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Page 1: Call of Cthulhu, Quick Start Rules

Kauze Silva (order #3449750) 189.10.64.234

Page 2: Call of Cthulhu, Quick Start Rules

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Call of Cthulhu Quick-StartCall of Cthulhu Quick-StartQuick Start Rules for the

Call of Cthulhu Role-Playing GameIncludes the popular adventure “The Haunting!”All contents copyright © 2012 by Chaosium Inc.

written by: Ben Monroe, Sandy Petersen

additional material provided by: William Jones

evil marketing & propaganda: Dustin Wright

interior illustrations: Andy Hopp, Yurek Chodak, Bryan Reagan

cover art: Gene Day

editorial: William Jones

layout: Deborah Jones

Chaosium is: Charlie Krank, Dustin Wright,

Meghan McLean, Fergie, Nick Nacario, Aaron Waters, & various odd critters

The Great Old Ones ruled the earth aeons before the rise of humankind. Originally they came from thegulfs of space and were cast down by even greater beings. Remains of their cyclopean cities and forbiddenknowledge can still be found on remote islands in the Pacific, buried amid the shifting sands of vastdeserts, and in the frigid recesses of the polar extremes. Now they sleep — some deep within the envelop-ing earth and others beneath the eternal sea, in the drowned city of R'lyeh, preserved in the waters by thespells of mighty Cthulhu. When the stars are right they will rise, and once again walk this Earth.

Call of Cthulhu is Chaosium’s classic roleplaying game of Lovecraftian horror in which ordinary peopleare confronted by the terrifying and alien forces of the Cthulhu Mythos. Call of Cthulhu uses Chaosium’sBasic Roleplaying System, easy to learn and quick to play. This bestseller has won dozens of game-indus-try awards and is a member of the Academy of Adventure Game Design Hall of Fame. In 2011 Call ofCthulhu celebrated its 30th anniversary. In 2003 Call of Cthulhu was voted the #1 Gothic/Horror RPG ofall time by the Gaming Report.com community. Call of Cthulhu is well-supported by an ever-growing lineof high quality game supplements.

You Too Can Cthulhu!All you need to play Call of Cthulhu-Quickstart is this book, some dice, imagination, and your friends.

Chaosium Inc.Chaosium Inc.For a complete guide to all

Chaosium publications & news, please visit www.chaosium.com

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Horror. Terror. Fear is at the core ofour existence. Horror stories are acatharsis for the dread we hold in our

souls on a day-to-day level. Call of Cthulhu is agame that lets you explore that fear, bringing mon-sters and terrors out into the daylight, and fightingagainst them for the sake of soul and sanity.

If you’ve played other roleplaying games(RPGs) before, then you have an idea of how itworks: A group of players sit around a table anddescribe the actions of their characters, while oneplayer (the game master, or “keeper” as he is knownin Call of Cthulhu) guides the story along. It is likean interactive novel where one person tells thestory, and the players take part in the story.However, Call of Cthulhu is different from mostother RPGs. In Call of Cthulhu, the players portrayordinary people cast into extraordinary circum-stances. You have no magic weapons with which toassault the dark things of the world. You cannotcount on the local king sending armies of minionsto your aid. You simply have your wits, yourcourage, and your skill to fight the horrors of theCthulhu Mythos. In its simplest form, Call ofCthulhu is a game about heroes: heroes who realizethat the world is crawling with alien terrors bent onthe destruction of humanity, and who take thatfight back to the abyss itself.

The simplest metaphor for a game of Call ofCthulhu can be likened to the fairy tale of the LittleDutch Boy. The dam had a crack and the LittleDutch Boy had to stand there with his finger in thehole to keep the water from flooding out anddestroying the nearby town. However, instead ofhow the original tale played out, imagine that onthe other side of that dam is a bloodthirsty shark,which is gnawing away at the Dutch Boy. He losesone finger, so he must put another one in. Then he

loses another finger, and another. The hole is get-ting bigger, and he must stick his entire arm in, andthe shark keeps biting. But if he fails, if he leaves hispost, the dam will collapse, and many lives will belost. And so he stays, resolute in his convictions. Hemay die, but humanity will live because of him.

This booklet gives you all the information youwill need to create a character for the Call ofCthulhu roleplaying game, as well as a briefoverview of how to play the game. Many of thegame’s details are glossed over here simply because

Introduction

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“The oldest and strongestemotion of mankind is fear.”

- H. P. Lovecraft

What’s a Cthulhu?The Call of Cthulhu game is inspired by the“Cthulhu Mythos” stories of Depression-era author H. P. Lovecraft and his imita-tors. Cthulhu is the name of a tremendous-ly evil, alien priest/god/monster which fea-tures in many of Lovecraft’s works, mostnotably, “The Call of Cthulhu”. Countlessstories have been written over the yearsexpanding on his creations. Pulp authorssuch as Robert E. Howard and RobertBloch extrapolated Lovecraft’s ideas intotheir own. Current horror writers such asClive Barker, Stephen King, Kathe Koja andCaitlin R. Kiernan show a clear influencefrom Lovecraft.

If you’ve never read any of Lovecraft’swork before, you have missed out. PenguinBooks has two collections of his work thatshould get you started. “The Call ofCthulhu and Other Weird Tales” and “TheThing on the Doorstep and Other WeirdTales” should give you a good introductionto his work.

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Call of Cthulhu is a game of mystery. If the playersunderstand too much of the goings-on behind therules, this can break the atmosphere of tension nec-essary for a good mystery.

Once you’ve played a game or two, you willprobably want to take a look at the full rules for Callof Cthulhu, which are available from any good gamestore, most large bookstores, or directly from us atwww.chaosium.com. To create your character, youwill only need three ordinary six-sided dice. To playthe game, you should invest in a full set of polyhe-dral dice. At least one of 4, 6, 8, 10 and 20-sided diceare needed to play the game.

Creating AnInvestigatorTo play Call of Cthulhu you need tocreate a character. Characters in thegame are called “investigators” because they prima-rily spend their play time investigating the horrorsof the Cthulhu Mythos. Creating your character issimple, and outlined below. It will be helpful foryou to have a piece of scratch paper handy, or ide-ally a Call of Cthulhu character sheet. There is onelocated on page 311 of the rulesbook or you candownload one for free at www.chaosium.com.Click on “Free Downloads” then “Character Sheets,Keeper Forms, and more.”

The Primary Attributes

To begin, a Call of Cthulhu character has seven pri-mary attributes. Each of these attributes isdescribed below, as well as the number of dice youroll to determine the value of each attribute.

Strength (STR) measures the raw physical poweryour investigator can bring to bear. It influences theamount of damage he can deliver with a punch orkick, as well as his grip, or ability to lift heavy items.Roll 3 six-sided dice and add them together todetermine the value for STR.

Constitution (CON) is a measure of the hardinessof your investigator. It influences the amount ofdamage you can take before going unconscious ordying as well as how resistant you are to diseases

and poison. Roll 3 six-sided dice and add themtogether to determine the value for CON.

Dexterity (DEX) is a measure of your investigator’sagility and speed. Roll 3 six-sided dice and addthem together to determine the value for DEX.

Size (SIZ) is a measure of your investigator’s phys-ical mass. It influences how much damage you cantake, as well as how much you can deliver. Also, as ameasure of your investigator’s weight, it influencesthe ability of horrible monsters to pick him up andtoss him around the room. Roll 2 six-sided dice,

add them together, and add 6 to that total todetermine the value for SIZ.

Intelligence (INT) is an indicator of yourinvestigator’s cunning and ability to makeleaps of logic and intuition. Roll 2 six-sideddice, add them together, and add 6 to that

total to determine the value for INT.

Power (POW) is a combination of personal mag-netism, spirit, and mental stability. It influencesyour character’s ability to cast magical spells, as wellas his resistance to the sanity-blasting horrors ofthe Cthulhu Mythos. Roll 3 six-sided dice and addthem together to determine the value for POW.

Appearance (APP) measures the physical charmand appeal of your character. Roll 3 six-sided diceand add them together to determine the value forAPP.

Education (EDU) is a measure of the knowledgewhich your investigator has accumulated throughformal education, or the venerated “School of HardKnocks.” Roll 3 six-sided dice, add them together,and add 3 to the total to determine the value forEDU.

Before play begins, you may swap around anyattributes which use the same dice to determinetheir value. In other words, you could swap any ofthe values for Strength, Constitution, Dexterity,Appearance or Power with each other. You couldonly swap Size and Intelligence with each other.Education remains static. If the rolls you get foryour investigator are abysmal, you should considerrerolling a few. The average attributes should bearound 10-11, if you have too many lower than

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that, you should pick one or two to reroll. Note thatoften playing a character with substandard attrib-utes can be just as satisfying as playing one withexceptionally high attributes. It all comes down tocreating a character with whom you are comfort-able.

The Secondary Attributes

There are a number of attributes which are deter-mined after you have figured the attributes above.These are Idea, Knowledge, Luck, Damage Bonus,Magic Points, Hit Points, and Sanity.

Idea is simply your INT score multiplied by 5.This score is used as a percentile roll to give yourinvestigator information, or to make leaps ofdeduction in certain situations. Percentile rolls willbe explained later in the “Game Systems” chapter.

Knowledge is your EDU score multiplied by 5.This score is used as a percentile roll to show howyour investigator’s education and training givesinsight certain situations.

Luck is your POW score multiplied by 5. TheLuck roll is often used to give your character a lastchance in a crisis situation, or to cause bad things tohappen to the only investigator in the group to failthe roll.

Damage Bonus (DB) is how much extra dam-age your investigator does with a successful close-combat attack. Add your STR and SIZ and consultthe Damage Bonus Table to find your damagebonus.

Magic Points (MP) are equal to your POW. MPsfluctuate up and down as you cast spells or activatearcane alien devices. If your investigator’s MPs everfall below 0, he or she is rendered unconscious.

Hit Points (HP) are determined by adding SIZand CON together, then dividing the total by two

and rounding up. As your investigator takes dam-age from combat or other events, your HPs willdrop. If you drop to only 2 HPs, your investigator isrendered unconscious. If he hits -2 or lower, he orshe is dead.

Sanity (SAN) begins at a level equal to yourPOW score multiplied by 5. Circle the value thatcorresponds to this number on the charactersheet. This score is used as a percentile roll thatpresents your investigator’s ability to remain stoicin the face of horrors. As you face the horrors ofthe Cthulhu Mythos your SAN score fluctuates. Itcan rise above its starting level, but can never behigher than 99 minus the value of your CthulhuMythos skill (q.v.).

Occupation and Skills

At this point, you should have anidea of what your investigatordoes for a living. This choice ofoccupation will influence theselection of skills for your character. To begin with,choose an occupation. Anything you think wouldbe interesting to play is valid, but you should con-firm this with your keeper. Some favorite occupa-tions in Call of Cthulhu are Professor, TreasureSeeker, Occultist, and Ar chaeologist. However, theoccupations are only limited by your imagination.

Once you have select an occupation, you shouldlook at the list of skills on you character sheet.Choose 8 skills which are appropriate for yourcharacter’s chosen occupation. These are yourOccupation Skills. The Call of Cthulhu rulesbookcontains a fuller explanation of occupations andoccupation skills.

You now have to assign percentile points to theskills on the character sheet.

NOTE: no skill can start play with a rating higherthan 75. No character can add points to the CthulhuMythos skill during character creation. It is assumedthat all beginning characters are ignorant of thethreat of the Mythos.

You multiply your EDU score by 20 to get the num-ber of points to spread among your OccupationSkills. Add any number of these points to the eightskills you chose. Each skill on the character sheetalso has a number in parenthesis next to it. This isthe Base Chance that every investigator has withthat skill. Any points you add to a skill add to its

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Damage Bonus TableSTR + SIZ DB

2 to 12 -1D613 to 16 -1D417 to 24 +025 to 32 +1D433 to 40 +1D6

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Base Chance. For example, if you add 15 points tothe Conceal skill (Base Chance of 15) you wouldhave Conceal: 30.

After selecting Occupation Skills, select yourcharacter’s Hobby Skills. These are skills that yourinvestigator has acquired over the course of his orher life. To determine how many points you have tospend on them, multiply your INT score by 10.Divide those points among any skills on the sheetyou would like (again, you can’t put points intoCthulhu Mythos). Note that you may wish to save afew skill points to buy combat skills such as Gun,Sword, etc.

Final Touches

You now have something that looks like a finishedcharacter. Go back to the top of the sheet, makesure you have a name, sex, age, and all the otherinformation filled in. Look over the charactersheet and taking one last look at all the skills,attributes, etc. which you have generated.From looking over all this material, youwill begin to get an idea of whothis character is.

You might want to fill outsome notes on your investigator’sbackground and personality.Who is he or she really? Wheredid she grow up? What is his family like?The more time you spend thinking aboutyour character, the more he develops a per-sonality.

The GameSystem

Playing the Game

In a roleplaying game, there is no winner or loser.You all win if everyone has fun telling a good, mov-ing tale. You lose if no one has fun. To keep thingsmoving along during the course of the game, and toadd that spice of risk and improbability, you occa-sionally will be called on to roll dice to determinethe outcome of critical events. Generally, SkillChecks may be called for by the keeper in stressfulsituations. Walking down a clear hallway on a pleas-

ant evening is not a stressful situation. Runningdown a rubble-strewn corridor in pitch black dark-ness while being chased by howling, slaveringghouls is.

The following section outlines the basics ofplaying a game of Call of Cthulhu.

Dice Rolling & Skill Checks

Different types of polyhedral dice are used to deter-mine the outcome of events in a Call of Cthulhusession. You should be able to purchase a set ofthese dice in any good game store. You will want atleast one each of 4-, 6-, 8-, 10-, and 20-sided die.You will also want to pick up dice referred to as“percentage” dice. These dice will have ten sides

numbered “10, 20, 30, etc.” Dice nota-tion in the game is simple.You will always know whattype and number of dice toroll when you see some-thing like “1D6” or “3D10.”

The first number is the quanti-ty of dice to roll. The second number(after the “D”) tells you what type.So, “1D6” means to roll a single6-sided die. “3D10” tells you to roll

3 ten-sided dice and add the values.If you ever see something like

“2D6+6” that means to roll 2 six-sideddice, add them together, and then addsix to that sum.

For the most part, dice are rollednormally: roll the dice called for in therules, and read the uppermost num-ber. One of the most common rollsyou will make is a “percentile” roll.

All skills, as well as Idea, Know, Luck, andSanity rolls start with a percentile roll. To do this,roll a percentile die as described above, and a regu-lar ten-sided die. Then simply add the two numberstogether. If the number you rolled is equal to orunder the skill listed on your character sheet, youhave succeeded.

Example: Jane is rolling to see if her character spots azombie sneaking up on her in a dark graveyard. Shehas a “Spot Hidden” skill of 45%. She rolls the twodice, getting a 60 on the percentile die, and 3 on theten-sided die. Adding them together, she gets a total of

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63, well over her skill of 45%. She never sees the zom-bie coming.

Generally, the keeper for your game tells you whenyou can attempt a skill roll.

Additionally, when you successfully roll a givenskill, put a check mark in the box next to it on yoursheet. You can only get one check per skill per gamesession. At the end of the evening’s session yourkeeper generally will tell you to “roll for skillincreases”. At this time, roll percentile dice againstany checked skills. If you roll over the value of theskill, you can add 1D6 points to the skill’s value. Inother words, the more you know about something,the harder it is to learn anything new, or get anybetter.

The Resistance Table

On occasion, you may need to roll a testthat’s not covered by the skills on your sheet.In this instance, you will look at your characteristicsand determine which is best to use, and then matchthem against a value set by the keeper on the resist-ance table below.

For example, let’s say your character with a STRscore of 13 is arm-wrestling with Burly Bob, whohas a STR of 18. You look up your STR of 13 on theResistance Table as the “Active Characteristic” thenlook up Burly Bob’s as the “Passive Characteristic.”The value where both axes of the graph meet is thenumber you need. If you roll equal or under thatnumber, you have succeeded.

However, let’s say your character is barrelingdown a rubble-strewn hallway in a musty tomb. Apack of ghouls are running behind him, hungry forhis tasty flesh and organs. The keeper might tell youthat you have to make a resisted DEX test against adifficulty of 14 or you trip and fall. In this case,match your DEX as the active characteristic againstthe passive value of 14. If you succeed, you keeprunning. If you fail, you fall, and are probablydoomed.

The keeper could also call for a test of yourDEX against the DEX of the ghouls to see if theyovercome you. In this case, you’d roll just as whenfacing off against Burly Bob, but using DEX insteadof STR.

Sanity

The horrors ofthe Cthulhu Mythosthreaten the mind as muchas the body. The psychic shockfrom encountering the alien ter-rors of the Mythos is one of the pri-mary dangers that characters in the gamewill endure. Investigating mysteries in a Callof Cthulhu game takes a dreadful toll on the sani-ty of investigators, and eventually leads to madness.

Whenever you encounter the horrors of theMythos, or come across something mundaneyet horrific (such as stumbling across your best

friend’s mutilated corpse) you make a percentileroll against your current Sanity score. If you rollover your current Sanity, you lose a greateramount of Sanity points. If you roll under, you willlose less, or none. The Sanity loss is generallydescribed for an event as something like “0/1D6” or“2/1D10.” The number before the slash mark tellsyou how much Sanity your character loses if herolls under his current SAN score; the number afterthe slash is how much your character loses if youroll over your current SAN.

When confronted with sanity-blasting eventsyour keeper will ask you to roll the percentile dice,and then will let you know how much SAN you losedepending on whether you succeed or fail.

Regaining lost Sanity is a long, arduous process.You may have to check your character into an asy-lum, or seek other forms of psychotherapy to getthose points back. Generally, at the successful endof each scenario you should get a few points back asa reward. Additionally, when you raise a skill above90% through experience, you get a few pointsadded to your Sanity as well.

As your SAN score slips lower, your characterbecomes less and less stable and his ability to func-tion decreases. Full rules for Sanity are not includ-ed here, but your keeper will let you know theeffects of this degradation when you play the game.

Combat

Combat in Call of Cthulhu is dangerous. When con-fronting the horror of the Mythos it is generally agood idea for your character to run away. Avoidconfrontation all together. Sometimes there is no

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other choice than to go in, guns blazing, and makethe best of it.

The rules for combat in Call of Cthulhu are sim-ple. When a combat occurs, all investigators, as wellas characters and monsters controlled by the keep-er, act in order of their DEX scores. The highestDEX goes first, followed by the rest in descendingorder.

A combat round in Call of Cthulhu is timedvaguely, and is best described as “long enough foreveryone to do one or two interesting things.” Theflow of the round is best controlled by the keeper,and hard and fast rules for movement and actionsare not part of the game. The keeper should simplygive everyone a chance to do something quicklywhile being aware of the narrative flow.

When it comes time for you to attack, youchoose a target, roll the dice, and consult the appro-priate skill. If you are shooting with a gun, youmight have “Rifle50%”, and youwould use thatskill. If you aretrying to punchor kick, you usethe appropriatelynamed skill. Aswith all skill rolls,you roll percentiledice and try toroll equal to orless than the des-ignated value onyour charactersheet.

If you succeedin the roll, you hit

your opponent and do damage appropriate to theweapon you are using. The Weapon Table givessome sample damage values. Note that most meleeweapons (i.e. a weapon you use in close combatsuch as a knife, brass knuckles, or even your fists)also adds your character’s Damage Bonus to thelisted damage.

When a hit results, roll the damage dice andsubtract that total value from your target’s total HitPoints. Some targets have armor, or resistances thatreduce the value of the damage. This causes them tolose fewer Hit Points. Such protections are rare forinvestigators in a modern setting, but most mon-sters you will face probably have some sort ofarmor.

If your investigator suffers damage, mark thosedamage points on the Hit Points box on the inves-tigator sheet. Note that as soon as he or she isreduced to 2 or fewer Hit Points, that character fallsunconscious. Below -2 Hit Points, he or she dies.

Recommended Books& MoviesThe following books and films should get you inthe proper mindset to play a game of Call ofCthulhu. Obviously, you do not have to be familiarwith any of these before playing the game, but ifyou are so inspired, so much the better.

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Books &Stories

H.P. Lovecraft

The Dunwich Horror

The Shadow Over

Innsmouth

At The Mountains of

Madness

The Thing on the Doorstep

Herbert West: Re-Animator

Caitlin R. Kiernan

Silk

Threshold

Low Red Moon

Kathe Koja

The Cipher

Strange Angels

Clive Barker

The Books of Blood (series)

The Hellbound Heart

Ramsey Campbell

Cold Print

FilmsAlien

Dagon

Dawn of the Dead

The Haunting

In the Mouth of Madness

Re-Animator

The Ring

The Thing

Weapon TableWeapon Damage Base%

Small Knife 1D4+db 25Sword 1D6+1+db 10Handgun 1D10 20Shotgun 4D6 30Rifle 2D6+4 25

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More people have played this Call ofCthulhu scenario than any other.Under the title “The Haunted

House”, it has been included with the game sincethe beginning. For many, it was their first Cthulhuadventure. Most people familiar with the gameremember being baffled by it. Its title has beenchanged to avoid confusion with another scenarioin another book, and to encourage long-time keep-ers to give it a fresh look.

“The Haunting” is recommended for beginninginvestigators. Keepers can darken or lighten its toneby adjusting damages and Corbitt’s motive: it offersgenuine challenge, and one or more investigatorseasily can die at Corbitt’s hand.

Keeper InformationThe nominal year is 1920. It could be any era. Thenominal location is Boston, Massachusetts, butwherever the keeper desires will do.

Call of Cthulhu maps are usually sketched free-hand, rather than drawn out precisely. The rela-tionships shown are important, but exact distancesand angles are not. Partly this is in expectation thatthe keeper or a player will sketch out larger free-hand versions of the plans on the spot, and partlybecause traps in Call of Cthulhu are intellectual oremotional ones which the keeper can describe,rather than physical traps which are camouflagedand waiting to be sprung by some unlucky move-ment.

To lengthen play, increase the front part of thisscenario, characterize the landlord, the negotiationswith the investigators, and the process of uncover-ing the clues. To shorten the length of play, bringthe investigators directly to the Corbitt house.Nearly all Cthulhu scenarios begin with the accu-

mulation of evidence. The keeper may want to cau-tion novice investigators about this if they do notget a chance to collect clues and conduct inter-views. This adventure should take a few hours tocomplete.

Study Corbitt’s powers, and play them keenly.Most of the keeper’s fun in this scenario comesfrom the baffling events in upstairs room #3.

The Keeper’s Secret

The body of Walter Corbitt is buried in the base-ment of a house. The mind of Walter Corbitt stilllives, is still aware of events within the house, andstill has influence in particular parts of the house.Corbitt knows Mythos magic that preserves hisidentity and enables him to animate his body afterdeath. He sometimes vampirizes or otherwise preysupon the current residents of the house, and drivesaway or slays those who learn his secret. To solve themystery posed to them, the investigators must learnabout Corbitt. Corbitt will be aware of the investi-gators and will try to mislead them concerning thehouse. Failing that, he tries to murder them.

The Problem

A landlord asks the investigators to examine the oldCorbitt house in central Boston. The former ten-ants were involved in a tragedy, and the ownerwishes to understand the mysterious happenings atthe house and set matters straight. He offers toreimburse the player-characters for their time andtrouble.

How the landlord learns about the investigators, what hewill pay, and even what he says he wants done can be negotiat-ed by keeper and players.

Failing other ideas, try the following. (1) Thelandlord’s cousin was friendly with one of the

TheHaunting

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investigators at the university - whichever investi-gator had some interest in the mysterious and theoccult. The cousin made the recommendation. (2)The landlord offers the investigators $20 per daytotal, with a bonus of $100 dollars when they cangive his property a clean bill of health. (3) He wantstheir assurance that he can rent out the propertyagain without provoking some new tragedy.

The landlord gives the investigators the keys,the address, and $50 cash in advance. The rest is upto them.

What Tragedy Ensued

The Macario family moved into the house in 1918.A year after moving in, the father had a seriousaccident and shortly thereafter went violentlyinsane. He was committed. Within the last month,the mother also went insane. Both babbled of ahaunting form with burning eyes. They told ofinexplicable events in the house. Neither wouldenter one particular upstairs bedroom. The land-lord knew the house was rumored to be hauntedbefore he bought the place, but the property wastoo good a bargain to resist. The landlord wants theinvestigators to put the rumors and his mind at restor else to exorcise the haunts.

Player InformationNow the players can do what they want. Acting asthe landlord, the keeper should answer enoughquestions to give them lines for inquiry, but thelandlord has never seen a haunting or strange eventat the house, nor does he know what the Macariossaw. If the players cannot agree about what to do,they can roll dice to resolve the conflict. The evi-dence in the rest of this subsection is arranged inthe most likely order of investigator encounter.

If the players immediately send the investigators to theCorbitt house, caution them but let them have their way.

The Macario Family

Husband and wife were committed to RoxburySanitarium, a few miles from Boston. Vittorio isstill quite mad, and an interview with the mum-bling, huddled man uncovers nothing. Gabriela isconscious and approachable, though the keeper

should end the interview quickly since the ques-tions greatly upset her.

Mrs. Macario has little to say. An evil presencelives in the house, one of which she hates to think.At night she would sometimes wake to find it lean-ing over her. When it was angry, the thing mightcause dishes or other objects to fly around theroom. Mostly, it hated her husband, Vittorio, andconcentrated on him. The keeper can answer morequestions, but she is unable to give specific infor-mation. After the investigators have visited thehouse, the keeper might let her be more precise andforthcoming.

While at the sanitarium, the investigators learn that theMacarios’ doctor is out of town. Filling in for him is a visitingdoctor from Arkham Sanitarium, Doctor Hardstrom. Whilespeaking with the investigators, Doctor Hardstrom mentionsthat he has a similarly traumatized patient at ArkhamSanitarium. The keeper should note that this is an adventurehook that leads to the Chaosium supplement Arkham (CHA2342).

The two young Macario boys are being caredfor by relatives in Baltimore. The investigators canvisit them, but they know nothing except that theymiss their parents and that in their former homethey often dreamed of a strange man with burningeyes.

Newspaper Accounts

With a successful Idea roll, one of the investigatorssuggests using the morgue (the clippings files) atthe Boston Globe, a daily newspaper of good repute.The investigators need a successful Fast Talk orPersuade roll to get in, a letter of reference from theMayor’s office, or an authorizing telephone callfrom any editor on the paper.

The pertinent clippings are filed by streetaddress. The stories concerning the Macarios arebrief and uninformative: the Globe reported thefacts as the investigators already know them.

Also present is a 1918 feature story that wasnever published. It states that in 1880 a family ofFrench immigrants moved into the house, but aseries of violent accidents left the parents dead andthree children crippled. The house long stoodvacant.

Sometimes facsimiles of newspaper accounts are supplied inadventures.

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In 1909 another family moved in, and immedi-ately fell prey to illnesses. In 1914, the oldest broth-er went mad and killed himself with a kitchenknife, and the heartbroken family moved out. In1917, a third family rented the house, but they leftalmost immediately, after they all became ill at thesame time.

If an investigator successfully flirts with thelibrarian (APP x3 or less or successful CreditRating roll), he or she happens to remark that theGlobe files go back no further than a fire in 1878.The Corbitt House may be mentioned earlier thanthat.

Keepers can include additional information about thehouse from other sources, such as deeds or journals written byprevious occupants.

The Main Library

This worthy institution has several interestingitems tucked away, but the investigators need a sep-arate successful Library Use roll to find each of thefollowing items:

o In 1835, a prosperous merchant built the house, butimmediately fell ill and sold it to a Mr. Walter Corbitt,esquire.

o In 1852, Walter Corbitt was sued by neighbors, whopetitioned to force him to leave the area “in conse-quence of his surious [sic] habits and unauspiciousdemeanor.”

o Evidently Corbitt won the lawsuit. His obituary in1866 states that he still lived there. It also states that asecond lawsuit was being waged to prevent Corbittfrom being buried in his basement, as provided by hiswill.

o No outcome to the second lawsuit is recorded.

Each item is in a different newspaper and takes fourhours to find.

Hall of Records

With a successful Library Use roll, civil courtrecords show that the executor of Walter Corbitt’swill was Reverend Michael Thomas, pastor of theChapel of Contemplation & Church of Our LordGranter of Secrets. The register of churches (alsoavailable in the Hall or Records) notes the closureof the Chapel of Contemplation in 1912.

If the investigators think to look up the Chapelof Contemplation in criminal court records, theyfind references to actions taken in 1912, but theactual records are not present. If the investigatorshave been courteous to the clerk, he points out thatserious crimes would be handled in the county,commonwealth, or federal courts. A successful Lawroll can indicate the same thing. The records of cityofficers participating in arrests or seizures are filedat Central Police Station.

Higher Courts; Central Police Station

Use a Law, Credit Rating, or Fast Talk roll to gainaccess to the records. They concern a secret raid onthe Chapel of Contemplation. The police raid wasoccasioned by affidavits swearing that members ofthe church were responsible for the disappearancesof neighborhood children. During the raid, threepolicemen and seventeen cult members were killedby gunplay or fire. Autopsy reports are singularlyundetailed and uninformative, as though the coro-ner had not actually performed examinations.

Though 54 members of the church were arrest-ed, all but eight were released. The records hint ofillegal intervention in the proceedings by impor-tant local official, offering an explanation of whystories of the battle — the biggest criminal action inthe city’s history — never appeared in print.

Pastor Michael Thomas was arrested and sen-tenced to 40 years in prison on five counts of sec-ond-degree murder. He escaped from prison in1917 and fled the state.

While investigators are prowling through the clippingsmorgue, they discover a clipping that describes a raid that tookplace on the Congregational Church in Kingsport, 1731.Although this event is unrelated, the similarity should attract theinvestigators’ attention. The keeper should note this informationleads to an adventure in the Chaosium supplement Kingsport(CHA 8804).

The Neighborhood

Most of the people who lived in the area beforeWWI have moved away or died. New offices andbusinesses have replaced the nineteenth-centuryhomes, and the Corbitt place with its overgrownfront yard is now the only private residence on theblock. The investigators may find a Mr. Dooley, avendor of cigars and newspapers, who remembersthe area vaguely. He is able to point out where the

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Chapel of Contemplation stood, a few blocks dis-tant.

The Chapel of Contemplation

What is left of it stands at the end of a crooked,dingy street. The ruins of it are so weathered and soovergrown with greenery that the gray stone rubbleseems more like natural stone than former wallsand foundation. The investigators pass a slumpingwall bearing white-painted symbols, apparentlyfreshly swabbed -- three Y’s arranged in a triangleso that the top elements of each Y touch the othertwo Y’s. In the center so-created is painted a staringeye. When the investigators near the signs, theybegin to feel irritated tingles in their foreheads, likeheadaches but not quite. While they remain nearthe chapel, they continue to feel this, and finallycannot wait to get away from the area. When theyleave, the irritation stops.

The nearby player aid is an image of this symbol. Show it tothe players.

Prowling the chapel, they find mostly blocks ofgranite, half-burnt rotted timbers, and ancient rub-bish. At some point they become aware that theearth they stand on is covering weakened floor-boards: call for D100 rolls equal to or less than DEXx4. Those who get failing rolls are unable to grabsomething secure when they feel the floor give way.They fall ten feet into the basement. Each fallinginvestigator loses 1D6 hit points.

This part of the basement was sealed off from therest, reached by separate stairs now buried under tonsof rubble. Within the this room are two skeletonsdressed in fragments of silk robes, perhaps cultistswho hid from the police and then perished in the fire.

Also in the room are cabinets of molderingchurch records. At one point (successful LibraryUse roll to find this) a journal of cult activitiesstates that Walter Corbitt was buried in the base-ment of Corbitt’s house “in accordance with hiswishes and with the wishes of that one who waits inthe dark.”

Chained to a rotting desk is an enormous vol-ume bound in animal hide, handwritten in Latin,but so rotten and worm-eaten that nothing can bemade of it except occasional phrases or letters -unless the keeper chooses otherwise.

The Old Corbitt Place

HOUSE AND GROUNDS: The brick bungalow isovershadowed by taller, newer office buildings oneither side. The house fronts the street. In the rearare overgrown plantings and a half-collapsed arbor.Access to the rear exists on either side of the resi-dence.Studying the house, the observer is impressed bythe way the house seems to withdraw into the shad-ows cast by the flanking buildings, and how theblank curtained windows hide all understanding ofwhat lies within.

Investigators who have already undergone mys-terious or occult events in their lives sense some-thing ominous within, but can point to no evidenceto support their feelings.

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Player Aid: Symbol in the Chapel

Corbitt’s House

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The front door is secured with a single lock.Four additional bolts seem to have been addedwithin the last year or two. If the investigators thinkto test the ground floor windows, they find that allof them have been nailed shut from the inside.

Study the plan provided. Sketch out each floor as the inves-tigators explore it.

Ground Floor Interior

ROOM 1: a storage room, filled with boxes andsuch junk as a rusted water tank and old bicycles. Atthe right end of the room is a cupboard, boardedshut. If it is wrenched open, three bound books arefound within, the diaries of a certain W. Corbitt, aformer inhabitant of the house, as the address onthe flyleaf of volume one testifies.

The Corbitt Diaries are in plain English, thoughsometimes strangely phrased. The three volumestake a total of two days to read, add +4 to CthulhuMythos, and cost 1D4 Sanity points. They describeCorbitt’s various occult experiments, including asummoning and other magic, and clearly describethe technique for Summon / Bind DimensionalShambler (see the spells in this book for that par-ticular one). No other spells exist in the diaries.This spell takes 2D6 weeks to learn after the diariesare read, likely too long to be useful in this adven-ture.

Also located in this room is a book about demonology. Thetitle is faded and indiscernable, but the majority of the pagesremain legible. Several of the pages are dog-eared in a sectionabout the Knights of the Silver Twilight. The keeper should notethat this leads to an adventure in Chaosium’s supplementShadows of Yog-Sothoth (CHA 2397).

ROOM 2: a second storage room, this one mostlydevoted to broken furniture and other items whichmight be broken up to burn in a wood stove.

ROOM 3: the mud room, where hang overcoats,galoshes, hats, and umbrellas. Several bags of coalfor the living room’s free-standing stove are here. Asuccessful Idea roll highlights the side door beingsecured with three bolts and two locks.

ROOM 4: the living room. It contains conventionalfurnishings such as a radio, couch, stuffed chairs,and shelves laden with knickknacks. A successfulIdea roll notices the unusual quantities of crosses,

images of the Virgin, and other Catholic religiousartifacts.

On the wall in this room is a bizarre painting. Investigatorswho observe it feel inexplicably unsettled. The artist’s name isNelson Blakeley. The keeper should note that this picture leads toan adventure in Chaosium’s supplement Dreamlands.

ROOM 5: the dining room, complete with a longmahogany table, a built-in sideboard, and sevenchairs. Three places are set, and unused. Scraps ofrice soup rots in a tureen.

ROOM 6: a conventional kitchen, with icebox,wood-fed stove and oven, and a meager larder.Some of the foodstuffs are edible year - there iscanned soup and meat, rice kernels, several pastas,a few bottles of homemade wine. The producewhich did not spoil has been eaten by rats, judgingby the spoor left behind.

Upper Floor

ROOM 1: an ordinary bedroom, with a double bed,bookshelf, and window view, apparently the roomof Vittorio and Gabriela. More crosses and manycandles are here, and a rosary and breviary rest ona table beside the bed.

ROOM 2: two small beds, toys, dressers, and pic-tures of aircraft and cowboys mark this as the chil-dren’s bedroom.

ROOM 3: it contains a bed frame, bare bed springs,and a dresser.

Though unused, this room looks like the othertwo bedrooms. It was once the room of old Corbitthimself. He stayed here so long that his psychicinfluence lingers on, and he is able to will certaindeeds to happen in this room. Whenever he does, ahorrible smell manifests - a sure sign of the Mythos.

Snooping investigators will find a business card inside oneof the dresser drawers. It bears the name of Doctor HenryArmitage, and on the back is a telephone number. The keepershould note that this leads to an adventure in Chaosium’s sup-plement Dunwich (CHA 8802).

o He can cause loud thumping noises to emanate fromthis room. These noises can be heard from anywherein the house.

o He can form a pool of blood (taken from rats he slaugh-ters) on the floor, or to drip down from the ceiling orwalls.

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o He can make a rattling, scratching sound on the win-dowpane or door.

o He can impel the bed at good speed, fast enough tostrike a strong blow against anything in the room.

Though Corbitt lays low at first, if the investigatorsseem determined to learn the secrets of the house,then Corbitt tries to convince them that this roomis the center of the psychic disturbance. To this end,he uses the pools of blood and the thumping.

If an investigator is unconvinced, Corbitt triesto lure him into this room and kill him, firstattracting the investigator to the window by makingit rattle, then causing the bed to move rapidly, hit-ting the investigator and throwing him through thewindow. The broken glass and fall costs the victim2D6 hit points. A Dodge roll allows the investigatosto avoid the murderous bed.

ROOM 4: sink, bathtub, and a water closet with anoverhead tank. Towels and other possessions arestill here typical to a family of four. A brackish poolof water has collected in the bathtub, fed by adripping faucet which cannot quite be closed.

The Basement

ROOM 1: the door to the basement has a lockand three bolts, able to be opened from theupstairs side only. Below is the main base-ment storage room. The stairs are in poorrepair, and Corbitt has turned of the electricity tothe basement at the fuse box upstairs in the kitchen.Each investigator must receive a DEX x3 or less roll,or lose 1D6 points from falling down the ricketystairs.

In the smallish room are scattered tools, pipe,lumber, nails, screws, and so forth. The side wallsare of brick. The facing wall (#3) is of wood, as arethe walls of the room under the stairs (#2).

THE FLOATING KNIFE: in Room #1, if an investi-gator searches through the mess and receives a suc-cessful Spot Hidden roll, he or she finds an oldknife with an ornate hilt whose blade is coated withoddly-thick rust. This is Corbitt’s magic dagger, andthe rust is actually the dried blood of victims.Corbitt can make this knife float in the air and tryto stab someone. Each such attempt costs Corbitt 1magic point; he can make one attack per round,and his chance to hit the target equals Corbitt’s cur-

rent magic points x5 or less on D100. Because theknife moves magically, and does not partake ofCrobitt’s STR, do not add his damage bonus to asuccessful attack.

An investigator can try to parry the knife with agarbage can lid (base chance 30%) — nothing elsesuitable is in the room. Seeing the knife attack inthis manner costs each investigator 1/1D4 Sanity points.

The investigator can try to parry the knife outof the air (he or she must receive a D100 roll ofDEX or less). If the investigator gets hold of theknife, match his or her STR against Corbitt’s cur-rent magic points. If Corbitt wins, the knife iswrested free and the investigator loses 1 hit pointfor sliced hands. Attempting to wrench the knifeaway costs Corbitt another magic point.

ROOM 2: an empty storage bin, onceintended for coal. The door to the outsidecoal chute has been nailed shut firmly.

ROOM 3: the wall opposite the stairs ismade of closely fitted boards. If they are bro-ken through or removed, a crawl space is vis-ible between two wooden walls. Foul odorsemanate from the rats who nest here. If the

investigators do not give the rats room to escape,they attack whoever tries to explore this space.There are six rat-packs.

Carved into the inner wall are the words“Chapel of Contemplation,” but the irregular,scratchy carving takes a successful Spot Hidden rollto notice. If the investigators break through thiswall, they find themselves in Room 4.

ROOM 4: this is Corbitt’s hiding place. He liesmotionless and seemingly dead on a pallet in thecenter of the room. He is described a little later, in“About W. Corbitt.” The floor is bare dirt, and thereis a table in the southwest corner with some curledpapers on it. They crumble to dust if touched. Whatthe investigators can see looks like a horoscope.

If they retrieve or photograph this material, thekeeper should disclose its true nature in some lateradventure.

Corbitt needs 2 magic points to move his bodyfor five combat rounds, so he is reluctant to moveat all unless threatened. Then he rises from his pal-let, costing all viewers 1/1D8 Sanity points each,and attacks.

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While still on the pallet, he may decide to castspells, if he has not already done so.

ConclusionIf the investigators have solved the mystery andoverthrown Corbitt, the landlord pays off prompt-ly and happily. If they do not and the landlordreports that nothing was wrong, he spends a nightin the house to make sure, and is stabbed to deathin the basement by Corbitt’s magic dagger. Theinvestigators then must prove the house is hauntedto escape murder charges by the police.

Rewards

If Corbitt is conquered and destroyed, each partic-ipating investigator gains 1D6 Sanity points.

Around Corbitt’s neck is a black gem fastenedon a chain. If the stone is fished out of his dust byan investigator, the stone dissolves in the investiga-tor’s hand and adds 1 POW to his characteristic.This magical stone helped fuel Corbitt’s undeadmight.

The investigators can claim for their own theworthless worm-eaten book from the Chapel.

Finally, the landlord gladly pays their fee and bonus.

Extension

Keepers will have noticed the freshly-painted signon the rubble at the Chapel, as well as the evidenceof the cover-up following the raid in 1912.Connections to what may be a great conspiracy areavailable and might be returned to at some latertime.

About W. Corbitt, Esq

He is a drawn, wooden-looking, wizened figure ofsome six feet, skinny and naked, with ghastly wide-flaring, saucer-like eyes and a nose like a knifeblade. He has lost all hair, and his shrunken gumsmake his teeth look very long. From him comes asharp, sweet, churning scent, like rotten corn. Hemight be silent at first, but at some point it will bemore convincing to have him growl, screech, cack-le, or mock. He does not breathe at all.

Corbitt is not truly a vampire, nor any recog-nizable monster - he is a sorcerer in the process oftransforming himself into something entirely inhu-man.

Sunlight causes him pain and is too bright forhim to see in comfortably. It might kill him, butwhether it does is for the keeper to determine.

And though he drinks blood for food, he couldalso eat carrots - drinking blood is just more fun.

His Flesh Ward spell operates as described, butcharacterize its effect like this: bullets and blowsonly chip off pieces of his body, making him look

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Rat Packs,Rattus norvegicus.

Individual rats are not worthy opponents,but an infestation of rats can be daunting.Assume ten rats per pack, and per rounddamage of 1D3 hit points. Choose thenumber of rat packs in the attack, multiplythat by 5, and use the product of thesenumbers as the percentage chance of thepacks to attack successfully. A successfulattack by an investigator kills one rat andchases away the rest of that pack, loweringthe general effectiveness of the rat packattacks. Rat packs exist only for the pur-poses of gaming.

TemporaryInsanity

If an investigator loses 5 or more Sanitypoints as the consequence of a single Sanityroll, he or she has suffered major emotion-al trauma. With a successful Idea roll, theinvestigator fully understands what hasbeen seen and goes insane for a number ofminutes or hours.

If this happens, the keeper may selectwhether the player faints, has a screamingfit, or flees in panic. This effect will last1D10+4 combat rounds.

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even more horrific than he already does. OtherFlesh Ward spells might work in ways which appearto be different.

His dried, iron-hard flesh is invulnerable solong as the spell holds. If damage exceeds thearmor, his hit points reduce normally. He neverheals. Reaching zero hit points, Corbitt crumblesinto dust and never returns.

With his version of the Dominate spell, Corbittcan mentally cloud the mind of one investigator at

a time, as long as the target is physically in thehouse. This costs Corbitt 1 magic point, and hemust overcome the target’s POW with his own onthe Resistance Table. If Corbitt succeeds, the targetis in a daze for 2D3 combat rounds (keepers, notethat this amount differs from the Dominate spell inthe rules). While in this dazed state, the victim issubject to telepathic commands from Corbitt. Heor she will not commit suicidal acts, though homi-cidal ones or idiotic, reckless ones (such as trying toswallow a butcher’s knife), might be attempted.Waking, the victim cannot recall what happened.

WALTER CORBITT, Immortal So Far, UndeadFiendSTR 18 CON 22 SIZ 11 INT 16 POW 18DEX 07 APP 01 EDU 16 SAN 0 HP 17

Damage bonus: +1D4.

Weapons: Floating Magical Dagger, magic pointsx5%, damage 1D4+2 (no db)

Claws* 50%, damage 2D3 +db

* Being wounded by these talons risks serious dis-ease. A day later, the victim becomes delirious andremains so for 30-CON days recovering at the endof that time with a D100 roll of CON x5 or less.Failing, he or she loses 1D3 CON, and continues indelirium for another 30-CON days, and the proce-dure repeats until the investigator recovers or dies.CON lost does not regenerate.

Spells: Dominate, Flesh Ward, Summon/BindDimensional Shambler.

Magical Artifact: floating dagger.

Skills: Conceal 30%, Cthulhu Mythos 17%, LieMotionless 72%, Listen 60%, Mislead 64%, Sneak80%.

Sanity Loss: 1/1D8 Sanity points to see him move.

Note: Corbitt will generally use 4 MPs for his FleshWard spell for an armor value of 14 points.

Q U I C K S T A R T C T H U L H U

A MythosGrimoire

DOMINATE: bends the will of the target to the cast-er’s will. Dominate costs 1 magic point and 1 Sanitypoint. Match caster and target POW on theResistance Table: with a success, the target obeys thecommands of the caster until the next combatround concludes.

The spell affects one individual at a time andhas a maximum of 10 yards. Obviously, the com-mand or commands must be intelligible to the tar-get, and the spell may be broken if a command con-tradicts the target’s basic nature. Dominate can becast and recast as many times as the caster finds pos-sible, allowing a target to be controlled withoutinterruption for several minutes. Each cast of thespell has the same costs and limits. Recasting isalmost instantaneous: Dominate can be cast onceper round.

FLESH WARD: grants protection against physicalattack. The spell costs 1D4 Sanity points and a vary-ing amount of magic points. Each magic pointspent gives the caster (or the chosen target) 1D6points of armor against non magical attacks. Thisprotection wears off as it blocks damage. If a char-acter had 12 points of Flesh Ward as armor, and washit for 8 points of damage, his Flesh Ward would bereduced to 4 points, but he or she would take nodamage.

The spell takes five rounds to cast, and lasts 24hours or until the protection is used up. Once cast,the spell may not be reinforced with further magicpoints, nor recast until the old spell’s protection hasbeen used up.

SUMMON/BIND DIMENSIONAL SHAMBLER:this spell will not com into play in this adventure,but is described in the Call of Cthulhu rulesbook.

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Q U I C K S T A R T C T H U L H U

19

o Accounting.........(10)_____o Anthropology .....(01)_____o Archaeology .......(01)_____o Art (Painting)......(45)_____o Astronomy..........(01)_____o Bargain ...............(40)_____o Biology ...............(25)_____o Conceal ..............(25)_____o Chemistry...........(01)_____o Craft ( _______ ) .(05)_____o Credit Rating ......(95)_____

Cthulhu Mythos .(00)_____o Disguise..............(01)_____o Dodge ................(50)_____o Drive (Carriage) ..(20)_____

o Fast Talk..............(35)_____o Fencing ..............(60)_____o First Aid ..............(30)_____o Geology..............(01)_____o Hide ...................(10)_____o History................(45)_____o Jump ..................(55)_____o Law ....................(30)_____o Library Use .........(25)_____o Listen..................(25)_____o Locksmith ...........(01)_____o Mech. Repair ......(20)_____o Medicine ............(05)_____o Natural History ...(60)_____o Occult ................(40)_____

o Own L. (English).(65)_____o Oth.L. (French) ...(50)_____o Persuade.............(45)_____o Pharmacy ...........(01)_____o Physics................(01)_____o Photography.......(30)_____o Psychoanalysis ....(01)_____o Psychology .........(45)_____o Ride ....................(75)_____o Sneak..................(10)_____o Spot Hidden .......(50)_____o Swim ..................(55)_____o Track...................(10)_____o ........................... _____o ........................... _____

o ........................... _____o ........................... _____o ........................... _____o ........................... _____o ........................... _____o ........................... _____o ........................... _____o ........................... _____o ........................... _____o ........................... _____o ........................... _____Firearmso Handgun ............(20)_____o Rifle ....................(25)_____o Shotgun .............(30)_____

INVESTIGATOR POINTS

Present skill percentages are in parentheses; distribute 60 points among skills to customize investigator

Insanity0 1 2 3 4 5 6 7 8 9 10 11 12 13 1415 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 3132 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 4849 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 6566 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 8283 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99

SANITY POINTS

Lady Jane Simpson Age 32, Priveleged Dilettante 1890s

STR 9DEX 15

CON13APP 14

SIZ 8SAN 75

INT 13EDU 17

POW15 Idea65% Luck75% Know85%

Unc.0 1 2 34 5 6 7 89 10 11 12 1314 15 16 17 18

MAGIC POINTSDead-2 -1 0 +1 +23 4 5 6 7 89 10 11 12 13 1415 16 17 18 19 20

99-Cthulhu Mythos ____ HP 11 Damage Bonus: none.HIT POINTS

Weapon Skill% Damage Range Shots/RndFencing Foil 60% 1D6+1 touch 1__________ _____ ________ ______ ___________

WEAPONS

o Accounting.........(10)_____o Anthropology .....(01)_____o Archaeology .......(01)_____o Art (Lecture) .......(45)_____o Astronomy..........(01)_____o Bargain ...............(75)_____o Biology ...............(01)_____o Conceal ..............(25)_____o Chemistry...........(01)_____o Craft ( _______ ) .(05)_____o Credit Rating ......(80)_____

Cthulhu Mythos .(00)_____o Disguise..............(01)_____o Dodge ................(50)_____o Drive (Carriage) ..(40)_____

o Fast Talk..............(75)_____o First Aid ..............(30)_____o Geology..............(01)_____o Hide ...................(10)_____o History................(20)_____o Jump ..................(25)_____o Law ....................(75)_____o Library Use .........(55)_____o Listen..................(25)_____o Locksmith ...........(01)_____o Mech. Repair ......(20)_____o Medicine ............(05)_____o Natural History ...(25)_____o Occult ................(05)_____o Own L. (English).(80)_____

o Oth.L. (French) ...(30)_____o Oth.L. (Latin)......(20)_____o Persuade.............(55)_____o Pharmacy ...........(01)_____o Physics................(01)_____o Photography.......(10)_____o Psychoanalysis ....(01)_____o Psychology .........(65)_____o Ride ....................(30)_____o Sneak..................(40)_____o Spot Hidden .......(50)_____o Swim ..................(25)_____o Track...................(10)_____o ........................... _____o ........................... _____

o ........................... _____o ........................... _____o ........................... _____o ........................... _____o ........................... _____o ........................... _____o ........................... _____o ........................... _____o ........................... _____o ........................... _____o ........................... _____Firearmso Handgun ............(20)_____o Rifle ....................(55)_____o Shotgun .............(30)_____

INVESTIGATOR POINTS

Present skill percentages are in parentheses; distribute 60 points among skills to customize investigator

Insanity0 1 2 3 4 5 6 7 8 9 10 11 12 13 1415 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 3132 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 4849 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 6566 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 8283 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99

SANITY POINTS

Stephen St. John Age 38, Wealthy Solicitor (Lawyer) 1890s

STR 13DEX 10

CON12APP 13

SIZ 11SAN 70

INT 16EDU 23

POW14 Idea80% Luck70% Know99%

Unc.0 1 2 34 5 6 7 89 10 11 12 1314 15 16 17 18

MAGIC POINTSDead-2 -1 0 +1 +23 4 5 6 7 89 10 11 12 13 1415 16 17 18 19 20

99-Cthulhu Mythos ____ HP 12 Damage Bonus: none.HIT POINTS

Weapon Skill% Damage Range Shots/Rnd.30 Carbine 55% 2D6 50 yds. 1__________ _____ ________ ______ ___________

WEAPONS

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Q U I C K S T A R T C T H U L H U

o Accounting.........(10)_____o Anthropology .....(25)_____o Archaeology .......(50)_____o Art (Painting)......(25)_____o Astronomy..........(20)_____o Bargain ...............(01)_____o Biology ...............(01)_____o Conceal ..............(25)_____o Chemistry...........(01)_____o Craft ( _______ ) .(05)_____o Credit Rating ......(75)_____

Cthulhu Mythos .(00)_____o Disguise..............(01)_____o Dodge ................(14)_____o Drive (Auto)........(50)_____

o Fast Talk..............(05)_____o First Aid ..............(30)_____o Geology..............(01)_____o Hide ...................(10)_____o History................(85)_____o Jump ..................(25)_____o Law ....................(30)_____o Library Use .........(75)_____o Listen..................(25)_____o Locksmith ...........(01)_____o Mech. Repair ......(20)_____o Medicine ............(05)_____o Natural History ...(35)_____o Occult ................(55)_____o Own L. (English).(85)_____

o Oth.L. (French) ...(45)_____o Oth.L. (German).(30)_____o Oth.L. (Italian) ....(25)_____o Oth.L. (Latin)......(55)_____o Persuade.............(15)_____o Pharmacy ...........(01)_____o Physics................(01)_____o Photography.......(10)_____o Psychoanalysis ....(01)_____o Psychology .........(55)_____o Ride ....................(30)_____o Sneak..................(10)_____o Spot Hidden .......(25)_____o Swim ..................(25)_____o Track...................(10)_____

o ........................... _____o ........................... _____o ........................... _____o ........................... _____o ........................... _____o ........................... _____o ........................... _____o ........................... _____o ........................... _____o ........................... _____o ........................... _____Firearmso Handgun ............(20)_____o Rifle ....................(40)_____o Shotgun .............(30)_____

INVESTIGATOR POINTS

Present skill percentages are in parentheses; distribute 60 points among skills to customize investigator

Insanity0 1 2 3 4 5 6 7 8 9 10 11 12 13 1415 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 3132 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 4849 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 6566 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 8283 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99

SANITY POINTS

Dr. Warren Bedford Age 56, Prof. of European History 1920s

STR 10DEX 7

CON 9APP 9

SIZ 10SAN 80

INT 17EDU 23

POW16 Idea85% Luck80% Know99%

Unc.0 1 2 34 5 6 7 89 10 11 12 1314 15 16 17 18

MAGIC POINTSDead-2 -1 0 +1 +23 4 5 6 7 89 10 11 12 13 1415 16 17 18 19 20

99-Cthulhu Mythos ____ HP 10 Damage Bonus: none.HIT POINTS

Weapon Skill% Damage Range Shots/Rnd.30 Carbine 40% 2D6 50 yds. 1__________ _____ ________ ______ ___________

WEAPONS

o Accounting.........(10)_____o Anthropology .....(40)_____o Archaeology .......(01)_____o Art (Piano) ..........(05)_____o Astronomy..........(01)_____o Bargain ...............(01)_____o Biology ...............(01)_____o Conceal ..............(25)_____o Chemistry...........(01)_____o Craft ( _______ ) .(05)_____o Credit Rating ......(40)_____

Cthulhu Mythos .(00)_____o Disguise..............(10)_____o Dodge ................(24)_____o Drive (Auto)........(35)_____

o Fast Talk..............(45)_____o First Aid ..............(30)_____o Geology..............(01)_____o Hide ...................(35)_____o History................(65)_____o Jump ..................(25)_____o Law ....................(45)_____o Library Use .........(75)_____o Listen..................(25)_____o Locksmith ...........(01)_____o Mech. Repair ......(20)_____o Medicine ............(05)_____o Natural History ...(25)_____o Occult ................(40)_____o Own L. (English).(80)_____

o Oth.L. (French) ...(55)_____o Persuade.............(25)_____o Pharmacy ...........(01)_____o Physics................(01)_____o Photography.......(10)_____o Psychoanalysis ....(01)_____o Psychology .........(45)_____o Ride ....................(05)_____o Sneak..................(35)_____o Spot Hidden .......(25)_____o Swim ..................(40)_____o Track...................(10)_____o ........................... _____o ........................... _____o ........................... _____

o ........................... _____o ........................... _____o ........................... _____o ........................... _____o ........................... _____o ........................... _____o ........................... _____o ........................... _____o ........................... _____o ........................... _____o ........................... _____Firearmso Handgun ............(40)_____o Rifle ....................(25)_____o Shotgun .............(30)_____

INVESTIGATOR POINTS

Present skill percentages are in parentheses; distribute 60 points among skills to customize investigator

Insanity0 1 2 3 4 5 6 7 8 9 10 11 12 13 1415 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 3132 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 4849 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 6566 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 8283 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99

SANITY POINTS

Rachel Hemingway Age 32, Journalist & Writer 1920s

STR 8DEX 12

CON11APP 14

SIZ 9SAN 65

INT 16EDU 17

POW13 Idea85% Luck65% Know80%

Unc.0 1 2 34 5 6 7 89 10 11 12 1314 15 16 17 18

MAGIC POINTSDead-2 -1 0 +1 +23 4 5 6 7 89 10 11 12 13 1415 16 17 18 19 20

99-Cthulhu Mythos ____ HP 10 Damage Bonus: none.HIT POINTS

Weapon Skill% Damage Range Shots/Rnd.38 Revolver40% 1D10 15 yds. 2__________ _____ ________ ______ ___________

WEAPONS

Kauze Silva (order #3449750) 189.10.64.234

Page 21: Call of Cthulhu, Quick Start Rules

firearm % damage malf rng #att shots hpo _________ ____ _________ ____ _____ ____ ____ ___o _________ ____ _________ ____ _____ ____ ____ ___o _________ ____ _________ ____ _____ ____ ____ ___o _________ ____ _________ ____ _____ ____ ____ ___o _________ ____ _________ ____ _____ ____ ____ ___o _________ ____ _________ ____ _____ ____ ____ ___

melee % damage hnd rng #att hpo Fist (50%) ____ 1D3+db 1 touch 1 n/ao Grapple (25%) ____ special 2 touch 1 n/ao Head (10%) ____ 1D4+db 0 touch 1 n/ao Kick (25%) ____ 1D6+db 0 touch 1 n/ao _________ ____ _________ ____ _____ ____ ____o _________ ____ _________ ____ _____ ____ ____

Investigator Name____________________________Occupation_______________________________________Colleges, Degrees _____________________________Birthplace ___________________________________Mental Disorders ________________________________Sex__________________________Age_______________________

STR _____ DEX______ INT_______ Idea_________CON_____ APP _____ POW ____ Luck _________SIZ______ SAN_____ EDU ____ Know _______99-Cthulhu Mythos ________ Damage Bonus _________________

Insane 0 1 2 3 4 5 6 7 8 9 10 11 12 13 1415 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 3132 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 4849 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 6566 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 8283 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99

Unconscious 0 1 2 34 5 6 7 8 9 10 1112 13 14 15 16 17 18 1920 21 22 23 24 25 26 2728 29 30 31 32 33 34 3536 37 38 39 40 41 42 43

Dead -2 -1 0 1 2 34 5 6 7 8 9 10 1112 13 14 15 16 17 18 1920 21 22 23 24 25 26 2728 29 30 31 32 33 34 3536 37 38 39 40 41 42 43

o Accounting (10%) ______ o Law (05%) ______o Anthropology (01%) ______ o Library Use (25%) ______o Archaeology (01%) ______ o Listen (25%) ______

Art (05%): ___o Locksmith (01%) ______o ________________ ______ o Martial Arts (01%) ______o ________________ ______ o Mech. Repair (20%) ______o Astronomy (01%) ______ o Medicine (05%) ______o Bargain (05%) ______ o Natural History (10%) ______o Biology (01%) ______ o Navigate (10%) ______o Chemistry (01%) ______ o Occult (05%) ______o Climb (40%) ______ o Opr. Hvy. Mch. (01%) ______ o Sneak (10%) ___o Conceal (15%) ______ Other Language (01%): __o Spot Hidden (25%)___

Craft (05%): o_______________ ___________ ____o Swim (25%) ________o ________________ ______ o _______________ ______ o Throw (25%) ___o ________________ ______ o _______________ ______ o Track (10%) ____o Credit Rating (15%) ______ Own Language (EDUx5%): o ______________

Cthulhu Mythos (00) ______ o _______________ ______ o ________________ ______o Disguise (01%) ______ o Persuade (15%) ______ o ________________ ______o Dodge (DEX x2) ______ o Pharmacy (01%) ______ o ________________ ______o Drive Auto (20%) ______ o Photography (10%) ______ o ________________ ______o Electr. Repair (10%) ______ o Physics (01%) ______ o ________________ ______o Fast Talk (05%) ______ Pilot (01%): _____ Firearmso First Aid (30%) ______ o _______________ ______ o Handgun (20%) ______o Geology (01%) ______ o _______________ ______ o Machine Gun (15%) ______o Hide (10%) ______ o Psychoanalysis (01%) ______ o Rifle (25%) ______o History (20%) ______ o Psychology (05%) ______ o Shotgun (30%) ______o Jump (25%) ______ o Ride (05%) ______ o SMG (15%) ______

1920s Characteristics & Rolls

Sanity Points Magic Points

Investigator Skills

Hit Points

Weapons

Kauze Silva (order #3449750) 189.10.64.234

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Episodes of Insanity________________________________________________________________________________________________Wounds & Injuries______________________________________________________________________________________________________________________________Marks & Scars _________________________________________________________________________________________________________________________________

________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________

______________ ______________ ____________________________ ______________ ____________________________ ______________ ____________________________ ______________ ____________________________ ______________ ____________________________ ______________ ____________________________ ______________ ____________________________ ______________ ____________________________ ______________ ____________________________ ______________ ______________

_______________________ __________________________________ __________________________________ __________________________________ ______________________________________________ ______________________________________________ ______________________________________________ ______________________________________________ ______________________________________________ ______________________________________________ ______________________________________________ _______________________

_______________________ ______________________________________________ ______________________________________________ ______________________________________________ ______________________________________________ _______________________

Artifacts ______________ Spells ________________________________________ ______________________________________________ ______________________________________________ ______________________________________________ _______________________

Income ________________________________________Cash on Hand _________________________________Savings ________________________________________Personal Property____________________________________________________________________________________________________________________________Real Estate ___________________________________________________________________________________

Investigator Name ______________________________Residence ______________________________________Personal Description ____________________________________________________________________________________________________________________________Family & Friends _______________________________________________________________________________________________________________________________________________________________________________

____________________________________________________________________________________________________________

________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________

Personal Data

Investigator History

Income & Savings Adventuring Gear & Possessions

Mythos Tomes Read

Magical Artifacts/Spells Known

Investigator History

Kauze Silva (order #3449750) 189.10.64.234