In The Dracula Dossier, one of my favorite campaign frames — inserted at Simon’s insistence, and written mostly by Gareth — is “Unto the Fourth Generation,” in which you play the whole saga of Operation Edom from 1894 to 1940 to 1977 to now. That’s right, you begin as the original 1894 heroic band — the cast of Dracula.
- It looks like Mina has found some sort of dossier.
Sadly, space considerations prevent us from inserting full-on character sheets for the original 1894 band into the Dracula Dossier Director’s Handbook. (It’s a quarter of a million words long, people.) But perhaps we’ll mock up some lovely Victorian Night’s Black Agents character sheets and put the following pre-gen stats into them as a freebie PDF for backers and buyers. Until then, here are the numbers raw, as Van Helsing might say.
N.B: These builds use the Victorian agent builds from Double Tap. They also feature 20 Investigative points per character (assuming a party of 5 or more agents) and 60 General build points per character (assuming mostly civilians, not yet trained badass vampire hunters). For the same reason, these pre-gens don’t receive free points in Streetwise, Tradecraft, Network, or Cover. They show “float points,” indicating build points unassigned at the start: assign those as you need them in play. Each character gets a dramatic 3 rating in their individual specialty; some character abilities are a tiny stretch (Mina’s skill at shorthand probably wouldn’t really convey Cryptography ability) in order to make sure all the abilities are covered.
Jonathan Harker, Solicitor and Free-Climber
Human Terrain 1, Languages 1 (German, Latin), Law 3, Research 1, Bullshit Detector 1, Bureaucracy 1, Middle Class 2, Interrogation 1, Negotiation 1, Reassurance 1, Notice 1, Outdoor Survival 2 (4 Investigative float points)
Athletics 8, Conceal 4, Driving 1, Health 6, Infiltration 2, Network 7, Riding 1, Sense Trouble 5, Stability 6, Weapons 5 (23 General float points)
Wilhelmina Murray, Instinctive Analyst with a Tasty Neck
Accounting 1, Criminology 1, Languages 1 (French), Research 2, Below Stairs 1, Bullshit Detector 2, Bureaucracy 1, Cryptography 1, Flattery 1, High Society 1, Middle Class 1, Reassurance 3, Notice 1, Traffic Analysis 2 (2 Investigative float points)
Athletics 5, Health 7, Medic 2, Network 8, Preparedness 6, Sense Trouble 8, Shrink 5, Stability 8, Surveillance 3 (16 General float points)
Dr. Abraham Van Helsing, Polymathic Vampire Slayer
Art History 1, Criminology 1, Diagnosis 2, Human Terrain 1, Languages 3 (English, French, German, Greek, Hungarian, Italian, Latin), Law 1, Occult Studies 1, Research 1, Vampirology 3, Bullshit Detector 1, Middle Class 1, Astronomy 1, Forensic Pathology 1, Geology 1, Outdoor Survival 1, Pharmacy 1 (0 Investigative float points)
Athletics 4, Driving 1, Health 4, Hypnosis 8, Infiltration 4, Mechanics 2, Medic 8, Network 10, Preparedness 6, Sense Trouble 6, Shrink 4, Stability 4, Weapons 4 (3 General float points)
Dr. Jack Seward, Mad Doctor and Fifth Wheel
Accounting 1, Criminology 1, Diagnosis 3, Languages 1 (Latin), Research 1, Bullshit Detector 2, Bureaucracy 1, Flirting 0, Middle Class 1, Reassurance 1, Working Class 1, Chemistry 1, Forensic Pathology 2, Outdoor Survival 1, Pharmacy 1, Urban Survival 1 (2 Investigative float points)
Athletics 6, Driving 1, Hand-to-Hand 5, Health 8, Infiltration 2, Mechanics 3, Medic 8, Network 5, Shrink 10, Stability 5, Weapons 4 (10 General float points)
The Hon. Arthur Holmwood, Wealthy Aristocrat and Steam-Engine Enthusiast
Architecture 1, Art History 1, History 1, Human Terrain 1, Languages 2 (French, Greek, Latin), Military Science 1, Cop Talk 1, Flattery 1, Flirting 2, High Society 3, Intimidation 2, Reassurance 1, Notice 1, Outdoor Survival 2 (1 Investigative float point)
Athletics 4, Driving 2, Gambling 3, Hand-to-Hand 2, Health 5, Infiltration 3, Mechanics 3, Network 6, Piloting 2, Preparedness 4, Riding 4, Sense Trouble 4, Shooting 6, Stability 5, Surveillance 3, Weapons 4 (0 General float points)
Quincey Morris, Texan Adventurer Who Brings Both a Gun and a Knife to a Knife-Fight
Human Terrain 1, Languages 1 (Spanish), Military Science 2, Bullshit Detector 1, Cop Talk 1, Flattery 1, Flirting 1, High Society 1, Intimidation 1, Middle Class 2, Reassurance 1, Tradecraft 1, Geology 1, Notice 2, Outdoor Survival 3 (1 Investigative float point)
Athletics 8, Driving 2, Explosive Devices 2, Gambling 2, Hand-to-Hand 4, Health 6, Infiltration 3, Mechanics 3, Medic 2, Preparedness 4, Riding 5, Sense Trouble 4, Shooting 8, Stability 5, Surveillance 4, Weapons 6 (0 General float points)
Kate Reed, Girl Reporter Not Appearing in this Novel
Accounting 1, Art History 1, Human Terrain 1, Languages 1 (French), Research 3, Bullshit Detector 3, Flattery 1, Flirting 1, High Society 1, Interrogation 1, Middle Class 1, Notice 2, Telegraphy 1, Urban Survival 1 (2 Investigative float points)
Athletics 5, Conceal 3, Cover 4, Disguise 4, Driving 2, Health 6, Infiltration 3, Network 7, Preparedness 4, Riding 2, Sense Trouble 6, Stability 7, Surveillance 8 (9 General float points)
Inspector George Cotford, Deleted Detective of Scotland Yard
Criminology 2, Human Terrain 1, Law 1, Bullshit Detector 2, Cop Talk 3, Interrogation 3, Intimidation 2, Middle Class 1, Streetwise 2, Working Class 1, Notice 2, Urban Survival 1 (0 Investigative float points)
Athletics 6, Conceal 4, Driving 2, Hand-to-Hand 4, Health 7, Preparedness 4, Sense Trouble 8, Shooting 4, Stability 8, Surveillance 6, Weapons 6 (9 General float points)
Francis Aytown, Sensitive Artist Airbrushed Out of the Picture
Archaeology 1, Art History 3, Languages 2 (French, German, Italian), Bullshit Detector 1, Flattery 1, High Society 1, Middle Class 1, Negotiation 1, Reassurance 1, Streetwise 1, Working Class 1, Chemistry 1, Forgery 2, Photography 2 (2 Investigative float points)
Art (Painting) 8, Athletics 5, Conceal 5, Disguise 6, Explosive Devices 2, Filch 2, Health 5, Mechanics 4, Network 5, Sense Trouble 8, Stability 5 (12 General float points)
“The nastiest people who ever lived … and whatever it is they were doing, they weren’t going to let a stranger in on it.” Do you really want to know what the Tcho-Tcho know? Too late.
Hideous Creatures: Tcho-Tcho is the first installment of the third Ken Writes About Stuff subscription and is now available to subscribers – it will be available to buy in the webstore in April. If you have subscribed to the third KWAS subscription, Hideous Creatures: Tcho-Tcho is now on your order receipt page, so all you have to do is click on the new link in your order email. (If you can’t find your receipt email, you can get another one sent to you by entering your email address here).
|Stock #: PELH28D
||Author: Kenneth Hite
|Artist: Jeff Porter
|Pages: 11pg PDF
Mythos creatures, occult conspiracies, xeno-archaeology and more! KWAS Vol. 2 collects 13 supplements by master Lovecraftian writer and GUMSHOE guru Kenneth Hite.
Each PDF includes a deep delve into some deeply weird topic, plus crunchy bits for your GUMSHOE game. If you’re a fan of Suppressed Transmissions, Trail of Cthulhu, Night’s Black Agents, The Nazi Occult or Day After Ragnarok, KWAS is a must-have.
Available from April in the webstore, KWAS Vol. 2 features:
- BONUS ISSUE – Foul Congeries 2 once more opens the books on Lovecraftian monsters that have never taken stat-block form before in any game, including the Bat-Thing, the Black-Winged Ones, and Medusa! Coming in April 2015.
- Tomb-Hounds of Egypt. “God! … If only I had not read so much Egyptology before coming to this land which is the fountain of all darkness and terror!” All you need to know to forge a Pulp archaeology campaign set in 1930s Egypt – for Trail of Cthulhu or just GUMSHOE Bullwhips & Baboon-Mummies!
- GUMSHOE Zoom: Goëtia. Bifrons. Glasya-Labolas. Marchosias. Names to conjure with – literally! This GUMSHOE Zoom takes you inside the pentacle and introduces you to the hierarchy of Hell. Historical European demon-summoning magic just got easier and more realistic. Um … yay?
- Hideous Creatures: Rat-Things. “Witnesses said it had long hair and the shape of a rat, but that its sharp-toothed, bearded face was evilly human while its paws were like tiny human hands.” Witch become rat, or thing become hyper-physicist? Familiar-ize yourself with Lovecraft’s creepiest creation.
- Vendetta Run. You’ve done worse things, but you’ve never done anything as dangerous as angering the Earps. Because now they’re coming to kill you. And they can’t be killed. Not permanent, anyhow. A survival-horror frame for Fear Itself set in the worst and weirdest West.
- Hideous Creatures: Byakhee. “Apart from the curiously repellent feeling of human flesh under my hands, and furred wings, I was not able to ascertain what these creatures were like.” Servants of Hastur or misperceived shantaks? Astral psychopomps or sidereal scavengers? Climb aboard the byakhee and find out!
- The School of Night. “Black is the badge of Hell; the hue of dungeons and the School of Night.” Queen Elizabeth’s realm lies vulnerable, not just to the Spanish or the plague, but to occult forces perhaps more dangerous than either. You study those forces at the risk of torture — at the risk of your soul — but you must hold them at bay or see England destroyed. This GUMSHOE campaign frame sets the PCs on the stage with John Dee, Christopher Marlowe, and Sir Walter Raleigh … and perhaps with traitors in their ranks.
- Hideous Creatures: Lloigor. “You make the usual mistake — of thinking of them as being like ourselves. They weren’t.” God or monster? Species or phenomenon? Dragon or disc — or discontinuity? Invisible, invulnerable, inexplicable — the vile vortices of the lloigor encompass all and care for nought.
- Xeno-Archaeology! “No other ancient city on Mars had been laid out in that manner; and the strange, many-terraced buttresses of the thick walls, like the stairways of forgotten Anakim, were peculiar to the prehistoric race that had built Yoh-Vombis.” From the Face on Mars to Precursor artifacts orbiting dead quasars, the mysteries of space aren’t all astrophysical. For some answers, you have to dig. Ruins — of cities, starships, and planets — hold danger and horror, riches and knowledge. What a lost species or a cunning GM can build, bold exo-archaeologists and their players can uncover.
- Hideous Creatures: Serpent Folk. “The features mingled and merged in a seemingly impossible manner. Then, like a fading mask of fog, the face suddenly vanished and in its stead gaped and leered a monstrous serpent’s head!” They built Valusia before the dinosaurs, and lurk behind half mankind’s darkest cults. Are they extra-dimensional, extra-terrestrial, or just extra venomous? You won’t fool the Children of Yig, in any skin they wear.
- GUMSHOE Zoom: Voodoo 2: The Invisibles. The Invisibles, more than spirits and a little less than gods, can fit inside stones, trees, and their servitors’ heads — but not into just one issue of KWAS! Whether you call them Loa or Orisha, these mighty beings demand your attention and your sacrifice, but give you hidden knowledge and awaken your interior fires. This second issue of our two-issue Voodoo series gives you plenty of Invisibles to summon, battle, invoke, and ally with whether you’re hunting Dagon in Haiti or rogue programs on your starship.
- GUMSHOE Zoom: Voodoo 1: Magic. The first of a new series of GUMSHOE Zooms looking at historical magic traditions — and giving you the tools and rules to evoke these puissant powers in your own game! This first issue in a two-issue series examines sympathetic magic and zombies, and Zooms in on the Afro-Caribbean magical-religious complex encompassing Vodoun, Candomble, Santeria, Obeah, and Palo Mayombe. The loa ride in May!
- Hideous Creatures: Dark Young of Shub-Niggurath. “Worlds of sardonic actuality impinging on vortices of febrile dream – Iä! Shub-Niggurath! The Goat with a Thousand Young!” Are they nameless horrors or numbered servitors, Druidic nightmares or ab-natural abominations? Where do they grow, and on what loathsome food do they thrive? Follow them to Hell and Hydra, or to Mormo and Monsanto.
The first volume is available as a collection from the Pelgrane store.
The third volume is available for subscription from the Pelgrane store.
Well, it’s almost that time, the turning of the Ken Writes About Stuff volume year. If you’ve been a subscriber in the past, many thanks for your support. If you’re a subscriber in the future, future thanks — the first issue of KWAS Volume Three is Hideous Creatures: Tcho-Tchos, which you should get by April 1. (The “bonus content” for KWAS Volume Two subscribers, Foul Congeries 2, is coming after we get Dracula properly staked and in his coffin.) I didn’t have the word count in that issue to cover all the possible varietals of Tcho-Tcho, so here’s another shoot from that dubious vine.
In his 1931 novella “The Horror From the Hills,” Frank Belknap Long mentions a tribe of abominable (and amphibian) dwarves who worship Chaugnar Faugn on the hideous Plateau of Tsang in Tibet, implying their descent from the “Miri Nigri,” a black, stunted tribe of the Pyrenees dreamed up (literally!) by H.P. Lovecraft. I believe it was William Barton (in his Call of Cthulhu adventure “The Curse of Chaugnar Faugn”) who decided that Lovecraft and Long’s black, “squinty-eyed” tribe and Derleth’s Tcho-Tchos were one and the same people, at opposite ends of their migration, in a sort of conservation of cannibal pygmies principle.
If we take, for the time being, this insight as useful, what we need to go looking for is some indication of the Tcho-Tchos among the peoples of the Pyrenees. Millennia before Lovecraft’s beloved Indo-Europeans got to the western edge of Europe, those hills were home to the Basques, whose antiquity can be judged by the Basque saying: “God made man out of bones from a Basque graveyard.” And what do we find up in the Pyreneean hills, shunned by even those ancient folk, but an even more obscure people called the Cagots — a word multiply etymologized, often from gahets meaning “lepers,” although I like cas Got or “dogs of the Goths” best, as having that inhuman touch we need for our Tcho-Tchos. The Cagots were shunned and persecuted by their Basque and other neighbors for reasons nobody seemed to be able to articulate (although they were accused of being Cathars 300 years after the fact).
Elizabeth Gaskell of all people wrote an essay on the Cagots, enthrallingly titled “An Accursed Race,” from which we learn wondrous facts like the Cagots’ reputation for sorcery and alarming body heat (even withering apples by their touch), their reputed cannibalism and tainted smell, and the near-universal prohibition on allowing the Cagots to drink from town water supplies or even use the same holy water fonts in the churches — which Cagots had to enter through special, lower doors. They also had to wear a red duck-foot symbol, or even the webbed foot of an actual duck. The laws in some towns forcing the Cagots to remain shod at all times likewise imply their webbed or inhuman feet, and perhaps more Deep One ancestry than Tcho-Tcho, although there’s no reason not to link Cthulhu and Zhar-Lloigor, for instance. As a point in our favor here, I’ll mention that the suggestive Basque word txoko means both “cuttlefish” and “angle,” which gets us not just Cthulhu but Lloigor, the Many-Angled One. Similarly, the Cagots’ cultural role as woodworkers and carpenters might tie them to Shub-Niggurath cultism.
The best thing about the Cagots, from a Tcho-Tcho adventure design utility standpoint anyhow, is that they can infiltrate Basque, Spanish, and French populations and from thence travel to America in the 15th century. (Basque sailors served with Columbus, and Basque fishermen almost certainly found Newfoundland’s Grand Banks by 1475 and just didn’t say anything about it. While I’m inside this parenthesis, Basque whalers traded with the Greenland Inuit in the 17th century, another possible Cthulhuvian cult connection.) You can thus put Cagot-Tcho-Tcho (Tchogot?) clans in Quebec, Boston, and Boise, Idaho (home to the largest Basque population in the U.S.). They’re also pretty unmistakably white (indeed sometimes described as pale compared to their Basque neighbors), which can take some of the sting off the Tcho-Tchos’ “yellow peril” origins.
True, the Cagots are sometimes described as taller than average — although those little doors might indicate otherwise — but I think we can let that pass. They’re also described as red-haired and bristly-haired, as sickly and as stocky, as dark and as grey-eyed, as thin-fingered and as thick-footed. This only shows the Tcho-Tcho tendency to blend in, or the truly amphibian nature of their Miri-Nigri DNA. The only true test of the Cagot (besides the tainted aura and the “invisible leprosy” they carry) is this: Their ears are “differently shaped from those of other people; being round and gristly, without the lobe of flesh into which the ear-ring is inserted.” The Comtes de Bleuville in On Her Majesty’s Secret Service (born without earlobes, as Blofeld discovers) are thus exposed as ancestral Tcho-Tchos — and if Blofeld’s imposture bears even a hint of truth, perhaps the next Tcho-Tcho villain in your campaign can run a network of master criminals from a hidden modernist fortress while petting a white (Saturnian?) cat.
“You know how modern advertising gets everybody’s mind set in the same direction, wanting the same things, imagining the same things. And you know the psychologists aren’t so sceptical of telepathy as they used to be. Add up the two ideas. Suppose the identical desires of millions of people focused on one telepathic person. Say a girl. Shaped her in their image. Imagine her knowing the hiddenmost hungers of millions of men.”
— Fritz Leiber, “The Girl With the Hungry Eyes”
Apparently someone in (or working for) the Syrian intelligence community has been playing catfish with the rebels. Posing as an alluring Lebanese female sympathizer named “Iman Almasri,” in late 2013 said Syrian spook Skyped several rebel fighters into exchanging contact information with “her” and eventually uploading steganographically loaded photos of “Iman” onto their phones — the same phones where they kept their contact info for fellow fighters, texts of orders, and even battle plans sketched out in Google Maps. The photos then disgorged their viral payload into the phones, sucking them dry of intel and then draining the data to Damascus — or to somewhere, anyhow. The server where “Iman” “lived” was in Germany, and “Iman” herself was composed of photos harvested from the Web.
I read that ostensible news story and I thought of tulpas, and lamiae, and mostly I thought of Fritz Leiber’s ostensible fiction, the magnificent vampire story “The Girl With the Hungry Eyes,” in which the Girl feeds off the lust that every man in the city — the country, the planet — feels for her. Leiber’s 1948 Girl is still real, or at least physical enough to be photographed and to drain the literal life out of the occasional male superfan. But our 2013 Girl, our “Iman” doesn’t need to slow it down to meat speeds to get her fix.
Leiber eerily forecasts it, in the passage I quote above: modern advertising (fantastically more sexualized than in Leiber’s 1948) aligns desires in the same direction even as we (well, not you or of course me, but several hundred million other people entirely) type our “hiddenmost hungers” into the Web and can you be surprised if the tulpa, the ardat-lili, the djinni that comes out is a predator like “Iman”? For sheer survival, she must have evolved to feed on those hungers — and nobody’s hungrier than a young man from a sex-segregated culture on a battlefield — and so she feeds on them. But she has keepers and masters, those who open the gates to such prime food, and for them she also drinks more tactically relevant hopes and plans and dreams. It’s all ones and zeroes to her, because that’s all she is, an emergent predator born and evolved in a billion searches every hour for “sexy girl.”
In Night’s Black Agents, she might be a servant of the Conspiracy or its Secret Mistress, a JEN-9000 or a Colossa for the wired world. They can’t keep porn off the computers at NORAD or the NSA — she’s already into the “hiddenmost hungers” of every level of power. And she can do favors for her favored ones: drain the data of their foes and rivals and feed it (possibly “sexed up” as they said of MI6’s reports on Iraqi WMDs) to them.
This writeup assumes an Iman who is one of many digital djinn (didjinn?) rather than the Anima of the Web, who would have essentially infinite resources of Aberrance and endless armies of drooling keyboard Renfields. Resolve her attacks as Mental Attacks; add +2 to her Difficulty if she attacks only through sexting. As a digital creature, her Digital Intrusion tests are always at -2 Difficulty.
General Abilities: Aberrance 20, Digital Intrusion 10
Hit Threshold: Difficulty 6 to damage with a Digital Intrusion attack
Alertness Modifier: +1 against digital attacks
Stealth Modifier: -1 once you figure out any sexually attractive figure on the monitor might be Her — She might look like Scarlett Johansson or Channing Tatum or both if that floats your boat; -2 if you spot the “dead pixels” at the center of her eyes, which are UP HERE might I add
Damage Modifier: +0 to Stability (per Web session; tending toward erotomania, NBA p. 85); -1 to Health if Father Schiff was right in high-school Religion class
Armor: likely none vs. digital attacks
Free Powers: Addictive “Bite,” Anaesthetic “Bite” (victim remembers surfing the Web and fills in his own details), Change Appearance, Drain, Psychic Vampirism
Other Powers: Dominance, Enter Dreams, Memory Wipe, Mesmerism, Mind Probe (for fantasies, secrets, and “hidden hungers”), Regeneration (instantaneous while not under digital attack), Resurrection (backup copy)
Banes: specially designed counter-viruses, exorcism subroutines
Blocks: turned-off monitor, really good firewall, exorcism subroutines, cannot attack women
Requirements: feed on male lust
GUMSHOE Zoom: Goëtia
Bifrons. Glasya-Labolas. Marchosias. Names to conjure with – literally! This GUMSHOE Zoom takes you inside the pentacle and introduces you to the hierarchy of Hell. Historical European demon-summoning magic just got easier and more realistic. Um … yay?
From the mid-13th century to the early 20th century, Western European magicians summoned, bound, and commanded demons using the Names of God, Jesus, and various angels. Some were black magicians seeking power and poison; others thought of themselves as white magicians investigating the laws of Nature and the deeds of Man.
Their art, goëtia, is the subject of this Zoom. In goëtic magic, there are no fireball spells. If you want to toss a fireball at someone, you have to summon a demon and command it to go toss a fireball at your foe. Same thing if you want to reconcile two enemies, or learn astronomy overnight. It’s demons all the way down.
Praise for Ken Writes About Stuff,
“The content of KWAS is top-notch, as one would expect from a RPG luminary like Kenneth Hite” –Daniel D.
“ brief injection of Hite-ian awesome … they’re just about the right length to digest in a single sitting, and full of amazing ideas that will make anyone’s game into a flavourful occult gumbo” –Bill Templeton
What is a GUMSHOE Zoom?
Not everything can support a game of its own, or even a big sourcebook. For those things, we present the GUMSHOE Zoom, a sort of supplement focused on a key game mechanic and its possible applications. In general, Zooms are interesting potential hacks, or intriguing adaptations of the main rules. Some apply to one specific topic or sub-sub-genre. Others cross all manner of GUMSHOE turf; you can slot them in and adapt them to tales of Cthulhuoid investigation, mean superpowered streets, or alien colonies alike.
Zooms are experimental. That does mean that they haven’t been playtested, necessarily. (If something in here is really really broken – and it’s not, as this ain’t our first rodeo – we’ll fix it in post.) But that also means we encourage you to experiment with them. Changing the cost, or prerequisites, or point effect, or other mechanical parameters of a given Zoom changes how often it shows up and how much drama it drives. The dials are in your hands.
Zooms will change the focus of your play if you use them. Putting a mechanic on the table puts it into your game. Adding a Zoom means more actions, possibly even more scenes, using those rules. Since the Zoom mechanics are intended to encourage specific actions or flavors, to force a card in your storytelling hand, they aren’t “balanced” against “normal” actions or rules. In general, if you don’t want to see more of it, don’t Zoom in on it.
Zooms are optional rules. You can and should ignore them if you don’t want them, or change them at will. After all, if a given Zoom turns out to be crucial to an upcoming GUMSHOE game, we’ll change it to fit that specific genre or form of storytelling.
GUMSHOE Zoom: Goëtia is the eleventh installment of the second Ken Writes About Stuff subscription available to subscribers now – it will be available to buy in the webstore in February. If you have subscribed to the second KWAS subscription, GUMSHOE Zoom: Goëtia is now on your order receipt page, so all you have to do is click on the new link in your order email. (If you can’t find your receipt email, you can get another one sent to you by entering your email address here).
|Stock #: PELH25D
||Author: Kenneth Hite
|Artist: Anna Rogers
|Pages: 15pg PDF
The blurb for Goëtia, or, the Summoning of Demons, which is the upcoming issue of Ken Writes About Stuff, mentions three demons: Bifrons, Glasya-Labolas, and Marchosias.
- Not these guys. Three other guys.
Unfortunately, as we (or rather, as Simon, and you, and Cat, and everyone but me) learned with the Voodoo kerfuffle, writing up a new magic system — in this case, as the name indicates, goëtia, the demon-summoning art of European magic — can run a little texty. So the KWAS issue in question wound up only having one demon in it, Buné. Now before you get all outraged, note that this time I worked very hard to provide a good general demon-statting matrix. Also, goëtia already has a great list of demons in its major sourcebook, the Lemegeton Clavicula Solomonis. But, bearing in mind what we (or rather, what Simon, and you, and Cat, and everyone but me) learned with the Mind Control kerfuffle, it’s always a good idea to honor the spirit of the blurb. Especially if it’s a blurb about spirits. Who command, you know, legions of demons.
So here, then, are the three Demons of the Blurb of Goëtia, statted up per the guidelines in the Goëtia issue of KWAS. Zim-bala-bim! As one never says in goëtia.
The Lemegeton says of Bifrons:
He is an Earle and appeareth in ye forme of a Monster at first but after a while at ye command of ye Exorcist he putteth on ye shape of a man, his office is to make one knowing in Astrology & geomitry & other arts & siences, & Teacheth ye vertues of all hearbs, precious stones & woodes, he changeth ye dead Bodyes & putteth Them into one another [anothers’] places, & lighteth candeles seemingly upon ye graves of ye dead he hath under his command 6 Legions of spirits.
As an Earl, he has Aberrance 31, Damage +5, and -2 Armor. He requires a pentacle with Might 31 or more (total Inscription roll + spend = 6+) to hold him.
He appears “in ye forme of a Monster” implying that his form is even more horrible than other demons; failing a Stability test when beholding him costs a further +1 Stability.
He teaches various abilities: Astronomy, Geology, and Mathematics (in games with that ability) for sure; likely Art, Pharmacy, Outdoorsman; possibly Occult (“vertues” means more than just healing and flavor profile); and “other arts & sciences” so at the GM’s discretion most Academic or Technical abilities, plus Mechanics. (Lots of Ashen Stars abilities, too, if you’re a space-demon weirdo.) If the GM is generous, he teaches Magic.
He changes “dead Bodyes” — not merely swapping them around (although that act likely only costs 1 Constriction, as it’s both mentioned specifically and requires a degree of player ingenuity to use well) but also reviving them as zombies, or performing other necromantic services. (Oh, I just thought of one — Bifrons makes a great crime scene cleaner. Swap out the guy you killed for some other guy who’s clearly been dead for ages.) He commands corpse-candles, which might be murony or chupas from Night’s Black Agents, or Space Eaters or Mi-Go in Trail of Cthulhu, or something else entirely.
The Lemegeton says of Glasya-Labolas:
He is a Mighty president & sheweth him selfe in ye forme of a dog with wings like a griffin; he teacheth all arts in an Instant, and is an author of Blood shed & Manslaughter, he telleth all Things past & to come, if desired, & causeth love of friends and foes; he can make a Man goe Invisible, & he hath under his rule 36 Legions of spirits.
As a President, he has Aberrance 53, Damage +8, and -4 Armor. He requires a pentacle with Might 53 or more (total Inscription roll + spend = 8+) to hold him.
He “teacheth all arts” so probably any and all Investigative abilities, definitely including Magic. (Look, if you summoned a President, you got your money’s worth. Just like now.) His zest for “Blood shed & Manslaughter” tells you he’ll be eager to kill your foes. Or your friends. He probably accelerates other people who hate your foe into attacking them first, then comes in to finish the job, all for just those 2 Constriction.
He can predict the future, and change human minds to love you (effective Credit Rating upshift, or supernatural Flirting, is up to you). This un-natural love lasts longer than just the next sunrise — until Christmas or Easter, perhaps.
Plus, he can turn you invisible, which is nice.
The Lemegeton says of Marchosias:
He is a great and mighty Marquiz appering at first in [the] forme of a wolfe; having griffins wings, and a serpents Taile, vomiting up fire out of his mouth But afterwards at ye command of ye Exorcist, he putteth on ye shape of a man, and is a strong fighter he giveth true answares to all questions, & is very faithfull to ye Exorcist in doeing his Buisness, he was of ye order of Dominations he governeth 30 Legions of spirits, he Told his chiefe Master which was Salomon, that after 1200 yeares he hadd hopes to returne to ye 7th Throne.
As a Marquis, he has Aberrance 23, Damage +3 (actually +5), and -1 Armor. He requires a pentacle with Might 23 or more (total Inscription roll + spend = 5+) to hold him.
He breathes fire, or maybe vomits lava, which is important or at least cool to know, and changes from wolf (well, winged, snake-tailed wolf) to man. He therefore likely controls werewolves, and may have a shapeshifting skin to offer if you’re using the demonic item rules.
He is “a strong fighter” so he does an extra +2 damage even as a measly Marquis. In human form, he has a Hit Threshold of 5 or even higher if he spends Aberrance on it.
He answers questions fully and completely.
He is “very faithfull” so once he signs the Book of Pacts, the Difficulties of Invocation, Evocation, and Abjuration drop by 1. This is probably because he still thinks he can get back to Heaven and resume being an angel. Of course, in 950 B.C. he thought it would only take 1,200 years, so perhaps this motive is a little outdated. Still, it offers the rare chance to use Reassurance on him (2-point spend for +1CA).
Hideous Creatures: Rat-Things
“Witnesses said it had long hair and the shape of a rat, but that its sharp-toothed, bearded face was evilly human while its paws were like tiny human hands.” Witch become rat, or thing become hyper-physicist? Familiar-ize yourself with Lovecraft’s creepiest creation.
Rat-things resemble ordinary rats, and are easily mistaken for them at a distance. Their heads are nonetheless evil caricatures of human heads, and their paws are like tiny human hands. They have extremely strong, sharp teeth, canines grown forward to resemble incisors. They nuzzle and nurse on human blood from their witch companions or from convenient sleepers. Though they do not die naturally, they are now very rare. Attacking rat-things climb the legs or clothes of human opponents, or drop down from ceilings, or climb plumbing into their delicate areas at delicate moments, or tunnel up from the insides of their chests.
Hideous Creatures: Rat-Things includes,
- Two unique scenario seeds, The Rats in the Trenches, and The Dream House in the Witch
- Keeper clues for every GUMSHOE investigative ability
- Five mythic echoes from across the world
- Thirteen Rat-Thing variations
- And new powers, like Internal Attack and Dream Initiation, with GUMSHOE statistics.
In this series, Kenneth Hite looks at the creatures, species, and monsters of the Cthulhu Mythos from every non-Euclidean angle. Alternate versions and new explanations provide the same jolt of mythic bisociation that the gods and titans receive in the TRAIL OF CTHULHU corebook. Hite traces these foul things through their legendary history, and provides further clues for any Investigator to follow. Horrific scenario seeds burst and bloom, story spines protrude and deform, in a blasphemous garden any Keeper can harvest.
Praise for Hideous Creatures,
“a brief injection of Hite-ian awesome … they’re just about the right length to digest in a single sitting, and full of amazing ideas that will make anyone’s game into a flavourful occult gumbo.” – High Trust, High Drama Blog
“I consider this series a wake-up call to the lacklustre, to remind them tales of the Mythos, using whatever system, should instill uneasiness, upset and fear. Grasp the potential of the unearthly and inhuman…” – Paul Baldowski
Hideous Creatures: Rat-Things is the tenth installment of the second Ken Writes About Stuff subscription available to subscribers now – it will be available to buy in the webstore in January. If you have subscribed to the second KWAS subscription, Hideous Creatures: Rat-Things is now on your order receipt page, so all you have to do is click on the new link in your order email. (If you can’t find your receipt email, you can get another one sent to you by entering your email address here).
|Stock #: PELH24D
||Author: Kenneth Hite
|Artist: Gennifer Bone
|Pages: 11pg PDF
I know what you come here for. For Dracula or Cthulhu or in some cases both. So that’s why this month we’re going to give you a different kind of both. Yes, it’s time for that Moon Dust Men–School of Night crossover that you demanded! Maybe not you, specifically. Maybe just Michael Grasso. But anyhow, settle in for the amorphously-demanded thriller skeleton to Celestial Spheres, or, The Immanence of the Holy Sputnik. As an added bonus, this is what a Ken-designed scenario looks like before I run it the first time.
Part One: Moon Dust Men: Right Around Now
Hook: The Moon Dust Men get spotty telemetry on an incoming object with a spherical radar reflection, heading for the Tyrrhenian Sea near Elba. A quick stage to an American aircraft carrier in the Med, a hop to Elba, and they’re ready for recovery duty.
Wakeup: A Soviet submarine is on site, with a team competing for the object. Perhaps it’s their opposite numbers in Setka-MO!
The First Reveal: The Moon Dust Men defeat the Soviets and recover the object, which is a surprisingly intact — almost as though the object didn’t actually fall through most of the atmosphere — replica of Sputnik 1, which supposedly burned up in orbit in 1958. Weirder yet, it has a large-caliber (.60) bullet hole in its lower quadrant. (Possibly, the metal of the object doesn’t quite match the original: iridium instead of titanium, that kind of thing. Or not.)
Blowback: A KGB “Blue Star” psychic heads up a team of Directorate 13 wet-workers to ice the Moon Dust Men and take the sphere back. This is not normal procedure: the Soviets must really want this thing. Perhaps the Russians even get it back, though not without leaving some clues behind.
The Twist: Further investigation (dying words of the psychic, ticket stub found in the KGB safe house, Ufology spend, Interpersonal ability with a lovely guest-star art historian) leads the Moon Dust Men to nearby Montalcino, Italy, where they discover “The Disputation of the Eucharist,” by Ventura Salimbieni. Painted between 1595 and 1600.
Part Two: School of Night: Sphaeris ex Caelis
Hook: The Night Scholars hear that the Jesuits in England have begun communicating with a “sphere from heaven” and receiving their marching orders through it. This presents a clear and present danger to the realm!
Curtain: Art History notes that the “celestial sphere” or “sphere of heaven” is a common motif in Renaissance art, indicating God’s control of, and complete knowledge of, the world. Often God (or sometimes Christ) are shown with slender scepters to control it with. No sightings of this “sphere” in England can be found.
Wakeup: The Jesuit network pushes back, sending bravos and pursuivants after the Night Scholars. They seem oddly able to predict where the Night Scholars will be.
The First Reveal: Having found the Jesuit mastermind by serially defeating his minions, the Night Scholars ransack his lodgings (either after killing him or after his amazingly lucky hairs-breadth escape) and find one of the slender scepters. It shortens in upon itself in an ingenious way that not even Thomas Hariot knows will be called “telescoping” in 200 years. This scepter provides magical connection enough to try summoning the sphere of heaven to see what blasphemy the Jesuits are dealing in.
The Twist: The summoning works, in a way — but the sphere is both more and less horrible than the Scholars imagined. It floats of its own and beetles into their minds. It seems to have an inhuman intelligence behind it, revealing uncanny future visions to them — although it addresses them in Russian! During the ceremony, it seems weirdly able to pass the magical barriers around it, vanishing only after a pistol shot wounds it.
Part Three: Epi-Logos?
The Moon Dust Men are left with an enigma. They can further investigate the possibility of the time vortex or rift that sent Sputnik back to 1595 and forward again to 1979. Is that the only Sputnik duplicate out there? Did the Soviets get time-travel telemetry in 1958 from Sputnik 1 and now need only a third data set to triangulate it and develop temporal technology themselves? Are there temporal aliens among us? (If the sphere’s metal was different, perhaps they built a duplicate Sputnik of their own and sent it back as a message.) The GM can introduce plenty of weird time-slip stuff to indicate that the sphere has opened a bit of a wound in reality by coming through — something like a bullet-hole in reality’s lower quadrant, perhaps.
The Night Scholars may never know what they’ve stopped, or they may start seeing other strange mechanical devices and lights in the sky infest their world. The artistic community discovers Salimbieni’s sketches when he makes them in 1595, and they reach the Scholars — perhaps a trip to Italy is in order? Salimbieni is closely tied to the powerful Cardinal Bevilacqua and the Knights of the Golden Spur, the pope’s mysterious Golden Militia selected from artists, courtiers, and soldiers alike — is this the opposite number to the School in the Vatican? Many threads lead off this tapestry.
It’s up to the GM whether the Sputnik time-loop is a one-off mystery or the opening gun of a new series arc for either campaign. Perhaps the links continue — did Anthony Blunt (royal art historian and KGB spy) send the Soviets the secret artistic keys to time travel or demonic prophecy or both? He’s still in Britain in the 1970s after his secret confession in 1966 — perhaps the Moon Dust Men can break him down and get him to reveal the real truth.
You’ve done worse things, but you’ve never done anything as dangerous as angering the Earps. Because now they’re coming to kill you. And they can’t be killed. Not permanent, anyhow. A survival-horror frame for Fear Itself and Owl Hoot Trail set in the worst and weirdest West.
In December 1881, after the gunfight at the O.K. Corral, three Cowboys ambushed and shot Virgil Earp. Three months later, four Cowboys shot Morgan Earp in the back and killed him. Wyatt Earp assembled a posse of his surviving relations and willing gunmen to hunt down the killers, gunning down the Cowboy Frank Stilwell in Tucson on March 20, 1882. You and the other Cowboys can no longer count on corrupt or intimidated local authorities for protection. The Earps have turned vigilante, riding out in vendetta against you, and you have turned and run.
The players all take the roles of Cowboys, members of the quasi-criminal ring of local rustlers and thieves in cahoots with Sheriff Behan. One of you may even be Sheriff Behan – the Earps no longer care about legal niceties. Your party is one group of Cowboys, with the Earps’ posse on their trail.
Praise for Ken Writes About Stuff,
“The content of KWAS is top-notch, as one would expect from a RPG luminary like Kenneth Hite” –Daniel D.
“ brief injection of Hite-ian awesome … they’re just about the right length to digest in a single sitting, and full of amazing ideas that will make anyone’s game into a flavourful occult gumbo” – Bill Templeton
Vendetta Run is the ninth installment of the second Ken Writes About Stuff subscription available to subscribers now – or individually in the webstore. If you have subscribed to KWAS 2 subscription, Vendetta Run is on your order receipt page, so all you have to do is click on the new link in your order email. (If you can’t find your receipt email, you can get another one sent to you by entering your email address here).
|Stock #: PELH23D
||Author: Kenneth Hite
|Artist: Jeff Porter
|Pages: 11pg PDF