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Chaosium Digest Volume 26 Number 05

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Chaosium digest
 · 11 months ago

Chaosium Digest Volume 26, Number 5 
Date: Sunday, July 15, 1998
Number: 1 of 1

Contents:

The (Guest) Stars Are Right... (Philip C. Robinson) MYTHOS
The Commitment of Laban Shrewsbury (G.R. Hail) MYTHOS

Editor's Note:

This time a pair of articles related to the Mythos CCG.

Shannon

RECENT BOOKS OF NOTE

* Call of Cthulhu - Weird Tales #313 ($4.95). The unique magazine is
back in yet another incarnation, from the same folks that brought
you the previous version and "Worlds of Fantasy & Horror". Not
Lovecraftian, but horror with a distinguished pedigree.

NEW ELECTRONIC RESOURCES:

Return to Innsmouth: The Official Website
http://www.beyond-books.com/productions/innsmouth

A web-site dedicated to a fun-looking Lovecraftian film.

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

From: bedlam@inzenity.org (Philip C. Robinson)
Subject: The (Guest) Stars Are Right...
System: Mythos

The (Guest) Stars Are Right. . .
A Rule variation for Mythos CCG

For those players who have become too jaded and bored with a `regular
game' of Mythos, the following game variation was concocted. We all
agree that Great Old Ones and Outer Gods can be a lot of fun to play,
especially for the cultist who enjoys the look of horror that dawns
upon the other players faces once the horrible truth behind what has
just occurred is realized. Unfortunately, playing a GOO can be a
resource intensive process that is not always open to beginning
players, or people who don't have lots of Mythos cards. Here is a
simple little game mechanic to allow people the pain of GOO use,
without the pleasure of having necessarily built a deck to properly
get one into play!

Flavor Introduction:
====================

The End Times are Near! Due to the varied machinations of crazed
cultists throughout the world, Great Old Ones and Outer Gods are
constantly moving through Earth's reality! Luckily, due to
incompetence or imperfect circumstances, those same entities do not
actually linger nearly as long as if they had been properly summoned.

Game Mechanics:
===============

* A GOO is temporarily played to the Mythos Game. That is, for 1 round
ONLY, unless other regularly played cards extend or shorten the
duration of the GOO's stay. No ROTATION of the card will ever occur,
even if the visit is prolonged by eligible cards that cause the GOO to
stay in play past its guest appearance of 1 round.

* A specific TRIGGERING MECHANISM (explained below) causes the
appearance of said monstrosity. This trigger has no direct relation to
the NORMAL requirements for said GOO, and cannot be used as a
substitute for the usual GOO requirements by any player who intends to
Summon a GOO through regular game mechanics. The GOO behaves as if
normally played to a threat. While the GOO is in play, its effects box
will affect the course of the game. i.e., Investigators will not
normally gain sanity while it is in play, etc.

* The GOO is NOT considered to be part of any particular player's
threat.

* After the end of 1 round, or any effects that extend the guest
appearance of the GOO, it simply goes away AS IF it had been buried.
i.e., When the GOO goes away, it doesn't go to a story deck, and is
not eligible to be raised by effects like The High Priest of Elvis
(New Aeon card). It IS susceptible to effects of cards like Wakalea or
Cthulhu For President, however.

* Otherwise, all normal GOO rules apply. i.e., Only 1 specific named
GOO in play at any time, regardless of HOW it entered play (treat the
special appearance as a `no show' if it duplicates an already *in
play* GOO), etc.

Triggers:
=========

At the beginning of each round, a predetermined means of randomly
deciding whether or not a GOO will make an appearance should be
performed.

This section is broken down into WHO, HOW, WHAT phases.

WHO:

Typically a designated person will be selected to perform the
triggering `ritual'. Options could include the player with the highest
or lowest sanity at the beginning of the round, or the person who
talked everyone into allowing this game variation to be used,
etc... as long as the selection process is consistent throughout the
game, so as to not cause further confusion.

HOW:

A variety of triggering mechanisms can be incorporated into the
game. What follows are a few suggestions, but by no means is this list
exhaustive. Give them a try, and invent your own if you have an idea
that sounds like it would reflect well on your understanding of
statistical mathematics, or balances a random sense of fun with
apocalyptic overtones!

Basic set of Triggering techniques:
-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-

* Coin Toss: The lucky summoner flips a coin, having someone call
heads/tails while the coin is in the air. If the call is correct, a
GOO has been summoned. This is for the extremely brave, or extremely
foolhardy, since there's approximately (see below) a 50% chance of a
GOO being out each round. At least it is the simplest way to determine
your own doom!

* D20 Vs. Highest Sanity: The designated summoner rolls a spare 20
sided die & if the roll is higher than the Investigator with the
highest Sanity, a GOO has been summoned. This technique tends to
punish a game where everyone's Sanity is on the lower side of the
scale (12 or below).

* D20 Vs. Lowest Sanity: A spare 20 sided die is rolled & if the roll
is lower than the Investigator with the lowest Sanity, a GOO is
summoned. If this method is used, expect to see normally `healthy'
players take a nose dive. This method lessens the chance of an `on the
edge' investigator going too far.

* D20 Matching Sanity: Again, roll a 20 sided die, and if the number
rolled matches any Investigators' current Sanity, a GOO has been
summoned. Obviously, a difficult thing to do in small games, but with
an increasing likelihood for each additional player in the game.

WHAT:

After it has been determined that a GOO will enter play, it is
necessary to determine WHAT got summoned. Here is a handy chart that
you can roll against to select which GOO shows up. Accompanying this
table is a list that has the special effects text for each GOO, so
that nobody has to bring along all of their GOO cards to know what the
effects are.

GOO Chart:
-+-+-+-+-+
1. Re-roll twice, obeying any re-roll directives *
2. Abhoth
3. Bokrug
4. Azathoth
5. Ghatanathoa
6. Shub-Niggurath
7. Chorazin
8. Ithaqua
9. No effect (Out rampaging alternate dimension instead) *
10. Re-roll *
11. No effect (Missed wake up call, still sleeping.) *
12. Nyarlathotep
13. Rhan Tegoth
14. Tsathoggua
15. Tulzscha
16. Yog-Sothoth
17. Hastur
18. Nodens
19. Cthulhu
20. Re-roll twice, ignoring further re-roll directives *

* If any more Mythos Supplements contain GOOs, replace these entries
as appropriate.

GOO Descriptions & Special Effects (Alphabetical by Name)
-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-

Abhoth
Every Location gains the Gate attribute, and each Gate can be used
more than once (pay Location Sanity costs each time). No Investigator
may gain Sanity.

Azathoth
The Nuclear Chaos. Each Investigator suffers 2 points of Radiation
damage the moment that this card is played. Ignore red Sanity
pentagrams and reverse the effect of green Sanity pentagrams for all
cards played while Azathoth is in play. Investigators may not gain
Sanity.

Bokrug
All Locations feature the Water attribute. Do not Bury Storm
Events. No Investigators may gain Sanity unless they are in Mnar.

Chorazin
Nightmares! All Phobias affect only the Investigator who played them.
No Investigator may gain Sanity.

Cthulhu
"In his house at R'lyeh dead Cthulhu waits dreaming" --H.P. Lovecraft,
"The Call of Cthulhu" All Monsters may Join. No Investigators may
gain Sanity.

Ghatanathoa
Each Investigator flips face-down one random Ally at the beginning of
each Turn due to the petrifying nature of this entity's visage. No
Investigator may gain Sanity.

Hastur
It is always night; Bury any Day cards in play. Day cards may not be
played. Treat all Locations (including Exotic Locations) as if they
belong to the same Region. No Investigator may gain Sanity.

Ithaqua
Due to the intense cold and the blinding snow, lose 1 Sanity point
each time you play a Travel card or when you alter a Location card's
orientation. (You are safer in a city.) No Investigator may gain
Sanity.

Nodens
No Monsters are Invisible. No Monsters Bypass Combat. No Investigator
may gain Sanity. [Authors Note: I guess that's why they call him
NOdens.]

Nyarlathotep
Spells no longer cost Sanity points to cast while this card is in
play. No Investigator may gain Sanity.

Rhan Tegoth
No Allies are Buried or Discarded while this card is in play. Instead,
they become Living Dead. Place two pennies on each Living Dead
card. No Investigator may gain Sanity.

Shub-Niggurath
Black Goat of the Woods. All Monsters may be played as Allies (still
must use a Gate). Increase the value of all Dark Young by one
point. No Investigator may gain Sanity.

Tsathoggua
He dwells in the black gulf of N'Kai. At the end of Combat, prior to
the regular Discard phase, all Investigators Discard Monster cards
remaining in their Hands. No Investigator may gain Sanity.

Tulzscha
It is Day. Bury any Night or Day cards in play; new ones may not be
played while Tulzscha is in play. While this card is in play, three
Passes are required to end card play in a Round. No Investigator may
gain Sanity.

Yog-Sothoth
The barriers of time and space are destroyed! Treat all Locations in
all Dimensions as if they belong to the same Region. No Investigator
may gain Sanity.

EXAMPLES:
=========

Austin, Brian and Meghan are about to play a friendly game of Mythos,
when Meghan decides to pull out "The Guest Stars Are Right" rule
variation. Everyone is curious, so Meghan proceeds to explain
everything to the players. It is voted that Meghan be the `summoner',
and that the triggering mechanism will be the "D20 Vs. Lowest Sanity"
method. Everyone shuffles their cards and draws up to their
hand. Meghan then rolls a spare 20 sided die, getting an 11.

Austin had the lowest Sanity, at 12, so a GOO has been summoned!
Meghan consults the table & rolls a D20, getting an 8. Looking the
result up on the GOO Chart indicates that Ithaqua has just made an
appearance. Austin decides, since it is his turn, to play a city
location since he will likely suffer less Sanity loss while Ithaqua is
`in play'. Alas, poor Meghan only has country Locations in her hand,
so plays one. Brian plays a city Location. Play continues, but Meghan
is forced to walk, causing her to alter a Location cards orientation.
She'll lose 1 point of Sanity until she can get to a city, or the
Round ends, signifying Ithaqua's departure. Brian and Austin
definitely begin to like the idea of this new play variation. At the
beginning of the next Round, Ithaqua has left play, but it is time for
Meghan to roll the 20 sided die. This time she rolls a 13. The lowest
Sanity currently belongs to Meghan, which is a 9 (Ithaqua was NOT nice
to her last Round). No GOOs will come into play this particular Round.

Austin, Brian and Meghan are in the midst of a different Mythos Game,
using these same rule variations. At the moment Cthulhu is `in play'
because of legitimate card play by Austin. The trigger is "D20
Vs. Highest Sanity". A new Round has just begun, and the Cthulhu card
has been Rotated. Meghan rolls the 20 sided die to determine if a
guest GOO will be summoned. She rolls an 18. Brian's Sanity was the
highest at 14, so a GOO has been summoned. Meghan rolls the die
again, and gets a 19. According to the chart, that's Cthulhu! However,
Cthulhu is already in play. Well, since we can't have a clone of
Cthulhu running around, the roll is for nothing, and game play
continues as if nothing special happened.

The trio are again playing a different game, with these rule
variations. This time the trigger is "D20 Equals Sanity". A new Round
has just begun, and Meghan rolls the die. She rolls a 10. What luck
Austin's Investigator currently has a 10! Meghan rolls the die again,
getting a 7. Chorazin is the GOO currently out, as a result. The Turn
sequence comes around to Brian, who really wants to play an Adventure
this Round. Fortunately, he thought ahead for the possibility of the
rule variation, and put Wakalea into his deck. Brian decides to use
Wakalea's Special Effect "Bury this card to either keep a Great Old
One or Outer God in play for an additional Round, or to Bury a Great
Old One or Outer God in play." He decides to `Bury' Chorazin, and then
Buries Wakalea in his own Story Deck. On Brian's next turn, he plays
the Adventure he has been meaning to & wins the Game!

Random smart-aleck quote:
=========================
"Ph-nglui mglw'nafh Tattulhu Fantasy Island wgah'nagl fhtagn."
"In his house at Fantasy Island dead Tattoo waits dreaming." (trans.)

Ia! Ia! Tattulhu fhtagn! The guest stars are right!

#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#-#

Philip C. Robinson
Bedlam@InZenity.org

Visit The Lair of the Mythos Haiku
http://www.inzenity.org/mythku/

Mr. T's Be Somebody Or Be Somebody's Fool Tribute
http://www.geocities.com/~mtbsobsf/

"Only to mock had that black messenger revealed the secret...
for madness and the void's wild vengeance are Nyarlathotep's
only gifts to the presumptuous." ---H.P. Lovecraft

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

From: GRHail@aol.com
Subject: The Commitment of Laban Shrewsbury
System: Mythos

THE COMMITMENT OF LABAN SHREWSBURY
A Storytelling Deck for the Mythos CCG

by G R Hail

The Mythos Collectable Card Game allows players to tell a story while
playing the game. The rules encourage this:

Briefly but colorfully narrate the essential details of your
Adventure, displaying the required cards in your Story Deck and
arrayed in play around your Investigator. Imagine this as completing a
chapter in a horror story. (page 11 of the New AEons rules).

The Commitment of Laban Shrewsbury is a storytelling deck, and it's a
good tournament deck.

Synopsis

Luther Harden recruited Laban Shrewsbury into THE THERON MARKS
SOCIETY, following publication of _An Investigation into the
Myth-Patterns of Latter-Day Primitives with Especial References to the
R'lyeh Text_. While on an errand for the Society, an Unexpected
Calamity overtook Laban Shrewsbury. Distressed at his patient's
disappearance, the Respected New England Doctor began SEARCHING FOR
LABAN SHREWSBURY. Professor Shrewsbury had lived too long ON THE
EDGE. The doctor discovered the professor confined in a Sanitarium,
having succumbed to madness.

The words in bold mark the adventures used in this deck. A full list
of cards in The Commitment of Laban Shrewsbury is at the end of this
document.

There are three ways to tell a story while playing Mythos. You may
make up a story as you play your cards. This can be difficult,
hilarious, and entertaining. You may re-tell the "story" on the
Adventure card using the cards you have played, adding extra cards and
sentences for dramatic effect. After play of an Adventure card, the
time at which a story of the adventure is told, you may ignore the the
card after checking that you have fulfilled its requirements, then
tell a story based on the cards in your Story Deck and the cards in
play around you.

Stortytelling Using Card Play (An Example)

In the Evening at Christchurch Cemetery Dr Allen Halsey, Laban
Shrewsbury and I mourned the death of a mutual friend. After the
ceremony, I boarded a Train for home. During the long journey, I
attracted the sympathy of the young man sitting next to me. He
introduced himself as Wilbur Whateley. I mentioned my grief, and he
encouraged me. In the Blink of an Eye, I unburdened my self of painful
memories in which I slighted my now-deceased friend. He said he knew a
great secret. "By reading this," he said, tapping a leather-bound
library book (Call of Cthulhu & Consume Likeeness) with an overly-long
finger, "you can exchange a live enemy for a dead friend."

* * *

Obviously, it's difficult to keep this up for very long and still make
sense. When story-telling by card play, it is the improvisation not
the cumulative experience that should be valued. If you're
quick-witted, this should be your method of storytelling. It can be
framed as a tale-within-a-tale or as a movie. Sometimes you can
incorporate the card plays of your opponents, for example, if An
Unexpected Calamity ends the round while Train is your Current
Location, pick up your story by saying, "following a train derailment,
I found myself at remote country location I knew only by legend: the
Old Gibbet!"

When using this method of storytelling, play of the adventure card is
a non-event; a way of scoring game points and possibly the means to
close one story and begin another. "What an adventure!" I exclaimed.

Storytelling Using the Adventure (An Example)

Upon play of The Theron-Marks Society, I told the following story,
expanding upon the card. When I told my story, I told it using the
card order established by The Theron-Marks Society, but this isn't
necessary to play a good storytelling deck. Cards required by the
Adventure are listed in bold.

* * *

When a patient of mine disappeared, friends of his from The
Theron-Marks Society, an unusual fraternal organization, asked for my
help in locating him. I took time off from my practice, only to
discover the Society's tales of the Hunting Horror proved to be
true. It was indescribable. It stalked me in the Evening, leaping from
rooftop to rooftop. When I walk home, I often glance up, afraid of
another attack. My alienist claims this is Batophobia but I have seen
it and he has not. While searching the Home of Laban Shrewsbury, I
read a Letter from a Friend of his. I didn't believe it at first, but
cautious, I pocketed it That letter never left my side. The strange
symbols illuminating the letter compelled a Blasphemous Obeisance from
the Monster that threatened me. I've joined the Theron-Marks Society.
Whever I go I have two friends I can count on: Luther Harden and Dr
Allen Halsey. But they are not enough. The horrors have human
allies. I carry a .32 Revolver in my pocket.

* * *

Before I narrated this story at a game session, I thought about what I
might be able to say, knowing the cards in my deck. I did not read
from a prepared text, though I could have.

Storytelling Using Available Cards (An Example)

After I proved I'd complete The Theron-Marks Society, I told this
story from the cards I had in play around my Investigator or in my
Story Deck. Improvising this story took considerably longer than
re-writing the Adventure. At a storytelling tournament where players
use this method, extend the length of the round as necessary. As I
told this story -- a vignette really, I laid down the cards I used.

* * *

I should have heeded the omen (Sun Spots) and left town. My doctor (Dr
Allen Halsey), who knew of developments in Europe, advised me to take
in the clean, country air, but I waited too long. As I strolled past
The Old Congregational Church parishioners prayed that Arkham be
spared. I heard the desperation in the their voices, resolving to
leave town that Evening. I saw the luggage of explorer Laban
Shrewsbury, who had recently returned from his expedition to the South
Seas, piled in a corner of the Boston & Maine Train Station. I bought
my ticket, then sat on a bench beside a The Terrible Old Man who
smelled bad. Across the aisle a woman read a pulp magazine. Advertised
on its cover was The Call of Cthulhu. While I waited for my train, I
could smell the infection (Dysentry) spreading. With every breath the
crowd exhaled, I feared catching the plague (Halitosiphobia). What if
the train is over-subscribed? Will they take my ticket? Will the
police officer (Luther Harden) armed with his .32 Revolver be able to
control the crowd? I'd never reach the country before the epidemic
came to Arkham. It's too late. Where is my Train?

* * *

THE COMMITMENT OF LABAN SHREWSBURY

This is 54-ard deck that plays quickly and contains plenty of cards to
harass your opponents.

Investigator

Respected New England Doctor

Plan to play On the Edge after Searching for Laban Shrewsbury, if
possible. Six key cards for On the Edge may be held and retained by
this Investigator, who also has discard-and-draw power. By holding
these cards, one may play On the Edge rapidly.

SEARCHING FOR LABAN SHREWSBURY (+8 / +2; 19 cards)

Named Cards

Letter from a Friend x2
Laban Shrewsbury x2
Arkham Police Department x2
Luther Harden x2
Hunting Horror x4
Evening x2
Old Congregational Church x2

Weapon

.32 Revolver x2

-32 Revolver is a Sanity-increasing weapon. Laban Shrewsbury permits
play of Tome when one's Current Location hasn't the Tome
attribute. Arkham Police Department reduces the value of opponent's
directed threat by one. This is the MSGS Evening, which permits
discard and draw of a card. The Old Congregational Church may bury a
phobia. Hunting Horror increases its strength during the Day; alas,
this Evening is a Night card. In every Mythos game I've played, one
thing you can count on is Day changing to Night and Night changing to
Day.

ON THE EDGE (+6 /+2; 13 cards)

Named Cards

Call of Cthulhu x2

Sanity Below Six Points


Your Sanity must be at five or less
when the Adventure card On the Edge
is played.

Sanitarium


Arkham Sanitarium (unique)
Congregational Hospital (unique)

Doctor


Dr Allen Halsey x2

Corrupt Cultist


The Terrible Old Man (unique)
Wilbur Whateley (unique)

Two different Phobia


Batophobia
Eosophobia
Claustrophobia
Scotophobia

Re-roll Your Investigator


You must re-roll your Investigator after
play of any prior adventure! If you re-roll
your Investigator, then play Searching for
Laban Shrewsbury, the change in Investigator
will not count for play of On the Edge.
(Mythos Digest 01.173)

The Terrible Old Man can know a Spell. Wilbur Whateley buries Tomes;
unfortunately he may be found only on Train in this deck. Dr Allen
Halsey mitigates the effects of Epidemic. Arkham Sanitarium &
Congregational Hospital were chosen because this is an
Arkham-Kingsport deck. Select your own less harmful Sanitariums, if
you desire.

THE THERON-MARKS SOCIETY (+6 / +2; 7 cards)

Cards listed below that are preceeded by an asterisk have already been
included in the deck. Do not add additional copies.

Monster

*Hunting Horror

Phobia


*Batophobia
*Eosophobia
*Claustrophobia
*Scotophobia

Tome


*Call of Cthulhu
*Letter from a Friend

Spell


Blasphemous Obiesance (Letter from a Friend)
Concentric Rings of the Worm (Call of Cthulhu)
Dust of Sulieman (Call of Cthulhu)
Eibon's Wheel of Mist (Letter from a Friend)

Country House


The Strange High House in the Mist x2

Two Steadfast Allies

*Dr Allen Halsey
*Laban Shrewsbury

Weapon

*.32 Revolver

While the Resurrection Spell would make a good replacement for Eibon's
Wheel of Mist, I don't wish to frighten my opponents into believing
that my Tome with a Skull Icon & Resurrection Spell will be used for
Seeking Everlasting Life! Blasphemous Obiesance returns a Monster in a
directed threat to its owner's hand. Concentric Rings of the Worm
buries a Monster in a directed threat. Dust of Sulieman controls
lesser independent Monsters. Eibon's Wheel of Mist reduces the
strength of Lesser & Greater Servitor Monsters. All of these Spells
may be cast without arousing suspicion that their use isn't entirely
what it seems. Use the Spells to lower Sanity prior to playing On the
Edge. The Spells are only suggestions. I didn't want to list any rare
cards, but I prefer Consume Likeness (to put Luther, Laban, or Wilbur
back into play) to Eibon's Wheel of Mist.

Extra Cards (15 cards)

Arkham Mystical Supply
Boston & Maine Train Station x2
Children Have Sweet Dreams (-1 Sanity)
Home of Laban Shrewsbury
Hound of the Tindalos (-1 Sanity)
Influenza (-1 Sanity)
Old Brick Powderhouse
Succumb to Temptation (-1 Sanity)
Train x2
Unexpected Calamity, New AEon Edition (-1 Sanity)
Waning Moon x2
Yithian Mental Contact (unique)

The point of vulnerability for this deck the re-rolling of one's
Investigator. If Waning Moon cannot remain in play until one's next
turn, one's Investigator cannot be changed. Yithian Mental Contact
should help. Most of the extra cards were selected to lower Sanity to
prepare for On the Edge and to harass opponents. Train is the only
means by which Wilbur Whateley may enter play. The Locations chosen
increase those with the Gate, Tome, or Artifact attribute. Of these
three, Tome is probably the least valuable because of the special
effect of Laban Shrewsbury.

Alternate Cards

I can't resist playing Great Old One or Outer God, and since the deck
already requires Waning Moon, add two Storms and Ithaqua. Most play of
this deck is within Arkham, so special effect of Ithaqua is unlikely
to affect one's own Investigator.

--

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