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Chaosium Digest Volume 19 Number 02
Chaosium Digest Volume 19, Number 2
Date: Sunday, May 4, 1997
Number: 1 of 1
Contents:
Power of Attorney (Matt Cowger) CTHULHU LIVE
CthulhuPunk Weapons (Dany St-Pierre) CTHULHUPUNK
Editor's Note:
This week: an outline for a Cthulhu Live adventure, and tons of
weapons for a near future Call of Cthulhu game.
Shannon
NEW RELEASES:
The following two books have begun shipping from Chaosium, and should
start showing up in game stores at the end of the week.
* Call of Cthulhu - _The Complete Dreamlands (Chaosium, 192 pg.,
$21.95) by Chris Williams & Sandy Petersen, is the fourth edition
of the classic Dreamlands supplement for Call of Cthulhu. This new
edition is about 50% new material, with tons of background added
from stories by Carter, DeBill, Lumley, Myers, and others. There's
also a new character creation system for adventurers native to the
Dreamlands. Two of the adventures from the original edition, "Lemon
Sails" and "Pickman's Student", are also present in this new
edition.
* Pendragon - _Lordly Domains_ (Chaosium, 128 pg., $19.95) by Palmer,
Stafford, Trout, Angeli, Chessell, Routt, and Routt, is the new
Noble's Book for Pendragon. It is a player's guide to noble
characters in the time of Arthur. It includes information on:
fiefs, feasts, festivals, hunting, falconry, fortifications, and
heraldry. There is also a short adventure called "Of Allies and
Enemies", and a set of diagrams detailing the inside of a keep.
RECENT BOOKS OF NOTE:
* Nephilim - _The Big Book of the Unexplained_ (Paradox Press/DC
Comics, $14.95, ISBN 1-56389-254-5, 192 pg.) is the ninth in the
Big Book series, each a huge b&w comic book compilation of
facts. This one examines things Fortean, including crop circles,
aliens, strange humanoid encounters, and ghostly visitations. The
author, Doug Moench, seems to delight in offering numerous
explanations for these inexplicable events, and as a result there's
a lot of good stuff here for the Nephilim gamemaster.
NEW ELECTRONIC RESOURCES
Opifex Bi-Monthly Random Universe #7
http://user.aol.com/ontologist/opifex.obm.html
The newest issue of this electronic 'zine include "Down to New England
Town", a 1990s Call of Cthulhu adventure that open with the theft of a
corpse... and things only get worse. "Down to New England Town": This
1990s Call of Cthulhu adventure opens with the theft of a corpse...and
things only get worse. Investigators will be able to see the beauty of
New England, visit old graveyards and meet some of the more unusual
residents of this part of the country. There's also stuff for Dark
Conspiracy, fantasy games, and more. Visit the above link for complete
info.
--------------------
From: "Matt Cowger" <tenebrae@gvi.net>
Subject: Power of Attorney
System: Cthulhu Live
Following is a bare bones CoC Live adventure.
-Matt C
POWER OF ATTORNEY -- The bones of a Cthulhu Live Event
Power of attorney is a one-shot, one-evening Cthulhu Live event. It is
set in and around a rental home, so the setting should be easy to
create. The event itself is a classic genre plot with a twist.
The players are the family, spouses and girlfriends of family, and
buisness partners of the now deceased Oliver Thorne. Thorne had a much
deserved reputation as one of the biggest robber barons of the
corporate world. He was quick to anger and a very spiteful and bitter
man. He was also a very wealthy man. His death has been long awaited
by the members of his family and his assosciates, and they have
arrived at a rental property owned by the Thorne estate to hear the
reading of Thorne's will.
Here is the twist. Thorne's attorney is actually a powerful sorceror
and devotee of the outer gods. After reading the will (more on that
later), he will pull aside one of Thorne's buisness partners for a
"private discussion". During this talk, the attorney will attempt to
cast a spell upon the hapless businessman. The spell will erode the
victim's sanity and anger-controlling mechanisms, causing him or her
to degenerate into a savage and mindless murderer by the end of the
evening. Aside from the death of the dupe there is only one thing that
will break the spell, a command word known to two men: the attorney
and Oliver Thorne. The attorney will then cast another spell causing
the victim to forget the encounter, and then he will leave the house,
never to be seen again. Hence, the attorney should be played by the
GM.
Additionally there is one more guest at this event, the spirit of
Oliver Thorne. Thorne has been transformed by the attorney into a
possessing spirit upon his death. He will watch the events unfold over
the evening until he has the opportunity to possess one of his
children or a partner. He will encourage the murderous partner that
was ensorcelled by his attorney to rampage. Knowing the command word
to break the spell keeps him safe. He may even try to take out a
victim or two if given the opportunity.
Thorne will then give the enscorcelled dupe the command word, causing
him or her to fall into a comatose state for fifteen minutes. During
this time, Thorne will call the police and notify them of the dupe's
murderous spree and that he "barely escaped with his life!" and then
call his attorney, telling him the plan worked and to draw up a will
leaving all of his estates to the body he currently inhabits. He will
then wait by the unconscious dupe for the police to arrive.
NOTES:
This is a pretty deadly scenario suited for 4-10 people. Some minor
preperatory work helps to make for a truly memorable event.
1) The characters: Along with the brief bios (below) and a card of
stats, include the obituary of Thorne provided at the end. Print it
off column style and get a photo of an old man and glue it to the top
to give a true obit 'feel'.
2) The will. Either on audio tape or (if you are up to the acting
challenge) video tape do a "living will" as Thorne. Berate and degrade
your family. Accuse your partners of plotting against you and
attempting to undermine your company. Tell them you called them to the
rental property because it was free of their 'slimy tentacles'
(actually it is because this is where the attorney/sorcerer bound
Thorne's spirit after he died). Tell them that you are leaving your
wealth to the only person you ever trusted and loved (this will get
them plotting against each other) and just rant in general. Have the
attorney play this for them after you get them all together.
3) A few (fictitious) weapons never hurt. A pistol in the house,
kitchen knives, maybe an axe in a shed out back.
SETTING AND RUNNING THE SCENARIO:
Thorne's rental property is out in the countryside away from prying
eyes. Early on either the murdering dupe, Thorne, or the attorney
(failing all else) should kill the phone lines. Thorne should try to
possess someone as soon as possible. He will then try to get the dupe
hyped to the level of murderous frenzy as quickly as possible, arguing
with him, insulting him and so forth. He should also try to get the
rest of the players at each other's throats as well. The atmosphere in
the rental property should always have a supercharged, tense, and
angry feel.
The spell on the dupe should only take an hour or so to dissolve his
or her sanity. The mechanics are left to the resourceful keeper.
THE CHARACTERS:
Oliver Thorne: A ghost now. Once a wealthy industrialist and corporate
maurauder. He was a bitter man with most of his contempt saved for his
family.
Oliver Thorne, Jr.: The family leader and a strong individual. He
hated and was hated by his father. They often argued over everything
and anything. He sees himself as the natural inheritor of his fathers'
wealth and position. He holds a special dislike for his spendthrift
youngest brother Oscar.
Anthony Thorne: A psychologist. He feels a great deal of disdain for
his family and has tried to divorce himself as much as possible from
them. He tries to remain aloof and apart from their constant
bickering, but would like a share of the wealth as recompense for all
that he suffered at the hands of his father.
Mary Thorne: Thorne's only daughter. She especially hated him, brought
on by the death of her mother after the birth of Oscar. She dislikes
Oliver Jr., thinking him pushy and arrogant, a mirror image of her
father.
Oscar Thorne: The youngest member of the family and a compulsive
gambler and drinker. He has been repeatedly "cut off" and kicked out
of the Thorne family home. He harbors a special desire to hurt his
older brother Anthony after he attempted to have Oscar put into a
rehab when he was 18.
Patrick LaGrange: Thorne's main buisness partner. The two had a very
stormy relationship. LaGrange felt that often Thorne would use the
companies' purchasing agenda to satisfy vendettas against those he
felt had personally slighted him. He regards Thorne's family as a
collection of incompetents and parasites. (Note: This could also be
Patricia, if another female character is needed.)
Other spouses, girlfriends, nephews, nieces, and buisness partners can
be added. Once again, it is recommended that 10 be the maximum number
of players, five or six being ideal.
OBITUARY
Noted industrialist Oliver Thorne passed away today in Pickman County
General Hospital of heart failure. Thorne was 63 years old. Thorne's
reputation for savage corporate dealings and ruthless managerial style
date back to the beginings of Thorne Industries, a multinational
investment corporation, in the 1950s. Now listed as one of the
Fortune 500, the Thorne Industy star is still rising. Surviving family
members include; <list of family PCs>. Services will be held in
Whaetly Woods Funeral Home.
++++
If you run this send me email, I'd love to hear how it turned out!
+ | +
"If we make peaceful revolution impossible,
we make violent revolution inevitable"
-John F. Kennedy
Matt Cowger-Tenebrae@GVI.NET
--------------------
From: Dany St-Pierre <carnifex@quebectel.com>
Subject: CthulhuPunk Weapons
System: CthulhuPunk
This article describle some weapons for the CthulhuPunk setting. The
sourcebook was a very good one, but unfortunately for some people, it
was for the GURPS system. This article introduces the weapons of the
era in Call of Cthulhu terms. I hope you like these weapons. I wait
for your thoughts and suggestions.
These weapons are all based on a background described in GURPS
CthulhuPunk, published by Steve Jackson Games.
DANY "CARNIFEX" ST PIERRE
** GENERAL NOTES **
The following enhancements are available for some of these weapons, as
noted below.
HUD: quadruple the rifle base range. Does not need extra time to aim.
Laser Sight: +20% added to chance to hit.
Telescopic sight: double the base range.
** HANDGUNS **
ASTRUM CORTO (380 AUTO)
Astrum federated firearms of Buenos Aires has emerged as one of the
top weapon firms in South America. The Corto is chambered for the 380
ACP, but is not larger than some 25 automatics. It can be concealed
completely under an average man's hand, and is very popular as a
second gun for police officers and drug dealers.
Base Chance: 20%
Damage: 1D10
Attacks per Round: 3
Range: 5
Shots: 6
Price: $180
MAL:00
ASTRUM METEOR MAGNUM (11MM MAGNUM)
The Meteor is arguably the most popular large-bore autoloading pistol
in the world today. The Astrum 11mm bolide is an advanced model of
the meteor with an integral laser sight.
Base Chance: 20%
Damage: 1D10+1D4+2
Attacks per Round: 1
Range: 15
Shots: 10
Price: $600
MAL:00
Notes:
See above for laser sights.
ASTRUM WILDEY WOLF (475 WINCHESTER MAGNUM)
The response of Astrum to the Colt Casull SE, vying for supremacy as
the most powerful handgun on Earth. This weapon is a custom version
modified by the company to fit the shooter and make the handgun more
accurate and easier to handle.
Base Chance: 20%
Damage: 1D10+1D6+2
Attacks per Round: 1
Range: 20
Shots: 16 or 24 but +20% on [Spot Hidden] for visual search
Price: $1900
MAL:00
COLT CASULL SPECIAL EDITION (454 CASULL)
Originally conceived with handgun hunters in mind, the Colt Casull
Special Edition is a double-action revolver finished in stainless
steel. It is chambered for the 454 Casull, a cut-down big game
cartridge specifically designed for large animals. This weapon has
also proven itself a real manstopper when the situation warrants.
Base Chance: 20%
Damage: 1D10+1D6+1D4
Attacks per Round: 1
Range: 15
Shots: 5
Price: $875
MAL: 00
COLT CLASSIC (10MM)
Like the Colt Warrior, the Colt Classic appeals to traditionalists.
Chambered for modern 10mm caseless, the weapon is a deed ringer for
the legendary Colt 1911A1 .45 ACP. A lighter model, engineered to
resemble the Colt Combat Commander, is on the market as well.
Base Chance: 20%
Damage: 1D10+2
Attacks per Round: 1
Range: 15
Shots: 15
Price: $400
MAL:00
COLT COUGAR (30 M1)
Distinctively styled in stainless steel, the Cougar is the first
succesful production of an auto pistol to pack a caseless version of
the M1 .30 carbine caliber. This new pistol is a solid choice for the
shooter who wishes to step up to a more powerful all-around handgun.
Base Chance: 20%
Damage: 2D6
Attacks per Round: 1
Range: 15
Shots: 18
Price: $500
MAL:00
COLT OLIVER NORTH (45 HOT LOAD)
This commemorative model is a large capacity automatic, loaded with
high-powered ammunition, at three times standard cost per round. A
wide variety of accessories are available.
Base Chance: 20%
Damage: 1D10+3
Attacks per Round: 1
Range: 15
Shots: 15
Price: $400
MAL:00
COLT WARRIOR (44 MAGNUM)
For people who simply like very big guns, the Warrior is the way to
go. This is one of the few revolvers in modern production, and Colt
retained the old 44 magnum chambering to appeal to traditionalists.
The Warrior is tooled to use modern caseless rounds. Speed load
cassettes of 6 rounds are available from the manufacturer.
Base Chance: 20%
Damage: 1D10+1D4+2
Attacks per Round: 1
Range: 15
Shots: 6
Price: $450
MAL:00
GLOCK (9MM HOT LOAD)
The Glock 9mm Hot Load is chambered for 9mm high-powered ammo. Its
advanced design takes full advantage of caseless ammo technology to
prevent malfunctions. It is favored by civilian, military, and local
police forces alike.
Base Chance: 20%
Damage: 1D10+1
Attacks per Round: 3
Range: 20
Shots: 20
Price: $400
MAL:00
MOSKARM FIREARMS SPORT-PYAT (32 OR 7.^% MM)
This Russian-made sporting pistol is built for comfortable, accurate
shooting. It is rather bulky for concealement purposes, but it is a
handgun made for target practice not self-defense. The Sport-Pyat
(5x200) has a 200mm extension barrel. This increases accuracy and
range, but makes the weapon almost impossible to conceal, except under
a long coat. Even then, the [Spot Hidden] roll to detect the weapon is
made at +%20. The barrel is modular and changing it takes 10 minutes.
Base Chance: 20%
Damage: 1D8
Attacks per Round: 3
Range: 20/30 for the 20mm barrel
Shots: 20
HP:10
Price: $500
MAL:00
MOSKARM RUSSKI-9 (9MM)
The Russki-9 is the Moskarm bread-and-butter weapon, sold widely in
the CIS and the rest of Eurasia. It has an integral laser sight.
Base Chance: 20%
Damage: 1D10
Attacks per Round: 3
Range: 20
Shots: 20
Price: $450
MAL:00
Notes:
See above for laser sights.
NATARMS AMERICAN EAGLE (44 MAGNUM)
An automatic pistol designed to work with the most powerful caseless
cartridge. This Natarms-designed handgun is gaz-operated (most pistol
are recoil-operated). It is extremely large and difficult to conceal,
but has exceptional power and long-range accuracy.
Base Chance: 20%
Damage: 1D10+1D4+2
Atacks per Round: 1
Range: 20
Shots: 10
Price: $750
MAL:00
S&W URBAN DEFENDER (9MM)
The Urban Defender is one of the most widely carried civilian handgun
in the US. It is sturdy, reliable, and reasonably priced.
Base Chance: 20%
Damage: 1D10
Attacks per Round: 3
Range: 20
Shots: 20
Price: $300
MAL:00
SOG FEDER (7MM)
The Feder is a tidy little hideaway weapon. With a short (by modern
standards) magazine of 7mm rounds, it is not much use against an
armored opponent. Its use of new plastics specifically designed to
elude modern weapon detectors and a higly efficiant gaz venting to
reduce its signature for chemical detectors is controversial, but
explains its popularity in some circles. The weapon impose a -20%
penalty for the [Spot Hidden] skill on visual searches, and a -10% to
searches using electronic or chemical detectors.
Base Chance: 20%
Damage: 1D6
Attacks per Round: 3
Range: 5
Shots: 7
Price: $200
MAL:00
SOG PALM PISTOL (357 MAGNUM)
This European hold-out design packs one large-caliber round in each of
its over-under barrels. A select switch allows the user to fire both
barrels simultaneously.
Base Chance: 20%
Damage: 1D8+1D4
Attacks per Round: 1 or 2 on the same target
Range: 3
Shots: 2
Price: $150
MAL:00
SOG STRASSENSHUTZ (380 AUTO)
The SOG Strassenshutz (Street Protector) is light and easily
concealable. It fires a 380 auto that some critics charge is too
feeble to be worth much in a fight.
Base Chance: 20%
Damage: 1D8
Attacks per Round: 3
Range: 15
Shots: 20
Price: $250
MAL:00
** RIFLES **
MOSKARM MOLNIYA (12MM MAGNUM)
The Molniya (Thunderbolt) is a big-game weapon, priced in accordance
with the small market for such weapon in 2043. So many big game
species are protected by endangered species regulations that there are
few big game hunters around. Poachers don't use these weapons; they
generally hose down the poor beasts with a flood of small caliber fire
from military weapons until they fall dead. The Thunderbolt uses a
12mm magnum slug that can drop a Cape Buffalo or Siberian Tiger, and
that practically tears smaller targets to pieces. This is not a
bolt-action gun but a caseless semi-auto rifle.
Base Chance: 25%
Damage: 2D10+1D8+6
Attacks per Round: 1
Range: 100
Shots: 5
Price: $750
MAL: 00
SAUVAGE BOUCANIER (7MM)
When a French consortium purchassed Savage Arms in 2017 and renamed it
Sauvage, predictions of lowered quality were rife. However,
consistently good weapon performance has made the Sauvage 7mm series
popular with hunters the world over. The Boucanier is equipped with
integral telescope and low-light sights. Optional models with integral
laser sights (Dragon Rouge) and integral HUD targeting circuitry
(l'Aigle) are available. A military model of l'Aigle is the designated
sniper weapon of the U.E. (European Union) armed forces. This caseless
semi-auto rifle is not a bolt-action gun.
Base Chance: 25%
Damage: 2D6+4
Attacks per Round: 1
Range: 110
Shots: 10 MAL
Price: $500
MAL: 00
Notes:
See above for HUD, laser sights, and telescopic sights.
** SHOTGUNS **
NATARMS UCW (10G.)
A compact, semi-automatic shotgun firing large-gauge shells, the UCW
is perfect for urban close close combat. While it looked like modern
body armors were going to make shotguns obsolete as police weapons,
improved propellants and the introduction of flechette shells have
given them a new lease on life.
Base Chance: 30%
Damage: 4D6+2/2D6+1/1D8
Attacks per Round: 1
Range: 10/20/50
Shots: 10
Price: $650
MAL: 00
Notes:
The flechettes rounds do Impale.
REMINGTON MODEL 60
This is a standard, good-quality, pump-action shotgun. A slighty
shorter, lighter model, the Remington Hearthfire model 62, is sold for
home defense.
Base Chance: 30%
Damage: 4D6/2D6/1D6
Attacks per Round: 1
Range: 10/20/50
Shots: 5
Price: $250
MAL: 00
S&W THOR (12G.)
The Smith & Wesson Thor is a good example of the autoloading combat
shotguns used by police in cities all over the world.
Base Chance: 30%
Damage: 4D6/2D6/1D6
Attacks per Round: 1
Range: 10/20/50
Shots: 7
Price: $525
MAL: 00
** SUB MACHINE GUNS **
INGRAM MAC-21 (9MM)
Small, easily concealed, and durable, the MAC-21 machine pistol is a
favorite among covert operatives and cultists. The new Mac-21H is
equipped with integral link-circuitry to connect a Hud targetting
display. The cost is $1,000 more than the Mac-21.
Base Chance: 15%
Damage: 1D10
Attacks per Round: 2 or Burst
Range: 40
Shots: 30
Price: $500
MAL: 99
MOSKARM NOVUZI (9MM)
Some weapons never go out of style. The UZI submachinegun pattern is
one of them. Moskarm licensed this pattern from Israel in 2023 and it
is one of the most popular submachineguns in the world today. It is
compact, with its lines modernized from the original design introduced
in 1952. Currently it is favored by banded security agents, korps
security forces, and other organizations.
Base Chance: 15%
Damage: 1D10
Range: 40
Attacks per Round: 2 or Burst
Shots: 30
Price: $700
MAL: 99
NATARMS M-19 (10MM)
This weapon is a favorite with US police forces and regional NERCC
troops in close combat situations. It comes with integral HUD
targeting circuitry, allowing it to be hooked to HUD goggles or a
helmet display.
Base Chance: 15%
Damage: 1D10
Range: 40
Attacks per Round: 2 or Burst
Shots: 30
Price: $750
MAL: 99
Notes:
See above for HUD.
SOG M1 PISTOL (30 M1)
This very large pistol is a European attempt to make a controllable
machine pistol. The M1 pistol is capable of firing a controlled three
round burst at a very high cyclic rate. The large size of this pistol
allows it to take an integral laser sights and a 18 round magazine.
Strangely, the caseless munition of this machine-pistol is a
modernization of the old 30 M1 carbine cartridge.
Base Chance: 15%
Damage: 2D6
Range: 40
Attacks per Round: 1 or Burst
Shots: 18
Price: $700
MAL: 96
Notes:
See above for laser sights.
** MELEE WEAPONS **
THE HOOK
A hook is a blade made in such a manner that it is easy to sink the
blade, but difficult to pull it out of the wound without worsening it.
As long as it remains in the body, the provokes 1d6-1 hit points per
round. The knife is only pulled out after the fight. A successful
[First Aid] roll provokes 1D3 damage, other 1D6 damage is done when
the blade is extracted.
Base Chance: 25%
Damage: 1D4+2+DB
Price: $90
THE OCTOPUS
A dagger whose blade is hollow. The pommel contains a cartridge of Co2
that projects the ink contained in the hollow space within the blade.
The idea is to blind the adversary then to profit from its blindness
to stab it.
Base Chance: 25%
Damage:1D6+DB
Price: $50
Notes:
Use the Resistance Table, opposing the POT 20 ink versus the CON of
the target. If the attacker wins the adversery is blind for 2D6
rounds. This dagger can not be throw.
--------------------
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