The upcoming SOLO rules introduce a new concept – the lone player has a Shadow score that measures how aware and aggressive the supernatural threats are right now. You gain Shadow problems when you attract the attention of vampires and other horrors, and you can suppress your Shadow by taking precautions like staying on holy ground or keeping running water between you and the vampire’s lair. Your Shadow score limits the type of attacks and antagonist reactions the bad guys can deploy against you. If your Shadow score is 2+, then the vampire might sneak into your dreams by night and torment you. If it’s 4+, then the vampire sneaks into your room by night to murder you, or something equally charming.

Think of it as supernatural Heat. As an experienced vampire hunter, the Agent can judge her current Shadow score, just like she has a rough idea of her current Heat. She can sense when there’s a sinister intention behind the chilly wind, or notices bats circling overhead like surveillance drones.

It’s an indicator to the player, letting her know how much danger she’s in without specifying the nature of the threat. It signals when it’s time to lie low or take a subtle approach, or when it’s time to risk everything. In a One2One game, where the player needs all the information she can get, Shadows’s a vital addition to the rules.

It’s less important in a regular multiplayer Night’s Black Agents game, where you’ve got ablative player characters and it’s less important to give the players a warning signal that they’re poking the wrong vampire lair. Still, if your group enjoys playing with Heat, you might get a kick out of Shadow.

Gaining Shadow

You gain Shadow by coming into contact with vampires or their minions, attracting the attention of the Undead, exposing yourself to supernatural influences, trespassing in dark places, and the like. Some sample Shadow gains:

+1 Shadow: Killing a minor minion, Walking alone at night, Spilling blood, Carrying the vampire’s Bane, Failing a Cover test

+2 Shadow: Killing a named minion of the vampire, speaking the vampire’s name aloud, trespassing in the vampire’s territory

+3 Shadow: Killing a supernatural minion of the vampire, psychic contact with the vampire, destroying any of the vampire’s coffins

Effects of Shadow

Once per game session, one player rolls against the Agents’ current Shadow level. If the roll’s under the current Shadow score, then the vampire strikes at the Agents. This may take the form of a suitable Vampyramid reaction (NBA, p. 189) or just using the vampire’s powers or minions to inconvenience them. Assume the vampire’s willing to spend Aberrance equal to the Shadow score x 3 on this attack.

Shadow also affects the occult underworld just like Heat affects the black market. Suddenly, seers and mystics are less willing to deal with the Agents, occultists might decide they’re better off cutting a deal with the devil rather than siding with the hunters, Renfield-esque patients in psychiatric institutions become agitated, sensitive souls dream of fangs and blood.

Losing Shadow

Shadow’s hard to lose – the players lose it over time, or by moving away from the vampire, or by killing the monster. However, they can suppress their Shadow score in various ways, temporarily reducing it by taking various precautions.

-1 Shadow: Always carrying the vampire’s Dread

-2 Shadow: Staying in a location that’s Blocked against vampiric intrusion

For example, the players are hunting Dracula. If their Shadow score hits 4, then Dracula will be able to enter their dreams and learn their secrets, ala Mina Harker. By always taking care to sleep behind a protective shroud of garlic blooms, the Agents give themselves a vital buffer – the garlic suppresses their Shadow score, keeping it under 4. Then, unfortunately, one of the Agents gets separated from the rest in a firefight with some of Dracula’s minions, and can’t make it back to their garlic-girded safehouse. His Shadow score isn’t suppressed – so if the die roll indicates that there’s a potential Shadow response, Dracula finds him… 


by Gareth Ryder-Hanrahan

Love is eternal… if you’re an alien monstrosity from beyond all sane conceptions of space and time, an undying horror that seethes and defies our pitiful understandings of entropy and existence. For the rest of us, love’s a brief candle, a momentary delusion to distract us from the horror of existence, our cells blindly pushing towards pointless self-replication, perpetuating the cosmic torture upon a million future generations until humanity is mercifully extinguished and there’s nothing left upon the Earth but dust and coleopterans.

Happy Valentine’s Day. Here are three love-themed mythos seeds.


Roses are red/Violets are blue

(or so they are seeming)

In his house in Rlyeh/Great Cthulhu

(lies dreaming)

A dilettante investigator from a wealthy or influential meets an alluring young woman. She’s charming, eerily beautiful, erudite, and apparently of considerable independent means. Also, she proves to be remarkably well-informed about the Mythos, and is ready to aid the investigators in their struggle against cosmic horrors. All she asks is that the investigator come home with her to Innsmouth to meet her family…

The investigator is in no danger; he’s welcome in Innsmouth. After all, the elders want him to be part of the family. He doesn’t have to stay – in fact, they encourage him to take his bride-to-be home with him. The elders of Dagon intend to establish a second enclave of Cthulhu-worshipping Deep One hybrids, and have chosen the investigator to be the human progenitor of a new line.

How can he refuse? Can the other investigators interrupt the wedding in time?


Roses are red/Violets are blue

Yithians in your time-stream want to date you.

One of the investigators suffers a mysterious period of amnesia, during which she acted in a bizarre fashion, travelling to various occult sites and trafficking with ghastly entities. Afterwards, the investigator discovers bizarre messages left for her across the aeons – an archaeological dig in Cyprus finds a statue that’s the image of her, her name crops up in the secret oaths of cults, there are prophecies about her recorded in cryptic passages of the Necronomicon. Eventually, she find a Yithian library buried under the sands of Australia, and there she discovers the truth. She was abducted by the Great Race, and while imprisoned in prehistory, she fell in love with a mighty sorcerer of Hyperborea. Her starcrossed lover swore that he would find his way back to her once they both returned to their home time periods – even though he lived thousands of years before the present day.

All the hints and clues in the various occult tradition suggest that the sorcerer still exists in some form. Maybe he’s travelling forward in time through arcane rituals, or prolonging his life through vampirism, or he’s reduced himself to his essential salts so he can be resurrected by the cult he founded in ancient days. In any case, he’s unlikely to be the cone she fell in love with fifty million years ago – what eldritch horror, sustained by mad obsession, now shambles towards the investigator out of the aeons?


Roses are red/Violets are blue

Yellow, though, is the unhealthiest of hues.

In a gallery in Paris, the investigators glimpse a painting of a young woman. In the image, she strolls by a strange, misty lake, glancing over her shoulder as if daring the viewer to follow her.

Over the course of the next few weeks, all the investigators are beset by memories or dreams of the woman. In each case, they remember having a torrid, passionate romance with her at some point in their pasts. Some details are common to all their recollections – in every case, her name was Camilla; in every case, she abruptly ended the affair and fled, saying only that she had to find “truth, not its phantom”. Other details vary – in some cases, she was a student the investigator met at university, or a shepherdess in the village where the investigator grew up, or an artist’s model, or a friend of a friend. She appears ageless – some investigators remember her from their distant youth, for others, they recall her so vividly that they can still smell her perfume in their rooms, but she is always the same, always young and beautiful.

The memories become more intense, more alluring – and more detailed as the investigators dwell on them. Spend time thinking about Camilla, and you’ll recall how you picnicked on the banks of the Seine, or how she led you up the steps of a crumbling Roman ruin in the woods, or how she taught you the secret speech of ghouls. Memories of Camilla are suffused with a warm yellowish glow, and it is far more pleasant to dwell in melancholic remembrances of lost love than it is to exist in the harsh light of the present day. Spend enough time with her in the past, and she reveals more hidden truths, even hinting that the investigator can find her again in the present if he or she ensures that their love is the only true one – by killing the other player characters…

Is Camilla a curse conjured by the mysterious artist who painted the portrait, hired by some rival to destroy the investigators? Is she some Carcosan phantom, a memetic horror that’s colonising their histories? Is she a creature of possibility, trying to fix her own ever-shifting history by attaching herself to the timeline of one of the investigators? Or is she an innocent who became trapped in Carcosa, and is now trying to escape as best she can?

“The children of the night… what music they make!”

We’ve prowled around the topic of werewolves in Night’s Black Agents once in a blue moon. The ghoul stats in the core rulebook (p. 150) include a quick-and-dirty conversion to wolfman mode; a pack of terrorist werewolves shows up in The Edom Files. Some say Ken chains himself up in his basement on certain nights, but that’s probably a scurrilous rumour. It’s a pity, because werewolves work almost as well as vampires for occult espionage thriller games. You’ve got dark secrets, you’ve got secret identities, you’ve got distinctive means of dispatch, and a whole host of meaty metaphors to chew on. Werewolf as cursed soul, dragged in for one last job. Werewolf as terrorist, the monster hiding in plain sight. Werewolf as plague, as super soldier, as secret weapon.

This article presents a somewhat tougher and more developed werewolf than the hairy ghoul variant, but it’s still only a taste, and we don’t go into a deep dive on werewolf mythology here. Consider this article to be the moment when the big dog burst out of the woods at the side of the roads and bites you. Think nothing of it, it’s just a scratch…

Supernatural: Werewolves are skin-changers; humans able to adopt the form of a beast through sorcery, magic salves or some other supernatural gift. The power of lycanthropy might be inherited through a bloodline, or bestowed by a magical ritual, or maybe you need to put on an enchanted wolf-skin to become the beast (so, if you want to become a werewolf, you’ve got to hunt down and skin a werewolf). Supernatural werewolves have a measure of control over their transformations, and may willingly embrace their skin-changing talents. Possible examples: the devil-hunting Benandanti, viking berserkers, were-witches of Livonia

Damned: Werewolves are humans cursed to become beasts. The modern conception is that the curse is spread through being bitten, but it might equally be punishment for misdeeds (or the physical manifestation of spiritual corruption). Other traditions suggest that one can become a werewolf after death if buried in the wrong spot, or that drinking from the footprint of a wolf makes you become a wolf. In any case, the Damned werewolf is a victim suffering from a magical affliction – although the people it devours may not see it as a fellow victim.

Alien: Lunar associations and spiritual projections aside, werewolves are earthy creatures, things of meat and hair and bone and blood. Presumably, then, the alien werewolf is a byproduct or adaptation of some alien entity coming into contact with earthly fauna. Maybe weird dimension-shifting warp drives cause some sort of quantum overlap, entangling beast and man. Maybe werewolves are guardian monsters engineered using a mix of earthly DNA and alien science. Lycanthropic chest-busters, anyone?

Mutant: Lycanthropy was created in a bio-weapons laboratory, or as the result of experiments in creating super-soldiers. Obviously, there’s the last stand of the Third Reich in Operation WERWOLF (where the stated goal of creating a stay-behind network of partisans and guerrilla fighters was clearly cover for Nazi werebeasts), but you could also look at Stalin’s experiments in creating ape-human hybrids, modern genetic engineering experiments – or look back in time, and wonder if there’s something alchemical to the salves and enchanted potions of mythology.


Setting the parameters for a werewolf’s shapeshifting is as big a deal as deciding how stakes and mirrors work in a vampire-centric game. Here are four possible options.

Voluntary Shapeshifting (Any): Drawing on their inner beast, the werewolf can shapeshift into a wolf-man form. Or into a wolf. Or maybe they can take on either form. In every case, the werewolf must make an Aberrance test to change (Difficulty 4 if the transformation takes 1-6 rounds; Difficulty 6 to change instantly.) The Difficulty’s adjusted by circumstances:

-2 at night

-2 in moonlight

-1 if the werewolf’s already angry

-1 if the werewolf’s already injured

-1 if there’s fresh meat or the smell of blood

+2 on consecrated ground (Da, Su)

+2 in the presence of wolfsbane flowers (Su, Mu)

Triggered Shapeshifting (Su, Mu): The werewolf has to take some action involving an external trigger to transform – inject a shot of adrenaline, put on a belt of wolfskin, rub on a salve, eat a human heart. If unrestrained, the werewolf can use the trigger freely; doing it in combat requires an Athletics or Filch test (Difficulty 4). Spend 3 points of Health to change instantly; otherwise, it takes 1-6 rounds.

Projection (Su, Da, Al): The werewolf doesn’t physically transform at all – it’s a psychic effect, projected from the werewolf’s human body. Maybe the werewolf sends out her spirit, maybe it’s a tulpa or a distillation of the werewolf’s animal impulses. Maybe the lycanthrope possesses a nearby animal of the appropriate type.

Compulsive Shapeshifting (Da, Mu): This sort of werewolf has to transform in certain circumstances – the full moon being an obvious example. Resisting the transformation requires a Stability test (Difficulty 4, modified by the inverse of the modifiers listed above under Voluntary Shapeshifting). A successful Stability test buys the werewolf 1-6 combat rounds, but it counts as Shaken while caught mid-change.

When shapeshifted, add a suitable bonus (+6 at least) to the werewolf’s Athletics, Stealth, Hand-to-Hand and Health.

Other Powers


Immunity (Su, Al): Werewolves can’t be injured by bullets and other projectiles; weapon attacks do minimum damage. Fire and explosions do half damage and cannot kill the beast.

Regeneration (Da, Mu): Werewolves regenerate health when transformed at a supernatural rate (regaining almost full health every round for a super-tough werewolf, 3-4 points per round for something slightly more manageable). However, it can’t heal completely using this supernatural gift; the last point of damage inflicted by each injury must heal naturally. So, if you shoot a werewolf three times for five damage with each shot, it’ll be down by 3 Health when next encountered (in any form).

Savagery: In any round in which the werewolf is attacked or impeded, it gains 1-6 points of Aberrance. In any combat round in which the werewolf’s enemies all hide, flee or do something else non-threatening, it loses one Aberrance.

Werewolf Heart: In any form, werewolves possess animal magnetism and dangerous charisma. The werewolf can spend Aberrance to mimic the effects of spending Flirting or Intimidation.

Infection: Anyone bitten by a werewolf might:

  • Become a Damned or Mutant werewolf
  • Become a werewolf subject only to Compulsive Transformation
  • Have to make a Health test to avoid infection
  • Contract an especially damaging variant of rabies (onset 10-60 minutes, Difficulty 6 Health; Minor +2 damage and Hurt; Severe +6 damage, -4 Athletics, and -2 Health and -2 Athletics until cured).

Also, obviously: Animal Senses (p. 128), Darkvision (p. 128), Vampiric Speed (p. 133), maybe serial-killer-esque “It’s behind you” Apportation (p. 133), Strength (p. 137), Summoning (p. 137).


Silver, in all its forms.

Wolf’s bane, aka aconite.

(Da): Holy items.


Hunt on nights of the full moon.

Werewolf Assassin

General Abilities: Aberrance 4, Firearms 9, Hand-to-Hand 14, Health 14

Hit Threshold: 5

Alertness Modifier: +2

Stealth Modifier: +1

Damage Modifier: +1 (claw or bite). The werewolf can only make one bite attack, but can make any number of claw attacks using Werewolf Speed as long as it has the points to spend.

Free Powers: Voluntary Transformation, Regeneration (in wolf form only), Savagery, Animal Senses (only when shape-shifted)

Other Powers: Werewolf Speed, Werewolf Strength, Infection

Banes: Silver


It was the Yuletide, that men call Christmas though they know in their hearts it is older than Bethlehem and Babylon, older than Memphis and mankind. It was the Yuletide, and I had come at last to the ancient sea town where my people had dwelt and kept festival in the elder time when festival was forbidden; where also they had commanded their sons to keep festival once every century, that the memory of primal secrets might not be forgotten.

– The Festival

Of course, they celebrate Christmas in Great Arkham. It’s a normal city, a god-fearing city, and they have more reason to chase away the midwinter gloom than most. Every year, the city council raises a great tree in Independence Square, and decorate the streets with electric lights. Bands play down in the Wooded Island, and there are fabulous balls and parties in Kingsport and the Hotel Miskatonic. For a little while, maybe, it seems as if the oppressive darkness of the city retreats.

Look closer.

Sentinel Hill: The Church of the Conciliator, Great Arkham’s dominant religious sect, celebrates Christmas. It’s the birth of our Lord, a time of joy and hope! On this day, long long ago, God filtered down from the stars and took on human (well, material) form, to bring the good news of the Old Ones to the world.

  • Theology: The nativity readings in the Arkham City Cathedral are oddly sympathetic to Herod, of all people. There’s the unsettling implication that the birth of the saviour somehow required the sacrifice of many, many other children.
  • Streetwise: Attendance at mass over Christmas is obligatory, even if one doesn’t regularity visit church. The priests take note of those who refuse to celebrate this holiest of days. Why, ungrateful people who can’t even go to mass at Christmas don’t deserve to see the New Year…

Old Arkham: The wealthy families of Old Arkham host elabourate banquets and feasts, bringing the whole family back together for one night at least. Christmas is a time for renewing old vows and bonds of loyalty, and for bringing wayward scions back home.

  • Bargain: There’s a little shop on Go-by Street that sells the most marvellous Christmas decorations, handmade twists of glass and silver in the shape of stars and branches. Hang them from your tree, and your home will be protected for the season at least. They’re expensive, though, and there’s a waiting list as certain wealthy families buy a new one of these… charms every year. Maybe if you’re lucky, you can still get one – or borrow one with Filch…
  • Medicine: No-one dies in St. Mary’s Hospital at Christmas. It’s not some seasonal miracle, though – it’s something older and darker. Those who succumb to illness or injury on the 25th of December linger on in defiance of all medical science, and mutter in strange tongues as if some other force speaks through them.

University District: The university closes for the holidays, of course, so the storied halls and lecture theatres of Miskatonic are deserted. Most staff and students go home, leaving only a few lonely souls or bachelor professors to haunt the campus.

  • Library Use: There’s a book related to Ithaqua the Wind-Walker in the Orne Collection. Well, there’s sometimes a book on Ithaqua there. The tome only manifests on the coldest of nights around Midwinter. Read it if you dare, but each page you turn drops your internal body temperature by a degree or so.
  • Oral History: All the students go skating on the frozen Crane Pond during the water. There’s a campus tradition that if you’re on track to fail your exams, the ice will crack and break beneath you when you step on it, as if the Pond weeds out unworthy students.

Westheath: It’s hard for Christmas cheer to penetrate the grey skies and tomblike tenements of this district, but it’s here that the most honest celebrations of the season may be found. The people here light candles and place them in the windows of their apartments as a sign of defiance against the Mythos. Each morning, the elders of the community rise before dawn and walk the dark streets, checking every window. If a candle’s missing, does that mean that a family has succumbed to despair? Have they been taken by the Transport Police or some other dark force?

  • Biology: Christmas is obviously a busy time for Gardner Industrial Farms, where they churn out truckloads of obscenely large turkeys. They don’t have time to fatten the birds through conventional means, so they give the birds triple doses of the vitalising light from the patent Whipple lamps. Workers then enter the building and weed out the mutant birds, the ones whose cells… reacted to the Whipple lamps in an unwholesome fashion.
  • Streetwise: Christmas is hard for many families in this poor district; loan sharks working for the Malatesta family are always eager to help out. Nothing’s more useful to the criminal gang than an honest man without a prior record who’s unknown to the authorities. Want to give your kids a Christmas they’ll remember? The Malatestas can help…

Dunwich: Snow blankets the backroads and thickets of Dunwich, making travel difficult. Most people bunker down for the season, staying close to home. They have stories here – brought from the old world, they say – about Father Christmas and his elves. Things creeping through the woods, lithe and pale and leaving no tracks. A huge figure, white-bearded, his coat splashed with red, astride (or one with) his horned mount, following after his hunting beasts. No, it’s best to stay close to home at Yule in Dunwich, and leave offerings on your doorstep so nothing slithers down your chimney.

  • Oral History: Snowed in at the White Stone roadhouse, the investigators spend Christmas stuck with a bunch of strangers. Tongues loosened with port and mulled wine, each stranger relates a tale of horror and mystery… (aka, a one-shot flashback using pregenerated player characters).
  • Electrical Repair: The mighty turbines of the Olmstead Dam provide electricity for all the lights and amusements in the city. From the top of the dam, one can see the city blazing with seasonal illuminations… and when the turbines skip, the whole city flickers for an instant. It’s as though the dam’s transmitting messages to the streets, subliminal signals articulated in patterns of darkness and light.

Northside: Northside’s thronged with shoppers and revellers at this time of year. Plunge into those anonymous crowds, cast off your individuality, and join the dance of consumption!

  • Forensics: These bones recovered from Christchurch graveyard have toothmarks, suggesting that someone ate the corpse. What’s really disturbing, beyond the mere fact of the cannibalism, is that there are several different sets of toothmarks, implying that a whole family feasted on the deceased…
  • Physics: A misfiring Yithian machine buried deep under Northside triggers around midwinter, projecting its victims into the past, present and future for brief jaunts before returning them to their point of origin. The investigators are hired by an old and miserly businessman who’s experienced two such time-jumps already, and wants them to find a way to stop the machine before he’s forced to confront the ghost of Christmas Yet to Come.

Salamander Fields: Here in the oldest, darkest heart of Arkham, they do not speak of Christmas. It is the Yuletide, and it is celebrated by descending into wet, dark tunnels that glisten with green flame. There are lights in the deserted houses, and strange spiked growths that might resemble Christmas trees at a distance, but do not mistake them for anything safe or festive…

  • Occult: A curious custom practised by an ancient Lodge in Old Arkham – each year, the wealthy members of the Lodge find some poor beggar or hobo and crown him King. They bring him back to their hall, dress him in fine clothes, feed him a meal fit for a king, and then… well, the king returns to the gutter, but is never quite the same afterwards.
  • Bureaucracy: The city’s determined to finish the infamous and long-delayed Dig as soon as possible, and work on the massive engineering project is due to continue through the festive season. Enterprising investigators could infiltrate the Dig site by taking temporary employment over the holidays.

Innsmouth Docks: Swim down, and you’ll soon find there are no seasons in the deep. Winter and summer are things of the surface; the deeps are timeless. So, the Yuletide is of less importance in Innsmouth than in other parts of the city. There are no brightly lit streets down here, and what hangs from windows is limp and damp and weedy instead of glittering tinsel.

  • Credit Rating: The Gilman House committee does host an expensive Christmas charity dinner every year. Since the raid on the House itself, the dinner’s moved to the more upscale function rooms at the Devil’s Reef restaurant. Those cultivating political connections in this part of town are advised to give generously. Especially promising donors may be introduced to certain… elderly individuals who are of great influence in Innsmouth.
  • Craft: Some unlucky children find strange pale dolls under the Christmas tree. The parents mutter to one another in wonder, trying to work out where the gift came from, and how it was placed under the tree in secret. They would be better off keeping a closer eye on their children; the dolls are lures dispatched by the Moon-Beasts of the Black Ships, and if the children are not watched, the dolls lead them off down to the docks to board the waiting ships…

Kingsport: Kingsport is Arkham’s pleasure-garden. It’s more associated with lazy summers and yachting than the dim midwinter, but there are still amusements to be found here. Walk along the promenade, fortified by hot cocoa and roasted chestnuts, and look out at the snowy harbour before visiting a gallery or a Christmas movie. It’s festival time, and strange pleasures might be found down some unexpected alleyway or winding stairs that only appears in moonlight.

  • Oral History: Everyone agrees that the best department store Santa Claus in the city is in Hartman’s Department Store in Kingsport. The jolly old fellow is positively magical in how he enchants the children, and always has the right gift to hand. Who knows what he whispers in their ears, though – and strange to say, in some lights, his face looks as artificial as his fake beard…
  • Art History: A script for a Christmas movie has floated around the various movie studies in Kingsport’s film district for the last few months. It’s called The Snowglobe, and it’s a seasonal tale of weird horror about a man who discovers that his quaint little village is actually a model trapped inside a globe, and he must fight to escape from this picturesque prison. The identity of the screenwriter is a mystery, and it’s rumoured he was visited by the transport police shortly after submitting a draft to AKLO pictures.

Chinatown: This district is a merciful refuge from the Yuletide spirit. Be of good cheer – there’s a place to escape Christmas, even in Cthulhu City…



Cthulhu City, our new Trail of Cthulhu setting about a monstrous, mythos-haunted city adapts the Night’s Black Agents Heat mechanics to model Suspicion. Think of Suspicion as a slow simmer compared to Heat’s flash-fry. Rising Heat means police SWAT teams chasing you through the streets and airports shutting down; rising Suspicion implies police detectives knocking at your door in the middle of the night, or mysterious figures sabotaging your car to stop you leaving.

If your Night’s Black Agents game involves the characters spending extended time behind enemy lines, you may want to use these Suspicion mechanics in stead of Heat. Maybe they’re in a vampire-controlled city in Eastern Europe or maybe you’re running a historical Edom scenario with the Agents operating being the Iron Curtain, or a post-apocalyptic fantasy where greedy, sociopathic, inhuman monsters rule the world.

(Hat tip to “Nooch” over on for requesting this adaptation.)


While in occupied territory, investigations into strange events and other vampire hunting activity may draw unwanted attention. This  is measured in Suspicion. The entire group of Agents has one Suspicion score in common; they are each other’s known associates. The group’s Suspicion begins at 0.

The groups’ Suspicion only rises once per game session; use the highest Suspicion gain incurred in the session.

Gaining Suspicion

Criminal acts, especially assault or murder, are the most common route to increased Suspicion, but showing undue knowledge of the supernatural or the Conspiracy also draws unwanted attention. Anything that raises Heat boosts Suspicion, but so do actions like:

  • purchasing large amounts of garlic or UV lamps
  • acquiring occult books
  • associating with other suspects
  • trespassing in vampire-controlled areas
  • possession of a foreign passport or legal-but-suspicious equipment like bugging devices
  • forbidden web searches
  • travelling by night
  • having no visible source of financial support

Averting Suspicion

Precautions: The agents can avoid increases in their Suspicion by ensuring that the city authorities do not connect the suspicious events with the hunters. Such precautions usually require spends from abilities. For example:

  • Make extra spends of Negotiation, Intimidation or Reassurance to convince witnesses not to mention the agents’ presence to the authorities
  • Spend Cop Talk to convince police to look the other way
  • Spend Evidence Collection or Forensics to wipe away fingerprints and sanitise a crime scene
  • Hide incriminating notes with Cryptography
  • Make untraceable home-made explosives with Chemistry instead of purchasing them on the black market
  • Use Disguise or Infiltration to avoid unfriendly eyes

Averted Suspicion can come back to burn the agents if circumstances warrant. If a witness comes forward later, or new evidence comes to light, or the investigators’ deceptions are penetrated, the Agents can gain Suspicion for older actions. Old Suspicion gains are automatically reduced by 1 point, representing the authorities’ lack of urgency in prosecuting old offences.

Losing Suspicion

There are three ways to lose Suspicion.

  • Wait It Out: Low levels of Suspicion diminish over time. If the agents’ Suspicion score is 2 or less, then reduce it by one point after a game session in which they avoid adding to their Suspicion. Suspicion scores of 3 or more do not diminish over time.
  • Buy It Off: Good standing and friends in high places can avert the attention of the authorities. The agents may reduce their Suspicion by one if, as a group, they spend Cop Talk, Reassurance, High Society or Tradecraft points equal to the number of agents multiplied by their current Suspicion score. For example, if four agents have a Suspicion score of 3, then they could reduce that score to 2 by spending 12 points from the listed Investigative Abilities.

These points don’t have to be spent all at once; the agents can put a few points aside after every game session until they have enough to buy down their Suspicion. However, if the agents gain any more Suspicion, then points allocated but unspent are lost.

  • Make A Deal: Various powerful patrons can intercede on the investigators’ behalf to shield them from the authorities.

Effects of Suspicion

Increased Scrutiny: As Suspicion rises, so does scrutiny of the Agents. At low levels of Suspicion, that’s largely cosmetic – mysterious figures watching them from across the street, threatening letters shoved through their door. It escalates through surveillance (phone tapping, bugs, intercepted emails, mysterious figures following them) and harassment (associates and contacts get arrested and questioned) until the agents themselves get arrested and questioned on suspicion of being vampire hunters.

Increased Watchfulness: Generally increased security – more guards, more alarms, more supernatural guardians.

Blowback: Rising Suspicion may also draw blowback from whatever Vampyramid you’re using.

Cover Identities

Suspicion acquired by different Covers is tracked separately; however, if a Cover is blown, then double the Suspicion attached to that cover and add it to the agents’ total.





No backup.

No allies.

You’re all alone in the darkness. Just you… and them.

Night’s Black Agents: SOLO


Written by Gareth Ryder-Hanrahan (The Dracula Dossier, The Zalozhniy Quartet) Night’s Black Agents: SOLO is a stand-alone RPG which applies the GUMSHOE One-2-One rules to the award-winning Night’s Black Agents setting of spies vs. vampires.

One GM, one player – an explosive mix for a high-octane combat, or a cold-blooded chess game between a lone hero and the forces of darkness. Together, you plunge into an occult thriller that pits the gadgets and skills of a clandestine operative against the ancient horror of the vampires.

  • Can’t find an entire game group who can play when you can?
  • Want an intense head-to-head gaming experience?
  • Looking for a game to play online which fits superbly with virtual tabletops?

NBA: SOLO adds stunts, Mastery Edges, Shadow Problems and more to the One-2-One system.

Create your own Agent, or play as Leyla Khan – ex-MI6, ex-thrall of the vampires, now committed to hunting down and destroying her former masters before they recapture her. Sift through the ashes of Khan’s former life to find the clues you need to map the vampire conspiracy, then hunt down and slay the Undead.

Three explosive operations:


Status: In development

I’m working on the (somewhat delayed) first draft of Night’s Black Agents One2One, provisionally titled SOLO. These vampires nearly featured as the villains, but for various reasons, they got cut. Here’s the salvaged text, plus their standard NBA stats.

The Conspiracy

They are the Sinful Elect, damned to immortality through sin. Each of them committed some terrible transgression in life, and were transformed into vampires as reward or punishment. Their numbers are limited; there are only a hundred or so of them at any time, and while they can create lesser vampires by feeding their blood to mortals, they cannot create more creatures like them. Until one of the immortal Elect perishes by violence, another cannot be created.

So, a hundred immortals; a hundred damned monsters, a hundred unchanging faces in the flowing tide of mortality. They band together for protection against mortals, and for company against the loneliness of immortality. Each vampire has its own domain, its own networks of servants and agents; there is no overarching conspiracy, just a network of largely independent cells. At times, the vampires even war with one another, but that risks exposure to the mortal world, and so they have fallen into an uneasy peace.

Hunger and the desire to escape damnation unite them all. These vampires must feed on blood to survive, and to prolong their unnatural lives. And as every one of them has transgressed in some way, they all have reason to fear damnation.


The Sinful Elect think of themselves as Damned vampires, but really they’re closer to Supernatural or Alien monsters.

There is something out there, beyond our reality. Think of them as demons if you wish, or higher-dimensional aliens. Their dimension intersects obliquely with ours. They can only sense humanity as an undifferentiated psychic mass, a nigh-uniform spiritual sea. The demons extend – they are outside time as we know it, so the present tense is the only one that can apply to them – tendrils towards us, searching for purchase. They can only catch hold and take root when they find some soul that is different enough from the rest to stand out.

That is why, historically, vampires are associated with monstrous tyrants and mass murderers. Killing lots of people is enough to put a spiritual mark on one’s soul, a psychic abscess that the demons can detect and colonise. Other forms of transgression – or, more accurately, other ways that people might differentiate themselves from the rest of humanity – can also work. A genius artist, an iconoclast, a sailor drifting alone in the ocean, hundreds of miles from another living soul might equally draw the attention of these demons.  You don’t have to be a mass-murdering monster to make inadvertent psychic contact with an alien psychic monster from another dimension, but it helps.

Only a hundred or so tendrils connect the demons to our dimension, one tendril per vampire. When a vampire is destroyed, the tendril recoils, then fumbles for another distinct mind to latch onto. Killing a vampire, therefore, condemns someone else nearby to demonic immortality. Over the course of a few days, this new anchor for the demons sickens and seems to die, as the psychic poison transforms them.

Most vampires are unaware of their demonic nature; only a few have ever discovered the truth about their condition, although more have glimpsed something of it in ecstatic visions or bloody portents.

Play the Elect as “regular” vampires for the most part – the demonic element is a plot device to break the vampire Conspiracy into bite-sized cells suitable for an episodic game.

The Demon Connection

It’s up to you how much the demonic aspect of vampires plays into your game. You can ignore it almost entirely, and play the Elect as “traditional” vampires with a religious gloss. You can use it as flavour, dropping in the occasional psychic episode or glimpse of strange, terrible creatures reaching in from another dimension. You can use it as an ironic mirroring of the clandestine worlds – just as a spy is alone in a foreign city, serving the mysterious goals of an unseen agency with many other connections and agents, so are the vampires servants of mysterious forces beyond human comprehension.

Later in the campaign, you can use the demonic connection as a way for the player to strike at the root cause of vampirism.

What Do The Demons Want? This may become a key question later in your campaign. Is there a single demon-thing out there, or several? Is the creature sentient in a way we can understand? Are vampires an accidental side effect of the demon’s fumbling psychic contact with humans, or a deliberate malign creation? Is the demon really a fallen angel, or an alien entity?


The Conspiracy is primarily a European phenomenon – whoever vampire zero was, whoever first made contact with the demons, it was someone in Eastern Europe, and the curse spreads by proximity. When one vampire dies, another is chosen from the people nearby. In recent centuries, though, the vampires have spread out across the world, and the Conspiracy is global in reach.


There are around one hundred true vampires – 144 is believed to be the upper limit of the vampiric population, although the Conspiracy proper usually has only 80 or so active members, with the remainder either cut off from the organisation or unwilling to work with their ‘siblings’.

A vampire can create lesser progeny by feeding its blood to mortal victims. These “half-vampires” have a lesser suite of vampiric powers. Progeny decrease the power of the parent vampire – in effect, the progeny share the same supernatural connection to the extradimensional demon as their parent, splitting the creature’s unholy blessing between them. Lesser vampires can’t create progeny of their own, and they perish instantly if their ‘parent’ is killed. Progeny aren’t seen as true vampires and aren’t included in the numbers listed above. Only a few vampires bother to create offspring, and even fewer keep them around for long.

Variations & Divisions

There are several sub factions within the Elect. These factions ebb and flow depending on which vampires are in ascendancy, and the names used to refer to them change over time, but presently the following have currency. These are loose groupings, and a vampire might belong to two or more factions at a time, or drift between them.

  • The Chamber: Vampires of the Chamber manage the Conspiracy. They believe that vampires need to stay hidden from humanity to avoid hunters and extermination, and the best way to do this is to work together and exert as much control over mortal governments and institutions as possible. The Chamber has huge financial and logistical resources, but spends most of its efforts cleaning up after the excesses of other vampires instead of advancing some larger agenda. The other vampires often dismiss the Chamber as a cabal of dull bankers and bureaucrats, always fussing about trivial matters.
  • The Dominionists: These vampires claim that they have the right to do whatever they please to humans. Just as Adam was granted dominion over all the beasts of the field by God, they believe that the Elect have been given authority over all mortals. The Dominionist vampires are monsters by any measure, perpetrating all manner of atrocities. Most of their members committed mass murder in some form before becoming a vampire.
  • The Eremites: Eremite vampires while away the centuries with their own private obsessions and projects. Some Eremites prefer to keep a low profile, living out one pseudo-mortal life after another, and only dealing with other vampires when the Chamber calls on them. Others have embarked on some century-long scheme to achieve a cherished goal – to safeguard the borders of their old kingdom, to destroy some religious group they despise, or to discover some occult secret.
  • The Seers: The vampire Seers seek the truth about their condition. They are aware that some supernatural force animates and connects them, and that this force can be invoked or commanded through occult means. Unlike the lone Eremites, the Seers work together, pooling their knowledge and resources. The two main lines of inquiry for the Seers are mental disciplines to establish contact with the demons through meditation and psychic training – and alchemy, to create mind-expanding drugs that make it easier to perceive the demon world. They refer to their demonic masters/higher selves as secret kings, guardian angels or immanations.

Life & Death

A new vampire is created when an existing vampire is killed, opening up a place among the Elect – and leaving a tendril of demonic influence that isn’t latched on to a human host. This tendril attaches itself to a suitable candidate within a few hours, grabbing someone who is in some way spiritually distinct from those nearby. The demon’s otherworldly senses seem most attuned to those who believe themselves to be already damned; murder, in particular, leaves a distinct patina on the soul. However, there are no restrictions on who the demon might choose to invade, and one might equally pick a child, a saint, or an ordinary person who happened to think an unusual thought in the instant the psychic tendril brushed over their mind.

Once infested by the demon, the victim dies of apparently natural causes within a few days, and then rises from the dead as a vampire. To survive, the vampire must feed on human blood regularly. The appetite of a vampire varies from specimen to specimen, but few can go more than a month without feeding. Initially, the vampire appears human – it retains physiological traits like a heartbeat, warm skin, respiration, the ability to eat food and so on, but the passage of time strips these away. It’s the vampire’s psychic connection to the demon that sustains it, and that connection exists in the brain, so the brain is all that really needs to survive. Unless the vampire takes steps to maintain itself – drinking more blood and exercising its physical prowess – the human body withers, leaving only the monstrous brain in a grotesquely mutated shell, a leech-thing that can only suck blood and slither.

Killing a vampire requires the destruction of the brain – hence cutting off the head being the traditional method of destroying the creatures. Younger vampires perish if they cannot feed; the stake through the heart cuts off the blood supply to the brain, while placing a stone in the creature’s mouth prevents it from eating, both of which starve the brain of blood. Older vampires, though, are so ravenous for blood that it overcomes mere anatomy, and can grow new hearts or new mouths in order to indulge their thirsts.


Theoretically, it’s possible to cure a victim of vampirism by severing the psychic connection to the extra-dimensional demon before the victim dies. The only known way to do this is to present a more attractive candidate within a few hours of initial contact, before the demon has attached itself firmly to its new host. (That’s attractive according to the lights of alien demon horrors with a very warped perspective on humanity, of course; a demon might prefer the mind of serial killer to that of an ordinary bystander).


All vampires are preternaturally resilient, and hard to destroy through injury. Most also have some form of psychic ability – some can control the minds of others, or hypnotise with a glance, or become invisible by blanking the perceptions of those around them. The vampire’s powers grow with age.


Only older vampires are afflicted by sunlight, although strong light does attenuate the vampire’s connection to the demon and blocks the use of some powers.

General Abilities: Aberrance 10, Hand to Hand 8, Health 10, Shooting 8, Weapons 4

Hit Threshold: 4

Alertness Modifier: +1

Stealth Modifier: +2

Damage Modifier: +1 (bite), +0 (fist or kick) or +1 (firearm)

Armour: -1 (tough skin). Vampires who have lost their human form and degenerated into monsters are Rubbery.

Free Powers: Infravision, No Reflection, Spider Climb, Vampiric Strength, Regeneration (regains 1 Health per round, but must spend Aberrance at a one-for-one exchange range to ensure its regenerated flesh appears human-like)

Other Powers: Mental Attack (psychic blast), Magic, Vampiric Speed

Banes: Fire, Garlic, Sunlight, Silver

Blocks: Garlic, Hawthorn

Dreads: Fire

Requirements: Feed


Two forms of warfare dominated the battlefields in the early years of the 21st century.

Drones – remotely piloted vehicles – commoditized the battlefield. Guided by operators hundreds or even thousands of kilometers away, these drones removed the risk of death from battle, while still accomplishing the objectives set by their military – or, later, corporate – superiors.

Insurgents – small bands of irregular but highly trained fighters – could blend into the civilian population, using cities as cover, vanishing into the crowds. With limited numbers and firepower, insurgencies quickly learned to do whatever was necessary to win an asymmetric war – including sacrificing themselves in suicide attacks.  By the middle of the century, a synthesis of these two forms emerged.

Human drones. Corpses, reanimated and augmented by cybernetic implants, and guided by elite teams of remote operators. Anyone could be killed and turned into the perfect weapon, a bespoke killing machine optimized for a particular situation, a particular target.

Ideal, disposable weapons for the shadowy corporate conflicts and geopolitical chaos of the mid-21st century. The operators of these drones reminded themselves that however human their tools seemed, they were just meat machines.


In drone, one player plays the drone – a cybernetically reanimated corpse, memory erased, designed for the mission at hand.

Three other players are the operators – remote console jockeys, there to guide the drone through its assignment, and keep it under control. Both sets of players draw their actions from the same pool of dice, forcing them to work together – and as the game progresses, the dice pool gets tighter and the hostile Gamemaster gets more firepower to throw at them.  It’s a collaborative cyberpunk dystopian psychodrama – with lots of guns.

Status: In playtesting

GenCon’s come and gone, and we picked up a pleasing number of new GUMSHOE customers. Some of them came to the booth with something in mind (“do you guys do that Dracula game?” or “hey, is that the two-player Cthulhu game?” or even “hey, is this the Green Ronin booth?”), but others wanted to try GUMSHOE, but didn’t know which was the right game for them. Here, then, is a breakdown of all the GUMSHOE games currently available.

(Some caveats. I’m only covering core available GUMSHOE games in this article; forthcoming releases like The Yellow King, Swords of the Serpentine or Tales of the Quaesitors may get added later, along with edge cases like Lorefinder or GUMSHOE One2One games. In cases where there are multiple editions, I’m only covering the most recent iteration.)


The number of investigative and general abilities is a good shorthand for how complex the game tends to be. A lot of investigative abilities indicates a granular, technical approach to gathering clues and solving mysteries; a smaller number of abilities suggests a looser style of play. As a rough guide:

Simpler GUMSHOE: Fear Itself, Timewatch

Average GUMSHOE: Esoterrorists, Trail of Cthulhu, Fall of Delta Green

Detailed GUMSHOE: Mutant City Blues, Ashen Stars, Night’s Black Agents

(Bearing in mind that even a complex GUMSHOE game is still rules-light by most standards. Oh, and Fall of Delta Green’s rules are a hybrid of Trail of Cthulhu and Night’s Black Agents, so it’s on the crunchy side of average.)


To break things down by genre, the correlation between horror and investigative games is evident:

Horror Games: Esoterrorists, Fear Itself, Trail of Cthulhu, Night’s Black Agents, Fall of Delta Green

Sci-Fi: Ashen Stars, Timewatch

Superhero Cops: Mutant City Blues


Another way to subdivide GUMSHOE games is to look at what an investigative spend gets you; some GUMSHOE iterations are more generous to the players, letting them add story elements, create non-player characters, and empowering them to come up with unexpected solutions to problems. Other GUMSHOE games seek to preserve the challenge of investigation, and so only give added information or limited fringe benefits when a player makes a spend. To put them on a spectrum…

Constrained Spends: Esoterrorists, Fear itself, Trail of Cthulhu, Mutant City Blues

Empowered Spends: Night’s Black Agents, Ashen Stars, Timewatch, Fall of Delta Green


Some GUMSHOE settings emphasise individual mysteries, resolved in a single game night or two. Others are all about the long game. If you often have players dropping in and out of your game nights, or if you’re committed to an in-depth campaign like The Dracula Dossier, pick your GUMSHOE flavour to suit. (Of course, any GUMSHOE game works for either a one-shot or a long campaign. You can play a Night’s Black Agents one-shot, or a long Esoterrorists campaign like Worldbreaker.)

Mystery-of-the-Week: Esoterrorists, Ashen Stars, Timewatch, Mutant City Blues

Either Works: Trail of Cthulhu, Fear itself, Fall of Delta Green

Long Campaigns Preferred: Night’s Black Agents



You are elite investigators combating the plots of the Esoterrorists, a loose affiliation of occult terrorists intent on tearing the fabric of the world.

Who are the player characters? You play members of the Ordo Veritatis, a secret organisation with the tacit background of the authorities that counters the machinations of the occult terrorists and their inhuman masters beyond the walls of reality.

What do they do in play? Investigate mysteries and thwart the Esoterrorists, then cover up the aftermath. The Esoterrorists use human suffering, surreal horror, engineered paranoia, and summoned monsters to attack humanity’s collective hold on order and sanity. There’s an emphasis on forensics, psychology, monsters born of urban horror and social decay, and chaos. You can rip Esoterror plots right from the headlines, especially these days – Esoterrorists got killer clowns, fake news, bizarre conspiracies and a sense that the world’s spinning out of control.

Quick Pitch: The X-Files if the aliens are the darkest parts of the human psyche

Mechanics: 40 Investigative, (16 Academic, 11 Interpersonal, 13 Technical), 13 General. The optional Esoterrorist Factbook supplement adds expanded combat rules.

It’s set in the same horrific cosmology as Fear Itself; both games are threatened by the Outer Dark, a dimension of horrors who seek to break through into our reality.

Play Esoterrorists if:

  • You want modern day horror, but want to avoid the familiar tropes of the Cthulhu Mythos or vampires
  • You want an episodic, mystery-of-the-week game that’s focussed on the investigations, not the investigators
  • You want the cleanest, purest GUMSHOE experience

Find out more about the Esoterrorists

Fear Itself

Fear itself plunges ordinary people into a disturbing contemporary world of madness and violence —and inexorably draws them into confrontation with creatures of the Outer Dark, a realm of alien menace. GMs can re-create all the shudders and shocks of the horror genre at their table, whether they use the game’s distinctive mythology or one of their own choosing.

Who are the player characters? Ordinary people; in a one-shot, you might play horror-movie stereotypes and cliches. In a longer game, the characters can be more rounded and connected to the setting.

What do they do in play? Try to survive when they run into horrible monsters. Investigate to find a way to kill or escape the monsters, or to find out why they’re being targeted by these horrors. The 2nd edition’s designed to use different rules and assumptions for one-shots, short campaigns and long campaigns, reflecting the different approaches needed for keeping a group of ordinary people involved in ongoing mysteries.

Quick Pitch: The biggest mystery isn’t “what’s going on”, it’s “how do we get out of here alive!?”

Mechanics: 26 Investigative, (8 Academic, 11 Interpersonal, 7 Technical), 15 General

Play Fear Itself if:

  • You want to play ordinary people, or to emulate slasher horror movies
  • You think running away and hiding is as much fun as shooting and fighting
  • You specifically want a one-shot or short campaign
  • You want to tinker under the hood and customise the rules to the players

Find out more about Fear Itself


Trail of Cthulhu

You have to keep the doors to the Outside from swinging open – no matter what the cost in life or sanity. You have to piece together clues from books bound in human skin, from eviscerated corpses covered in ichor, and from inscriptions carved on walls built before humanity evolved. You have to go wherever the answers are, and do what needs to be done to protect humanity. But do you dare to follow … the trail of Cthulhu?

Who are the player characters? Lovecraftian investigators, delving into the mysteries of the Cthulhu Mythos.

What do they do in play? The investigators uncover cosmic horrors and try not to go insane. Trail of Cthulhu’s become known for its innovative campaigns, like Eternal Lies, Bookhounds of London, Dreamhounds of Paris, Cthulhu Apocalypse and The Armitage Files. 

Quick Pitch: Ken Hite’s Call of Cthulhu using GUMSHOE

Mechanics: 38 Investiga(17 Academic, 11 Interpersonal, 10 Technical), 24 General

Play Trail of Cthulhu if:

  • You want the Lovecraftian investigator experience filtered through GUMSHOE
  • You want to play in the dark decade of the 1930s
  • You want lots of support material and prewritten adventures

Find out more about Trail of Cthulhu


Mutant City Blues

Ever since the Sudden Mutation Event, people have been able to fly. Phase through walls. Read minds. Shoot bolts of energy from their fingertips. Walk into dreams. As members of the elite Heightened Crime Investigation Unit, you and your fellow detectives solve crimes involving the city’s mutant community. When a mutant power is used to kill, you catch the case. When it’s a mutant victim in the chalk outline, you get the call. And when it comes time for a fight, you deploy your own extraordinary abilities to even the odds.

Who are the player characters? Police officers assigned to the city’s mutant desk. You can either play super-powered cops, or baseline officers who make up for their lack of mutant powers with their investigative abilities and elite training.

What do they do in play? Solve crimes that involve mutant powers. A key element of investigations is the Quade diagram, a forensic tool that lets the investigators predict what powers a suspect might possess, and the personality quirks associated with those powers. Many adventures involve defusing or deflecting tensions between mutants and non-mutants.

Quick Pitch: Procedural cop show with superpowers!

Mechanics: 40 Investigative, (14 Academic, 12 Interpersonal, 14 Technical), 13 General. In addition, player characters may have mutant powers; there are 15 Investigative powers and nearly 100 General powers, but no player character will have more than a handful of these.

Play Mutant City Blues if:

  • You want to play police officers in the modern day
  • You want to build and explore your own urban setting
  • You want super-powers!

Find out more about Mutant City Blues


Ashen Stars

Out here in the Bleed, you’re the closest thing there is to a higher authority. You’re Licensed Autonomous Zone Effectuators —”lasers” for short. You’re the seasoned freelancers that local leaders call whenever a situation is too tough, too baffling, or simply too weird for them to handle. It’s a dirty job, but it pays. And sometimes, you get to make a difference.

Who are the player characters? You play Lasers – freelance space cops – hired to keep the peace after the interstellar government was forced to retreat in the wake of a catastrophic war.

What do they do in play? Each mission begins with a contract to solve some problem or investigate some crime. Your crew of Lasers has to use their investigative abilities and high-tech gadgets to navigate the dangers and save the day.

Quick Pitch: Imagine an earnest, slightly goofy, post-Star Trek 1970s space cops show – this is the gritty nuBattlestar Galactica reboot of it set in the same universe.

Mechanics: 46 Investigative, (18 Academic, 13 Interpersonal, 15 Technical), 21 General (plus some species-specific abilities). In addition, Ashen Stars has a wealth of special equipment (cyberware, biotech, gadgets), as well as rules for spaceships and naval combat.

Play Ashen Stars if:

  • You want to play in a planet-of-the-week investigative space opera campaign set in a universe that’s both new and reminiscent of classic sci-fi tropes
  • You want spaceships, alien bugs, psychic powers and mysterious ancient civilisation

Find out more about Ashen Stars


Night’s Black Agents

You were a shadowy soldier in those fights, trained to move through the secret world: deniable and deadly.

Then you got out, or you got shut out, or you got burned out. You didn’t come in from the cold. Instead, you found your own entrances into Europe’s clandestine networks of power and crime. You did a few ops, and you asked even fewer questions. Who gave you that job in Prague? Who paid for your silence in that Swiss account? You told yourself it didn’t matter.

It turned out to matter a lot. Because it turned out you were working for vampires.

Vampires exist. What can they do? Who do they own? Where is safe? You don’t know those answers yet. So you’d better start asking questions. You have to trace the bloodsuckers’ operations, penetrate their networks, follow their trail, and target their weak points. Because if you don’t hunt them, they will hunt you. And they will kill you.

Or worse.

Who are the player characters? Burned spies, former criminals, and other high-skilled denizens of the clandestine world

What do they do in play? Investigate criminal conspiracies run by vampires and their minions; hunt down monsters and beat up bad guys until clues fall out.

Quick Pitch: Jason Bourne vs Dracula

Mechanics: 39 Investigative abilities, (14 Academic, 12 Interpersonal, 13 Technical), 21 General abilities. In addition, Night’s Black Agents has expanded combat and action rules for car chases and other spy thriller elements, and rules for building vampires, mapping conspiracies, tracking the bad guys’ responses to the players’ actions, and more!

Play Night’s Black Agents if:

  • You want a game built around taking down a whole network of bad guys – you fight your way up the Conspyramid, from low-level street goons to the vampire overlords who run the world from behind the scenes
  • You want to play bad-ass burned spies with the skills to match
  • You want to play in the modern day and fight more traditional monsters than the weird urban horrors of the Outer Dark

Find out more about Night’s Black Agents



Your band of TimeWatch agents defend the timestream from radioactive cockroaches, psychic velociraptors, and human meddlers. Go back in time to help yourself in a fight, thwart your foes by targeting their ancestors, or gain a vital clue by checking a scroll out from the Library of Alexandria. But watch out for paradoxes that may erase you from existence… or worse.

Who are the player characters? Timewatch agents – individuals plucked from across all of history (and a few alternate timelines) by the mysterious Timewatch organisation. You defend history from meddling and paradoxes.

What do they do in play? Cope with thoroughly weird foes and situations, and overcome challenges with lateral thinking and time travel.

Quick Pitch: History is written by the people with the time machines!

Mechanics: 26 Investigative Abilities, (9 Academic, 9 Interpersonal, 8 Technical), 13 General Abilities.

Play Timewatch if:

  • You want a fast-moving, improv-friendly game that’s a playground for player creativity
  • You want a weird, mismatched, entertaining group of player characters drawn from across time and space
  • You can’t decide which historical period you want to play in, so you’ve gone for ‘all of them’.

Find out more about Timewatch


Fall of Delta Green

As part of the Top Secret DELTA GREEN program within the United States national security apparatus, your Agents fight the horrors of the Mythos. Set in the 1960s, this game traces the history of DELTA GREEN’s original incarnation – before its disastrous fall from grace in the jungles of Vietnam. 

Who are the player characters? DELTA GREEN recruits its Agents primary from the military, law enforcement and intelligence communities. Most characters are former or serving military, and must balance their official duties, their secret work for DELTA GREEN, and their own personal lives to stay sane.

What do they do in play? Investigate and destroy unimaginable alien threats  – by any means necessary, and at any cost.

Quick Pitch: Apocalypse Now meets the Mythos or True Detective in 1968.

Mechanics: 39 Investigative Abilities, (13 Academic, 11 Interpersonal, 14 Technical), 19 General Abilities.

Play Fall of Delta Green if:

  • You want games that draw on the wealth of historical resources and weirdness associated with the turbulent ’60s.
  • You want a Cthulhu Mythos game where the player characters are part of an organisation
  • You want to watch your characters to spiral down into despair, madness or self-destruction.



To a season of political and social upheaval was added a strange and brooding apprehension of hideous physical danger; a danger widespread and all-embracing, such a danger as may be imagined only in the most terrible phantasms of the night. 

– Nyarlathotep

The lurid heightened reality of Cthulhu City, with its gasmasked police, impossible skyscrapers, mad scientists and hordes of cultists works perfectly for a masked-vigilantes vs the Mythos campaign. In this setup, each of the player characters is a pulp hero, possessed of either astounding physical and mental fortitude or some supernatural talent that gives them an edge in the battle against the city’s horrors. Choose one of the following options:

  • Action Hero: +15 build points for general abilities
  • Expert: +5 investigative ability points
  • Supernatural Gift: Either convert the psychic abilities over from Fear Itself 2nd Edition, or work with your Keeper to come up with a suitable weird talent like invisibility, precognition, the power to pierce supernatural disguises, a telepathic bond with a deity, a stolen Yithian gadget or two…

Each character has a lair or hideout of some sort, located in a district you’re familiar with. Players can pool together for more elaborate secret hideouts, like stately mansions or fathomless caves with magical defences against discovery or the Mythos. Players are also encouraged to use the Organising Resistance rules (p. 48) to build networks of informants and allies. (A generous Keeper might even let a player invest some build points in such a network at the start of the campaign.)

Some of the existing characters in Cthulhu City already work perfectly in this paradigm:

  • Renegade Transport Policeman Miles Grieg (p. 66) retains his human sanity – if not, entirely, his human form – and fights against his former colleagues using their own sinister weapons against them. He is… The Watchman!
  • Elizabeth Venner (p. 80) might turn her gifts of ophidian hypnosis and witchcraft towards fighting crime and the Mythos. By night, she wears the mask of… the Serpent Woman!
  • Professor Armitage (p. 92), exiled from the university he loved, might seek his revenge from the sewers and ghoul-tunnels where he keeps his laboratory. Armed with occult lore and stolen sorcery, he is… Ibn-Ghazi!
  • Thomas Kearney (p. 163), his soul set afire by the Colour, could wield this alien radiation as a weapon. He may glow with the nameless Colour Out Of Space, but he calls himself… the Green Flash!
  • Tallis Martin (p. 177) needs only a few more points in Athletics and Scuffling to go full-on two-fisted archaeologist. She’s the Adventuress!
  • Charlie Zhang (p. 198) is already called out as a possible vigilante hero battling the forces of darkness – and his own destiny as architect of the Cruel Empire to come. He is the Master of Tsan Chan!

The Suspicion rules adapt neatly to a masked-hero campaign. Suspicion accrues to the group of masked heroes, not to their civilian secret identities. The city police have no idea that the Serpent Woman is secretly the alter ego of society heiress Elizabeth Venner, or that Thomas Kearney puts aside his overalls and dons the mask of the Green Flash – but the Serpent Woman and the Green Flash have a high Suspicion score, with all the penalties and problems that entails (p. 23). At the start of each adventure, the Keeper rolls a d6; if the result is equal to or lower than the group’s Suspicion score, then there’s a risk in this adventure that one of the investigators will be unmasked, or there’ll be a perilous cross-over between their secret identity and their actions as a Mythos-fighting hero (“oh no, my aunt Gertrude’s about to be sacrificed by the Cthulhu cult! If I rush up and free her from the altar, she might recognize me!”)

Little else needs to be changed – the monsters, cults, sinister masters and malignant forces of the city work as foils for a group of vigilantes. After all, a city ruled by monsters needs whatever heroes it can get…



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