crushing bones with their massive jaws, descendants, or surviving specimens, of
and may carry prey far larger than prehistoric species. They usually are
themselves in their mouths. Hyenas may found in very deep, cold freshwater
top out at 30 miles per hour for short lakes. Among the most famous lake
distances. monsters are the Loch Ness Monster of
Hyenas tend to hunt alone, but when Scotland, and Ogopogo of Lake Okanagan
hunting as a pack they typically send in British Columbia.
one or two members against a foe’s front Lake monsters survive on fish and
while the rest of the pack circles and other aquatic food; some may breathe
attacks from behind. under water while others must surface
periodically to fill their lungs with air.
Although their long necks or serpentine
humps have been seen breaking the
surface of the water, lake monsters do
not often come up from the depths of
Silhouette: 1. their deep lakes. Nessie, Ogopogo,
Skills (Group Only): Perception 1, and other lake monsters are
Stealth 1. usually timid and
Talents: None. shy away from
Sanity Damage: 0/0. humans. Sightings
Abilities: Low Light Vision (the of lake monsters
hyena can remove up to b on are very rare,
skill checks imposed by with hard
darkness). evidence rarer, and
Equipment: Bite (Brawl; attacks upon humans
Damage 6; Critical 4; Range rarer yet. There are a
[Engaged]). few tales, however, of
lake monsters
LAKE MONSTER (NEMESIS) chasing boats and
The first recorded sighting was waterskiers, or
in 565 AD and there have been surfacing near
thousands of eye witness reports swimmers. These
since then. All these people can't
be telling lies. And the fact the creatures might
reports stretch over so many years attack if forced
mean there can't just be one of them. into a situation
I'm convinced there are several which they could not
monsters. escape, or if their young
Just about every large lake in the were threatened, etc.
world has legends of monsters dwelling
within their depths. Lake monsters are
large, elusive creatures generally with
either long, eel-like bodies, or short,
squat bodies with long tails and very
long necks. Their skin is dark and smooth, Silhouette: 3.
and they have small heads and typically Skills: Athletics 3, Brawl 2, Resilience 2,
four paddle-like flippers. Lake monsters Stealth 4, Survival 2.
can grow up to 50 feet long, and weigh
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Paul M. N. Haakonsen
Talents: Adversary 1 (upgrade the rarely eat these kills unless game is
difficulty of all combat checks against scarce. Most lions do not selectively hunt
the lake monster once), Enduring 3 humanoids, but occasionally one learns
(increase the Soak rating of the lake what easy kills they are and becomes a
monster by 3). man-eater.
Sanity Damage: 0/1. Lions prefer plains but can adapt to
Abilities: Amphibious (a lake monster can living in shallow caves as long as there’s
breathe both underwater and on land, a large and stable supply of prey to
and never suffers movement penalties for keep them fed.
moving through water), Darkvision (the
lake monster can remove up to bb
imposed on checks from darkness).
Equipment: Claw (Brawl; Damage 10;
Critical 4; Range [Short]; Vicious 1).
Silhouette: 2.
LION (RIVAL) Skills: Athletics 2,
With each new day in Africa, a
gazelle wakes up knowing he Perception 1, Stealth 1.
must outrun the fastest lion Talents: None.
or perish. At the same time, a Sanity Damage: 0/0.
lion stirs and stretches, Abilities: Low Light
knowing he must outrun the Vision (a lion can
fastest gazelle or starve. It's
no different for the human remove up to b imposed
race. Whether you consider on checks from darkness),
yourself a gazelle or a lion, you Pounce (if the lion spends
have to run faster than others to a Maneuver for moving
survive.
and its Action for
The most famous of all attacking, it can pounce its
the wild cats, lions target. Pouncing gives
travel in prides of a
the lion an automatic s
dozen or so animals,
and a on its combat
and hunt
check).
cooperatively. The
Equipment: Bite (Brawl;
male lions of
Damage 7; Critical 4; Range
southern Africa have
[Engaged]), Claw (Brawl; Damage
denser and blacker
5; Critical 4; Range [Engaged];
manes than those
Vicious 1).
living further
north.
Male lions are 5 to 8 feet long and LUMEN (RIVAL)
weigh 330 to 550 pounds. Females are And coming our way over the broad expanse,
skimming along at treetop level, was an oblong
slightly smaller but use the same cluster of faintly glowing lights. Lights. That’s
statistics. what they were. Not glowing spheres. Not UFOs or
Lions are usually the top animal any of that nonsense. They had no discernible
predators in their territories, though substance. They were just light. Globules of
they resort to scavenging if convenient light... I’d never seen light behave that way
before – it didn’t seem right or natural for light
or necessary. They may kill other to concentrate itself in a ball. Or perhaps it was
predators (such as leopards and hyenas) the way they moved, gliding through the night
that encroach upon their haunts, but with such purpose, cutting through the dark,
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certain sounds and tones. Their Vision (a Martian can remove b imposed
nearvestigial sense of hearing does not on checks from darkness).
allow for complex communications, and it Equipment: Heat Ray (Ranged [Light];
is thought that they communicate Damage 7; Critical 3; Range [Medium]; Burn
telepathically. 2, Vicious 1).
Martians are one of the two
intelligent, dominant races indigenous to MI-GO (RIVAL)
Mars. The other race, the aihais, are They were pinkish things about five feet long;
generally a peaceful race content with with crustaceous bodies bearing vast pairs of
culture and trade. The two races coexist dorsal fins or membranous wings and several sets
in an uneasy truce and have very little of articulate limbs, and with a sort of
convoluted ellipsoid, covered with multitudes of
to do with each other. very short antennae, where a head would
The Martians are vampiric in nature, ordinarily be... Sometimes they walked on all
extracting blood from their victims via their legs and sometimes on the hindmost pair
long glass pipettes and taking it only.
directly into their own systems for The fungi from Yuggoth are an
nourishment. They are not feeble beings, interstellar race, with a main colony or
despite their discomfort in the Earth’s base on Yuggoth (Pluto). There are mining
heavier gravity – they are able to move colonies in the mountains of Earth, where
unaided, despite their increased weight, the mi-go seek rare ores. The Yuggothans
and humans grasped by Martian tentacles have definite connections with fungi, and
are rarely able to struggle free. Though are clearly not animal. They communicate
the Martians employ mechanical aids when with each other by changing the colors
once established on a new planet, of their brain-like heads, but they can
probably they adapted devices used speak human tongues in buzzing, insect-
routinely on their home world, not like voices. They chiefly worship
machines specially built for invasion. Nyarlathotep and Shub-Niggurath. Some
Martians are prone to using heat ray reverence is given to the fertility
pistols, which shoot beam that shows only trinity of Shub-Niggurath, Ubbo-Sathla,
a pale light when fired in darkness, and and Abhoth. Some worship Rhan-Tegoth
is invisible in daylight, marked only by and are known to worship others, as well.
the flames that spring up where it They hire human agents to simplify their
strikes. operations, and are sometimes connected
to cults. Lovecraft somewhere credits
them with being the source of the
abominable snowman stories long told in
the Himalayas.
They are unable to eat terrene food,
Silhouette: 2. and must import theirs from other worlds.
Skills: Cool 1, Knowledge 2, Leadership 1, They are able to fly through the
Medicine 1, Ranged [Light] 2, Resilience 1. interstellar aether on their great wings,
Talents: Dodge 2 (suffer 2 strain to but maneuver clumsily in an atmosphere.
upgrade the difficulty of all incoming Ordinary photographic plates will not
attacks twice). take an image of these beings, though a
Sanity Damage: 0/1. good chemist could devise an emulsion
Abilities: Immunities (Martians suffer that would work. After death, a mi-go
half damage, rounded down, from all non- dissolves in a few hours.
magical physical attacks), Low Light The mi-go occasionally pass into
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Paul M. N. Haakonsen
Earth’s Dreamlands, but more frequently rulebook)), Snatch (a favotire mi-go tactic
journey into their own alien dreamworld. is to swoop down upon an unsuspecting
There is some speculation as to target of Silhouette 1 or smaller, grab
Yuggothan society. Some think that mi-go him in its pinchers and then fly into the
are colonial, like ants. They theorize sky with its prisoner. An opponent who
that the mi-go are but one race of fungi has not yet acted in this turn is caught
from Yuggoth, and that other, more off-guard and cannot resist this
specialized forms of fungi attack. Anyone else is allowed an
exist, including “thinkers” Average (dd) Coordination
(small, frail, but check to break free,
extremely though this requires an
intelligent mi-go) Action). The mi-go
and “greater mi- either carries a
go” (used as brute snatched foe up to a
force and laborers). It great height and drops him, or
is also theorized that else continues upwards, its
there may be a fungi speed ever-increasing as it
colony “queen” in the leaves the atmosphere
form of some behind and its abductee's
gigantic fungal lungs burst), Terrifying (upon
growth deep first seeing a fungi
beneath Yuggoth. from Yuggoth, a
These are all pure character must make a
speculations. Average (cd) Fear check
The fungi have an array of with the difficulty
advanced and alien devices. upgraded once, to reflect
The following are but an the alien nature and
example, and they also have frightening reputation of
earthquake mining machines, the creature).
mist projector weapons, Equipment: Electric Ray (Ranged [Light];
etc. Damage 5; Critical 6; Range [Short]; Stun
Damage), Nipper (Brawl; Damage 5; Critical
4; Range [Engaged]; Pierce 1, Snatch,
Vicious 1).
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NAGAAE (RIVAL)
The toad-like body was transparent, the
pulsating innards covered only by a thin layer
of leathery skin. It had the hind legs of a frog, Silhouette: 1.
and the forelegs of a man. It moved crab-like, Skills: Brawl 1, Magic 1, Resilience 3.
crawling on its lumpy belly and pushing with the Talents: Dodge 1 (suffer 1 strain to
force of its hind legs, giving itself direction by upgrade the difficulty of all incoming
muscular movements of its belly. The forelegs
attacks once).
were raised mantis-like as in prayer, all four of
them. The face, if such it could be called, Sanity Damage: 1/2.
consisted mainly of bulging eyes and an Abilities: Darkvision (nagaae can remove
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Paul M. N. Haakonsen
actual damage (and hence can be backward once per turn as an Action, and
continued endlessly). A character who effectively traverse two range bands in
fails a Hard (ddd) Discipline check is a single move. It must move in a straight
Immobilized and rendered helpless, line while jetting), Low Light Vision (the
unable to take any Actions). giant octopus can remove b on skill
Equipment: Claw (Brawl; Damage 4; checks imposed from darkness), Poison (if
Critical 4; Range [Engaged]; Disorient 1). the giant octopus spends aa on its bite
combat check, it can inject its poison into
OCTOPUS, GIANT (RIVAL) the bitten victim. The creature must make
Octopi can fish for prey while deciding what an Hard (ddd) Resilience check once a
color and pattern to turn, what shape to make turn for 6 turns. A failed check results
their bodies, be on alert for predators and aware in an automatic ff on all skill checks.
how far away their dens are.
If the creature succeeds at two
The Giant Pacific Octopus looks just
consecutive Resilience checks, the poison
like its smaller cousins, although it can
has been purged from his system).
grow to a length of 10-16 feet and weigh
Equipment: Bite (Brawl; Damage 7; Critical
up to 600 pounds.
4; Range [Engaged]; Pierce 1, Poison),
The giant octopus is a true monster
Tentacle (Brawl; Damage 5; Critical 4;
capable of catching and eating sharks,
Range [Short]; Ensnare 1, Linked 2).
humans, or anything else it can grab with
its tentacles.
PIRANHA SWARM (MINION)
It's like watching a nature documentary about
piranha in which all the deadly fish do is write
each other love notes: Eventually, we want to see
them bare their teeth and shred an ox.
Shoals of piranhas are voracious
Silhouette: 2. feeders, capable of
Skills: Athletics 2, stripping the flesh
Brawl 1, from the bones of
Coordination 2, large animals with
Perception 1, Stealth astonishing speed.
2. These fish have
Talents: Defensive 1 garnered a well-
(increase the Defense earned reputation
rating of the giant in regions where
octopus by 1). they thrive, but
Sanity Damage: 0/0. while they are
Abilities: Ink Cloud native to tropical
(the giant octopus rivers, many species
can emit a sphere of of piranha are
ink that spreads to incredibly hearty.
Short range once Collectors of exotic
per minute as an pets sometimes ship
Incidental. The ink tanks of these
provides concealment carnivorous fish home,
in water, adding bb and some unscrupulous
to all skill checks relying owners even put the fish to
on vision, and persists for 1 work disposing of unwanted bodies.
minute), Jet (a giant octopus can jet
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When the authorities draw near, panicked rather than 6 points of damage), Low
criminals sometimes dump the fish into Light Vision (the piranha swarm can
nearby rivers, inadvertently unleashing remove up to b on skill checks imposed
schools in waters woefully unprepared by darkness), Swarm (a piranha swarm
for their ravenous introduction! takes half damage (rounded down) from
all weapons. Causing the swarm to exceed
its Wound Threshold breaks up the swarm.
Piranha swarms are never Staggered and
is immune to any spell and effect that
targets a specific number of creatures
Silhouette: 0. (including single target spells).
Skills (Group Only): Athletics 2, Equipment: Bite (Brawl; Damage 6; Critical
Perception 1, Stealth 2. 4; Range [Engaged]; Bleed, Distraction).
Talents: Defensive 1 (increase the Defense
rating of the piranha swarm by 1).
Sanity Damage: 0/0. RAT PEOPLE (MINION)
For on every side of the chamber the walls
Abilities: Bleed (the bites of a were alive with nauseous sound – the
piranha swarm causes wounds verminous slithering of ravenous,
that continue to bleed, gigantic rats.
dealing additional The rat people are
damage each turn at small, hairy humanoids.
the start of the They have matted
affected creature’s gray fur, rotted
turn. In order to teeth, and high-
activate the bleed, the pitched twittering
piranha swarm needs voices. They are large
to spend aa on its man-rat hybrids that
combat check. This sometimes walk
bleeding can be upright like a man
stopped with a and sometimes on
successful Average all fours like a
(dd) Medicine check rat.
or through the The rat folk were
application of any once human, but because
magical healing. Bleed of foul practices and
damage is 6 inbreeding they have
additional points of degenerated to near-
damage each turn), animal state. They
Distracction (by dwell in dank burrows
spending aa on a and warrens beneath old
combat check, the piranha swarm can buildings and in sewers. They are often
cause a bitten target to become found in the company of ghouls.
nauseated until the end of his next turn.
A nauseated creature suffers an
automatic f and t on all skill checks),
Feeding Frenzy (against a foe taking
bleed damage, a piranha swarm deals 9
Silhouette: 0.
points of damage with its bite attack
Skills (Group Only): Brawl 1, Resilience 1,
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Some blasphemers chose instead to pray especially venerable serpent folk dwell
to Tsathoggua in ancient times, but they in the weird realms of the Dreamlands
were destroyed by a vengeful god where they carry out bizarre experiments
millions of years ago. and sorcery. Pockets of dwarfed
The serpent people’s first kingdom, degenerate serpent folk also still
Valusia, flourished before even survive. These diminutions are likely to
dinosaurs walked the Earth, some two include an occasional atavistic, fully
hundred and capable serpent
seventy-five person who is still
million years ago. favored by Yig.
They built black Degenerate serpent
basalt cities and people are likely
fought wars, all in to have
the Permian era or characteristics
before. They were lessened by as much
then great as a third. In
sorcerers and addition there are
scientists, and certain
devoted much hibernating serpent
energy to calling people – the
forth dreadful sleepers – who have
demons and brewing rested for
potent poisons. With thousands of years
the coming of the or more. On occasion
dinosaurs two these serpent
hundred and people wake, to
twenty-five million humanity’s regret.
years ago, the first This third class of
kingdom fell, and serpent people is
serpent people typically more
retreated in intelligent and
strongholds far powerful than
underground, the their lurking
greatest of which was Yoth. In these brothers, and often know great sorcery.
times the serpent people became great The serpent folk feed as do other
scientists as well, able to manipulate serpents, by swallowing their prey whole.
life itself. A serpent man may swallow up to its own
In human pre-history the serpent Silhouette in victims. Once fed, a serpent
people raised their second kingdom at man falls into a deep slumber for one
the center of the Thurian continent. It day per Silhouette of victim consumed.
fell even more rapidly then the first Serpent folk need eat only once every
Valusia, overthrown this time by humans, few months.
who later claimed the land as their own.
Again and again the serpent people
retreated before the human hordes until
their last citadel of Yanyoga was
destroyed in 10,000 B.C.
A few lurking sorcerers survive. Some Silhouette: 1.
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SHARK (MINION)
Silhouette: 3. The shark is the apex predator in the sea.
Skills: Athletics 2, Brawl 3, Coordination Sharks have molded evolution for 450 million
2, Discipline 1, Perception 3, Vigilance 2. years. All fish species that are prey to the
sharks have had their behavior, their speed,
Talents: Adversary 2 (upgrade the their camouflage, their defense mechanisms
difficulty of all combat checks against molded by the shark.
the shantak twice), Deadeye (when the These creatures first appeared more
shantak inflicts a Critical Injury it may than 350 million years ago, making them
suffer 2 Strain to use this talent, and be an extremely successful species. The word
allowed to select any Critical Injury of dates from the 1500’s, possibly related to
the same severity), Durable 2 (reduce the the Mayan xoc.
result of all Critical Injuries against The shark is a relentless eating
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machine, a creature evolved over the sharks scavenge the seas, eating anything
course of eons to do one job perfectly – that they find. They are notorious for
hunting. Sharks have achieved a special their attacks on humans, and have been
place in the lore of most seafaring races, known to attack small boats. Great white
who view them as devils, monsters, and sharks most often swim alone, and are
the wrath of the gods. extremely territorial, feeding in one
BULL SHARK: Bull sharks have rounded area until its food supply diminishes and
snouts, grayish skin, and small eyes. They it is forced to move on.
reach around 10 feet in length and weigh HAMMERHEAD SHARK: These sharks are
up to 400 pounds. Bull sharks are very known for their very distinctive hammer-
common, found world-wide, and are shaped heads. They are smaller and
capable of swimming up into fresh water sleeker than bull or great white sharks,
rivers. They can be aggressive and are with smaller mouths. Regardless,
known man-eaters. Some experts claim hammerheads have been known to attack
that bull sharks are the most dangerous humans, although there have been no
shark species of all. reported deaths from hammerhead
GREAT WHITE SHARK: Great white sharks attacks.
are light gray with white bellies, have TIGER SHARK: Long, sleek, and blunt-
black eyes, pointed snouts, and enormous snouted, the tiger shark gets it name
jaws filled with row-upon-row of from the distinctive stripes along its
triangular, serrated teeth as large as sides. In size, the tiger shark is
shot glasses. The largest, deadliest, somewhere between bull sharks and great
andmost infamous of the man-eater whites. Tiger sharks have a reputation
sharks, the great white is found on both for being man-eaters, although are known
coasts of the United States, and in almost to eat just about anything they can find.
all tropical and subtropical seas. It
ismost well known, however, in
Australian
and South
African
waters. Silhouette: 2.
Great white Skills (Group Only):
sharks can reach Athletics 2, Perception 1.
lengths of over 30 Talents: None.
feet in length and Sanity Damage: 0/0.
weigh up to 4,000 Abilities: Amphibious (a
wounds. Fossil shark can breathe
remains indicate underwater, and
that specimens as never suffers movement
large as 90 feet penalties for moving
long swam in through water), Blindsense
prehistoric oceans. (using acute smell, a shark notices
When the great white attacks, it clamps creatures it cannot see. The shark
onto its prey with its steel trap-like usually does not need to make Perception
jaws and then shakes it vigorously back checks to pinpoint the location of a
and forth. The tiniest amount of blood in creature within Short range, provided
the water can provoke sharks into a that it has line of effect to that
savage feeding frenzy. Great white creature. Any opponent the shark cannot
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Immunities (a shoggoth is fully immune to and lungs protruding from his or her
damage and adverse effects from cold, mouth, as though the body had been
electricity, fire and all poisons), turned inside out.
Regeneration (a shoggoth recovers 1
wound at the start of each of its turns),
Terrifying (upon first seeing a shoggoth,
a character must make a Daunting
(ccdd) Fear check with the
difficulty upgraded twice, to reflect the Silhouette: 2.
alien nature and frightening reputation Skills: Brawl 2, Stealth 2, Vigilance 1.
of the creature). Talents: Adversary 2 (upgrade the
Equipment: Tentacle (Brawl; Damage 8; difficulty of all combat checks against
Critical 5; Range [Short]; Knockdown, the shugoran twice), Enduring 2 (increase
Linked 1, Vicious 3), Bite (Brawl; Damage the Soak rating of the shugoran by 2).
10, Critical 4; Range [Engaged]; Pierce 2, Sanity Damage: 1/3.
Vicious 2). Abilities: Regeneration (shugoran
recovers 1 wound at the beginning of
each of its turns), Steal Lungs (by
SHUGORAN (NEMESIS) spending aaa or x on its proboscis
A kind of bogey-man... its wings were black
peering through the window at her. What she attack, shugoran sucks the lungs out of
described as a large Negro man wearing a gas the victim, instantly killing the victim).
mask or scuba outfit... near the window they've Equipment: Claw (Brawl; Damage 7; Critical
discovered footprints that 3; Range [Engaged];
may have been made by a
Vicious 2), Proboscis
heavy man in swim fins.
Shugoran is a (Brawl; Damage 6;
demon or a bogey-man Critical 4; Range
known in parts of Asia [Engaged]; Inaccurate 1,
and Africa. It is a Pierce 2, Steal Lungs).
creature all black,
with rough catfish-like SKELETON
hide, tiny wing-like (MINION)
fins, webbed feet, and I clearly saw the
a long proboscis. skeleton underneath all
Certain tribes of Tcho- this show of personality
what is left of a man and all
Tcho worship
his pride but bones?
Shugoran as Death's Animated skeletons
Herald – a messenger are encountered in a
or harbringer of doom. few medieval legends,
It attacks by and rather more
attaching its black frequently in modern
proboscis to a victim's stories and especially
mouth and nose, then in modern films.
sucking their lungs Dried bones are
out, causing instant fairly brittle, and
death. A victim of snap and splinter
this attack is left easily from a heavy
with horrible purple blow, but no area of a
bruises on the face skeleton is more vulnerable
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Paul M. N. Haakonsen
Silhouette: 1.
Skills (Group Only): Athletics 2,
Silhouette: 1. Perception 2, Stealth 2.
Skills (Group Only): Melee Talents: None.
1. Sanity Damage: 0/0.
Talents: Enduring 1 Abilities: Constrict
(increase the Soak (any creature that is
rating of the skeleton Ensnared by the
by 1). constrictor snake
Sanity Damage: 0/1. takes an automatic 5
Abilities: Immunities points of crshing
(an animated skeleton damage per turn, in
is immune to Critical addition to any bite
Injuries). damage it may
Equipment: By weapon inflict), Dark Vision
type. (the constrictor snake
can remove up to bb
SNAKE, on skill checks
imposed from
CONSTRICTOR darkness).
(MINION) Equipment: Bite
I am surprised you (Brawl; Damage 5;
didn’t whack your head on Critical 4; Range
an overhanging branch back
there. I have never seen [Engaged]; Ensnare 2).
anyone leap straight up off the
ground the way you did when you saw that snake!
It would make a good move for our next dance. Do
SNAKE, VENOMOUS (MINION)
A dozen cobras moved as one, shattering their
you think you could teach the others? The snake
bottles. Wine and glass sprayed the room. The
jump?
snakes sprang for Jean's attacker with fangs
Be they jungle-dwelling pythons or unfolded. He screamed high and sharp as they
swampdwelling boas like the anaconda, uncoiled, long slick bodies whipping through the
constrictor snakes are among the most air. She wasn't sure if their venom could survive
deadly predatory animals of the tropical death and pickling, but it didn't seem to matter.
After several bites, he curled on the floor,
wilds. Fortunately, these large snakes weeping and trying to bat the snakes away.
are relatively passive, save for when Countless species of poisonous snakes
they are preparing to shed their skins or dwell in the wild, their bites capable of
are particularly hungry. Nevertheless, bringing down creatures much larger
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stovepipes, an’ all a tossin’ an’ openin’ an’ Durable 2 (reduce the result of all
shuttin’... all grey, with kinder blue or purple Critical Injuries against the spawn of
rings... an’ Gawd in heaven—that haff face on top!
Yog-Sothoth by -20, to a minimum of 1),
The spawn of Yog-Sothoth are formed
Enduring 3 (increase the Soak rating of
when the Outer God mates with a human,
the spawn of Yog-Sothoth by 3).
creating a hybrid creature. Because of
Sanity Damage: 1/4.
the hybrid qualities of these creatures,
Abilities: Bleed (if the spawn of Yog-
no two are exactly alike. Some appear
Sothoth spends aa on its tentacle
horrible and monstrous, while others may
attack, it causes a bleeding wound that
look mostly human, with perhaps but a
causes an automatic unsoakable 2 points
few monstrous traits. All monstrous
of damage each turn. Such a bleeding
spawn of Yog-Sothoth remain invisible
wound can be staunched by
except when feeding.
applying magical healing or
The half-breed spawn of the All-in-One
grow rapidly and require great by a Hard (ddd) Medicine
quantities of fresh, raw flesh check), Darkvision (the spawn of
to feed upon. These creatures Yog-Sothoth can remove
also have an insatiable all b imposed on checks
hunger for knowledge of from darkness),
the Cthulhu Mythos and Immunities (the spawn
greedily obtain and of Yog-Sothoth cannot
study all Mythos be harmed by
tomes they can, physical weapons.
eagerly learning Enchanted weapons
spells and inflict base damage,
researching ways and ignores any
in which their additional s on any
sire may be combat check.
brought into the These creatures
world of men. are susceptible to
The most famous magic), Invisibility
spawn of Yog- (by spending a
Sothoth are the Maneuver, the spawn
unfortunate of Yog-Sothoth can
Wilbur Whateley become invisible
and his monstrous until the end of its
brother. next turn. Any combat
checks directed against it
while invisible are increased in
difficulty twice).
Equipment: Slam (Brawl; Damage 6;
Critical 4; Range [Engaged]), Tentacle
Silhouette: 1. (Brawl; Damage 10; Critical 4; Range
Skills: Brawl 3, Coercion 4, Discipline 4, [Short]; Bleed, Vicious 2).
Knowledge 2, Magic 4, Resilience 3,
Stealth 1, Vigilance 2. SPIDER OF LENG (RIVAL)
Talents: Adversary 3 (upgrade the There were scenes of old wars, wherein Leng’s
difficulty of all combat checks against almost-humans fought with the bloated purple
the spawn of Yog-Sothoth three times), spiders of the neighbouring vales.
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They are huge, purplish spiders, with points. Anyone reduced to 0 or below in
pustulently bloated bodies and long, Brawn are stricken dead. It is possible to
bristly legs. Their color, a pale mottled restore lost Brawn points, provided it is
violet on their abdomens, shades to before reaching Brawn 0. This requires a
indigo on their forebodies, with legs and Hard (ddd) Medicine check per point to
chelae tipped in black. A Dreamlands be recovered, and one check can be
entity, the spiders of Leng are attempted per day), Throw Web (a spider
intelligent, dangerous, and gigantic. New- of Leng can toss its web up to Short
hatched specimens are as big as Shetland distance, using a Ranged [Light] skill
ponies. Some valleys in the Plateau of check. Upon a successful attack, anyone
Leng are almost completely webbed over. caught in the web are Ensnared for 1
Many spiders worship Atlach-Nacha. turn, plus an additional turn for each s
Though intelligent, these spiders do the spider of Leng had on its attack roll.
not cooperate, and sometimes feed on Breaking free of the web requires a Hard
their own kind. The bite of a Leng spider (ddd) Athletics or Coordination check).
injects a deadly poison. Very large Equipment: Bite (Brawl; Damage 10;
spiders are known. Critical 4; Range [Engaged]; Pierce 3,
Poison), Web (Ranged [Light]; Damage -;
Critical -; Range [Short]; Blast 6, Ensnare
(see above)).
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Paul M. N. Haakonsen
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an Average (dd) Resilience check to watch for a sign signaling the rise of
resist this. Any lost points return once R’lyeh. Once the sign has come and they
the target has had a chance to rest after have awakened, they participate in a
the encounter. Anyone drained to Brawn 0 special ceremony to help rouse mighty
falls dead), Darkvision (the star vampire Cthulhu from his aeons-long slumber.
can remove all b imposed on checks from These five star-spawn slumber in the
darkness), Flyer (a star vampire can fly mountains of China; beneath the sands of
(see page 100 of the GENESYS core Irem; in the glacial ice of Greenland; in
rulebook)). a sea-side cave beneath a house
Equipment: Claw (Brawl; Damage 6; somewhere near Boston or Rhode Island;
Critical 3; Range [Engaged]; Disorient 2, and somewhere in the Amazon River in
Vicious 2), Bite (Brawl; Damage 7; Critical South America. The five watchers all have
4; Range [Engaged]; Blood Drain, Pierce 2). maximum stats, and all know the spell
which awakens Cthulhu.
STAR-SPAWN OF CTHULHU
(NEMESIS)
They all lay in stone houses in their great city
of R’lyeh, preserved by the spells of mighty
Cthulhu for a glorious resurrection when the
stars and the earth might
Silhouette: 3.
once more be ready. Skills: Brawl 4, Cool 2,
The star-spawn came Discipline 5, Perception 1,
to earth from Xoth Magic 4, Resilience 4,
with Cthulhu and Survival 2, Vigilance 3.
the Great Old One’s Talents: Adversary 3
four significant (upgrade the difficulty of
offspring. These all combat checks
gigantic octopoid against the star-
beings resemble spawn of Cthulhu
Cthulhu himself, three times),
but are smaller. Durable 4 (reduce
Not all the all Critical
inhabitants of Injuries against
R’lyeh were the star-spawn of
trapped when it Cthulhu by 40, to a
sank. Some still minimum of 1),
live on in the deep Enduring 4
trenches beneath the (increase the Soak
ocean where they are rating of the star-
tended by deep ones and spawn of Cthulhu
other aquatic horrors. by 4).
Related entities dwell in the Sanity Damage: 2/4.
stars, such as the beings said to infest Abilities: Darkvision (the star-
the lake of Hali on a planet near the spawn of Cthulhu can remove all b
star Aldebaran, in Taurus. imposed on checks from darkness), Flyer (a
THE FIVE WATCHERS: there are five star-spawn of Cthulhu can fly (see page
“elite” star-spawn slumbering in hidden 100 of the GENESYS core rulebook)),
places around the globe. Their task is to Immortality (a star-spawn of Cthulhu
Adversaries 375
Paul M. N. Haakonsen
does not age, nor does it need to eat or blundering divers step on them, they rise
breathe. Only violence can bring about up and sting their aggressors, escaping
the death of one of these creatures), quickly. Their stingers hold a poison
Limited Starflight (a star-spawn of that is not fatal, but is extremely
Cthulhu can survive in the void of outer painful. In addition, the stingers are
space, and its wings allow it to use its serrated, making large tears in the skin.
fly speed in outer space despite the lack These fish are responsible formore
of air. Unlike full starflight, a star- injuries than any other.
spawn of Cthulhu’s ability to fly in Often found buried in mud, sand, or sea
outer space does not allow it to reach grass, this normally passive creature
unusual speeds. When it wishes to fly to raises its tail above its body like a
another world, the creature relies scorpion when cornered or injured. Its
entirely upon its immortality and stinger is a barbed spine with two
patience to complete the journey. When grooves allowing the toxin to enter the
speed is required, it instead uses its gate wound. While often found in bays and
ability to make the journey quickly), estuaries, some breeds of stingray can
Telepathy (a star-spawn of Cthulhu can make their home in rivers far upstream
use telepathy with any sentient being from salt water. Stingrays, like their
within Long range), Terrifying (upon larger manta ray cousins, use a form of
first seeing a star-spawn of Cthulhu, a electrolocation to find prey in the silt-
character must make a Daunting laden waters.
(ccdd) Fear check with the
difficulty upgraded twice, to reflect the
alien nature and frightening reputation
of the creature).
Equipment: Tentacle (Brawl; Damage 10;
Critical 4; Range [Short]; Ensnare 2, Silhouette: 1.
Knockdown, Linked 2), Claw (Brawl; Damage Skills (Group Only): Athletics 1,
12; Critical 3; Range [Engaged]; Pierce 2, Perception 1, Stealth 1.
Vicious 2). Talents: None.
Sanity Damage: 0/0.
Abilities: Blindsense (using non-visual
STINGRAY (MINION) senses, such as acute smell or hearing, a
Silent, sleek, majestic,
these underwater rocs soar stingray notices creatures it
majestically across the sea cannot see. The stingray
bottom like underwater usually does not need to
angels. make Perception
These flat fish, checks to pinpoint
also known as the location of a
devil fish, glide creature within
through the Short range,
waters with provided that it
long, spiked, has line of
whip-like tails effect to that
trailing behind creature. Any
them. They spend most opponent the stingray
of their time hiding cannot see still has
under the sand, avoiding total concealment against it.
predators and awaiting prey. When
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Visibility still affects the movement of its own territory, using legitimate
a stingray), Low Light Vision (a stingray businesses as cover. The three most
can remove up to b on skill checks powerful North American triads are: the
imposed by darkness), Poison (if the House of the Star-Treader under the
stingray spends aa on its combat check guise of the Two Dragons Trading
it injects poison into the victim. The Company in Toronto; the House of the
creature must make an Average (dd) Black Lotus under the guise of the
Resilience check once a turn for 4 turns. Sleeping Buddha Trading Company in New
A failed check results in 5 points of York City; and the House of the Dreaming-
unsoakable strain and an automatic t on Master under the guise of the Happy
all skill checks. If the creasture Octopus Trading Company in San
succeeds on a Resilience check, the poison Francisco. Business types commonly
has been purged from his body). fronting Tcho-Tcho triads include ethnic
Equipment: Sting (Brawl; Damage 5; restaurants, investment companies, small
Critical 4; Range [Engaged]; Poison). hotels, and construction and building
companies. The House of the Star-Treader
worships Zhar and Lloigor; the House of
TCHO-TCHO (RIVAL) the Black Lotus worships Chaugnar
Our attackers... were a horde of little men, the
tallest of them no more than four feet, with Faugn; and the House of the Dreaming-
singularly small eyes set deep in dome-like, Master worships Cthulhu. Other Tcho-Tcho
hairless heads. These... attackers fell upon the triad gods include Shugoran, Shub-
party and had killed men and animals with their Niggurath, Hastur, and Atlach-Nacha.
bright swords almost before our men could
extract their weapons.
These triads are involved in
The blasted Plateau of Tsang is one of prostitution, extortion, illegal gambling,
the incursions of dread Leng into our gun-running, smuggling, money
space-time. On it and in a few other far- laundering, assassination, the
removed regions dwell the tribes of the manufacture and distribution of illegal
Tcho-Tchos. In the beginnings of time, drugs – and, by the early 21st century,
Chaugnar Faugn made a race of beings, terrorism. They use the money and power
the miri nigri, to serve him. The miri were gained through their illicit businesses
a race of dwarfs fashioned from the to further the goals of the Great Old
flesh of primitive amphibians. The Tcho- Ones and Outer Gods. Triad membership is
Tchos are said to come from humans who exclusive to those of Tcho-Tcho blood,
intermingled with the horrible miri, and members take the secrets of the
forming a hybrid race of evil intent. organization to their graves. Murder and
Descendants are outwardly human-like, power-struggles between and within
and actually of various sizes and triads is not uncommon, and many high-
costume, but the taint of the miri curses level triad leaders murder their way to
all Tcho-Tchos with half-normal sanity at the top. Triad members routinely combine
birth, rapidly eroded by horrid religious zealotry and cut-throat
ceremonies and deeds. The various Tcho- thugism. After the September 11, 2001
Tcho tribes worship a variety of Great attacks on the World Trade Center in New
Old Ones, not just Chaugnar Faugn. Tcho- York City, the Tcho-Tchos realized the
Tcho frequent the Dreamlands, and some full potential of international
speculate that they are the waking world terrorism, and as the 21st century
counterparts to the Dreamlands’ progresses, they look more and more to
degenerate men from Leng. terrorism to further their cause.
TCHO-TCHO TRIADS: each triad marks out The San Francisco-based House of the
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Silhouette: 1.
TYPHONIAN BEAST (RIVAL)
Set was represented by the so-called Typhonian
Skills: Athletics 1, Brawl 1, Coordination animal, or wore its head on human shoulders. This
1, Magic 1, Resilience 3, Survival 1. strange animal with its long curving snout,
Talents: Defensive 1 (increase the Defense square upstanding ears and upright tufted tail
rating of the tunneler below by 1), has not been identified.
Durable 1 (reduce the result of all These black, jackal-like creatures
Critical Injuries against the tunneler inhabit a dark and distant dimension.
below by -10, to a minimum of 1). They are lean and agile, covered in short
Sanity Damage: 1/2. coarse black hair. They have long fang-
Abilities: Blindsense (tunnelers below are filled snouts, tall stiff ears, and long
blind, but can sense vibrations on and in stiff tails ending in a brush of sharp
the earth out to Long range, effectively hairs. Their eyes are narrow, slanted, and
pinpointing its origin as a sighted glow red in the dark. Typhonian beasts
creature would be able to), Psyhic are about the size of a very large dog.
Sending (every tunneler continuously
communicates Mythos findings, ideas, and
knowledge to every other and sometimes,
if there are a number of these creatures
within close proximity to humans, these
Silhouette: 1.
telepathic communications can be picked
Skills: Brawl 1, Coercion 2, Perception 1,
up unwittingly by sensitive humans. When
Stealth 2, Survival 1, Vigilance 1.
this happens, the hapless recipient of
Talents: Dodge 1 (suffer 1 strain to
such thoughts experiences vivid dreams,
upgrade the difficulty of all incoming
may begin to sleepwalk when he or she
combat checks once), Durable 1 (reduce the
has never done so before, and eventually
result of all Critical Injuries against
hears constant, whispering voices
the typhonian beast by -10, to a minimum
imparting secrets of the Mythos at all
of 1).
hours of the day and night. A human
Sanity Damage: 0/1.
picking up the telepathic thoughts of
Abilities: Jumper (the typhonian beast
the tunnelers below starts to take 2
can leap great distances, and can move 2
Sanity damage per week. Within a number
range bands when jumping – counts as
of months equal to 10 minus the
spending a single Maneuver for
sufferer’s Willpower, these whispering
movement), Low Light Vision (the
voices and dreams become constant. When
typhonian beast can remove up to b
constant, the victim takes 1 Sanity
imposed on checks from darkness),
damage per day. This goes on until the
Paralytic Gaze (the spectral glowing eyes
sufferer dies, goes completely insane, or
of a typhonian beast have a hypnotic
until the tunnelers below are somehow
influence over humans. By spending a
driven off. If these telepathic
Maneuver, the typhonian beast can
communications are accidental, the
attempt to gaze at anyone within Medium
target’s suffering may be relieved simply
range, who must make a Discipline check
by moving; if the sendings are
against the typhonian beast's Coercion
deliberate, there is no place on earth
skill, or stand Staggered and Immobilized
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Paul M. N. Haakonsen
order to pass the daylight hours. hounds of hell” - to guard their lairs.
• The third bite from a vampire causes • Removing the stake from the heart of
a character to die, and then to become a vampire revives it.
one of the undead. • A vampire never drinks... wine.
• A vampire has no special powers in A vampire can change into smoke, mist,
daylight, and may be unable to move a wolf, or a bat at will, requiring a
abroad, or be unable to move from its Maneuver. If smoke or mist, it drifts at
coffin. the rate of one range
• Vampires have band per combat
hairy palms, turn.
repulsive breath, and Once physical
cry tears of blood. attacks have
• Killing the exceeded its Wound
original or “chief” Threshold, the
vampire cures his vampire turns into
victims of their smoke or mist at the
vampirism. end of the combat
Alternately, killing round, thereafter
the lead vampire regenerating wounds
instantly kills all at the rate of 1
those vampires he has point per turn.
created. However, if the
• In Catholic vampire’s Wound
cultures, the cross Threshold have been
gives protection from brought exactly to
a vampire, at least one over its
for a while, and holy threshold, its head
water touching the has been hit: the
thing sears and vampire falls and
scalds its flesh (6 cannot transform into
points of damage per smoke. Then a stake
1 oz vial). A Star of driven through its
David may provide heart kills it
the same protection forever.
to those of the Like ghosts, there
Jewish faith. are any number of
• Vampires cannot different kinds of
cross moving water. vampires told of in
• Garlic wards off vampires, and legends and folklore. The GM is
ingesting garlic harms a blood-sucker (3 encouraged to create his vampires as he
points of damage per clove of ingested sees fit, and from the stories and legends
garlic). he prefers. Here are a few options.
• A vampire may turn into a bat, a • Some vampires are handsome and
wolf, a dog, or a cloud of mist. charming gentlemen.
• Vampires employ human servants to • Some vampires are beautiful
guard their secrets and protect them seductresses.
during daylight hours. • Some vampires are ladies or
• Vampires employ vicious dogs – “the gentlemen out of place in their fancy
384 Adversaries
Strange Aeons
dress clothes from times long-past. This Regeneration (a vampire recovers 1 wound
is often top hat, tails, walking stick, at the beginning of each of its turns).
monocle, etc. for men and elaborate Equipment: Bite (Brawl; Damage 5; Critical
period gowns for women. 4; Range [Engaged]; Blood Drain, Pierce 1),
• Some are ugly, pasty-faced, bald- or by weapon type, Touch (Brawl; Damage
headed, rat-fanged things with pointed 3; Critical 4; Range [Engaged]; Impede
ears. Magic).
• Some have no fangs but instead open
veins with razor-sharp fingernails. VILE FUNGUS (MINION)
• Some vampires are just flying heads At first glance, the vile fungus seems to be a
with masses of bloody entrails trailing collection of mushrooms. Their color and outline,
gruesomely from the neck. however, constantly appear to change, so that the
observer cannot focus properly on them and
suffers from visual defects. Dead earth, on which
nothing grows, surrounds their location in a
radius of several meters. Black shadows creep
around them like dark smoke screens, and fungoid
filaments crawl over the floor or hang down if
Silhouette: 1. the fungus grows on a ceiling, to loop themselves
Skills: Brawl 2, Resilience 2, Stealth 2, around a human, whispering, rasping, smacking,
endlessly distant and quiet.Warm, soft, and sticky
Vigilance 1. blackness.
Talents: Adversary 2 (upgrade the The fungus is as a kind of parasitic
difficulty of all combat checks against life form, neither really plant nor
the vampire twice). animal in nature. It is suspected that
Sanity Damage: 0/1. this material originated on cold Yuggoth
Abilities: Blood Drain (if the vampire and subsequently spread through the
spends aaa or x on its bite combat cosmos with the mi-go. Perhaps this alien
check, it drains 1 point of Brawn from fungus occurs naturally on Yuggoth, or
the victim. Lost Brawn are returned at perhaps it was created by the mi-go for
the rate of 1 point per week spent some unguessable purpose. In any event,
resting. Anyone brought to Brawn 0 is it is a nightmarish life form that can
slain and may become a vampire himself), infect any organism it comes into contact
Darkvision (a vampire can remove all b with.
to imposed on checks from darkness), Firearms and other weapons inflict no
Hypnotic Gaze (if the vampire spends a damage on the fungus. Attacking the
Maneuver it can direct its gaze at a parasite with firearms or weapons only
sighted being within Medium range. The shreds and scatters the material, making
creature must make a Cool check against accidental infection to anyone in the
the vampire's Charm skill. The victim is immediate area a dangerous possibility.
charmed and compelled to follow orders Fire, chemicals and similar attacks are
from the vampire each turn that the most effective on the alien fungus.
vampire spends a Maneuver to maintain Vile fungi are incapable of moving
the charm. If these instructions are self- itself about.
destructive, at the start of the turn the
character may attempt a new Cool check
to snap out of the hypnotism), Impede
Magic (anyone touched by the vampire's
hand suffers a cumulative and automatic
f to all Magic skill checks for 24 hours), Silhouette: 0.
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Paul M. N. Haakonsen
Skills (Group Only): None. longer boasts DNA of any sort. There is
Talents: None. no treatment available at this point to
Sanity Damage: 0/1. save the infected, and anyone examining
Abilities: Infection (its sticky filaments the victim runs the danger of being
adhere to anything they come into infected. The victim does not die, but
contact with: if the filaments come into becomes a horrible, immobile fungal
contact with bare flesh infection begins. parody of his former self).
Within minutes, the filaments begin to Equipment: Filament (No skill; Damage -;
penetrate the skin and transform the Critical -; Range [Engaged]; Infection).
living flesh into fungal tissue. If the
contaminated investigator can somehow WATCHER (RIVAL)
remove the sticky fungal filaments Resembles a gigantic, bloated leech, its thick,
within 2D10 minutes he avoids infection. glistening black hide rising bonelessly to a
Simply rinsing with water does not gaping maw lined with hundreds of serrated
remove the fungus. It must be washed off teeth that can shred a human body in seconds. It
is a blind thing, but its other senses compensate,
with some form of strong chemical making it a deadly predator... The creature
solvent or fungicide, either of which may possesses three snakelike grasping tentacles
inflict damage upon the investigator in which extend from its underside just below the
the form of chemical burns or poisoning, yawning orifice of its mouth.
at the GM’s discretion. Alternately, fire Watchers are giant leech-like horrors
may be applied to the area, but this that dwell in murky lakes and deep
inflicts damage to the investigator. A rivers. They are generally employed by
severely contaminated victim may require forces of the Mythos to watch over and
multiple applications of chemicals or guard important artifacts or locations.
fire to completely destroy the parasite.
Immediately upon infection the internal
tissues begin to mutate into fungal
matter, even though the victim shows no
outward signs of infection. The victim
becomes quiet and uncommunicative under Silhouette: 1.
the puppet-like control of the alien Skills: Athletics 2, Brawl 1, Resilience 2.
parasite, and refuses any medical Talents: Durable 2 (reduce the result of
examination or treatment. The victim’s all Critical Injuries against the watcher
life can be saved only by amputating the by -20, to a minimum of 1), Enduring 1
body part which came in contact with the (increase the Soak rating of the watcher
vile fungus within two hours. Otherwise by 1).
the parasite spreads throughout the Sanity Damage: 2/3.
body and the will of the host is Abilities: Amphibious (a watcher can
unconsciously altered to do everything breathe both underwater and on land,
it can to facilitate the transformation and never suffers movement penalties for
into a fungus. This entails a retreat from moving through water), Blood Drain (by
social life to somewhere dark and dank. spending aaa or x on its bite combat
Each month the victim loses 1 point each check, the watcher the leech-thing
of Brawn and Intellect. Once a victim’s fastens onto the chest of its victim, its
Brawn and Intellect both have reached 0 teeth tearing through clothing and flesh
the transformation is complete and he and opening up a wound through which it
has changed entirely into a fungus. His can draw out blood. The victim suffers an
body fully becomes a spongy mass that no automatic 5 points of unsoakable damage
each turn, unless spending an Action to
386 Adversaries
Strange Aeons
attempt to remove the watcher with a through the icy night sky.
successful Average (dd) Coordination They are savage, solitary,
check), Darkvision (the watcher can territorial creatures.
remove up to bb imposed on Only while under the
checks from darkness), Fire sway of sorcery or the influence of
Immunity (the watcher is immune Ithaqua, do wendigo cooperate and
to all damage and effects coexist. Otherwise, when two or more
based on fire), Poison wendigo meet they fight to the death, the
(anyone bitten by the victor eating the fallen wendigo, and
watcher must make an destroying its heart with fire.
Average (dd) Resilience check The only way to truly slay a
or be Staggered and wendigo is to melt its icy heart,
Immobilized until the end of the either by piercing it with a sharp
next turn, plus one additional turn object heated to incandescence, or
per uncancelled t on the check), by removing the heart, crushing
Regeneration (the watcher recovers it, and throwing it into a fire. If
1 wound at the beginning of each the heart is not destroyed, the
of its turns). “slain” wendigo rises from the
Equipment: Tongue (Brawl; dead at the next sunset, fully
Damage 4; Critical 4; Range regenerated. Even removing its
[Short]; Ensnare 2), Bite (Brawl; head or limbs does not prevent
Damage 5; Critical 4; Range the wendigo fromregenerating
[Engaged]; Blood Drain, Pierce 1, fully. A truly slain wendigo
Poison). quickly decomposes into a skeletal
mummified husk that shortly
crumbles to dust and blows away on
WENDIGO (RIVAL) the wind.
He found no difficulty in following the
tracks for the first few miles. The stride
soon began to increase in length, till it finally
assumed proportions that seemed absolutely
impossible for any ordinary animal to have made.
Like huge flying leaps they became. The feet that
printed the surface of the snow thus far had now,
Silhouette: 2.
apparently, left the ground!... The face was more
animal than human, the features drawn aboutSkills: Brawl 2, Resilience 2, Stealth 2,
into wrong proportions, the skin loose and Survival 2, Vigilance 1.
hanging. Talents: Adversary 2 (upgrade the
The wendigo are a savage race of difficulty of all combat checks against
hoofed or footless humanoids who worship the wendigo twice), Durable 1 (reduce the
Ithaqua in the cold northern regions. result of all Critical Injuries against
Wendigo subsist on a diet of moss, fungus, the wendigo by -10, to a minimum of 1),
and frogs, although by far their Enduring 2 (increase the Soak rating of
favorite food is human flesh, which they the wendigo by 2).
seek out at every opportunity. Sanity Damage: 0/1.
Occasionally, a wendigo captures hunters Abilities: Chilling Terror (a bitten victim
or trappers for Ithaqua to transform must successfully make a Hard (ddd)
into additional wendigo. Wendigo have Fear check or become struck with an
the ability to run through the air and absolute, chilling terror. Anyone so
often accompany Ithaqua as he races terrified immediately drops everything
Adversaries 387
Paul M. N. Haakonsen
and flees the area. This icy terror lasts into a werewolf at the next full moon.
for 10 minutes minus the victim’s current In bestial form the werewolf is
Sanity damage. A successful Hard (ddd) notoriously resistant to injury,
Psychoanalysis check quells the fear regenerating 1 wound every combat turn.
immediately), Darkvision (the wendigo can Scars and welts of such damage may
remove up to bb imposed on checks from remain after the ravener reassumes
darkness). human form. Such healing is weakening,
Equipment: Claw (Brawl; Damage 9; often forcing the shape-changer to spend
Critical 4; Range [Engaged]; Vicious 2), days in bed. Werewolves are immune to
Bite (Brawl; Damage 6; Critical 3; Range most weapons, but they can be damaged or
[Engaged]; Chilling Terror, Pierce 1). killed by fire or by silver weapons that
impale. (Its fur set afire, the werewolf
WEREWOLF (RIVAL) suffers wounds faster than it can
If being a werewolf is really a curse, you've regenerate.)
got to treat it honorably. If werewolves are Silver, the lunar metal, is poisonous to
going to carry on, there has to be an incredibly the werewolf.
powerful force. There is the business of the
craving, the hunger for the kill. It has to be
deeply pleasurable and more than
an appetite for meat. There has to
be a sensual dimension to it.
As the first sort, a normal
human is cursed and Silhouette: 1.
occasionally thereafter Skills: Athletics 2, Brawl 1, Coordination
turns into a monster, half 1, Perception 1, Resilience 2, Survival
human and half beast, 1, Vigilance 1.
classically at the full Talents: Adversary 1 (upgrade the
moon. This unfortunate difficulty of all combat checks
may be unaware of his against the werewolf once).
curse or may detest his Sanity Damage: 0/1.
fate. The second sort may Abilities: Darkvision (the
fully transform into a werewolf can remove up to bb
wolf, glories in his imposed on checks from
transformations, and darkness), Immunities (the
has more control werewolf is impervious to
over the metamorphoses than damage from all sources, aside
the first. Ravenous and from magic and silver),
savage attacks, much like Lycanthropy (if the werewolf
the classical mad dog or the spends aa or x on its bite
rabid human, are typical of combat check, the victim is
both. The mass of the exposed to the lycanthropic
individual does not change, affliction. The victim must make a
even though the shape does. Hard (ddd) Resilience check to avoid
Both types apparently propagate by becoming affected by the lycanthropic
transmitting a transformational agent curse and turning into a werewolf
through the saliva while biting; thus himself at the next full moon. Each
even an unsuccessful attack is perilous. successive bite from the same werewolf
If a target’s skin is broken by a that lands a aa or x result increase
werewolf’s bite, the victim transforms the difficulty of the Resilience check
388 Adversaries
Strange Aeons
Adversaries 389
Paul M. N. Haakonsen
makers would first sew shut their mouths spiritual or physical meat as well, for
to guard against this. In addition to the many dreamers have entered their wood
voodoo tradition, we note also the notion and failed to return.
in the Cthulhu Mythos of Resurrecting Zoogs attack by biting with their tiny
the dead (which, though, seem mostly in razor-sharp teeth.
control of their faculties); and the new
rationales that weird science or vile
pollution might also create zombie-like
things.
A zombie literally must be hacked
apart before it ceases to act. Setting one Silhouette: 0.
aflame also seems to be effective. Skills (Group Only): Athletics 1,
Resilience 1, Stealth 1, Survival 1.
Talents: Dodge 1 (suffer 1 strain to
increase the difficulty of all incoming
combat checks once).
Sanity Damage: 0/1.
Silhouette: 1. Abilities: Low Light Vision (a zoog can
Skills (Group Only): Brawl 1. remove up to b imposed on checks from
Talents: Enduring 1 (increase the Soak darkness).
value of the zombie by 1). Equipment: Bite (Brawl; Damage 4; Critical
Sanity Damage: 1/2. 5; Range [Engaged]).
Abilities: Darkvision (the zombie removes
up to bb imposed on checks from
darkness), Immunities (all attacks, aside
from magic, deals only half damage
(rounded down) against the zombie),
Shambling (a zombie can only perform a
single Maneuver for movement, and it
cannot downgrade an Action to a
Maneuver for movement either).
Equipment: Bite (Brawl; Damage 5; Critical
4; Range [Engaged]), or by weapon type.
ZOOG (MINION)
Over the nearer parts of the dream world they
pass freely, flitting small and brown and
unseen... one can see their weird eyes long before
one can discern their small, slippery brown
outlines. hanging.
Zoogs live in the Dreamlands and are
small and brown, with a rodent-like body
outline. Small tentacles dangle from
their snouts, concealing their small
sharp teeth. Zoogs live in burrows and
tree-trunks in the Enchanted Wood. There
are several prominent zoog villages in
their domain. Though they live mostly on
fungi, zoogs have a taste for either
390 Adversaries
ARKHAM
SOME PLACES ARE SIMPLY BUILT EVIL
Paul M. N. Haakonsen
Willard stopped thrashing about, his The next several pages introduce GMs
body slumped on the surface. His eyes and players to Arkham, describing how an
wide open, but he saw nothing but bright investigator might get a place to live,
luminiscent light. His mouth was wide employment, and loans; telling what the
open, as in a mid-scream, but no sound University has to offer; discussing crime
escaped from his lips. and criminals (alas, even in Arkham), and
Every muscle in his entire body was so on. GMs may want to consider this
flexed to the extreme possible extend, chapter a summary for themselves; more
yet his body was at a state of rest. liberal GMs might photocopy parts of
He heard Celine call his name out loud, this chapter and distribute them, to
he heard his mother whistling the merry quickly give players some idea of what's
tune she always did when she was baking possible.
cakes in his childhood home, he heard his Other GMs may want to ignore much of
father commenting on his college grades, this initial chapter and go directly to
and he heard a cacophony of other the "Guide to Arkham", a lengthy chapter
voices, all mixing and blending, but all listing and describing representative
being distinct and unique at the same town characters and appurtenances
time. useful to GMs, such as shops, strange
Willard could see nothing but the places, cemeteries, boarding houses,
luminiscent shine, so bright and schools, hotels, restaurants, and offices.
aversive, yet so dim and alluring at the By the time play begins, GMs should be
same time. If he only could have seen, he familiar with the background material;
would have seen a large, foul shadow the scenarios do not contain instructions
falling upon the campsite. And if he for moving from point to point in town.
could have heard, he would have heard
the rhythmic chanting growing more and HOW TO FIND ARKHAM
more pitched and frantic. Arkham is in the Commonwealth of
Then Willard saw a strange city in a Massachusetts, not far from the Atlantic
shrouded haze. With towering Ocean, athwart the banks of the
constructions that were impossibly high Miskatonic River, about 22 miles NNE of
and bolstered an architecture that he Boston, a little more than 12 miles south
could not describe. Walkways and bridges of Newburyport. Travelers reach it by
were elevated high above the clouds, car, bus, train, or small boat. Fare for
connecting the towers like strands in a the B&O commuter train from Boston is
spider's web. But the city was eerily $2.20, and from Newburyport is $1.40.
quiet and deserted. Not a single soul was
to be seen on the bridges or through the
slightly tinted windows of the jungle of ARKHAMS CLIMATE
towering structures. Arkham receives three or more inches
When he came to, he found himself of precipitation monthly throughout the
laying on his back, all restraints were year. Summer and fall thunderstorms are
removed and not a sign of the gypsies likely; occasionally a great hurricane
was to be seen. He looked at his hand, he swoops north. Winter storms occasionally
had no recollection of where he was, and can be severe.
not even of who he was. Then he saw an Temperature varies more than rainfall.
alien-like rune tattoo branded on his Early October shows Arkham's trees in
right forearm, and that seemed familiar. full autumn color. The hills become
fabulous carpets of reds, yellows, and
392 Arkham
Paul M. N. Haakonsen
393 Arkham
Strange Aeons
Arkham 394
Paul M. N. Haakonsen
equity, no more than 50% of the home's female, add b to the check.
assessed value; commercial, no more than Co-Signer: downgrade the difficulty of
the lender thinks advisable, or 50% of the check once. A co-signer must be a life-
the value of the collateral. long resident of Arkham or be an
Each lending institution has a exceptionally important resident of
different chance of granting each type Boston.
of loan; see their individual entries for Term of the loan depends on the
terms. amount: for $ 1,000 or less, ask repayment
The chance of successfully acquiring a in one year or less; for $ 1,001 to $4,000,
loan is based on the investigators ask repayment in two years or less; for
Negotiation skill. The GM sets a $4,001 and up, ask repayment in three
difficulty of the loan, usually Average years or less. Tailor large financial
(dd), or even Hard (ddd) if the bank transactions, such as bond floats,
deems the investigator unlikely to be individually.
able to make due payments on the loan. In the 1920s, purchases of homes were
Use your judgement in each given arranged somewhat differently than now.
individual situation. And modify the Middle and lower-income homes might be
difficulty of the check by applying the paid-for weekly, for a dollar or two, for
modifiers below. five years; after sixty months, a large
Residency: less than two years a balloon payment became due, amounting
resident, increase difficulty once. to most or all of the loan principle. The
Lifelong resident, reduce the difficulty weekly payments might satisfy only the
once. interest on the mortgage. Future bank
Property Owner: own a house, decrease loan applications would certainly be
the difficulty of the check once. Owns affected negatively by eviction.
house and additional real estate,
downgrade the difficulty of the check THE IMPORTANCE OF BEING
once.
Room and Board Level: frugal, add bb
REPUTABLE
to the check (spends 25% or less of income Because the STRANGE AEONS game often
is played as a series of globetrotting
on room and board). Respectable, add b to
adventures, many games and campaigns
the check (spends 26%-35% on room and
rarely use or think about the
board). Spendthrift, add b to the check
availability of cashflow except as a
(spends 36%-50% on room and board).
momentary hindrance: “To get dynamite,
Wastrel, add bb to the check (spends 51%
roll your Negotiation or Streetwise
or more on room and board).
check, and we'll see if you strangers
Current Employment: less than two
impress the storekeeper as upright
years, upgrade the difficulty of the
citizens." But a campaign based in Arkham
check once. More than five years at same
and played out in Arkham and its
job, downgrade the difficulty of the
surrounds means that many town
check once.
characters become neighbors, and that
Savings: if only a small amount, add b investigator reputations and contacts
to the check. Large savings amount to accumulate from adventure to adventure.
significant collateral, add b to the Gossip is a staple in Arkham:
check, and should be judged on a per-case investigators should find that most
basis. residents quickly get all the news not
Marital Status: married, add b to the fit to print. 'Notorious' implies that a
check. Single male, no modifier. Single
395 Arkham
Strange Aeons
resident will know of and judge another • Arkham Amateur Theatre Company:
by his or her reputation. headquartered at the Manley Theatre (670
Investigator choices and actions will Gedney Street, entry 109).
certainly alter investigator reputations, • Daughters of the American
and to that end their notoriety changes Revolution: a conservative women's
should be part of scenario conclusions, organization dedicated to community
should be taken into account when service and patriotic Americanism (432 W
participating in clubs and activities, and Saltonstall Street, entry 813).
should be at issue wherever the GM finds • Eye of Amara: a mystic society
the theme pertinent. headquartered in a mansion (131 E
GMs may want to note sizable losses or Saltonstall Street, entry 904).
gains of fame in Arkham-related • Gun Club: pheasant and partridge
incidents, and insist that investigator shooters meet at various private homes or
sheets also record notably good or bad in the field. The owner of Parrington's
deeds. Doing so makes sense of the fact gun shop (417 W Main Street, entry 416) is
that those invaluable Arkham president and founder.
connections mean nothing to a yawning • Historical Society: dedicated to the
New York City police sergeant. preservation of Arkham's historical sites
On the reverse of their investigator and memorabilia (531 S. Garrison Street,
sheets, players may also want to note who entry 901).
in Arkham their investigators meet and • Masonic Lodge: a secretive mens'
get along with – good deeds and good 'mystic society' with strong professional
connections can open all the resources of ties, frequently involved in civic affairs
the town. (679 Brown Street, entry 107). An informal
associate group for women exists. The
JOINING A CLUB Catholic church forbids membership in
this organization.
Once settled in, an investigator might
join a club or two, to get to know people. • Miskatonic Club: a posh club for
Various organizations exist and many people of good family who have money
bestow tangible benefits for membership. (411 W High Street, entry 812).
A list follows, noting each club's address • Rotary: a service organization
and entry number in the “Guide to devoted to good deeds in the community
Arkham". (650 N Garrison Street, entry 205).
• Astronomical Society: amateur • School Board: members must be
astronomers meet weekly in the warmer popularly elected, but the positions
months of the year for stargazing field carry prestige (Town Hall, entry 221).
trips. Contact Dr. Morris Billings,
Department of Astronomy, at the
University; entry 612.
MISKATONIC
• Athletic Club: a young male UNIVERSITY
professionals' association formed several Prior to the recent Dunwich Horror,
years ago as a refuge from Prohibition apparently no one at the University took
and incidentally to play handball and seriously the horrible truths to be
rugby (602 Crane Street, entry 605). found in the Necronomicon and certain
• Chamber of Commerce: a businessmen's other books on University library
organization active civically (520 Gedney shelves. Only a visit to the library by
Street, entry 125). Wilbur Whately alerts Armitage to the
dangerous knowledge within these awful
Arkham 396
Paul M. N. Haakonsen
tomes. Few people connected with the horrors first-hand before being
University had ever taken the time to convinced.
scan these volumes, and of those few none Professor Nathaniel Wingate Peaslee,
bothered to make serious study. whose body was once possessed by a
Students consulted these books from Yithian, also has some knowledge of the
time to time, and outsiders such as Wilbur Mythos and is presently laying plans to
Whately of Dunwich and Ephraim Waite of accompany a future expedition to
Innsmouth were allowed free access to Australia. Peaslee has shared some of his
the volumes. In 1922, the Necronomicon information with his son, Prof. Wingate
was loaned to doctors at the Arkham Peaslee. Although Prof. William Dyer will
Sanitarium who, in an attempt to cure a eventually head the Australian
victim of amnesia, allowed their patient expedition, the Peaslees may not have
to read through it. shared their Mythos knowledge with the
While certain holdings of the library other seven professors.
were recognized as rare and as As evidenced in Lovecraft's stories,
contributing to the school's scholastic these nine individuals possess the only
reputation, it is not until October, 1928, scraps of Cthulhu Mythos at the
that anyone suspected some tomes to be University. Armitage apparently knows as
any more than odd and blasphemous. much as anyone – how much must be
Since Armitage's experiences in decided by the individual GM: the old
Dunwich, the Necronomicon and certain librarian could be conducting quiet
other volumes have been placed on a research into the matter, still not
“special restricted list". No one may grasping the ramifications of the
consult them without the express situation; at the other extreme, his alarm
permission of (usually the presence of) might be total, and he could have
Dr. Armitage. This is possibly contrary to established a global network of
the University's charter, but Armitage's correspondents – including some in the
policy has not been challenged. federal government – have hired clipping
Of course, many student librarians do services, and be actively scheming to
not know this rule, and Armitage often stifle the terrible threat to mankind.
leaves the library.
Armitage and Wilmarth know each other UNIVERSITY FACILITIES
and have discussed what their oddly- Besides the Library and Museum
linked experiences might mean. (described separately in the “Guide to
Rice and Morgan, the companions of Arkham"), the University offers other
Armitage in his excursion to Dunwich and useful services.
witnesses to the death of Wilbur Whately, Clues are often found written in
also share in Mythos knowledge. strange languages. Post-graduate
Professors Dyer, Pabodie, and Lake, students can usually be hired to make
three members of the upcoming University translations from languages unknown to
expedition to the Antarctic, have been investigators. The going rate is about
told by a concerned Wilmarth of what three dollars per thousand words, or five
might lie ahead for them. Some of them dollars total for short messages. Brain
have gone as far as to inspect the power at the University is excellent;
Necronomicon but, despite this and these academicians thrive on new ideas
despite their respect for Wilmarth and and unsettling events. Most of the
Armitage, they're good scientists, and professors have high value in at least
they'll have to experience Mythos one skill, and the younger faculty at
397 Arkham
Strange Aeons
least still have inquiring minds; if they Gazette for the years 1845-1848 and 1864-
cannot answer an investigator's question 1868. The Advertiser's volumes for the
immediately, they know where the answer years 1851-1863 are also missing, as are
might be or will continue to ponder the the Arkham Bulletin's editions for the
matter. Any professor will be intrigued years 1823-1826, and the Miskatonic
by the strange problems investigators Valley Gleaner's editions from the years
bring in. 1830-1831.
Time spent researching or testing Complete numbers for the Gazette and
objects in University labs will often be the Advertiser exist at their respective
done without charge to the investigators, newspaper offices, as any University
though the faculty is honor-bound to ask librarian will promptly say.
payment for expensive chemicals, The missing Bulletin and Gleaner
photographic plates, construction of volumes are not known to exist, but they
special machines, and so on which involve can be located in hand-made wooden
replacement of materials by the storage boxes resting undisturbed,
University. uncatalogued, and unknown in the
Investigators with good University crowded, dingy basement of the Arkham
contacts (perhaps through Armitage) can Historical Society.
get big favors performed. Investigators
known and trusted by faculty might be
given the loan of valuable scientific ARKHAM GOVERNMENT
equipment, allowed the occasional use of Town Hall, on Peabody Avenue, holds
Miskatonic facilities and vehicles, or the town offices. Arkham has an elected
introduced into the global fellowship of mayor and nine elected selectmen, all
first-rank scholarship. part-time positions. Posts are held for
GMs are cautioned that while two years; elections occur every even-
University scientific facilities are numbered year on the first Tuesday in
excellent for the period, period November. Long-time Mayor Joseph
equipment and organization is not that Peabody is being seriously challenged
much better than one might find in a for mayor by the University's energetic
decent high school these days: accurate young president, Dr. Wainscott.
balances, glasswork, optical devices, Occasionally the mayor can be found in
preparations for a variety of his Town Hall office during the week.
quantitative and qualitative analyses, The council of selectmen meets in Town
specimen collections, and established Hall the first and third Tuesdays of
technique; perhaps most importantly, the each month.
University glass-blowing facility and its
machine shop are excellent. POLICE AND COURTS
The police force, inured to student
NEWSPAPER FILES antics, are forgiving of some behavior –
As part of its service to the community, harmless high jinks are expected. Though
the University library has kept fear of offending an influential family
systematic files of both the Arkham curtails the reach of law enforcement
Gazette and the Arkham Advertiser (along into the campus community, police are not
with its two predecessors) in bound so forgiving when dealing with
volumes in its basement archives. transients and immigrants.
Portions of this collection were ruined They are unsurprised to find (if they
during the flood of 1888, including the find) professorial types snooping around
Arkham 398
Paul M. N. Haakonsen
399 Arkham
Strange Aeons
Arkham 400
Paul M. N. Haakonsen
401 Arkham
Strange Aeons
Arkham 402
Paul M. N. Haakonsen
403 Arkham
Strange Aeons
The economic boom in the 1920s passed employers of the poorer classes, lay off
by most of New England, whose industrial workers, and more than a few close their
base was by now in rapid decline, but doors forever.
reached Arkham by way of the University.
Town and school became inextricably
linked. Many Arkham shops cater greatly A LOVECRAFT
or exclusively to the needs of the CHRONOLOGY
University community. In 1928, the school This is H.P. Lovecraft's chronology of
is the heart of the town's economy. Its events in or near Essex County, as can be
administrators and faculty form part of reckoned now. Certain notes in the “Guide
the newest of Arkham's aristocracies. to Arkham" chapter differ from this
chronology.
ARKHAM TODAY 1643: Innsmouth founded.
1692: Whatelys, Bishops come to Dunwich
Though New England's fortunes
declined after the Great War, local from Salem.
survey shows that 83% of Arkham 1747: The Reverend Abijah Hoadley,
homeowners possess electric irons, 77% newly come to the Congregational pulpit
have gas or electric washing machines, in Dunwich village, preaches against the
and 51 % have or plan to purchase vacuum well-known rumblings in the surrounding
cleaners. Nearly 50% of Arkham families hills, claiming them to be the work of the
own at least one automobile, and devil. Soon after delivering the sermon,
merchants complain of those who park the Reverend disappears.
their machines in front of shops all day. 1846: Marsh is followed out to Devil
The interurban trollies that once Reef one night and, along with 32 others,
linked Arkham, Ipswich, Kingsport, is arrested and jailed. Shortly after
Bolton, and Salem have been abandoned this, Marsh escapes jail and half the
with the coming of the automobile. A bus town is wiped out by “epidemic and riot".
line has recently re-established some of 1846: Captain Obed Marsh takes a second
these routes. wife; no one in Innsmouth ever sees her.
Problems persistently arise between 1863: Federal conscription agents visit
Town and University. At present, the cost Innsmouth after this date, but take no
of campus police protection is being action.
debated. The University's young 1882 (June): A meteorite falls on Nahum
president, Dr. Wainscott, has dared to Gardner's farm just west of Arkham, not
enter the controversy by running for close enough to town to be heard. News of
mayor. Even if the election in November it reaches Arkham the next morning.
goes to the University, the perennial Three University professors promptly
struggle for power between Town and visit the site, then return the next day
University will not end. when their first specimen fades away
Though there is no boom, the new when placed inside a glass beaker.
construction of apartment buildings, 1883 (March): Vegetation around the
University buildings, and filling Gardner farm grows noticeably large.
stations attests to general prosperity. University professors again visit and
However, much of this construction slows dismiss the phenomenon as unimportant.
or dies after the stock market crash in 1890: Lavinia Whately's mother
1929. Arkham, feels the effects much less disappears under strange circumstances.
than other towns in the area, but it is 1905: Typhoid strikes Arkham, killing
hurt. Most of Arkham's industries, many. At the height of the epidemic, an
Arkham 404
Paul M. N. Haakonsen
insane killer strikes, killing 15 people lips and cheeks fuzzy with a coarse, dark
before capture by police. He bears an down.
uncanny resemblance to Dr. Allan Halsey, 1922 (Yule): The unnamed protagonist of
former Dean of the School of Medicine at “The Festival" experiences horror in
Miskatonic University and a recent Kingsport.
typhoid victim. 1923: A second great siege of carpentry
1908 (May 14): Prof. Nathaniel Wingate begins as Old Whately guts the second
Peaslee collapses while conducting a floor of the house.
class at the University, and is subjected 1924 (August 1, Lammas night): Dr.
to many years of amnesia. Houghton of Aylesbury is summoned to
1912 (April 30, evening): Loud noises in the Whately house by Wilbur. At 1 A.M.
the Dunwich hills are heard in Arkham. Houghton witnesses the death of Old
The sound marks the conception of Wilbur Whately.
Whately and of his twin brother. Soon 1925: Dr. Henry Aimitage of Miskatonic
after, Old Whately renovates the second University calls upon Wilbur Whately at
floor of his house and boards up the the latter's home in Dunwich. Armitage
windows on that floor. has corresponded with Whately for some
1913 (February 2, Candlemas): Wilbur time.
Whately is born in Dunwich. 1926 (October 31): Lavinia Whately
1913 (October 31, Beltane): In Dunwich a disappears.
great blaze is seen atop Sentinel Hill. 1927: Wilbur Whately moves his library
1915 (April 30, evening): Powerful and effects into two sheds and begins new
tremors emanate from Sentinel Hill, felt carpentry work on the house, boarding up
as far away as Aylesbury. This occurs all the ground floor windows and
annually for the next ten years. removing the interior walls.
1915 (September): Prof. Laban 1927 (July 15/16): An outsider's visit to
Shrewsbury of Arkham disappears while Innsmouth precipitates an investigation
walking alone down a country lane west by the federal government.
of town. 1927 (November 3): Unprecedented
1915 (October 31, Beltane): Powerful flooding in Vermont washes strange pink
rumblings from atop Sentinel Hill are bodies down the swollen rivers.
accompanied by bursts of flame on the 1927 (Winter): Federal officials make a
summit. This occurs annually for the next secret and continuing investigation of
ten years. strange conditions in Innsmouth.
1917: When the Dunwich draft board has 1927 (Winter): Continuing into 1928,
trouble filling its quota, several Wilbur Whately visits the Miskatonic
federal inspectors and doctors arrive to University Library to copy a formula
investigate. Stories of wholesale from the dread Necronomicon. Dr. Armitage
degeneracy are picked up by the Boston refuses his requests to borrow the book.
Globe and the Arkham Advertiser, who 1928 (January): Walter Gilman
promote the area's weirdness to increase experiences bizarre dreams while rooming
circulation. Stories include Wilbur's in Arkham's Witch House.
precociousness, Old Whately's black magic 1928 (February): Federal and state
and his shelves of strange books, the officials make a coordinated series of
sealed second story of their ancient arrests and raids on Innsmouth, followed
farmhouse, and the hill noises. A photo by the deliberate burning and
shows Wilbur at four and a half years dynamiting of a number of empty
old, although he appears to be fifteen – buildings along the waterfront. Most
405 Arkham
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people believe the actions connected with escapes the Vermont farmhouse in terror
whiskey smuggling. A submarine of what he has learned.
reportedly torpedoes certain portions of 1928 (September 14, Friday): Armitage,
Devil Reef, a mile and a half east of Rice, and Morgan set out for Dunwich by
Innsmouth. motor. They soon learn of the destruction
1928 (May 1): Walter Gilman dies when of the Frye farm and discover that five
his heart is eaten out by Keziah Mason's state policeman are apparently missing.
familiar, Brown Jenkin. That night Seth Bishop, Sally Sawyer, and
1928 (June): Prof. Wilmarth receives a her son Chauncey, are all destroyed by
phonograph recording from Vermont. The the Horror.
recording contains the voices of the Mi- 1928 (September 15): Armitage, Rice, and
Go. Morgan destroy the Dunwich Horror atop
1928 (August 3, Tuesday): Wilbur Sentinel Hill.
Whately attempts to steal the 1928 (October 7): While on a visit to
Miskatonic's Necronomicon but is killed Arkham, Randolph Carter mysteriously
by the school's watchdog. disappears. His abandoned auto is
1928 (September 2, Sunday): After discovered parked at the foot of Elm
nearly a month's work, Armitage succeeds Mountain.
in translating the first complete passage 1928: Probable year in which Edward
from Wilbur Whately's annals. Derby and Asenath Waite marry.
1928 (September 3): Armitage reads all 1930 (September 2): The Miskatonic
day. University expedition to the Antarctic,
1928 (September 4): Morgan and Rice sponsored by the Nathaniel Pickman
visit Armitage and he tells them Derby Foundation, leaves Boston harbor
something terrible. They leave pale and aboard the brig Arkham and the barque
shaken. Miskatonic.
1928 (September 5): Wilmarth receives a 1930 (October 20): Miskatonic's
warning from his Vermont correspondent, expedition reaches the Antarctic Circle.
Akeley. “Look out for yourself too," is 1931 (January 24): Atwood and Lake fall
part of the message. victim to the horrors in Antarctica.
1928 (September 9, Sunday): The Dunwich 1931 (March): A gale destroys the roof
Horror is spotted for the first time by of Arkham's now-deserted Witch House.
Luther Brown, a hired boy of George 1935: Miskatonic's expedition to the
Corey's, who was walking the cows to western Australia desert begins.
pasture. Sally Sawyer's son, Chauncey,
later discovers that the Whately house is
destroyed, as though it had been A GUIDE TO ARKHAM
Important, Exemplary, and curious Locations in
exploded from the inside. The first
the Town of Arkham and Environs, With Notes;
wounded cows, belonging to Seth Bishop, Particular Inhabitants Are Described and
are discovered. Pictured, and Pertinent Statistics for them
1928 (September 11): The Horror attacks Supplied.
Elmer Frye's farm, destroying his barn Arkham has nine neighborhoods.
and three-quarters of his cattle. Beginning north of the Miskatonic with
1928 (September 13, Thursday): The the Northside, those neighborhoods in
Dunwich Horror wipes out the Elmer Frye this guide are numbered 100-300, left to
family at 3 A.M.. right across the town; south of the river,
1928 (September 13): After a short visit neighborhoods 400-900 are treated
with his 'friend', Akeley, Wilmarth similarly. Each neighborhood has its own
Arkham 406
Paul M. N. Haakonsen
407 Arkham
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Arkham 408
Paul M. N. Haakonsen
409 Arkham
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Gazette is the more conservative, The Arkham Amateur Theatre players pay
featuring town and valley news to the a major portion of the rent (the season
virtual exclusion of international begins rehearsals in February and lasts
events. It is specially notable for its through August), as do Mrs. Turner's
large number of county correspondents University Players (see entry 615), who
which report family visits and other schedule performances throughout the
crossroads events. It has never missed an school year.
edition in 122 years of publishing. Crane Arkham Amateur Theatre Company: the
has been more protective of area company rehearses and performs in the
businessmen, notables, and old families, Manley Theatre. Their last production
and they have rewarded his concern with was Eugene O'Neill's “Anna Christie",
larger display ads and longer starring Elizabeth Peabody, youngest
subscriptions. daughter of Arkham's mayor. Joseph
Stored in the basement is a complete Peabody.
collection of Gazettes – at the GM's Investigators inclined to strut the
option, a small portion might be missing. boards find it inexpensive to join (a $20
This collection is priceless, since no initiation fee and $10 annual dues). Hours
other exists. Beginning in the 1880s, can occasionally be long. Cast parties at
issues were printed on acid-processed the end of a production are reputedly
paper, and these later years have become wild.
more fragile. Access to these archives is
grudging. 110: JEDEDIAH MARSH &
Gazette office hours are 8 A.M.-5 P.M.,
Monday-Friday, and 8 A.M.-noon on ASSOCIATES
Saturday. 622 Jenkin Street. A highly reputable
firm with both legal and accounting
branches, specializing in New England
109: MANLEY THEATRE genealogies, burials, cargo salvages, tax
670 Gedney Street. The Manley shows a records, title searches, etc. They are
few movies and a bit of vaudeville, but especially familiar with the Miskatonic
prides itself on being a legitimate stage.
Arkham 410
Paul M. N. Haakonsen
Valley, including Innsmouth, Aylesbury, to repossess. Use the following base rates
and Newburyport, and are well-known in to figure the chance for a loan with the
New England. Negotiation skill: auto, Daunting
Their fees are reasonable, but they (dddd); personal and commercial, Hard
delay outside work in favor of their (ddd); home mortgage, Average (dd). By
retainer clients. They undertake appointment only.
ordinary historical or legal researches
for $5.00 hourly, with an 80% chance of 113: ARKHAM FUEL & COAL CO.
successful completion.
562 High Lane. Bulk coal and fuel oil
delivered or you haul it away. Open 8
111: TERRACE BUILDING A.M.- 5 P.M., Monday-Friday.
611 Gedney Street. This four-story
building, only ten years old, offers rooms 114: CONSTRUCTION SITE
for $45 a month. It is a decent place to
570 N West Street. Bulldozers and steam
live, though not as well-fitted as the
shovels grind around this lot. At the
Guardian Apartments, for instance. Baths
perimeter of a large excavation,
are shared. One tenant is a professional
foundations are being poured for a new
psychic and medium.
four-story apartment building. Builders
optimistically tout a May opening, but
112: ARKHAM LOAN AGENCY most Arkhamites are betting they'll be
621 N Gedney Street. This tiny lucky to be ready for the University's
establishment specializes in higher-risk fall semester.
loans, or other sorts of loans which the
local banks will not place. Accordingly, 115: HARDING HOUSE
interest rates are higher. They are quick
561 Brown Street. A middle-priced
411 Arkham
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Arkham 412
Paul M. N. Haakonsen
413 Arkham
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Arkham 414
Paul M. N. Haakonsen
415 Arkham
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Arkham 416
Paul M. N. Haakonsen
is four stories high. To conserve heat in town open Sundays. It mostly serves
the winter and preserve order in the transients or those without facilities to
summer, the manager has locked all the cook. Sunday mornings can be crowded.
fire escapes. Oops.
138: RAILROAD PROPERTIES
135: NEWSSTAND The area astride the tracks and along
SW corner, Armitage and Garrison. the river is crowded with sidings, small
Though it's a legitimate newsstand, with warehouses, storage sheds, an old water
papers, magazines, candy, and tobacco, tower, and sided freight cars. Hoboes
Ernie Trout also peddles underworld occasionally put up for a night in the
information to shady types and the yard, daring railroad guards who are
police, and under-the-counter notoriously violent.
publications of “the kind men like" to
more respectable customers. 139: BARTHOLOMEW APPLEY IV
Appley, 36, lives in a fancy house on
136: SANDER'S WAX MUSEUM Saltonstall Street, where he throws huge
443 N Garrison Street. It contains all parties every Saturday night. When he is
the standard scenes and figures, Caesar dry – a rare event – he complains of a
and Cleopatra to Lucky Lindy. It sports hangover and prepares for another binge.
as well a small chamber of horrors – a Those who attend his parties eat the
guillotining, an iron maiden with piteous best food and drink the best Canadian
occupant, a witch in flames, as well as whiskeys, and always show up for more.
ten edifying Biblical brutalities. Police and neighbors shake their heads
The exhibits are poorly lit, but but don't intervene, since Appley so far
impressively life-like and detailed. The has taken care of himself.
museum is regularly open on Saturday Annoyingly, he habitually hops in a
and holidays, 1-5 P.M., and for the entire car whenever he notices one with the keys
month of August, when Boston folk left in, and drives it off with
encamp up and down the valley and cast enthusiasm. (His neighbors all now know
about for something – anything – to do. to take out their keys and lock their car
Admission is 10 cents. doors.) When he's done with a borrowed
Pete Sander is more hobbyist than car, he turns it off and wanders away,
businessman, and earns most of his money blocks from his home or perhaps miles
as a portrait photographer and sign- from town. His chums now call him Mr.
ainter. At the GM's option, Sander may Toad, after the character in The Wind
have surprising techniques for modeling and the Willows.
his figures. Appley did not always drink. His
problem started four years ago, after his
137: GRAFTON DINER father died. He was paying his respects
106 W High Lane. Adjacent to the train at the family crypt when he heard
station, this place does a good business strange scrabbling noises from inside. He
with its 35 cent lunch. Having tried the stepped inside and found a pack of
food, though, local customers tend to go ghouls fighting over his father's
to Lucy's. The Grafton opens at 5 A.M., remains. A weak man, he ran home and
closes at 7 P.M., seven days a week (except drank to forget.
holidays).
The Grafton is the only eating place in
417 Arkham
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Arkham 418
Paul M. N. Haakonsen
419 Arkham
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Arkham 420
Paul M. N. Haakonsen
11 A.M. to 7 P.M., Monday-Friday, and 10 civil actions involving more than $500
A.M. to 2 P.M. Saturday. This good are bound over to Salem's county or
circulating library of 18,000 volumes is circuit courts.
overshadowed by the massive collections The Salem courts also adjudicate and
of the University. record wills, name changes, adoptions, and
On its shelves are Shrewsbury's annulments. Adoption records are sealed
Cthulhu in the Necronomicon and An by the court and not allowed to be
Investigation into the Myth Patterns of opened, even by the adoptee.
Latter Day Primitives with Especial Investigators wishing court orders for
Reference to the R'lyeh Text (see entry exhumations, subpoenas for personal
623 for details). Misplaced behind other files, bank accounts, business records, or
works is the Rev. Ward Phillips' police files, or to get injunctions or
Thaumaturgical Prodigies in the New relief must start with Judge Randall,
England Canaan, findable with a who may or may not pass them along to a
successful Formidable (ddddd) county or state court for final
Perception check. dispensation, and who may or may not be
A copy of Edward Derby's controversial overruled by appeal. (Appealers are not
Azathoth and Others is kept behind the popular with Judge Randall.)
librarian's desk. Although available on Arrested investigators may appear
request, librarian Ellen Whitmarsh, 57 before Judge Randall. He is white-haired,
and a spinster, narrows her eyes at nearly 80, and he dispenses justice much
anyone who asks for that collection of as bachelors eat – as he sees fit. Major
poetry. matters are bound over for trial in
Salem, but Randall is supreme in smaller
209: BEE'S DINER affairs, and makes most of his decisions
332 E Curwen Street. Gets lots of office intuitively. He favors housewives who
workers at lunchtime. The establishment haven't betrayed their traditional role,
offers a superior maple ice during college students who are respectful and
sugaring season, and excellent chowders welldressed, and anyone with an old
the year round. Open 6 A.M. to 2 P.M., Arkham family name. He hates long-haired
Monday-Friday. intellectuals and short-haired flappers,
and can be particularly insulting to
immigrants and minorities. When he's in a
210: COURTHOUSE & JAIL bad mood, no one can placate him, though
666 N Peabody Avenue. This building, certain lawyers have a lot of influence
constructed of stone in 1910, contains two with him, notably E. E. Saltonstall, Sr.
courtrooms (one the regular court of Depending on the charge, Randall can
Municipal Judge Keezar Randall), court sentence up to 60 days and fine up to
records since the early 19th century $500.
(earlier records are with the Arkham A man from Aylesbury, Attorney Lee E.
Historical Society), court offices, and the Craig, represents the town's legal
town jail. interests. Craig, 41, a Harvard man with
All public records can be examined by roots in Tennessee, functions much like a
any citizen from 8 A.M. to noon, and 1-5 district attorney, offering advice,
P.M., Monday-Friday. handling the prosecution of small crimes,
The municipal court handles an array and defending Arkham against rare
of misdemeanors, civil actions, and minor lawsuits. He and Randall have clashed
felonies, but major felonies as well as repeatedly, and Craig – motivated by
421 Arkham
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Arkham 422
Paul M. N. Haakonsen
the bootleggers.
215: ART'S BILLIARDS
139 E Armitage Street. This scummy 217: FEDERAL BOND AGENCY
Northside pool room is a hangout for lots 589 1/2 Marsh Street, upstairs. This
of men, including street punks. A few small office is a branch of a larger firm
members of the University football team headquartered in Boston. The agency can
can be found here despite the fact that provide bail for an investigator but the
Art's is off-limits to students. In the person must put up 10% of the bail in
past, fights and scuffles between the cash or other securities – a property
Rocks and the 'Finns have broken out deed, an automobile title, and so forth.
here. Local mobsters frequently kill time After the trial, the bondsman collects
here. Open noon to 9 P.M., Monday- interest upon the total loan, at the rate
Saturday. of 20% per year.
423 Arkham
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Arkham 424
Paul M. N. Haakonsen
425 Arkham
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afternoon to whenever it cools off for alone is $8500; coachwork goes for $2500
the winter. Closed Sundays, like all and up.
decent establishments, but open holidays. Ballard also gives driving lessons. It
costs $10.
228: NORTHSIDE MARKET
467 Marsh Street. Meat and produce are 230: ARKHAM EDISON
shoddier than Benson's, and more 470 Marsh Street. Here accounts can be
expensive. On the other hand, this store opened and bills paid. Records are not
is open till 9 P.M. six days a week. Owner available to the public.
Robert Czyenck is a member of the secret
evil coven. Open 8 A.M. to 9 P.M. Monday- 231: MISKATONIC VALLEY
Saturday.
SAVINGS BANK
420 Marsh Street. A Massachusetts bank
229: BALLARD'S AUTO LOT which opened in Arkham in 1924. To
NW corner of High Lane and Peabody. thrifty customers, they offer a quarter-
Harvey Ballard always has 2D6 used cars percent higher passbook interest than
on the lot, for sale or rent, price Arkham First, but tend to be quicker to
depending upon auto and condition. close on unpaid loans and defaulted
Rental rates range from $1.50 a day for a mortgages. Base chance for investigator
rusting Model T to $5 daily for a loans are auto Hard (ddd), personal
gleaming Packard.
Easy (d), commercial Daunting (dddd),
Ballard has connections with Boston
and home mortgage Daunting (dddd).
auto dealers. At no cost to the customer,
Hours are 10 A.M. to 3 P.M., Monday-Friday,
he'll handle dealer arrangements and
open till 5:30 on Friday.
deliver your new car to your front door.
He is paid a commission by those dealers.
Ballard or his assistant are usually on 232: ARKHAM POLICE STATIONS
the lot from 9 A.M. to 4 P.M. A sign on the 302 E Armitage Street. Always open.
front door of the tiny office gives Arkham has a nominal force consisting of
Ballard's home phone number. a chief, a captain, three detectives with
In 1928, a new Chevrolet or Ford Model the rank of lieutenant, three sergeants,
A (both with 25 hp engines) could be had and 15-20 patrolmen. Finances rarely
for $400-700. Six-cylinder Dodges, allow Nichols the luxury of a full
Hudsons, or Buicks could run close to complement. There is also a little-known
$2000; the big Chrysler Imperial 80 went police reserve, consisting mostly of
for $3500. Eight-cylinder Cadillacs and retired patrolmen and military men,
Packards cost as much as $6000, while which can join the ranks during
Lincoins run $4600-7400. The Packards, emergencies.
with a 39.2 hp engine, were the fastest of Depending on the part of town,
the lot until the newest Studebakers, patrolman walk their beats singly or in
with a top price of $2500, started pairs. They check in with the station at
appearing with a 43 hp engine powering regular intervals by telephone from
the car to a speed of nearly 100 mph. locked police call boxes, installed
For the well-heeled investigator, the systematically across town. Police cars
new Dusenberg J is available Dec. 1. are not driven on patrol, but officers at
Sporting a 256 hp engine, this huge car the station have several with which to
has a top speed of 111 mph and matchless move quickly when trouble arises.
acceleration. The price of the chassis As a general rule, only a duty officer
Arkham 426
Paul M. N. Haakonsen
at the station is awake and available build a new combined jail and police
between midnight and 6 A.M., except station.
Friday and Saturday nights, when several Arkham has no policy concerning
men stay on to make sure that rowdy concealed weapons, since any adult
activity ceases at a decent hour. citizen has that right. Over the years,
Sergeants effectively command hour- though, Nichols has accumulated a lot of
by-hour police dispositions, and rarely confiscated weapons. These he keeps in a
appear on the Street except at the scene trunk now filled to the brim in his
of a crime. office. Once in a while he opens the trunk
The department possesses three cars and smiles, considering how many
(one of which the Chief takes home) and criminals do not have these weapons.
two motorcycles. Neither cars nor
motorcycles have radios. 233: U.S. POST OFFICE
Armed officers carry department-issued 487 N Peabody Avenue. The only point
.45 revolvers, specified by Chief Nichols of federal power in Arkham. The
as the smallest handgun likely to stop Postmaster is Eli Whittaker, 61. Postmen
an angry man. Department riot guns, begin to case their mail at 4 A.M., and
rifles, and two submachine guns have begun their rounds by 6 A.M. There
(purchased during the Great Red Scare of are no Saturday deliveries, but mail to
1919-20) are kept in locked cabinets. post office boxes is cased that day.
A holding cell each for men and for Postal windows are open 9 A.M. to 4 P.M.,
women stand ready in the rear of the Monday-Friday, closed for Easter, Fourth
building, but the six-cell jail actually of July, Christmas, and New Year's Day.
is in the basement of the courthouse. In Access to postal boxes is always
1935, a successful suit concerning the available.
death of a prisoner forces the town to
427 Arkham
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Arkham 428
Paul M. N. Haakonsen
bulldozer, crane, scaffolding, etc. - can in the 1st Battalion of the old
be found. Open 7:15 A.M. to 3 P.M., Monday-Massachusetts 23rd Volunteer Regiment,
Saturday. reconstituted since the Great War.
Once a month these members put on
240: ADAMS LUMBER YARD uniforms and report to the armory for
315 E Water Street. Wholesale and compulsory drill. Most train every
retail lumber. Stocks some hardwood summer at the state National Guard camp.
blocks, as well as construction lumber. The company is far under strength;
Large orders can take up to a week to only 56 guardsmen currently use the
assemble. Open 8 A.M. to 4 P.M., Tuesday- facility. Commanding is 55-year-old
Saturday. Colonel William Hathome. His executive
officer is Lt. Colonel Aubrey Bridgeton,
48. Major Charles Hart is responsible for
241: SLAUGHTERHOUSE the weaponry stored in the armory as
400 E Water Street. Though there are well as the motor pool. Additionally,
some independent cattle- and hog- there are usually two or three
butchers in town, this feed-lot and lieutenants present.
hanginghouse supplies most of the town's Sergeant Groat is directly responsible
meats. for the motor pool and keeps the keys for
the unit's two large trucks. This unit
242: RAILROAD PROPERTIES will riot be fully motorized until after
Sidings, empty freight cars, equipment World War II.
sheds, and the B&M right-of-way fill this Securely locked in a reinforced
block. concrete vault are 120 greased and
packed .30-06 bolt-action rifles and
243: FIRST NATIONAL GROCERY 12,000 rounds of ammunition, 150
bayonets, ten .45 caliber automatic
STORE pistols (greased and packed) and 500
422 N Garrison Street. This large store rounds of ammunition, 24 M11A1
is part of a national chain. The manager fragmentation grenades with Bouchon
is 37-year-old Arthur Anderson, formerly igniters, one Browning M1917 water-cooled
of Philadelphia. The company transferred tripodmounted .50 caliber machine gun
Arthur here about a year ago and he and (greased and packed) with 5,000 rounds of
his family like living in Arkham. Besides armor-piercing ammunition, two 3-inch
the Arkham store, Anderson as district Stokes mortars (greased and packed) with
manager is also responsible for stores in 24 practice rounds each, four field
Kingsport and in shunned Innsmouth. He telephones with 6,000 yards of wire, and
visits both stores at least once a month 20 trench helmets, sizes 7 and 71/8 only.
and is well-aware of Innsmouth's oddities. Tents, a field kitchen in a small wagon,
hospital supplies, etc., are stored in the
244: MASSACHUSETTS GUARD armory, but not in the weapons vault.
ARMORY
560 Marsh Street. The National Guard is
equipped and trained identically to the
EASTTOWN
The northern part of Easttown, above
U.S. army but is under the command of the Whately Street, contains many fine old
individual state governors. Most members homes of pure Georgian design. These
of Arkham's Infantry Company B are homes were built by Derbys, Ornes,
residents of Essex County. B Company is Pickmans, and Pickerings – the sea
429 Arkham
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merchants who made up Arkham's first Captain's wife, Ethel, presently the
aristocracy. Most of these homes, finest collection of Early American
unfortunately, have fallen into neglect; furniture in town. A comprehensive
as a whole, Easttown is seedy and collection of New England handblown
decaying, some of it beyond repair. Of the glass is on display.
few old Arkham families still residing The Pickering House is operated by the
here, most teeter on the brink of ruin. Arkham Historical Society and open to
Streets are of brick, 40 feet wide, and the public 1 -3 P.M. Thursday and
in some need of repair. Tree roots have so Saturday. There is no admission fee,
buckled and raised the brick sidewalks though donating a dollar or more is a
that walking in the streets is more good way to strike up a conversation with
comfortable. the volunteer attendant, who may prove
South of Whately Street, the ground to be of consequence in town.
slopes sharply to the river. The homes
are modest and tightly spaced, and the 302: FIRST UNITARIAN CHURCH
streets are narrow. Those few Negroes (as
in the 1920s many prefer to be called) in OF ARKHAM
Arkham live here, clustered together as 656 Federal Street. The church and its
every group in Arkham is except the old- records date back to 1778 but the present
line Wasp majority. Some make a good brick building was constructed in 1875.
living, and some are popular, well- Dr. Willet Spencer is the minister and
respected citizens who can trace their presides over the church's large library.
Arkham ancestry to before 1788, when the Among several rare volumes kept locked
Commonwealth outlawed the slave trade. away is a copy of the Book of Dzyan.
As a group, though, they are poor and
feel looked at and looked down upon. 303: THE PRISONER OF THE
A number of small businesses exist ATTIC
along Armitage and River Streets. 753 Noyes Street. This large, decaying
Freight trains pass through day and house is home to Mrs. Ellen Crawford, who
night. Arkham's last operating textile has lived here since the death of her
mill, steam-powered, can be found here. husband 23 years ago. Mrs. Crawford has
kept her mad sister, Beatrice Allen,
301: PICKERING HOUSE locked in the attic for decades, unwilling
698 Federal Street. This mansion was to send her to an institution and
built in 1828 by Captain Thomas unwilling to publicly reveal what she
Pickering, a sea trader then operating considers to be a shameful illness.
ships out of Kingsport harbor. Although Mrs. Crawford declared that Beatrice
rumored to be a privateer, Pickering also was dead of a fever in Europe. Her coffin
traded heavily along the coast of in the Allen mausoleum at Christchurch
Southeast Asia and spent considerable Cemetery is empty.
time in and around the developing Beatrice escaped just once, in 1919, and
continent of Australia. One room of the Mrs. Crawford believes she was
house is, in fact, devoted exclusively to responsible for a horrible mutilation
Australian aboriginal artifacts, murder that took place during that six
including a stone axe that bears the day period. (The victim was a student at
traces of an Elder Sign carved in its Miskatonic University, and the crime was
head. never solved.) Two days after the murder,
The house was furnished by the Beatrice turned up at the back door in
Arkham 430
Paul M. N. Haakonsen
431 Arkham
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Arkham 432
Paul M. N. Haakonsen
witch, Goody Fowler, in 1704. Legend heart with ectoplasmic extensions from
maintains that spending the night alone the fingers of her other hand, holding
on the hill on May Eve or Hallowmass herself so that the resulting spray of
guarantees a visit by Goody's ghost. blood passes through the upper portion
Some claim to have attempted the vigil of her shape.
and to have seen nothing. Others swear Goody appears only to single
they have seen Goody's ghost. A few claim individuals. Tales that she talks or
to have talked with her. Some have fled reveals secrets are lies; she is single-
in terror and refused to speak of what mindedly vicious and only attacks.
happened. A few have disappeared
without trace, other than odd hoof- 403: THE UNNAMABLE HOUSE
shaped tracks found the next morning. 188 N Boundary Street. A site of
Elijah, the old stonecutter (see entry bizarre psychic emanations. Something
405), is the only living witness to these horrible once lived and died in the attic
events. of this house, the product of a 17th
An investigator attempting this vigil century wizard, a member of Arkham's
most certainly meets the ghost of the secret cult. The thing seems to be
long-dead witch. Seeing her costs 1\2 brought back to life by thinking or
Sanity damage. The investigator stricken speaking of it. The skull of the monster,
with temporary insanity must stand interred by Randolph Carter along with
paralyzed by fear while the ghostly hag the rest of its skeleton into an
slowly strangles his or her life away. unmarked, slate-slab-covered tomb in the
Goody Fowler's Ghost: she always old wooded graveyard, was semi-human
condenses from a white fog on the summit but bore four-inch horns.
of Hangman's Hill, the highest point in This creature was last brought back to
the Old Wooded Cemetery. Goody has an existence by Carter and his friend, Joel
evil, wrinkled face and a body veiled by Manton (entry 406), while they sat in the
a burial shroud. To attack, she extends graveyard discussing the story of the
one hand around the victim's throat, to monster. It pursued and attacked the
hold him or her, and skewers the victim's pair across Arkham. They were finally
433 Arkham
Strange Aeons
found, after dawn, wandering aimlessly Arkham with safe, fresh dairy products
in the vicinity of Meadow Hill. for some 50 years. A dozen delivery men
Although neither of them could hit the streets at 4:30 A.M.; milkmen can
remember much about their assailant, be handy witnesses to strange goings-on.
Manton once described it as “everywhere –
a gelatin – a slime – yet it had shapes, a 405: ELIJAH THE STONECUTTER
thousand shapes of horror beyond all 113 S Boundary Street. In his eighties,
memory. There were eyes—and a blemish. It Elijah Potts has cut headstones for
was the pit – the maelstrom – the Arkham's dead for 60 years. He lives and
ultimate abomination. Carter, it was the works in a decaying 17th century house
unnamable!" on Hill Street, across from the cemetery.
The man who owned the house was When he was younger, he carved capitals
buried in 1710 near the unmarked slate for the columns of some of the
slab in the Old Wooded Graveyard. The University's ornate buildings.
house was left deserted, the attic door Elijah is well aware of the ghouls that
still locked. Despite strange noises and infest the place after nightfall. He
rustlings coming from the place, none doesn't bother them and they don't
dared enter. A short time later, bother him. He has also, on occasion, seen
everybody in a nearby parsonage was the ghost of Goody Fowler appear on
horribly murdered. Hangman's Hill on May Eve and
In 1793 a boy, looking for evidence of Hallowmass. Once, in 1901, he witnessed
the thing, was driven inexplicably mad the murder of a man who intended to
after entering the house alone. In 1922 spend the night alone atop the hill.
Randolph Carter and Joel Manton Sitting atop the hill the stranger from
accidentally unleashed the thing again. Boston waited for the ghost. He didn't
This 'unnamable' being is mentioned in notice the dark forms slinking between
Cotton Mather's demonic sixth book as the tombstones, silently circling the
“the thing with the blemished eye, more hill. When the ghost of Goody Fowler
than beast, but less than a man." This appeared, the stranger was taken by
thing, before the death of its keeper, was fright and attempted to flee. But Goody's
rumored to prowl at night, peeking in ghost seized the man and strangled him
windows and once a post rider saw it with her claw-like hands. After drinking
being pursued over Meadow Hill by an his blood she tossed the body to the
unknown man. ghouls who dismembered it horribly, then
This house has remained vacant since dragged it to their burrows for a feast.
1710, and is in remarkably good shape for Elijah watched this whole thing from
its 200+ years of neglect. his window, afraid to move. He has never
If somehow called forth, the being spoken to anyone about it. Police, looking
causes 2/5 Sanity damage and for the stranger, found traces of blood
automatically causes Temporary Insanity, atop the hill and questioned, along with
during which time the thing pursues its others, the old stonecutter. Elijah
maddened victims, slashing with its horns claimed to have seen nothing.
and striking with its hooves. It rarely The old man is friendly and reasonably
kills its victims but may inflict talkative about most subjects but only
permanent scars. the direst of circumstances could induce
him to mention the ghouls or Goody
404: ARKHAM DAIRY Fowler's ghost. He is immune to further
559 W River Street. It's provided losses provoked by seeing ghouls.
Arkham 434
Paul M. N. Haakonsen
435 Arkham
Strange Aeons
do it yourself. Lucky Clover is also a lights off, make their way upriver to
front for the bootlegging operation Arkham.
centered in Arkham, which O'Bannion Outside town, the boats kill their
grabbed from Joe Potrello. The front motors and wait at anchor for the next
part of the warehouse is offices, leaving scheduled freight train to pass through
the rear for storage, a truck lot, and Arkham. When a train approaches Arkham,
maintenance. Bootlegged liquor is loaded the boats head up-river, the passing
from boats at the river and stored here. freight dimming their noise. If timed
Potrello trucked in booze from Boston. right, the boats reach the wharfs while
O'Bannion's increased volume of sale has the noisy freight still rumbles through.
called for a new approach. Now whiskeys The craft tie up and are quickly
and scotches are loaded onto small motor unloaded by a waiting crew which stashes
launches from a ship anchored off it in the rear of the Lucky Clover
Kingsport, beyond the 12-mile limit. In Cartage Co. warehouse.
the dead of night the motor boats return From here the booze is disbursed to
to the Miskatonic estuary north of volume retailers such as the Northside
Kingsport and in the dark, running speakeasy and the Arkham General Store,
Arkham 436
Paul M. N. Haakonsen
who in turn may supply smaller dealers. 415: ACE ALARMS & LOCK-SAFES
Helped by pay-offs to a few police 433 W Main Street. The company custom-
officers, the routine works admirably; installs electrical burglar alarm systems
Arkham has become the distribution point in businesses and homes, for $50 and up.
for nearby communities, including For $1 an hour Richard Henry Ace can
Aylesbury, Rowley, Ipswich, Newburyport, scrape up a trustworthy watchman to
and (in inordinate amounts) Innsmouth. patrol a business or the grounds of a
O'Bannion employs ethnic numbers house, but the men are of indifferent
runners among the various immigrant quality. On less than short notice, Ace
populations, and occasionally recruits a can hire an off-duty officer from the
new hoodlum from among the local Irish Arkham police, for $2 an hour.
thugs. O'Bannion also loan-sharks for Ace carries a variety of fireproof
good profit. files and safes, and can install fireproof
O'Bannion wants to put Joe Potrello (up to 2000°F) safes of up to 180 cubic
out of the picture permanently. Arkham feet.
is too small a town for an outright hit, Ace is the only locksmith in town who
but O'Bannion feels sure that if he is will come to your house on short notice
patient enough his chance will come. or at night.
437 Arkham
Strange Aeons
and sit-down game dinner in the fall. 420: MANELLI'S MUSIC STORE
307 W Main Street. Keeping his prices
417: ANDERSON'S FURNITURE low because of a favorable lease, Manelli
AND CARPETS does a brisk trade in sheet music,
353 W Main Street. Fine furniture, rugs phonograph records, pianos, violins, and
and draperies, established in 1869. Ben clarinets. Ukuleles are falling from
Anderson is interested by and has a favor, even in Arkham. Alberto Manelli
personal collection of furniture such as also gives vocal lessons, still popular
writing desks which feature hidden among those with aristocratic fantasies.
compartments. Popular songs in 1928 include “I Can't
Give You Anything but Love" and “Makin'
Whoopee"; in 1929 look for “Star Dust",
418: ARTHUR MURRAY SCHOOL OF “Happy Days Are Here Again", and “Tiptoe
DANCE Through the Tulips".
333 W Main Street. Learn all the latest He was trained as a baritone in Italy,
steps. An eight-week course costs $20. but forfeited his future when a tragic
love affair forced him to flee the Old
419: PET SHOP Country. He settled with relatives in
321 W Main Street. Pure-bred puppies, Arkham.
parrots and canaries, and tropical fish Flamboyant and demanding of his
are for sale, as well as supplies. This new students, Manelli yells and screams,
enterprise is run by an outsider, Albert breaks furniture, tears out his hair, or
Cunningham. cries with joy when he teaches. Twice-a-
Recently Cunningham sold several week lessons cost a dollar an hour.
domestic animals before discovering that
they were being used as sacrifices in a 421: CURIOS & ANTIQUES
fraternity initiation. The rituals were 261 W Main Street. Run by George
held on the Unvisited Island in the Tillinghast, younger brother of Edwin,
center of the river. the bookseller. Although brothers, and
The police were notified, the suspects both members of the Arkham Historical
suspended, and Cunningham is suing three Society and the Rotary, they have not
of the families involved for civil spoken to each other since disputing a
damages under an obscure provision of division of property in their father's
Massachusetts drayage law intended to will.
protect horses from mistreatment. Two of Tillinghast's store collection includes
the defendant families, unnamed by several fine antiques.
police, are local and influential within
the community. The incident has been 422: OPTOMETRIST
hushed up so far. Cunningham has been 237 W Main Street. Bernard Evans
gently warned that he should not broach performs eye examinations and prescribes
the offenders' names in public – at least eyeglasses. He ordinarily uses an optical
not until after the trial – and how he service in Boston, but he can custom-
handles this matter in large part grind lenses if investigators need and if
determines whether or not he succeeds or they can supply the glass blanks.
fails in Arkham.
423: MALLOY'S TIMEPIECES
205 W Main Street. He stocks and
Arkham 438
Paul M. N. Haakonsen
repairs all types of clocks and watches. Perception or Average (dd) Knowledge
John Malloy, 55, has operated this shop check to notice). Walters bought it
since 1911 and is an avid collector of cheaply at an auction. The accompanying
rare and antique timepieces. In his home manuscript (written in German) claims
is an odd coffin-shaped floor clock that the lenses were abnormal, but when
marked with strange hieroglyphs and he tested the instrument Walters found
bearing four hands. He obtained the clock nothing unusual (he didn't look in the
from a private collection broken up for right spots). Still, he considers it a
auction. For 12 years he has tried to collector's item and he will not part with
learn something about the timepiece, to it for less than $50.
no avail. Also an accomplished commercial
photographer, Walters has evolved some
424: THE RADIO CENTER dry-ice techniques of great value to
197 W Main Street. Owned by Robert astronomers, and might be able to help
Valencia, 29. He sells radios, phonographs, investigators to photograph what's
and records. In the back room he repairs usually unphotographable.
and services A.M. radios. He owns a large
short-wave radio and transmitter. He's an 427: E. WAITE, GOLDSMITH
enthusiastic hobbyist who never stops 478 W Church Street. He retails silver
learning. and gold jewelry, often set with precious
stones. He can cast personal settings. He
425: FENNER AVERY, and the jeweller, Lazlo Caselius, do a
lateral business together, with Waite
TOBACCONIST purchasing gems from Caselius and
185 W Main Street. Deals in imported Caselius ordering settings from Waite.
tobaccos like fine Balkan Sobranje as Waite moved here from Innsmouth in
well as domestic brands, and in pipes and 1918, Caselius loaning Waite some of the
cigars. For protection from rowdy money that started him up, and accepting
youngsters, the traditional wooden some Innsmouth jewelry Waite brought
indian stands just inside the front door. with him as collateral.
Waite is still trying to pay the debt
426: WALTERS' OPTICS AND and recollect the pieces. He is nervous
FANCY TOYS and fearful that someone from Innsmouth
131 W Main Street. Timothy Walters, 42 might discover that he has broken his
years old, sells fine cameras, microscopes, trust and shown the pieces to strangers.
binoculars, and telescopes, as well as Waite may or may not carry the
scale-model trains and ships, and Innsmouth taint: he is 34, and his hair is
superbly-painted toy soldiers. quite thin.
Walters is an active amateur
astronomer, a good friend of Prof. 428: HATTIE'S BOUTIQUE
Billings at the University. His older 428 W Church Street. This store was
brother, Harvey Walters, the celebrated opened in 1926 by the refined (though
New York mystic and scholar, occasionally ill-born) Hattie O'Brian of Boston. Miss
visits Arkham, staying with Timothy in O'Brian is 42. She stocks the store with
the latter's apartment. the latest fashions. She has enough of a
One of Walters' telescopes is of an odd knack at quiet flattery to meet broad
design (successful Hard (ddd) approval in Arkham, and is expert with a
439 Arkham
Strange Aeons
Arkham 440
Paul M. N. Haakonsen
active personal order business. Nearly tenements and almshouses, and remain so
7,000 titles on a wide range of subjects today. Twisting alleys and lanes run
are in stock. Regular shipments arrive between the structures. Some are
from Britain and the Continent. The builtupon an old wharf once used to
majority of their business is with unload raw wool and cotton for the mills.
Miskatonic's faculty and student body.
Malvina Jaywil, 56, is the crusty, 440: THE OLD WAREHOUSES
intelligent owner. Open 8:30 A.M. to 5:30 North side of Main Street, from
P.M., including lunch hour, Monday-Friday. Peabody to West. Constructed in the early
The year 1928 saw the publication of 19th century, these great brick Georgian-
Aldous Huxley's Point Counterpoint and styled warehouses have stood next to the
Lawrence's Lady Chatterley's Lover (the river for a century. Most are unused,
latter's widespread ban included although local businesses rent one or two
importation into the United States). In for temporary storage from time to time.
1929, Jaywil's will offer Hemingway's A Lucky Clover Cartage has recently leased
Farewell to Arms, Faulkner's The Sound a large one.
and the Fury, and Wolfe's Look Homeward, Watermarks five feet above the ground
Angel. can be seen on the sides of these
buildings, scars from the flood of 1888.
435: THE UNIVERSITY SHOP
224 W Church Street. Everything for 441: NEWSSTAND
the male Miskatonic U student – pennants, SE corner of Main and Garrison.
sweaters, blazers, boaters, banners, school Although the two newsstands in town
ties, beer steins, embossed stationery, etc. have much the same fare, the one nearer
the campus is larger and carries more
436: MARSH'S CONFECTIONERY out-of-state newspapers. It also stocks a
172 W Church Street. Fresh candy by the large number of confession, pulp
pound or piece can be gotten here; there adventure, and crossword puzzle
is a soda fountain. magazines, all very popular. Open 6:30 A.M.
to 5:30 P.M., Monday-Saturday.
437: KROGER'S
SW corner of Main and Garrison. Brand- 442: BELL CAFE
name canned and packaged goods at low 132 E Main Street. A clean, friendly
prices. One of the first chain markets. lunchroom featuring better-than-average
cooking: breakfast 25-45 cents; lunch 50-
438: WOOLWORTH'S 5 & 10 60 cents. Comfortable booths line the
110 W Church Street. Nothing in this back wall and front window, and there is
store costs more than a dime, including a counter. Open 6 A.M. to 3 P.M., Monday-
household goods, books, candy, orders Friday.
from the soda fountain, thread, needles,
can openers, and so on. 443: MARKWIL'S THEATRICAL
SUPPLY
439: EASTERLY WAREHOUSES 148 E Main Street. Rent or buy costumes
North of Main Street, from Garrison to and purchase stage makeup, phony beards,
Peabody. These old wood warehouses are moustaches, wigs, etc. Ben Woodward, who
similar to their brothers west of here. owns and operates the store, does regular
Years ago they were converted to business with the many local amateur
441 Arkham
Strange Aeons
productions. His supplies for stage woman, works here. Unknown to family or
effects includes flash powder, chemical co-workers, she belongs to the Evil Coven
fog, and rubber spider webs. (see entry 1007).
Arkham 442
Paul M. N. Haakonsen
since 1824. Father Archibald Bishop but 61-year-old Jasper Benson finds
heads a prosperous and satisfied (even himself hard-pressed to keep up with a
perhaps smug) congregation. new competitor, the Kroger store, on
canned goods prices.
449: CALEB MARKHAM,
LOCKSMITH 453: BARGAIN HOUSE CLOTHIERS
206 E Main Street. An Arkham native, 390 E Main Street. A second-hand
48, Markham makes keys, re-keys locks, clothing store. For the destitute
sells and installs locks and other investigator or for the wise resident who
closures, including small wall safes. He'll appreciates a dollar.
come to your house, but “mebbe not for
three-four days." He is an honest man, and 454: STEWART'S CARAVAN
never performs improper or illegal 211 E Church Street. Owned and
actions. He's expert at opening old chests operated by 32-year-old Gerald Stewart,
and cabinets without damaging them. this store caters to campers and hikers,
Markham has a ferocious temper. The shop activities much in vogue as motor-car
is open 8 A.M. to noon, and 1-5 P.M., ownership widens. Includes tents packed
Monday-Friday. into small trailers.
443 Arkham
Strange Aeons
delivery truck and a smaller van. Time spent investigating the loss of
family pets, small farm animals, and the
458: SEARS-ROEBUCK CATALOG occasional missing child might yield
insight into that mass.
STORE The man is very quiet, never speaking
168 W Church Street. Miss Henrietta unless spoken to. All conversations are
Harrison, 41, manages this small short and grudging. He lives in a culvert
storefront. Things not findable in which once emptied into the river but was
Arkham can be ordered from Sears. Allow blocked off by later construction. Bony
1 to 6 days for delivery of small items, remnants from his meals lie at the bottom
and 1 to 2 weeks for large items. of the river.
Arkham 444
Paul M. N. Haakonsen
445 Arkham
Strange Aeons
“Musketeers". Arkham's second high from the minister of the First Baptist
school, East was established in 1902. Joel Church, he inspected the crumbling
Manton, who accepted the post of mansion of Alijah Billington and chanced
Superintendent of Schools in 1926, was to gaze through the strange, prismatic
the former principal. window in the second floor study. He was
shaken by the event (he saw something
509: BEACON OF HOPE moving) and although he does not think
he would return for a second look, he is
SETTLEMENT HOUSE fascinated by the existence of the
608 E River Street. A Baptist charity window. If investigators raise the
for the destitute, a person can shelter subject, he may be willing to speak about
here until finding work. One room is for it.
men, and another is for women. Prayers,
supper, a blanket, and a cot are provided.
This makes a good if unappealing hide- 511: BLACKSMITH
out, though the police occasionally SW corner of East and River. Though he
inspect here to learn who's new. doesn't shoe as many horses as he used to,
semi-retired Jacob Asker still does a lot
of trailer hitches and other ironwork to
510: G. SCHMIDT, GLAZIER order. People know that they can get
137 N Sentinel Street. Gunther Schmidt quick service from him, and that his
emigrated to Arkham shortly after the hasps and gates and tongues either last
end of the Great War. He operates his or get fixed for free.
shop out of the lower floor of this In a paddock he keeps four saddle
building while he and his family occupy horses, which he rents out from time to
the second. time.
Schmidt is a skilled craftsman trained
in stained glass work and has done
extensive restoration work in three 512: HIRAM THE JUNKMAN
different Arkham churches. 211 N East Street. Hiram, about 60,
Two years ago, following a suggestion makes daily the rounds of Arkham in his
wagon. His horse, Nessie, wears a hat with
Arkham 446
Paul M. N. Haakonsen
holes cut for her ears. As they plod congregate around the Southside Gym, for
along alleys and back streets, he is ever- the moment regarded by both gangs as
vigilant for sellables; he also hauls neutral territory. For the Italian gang,
trash to the dump for a small fee. see entry 720.
In the 40-odd-years he's ridden the
byways of the town, he has witnessed
many strange things, and found even CAMPUS
stranger things in certain people's trash, The campus area is an Arkham
which he may remember for a small fee. Heshowplace. Landscaped and kept
also knows some details of the local immaculately clean, the University
bootlegging operation, and his regular grounds are a cool and shady place for a
inspection of folks' garbage tells him summer walk. Almost all of the
who the best customers are. University's buildings are found here,
The junkman, while friendly, always including the hospital and the field
poses as a dolt. Whether or not house.
investigators can get anything out of Like the merchant district, the campus
him depends on their skillful persuasion.is on low ground which noticeably climbs
He has a special fondness for peach only south of College Street.
brandy and friendly company; perhaps an North of Crane Street and west of West
evening with him could be well-spent. Street is a block of substantial
residential homes, designed in the
Georgian/Federalist style. Many of these
513: DUNHAM'S BRICKYARD large homes are no longer residences, but
500 E River Street. Closed since 1912, are maintained as offices by the
the yard was once second only to the University or other organizations. This
University as the major Arkham employer. block is as wellgroomed as any part of
The brickyard's buildings are boarded up the campus.
and decaying. One shack has an intact College Street contains, besides campus
roof. buildings, many old family homes that
The 'Finns: the name's derived from have been converted to apartments and
Sean Finn, a reference mostly lost on boarding houses, where live most of the
present members of the group, who even Junior and Senior men who do belong to
spell it fins.) They follow O'Bannion's fraternities.
operations with great interest; the West of Boundary Street are blocks of
talented and the obedient can look older, more modest residences. Hill Street
forward to jobs from him as they mature. is an unlit dirt road underlain by a
Gang members indulge in petty foundation of ancient rotting timbers,
thievery and an occasional burglary, but poking up through the road in places.
there's not much to buy in Arkham, and Residents here lack sewers, and draw
there's no fence here who'll trust kids. water from one of three public wells
Mostly they gather on corners and in along the street. This very rustic section
vacant lots, and talk and posture. of town contains many 17th century
The Irish gang feels safest in most of homes, and the families of the
the French Hill district, while the inhabitants have lived in them for ten
Italians favor the lower Southside east generations and more, datable to the
of Garrison and south of Pickman. first settlement of Arkham.
The 'Finns have recently made a
headquarters in an abandoned shack in
Dunham's brickyard. The Rocks often
447 Arkham
Strange Aeons
Arkham 448
Paul M. N. Haakonsen
Arkham civic projects. A saddened alumni clay tennis courts. The baseball team
quickly raised the funds and named the uses the Arkham High School field or The
structure in his honor. Commons field. The main athletic field,
The field house is open from 7 A.M. to 6 including the football field and
P.M., Monday-Friday, and by arrangement bleachers, is a mile and more west of
other times. All the coaches and staff town.
have keys. Facilities are technically Instruction may be individual or as a
closed to the public, but no one much class member. Fees should vary, and be
cares who uses them unless they become somewhat arbitrary.
rowdy or interrupt classes. Department of Physical Education: this
Facilities include classrooms, offices, a healthily-endowed department is headed
pool, squash and handball courts, a by Mr. Donald Kanum, the director. On the
basketball court, mats, and gym staff are football coach Flip Parkinson,
equipment. Adjacent outdoor facilities basketball coach Adam Hopkins,
include a quartermile track with a gymnastics and fencing coach Henry
practice field inside, and two well-used Cartwright, and Douglas Arthur for track
449 Arkham
Strange Aeons
in one sport become assistant coaches in 610: LAUNDRY AND STEAM PLANT
another. 611 W College Street. Industrial
Department of Facilities and Grounds: capacity; does linens, etc., for the
in a corner of the Field House is the University dorms, med school, and
maintenance division of the University, hospital. Some odd things, bundled in
headed by Robert (Bob) Bradbury, 56, a sheets, might turn up here.
former civil engineer. Bradbury is an The steam plant supplies heat and
easy-going, bald-headed man with a staff emergency electricity for much of the
of nearly 20, who clean, paint, clip, University, especially the hospital.
hammer, and oil the University's physical
assets. Bradbury also manages the
University's garage, entry 707, and the 611: ST. MARY'S TEACHING
athletic field, entry 1004. HOSPITAL
450 S West Street. This is Arkham's only
609: SCHOOL OF MEDICINE hospital. It has 165 beds and operates a
676 W College Street. This three-story 24-hour receiving room. The School of
structure, completed in 1910, sits Medicine provides all the residents and
adjacent to and connects with St. Mary's interns; doctors with private practices in
Teaching Hospital. Several wings have the area are associated staff. A doctor
been added, and the structure now who is expelled from hospital association
sprawls over most of the block. It is a has effectively had his Arkham career
short walk to intern quarters on Pickman ended.
Street. An establishment rock-ribbed in its
Over the years the School of Medicine Protestantism, the hospital changed its
and the hospital have intertwined: for name at the behest of the last will and
instance, the head of the medical school testament of Mrs. Mary Elliot Wharton, an
now serves double-duty as chief Episcopalian, who left the trustees
administrator for St. Mary's Hospital. $150,000 for a new wing in 1892.
Facilities include pharmacy and The campus physician is Doc Waldron;
pathology labs, an extensive medical his infirmary and office are in the
library, and modern dissection/autopsy basement of Science Hall. See entry 612,
labs. The Essex County Coroner and subhead “Campus Physician".
Arkham's own Medical Examiner often
make use of the autopsy room and morgue; 612: SCIENCE HALL
they're the best this side of Boston. Miskatonic Campus. Constructed in 1859,
Misfiled somewhere in the library are then rebuilt in 1899, Science Hall stands
some early notes of student Herbert West. three stories high, with hot and stuffy
While not granting any Cthulhu Mythos offices another floor higher, pushed into
knowledge, they may dearly cost the the garret. The first floor and basement
reader who learns about West's early are occupied by large lecture halls and
experiments with animal segments and the School of Biology. The Schools of the
parts. Physical and the Natural Sciences, and
As most medical schools continue to be, the department of Mathematics share
the School of Medicine's philosophy of floors two and three, and they all share
mental disorders is rigidly psychiatric portions of Tyner Annex, together with
and interested only in serious illnesses. the new School of Applied Sciences.
Students train at Arkham Sanitarium. Astor Department of Mathematics: so
called after receiving a long series of
Arkham 450
Paul M. N. Haakonsen
451 Arkham
Strange Aeons
headquartered in the new Charles Tyner The head of the school is Dr. William
Laboratory Annex, the Dean is Dr. Dyer, 50 years old, also the leader of the
Lawrence Abbott, an engineer by training. upcoming Antarctic expedition. He later
The school represents his ambitious leads the University expedition to
dream of a science fully interactive with western Australia. Dyer, who has had
modern society. discussions with Wilmarth and Armitage,
Dominant among the disciplines are has read the Necronomicon.
engineering, electrical engineering, civil Dr. Morris Billings, 28, is the
engineering, and metallurgy. University's token astronomer, teaching
Metallurgist Dr. Dewart Ellery will two observational and two theoretical
test and fail to identify the metal in a astronomical courses each semester, and
statuette of an elder thing brought to helping out the Physical Sciences people
him by mathematics student Walter with a course there in ballistics. The
Gilman. This mysterious piece eventually department owns a well-mounted eight-
finds its way into the Miskatonic inch reflector that is kept in the
University Exhibit Museum. athletic field house, and Billings is keen
In engineering, the rising star is to get a five-inch refractor for
Frank H. Pabodie, who is presently planetary and lunar observation. He
running final tests on a powerful new founded and leads the Arkham
drill of his own radical design. The drill Astronomical Society, featuring field
will take geological core samples during trips as nature allows and occasional
the upcoming Antarctic expedition. He has lectures.
also designed fuel-warming and quick-
start devices for the airplanes they are 613: CHARLES TYNER SCIENCE
taking with him. Pabodie, 32, is one of the
members of this expedition contacted by ANNEX
Wilmarth and Armitage in regards to Miskatonic Campus. The building houses
what might be found at the bottom of the the School of Applied Sciences, along
world. Pabodie reads parts of the with advanced experimental labs for
Necronomicon at their urging. physics and chemistry. The science annex
Faculty-member Prof. Woodbridge, 36, was constructed eight years ago and
has spent time with Robert Goddard, the named after Miskatonic graduate Dr.
liquid-fuel-rocket proponent. Woodbridge Charles Tyner, who, working for a
occasionally launches experimental succession of large corporations, made
rockets from a field south of town. significant discoveries.
Electrical engineer Dr. Hamlin Hayes, a An auxiliary powerhouse within the
young man despite his thin white hair, is annex provides the large electrical loads
presently developing special storage called for by some experiments.
batteries better-resistant to the intense
cold of the Antarctic. 614: COPLEY MEMORIAL BELL
School of Natural Sciences: an TOWER
experimental grouping of disciplines Standing eight stories high, this neo-
like geology, paleogeology, paleontology, gothic stone tower was built in the
astronomy, ethnography, oceanography, memory of three sons who perished in the
and meteorology. Some, such as Geology, Civil War. The tower is the tallest
are full-fledged disciplines; others, like structure south of the river.
oceanography, are the merest shadows of
what they will become.
Arkham 452
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453 Arkham
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no drama classes or other such trade- slightest inkling that the Cthulhu
school intrusions at the University, the Mythos exists.
department maintains a resident director The youngest member of the department
of theater, Mrs. Alice Turner, whose task is Professor Tyler M. Freeborn, scheduled
is to yearly present six worthy stage to accompany the planned Miskatonic
plays for the edification of the expedition to Australia.
community, beginning in November of the Department of Archaeology:
year. Cast and crew are volunteers, and archaeology is a young science and still
receive no academic credit for their work. too headlinehungry to have a good
All must be University students, faculty, academic reputation. The youngish Dr.
staff, or their relatives. Francis Morgan is chairman and the only
Presentations must include “one play fulltime member of the department; he
from the classical Greek theater, two dreams of establishing rigorous methods
works from the reign of Elizabeth, one and standards for all archaeological
stage play written by an American living digs, so that the past is not irrevocably
or dead, one work written by a European lost.
living or dead, and one new play written Morgan was one of the three people who
by a member of the University community, actually viewed the corpse of Wilbur
which may be a farce." Whately. Soon after, he accompanied Prof.
Philosophy Department: a one-man Rice and Dr. Armitage to the village of
affair, nearly out of touch with the rest Dunwich, where he experienced the true
of the universe: 61-year-old Dr. George Horror. He is athletic, skilled with
Kilbraith teaches as if Henri Bergson was firearms, and a veteran of expeditions to
the only philosopher since Thomas primitive locations. He is currently
Aquinas. Kilbraith also offers a taking flying lessons at the Arkham
hopelessly muddled class in formal logic. Airfield and is a member of the Arkham
School of History & the Social Sciences: Gun Club.
this school occupies portions of the Department of Economics and
Liberal Arts building. Its dean is Dr. Sociometrics: this department teaches
Harvey Wilcox, a historian. economics as a theoretical science rather
Department of History: Dr. Martin Fen, than a business course, but does
53, heads the department. He's an expert emphasize as it can the friction of
in European history since Napoleon. reality. Great reliance is placed upon
Though large in quantity of course, much governmental statistics and
of the department is given over to independently-developed information and
required courses in Commonwealth and methods. Harvey Cox has been active in
United States history. gathering global statistics which might
Department of Ancient History: though be used by investigators to trace
presently without a chairman, specialist worldwide patterns of large-scale Mythos
Ferdinand C. Ashley, 36, is expected to activities.
accompany the upcoming expedition to Dr. Anthony Westgate is department
Australia. chairman, but he still defers to Dr.
Department of Anthropology: despite Nathaniel Wingate Peaslee who, until
chairman Abram Bethnell's extensive 1908, was department head.
education and familiarity with the 12 Peaslee, who resides at 590 (formerly
original volumes of The Golden Bough 27) Crane St, is on indefinite medical
and the rather ingenuous works of leave from the University but still acts
Margaret Murray, he has not the as an advisor and maintains an office in
455 Arkham
Strange Aeons
the building. His work is now devoted to pedestal seven feet tall, gazing benignly
wide-ranging research in a number of upon Church Street. A small garden
subjects. surrounds it, complete with benches and
In August of 1908, while teaching a pigeons.
class in political economy, Peaslee was
stricken by a strange amnesia that lasted 617: LOCKSLEY HALL
until 1913. He returned to work for a Miskatonic campus. A graceful red-brick
short time in 1914 but retired soon after, Georgian structure, built in 1779, it's the
complaining of an inability to oldest building on campus. Along with the
concentrate. During this time he was, of present 250-seat auditorium, Locksley
course, possessed by one of the Great Race Hall also contains offices and conference
of Yith who used Peaslee's body for rooms.
research and to make travels across the
globe.
Peaslee, through dreams, has come to 618: THE WEST DORMITORY
recall some of this. Due to these dreams, Miskatonic campus. The West Dorm was
and despite his medical history and built in 1888 and while far from
advanced age of nearly sixty, he has luxurious, it is heaven compared to
asked to accompany a Miskatonic-backed nearby East Dorm – Hell East, as many
expedition to Australia planned in the say. It is occupied by upperclassmen and
next few years. a few sophomores.
Arkham 456
Paul M. N. Haakonsen
457 Arkham
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Arkham 458
Paul M. N. Haakonsen
fell on the Gardner farm that year draws Elder Thing made from an odd blue stone,
no conclusions but lists alarming and the misshapen skeleton of Brown
evidence. Jenkin.
In 1902 the University conducted a
ground survey in the Dunwich area, 625: HOYT ADMINISTRATION
attempting to explain the strange
ground rumblings that have been heard BUILDING
in the area for centuries. 333 W College Street. This three-story
Recent and current copies of the structure, built in 1912, overlooks much
Journal of the American Psychological of the campus. The first floor is used
Society contain articles written by mostly for information, registration, and
Professor Peaslee of the Economics counseling (and contains the offices of
department, written in regard to his the student newspaper) while the second
strange amnesia and the odd dreams that floor holds the bulk of administering
he subsequently suffered. staff. The third floor contains the
Finally, Armitage has forgotten the offices of the president, vice-president,
Celaeno Fragments, a manuscript staff, and some class or conference rooms.
deposited by Dr. Laban Shrewsbury The building is open 8 A.M. to noon, and 1-
shortly before his mysterious 5 P.M., Monday-Friday.
disappearance in September of 1915. A semester's tuition at Miskatonic costs
$455 a semester. A dormitory room costs
$25 a semester. Three meals daily at a
624: UNIVERSITY EXHIBIT dormitory cafeteria cost $87.25 per
MUSEUM semester.
687 W College Street. Constructed in Miskatonic University has welcomed a
1902, this building is open to the public certain number of women since 1879, and
10 A.M. to 6 P.M., Tuesday-Saturday. Among small numbers of church-sponsored
the exhibits is a large natural history students from China, Africa, and
section including a mounted “brontosaur" Polynesia, but 95% of the student body
skeleton and many other, smaller fossils. are white Anglo-Saxon Protestant males,
A series of halls contain geological usually linked with well-to-do, often-
samples, stuffed animals, and dramatic local families.
dioramas concerning primitive man. The University takes seriously its in
(Fraternity legend holds that a date's loco parentis duties, prescribing student
interest in these latter, somewhat under- hours and behavior in detail. Curfews at
clothed scenes betrays her enjoyment of 10 P.M., strict segregation of the sexes,
other primitive behavior.) and enforcement of school traditions are
Examples of Innsmouth jewelry can be normal to the time, but perhaps far-
found in the Folk Arts section. According fetched to those who must fend for
to the story “Dreams in the Witch House", themselves in looser eras. Students who
this year the museum also gains a small fail to rise when their instructor enters
metal miniature of an Elder Thing, the classroom may be expelled, for
broken by Walter Gilman from the instance. When not in classroom or
balcony railing of a prehuman city. library, an unruly student may be
After the collapse of the Witch House confined to his or her room, and a system
in 1931, and aside from books and papers of proctors and hall monitors sees that
turned over to the library, the museum this is done.
acquires an oddly-fashioned sacrificial Faculty and staff must not be merely
bowl and knife, a small statue of an competent, but must be of sound morals
459 Arkham
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and reputation. Those who become day for the worst room; one top-floor
entangled in bizarre situations or become suite commands $50 a night during
the subject of gossip may not last long homecoming and commencement.
at Miskatonic.
Though the University offers only 20 627: ARKHAM SPCA
full-tuition scholarships each semester, 111 W College Street. This new
various private charities and trusts also organization is dedicated to the
offer full or partial scholarships. Those prevention of cruelty to animals; it is
winning them must still work for or well-funded by some of Arkham's most
otherwise pay for room, board, and pocket prosperous citizens. The president, 62-
money. This is not an easy time in which year-old Wilma Peabody (sister of the
to be poor. Mayor), has filed suit against the
Fall semester runs from September to students, who apparently sacrificed dogs
mid-January, with a three-week break in and cats in some ritual. She has hired
December. Spring semester begins either Edwin Cassidy to represent the Society,
the fifth Monday of January or the first and hopes to get rulings which
Monday of February and concludes the eventually will remove domestic animals
second Friday in June. A few tutorial from the status of absolute chattels and
classes or introductory classes required into a new class where death or injury
for graduation are offered during may be promoted only for very restricted,
summer vacation, but never specialized specified causes.
upper-division or graduate-level
instruction.
The Miskatonic University Crier: its 628: HARRIET BOTSFORD HOTEL
enemies call it the Sniveler. The weekly FOR WOMEN
student newspaper's managing editor is 122 W Pickman Street. Partially
Howard Penobscott. He's a Henry Luce fan supported by a trust left by Harriet
and an annoying young trouble-maker. Botsford, this hotel provides large, well-
Skinny, habitually winking through his furnished rooms for single working women
wire-rim glasses, Penobscott prefers at the bargain rate of $ 16 per month.
editorializing to journalism, and glories Strict rules apply, however. Only lobby
in tweaking the school administration. telephones are allowed. Men may enter
Clashes with his faculty advisor and only the front lobby (very nice,
censor, Swanson Ames, are on-going. fireplace, piano). Overnight female guests
Penobscott enjoys nothing more than must be registered and are limited to a
slipping something controversial by Ames, one-week visit. The front door is locked
an oblique and distracted man. Even the at 9 P.M., and no admittances are made
fair-minded President Wainscott finds it after that hour without special
impossible to like Penobscott, though he arrangement. Residents have no lobby
admits that his young nemesis is keys; residents and visitors alike must be
ingenious. personally admitted by manager Abigail
Flint. Any serious violation of the rules
626: HOTEL MISKATONIC is grounds for eviction, and evictions are
200 block of W College Street. Offering quick in Arkham.
the finest and most expensive lodging in
Arkham, it stands five stories tall and
enjoys beautiful prospects across the
Miskatonic campus. Rates begin at $5 a
Arkham 460
Paul M. N. Haakonsen
461 Arkham
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FRENCH HILL
French Hill, surmounted by the dark
spire of Bayfriar's Church, includes some
of Arkham's oldest homes. Still populated
predominantly by Irish, brick row houses,
gambrel roofs, and occasional decayed
Georgian houses of impressive
proportions line the hill. Some houses
perch here precariously, tilting crazily
over the narrow streets. Many of the
lanes and alleys are no more than
flights of stairs that twist upward to
end at dark doorways.
The more prosperous Irish live on the
east side of the hill and down across
East Street in newer, more expensive
homes with small front and back yards.
The north slope of the hill is populated
by the poorest Irish, a few Poles, and
many of Arkham's French-Canadians. The
western slope is mostly poor Irish and a
few Poles.
The Polish district, an area of
clustered gambrel- and gable-roofed
houses, is roughly the six blocks within
College, Peabody, High, and Garrison, on
the southwest foot of the hill.
Arkham 462
Paul M. N. Haakonsen
463 Arkham
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Arkham 464
Paul M. N. Haakonsen
713: SOUTHSIDE BATHHOUSE a stuffy pair and though the rooms are
209 S Peabody Avenue. Though modern spacious and well-ventilated and the
plumbing is slowly eroding this business, food is good, they are nosy about their
warm and comfortable baths are still at boarders. A tenant late for dinner also
a premium in some parts of town. This finds that the meal has been promptly
establishment offers a chance to get put away or disposed of; the Smiths never
clean for only 20 cents. Mornings are offer a snack. There are four other
reserved for women; afternoons are for boarders, including Alain Couzon and Mr.
men. Open 6 A.M. to 7 P.M. Tuesday- Elisha Waite, the goldsmith.
Saturday.
717: SCHOOL OF POSITIVE
714: BAYFRIAR'S CHURCH THINKING
540 E Church Street. This boarded-up, 297 E College Street. As given by Dr.
soot-darkened brick church, built in the Delbert Chanson (“why, a doctorate in
mid-19th century, sits ominously atop Memoryology, my lad"), this six month
French Hill. It has been sealed for course of one night a week costs $50.
generations; no one seems to remember
why. Among the rotting books lining a 718: ST. MICHAEL'S CATHOLIC
basement shelf is a copy of the Cthaat
Aquadingen. CHURCH
432 Lich Street. Founded in 1854 after
purchase of an old Presbyterian church
715: FIRST BAPTIST CHURCH OF and consecrating it as St. Michael's.
ARKHAM Father Paul Sheene presently presides
214 Lich Street. Arkham's oldest over the flock.
surviving church was built in 1743; the He feels uneasy about accepting
towering steeple dominates the skyline. healthy cash donations from Danny
The Reverend Charles Noyes leads the O'Bannion, but his theology is up to the
congregation. Among its charities, the task of distinguishing man from money.
church funds a shelter on River Street Father Sheene used the money for a boy's
for the poor. athletic program to help keep some of
In the late 18th and early 19th the kids off the streets. A sentimental
century the church was headed by the man, O'Bannion regularly confesses to
Reverend Ward Phillips, scholar, mystic, Father Sheene but, a crooked man as well,
and author of Thaumaturgical Prodigies he lies whenever matters get sensitive.
in the New England Canaan. A copy of this
work can be found in the church archives, 719: EBEN S. DRAPER PUBLIC
along with bundles of Phillips' letters,
sermons, and unpublished essays. Records SCHOOL
of births, deaths, and marriages within 373 S Powder Mill Street. Grades 1-8
the church are also here. meet here from the first Monday in
September till the last Friday of May.
716: SMITH'S BOARDING HOUSE
288 Lich Street. This well-regarded 720: SOUTHSIDE GYM
boarding house is operated by Mr. Phineas 348 S Sentinel Street. A sweaty smelling
Smith and his wife, Harriet, both in their place frequented by amateur boxers and
mid-fifties. A second floor room with a handful of semi-professionals. The gym
board costs $49 per month. The Smiths are is owned by Luca Maruzzo, who's also the
465 Arkham
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Arkham 466
Paul M. N. Haakonsen
467 Arkham
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worried for Derby, who has told him some attack of amnesia in 1913. He may have
unnerving things. Upton possesses several learned things from Peaslee useful to
small objects of strange geometric investigators.
character which Derby gave to him.
806: FIRST PRESBYTERIAN
804: WHITECHAPEL NURSING CHURCH
HOME 651 W Saltonstall Street. Founded in
602 W Saltonstall Street. This nursing 1801, the old church was sold in 1854 and
home costs $100 monthly, including meals a new brick building opened that same
and medical care. In-home nursing care, 24 year. Dr. Eben Sutton leads the
hours daily, costs $10 a day. congregation.
Arkham 468
Paul M. N. Haakonsen
808: DR. AND MRS. HENRY this volume among the hundreds of
priapic homages crowding the shelves.
ARMITAGE Also to be found here is a copy of the
417 W Miskatonic Avenue. The fine Zekerboni (in a dialect of Italian). This
Edwardian home of the University Mythos tome was handtranscribed in 1630
library's director. by Pietro Mora, a coven-leader, and now is
probably the only copy. Its existence has
809: STEWART PORTMAN not been reported since 1744. In 1631,
299 W Pickman Street. A handsome, Mora and most of his coven were arrested
sophisticated dilettante, Portman and executed by authorities for alleged
possesses the finest collection of rare complicity in the spread of plague.
books in Arkham, including Tillinghast's. The binding, boards, and pages of the
Many rare and first editions grace his Zekerboni are treated with a contact
shelves. He has a fine selection of poison absorbable through the skin;
illuminated manuscripts. whoever handles the book must make a
Unknown to most, Stewart, 43 and a Hard (ddd) Resilience check against the
life-long bachelor, is a perverted brute. poison, which takes effect in about 30
Should a female whom he desires visit minutes. At first, the reader's hands feel
Stewart, he drugs her (Hard (ddd) numb and cold, then the effect spreads.
Resilience check to ward off the drugs) Failure to resist the poison leads to
and, as the chemicals take effect, has his death in 12 hours. Gloves negate the
way with her. As a cover story, he douses danger. Portman knows about the poison
her clothes with whiskey. but never tells anyone, seeing the poison
Any female investigator who presses as a delectable curiosity, and as
charges meets implacable bias from Judge righteous punishment of thieves.
Randall, who declares at length that no
decent woman would ever visit a 810: TIMBLETON ARMS
bachelor's home alone. Portman says 111 W Pickman Street. This five-story
blandly that she came to see his etchings, building has luxury apartments to rent,
and that honor prevents him from saying starting at $83 a month. The price
more. Since the Portman family is of long includes laundry, maid service, and a
standing in Arkham, the victim's full-time doorman. The penthouse
reputation thereafter is severely apartments go for $120 a month. Gangster
tarnished against Arkhamites, and she is Danny O'Bannion lives in one.
subject to many minor cruelties and
injustices.
Portman has a special gallery of books 811: MAY LADIES BEAUTY SALON
locked in glass cases. This, the largest 122 W High Street. Patronized by
collection of pornography in Arkham's female gentry, it's the most
Massachusetts, would scandalize the expensive salon in town.
citizenry of Arkham; starting rumors
about it would in some measure turn the 812: MISKATONIC CLUB
town against the cad, but unfortunately 411 W High Street. This exclusive men's
not restore the reputation of the club owns its own Georgian mansion. It is
unfortunate victim. always open to members, and a porter is
Among the foul works is a copy of the always on duty. Amenities include a
Revelations of Glaaki. A Formidable library, a billiards room, a commons room,
(ddddd) Perception check uncovers a bar, a small dining room, and three
469 Arkham
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Arkham 470
Paul M. N. Haakonsen
471 Arkham
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Arkham 472
Paul M. N. Haakonsen
even alcohol is barred from the meetings. guest at her supper table.
A benefit of membership is access to Dr. Stanley Malkowski: the kindly
the society's occult library. It includes doctor has boarded here for ten years; he
copies of the Liber Ivonis, the Sussex has a room on the first floor. Dr.
Manuscript, the Ponape Scriptures, the Malkowski is a 59-year-old native of
Eltdown Shards, The Golden Bough, and Poland who works mostly in Arkham's
Witch-Cults in Western Europe. poorer neighborhoods. He performs
Although most of the Society's twenty- services for free. Dr. Malkowski is
odd members are employed, the leader of protective of his community and may fail
the group, Jason Gaspard, is not. Gaspard to report certain injuries to the police
is an intense, charismatic figure who if not in the best interests of his
lives on the membership proceeds. patient. It is also rumored that he has on
Intriguingly, Gaspard has absorbed much occasion performed abortions, a criminal
of the Mythos, but has never learned a offense.
single spell. Although intelligent, and a
reasonably diligent scholar, his style of 908: TARAN HALL
living off the labor of others has made 552 S Powder Mill Street. Taran Hall is
him lazy and indolent. a public banquet hall available for rent
for $10 a day, $15 with chairs and tables.
905: VETERINARIAN It can seat up to 250 people. If this hall
184 E Saltonstall Street. Old Doc is busy, investigators might try renting
Pinter, 69, works out of his home. Bill a hall from a church or school.
Pinter has been Arkham's favorite vet
for years and is familiar with livestock 909: SACRED HEART CHURCH
and pets. If need be, he performs his 554 S French Hill Street. Our Lady of
services free of charge. the Sacred Heart Catholic church was
established in 1891, leasing for a
906: ST. STANISLAUS CHURCH nominal sum a Unitarian building. Father
522 Walnut Street. Established in 1878, Anthony Morency, 54, presides over a
this Catholic church occupies a former mostly-Italian congregation.
Baptist church that could be bought At a recent meeting with ranking
cheaply. The congregation is mostly church officials, he received permission
Polish. There is a daily mass at 7 A.M., to seal over a portion of the catacombs
Saturday confessions from noon to 4 P.M., and the crypts they contain. Unnerving
and Sunday masses at 9 A.M. and 11 A.M. burrowing sounds have been heard along
the south wall: GM's choice as to the
907: SZYMANSLD'S BOARDING origin of the sounds.
HOUSE
574 Walnut Street. Widow Szymanski 910: ELEAZAR'S FUNERAL HOME
owns and operates this cramped, slightly 549 S French Hill Street. This place is
dingy house. A second floor room is owned by Jaspar Eleazar, an
available for $75 a month. Rooms are kept unscrupulous man who overcharges the
clean; the food, while simple and poor whenever he can. He will, for a price,
inexpensive, is well-prepared and tasty. overlook certain oddities about corpses,
Mrs. Szymanski speaks with a thick Polish and (for substantial fees) has twice
accent and the majority of her boarders embalmed corpses lacking death
are Polish. Father Casimir is a frequent certificates. An old rumor has him selling
473 Arkham
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pauper corpses to the University for police are on O'Bannion's payroll and
dissection. fears that they might set him up (not so –
Arkham's police are not yet that corrupt).
911: SIMPSON APARTMENTS Potrello came to the United States in
648 Walnut Street. Small, drafty 1900 at the age of 12, sent here by his
apartments in a poor neighborhood. For widower father to live with relatives in
$30, a second-floor room is available, Arkham. He grew up in Arkham's poorest
next door to Madame Dulagi, the Italian section, working in mills here and
astrologer. in nearby Bolton. By age 18, he led a
Madame Dulagi: for $1, she casts a handful of toughs specializing in
horoscope. What is learned by the muggings and shopkeeper extortion.
investigator is up to the GM; hints about Dismissed from the Army after a few
future adventures within the planned weeks when the Armistice was signed,
campaign are a good idea. The woman is Potrello established an ingenious illegal
less than five feet tall, at least 70, and numbers game modeled on rackets popular
very wrinkled. in New York. The game turned a good
profit. When Prohibition arrived,
Potrello had the capital and contacts to
912: ANTON'S RESTAURANT locally distribute profitable booze from
689 S Powder Mill Street. The best overseas.
Italian food in Arkham. A modest, clean Potrello comports himself modestly,
place; supper can be had for 50-65 cents. and dresses in common working-class
Anton's is frequented by some members of clothes. Most Italian-speakers know of
O'Bannion's gang as well as by Joe him; many admire him. He is a good
Potrello. contributor to the Church, though
professing a belief that his actions
913: THE CLUB contradict. Those he has wronged know
620 S French Hill Street. Unione him as a stern opponent, and fear to
Italiano is on the window. A storefront speak to the police. The police fear him
fraternal organization for Italians only, as a cool, shadowy figure who may
this one sports Joe Potrello as a member. someday become respectable enough that
Here he drinks coffee and wine, plotting the Italians will elect him to the Town
impossible revenges against O'Bannion Council.
and his gang. Numbers and race-betting
operations, both rackets of the O'Bannion 914: TENEMENT
gang, operate here, and stolen items 615 S French Hill Street. By no means
(though not items stolen from Italians) the only tenement on the block, this
can be bought here. The manager is 1840s brownstone has a third floor walk-
Virgilio, who sports “Big Red" as a up available for $14 a month. The
nickname. Rumor has it that O'Bannion building is cramped, dirty, noisy, and the
backs the place, and takes the profits. water and heat are unreliable. Windows
Joe (Giuseppe) Potrello: he's a sorry are drafty and an investigator hears
sight these days, his power ruined, his crying babies, fist-fights in the streets,
influence gone, he has left one loyal and children running up and down the
henchman. Not even the Italian youth- halls. The next-door-neighbor is an
gang, the Rocks, respects him. occasional prostitute, Mona, who also
He knows the O'Bannion mob has him performs petty theft when she can.
marked for death. He also knows that
Arkham 474
Paul M. N. Haakonsen
475 Arkham
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twostory study, where a huge circular property, atop a small island in the bed
window of “many-coloured glass" of a dead tributary stream. A circle of
dominates the western wall. Tall, dust- rough-shaped but carefully placed stones
coated bookshelves line the other walls. surround it.
Books in the Study: a search of the It is built of stones 15 inches thick. It
shelves turns up copies of the Liber stands 20 feet high, and is 12 feet in
Ivonis, De Vermiis Mysteriis, Cultes des diameter at the base. A conical roof
Goules, and Thaumaturgical Prodigies. surmounts the tower. A single arched
A small holographic manuscript headed doorway in the base provides entry.
“Of Evil Sorceries done in New England The interior is hollow. A narrow flight
of Daemons in no Humane Shape" is of crude stone steps curl up the interior
present, at the GM's option. The essay is wall. Chiseled into the wall along the
fragmentary; what's present concerns stairway is a primitive but impressive
sorceries only in early New England. The bas-relief, a design that repeats itself
author is unknown. all the way to the top.
The most important book here is Al-Azif At the end of the stairs is a small
– Ye Booke of ye Arab, a translation or platform that one can crouch upon. An
interpretation of part of the opening in the tower's roof, facing east
Necronomicon, written in crabbed and toward the house, has been sealed off by
meandering provincial English in the a large block of limestone that bears
16th century. some type of Elder Sign. If this stone is
The Circular Window: concentric circles, pried loose, the platform can be stood
split by rays emanating from the center upon, placing the investigator's head
to the perimeter, grow darker toward the above the peak of the roof and leaving
center of the glass. The center is a single most of him exposed.
round pane of clear glass, like the pupil With the stone removed, rites and
of an eye. This window looks westward, incantations can be performed here. To
across trees and a small marsh, directly call the Lurker at the Threshold, an
at a stone tower a few hundred yards incantation must be made thrice and
away. certain diagrams drawn in sand while
Gazing through this window for an standing within the circle of stones. The
extended time induces visions of hazy, Lurker manifests through the opening in
nebulous Mythos scenes with a Sanity the tower's roof and, filling the tower,
damage of 1/2 points for each exposure. pours out through the arched opening,
At night, if the tower is stared at demanding its sacrifice. Pointing toward
through the window, the spirit of long- a nearby village suffices.
gone wizard Alijah Billington may Description of the Lurker: a dark
attempt to possess the character at the formless mass, huge and slug-like but
window. To defeat the attack, the moving rapidly across and through the
character must receive a successful Hard earth. It is not completely material. It is
(ddd) Discipline check. If successful, thought to be a form of Yog-Sothoth.
Billington possesses the character for
his own purposes. The possession is not 1002: SNAKE'S DEN CAVE
strong, however; moving the possessed Southwest of town. The cave appears in
character from the house for 1 to 20 days the south face of Elm Mountain, in the
breaks the subjugation. dark woods just north of the old Carter
The Stone Tower: the tower seen from mansion. Local folk keep shy of the cave,
the window stands in a low spot on the fearing adders (as all poisonous snakes
Arkham 476
Paul M. N. Haakonsen
are known here) or worse, but Randolph and garbage end up northwest of Meadow
Carter played here as a child. Hill, in a big excavated pit. At night the
At the rear of the cave is a fissure place is infested with raccoons, skunks,
which, if an investigator can squeeze oppossums, with an occasional black bear.
through (requiring a Daunting (dddd)
Coordination check) leads to a rarely- 1006: CHAPMAN FARMHOUSE
visited inner cave. This second cave North of town. An old farm near Meadow
contains a pylon of roughly-shaped stone. Hill, it was given up in the late 19th
On the back wall can be seen the faint century and the fields left fallow. The
traces of a carved arch and what looks family rented out the house. In 1904,
like a gigantic hand. This is a Gate Herbert West accidentally burned it to
through which Carter, with the aid of a the ground, and with it his papers and
strange silver key, passed out of this equipment. The farm was then abandoned
world. for two decades. In the last few years,
the Arkham Gun Club has paid the
1003: THE OLD CARTER MANSION arrears and uses a field a half-mile from
Southwest of town. Located along the the farmhouse for skeet shooting. The
road from Boston, the old Carter place ground here is littered with the shards
lies halfway up Elm Mountain on a knoll of countless clay pigeons.
cleared of trees. The mansion has been in
the Carter family since shortly after the 1007: MEADOW HILL
founding of Arkham. Christopher Carter, North of town. This dark hill can be
great-uncle of Randolph, last lived in it. made out from high points in town.
Christopher Carter died shortly after Beyond it is a dark vale wherein stands a
the turn of the century. single white stone, an uncarven monolith
Unmaintained and unlived in, the thought to be older than the Indians. In
entire roof has since collapsed into the this valley nothing ever grows and the
rest of the house earth is barren and compacted.
The stone, long of evil reputation, is
1004: UNIVERSITY ATHLETIC the meeting site of the Evil Coven headed
FIELD by the witch, Keziah Mason. Every May
West of town. This facility is located Eve and Hallowmass the members of the
approximately 1.5 miles west of Arkham cult meet here and conduct unholy
on Aylesbury Street. Here is a football rituals. Last May the Arkham police,
field with stands, a non-regulation along with Essex County deputies, raided
baseball diamond, and a quarter-mile the meeting and scattered it, arresting
cinder track. Anyone is free to use the two mere fringe members. They were
area except during practices. released when no criminal evidence could
Some equipment and additional be found at the scene.
disassembled bleacher stands are stored The Evil Coven: Beyond mere
in two large sheds at the edge of the criminality is a group secretly present
property. in Arkham since the town's beginnings.
The Astronomy Department stores its Still headed by Keziah Mason (along with
eight-inch telescope here. Nyarlathotep in the avatar of the Black
Man), the coven's other members have
changed over the generations.
1005: TOWN DUMP If possible, a child is sacrificed at
North of town. Most of Arkham's trash each meeting; some of the children who
477 Arkham
Strange Aeons
have disappeared from Arkham over the • Robert Czyenck, cult name Regneh.
centuries were victims of this horrible Czyenck is 41 years old, 6'4" tall, and
cult. More often, though, young slaves weighs 275 pounds. He owns the Northside
were offered up beyond Meadow Hill or Market.
filthy urchins were seized or bought in • William Danvers Johnston, cult name
the alleys of Boston, and fetched there Ahmala. Johnston is 54 years old and
to be murdered. vice-president at Arkham National Bank.
The members take care not to associate A central member of the coven for over
except on coven business. The number of twenty years, Mason keeps him second-in-
central members is always thirteen, command due to his intelligence and
including Keziah, though their actual influence. He belongs to the Miskatonic
number varies. All have signed their Club, as well as a number of civic
names in the Book Of Azathoth, in the organizations.
presence of Nyarlathotep. • Abigail LaRue, cult name Tama. A 71-
Members often cultivate a fringe year-old Creole woman who spent much of
follower or two to perform risky deeds her life in New Orleans, she is steeped in
like child stealing or poisoning. Other voodoo traditions and has a high Occult
members prefer to commit their own evil skill. She works as a maid for the Neeley
deeds. Books and cult items are kept in a family, residing in the Neeley's spacious
secret walled-off portion of the attic in home on west Miskatonic Avenue.
Keziah Mason's house. The other (mortal) • Keziah Mason, cult name Nahab. She is
members keep no evidence in their homes. an original Arkham settler, alive today
This secret cult has no connection with because of her mastery of Gates which
the Miskatonic students currently allow her to pass through time and space
charged with sacrificing animals, nor do at will. Mason is the undisputed leader
other town personalities such as Asenath of the coven. See entry 711 for her and
Waite have links with them, nor do folk her familiar's stats.
who may practice white magic or the Old • Edwin White Perkins III, cult name
Religion of the Goddess. Central members Jabal. Perkins is a dilettante residing in
follow. the family's Arkham manse. He is 34 years
• Joe Ambrose, cult name Jergat. He old. At the urging of the coven, he joined
works at Arkham Worsted Mills as a the Eye of Amara Society to learn how
maintenance man, and has a high much they knew of the Mythos. His answer
Mechanics. Ambrose is a single man, was “very little".
rooming at a boarding house on French • Maria Slocum, cult name Shana. She
Hill. works as a saleslady at Hattie's Boutique,
• Harold Beemis, cult name Balazar. A and lives in a nice home with her
tramp, Beemis has wandered and slept in unsuspecting husband, Darrell. She is 32
the Arkham area for the last eight years. years old.
He grudgingly does odd jobs, but prefers • Ellen Whipple Smith, cult name
to beg or steal. His great personal power Camlas. Mrs. Smith is 55 years old, a sweet-
has left him with friendly relations with acting nurse at St. Mary's hospital and a
most of Arkham's police. Beemis is about life-long resident of Arkham. She is a
40, dresses in ragged clothes, and is widow and a psychopathic killer. Some
usually unshaven and smelly. He was deaths at the hospital could be
already knowledgeable in occult before attributed to her, once someone became
coming to Arkham. He usually sleeps in suspicious.
Rivertown. • Daniel Swain, cult name Sugga. Swain
Arkham 478
Paul M. N. Haakonsen
is 41 years old, a teacher at Arkham High community. Potter's General Store was
School. He is married and has two often visited by local farmers such as
children. Ammi Pierce. However, the village was
• Jennifer Tilstrom, cult name Yula. At located along the old road running west
18, she is the youngest central member. out of Arkham and after the meteor fell
The lascivious Swain recruited her; the on Nahum Gardener's farm, the road fell
coven induced her during Beltane rites into disuse. Once a new road, running
in 1928. She lives with her parents. south around the Blasted Heath, came to
• Sheila Torsten, cult name Belag. Just be used, the village economy collapsed.
22 years old, she works at the campus Now remaining are scattered, rotting
branch of Taran's Bakery. She lives with buildings at an overgrown spot along the
her parents. ghost of a road, darks' Corners will be
• James Allen White, cult name Katal. inundated by the planned reservoir.
He's a baby-faced lawyer at E.E.
Saltonstall & Associates. White is 28 1009: GOODY FOWLER COTTAGE
years old and married, without children. Southwest of town. This gray saltbox
The coven is ruthlessly protective. At cottage has stood here since the early
any hint of discovery, they move swiftly 1680s. The home of Goody Fowler, the
and decisively to destroy their enemies. reputed witch, townsfolk swear that not
Careless investigators quickly wind up in a living soul has entered the house since
Christchurch Cemetery. Every central 1704, when Goody was carried out by an
member knows dangerous spells; the most angry mob and hanged.
accomplished ones are walking nightmares Amazingly, the stories are true.
of magic. Everything is as it was the day of
Keziah becomes physically involved Goody's murder more than 200 years
only in the most dire circumstances. If before. A half-skein of yarn rests on the
she does appear, Nyarlathotep may spindle; food dries in the cooking pot; a
accompany her should the GM wish. successful Daunting (dddd) Magic
The following dates are sacred to the check suggests that potent magicks eddy
coven: February 2 (Candlemas), March 20 here still.
(vernal equinox), May 1 (Beltane), June 21
(summer solstice), August 1 (Lammas),
September 23 (autumnal equinox),
1010: THE BLASTED HEARTH
November 1 (Samhain), and December 22 West of town. A few miles from Arkham,
(winter solstice). the Blasted Heath is on the site of the
Beltane and Samhain are celebrated on former Nahum Gardner farm, bordering a
their eves, with a full gathering of the now-unused road.
coven at the white stone in the vale In 1882, a strange meteorite landed on
beyond Meadow Hill; rites are celebrated this property near the Gardners' well.
and a child sacrifice usually offered. Within the year, the family was going to
The other dates may or not be observed ruin and the farm falling to pieces. The
individually, and involve no human livestock soon died or ran off; crops
sacrifices. swelled grotesquely and then died.
Gardner's neighbors spoke of a strange
glow round the farm at night and began
1008: CLARK'S CORNERS to shun the place. After a while, only
West of town. This hamlet has existed Ammi Pierce, one of Nahum's oldest
for at least 150 years, and within the neighbors, dared visit.
last 40 was the center of a thriving
479 Arkham
Strange Aeons
Professors from Miskatonic visited the 86, the only one who remembers (or is
farm soon after the meteor landed, but willing to talk about) the strange days
their test results made no sense. The after the meteorite came in June, 1882. He
meteor soon shrank away and disappeared; knew Nahum Gardner and his family well
a year later the Gardners were all dead. and witnessed their slow decline and
All vegetation died in a five-acre destruction.
patch of ground centered on the farm's
well which crossed the old road at its 1012: CROWNINSHIELD MANOR
southern extremity. Arkhamites soon Eastern end of High Street. This is
abandoned this road, which ran on presently the home of Edward Pickman
through Clark's Corners, and chose a new Derby and his wife, Asenath Waite Derby.
one to the south that avoided the area. Edward, now in his late thirties, is the
Within a few years, most of the old- author of the poetry collection, Azathoth
timers had sold their farms, those closer and Others, a past student at Miskatonic
to the Gardner farm being sooner to University and a life-long Arkham
leave. A succession of French-Canadians, resident. His wife, Asenath, hails from
Italians, and Poles tried their hands, but Innsmouth and carries in her the tainted
none could stand up to the dark Innsmouth blood. She is a graduate of
foreboding aura that seemed to poison Kingsport's Hall School, and attends
the area for miles about. Eventually all classes at Miskatonic University.
the farms were deserted, except for that Derby would prefer to live in the
of Ammi Pierce. Clark's Corners ceased to Derby family house on W Saltonstall
exist. Street, vacant since the recent death of
A fine gray powder now covers acres of his father, but Asenath prefers the
the original Gardner farm, and nothing Crowninshield manor, which they have
has grown in the desolation for more just purchased with her money.
than 40 years. The ruins of the Gardner They keep three Innsmouth-born
farm buildings still can be made out. servants—the aged couple Moses and
Reports concerning the meteorite and Abigail Sargent and a young,
its effects must be filed somewhere at fishysmelling wench, Eunice Babson.
the University, but they seem to have Asenath's body is inhabited by her
been misplaced – perhaps by Armitage. The father, Ephraim Waite, who murdered
remaining eyewitness to the events is an Asenath after forcing her mind into his
old, nearly illiterate Yankee, Ammi own aging carcass. Ephraim/Asenath
Pierce. Pierce firmly believes that one of prefers a male body and thinks Edward
the strange entities from the meteor Derby's would do just fine. Ephraim is a
still lives in the well. member of a secret cult that meets in
Plans are afoot to flood most of this some underground place in Maine. His cult
area, including the Blasted Heath, to name is Kamog.
create a reservoir and a secure water Ephraim/Asenath already effects
supply for the town of Arkham. temporary personality displacement,
often using Edward's body to drive their
powerful Packard up to Maine, to attend
1011: AMMI PIERCE grotesque cult ceremonies. Derby has been
West of town. Often described as a left shaken and paranoid by these
queer old bird, Pierce lives on a episodes and now rarely ventures from
ramshackle farm off the disused road the house. Ephraim/Asenath intends a
that leads to the Blasted Heath. Pierce is permanent transfer; he'll then kill
Arkham 480
Paul M. N. Haakonsen
Derby-while trapped in the Asenath body. three hours a week is $7.50, and the
Derby suspects plots and may or may not course lasts six months.
have confided his suspicions to his Storage space for investigator planes,
friend, Daniel Upton, the architect. as well as skilled maintenance, can be
Asenath and Derby have many occult negotiated.
and Mythos books. Mythos tomes include Harrington charges 25 cents per take-
Azathoth and Others, People of the off or landing.
Monolith, De Vermiis Mysteriis, a Only Prof. Wingate Peaslee of the
Bridewell Nameless Cults, and the Book University currently rents hangar space.
of Dzyan. He keeps here a five-seat closed-cockpit
high-winged monoplane of radical design,
1013: ARKHAM AIRFIELD one which Harrington and his mechanic
East of town. The new flying-field is adore. A prototype of the Caproni 101
owned by ex-ace Stanley Harrington. A (without military fixings), this expensive
Boston native, Harrington downed six tri-motor has Alfa Romeo engines, a
German aircraft in the war before being maximum speed of 120mph, a ceiling of
shot down himself. He survived the crash 20,000 feet, and an effective range of 600
but severely burned his right leg; he was miles.
retired from the Army and sent home. Stanley Harrington: he turned 30 this
After spending a few years barn- year and, despite a severe limp he hasn't
storming, a second near-fatal crash lost his sense of adventure. Carefully
convinced him to settle down, opening greased and hidden away in the hangar is
Arkham Airfield – a short dirt runway, a a .30 machine gun of World War vintage
hangar with doors at either end, two that can be fitted to either of his two
planes, an small office beside the planes, and 5000 rounds of ammunition to
hangar, and a windsock. go with it.
The planes are, respectively, a two-seat
and a three-seat biplane. Harrington will 1014: KINGSPORT HEAD
rent one to a licensed pilot or to someone East of town. This high isolated
who has Piloting of at least 2 ranks. headland, atop cliffs towering hundreds
(Pilot licenses are quite new, provoked of feet above Kingsport, is more easily
partially by barn-storming excesses in reached from Arkham than the town it
other states, a development of which overlooks. Soon to be constructed here is
Harrington disapproves.) a powerful shortwave wireless station to
Renting a plane requires a $50 deposit be jointly owned and operated by
and Harrington's approval of the Miskatonic University and the Arkham
applicant's character. Hourly charges are Advertiser.
$2 and $3, respectively, for the two- The Strange High House in the Mist,
seater and the three-seater. Renters pay also found on the Head, is on the
for gasoline and any damage. Day rates southern tip, overlooking Kingsport
can be negotiated. hundreds of feet below. There are
For $2 more an hour, and without the shuttered windows on the sides of the
cash deposit, Harrington will do the house but the only door faces out
flying. directly over the precipice of the head,
Stanley Harrington is a qualified into empty air. Only birds can reach it.
flight instructor who will teach Piloting The house is a mystical gate to the
to people he approves of, but they must Dreamlands, a fact discoverable only by
have at least Agility of 2. The price for sleeping in the town of Kingsport.
481 Arkham
Strange Aeons
Arkham 482
Paul M. N. Haakonsen
483 Arkham
1.
THE DREAMLANDS
SEND BACK EARTH'S GODS TO THEIR HAUNTS ON UNKNOQN KADATH
Paul M. N. Haakonsen
The alien-like rune seemed to glow Behind your eyelids, inside your mind
with an unearthly hue, like no tattoo and beneath your subconscious, lies
should be able to. He watched in equal another world. It is a fantastic realm
parts awe and terror as the rune started where dreams are real and where
to shift and part, one becoming two, two nightmares prowl just beyond the limit
becoming four, and so forth. Rapidly of vision. These are the Dreamlands of
these strange alien runes multiplied, Earth, a dimension lying just parallel to
each rune different, yet oddly familiar ours. Its fabric exists solely for and is
to him, finding place on his arm as they sustained by the minds of Earth’s
crawled under his skin, like some alien dreamers, human or otherwise.
ant-like creature. Yet he felt no pain, The Dreamlands are, in a sense, an idea
nor any discomfort. formed by men. While a man may die
He heard strange voices, calling out to easily, ideas are much harder to kill;
him in strange tongues. Their voices they live on in myths, legends, and racial
carried along on the winds, but not a memories. So the Dreamlands have
single wind was stirring. The voices were survived through the ages. They have
resonating deep within his troubled witnessed the rise and fall of many great
mind. Calling from everywhere and civilizations of the Waking World. Each
nowhere at the same time. Calling, yet rise and fall has left its mark upon this
whispering. Talking in strange voices unseen world which lies so close to, and
that he could understand, yet not put yet an eternity away from, our own. Yet
any English words to. the Dreamlands are much as they were
The man that was once Willard stood when the minds of the first men conjured
firmly on his legs, his eyes locked on the them forth. They are a realm of the
shifting runes on his forearm. If anyone fantastic and the fanciful, the weird and
was there, they would have seen that his the wonderful, the joyful and the
eyes were black like the eyes of a shark. terrible.
But no one was around, not for miles and So lie back, close your eyes, and dream,
miles. for in dreams all things are possible.
A single word resonated more clearly
among the voices inside his head, a INTO THE DREAMLANDS
single word that was pronounced Though there are a great number of
“Kadath”. He knew not of the place, yet ways to enter the Dreamlands, there are
he felt like he was intimately familiar only two basic methods of doing so. Most
with it. The Willard-thing looked people dream their way into the
towards the stars in the sky above, Dreamlands, but a few actually
raised his arms and bellowed out a sound physically enter that far-away and
that could not possible be uttered from fanciful realm.
a human throat.
He heard another voice in the swirling PERCHANCE TO DREAM
chaos of voices, it called out “Celine”. The most common dream-path into the
Then the voice was silenced, drowned in Dreamlands is down the Seventy Steps of
the myriad of strange alien chanting Light Slumber to the Cavern of Flame.
from the countless voices that called One night, in his dreams, an investigator
out to him in the haze of his mind. may come across a huge stairway leading
The Willard-thing snarled a single downward from whatever ordinary dream
word; “Kadath”. he is having. If the investigator has been
seeking the Dreamlands, he may recognize form of terrible pursuers or some such.
this staircase as the Seventy Steps of Once over the edge the investigator will
Light Slumber on a successful Daunting find himself gently floating downward
(dddd) Magic check. No matter the form past dark shapeless forms, faintly
or setting of the investigator’s current glowing spheres, and laughing winged
dream, the seventy steps always bear the things. Although these shapes, spheres,
same appearance—a highly ornate, almost and winged things may alternately
baroque marble staircase. Furthermore, terrify or amaze the investigator, they
the staircase may appear anywhere. It can not harm him. Suddenly a bright rift
could be inside a building, inside a large will appear in the air before the
vehicle such as a ship, in a cave, or investigator. Through this rift he can
outdoors leading into a hole in the see a fabulous vista of a location in the
ground. The stairs will always lead down Dreamlands. Upon passing through the
from wherever the investigator currently rift the investigator will settle softly
is. to the ground. While King Kuranes
Whether or not he recognizes the arrived in the valley of Ooth-Nargai via
stairway, a dreamer may choose to follow this method, the GM should feel free to
it down. GMs who need to have an have investigators arrive at any point in
investigator descend the stairs and enter the Dreamlands.
the Dreamlands should feel free to move The last of the three primary dream-
the stairs about and have them paths to the Dreamlands is the White
continually appear in the investigator’s Ship. The White Ship only appears to
path (after all, strange things happen in dreamers near the sea. In his dreams, the
dreams) until the investigator either investigator will see a white ship with
chooses to descend or wakes up. Assuming masts and rows of oars approaching him.
that the investigator descends, he will The White Ship glides smoothly over the
arrive in a large cavern with a pillar of waters toward the dreamer no matter
flame stretching from floor to ceiling. what the weather conditions or wind
This is the cavern-temple of the priests direction are. As the ship draws closer it
Nasht and Kaman-Thah. At least one of can be seen that it actually sails
these two priests is always awake to slightly above the crests of the waves.
greet anyone who descends the stairs to Upon the deck of the ship stands a tall
his home. At the far end of the cavern bearded man dressed in robes. He seems to
from this entrance is another set of beckon to viewers to come aboard his
stairs. These are the seven hundred steps vessel. Should an investigator choose to
which lead to the Gate of Deeper Slumber, do so a bridge of moonbeams will stretch
which open into the Enchanted Wood of forth from the White Ship to the
the Dreamlands. investigator. Once on board the ship, the
However, the seventy steps are not the bearded man will introduce himself as
only dream-gate to the Dreamlands. Some the Captain. He has no other name. The
dreamers may find themselves at the edge Captain is most familiar with more
of a cliff in their dreams as did King pleasant regions such as Sona-Nyl or
Kuranes. The investigator will be Ennon, but he is knowledgeable about
overcome with a feeling of curiosity and much of the Dreamlands and can voyage
a sense that no harm will come to him by to any region accessible by water that
stepping off the edge. If need be, the GM his passengers might wish to visit. He has
should feel free to offer some source of even sailed beyond the Basalt Pillars of
inducement to leap off the cliff in the the West twice and successfully traveled
night. Their tunnel-like burrows will bridge in fact spans the nether region
eventually lead any investigator brave between the Waking World and the
enough to crawl through them into that Dreamlands, and when completed it will
region of the Dreamlands’ Underworld serve as a gateway for the creatures of
which the ghouls inhabit. nightmare to enter our world. Even
Another known point of physical entry though incomplete, this bridge could also
into the Dreamlands is found in the serve as a means of physically entering
Enchanted Wood, which touches the world the Dreamlands. Once beyond this nether
of men in two places, though Lovecraft region and into the Dreamlands it is left
states “it would be disastrous to say up to the GM to determine exactly where
where.” The sites of these crossovers are investigators would emerge.
up to the GM – the Black Forest in The most obscure of all these physical
Germany, the California redwoods, gateways, for it is written of in no tome
Transylvania, or Roanoke Island in North or scroll, is perhaps the safest one to
Carolina are likely spots. enter by – and it is not hidden or lost at
One area of the Dreamlands which is all. High above the ancient town of
known to extend into the Waking World is Kingsport there stands the strange high
the dreaded plateau of Leng. It infringes house in the mist. From here, on fog-
upon Central Asia, and it also lies deep shrouded nights, when it seems as if the
in the interior of the Antarctic. Part of house rests upon the clouds themselves,
it may rest beneath upstate New York. the lone occupant of the House can enter
The Mad Arab Abd al-Azrad mentions Leng the Dreamlands. Only the Terrible Old
as a place where myriad realities come Man, who resides in Kingsport proper, and
together. Those who are fortunate enough Thomas Olney, who once visited the house,
to find Leng may stumble into the know of this gateway.
Dreamlands by accident, or they may find It should be noted here that although
an actual doorway. The exact details of these physical doorways do exist, they
entering the Dreamlands via this route are neither easy to locate nor safe to
are left to the GM. attempt to use. Who can say how a ghoul
It is equally dangerous to enter the would react to investigators digging
Dreamlands via the Vaults of Zin, which through his burrows? What threats lie in
are known to cover a large area deep the heart of Leng? Who knows if Atlach-
under the surface of the Dreamlands. In Nacha is once again hungry?
the Waking World, the Vaults of Zin lie
beneath the subterranean ruins of the
largest city in the red-litten realm of WHO CAN ENTER
Yoth, which in turn lies beneath the Although the Dreamlands draw their
underground realm of K’n-Yan, which can existence from the minds of all of
be accessed through the curious earthen Earth’s dreamers, its gates are not open
mounds in western Oklahoma. for all to enter. Even those who enter
Mt. Voormithadreth once stood on the the Dreamlands once may not be able to
ancient continent of Hyperborea, in what do so again. Randolph Carter, one of the
is now Greenland. It contains the greatest dreamers the Earth ever knew,
underground lair of Atlach-Nacha. Here lost the ability to enter the Dreamlands
the spider-being spins a great web-bridge by dreaming when he turned 30. Lovecraft
across a deep chasm. It is rumored that on writes that Carter “had read much of
the day that Atlach-Nacha completes its things as they are, and talked to too
bridge the world will come to an end. This many people. Well-meaning philosophers
had taught him to look into the logical
relations of things, and analyze the Dreamlands via one of the physical doors,
processes which shaped his thoughts and or through the use of an item or spell.
fancies... They had chained him down to The fact that one may not enter the
things that are, and then explained the Dreamlands through the usual dream-
workings of those things till mystery gates does not preclude entering
had gone out of the world... they turned physically. To a scientist the Dreamlands
him... toward the newfound prodigies of may simply be a vast region which has
science.” been, until now, undiscovered and
The Dreamlands are the realm of fancy unexplored.
where many wondrous things are possible. Lastly, the GM should decide how
There is no need to explain why common it is for everyday people to enter
something is; it simply is. However, the Dreamlands. Remember that the
science balks at simple acceptance – it Dreamlands are “of that vaster and more
requires answers and explanations. As an appalling universe of dim entity and
investigator becomes more knowledgeable consciousness which lies deeper than
in the ways of the science of the Waking matter, time, and space, and whose
World he will find it more and more existence we suspect only in... those rare
difficult to enter the Dreamlands by dreams beyond dreams which come never
dreaming until, finally, he can no longer to common men, and but once or twice in
do so. the lifetime of imaginative men.” Even
There are a number of skills of a allowing for the possibility of
scientific, mechanical, or Waking World forgetting everything which one might
nature which an investigator may acquire see or do while in the Dreamlands, if
during a lifetime that can impede the everyone were capable of going there,
necessary innate willingness to accept then the Dreamlands would be far more
the sometimes-queer nature of the Dream widely known than they are.
realm: Driving, Gunnery, Knowledge,
Mechanics, Medicine, Operating, Piloting, BRINGING CLOTHING AND
Ranged [Heavy], and Ranged [Light]. If an
investigator has three or more of the EQUIPMENT
above-listed skills with skill ranks of 4 Dreamlands technology is not that of
or more, that investigator cannot enter the Waking World. In general, Dreamlands
the Dreamlands via any of the standard crafts and mechanical accomplishments
dream-routes. He or she may still enter it resemble Earth’s, but an Earth centuries
physically, or through the use of an item past. Instead of machine-guns, scimitars
or spell, but not dream himself or and bows are the common weapons. Rather
herself there without aid. The person has than railways, most transport is by means
become too much a part of the Waking of sailing vessel or caravan.
World to believe in the Dreamlands on a It is the nature of the Dreamlands
subconscious level. that no object appears there until its
There are some who will never be able reality has been “set” in the Waking
to enter the Dreamlands in their sleep – World. This process takes approximately
investigators who begin with too many five hundred years. Only objects of forms
“worldly skills.” Any character that basically unchanged for that amount of
starts play with 1 rank in four or more time or greater can exist in the
of the above-listed skills, qualify for Dreamlands.
never being able to enter the Dreamlands. Dreamers who travel through the
Again, these people may still enter the Cavern of Flame arrive there naked,
without equipment. One function of Nasht
and Kaman-Thah is to properly garb Dreamlands one night and spend a week
dreamers passing that threshold. To within. He may return the next night to
every dreamer who asks, they provide an find that almost no time at all has
outfit of good clothing, a dagger of passed since he last left. If he were to
whatever style is desired, and three return again the next night he might
loaves of bread, a jug of water, and a find that many months had passed since
hank of spun manna. his last visit, and he might stay many
Investigators arriving in the years. Although the investigator may age
Dreamlands via other methods have their while in the Dreamlands, the effects of
clothing unchanged, but items of gear such aging will not extend into the
not already embedded in the Dreamlands’ Waking World and will vanish upon
reality soon visibly wriggle and twist, awakening. The GM should make time
until in a few minutes they change into within the Dreamlands flow to suit the
Dreamlands equivalents. For instance, a needs of his own campaign.
flashlight might be replaced by an For investigators who enter the
Arabian-style oil lamp or torch, and a Dreamlands physically, time will seem to
revolver might be transformed into a bow pass at the same rate as in the Waking
or a blowpipe. World, and will have the usual aging
If an investigator physically travels effects. For instance, someone who enters
to the Dreamlands and returns his or her the Dreamlands physically for a few
gear does not return to its original form. weeks will be gone from the Waking World
In this sense, the Dreamlands’ reality is for a few weeks; someone who enters the
more powerful than that of the Waking Dreamlands physically as a young man
World. and stays for many years will be gone
from the Waking World for many years
WITHIN A DREAM and will return to it an old man.
Once they have attained entry to the
Dreamlands, investigators will find SANITY DAMAGE
themselves in a world similar to but not A character suffers Sanity damage at
totally like their own. Time runs the normal rate for encountering mythos
differently here, varying from the flow monsters or leaning unspeakable things.
of time in the Waking World and even The means of suffering Sanity damage is
varying from land to land in the world the same as in the Waking World, but the
of Dream. Likewise, sanity gain and loss effects of Sanity damage is not.
is modified, and even death and injury If a character loses more than two
may not be permanent. points of Sanity damage in a single
encounter and also fails an Hard (ddd)
Knowledge check, one Nightmare Effect
TIME IN THE DREAMLANDS (see box below) is suffered. These
Time flows in strange ways in the
nightmares replace both temporary and
Dreamlands. To investigators from the
indefinite insanity. A character who
Waking World it may seem as if a great
exceeds his Sanity threshold is
deal of time, months or even years, has
permanently transformed into the most
passed since their last visit. Similarly, a
appropriate horror the GM can think of.
great deal of time within the Dreamlands
For instance, a person who associated
may pass within the span of one night.
with ghouls might be transformed into a
However, time will not always flow at a
ghoul. The earthly body of such an
set rate; an investigator may enter the
unfortunate goes permanently insane or
the Dreamlands must be much more of Dylath-Leen are good examples of such
pervasive. Without the correct places. They seem much rougher and
presentation, players may feel that they stranger than the solar-hued cities, and
are adventuring in an ordinary fantasy are built of ominously dark basalt, or
roleplaying setting, rather than filled with peculiar inhabitants and odd
exploring the realms of dream. visitors. The descriptions of such
Lovecraft used several tricks to dreadful places as Leng, Sarkomand, or
present his dream world which can also Sarnath also involve another method of
be used by GMs in creating the necessary atmosphere creation: the sly, adroit
feel; his Dreamlands stories are a mine of reference to monstrous things lurking
atmosphere, and reading at least some of beneath or beyond the surface of reality.
these is strongly recommended. They will Witness the descriptions of the wide-
equip you with the full idea of mouthed merchants that come in black
dreamadventuring. While it is easy to galleys to Dylath-Leen, or the fate of
recognize the Dunsanian style used by the old couple in “The Cats of Ulthar,” or
Lovecraft in these tales, it is less easy the bulk of the legend of Sarnath (“The
to understand how the mood is built and Doom That Came to Sarnath”). The
maintained. measured use of this establishes veins of
When Lovecraft describes the cities and Lovecraft’s beloved cosmic horror which
surroundings of central Dreamlands, such can later be tapped when things begin to
as Ulthar, Baharna, and Celephaïs, he go awry. A bookful of examples can be
paints these places in solar hues (red, found in The House of the Worm by Gary
purple, yellow, orange), implying warmth Myers (Arkham House, 1975).
and coziness. He places great emphasis on The workings of real dreams can
delicate beauty or strange curiosities provide profitable play ideas. For
within these towns and cities and instance, investigators at some time may
populates them with contented, undertake a long journey. At the end, the
superstitious folk always willing to give GM tells them that they have reached
a traveler a bed for the night. These their destination, but have no memory of
cities are constructed of exquisite stone the voyage itself. This mimics the
such as veined marble, jade, or porphyry, haphazard flow of dreams, the blending
or choice wood like oak, teak, or of one scene into another, and the
mahogany. He speaks of beautiful scenes: subconscious acceptance that something
singing fountains on wide terraces, has occurred without questioning it.
scented flowers in hushed gardens, and a Every journey should not be like this, if
golden dome upon a hill. Occasionally we only because the GM wishes something to
arrive to see the city bathed in the light occur en route.
of a delicately flushed sunset. Lovecraft Although the role of the GM is
often describes cities as we approach by emphasized in building atmosphere the
ship or caravan, a device useful to players, too, have a responsibility to
atmosphere as it lodges an overall vision maintain and the GM should not be afraid
of the place in player minds, simplifying to tell them so. Remember that secrets
the GM's task later when they actually abound in dreams, oddities should not be
enter. probed too deeply, and not every
In queerer regions of the Dreamlands, curiosity encountered should immediately
the colors enter the lunar spectrum be investigated.
(white, gray, black, ice-blue); the Plateau
of Leng and the dark, uninviting streets
connected to, but separate from the realm. Perhaps it would be possible for
Waking World. such a doomed investigator to escape into
The trick with running unrelated Yuggoth’s Dream-realm and then make his
adventures is figuring out how to way to Earth’s Dreamlands as a way of
integrate them into an ongoing campaign. escaping his fate. The only limit to such
The following suggestions might prove adventures is your imagination.
useful:
The Willard-thing made its way toward At some point the player characters
the lights in the distance. It did not would want to have their investigators
know what it was, but the remnant of leave the confines of Arkham. And while
Willard knew it to be Arkham – where he the map of the United States of America
once lived and worked. There was is indeed vast and have numerous
something in that settlement that called locations to explore, three key locations
out to it, although there was no actual in the H.P. Lovecraft Mythos have been
voice to be heard – neither inside its included. These are Dunwich, Innsmouth
head or outside. But it knew it had to go and Kingsport, naturally. As they are key
there to retrieve the source that was locations in the established stories that
calling out to it. H.P. Lovecraft penned.
The body it inhabited no longer And while these settlements are in no
registered any pain or discomfort. And way as thoroughly detained as Arkham,
the trak back to Arkham took it through they contain enough contents for the GM
a densely forested patch of land. It did to have a foundation to start building
not take notice of the many cuts and on. And that is what the GENESYS system
scrapes that the host body suffered does so well, allowing for the creative GM
from the branches and bushes. Not that to expand and build on the world,
it would have caused it much of regardless of how little or much Game
anything, if it was able to feel. Mastering experience the GM actually
The streets were dimly lit, and there has.
were almost no people on the streets. It was opted not to flesh and pen out
Every now and then, the Willard-thing every single aspect of Dunwich,
passed a corner or a building that Innsmouth and Kingsport in the same
seemed oddly familiar to it; a fragment extend as Arkham, as it would simply add
of Willard's soul still clung on to its too much material to the sourcebook. The
physical former shell of flesh and bone. STRANGE AEONS setting is, naturally,
It passed by a police officer on night intended to be set in Arkham, but the GM
patrol. It sensed that the human spoke should allow, if not encourage, the
directly at it, but it neither stopped or players (and their investigators) to
retorted at the human. It had no time or branch out and visit other locations. If
use for such vermin. not for a change in flavor and
environment, then for a change in
It wasn't before the Willard-thing
available encounters, quests, adversaries,
came to the Miskatonic University
contacts, jobs, and the like.
library that it stopped. Cocked its head
It is your job, as the GM, to be creative
and looked at the massive wooden plaque.
and build upon Dunwich, Innsmouth and
“Mis-ka-to-nic Uni-ver-si-ty Li-bra-ry” is
Kingsport as you see fit. But of course, it
said in a voice impossible for any human
is strongly recommended that you
throat to mimic or produce.
familiarize yourself with H.P. Lovecraft's
It was here that the calling resonated novels (“The Dunwich Horror” from 1929,
from. It was here that it had to be. It “The Shadow Over Innsmouth” (1931), “The
was here that it would found what it was Festival” from 1923, “The Dream-Quest of
searching for. It was here that it would Unknown Kadath” from 1926, and “The
call upon its brethren from a place Thing On the Doorstep” from 1933) in
beyond time and space. It was here that order to capture and understand the
it would shed the last remnants of the essence of the respective townships.
feeble human Willard.
automobiles find their vehicles steadily Horses are little slowed by mud or snow
rattled to pieces by the uneven, and can travel freely on or off the
washboard surfaces and numerous vicious roads. Investigators will probably want
chuckholes. Flat tires are a common to acquire riding horses but older
occurrence as well as occasional broken characters might find horse-drawn
springs or axles. Autos overheat trying buggies more to their liking. Most
to climb the steep hills and have residents of the valley are willing to
difficulty on treacherously narrow rent horses or equipment to investigators
turns. for reasonable fees. Deposits are usually
The unimproved roads are often not required though the renter will be
impassable and the intrepid driver who expected to make good any losses or
attempts to explore these byways is sure damage.
to come to grief. A few Dunwich residents The valley has many animals available
own cars and trucks, generally old and for rent. Most farmers, if they have no
ill-maintained, but most rely on the immediate use for a particular horse, are
horse. Horse-drawn wagons, carts, and happy to rent to the investigators for a
buggies are the commonest forms of little bit of cash. Yankees bid high and
transportation in Dunwich. bargain hard. The farmer will be
In the winter almost all the roads are surprised as well as pleased if
blocked by snow. Buggies are put away investigators don't attempt to haggle the
and sleighs are hauled out from summer price. 20% of the farms have a horse
storage. The county can be counted on to and/or buggy available for rent.
plow the Dunwich Road at least once a Horse Senses: Horses are sensitive
winter but the rest of the time the creatures and can smell a bear or other
township is left to its own devices. large camivore long before humans know
Automobiles are useless in winter and are of its presence. Horses are equally
beller left at home. In the spring the sensitive to paranormal creatures and
melting snow turns the roads to mud, events.
trapping any automobile that dares to
venture out. The roads eventually dry ASKING PRICES FOR HORSES
out but are again made muddy with the ANIMAL / VEHICLE PRICE
onset of the rainy season in April.
Summers find the roads at their most Sway-back nag $1-2
accessible, but even then a sudden heavy Old, servicable mount $2-3
thunderstorm can leave them useless for Healthy young horse $3-4
a day or two.
Well-bred spirited horse $4-5
Exploring the valley on foot is slow
and tiring. The hills and glens difficult Old horse with 2-seat buggy $4-5
to climb. Bicycles can get down roads Draft horse with wagon $5-6
blocked to automobiles but are nearly
Strong tandem with 4-seat carriage $6-8
useless when traveling off the road. Even
on a good road, the steep hills daunt all
but the most athletic of investigators. DUNWICH TELEPHONES
Investigators used to a full-service 24-
GET A HORSE hour telephone system will be in for a
Investigators should soon realize that surprise in Dunwich. The entire township
the fastest and most reliable way of is linked to the Aylesbury Bell
getting around the valley is by horse. Telephone system through a single
switchboard operated out of the house of led a number of locals to spend the
the Gardner sisters. All telephones are greater portions of their lives seeking it
on party lines, some shared by as many as out. Dark caves have been explored, deep
six or eight customers. Most calls must be mine shafts excavated, and even murder
passed though the village switchboard committed in the quest for the Whateley
but calls between customers sharing a gold. Unknown to anyone, the gold was
party line can be accomplished without manufactured by an alchemical process
operator assistance by using a coded discovered by Absalom Whateley in the
system of rings. Official switchboard early 18th century. Costly, and difficult,
hours are from 8 AM to 8 PM but the the secret was passed down through
sisters will connect important or generations of Bishops and Whateleys.
emergency calls at any hour of the day The last to know the secret was Wilbur
or night. Whateley who continued to manufacture
small amounts of gold until his death in
BOARDING OVER 1928. Although evidence of the
Lengthy investigations might suggest manufacture will be found, the secret is
an investigator spend the night in the lost.
village and several residents make a
practice of renting rooms. The price is THE ATMOSPHERE OF DECAY
usually less than $1 and often includes Much of the decay and degeneracy
breakfast. Most homes have only 1 single evidenced in Dunwich can be directly
room to let foreing investigators to stay attributed to the presence of certain
at several different locations. The microscopic spores in the air. These alien
following village residents usually have spores originate from deep beneath the
rooms available: Ellen Hobbes, Widow surface, entering the atmosphere through
Morgan, Allen and Harriet Ames, Jeanne numerous narrow vents, the largest of
and Sarah Kelly, and Carter and Mary which is found near The Devil's Hopyard.
Jackson. Generations of exposure to these spores
has led the people ofDunwich to suffer
THE WHATELEY GOLD from ill health, insanity, birth defects,
A long-standing mystery in the and many olher congenital problems. An
township concerns the fabled Whateley acute dose of spores can result in
gold. In the early 18th century little hallucinations and insanity. Only in a
was thought of the gold coins used for few places on the surface is the spore
trade by the Whateleys. Later, as decades concentration high enough to pose this
passed and the community's fortunes fell, threat. In general, short time visitors to
the fact that some of the Bishops and Dunwich are effected but little by these
Whateleys still used coins minted prior spores.
to the Revolution began to give rise to Various places around the township
speculation. Stories of a secret treasure and in the underground have
horde began to circulate. When concentrated patches of spores dangerous
counterfeiting dies were discovered in to investigators. The first warning sign
the house of a deceased Bishop, of spore exposure is dizziness and a
speculation changed from a possible light-headed feeling but by then it is
buried treasure to a secret gold mine too late and a Hard (ddd) Resilience
that the Whateleys had been tapping all check must be made. Failing the check
these years. results in frightening psychedelic
The fable of the Whateley treasure has hallucinations costing 1/2 points of
Sanity damage. Those driven insane by has suffered at least 1 wound. Once in
the hallucinations act in an irrational the bloodstream the fungus grows
manner, often endangering themselves rapidly, spreading slender filaments
and others. Recovery time, once the victim through the victim's circulatory system,
has been led from the active spore area, making fundamental changes to the
is one minute per t generated on the character's physical makeup and
Resilience check, with a minimum of 1 converting human flesh into a fragile,
minute, although the effects of insanity rubbery material reminiscent of a
might last longer. mushroom. This conversion is swift; one
Investigators can partially protect hour after infection an entire limb is
themselves simply by tying a rag or turned to fungus flesh and in six hours
bandanna across their nose and mouth. the victim totally converted. This
This effectively allows the investigator horrible infection costs the inflicted
to upgrade his Resilience once as long as investigator 2 Sanity damage per hour,
the mask remains in place. every hour - no Sanity check is allowed
The alien spores find to ward it off - until the character
conditions on Earth reaches exceeds his Sanity
inhospitable and they Threshold. There is no way to
quickly encyst and go reverse the infection and
dormant. Only in the only hope of sawing the
certain pans of the victim is by gross
underground, and in amputation of the infected
one place on the limb.
surface, do the spores The converted flesh
find conditions is extremely fragile
favorable to growth. and even a small child
Germinated spores can snap off a victim's
produce a gray, still-living arm or leg.
branching fungus that An insane victim not
proves unidentifiable properly confined
with Knowledge and usually destroys
Survival checks. This himself within hours, a
fungus, besides victim of his own
producing a high panicked rampaging.
number of active Victims safely confined
spores, poses a second could conceivably live
potential danger. for centuries, immortality
Introduction of the being one of the
fungus into the bloodstream, questionable benefits of a
usually by way of an open fungus infection. A mercy
wound, can lead to a deadly infection. A killing is possible but investigators find
character failing a Hard (ddd) the victim does not die easily. Even if
Resilience check is considered infected. chopped to bits, the pieces continue to
In an area with spores, the GM can opt live, brainless limbs flopping and
that any active skill check with a gasping heads mouthing soundless words
ttt or y result may cause spores to for three or four days after
find way to an open wound – this, of dismemberment. Fire or acid destroys the
course, requires that the investigator victim's remains quickly as does stomping
the portions into pulp. found on top of the hills the remnants of
If a character gets the fungus in an an earlier society, rough monoliths that
open wound and fails a Hard (ddd) had been placed atop the hills in
Resilience check, he is infected. The GM circular designs. Before long most of
should ask the player to make this check these old standing stones had been
five to ten minutes of game time after he restored to their former positions and
has been exposed to the infection. If the the hills cleared of the forest growth
check is failed the character feels the that had covered them. Many of these
infected portion of his body going numb. domed hills are still owned by the same
A few minutes later the surrounding families responsible for first clearing
flesh changes color, becoming a bluish- them centuries ago.
grey through which dark red blood Six to ten times a year the rites are
vessels can be seen. practiced atop these hills, bonfires
A drink made from the harvested illuminating naked, cavorting Believers.
fungus is used by the Believers to Their gods are many although rumors
heighten their awareness while the speak of “a horned man" who sometimes
celebrating their hilltop rites. Zebulon attends the ceremonies. An investigator
Whateley, one of their members, knows the who witnesses these rites, or otherwise
single spot in the va11ey where the learns about the cult's practice and
fungus spores germinate and knows how to makes a successful Daunting (dddd)
process the harvested fungus into the Knowledge check or Hard (ddd) Magic
psychedelic drink. check, recognizes a mix of druidic
The spores germinate best in an beliefs, medieval alchemical magic,
atmosphere more acidic than ours. Once American Indian lore, and a smattering of
encysted and dormant, they can survive Greek mystery religions.
for thousands of years. In the late The actual pursuits of individual
twentieth century, the acid rains Believers take many different forms.
plaguing the northeastern U.S.A. pose the Some present-day members actively study
distinct possibility of a sudden blooming contemporary delvings into the theory of
of billions of encysted spores. psychic phenomena including ESP and
telekinesis. Others make use of older,
THE BELIEVERS more traditional magicks, while some
This secretive cult traces its roots pursue inner knowledge. Although united
back to the ancient agrarian fertility by a single belief in the power of the
religions commonly practiced in western forces of nature, individual Believers
Europe before the coming of the Romans. are free to explore this power in
However, the years of exposure to the whatever way they choose, forbidden only
alien spores have brought a more cosmic from breaking the few basic tenets of the
outlook to the cult. No longer cult.
celebrating the regular solstices and Membership in the Believers is for life.
equinoxes, their celebrations now take Although little is actually required of
place at irregular intervals determined members, silence regarding the cult 's
by individual Believers via their dreams. existence is the prime rule. Revealing
These celebrations coincide with stellar the secret rites, the names of members, or
and planetary events too subtle to anything else intended to damage the
predict by ordinary means. cult is punishable by death. This
Led to the valley by visions of a sentence has been executed but only a
paradise awaiting them, the Believers very few times in the last 250 years. A
dreams, using a complex system of gales, study of the stars, trying to correlate
the pilgrims made their way to this their positions with the times and
unknown land far from their native locations of the rites. After several
Hyperborea and settled here. They raised years she gave the project up and now
a great pyramid and many lesser temples studies the intuitive manner recommended
and dwelt here for many centuries, far by Mother Bishop.
from their persecutors. Then one night Anyone initiated into the cult has a
Abhoth awoke and morning found the city chance of predicting the time and place
depopulated, all but a few having fallen of the next rite, by making a Daunting
to Abhoth, and become his food. (dddd) Magic check. This knowledge
Thousands of years later druids comes to the individual in the form of a
fleeing the Roman persecution sailed dream, usually one or two days before
across the vast sea to find the valley the rite is to be held. A certain
promised them in their dreams. They percentage of the Believers will share
converted the Indians they found living the dream and word of the upcoming
here to their druidic beliefs and raised ceremony will be spread amongst the
the stone circles atop the hills that cultists. Because of the unpredictable
covered the now ruined and buried timing of these galherings, the GM is
temples of the Hyperboreans. For several allowed to time them as he wishes,
hundred years this odd civilization introducing them at the most telling or
flourished but again one fateful night, dramatic moments in the adventures.
Abhoth was aroused and, hungry, led the
population of the valley to its doom. DUNWICH VILLAGE
Unguessed at by even the most astute Visitors to Dunwich are taken aback by
of the Believers, the present residents ofthe atmosphere of age and decay that
Dunwich have been led here for the same hangs over the community. Many homes are
purpose. Even now, one of their number abandoned and vacant, those still
treats with Nyarlathotep, lured by inhabited are in ill-repair, long
promises of power and influence. It may unpainted, broken windows stuffed with
not be long before Abhoth awakes again rags. Noxious weeds grow in the yards,
and depopulates the valley. and along the streets dirty children
play in the dust.
DUNWICH MAGIC The bumpy main road from the covered
No one, not even the most experienced bridge swings past Osborn's General Store
of Believers has a full idea of the beyond which can be seen the overgrown
powers found in Dunwich Valley. Attuned Dunwich Cemetery. On the left, slanding
to the movements of stars and planets, atop a hill studded with ancient
the magic is focused through rifts in the headstones, is the collapsing hulk of the
dimensions, rifts upon which the ancient old meeting house, abandoned years ago
Hyperboreans built their temples and the and left to rot. A little farther up the
later druids their rounded mounds and road the village Common lies on the
stone circles. right, overgrown with brush and
Anyone using Magic skill within the untrimmed trees, surrounded by once-
confines of Dunwich add bb to their stately mansions still owned by current
Magic skill checks, given the power of members of the Bishop and Whateley
the ley lines. families.
Marie Bishop, returning from Some of the oldest houses in Dunwich
Radcliffe, for a time made an academic are those grouped around Old Meeting
and China. To avoid running afoul of the trade ships made their final port of call
increasingly restrictive provisions of by the middle of the 19th century.
Britain's Trade Acts, early traders found By then the town's interests had
smuggling their only available recourse. turned to industry, spurred in part by
Illegal cargoes were unloaded far the Marsh gold refinery operated on the
offshore, then secreted into town by way banks of the Manuxet River. But the
of a complex of sea caves and man-made Industrial Revolution never caught fire
tunnels running under parts of the town. in Innsmouth, and the failing fishing
Some of these tunnels, long unused, are industry added to the town's woes. In 1846
supposed to still exist. the town was struck by a plague, believed
By the time of the American to have been carried into town by a ship
Revolution, Innsmouth had grown to a returned from the South Pacific.
community of nearly 2000 people, most of Although little is known of the incident,
them engaged in the shipping and fishing riots eventually broke out resulting in
industries. The town had by then spread the deaths of dozens of individuals. By
to both sides of the Manuxet river, now the time of the Civil War, Innsmouth had
crossed by a bridge built over the gorge fallen into a steep decline, and already
near the location of the present day the number of empty houses was a cause
Main Street. At Bunker Hill, Innsmouth for remark.
was represented by a small band of Today Innsmouth is a shadow of its
stalwart men, but for most of the war the former self, a half-deserted seacoast
town's contributions were in the form of town forgotten by time. Most of its
ships, and the privateers who took them residents are of old stock, rooted to the
to sea. The privateers were authorized by land by time and tradition.
the newly formed American government to
attack and raid ships flying under the THE SECRET HISTORY
flag of England. Privateers signed The true story of Innsmouth is known
agreements that allowed them to keep one only to its residents, and a very few
third to one half of any English booty, outsiders. Vague rumors circulate in
the rest to be turned over to the neighboring communities, and terrible
government and the cause of the secrets are whispered at firesides, but no
Revolution. one guesses the whole truth. The secret
The success of the American Revolution history of Innsmouth begins in the 1820s,
allowed the New England traders free when an uncharted island east ?f
access to the seas and Innsmouth, like Otaheite (Tahiti) was discovered by a
similar ports, prospered. But the War of young Captam Obed Marsh, then engaged
1812, bitterly opposed by many of the on a voyage to China. Marsh here found a
Federalist New England traders, brought tribe of islanders and managed to trade
an end to prosperity. The loss of ships with them for the remarkable pieces of
and men was atrocious and the end of the gold alloy jewelry they wore. Curious as
conflict found an Innsmouth crippled by to the source of the jewelry it seemed
a lack of ships as well as manpower. Some obviously beyond the abilities of the
of the town's most prosperous families natives to manufacture he was told by
were ruined by the losses they suffered the chief, Walakea, that it was given to
in the course of the war. An unfortunate them by the “sea-gods," and that his
series of maritime disasters over the people could get more of it, as much as
next few decades further crippled the they wanted.
town's growth. The last of Innsmouth's Marsh never saw the islanders' dreaded
sea-gods, but he was taken to a nearby family grew, even as that of other
island a tiny portion of land the natives families decreased.
claimed had been thrown up from the At first the jewelry was sold as it was,
ocean floor. The carved stone ruins Marsh but when too many questions were asked
found on the island were unlike anything about its source Marsh purchased the old
he had ever seen or heard of, and he did Waite fulling mill and outfitted it as
not argue with Walakea's claim that they the Marsh Refining Company. Here the
were parts of the sea-gods' city. It was jewelry was smelted down, the impurities
here that the islanders practiced their removed, and the pure gold sold on the
degenerate rites, market. In order to
offering human mask his operation
sacrifices to their Marsh also purchased
sea-gods in return loads of low-grade
for good fishing ore, doctoring his
harvests, safe records as necessary
weather, and for the to cover the profits.
pieces of gold The Marsh family
jewelry the sea-gods continued to prosper.
made. In 1838 Captain
Promising to Marsh voyaged to his
return with more of secret trading place
the glass beads only to discover the
favored by Walakea, village destroyed.
Marsh left the Walakea and his
islands, the gold in tribe were dead
his private chest wiped out by some of
worth more than all the neighboring
the cargo on the res.t tribes who Marsh
of the ship. In his knew feared and
pocket he carried loathed Walakea's
several small metal people. The nearby
discs given to him by island of the sea-
Walakea. The “deep gods was deserted,
ones," as the the natives' altars
islanders sometimes overturned, the
referred to them, ground littered with
lived all over the strangely-marked
world. If Marsh stones bearing five-
dropped the discs pointed stars.
near one of their underwater cities, and Despairing, he returned home, without the
recited the chant the chief had taught gold on which he relied.
him, the deep ones would rise to the Despite the late successes of the Marsh
surface in answer. family, the town was showing signs of
For years Captain Marsh dealt secretly failing. The trade industry was almost
with the islanders, going to great dead, and the fishing was no longer as
lengths to disguise the location of their good as it used to be. Even some of the
home to keep it safe from other traders. factories along the Manuxet had closed
The power and wealth of the Marsh their doors.
It was then that Obed hatched a nearly depleted, was the first to close
desperate plan to rejuvenate Innsmouth. its doors. A short time later it was
Using the metal discs given to him years followed by the Methodist. The Baptist
ago by Walakea, he would attempt to Church held out longer, but after the
contact the deep ones. Out beyond Devil parson mysteriously disappeared, the
Reef Obed cast the discs, muttering congregation disintegrated and it too was
softly the chant taught to him by the left abandoned. Within a few short years
native chieftain. Before long, forms rose the Esoteric Order completely controlled
up from beneath the sea. the spiritual aspect of the town.
At first the deep ones were satisfied to Numerous disappearances throughout this
trade for glass and rubber trinkets, but period went unsolved, although unsavory
before long they demanded more. As had rumors about Marsh and his followers –
the deep ones in the South Seas, these and what it was they did out beyond
wanted their sacrifices – men and women Devil Reef in the dead of night – began
from the town of Innsmouth. to be whispered about. Although a few
spoke out about the disappearances, the
A NEW RELIGION majority were willing to ignore them.
Attempting to meet the deep one's Actual evidence of wrongdoing was scarce
demands, Marsh began subtly undermining or lacking, and most were unwilling to
the religious faith of the townsfolk, risk the prosperity they now enjoyed.
preaching against a god who would do But there were those who actively
nothing to help his people, and hinting opposed Marsh. Matt Eliot, formerly the
that he knew of other gods that were first mate aboard Marsh's Sumatra Queen,
more willing to listen to the needs of had a good idea of the true nature of the
their worshipers. Marsh showed them the horror overtaking the town. It was he who
hands-on power of his religion in the first secretly warned the local religious
form of increased schools of fish in the leaders about Marsh's blasphemous doings.
area. After the churches had closed Eliot
Having suffered through decades of became more vocal, attempting to enlist
recession, many of the hmsmouth folk the aid of John Lawrence, editor of the
began to listen to what Captain Obed had Innsmouth Courier newspaper, along with
to say. Many turned their backs on the other influential members of Innsmouth's
old churches, and more and more began to Freemason lodge. But then Eliot
join the new church founded by Marsh mysteriously disappeared. Lawrence
and some of his loyal followers. This new continued to publish against Marsh but,
church was named The Esoteric Order of in an ironic twist, the by-now depleted
Dagon. Most of their rites were attended Freemasons defaulted on their loan and
by the full congregation, but some were the Masonic Hall was bought out from
conducted in secret, attended only by under them by Captain Obed Marsh. The
Marsh and his most loyal followers. Esoteric Order of Dagon moved in.
Occasional disappearances of townsfolk But in 1846 those who feared Obed
were noted, but little was thought of it. Marsh still outnumbered his followers.
The fishing harvest was increasing, Rumors of countless kidnapings, human
particularly for those affiliated with sacrifices, and other blasphemies too
the Esoteric Order. Others, eager to share terrible to recount were rampant. One
in the wealth, soon joined their friends night a band of men followed Obed and
in worship at the new church run by Obed. ills men out to Devil Reef. A brief glill
The Congregational church, its flock battle ensued, resulting in the arrest of
Captain Marsh and 32 of ills followers, that they now wanted to mate with the
all jailed on suspicion of murder and humans of the town, the same way their
kidnapping. cousins had mated with Walakea's people
Two weeks passed before the people of in the South Pacific.
Innsmouth suffered the retribution of There was no point in trying to deny
the deep ones. Pouring out of the harbor, them; they now held the town in their
swimming up the Manuxet, the horrible scaly grip. Marsh himself was forced to
fishheaded, frog-headed deep ones, the take a second wife, a spouse rarely, if
sea-gods of Walakea, took their revenge ever, seen in public. Other townspeople
on the town. were also forced to assume new
Assaulting the jail, they freed Obed partnerships, prompting a wave of
and his followers. Street riots and suicides, particularly among the
bloodshed ensued, violence female population of the town.
that was to end only when Innsmouth became a place
over half the where the wise asked no
townspeople were questions, and kept
either dead or themselves locked
missing. The offices behind doors at
of the Innsmouth night.
Courier were Thereafter many
destroyed and children born in
editor Lawrence town exhibited
never seen again. what became known
Selectmen and as the 'Innsmouth
constables not look,' the bulging,
allied with Obed watery eyes, broad
likewise were found mouth, scaling skin,
dead, or not found at and shuffling gait
all. that betray the tainted
Innsmouth was now in the blood of deep one heritage.
grip of Obed. Replacing the Those afflicted eventually
murdered officials with men of his own became so bad that they were forced to
choosing, he moved quickly to make sure stay indoors, out of the sight of other,
that the surviving townsfolk spread no normal people. Although their deaths
tales of what had taken place in would eventually be announced, it was
Innsmouth. Stories of a strange plague rarely the case. These individuals, now
and a riot leaked out, but they contained fully transformed deep ones, would
no details. Threatened by the near instead return to the sea to dwell with
presence of the horrible things from the their cousins in the depths.
sea, the few remaining survivors feared Throughout the rest of the 19th
to cross Obed. Over the next few years century Innsmouth's people continued in
most joined, or were forced to join, the their blasphemous ways, some by choice,
Esoteric Order. some without. More hybrid horrors were
born, and occasionally individuals
A BLASPHEMOUS PACT married into unsuspecting families in
But even Captain Marsh did not expect neighboring towns – forever damning the
the next demand that the deep ones made children and grandchildren of such
of Innsmouth. He was shocked when told unions. Obed Marsh ruled Innsmouth as
though a dictator, using the Esoteric and trucks are fairly common, but almost
Order of Dagon as his tool, but always uniformly old and in poor condition. With
obeying the directives of his deep one very few exceptions, the local fishermen
masters. Residents were required to take use boats powered by sail and oar.
the First Oath of Dagon. Selected others Visitors to Innsmouth are relatively
were forced to swear the horrid Second rare. Sightseers, tourists, antiquarians,
and Third Oaths. Its people inbred and and other curious types occasionally stop
decayed, their spirit destroyed by in to see the shunned town, but they
oppression and horror, their sorrow rarely stay long almost never overnight.
drowned in alcohol and forgetfulness,
the town's economy faltered. Innsmouth FINDING INNSMOUTH
began to slowly die. Taking Highway 1A north out of
Obed Marsh passed away in 1878, Arkham, an unmarked junction is found
leaving behind a legacy of horror and that leads into Innsmouth from the
degeneration which poisoned generation south. From Newburyport in the north a
after generation of townspeople. As the similar unmarked road follows the coast
number of hybrids increased, the few before rising steeply to crest Carson's
human residents lost all will to resist, Hill, overlooking the town. The small
and the Esoteric Order over the years towns of Rowley and Ipswich lie west of
relaxed its grip. There was no longer a Innsmouth, connected to the shunned town
need for strict enforcement. by unimproved and rarely traveled roads
that wind through marshes and over
THE PRESENT decrepit stone and wooden bridges. A
Little has changed in Innsmouth over branch rail line leads to Rowley, but was
the last few decades. Its economy abandoned years ago. The rusting tracks
continues its decline, its impoverished can still be seen stretching across the
residents still isolated by harsh terrain marshes west and north of town, raised
and whispered rumor. Schools of fish teem upon an embankment.
in the waters around Devil Reef, but Two small communities lying southeast
competition from the mass-production of the town fall within the jurisdiction
packers in Gloucester and elsewhere have of Innsmouth Township. Falcon Point,
eroded their value. Marsh's gold refinery home to forty or fifty people, is the
still operates, but at only a fraction of larger of these two villages and is found
its former capacity. Few outsiders visit on a rocky peninsula a short distance
the place, and most maps and guidebooks from town. Lying nearer to Innsmouth is
omit any mention of the town. Innsmouth's Boynton Beach, a fishing village next to
only connection to the outside world is a long line of cliffs with a population
the bus route driven by Joe Sargent, one of about a half-dozen families.
of those bearing the Innsmouth look.
Many of Innsmouth's residents enjoys INNSMOUTH TOWNSHIP
gas and electrical service, but many still
rely on candle light and woodburning GOVERNMENT
stoves and fireplaces. There is telephone Innsmouth and the neighboring
service in town, but less than half the villages of Falcon Point and Boynton
townsfolk have their own phones. To save Beach share a township govemment.
money the streetlights are used Annual town meetings are held every
sparingly, and usually turned off during March 15 at the Assembly Hall in
nights of bright moonlight. Automobiles Innsmouth. Elections are held every
three years. Voters choose three shore. The few pureblooded human
selectmen, a school committee, a clerk, a residents are completely under the
treasurer, a tax assessor, and a Justice control of their hybrid counterparts.
of the Peace. All residents of the Those who draw the hybrids' wrath find
township are eligible for office, but their fishing boats holed and sunk, their
those who live outside the town rarely jobs taken away, or fall victim to
even vote. The ·government has long been accidents arranged by the hybrids. The
controlled by the Esoteric Order. Current worst offenders are kidnaped and
town selectmen include Sebastian Marsh, sacrificed to the deep ones, or fed to the
F. Murray Gilman, and Jonas Waite. All shoggoth that dwells in the tunnels and
three are descended from old Innsmouth caves beneath the warehouse district.
families – and all three are tainted by Large gatherings of humans are actively
the blood of the deep ones. All other discouraged. Outnumbered two to one by
elected town offices are held by either the hybrids, the humans are cowed and
the hybrids, or by humans closely defeated, few left with the strength to
affiliated with the Order. The Town retain even the last shreds of dignity.
Constables are appointed by the Many people have chosen to side with the
selectmen and are responsible for tax hybrids or at least pay them lip service
collection and law enforcement within attempting to better their situation. By
the township. aiding the hybrids, humans can assure
themselves of secure employment in the
CRIME AND PUNISHMENT fishpacking houses or other lowpaying
Normal crime in Innsmouth is rare. jobs. Locals seen spending much time with
Kidnapings and murders committed by the outside investigators are sure to draw
Esoteric Order are ignored and covered the attention of The Order, and be
up, and few complaints are made. suspected of collusion.
Similarly, crimes committed by certain Beyond its general air of decay and
powerful hybrids also go unchecked. Town decrepitude, visitors to Innsmouth are
citizens who fall afoul of the Esoteric struck by two things: the furtive,
Order are dealt with in a summary fearful attitude of the normal
manner. There is little resembling normal townspeople, and the openly suspicious,
justice in Innsmouth. almost sinister behavior of those that
Outsiders committing a crime in bear the 'Innsmouth look.'
Innsmouth are subject to arrest and jail.
Although by law felony crimes are the THE INNSMOUTH LOOK
jurisdiction of the Essex County courts, The Innsmouth look is a local term
in practice Innsmouth deals with its describing the odd condition suffered by
problems in its own manner, many of the residents of this town.
pragmatically and in secret. Outsiders Variously blamed on inbreeding, the
arousing the·suspicion of the Order can introduction of foreign blood, orthe
be arrested on any trumped-up charge long-term result of the plague that
and legally held for up to 72 hours. Few swept through in the 19th century, it is
live that long. characterized by large, distended eyes, a
general broadening ofthe mouth, and a
THE SHADOW OVER INNSMOUTH stooping posture. Skin diseases resulting
For nearly as long as any Innsmouth in a scaling, flaking condition often
resident can remember, the town has been accompany it. Later stages of the malady
in the grip of the deep ones living off result in an enlargement of the hands
and feet, and a change in hip structure batwings. Such offspring are believed to
that results in a hopping, shuffling gait. have been touched by the dreams of Great
It is, of course, a result of the Cthulhu and are sacred to the deep ones.
crossbreeding between deep ones and the Often suffering from impaired mental
inhabitants of the accursed town. development, these mutant offspring are
Although most offspring of such unions kept hidden from sight in the rotting
are born as normal humans, changes begin buildings along the harbor north of the
taking place usually in the victim's river. Sanity damage for seeing one of
early teens. By middle age, most hybrids “the beloved of Cthulhu" ranges between
show some form of gross deformity, many 1/2 and 1/3.
retiring to the privacy of their closely-
shuttered homes. Most make the final THE ESOTERIC ORDER OF DAGON
transformation to deep one, and return to Dagon, mentioned in the Books of
the sea. Judges and I Samuel, was the chief deity
But the hybrids do not take to the of the Philistines, worshipped in the
water unprepared. Their physical changes form of a fish-god, merman, or triton. The
are accompanied by an awakening of new name was derived from the Hebrew word
senses, and they are visited in their 'dag,' meaning small fish. Dagon's largest
dreams by other deep ones, sometimes temple was in the city of Gaza, destroyed
introducing themselves as the hybrid's by Samson who pulled the building down
forebears. They are shown vast aquatic upon the heads of the mocking
cities swarming with strange creatures, Philistines. The Bible also tells us of a
and they are taught about life under the “house of Dagon" at Ashdod. Here the Ark
sea. of the Covenant toppled a statue of the
In the final stages the dreams and god and then cut off its head and
mutations intensify until the hands. Later ages found Dagon
hybrid is either driven mad or in the role of an
undergoes the final physical agricultural deity,
change into a deep one. providing a second
Other deep ones may try possible derivation of
to lure the hybrid to the name as Dagan, the
their lairs where they Semitic word for com.
can supervise the final He was worshipped
stages of also by the
metamorphosis. Babylonians under
Approximately 10% of yet another name.
all hybrids do not Further derivations
complete the of the name link it to
metamorphosis and clouds and
spend a normal human rain,implying a
life span as a half- fertility function to
human, half-deep one. the god.
Occasionally hybrid Innsmouth's Esoteric
monstrosities are born, Order of Dagon was
creatures with tentacled founded around 1840 by
faces or arms, sometimes with Captain Obed Marsh and a
long, sinuous fin-tailed bodies, few of his closest followers.
or even flaccid, undeveloped Touted by Marsh as “a new
religion" more effective than the one of the same workmanship and material.
preached in Christian churches, those who This is the jewelry given to the people of
joined soon found themselves rewarded by Innsmouth by the deep ones in exchange
larger catches of fish and more for the human sacrifices they demand.
opportunities within the town. It was Membership in the Order has never been
obvious to many that Marsh's god compulsory, but cooperation is expected
provided its followers with a prosperity of all townsfolk.
and security that the traditional
churches could not match. More THE DEEP ONES
worshipers soon joined Obed's church, and The deep ones living off the coast of
in their new-found prosperity most were Innsmouth are part of ancient race
willing to ignore the ugly rumors believed to dwell in secret underwater
connecting Obed and the Order with the cities in numerous places around the
odd rash of disappearances lately globe. Although sources disagree about
plaguing the town. the origins of the deep ones, they are
The Order has a pyramidal hierarchy. universally recognized as followers and
Those in the lowest ranks are told only worshipers of Great Cthulhu. Although
as much as they need to know. Only those subject to accidental death, the deep
who have achieved a higher status are ones are immortal. Like some reptiles,
privileged to learn the deeper secrets of they continue to grow throughout their
the Order. lifetimes, ancient individuals eventually
The Order conducts weekly mass attaining great size. Those two known as
services, as well as other, smaller and Dagon and Hydra are believed to be the
more private ceremonies. In the early largest, and consequently oldest, of the
days of the Order these meetings were species.
conducted in one of the Marsh warehouses Deep ones practice only temporary
along the waterfront. When the monogamy, and form no true family units.
Congregational Church on New Church Ancestor worship and a deep, abiding
Green became vacant, the Order moved respect for elders is the heart of their
their ceremonies to there. A few years society. All deep ones can trace their
later it moved into its present quarters ancestry back to Dagon and Hydra, also
in the old Masonic Hall. known as the Great Father and the Great
The Order's meetings consist of sermons Mother. This pair, revered by the deep
glorifying Dagon as a sea-god who ones as gods, may not, in fact, be
bestows his benefits directly upon his individuals at all. These names may be no
worshippers. Along with healthy harvests more than titles bestowed upon the
of fish, followers are promised the gift largest and eldest male and female alive.
of eternal life for their children, if Whenever a present Dagon or Hydra dies,
they will ally themselves with Dagon. All its spiritual role is taken by next oldest
is steeped in vague Biblical allegory, individual.
with dashes of Middle Eastern and Deep ones are solitary types, rarely
Oriental occultism thrown in for good forming any lasting relationships. Cold-
measure. blooded, they are ponderous thinkers,
The Order's priests wear voluminous slow to resolve issues despite their
robes of deep blue-green, decorated with intelligence. With eternal life before
embroidered fishes, octopi, dolphins, and one, what could be the rush? The pace of
mellnen. About their heads are strange, their society is a reflection of the slow-
golden tiaras, on their wrists bracelets motion movement of a life spent
contact. More often first contact is in preparation for the far-off day when
accidental, or at the instigation of a the lands will be conquered by those
human who has learned how to contact from the sea.
the deep ones. At first fascinated by the
human creatures, the deep ones establish
amenable relationships, trading their
hand-worked gold for trinkets of rubber
and glass, materials foreign to their
underwater experience. But continued
contact with humans awakens within the
males deeply-suppressed desires. Dreams
of expanding their race begin to invade
the sleep of the deep ones, lurid visions
of conquest and domination. A world
united as one, all worshiping Cthulhu.
Sacrifices are first demanded of the
humans, victims to be tossed to the
waiting claws and teeth of the sea
creatures. Then is made the demand to
interbreed with the humans. By breeding
on the surface, new deep ones will be
raised as humans, safe from the
infanticidal females, expanding the race
start their own businesses soon discover few Yankee fishermen bearing old family
that those venture most likely to succeed names. Next are the Irish, Dutch, and
are those that are based on the dollars other northern European immigrants,
of tourists. Artists find Kingsport followed by the Italians, and lastly the
especially conductive to their work, and Portugese. Few blacks live in Kingsport,
make make a fair living selling and even fewer people of Asian descent.
landscapes and portraits to vacationers. This order doesn't necessarily reflect
The sea breeze and the rolling surf, the actual income or disposition of each
combined with a mild summer climate, seem of these groups, but merely how they are
to bring out the best in an artist. The GM perceived and treated by each other – it
may wish to award small bonuses ot the is the local pecking order.
dreamy folk' income to reflect their
increased artistic sensibilities. KINGSPORT FISHERMEN
Alternately, investigators may decide Most fishermen associate in groups
to work in Arkham while residing in defined along ethnic lines, although
Kingsport, providing themselves with the there are exceptions. However, all but
widest possible range of experiences and the most bigoted and inflexible share
contacts. If all else fails, there is the common bonds of seafaring life. Most
usually a position available in one of own small one- or two-man boats capable
Kingport's factories or on the deck of one of safely carrying three or four people
of the fishing boats. and a good catch of fish. Most are oar-
and sail-powered shallops, open craft
THE PEOPLE OF KINGSPORT high in the bow and stern. Perhaps one in
There is an unofficial but nonetheless ten fishermen carry weapons in addition
easily perceived social hierachy in to the usual assortment of knives, clubs,
Kingsport. At the top of the heap are marlinespikes, and boat hooks. This
members of the old Kingsport families, weapon may be a revolver, rifle, or
including such monied notables as Norton shotgun, as the GM sees fit.
Weiss, Stephen Cabot, Martin Cabot, fish- The Fishermen's Routine: Before dawn,
packing tycoons Brandon Turner and John about 4:30 or 5:00 A.M., the fishermen
Pickering, Mayor John Jacob Hoag, and leave their homes in Harborside and Hill
banker Cyrus Abbott. Next come the Town to make their way down to the
influential professionals, such as wharves. At the docks, they check nets,
attorney Richard Court, Judge Norton traps, and sails. Normally this time is
Bedlow, Dr. Matthew Harris, and Evelyn filled with laughter, curses, and talk,
Mercer of the Mercer Art Gallery. Those and cups of coffee or liquor (or both) to
of slightly lesser stature include folk warm the body against the morning chill
like May Talbot of the Daughters of the and fog. Then the shallops begin to leave
American Revolution and John Miles, the wharves. Rowed out beyond the
principal of Hall School. Below them come breakwater where they can catch the
a multitude of middle and upper-middle wind, they quickly disperse into the fog
class business people like Dr. Enoch lying out past the reef. By evening,
Warren, hotelliers Adam and Lous Tuttle, sometimes an hour or more after dark,
and the majority of Kingsport's better they return to the docks near the fish-
downtown merchants. packing houses. There the catches are
Near the bottom end of the scale weighed and recorded while the fishermen
resides the lower class business people of boast among each other of the day's
Harborside and Hill Town, followed by a experiences. Finished, they tie up their
boats and head for home or the taverns. leniency not often extended to the city's
Now the mornings are quiet. Silent men lower-income residents.
leave their homes a little later and look Though concealed weapons are legel in
out into the fog, wondering if they will this day and age, Kingsport police have
return that night. The morning coffee bene known to confiscate such arms,
doesn't chase off the chills, and what returning them to their owners after the
little conversation there is seems half- person is ready to leave town. Possession
hearted. Checking the nets and traps of explosives and the discharging of
takes a little longer tha nusual, but firearms inside the city limits are both
finally one of the men sets out in his illegal and both excellent ways of meet
boat, chiding the others for their firsthand the various levels of
slowness. The rest of the fleet follows, Kingsport's law enforcement and judicial
but hesitantly. All try to return before systems. Good communication skills are
sunset. Only the damnedest of fools sails useful when dealing with the Kingsport
in haunted waters after dark. The catches police, but no amount of Charm, Coercion,
are smaller, and on return, the Leadership or Negotiation can convince
fishermen's talk and boasts are subdued. an officer tha the person the
The unasked question is always, “Did investigator have just shot and killed
everyone make it back today?” was already dead.
Kingsport's illegal liquor
LOCAL GOVERNMENT establishments are all well-known to the
Kingsport's elected officials include a police, but are left alone. The police,
mayor and nine city council members like most Kingsporters, feel that
(selectmen), all elected to two year terms. depriving the citizens of their taverns
The officers are part-time positions would create more problems that it would
paying only small salaries, but bringing solve. Consequently, Jonas Rigg's Rope &
their holders great prestige, as well as Anchor Tavern and Harry Penn's Billiard
certain amount of power. Mayor John Hall are left to tend to their business.
Jacob Hoag is running uncontested this People frequenting these places have
year, but 1930 promises a full ticket of little to fear from police, but those who
candidates, each claiming they can undo brawl, cause loud disturbances, or make
the damage done by the Great Depression. public nuissances of themselves are
Town Council meetings are held the first quickly taken into custody. A tourist may
and third Tuesdays of every month at get away with a minor transgression or
Talbot Hall, the site of Kingsport's town two, but a resident without influence
administrative offices. likely suffers arrest. Kingsport police
are used to dealing with sailors and
other “hard customers,” and investigators
POLICE AND COURTS who resist arrest can expect a summary
Kingsport's small police force is beating at the hands of Kingsport's no-
busiest during the summer months, when nonsense police force.
the tourist season is in full swing. Most Judge Norton Bedlow presides over
police work involves the issuing of Kingsport's Justice Court, in session
traffic citations, attenting to minor Monday through Friday, beginning at 10
accidents, mediating occasional disputes A.M. Only rarely is there enough business
between tourists and residents, and to warrant an afternoon session.
escorting inebriated vacationers back to Minor crimes and misdemeanors (public
their rented quarters. Police are usually intoxication, disturbing the peace, thefts
lenient when dealing with visitors, a
under $100) are punished by fines or and although his employees usually
short jail terms. Felonies (murder, handle the procurement of the alcohol,
assault with a deadly weapon, thefts when it comes to up-front, physical
over $100) are bound over for trial in matters it is Rigg himself who acts as
the Essex County Court in Salem. State “enforcer”. Anyone posing a threat to
and Federal crimes are tried in their Rigg's operation receives a verbal
respective courts in Boston. warning first. If the interference
continues, the troublemaker is jumped
LOCAL CRIME and beaten the next time he wanders down
Keeping with its sleepy nature, a darkened nighttime alley. If he
Kingsport is relatively free of serious persists, he soon learns that Rigg has no
crime. Murders and major robberies are compunction against murder. The body
very rare. When they do occur, they are will be weighted and secretly dumped at
the talk of the town. Nothing resembling sea. Rigg is brutal, merciless, and always
organized crime exists in Kingsport, gets revenge.
although at least one resident, Jonas Other Criminals: Of the few other
Rigg, deals with the gangsters operating criminals in Kingsport, Alan Zevin is
out of nearby Arkham. Most crime is perhaps the most notable. Zevin's real
minor, the worst an occasional breaking name is Stuart “Keys” Rakatanski, a
and entering or a petty theft. notorious New York criminal believed to
Kingsport police deal with these cases have had a hand in the 1925 robbery of
as they see fit; a Hill Town resident the First Merchant's Bank of New York. He
whose flat is burgled is less likely to has been hiding out in Kingsport ever
see justice done than the owner of a West since, living on his small share of the
Side estate or a summer boarder on last heist and finally opening up his own
Harbor Street. On the other hand, fickle locksmith business. Zevin has so far
Kingsport justice is more likely to arrest proven to be an exemplary citizen and
the same Hill Towner for public has not taken advantage of his
intoxication than the West Sider or situations. Old habits are hard to break.
summer boarder who has just beaten the Other criminals around town include
same wretch for his drunkenness. various lesser sorts: muggers,
Links to Organized Crime: Jonas Rigg, pickpockets, prostitutes, and so forth.
the surly owner of the Rope & Anchor Street gangs exist, youths of Portugese
Tavern, is supplied twice a week with and Italian descent hanging out in
liquor through arrangements made with various places around Prospect Hill. The
Danny O'Bannion, president of Arkham's gangs rarely indulge in crimes worse
Lucky Clover Cartage Company and the than ethnically motivated assaults and
north shore's crime kingpin. Once a week, occasional petty thefts.
Rigg receives a shipment of liquor from a
motorboat, freshly loaded from its HISTORY OF KINGSPORT
offshore rendezvous with a Canadian Kingsport was originally settled in
steamer. The booze is unloaded at the 1639 by farmers and fishing folk hailing
darkened wharves near the fish-packing from southern England and Britain's
houses and trucked back to the tavern. Channel Islands, Guernsey and Jersey. The
Rigg, in turn, deals liquor throughout earliest settlement was centered on the
Kingsport, primarily to Harry Penn, but north shore of the harbor, but soon
also to the Stratton Yacht Club and after, another sprung up in the area
others. Rigg's business is largely his own, between Central Hill and the water.
Although at first nothing more than a there until early in the twentieth
tine self-sustaining fishing village, century. As maritime wealth poured into
Kingsport soon developed into a the town, the area just south of Central
shipbuilding center and eventually a Hill evolved into the community's major
port for overseas trade. Initial trade was merchant district.
with Europe, but when Britain continued During the Revolutionary War,
to increase duties and restrictions, Kingsport was a hotbed of activity.
Kingsport's Yankee sea captains were Serving as home port for countless
forced to find markets elsewhere. Trade privateers, Kingsport sailors were
with the southern colonies led to responsible for the sinking or capture of
explorations of the West Indies and, more than fifty British ships. This,
later, the East Indies, China, and Africa. combined with the fact that newly built
Captains like Ebenezer Tuttle, Stephen Yankee ships were pouring out of
Hall, and Absalom Pickering were able to Kingsport Harbor at an alarming rate,
make small fortunes and founded family led King George to bring his strength to
dynasties that are still influential bear against the town. In 1778, a small
today. fleet of British warships blockaded
In the late seventeenth and early Kingsport Harbor and began shelling the
eighteenth centuries, the small village town. Privateer vessels tied up in the
grew into a thriving town, spreading its harbor were helplessly trapped, and
way around the harbor. The southern several were destroyed by the British
shore was the last to be developed. Early guns. The day was saved when a clever
nineteenth century mansions built there youth named Argus Blaine organized a
rivaled the older Georgian manses group of men to haul several cannons up
clustered on Central Hill. Central Hill to the lower cliffs of Kingsport Head.
itself was the site of the town's first Training the cannons on the besieging
meeting hall, and later the site of the ships, the valiant Kingsporters were able
great Congregational Church that stood to drive the invaders off. Kingsport's
struck without warning, destroying all town's older folk snorted at the though
the boats and leaving only one survivor – of outsiders overrunning quiet old
a young boy named Danny Houghton later Kingsport, the tactic proved successful.
found drifting north of Rockport Attracted by a number of rental homes
clinging to a piece of wreckage. Although built along the south shore, the tourist
for many years it was held that the trade grew quickly; soon becoming a major
Kingsporters had been killed by jealous part of the town's economy.
Innsmouthers guarding their fishing When Cabot was reelected to a second
grounds, Danny Houghton has always term, he turned his efforts to the
maintained that he and his companions funding and building of a modern
were the victims of a sudden storm. hospital. The crumbling old
Kingsport had its last real economic Congregational Church was purchased and
boom during the Civil War, when the torn down, a project that drew
Tuttle and Illsley shipyards supplied surprisingly little complaint from local
numerous new vessels for the Union cause. historical groups who were, no doubt,
Most of the men of Kingsport who familiar with the church's unsavory past.
contributed to the Union war effort took It was reported in newspapers that the
their places aboard ships. All told, demolition had uncovered a number of
seventeen Kingsporters lost their lives strange burrows, but these were quickly
in this war, all of them at sea. buried over by spooked and superstitious
In the years following the war, it workmen. In 1912, and on schedule, the
seemed even the sea had turned against new hospital was opened to the public.
the town. Kingsport was ravaged by a Kingsport's tourist trade continued to
series of great storms that struck the grow at a steady pace. Even during the
area in the years 1878-1888. Many years of the Great War, business remained
buildings were damaged and more than a fairly active. Kingsport contributed
dozen lives lost during this period. The dozens of men to the war effort. Of these,
last and worst of these storms struck in seven never returned home. They are
1888, washing shallops ashore as far as commemorated on a plaque mounted
Turner and Howard Streets and blowing outside the city offices at Talbot Hall.
down the steeple of the then-abandoned
Congregational Church on Central Hill. KINGSPORT TODAY
As the twentieth century began, it Kingsport's flourishing tourist trade
seemed that Kingsport's luck would not has attracted a contingent of artists,
change. The 1905 typhoid epidemic that most of whom dwell here only during the
struck Arkham visited Kingsport as well, summer months selling landscapes and
talking more than a dozen lives. But the portraits to the visiting tourists. All
following year saw the election of find the fresh air and ocean conducive to
retired sea captain Stephen Cabot to the their work, but a select few find the
position of mayor. Under his capable town's dreamy, ancient atmosphere so
guidance, the town began its resurgence. stimulating that they have taken up
One of Cabot's first steps was to tap the permanent residence. At first scorned as
already blooming tourist industry in New parasites and bohemian troublemakers,
England. Surely a town so unchanged from the artists have now earned a certain
its seventeenth-century origins – and a degree of acceptance by the townsfolk,
sea-going town at that – would be of who were perhaps encouraged by the
interest to vacationers with a taste for amounts of money these people spent in
nostalgia and history. Though some of the stores and on rents.
Although the sea still plays a large earthly bounds and promises of life
part in Kingsport's economy, the fishing after death. They honored the dark power
fleet dwindles year by year. Competition of the flame god with horrific
from major packing plants, such as subterranean rites of necromancy and
Gorton's up in Gloucester, has put a crimp corpse-worship.
in the business of the local packers. Many The god they called Tulzscha
of the fishermen, finding the corporate manifessts itself on Earth as a large
packers paying better prices, have moved pillar of living flame, sickly-green in
their shallops on up the coast. The color. Aided by its cultists' hellish rites,
Tuttle shipyard has long been closed, but it feeds upon the dead as they lay
the Illsley shipyard continues to rotting in their graves, drawing
operate, still owned by the original sustenance through the agency of the
family. They do a steady business grat bloated grave worms that haunt the
building pleasure craft, mostly sailboats ground wherever Tulzscha appears.
and small power yachts. In return for this nourishment,
Despite a renewed prosperity, Tulzscha rewarded his worshippers with
Kingsport still lags far behind the times. life after death. When the grave worms
People prefer to do things the old- devoured the corpse of one deemed
fashioned way; washboards are often used worthy by Tulzscha, the soul of the dead
in place of modern machines, and candles person was consumed as well. The cultist
light the windows of homes where there is could live on, crawling through the
as yet no electrical service. At best, onlyunderground as a writhing mass of worms
one out of six Kingsport families owns an or, by allowing the worms to inhabit and
automobile. animate a corpse, pass as human.
It was not long before some of the
THE KINGSPORT CULT descendants of the cultists discovered
The earliest members of the Kingsport the caves lying far beneath Central Hill.
cult arrived here in 1639 and 1640, Here they renewed the rites practiced by
accompanying the Channel Islanders who their ancestors, and unknown to anyone,
first settled the area. These families – they celebrated their blasphemous
the Courts, the Waldens, and the Fishers – ceremonies, all the while posing as
had dwelt on the Channel Islands for respectable citizens, attending church
only two generations- Their forefathers services and town meetings, never giving
had but recently migrated there from their neighbors cause to suspect them. As
somewhere in the south of Europe. Indeed, generations passed, members intermarried
these families had altered and with other Kingsport families and the
anglicized their names before moving to cult spread. By 1692, nearly one person in
the Islands. Unbeknownst to their ten had some kind of connection with the
neighbors, they had been driven out of extended sect.
their homeland after they had been One cultist who turned away from
discovered to be worshipping a secret and worshipping the Green Flame was William
evil deity; a god of cold green fire that Bain, an adventurous and scholarly
dwelt in the great caverns beneath seaman born of one of Kingsport's
Lombardy and Languedoc. founding families. During a voyage to the
These worshippers had learned the West Indies, he discovered a cult similar
secret joy of ultimate corruption, not to Kingsport's. From them, he learned some
just of the soul, but of the form itself. of the more unsavory aspects of the god
Such corruption brings release from to whom he had paid homage for so long.
He returned to Kingsport in 1685, only to accusations. Before the end of the year,
sell his property and move away from dozens of people were accused and
town. Relocating himself on the highest arrested. Thirteen of them were convicted
point of Kingsport Head, he built himself of necromancy and grave robbing and
a modest house. From this isolated spot were hanged to death.
wrapped in dreams and mist, Bain set In the early 1720's, rumors of the
forth on a series of mystical journeys to secret cult surfaced once again. Now it
alien lands, aided by secrets he had was being said that the cult's dead didn't
learned during his eartly travels. He stay dead, but continued to live,
never returned to Kingsport, and as years inhabiting dark burrows riddling the
went by, he was largely forgotten by the ground beneath Central Hill. Some said
town. Even now the eternal resident of that at night the dead emerged to wander
the “Strange High House” is only the streets of Kingsport. A report that
referred to as “the One”. old Tobias Crabbe, a long-dead
As the cult spread through Kingsport Congregational minister, had been seen
and rumors of its dark practices lurking about the churchyard on Central
increased, the stories of necromancy and Hill only added fuel to these stories.
grave robbing finally became so acute Things finally came to a head in the
that some people refused to bury their winter of 1722. During a mass meeting of
dead in the consecrated ground of the cult held in the much-maligned
Central Hill. They instead interred their Congregational Church, a nimbus of
dearly departed in a hastily defined sickly green light appeared in the night
graveyard atop a small hill west of town. sky above Kingsport, bathing the town in
Suspicions were also raised about the its spectral glow. The appearance of the
mysterious nocturnal gatherings held in light was followed by a slow rumbling
the Congregational Church atop the hill. and growling from the ground below. The
Dozens of people would be seen entering valiant mayor, Eben Hall, gathered
the church, but never a sound was heard together a contingent of armed men –
coming from the structure – nor was a shiphands, captains, and other townsfolk
lamp or candle ever lit. – and surrounded the church to await the
In 1692, amidst the fever of the Salem eventual emergence of the cultists. At
witch trials, the rumors turned to dawn, when the worshippers finally
stepped forth, they faced sixty leveled his guns upon the officials. In the
muskets. Taken into custody, more than resulting brief battle, Corben's ship, the
three dozen people were eventually Hellene, was sunk, carrying with it all
charged with breaking and entering, hands and its cargo.
unlawful assembly, and grave robbing. Lingering traces of the old cult can
Fines, imprisonment, and banishment were still be found in Kingsport if one knows
levied against those found guilty. Those where to look; the Strange High House
accused of leading the rites were tarred, looms overhead to the north, still
feathered, and driven from town. Some inhabited by its unseen occupant. In the
members, not present on the night of the waters off Kingsport Harbor lies the
raid, escaped accusation, but there were rotting hulk of the Hellene, its strange,
too few of them, and they were too unholy cargo still intact – and alive. The
fearful to ever meet again in ritual seventh house on the left on Green Lane
ceremony. The cult's backbone had been still stands, formerly the home of a
broken. powerful cult member. And sinister things
Certain books and other suspicious still crawl unseen in the burrows
items seized in the raid were destroyed, beneath Central Hill, waiting for their
while others were confiscated and time of renewal.
delivered to law enforcement and
academic officials for study and storage. THE CULT TODAY
The Congregational Church was closed for The Kingsport cult still exist in 1928,
a few weeks while extensive work was though on a very subdued level. Only a
done on its foundation and interior, most few members of the Cult of the Green
notably the sealing of crypts below the Flame currently reside in Kingsport,
church. Of those cultists who served out perhaps as few as a dozen souls. Several
their jail terms, a surprising number other cult members travel the world
chose to remain living in Kingsport, pursuing the various obsessive hungers
spending their lives subject to scorn and that drive them. The Kingsport cult
resision. The disbanded cultists met no seldom convenes en masse except to renew
more and lived out the rest of their the solsticial rites of Tulzscha, when
lives in quiet humiliation. Tulzscha's even its most far-flung members may
power waned. By the nineteenth century, return to the ancient town for the
the cult's presence in Kingsport was Festival.
little more than a memory. Two types of Green Flame cultists exist
One powerful member of the cult who in Kingsport. The majority are normal
escaped the raid was Captain Douglas human beings who have gained knowledge
Corben. Despite the exposure and of the cult by research, accident, or, most
dissolution of the cult, Corben continued commonly, ancestry. These individuals are
to seek otherworldly secrets, exploring utilized when the cult has to deal with
little-known corners of the West Indies the everyday public, whether gathering
in search of knowledge and power. In information or dealing with lesser
1731, Corben returned from the islands enemies. Most of these “public” cult-
carryin in the hold of his ship a members will be lesser sorcerers at best,
strangely glowing object taken from one but as they prove their usefulness their
of the primitive native tribes he had awful masters may reward them with
encountered. When Eben Hall, then additional arcane knowledge. Eventually,
Customs Inspector, demanded to board the upon death, these lesser cultists may be
incoming ship, Corbed refused and turned resurrected back into the fold, becoming
the second type of Green Flame cultist. creature entry is available on page 325.
The more dreadful members of
Tulzscha's cult are the massed
graveworms that have devoured the
human remains of a dead Tulzscha
cultist; these writhing charnel masses
carry the soul of the dead cultist, giving
him or her a particularly ghastly form
of eternal life. These are the cult's most
powerful sorcerers, some of whom may be
centuries old. There may be only a
handful of these so-called “Crawling
Ones” in Kingsport; because of their
appearance the Crawling Ones usually
dwell in the endless burrows hidden
beneath the city, venturing forth only
on the rarest of occasionas. Some Crawling
One cultists, however, may inhabit living
bodies so they can have access to the
outside world – for whatever reason;
Israel Soames is one example of such a
cultist, and others may be created as the
GM sees fit – and a Crawling One standard
C SKILLS
WOUNDS
AGILITY GENERAL
STRAIN
C
CAREER RANK
Z Athletics (BR) BBBBB
Z Cool (WILL) BBBBB
STRAIN
Z Coordination (AG) BBBBB
Z Discipline (WILL) BBBBB THRESHOLD
INTELLECT Z Driving (AG) BBBBB CURRENT
C
Z Mechanics (INT) BBBBB
STRAIN
Z Medicine (INT) BBBBB
Z Operating (INT) BBBBB
Z Perception (CUN) BBBBB
CUNNING Z Piloting (AG) BBBBB
Z Psychoanalysis (WILL) BBBBB SANITY
C
Z Resilience (BR) BBBBB
Z Skulduggery (CUN) BBBBB
SANITY
Z Stealth (AG) BBBBB
Z Streetwise (CUN) BBBBB THRESHOLD
WILLPOWER Z Survival (CUN) BBBBB CURRENT
Z Vigilance (WILL) BBBBB
C
SANITY
COMBAT
PRESENCE CAREER RANK
Z Brawl (BR) BBBBB CRITICAL INJURIES
Z Gunnery (AG) BBBBB DDDD
Z Melee (BR) BBBBB
Z Ranged [Hvy] (AG) BBBBB DDDD
DEFENSES Z Ranged [Lgt] (AG) BBBBB
DDDD
CZC
MELEE SOAK RANGED
CAREER
KNOWLEDGE
Z Knowledge (INT) BBBBB
RANK
DDDD
DDDD
MAGIC
CAREER RANK
Z Magic (INT) BBBBB
SOCIAL
CAREER RANK
FLAW
MONEY
C C C C
Talent Active Talent Active Talent Active Talent Active
C C C C C
Talent Active Talent Active Talent Active Talent Active Talent Active
C C C C C
Talent Active Talent Active Talent Active Talent Active Talent Active
C C C C C
Talent Active Talent Active Talent Active Talent Active Talent Active
The STRANGE AEONS setting contains 531 pages of eldritch knowledge with:
7 archetypes • 159 careers • Merit/Flaw System • 1 New Skill • 503 Talents
1920's Slang • Cultist • 1920's Gear, Equipment, and Vehicles • Travel Rules
Expanded Magic Rules • Expanded Fear/Horror Rules • Sanity Rules
Crafting Rules • Artifacts and Alien Devices • 64 Mythos Deities
95 Adversary Entries • Arkham Expanded Guide • The Dreamlands Guide
Dunwich Guide • Innsmouth Guide • Kingsport Guide