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Chaosium Digest Volume 26 Number 12

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 · 11 months ago

Chaosium Digest Volume 26, Number 12 
Date: Sunday, December 13, 1998
Number: 1 of 1

Contents:

Shell-shocked: A WWII Tale of Terror (Adam Crossingham) CALL OF CTHULHU
Six Characters in Search of an Archive (Eamon Honan) CALL OF CTHULHU

Editor's Note:

Welcome to my penultimate issue as editor of the Chaosium Digest. I'll
be releasing one last set of issues sometime between Christmas and New
Years and then, as of January 1st 1999, John W. Thompson will be
taking over as the new editor. Once again, thanks to John for being
willing to take on the reigns of this particular wild stallion.

For now, you have one last chance to send in submissions to be
published during my tenure as Digest editor. I'd especially like to
see some article on Chaosium's *other* systems--Nephilim, Elric!, and
Pendragon--for this finale, so send them this way!

This week: two pieces for Call of Cthulhu, a tale of terror and a set
of western characters.

Shannon

RECENT RELEASES:

* Call of Cthulhu - _Before the Fall_ (Chaosium, 64 pages, $11.95) by
Dula, Lay, O'Connell, Sumpter, and Szachnowski is a set of four
adventures set in Innsmouth prior to the Great Raid of 1928. Each is
intended for a single night's play. This is one of the last several
books that I laid out while at Chaosium.

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

From: <Adam.Crossingham@Octavian1009.E-MAIL.COM>
Subject: Shell-shocked: a WWII Tale of Terror
System: Call of Cthulhu

SHELL-SHOCKED

A Tale of Terror for WW2-period Delta Green and Call of Cthulhu

by Adam Crossingham


HISTORICAL BACKGROUND
=====================

After the debacle of Dunkirk, the British military rediscovered
"shell-shock." This condition, thought after WWI to be cured by
superior officer skills, was affecting a large number of troops
evacuated from France. Facing imminent invasion by the Third Reich,
Great Britain needed to return as many of these men to "fighting
fitness" as possible. In desperate times, desperate measures were
needed. Shell-shocked troops were admitted to civilian sanatoriums,
and civilian psychiatrists had a free hand to experiment on large
numbers of unwilling subjects....

THE SITUATION
=============

The players find themselves in Sutton Hospital in Surrey, in the
autumn of 1940, having been evacuated from Dunkirk. They have been
diagnosed as having "battle fatigue" as a result of retreating from a
superior enemy force and then sitting on a beach for up to four days,
being bombed and strafed by that superior enemy.

Dr. William Surgant is the chief psychiatrist of the hospital and has
started to administer large dosages of sodium amatol to the
shell-shocked soldiers. Surgant aims to break battle fatigue by
putting affected soldiers into "deep narcosis" for up to three weeks,
thereby eliminating the stress caused by night terrors. Surgant is
also experimenting with insulin to induce coma, and so break the
battle fatigue more quickly. Some soldiers fall into permanent coma
before sweetened tea can be administered, but these are just the
casualties of war.

In these long periods of induced slumber, the players experience
strange dreams; some communal, others more personal. These include:

* A gruelling hand-to-hand defence of a windswept mountain pass in the
mountains at the Top Of The World for weeks on end, as endless dark
hordes smash themselves against the defences and the defenders.

* A surreal re-enactment of a friend's death which the observer or
observers are unable to stop or to change.

* Completing a wondrous patrol of an imaginary land with the Tawny Sun
Troop. Exotic lands are traversed, wondrous people met, and fabulous
animals encountered, but all are strangely boring.

* A dream within a dream consisting of a continuous series of one's
own death; the dreamer awakes not knowing whether he is dreaming until
he dies horribly... again.

* The dreamer witnesses a companion being torn limb from limb by a
foul denizen of the Dreamlands. Instead of being spattered by blood
and entrails, the dreamer is covered in flower petals and fruit. Where
the body parts land on the ground, small shrubs start to grow. If the
dreamer returns to the location the shrub has borne fruit of small
screaming heads, which have the likeness of the departed companion.

During the periods the players are awakened to receive food, they
start to realise that the number of comrades around them is
shrinking. With each period of narcosis, a familiar face disappears
from a neighbouring bed. If the nurses are questioned about the
missing men, they attempt to shrug off the question, claiming that
they recovered or were transferred to another hospital. If the players
press the question, some nurses attempts to soothe fears by promising
to go to a dance with them - "when they get better"; other nurses will
become distant and colder in manner, as if scared of something else
rather than the truth. The doctors will refuse to answer the question
point-blank, and order another painful treatment of drugs.

The auxiliary staff--the cleaners, tea ladies, and orderlies--are a
little more forthcoming: something strange is happening at
night. Nurses on night duty have reported strange shapes and
noises. Early morning orderlies have stopped whistling as they go
about their duties, as if something was listening. Tea ladies don't
seem so cheerful and claim it is the oppressive style of the new
hospital management.


THE POSSIBILITIES
=================

* Dr. Surgant is part of the New Forest Lodge of white magicians, who
are waging an occult battle against Nazi black magicians. The players
have become unwitting foot soldiers of another war. Their dreams are
tours of duty. Their burden is traditionally that of infantry: keep
fighting until death or victory. The players are already casualties,
so victory is the only option.

* Dr. Surgant is a Nazi fifth columnist. An accomplished black
magician and member of the Green Dragon Order, Surgant is using the
soldiers to research ways of physically opening a way into and out of
the Dreamlands, in order to bring Nazi agents into Britain undetected
before the anticipated invasion. The soldiers who slip into coma, or
are mysteriously removed from the ward, are sacrifices to Surgant's
"scientific" endeavours.

* Dr. Surgant is a rogue ghoul who has managed to infiltrate the
hospital and the battle-fatigue ward, after consuming the unfortunate
psychiatrist as he was testing one of his own "experimental"
treatments. The ghoul is now using his position to secure medical
waste as hors d'oeuvres, and to render the some of the frailer
survivors of Dunkirk as the main course.

* The players are imagining it all. There have been some deaths, as
might be expected in a military hospital using experimental
treatments. The players will gradually recover, their sense of
paranoia diminished, and return to their units fighting fit.

* The players were fatally injured in the retreat from Dunkirk. They
died in Sutton Hospital, but haven't quite made it into the Dreamlands
yet.

Inspirations
============

Keepers may want to consult the documentary series "Shell-shocked"
shown on the UK's Channel 4 in November 1998, and the film "Jacob's
Ladder".

--
Adam Crossingham
Work: adam.crossingham@octavian1009.e-mail.com http://www.octavian1009.com
Home: tigger@the-wolery.demon.co.uk
http://www.the-wolery.demon.co.uk
Alder Valley Gamers Society for the best gaming in Hants/Surrey/Berks! See
http://members.tripod.com/~avgas for details.

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

From: <spire@indigo.ie>
Subject: Six Characters in Search of an Archive
System: Call of Cthulhu

Attached are six characters written for a Western CoC scenario set in
1914 on the Tex-Mex border. It was for newbies, so I didn't use Sanity
or Hit Points.

Eamon
--

LILLY SINCLAIR, Adventuress, actress and con-woman.

STR 10 DEX 12 CON 10 SIZ 9 INT 14
APP 16 EDU 9 POW 16

DAMAGE BONUS: None Quick Draw: 15

ATTACKS Skill Damage Ammo Shots
-41 Remington Derringer 30% 1d10 2 2
Slap 50% Embarassment 1

SKILLS
Fast Talk 65% Persuade 70%
Gambling 55% Ride 35%
Sneak 40% Spot Hidden 65%
Sex Appeal 70% Dodge 40%
Psychology 45% Handgun 30%
Sing 50%

GEAR
* Chest filled with fashionable dresses, jewelry, cosmetics and
accessories (fans, parasols and what-not).
* Marked Cards.
* Box of fine Cuban cigarillos and a cigarette holder.
* .41 Remington Derringer (in purse) and box of 20 rounds.
* $350 in gold (concealed in bustle).

You are Lilly Sinclair, 32 years of age. You grew up poor in Tenessee,
where your parents were farmers. You realised the reality of your
situation early on and were determined to do anything you could to get
out. At 16 you ran away from home and got a job as a chorus girl in a
Saloon in Memphis. You worked there for a few years until you hooked
up with a gambler called Slim Jim McGee, who worked the paddlesteamers
that went up and down the Missihippi. You were his partner and lover
for a while, but you eventually got bored with him and left. You
drifted down south and went through a string of rich lovers in Mexico
city. Then went back on the stage in Rio for a year as Ms. Lola
DuBond, the Jewel of New Orleans and got rich again and spent it
(again). You were the mistress of a Mexican general last year, but
when rebels killed him, you decided it might be a good idea to head
back to the States for a while. You've been rich several times and
spent it all. Life is an adventure for you and you don't like being
tied down. At the moment you're down to your last four ballgowns and
you don't know where your next diamond necklace is coming from, but
you like it like that.

Quote: "Honey, it's not the man in your life that counts. It's the
life in your man."


FRANK BEARD, Captain U.S. 8th Cavalry.
STR 14 DEX 15 CON 16 SIZ 15 INT 12
APP 10 EDU 10 POW 13

DAMAGE BONUS: +1d4 Quick Draw: 20

ATTACKS Skill Damage Ammo Shots
Colt .45 Automatic 55% 1d10+2 7 1
Fist 55% 1d3+1d4 n/a 1

SKILLS
Rifle 70% Handgun 55%
Fist 55% Ride 65%
Navigate 30% Spanish 20%
Track 20% First Aid 40%
Law 25% Drive Wagon 40%
Accounting 25% Persuade 45%
Natural History 25% Credit Rating 25% (45% with Rank)
English 50%

GEAR
* Valise containing Top Secret Report.
* Suitcase with two changes of clothes, shaving kit, socks, etc.
* Money belt holding $200 in gold.
* Colt M1911A Automatic with two spare magazines.
* Box of 50 .45 rounds.
* Picture of Martha and Suzannah.

Your name is Frank Beard and you're a Captain in the United States
Cavalry. War has just broken out in Europe and there is a suspicion
that the Germans may try and get the Mexicans to declare war so that
the US will stay out of the war in Europe. The Germans reckon if
you're fighting a war on your doorstep you're not going to send
soldiers abroad. With this in mind you were sent down to study the
state of the Mexican Army (which is currently at war with Zapata's
rebels), so High Command know what they're dealing with. You report is
finished and you have to deliver it to US Army HQ at Santa Fe as soon
as possible. While the US isn't at war with Mexico, the Mexicans
wouldn't take to kindly to what you're doing, so you're travelling
undercover as an insurance salesman. At the moment all you want to do
is deliver the damn report and get home to your wife, Martha, and your
four year old daughter, Suzannah.

You are every inch the proffessional soldier, and you consider
yourself an officer and a gentleman. You aren't comfortable being a
spy. You are unfailingly polite, especially to ladies and always do
your best to stand up for those who can't stand up for themselves.

Quote: "Don't worry Mam, the United States Cavalry are here."


JACK PETIT, Gambler and Man of the World.
STR 9 DEX 16 CON 12 SIZ 14 INT 15
APP 15 EDU 12 POW 14

DAMAGE BONUS: None. Quick Draw:20(D)/21

ATTACKS Skill Damage Ammo Shots
-40 Derringer 45% 1d10 2 2
-42 LeMat Revolver 55% 1d10+2 9 1
LeMat 16g, shot 30% 3d6/1d6/1d3 1 1

SKILLS
Bargain 35% Conceal 55%
Dodge 35% Fast Talk 55%
Hide 40% Listen 40%
Sleight of Hand 65% Psychology 35%
Ride 35% Sneak 35%
Spot Hidden 65% Gambling 75%
Cheat at Cards 65% English 60%

GEAR
* Valise holding a clean suit, socks, moustache wax, etc.
* Fancy suit and Top Hat (worn).
* Money belt holding $800 in gold.
* $90 in bills
* 2 Decks of Cards (marked and unmarked).
* .42 LeMat Revolver (in valise) and box of 41 shells.
* 8 shotgun shells.
* .40 Derringer (concealed in right sleeve) with 9 spare shells.
* 3 pairs of dice. (one set roll 1's, one set roll 6's and one set are
honest).

You were born in New Orleans about thirty years ago. Your Momma was
the youngest daughter of a well-respected Creole family. She had an
affair with a young man from Tenesse and when she got pregnant, he
left her. Her family, not wanting to be associated with their now
unmarriageable daughter, exiled her from New Orleans. She travelled to
Mississippi, where she pretended to be a widow and taught school in a
little town called Groversville. You grew up there with your Momma
until she died of consumption when you were twelve. The local Preacher
took you in, but you quickly tired of the endless sermons and being
beaten when you swore, so you ran away.

You worked as a deckhand on a paddlesteamer for two years, until you
hooked up with Castor "Soapy" McGee, a professional gambler. McGee
taught you everything you needed to know about gambling and you were a
quick learner. You learned how to read people and play the odds of
roulette, poker, and faro. You also learned how to give Lady Luck a
helping hand, when she isn't smiling on you.

McGee bit the dust four years ago: a gunslinger named Myles
"Leadbelly" Dillinger didn't take kindly to being cheated. McGee had a
belly gun--a sawn down .44--but you always told him it was to big for
the fast draw. Dillinger shot him in the head in a second and he would
have shot you if you hadn't dived out the window into the river. Since
then you've wandered around Mexico, waiting for things to cool off.

You're a fairly happy go lucky guy; you've lost three fortunes in your
time and you'll win and lose some more before you check out. You style
yourself a Southern Gentleman and are unfailingly polite,
particularily to ladies. Life is good and you're having fun and fame
and fortune are only a poker game away.

Quote: "You got three jacks? Well, I do declare, isn't that a pity. I
got three pretty little ladies right here."


LOUISE THORNTON (aka BUNNIKINS), School Teacher and newly-wed.

STR 8 DEX 14 CON 11 SIZ 11 INT 15
APP 14 EDU 15 POW 13

DAMAGE BONUS: None Quick Draw: 16

ATTACKS Skill Damage Ammo Shots
Kick 60% 1d6 N/A 1

SKILLS
Accounting 35% Persuade 35%
Drive Carriage 35% English 75%
First Aid 45% History 50%
Library Use 65% Listen 30%
Occult 20% Psychology 30%
Sing 55% Spot Hidden 50%

GEAR
* Travelling Chest holding clean clothing, underwear, etc.
* The Complete Works of Shakespeare
* Diary

You were born in Oklahoma, the daughter of pioneers who came out into
the wilderness with the first wagon trains, braving storms, bandits
and wild indian tribes to do so. It was a hard life, but you learned
to live with it. Your parents were good god-fearing people who worked
the land hard and did their best by you. You were educated by your
mother, who taught you how to read and write and do your numbers. When
you were old enough, your parents sent you to New York to learn how to
become a teacher. New York was a revelation, all those people and all
those building in one little place; why your Poppa's farm is the same
size as Brooklyn. Still you studied hard and learned well.

While you were in New York, you met David Thornton, a young medical
student; you fell in love and you married. Your parents were
delighted. Sugar Plums's (your pet name for David) were not. When
David got his practise, he decided to come and live with you in the
west. He was rich enough to buy a farm, but you wanted to travel
first. At the moment you're nearing the end of your honeymoon. You've
travelled all over: San Francisco, Mexico City, even as far as
Rio. You've had a wonderful time.

You're a sensible hard-headed young woman. You want to make the West a
better place to live in. It is shocking how badly educated most of the
children are once you go west of the Rocky's. David is going to help;
he is an excellant doctor and they are always needed. Between the two
of you, you're going to heal the sick and teach the ignorant and make
America a country to be proud of.

Quote: "I love you, Sugarplum."

DAVID THORNTON M.D. (aka SUGARPLUM), Doctor and newlywed.
STR 12 DEX 11 CON 12 SIZ 9 INT 13
APP 13 EDU 17 POW 12

DAMAGE BONUS: None Quick Draw: 13

ATTACKS Skill Damage Ammo Shots
Scalpel 60% 1d2 n/a 1
Fist 50% 1d3 n/a 1

SKILLS
Medicine 75% English 85%
First Aid 60% Chemistry 35%
Biology 35% Latin 30%
Drive Carriage 40% Natural History 40%
Spot Hidden 55% Shotgun 50%
Swim 45% History 30%
Library Use 75% Astronomy 10%
Photography 30% Fast Talk 35%

GEAR
* Suitcase holding clean clothes, shaving kit, etc.
* Kodak Camera with 43 exposures left.
* The Origin of Species by Charles Darwin.

Your name is David Thornton and you were born to a wealthy New York
family ("The West Park Thorntons") some twenty eight years ago. Always
interested in science (as a child you would dissect anything that
moved), it seemed natural for you to become a doctor. This did not
please your father; as his second son, he had hoped you would take
over the family business (manufacturing mining machinery). Your older
brother, Nicholas having already decided to go into the Army. Of
course what really didn't please your father was when you met
Louise. Louise was studying to become a teacher when you met her and
the two of you fell in love almost instantly. Once you had finished
your studies you married her against your father's wishes and you were
immediately banished from New York. You have enough money of your own
to buy a farm, so you decided to try life in the West with
Lousie. Louise is the daughter of pioneers; the strange hard life on
the frontier (it's so dirty) seems perfectly natural to her. You've
decided to give a try; it might make a man of you, as your father was
so fond of saying.

You're a city slicker coming back from his honeymoon with his new
wife.You find the frontier a strange and scary place, full of dirty,
badly educated people. Still they need someone to heal the sick and
deliver babies and so on, and who better then you. At least you can
try and get them to clean up their act a bit, stop shooting people and
so on. You love your wife very dearly; you two hold hands and gaze
into each others eyes a lot and call each other "Sugarplum" and
"Bunnikins."

Quote: "I love you, Bunnikins."


REVEREND CLETUS EZEKIAL YATES
STR 8 DEX 8 CON 12 SIZ 12 INT 14
APP 10 EDU 12 POW 15

DAMAGE BONUS: None Quick Draw: 10

SKILLS
English 60% First Aid 40%
Library Use 35% Occult 35%
Persaude 70% Quote Scripture 50%
Theology 40% Spot Hidden 60%
Accounting 30% Spanish 15%

Gear:
* Travelling chest holding clean clothes, spare longjohns and so on.
* A well-thumbed King James Bible.
* Hip Flask filled with whiskey.
* Crucifix.

You used to be a bad, bad man. At eighteen you joined up with the
army, but deserted soon after; the army life was not for you. You
floated around the West for a while, stealing horses and thieving.
Then you hit upon the scheme of becoming a preacher; there was always
enough ready cash in the collection plate to keep you in funds. You
did this for about a year, but after seeing all the good people giving
what they had to the church, you had a change of heart and really began
to believe.

You're still not the best of men; you drink a little too much at times
and sometimes have lustful thoughts, but you do your best. You travel
around preaching the word, giving succor to the poor and needy. Your
past still haunts you and you work all the harder for it. You do you
best to stand up for those who cannot stand up for themselves. You
used to be a coward, but you have discovered new reservoirs of courage
in the Lord. You have renounced violence and have not picked up a gun
since you left the army. You feel better for it; those who live by the
gun often die of it and too often have you seen young men dying over
nothing in a shootout.

You are a true believer, but you're not a zealot. You will help
anybody, whether they are protestant, catholic, or atheist. You don't
preach the world of the Lord to those who do not want to hear it, but
you try and teach by example. Every soul you save puts more distance
between you and the thieving, whoring lowlife you once knew.

Quote: "Be at peace my child and have some of this *proffers hipflask*
it'll soothe ya."

--

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