If all this sounds familiar, then it probably means that you have read Carmilla, the Victorian-era novella by Joseph Sheridan Le Fanu. Predating Bram Stoker’s Dracula by twenty-five years, this is a classic tale of Gothic romance and vampiric horror with a strong female antagonist, which is now the direct—very direct inspiration for Carmilla, a scenario published by Yeti Spaghetti and Friends. Part of the publisher’s ‘Frightshow Classics’ line, it is ostensibly written for use with Chill or Cryptworld: Chilling Adventures into the Unexplained, the percentile mechanics of the scenario mean that it could easily be adapted to run with Call of Cthulhu, Seventh Edition and similar roleplaying games.
Friday, 12 September 2025
Friday Fear: Carmilla
If all this sounds familiar, then it probably means that you have read Carmilla, the Victorian-era novella by Joseph Sheridan Le Fanu. Predating Bram Stoker’s Dracula by twenty-five years, this is a classic tale of Gothic romance and vampiric horror with a strong female antagonist, which is now the direct—very direct inspiration for Carmilla, a scenario published by Yeti Spaghetti and Friends. Part of the publisher’s ‘Frightshow Classics’ line, it is ostensibly written for use with Chill or Cryptworld: Chilling Adventures into the Unexplained, the percentile mechanics of the scenario mean that it could easily be adapted to run with Call of Cthulhu, Seventh Edition and similar roleplaying games.
Friday, 15 August 2025
Friday Fear: Medieval Mysteries
Friday, 6 June 2025
Friday Fear: The Nightmare
In the late 1970s and early 1980s, the city of Stockton, California, was beset by a rash of strange deaths amongst its Hmong community. The Hmong were refugees from the Vietnam War and subsequent conflicts in southeast Asia. A total of one-hundred-and-seventeen immigrants and their descendants died under strange circumstances in their sleep, suffering from what doctors called ‘Sudden Unexpected Death Syndrome’ or ‘SUNDS’. However, the community did put these deaths down to medical causes, but to a supernatural creature that had accompanied individual families to the USA, continuing to prey upon the men of the families as they slept, literally pressing upon their chests and paralysing them in waking nightmares and feeding upon their terror, killing them in the process, whilst to outsiders making it appear as if they died in their sleep. The Hmong call this creature the ‘Dab Tsog’. That was decades ago, but now the city and its Hmong community has once again been beset by an outbreak of deaths due ‘sleep paralysis’. Could the Dab Tsog have returned to prey on the Hmong community? After losing one of her patients to these nightmares, Dr. Maria Vicente, who conducts studies at a sleep clinic, is beginning to suspect that something is stalking the sleep of her patients and so asks for help from anthropologists, folklorists, and investigators. Published by Yeti Spaghetti and Friends, The Nightmare is a short, one-night horror scenario, part of and third in the publisher’s ‘Frightshow Classics’ line. Ostensibly written for use with Chill or Cryptworld: Chilling Adventures into the Unexplained, the percentile mechanics of the scenario mean that it could easily be adapted to run with Call of Cthulhu, Seventh Edition and similar roleplaying games.
The Nightmare, like the first in the ‘Frightshow Classics’ line, Horror in Hopkinsville, before it, is inspired by a real incident, one that also inspired the Nightmare on Elm Street series of horror films. It returns to the story in Stockton and opens with the Player Characters attending Dr. Vicente’s sleep clinic where she is attempting to study the disrupted sleep patterns of a young boy. The Player Characters will have had the opportunity to conduct some research about Stockton, the deaths amongst the Hmong, and the community’s belief that a Dab Tsog was responsible. They will also have discovered that strange lights have been seen in the city as well, but most notably they will have made the link between the Dab Tsog and figure of the ‘Night Hag’ found in other cultures. Thus, the scenario really sets the players and their characters up with what they need to know right from the start. After an encounter in which Dr. Vicente’s young patient has his sleep interrupted in a frighteningly scary fashion and one, if not more, of the Player Characters are lured away, the narrative in the scenario is not to discover that there is supernatural threat abroad in Stockton, but rather to confirm what the Player Characters already think it to be. To do this, they will need to visit the Hmong and ask some questions of the not always trusting members of the community, calling for some good roleplaying.
Friday, 11 April 2025
Friday Fear: The Blood Countess
Friday, 14 March 2025
Friday Fear: Horror in Hopkinsville
Horror in Hopkinsville does not concern the infamous Kelly-Hopkinsville encounter directly. Rather it is a sequel in which the Player Characters investigate another incident and so might posit a cause for both. David and Julia Wright have been terrorised in recent weeks by strange and unusual occurrences in and around their house. Scratching sounds on the roof late at night, followed by chittering or ‘clicking’ noises, loud thumps on the side of the house, the electricity in the house flickering, and the camera system that the Wrights installed to capture evidence of the culprits broke down, whilst the motion-sensor lights have proven ineffective, having detected nothing. The Wrights have been unable to find any cause and are almost at their wits’ end, so they want the matter investigated. The scenario suggests several ways in which the Player Characters might get involved—being a friend or relation of the Wrights, other inhabitants in the town having suffered similar incidences and indicate that the Wrights might have witnessed something, the Wrights revealed their story to a local paranormal or UFO study group of which the Player Characters are members, or the Player Characters are members of a secret organisation that investigates the paranormal or UFOs and are responding to a report made by the Wrights. However, the eight Player Characters provided in Horror in Hopkinsville are really only suited to the first three options rather than the fourth.
Prior to the start of the adventure proper, the Player Characters get to do some research, either using the Humanities/History, Journalism, or Paranormal/Folklore skills. Both the skills and their results reveal at the very least the details of the Kelly-Hopkinsville encounter, and are also easily adapted to the roleplaying game of the Game Master’s choice. The scenario proper begins with the arrival of the Player Characters at the Wright family home on a quiet Wednesday evening. There they have the opportunity to both interview the family, including with some care, the Wright’s eight-year-old daughter, Tianna, and investigate the house. The inference is, of course, that whatever is plaguing the house, has some connection with Tianna, that, for example, she might be psychic. Investigation quickly reveals evidence that something is going on and this is confirmed as the action quickly heats up. The scenario neatly accounts for most of the options that the Player Characters might take, such as one of their number watching from outside whilst the rest investigate inside, but whatever the Player Characters do, it should lead up to a couple of jump scares and the revelation that there is something under the Wright family home—in the sewers!
If the scenario is fairly tightly plotted up until this point, the Player Characters have more freedom of action after they descend into the sewers under the street around the Wright family home and begin searching for the strange creatures that have been lurking near and scratching the house. Effectively, the scenario becomes a bug hunt in the dark, broken by the cold beam of their torches and the hissing of the white, pasty creatures. The scenario includes some encounter descriptions for when the Player Characters are down in the sewers, but does feel underwritten. Perhaps the possibility of the creatures having kidnapped the Wrights’ baby son might have provided some impetus for the Player Characters to act and it would have been interesting if the creatures’ lair were described so that the Player Characters could not only find it, but also find evidence that the activities of the creatures are connected to the Kelly-Hopkinsville encounter?
By the end of the scenario, the authorities will have arrived and the Player Characters will need to justify their actions, running around in the sewers, firing guns being frowned upon. This will take some persuasion, but will be easier if the Player Characters are members of a secret government agency. That agency might want to clean up the area and cover up the story even if they are not.
Physically, Horror in Hopkinsville is well presented, although the choice of font and artwork is a little heavy in style. This though, does not mean that it is bad. The scenario is not badly written, although it does need an edit in places and it is written for an American audience, so the Game Master may need to look up a term or two. The cartography of both the house and the sewers is decent, whilst the front cover is excellent, echoing the look and feel of the classic covers for the Chill roleplaying game and pulp horror paperback books.
Horror in Hopkinsville is designed to be a pulp horror scenario, one that is easy to run and quick to prepare—and that is the case, no matter which roleplaying rules the Game Master decides to use. However, it is not a sophisticated plot or story and the Game Master may want to develop it a bit further herself. However, for a single evening’s worth of straightforward, easy-to-prepare, pulp action horror, Horror in Hopkinsville is a decent choice.
Friday, 12 May 2023
Friday Fantasy: Bloom of the Blood Garden
The scenario opens with the Player Characters at the gates to the manor. Beyond lies an extensive and partially overgrown garden, strewn with strangeness and secrets. There is a pumpkin patch, a topiary garden, a well, and gardens devoted to fungi, lotus flowers, cacti, and even poison! Some of the flora is animated, even ambulatory, and much of its deadly. Working their way through the garden—necessary if they are to get to the ruins of the manor house—the Player Characters are likely to get at least scratched and more likely to have withstand the effects of various poisons. However, not all encounters are necessarily adversarial and the Player Characters are careful, they can sense a feeling of displacement which lingers over the garden and potentially pick up various items which will help them, as well as some clues and secrets which suggest that someone had strange plans for the manor and its grounds. Not necessarily Morto Blango, but someone...
Once the Player Characters reach the top of the garden they will discover the manor house partially burned to the ground. Here they will also discover some of the surviving villagers, possible friends and relatives, as well as strange monsters lurking in the house. The inclusion of the surviving villagers is a nice touch, given that they could all have been found dead, but alive they serve as a pool of ready replacement Zero Level Player Characters should one of the originals die. They also serve as a source of information as to what happened at the manor. They do not know much as they are very frightened, but helpful nevertheless. Investigating the remains of manor will lead to Morto Blango’s last refuge and a very nasty encounter with a thing from beyond time and space!
Dungeon Crawl Classics #103: Bloom of the Blood Garden has much to do with the doings of wizards, but the scenario being a Character Funnel means the Player Characters are totally incapable of dealing with him, instead merely dealing with the consequences of his insidious plans. The Player Characters never encounter him in the scenario, although they will possibly learn of his name and his plans. The scenario is nicely detailed and has a pleasing Lovecraftian feel to it rather than in terms of content, although there is a touch of the Edgar Allan Poe to the piece a la Roger Corman. Where there is an issue with the scenario is the number of ways through the garden to the house. There are three or four routes which the Player Characters could take through the garden, meaning that they might never get to the secrets hidden in the garden or the potential aid to be gained if they explore enough of the garden. So some playthroughs may miss some of the clues and some of the items that might mean the difference between life and death as the scenario comes to its climax. To be fair, this is understandable in terms of design, since the Player Characters are not always going to find everything and Character Funnels are meant to very dangerous. It is more a case of the players and their characters having to balance the need to search for more clues versus the deadliness of the encounters!
Monday, 19 December 2022
Miskatonic Monday #163: A Cold Wind Blows
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 Invictus, The Pastores, Primal State, Ripples from Carcosa, and Halloween Horror, there was Five Go Mad in Egypt, Return of the Ripper, Rise of the Dead, Rise 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.
Author: Sara Martinez
Setting: Jazz Age Colorado
Product: Scenario
Elevator Pitch: Caught out in the cold...
Plot Support: Three NPCs, three handouts, and one Mythos monster.
Pros
Friday, 1 April 2022
A Hammer Horror Horror Quick-Start
The Haunting of Abbeyham Priory! A Jumpstart for They Came From Beyond the Grave! employs the Storypath system. A distillation of the earlier Storyteller system, it is simpler and streamlined, designed for slightly cinematic, effect driven play. The core mechanic uses dice pools of ten-sided dice, typically formed from the combination of a skill and an attribute, for example Intellect and Science to analyse a problem, Aim and Dexterity to fire a gun, and Empathy and Manipulation to unobtrusively get someone to do what a character wants. These skill and attribute combinations are designed to be flexible, with a character’s preferred method being described as a character’s Favoured Approach. So a character whose Favoured Approach is Force, would use Close Combat and Might in a melee fight; if Finesse, Close Combat and Dexterity; and if Resilience, then Close Combat and Stamina.
The aim when rolling, is to score Successes, a Success being a result of eight or more. Rolls of ten count as two in They Came From Beyond the Grave!, rather than the capacity for the player to roll again for further Successes. Typically, a player only needs to roll one Success for a character to succeed at a task, though it can be as many as three, and ideally, he will want to roll more. Not only because Successes can be used to buy off Complications—ranging between one and five—but also because they can be used to buy Stunts which will impose Complications for others, create an Enhancement for another action, or one that makes it difficult to act against a character. Stunts cost at least one Success and each of the five pre-generated protagonists in The Haunting of Abbeyham Priory! A Jumpstart for They Came From Beyond the Grave! possesses three favoured Stunts. These include ‘Uncover the Truth’, ‘Spot Weakness’, ‘Oracular Gaze’, and more. However, where combat Stunts like ‘Increase Damage’, ‘Knockdown/Trip’, and ‘Pin Down’ are explained, there appears to be no explanation for the three favoured Stunts for each of the Protagonists.
Under the Storypath system, and thus in They Came From Beyond the Grave!, failure is never complete. Either a player can spend a Rewrite to reroll; accept the failure, accept its consequences and a Consolation; or if the roll was a failure and a one was rolled on the die, suffer the consequences of a Botch and earn two Rewrites for the Writer’s Pool.
Both ‘The Haunting of Abbeyham Priory!’ and They Came From Beyond the Grave! use a number of mechanics which help enforce the genre. Unlike Party Beach Creature Feature! A Jumpstart for They Came From Beneath the Sea!, the quick-start for They Came From Beneath the Sea!, Protagonists do not have access to Trademarks, each tied to a particular skill, which grant the player two extra dice on a related roll per Trademark, but when activated and there are some Successes left over from the completed task, enable the player to gain Directorial Control of the film. There is scope for them in They Came From Beyond the Grave! as there is space for them on the character sheet, but they do not appear in The Haunting of Abbeyham Priory! A Jumpstart for They Came From Beyond the Grave!.
A Protagonist does have Quips, like ‘I always believed human sacrifice died out.’ or ‘There's your proof — the proof of your own eyes.’ When used, they require everyone around the table to vote whether or not their use is appropriate, but if a Quip is successful, it earns a player another die to a roll or a reroll if a complex action. Rewrites are another genre-enforcing mechanic and are drawn from the Writers’ Pool, which is a group resource. They require all players to agree to their use, but with that agreement, a Rewrite can be used to make rerolls or add dice to a roll, as well as to active Cinematic Powers. Several of these are listed, including ‘I’m a Serious Actor’ which grants a bonus to the Protagonist’s Social Attributes after he uses his serious acting chops to elevate the film; ‘Same Set, Different Movie’ in which the Protagonist—or the actor playing him recognises the set of the film from another and uses it to his advantage; and ‘Waxing Poe-etical’ which has the player narrating the actions of his protagonist in rhyme and everyone joining in to gain an Enhancement for all associated rolls. Several Rewrites are included in The Haunting of Abbeyham Priory! A Jumpstart for They Came From Beyond the Grave!, but only five are used in play.
The rules in The Haunting of Abbeyham Priory! A Jumpstart for They Came From Beyond the Grave! are not quite as well explained as they could be. Beyond the basic rules, which are clear enough, the rules for combat are explained in the scenes where they might happen in the scenario and there is no explanation of the Stunts for the Protagonists. That aside, the rules are all easy to use in play. They are specifically designed to encourage and support cinematic play, even badly cinematic play, and whilst they are genre-enforcing, there are quite a few of them. So as much as the players need to lean into the genre and their Protagonists, they also need to lean into the genre-enforcing mechanics—the Rewrites, the Cinematic Powers, and more—to get their full effect. This is not an impediment to play as such, but more of a requirement than players might expect of the roleplaying game.
A Protagonist in Both ‘The Haunting of Abbeyham Priory!’ and They Came From Beyond the Grave! has nine Attributes—Intellect, Cunning, Resolving, Might, Dexterity, Stamina, Presence, Manipulation, and Composure; a range a skills, Quips, and Favoured Stunts. A Protagonist also has a Path each for his Archetype, Origin, and Ambition, but these do not play a role in the jump-start, whilst of his three Aspirations, or goals, only the two short term Aspirations really count in The Haunting of Abbeyham Priory! A Jumpstart for They Came From Beyond the Grave!.
The five Protagonists included in The Haunting of Abbeyham Priory! A Jumpstart for They Came From Beyond the Grave! consist of an elderly and authorative parapsychology professor, a brilliant, but disillusioned scientist, an ex-cop turned skeptical researcher, an eccentric medium, and a would-be hero dupe. Each is presented in full colour over two pages with the character sheet on one and an illustration and background on the other. The character sheets are easy to read and the background easy to pick up.
The scenario, ‘The Haunting of Abbeyham Priory!’, on two stormy separate, but connected, nights. The Protagonists are members of a parapsychology research team from the University of Portsmouth (technically Portsmouth Polytechnic at the time of the scenario) who are visiting Abbeyham Priory, a gothic pile with a long reputation for being haunted and being associated with witch hunts. Once the Protagonists get past the small crowd of protestors objecting to the idea of ghost hunters visiting a place of God and gain entry to the abbey, they find the nuns frosty and unwelcoming. The building is shabby, dusty, and cobweb strewn, the floors creak and there is nowhere to escape the draughts. The nuns seem to watch their every move, and despite what the Protagonists’ ghost hunting equipment fails to detect, there seems to be signs of ghosts everywhere. Well, if not ghosts, then something strange is definitely going on.
The Protagonists are members of a parapsychology research team from the University of Portsmouth (technically Portsmouth Polytechnic at the time of the scenario) who are visiting Abbeyham Priory, a gothic pile with a long reputation for being haunted and being associated with witch hunts. Once the Protagonists get past the small crowd of protestors objecting to the idea of ghost hunters visiting a place of God and gain entry to the abbey, they find the nuns frosty and unwelcoming. The building is shabby, dusty, and cobweb strewn, the floors creak and there is nowhere to escape the draughts. The nuns seem to watch their every move, and despite what the Protagonists’ ghost hunting equipment fails to detect, there seems to be signs of ghosts everywhere. Well, if not ghosts, then something strange is going on!
‘The Haunting of Abbeyham Priory!’ is designed to be played in four hours—and so is suitable to be run as a convention scenario—and is designed as a fairly linear countdown to a big finale. Which is entirely fitting for the genre. It contains a detailed description of the abbey, (though there is no map), which the Protagonists have plenty of opportunity to explore and are encouraged to do so to gain clues as to what is exactly going on at the abbey. Some of the clues come from a series of flashback scenes which foreshadow the events of the present in ‘The Haunting of Abbeyham Priory!’. These are set in the nineteenth century and involve visitors to Abbeyham Priory very similar to the Protagonists and who are in fact roleplayed by the players as variations upon their Protagonists! As the scenario counts down, its scenes cut back and forth between the present and the past, one set of Protagonists desperately fighting to withstand their inevitable doom, the other set desperately fighting to withstand their potentially inevitable doom.
Physically, The Haunting of Abbeyham Priory! A Jumpstart for They Came From Beyond the Grave! is a slim softback, done in full colour throughout. The artwork is excellent and gloriously depicts the campy, over the top horror of its genre. Therea re two main issues with the quick-start. One is that the rules explanation is underwritten and there are elements, such as the explanations of the Trademark Stunts missing. The other is the structure of the scenario, which writes some of the core rules for the roleplaying game into scenes when they should really have been placed together with the explanation of the basic rules. Consequently, The Haunting of Abbeyham Priory! A Jumpstart for They Came From Beyond the Grave! does need a thorough read through as part of preparation, both to grasp the overall rules as well as the structure of the scenario.
It should be noted that ‘The Haunting of Abbeyham Priory!’ is a very British scenario. Consequently, it includes an explanation of what ‘jumble’ and a ‘jumble sale’ are and the Protagonists get a scene in an Austin Allegro. Which is either the result of brilliant research or the author getting revenge for childhood nightmares spent in the back seat of one on very long family holidays. Either way, for players of a certain age, it will bring back terrifying flashbacks of their own...
Although it needs a little more preparation than perhaps is necessary to ready the players for the rules, The Haunting of Abbeyham Priory! A Jumpstart for They Came From Beyond the Grave! has everything the Director and her players need for one night’s session of a dark and stormy night, creepy nuns and salacious nuns, jump scares, creaks and groans from cheap sets, and over over acting. Anyone looking for down at heel frights and the richest, fruitiest of hammy performances as the clock ticks down to horror should prepare for a night at The Haunting of Abbeyham Priory! A Jumpstart for They Came From Beyond the Grave!
Monday, 21 February 2022
Miskatonic Monday #98: The Curse of Black Teeth Keetes
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 Invictus, The Pastores, Primal State, Ripples from Carcosa, and Halloween Horror, there was a Five Go Mad in Egypt, Return of the Ripper, Rise of the Dead, Rise 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.
Author: Perry Grosshans
Setting: An island off Kingsport, New England (Lovecraft Country) for Pulp Cthulhu: Two-fisted Action and Adventure Against the Mythos in the Desperate Decade of the nineteen thirties.
Product: Scenario
What You Get: Twenty-Eight page, 2.27 MB Full Colour PDF
Elevator Pitch: Pirates of the Caribbean meets The Goonies off Lovecraft Country.
Pros
Sunday, 6 February 2022
Clouting Cthulhu
This is the set-up for Achtung! Cthulhu, the roleplaying game of fast-paced pulp action and Mythos magic published by Modiphius Entertainment. Originally published using Call of Cthulhu, Sixth Edition and Savage Worlds in 2013, and later FATE Core, almost a decade on, it returns in brand new edition. Not though written for use with Call of Cthulhu, Seventh Edition, but rather for use with the publisher’s 2d20 System house mechanics, first seen in Mutant Chronicles and Robert E. Howard’s Conan: Adventures in an Age Undreamed Of. The result is a roleplaying game of Lovecraftian investigative action in which the Player Characters can take the fight to the enemy, punch out the Nazis, and wield powerful sorcery or psychic powers against their agents and their Mythos allies, against the backdrop of World War II and the Nazi war machine.
The Achtung! Cthulhu 2d20: Player’s Guide—heralded as ‘Issue No. 1’ in a series on the cover—starts with a basic introduction to the roleplaying game and its setting, the latter underpinned by a handful of in-game rumours and eyewitness accounts that just hint at some of the horrors to come. It sets the scene before the Achtung! Cthulhu 2d20: Player’s Guide dives into the details of the 2d20 System and Achtung! Cthulhu. Whenever a player wants his Agent to overcome a Test, he rolls two twenty-sided dice, aiming to roll under a target number. The target number is the value of an Attribute plus a Skill, with Difficulty of a task—ranging from zero to five, from researching the latest news in a newspaper morgue to maintaining your composure when confronted by dread Cthulhu on the once sunken island of R’lyeh—determines the number of successes necessary. Rolls under the target number generate successes. Rolls of one or if the Agent has a Focus in the skill, for example, Fighting (Threat Awareness) or Stealth (Rural Stealth), and rolls equal to or under the value of the skill, all count as Critical successes and are worth two successes rather than one. Any successes generated beyond those needed to beat a Difficulty generate Momentum, but any roll of twenty generates a Complication.
Momentum is a group resource shared by all of the players. It can be spent before a roll is made to purchase extra twenty-sided dice—up to three dice can be purchased this way, but the cost goes up the more dice are purchased; to create a Truth about a situation—Truth can make a situation less complicated or more complicated; obtain information by asking the Game Master; or to reduce the time it takes to perform a test. The players are encouraged to use Momentum, a point being lost at the end of each scene. If there is no Momentum, it can be gained by granting the Game master points of Threat, on a one-for-one basis. The Game master expends Threat to alter scenes, empower her NPCs, and add Complications. Threat can also be generated by a player buying off a Complication or even gaining access to exotic or deadly equipment or knowledge.
In addition all Agents possess Fortune Points. These can be spent to automatically gain a Critical Success, reroll the dice, take an additional major action in combat, to avoid defeat, or to make it happen and immediately add a new Truth to a situation. Fortune Points are regained at the start of each adventure, but can also be gained by voluntarily failing a Skill Test or invoking a scar and having an Agent’s past trauma or an injury inhibit his action.
For example, a team of agents is searching Colonel Köhler’s office for documents to photograph. Whilst another agent sneaks in, Eddie Chapman, posing as a German officer, will distract his secretary. The Game Master sets the Difficulty at two, as she is busy and wants to leave for lunch. Eddie combines his Insight Attribute of 11 with his Persuasion skill of 4. Eddie also has the Charm Focus. So Eddie’s player is rolling under a target number of 15 and any roll under the Charm skill’s value will generate Critical successes. Eddie’s player uses a point of Momentum to purchase a third twenty-sided die, so his player has three to roll rather than two. He rolls fourteen, five, and four. This generates a total of five successes—two each for the four and five as Critical successes, and one for the fourteen. Eddie succeeds in distracting the secretary and generates three Momentum. His player adds one to the Momentum pool, but spends two to add a Truth to the game, which is that the secretary is enamoured of Eddie and will accept his dinner invitation.The Achtung! Cthulhu 2d20: Player’s Guide goes into some detail for its combat mechanics. It uses the same core mechanics, but adds further uses for Momentum. This starts with the Keep Initiative option. In combat, the Game Master chooses who acts first, typically a Player Character. Then turn proceeds back and forth in turn between the Player Character Agents and the Game Master’s NPCs, but Momentum can be spent to enable an Agent to act straight after another Agent rather than an NPC. In a turn, a character can take a Minor Action—Aim, Draw Item, Movement, or Prepare, and a Major Action—Assist, Attack, Cast a Spell, Catch Breath, Create Truth, Pass, Ready, Rush, Stabilise, or make a Skill Test. Of these, Aim grants an extra twenty-sided die to an attack; Prepare readies a Major Action, typically Cast a Spell; Catch Breath can remove stress or a damage condition; Create Truth adds, alters, or removes a Truth in a situation; and Stabilise is an attempt to give medical attention to someone who is dying.
Skill Tests in combat are made using the appropriate Attribute and Skill, with Melee attacks being opposed rolls and Ranged attacks not. Damage rolls are made with Challenge Dice. Extra Challenge Dice can be added to an attack for high Attributes—a high Brawn for melee attacks and a high Insight for ranged attacks. Each Challenge Die is marked with a ‘1’, ‘2’, two faces left blank, and two marked with the ‘Achtung! Cthulhu’ symbol, which is equal to ‘1 plus effect’. The Effect results on the Challenge Dice come into play with weapon effects. These can be ‘Area’, ‘Piercing X’, ‘Stun’, ‘Vicious’, and so on. For example, a Bat has a ‘Stun’ Condition, firearms have the ‘Vicious’ Condition, and a Lifebuoy Portable Flamethrower, No. 2 Mk. II has the ‘Persistent’ Condition.
The numbers are added up and that indicates the amount of Stress inflicted on the opponent. Resistance will reduce the amount of Stress inflicted, from Armour and Cover for physical Stress, and Courage and Morale for mental Stress. Stress can be mental or physical, so physical might be from getting shot or punched, but mental might be from a spell or having a knife held to the throat! An Agent only has the one Stress track for handling both, and if an Agent suffers five Stress from a single attack or has his Stress track completely filled in, he suffers an Injury. Multiple types of Injury are listed, for example, Amputee or Lingering Shrapnel for a Physical Injury or Compulsive/Obsessive Rituals or Post-Traumatic Stress Disorder for a Mental Injury. An Injury serves as a Truth which will impede him under certain circumstances, whether mental or physical. If an Agent suffers three Injuries, he is defeated and if he suffers another, he is dead. An Injury, of either type can be healed, but that comes with the possibility of leaving a Scar, a permanent sign of the Injury. An Injury or a Scar can impede an Agent in play and earn him a Fortune Point if either of them causes the Agent to voluntarily fail.
An Agent in Achtung! Cthulhu 2d20 is defined by his Attributes, Skills, associated Skill Focuses, Talents, Truths, Belongings, and Contacts. He has six Attributes—Agility, Brawn, Coordination, Insight, Reason, and Will—rated between eight and twelve, with eight being average, whilst his Skills are rated between one and five. To create an Agent, a player chooses an Archetype, for example, Boffin, Con Artist, or Occultist; Nationality; a Background such as Air Force, Labourer, or Spiritual Leader; and a distinct Characteristic, like Bookworm, Owned an Occult Artefact, or Young at Heart. At each stage, an Agent receives bonuses to his Attributes and Skills, as well as Skill Focuses, Talents, Truths, Belongings, and Contacts. The exception is Nationality, which provides a Nationality and Languages as Truths. The process consists of a player making choices at each stage, and the range of Archetype, Nationality, Background, and Characteristic options enable him to create a wide range of character types.
Eddie Chapman
Nationality: British
Archetype: Con Artist
Background: Criminal
Characteristic: Criminal Mindset
ATTRIBUTES
Agility 09 Brawn 07 Coordination 07 Insight 11 Reason 08 Will 09
STRESS TRACK – 10
RESISTANCE
Armour Resistance: 0
Courage Resistance: 1
BONUS DICE
Melee Attacks: 0
Ranged Attacks: +2
Magical/Mental Attacks: +1
SKILLS
Academia 1, Engineering 1, Observation 3 (Instincts), Persuasion 4 (Charm), Resilience 1 (Discipline), Stealth 4 (Urban Stealth), Tactics 1, Vehicles 1
TALENTS
A Way With Words, Subtle Cues, Perfect Timing
TRUTHS
English, Black Market Dealer, Criminal Mindset
LANGUAGES
English, German
BELONGINGS
Disguise Kit
Unlike other roleplaying games of Lovecraftian investigative horror, Player Characters—or Agents—can begin play knowing magic. This requires the Occultist Archetype and a Talent with the spellcaster keyword. Magic is either learnt through a Tradition—Runeweaving (draws on the power of Runes to channel the power of the Viking gods), Druidism (animistic and natural beliefs), or Psychic; Dabbling—typically by amateurs who initially learn flawed spells; or Research—through rigorous study. Spells include battlefield magic like Spear of Lug or Curse of Loki, and rituals such as Commune with Deity or Baldur’s Shield, which requires time and the caster to inflict Stress against the ritual’s Stress Track to successfully cast it. Psychic abilities include Combat Perception and Telepathy. A spellcaster has the base Power rating of one, indicating the number of Challenge Dice his player rolls to inflict Stress—both on the target or ritual, or the spellcaster himself as a consequence of casting the spell. Spell types include attack, banishment, blessing, control, curse, discharged, divination, manifestation, and summoning.
Spells can be miscast, indicated by a roll of a Complication on any die, the Complication widening the greater the Difficulty of casting the spell, and they can also be flawed, which means that the spell automatically generates a Complication, extra twenty-sided dice can only be bought using Threat, and there are no Momentum expenditures associated with that version of the spell. Spellcasters can also engage in magical duels. Overall, there are only a handful of spells for each Tradition, and only two Rituals. There are no Mythos spells, although Agents can learn them.
Henry Brinded
Nationality: American
Archetype: Occultist
Background: Academic
Characteristic: Veteran of the Great War
ATTRIBUTES
Agility 06 Brawn 08 Coordination 09 Insight 08 Reason 10 Will 10
STRESS TRACK – 12
RESISTANCE
Armour Resistance: 0
Courage Resistance: 2
BONUS DICE
Melee Attacks: 0
Ranged Attacks: 0
Magical/Mental Attacks: +2
BASE POWER: 2
SPELLS
Wisdom of Frigg, Balm of Belenus
SKILLS
Academia 4 (Linguistics, Occultism), Fighting 1, Observation 2, Persuasion 3 (Invocation), Resilience 2 (Discipline), Stealth 1, Survival 2
TALENTS
Occult Scholar, Library Dweller, Sharpshooter
TRUTHS
English, Professor of Classics
LANGUAGES
English, Latin
Beyond the rules, character creation, and magic, most of the Achtung! Cthulhu 2d20: Player’s Guide is devoted to the arms, armour, equipment and forces of the Allied and Axis powers. This includes guns, tanks, and more, primarily for the American, British, and German forces. There are rules here too for vehicular combat. The coverage of the armed forces is broad, focusing mainly on the special forces and intelligence agencies, and on actual historical agencies rather than the ones operating in the world of Achtung! Cthulhu. Stats are given for various Allied troop types and there is a discussion of the Home Front too.
So the question is, what is missing from the Achtung! Cthulhu 2d20: Player’s Guide? Primarily the Mythos. This is understandable, given that actual knowledge should be for the Game Master to know and the players and their Agents to find out. However, what this also means is that there are no Mythos spells despite some Occultist Agents being allowed to learn them, and perhaps worse, no rules for handling Sanity when encountering the Mythos as per other roleplaying games of Lovecraftian investigative horror. Well, okay, perhaps the players and their Agents do not need to know how Sanity is lost—yet, but it is not difficult to surmise as a being a Skill Test using Will and Resilience against a Difficulty which will vary according to the unnatural nature of the Mythos entity encountered or spell cast, with failures leading to Challenge Dice rolls which inflict Stress and mental Injuries. Oddly, whilst there are stats for Allied forces, there are none for the enemy, despite there being stats for German vehicles and tanks.
Physically, the Achtung! Cthulhu 2d20: Player’s Guide is well presented. It does need an edit in places, but it is well written, and there are some excellent examples of play which explain how the roleplaying game is intended to be played. However, the book’s full colour artwork is fantastic. Much of it has been seen in the previous iteration of Achtung! Cthulhu, but the new artwork in the Achtung! Cthulhu 2d20: Player’s Guide is really good, capturing the action, excitement, and horror of the war against the darkest forces of the Axis powers.
Achtung! Cthulhu 2d20 is not a roleplaying game of Lovecraftian investigative horror for the player who prefers the Purist style of play. It is too action orientated with guns aplenty and Agents who can cast magic, and thus too Pulpy in tone and style. In fact, Achtung! Cthulhu 2d20 is not a roleplaying game of Lovecraftian investigative horror at all. Rather Achtung! Cthulhu 2d20 is instead a roleplaying game of Lovecraftian action horror in which the Player Characters fight evil as well as confront the unknowable—and the Achtung! Cthulhu 2d20: Player’s Guide is a great start to the action and the horror.