Copy Link
Add to Bookmark
Report

Chaosium Digest Volume 22 Number 04

eZine's profile picture
Published in 
Chaosium digest
 · 1 year ago

Chaosium Digest Volume 22, Number 4 
Date: Monday, October 13, 1997
Number: 1 of 2

Contents:

Chases in Call of Cthulhu (Geoff Smith) CALL OF CTHULHU
PL: Angelsey Britain, c.61AD (Paul Williams) NEPHILIM
PL: Scandinavia, c.800AD (Paul Williams) NEPHILIM

Editor's Note:

Welcome to the newest issue of the Chaosium Digest. This week, more
Keeper's Revenge (over in V22.5), some fun rules for running chases in
Call of Cthulhu, and two new past lives for Nephilim.

And *that* leaves my cupboards entirely bare. Send in those articles
for next issue. I'd especially love to see some articles celebrating
All Hallow's Eves. Undead for Elric, the unexplained for Nephilim,
non-Mythos Horror for Call of Cthulhu, and the terrors of Samhain for
Pendragon, perhaps? Take a look at V11.12 for an All Hallows' Eve
issue I ran a few years ago.

NEW ELECTRONIC RESOURCES

The Cthulhu Web
http://www.fortunecity.com/tattooine/edwood/66/index.html

The new web site contains lots of material that originally appeared in
the Chaosium Digest, as well as others. Look for it to continue to
expand in the weeks to come. Also connects up to the entire CoC
Webring.

The Mythos Digest Index
http://members.aol.com/grhail/pages/mythosib.html

The Mythos Digest is a regular mailing list that you can subscribe to
by sending the command "subscribe mythos-digest" to:
majordomo@chaosium.com. This web site features an excellent
multi-level index to the Digest and also includes info on how to
retrieve past issues.

The Official Nomads of the Time Streams Web Page
http://www.angelfire.com/wa/thenomads

Learn more about the international Michael Moorcock Appreciation
Society (also described in various issues of the Chaosium Digest, most
recently V15.1). Also connects up to the entire Eternal Champion
Webring.

--------------------

From: Geoff Smith <gmsmith@wolf.co.net>
Subject: Chases in Call of Cthulhu
System: Call of Cthulhu

I don't know what it is about Call of Cthulhu, but I find the
characters spend a lot of time running. Picture it: five beleaguered
investigators running like mad to catch three fleeing cultists
(thieves, witnesses, taxidermists...) One of them is a half block
away; the others have only a few yards head start. Two blocks away a
Model T (black) is waiting to whisk the bad guys away. If even one
arrives at their hideout he'll be back with a hundred other half-mad
cultists (taxidermists while half-mad, will return with no more than a
dozen colleagues. They also travel single file to hide their
numbers). So now what?

THE MECHANICS OF THE CHASE

You turn to the rules on movement and find: "With creatures of the
same species roll CON vs CON or DEX vs DEX on a resistance table."
Well that'd be great if you didn't have 8 different CONs to
compare. According to my math that's 28 possible combinations and that
still wouldn't tell you if any of them got to the car. Most of us
would probably just say, "OK, you tackle the closest 2 and the other
gets away." The play is the thing, so sometimes that's the way to
go. Here's what I do instead:

* First figure out how far apart they are in yards (Meter? Never heard
of it.).

* Each round all runners move either 5 or 10 yards. 10 if they make
their STR rolls. These numbers are arbitrary--I just use 5 & 10
because it's easy math.

* Each round all runners must make a CON check. After they have failed
three (not necessarily in a row) they must stop running and catch
their breath. Use your judgment or make them wait until they've made
two successful CON rolls in a row to start running again.

* That's it! The mechanics of the chase. It's fairly simple yet quite
playable. The important thing is that the players feel like they're
part of the action. Of course, none of this is meant as a hard and
fast rule--just a guide. For a little more fun check out Nuances of
the Chase.

THE NUANCES OF THE CHASE

To spice up chases a little, an acquaintance of mine--Jonathan Turner
of Keeper's Revenge fame, mentioned a system he uses of somewhat
random obstacles. It sounded intriguing so I devised a little chart
for myself. I haven't had a chance to use it yet but here it is, in
all it's unrefined glory.

This is mainly intended for chases on foot in cities. With minor
changes it would work for cars as well; just remember some streets are
one way or restricted to certain vehicles--fire lanes/buses...

City streets twist and turn with sudden dead ends or forced
turns. Unless you've got a street layout in mind, roll on this chart
to see what the next intersection is like--or just choose one.

1-25 4 way intersection street
26-50 4 way intersection alley or narrow street
51-55 T-intersection--can't go straight
55-60 Dead end
61-75 Right turn only
76-90 Left turn only
91-100 Ahead only no turns

Every so often--maybe once per runner on each block, roll to see if
any obstacles present themselves. Some of these only apply to big
cities. Choose something else or have nothing happen if you don't like
what you get. This really isn't meant to be random just to spur your
imagination. Some things may cause runners to fall or stumble. Require
a DEX check to avoid dropping anything held in the runner's hands. Ask
for Luck rolls to see if they suffered some small injury or accident
like torn clothing/muddied jacket/lost hat. And keep in mind some
objects don't like being stumbled over and knocked down.

1-25 Nothing.
26-30 Kids dart out. Dodge to avoid or fall down, knocking at
least one child down too.
31-35 Fair sized crowd/parade. Spot Hidden/Hide to find
someone in crowd. 2 dodges needed to get through
without slowing.
36-40 Person walking several large dogs. They bark and nip at
anyone running past them. 1 bite at -30%; 1-3 damage +
Irate owner.
41-45 Senile old woman. If run past starts screaming that they
stole her purse--even though she still has it in her
hands. Good Samaritans may try to grab runner.
46-50 Policeman on foot within shouting distance. May give chase.
51-55 Unarmed vigilante(s)/Good Samaritan(s) join chase if one
is obviously a troublemaker.
56-60 Car almost hits runner. Dodge or Jump to avoid or get
knocked down & take 1-6 damage.
61-65 Uneven pavement. Make DEX check to avoid stumbling.
66-70 Vegetable cart/hot dog vendor gets in the way. Dodge to
get around or lose 1 round.
71-75 Small tight crowd of onlookers. STR to push through.
76-90 Subway entrance/Elevated train Entrance.
91-100 Nothing.

Alleys / Side Streets/ Streets at night in bad part of town:

0-30 Nothing.
31-40 Wino. Jump to avoid tripping over/slowing down.
41-50 Gang members with knives demand money/block path. No
dodging--Fight or run other way.
51-65 Fence. Jump it or slow down & Climb over.
66-75 Garbage truck/Delivery truck blocks way. Climb
over/around. Possibly irate delivery man to be Fast
Talked.
76-80 Bottle hurled out of window by yelling woman. Luck roll
to avoid or take 1-3 damage

81-90 Litter/Garbage. Jump or Dodge to avoid falling over it.
91-100 Nothing

This is by no means a comprehensive list and a really good chase
doesn't stop there. Remember the surroundings are not just gray walls
and streets. There are fire escapes to climb, doors to duck into,
roofs to jump between, dumpsters to hide inside of, cars to hijack,
etc.

BACKGROUND OF THE CHASE

Just think of the foot chase in _Pulp Fiction_. That pawn shop had
nothing to do with the plot, and yet it became a memorable part of the
story. Here's a short list of some of the buildings the characters are
running past without even a second glance. If the cultists run through
a fancy hotel that's a lot different than if they run through a shoe
store. I would recommend against rolling randomly. Just choose
something that fits.

In a well run adventure the players shouldn't be able to tell the
difference between what you're making up as you go and what is already
planned out on paper. Even the best players act differently. Without
realizing it you're giving them information. If the cultists duck into
a building and you roll randomly and tell them it's a shoe store they
know that this shoe store is not a secret hideout for the cultists. If
it were, you would have known it was a shoe store without rolling. If
you need a couple minutes to think of what kind of building it is or
how it should be laid out, just pretend to check the book--flip back
and forth in the module (or your own notes if you're a do-it-yourself
type) look thoughtfully at the page and collect your thoughts. Players
expect you to have to look stuff up; that's just how role playing
games are. Keep in mind when looking at this list that many businesses
have homes/apartments built in back/on top of them.

Hotel Bank
Restaurant/Diner Police Station
Museum Fire Station
Apartment building Furniture Store
Pawn shop Shoe Store
Bakery Library
Clothing Store Sporting Goods Store
Deli Parking Lot
Private Club Hospital
Office building Music Shop

Geoff & Susan Smith
Check us out - http://www.geocities.com/Area51/Dimension/1125/

--------------------

From: paulw@betanet.co.uk (Paul Williams)
Subject: PL: Angelsey Britain, c.61AD
System: Nephilim

ANGELSEY, BRITAIN, c.61AD
The Destruction of the Druids

HISTORICAL CONTEXT

The Nephilim of Celtic Britain had lived in relative harmony with the
native humans for centuries, using their wisdom to teach the humans
Druids many lost secrets and powers. For generations the Nephilim were
revered as spirits or as folk from the Other Side (Faerieland). Some
were even so renowned that they were made into gods, worshipped during
and after their incarnation. The Roman invasion, and subsequent
conquest, of Gaul forced many Nephilim to flee to Britain, seeking
refuge from the Roman legions. Many of the British Nephilim believed
that the Romans would never invade Britain.

All of that changed in middle of the 1st century BC when Julius Caesar
invaded Britain. Whilst rampaging through southern Britain, Caesar saw
the power of the Nephilim and thought it wise to retreat to the safety
of Gaul until he could bring more power to bare against the powerful
Nephilim forces. Fortunately, the Emperor Arcanum had their own plans
for Caesar and he never returned to England.

In 43AD the Emperor Claudius, an Emperor Nephilim, landed four legions
plus auxiliary troops and began to expand inland. By 61AD the Romans
held everything in England as far north as the Humber and during the
relatively peaceful times set about dominating Wales. The Emperor
Arcanum saw Rome as a way to dominate the world and Britain was just
another step on their plan. The Druids of England had retreated into
Wales, back to the secret headquarters on the island of Angelsey but
they were not safe. A member of the Druids had been incarnated into by
a member of the Tower Nephilim and he guaranteed their downfall.

In early 61AD two Roman legions, led by Tower Arcanum Nephilim,
marched to Angelsey and began a ruthless campaign against the Druids
and their kinsfolk. The might of the Druids' magic legions was no
match for the drilled discipline of the Roman army and soon hundreds
of Druids lay dead. The actions of the Tower Arcanum threatened to
ruin their plans as many tribal leaders were talking of rebellion
against their cruel Roman masters. The Emperor Arcanum also saw the
use of the Druids in keeping the natives quiet and sought a plan to
rescue them from the Tower-dominated legions.

On the east coast of England, Boudiccea, the daughter of the late
ruler of the Iceni tribe, was incarnated into by a member of the
Emperor Arcanum. The Arcanum was desperate to quell any talk of
rebellion amongst the humans and saw the best way of doing this as
causing a rebellion and then ruthlessly crushing it. Under the story
of having been raped by Roman soldiers and having had her hereditary
homeland stolen by greedy Roman nobles, Boudiccea led a rebellion
against the invaders that resulted in the destruction of the Roman
cities of Colchester, London, and St. Albans.

The Tower Nephilim were ordered to return to eastern Britain with
their legions and aid the defenders against the rebellious
Celts. Seeing their chance for another fight against obviously trained
Solar-ka humans, the Tower agreed and withdrew from Angelsey. Two
weeks later they had arrived in eastern Britain. Many Nephilim around
at the time still amuse themselves at how easily the Tower Arcanum was
manipulated into aiding the Emperor Arcanum's plans.

Once the rebellion was large and popular enough to encompass many
local tribes the Emperor Arcanum pulled the plug and lead the rebels
into a deadly trap. Although the rebels outnumbered the Romans, the
Nephilim Boudiccea led her people into an attack up a well-defended
hill, which resulted in them being destroyed almost to a man, woman,
and child. Roman retributions were savage and assured that no such
rebellion would be tried again for many centuries. For a while, the
Emperor had succeeded in dominating the populace.

SECRET SOCIETIES

Order of the Golden Sickle

This was a Druidic order that was dedicated to preserving the
knowledge of ancient times. They were basically pro-Nephilim and many
members of the High Priestess Arcanum were amongst their number. The
Order was peaceful in nature and had no resistance against the Tower
Arcanum-dominated Roman legions. Very few members of the Order escaped
the Roman massacre at Angelsey.

Daughters of Isis

Through the mystery cult of Isis the Daughters of Isis spread
throughout Europe, gathering occult knowledge as they went. The
Daughters were still pro-Nephilim at this time and accompanied the
Roman legions to Angelsey to gain the knowledge held by the Druids. No
Nephilim knows what secrets they gained when the legions withdrew.

DOMINANT ARCANA

XVI. The Tower

Through incarnating in several important Roman officers, the Tower
Arcanum was able to redirect the Roman legions against the Druids on
Angelsey in a bid to destroy them and so remove their knowledge of the
occult from history. Whilst almost successful in the bid to massacre
the Druids, Boudiccea's actions caused them to withdraw their legions,
so allowing a few Druid to escape to Europe.

III. The Emperor

The Emperor Arcana manipulated the Roman Senate into invading Britain.
Through the might of the Roman army they hoped to achieve their goal
of human domination. However, the actions of the Tower Arcanum caused
them to change their plans and they were forced to manipulate the
Iceni chieftain Boudiccea into violent rebellion to try and save their
plans.


YOUR SIMULACRUM

You awoke for unknown reasons, and had a very short time to find a
Simulacrum. Roll 1d100 on this table to find what simulacrum you
chose.

Simulacrum Selection

d100 Simulacra

01 - 05 Druid, male
06 - 20 Warrior, male
21 - 25 Chief, male
26 - 40 Roman Legionnaire, male
41 - 50 Roman Officer, male
51 - 60 Chariot Driver, male
61 - 00 Farmer, male or female

Druid, Male

Astrological Lore Natural Lore Life Experience (Celt Britain)
Speak (Celtic) Religion (Celtic) First Aid
History Read/Write (Ogham) Medicine
Pharmacy

Warrior, Male

Dodge Grapple Hunt
Melee (Sword) Melee (Spear) Life Experience (Celt Britain)
Scan Speak (Celtic) Survival

Chief, Male

Speak (Celtic) Law Life Experience (Celt Britain)
Scan or Scrutinize Hunt Survival
Melee (Sword) Climb Bargain or Fast Talk

Roman Legionnaire, Male

Build (camps) Conceal First Aid
Listen Melee (Spear) Life Experience (Celt Britain)
Melee (Sword) Scan Speak (Latin)
Survival (Woodland)

Roman Officer, Male

Ride Speak (latin) Life Experience (Celt Britain)
Read/Write (Latin) Hunt Law
Melee (Sword) Business Survival

Farmer, Male or Female

Same as Pre-Dynastic Egypt but...
Life Experience (Celt Britain)
Speak (Celtic)

Simulacrum Age

Roll 3d6 x5. This gives your Simulacrum's age before incarnation.

Simulacrum Skill Points

Multiply age times 4. This gives your current simulacrum skill points.
You can spend these points on the skills listed with your Simulacrum
profession, up to 50 points per skill in this past life, and to a
maximum of 90 points. Add pre-incarnation age as valure of Life
Experience. Roll (2d6+6) x5. You can spend these points on any spoken
language skills.

YOUR NEW LIFE

You undertook a new life of embodiment. Find out how long you lived in
the new body, and what you learned for that time.

Nephilim Age

Roll another 3d6. This number x5 is the number of years you lived in
the Simulacrum after incarnating.

Occult Development Points

Multiply the number of years your Nephilim was incarnated by 2 to
determine how many occult development points you have to spend of
occult skills. Distribute occult development points among available
techniques, spells, or a specific Arcanum Lore, up to 50 points per
technique in this past life, and to a maximum of 90 points per
technique.

Available Techniques

Sorcery, Lower
Sorcery, Higher
Sorcery, Grand Secret
Summoning, Seals
Summoning, Pentacles
Alchemy, Black Stone

What Did You Do?

Whilst the Romans were destroying the Druidic stronghold at Angelsey
in a bid to wipe out the Druids, the female chieftain Boudiccea
rebelled against her tyranical Roman masters and sacked many Roman
cities before beinmg stopped by legions pulled back from Angelsey.

+10 if you tried to help Boudiccea overthrow the Roman invaders

Stasis Event

What events led to the death of your Simulacrum and your reimprisonment
in your Stasis?

d100 Event

01 - 40 Died peacefully in bed
41 - 50 Died in Rome as a slave
51 - 90 Killed by Roman soldiers
91 - 110 Killed in Boudiccea's uprising

Stasis Form

For Nephilim of the first incarnation

d100 Form

01 - 05 Golden torc
06 - 20 Bronze sword
21 - 25 Small marbe statue
26 - 45 Silver arm band
46 - 50 Roman standard
51 - 65 Carved wooden comb
66 - 75 Religious statue
76 - 90 Bronze spear head
91 - 95 Coin, bronze
96 - 100 Pewter bowl

--------------------

From: paulw@betanet.co.uk (Paul Williams)
Subject: PL: Scandinavia, c.800AD
System: Nephilim

SCANDINAVIA, c.800AD
The Viking Age

HISTORICAL CONTEXT

The loss of the Merovingian dynasty to the power of Charlemagne
greatly dented the pride of the Emperor Arcanum and they swore
revenge. As Charlemagne consolidated his power in Europe, the Europe
Arcanum grew more desperate for allies. It was then that the
previously isolationist Scandinavian tribes came to their notice.

Through manipulation of the tribal leaders, the Scandinavians were
convinced that great wealth and huge tracts of land could be gained in
northern Europe if the tribes were willing to take them. The raid
against the monastic isle of Lindisfarne, singled out for attack by
the Tower Arcanum-dominated tribes, came as a surprise to the powers
of Europe. The age of the Vikings had arrived.

The Emperor's plan was simple--the Vikings had the military might to
dominate northern Europe if they could be kept on track. Once they had
assumed control, the Emperor Arcanum would take full control of the
reins. The Nephilim-controlled Norsemen rampaged through northern
Europe for many years but only in England (especially Scotland, the
Isles and Yorkshire), Normandy (were they settled and became the
Normans), and western Russia (where they became the Rus) did they make
any permanent gain.

The Norsemen's great skill in navigation, with the aid of certain
Nephilim, allowed the Vikings to find and settle America. Their colony
was short-lived however, but the Empress Arcanum gained valuable
knowledge from the native Americans.

By the early tenth century the Emperor Arcanum had given up on its
plans to dominate Europe; the collapse of Charlemagne's empire had
made Europe too facticious to dominate successfully, and left the
Norse to their own devices. Fierce infighting between the rival kings
stopped any further consolidated attacks and only individual nations
launched any further invasions. In 1066 the last Viking raid was
stopped by Kind Harald of England, although later that same year the
Normans, who were of Viking descent, conquered England and set about
starting a powerful dynasty free of any real Nephilim influence.


SECRET SOCIETIES

Prieur de Sion

The Prieure continued its policy of aiding the Nephilim and guided the
Norse Nephilim to their targets, supplying information on defences and
suitable human targets to the attackers. They hoped that the Vikings
would enable the Merovingian kings to retake their throne, but the
Vikings only gained permanent holds in England, Normandy, and Russia.

Holy Vehm

The Holy Vehm were still in an early form when the Viking raids
began, but they wre effective in eliminating pro-Nephilim individuals
in their unique and peculiar way.

The Ravens of Odin

A secret society trying to study the ways of the god Odin through
self-torture. Taking the legend of Odin sacrifing himself to himself
and losing an eye to gain power and wisdom quite literally, they
commit acts of self-mutilation to try and enlighten themselves to the
ways of the Nephilim was known as Odin. Although the have little
actual dealings with the Nephilim they have been infiltrated by
members of the Empress Arcanum.

DOMINANT ARCANA

XVI. The Tower

The Tower Arcanum used the cover of the violent Viking raids to destroy
humans with high Solar-Ka. Many monks, priests, and scholars were killed
by the Tower Nephilim.

IV. The Emperor

The Emperor Arcanum saw the power of the Vikings as a chance to
dominate Northern Europe under a single power, but there plan was not
to be. Whilst the Vikings made good initial gains they were too
fracticious to keep their power consolidated. Only in England,
Normandy, and western Russia did the Vikings make any lasting
impression on the populace.

XV. The Devil

The Devil has only a minor role in the affairs of the time but the
supposed powers of the Norse berserkers gave them perfect cover to
revel in their state of Khaiba.

YOUR SIMULACRUM

You awoke for unknown reasons, and had a very short time to find a
Simulacrum. Roll 1d100 on this table to find what simulacrum you
chose.

Simulacrum Selection

d100 Simulacra

01 - 05 Noble, male
06 - 10 Runecaster, male
11 - 20 Berserk, male
21 - 50 Warrior, male
51 - 80 Freeman, male or female
81 - 100 Slave, male of female

Noble, Male

Hunt Law Life Experience (8c Scand.)
Speak (Old Norse) Melee (Sword) Ride
Swim Melee (Spear) Grapple

Runecaster, Male

Astrological Lore Speak (Old Norse) Life Experience (8c Scand.)
Natural Lore First Aid Read/Write (Norse Runes)
History Tarot Lore Law
Pharmacy Religion (Norse)

Berserk, Male

Swim Melee (Spear) Life Experience (8c Scand.)
Melee (Sword) Survival Speak (Old Norse)
Grapple Fist/Punch Religion (Norse)
Kick

Warrior, Male

Swim Hide Life Experience (8c Scand.)
Melee (Spear) Melee (Sword) Speak (Old Norse)
Pilot (Boat) Scan Survival

Freeman, Male or Female

As Pre-Dynastic Egyptian farmer but...
Life Experience (8c Scand.)
Speak (Old Norse)
Build (boat)

Slave, Male or Female
Bargain Dodge Life Experience (8c Scand.)
Drive (Wagon) Fast Talk Grapple
Hide Farming Speak (Old Norse)
Scrutinize

Simulacrum Age

Roll 3d6 x5. This gives your Simulacrum's age before incarnation.

Simulacrum Skill Points

Multiply age times 4. This gives your current simulacrum skill points.
You can spend these points on the skills listed with your Simulacrum
profession, up to 50 points per skill in this past life, and to a
maximum of 90 points. Add pre-incarnation age as valure of Life
Experience. Roll (2d6+6) x5. You can spend these points on any spoken
language skills.

YOUR NEW LIFE

You undertook a new life of embodiment. Find out how long you lived in
the new body, and what you learned for that time.

Nephilim Age

Roll another 3d6. This number x5 is the number of years you lived in
the Simulacrum after incarnating.

Occult Development Points

Multiply the number of years your Nephilim was incarnated by 2 to
determine how many occult development points you have to spend of
occult skills. Distribute occult development points among available
techniques, spells, or a specific Arcanum Lore, up to 50 points per
technique in this past life, and to a maximum of 90 points per
technique.

Available Techniques

Sorcery, Lower
Sorcery, Higher
Sorcery, Grand Secret
Summoning, Seals
Summoning, Pentacles
Alchemy, Black Stone

What Did You Do?

The Vikings plundered Northern Europe in a series of raids and
invasions that lasted nearly two hundred years. Their skill at
navigation took them as far afield as Byzantium, Spain, and the
undiscovered continent of America.

+10 if you raided abroad with the Viking

Stasis Event

What events led to the death of your Simulacrum and your
reimprisonment in your Stasis?

d100 Event

01 - 25 Died peacefully in bed at home
26 - 40 Settled in a new land and died peacefully
41 - 50 Drowned at sea in a storm
51 - 60 Killed in a clan dispute
61 - 90 Killed in a raid overseas
91 - 110 Killed by the Holy Vehm

Stasis Form

For Nephilim of the first incarnation

d100 Form

01 - 10 Silver reliquary
11 - 20 Iron helmet
21 - 30 Hunting horn
31 - 50 Iron sword
51 - 60 Brass lamp from Spain
61 - 70 Silver spice holder from Byzantium
71 - 80 Stone statue (religious)
81 - 100 Plunder (roll on Charlemagne table)


--

← previous
next →
loading
sending ...
New to Neperos ? Sign Up for free
download Neperos App from Google Play
install Neperos as PWA

Let's discover also

Recent Articles

Recent Comments

Neperos cookies
This website uses cookies to store your preferences and improve the service. Cookies authorization will allow me and / or my partners to process personal data such as browsing behaviour.

By pressing OK you agree to the Terms of Service and acknowledge the Privacy Policy

By pressing REJECT you will be able to continue to use Neperos (like read articles or write comments) but some important cookies will not be set. This may affect certain features and functions of the platform.
OK
REJECT