The action in the original Dracula novel takes place in a handful of locations – Transylvania, Whitby, London, and then back again. The Dracula Dossier expands the reach of the vampire count, and brings in the globe-trotting vampire-hunting action one expects in a Night’s Black Agents campaign. England and Romania – Edom and Dracula – are the two poles around which conspiratorial currents flow, but your agents might find themselves taking the occasional unexpected detour. In my own playtest campaign, the team ended up blowing up a large chunk of Tmogvi Castle in Georgia, and the annotated novel points at several other sites of potential interest overseas, like:
A jaunt to South America can be a fun change of setting if your players tire of interrogating old spies in England and running around haunted castles in Romania. Several clues point towards Argentina:
- Quincey Morris travelled here extensively, sometimes accompanied by Jack Seward and Arthur Holmwood (ANNOT XX, ANNOT XX)
- The former Gehlen Org officer (p.XX) might talk about Nazi scientists or Iron Guard members who escaped to South America.
- Many of the ratlines that brought Nazis out of Germany were organized by priests within the Catholic church; suppressed records in the Vatican (or maybe in the Fortified Monastery of St. Peter, p. XX) describe attempts by the church to use ex-Nazis to fight the spread of Communism. (Rather like, one might say, Edom’s plan to use Dracula to fight the Nazis, and about equally well thought out).
If a side trip to South American doesn’t fit with your campaign, work this material into a flashback or an account given by a Network contact or as part of interrogating an Edom operative or Conspiracy minion.
Cool: An old dirt track rises into the mountains of Patagonia, in the Malargüe region. The air grows thin as you ascend, and the pampas spread out beneath and behind you under the open skies of Argentina. The locals spoke of an old mine – some say it was a military base – now abandoned in these hills. After a long search, you find what remains– a few lonely huts, overgrown and rusted. Exploring, you find scientific notes written in German. They were studying the bats that live in the great caverna de las Brujas cave system that extends under these hills, as well as seismic activity. As far as you can gather, their work began here in 1946, but was suddenly abandoned in 1967. As dusk draws in, thousands of bats emerge from fissures in the mountainside and wheel above you, following some course or signal you cannot discern.
Warm: The Malargüe camp’s still in use. Take your pick from:
- A colony of Nazis, either the descendants of the original fugitives, or immortal Nazi Renfields, or weird science-dhampirs created from genetically modified bats. They might possess secrets about the nature of vampirism – or be psychically controlled from afar by Dracula.
- A secret American research facility, or even a Guantanamo Bay for vampires. If Quincey Morris was an American asset back in 1894 (p. XX), he’s the patron saint of this facility. They may have used Nazi researchers obtained via Operation Paperclip to further their research into vampirism, and recruited fugitive Edom agents who got burned by the ’77 mole hunt.
- An Edom research facility – as above, only a little shabbier and the guards have slightly smaller guns and drink more tea. Drawes (p. XX) or Fort (p. XX) might be present at the facility.
- A Conspiracy-run mine and/or vampire cult, established by Julius Popper. Popper was a Bucharest-born explorer and engineer who became involved in the Tierra del Fuego gold rush in 1884. His expedition to find gold grew into a private army that participated the genocide of the native people. He was hugely wealthy when he died mysteriously in Buenos Aires at the age of 35 in 1893. Clearly, he was one of Dracula’s agents, and his money was funneled back to Romania to add to the Count’s coffers of ancient coins. Was Quincey Morris responsible for his death, or did Popper rise again as a vampire?
Connections: Research notes mention work done by Van Helsing and give his former address in Amsterdam (p. XX). Tracing gold from the mine with Accounting tracks it to the KBExportbank (p. XX). Carmina Rojas (p. XX) might turn up here – either as a guide, or to get the agents out of a jam, or maybe she’s actually running the show.
The Dracula Dossier – coming soon to Kickstarter.
Have you ever noticed that having one really beautiful set of mechanics next to another really beautiful set of mechanics leads to lots and lots of friction and unforeseen attraction between them? It’s like the set of a CW show up in this Pelgrane design space, sometimes.
Here’s how to take the wonderful Relationship rules from 13th Age (pp. 35-37, 179-183) and use them to add still more behind-the-scenes action and maneuvering to your Night’s Black Agents game.
At the beginning of the game, each player may spend up to 3 build points (total) on Relationships with … not Icons, exactly, but mighty powers with their own agenda and overweening ego. You know, like the CIA. The Relationships need to be with entities capable of operating at a distance most places in the world, and capable of low-profile, high-power maneuvering: intelligence agencies, multinationals, major NGOs, the Vatican, non-vampire conspiracies, etc. (All right, Icons it is.) All Icons are Ambiguous or Villainous, except in Stakes-mode games, where agencies of the good guys (defined however) can be Heroic. Likewise, the game group’s politics likely determines which are which.
You can put all 3 points in one Relationship, split them up, whatever. (In Mirror mode, you can save them to be “revealed” later.) You then characterize each Relationship, as in 13th Age, as Positive, Conflicted, or Negative. So you might have: CIA (Positive) 1, Mossad (Negative) 1, Royal Dutch Shell Oil 1 (Conflicted). This doesn’t outweigh your Network contacts (or any other spends) with individuals in those agencies; this is a “default” based on your dossier, past, and general rep with the Icon. But a Positive agency asset NPC might be open to Reassurance in a way a Negative agency operator wouldn’t.
Relationship build points come out of the General build point pool.
In Burn-mode games, no Icon Relationship can be Positive.
In Mirror-mode games, starting with a Positive Relationship gives that Icon 2 Trust points from your agent. Each time you get a 6 on a Relationship roll for that Icon, it gets 1 more Trust point from you.
Just like in 13th Age, at the beginning of each session (or if the Director suspects this will introduce too much chaos, at the beginning of each operation), roll one die per Relationship point. 6s and 5s are just like it says in 13th Age: positive boons from the Relationship, or favors with strings very much attached.
However, in the darker world of espionage, you also need to look at 1s. Those mean someone will screw you over — maybe send a wet-worker after you, maybe just rat you out to the locals and raise your Heat (by +1 per 1 rolled), maybe anything the Director’s cruel heart can surmise. And yes, the Director can absolutely save up those 1s for a less propitious time. Who, exactly, is gunning for you depends on your Relationship: If it’s Negative, it’s the Icon or one of its cut-outs; if Conflicted, it might just be extra Heat or unwanted interference; if it’s Positive, it’s not the Icon but its enemies who are griefing you — your CIA (Positive) earns you the enmity of the Chinese MSS or al-Qaeda. (And vice-versa for 6s from Negative Relationships, of course.)
If your Relationship is part of (or has been infiltrated by) the Conspiracy — if, in our example above, Shell Oil is vampire-riddled — that should get some story juice (blood) flowing for sure. Clever players may even be able to guess at such vampiric subversion when a few too many of their Shell favors come with a side of Renfield attacks.
You can also spend Relationship points as a dedicated Investigative ability pool for finding things out involving that Icon. You can also spend 1 Relationship pool point to get a +2 on a related General test; e.g., spending 1 pool point of FSB for +2 on an Infiltration test to break into an FSB facility, or on a Surveillance test to shed FSB watchers. Relationship pool points refresh like Investigative pool points, at the end of an operation.
You can also spend Relationship pool points (1 for only +1) on Network contact tests if the contact is either part of that Icon or actively opposing the Icon in that test.
Relationship rolls are based on ratings, not pools, so “spending yourself invisible” is impossible.
While at Heat 6+ your Relationship automatically shifts to Conflicted or stays Negative; it shifts back one session after the Heat dies back down.
The Director may also shift your Relationship negatively if she senses you’ve abused it too much; conversely, she may just have the Icon demand a favor right now at the most inconvenient possible time in order to “balance the books.”
If you are the sort of teacher’s pet agents who go around doing favors for globally powerful entities (or if in a Stakes-mode game you do something unimpeachably heroic) you might be able to shift a Relationship from Conflicted to Positive. Only in the sunniest possible game can you shift a Negative Relationship to Conflicted, much less to Positive.
With the release of Robin’s wonderful new story-explorer The Gaean Reach RPG, GUMSHOE extends its tendrils into one of the oldest and most reliable of dramatic forms: the revenge story. In that game, the player characters unite to destroy the indescribably vile Quandos Vorn in revenge for his prior cruelties to them. And just beforehand, the players (this is the really great bit) collaboratively describe Quandos Vorn’s vileness and determine his prior cruelties. The result? A fresh, involving take on a tale as old as Orestes, if not always quite so damp and naked. From Dumas’ Gothy Edmond Dantes to TV’s dreamy Oliver Queen, doughty heroes have sought revenge on Him (or Her, for Orestes) Who Done Them Wrong for millennia — and if Jack Vance’s SF is anything to go by (and indeed it should be) will continue to do so for millennia hence. So what about our own millennium right here? Why not adapt the brilliant story focus of The Gaean Reach RPG to another of your already beloved if not-quite-so-brilliantly-focused GUMSHOE RPGs? Why not, indeed?
Each possibility here introduces your game’s Quandos Vorn and gives a possible reason you want to get him, although the GM should begin with the good old “Why do you hate …?” and only prime the pump if player creativity seems temporarily throttled. Further possible Terrible Deeds appear, followed by the Quarry’s Masks (how he hides from you, possibly in plain sight) and Obstacles (what he can put between you and him) and then the game’s potential Taglines (things you do or say in play to get Tokens which you spend to pierce Masks and overcome Obstacles).
Night’s Black Agents: Chandler Vaughn
Chandler Vaughn is the guy who burned you. Or that’s one of his cover names. You aren’t actually sure he’s with the Agency any more. If he ever was. Maybe he was a double agent. You’re not even sure what he looks like now. Or looked like, then. But you know one thing: he burned you, and you’re going to bring him down.
Terrible Deeds: killed your partner, aided al-Qaeda in a (lot of) terrorist action, smuggled nukes, killed your family, perverted the Agency’s once-proud ideals into the Orwellian sham they are today, released the vampire virus, vampirized your partner, betrayed your country
Masks: cover identities, plastic surgery, can shapeshift, deniable dead drops, is a hive parasite that lives in many minds, cut-outs, brain-hacking, literal masks you know neat face-mask technology like in Mission: Impossible
Obstacles: billions of embezzled drug dollars for bribes, Russian mobsters, Iranian snipers, North Korean mentats with telekinesis, lots of pull with the corrupt helicopter-gunship-and-SWAT-team parts of the Agency, Renfields, secure immunity in isolated country, total surveillance of all computers
Taglines: Use the Night’s Black Agents Achievements, which are ideal for this sort of thing, as the source of Tokens, not of refreshes (except refreshes with Tokens, of course).
Mutant City Blues: “Quantum Born”
Not the least of “Quantum Born”‘s sins is to have a really lame pseudonym on the Internet. But he’s a mutant (“born of the quantum apocalypse that is ending your corrupt world system so-called”) and a terrorist and a murderer. At least.
Terrible Deeds: set off a bomb in the subway, killed your partner, leaked your case files all over the Internet and got a jillion hardened criminals set free on technicalities, killed your family, bio-engineered a worse version of the Quade virus for the most destructive possible power combos, provides foolproof schemes to other criminals and terrorists, hacked into a candy company’s mainframe and poisoned several thousand kids by altering its ingredient ordering software, is a serial killer among his other hangups
Masks: anonymous Internet existence with the Tor and the onion and such, hoodie and sunglasses, army of easily-gulled hipster anarchist wannabes to claim his identity, is blackmailing members of the force to cover his trail and feed him clues, shape-changing mutant power, is actually an AI given a computer analog of the Quade virus, surveillance-obscuring software, could literally be anyone at all
Obstacles: insanely devoted online love cult, not actually in your home country to say nothing of your actual jurisdiction, police red tape that says “it’s too personal with you and him,” super-powered goons paid big Bitcoin to hit you a lot, your own online history/credit report/everything ever, previous criminals you put away broken out (or legally freed!) by him, is protected from on high by government or corporations or a big seemingly cool charitable or progressive foundation, army of computer-controlled drones and makerbots
Taglines: Use Achievements, as above, or Taglines, as in Gaean Reach, or both, but sourced from either “gritty” comics dialogue or from police procedural TV shows.
Trail of Cthulhu: Kwan-Ho Wong
Or, sure, if you’d rather be torn apart by peculiarly intelligent wolves than poisoned by enormous purple centipedes, Gennadiy Voronin. He is a dealer in antiquities of a repellent aspect, and the lord of a criminal empire extending from Limehouse to Leningrad to Lhassa. He possesses perhaps the finest mind you’ve ever encountered, all the more terrifying because it is his brilliance that has led him to the Mythos …
Terrible Deeds: unleashed a shoggoth, killed your mentor horribly, stole your research and left you floundering and bankrupt, drove you mad and had you institutionalized in some charming colonial hellhole, denounced you to Stalin/Hitler, assassinated FDR, found the Ark of the Covenant first, raised a god or titan once and didn’t have the courtesy to die or go mad
Masks: master of an ancient serpent-man cannibal shapeshifting technique, is an identical twin, has never been photographed, wears an all-enveloping hooded robe at all times, mind-swapped or drug-enslaved pawns, plastic surgery, is (or commands) an ambulatory shoggoth, yellow mask
Obstacles: hideous and hideously-strong enforcer, Ahnenerbe or Black Ocean or NKVD favors, lives in an immense ruined temple to a Mythos entity, hyperspace gates for escapes, bribed or addicted officials in all countries, byakhee flocks, fanatical cultist followers, cannot die
Taglines: Gain a Token by suitable, effective, in character use of a properly Lovecraftian adjective.
Every now and again, I allude jokingly to my “patented one hour per paragraph production model.” This joke has the advantage of making Simon squirm and laugh hollowly, and the disadvantage of sometimes being true. Those little ability clues that I so thoughtlessly made standard in Hideous Creatures? Some of them, especially for the harder sciences, take — well, not an hour necessarily, but they take a good deal longer than just writing “Aunt Sandra thought she saw a bear but it smelled like a frog” or whatever. Visceral goo, easy; virtual science, hard.
Well, anyhow, I recently set what I hope to goodness is my all-time record for research-to-paragraph production, when I wrote up the “Calimani” paragraph in the “Castle Dracula” section of The Dracula Dossier. We can’t make it too easy to just “skip to the boss fight at the end,” after all, so I put in nine or so possible sites for Castle Dracula, of which the Calimani Mountains (a.k.a. the Kelemen Alps) in the eastern Carpathians are one. Why those Mountains (or Alps) in particular? Because they’ve been fingered by the wonderfully obsessive Dutch Dracula scholar Hans Corneel de Roos in his essay “The Dracula Maps” which is available only as an introductory section in his has-to-be-seen-to-be-believed photographically illustrated (and surprisingly minimally annotated) oversized book The Ultimate Dracula. (The cover, for those who disdain following clicky links, shows Dracula riding his coffin (complete with headlamps) through the skies over Transylvania.) So I (of course) bought it and when it showed up, pored over the FIFTY PAGE essay and carefully studied the SEVENTEEN main maps (the crucial ones being blown-up images of Austro-Hungarian military charts oh Thoth-Dionysos I love this book so much) and looked at the spot Corneel de Roos found in GoogleEarth then spent a bit of extra time tracing the “Mozile Draculi” label from one of those Austro-Hungarian military charts on a nearby hill, which turns out to actually read “Morile Draculi” meaning “Devil’s Mill” … or, of course, “Dracula’s Mill.” There’s also a nearby mountain called Dragusul, which doesn’t come from the same root at all but seems suggestive nonetheless.
If you’re curious, the key insight in de Roos’ essay is that Stoker gives a (mistakenly swapped) latitude and longitude for the nearest border crossing in his Notes, and mentions a nearby location called “Izvorul” which might well be the mountain Izvorul Calimanii or “Heart of the Kelemen” which might well have been the random desolate peak Stoker picked to use as Dracula’s mountain home. And yes I have Stoker’s Notes too.
And then I boiled the whole megillah down to the “Calimani” description but in my defense I think that turned into a little more like two or even three paragraphs.
But wait! There’s more! On an entirely unrelated search — well, not entirely unrelated, as it’s still about Dracula — I found another essay by the indefatigable Corneel de Roos. This one deals with the 1901 Icelandic translation of Dracula (titled Makt Myrkranna, meaning “Powers of Darkness”), which sent Dracula scholarship into a tizzy in 1986 when Stoker’s preface to it was rediscovered, said tizzy emanating from Stoker’s clear reference in that preface to Jack the Ripper. What’s the connection? asked any number of Dracula critics and at least two novels (one with a great title) and one very silly book of ostensible nonfiction which of course I own why would you even ask such a question it’s like you don’t even know me.
So anyhow that Icelandic translation, by one Valdimar Ásmundsson (who died in 1902, the year after it came out, no that’s not suspicious at all) was recently republished in 2011 — and only our redoubtable Dutchman has bothered to translate it or Googlefish it at least to find out if Jack the Ripper shows up in the book. So in his 2014 essay “Makt Myrkranna: Mother of All Dracula Modifications?” C. de Roos reveals that Ásmundsson — possibly with Stoker’s assistance and nigh-certainly with his permission — radically changed the plot! Dracula is now head of an evil conspiracy of rich bastards, financial-conspirator-Satanists who carried out the Thames Torso Murders among other outrages (and likely committed the Ripper killings after Dracula left the scene in a cloud of dust).
Reading this essay gave me: some possible names for the Brides of Dracula, lots more creepy Europeans, a new detective (Barrington, to go with Stoker’s un-used Cotford) and best of all, a lovely extra thread to spin out as a potential conspiracy. I barely prevented myself from adding Iceland as a new location.
All that, I confidently suspect, will nurture many new paragraphs indeed. So as long as I can keep Hans Corneel de Roos from publishing any more ground-breaking essays, we should be able to wrap this thing up (only a bit bloated with extra Satanism and keen Romanian mountains) by Halloween.
The GUMSHOE Preparedness ability, which lets you test to see if you happen to already have the crucial bit of equipment you want, lets you skip the aggravation of equipment shopping with an on-the-spot moment of creativity in play.
Although the book definitions of Preparedness refer specifically to gear, GMs may find it plot-forwarding to expand it cover in-the-moment revelations of other prior planning.
Do the investigators need a car to pick you up in a desolate spot in the woods? A player can make this happen by a) supplying a credible retroactive explanation of how she arranged it, and b) scoring a Preparedness success.
- “Naturally I tampered with the elevator as we stepped out of it.”
- “Might I have set the sick bay diagnostic bot to sedate anyone with transferant DNA?”
- “I had time to put flowerpots on the fire escape, right?”
You might combine ordinary Preparedness (having a piece of gear) with the planning to have it in the right place, already doing its job.
“Well, of course I brought along a webcam and set it up by the door to catch video of anyone leaving after we came in.”
If Preparedness as planning seems to give a greater advantage than simply having a particular item on hand, increase the Difficulty above the baseline of 4. If it substitutes an anti-climactic moment for an exciting one, make it exorbitantly expensive. Or better yet, let the players have their moment of coolness and competence and find another, unrelated crisis to throw at them soon afterwards.
If not, don’t make it cost more just for abstract world logic reasons. As always, GUMSHOE cares more about emulation than simulation.
Night’s Black Agents GMs might rule that instances of Preparedness as planning involving the intercession of a GM character also require the expenditure of at least 1 Network point. Or maybe you charge the Network point only if the agents try to squeeze an additional benefit from having the character on the scene.
For example, the driver of the car costs 0 Network if you only have him take you out of the woods, as per the original framing of the Preparedness use. But if you then ask him to accompany you into the motel, to make sure you don’t get jumped by a pack of Renfields on the way in, you have to fork over some Network points to mark his transition from passive background character to source of active, ongoing, risky assistance.
Night’s Black Agents by Kenneth Hite puts you in the role of a skilled intelligence operative fighting a shadow war against vampires in post-Cold War Europe. Play a dangerous human weapon, a sly charmer, an unstoppable transporter, a precise demolitions expert, or whatever fictional spy you’ve always dreamed of being — and start putting those bloodsuckers in the ground where they belong. Purchase Night’s Black Agents in the Pelgrane Shop.
In the latest episode of their submersible podcast, Ken and Robin talk sunken Dunwich, Gulina Karimova, professionalism, and saving Anne Boleyn.
In the latest episode of their numinous podcast, Ken and Robin talk imaginary psychogeography, elastic vampires, word clusters and Ioan Culianu.
And so the time has begun for teases of Dracula Dossier content. Not least because the time is being taken up writing Dracula Dossier content instead of “Call of Chicago” content for See p. XX, but be that as it may. (If you’re wondering what The Dracula Dossier might be with all this content of a sudden, here’s the link.) Those of you fortunate ones who remember The Armitage Files will recognize this as a close variant of its “Artifact and Tome” format, in which a device might turn up in any one of many ontological states.
So why an Earthquake Device? Because there is a weird sub-theme in Stoker’s novel concerning volcanism, earthquakes, and other sorts of tectonic Gothic mayhem … including a full-on volcanic eruption that Stoker cut from the final version of the novel. For some reason. And when I started researching this book, I uncovered huge earthquakes in Romania — in the Carpathians, even — in 1893, 1940, and 1977. Exactly and specifically the earlier time frames the campaign refers to. There’s a lot more that I found out, but you’ll have to wait for the Big One to see it thrust up to the surface.
For now, I give you …
The Earthquake Device
Appearance: This object resembles a set of pistons held together by a ring around a central shaft. It rests on a set of splayed feet, allowing the central shaft to rise and fall when fed electrical power. Leads for a truck battery are visible in a recess on the side of the ring. On the ring and the bottom of the central shaft appear tiny symbols and words in another language: Serbo-Croatian, perhaps? An Investigative use of Mechanics can tell that this device was not mass-produced, but it may not be unique.
Supposed History: Agents with Occult Studies (or Fringe Science, if the campaign uses that possible version of the ability) or a 1-point Mechanics spend recognize this device as a version of Nikola Tesla’s oscillator. In 1893, Tesla patented a machine intended as a steam-driven electrical generator, but soon realized that its regular oscillations actually tuned themselves to the resonant frequency of the building – or country – it operated within. During one test in 1898, so the story goes, he accidentally triggered an earthquake centered on his laboratory, and had to demolish the prototype with a sledgehammer before the whole building came down around his ears.
Major Item: This device, as Tesla feared, can actually trigger earthquakes. Edom bought or stole a prototype from Tesla’s laboratory (or Morris brought one over from America) and used it to awaken Dracula in 1893 – and to trigger the volcano that put him back to sleep a year later. This specific device was issued to the 1940 Edom team in Romania; Edom (or Dracula’s mole within Edom) may also have used it (or another like it) to awaken Dracula (or leave a false seismic trail) in 1977. By now, the British government has far more sophisticated truck-mounted (or satellite-mounted) earthquake machines, which explains why the agents can misappropriate this one.
To operate the earthquake machine requires a continuous supply of electricity for three days (three truck batteries is sufficient) and a successful Difficulty 6 Mechanics test each day. The severity of the earthquake that results depends on the tectonic instability of the machine’s location. Getting out of the earthquake zone with the machine may be a bigger challenge than starting the earthquake in the first place!
[[DA]] In a campaign emphasizing the sorcerous, necromantic aspects of Dracula, the device is actually a Seal of Agares, a demon given power over earthquakes. The tiny symbols are the Name of Agares and certain geomantic emblems; the strange words UUSUR and ITAR channel Agares’ power into an earthquake. A 1-point Occult Studies spend (or a 1-point Research spend in a well-stocked occult library; or a 2-point Research spend and a good Internet connection; or a 0-point spend of Occult Studies while consulting Le Dragon Noir) recognizes all of the above.
To activate the earthquake device requires a simple battery discharge (Difficulty 3 Mechanics test, replacing the traditional lightning-strike), a supply of blood (at least 4 Health) decanted into the “pistons” each night, a specialized pentacle containing the Seal and the caster, three nights of spell casting, and a successful Difficulty 7 Stability test each night. The severity of the earthquake that results depends on the amount of blood sacrificed, and perhaps on the tectonic instability of the Seal’s location. Dracula can cast the spell more rapidly, if he needs to.
The specific spell is not available online; discovering it requires a week’s Research (3 point spend) or two days’ Occult Studies (2 point spend) in a well-stocked occult library, or access to Le Dragon Noir. With a 1-point Occult Studies spend, an agent knows that the spell is in Le Dragon Noir. The Director may well rule that only Le Dragon Noir (and possibly an Edom field manual somewhere) has the spell, and no amount of research outside the Scholomance can uncover it.
Minor Item: The device is actually a field seismometer dating back to 1893, used by the Harker team to find Castle Dracula by triangulating on temblors. Its design is more rugged and portable than a standard Milne seismograph. The central shaft holds the heavy pendulum; the other “pistons” hold mercury bubbles (viewed through a glass underneath the piston cap) and a battery: the “battery leads” are actually intended to connect to a telegraph key and line. A 1-point Geology spend recognizes it for what it is, and can even “read” it, although without a telegraph hookup, its output is less useful.
Fraudulent: The object is a fake “Tesla” device built by the mole to send Edom on a wild goose chase through the worlds of seismology: there is no direct connection between Dracula and earthquakes, except for the coincidence of his awakening and the 1893 quakes, and perhaps of the 1940 quake knocking Harker’s Kukri loose from his chest.
If the Director would like to keep the Dracula-earthquake connection alive, the device might still be authentic, but was left out in the Romanian countryside long enough to get broken and rusted beyond repair.
Connections: The Former Gehlen Org and Van Sloan know of the device’s existence, as does the Old Seismologist. The object itself might be in Van Sloan’s house, or in a neglected corner of the HMS Proserpine, Ring, or the Citta della Scienza Museum.
GUMSHOE is a game system that privileges bite-size morsels of neat-sounding knowledge. Ideally creepy neat-sounding knowledge, handed out in such a way as to imply a whole universe of such things just beyond the players’ horizon. It’s as though Robin invented it thinking solely of me. Even before Trail of Cthulhu, I liked to make a habit of flavoring my game books with morsels of neat-sounding knowledge, laid out in such a way as to imply … that I knew all there was to know about architecture, or Gnosticism, or astrological decans, or aviation history, and had just picked one or two morsels for the delectation of the reader. Friends, I am here to tell you that is an illusion. I am frighteningly widely (that is, mostly uselessly) read and at have been trying with some success to drown a trick memory under waves of vodka, but I do not know all there is to know about any of those things (except possibly astrological decans, because there isn’t much to know about those in the first place).
With that confession off our chest, let me proceed to show you that such knowledge is an illusion. Better still, it is an illusion YOU can cultivate in the service of being a GUMSHOE adventure writer, whether pro or am. Any GUMSHOE GM can use this foolproof method on pretty much anything. You just need about an hour and a search engine.
In the fourth week of January of this year, my Twitter, Facebook, and email feeds all blew up with the news that there was a Cannibal-Rat Ghost Ship approaching England. A decommissioned 300-foot Russian cruise ship, the MV Lyubov Orlova, broke its chain off Newfoundland on January 23, 2013 while being towed to the Dominican Republic to be scrapped. Its emergency beacons transmitted in the mid-Atlantic, then went silent. About a year later, a Belgian “marine missions specialist” (read: excitable goof) speculated in the press (well, in the Sun) that the ship’s rats had devolved into cannibalism. Hey presto, Cannibal-Rat Ghost Ship. I should not have to explain, at this late date, why or even how this is essentially a perfect Night’s Black Agents story hook.
As with so many perfect game hooks, various killjoys set about pouring cold water (the icy waters of the North Atlantic!) on the story. (I don’t really want to get political about this, but I just love that the Guardian went the extra mile and found someone to assure their readership that the rats would instead set up a socialist utopia.) As with so many debunkers, they let their skepticism out-race the facts on the ground. Er, water. Or, as the Robert Benchley of the 21st century, Mallory Ortberg, put it on Twitter:
“the ocean is a PRETTY big place, I don’t think you can definitively say there are NO rat-ghost ships on their way to England right now”
But the skeptics did one great favor for Night’s Black Agents Directors; the Smithsonian piece provided a link to the MV Lyubov Orlova search blog, “Where Is Orlova?” Which, unlike the slackers in the British media, has apparently been quietly looking for the Cannibal-Rat Ghost Ship since it vanished.
See what you have already? You have a hook. You have the best (i.e., most sensationalistic) version of the story. You have a debunking for the NPC coverup to parrot. And you have a blogful of huge amounts of data and parallel info thanks to the kind of quiet obsessive who makes the Web so Wonderful. Combine that with the Wikipedia article and you have more than enough material for your Cannibal-Rat Ghost Ship adventure, whether the ship heaves up in Norway, or the PCs rappel down onto it from a borrowed Sikorsky, or the Director decides to put the Orlova in her pocket as the floating HQ of a dissident Nosferaterrorist and sprinkle clues (and cannibal rats) over the next six adventures.
It took me about half an hour to become as much of an expert on the Cannibal-Rat Ghost Ship as anyone except perhaps the rats themselves. Go thou and do likewise.
See P. XX
A column on roleplaying
by Robin D. Laws
With Kevin Kulp’s TimeWatch RPG blasting through Kickstarter as only a chronoton can, you may be asking yourself if you can put time travel in other GUMSHOE games. We at Pelgrane are not in the business of telling you not what not to do with GUMSHOE. (Unless you want to use it to light your Hibachi indoors. In which case, don’t do that.)
That caveated, here’s how you might do it in the various existing GUMSHOE settings.
The Esoterrorists/Fear Itself/Trail of Cthulhu
One of my favorite treatments of time travel comes, of all places, from an old Batman comic. And not during a cool Batman phase, but from the kooky silver age. In that story, the details of which my memory is doubtless mangling, Batman and Robin go back in time hypnotically. (In fact, now Googling “Batman time travel”, I find that I like this idea because I’m remembering it wrong.) In my memory’s mistaken version of how this works, they possess the bodies of their ancestors, who happen to be conveniently located and remarkably similar in appearance in ancient Rome, the old west, the Viking era and so on.
Lovecraft likewise treats time travel as a mental journey, making it the specialty of the Great Race of Yith. In a Trail game you need go no further than to have a series of weird murders committed by a victim of Yithian possession. When the investigators capture the first suspect, the Yithian simply jumps to someone else—perhaps a PC whose player is absent that session—and forges ahead with the mayhem. To really shut down the Yithian menace, the group must figure out what the entity is trying to accomplish, and then take action to ensure that it is no longer possible. Otherwise the body-hopping from the ancient past continues.
Scrubbing the Mythos detail from this idea for The Esoterrorists or Fear Itself allows you to reverse the direction of travel. Outer Dark Entities come from the future, when they have already breached the membrane, to create the conditions that will later allow them to breach the membrane. They can’t travel directly into this time, but possess those emotionally destabilized by Esoterror provocations. Again the problem is that stopping one meat-form merely slows them down, requiring them to find a suitably vulnerable replacement. The definitive solution depends on rendering what changes they’re trying to wreak in the timestream impossible. After the Veil-Out, the Ordo Veritatis might take temporary relief in the thought that they’ve prevented a future in which their demonic foes win. But plenty of additional ways for them to do it remain, as a fresh manifestation quickly demonstrates.
Mutant City Blues
The conceit in this mutant-powered police procedural is that all weird abilities are already well explicated by science. If you do want to invent a mutant time travel ability you have to find a spot for on the Quade Diagram. Somewhere out near sector F00, where the weirdo dream manipulation appears, might fit the bill. You also want to establish the effects of time manipulation as already measurable, if not fully understood. So perhaps a time distortion field might emit some sort of radiation that enters the bloodstream, or induce over-production of a particular preexisting hormone. As members of the Heightened Crimes Investigation Unit you can perform tests on tissue samples to determine whether victims, alive or on a morgue examination table, were exposed to time altering energies. Finding out who committed the time crime would then be a matter of finding out which local mutant miscreant has the mutation in question. That said, given the down-and-gritty reality level of Mutant City Blues superheroics I would be inclined to make time travel something that tantalizingly almost seems to exist, until the detectives get to the real truth of the matter. Perhaps false rumors of time travel could be connected to the alien beings some people in the world credit with the Sudden Mutant Event that created all weird powers.
The space opera setting of Ashen Stars seems tailor-made for timey-wimey activities. Like several sources of its inspiration, it includes godlike aliens. Or at least there used to be godlike aliens, the Vas Kra, who have devolved into the all-too-moral vas mal. And with those in the mix, even if only in the setting’s past, anything can happen. That allows you to nod to this key genre element without introducing brain-cracking paradoxes that rightly belong in TimeWatch territory. Needless to say the shift from universe with time travel to universe without would be an outcome of the Mohilar War. We might take a cue here from the current, degraded morphologies of the Vas Mal, the former godlike aliens. Now they look like classic UFO grays, which hook up to the motif of missing time. Perhaps in the Ashen Stars universe, missing time derives not from hypnosis or erased memories but from proximity to time travel and its contradictions in minds not capable of handling it. Back in the 20th century, when the Vas Kra came to earth to meddle with the human mind, those taken up into their vessels suffered gaps in understanding because they brushed too close with their transtemporal natures. This leads to the theory, oft-mooted by residents of the Bleed, that the Vas Kra ended the Mohilar War by interfering massively in the past of those forgotten beings. It explains how the war ended, how the Vas Kra lost so much energy that they had to devolve, and why no one remembers that this happened. The fear that this is so leads at least one powerful movement to oppose all efforts by the vas mal to reconstitute themselves, lest time travel come back, unleashing chaos throughout the cosmos—maybe bringing back the Mohilar, too.
Night’s Black Agents
What if the vampires are time travelers? They’re humans who, sometime in the future, discovered how to move through time. Problem: doing so warped their bodies. They became vulnerable to sunlight and had to drink the blood of humans uncontaminated by chrono-energy to survive. Their added strength and resistance to damage (except to the brain or heart) hardly counts as a fair trade. So they send agents back to the past, to prevent the chain of events that leads to their own development of time technology. Stopping those events requires a grand upsetting of the geopolitical power structure. To achieve this they must penetrate and destroy the world’s intelligence agencies. The PCs know too much about this, even if they don’t believe the truth, and hence find themselves on the run from somewhat sympathetic vampires from the future. Who still want to pulp them and take nourishment from their juices.