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Showing posts with label Japan. Show all posts
Showing posts with label Japan. Show all posts

Sunday, 26 July 2026

Xanthophobia

Call of Cthulhu is big in Japan. Bigger than Dungeons & Dragons and the Japanese devotees of Call of Cthulhu have their official campaign from Chaosium, Inc., that enables them and devotees around the world to explore a significant period in recent Japanese history. In doing so, they find a country at the height of its economic dominance at the end of the electronic era, unknowingly threatened by insidious memetic virus that finds vectors in prayer books and manga and dreams, mapping on its pattern onto the psyches of its victims who then will seek to spread it wider. It wraps itself around faith and culture and hope, but is utterly alien. That threat is the King in Yellow, drawn from the short story collection by R.C. Chambers, The King in Yellow, and re-interpreted for the ‘Bubble Economy’ period in The Sutra of Pale Leaves – Twin Suns Rising as the Prince of Pale Leaves. This is not the first time that Call of Cthulhu and Chaosium, Inc. have visited Japan, the supplement, Secrets of Japan being published in 2005. In more recent years, the Miskatonic Repository has become an outlet for titles written by Japanese authors, such as Japonism 2024. Similarly, it is two decades since Chaosium, Inc. explored Hastur and the mythos of the King in Yellow with the campaign, Tatters of the King, published in 2006.

The Sutra of Pale Leaves – Twin Suns Rising: Encountering the King in Yellow in 1980s Japan is a published by Chaosium, Inc. for use with Call of Cthulhu, Seventh Edition and notable for a number of factors. One is that it is a modular campaign, that can be expanded with The Sutra of Pale Leaves – Carcosa Manifest, simply ran as is, or run as sperate, standalone scenarios. The second is that the supplement is co-written by residents of Japan, including the Sons of Singularity—responsible for The Sassoon Files: A Sourcebook for the Call of Cthulhu and GUMSHOE Role Playing Games and Journal d’Indochine—and Chaosium, Inc. Which gives it an authenticity and a strong sense of place. Third, almost like a meme itself, the scenarios in The Sutra of Pale Leaves – Twin Suns Rising can be played over and over again, as the players and their (new?) Investigators search for an alternate ending. Of course, the Prince of Pale Leaves can twist and change and learn, so that what might have worked in a previous playthrough (alternate timeline?) is not guaranteed to work in the current one.

What The Sutra of Pale Leaves – Twin Suns Rising is not, is a sourcebook for Call of Cthulhu in Japan in the late eighties. It does contain a glossary of terms in the appendix and it does contain source material and useful they are too. The source material covers Japan and its work-orientated culture during the period, examines the life of the working adult and the student, the divide between the generations and its consequences, organised crime, transportation, and more. That more focuses on the technology available, noting that personal computers and pagers are widely available, the Internet has yet to appear, mobile phones are rare, and weapons even rarer! So, no firearms, and despite what some might think, no swords—and definitely no Ninja! The downside to The Sutra of Pale Leaves – Twin Suns Rising not being a sourcebook book for Call of Cthulhu in Japan in the late eighties is that there is little in the way of advice for creating Investigators for the period. Even then, it only extends as far as telling the Keeper that Investigator should be able to speak Japanese and players to avoid the discriminatory cultural biases endemic to the period, though that was beginning to change. This leaves the Keeper and her players to be inventive should they want to create their own Investigators or have to create replacements in the event of Investigator death. That said, several pre-generated Investigators are provided and they represent a good mix of Japanese and non-Japanese characters.

There are two notable additions in terms of the mechanics specific to the campaign. The first is Exposure Points gained through exposure to the Sutra of Pale Leaves, whether through glancing at it, reading it, hearing it being read, and so on. As they are gained—whether by an Investigator or NPC—those exposed begin to fixate on Sutra of Pale Leaves, suffer dreams and altered perception, gain creative inspiration, and even begin to see the Prince of Pale Leaves. These are the very least of the effects of continued exposure, whilst The Sutra of Pale Leaves – Twin Suns Rising suggests that Sanity loss and severe orders suffered are ‘side effects’. Surprisingly, being exposed can have its rewards such as unexplained luck and being immune to Sanity loss, though these come at the cost of more Exposure Points. All this reflects the effects of the memetic virus rewriting the code in the sufferer’s brain. Exposure Points are kept secret from the players and count up in contrast to Sanity points counting down. The second addition is more distinctly defined and numbered ‘Endings’. Running from ‘0: Party Wipe (Failure)’ and up, these categorise player success in a scenario and are a common feature of scenarios in Japan where they enable players to simply communicate how well they did in a scenario. Strangely, this number gives a scenario what are effectively ‘winning conditions’, which is at odds with almost any description of how roleplaying works. However, they explicitly support the replay value of the scenarios and campaign since having achieved an Ending and a value in one playthrough, the players can playthrough the scenario with the aim of achieving a different Ending and ideally a higher value.

In addition to being different in how it spreads its influence, the ‘Mythos’ threat and its associated cult are also different in The Sutra of Pale Leaves – Twin Suns Rising. The cult—the Association of Pale Leaves—is mad and dangerous, but it is not murderous. In other words, no sacrifices before altars at the dead of night at propitious times of the year. It can resort to violence when protecting its interests and its assets, but in the main, what it wants to do is proselytise. To that end, the Sutra of Pale Leaves and its different versions play a bigger role in the campaign than the cult itself, and although the cult is detailed, the focus of the scenarios in The Sutra of Pale Leaves – Twin Suns Rising is not on the cult itself, but rather on the twistings of the memetic transmission of its master’s message. This also means that there is no real beginning, no real ending to The Sutra of Pale Leaves – Twin Suns Rising—and that feels wholly appropriate, even though some players may be disappointed.

Similarly, the Prince of Pale Leaves is surprisingly human in its form and face even if it is alien. It is also calm, calculating, and confident, never angry, never Machiavellian, but it is manipulative and several of the scenarios revolve around the Prince of Pale Leaves’ manipulation of the Investigators. In other words, it has none of the sardonic and manipulative qualities of Nyarlathotep, and so perhaps requires much more subtle roleplaying upon the part of the Keeper.

Narratively, the campaign adds ‘Confidants’. These are inspired by Jackson Elias of Masks of Nyarlathotep fame and are designed to serve as hooks, facilitating the involvement of the Investigators in the plots. Several are given, both general and scenario-specific, but the main one is a special agent of the Public Security Intelligence Agency, the equivalent of Japan’s FBI, but the others include a Buddhist monk and abbot, and heiress-turned anti-occult crusader. Their use is not mandatory, but they will flavour and influence how the Investigators are introduced to each scenario and potentially grant them access to various resources. For the players, the campaign includes Lore Sheets which provide them with information about Japan and its culture that their Investigators would ordinarily know.

The trilogy of scenarios in The Sutra of Pale Leaves – Twin Suns Rising opens with ‘Dream Eater’. The Investigators are asked to look into an outbreak of insomnia in the historic town of Ikaruga. Sufferers also report having been tormented by a six-legged, purple tapir-like beast in their dreams when they do sleep. The incidences seem have started in a particular district of the town, significant only for a recent road accident in which an old man accidentally knocked down and killed a young girl. The old man is a master of traditional Japanese calligraphy. Interviewing him reveals that he is still remorseful, but is not affected by the sleeplessness affecting the rest of the town because a monk gave him a book of scripture to recite from. This is, of course, the Sutra of Pale Leaves, and will be the Investigators’ first exposure to it… What is interesting here is that the Investigators are inadvertently investigating two things at once, both cause and solution, and likewise working for two opposing masters without realising it. This is a scenario where the Investigators are going to be presented with a lot of information fairly quickly and the challenge is what to do with information rather than finding it out. There are hints and intimations throughout that not all is as straightforward as the situation at first might seem and both players and their Investigators need to be on their toes to realise this.

The second scenario, ‘Fanfic!’ explores the world of amateur manga artists and creators as the Investigators are asked to look into a new horror title that has become a much in demand underground hit amongst its ardently devoted teenage fans—and could be propaganda for a cult! Helped by a reserved young manga creator, the Investigators attend a Manga Market to try and find the creator of the subversive comic book. Again, there is the element of misdirection in dealing with a threat that is very much a danger, but not the whole threat. The danger here is that the misdirection actually works and the Investigators fail to realise quite what the other threat is. More than the other two scenarios in the book, ‘Fanfic!’ deserves repeat play to get beyond that misdirection, identify the other threat, and confront it atop a Tokyo landmark. This is an interesting exploration of a Japanese subculture that plays on the nature of viruses and gives it a sharp twist in applying it to the concept of memes.

The third and final scenario is the shortest. ‘The Pallid Masks of Tokyo’ begins with the discovery in an alley of a corpse with no face, or rather no facial features. The body, almost marked with deep and regular scars, is that of a Yakuza foot soldier and his boss will tell the investigators is that the dead man had been associating with a lieutenant called ‘Crazy Kazu’, who had gone rogue after spending time in the Secure Unit of the Tokyo Metropolitan Psychiatric Hospital. The latter is the focus of the latter half of the scenario and is a fittingly creepy location made all the more so by the influence of the Prince of Pale Leaves. Any investigation of Crazy Kazu will lead there and the Investigators might even receive an invitation to visit at night. Here they will find ‘Chateau Carcosa’, the Prince of Pale Leaves’ strongest manifestation on Earth. It brings a weird scenario to surprisingly direct conclusion, but not to the ongoing threat of the Prince of Pale Leaves and Sutra of Pale Leaves.

Physically, The Sutra of Pale Leaves – Twin Suns Rising is very well presented and written. The artwork ranges from the ukiyo-e style of the seventeenth to nineteenth centuries to modern manga and much in between.

What The Sutra of Pale Leaves – Twin Suns Rising is not, is a campaign in the traditional sense for Call of Cthulhu. It is instead a framework that sets up a different interpretation of the King in Yellow mythos and showcases how that interpretation can be presented in three different scenarios and three different aspects of Japanese culture. And then further expanded with the companion volume, The Sutra of Pale Leaves – Carcosa Manifest. Unreal and uncanny, The Sutra of Pale Leaves – Twin Suns Rising: Encountering the King in Yellow in 1980s Japan is superb introduction to an unearthly devious threat whose full range of manifestations and vectors yet remain to be fully revealed and explored.

Monday, 29 June 2026

Miskatonic Monday #441: The Black String

Much like the Jonstown Compendium for RuneQuest: Roleplaying in Glorantha and The Companions of Arthur for material set in Greg Stafford’s masterpiece of Arthurian legend and romance, Pendragon, the Miskatonic Repository for Call of Cthulhu, Seventh Edition is a curated platform for user-made content. It is thus, “...a new way for creators to publish and distribute their own original Call of Cthulhu content including scenarios, settings, spells and more…” To support the endeavours of their creators, Chaosium has provided templates and art packs, both free to use, so that the resulting releases can look and feel as professional as possible. To support the efforts of these contributors, Miskatonic Monday is an occasional series of reviews which will in turn examine an item drawn from the depths of the Miskatonic Repository.

—oOo—
Publisher: Chaosium, Inc.
Author: Domoku

Setting: Lancashire Coast, 1926
Product: Scenario
What You Get: Twenty-six page, 3.94 MB Full Colour PDF
Elevator Pitch: Invasion of the Body Worm
Plot Hook: A missing entomophile? A changed entomologist?
Plot Support: Staging advice,
three NPCs, six handouts, three floorplans and maps, one Mythos tome, two new new Mythos spells, and three Mythos monsters.
Production Values: Plain

Pros
# Insects and body horror make for a classic threat
# Pleasing combination of theme and Mythos
# Has its creepy moments. Worm shower anyone?
# Solid investigation undone by the translation
# Scoleciphobia
# Mysophobia
# Entomophobia

Cons
# Needs an edit
# Challenging to read
# Weak introduction
# Would benefit from pre-generated Investigators with motives

Conclusion
# Challenging to run due to the underwhelming introduction and translation
# Insect invading body horror at the Insectarium with some well done creepy scenes

Monday, 23 February 2026

Miskatonic Monday #418: GOZU

Much like the Jonstown Compendium for RuneQuest: Roleplaying in Glorantha and The Companions of Arthur for material set in Greg Stafford’s masterpiece of Arthurian legend and romance, Pendragon, the Miskatonic Repository for Call of Cthulhu, Seventh Edition is a curated platform for user-made content. It is thus, “...a new way for creators to publish and distribute their own original Call of Cthulhu content including scenarios, settings, spells and more…” To support the endeavours of their creators, Chaosium has provided templates and art packs, both free to use, so that the resulting releases can look and feel as professional as possible. To support the efforts of these contributors, Miskatonic Monday is an occasional series of reviews which will in turn examine an item drawn from the depths of the Miskatonic Repository.

—oOo—

Name: GOZU
Publisher: Chaosium, Inc.
Author Steven Goodison

Setting: Edo period Japan
Product: Scenario
What You Get: Twenty-five page, 43.72 MB PDF
Elevator Pitch: A blighted bath, a paper chase, and a ‘coloured’ curse
Plot Hook: Rest, relaxation... and horror for the season
Plot Support: Staging advice, eleven handouts, two maps, two NPCs, three mythos tomes, two Mythos monsters, and Colour-possessed Macaques!
Production Values: Underwhelming

Pros
# Set in Edo era Japan
# Third part of a five-part mini-campaign
# Inspired by Japanese folklore
# Deprecophobia
# Bovinophobia
# Dysmorphobia

Cons
# ‘Cow-Ju’
# Needs a good edit
# No suggestions as to how to create the Investigators

Conclusion
# Poisoned ‘paradise’ which puts the Investigators into the middle of the very obvious horror
# Engagingly, enjoyably unsubtle

Monday, 5 January 2026

Miskatonic Monday #406: Kaidan – Great Service

Much like the Jonstown Compendium for RuneQuest: Roleplaying in Glorantha and The Companions of Arthur for material set in Greg Stafford’s masterpiece of Arthurian legend and romance, Pendragon, the Miskatonic Repository for Call of Cthulhu, Seventh Edition is a curated platform for user-made content. It is thus, “...a new way for creators to publish and distribute their own original Call of Cthulhu content including scenarios, settings, spells and more…” To support the endeavours of their creators, Chaosium has provided templates and art packs, both free to use, so that the resulting releases can look and feel as professional as possible. To support the efforts of these contributors, Miskatonic Monday is an occasional series of reviews which will in turn examine an item drawn from the depths of the Miskatonic Repository.

—oOo—
Publisher: Chaosium, Inc.
Author: Warped Plots

Setting: 1980s Japan
Product: Scenario
What You Get: Thirteen page, 9.11 MB Full Colour PDF

Elevator Pitch: “I am better able to imagine hell than heaven; it is my inheritance, I suppose.” – Elinor Wylie
Plot Hook: Guess who’s coming to dinner? meets the Samurai Gourmet
Plot Support: Staging advice, one floorplan, and three non-Mythos monsters.
Production Values: Reasonable

Pros
# Non-Mythos scenario in 1980s Tokyo
# Easy to adapt to other post World War II-eras
# Japanese folklore horror scenario
# The folklore could be a façade
# Could be condensed down to a one-session one-shot
# Easy to prepare with most options and outcomes covered
# Vorarephobia
# Daemonophobia
# Chrematophobia

Cons
# Non-Mythos scenario
# The full horror really only comes with saying yes
# Fifty-two bodies a year for seven decades, and nobody noticed? Now that’s magic.

Conclusion
# Hell’s kitchen and nary a Gordon Ramsey in sight
# Claustrophobic Japanese folklore horror scenario about inheritance

Saturday, 1 November 2025

Miskatonic Monday #384: The Kofun Closes to the West

Much like the Jonstown Compendium for RuneQuest: Roleplaying in Glorantha and The Companions of Arthur for material set in Greg Stafford’s masterpiece of Arthurian legend and romance, Pendragon, the Miskatonic Repository for Call of Cthulhu, Seventh Edition is a curated platform for user-made content. It is thus, “...a new way for creators to publish and distribute their own original Call of Cthulhu content including scenarios, settings, spells and more…” To support the endeavours of their creators, Chaosium has provided templates and art packs, both free to use, so that the resulting releases can look and feel as professional as possible. To support the efforts of these contributors, Miskatonic Monday is an occasional series of reviews which will in turn examine an item drawn from the depths of the Miskatonic Repository.

—oOo—

Product: Scenario
What You Get: Thirty-two page, 57.22 MB PDF
Elevator Pitch: Grave robbers of the Orient
Plot Hook: Against the clock, body snatching mystery
Plot Support: Staging advice, ten handouts, four maps, twelve NPCs, one spell, and four Mythos monsters.
Production Values: Underwhelming
Scenario Title: Overwhelming

P
ros
# Set in Edo era Japan
# Second part of a five-part mini-campaign
# Interesting clash between ‘civilised’ and ‘uncivilised’
# Necrophobia
# Phasmophobia
# Osophobia

Cons
# Needs a strong edit
# Plot could be much clearer
# No suggestions as to how to create the Investigators

Conclusion
# Interesting period for Lovecraftian investigative roleplaying is left unsupported
# Decent mystery hindered by messy layout

Monday, 30 December 2024

Miskatonic Monday #328: Japonism 2024

Much like the Jonstown Compendium for RuneQuest: Roleplaying in Glorantha and The Companions of Arthur for material set in Greg Stafford’s masterpiece of Arthurian legend and romance, Pendragon, the Miskatonic Repository for Call of Cthulhu, Seventh Edition is a curated platform for user-made content. It is thus, “...a new way for creators to publish and distribute their own original Call of Cthulhu content including scenarios, settings, spells and more…” To support the endeavours of their creators, Chaosium has provided templates and art packs, both free to use, so that the resulting releases can look and feel as professional as possible. To support the efforts of these contributors, Miskatonic Monday is an occasional series of reviews which will in turn examine an item drawn from the depths of the Miskatonic Repository.

—oOo—

Despite its popularity in Japan, it is surprising that there is so little support for it as a setting in Call of Cthulhu. Barring Secrets of Japan from Chaosium, Inc. in 2005, which was a modern-set supplement, most of the handful of scenarios set in Japan have been placed their tales of Lovecraftian investigative roleplaying firmly in the feudal period, so enabling the Samurai, the classic Japanese warrior to go up against the Mythos. For example, ‘The Iron Banded Box’ from Strange Aeons II from Chaosium, Inc. and ‘The Silence of Thousands Shall Quell the Refrain’ from Red Eye of Azathoth from Kobold Press. Incursions into Japan in Call of Cthulhu’s classic period of the Jazz Age are almost unknown, Age of Cthulhu VI: A Dream of Japan from Goodman Games being a very rare exception. It is a trend that continues on the Miskatonic Repository, Chaosium Inc.’s community content programme for Call of Cthulhu, Seventh Edition. Here, A Chill in Abashiri – A 1920s Taisho-Era Japan Scenario is the exception alongside titles such as Thing torments poet, Daimyo calls on greatest help, Will the players fail? and After the Rain. Even Japan has its very own supplement devoted to the Taisho-Era of the nineteen twenties and nineteen thirties, in the form of ‘クトゥルフと帝国’ or ‘The Cthulhu Mythos and the Empire’, published in 2011 by Kadokawa. More recently, the well received Japan – Empire of Shadows: A Call of Cthulhu sourcebook for 1920s Imperial Japan further explored the Japan of the Jazz Age in much more detail. However, nearly all of this was one way. Despite popularity of Call of Cthulhu in Japan, few if any scenarios originating in Japan have been translated into English. With the release of Japonism 2024 – Three Modern Day Japan Call of Cthulhu Scenarios, all that changes.

Japonism 2024 – Three Modern Day Japan Call of Cthulhu Scenarios presents three scenarios originally published in Japan in 2019. All three are set in the 2020s, involve technology to some degree or another, and have a running time of three to four hours, making them suitable for one-shots or as convention scenarios. The introduction provides a guide to modern Japan, covering its geography and climate, language and religion, money, education, getting a driver’s licence, ownership of firearms—exceedingly rare and the police, and more. Much of this could easily been discovered with some research upon the part of the Keeper, but it is handy to have it all here. In addition to individual scenarios themselves, the supplement provides an overview of each of the three cities—Tokyo, Kyoto, and Yamaguchi—where the three scenarios are set.

The first of the anthology’s trio is ‘Do Gods Dream Of Digital Drugs?’. Written by Byoushin, it is set in November in Tokyo and it opens in shockingly bloody fashion. The Investigators are meeting a friend who is participating in the ‘Hills Music Festa’, which they are also attending, when the friend as he goes to leave, suddenly screams and then begins stabbing himself in the face, inflicting multiple wounds upon himself before he dies. Investigating the death reveals that the events company organising the music festival and its staff have been the subject of threats and protests from a cult—the Church Of Serialism—and that the friend was not the first to die in similar circumstances. The investigation is hampered by the presence of security guards at many of the locations involved, but in most cases, there are NPCs who will talk to the Investigators who are patient and polite. The threat is tied into cutting edge technology, which if gets out could lead to a series of mass suicides similar to that suffered by the Investigators’ friend. Music related skill such as Art/Craft (Piano) and both Computer Use and Electronics will be useful in resolving this Science Fiction-themed horror scenario which very nicely draws on contemporary fears. If the Investigators fail, the climax of the scenario is even more shocking than the opening scene, one that the media will likely put down to mass hysteria, but of course, the Investigators will likely know better.

The second scenario is Lom’s ‘Sutra Chanting Network’, which continues the Science Fiction horror of ‘Do Gods Dream Of Digital Drugs?’ This takes place in Kyoto with the Investigators being invited to attend a ceremony at Shimogamo Shrine in Kyoto by a relative who is a priest there. The ceremony is the ‘Tsukinamisai’, conducted at the beginning of every month, in which participants pray to the enshrined deity, Kamomioyasume Omikami, for the prosperity of the Imperial Household and peace for the nation. The Investigators have a chance to see Kyoto first, but at the ceremony, the Shinto prayer that the priest is chanting suddenly changes and the attendees are wracked with pain and a feeling of being drained, some actually falling unconscious. Examination of the priest reveals that he has a cut on the back of neck and with further examination that he has had a foreign object implanted in his neck, which turns out to be a computer chip! The son of the priest is actually a hardware engineer. So, could he know something about this? Again, this scenario involves cutting edge technology, this time the Internet of Things, but with a Mythos twist which sees that Internet of Things expanded to include people. And also, again, the scenario involves a threat that can be spread or work through a mass medium. The climax of the scenario is a confrontation not only with the villains of the piece, but also quite possibly the silliest threat that anyone has faced in Call of Cthulhu. Nevertheless, as silly as it sounds, having to fight a mechanised shrine hall as if it was a mini-kaiju feels very Japanese.

The trio comes to an end with ‘Unseasonable Blooming And Minuet’ by Aka with Lom. This takes place in December in the fictional Chugoku-region city of Hodaka in the modern-day Yamaguchi Prefecture. It has a more traditional feel in terms of its threat, drawing upon Japanese history and folklore, but as with the previous two scenarios, uses modern technology and concerns about that technology as vectors to spread its threat. In this scenario, the technology is social media. The Investigators are invited by a friend and his sister, to visit Hodaka, the city where they grew up which is known for the Hodaka Tenmangu Shrine and Mount Hodaka, and not long after they all arrive, the sister goes missing. Her disappearance is not the first of young girl in the city and upon looking into the matter, the Investigators will learn that the disappearances all linked to a particular social media account and the images of a blossoming plum tree posted on the account. This has a horrifying combination of the modern with the traditional and has a very chilly ending, so the Investigators had better come dressed for the cold.

Physically, all three scenarios in Japonism 2024 are reasonably presented, although a little untidy in terms of layout. The writing is dense in places, so the Keeper will need to give the three a careful read through and study.

Japonism 2024 – Three Modern Day Japan Call of Cthulhu Scenarios presents three good, richly detailed scenarios set in Japan. All three share common threads in terms their fears of technology and the ways in which it can be twisted—advertently or inadvertently—by the influence of the Mythos to become a mass media threat. Although all three require a little extra time to study and prepare, the scenarios in Japonism 2024 – Three Modern Day Japan Call of Cthulhu Scenarios will work very well as one-shots, or even better, convention scenarios.

Monday, 9 September 2024

Miskatonic Monday #298: Alone on Obon

Between October 2003 and October 2013, Chaosium, Inc. published a series of books for Call of Cthulhu under the Miskatonic University Library Association brand. Whether a sourcebook, scenario, anthology, or campaign, each was a showcase for their authors—amateur rather than professional, but fans of Call of Cthulhu nonetheless—to put forward their ideas and share with others. The programme was notable for having launched the writing careers of several authors, but for every Cthulhu InvictusThe PastoresPrimal StateRipples from Carcosa, and Halloween Horror, there was Five Go Mad in EgyptReturn of the RipperRise of the DeadRise of the Dead II: The Raid, and more...

The Miskatonic University Library Association brand is no more, alas, but what we have in its stead is the Miskatonic Repository, based on the same format as the DM’s Guild for Dungeons & Dragons. It is thus, “...a new way for creators to publish and distribute their own original Call of Cthulhu content including scenarios, settings, spells and more…” To support the endeavours of their creators, Chaosium has provided templates and art packs, both free to use, so that the resulting releases can look and feel as professional as possible. To support the efforts of these contributors, Miskatonic Monday is an occasional series of reviews which will in turn examine an item drawn from the depths of the Miskatonic Repository.

—oOo—
Publisher: Chaosium, Inc.
Author: Michael Reid

Setting: Japan, 1992
Product: One-Location, One-Hour Scenario
What You Get: Seven page, 784.18 KB Full Colour PDF

Elevator Pitch: ‘Alone on Halloween’, but Japan and the nineties
Plot Hook: Not every distressed family member has to be alive
Plot Support: Staging advice, four pre-generated Investigators, one handout, two NPCs, and one Mythos monster.
Production Values: Decent

Pros
# Simple and short
# Easy to adjust to other modern eras
Phasmophobia
Coimetrophobia
Aquaphobia

Cons
# Unpleasant Investigators
# No Sanity loss for using blood

Conclusion
# Short, punchy, spirit standoff
# Not so much Spirited Away as spirited affray

Saturday, 17 August 2024

Your Shadow Scar Starter

In ages past, the Kotoamatsukami, the First Great Spirits of the Land, created the peaceful land known as Nakatsukuni. All was well in this land until the Great Mother Spirit Izanami died giving birth to the Spirit of Fire. Her husband, Izanagi, attempted to retrieve her spirit from Yomi No Kuni, the Afterlife, and appeared to have succeeded when given permission to return her by the Ruler of the Dead. Unfortunately, Izanami has been corrupted by the Ruler of the Dead, and she brought with her an army of twisted souls and horrible monsters and after corrupting the minds of the Yokai, Izanami set out to destroy reality. The peace was at an end and the war known as the Hundred Years of Sorrow was only won by a combined effort of Izanagi and the Kami. It was a victory won at great cost. Although Izanami was cast into the Void—or the Inbetween, via a Shadow Scar rent in the fabric of reality, her monstrous minions were scattered across the Mosaic, a vast array of worlds and realities that to this day remains unexplored. These Yokai continue to do the bidding of Izanami on these worlds, often served by human agents and cults, most of whom have no idea who they are serving or the true nature of reality that is the Mosaic. Whilst there a few worlds that fortunate enough to be free of Yokai, both their presence and their influence, there are many which are infected by both, and there are even more where the situation remains unknown. On Nakatsukuni, an organisation was established by the Kami to counter the threat of the Yokai. This is the Shadow Scar Agency, an order of Shinobi—or ninja clans—trained by the Six Great Clans of Shadow. Its task is to investigate potential signs of activity of both the Yokai and their human servants across the worlds of the Mosaic, stop such activities when discovered, and prevent the inhabitants of those worlds from learning about either the Yokai or the Mosaic. The Shadow Scar Agency still fights this Veil War today.

This is the set-up for Shadow Scar, a new roleplaying published by R. Talsorian, Inc., best known for Cyberpunk RED and Castle Falkenstein. It is a world/parallel Earth hopping setting across what Shadow Scar calls the Mosaic in which modern day Ninja, armed with high tech tools and magical artefacts, leap from one world to the next to defeat the Yokai and other minions of the corrupted Great Mother Spirit Izanami. The Player Characters—or Agents—are these Ninjas, members of the Shadow Scar Agency, a secret organisation dedicated to keeping reality safe. The Ninja must conduct their assignments in secrecy and ‘Maintain the Veil’, both to keep the civilian population safe and prevent any mystical monsters from learning of their presence and activities until they absolutely have to reveal both to the targets of their operations. It was introduced in Shadow Scar: Eyes in Darkness as part of Free RPG Day 2024, which provided a basic primer for the setting and rules as well as scenario to play and the Player Character Agents needed to play it. The scenario in Shadow Scar: Eyes in Darkness is a prequel to ‘The Mask of the Green Demon’, the scenario in Shadow Scar Starter Set, and although it is not necessary to play through ‘Eyes in Darkness’ in order to play ‘The Mask of the Green Demon’ and the contents of the Shadow Scar Starter Set, ‘Eyes in Darkness’ serves as a good build up to it.

The Shadow Scar Starter Set comes as a solid box containing three booklets, six pre-generated customisable Player Characters, a pair of maps and tokens to help play out the action of its scenario, and a set of Shadow Scar six-sided dice. Beside the dice, the first thing that you see upon opening the box is the ‘Welcome to Shadow Scar’ sheet. This is a sperate sheet tells the reader what to expect from the roleplaying game and starter, that the Player Characters will learn the ways of Ninjitsu, assassinate deadly foes, foil complicated plots, work with powerful factions, explore the Mosaic, and hunt down rogue agents, and tells the player where to go next. On the back is a glossary. Altogether, this primes the player up, ready to learn to play, and the Storyteller ready to learn to run Shadow Scar.

The first of the three books in the Shadow Scar Starter Set is the twenty-eight page ‘World Lore’ booklet. This introduces Shadow Scar Agency and expands on the on-going Veil War as well as explaining the nature of the Mosaic and the Utsushiyo and the Kakuriyo. The former is the Unveiled or Material World, whilst the latter is the Unseen or Spirit World. To most mortals, the Kakuriyo, home to spirits, Kami, and even spirits that fail to pass and become monsters, is inaccessible although it does mirror the Utsushiyo in an exaggerated way. Every world has its own Utsushiyo and Kakuriyo, but the Kami can traverse between the Kakuriyo of one world and the Kakuriyo of another. Some mortals can see into the Kakuriyo and sometimes monsters and dangers can find their way out of it. The Mosaic itself is described in broad detail, but the accompanying shows the rough relationships between just a few of the worlds within it and the links between them. Several of these worlds are described in some detail. These include the primary base of operations for the Shadow Scar Agency, Nakatsukuni, which remains an archipelago of islands—many floating—shattered by the war against Izanami and her minions. The others include ‘Steel Court’, a Grand Victorian Empire in which the Stewart Steam Turbine Engine has powered fantastical industrialisation and inventions even as revolt foments the Empire’s ‘Protectorates’; ‘5th Street’, an early twentieth century world recovering from the Great War that would seem to be utterly mundane except the masked vigilantes on the rooftops and the racial inventors working in their workshops; and ‘Refuge’, a world so blighted by the Yokai that humanity has been forced to retreat to a Lunar Colony and massive station orbiting the moon. All three locations will be visited as part of the scenario included in Shadow Scar: Eyes in Darkness. Thumbnail descriptions are given for the three worlds as well as the Shadow Scar Agency and the six Shinobi clans. These consist of the war at any cost Arashi Clan; the spiritualist Futsumashi working to pull the world back into balance; the fire-using Hibana; the espionage-focused Kuromaku; the Tantei clan which works to free Yokai from Izanami’s grasp; and the Yokai-hunting Wanami clan. These are not the only organisations detailed in ‘World Lore’. ‘The Hollow Eye Syndicate’ is a secret criminal organisation that offer a refuge to ‘nukenin’, those missing ninja who have left the Shadow Scar Agency. The Shadow Scar Agency takes a very dim view of the ‘nukenin’. Lastly, there are some details of the Yokai.

The forty-eight-page ‘System’ book is both a rules book and a bestiary for Shadow Scar. First, it breaks down a Player Character, which has three attributes, Mind, Body, and Spirit, rated between one and five. Each attribute has six associated skills, each of which is rated between one and three. He has Techniques, Mikkyo, and Quirks. Techniques are special abilities, such as ‘Nimble & Quick’, which increases an Agent’s speed, whilst Mikkyo are secret techniques taught by the shinobi clans which require an Agent to expend Ki to trigger, such as ‘Duplicates’ which enables the caster to create silent duplicates himself that he can control.

Mechanically, Shadow Scar is a dice pool system that uses six-sided dice. Every roll of a three or more is a success, whilst a roll of six is equal to two successes. If the number of successes is equal to or greater than the Difficulty Value, the task is successful. An average task has a Task Difficulty of two, Challenging has a Task Difficulty of three, Difficult has a Task Difficulty of four, and so on. Bonuses and penalties adjust the number of dice a player has to roll. To reflect that the world of Shadow Scar is pulled in two directions by different forces of nature, an Agent has access to ‘Inyo’—Japanese for Yingyang. If an Agent fails a task by a single Success, he can call upon the power of ‘Inyo’ to gain that much-needed Success. Or he can use to inflict an additional three points of damage upon a target. However, when the Agent draws upon the power of Inyo, he draws only upon one side. In response, the other side draws back and the Storyteller can draws upon the Agent’s Inyo to make him fail a task by one Success or have an enemy inflict three extra damage on the Agent. Once that has happened, the Agent has access to Inyo again. Essentially, the fortunes of each Agent swings back and forth quite literally.

Combat is an extension of the rules, with Initiative Order being determined by an Awareness Check. During a turn, each Agent can conduct two actions. Some fifteen possible actions are detailed as are the conditions and hazards that they might suffer. The hazards covered include environmental, mechanical, and magical. When an Agent is reduced to three points of Vitality or less, he suffers the Grievously Wounded Condition, and when his Vitality is reduced to zero, in combat, he can either be killed or knocked out. The latter reduces his Vitality to one rather than zero. If an Agent’s Vitality is reduced to zero or less, it is possible to become a Wandering Spirit, but an Agent equipped with a Spirit Lantern can collect and protect a Wandering Spirit. At the end of a mission, if the other Agents return with a dead Agent’s body and his Wandering Spirit in a Spirit Lantern, the Agent can be resurrected. Otherwise, a new body has to be created.

Over half of the ‘System’ book is devoted to a ‘Rogues Gallery’. This describes some sixteen or so creatures. There is a good mix of the mundane and the monstrous to the book, all of which appears in the ‘The Mask of the Green Demon’ scenario.

The six pre-generated Player Characters in the Shadow Scar Starter Set come from each of the six clans who contribute to the Shadowscar Agency. Each is done in full colour and as a folder. Each comes with an illustration, background, and history of the Player Character, full stats and abilities, and options for improving the character over the course of the adventure. It also includes a set of bullet points suggesting why a player might choose to roleplay a particular character.

The longest of three books in the Shadow Scar Starter Set is ‘The Mask of the Green Demon’. It is ideally run as a sequel to ‘Eyes in Darkness’ from Shadow Scar: Eyes in Darkness as that already gets the players and their characters involved in the scenario. Of course, it need not be, and either way, the scenario opens with the Player Characters being introduced to a fellow member of the Shadow Scar Agency prior to the briefing. This Agent Jasmine Gamble, who has been investigating a notorious Yokai and crime lord, Green Demon, whose activities and network spreads across the four known worlds that the Shadow Scar Agency has ready access to and is suspected to spread into others unknown. Her work has greatly been enhanced by a notebook that Agents recently uncovered (this is mission is detailed in ‘Eyes in Darkness’) and she has begun to decode. Her notes so far point to a Green Demon operative working in a pleasure quarter on one of the floating islands of Nakatsukuni. This set-up scene is designed to introduce Agent Gamble as she plays an important role in ‘The Mask of the Green Demon’ and ideally the Player Characters should come to like her. This needs a careful portrayal by the Storyteller to make her as likeable as she is written and to build up a relationship between her and the Player Characters.

The missions in ‘The Mask of the Green Demon’ will take the Player Characters from a pleasure house in Nakatsukuni where tensions between a pretentiously arrogant noble scion, the staff, and other patrons, helped by a mischievous kami, get in the way of capturing the target Green Demon operative all the way to Refuge in Lunar orbit where they have an opportunity to capture one of the Green Demon’s most loyal lieutenants before he is assassinated! In between, they must travel to an abandoned island infested with venomous ghost centipedes left over from the Hundred Years of Sorrow; investigate Green Demon activities on Steel Court only to discover that the Green Demon has been investigating them; and dive into an ancient, submerged, and of course, puzzle and death trap-filled Olmec temple in the Gulf of Mexico in 5th Street, which holds a magical artefact said to give access to the Hollow Earth.

‘The Mask of the Green Demon’ is a fun exciting adventure, with a good mix of action and intrigue, that also showcases both the different worlds of the Mosaic and some of the history of the roleplaying game’s setting. It also hints—just a very little—at how ruthless the Shadow Scar Agency can be. The adventure is designed to be played through in roughly five to six sessions and make use of the tokens and maps included in the box. Notably, the booklet does begin with some excellent advice for the Storyteller on how to run Shadow Scar and ‘The Mask of the Green Demon’. Much of it will be obvious to experienced Storytellers, but it is still worth reading and it is good advice for anyone running Shadow Scar Starter Set as her first game. However, what the Shadow Scar Starter Set does not do is give any advice for the players. The Storyteller has her role explained, is given tips, and then advised on how to run Shadow Scar. There is no similar advice for the player, except for the ‘Welcome to Shadow Scar’ sheet at the top of the box, which does not do as good a job.

Rounding out the Shadow Scar Starter Set is a set of maps. There are four of these, depicting various locations in the scenario. Using in conjunction with the two sheets of tokens, these are bright and colourful, done by Loke BattleMats, which previously created The Big Book of Cyberpunk Battle Mats for use with Cyberpunk RED. Lastly, there is also a ‘Reference Sheet’, which includes rules for everything up to and including the assassination manoeuvre, and ‘The Armoury’, a sheet of traits, gear details, and information about artefacts that will play a role in the adventure.

Physically, the Shadow Scar Starter Set is an attractive product with a pleasing heft and sturdiness. All three books are on thick paper and all have card covers. Similarly, the maps and tokens have a good physical presence. The artwork is excellent throughout, having an anime style that reflects the genre of the Shadow Scar setting. Particularly attractive is the piece showing players sat round playing the game itself, but there is also plenty of artwork show different scenes across the Mosaic as well. However, the Shadow Scar Starter Set does need a further edit as it feels slightly rushed in places.

Shadow Scar is both a spy and a ninja roleplaying game, a sidebar for the Storyteller noting that it is inspired by the anime series Demon Slayer and Naruto as much as it is the James Bond and Men in Black films. Mix in martial arts, magic, and the supernatural and it offers a stealth and action orientated genre mashup—all of which is on show in the Shadow Scar Starter Set. The result is that the Shadow Scar Starter Set is a very well presented, fun and exciting introduction to the Shadow Scar setting and roleplaying game.

Saturday, 13 July 2024

[Free RPG Day 2024] Shadow Scar: Eyes in Darkness

Now in its seventeenth year, Free RPG Day for 2024 took place on Saturday, June 22nd. As per usual, Free RPG Day consisted of an array of new and interesting little releases, which are traditionally tasters for forthcoming games to be released at GenCon the following August, but others are support for existing RPGs or pieces of gaming ephemera or a quick-start. This included dice, miniatures, vouchers, and more. Thanks to the generosity of Waylands Forge in Birmingham, Reviews from R’lyeh was able to get hold of many of the titles released for Free RPG Day.

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Shadow Scar: Eyes in Darkness is the ‘Easy Mode’ for Shadowscar, a new setting from R. Talsorian Games, Inc., much like The Witcher: Easy Mode – An Introductory Booklet to the Witcher TRPG for The Witcher and Cyberpunk Red: Easy Mode – An Introduction to the Dark Future for Cyberpunk RED. It is a world/parallel Earth hopping setting across what Shadow Scar calls the Mosaic in which modern day Ninja, armed with high tech tools and magical artefacts, leap from one world to the next to defeat the Yokai and other minions of the corrupted Great Mother Spirit Izanami. The Player Characters—or Agents—are these Ninjas, members of the Shadow Scar Agency, a secret organisation dedicated to keeping reality safe. The Ninja must conduct their assignments in secrecy and ‘Maintain the Veil’, both to keep the civilian population safe and prevent any mystical monsters from learning of their presence and activities until they absolutely have to reveal both to the targets of their operations. Shadow Scar: Eyes in Darkness mixes magic, action, and stealth, including not just an introduction to the setting, but also the rules, six pre-generated Agents, and a complete scenario.

The setting is Nakatsukuni, a peaceful land created by the Kotoamatsukami, the First Great Spirits of the Land. When the Great Mother Spirit Izanami died giving birth to the Spirit of Fire, her husband, Izanagi, attempted to retrieve her spirit from Yomi No Kuni, the Afterlife, and appeared to have succeeded when given permission to return her by the Ruler of the Dead. Unfortunately, Izanami has been corrupted by the Ruler of the Dead, and she brought with her an army of twisted souls and horrible monsters and after corrupting the minds of the Yokai, Izanami set out to destroy reality. The war was won by the combined effort of Izanagi and the Kami, but at great cost. Izanami was cast into the Void via a Shadow Scar, but her monstrous minions were scattered across the Mosaic. To counter the Yokai threat, the Kami established the Shadow Scar Agency, an order of Shinobi—or ninja clans—trained by the Six Great Clans of Shadow. The Shadow Scar Agency still fights the Veil War today.

Nakatsukuni remains an archipelago of islands—many floating—shattered by the war against Izanami and her minions. Other worlds of the Mosaic include ‘Steel Court’, a Grand Victorian Empire in which the Stewart Steam Turbine Engine has powered fantastical industrialisation and inventions even as revolt foments the Empire’s ‘Protectorates’; ‘5th Street’, an early twentieth century world recovering from the Great War that would seem to be utterly mundane except the masked vigilantes on the rooftops and the racial inventors working in their workshops; and ‘Refuge’, a world so blighted by the Yokai that humanity has been forced to retreat to a Lunar Colony and massive station orbiting the moon. All three locations will be visited as part of the scenario included in Shadow Scar: Eyes in Darkness. Thumbnail descriptions are given for the three worlds as well as the Shadow Scar Agency and the six Shinobi clans.

An Agent in Shadow Scar: Eyes in Darkness—and thus Shadow Scar—has three stats. These are Mind, Body, and Spirit, and these are rated between one and five. Each attribute has six associated skills, each of which is rated between one and three. He has Techniques, Mikkyo, and Quirks. Techniques are special abilities, such as ‘Nimble & Quick’, which increases an Agent’s speed, whilst Mikkyo are secret techniques taught by the shinobi clans which require an Agent to expend Ki to trigger, such as ‘Duplicates’ which enables the caster to create silent duplicates himself that he can control. All six pre-generated Agents come with background and illustration.

Mechanically, Shadow Scar is a dice pool system that uses six-sided dice. Every roll of a three or more is a success, whilst a roll of six is equal to six successes. If the number of successes is equal to or greater than the Difficulty Value, the task is successful. An average task has a Task Difficulty of two, Challenging has a Task Difficulty of three, Difficult has a Task Difficulty of four, and so on. Bonuses and penalties adjust the number of dice a player has to roll. To reflect that the world of Shadow Scar is pulled in two directions by different forces of nature, an Agent has access to ‘Inyo’—Japanese for Yingyang. If an Agent fails a task by a single Success, he can call upon the power of ‘Inyo’ to gain that much-needed Success. Or he can use to inflict an additional three points of damage upon a target. However, when the Agent draws upon the power of Inyo, he draws only upon one side. In response, the other side draws back and the Storyteller can draws upon the Agent’s Inyo to make him fail a task by one Success or have an enemy inflict three extra damage on the Agent. Once that has happened, the Agent has access to Inyo again. Essentially, the fortunes of each Agent swings back and forth quite literally.

Combat is an extension of the rules, with Initiative Order being determined by an Awareness Check. During a turn, each Agent can conduct two actions. Some fifteen possible actions are detailed as are the conditions and hazards that they might suffer. The hazards covered include environmental, mechanical, and magical. When an Agent is reduced to three points of Vitality or less, he suffers the Grievously Wounded Condition, and when his Vitality is reduced to zero, in combat, he can either be killed or knocked out. The latter reduces his Vitality to one rather than zero. If an Agent’s Vitality is reduced to zero or less, it is possible to become a Wandering Spirit, but an Agent equipped with a Spirit Lantern can collect and protect a Wandering Spirit. At the end of a mission, if the other Agents return with a dead Agent’s body and his Wandering Spirit in a Spirit Lantern, the Agent can be resurrected. Otherwise, a new body has to be created.

In terms of setting, Shadow Scar: Eyes in Darkness covers the means of travel between worlds, the invisible and magical tattoos which enable communication and understanding, arms and armour and other equipment, before leaping into the scenario, ‘Eyes in Darkness’. The Shadow Scar Agency assigns the Agents to investigate a Dodomeki named Kagura, a lieutenant to a powerful smuggler known as the ‘Green Demon’, who runs operations at the ground level of the Green Demon’s Mountain Branch. Two of the Yokai working for Kagura are attending a black-market auction in a makeshift space station called the Scattery in the Refuge. Whatever the Agents do, the Yokai are likely to cause trouble at the auction, meaning that the Agents will have to work hard to protect the Veil. Following the Yokai—or following the clues they leave behind—the Agents jump through a gate or Rift Dive to find themselves at Easy Ray’s Gas Station outside of New Orleans on 5th Street, and when they or their contact make a run for it, it leads to a car chase through the streets of the city. A pair of tables providing random events both outside and inside the city nicely enliven the car chase.

Although this turns out to be a dead end, the Agent’s Handler suggests that a renegade Agent, currently in ‘Steel Court’ might have some information. The renegade Agent is selfish and immoral, but will trade for information—at a price. Which can be money or some entertainment. The information he provides gives the location of Kagura’s hideout in an isolated village in the mountains which she is beginning to fortify. The climax of the scenario is an assault on the village, initially by stealth, helped and then hindered by two of the Kami of the sky having a violent argument over the borders of their territory and causing a severe snowstorm. Success leads provides clues as to the whereabouts of Kagura’s boss, the Green Demon. Locating the Green Demon will be the Agents’ next mission, the details of which are given in Shadow Scar Jumpstart Kit: The Mask of the Green Demon!, the sequel to Shadow Scar: Eyes in Darkness. The bestiary or ‘Rogues Galley’ at the end of Shadow Scar: Eyes in Darkness provides all of the stats and details of the Yokai and other NPCs that the Agents will encounter over the course of the mission.

Although ‘Eyes in Darkness’ does have a sequel in the form of Shadow Scar Jumpstart Kit: The Mask of the Green Demon!, it is complete and can be played on its own without the need to run the sequel. Thus, the Storyteller and her players can get a full taste of what Shadow Scar is like to play and what a mission feels like. ‘Eyes in Darkness’ is a decent scenario, with lots of action and plenty of stealth and combat. It is accompanied by some decent maps as well.

Physically, Shadow Scar: Eyes in Darkness is decently put together. Much of the artwork is anime in style and bright and colourful. The cartography is excellent. Whilst well-written, it does need an edit in places.

Shadow Scar: Eyes in Darkness is a solid introduction to the Shadow Scar setting and roleplaying game. There is good advice for the Storyteller on running the game and everything is clearly explained and easy to understand, and all supporting an exciting, action-packed scenario which can played through in a single session or two.