Out from Chaosium comes Berlin: The Wicked City, a Call of Cthulhu supplement set in the eponymous city during the 1920s.
The volume contains an overview of Weimar Republic Berlin, guidelines on creating Investigators and details on notable characters as well as Investigator organisations. Weird elements of the Cthulhu Mythos are also present. Three scenarios are included (The Devil Eats Flies, Dances of Vice, Horror, and Ecstasy, and Schreckfilm) and a list of inspirational media for the setting is also provided.
Chaosium have flagged this book as being for mature readers (and players), though it's unknown if there is an age-bar on purchase.
The 272 book is available now in PDF from Chaosium's web site and DriveThruRPG.
The sad news has reached me that Larry DiTillio, author of the original Masks of Nyarlathotep (and screenwriter for Babylon 5, He-Man and many others) has passed away in his 70s after a long illness.
Larry was always a pleasure to talk to and always had a story to tell. As Yoggie's vaults are fairly deep I've unearthed a couple of interviews which I'll re-post here (one text, one audio).
His wonderful roleplaying creations will always live on and spring anew whenever they're played at the table.
The following is a recording of a post-interview chat from 2008 where Larry talks about his work on Call of Cthulhu and Babylon 5.The full Masks-related recording can be found on the Lovecraftian Tales from the Table DVD.
Golden Goblin Press have launched a crowd funding campaign to create a new anthology of 1920s adventures for Call of Cthulhu.
The Kickstarter for An Inner Darkness promises five to seven scenarios with a core theme where "Investigators battle against cosmic horrors while fighting for social justice..."
Golden Goblin plans to present historically accurate and challenging adventures featuring mature themes, offering a "... darker, harsher and more brutal tone than our fans might be used to".
Contributing authors include: Jeffrey Moeller, Brian Sammons, Helen Gould, Charles Gerard and Oscar Rios, with art by Rueben Dodd. The Kickstarter runs until 15th April and has an estimated delivery date of November 2019.
Like your Lovecraftian games (rules) light? An increasing number of rules sets have become available in recent years for players who don't wish to wade through heavy rulebooks. One of those is The Cthulhu Hack from Just Crunch Games, a system based off David Black's The Black Hack. Just Crunch have released a new scenario for The Cthulhu Hack – Valkyrie Nine, set in the late 21st Century on a lunar station.
Valkyrie Nine is available in print (All Rolled Up) and PDF (DriveThruRPG).
A one-shot investigation, written for The Cthulhu Hack but playable with any system geared toward Lovecraftian horror. Set in 2073, the investigation sets the starting point for a wider campaign setting that will feature in a future release, supported by more investigations.
The adventure includes:
15 page adventure, including deep background, timeline, GM guidance, non-player character write-ups and a detailed overview of the Valkyrie Nine station.
Set of five full sheet Gamemaster Reference maps.
Six page section of handouts and pre-generated character cards.
Here's Paul Baldowski of Just Crunch Games talking about the new scenario...
Modiphius Entertainment have released Call of Cthulhu 7th Edition versions of their Achtung! Cthulhu Investigator's and Keeper's Guides.
You can pick them up immediately in PDF form from DriveThruRPG, and if you supported the original Kickstarter (back in 2013) you should receive a message from Modiphius enabling you to get them for free. (This may also apply to previous purchases of Achtung! Cthulhu in print and PDF – Modiphius will contact you.)
A "7th Edition" scenario, Under the Gun by Graeme Davis is also available.
In the future, also look out for the release of the 2d20 version of Achtung! Cthulhu, of which the Beta Test is currently underway.
Discover the secret history of World War Two: stories of amazing heroism, in which stalwart men and women struggle to overthrow a nightmare alliance of steel and the occult; of frightening inhuman conspiracies from the depths of time; of the unbelievable war machines which are the product of Nazi engineering genius and how close we all are to a slithering end! The Secret War has begun!
hmmm... maybe you should start with creating a "critical path" - a chain of actions that would let the PCs to leave the station and another chain that would let them defeat the Color? Then you will let the players deal with the situation in the manner they invent - yet you will still have a backup plan in case they get stuck.
Say, something like:
To get away the PCs need to deactivate a computer
To do it they have to tun off the power supply and, say, cut the wire in the 1 minute gap between the blackout and the emergency lights turning on.
To turn off the power the PCs have to deal with some kind of problem (a mutated creature, a power room full of agressive biomass, a radiation etc)
To deal with this problem the PC need to either fight it directly (risking to make a whole in the wall) or to find way to get rid of it in a more "tender" way (fill the room with incecticide, freeze it etc).
To activate the "tender" way the PCs need to ... well, to do something else. )))
To deal with the Color the PCs have to.. eer.. they surely can't blast it with their guns or throw it away via airlock, don't they? :) So.... how can they deal with it?
They can either make it leave voluntary (by, say, using some form of psychic communication (surely devastating for their minds ;) ) or by ... frightening it? Maybe the Color is uncomfortable with some kind of rad-away medcine?
They also can try to seal it, first gathering it somewhere...
Well, and, of course, you can always end with something bleak - like in The Dying of St. Margareth.
Well, something like that.
A backup plan in case the players will screw everything up and won't invent anything at all on their own.
by the way, I think you can mine some movies for more ideas - The Screamers come to mind. ))
You are right, but once they are inside the station what would be necessary for them to get out of there? We could say that they need to disable ODIN, but I liked how you say to just let it be a hindrance, I am afraid that without a focus they will just get lost and die without being sure what they need to do for staying alive.
Thanks for the welcome kind sirs, new here and to the hobby (Solitaire player). Been a fan for HPL for years though and read most of his tales.
As to converting the character it was quite easy following the instructions and charts in the keepers handbook. But yes I just adding it as a skill would have been a good option.