The advent of some mutant abilities has created whole new categories of criminality, while other powers are covered by existing laws. It’s still aggravated assault with a deadly weapon if you threaten someone with a sharp blade, even if you grew that blade yourself using your Natural Weapons ability. Some of the more obscure legal interactions that might crop up in your Mutant City Blues campaign…

The use of the Cognition power is treated as card-counting in Mutant City casinos; it’s not technically illegal, but those known to possess the power are banned by the casino owners and forcibly ejected if found to be gambling.

Of all the Command powers, Command Insects is the most likely to cause serious property damage or degrade the ecology of the local area. A common use of the power is the so-called ‘Pied Piper’ effect – instead of spraying a structure for termites or other insects, a mutant can just compel the insects to leave. Practising this form of extermination commercially requires a licence, and proof that the mutant has somewhere to safely dispose of the insects.

Using Earth Control’s earthquake ability is a legal nightmare, exposing the user to endless suits for damage to property. Earthquake-hit structures must be thoroughly examined by a qualified engineer to ensure they are still sound.

Illusion is a tricky power when it comes to the law. Many uses of illusion fall under existing laws covering fraud, deception, intimidation and so forth – there’s no difference, legally, between conjuring an illusion of a monster, and putting on a monster costume to scare someone. However, as illusions leave no traces or physical evidence, it makes proving a crime considerably harder. Attempts to have non-consensual, non-declared illusions deemed illegal have foundered in the courts, and there’s a growing number of professional illusionists who use their abilities for quasi-legal activities like providing alibis (‘six witnesses saw my client drinking in the bar when the prosecution claims he was robbing the house’).

Plants under Plant Control count as tools or weapons, so using a plant to entangle someone counts as assault even if you never lay a finger on them. That said, it can difficult to conclusively prove that a particular plant controller was commanding a particular plant, leading to the trope of the ‘Mad Gardener’, a hypothetical plant controller who wanders around Mutant City controlling plants at random, and who just happened to be passing when the defendant was alleged to have used the same power.

Reduce Temperature can result in reckless endangerment charges if the mutant uses the ability in an enclosed space with others present.

Speed limits do not apply to runners or cyclists, so the Speed power is not restricted. However, using Speed in highly trafficked areas may result in charges for jaywalking.

Webbing counts as littering.

Both Paris and The Wars feature General Kits: prepackaged sets of General Ability scores, so a player can just grab a General Kit, pair it with an Investigative Kit, and quickly come up with a character’s ability ratings. The other two settings, Aftermath and This Is Normal Now don’t include General Kits, on the assumption that by the time the average Yellow King campaign reaches the third or fourth sequence, the players are familiar enough with the rules to dispense with them.

However, if you’re running a one-shot in either setting, or you need an extra character in a hurry, or (and I speak from deep personal experience) your players are astoundingly lazy, here are some quick General Kits for Aftermath and This Is Normal Now.

In both cases, they’re designed for Horror, not Occult Adventure.

Aftermath

If you’re playing in Occult Adventure style, then add 2 points to Composure, Fighting and Insurgency in each kit.

Agitator

You inspired people to rise up against the Castaigne regime with speeches, essays, and acts of public defiance.

Athletics 1

Composure 6

Driving 1

Fighting 2

First Aid 0

Health 4

Insurgency 6

Mechanics 6

Morale 6

Network 6

Politics 6

Preparedness 0

Sense Trouble 1

Sneaking 1

 

Bruiser

You took the fighting to the streets, battling the Castaignes and their monsters and lackeys up close.

Athletics 4

Composure 6

Driving 2

Fighting 6

First Aid 2

Health 6

Insurgency 4

Mechanics 0

Morale 2

Network 4

Politics 2

Preparedness 2

Sense Trouble 4

Sneaking 2

 

Cell Leader

You were an organiser and co-ordinator during the insurgency, planning attacks to destabilise the regime.

Athletics 2

Composure 6

Driving 2

Fighting 4

First Aid 2

Health 2

Insurgency 6

Mechanics 2

Morale 4

Network 6

Politics 6

Preparedness 2

Sense Trouble 1

Sneaking 1

 

Fixer

You knew how to get things done, how to find necessities on the black market, how to scrounge and survive long enough to bring the regime down.

Athletics 2

Composure 6

Driving 4

Fighting 2

First Aid 6

Health 4

Insurgency 3

Mechanics 6

Morale 0

Network 2

Politics 3

Preparedness 6

Sense Trouble 1

Sneaking 1

 

Ghost

They never caught you. They never even suspected you, until it was too late. You struck from the shadows, terrorising the monsters like they terrorised ordinary people.

Athletics 4

Composure 8

Driving 2

Fighting 4

First Aid 0

Health 6

Insurgency 4

Mechanics 2

Morale 0

Network 0

Politics 2

Preparedness 2

Sense Trouble 6

Sneaking 6

 

Mask-Wearer

You concealed your true intentions beneath a mask of flesh, and hid your support for the insurgency from your superiors in the regime. You held a position of influence or importance in the Castaigne apparatus – until you finally revealed yourself to be an insurgent.

Athletics 2

Composure 8

Driving 4

Fighting 2

First Aid 0

Health 4

Insurgency 4

Mechanics 0

Morale 2

Network 4

Politics 6

Preparedness 2

Sense Trouble 4

Sneaking 4

 

Saboteur

You struck against the regime with carefully targeted acts of sabotage and destruction.

Athletics 2

Composure 6

Driving 2

Fighting 4

First Aid 0

Health 4

Insurgency 8

Mechanics 6

Morale 2

Network 2

Politics 2

Preparedness 4

Sense Trouble 2

Sneaking 2

 

Smuggler

You ran the ratlines and the underground supply chain, smuggling weapons or vital information or even people past the regime’s security checkpoints.

Athletics 6

Composure 6

Driving 4

Fighting 2

First Aid 0

Health 4

Insurgency 4

Mechanics 4

Morale 0

Network 4

Politics 2

Preparedness 4

Sense Trouble 2

Sneaking 4

 

Wheelman

You were a getaway driver, escaping Castaigne pursuers on the highways of America.

Athletics 2

Composure 6

Driving 8

Fighting 4

First Aid 0

Health 4

Insurgency 2

Mechanics 4

Morale 2

Network 4

Politics 4

Preparedness 2

Sense Trouble 2

Sneaking 2

 

This Is Normal Now

If you’re playing in Occult Adventure style, then add 2 points to Fighting and Health in each kit.

 

Gym Enthusiast

You have capital-O Opinions about Crossfit.

Athletics 6

Composure 8

Driving 2

Fighting  4

First Aid 2

Health 6

Mechanics 4

Preparedness 2

Sense Trouble  2

Sneaking 0

 

Haunter of the Coffee Shop

Or the bar. You like to chat and make connections.

Athletics 4

Composure 7

Driving 2

Fighting  2

First Aid 2

Health 4

Mechanics 2

Preparedness 4

Sense Trouble  5

Sneaking 4

 

Handy with a Drill

You’ve got a toolbox full of bits and pieces, and a workspace full of unfinished projects.

Athletics 4

Composure 9

Driving 2

Fighting  3

First Aid 2

Health 4

Mechanics 6

Preparedness 6

Sense Trouble  0

Sneaking 0

 

Gets Into Trouble

Maybe you don’t mean to get into scraps. Maybe you go looking for fights. Either way, you’ve seen more than your share of trouble.

Athletics 6

Composure 7

Driving 2

Fighting  6

First Aid 0

Health 5

Mechanics 2

Preparedness 2

Sense Trouble  1

Sneaking 5

 

Petrol Head

You’ve got a car, and are very enthusiastic about this. You probably make some extra cash on the side using a rideshare app.

Athletics 2

Composure 8

Driving 8

Fighting  2

First Aid 0

Health 4

Mechanics 6

Preparedness 2

Sense Trouble  2

Sneaking 2

 

Way Too Online

Distressing Notification: Your screentime exceeded 24 hours/day for most of the last week.

Athletics 2

Composure 7

Driving 2

Fighting  2

First Aid 4

Health 4

Mechanics 3

Preparedness 5

Sense Trouble  4

Sneaking 3

 

Good In A Crisis

When someone has a breakdown or a breakup, you’re the one they call.

Athletics 2

Composure 9

Driving 2

Fighting  3

First Aid 7

Health 4

Mechanics 2

Preparedness 5

Sense Trouble  2

Sneaking 0

 

Runner-Up All Rounder

You’re pretty ok at most things, but don’t stand out in any field. Quiet competence, it’s the way to go.

Athletics 4

Composure 7

Driving 3

Fighting  4

First Aid 2

Health 4

Mechanics 3

Preparedness 3

Sense Trouble  3

Sneaking 3

 

 

The Zone Jaune is a region in north-eastern Europe that was deemed “inhospitable to human life” in the wake of the Continental War. The widespread deployment of Carcosan ‘yellow science’, not to mention conventional artillery and chemical weapons, rendered the region – some 2,000 square kilometres of forest and former farmland – utterly hostile and unable. “Damage to properties: 100%. Damage to agriculture: 100%. Damage to reality: unmeasurable. Impossible to endure,” reads one report, written shortly after the end of the war.

The French government established the cordon around the Zone Jaune within a month of the ceasefire. In the years that followed, several nations bordering the zone unofficially began using the area as a dumping ground for left-over munitions and Carcosan technologies. Whole battalions of stalkers were driven into the woods and abandoned, their legs broken on steel hedgehogs (some accounts use the term ‘herded’, implying that there may be some truth to the tales of some stalkers developing a degree of self-awareness and independent action). Dragonflies and other aerial vehicles were packed with Carcosan technology and crashed deep in the zone. Darker stories tell of convoys of trucks and special trains loaded with ‘livestock’ that were driven into the Zone Jaune and left there.

Today, the Zone’s surrounded by many miles of barbed-wire fences and ditches. Entry into the Zone is forbidden; nature has been allowed to reclaim the land within, although it’s debatable which nature holds sway in that yellow wood – the French government insists that any unusual plant species are the result of toxic chemicals and not invasion from Carcosa. Farmers bordering the Zone often dig up munitions and other remains, including ‘biological matter’; these are collected by a special division of the French military, CEOM, for safe disposal. CEOM also monitors the ‘deep zone’ – there are observation towers within the forest, accessible by long roads that cut through the haunted woods.

Encounters in the Zone Jaune

  • Sacrifice Villages: Abandoned rural villages, now ruined. Some were abandoned before the war; others were evacuated when the Zone Jaune was established. Full exorcisms were carried out where feasible, but many hauntings have been logged by CEOM patrols.
  • Unexploded Munitions: The landscape of the Zone is littered with millions of tons of artillery shells, mines, dumped tanks of chemical weapons, toxic occult waste and other hazards – all hidden beneath the undergrowth. One false step can prove instantly lethal.
  • Damaged Places: Reality has suffered considerable damage here. The Zone Jaune is riddled with natural portals to other worlds – primarily Carcosa, but it’s possible to slip from one version of Earth to another if you know the right path through the woods.
  • Hunters: Nature has reclaimed the zone – it’s full of wild animals, including bears, deer, wolves and gravegrinders. Hunters and poachers slip past CEOM patrols to bag a trophy  – and Carcosan entities hunt the hunters and steal faces so they can escape the Zone undetected.
  • CEOM Patrols: On the borders, CEOM turns trespassers away with little more than a slap on the wrist. A foolish tourist or would-be hunter gets arrested, dragged off to a holding facility, and then given a fine and a lecture by a very angry officer before being released. Deeper in the woods, away from cameras and prying eyes, CEOM shoots intruders on sight.  
  • Scavengers: There’s a brisk trade in what’s euphemistically called ‘scrap metal’ from the Zone. Intact Carcosan relics and the remnants of Science Jaune grimoires are especially sought after. Scavenger teams enter the Zone disguised as hunters – or bribe CEOM guards for priority access.
  • Mustard Fog: The most infamous of the Zone’s hazards, mustard fog is a toxic stew of poison gas leeched from rotting artillery shells, mixed with lingering magic. Survivors speak of hearing hauntingly beautiful music and seeing strange lights in the fog, as if there was some enchanted ball going on just on the other side of the fog bank – just before they vomited up their liquified lungs and died. Other accounts claim to have seen huge animals like flying whales moving through the yellow mist.
  • Active Machines: Abandoned stalkers, dragonflies and other machines of war sometimes spark into life within the zone, dragging their broken metal bodies through the underbrush until whatever surge of occult energy that activated them passes once more.
  • Zone Natives:  Warspawn and other Carcosan entities can survive within the Zone, even as the influence of Carcosa fades outside.

Using the Zone Jaune

  • In The Wars: While the official Zone was only established after the war, the region that became the Zone was blasted by occult weapons when the fighting was still ongoing – and had already acquired a reputation as a lethal assignment. Units sent to the Zone never return.
    In Aftermath: Castaigne survivors in search of Carcosan energies flee overseas to France, bringing matters of international diplomacy and extradimensional extradition to the table in post-regime politics.
    Alternate Aftermaths: Instead of playing revolutionaries in a post-Castaigne New York, you’re playing the leaders of a small town on the edge of the Zone. Some of you are veterans, some are the next generation, growing up in a world where the horrors of Carcosa and the Continental War are fading memories. The town strives towards normality and a new beginning, but the scars of the war still linger – and the council must balance mundane municipal duties with supporting the needs of the local CEOM garrison.
  • The Wood Between The Worlds: The war blew holes in reality in the Zone; characters trying to slip from one reality to another – like, say, This Is Normal Now investigators trying to loop back to Paris – might travel to France and enter the woods. Just keep walking until the fog turns yellow…

 


The Yellow King Roleplaying Game takes you on a brain-bending spiral through multiple selves and timelines, pitting characters against the reality-altering horror of The King in Yellow. When read, this suppressed play invites madness, and remolds our world into a colony of the alien planet Carcosa. Four core books, served up together in a beautiful slipcase, confront layers with an epic journey into horror in four alternate-reality settings: Belle Epoque Paris, The Wars, Aftermath, and This Is Normal Now. Purchase The Yellow King Roleplaying Game in print and PDF at the Pelgrane Shop.

April 30th rolls ‘round again, season of doors and frightful manifestations. You may know it as Walpurgisnacht, the Witches’ Sabbath – at least according to poor Walter Gilman, the ill-fated protagonist of Dreams in the Witch House.

Now he was praying because the Witches’ Sabbath was drawing near. May-Eve was Walpurgis-Night, when hell’s blackest evil roamed the earth and all the slaves of Satan gathered for nameless rites and deeds. It was always a very bad time in Arkham, even though the fine folks up in Miskatonic Avenue and High and Saltonstall Streets pretended to know nothing about it. There would be bad doings—and a child or two would probably be missing. Joe knew about such things, for his grandmother in the old country had heard tales from her grandmother. It was wise to pray and count one’s beads at this season.

It’s certainly a potent date in Mythos terms, a time when the Old Ones are uncomfortably close at hand, a night for rituals and bonfires. In Germany, for example, it’s Hexennacht, and one’s supposed to dress as a witch and make noises to keep real witches and evil spirits away. Old Keziah Mason isn’t the only one abroad that night – Wilbur Whateley and his brother were conceived on the night of April 30th, and it’s also one of the two nights when the folk of Innsmouth were obliged to offer sacrifices to their Deep One allies, or so Zadok Allen tells us. Perhaps other entities can also use the doors of Walpurgnisnacht to move between the spheres – it’s in May that Professor Peaslee is taken by the Great Race of Yith, and he begins to have cogent dreams about his abduction in the same month a few years later.

A few other Lovecraftian dates:

  • February 2nd – The Feast of the Presentation, also known as Candlemas, “which the folk of Dunwich observe by another name”. It’s the date of Wilbur Whateley’s birth; also the Roman feast of Lupercalia, with its associations of fertility and beasts.
  • February 28th – The anniversary of the rise of R’lyeh in 1925. Presumably, as the orbit of the Earth around the sun brings our world back to roughly the same star-configuration, it might be possible for Great Cthulhu’s call to be heard more clearly on this auspicious date.
  • August 1st – Lammas Night, a festival celebrating the harvest. Also the night on which old Wizard Whateley passed away. Did he linger long enough to find some door into the outer sphere, where the whippoorwills couldn’t catch him?
  • October 31st – All Hallows’ Eve: Obviously, lots of spooky connections here. Notably in the Mythos, it’s the other date that the Innsmouth sacrifices are made. Wilbur Whateley makes cryptic expeditions into the hills on this date, too.
  • December 21st – Yuletide, “Yuletide, that men call Christmas though they know in their hearts it is older than Bethlehem and Babylon, older than Memphis and mankind,” as The Festival puts it.

 

Festivals in Your Games

Tying events to a particular anniversary can be a handy trick in a Trail of Cthulhu scenario. The classic is “the cult’s summoning ritual can only be performed on Lammas Night” or whatever seasonally appropriate date you prefer, giving the investigators a hard deadline – if they don’t thwart the cult before then, the world is doomed. Another option is to use a festival as the inciting event for the scenario – if the killings start on May 2nd, then maybe something crept through into our reality when the veil was thin on Walpurgnisnacht, and now it’s up to the investigators to track it down. You can also use a seasonal ‘window’ for a survival-horror game, where the challenge is simply escaping the monster until the date changes and the stars are no longer right. Maybe a bunch of investigators in the wilderness run into Ithaqua on the Yuletide, and need to survive until dawn on December 22nd. Astronomy or Occult Studies can clue investigators in to the celestial connotations of a date.

Finally, don’t neglect obscure festivals and feast-days as inspiration. The Wikipedia page for a particular day is a great tool for bisociation – for example, a quick scroll of the April 30th page gives us both Operation MINCEMEAT and St. Adjutor, the patron saint of boaters and the drowned. What else did the Seraph dump in the sea on Walpurgisnacht? In whose name did she make offerings?

(For context, see the Reality Hacks rules).

Interpersonal Hacks

The Truth Will Out (Bullshit Detector): The target of this hack become violently, explosively ill should they attempt to utter a lie. If the victim’s lucky, it’s just vomiting. The hack’s effects last for a few minutes.

Carbon Ghost (Bureaucracy): Given a set of personal documents and a supply of paper, this hack creates a sort of hollow paper golem. The golem’s physically fragile and cannot fight, but it can carry out simple tasks at the command of the hacker. Furthermore, the golem has fragmentary memories drawn from those of the owner of the personal documents. So, get hold of an Esoterrorist’s passport, conjure a golem, and tell it to go to the Esoterrorist’s home, and follow the shambling thing before a light breeze destroys it.

G-Man (Cop Talk): This hack convinces reality that the Ordo Veritatis Agent is a government agent, a Man in Black. It gives a 6-point Preparedness pool for equipment that a sinister government agent might possess – bugging devices, government IDs, earpiece microphones, dark shades, lethal syringes and the like.

Self-Belief (Flattery): Tell the target of this hack they’re good at something, and they gain a 6-point pool in the matching ability. (“You’re really strong=6 points of Athletics”). The target must be unaware they’re being hacked, and the pool vanishes instantly if the target learns they’ve been unnaturally augmented.

 Dream Suggestion (Flirting): The target of this hack becomes aware of the hacker – they dream about them, they can’t stop thinking about them, everything reminds them of the hacker. There’s no guarantee that the target’s feelings are in any way positive, but they’ll certainly attach some degree of importance or emotional weight to any interactions with the hacker. The effect lasts for two or three days.

 Face Change (Impersonate): The hacker’s facial appearance changes to match the person or type they’re impersonating. This isn’t (completely) a physical change – it’s more that people retain a different memory of the hacker’s face. (That said, repeated use of the spell causes physical features and even memories to bleed over).

 Imprison (Interrogation): The target of the hack is rendered unable to move after an interrogation session. They’re psychically compelled to stay in place for at least eight hours. So, interview a suspect in a diner, and they’re stuck in the booth for the rest of the day (better pray they used the bathroom first). For the hack to work, the hacker has to use regular mundane Interrogation on the target before attempting the hack.

 Thing of Terror (Intimidation): This hack works just like Manifest Fear (the Forensic Psychology hack), giving both hacker and target a momentary glimpse of the target’s fears. The difference is that Manifest Fear dredges up their most deep-seated, personal fears and doubts, whereas Thing of Terror flashes their immediate, present concerns. Cast Manifest Fear on a criminal goon, and you get the fear of dying of cancer like his mother did. Cast Thing of Terror, and you learn he’s worried about the Russian mafia shooting him dead in the street.

 Occult Bargain (Negotiation): Draws the attention of a Mystery Man. Basically, the equivalent of putting up a sign reading ‘THIS SOUL FOR SALE’.

 This Is Normal Now (Reassurance): The target briefly accepts everything as normal, mundane and quite unremarkable, no matter how bizarre or traumatic the situation would normally appear. While it provides instant calm, it can make questioning the subject a frustrating experience. (Q: Did you see anything strange earlier? A: No. Q: Who else was in the room? A: Oh, just a nine-foot tall creature made of cockroaches, wearing a skull mask and carrying a dagger in each of its six arms.)

Streetwarp (Streetwise): This hack works similarly to the Spacewarp hack for Architecture, allowing the hacker to bend space by connecting two disparate streets in the same neighbourhood. The hack only works in built-up areas.

(For context, see the Reality Hacks rules.)

Technical Hacks

See The Membrane (Astronomy): This hack enables the Agent to judge local Membrane conditions by observing the stars. The Agent can tell how strong the Membrane is, and the safest direction back to ‘normal’ reality.

Magic Bullet (Ballistics): Activate this hack after missing with a Firearms attack, and spend enough Firearms points to make up the difference between your original rest and the target’s Hit Threshold.

Preservation Vat (Chemistry): Some chemical reactions only work in the Outer Dark. This hack allows the Agent to brew up a clear, viscous gel from common household chemicals. Living tissue submerged in the gel is preserved and doesn’t decay – or die. Stick a decapitated head or evil monster hand in there, and it’ll stay alive.

EVP (Cryptography): By means of this hack, the Agent is able to extract information from random noise. Static on a television or radio is the usual source, but analysing large amounts of numerical data also works. Information garnered in this fashion is not necessarily useful – you’re dependent on what the local ghosts want to talk about.

File Corruption (Data Retrieval): This is close to a literal hack – applied to an electronic storage device, it warps the stored data. The incantation doesn’t affect the functioning of the device, but does change whatever human-orientated information is stored on it. So, apply it to a security camera, and the camera now stores weird, distorted images and no faces can be made out. Apply it to an airline booking database, and suddenly a host of non-existent people have bookings on the plane. The hack’s best used for covering your tracks – instead of deleting data during the Veil-Out, you can just warp it.

Coffee Ghost (Document Analysis): You know how old documents have rings on them left by carelessly placed coffee cups of yesteryear. Well, this hack lets you taste that coffee. Do the mojo, and your mouth fills with the taste of ancient coffee. Or tea. Or whatever beverage stained the document. Look, these are unreliable hacks of a universe collapsing into darkness and suffering – they can’t all be useful.

Ghost Hunter (Electronic Surveillance): Enchants a camera or other surveillance device for one scene to detect invisible entities.

Psychometry (Evidence Collection): Gives the hacker a brief psychic flash of the strongest emotion connected with a particular object. Caution is recommended when using this hack; the emotions of ODEs can have severely deleterious effects on human sanity.

Reality Burn (Explosive Devices): Enchants an explosive device. The upside – the explosion now affects ghosts and other spiritual entities that would normally ignore a blast. The downside – the Membrane’s technically a spiritual entity. Using this hack to deal with a threat isn’t so much going from the frying pan to the fire, to burning a hole in the frying pan and setting the kitchen on fire. Still, needs must sometimes…

The Touch (Fingerprinting): Touch a fingerprint and use this hack – and for the rest of the scene, you’ve got the fingerprints (and other biological evidence, like skin flakes or secretions) of the person whose fingerprint you touched.

Dead Speak (Forensic Anthropology): Your classic Speak With Dead spell. Lets you converse with a corpse. Best used a short time after death – a corpse in a low-Membrane zone has a high probability of getting taken over by the Outer Dark equivalent of a hermit crab.

Parasitic Wasp (Forensic Entomology): Summons a parasitic wasp from the Outer Dark to inhabit a human host. The wasp isn’t under your control – but you can use this spell to eliminate a dangerous Esoterrorist or a corrupt pawn, as the wasp has its own agenda and will quickly take itself and its new host body out of the area.

Kirlian Photography (Photography): Enchants a camera to pick up on human auras, letting you spot possessed individuals or disguised monsters.

The Ordo Veritatis works to thwart the ghastly schemes of the Esoterrorists, who seek to undermine humanity’s sense of a rational, secure universe by playing on our fears and paranoias until reality collapses and the Membrane protecting us from the forces of the Outer Dark is forever torn. The Esoterrorists believe that destroying the Membrane will give them the ability to work magic, but this power comes at a terrible, unthinkable price in suffering and horror. Fighting the Esoterrorists is, unquestionably, a moral act… so, therefore, using the tools of the Esoterrorists would be acceptable, right?

These techniques are not part of Ordo Veritatis training. They may be learned in the field, through interrogating captured enemy operatives or through study of Esoterrorist techniques. They’re passed around, too, by veteran Ordo investigators – unofficially, quietly, and with the greatest of care. They’re a dirty little secret among those who’ve looked into the abyss, and who know that no

Any use of Esoterrorist magic is utterly against the credo of the order, and any operatives who demonstrate knowledge of these techniques will face sanction.

These techniques, called Reality Hacks, only work in places where the Membrane has been severely weakened by Esoterrorist activity – and using a hack will further weaken the barrier, permitting more horrors from the Outer Dark access to our reality.

Learning Hacks

Each Hack corresponds to an investigative ability. The Agent must have at least one point in that ability to learn the hack.

Each Hack must be learned separately at the cost of 2 Experience points.

Using A Reality Hack

To use a Hack, the Agent spends one point from the investigative ability, and makes a Stability test (Difficulty 4, +1 per Hack previously used in this adventure). If the Stability test fails, the hack further weakens the membrane in the local area, possibly letting in more entities from outside.

Some hacks require a target; usually, the target must be within a short distance of the caster – er, investigator, not caster. These aren’t spells. OV agents don’t use magic. Optionally, spending more investigative points lets the investigator work the hack at a greater distance or using sympathetic techniques.

Powerful Esoterrorists are immune to hacks, as are most Creatures of Unremitting Horror.

Hacks only work in places where the Membrane has already been considerably weakened.

Academic Hacks

Interpersonal Hacks 

Technical Hacks 

 


The Esoterrorists are occult terrorists intent on tearing the fabric of the world – and you play elite investigators out to stop them. This is the game that revolutionized investigative RPGs by ensuring that players are never deprived of the crucial clues they need to move the story forward. Purchase The Esoterrorists in print and PDF at the Pelgrane Shop.

 

(For context, see the Reality Hacking rules)

Academic Hacks

Primal Hunter (Anthropology): You gain a 6-point Scuffling pool for the next scene, but you can only use this pool when armed with melee weapons you have made yourself. A sharpened stick or just a nicely balanced stone works. You deal +1 damage with these primal weapons.

Inter (Archaeology): Instantly disposes of a human corpse. The corpse reappears nearby in a hitherto undiscovered grave, as if it had been buried there for centuries or even longer, with a corresponding degree of decay. So, use it to clean up your hotel room after defeating an Esoterrorist assassin, and some poor future archaeologist will have to work out why there’s a 21st-century knife in a grave that’s clearly from the Hohokam culture of 1400 years ago.

Spacewarp (Architecture): Connect two doors in the same building for one round, regardless of the intervening space.

Exquisite, Isn’t It? (Art History): Convince an onlooker that an event or object should be regarded as an abstract sculpture or a piece of performance theatre; as long as everyone else in the scene plays along with the charade, the target’s unable to critically engage with the subject of the illusion. (“Oh, you’ve just murdered that guy… but it’s ok, this is guerrilla street theatre!)

Debtor’s Prison (Forensic Accounting): The target of this hack becomes unable to distinguish relative values of money for the rest of the scene. They can be convinced that a dollar is worth a huge amount, or that it’s perfectly reasonable to let someone borrow fifty thousand bucks for a cup of coffee.

Manifest Fear (Forensic Psychology): The investigator conjures a brief, haunting image of the target’s most deep-seated fear. Both investigator and target glimpse the shadow, but it vanishes so quickly that only a few details can be made out before it disappears.

T’lon! (History): Inserts an entry of your choice into the next reference book or website the target consults. This entry doesn’t have to relate to history – you could warp someone’s internet search for the nearest taxi company. Anytime they look to an authoritative source for some supposedly neutral and universally accepted information, you’re there.

Word of Babel (Languages): For the rest of the scene, the player characters become able to communicate in a unique language known only to them. Outsiders may assume they’re speaking a rare language like Basque.

Freeman on the Land (Law): The target of the hack loses the ability to disentangle or dismiss legal arguments. As long as the Agent can make some sort of legal-sounding justification, the target is compelled to assume the Agent’s baloney is correct (“you can’t arrest me, officer – you’re not a tugboat! I have a birth certificate, therefore a berth, therefore I’m a ship!”)

Imperative Command (Linguistics): This hack turns a piece of text – no more than four words long – into an imperative command that must be obeyed. For example, zapping a ‘quiet please’ sign in a library would render anyone who reads it temporarily speechless; enchanting a stop sign would force anyone who sees it to stop dead in their tracks. Those afflicted by the hack can ignore the command with an effort of will, but that takes a moment of focussed concentration.

Cryptid (Natural History): This hack transforms an animal into a cryptid monster, making it bigger, more aggressive, and empowering it with supernatural abilities. The hacker has no control over the effects of the spell or the behaviour of the animal; it’s something of a wild shot. Still, it’s generally true that a conjured cryptid will attack the nearest prey.

Demon Summoning (Occult Studies): This isn’t so much a hack as it is focussed Esoterrorism – the hacker deliberately invites a Creature of Unremitting Horror to enter our reality. There’s no guarantee what, if anything, this hack conjures, although the hacker can shape the desired result by providing the ODE (Outer Dark Entity) with a suitable host body or conditions for forming one. (If you want a Torture Dog, then perform this hack in a toolshed with the body of a dead dog.)

Special Means of Dispatch (Pathology): This hack instantly heals a Seriously Wounded or Dying Agent. The downside – the Agent is now permanently connected to the Outer Dark, and is ‘alive’ only as long the connection’s maintained. The Agent cannot survive for more than a few hours in areas where the Membrane is intact. Furthermore, when the hack is performed, the hacker must specify a means of dispatch that can be used to kill the resurrected investigator; the amount of Health restored is inversely proportional to the difficulty of this means of dispatch. (So, “you die instantly if hit by a silver bullet” might be generous enough to fully restore the Agent’s health, whereas “you die instantly if hit by a silver bullet, engraved with the secret pet name your lover uses for you, and only on your wedding anniversary”) is restrictive enough that the Agent might only be healed to 1 Health.

An Agent can only benefit from this hack once.

Rabbit Hole (Research): If used as part of a regular Research attempt (visiting a library, a thorough internet search), the hacker finds themselves going down odd and seemingly irrelevant lines of research. You start off looking for property records about an old house, and end up looking at 17th century French wallpaper or obscure types of heirloom apples or how shipping containers were invented. This obscure line of research will show up again later in the investigation, and will be connected somehow to a person or object of interest – but there’s no guarantee how or where this will happen. For example, the Agents might later meet a bunch of suspects, one of whom happens to be eating an apple from the local farmer’s market. There’s no rational reason why that should be significant, but that’s Esoterrorist magic for you.

Menard Technique (Textual Analysis): When reading a piece of text, the hacker’s consciousness mingles with that of the writer, pushing the hacker into a state of mind where they could have written the text. This may give useful insights into the thoughts and state of the original writer; it may equally drive the hacker into modes of Esoterrorist thought from which there is no return.

Approximate Knowledge of Many Things (Trivia): This hack allows the hacker to sort of vaguely answer one question; the answer is correct but not necessarily useful or actionable. At best, it can give a direction or rough location for further investigation (“where’s the ritual site?” “Uh, by a laundromat”). Trying to pin down the magic by asking an extremely specific question (“of the following list of laundromats, which is the closest to the ritual site in terms of spatial distance in a straight line”) short-circuits the hack, weakening the Membrane without providing useful information.


The Esoterrorists are occult terrorists intent on tearing the fabric of the world – and you play elite investigators out to stop them. This is the game that revolutionized investigative RPGs by ensuring that players are never deprived of the crucial clues they need to move the story forward. Purchase The Esoterrorists in print and PDF at the Pelgrane Shop.

claw demonBoth Trail of Cthulhu and Fear Itself feature protagonists who are comparatively (or cosmically!) feeble compared to the foes they encounter. By no coincidence whatsoever, both games also incorporate the Fleeing ability, an ability that’s used only for running away.

To make Fleeing a bit more complex and combat-like, here are some optional expanded Fleeing rules, drawing on the Thriller Chases of Night’s Black Agents.

Escape or Capture

The aim of a chase is to win three contests in a row. If a runner gets three wins in a row, that character has escaped. If the runner loses three rounds of the contest in a row, the pursuer catches up with that the runner. The pursuer rolls once and compares their result to all the runners, so it’s possible for one runner to succeed and another to lose in any given round (and for one runner to rack up three successes and get clear!)

To avoid having contests drag on too long, if the monster has 0 Athletics or Aberrance left, assume it gives up unless it’s one win away from catching a runner.

If A Runner Wins A Round

Whenever a Runner wins a round, they get to pick one of the following benefits.

  • Gain Some Distance: The runner gets a +1 bonus to their next roll in the chase.
  • Help Another Runner: Another runner gets a +1 bonus to their next roll in the chase.
  • Create an Obstacle: Make an Athletics or Mechanics test. Next round, if the monster’s result is lower than the result of this test, then the round counts as a win for the purposes of determining escape only. The runners don’t get to pick a benefit next round if they win.
  • Hide! Instead of continuing to run, a runner can Hide and hope the monster doesn’t find them. It’s a Hide (or Stealth) test, Difficulty 6, modified by the monster’s Awareness modifier.
  • Take A Breather: Refresh 2 points of Fleeing or Athletics.
  • Shoot! If the runner’s got a ranged weapon, they can take a snap-shot at the pursuer. (Stopping to make a melee attack is tantamount to ending the chase.)
  • Split Up! The runners go in different directions. The pursuer can only chase one of them – but gets a +1 bonus to all its rolls for the rest of the chase against that quarry.

If A Pursuer Wins A Round

If the Pursuer beats any of the Runners, it gets to do one of the following actions.

  • Swipe: The monster gets close enough to make a Scuffling attack on the runner. The runner gets a +2 bonus to their Hit Threshold.
  • Trip: The monster nearly grabs the runner, making them stumble. The runner’s got a -2 penalty to their next roll in the chase.
  • Scare: The monster pops up right on top of the runner, jump scaring them. The runner must make a 3-point Stability check.

If it beats all the runners, it gets to pick one of the following:

  • It’s Gaining On Us! For the rest of the chase, the monster gets a +1 bonus to all its chase rolls.
  • We Can’t Get Out This Way! Reset all the runners to 0 wins in a row.

 

In the autumn of 1967, a highway patroller radios in a report of a multi-vehicle automobile collision just outside of Ipswich, Massachusetts, on the Great Arkham Highway.

There’s no such road.

Over the next few days – before DELTA GREEN closes down the area – there are more reports of strange incidents. A motorist is stopped by a pair of gas-masked officers who demand to check her vehicle for ‘contamination’, and spray her with an unknown chemical. A delivery truck crashes, spilling its cargo across the road – a cargo of devices that look like radios, but don’t function according to any known laws of physics. A customer at a roadside diner finds a copy of a tourist guide, left behind by some other traveller, describing good places to eat in the city of Great Arkham. A naturalist observes a flock of wild geese take flight across the grey sky, only to vanish in mid-air.

And across North America, a whole host of people – artists, poets, aesthetes, dreamers, sensitive souls – suddenly start making offhand references to the city of Great Arkham, as if it’s always been there, to be mentioned in the same breath as Boston or Chicago.

A portal to another reality has opened, only it’s not in some distant Antarctic plateau or deep in the trackless sands of the desert, it’s right in the middle of New England.

They’ve codenamed it YANKEE IREM.

 

The House on Castle Hill

In this Fall of Delta Green/Cthulhu City crossover campaign, the player characters are DELTA GREEN agents assigned to investigate and contain the situation. It’s one of the largest operations DELTA GREEN’s ever undertaken; the cover story is that it’s a military exercise designed to test civilian readiness for a Soviet atomic attack, hence the area around the breach has been evacuated (bar a few stubborn or isolated holdouts). An operational headquarters has been established at the stately home on Castle Hill outside Ipswich, under the command of Colonel Michael Kerovouri (FoDG, p. 163). As the campaign begins, teams have sealed off the major routes in and out of YANKEE IREM, and are getting ready to insert the first exploratory teams into the portals. The top priority: ensuring that whatever alien force has taken over a chunk of American soil about three miles in diameter doesn’t expand its foothold.

Inside YANKEE IREM is the city of Great Arkham, as described in Cthulhu City. There are only a handful of portals in and out of the city – some of the roads out of Great Arkham go to the version of the United States the characters came from, and others… go elsewhere. Once inserted into the city, the characters need to ensure they have lines of communication and retreat back to their entry point, or they may be trapped in this otherworld forever. The ‘ordinary’ people of Great Arkham take to the intrusion of mysterious federal agents into their city in the same way they take to the intrusion of other mysterious, sinister, oppressive forces – with dogged ignorance and resignation. However, on the other side of the portal, the characters must also deal with an influx of individuals ‘called’ by the city, reporters and upset citizens trying to get answers about the duration and extent of the ‘military exercise’ and the growing number of portals between Great Arkham and our reality. The alien city’s grasp on our universe is strengthening…

Some Horrible Revelations

  • Isaac Vorsht (Cthulhu City, 124) claims to be a DELTA GREEN Agent, who was investigating strange events in the ruins of Innsmouth before the city swallowed him. However, the program has no knowledge of him.
  • The Black Stone Towers (CC, 18) appear in advance of any expansion of the city into our reality. They appear overnight, as if they’ve always been there, and then over the course of the next few days, the YANKEE IREM zone expands around the cyclopean marker.
  • As YANKEE IREM infiltrates our reality, it begins to infect history, changing the past. References to the city start appearing in old history books and newspapers; people start recalling their own histories differently, incorporating the strange city into their recollections. Railway tracks and old roads sprout like tendrils, looking to connect the city with Boston and other towns in the area as it’s always been there.
  • The cloudy skies above Great Arkham are full of strange lights and glimpses of mysterious objects – and given the increasing scale of the threat, Colonel Kerovouri can hardly afford to turn down help from MAJESTIC.
  • Some of the citizens of Great Arkham are people from ‘our’ reality, residents of the coastal area consumed by the city who got rewritten in accordance with the ‘new’ history – but there are millions more living in the city. Do they have counterparts in our reality? Might there be alternate versions of the Agents living in Great Arkham? Or are the inhabitants of the strange city unique, another branch of humanity living in some alternate reality? Are they human, or body-snatching aliens wearing masks of flesh?
  • To stop the city’s expansion, the Agents must identify the Openers and Closers (CC p. 40) and ensuring Closing wins, cutting YANKEE IREM off from our reality once more.

 

 

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