CthulhuTech - Core Book (OEF) Bookmarked)
CthulhuTech - Core Book (OEF) Bookmarked)
CthulhuTech - Core Book (OEF) Bookmarked)
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Table
of Contents
004FictioN ................. Mismatched
010FictioN ................. Aeon War Syndrome
012Chapter One ................. Welcome
016Chapter two ................. That Was Then, This Is Now (Setting)
044FictioN ................. Do Your Part
046Chapter three .................The Art of the Game (Introduction)
048Chapter Four .................Framewerk (Game Rules)
058Chapter Five .................Alter Ego (Characters)
080Chapter six .................Skillz
093Chapter seven .................Qualities
106Chapter eight .................The Way of the Future (Technology)
116Chapter Nine .................Life, Death, & Madness (Confict Rules)
142FictioN .................Reunion
144Chapter ten .................The New War Machine (Mecha)
176FictioN .................Questionable Merchandise
178Chapter eleven .................Blasphemous Whispers (Magic)
202FictioN .................Dead Things
204Chapter twelve .................Unspeakable Horrors (Creatures)
222FictioN .................Seattle Drivers
224Chapter thirteen .................Vehicular Homicide (Vehicles)
236FictioN .................Deep Learning
238Chapter Fourteen .................Parting the Veil (Secrets)
246Chapter Fifteen .................The Honored Guide (Storyguiding)
254Chapter sixteen.................The Population (Supporting Cast)
264FictioN .................Your GNN News Broadcast
266Chapter seventeen ................. War, Fear, & Vendetta (Stories)
282Chapter eighteen .................Appendices
0
Juneau burned.
Sam didnt know where she was, what was going on,
and she sure as eff didnt know how she was going to
get out of it. Migou death machines were everywhere.
Locusts crawled through the ruin that used to be the
arcology. Remiel tensed all around her. They both
wanted to get out of this alive.
The Migou werent taking out power centers and waiting
to round everyone up like they usually did. They
were calculatedly and efficiently exterminating every
living thing. Sam knew she was dead if she didnt keep
moving. Remiel snaked tentacles out of his forearm
Sam tagged a couple Migou battletroops that were a
little too close.
Whipping around the corner, she dove for cover in a
ruined building and hoped they werent interested in
her. The tentacles slithered back under her Engels
armor plating. Sam screamed into her comm, Blackjack!
Ruin! Anybody! Can you hear me?!
All that came through the static were incoherent
shouts and muffled screams.
Oh god... is anybody there?!
A battle spilled out onto the street behind her. Sam
heard the sounds of panicked civilians. A Broadsword
backpedaled futilely as a couple Locusts tore chunks
out of it with their gigantic metal mandibles. She
stared in disbelief. Oh no...
The Malach kicked up and leaped high into the air,
raining down balls of superheated plasma onto the
Migou. Sam knew she got one of them, but proximity
warning claxons ripped her attention away. Down
MISMATCHED
through the smoke above her tore a Wasp, stinger down,
deadly rocket pods zeroing in on her.
Sam couldnt help but scream. She dove to the ground
and rolled away in desperation, hoping that she could
use some of the cover to survive. The Wasp let loose
its payload and rockets flew everywhere. Everything
around Sam exploded. She screamed so hard she sprayed
blood onto the inside of her helmet...
...from dreamland, Lieutenant Samantha Masters bolted
upright in bed, screaming like she screamed when she
thought she was dead in Juneau. Her short platinum
do was matted to her head like hair product gone bad
and sweat soaked her black tank top. Disoriented, but
coming back to reality, Sam looked around with fading
panic. Klaxons droned and someone banged on her door.
Masters! Masters! Whats wrong? It sounded like
Timana. Sam wiped the sweat off her face and shook
herself. Nothing.
Then get moving. Were up.
Ill be right there. Sam rocketed out of bed,
grabbing her flightsuit and ripping off her sweat-
soaked underwear. The nightmare was gone already and
she looked like she usually did cold and determined.
But if you really looked, you could see that Sam
wasnt quite home.
In the cold light of dawn, four mecha stalked through
the coastal forest on Bainbridge Island Sams
Engel(Callsign: Misery), CCs Broadsword (Callsign:
Feint), Jacks Scimitar (Callsign: Crater), and Cevys
Storm (Callsign: Bloodlock). Winter rain poured down
around them, smothering them with white noise. The
CO felt the need to check in. Keep it tight. Any
sign?
This is Bloodlock. Negative. Until Sam met Cevy, she
didnt know Nazzadi could have southern drawls.
Crater. Negative. The charge beams on Jacks Scimitar
pulsed with energy.
Sam stared intently, ignoring CCs voice. Misery?
She was almost sure she could... no, thats not
it... wait... there was something. The Malach
pointed. There.
A phantom shape flew neatly through the trees. Landing,
it shimmered as the Rapiers stealth system powered
down. Sam hated the way stealth mecha just seem to
step out of thin air.
CC stepped up. The Rapier spoke. You Feint?
Thats me, replied CC.
Timana dropped the stealth on his Eclipse. He stood
an arms length behind the Rapier, with those acid-
dripping claws waiting for trouble. The callsign Scalpel
was stenciled on its shoulder. Are you our man? the
Eclipse whispered into the mechs ear Uh... yeah.
Good. The Eclipse snapped its claws back in. What
do you have for us?
Im transmitting, said Torment. Dragonfly. Just
sitting there. Discovered it entirely by accident.
The squad crept closer to the coastline to get a better
look. Information rocketed across the inside of her
helmet. Sam briefly remembered what it was like to sit
in a mechs pilot chair, but she preferred the warm
fluid of the Engels control capsule. Her HUD showed
that Torment had outlined a red square for them, but
Sam still couldnt see it. This rain isnt helping.
Scalpel, you flush it out, ordered CC. Timana
disappeared again. Crater, Misery, you get ready to
pound it.
Sam took firing position, aiming on coordinates at
something that didnt look like it was there. Jack
followed suit. She asked, Can you see it?
Oh sure. Plain as day. Jack could always find time
for sarcasm. It was like a hobby to him.
Meanwhile, Timana slid into the water with barely a
ripple. The Dragonfly continued doing whatever it
was doing. It could see him if it knew where to look
unfortunately for it, the Migou didnt. Timana burst
up from underneath and took a chunk out of it with his
claws. The thing rippled and was suddenly there for
all the world to see. The Nazzadi quickly leaped out
of the way. Now!
Critical surges of energy crackled in Jacks charge
cannons. Hello pretty.
Both Sam and Jack let it fly. The overcharged energy
balls exploded across its side followed by a swarm of
rockets. Its hard to tell which did which, but the
Dragonfly flew apart into mess of angry pieces.
Jack howled. Wed like to welcome you to Seattle!
He decided to punctuate by firing again, blowing the
remains even more sky-high. As the ashes settled, Cevy
drawled over the comm, Youre an animal! Too bad Miss
Sunshine here wasnt much help.
Bloodlock, get down there and help Scalpel,
directed CC.
Yes, maam. Cevy took off like a shot, showing
off again.
Stay sharp, people. Keep an eye out for friends. CC
turned to Sam. Dont mind her, Misery.
I dont. Sams Malach bristled around her and a low
growl rumbled in its ribcage. Jack slowly turned.
What was that?
Remiel, replied Sam.
What?
She reached out and stroked the uterine-like wall
around her. My Engel. I think hes anxious.
mismatched
Great... whys he anxious?
I think hes upset there wasnt more to kill.
The radio went silent for a full thirty seconds.
Finally Jack said, Okay... Im going down to
the beach.
As Jack walked his Scimitar through the forest,
Timana slipped into view and approached. Captain,
theres not much left of this one and were not seeing
any more.
Good. CC switched channels to radio home. Command,
this is Feint. We have neutralized the Migou threat.
Repeat, we have neutralized the Migou threat.
Sam walked into the debriefing room. Jack and Cevy
sat in a cold pool of light and looked like they were
trying hard not to look like they were just talking
about her. The beautiful tattooed Nazzadi went back
to checking out something on a palm-top and Juarez
threw on his best rugged look and tried to look like
he wasnt trying to look down the front of Cevys
partially unzipped flightsuit. Sam ignored them and
took a seat at the window. Youd never know they were
in a building within a building. The arcology street
below her was lit up like a perfect morning while a
simulated wind blew through the trees.
Jack tried to clear his throat, but all it did was
make the uncomfortable silence all the more obvious.
Fortunately, CC and Timana walked in, followed by Captain
Robins. Sam noted that CC had this gift she always
looked like a badass. She was an interesting contrast
to the perfectly-toned stoic Timana and Robins, who
looked like every middle-aged career officer in every
movie. Robins locked the door behind him.
Everybody have a seat. Robins headed to the front
of the room while the squad situated itself. Ive
read your report, but there are a few things I
want to clear up. Lt. Timana, how were you able to see
the Dragonfly?
I didnt. I just had faith in intel.
Robins smiled. Thats good to know, soldier.
Ass-kisser, whispered Cevy.
CC busted her. Something to add, Lt. Cevy?
No, maam.
And Lt. Juarez, Robins continued. Was there
anything left of the Dragonfly before you pulverized
it with a third shot? Jack smirked just a little.
No, sir.
Robins frowned. Lets try and show a little restraint
in the future.
Yes, sir.
So, if theres nothing else... Robins got up.
Sir, said Sam. What was bug recon doing
down here?
Im sorry, Lt. Masters. Thats classified.
Come on, sir, she continued. Its not like youre
going to let us talk about this anyways. Her CO did
not look pleased. It was a toss up for a second whether
Robins was going to go for it or whether he was going
to give her some unpleasant duty as a disciplinary
action. Fortunately for Sam, he went for it.
All right, fine. We dont know what it was doing,
but were concerned. We expected the bugs to occupy
Juneau. Instead, it looks like they might just be
resting before continuing down the coast. Both Seattle
and Vancouver are on alert.
Jack shook his head. You gotta be kidding me.
Robins nodded. Thats going to mean a lot more patrols
and a lot more hours, so be ready for it.
Does anybody know about this? asked CC.
No and thats the way its going to stay. Lt. Masters
is right none of this happened. Are we clear?
Cevy and Jack kind of nodded their heads. Sam outright
sighed.
Excuse me? Are we clear? Robins shouted, getting
back to basics. A hearty yes, sir popped out
of each of them. Robins turned and walked out.
Youre dismissed.
They walked out of the debriefing room and Sam wondered
how much longer it would be before the bugs came
down the coast and she found herself in Juneau all
over again.
Flash. Oily black tentacles slithered through the air.
Flash. Milky eyes danced with deadly intent.
Flash. A gnashing serrated beak snapped.
What a day for a storm.
Seth didnt wait for the next lightning strike. The
blades in his arms popped out and he skewered one of
the things tentacles and stabbed it in the chest. It
screeched and spit green blood at him, and then lashed
out with whatever still worked which threw it off
balance. Seth blocked, stuck one blade into its head
and cut what passed as its throat with the other. The
thing gurgled, convulsed, and died.
It had already shifted back to Human by the time Seth
stepped over it. Thats something he wouldnt be doing
tonight. The bugs had reduced Juneau to ruins and now
the Chrysalis Corporation had its elite here too.
This was about as dangerous a place as there was on
Earth. It would be hard for mortals to survive, but
fortunately Seth wasnt quite mortal.
He was looking for survivors. Seth had been here for
two hours and hed already been attacked three times.
And all he was finding were corpses. This was the kind
of bad that he pictured when he pictured a nuclear
bomb. But if anyone was still alive, it would be the
Tagers. Seth hoped the others had better luck.
The rendezvous was in ten minutes, but he could already
o
feel the others approaching. Anyone find anything?
thought out Seth.
Lots of dead things, replied Orchid. Katie was
always a little morbid. Seth knew she was just down
the street, but he still couldnt see her.
I havent felt anything. Vertigo flew low a few
blocks ahead. And Ive covered some ground. If
anybody was going to find anything, it was Annody.
Suicide was the last to weigh in. Bone, this is
bad.
I know, Seth replied. If it was creeping both he
and Dikava out, it was getting time to leave. Were
missing someone.
Im sure hell be fine, answered Orchid. Suicide
jumped up on the building next to Bone. The two Phantoms
leaped from rooftop to rooftop, doing their best to
keep low. They had to watch out for Dragonflies if
one of the Migou found them, theyd be done. Vertigo,
why dont you lead the way?
Sure, she replied. The Whisper took off on her
buzzing wings.
Orchid, stick close, said Bone.
I am.
He turned and sure enough, he could see the outline of
the Shadow if he looked very hard. Orchid was about
twenty feet behind them. They jumped across rooftops
and crawled through ruins like alien spiders following
the lead of their airborne companion.
Suddenly, Vertigo dropped out of the sky.
What? snapped Bone.
She pointed ahead of them. Now that they had stopped
they could hear it. People screaming. Alien machines.
That low buzz that meant Migou were near. Vertigo just
kept backing up it was weird to see a monster pull back
in fear. Orchid took the cue to sneak ahead, invisible
and silent just some of the magic of Tagers.
She got to the edge of the third building in front
of them and stopped to take it all in. Bone waited a
moment, but was seriously impatient. What is it?
This you have to see for yourself.
We dont have time for this.
Im serious. That wasnt typical Orchid, so Bone
crept up behind her. Suicide wasnt far behind. What
waited for them was one of those things that no one
really can be or should be prepared for. In
the ruins below, the Migou herded people, Humans and
Nazzadi alike. Usually, the bugs separated the black-
skinned race from the natives, but this time they
werent discriminating. Mecha guarded the area, while
Migou battletroops gunned down crowds of civilians.
The snaps of rail-guns echoed off whatever still stood,
drowning out the whimpers and the cries. When the
prisoners went down, the bugs flew over the bodies and
blew the heads off of any survivors. Utility machines
pushed the bodies into a mass grave and another wave
was brought in. And then the scene repeated itself.
They recoiled in horror. We really need to get out of
here, whispered Bone. Find a way, Vertigo.
The Whisper pushed off in a different direction. The
others slowly and quietly followed.
It all happened so fast. Theyd narrowly avoided a
couple Migou patrols. The regular combat mecha were
easy to hide from, but only the Whisper could see
Dragonflies if they didnt want to be seen kind
of like Orchid. Theyd covered a lot of ground and
then they started to come across survivors. One at a
time, theyd collected six people and were herding and
carrying them through the city.
It was no surprise that Vertigo was the one to think
of it. Has anyone checked them out yet?
They were so surprised to find survivors that they
hadnt. Theyd already covered like three miles. Bone
got that creeping feeling. No.
Why dont I give it a shot? The Whisper hovered a
little lower and watched us help our survivors up and
over a pretty tricky crash. Fires were still burning
nearby. Bone and Suicide grabbed them one by one and
jumped over and through.
Uh, Bone?
He was just about to leap off with a young Nazzadi
woman in his arms. What?
The one youre holding?
Yes.
Shes a Dhohanoid.
It was a good thing no one could hear them. Bone
chucked her. Bolts of arcane electricity shot from
between his eyes, frying the now monstrous flesh of a
Dua-Sanaras.
Suicide leaped over rubble. I think they all are.
Sure enough, the survivors werent looking so mortal
anymore. A serpentine Gelgore slithered up a steel
support, spitting venomous needles all the way. The
Phantoms hit cover. An Elib, all mouth, hopped through
the rubble, followed by another two squiddy Dua-Sans.
Somewhere close, a gurgling roar erupted and did not
go unrecognized. The Zabuth made Bone worry those
things made great white sharks look like candyasses.
The Tagers werent getting out of this unscathed.
They were outnumbered, but not necessarily outgunned.
Vertigo mentally shouted, Incoming! The Phantoms
mismatched
turned away as gossamer balls of energy fell from the
sky, pulsing blinding light. An angry bark from the
Elib let them know the creatures were off guard.
Suicide took the stance and Seth hit dirt. A enormous
mass of sharp tentacles burst from his chest, catching
the Elib and one of his friends. They whipped around
for a few seconds, flaying skin and flesh, before
finding purchase on the smooth skin of the toothy
one. It shrieked and fought, tearing at the things all
around it, while Suicide leaned back like a fisherman
reeling in his catch. The mass subsumed the creature
and impossibly dragged it back into the Phantoms
torso, consuming it alive.
This didnt slow down the rest. The Gelgore spat needles
at machinegun speeds, forcing Vertigo to concentrate
on not going down. The Dua-Sans undulated down on
the Phantoms. The Zabuth waded through rocks that
weighed more than cars, pushing them aside with little
effort. Seth could see the energy crackling around its
unblinking cyclopian eye. Orchid was somewhere.
Tentacles, blades, venomous needles, and energy
blasts. Feints, ducks, dodges, and weaves. Vertigo
had managed to tangle up the Gelgore, which didnt
necessarily make it any less deadly. Bone and Suicide
had managed to down one of the Dua-Sans right away,
but the Zabuth was trying to rip them apart and wasnt
entirely failing. Bone had a big chunk taken out of
his side. The wound was closing fast, but it didnt
hurt any less. Suicide had been knocked on his ass and
was now trying to get out of from under a smothering
heap of Dua-San.
Get down.
Bone more or less stumbled, which did the trick. From
out of nowhere, Orchid did her thing. It was always
hard to tell, but it looked like she ripped the thing
apart from six different places at once. She was
high, she was low, she was all around, and the Zabuth
wasnt quite prepared for it. It slumped to the ground
without so much as a sigh. Im done.
The battle was manageable from there, but Orchid was
right. Two of them had expended their most powerful
offensive abilities for a while. If the Tagers were
lucky, this would be it and theyd be on their way.
It didnt seem likely, though.
After that they had an agreement. No matter what, take
the time to check everyone out. No more surprises. Or
at least, so Bone thought.
Two hours later, they were still in Juneau. The going was
slow even when the goers were supernatural symbionts.
Vertigo kept finding small pockets of survivors. The
ones that werent Dhohanoids were already being herded
by the Migou. But most of them were the Chrysalis
Corporations favorite sons and daughters.
What the hell are so many of them doing here?
asked Vertigo.
Suicide had been displaying uncharacteristic caution.
Probably hunting the surviving Tagers.
No, Bone replied. This is more than that. If theyre
sniffing around a war zone thats still hot, something
bigs going down.
Should we find out what it is?
No way. Well be lucky to get out of this alive as
is. If we find it on our way out...
Vertigo busted in. Shh! Listen! Migou battletroops.
Where are they?
The Whisper was off getting a better look. Looks
like theyre systematically covering ground now. They
mustve solidified their control of the city. She
continued to scout.
Whats our best route?
Vertigo landed, the clutching arms on her chest
twitching nervously. We dont have one. Get into
the buildings and hide in the ruins. Its our only
option.
8
9
mismatched
Progress slowed to a crawl, they hid and quietly
slid through the buildings as the bugs searched for
anything still living.
A few more hours of painfully slow progress was
starkly contrasted by twenty minutes of flight. A
Migou detachment had gotten wind of them and theyd
been ducking rail-gun slugs ever since.
Were not gonna outrun them, shouted Orchid.
If we lure them into one of these buildings, we
can take them.
Bone shot a look back over his shoulder as a couple
slugs whizzed by his head. How many have we
picked up?
Theres at least a dozen. All armed with assault rifles.
Vertigo was about as high up as she could get.
Hell, Ill play those odds at this point, said Suicide.
Bone wasnt going for it, but then he felt it. With
all the chaos, he hadnt even noticed. Someone had been
missing, but that someone was about to catch up. Lets
do it. Take the big one up ahead on the right.
It mustve been a school at one point, with lots of
long hallways and rooms and lockers, but now it was
a disaster area just like everything else. The Tagers
stuck close together, drifting as best they could from
shadow to shadow. Let the Migou commit and then pick
them off a few at a time. It was a good plan as long
as reinforcements didnt show up.
The Phantoms drew first blood. A couple scouts got too
eager and too far ahead. Assault rifles dont work so
well up close. Another four bugs had split off to start
at the top. They managed to squeeze off a few rounds,
but got torn up fast. It was turning out that the Migou
made a bad move following them in there. That is, at
least until the reinforcements arrived.
The Tagers didnt know how many, but at least another
dozen Migou swarmed onto and into the building. The
bugs stopped looking and started firing. Slugs zipped
everywhere, chewing up walls. They were either trying
to flush them out or knock them off and they didnt
seem to care which.Were leaving! Orchid, find a
way! shouted Bone.
No sooner had Orchid moved than a burst ripped through
the floor. It blew right between Bone and Suicide and
tore through Vertigo. Blood sprayed she took it across
the right side. One of her wings had been sheared off,
another mangled, and her arm hung useless. The Whisper
fell to the ground with a thud. Bone bee-lined to her
limp form. Vertigo! Annody!
She turned her head weakly. Still alive. Her wings
were already starting to regenerate. Vertigo would be
back in business in a few minutes. That was close.
So am I, came a voice. An explosion rocked the
building. They could feel it sag as a couple support
beams finally gave.
Nice of you to join us, said Bone.
Nice of them to line up straight.
Hows it looking down there?
Like Im gonna get my hands dirty.
The Nightmare had shown up at the perfect time.
Everyone rendezvous with Overkill. This partys done
and its time to go home. They werent out of it yet,
but at least it finally looked like they might make
it out alive. This time.
Transcript of interview with veteran Dwayne Roosevelt,
17 February 2085:
I enlisted during the first days of the war, just
like the rest of my friends. We called it the Second
Arcanotech War then. The Migou had finally come to do
the dirty work they made the Nazzadi for. After basic
and armor school, I was assigned to a Broadsword and
sent out to fight the bugs.
We thought it was going to be simple. The Nazzadi
had given us detailed information about their creators
when they rebelled and joined us. We knew they were
coming and we thought we knew their capabilities,
and we were ready. No one told us the hive ship was
going to be that big or have that kind of tactical
capability. The First Arcanotech War looked like a
picnic in comparison. We grew up fast.
AEONWARSYNDROME
]0
]]
aeon war syndrome
During my career, Ive piloted every mech made by
Humans and I have at least two dozen confirmed kills
in each. I prefer something designed for direct
conflict. Reconnaissance and stealth mecha are not
for me. Ive logged the most time in Broadswords.
I know Nazzadi who call them bricks, but I would
rather be in something that can take enemy fire and
still be combat worthy than an eggshell with speed
and mobility.
Ive never been inside an Engel and I dont plan to be.
The idea of having something implanted in my head that
puts me in touch with something like that doesnt sound
right. Im not saying they dont have their place.
Ive been in every major conflict, with the exception of
Alaska. I was one of the many waiting at Ground Zero when
the Migou arrived. Like most pilots that day, I lasted
around eleven minutes. I woke up in Greenland a few legs
short. They attached a cloned set and put me through
physical therapy, and I was back on my feet and sent to
northern Russia. It was just like they say it was. We
spent most of our time worried the bugs were going to move
at any moment in the dead of winter, which is exactly what
they like. Just after the equinox, they came. We held for
three weeks. A bogie took me out an unseen Silverfish.
This time I woke up in Germany. I had new cloned arms,
new cloned legs, and a fading case of frostbite. When my
PT was done, I was reassigned to Russia and stayed there
for the next two years. We held the Migou back, but more
because they didnt push than because we stopped them.
I was eventually ordered to Eastern Europe. The Rapine
Storm was exterminating everything in its path as it
rolled out across Asia. This was not the kind of thing
anyone can be ready for. They were a rampaging horde of
alien monsters and cannibals, not an organized army. A
lot of guys lost their heads when the Storm came to town.
The lines fell apart fast. I fought and fortunately made
it out alive and unhurt the military had an excellent
evac plan set up in Europe at that time.
It was right about then we were instructed that we now
fought the Aeon War. With the addition of the unsympathetic
Cults, the war was now fought by many enemies on many
fronts. Back home, people were optimistic. The news told
them the government had everything under control. But
those of us down on the front lines thought differently.
Im currently stationed in China. The soldiers I lead
fight almost daily against the Storm, who throw themselves
against the lines like rabid dogs. I personally accrue
one confirmed kill every other day. Im nested behind the
lines yet Ive almost died three times in as many years.
And now youd like to talk to me about Aeon War
Syndrome. If it isnt obvious already, let me tell you.
Most of my friends have been killed in action. The ones
that havent been dont smile much anymore. Theres
no way I can reenter civilian society after what Ive
seen. Every one of my limbs and major organs has been
replaced at least twice and Ive endured full spinal
reconstruction. They say its the most painful recovery
a person today can endure and theyre not lying. In nine
years, Ive spent eighteen months in hospitals or in
PT, with another eighteen months undergoing psychiatric
care. In addition to all that, my wife left me. But
really, who could blame her? And now she only lets me
see my daughter one week a year, over her birthday.
Aeon War Syndrome isnt losing your mind. Its losing
your friends. Its losing your family. Its losing
whatever hope you might have had left.
They say war is hell. Ive seen hell. This is worse.
Welcome to CthulhuTech. Ahead of you waits a universe of giant
mecha, arcanotechnology, eldritch magic, and unspeakable
horrors from beyond time and space. It is our world many
years from now. It is the Strange Aeon the time when the stars
have come right to once again release the Old Ones from their
prisons outside of our universe. It is the Aeon War, where what
remains of Humanity fghts a desperate battle against their
own extinction.
CthulhuTech is a hybrid genre, fusing together two separate
paradigms. On one hand, it is an anime world of mecha giant
piloted robot war-machines. Its a world of high adventure,
plucky resourcefulness, and the hope that a brighter day is on
the horizon. On the other, its a world of eldritch horrors, where
unknowable things dwell outside the world of man. A place
where the gods are horrible creatures with malevolent agendas,
unsympathetic to lesser beings such as man a dark world of
shattering revelations and insanity.
This chapter will give you a road map to this core book, teach
you terms, detail the physical structure of the text, and reveal to
you a few of our inspirations. Good luck, and enjoy.
TERMS
Storytelling games have a language all their own. Both the
rules and the setting use new terms with which you may not be
familiar. Just to help make things a little clearer as you move on,
well detail a few of those here. Each of these terms, and others,
are fully explained in the text.
Game Terms
Dramatic Character: The fctitious characters portrayed by the
participants of a Storytelling Game. They are the main characters
of the story and the focus of the plot.
Storyguide: The person who chooses to create the plot, portray
the Supporting Cast, adjudicate rules, and generally steer the
interactive storytelling experience.
Storytelling Game: An interactive storytelling experience, which
takes place solely in the imaginations of those participating. One
person takes on the role of Storyguide to manage and direct the
experience, while the others take on roles as Dramatic Characters
of their own design.
Supporting Cast: Ancillary characters that appear in the story
who are portrayed by the Storyguide.
Setting Terms
Aeon War, the: The greatest of all wars; the war of the Strange
Aeon. Humans and Nazzadi fght for survival against the invading
alien Migou and the threat of the returning Old Ones and
their Cults.
Arcanotech: A fusion of scientifc and mystical principles.
Currently, arcanotechnology is based around certain non-
Euclidean concepts that result in the application of an
inexhaustible power source. Certain arcanotech side effects have
led to the creation of mecha as the main-line war-machine of the
Aeon War.
CHAPTER ONE...Welcome
If You Downloaded This Book
So if youre one of the people who has downloaded this book
illegally off the internet, lets talk. We want to stay in business.
We dont get to stay in business if you dont buy our products
but you use them anyway. In more personal terms, if you like
CthulhuTech, please go out and buy the books, because if you
dont we go out of business or we kill the line because sales suck
and boom no more CthulhuTech. You lose, we lose, everybody
loses. Everybody loves something for nothing, but this sort of
thing comes with a price whether its money or not.
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Ashcroft Foundation, the: One of the few large corporations
to have survived the Aeon War. The Ashcroft Foundation is the
organization responsible for the creation of arcanotechnology. It
is the key research and development organization for the New
Earth Government, and often serves as an advisory body for the
government in other matters as well.
Children of Chaos, the: The secret cult of Nyarlathotep, the
Endless One. Upon the Chrysalis Corporations discovery of the Rite
of Transfguration, the Children of Chaos infltrated and took
control of the company. The two are now one and are capable
of creating the Dhohanoids their elite soldiers. They follow the
will and agenda of the mysterious Nyarlathotep and are said to
be responsible for the Aeon War.
Chrysalis Corporation, the: One of the few large corporations
to have survived the Aeon War. The Chrysalis Corporation serves
the New Earth Government and its society in a variety of ways.
However, secretly they are controlled by the Children of Chaos and
work to undermine the New Earth Government from within.
Cthulhu: The most feared of the Old Ones. Cthulhu sleeps the
sleep of the dead trapped in the sunken city of Rlyeh. If he were
to return, scholars generally agree that it would spell the end of
the Aeon War and the destruction of all mortal life on Earth.
Cults, the: When spelled with a capital letter, the term Cult refers
to any one of the three major cults threatening the New Earth
Government the Children of Chaos, the Disciples of the Unnamable,
and the Esoteric Order of Dagon.
Death Shadows, the: The Disciples of Deaths Shadow; the sect
within the Disciples of the Unnamable that believes that mortals
must be thoroughly degraded and corrupted so they can be
suitable servants upon the return of the Old Ones.
Dhohanoids: The elite agents of the Children of Chaos and
the Chrysalis Corporation. Created by the warping Rite of
Transfguration, Dhohanoids are mortals that can shapeshift into
horrible monsters or perhaps vice versa.
Disciples of the Unnamable, the (DOU): The cult of Hastur (the
Unnamed One) which is split into two sects. The frst are the
Death Shadows, who believe in degradation, and the second is
the Rapine Storm, who believe in destruction. Hastur has chosen
neither sect over the other but both operate under his aegis.
Eldritch Society, the: A secret organization dedicated to helping
the New Earth Government. They wage a shadow war against the
Children of Chaos and their Dhohanoids and alone hold the secrets
of creating Tagers their symbiotic holy warriors.
Endless Ones, the: The greatest and oldest of all the true and
secret gods. The Endless Ones are seemingly made of the most
primal energies of the universe. With the exception of Nyarlathotep,
they have had little dealing with mortals.
Engel: A cybernetic mech that is part-machine and part-creature
a living mecha. Pilots jack in through the central nervous systems
of these giant cyborgs. They are the most fearsome of the New
Earth Governments arsenal. Plural is Engels a bastardization of
the original German.
The Pronoun Game
Okay, here it is we use he, him, and his when were talking
about people playing the game. It just seems weird to alternate
pronoun genders within the same book it makes it feel like
the book is written for two different audiences. The masculine
pronoun is the standard and right or wrong were used to seeing
it. It may not be politically correct, but you cant please every-
body.
The CthulhuTech Product Line
This core book is only the frst of many books to come that detail
the universe of CthulhuTech. Here is a look at a few of them.
Dark Passions introduces the cults that hide inside the fabric of
society right outside your door.
Vade Mecum: the CthulhuTech Companion introduces para-psy-
chics, expands on the agencies of the New Earth Government,
on mecha, Tagers, and magic.
The Damnation View is a resource detailing the major events and
plots of the frst year of the story.
Engel Project, the: A special cooperative project between the
New Earth Government and the Ashcroft Foundation to create a mech
that is part-machine and part-creature known as an Engel.
Esoteric Order of Dagon, the (EOD): The cult of Cthulhu and
his minions. They exist in coastal regions and on islands and are
mainly populated by the batrachian fsh-men known as Deep Ones
or those tainted with their blood. The EOD hopes to fnd the lost
island city of Rlyeh to once again awaken their god Cthulhu.
Forgotten Ones, the: The least known and least understood of
the secret occult deities. Some stories say that they are thought
to be responsible for the exile of the Old Ones long ago.
Hastur: Also known as the Unnamable and He-Who-Shall-Not-
Be-Named. The Dead God Hastur is perhaps the most enigmatic
of the Old Ones. Through his tattered regal avatar in Leng, Hastur
is the fgurehead of his cult: the Disciples of the Unnamable.
Magic: The studied ability to manipulate the energies of the
universe in defned ways, known as rituals or spells. Magic is
dangerous but very powerful. Its practitioners are known as
sorcerers or magicians.
Magician: Any creature who has learned to harness the power
of magic through complex ritual. It is mainly used as a title for
dabblers. See also Sorcerer.
Mecha: Arcanotech-powered, piloted giant robots used as war-
machines. They are an incredibly versatile unit that have all but
replaced other machines in battle. Singular is mech.
Migou: Strange alien creatures from Pluto. They are a horrible
combination of fungus, insect, and crustacean. The Migou are
bent on the enslavement of the Human race, the extinction of
the Nazzadi race, and the destruction of the Cults.
Mortal: Any natural creature of Earth that lives and dies on the
mortal coil. Mortal is most often used to refer to the dominant
sentient species the Humans and the Nazzadi.
Nazzadi: An alien race genetically designed by the Migou from
Human DNA. They were given a fabricated history and culture
and sent to destroy the Human race by their creators. Upon
revelation of the Migous treachery the Nazzadi joined the
Human race and are now an integral part of the New Earth
Government.
New Earth Government, the (NEG): The unifed democratic
government of Earth comprised of the remaining Human
and integrated Nazzadi populations 2.5 and 1.8 billion
respectively.
Nyarlathotep: One of the Endless Ones. This god has long taken
an interest in the affairs of man. Currently he and his cult, the
Children of Chaos, guide the actions of the Chrysalis Corporation and
their Dhohanoid agents.
Old Ones, the: Powerful alien beings that once ruled the Earth.
These dark gods disappeared eons ago but are now returning to
once again take their place as masters of this world.
Rapine Storm, the: The sect within the Disciples of the Unnamable
who believe that all vestiges of the Human and Nazzadi races
must be scoured from the Earth to make way for the return of
the Old Ones.
Sorcerer: Any creature who has learned to harness the power of
magic through complex ritual. It is a formal term applied to those
truly serious about their study. See also Magician.
Sorcery: A more formal term for magic.
Strange Aeon, the: A time foretold by ancient prophecies
in which the stars will come right, allowing the Old Ones to
awaken (or escape their imprisonment, depending upon the
reader) and once again visit their predations upon the Earth
the time of CthulhuTech.
Tager: A warrior of the Eldritch Society. A Human or Nazzadi who
has undergone the Rite of Sacred Bonding and fused with an
extra-dimensional symbiont to become something more than
mortal. Monsters with the hearts of men.
THE BOOK
This book is divided into a series of chapters, each addressing an
important part of the setting or the game rules. Heres a breakdown
of those chapters, both to give you an idea of whats ahead and to
help you fnd something specifc if youre interested. Interspersed
between these chapters are short pieces of fction that help you
get a better feeling for what the CthulhuTech setting is like.
Chapter One: Welcome is what you are reading right now. Its
meant to help ease you into the vision for the setting and give
you a reference for what this book contains.
Chapter Two: That Was Then, This is Now introduces you
to the setting. It gives you an historical timeline, explains how
things came to be, and gives you details on each of the major
players in the Aeon War.
Chapter Three: The Art of the Game gives you an overview of
what storytelling games are and how they work.
Chapter Four: Framewerk teaches you how things work in
CthulhuTech. It details the game rules what the numbers mean
and how to resolve Character actions.
Chapter Five: Alter Ego guides you through creating a storytelling
Character for the game.
Chapter Six: Skillz goes through each of the skills in CthulhuTech
in detail.
Chapter Seven: Qualities goes through each of the Assets and
Drawbacks in detail.
Chapter Eight: The Way of the Future explains the technological
level of society in the New Earth Government along with items
Characters might own or want.
Chapter Nine: Life, Death, & Madness deals with the rules
governing all forms of confict along with those covering the
effects of fear and insanity.
Chapter Ten: The New War Machine provides rules and lists a
number of the mecha used in the Aeon War.
Chapter Eleven: Blasphemous Whispers discusses the underlying
framework of ritual magic in CthulhuTech and lists both grimoires
and spells.
Chapter Twelve: Unspeakable Horrors deals with the inhuman
creatures threatening the Earth.
A Note About HPL
Many of you reading this book are new to the type of cosmic
horror created by the author H. P. Lovecraft. However, some of
you arent and are long-time fans of his works. Its to you that
this note is aimed.
CthulhuTech is a hybrid of several different genres, including an-
ime and eldritch horror. While this game has been inspired and
infuenced by H. P. Lovecraft and his circle of writers, it is not
slave to the universe he and they created. Some things here may
look familiar on the surface, but you will fnd them different un-
der closer examination. Please enjoy.
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Chapter Thirteen: Vehicular Homicide deals with machines of
both transportation and war.
Chapter Fourteen: Parting the Veil is a primer on the secret
history and cosmic structure of the setting. It is meant only as a
resource for Storyguides.
Chapter Fifteen: The Honored Guide helps detail the job of the
Storyguide and gives him tools to help him craft better stories
for his game.
Chapter Sixteen: The Population provides game statistics
on a variety of Supporting Characters that might be used by
Storyguides.
Chapter Seventeen: War, Fear, & Vendetta includes two fully-
detailed, ready to play stories for a new group as well as a handful
of story ideas to be feshed out by individual Storyguides.
Chapter Eighteen: Appendices include the index and important
documents like the Character and Mecha Record sheets.
SOURCE MATERIAL
& INFLUENCES
CthulhuTech didnt just spring into being. There were many works
of both fction and flm that helped infuence the development
of the setting. Heres a list of some of them, in case youd like to
explore them as well.
Books
A Guide to the Cthulhu Cult, by Fred Pelton is an interesting work
covering the history of the mythos world, the languages, books,
and races, a look at mythos cults, and supposed lost mythos
fragments. It tries to resolve information from a variety of
sources and is a fun read.
The Necronomicon: The Book of Dead Names, edited by George Hay,
Skoob Edition is a rendition of Lovecrafts fctitious work. The
Necronomicon doesnt just contain mythos passages, it also
contains illustrations and essays on both Lovecraft and the
book itself.
The Rlyeh Text, edited by George Hay, Skoob Edition is the
supposed companion to the Necronomicon.
Stories
The Call of Cthulhu, by H. P. Lovecraft. The story of Rlyeh and
Cthulhu is an interesting reference for the infuence of the Old
Ones through dreams and visions.
The Dunwich Horror, by H. P. Lovecraft is the story of a family
tainted by the Outsiders.
The Haunter of the Dark, by H. P. Lovecraft is the story of a man
who encounters frightening alien creatures on his mountain
farm property and is a wealth of information on the Migou.
The Shadow over Innsmouth, by H. P. Lovecraft is the story of
a man stuck in Innsmouth, home to the Esoteric Order of
Dagon. Finding the town populated by twisted humans and
Hybrids, he must fee for his life. This is an excellent resource on
Deep Ones.
The Thing on the Doorstep, by H. P. Lovecraft is the story of a poor
man who marries a Hybrid and fnds himself victim of sorcerous
body-swapping.
The Whisperer in Darkness, by H. P. Lovecraft is the story of a man
drawn to a black abandoned church. His morbid fascination
yields him an advanced knowledge of the occult and death at
the hands of an avatar of Nyarlathotep.
Anime
The Guyver is the story of an alien suit of bio-organic armor, an
evil corporation bent on world domination, and a school boy
in the wrong place at the wrong time. The Guyver suits are very
cool and the hideous enemy Zoanoids are likewise. The Guyver
infuenced the Tagers and Dhohanoids in CthulhuTech and is
highly recommended.
MD Geist is a lost super-soldier picked up by the regular army
who seek to disarm a doomsday device. The action sequences
are great examples of anime-style combat especially the fnale.
Neon Genesis: Evangelion is an interesting story about an Earth
ravaged by nearly-invulnerable giant alien creatures called
Angels. The only hope the struggling humans have of surviving
their assault are a group of young teens who are strangely
capable of piloting the mysterious Evangelions cybernetic
mecha. The plot is interesting and the end is daring. Neon
Genesis was an inspiration for the Engels of CthulhuTech and is
highly recommended.
Robotech: Macross is seminal mecha-style anime. The frst of the
Robotech series, this story follows the young crew of the Super-
Dimensional Fortress-1 (SDF-1) as they battle to save the Earth
from the giant, purple alien Zentraedi. The transforming jet
fghter/battle robot Veritechs are cool and deadly against the
chicken-legged Zentraedi battle pods.
Robotech: Southern Cross is the second of the Robotech series.
This story follows the new alliance of Earth after the SDF-1
has left to fnd the homeworld of the Zentraedis alien masters.
Unfortunately for them, the SDF-1 disappears and the Robotech
Masters come to attack Earth. The mecha designs are strangely
out of place in the overall Robotech series but the Hovertanks of
the Southern Cross are very cool.
Robotech: The Invid Invasion is the third of the Robotech series. The
Earth is invaded and devastated by aliens called the Invid. As
it turns out, the Invid are the true masters of protoculture the
strange substance that powers mecha. The Robotech Masters
betrayed and nearly destroyed them in ages past and now the aliens
are tracking protoculture across the universe and settling scores.
The story follows a crashed Veritech pilot and his rag-tag band of
human rebels who seek to drive the Invid off of the planet once
and for all. Cyclones, small mecha consisting of battle armor and a
transforming motorcycle, are a very cool form of powered armor.
Robotech: The Sentinels is the last of the Robotech series. The
Sentinels video is only the start of the series which was never
fnished. The story follows the crew of the SDF-1 whove been
lost in space. They fnally fnd the Robotech Masters home
world, only to be confronted by more murderous Invid. For those
interested, the full story exists as fction. The mecha designs in
The Sentinels are the pinnacle of the Robotech series.
Rahxephon is the story of a boy who is freed from a controlled time
bubble covering Tokyo through his interface with the mysterious
living mecha, Rahxephon. It is the story of invaders from another
dimension, the power of music, and the inevitability of destiny.
The statue-like Dolem that fght for the Mu are interesting as is
Rahxephon itself one of the inspirations for the Engels.
CHAPTER TWO...that was then,
this is now
HISTORICAL TIMELINE
(Early 21st Century) The New Internationalist movement International
relations are strained. An interdependent global economy, international
efforts to combat worldwide terrorism, and the common pursuit of civil
rights forces a re-evaluation of the United Nations and NATOs role
in world affairs. Backed by international business interests, diplomats
from the European Union and Russia call for a restructuring of the
United Nations charter supporting greater central authority to legislate
and enforce international law.
(2013) The Mysteries Within discovered Translated from an ancient
Germanic dialect, The Mysteries Within is established as the oldest
known and most obscure reference dedicated to the principles of inter-
dimensional non-Euclidean geometry. It outlines the manipulation of
harnessed eldritch energies through common reference points that
intersect the curvature of inter-dimensional space. The basic and most
practical use of such energies is the development of an inexhaustible
power source based on magical principles. The memory of human
history contains only the most feeting and sporadic references to this
extremely rare and powerful text. It was fnally discovered among the
collection of a quiet, reclusive scholar named Dr. Harrison Lovechild,
and is donated along with the rest of his library to Miskatonic University
in Arkham, Massachusetts, upon Lovechilds mysterious disappearance
and assumed death.
(2015) New United Nations established Fueled by a distaste for
fronting the majority of the worlds military police actions and by the
need to invigorate a long stagnant economy by reducing international
trade restrictions, the United States begins to embrace the New
Internationalist Movement. US President Amanda Stimson negotiates
with European and Russian offcials to develop a central United
Nations government based on democratic principles. NATO becomes
the military arm of the UN to enforce Security Council resolutions. The
US Congress ratifes the Stimson Act which grants the United Nations
legislative authority over international law, control over trade tariffs,
and the right to mobilize an international military force when authorized
by the Security Council. Other nations follow suit and the New United
Nations is born.
(2017) The rise of a New Frontierism Under New United Nations
(NUN) mandates, international efforts are launched to explore new
forms of natural resources. Planning for the Atlantis Project is launched
to explore undersea agriculture as a means providing sustenance to
a growing world population. Likewise, Project Prometheus is created
to send manned missions to explore Mars and the moons of Jupiter
and Saturn.
(2019) Teresa Ashcroft pioneers arcanotechnology Teresa Ashcroft,
a brilliant young doctoral student at Miskatonic University, stumbles
across The Mysteries Within while conducting research within the
Universitys restricted archives. Increasingly obsessed with the potential
of her newfound knowledge, she utilizes the books non-Euclidean
mathematical principles to pioneer an entirely new scientifc feld of
study. The development of arcane-technology, or arcanotechnology,
successfully combines mystical and scientifc principles into a functional
discipline. Though her theories would revolutionize the world, the study
of arcanotech would eventually drive Teresa Ashcroft mad.
(2023) Simon Yi begins work on D-Engine One of Teresa Ashcrofts
colleagues, Simon Yi, chooses to continue the research project on his own.
Consulting Ashcrofts notes, Yi begins detailing a design for an arcanotech
power source. The product of this design is what Yi calls the Dimensional
Engine, or D-Engine for short. Unfortunately, like his predecessor, Yi is
also driven out of his mind by his exploration of these secrets.
(2026) Doctor Golvash Czeny expands on arcanotech research
Much of Simon Yis early success was due to consultations with
his close friend, Doctor Golvash Czeny. Czeny, a Polish born
Freemason and noted expert in quantum theory, worked as a
professor at the University of Ingolstadt in Bavaria. Yis divorce
from sanity left Miskatonic University trustees desperate to fnd
someone capable of carrying on Ashcroft and Yis work. Knowing
of his familiarity with portions of Yis research, the trustees invite
Czeny to Arkham to continue the exploration of arcanotechnology.
Czeny is well aware of the fate of his predecessors. Understanding
the danger involved in tampering with knowledge of this kind, he
assembles a research team to divide the project across several
sub-sections. He is able to preserve the sanity of each research
team member in doing so. Despite this precaution, many
members of his staff experience nervous breakdowns, psychotic
episodes, and recurring nightmares.
(2027) Ashcroft Foundation formed Golvash Czeny and Alice
Faye Morgan, of Miskatonic Universitys board of trustees, soon
realize that the scope of arcanotech research would soon outgrow
the institutions ability to support it. They begin work to form a
corporation that would carry arcanotech research to a new level.
Most of the funding is gathered through private sources, though
some comes from government grants coordinated through
Teresa Ashcrofts father, Senator Albert Ashcroft. With Morgan
as CEO and Czeny heading R & D, the Ashcroft Foundation,
named in honor of Teresas pioneering work, is created to lead
the worlds next technological revolution.
(2030) The frst D-Engine The Ashcroft Foundations frst
success is the creation of the prototype D-Engine. Alpha
testing goes well. However, many of the test staff are injured
or killed when a D-Engine prototype malfunctions, causing a
hazardous lifeform to manifest through an inter-dimensional
gate. Despite this setback, the D-Engine is successfully tested as
an inexhaustible source of power.
(2031) D-Engine vehicles tested The D-Engine is eventually
tested as a primary source of energy for vehicular applications.
Strangely, initial tests with D-Engine powered vehicles reveal an
interesting side effect for the vehicle operator. The test drivers
focus becomes radically attuned to the physical characteristics and
performance capabilities of the vehicle. Its almost as if the driver
can feel the vehicle as an extension of his own body. Foundation
offcials see this side effect to be an unforeseen beneft.
(2033) The D-Engine goes public The wonder of the D-Engine
is revealed to the world in a massive press conference. The
scientifc community balks and decries the new technology, but
the strength of the evidence is clear. After three months of trying
to debunk the D-Engine, the scientifc community is forced to
accept the principles of arcanotechnology. A new discipline is
born and the face of the world is changed forever.
(2034) The Ashcroft Foundation becomes the largest
corporation in the world The sheer size and economic strength
of the Foundation dwarfs other international corporations almost
overnight. It also establishes infuential lobbyist representation
within the New United Nations.
(2036) The development of the A-Pod Solving the previously
unresolved energy source problem, D-Engines are applied to
anti-gravity lifters to create the worlds frst fully contained anti-
gravity pod system (A-Pods). Prototype vehicles are developed
utilizing A-Pods to provide lift and thrust capability. A-Pod
vehicles revolutionize transportation throughout the world.
Nations that formerly relied on oil exports to support their
economy begin to fnd themselves in a fnancial crisis.
(2039 to 2043) Prometheus Project progress D-Engine
technology with A-Pod drives is applied to new reusable
spacecraft.
(2040 to 2043) The frst arcanotech mech designed The
Ashcroft Foundation is commissioned to develop a functional
work vehicle capable of managing construction and exploration
tasks in inhospitable environments. Dr. Haru Akimoto designs a
prototype D-Engine vehicle with a mecha-style sapient form. He
argues that such a form would provide maximum operational
fexibility and be best suited for activities performed in a variety
of environments. The prototype vehicle performs beyond all
expectations and the Ranger-class Mecha Utility Vehicle (MUV)
is put into full production.
(2045 to 2051) Atlantis and Prometheus Projects become a
reality The effciency of the Ranger MUV leads to the rapid
construction of several underwater bio-domes and a new
international space station. It also leads to the establishment
of a moon-based mining operation and small colonies on Mars,
Jupiters moons Ganymede and Callisto, and Saturns moon
Titan. The side effects of the D-Engine become a noted factor in
the Rangers success.
(2047) New Cold War begins Oil producing nations of the
Middle East secede from the NUN over its endorsement of D-
Engine Technology. China, which had declined to sign the NUN
charter because of the organizations democratic foundation,
aligns itself with the Middle East. A new cold war begins prompting
a rapid increase in capital expenditure on the part of the NUN
toward military research.
(2048) Arcanotech mecha evolve into weapons of war The
NUN begins to experiment with a military application of Dr.
Akimotos mecha as multi-functional vehicles of war. The
D-Engine Operator Extension Side Effect (OESE) drastically
increases pilot performance. Government contract requirements
are submitted to research and development corporations to
begin designing military mecha prototypes. These versatile
mecha suits will eventually replace armored military vehicles as
the primary mobile combat platform.
(2050) The Hermes Project completed Contracted by the
NUN, the Chrysalis Corporation designs a system of satellites
to be deployed in various orbits around the sun. The Hermes
Project would provide a communications relay web through the
solar system providing instant contact between Earth and the
Mars, Ganymede, Callisto, and Titan colonies. The scope of
this project propels the Chrysalis Corporation into the arena of
major international business players.
(2051) First mecha war machines deployed The frst combat
mecha are unveiled to the public. They range from 20 to 40 feet
tall and perform in a startling array of trial scenarios. They capture
the imagination of the public, though political representatives of
the Middle East-China Coalition are visibly nervous.
(2052) The Breath of Rlyeh discovered The Chrysalis
Corporation discovers a complete copy of the Breath of Rlyeh.
Inscribed on stone in the language of ancient man, the text is
found among the ruins of Nineveh along the Tigris River. Cross-
referencing fragments of the infamous Necronomicon, or Book
of Dead Names, Chrysalis Corporation researchers unravel the
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ancient formula that is the Rite of Transfguration. According to
legend, the Rite imposes upon its recipient the form of mankinds
prehistoric masters. Corporation executives see this new discovery
as a way to compete with the power of the Ashcroft Foundation
prompting a new secret Transfguration Research Program.
(2053) A new enemy plots against humanity The secretive
Migou of Pluto fnd themselves faced with territorial competition
within the solar system. Humans have accepted magical principles
and developed arcanotech war machines. Their colonial interests
have spread into the solar system, threatening Migou territorial
integrity. Finding this situation unacceptable, the Migou begin
to weave a plan to steal the D-Engine design for themselves and
drive mankind back to where he belongs incarcerated on Earth,
subject to cruel experimentation, impotent, and unaware of their
secret Migou masters.
(2054) The original Dhohanoids The frst arcane
shapeshifters are created from those who survive the initial Rite
of Transfguration tests. Because of the key Dho Formula, these
shapeshifters become known as Dhohanoids. They are human
beings who can assume the horrifc guise of unnatural creatures
at will though some posit that this is backwards. As is always
the case with such things, many of the Transfguration Project
scientists pay for their knowledge with their minds. Likewise,
Dhohanoids emerge with their psyches forever warped.
(2055) Migou steal D-Engine design Migou operatives
infltrate the Ashcroft Foundations headquarters in Arkham and
steal D-Engine design documents and other research records
pertaining to arcanotechnology.
(2056) Birth of the Nazzadi In order to maintain their secrecy
from mankind, the Migou decide to create a gigantic new
military force based on their advanced knowledge of genetics
and cloning. Equipped with arcanotechnology stolen from Earth
this new genetically engineered army is staged to appear as if
their origin is beyond our solar system. The Nazzadi, as they are
called, are tasked to invade and occupy Earth while concealing
the home and existence of the Migou.
(2056 to 2059) The Migou prepare for war Advanced Migou
production techniques result in an army of mecha for the
Nazzadi. A Nazzadi armada is created and fully equipped within
three years. The Migou are confdent that humanity will not be
able to stand against the Nazzadi war machine.
(2057) Chrysalis Corporation usurped by Children of
Chaos Children of Chaos (COC) spies learn of the Chrysalis
Corporations Transfguration Project. Worshippers of the
ancient god Nyarlathotep, they see this as a sign that the time of
the Old Ones is nigh. Children of Chaos operatives infltrate the
corporation. Before long, the Chrysalis Corporation and their
Dhohanoids are under the full control of the COC.
(2058) The exploration space ship Ashcroft disappears The
Ashcroft is launched in 2057 to explore the outer planets of
the solar system. It is billed as the greatest technical achievement
in history and the Ashcrofts mission is seen as a new hope
for humanity amid the tensions of the Cold War. However,
communications are lost with the Ashcroft during its exploration
of Neptune in 2058. The news shocks the world. Shock turns to
intense worry, when soon afterwards contact with the colonies
is rapidly lost, one by one.
(2059) The First Arcanotech War begins The Nazzadi armada
attacks Earth. Orbital space stations and the mining colony on
the moon are destroyed. Ashcroft Foundation headquarters and
Miskatonic University are leveled. The war is destined to be a
long and bloody confict.
(2059) The New Earth Government NUN declares martial
law in the face of this new threat and supercedes independent
national government authority. Rapid diplomatic overtures
toward China and the Middle East in the light of this new crisis
lead to the establishment of a new global organization based on
the principles of NUN. Under the pressure of alien invasion, the
New Earth Government (NEG) is formed.
(2060) The Children of Chaos initiate plans to bring the Old
Ones forth Seeking to bring the Old Ones forth upon the Earth,
the COC uses the Dhohanoids to gather as much hidden and
ancient knowledge as possible. The chaos of the First Arcanotech
War is the sign of times that will usher the end of the aeon.
(2062) Tage Fragments transcribed On a mission for the
Children of Chaos, Dhohanoids discover an unknown text on
an excursion to the deepest regions of the Arctic. Transcribed
from writings found in a decayed obsidian city, the text is called
the Tage Fragments. It contains lost knowledge pertaining to the
Forgotten Ones and other lost things. The Tage Fragments are
transported back to the Chrysalis Corporations headquarters
in Johannesburg, South Africa, for further study. The city is
destroyed by the Dhohanoids once its knowledge is transcribed
to insure that the COC maintains a monopoly on its secrets.
(2062) Renegade rebellion within the Children of Chaos As
the Tage Fragments are studied, renegades within the Children
of Chaos steal the precious work and destroy the Chrysalis
Corporations research records. These renegades have come to
oppose the COCs vision of a New World Order. Of the fourteen
who rebel against the Cult, only three escape with the Fragments
and their lives.
(2062) New Earth Government capitol moved to Chicago
The former NEG capitol of New York City is decimated in a
Nazzadi attack. Feeling the need to reestablish itself in an area
that could be better defended by land-based military resources,
the NEG sets up a new government in Chicago. The Ashcroft
Foundation is not far behind.
(2063) Eldritch Society formed Gathering likeminded others
to their cause, the former Children of Chaos members create
the Eldritch Society. They begin to decipher the Tage Fragments
in hiding and build their plan to stand against the Children of
Chaos.
(2064) The Nazzadi war machine begins to fracture The
Nazzadi Firstborn generals know the truth but have been
charged with perpetuating the lie. They eventually begin to
question their origin and purpose. Some of them rally behind a
renegade marshal, Kyrsa, who seeks power for himself through
loyalty to his masters. However, Field Marshal Vreta develops
empathy through his contact with humans and believes that
the Nazzadi have no quarrel with them. He moves to make
peace. Its through him that mankind learns the true nature of
the Migou and their plans. Vretas commanders begin to rally
Nazzadi forces to the new alliance only a quarter remain loyal
to the Migou. It isnt long before the remaining hostile Nazzadi
army falls.
(2064) The Rite of Sacred Union revealed The Eldritch
Society deciphers a modifed Rite of Transfguration from the
Tage Fragments known as the Rite of Sacred Union. This modifed
Rite enhances the recipient, bonding him in symbiosis with a
powerful otherworldly being. Through proper training and will,
a host can control the powers of the symbiont form.
(2065) The First Arcanotech War ends Nazzadi delegates
under Field Marshal Vreta meet with NEG President Nathaniel
Roosevelt at a conference outside Chicago to discuss the terms
of peace. The Schaumburg Treaty is signed and the war offcially
ends. The Nazzadi are integrated into the society of the New
Earth Government. However, renegade Nazzadi bands continue
to challenge NEG authority.
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(2065) The frst Tagers The Eldritch Society attempts to perform
the Rite of Sacred Union on selected individuals. Of the six initial
test subjects, only two survive the process. The Tage symbiont
manifests as an otherworldly and inhuman shell, imbuing the host
with great power. Named after the Fragments, Tagers become the
perfect weapon to fght the Dhohanoids and their COC masters.
(2066) The Migou prepare to mount a new offensive The
now exposed Migou face the prospect of an Earth attack against
Pluto. They decide on a preemptive strike utilizing every resource
at their disposal including arcanotech mecha, advanced scientifc
and technological expertise, and sorcery. The Nazzadi threat to
Earth pales in comparison.
(2067) Reconstruction Efforts to rebuild a war-torn Earth are
well under way. President Ryoko Fujiwara presents legislation
to create what he calls the New Society. The concrete jungles
of a previous age are replaced by new architectural marvels
constructed of the latest in synthetic industrial polymer
compounds. Some new cities, such as New Tokyo, completely
replace the ruins of the old. One New Society initiative is the
establishment of a new Nazzadi state within the NEG. Cuba and
Haiti become the Nazzadi state of Nazza-Duhni.
(2067) The Shadow War begins Armed with a force of Tagers,
the Eldritch Society begins its shadow war against the Children
of Chaos and the Dhohanoids.
(2073) The coming of the Unnamed One The Children of
Chaos, using the Chrysalis Corporation as a front, launch a new
project to bring rise to the forces of oblivion, corruption, and
decay. The Ruined King Project comes to fruition on a plateau
near Tibet known as Leng in ancient texts. The avatar of the
Dead God Hastur once again comes into our world.
(2074) The Second Arcanotech War begins The Migou renew
their war against humanity. Using an advanced knowledge of the
occult, they release horrible creatures upon the planet to soften
up their enemy before entering the arena themselves.
(2074) The Disciples of the Unnamable gather The Disciples
of the Unnamable (DOU) assemble in Central Asia under two
factions. The Rapine Storm seek to pave the way for the return of
the Old Ones by scouring all trace of mortals from the Earth. The
Death Shadows seek to infltrate society to promote corruption
and debasement. Their purpose is to reduce all mortals to a
level of corruption as beftting a servant of the Old Ones. The
Unnamed One coordinates both paths, leading each side to
believe in its own righteousness.
(2075 to 2077) The Migou invade Earth Armed with their
own style of mecha, the Migou launch an attack against the New
Earth Government. They are twice the Nazzadi force from the
First Arcanotech War. Within two years, the NEG has lost one
third of the Earth to Migou occupation. The Migou exterminate
Nazzadi, but enslave and experiment on Humans.
(2075) The Children of Chaos renew the search for Cthulhu
The Children of Chaos begin to search for evidence of the Old
One Cthulhu within the depths of the oceans. Making contact
with Dagon and his Deep Ones, the COC resurrects the Esoteric
Order of Dagon. Dagons new order, composed of Deep Ones,
Hybrids, Spawn, and mortal cultists, consolidates their power in
the Azores as a precursor to their domination of Earths oceans.
(2076) The Esoteric Order of Dagon emerges as a new power
Dedicated to rediscovering Rlyeh and awakening the sleeping
god Cthulhu, the Esoteric Order of Dagon (EOD) gathers their
forces to take the seas as their own. At frst, ships go missing.
Then, Hybrids begin to spawn among coastal communities
around the world.
(2077) The Rapine Storm launches a campaign of terror
Much of Southeast Asia is consumed by the Storm. Hasturs
children begin to threaten China and Indonesia.
(2077) Poseidon Base destroyed On the ocean foors,
Poseidon Base and its Pacifc sister installation Neptune Base are
attacked and destroyed by the Esoteric Order. Atlantis Project
agricultural facilities are doomed to the same fate. Though the
public is not fully aware of the danger, offcials within the New
Earth Government quickly grow to understand the nature of this
new menace.
(2078) The Second Arcanotech War ends and the Aeon War
begins The New Earth Government offcially recognizes the
Cults as a new threat. Faced with the power of two different
yet equally dangerous enemies, NEG strategists understand that
the terms of warfare have changed completely. With Earth now
the battleground for three independent antagonists, a new war
evolves to replace the old.
(2078) The Migou respond to the Cult threat The Migou,
knowing that they would be enslaved along with the mortals,
oppose the Old Ones return. While despising upstart Humanity
and their traitorous Nazzadi servants, the Migou battle against
the Cults with equal tenacity.
(2079) Work begins on the Engel Project Standard mecha
seem incapable of stemming the tide of Migou and Cult incursions
against the New Earth Government. The Ashcroft Foundation, in
conjunction with top-secret NEG scientifc research personnel,
launches a secret experiment to create new, more powerful
arcanotech mecha. Code-named the Engel Project, scientists
experiment with bio-organic arcanotechnology.
(2080) The Rapine Storms purge continues The armies of
the Unnamable reach the northern coast of Australia and as far
west as Turkmenistan.
(2081) The Engel prototype is tested The frst Engel is brought
on-line. It is as much a living thing as a machine. Physical mecha-
pilot interface is facilitated through a control capsule inserted
into the creatures nervous system. This interface is referred to
as communing, as the mechs and pilots minds merge to create
a frightening war machine. The frst tests are 100% successful.
(2081) The NEGs containment policy A rash of Hybrid
infestations spread through the New England coast of North
America, as well as parts of the Irish, French, Spanish, Portuguese,
Brazilian, and West African coastlines. New Earth Government
military forces are dispatched to quarantine these areas and to
prevent a further spreading of the Cults infuence. A policy of
containment is adopted against the Esoteric Order until such
time as the Migou can be defeated and the entire might of NEG
resources can be turned against the Cults.
(2082) Engel Phase II combat feld-testing produces destructive
results The frst Engel feld-test goes awry. Pilots gradually lose
control of their Engels during combat trials. The Engels are far
more bloodthirsty and destructive than anticipated, resulting
in considerable enemy and civilian casualties. Active Engel
deployment is contingent on solving this problem.
(2083) A new synthesis and better Engel control Engel
Synthesis Interface (ESI) is designed utilizing implanted
arcanotech enhancers within the pilots brain. These new
control mechanisms create the degree of control needed to
effectively master Engels in widespread combat. However, there
is a drawback the pilot is now attuned to only one specifc
Engel. He cannot pilot another Engel properly unless he is re-
attuned to a new one.
(2084) Engels successfully deployed as a new weapon Engels
enter the feld of battle and provide the New Earth Government
with a needed edge. However, Engels are diffcult to produce
and trainable pilots are diffcult to fnd. Engels compose only
one ffth of the NEGs mecha fghting force.
(2085) Today The Aeon War continues as humankind fghts
for its survival.
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The evolution of Human society under the guidance and
protection of the New Earth Government has been mankinds
greatest achievement. Cultural diversity, ethnic tradition, and a
new sense of interdenominational religious tolerance have rolled
up into a new and unifed global identity. Mankinds exposure
to alien invasion and unspeakable horrors has led to a global
acceptance of Human diversity unparalleled in history. Ethnic,
racial, and religious differences are simply traits. Homosexual
and mixed racial relationships are openly accepted. Men and
women share an equal role in social, vocational, and military
matters. The onslaught of war by an alien enemy has led to a
general belief that all life is precious and that the sacrifce of
one to save many is the most noble of gestures.
Due to economic growth from a wartime industry, technological
advancement, and the NEGs victory during the First Arcanotech
War, most citizens believe that the virtues of humanity will
eventually lead to its survival. The common cultural attitude
within the New Earth Government is quite optimistic in the face
of hardship and war. This idealism is strongly supported by the
governments propaganda machine.
Though certain regional languages still exist, English is the
offcial language of the New Earth Government children all
over the world, both Human and Nazzadi, are taught English
as their primary language.
Constructed after the First Arcanotech War, the Grant Park
Federal Complex of Chicago is the seat of Global Parliament for
the New Earth Government. Both Houses of Parliament hold
legislative sessions here. The Senate Council represents each
global state and the Hall of Commons represents the population
of each state. Executive authority is exercised by elected members
of the Security Council chaired by the President of Unifed Earth.
The seat of the Security Council is the Presidential Estate in
Arlington Heights. The greater Chicago area, now referred to
as the District of Chicago, is an independent territory with no
government ties to the state of North America.
State governments are organized in a similar fashion. NEG states,
in most cases, encompass territories controlled by independent
nations prior to the First Arcanotech War. Some of the old
nations have combined their territorial areas, such as the United
States and Canada or the European Union. The capital of the
North American state is located in Philadelphia and the capital
of the European state is located in London. The South African
state stretches from Cape Horn to the equator, with its capital
in Johannesburg.
The Senate recently passed legislation to provide federal funding
to certain progressive programs designed to beneft the civil
infrastructure and maintain a sense of security. Public Works
programs are being initiated to rebuild damaged buildings,
homes, and other facilities. A new volunteer Civil Defense Militia
is being organized in every state to increase community security.
New Earth Government forces have set up a containment
perimeter around the Esoteric Order infested areas of New
England and Nova Scotia. They also fght a holding action
against EOD forces in the Caribbean to protect the Gulf of
Mexico and the Caribbean Sea. A signifcant number of New
Earth Government military resources are dedicated to shoring
up British defenses and securing the Straight of Gibraltar from
EOD incursion into the Mediterranean.
Despite incursions by both the Esoteric Order of Dagon and the
Migou, the NEG has managed to maintain a frm hold on most
of North, Central, and South America. The British Isles, most of
mainland Europe, the Middle East, Southeast Asia, Japan, and
Australia are also under New Earth Government control. The
states of North and South Africa, India, and most of China are
also considered to be NEG territory, though heavy Cult infuence
has begun to erode its authority.
The military application of arcanotechnology certainly proved
itself during the First Arcanotech War. Large mecha war machines
successfully replaced tanks and armored fghting vehicles of the
previous century as the principal mobile weapons platform for
the modern age. Unfortunately, relying solely on these mecha
for executing military operations narrowed the New Earth
Governments ability to respond to a wide variety of threats. The
NEGs Combined Arms Concept (CAC) called for rapid mobility,
effective frepower, and maximum fexibility to accomplish
any mission against any enemy on any terrain. Thus, military
development during the post-war years saw a need to develop a
new enhanced infantry unit that could provide mutual support
for, and operate with, mecha units. The solution was simple
provide an armored suit for infantry soldiers powered by D-
Cells that allowed for greater mobility, strength, protection, and
frepower. Combat powered armor was born.
Powered armor accomplishes some of the feats of its larger
cousins on a smaller scale. This includes the use of modifed A-
Pods for long jumps or to slow ones fall from aerial transport
into a combat zone. Powered armor units are often used in urban
THE NEw EARTH GOvERNMENT
warfare for sweeping enemy units from entrenched positions. They also see use with police or
security forces.
New Earth Government military strategy is based on mobility and rapid deployment. The fuidity
of enemy threats on multiple fronts makes swift, large-scale mobilization essential. Surveillance
networks and reconnaissance tactics are also necessary to counter the veiled and unpredictable
methods used by the NEGs enemies. Hunter-class scout drones and E-6 Guardian ASAC
(Airborne Surveillance and Control) vessels are used to track enemy movements.
Many mecha units are assigned to naval vessels for rapid deployment and fast attack
purposes. The advent of D-Engine and A-Pod technology, as well as the application of
certain Nazzadi engineering techniques, has revolutionized the design of the NEGs Navy.
Each ship is designed to operate afoat or airborne, granting the Navy the ability to deploy
task forces over land. In addition, prototypes are in design that will operate underwater or
in the vacuum of space. New Earth Government naval vessel names are prefxed with NES
(New Earth Ship).
Much like fghter pilots of a previous age, mecha pilots have chosen to identify themselves
with personal call signs. Theyve also adopted an old tradition of applying slang names to
their enemies, thus referring to Migou as bugs.
Covert operations and espionage efforts are coordinated by the Global Intelligence Agency
(GIA). The GIA fghts a clandestine war on all fronts. Whether infltrating Migou held territory,
tracking EOD coastal infestations, or countering Cultist operations, GIA agents are always
active. With remote offces worldwide, GIA headquarters is located at a secure installation
outside of Colorado Springs. Some elements of the GIA have established a tenuous back
alley relationship with contacts in the Eldritch Society. Providing the benefts of a global
intelligence network, these elements understand the need to assist the Eldritch Society in their
Shadow War against the Dhohanoid threat.
The War Department of the Security Council pursued the development of what was expected
to be a decisive new weapon against the Migou invaders at the onset of the Second Arcanotech
War. This weapon was designed to create inter-dimensional wormholes that could instantly
eject an enemy out of known reality. The alpha test was conducted at the Nevada Test
facility 65 miles northwest of Las Vegas. Unfortunately, something went very wrong a
huge explosion caused a fssure to rip through known reality and force a merging of inter-
dimensional space. The result of the accident was a large vortex roughly 160 miles across,
where reality gives way to the shifting of infnite dimensions. Within seconds of the accident,
the research team, Nellis Strategic Command Base, and the city of Las Vegas had disappeared
from the face of the Earth.
The Zone, as the area is now called, consumes anything that enters it. Expeditions have been
sent to investigate and never returned. Due to the terrible things that have crawled out of the
Zone, a No Mans Land has been designated over a 10-mile radius around its outer edge.
An entire Mechanized Regiment has been stationed around the Zone to guard against any
extra-dimensional visitors.
Overall, the New Earth Government
knows it faces a daunting task. The
spirit and moral of the people must
be maintained in the face of the
ravages of war. The general belief
that humanity will eventually prevail
must be nurtured. They cannot
know the truth that despite a
heroic military effort, the NEG is
losing the Aeon War.
New Earth Government Military Ranks
Navy Enlisted
E-1: Junior Seaman
E-2: Ordinary Seaman
E-3: Able Seaman
Navy Non-Commissioned Offcers
E-4: Leading Seaman
E-5: Petty Offcer
E-6: Senior Petty Offcer
E-7: Chief Petty Offcer
E-8: Senior Chief Petty Offcer
E-9: Master Chief Petty Offcer
E-10: MCPO of the Navy
Navy Warrant Offcers
W-2: Warrant Offcer 2
W-3: Warrant Offcer 3
W-4: Warrant Offcer 4
Navy Commissioned Offcers
O-1: Midshipman
O-2: Sub Lieutenant
O-3: Lieutenant
O-4: Lieutenant Colonel
O-5: Commander
O-6: Captain
O-7: Commodore
O-8: Rear Admiral
O-9: Vice Admiral
O-10: Admiral
Army Enlisted
E-1: Private Basic
E-2: Private
E-3: Lance Corporal
Army Non-Commissioned Offcers
E-4: Corporal
E-5: Sergeant
E-6: Staff Sergeant
E-7: First Sergeant
E-8: Color Sergeant
E-9: Sergeant Major
E-10: Command SM of the Army
Army Warrant Offcers
W-1: Warrant Offcer 1
W-2: Chief Warrant Offcer 2
W-3: Chief Warrant Offcer 3
W-4: Chief Warrant Offcer 4
W-5: Master Warrant Offcer
Army Commissioned Offcers
O-1: Second Lieutenant
O-2: First Lieutenant
O-3: Captain
O-4: Major
O-5: Lieutenant Colonel
O-6: Colonel
O-7: Brigadier
O-8: Marshal
O-9: Vice Marshal
O-10: Field Marshal
Army Organization
Squad: 9 to 10 Soldiers
Platoon: 16 to 44 Soldiers
Company: 62 to 189 Soldiers
Battalion: 300 to 1000 Soldiers
Brigade: 3000 to 5000 Soldiers
Division: 10,000 to 15,000 Soldiers
Corps: 20,000 to 45,000 Soldiers
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New Earth Government Rumors
Japan has experienced an unusually high number of
earthquakes lately.
The GIA has developed a master database on the ac-
tivities of NEG citizens to counter infltration by Migou
Blanks or Cult servants. They keep a very close eye on
the Nazzadi.
Nuclear missile strikes against the Migou during the
early days of the Second Arcanotech war failed because
of the enemys ability to destroy the missiles before they
could be armed. As a result, Operation Final Strike is
being developed to build enough space operational
battlecruisers to launch a nuclear assault against the Mi-
gou hive ship from orbit.
The Ashcroft Foundation coined the name arcanotechnology
when they frst shocked and amazed the world over ffty years ago.
They used it to describe a bold new feld that married advanced
technology with the effects of ritual magic. Arcanotechnology
touches all citizens of the NEG every day, though they may not
even be aware of it.
Teresa Ashcroft pioneered arcanotechnology as a gifted young
doctoral student at Miskatonic University. While working in the
librarys restricted section, she discovered a unique and as of yet
unknown translation of The Mysteries Within an ancient book
detailing non-Euclidean mathematical principles that could rip
through the very fabric of the universe. Its upon these principles
that she designed the theory behind the D-Engine. Unfortunately,
the pursuit of such cosmic forces claimed her mind.
Others followed in her footsteps, eventually creating the Ashcroft
Foundation and the frst D-Engines. These machines use a
combination of advanced engineering concepts combined with
small dimensional rips formed and maintained by non-Euclidean
mathematical principles to create a clean and inexhaustible power
source. All initial applications of arcanotech were derivatives of
the D-Engine. D-Cells created powerful rechargeable batteries,
Cascaded D-Engine Generators created and distributed power
for everyday use, and A-Pods created true anti-gravity felds.
Arcanotech is now everywhere.
Arcanotechnology changed the world forever. Fossil fuel
exporters lost their power overnight. Energy conglomerates
faced ruin. Resource mining and management companies went
bankrupt. Fortunately, faith in the new feld was so high that
economies didnt collapse under the strain. The companies that
survived were those who could adapt as quickly as possible. The
car manufacturers who had stubbornly refused to design good
vehicles powered by alternate fuels were buried by their more
ready competition.
The D-Engine Operator Extension Side Effect, which attunes
a pilot more closely with his vehicle, created a vector for an
entirely new machine of war. Now the military could create
giant mechanized infantry with the frepower to level buildings.
Internal D-Engine power gave way to plasma cannons and
charge beams. These mecha changed the face of warfare into
what we see today.
Arcanotech engineers also research enchanted materials. Highly
experimental, this new feld attempts to weave the effects of
enchantment ritual magic into the materials manufacturing
process. It has been slow and diffcult going. These researchers
hope one day to produce reinforced building materials,
enchanted composites, broadcast power, and the like.
The leading arcanotechnology researcher and producer is still
the company that started it all the Ashcroft Foundation. It is
a frm founded by the original scientists and investors from the
prototype D-Engine. When the D-Engine was fnally revealed to
the world, the Ashcroft Foundation went from a small, unknown
research group to one of the most wealthy and powerful
corporations in history in a matter of months. They still hold
patents on nearly all ubiquitous arcanotech and draw massive
revenue from licensed manufacturers. One of the Foundations
stated goals is the continuing development of arcanotechnology
they are the creators of the feld and they plan to stay leaders in
it. Theyre convinced that the key to winning the Aeon War lies
THE ASHCROFT FOUNDATION & ARCANOTECHNOLOGY
in arcanotech and they labor feverishly to fnd new applications.
The public relations department of the company paints them
as patriotic heroes working with the New Earth Government to
save the world.
The New Earth Government and the Ashcroft Foundation are in
bed together the way no government and corporation has ever
been. The Foundation is the governments primary producer
of essential arcanotechnology. Their equipment powers the
nation and, through subsidiaries, they manufacture critical
military components. They are, in many ways, the premiere
research and development arm of the NEGs military. Beyond
all that, the Ashcroft Foundation foated government agencies
a great deal of money to rebuild the worlds infrastructure using
arcanotechnology and to help build them their new army. While
the Foundation isnt asking for repayment, the NEG treats them
as advisory partners. Ashcroft Foundation advisors are found
at every level of the government and military. Some say they are
the power behind the New Earth Government. Some say they are
just a powerful branch of the NEG. Many protest that a private
organization has no business advising on matters of state or
economy, but that hasnt changed anything.
As one might expect, the Ashcroft Foundation is a singular
company for which to work. Only the most gifted are employed.
Employees are encouraged to treat the company and their fellow
workers as if they were family. People look out for each other
at the Foundation and loyalty and merit are the only qualities
rewarded. Employees are compensated and cared for through
generous wages, excellent benefts, and lucrative investment
packages. Not only is the Foundation an equal opportunity
employer, they actively recruited Nazzadi researchers once
the aliens were introduced into New Earth
Government society. But secrecy is a signifcant
part of the Foundations culture as well.
Employees are not only tightly knit, theyre close
mouthed. There are very few people outside of
the Foundation who know much of anything
about what goes on inside.
The bizarre principles upon which arcanotech is
based are diffcult for the mortal mind to fathom.
There is much of the Foundations research that
is taxing on a persons psyche, causing nervous
breakdowns, psychotic episodes, or worse.
To deal with these effects on their employees,
the Foundation established the Ashcroft
Clinic a frst-rate psychiatric research and care
organization. Their frst patient and inspiration
was Teresa Ashcroft. Not surprisingly, the Clinic
is lauded for its advancements in the feld. Today,
arcanotechnology researchers and developers are
required to meet with Ashcroft Clinic therapists
for 90 minutes of one-on-one counseling and
evaluation every week. Some more extreme cases
are required to schedule additional sessions
or even take leaves of absence at the Clinics
facilities. The Foundation however has never fred
an employee for mental health reasons. Those
who can eventually return to work do. Those who
cant return to research are given cushy offce jobs with ample
compensation. Those who cant return to work are provided
with generous disability packages. Its because of these risks that
Ashcroft Foundation research and development employees are
among the highest paid professionals in the world.
The Foundation also created the St. George Research Facility in
Nevada after the disappearance of Las Vegas in the Zone. This
facility studies the extra-dimensional entities emerging from the
void, along with the marked increase in para-psychic activity
in the area. They work alongside the NEGs Offce of Internal
Security in this latter matter.
With the destruction of Arkham in the First Arcanotech War,
the Ashcroft Foundation followed the New Earth Government to
Chicago. Their global headquarters is almost an arcology unto
itself. Today, they maintain offces in every major NEG city and
send Ashcroft Clinic trained therapists all over the world.
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Ashcroft Foundation Rumors
The New Earth Government owes the Ashcroft Foundation
so much money that the company can dictate to the President
of Unifed Earth.
The security wings of any Ashcroft Clinic facility are flled
with company madmen. Their families are paid handsomely
not to talk.
The Foundation is on the verge of a major arcanotechno-
logical breakthrough, which promises to be more signifcant
than the Engel Project.
Initiated only six years ago, the Engel Project began
in the basement of a top secret research facility. Dr.
Anton Miyakame proposed his vision for a synthorg
or synthesized organism to the Ashcroft Foundation in
2078 within a year his project was fully funded and
partnered with the New Earth Government War Council.
Dr. Miyakames dream was realized only two years later,
when the frst synthorg, the frst mech built with living,
fully organic parts, was tested the prototype Engel.
The research needed to develop the frst Engel was
staggering, requiring an unheard of combination of
science, magic, and arcanotechnology. Dr. Miyakames
synthorg theories drew many of the best minds in the world.
Unfortunately, the prototype costs the minds of more
team members than the creation of the frst D-Engine.
Today, only one member of the original development team
remains Dr. Anton Miyakame, the frst and only Director
of Research and Development for the Engel Project and
star of the Ashcroft Foundation.
No one outside the project knows what Engels really are.
In fact, few inside the project know what they really are.
The scary parts of a synthorg are the parts that are alive.
Underneath it all, they are enormous living things, cloned
from the DNA of Humans and god knows what else. The
host is cybernetically grafted to a mecha enhancement
shell once artifcially grown and a pilot control capsule
is inserted into the hosts body cavity and wired into its
brain and central nervous system.
Most Engel development has required designs for larger
mecha, to accommodate both the control capsule and
the hosts remaining internal organs. The smallest Engels
are considered medium class from 20 to 30 feet tall.
Even if they someday overshadow normal arcanotech
mecha in the NEG army, there will always be a place for
smaller mecha because of Engel size constraints.
As engineered, a newborn Engel is docile and easily
controlled. Whatever sentience, if any, present in the host
does not reject or is overridden by the commands from the
control capsule. Instinct, however, has been the problem.
When threatened, this previously submissive creature
awakes and attacks with a frightening bloodthirst. The
project developed the Engel Sythesis Interface to overcome
this diffculty. The ESI attunes a pilot and an Engel through
a set of complex arcanotech computer chips that are
implanted into the forebrains of the pair. This attunement
bridges the control gap and the Engel will now always be
under the pilots control.
The problem with the Synthesis Interface is fexibility. An
Engel still only responds completely to the one pilot to
which its attuned. Thus, pilots become dedicated to one
Engel and one Engel only. New ESIs can be implanted,
but the surgery required takes both the pilot and the Engel
out of action for a few weeks.
Synthesis Interface or no, an Engel will revert to its
murderous tendencies if its pilot is ever killed or knocked
out in battle. It deals with any threats and indulges in
collateral damage before fnally returning to a calm
repose. Any pilot whos lived through this experience gains
a deep and profound respect for his Engel and almost a
new level of understanding and control.
Piloting an Engel is as much an art as it is a science. The
technology behind the control capsule is ingenious,
creating a virtually psychic link between the pilot and
THE ENGEL PROjECT
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the host. Most pilots respect the living thing inside their
Engel, and do not call operating one piloting they
call it communing. Pilots become very attached to
their Engels and they often give the synthorgs names. It is
customary to name Engels after angels, such as Michael,
Raphael, or Gabriel.
Engels are the frst units sent into areas of heavy confict
they are tough and effective. An Engel pilot sees more
confrontations in his frst month of duty than the average
arcanotech mech pilot sees in three. Some pilots are assigned
to elite Engel-only teams and see heavy fghting. Others are
assigned as support to standard mecha squads.
Though the most valued units in the New Earth
Governments arsenal, Engels are far more diffcult to
produce than normal mecha. For every six mecha in the
NEGs army, there is one Engel. Any attempt to increase
production has met with disaster. The process is so
complex and has so many potential points of failure that
it may be impossible to speed it up any further. To truly
turn the tide of the Aeon War, the project would have to
produce Engels four times faster.
The Engel Project has created some of the most powerful
and certainly most unusual mecha to date. Engels have
helped even the odds for the New Earth Government.
So far, project scientists have only been able to develop
about a dozen different hosts. These hosts together cover
the most important military applications, but researchers
are working to discover something completely new. Many
prayers are with them.
There are two other secret side projects within the Engel
Projects walls. The frst is the Engel Remote Pilot Interface
(ERPI). The goal of the ERPI project is to stimulate an
Engel to fght on its own with enough control to keep
it in the right places, all from a remote console. It is
understood that even if successfully developed, the ERPI
would really only be useful in heavy battle zones, for now.
The second side project is the Engel Uplift Program with
a security clearance so high that very few even know that
it exists. There are some who believe that the hosts are
intelligent enough to be trained. The program is assessing
the natural intelligence and temperament of the hosts
and if they can be controlled either psychologically
or neurologically. It would create living, breathing, self-
directed mecha to fght for the NEG. The Uplift Program
is a dangerous proposition, and there are those who
believe that, despite what proponents think, the hosts are
fundamentally malevolent.
Engel Project Rumors
Dr. Miyakames a genius, but hes also a nutjob. His staff is
too afraid of him to do anything about it. Some are very wor-
ried what plans he has behind closed doors.
Many believe that Engel pilots burn out after a few years. But
some say literally. They say that the Synthesis Interface slowly
fries pilots brains from the inside out. Since the life expectancy
of an Engel pilot isnt that long anyway, the NEG hasnt really
noticed.
Battlefeld rumors say that independent Engels already exist.
.
The Chi ldren of Chaos &
THE CHRYSALIS CORPORATION
Snacks and soft drinks. Pre-packaged foods. Consumer electronics. Computer software.
Video games. Motorcycles and cars. Industrial machinery. Military hardware. Through
over a dozen subsidiaries, the Chrysalis Corporation is a contender in these felds
and others. Theyre a constant presence in the lives of people today and one of
few giant corporations to have survived to the modern day.
The Chrysalis Corporation is not what it appears to be. Forty years ago, at their
downtown headquarters in Johannesburg, the Board of Directors changed the course
of the world. They wanted what all men with power want more power. Discontent
with the power of money, the Board created an initiative to research and harness
the power of the occult the T99 Division was born. Members of the Board would
become the most powerful men in the world through these disreputable scholars.
To help cover T99s activities, the Chrysalis Corporation took over a resource
management and acquisition venture.
What happened next depends on who you talk to. T99s will tell you that only
their intense efforts along with a little good luck were responsible for the
acquisition of the complete Necronomicon and Breath of Rlyeh. The Children of
Chaos will tell you they were led to them. Whatever the truth, the T99 Division
translated the frst full copy of the Rite of Transfguration not long after, a
powerful ritual long lost on this planet for millennia, and began to experiment.
All the right wheels were in motion to attract the attention of an ancient
creature. Nyarlathotep fxed his eye on the Chrysalis Corporation, summoned his
Children of Chaos, and silently took over.
The great temporal power and wealth commanded by the Corporation were only half
the equation. The Rite of Transfguration was the other. Now, the Children of Chaos
could make monsters. A mortal undergoing the Rite is transfgured into a form
more suiting his masters, which is supposedly the only way to survive the Old
Ones return. He becomes a shapeshifting monstrosity known as a Dhohanoid. These
inhuman creatures walk around like men, but their true face lies just underneath
the surface. The ritual is terrifying, painful, and long. The creature into which
he transforms is called his manifestation, of which there are over a dozen
families. Very few unique Dhohanoids have been created and they may just be the
frst of new breeds.
Though Dhohanoids are supernatural creatures, they are also physical. They can
mate and breed with each other and with mortals. The genes are dominant and the
children always Dhohanoids. Children are the same manifestation as their parent
or of either type if both parents are Dhohanoids. Their physical nature also makes
them detectable, if one knows for what to look. A basic New Earth Government
genescan will identify one, done through a simple blood test. One would most
likely fail an Ashcroft Clinic psychological evaluation. Fortunately for them,
the Chrysalis Corporation exerts the appropriate infuence to make certain their
children arent in a position for these things to happen.
Previous to the Chrysalis Corporation, the Children of Chaos were a cult of the
Endless One Nyarlathotep and had been for centuries. They were a secret society
dedicated to sowing the seeds of chaos and unearthing the secrets required to
bring about the end of the world. They were responsible for many conficts and
terrorist actions. Now, the two are one. The Chrysalis Corporation worships the
.
Endless One the Children of Chaos have gone corporate. They operate similar to
a zaibatsu absolute loyalty is expected and failure must be atoned for, but the
company takes care of its own.
Most employees of the Chrysalis Corporation are blissfully ignorant of the truth.
Its only the positions of power that are flled by the Children of Chaos. The Board
of Directors, the T99 Division, and all executives are powerful sorcerers, para-
psychics, or Dhohanoids it is considered high honor among the Children to be any
of these. Cult initiation and job promotion are now the same.
Dhohanoids are usually split into autonomous operative teams with high-ranking
corporate positions as cover. Each type of team has its own specialty trouble-
shooting, infltration, terrorism, hostile acquisition, wetworks with its own mix
of manifestations. They are coordinated centrally by the Chrysalis Corporation, but
operate in cells so that the command structure cannot be compromised. Clandestine
and covert, the Children of Chaos carefully cover their tracks, not that anyone
would likely believe their connection to the Corporation anyway.
What no one would ever believe is that an avatar of the Endless One himself directly
controls the Chrysalis Corporation. The Director is a handsome, dark-skinned man who
appears to be Egyptian. He is regarded as a respectable and legitimate businessman
by the public, though he is considered eccentric and reclusive. But his Children
know exactly what he is their god Nyarlathotep made fesh.
Ultimately, the Chrysalis Corporation is dedicated to bringing about the return
of the Old Ones and ending the world as we know it. They unifed the Disciples of
the Unnamable and brought the Dead God Hastur back into this world and maintain
excellent relations with the Death Shadows to this day. They trade information
with the Esoteric Order of Dagon, but cooperate in few other ways. The Children of
Chaos wage a shadow war so that the other Cults can operate openly. They spread
disinformation and paranoia. They quietly cripple their enemies. They provide
resources the others cant muster. Their only true enemy is the Eldritch Society.
Regarded by the Chrysalis Corporation as turncoat do-gooders who know enough to
be dangerous, the Eldritch Society is a secret society dedicated to fghting the
Cults corruption. The Societys main tools are the Tagers holy warriors who bond
with supernatural symbionts to become deadly killing machines. They are capable of
standing up to and destroying Dhohanoids three to one in most cases, in fact.
The Migou, on the other hand, know very well what Dhohanoids are and that the
Children of Chaos are afoot. They may not know where they are coming from, where they
are operating, and what they are up to, but they are aware they exist. Though it may
beneft the Migou if the New Earth Government
knew of the threat, the last thing the aliens
would do is help mortals.
Today, the Chrysalis Corporation becomes more
powerful and the Children of Chaos continue to
grow. Dhohanoid ranks swell between the Rite
of Transfguration and natural procreation.
Already a force to be reckoned with, they are
a cancer that will continue to grow in the
body of the New Earth Government.
Children of Chaos Rumors
The T99 Division has been conducting breeding experiments to
create new and unique Dhohanoid manifestations.
The Children of Chaos are not pleased with the way they are
treated by the Rapine Storm and the Esoteric Order of Dagon.
Theyre implementing a plan to change this.
The Chrysalis Corporation is entering international media and
broadcasting.
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Hidden deep within the Arctic tundra, in an alien, crumbling
city millions of years old, Dhohanoid agents of the Chrysalis
Corporations T99 Division found something amazing. Inscribed
on an enormous monolith was the most complete description
of the Forgotten Ones ever made. Unable to translate any of it,
agents transcribed the text, destroyed the city, and returned to
Johannesburg.
It took T99 researchers three months to create a cipher, another
three months to fgure out it was wrong, and another six months
past that to actually create an accurate translation. Some of
the researchers marveled at the myths
of the Forgotten Ones. Some of them
began to believe. They knew that many
hoary gods were real they in fact
worked for one. They began to think
that maybe it wasnt such a good idea
to be bringing Hastur, Cthulhu, and
their brethren into this world again.
The Tage Fragments, named for the
avatar who inscribed the secret text,
also hinted at rituals of extraordinary
power. Ones that would make people
more divine. Ones that would make
holy warriors. Maybe with these holy
warriors did the renegade T99s stand
a chance to change things.
The coup was impressive. The renegades
stole the transcriptions of the Tage
Fragments, stole all their research data,
and wiped the slate clean behind them.
The Children of Chaos were left with
nothing. Of the original twelve, only
three of the traitors survived, but with
their prize intact. They knew nowhere
in Africa or Europe would be safe for
them, so they fed for the heart of the
New Earth Government Chicago
and disappeared.
Creating a secret society around their
task, the renegades began to enlist
gifted academicians. They called
themselves the Eldritch Society. Means
and political infuence were secured
as they recruited individuals of wealth
and power. They dedicated themselves
to translating the Fragments to unlock
the might within. It took them nearly
two years to unveil the Rite the Sacred
Union the divine ritual for which they
sought.
While the Rite of Transfguration
transforms a mortal into a monster, the
Rite of Sacred Union does not force one to lose ones mortality.
It reaches out into the universe to bring a mortal and a higher
being together in symbiosis. However, participants in the rite
would be judged worthy, something at which the nascent
Eldritch Society could only guess. Six individuals volunteered
to frst undergo the Rite, observing all the purifcations and
preparations outlined by the Fragments only two survived.
Those judged unworthy were devoured alive by the higher
beings. However, those who remained became something
incredible.
THE ELDRITCH SOCIETY
Tagers, as they have become known, are mortals who have
undergone the Rite of Sacred Union, joining with a higher
being or what is now called a Tage symbiont. They are more
divine. While capable of appearing and registering mortal to
all examination, they can join with their symbionts and become
holy warriors. They are monsters with the hearts of men.
There is no way to determine what type of Tager a person will be
before performing the Rite of Sacred Union. Something in each
petitioner calls out and a higher being answers he becomes
what he becomes. However, the Rite requires a sentient mortal,
so while lower lifeforms are out of the question, Humans and
Nazzadi both qualify. The Tage symbiont also has power and
infuence of its own. Unsurprisingly, mortals take on some of
the personality characteristics of their symbiont. And, if a Tager
wears his inhuman form and is rendered unconscious, the
symbiont will continue to fght on its own, much like an Engel.
The Eldritch Society discovered that the key component that
allowed participants to survive was not only philosophical
belief and ritual purifcation, but genuine personal will and true
conviction. A new screening program was developed to help
recruit new talent and Tager ranks grew unfortunately not as
quickly as hoped. Suitable, sympathetic candidates were not easy
to come by and the Rite itself required special conditions. Their
numbers would forever be restricted. There are still far more
Dhohanoids than there are Tagers, and this will not change until
Chrysalis Corporation breeding programs and Genesis Pits can
be crippled or destroyed.
Ultimately, they had to decide on their role in the world. How
would they fght their war? Would they come forward to their
own government? Themselves Dhohanoids, the Founders of
the Eldritch Society knew the corruption and paranoia that
permeated the New Earth Government. They decided that they
would never fully ally themselves with a temporal secular power
after all, their duty came from a much higher order of things.
The Society would stay secret, answering to their own laws and
ignoring others, all for the greater good of the world. They went
deep underground. With barely a whisper, the Eldritch Society
began their Shadow War against the Chrysalis Corporation. The
Founders, satisfed their children were now grown, ritualistically
took their own lives before the pull of the Old Ones on their
Dhohanoid souls compromised their noble work.
The culture of the Society is one of reverence, conviction, and
secrecy. They revere the divinities that give them their power.
They truly and deeply believe that they are the heirs to the
Forgotten Ones legacy tools to test the mortal world and drive
back the advances of horrible deities. It is a sacred duty, one
for which they would gladly die. At their core, Eldritch Society
initiates are highly focused and deadly serious.
Tagers choose new secret names when they are reborn.
Similar to the callsigns of mecha jocks, these names somehow
describe the essence of the new being. Bloodcry, Crimson,
Slaughter, Stitch, Wight, and similar names are chosen by
newborn Tagers.
The Eldritch Society exists to cut out the cancer within the
New Earth Government. They labor to expose the Chrysalis
Corporation and eventually destroy the Children of Chaos
and their Dhohanoid servants. They fght back the invisible
armageddon-hastening efforts of Nyarlathotep. They wipe out
Death Shadow schemes in back alleys and destroy hidden cults.
So far, their efforts have met with mixed results, but they hold
out hope for the future.
Tagers are treated much like the holy knights of old. They are the
authority within the Eldritch Society and operate in autonomous
groups. These operations teams are made up of three to six
warriors and are offcially called packs the Tagers themselves
have come to call them murders. Lorekeepers, sorcerers, and
tacticians all labor as a support and central communications
spine for the packs. In addition to prodigious archives, the
Eldritch Society maintains a network of spies and informants in
all walks of life. Teams also scour the world for more evidence
and tools of the Forgotten Ones. However, it is those Tagers
who have undergone a mystical metamorphosis to further merge
with their symbionts that are given the most command. These
creatures are terrifying, but if Tagers are divine, those who have
undergone metamorphosis are more so.
Certain elements within the NEGs Global Intelligence Agency
have established a back alley relationship with the Eldritch
Society, though they know little about the Societys true nature.
They believe that the secret society is a force for good, waging a
war against an invisible cult within the New Earth Government.
They also know that monstrous shapeshifters are the primary foot
soldier of this cult. The Society is content with this arrangement
and the two sometimes share information.
The Eldritch Society is fnally building a presence in South Africa,
in hopes that they can begin their infltration of the Chrysalis
Corporations headquarters. Security in Johannesburg is,
needless to say, very tight. Plans go slow and many operatives
have been sacrifced.
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Eldritch Society Rumors
The Founders arent dead. The suicides were a cover. They left
to search for more secrets in the lost parts of the world, where
they knew they would be of no danger to their precious Society.
The longer a Tager lives, the more vicious and bloodthirsty he
becomes.
Eventually, the symbiote consumes all Tagers. Metamorphosis
only hastens the day.
The plateau of Leng is a myth. Hidden from the eyes of mortals,
only madmen claim to have been there. Only dead things
grow on Leng. It is a forsaken place covered with monuments
to the Old Ones and home to a thousand horrible things. But
most foreboding and most terrifying is the basalt castle of the
Unnamable the Dead God Hastur.
The mere mention of Hasturs name conveys power. In learned
occult circles, his name is neither said nor inscribed. Most
often he is simply known as He-who-shall-not-be-named, the
Unnamed One, or the Dead God. It is said that the power of his
name can summon him in the fesh, that it focuses and captures
his attention, or that it allows him to spy on the invoker through
dreams. It is undoubtedly through the power of his name that
the Children of Chaos were fnally able to bring Hastur once
again into this world.
The Dead Gods avatar is the Ruined King. The King is a tall,
gaunt nobleman who wears ragged, tattered robes and a crown
of what appears to be one single bone. His face is eternally in
shadow and the cold air of the grave follows him. The mere
presence of the Ruined King is enough to drive most men mad.
The Unnamable called to his disciples and they answered.
Horrible beasts and monsters who wore the fesh of men
bowed to his will throughout the world and the Disciples of the
Unnamable were born. One faction gathered an army to purge
the plague of man from this world. The other spread out across
the globe to destroy man from within.
The Disciples of the Rapine Storm roll across the world with
a terrible fury. An army of unspeakable monsters and lunatics
in mecha, the warbands of the Storm wage a war of genocide.
They dont occupy they strip bare. They dont conquer they
raze. They dont murder they exterminate. The Rapine Storm
is never subtle so their attacks can be predictable. But the force
with which they attack is never small and sometimes predictions
dont help.
The Storm is more like a barbarian tribe than any conventional
army. Semi-autonomous warbands, each composed of a couple
dozen creatures, is led by a Warchief the strongest and most
charismatic. The Warchief can be challenged in a fght to the
death, but only if the challenger has the support of at least half the
warband. Though the Warchiefs lust for bloodshed make them
diffcult to control, the Dead Gods will guides his followers.
A more subtle and insidious threat, the Disciples of Deaths
Shadow are a wasting disease in the soul of mortal society. They
are a secret society hiding in the shadows of the arcologies,
corrupting and debasing anyone they can touch. They prey on
human weakness and give people what they want, to the extreme.
They are everyones best friend. They create and provide any kind
of vice. Violent news broadcasts, dehumanizing entertainment,
a consumer culture of greed, pornography, sex cults, designer
drugs, and more are all the tools of the Death Shadows. Once
mortal society is lost in its own feshly pleasures, it will be
easy to enslave.
Unlike their brethren, the Shadows are highly organized and tightly
controlled. They maintain an elaborate network of information,
including hackers, informers, and spies. Their blackmail list is truly
horrifying. Operating in conspiratorial cells, the Death Shadows
are almost impossible to root out. The destruction of one cell will
THE DISCIPLES OF THE UNNAMABLE
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33 33
Disciples of the Unnamable Rumors
The Rapine Storm is fghting amongst themselves. Even under
Hasturs guidance, the warbands indulge rivalries and tear at
each other.
Not only do the Death Shadows pretty much control the tide
of pop culture, they have fnally infltrated the highest echelons
of the NEG. Welcome to a relaxing of the vice laws.
When their plans are threatened by an impending Rapine
Storm attack, the Death Shadows sometimes secretly leak in-
formation to the New Earth Government.
only halt one small part of the bigger plan. Identifying a Shadow
is even more diffcult, because they look just like everybody else.
Most have even mastered the ability to fake out psychological
evaluation. Initiation and promotion within the Cult is based on a
careful mix of deviousness and loyalty.
Though no one knows for sure, there are supposedly between
three and six Death Shadow cells in every major NEG city.
These cells could contain from between fve to 50 Shadows, not
counting the initiates being groomed. But it is their ability to
blackmail almost anyone that spreads their infuence far and
wide. It seems no surprise that they have an excellent working
relationship with the Children of Chaos.
While the Disciple of the Unnamables factions may seem strangely
out of alignment, it is the Dead God himself who coordinates
their actions. He commands them in their dreams, bestowing
terrifying visions of his will. It is through this understanding that
the Rapine Storm and the Death Shadows are at peace. The will
of a god is unfathomable, however, and the Shadows fnd their
plans disrupted by the violent attacks of Rapine Storm warbands
on occasion. No one would dare go against the Unnamed One,
so retaliation is unheard of.
The Disciples of the Unnamable have destroyed billions of lives
in the Aeon War. They have slaughtered the populations of
most of Southeast and Central Asia, razing cities to the ground.
New Earth Government cities hide a decadence to make most
ashamed. Even in comfort, few are safe from their predations.
What few know is that while most are safe from the power of his
name, those who can tap into cosmic forces are susceptible. If
the name of Hastur to invoked during magical ritual or thought
by a para-psychic exercising his power the Dead God may fnd
the practitioner and gain access to his mind. Hastur can now
funnel his maddening dreams into the psyche of the unfortunate
mortal. These sleeper agents operate alone, completing subtle
and obscure portions of the Dead Gods unknowable plans.
However, the Dead God himself has not left his castle since the
day he returned. Again, trying to understand the behavior of a
god is futile, but there are some that believe he has a weakness.
Some say that not all the conditions necessary to awaken
a creature of such power were complete. Some say that he is
trapped in Leng or even in his ominous castle. Some say that he
is biding his time and building his power and that now may be
the only chance to send him back from whence he came. But
then again people say a lot of things.
An ancient church has hidden for centuries within sleepy coastal
villages. How things started was always the same it started
when the fsh stopped. In the face of starvation or disaster, it
isnt long before the villagers began praying to anything. Dreams
come. Villagers perform other rituals. The voice of a different
god is heard. And then the fsh come back. Bounty remains while
the inhabitants continue worship, inevitably giving way to the
Esoteric Order of Dagon.
Once devoted villagers purge the infdels from their midst,
the chosen of the sea god come to bless them with his blood.
Creatures not quite amphibian, not quite fsh, not quite man
rise up from the ocean creatures known only as Deep Ones. The
fertile females of the village offer themselves up to these holy
beings. In the streets, on the beach, in the church, these unholy
unions couple in a grotesque mockery of sexual intercourse. The
mothers carry their children with pride, honored to have been
chosen to bear the scions of their beloved god.
An offspring of these unions appears mortal when it is born. It
grows and learns and acts just like a Human. But once it reaches
maturity, somewhere in its early twenties, it starts to hear the call
of the deep. No longer dormant, the inhuman side of its nature
begins to unfold. Over the course of the coming decades, this
Hybrid will slowly change from a mortal into the monster that
sired it, joining his alien ancestors in the watery abyss. Within a
few generations, these villages become populated with nothing
but Hybrids in varying states of degeneration.
However, the question has always been why? Was it simply
a cruel unnatural drive? Was there something wrong with their
species? Or was it something more? It has always been something
more. Theyve always known that a day would come when the
Old Ones would return. Theyve always known that they would
be called upon to raise their terrifying deity from the depths.
Secretly, the servants of Cthulhu have been breeding an army.
Now, the Esoteric Order has come out into the world. They take
towns by force and set up rape camps to increase their numbers.
They brainwash new-agers, forcing them to become spies for the
cult. And they search the world to fnd the lost sunken city of
Rlyeh and for ways to awaken the sleeping god within.
THE ESOTERIC ORDER OF DAGON
Their ultimate goal would be
considered the end of the world for
just about everyone else. Occult
scholars fear the return of Cthulhu
like none other. Fortunately, the
Old One sleeps the sleep of death
in a forgotten city and it will
neither be easy to fnd him nor to
awaken him. Most clues pointing
to these things have long been
lost. The Esoteric Order scours the
world to complete this sacred but
maddening task.
The oceans in the Aeon War
belong to the Esoteric Order.
Their monstrous ranks combined
with Hybrid and cultist piloted
mecha make even transportation
a dangerous business overseas
fights of any kind are accompanied
by a military guard. They own
coastlines and islands all across
the world and it said that the
Esoteric Order maintains its heart
in the Azores way out in the
middle of the Atlantic Ocean.
The Esoteric Order of Dagon is
composed of both monstrous
minions and mortal monsters.
The Deep Ones and their Hybrid
offspring are the heart of the
Esoteric Order. These creatures
have hidden in vast cavernous undersea cities deep under the
oceans. Impossible to detect, even by modern sensors, the Deep
Ones have slowly built their army over the ages. They have come
up onto land and seized the places most comfortable to them
islands and coastlines.
Mortals for the most part are looked down upon. Though they
serve valuable roles, they are just that servants. Many mortals
serve as spies for the cult, infltrating the New Earth Government
and other Cults to broaden the Esoteric Orders power. Unlike
Hybrids, which can be exposed by a simple genescan, mortal
cult spies can fool all but the most intense psychological
examinations. Spies have stolen mecha design plans and cult
engineers have modifed them to create freakish amphibious war
machines that appear almost like creatures. In this way, mortal
(and Hybrid) cultists can pilot machines that mimic the greater
races among them. They have also created powered armor for
their Deep One masters.
To help replenish their mortal contingent, the Cult secretly
recruits from several nature and goddess cults within the New
Earth Government. They try to bring people in tune with
nature and the sea, with the assistance of psychedelic drugs and
basic brainwashing techniques. As these victims move from one
level of initiation to the next, they eventually fnd themselves
moving into the Esoteric Order. Those who become frightened
or keep their sanity and refuse to join are either eaten or carted
off to rape camps.
Mortal cultists, Deep Ones, and Hybrids are not the only children
of the Esoteric Order. Spawn come from deep under the oceans
to guide the Cult as their own hands. Only Dagon, father of the
Deep Ones, is their equal. They wield enormous alien power and
wear the sleeping gods form. Spawn are malevolent high priests
who keep the faith among their supplicants. Some occultists
cower in fear at the mere mention of their name.
Overall, the Esoteric Order presents quite an army. They
mostly attack under cover of night, as Deep Ones and Spawn
are nocturnal, and most of their assaults are unexpected. As
Spawn are often skilled sorcerers, their activities are frequently
augmented by magic. They mostly fght for what they want to
take, but they jealously guard the oceans and there are few that
can dispute them.
The Esoteric Order of Dagon doesnt maintain much of a
relationship with their fellow Cults. They dont fght with them,
but they arent typically cooperative either. Occasionally they will
share information with the Children of Chaos, but they regard the
Cult with distrust. They dont often come into contact with the
Disciples of the Unnamable, but will sometimes collaborate with
the Death Shadows if it means more mortal stock for them.
In the end, Dagons children search tirelessly to bring about their
own age and make things the way they were before Humans
were a twinkle in evolutions eye. Though they may be the most
insidious threat in the Aeon War, they remain almost entirely a
mystery to citizens of the New Earth Government.
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Esoteric Order of Dagon Rumors
They have already found Rlyeh. The frst hurdle is passed.
The Esoteric Order is working on a modifed Rite of Transfgu-
ration to bring about a suitable change for the mortal servants
of Cthulhu.
Their forces are spread far too thin, but neither the Migou nor
the NEG have been daring enough to really test them.
Hybrid Breeding
Heres how Deep One/Hybrid/Mortal unions turn out:
Mortal/Deep One mating = Hybrid of the mortal parents race.
Mortal/Hybrid mating = mortal of either parents mortal race.
Hybrid/Hybrid mating = Hybrid of either parents mortal race.
Hybrid/Deep One mating = Hybrid of the Hybrid parents mor-
tal race.
Bugs. Thats what soldiers call them. Creators. Thats what
the Nazzadi called them. The Tibetans call them Migou the
abominable snowman. They are the greatest enemy humanity
has ever faced.
When we discovered arcanotechnology, the Migou paused in
disbelief. Wed fgured out something they hadnt. It was the
frst sign that we were evolving, and evolving into something that
might fnally threaten them and what they saw as their place in
the cosmos. The Migou decided that theyd really like to keep
their favorite whipping boys and for that purpose they created the
Nazzadi. You see, the Migou got paranoid when they discovered
we not only had the power to fght back, wed also opened our
minds and were starting to accept the unknown. This included
them. If Humanity defeated a Migou army, they might follow
them back to their home Pluto. This was unacceptable.
The frst thing they did was steal the secrets of arcanotechnology
for themselves. The few Migou left on Earth managed to
brainwash the right people at the Ashcroft Foundation. Those
back home put arcanotech to good use they had their own
small army in a year.
So, the plan was made. Create someone to put us down for
them. Do it fast. Migou geneticists decided the best DNA to
use was from the dominant species of the planet us. Theyd
experimented with Human genetic structure for millennia, so
cloning an army based off it would be quick. But theyd be
different. Something that would scare humans. Theyd be black
as night with red eyes that fashed. Make them an army and make
them seem like theyd come from beyond the solar system.
But they couldnt just seem like they were from an alien civilization
far away. What if they were captured and interrogated? Eventually
humanity would fgure out were theyd really come from. No,
they would have to believe it. So the Nazzadi were born a race
of cloned beings, grown in vats, aged in growth accelerators,
and implanted with the false memories of a homeworld and
civilization that never existed. The frst Nazzadi the Firstborn
knew what they were. They were told they would command
great armies and ruin worlds if they could only keep this secret
and help the Migou create the race. It worked. Three years later,
millions of Nazzadi descended on the Earth hellbent on our
subjugation in the name of their empire.
The First Arcanotech War was six of the most brutal years this
planet has ever seen. Millions of Humans and millions of Nazzadi
wiped each other out. Over a billion people died. And it would
have kept going if a Field Marshal named Vreta hadnt decided
that they had more in common with Humans than they did with
their creators. He started a revolution and the truth spread like
wildfre. The Nazzadi were furious and ashamed. They were a
race that never existed, who were destroying a people that
werent even their enemies. They surrendered to the New Earth
Government and ended the war.
Its hard to say if Migou truly have emotions as we know them,
but most would say that this made the Migou furious. Now was
the time to get personally involved. But there was no cloning
themselves, however something forbidden in their culture so
they would have to do it the hard way. For nine years they bided
their time and built their army. When they came, they wanted to
be sure they would win.
The New Earth Government knew the Migou Hive Ship was
coming its hard to miss something the size of a moon. The
Migou still on Earth softened things up by letting otherworldly
creatures loose wherever they could. When they fnally arrived,
NEG Forces went out to meet the Migou and were destroyed.
NEG Forces waited to greet them on Earth when billions of
bugs poured out. The Second Arcanotech War began and it
made the First look like a warm-up. Billions of people died and it
looked like the Migou were going to make good on their promise
to put us back in our place. Then the Cults joined in the fun.
Now suddenly a powerful avatar of Hastur walked this world
again. A horde of things rolled out across Asia. Somewhere
hidden inside the New Earth Government, arcane shapeshifters
served the will of a powerful corporation. The church of the fsh
god was now an army. Like those theyd come to crush, the Migou
were doomed if the Cults succeeded. Instead of joining forces
with the NEG against a common foe, the Migou decided that
they would continue and win their war against all enemies.
The war had become the Aeon War, a war of many sides.
The way they deal with the NEG is interesting. When they take
a place, they round up all surviving mortals. The Nazzadi they
execute. The Humans they take off to camps for assimilation.
An involved process, assimilation uses invasive neural
manipulation, drug therapy, and brainwashing techniques
to make a person fawlessly loyal to the Migou. Many times,
memories and personalities are further altered. It seems the
process is permanent and irreversible. Assimilated Humans are
called blanks and they serve as slaves, soldiers, and spies.
Before the New Earth Government knew assimilation existed, the
Migou used it to great advantage. They captured high-ranking
offcers and offcials, secretly assimilating them and sending them
back into their lives as spies. It was diffcult to detect blanks even
in the early days of the Aeon War. Finally, it was discovered that
blanks show subtle but consistent abnormalities when subjected
to a simple brainscan. Now brainscans are standard in all high
security buildings and NEG cities require random brainscans.
There is a rumor within the arcane underground that magic can
break assimilation.
The Migou are dangerous opponents. Their plans are devious
and thorough. Their tactics are varied and unpredictable. Their
actions are surgically precise. They do not fall apart on the feld
of battle. And, simply put, they are winning.
Occult power is one reason. Magic has long been an accepted
part of their society. Migou sorcerers are trained in millennia
old traditions. Para-psychics the same. They understand what
unspeakable horrors have been unleashed upon this world and
what ones are still waiting. They actually know what they face
and ways that might stop them.
Scientifc genius is the other reason. They have mastered robotics
and make intricate machines. They have stolen the secrets of
THE MIGOU
arcanotechnology and improved on them. They understand
life in ways we can only hope to they have mastered anatomy,
psychiatry, and genetics. The Migou created an entire race.
They assimilate Humans and make them slaves. They can take
a persons brain out and keep it alive in a tube thousands
of such have been taken to Pluto throughout history. Migou
null rays annihilate enemies in battle. They have devices that
mimic telepathy, so their transmissions cannot be intercepted.
Rumors say they are working on a device to use
the very power of the earth against us. What
puzzles experts is why a race with such scientifc
prowess hasnt engineered a virus or disease to
cripple or destroy their enemies.
The alien creatures of Yuggoth walked the
Earth long before the frst ancestors of man.
They experimented on the early hominids.
When the climate changed, most of them left.
The few that remained behind stayed only to
mine precious minerals needed at home. They
continued experimenting on Humans, if only to
master another species. The Migou were always
the ones doing the abducting the Greys
were false memory implants.
The Migou are said to come from Yuggoth we
call it Pluto. Their underground cities hide away
from prying eyes. Here, the Migou live in giant
crystalline and metallic cities. They have a rigid
hierarchy and intense focus, making them the
most effcient war machine on the planet. The
drastically different atmospheric and gravitic
conditions of Earth seem to affect them little.
To call them an alien insect would not be entirely
accurate. They are more a strange hybrid of insect,
crustacean, and fungus-like traits. Dozens of cilia
hang from their faces and giant membranous
wings propel them through the air. On the
ground, they skitter on a host of exoskeletal legs.
The Migou communicate through a complex
mix of body language, the motion of their cilia,
and the buzzing of their wings. It is impossible
to understand the New Earth Government has
never even come close to cracking it. However,
it turns out that they can mimic a buzzing voice
box and they can talk to us.
The Migou dont feel in the same sense as
mortals do. Its not that they are emotionless
its more that their emotions are totally alien.
That missing piece of the puzzle makes them
hard to predict.
Since their home is a cold and desolate place, they took the
areas that made them most comfortable frst arctic tundra and
mountain tops. Their main settlement on Earth is the Antarctic.
But theyve been getting restless lately and have started once
again moving into the world. Alaska is falling to them and they
now threaten the very heart of the New Earth Government
North America.
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Migou Rumors
The Migou are implementing a plan to retake control of the
Nazzadi.
The surface war is only part of the their overall effort. They are
tunneling deep underground with devices that would wipe out
the NEG in one fell swoop.
Theres another wave of Migou coming from Pluto.
Information Control
Because of the Migou, all high-ranking NEG offcials and military per-
sonnel are equipped with false suicide teeth that release a lethal poison
when properly activated. Rumor has it that they have also had small
bombs installed at the base of their brain that can be detonated re-
motely if they are incapacitated and captured. Of course, if this were
true, the codes and workings of them would be highly secret and hid-
den deep within the New Earth Government.
A created race. Warriors bred from the genetic code of the people
they were sent to destroy. Thats what the Nazzadi were, nothing
more. Their language, their customs, their history, all of it was a
lie, mechanisms meant to keep them in line and force them to fulfll
their intended purpose. To subjugate humanity without drawing
attention to the real power players was their true goal their
creators, the alien insects from Pluto.
The Nazzadi believed. In their world, they were soldiers from a proud
and vicious conquering empire millennia old. Their religion preached
manifest destiny, that it was their divine right to spread into the
universe subjugating lesser species. The discovery of arcanotechnology
made the Earth a threat and the Nazzadi were coming to put us
under their heel before we became more of one. Never realizing their
trip started at the edge of the galaxy instead of beyond it, the Nazzadi
descended on the planet and brought down hell.
The First Arcanotech War was the most horrible war the world had
ever seen. The daily death tolls would have made the Nazis proud.
City after city burned. But humanity was not going gently. The
Nazzadi had the advantage, but we made them earn it. Nevertheless,
the days grew dark.
Then one day, a black-skinned Field Marshal cried as he watched
footage from the war zones. He and his Firstborn siblings ran this
war and they were special. They knew the truth. Their creators had
promised them armies and bloodshed and power and riches if only
they would perpetuate the lie. But something had changed. Vreta
looked at the faces of the Humans as they died and realized he was
looking at himself.
The Nazzadi had more in common with their foes than they did
with their creators more so than they even knew. Vreta began to
talk to the others. Those that felt similarly planned an insurrection.
On what has become known as Revelation Day, Vreta broadcast a
message across the feet and told his people the truth. He asked that
they stop. He asked that they stop so that they could fgure out who
they really were. For a week, the Nazzadi feet stayed silent.
Field Marshal Kyrsa was the frst to speak out. Why should they care?
They were servants of a greater power the ones that made them.
Truth, lies, it didnt matter. They were there for a reason and they
were supposed to fulfll that reason. Vreta argued that the reasons
no longer mattered. If they joined the Humans, the Nazzadi could
betray their masters. Kyrsa began the attacks.
The Nazzadi feet seemed to turn in on itself, as loyalists tore into
renegades. The New Earth Government watched in awe. Vreta
contacted the Humans and offered the Nazzadis surrender, if they
would help. A few tense armistice meetings later and it was done.
The combined might of the NEG and the renegade Nazzadi came for
Kyrsa and his sympathizers. They were defeated within six months.
The Schaumburg Treaty marked the entrance of the Nazzadi into our
world. It was a frightening and exciting time. The war was over and
the New Earth Government began to rebuild. But could humanity
trust their new neighbors? Many had diffculty letting go. Nearly
everyone had lost a loved one in the First Arcanotech War and seeing
their murderers walking free in the streets was too much for them.
Many Nazzadi suffered guilt and more suffered depression. They
had no home, no purpose. The Nazzadi lived in ghettos most places
and those that could moved to what once was Cuba land given to
them in the Treaty the Nazzadi nation of Nazza-Duhni.
The next seven years were diffcult. The New Earth Government
pushed integration. As with any racial integration in the history of
Humanity, the people who were there frst had a rough time. A lot of
progress was made, with a minimum number of race riots, and then
something happened that pushed it the rest of the way the Migou
invaded. It wasnt long after the Hive Ship was detected that the
Nazzadi were the most important people on Earth. The Marshals
gave the NEG everything the Nazzadi knew about their creators.
They had months to prepare and plan. Faced with another hostile
invading force, everyone just seemed to smile and realize that they
were now all in this together.
The Nazzadi have been an integral part of the New Earth Government
ever since. Nazzadi Field Marshals and Admirals help guide the Armed
Forces. Nazzadi ministers help run the world. Nazzadi scientists help
work on new arcanotechnology. There are two Nazzadi for every
three Humans and in todays day and age no one bats an eye.
For aliens they are not very alien. Based closely off of our DNA,
the Nazzadi are graceful Caucasian- or Asian-appearing people with
jet-black skin and hair and red eyes that shine in the dark. They have
sharp incisors. They have the same internal organs, even if they are in
somewhat different places. On a core level, the Nazzadi are so close
to us that the two species can interbreed.
In rejecting the lies the Migou had thrust upon them, the Nazzadi
were left with nothing but a name and a language. The life they had
led in a fctitious militaristic empire with warrior codes like those
of feudal Japan was over. So who were they now? They clung to
the world of Humans, because at least it was a way they got to
choose. From there, Nazzadi neighborhoods were places of cultural
experimentation. A little mix here, a little match there, a little I
wonder if anyone tried that before. The Nazzadi started to fnd
their own way.
The life given to them by the Migou was the life of a warrior. They were
trained heavily in the martial arts. They were taught to be ruthless.
THE NAzzADI
The Nazzadi abandoned most of these ways when they joined the
New Earth Government. But, they were also well educated and versed
in the arts. No longer were they a race of fghters they were free to
pursue all that Human culture had to offer. Today, the Nazzadi value
their artists above nearly all others. After all, art is a major part of
what defnes a culture. Consistent Nazzadi styles have emerged, but
their art is still experimental often in the extreme. But it is personal
pride that is the defning characteristic of their new culture. Pride in
ones mind an unlearned mind is an unused mind. Pride in ones
body a neglected physique or poor nutrition show that one cares
little about himself. Pride in ones appearance the slovenly and
unkempt show disrespect to others. Pride in ones control a weak
will cannot keep ones unsavory urges in check. Starting with basics,
the Nazzadi show that they care deeply about themselves as a people,
even if they dont quite yet have traditions to uphold.
The Nazzadi have developed an intricate system of tribal tattoos.
Their black skin accepts few colors, so most of these tattoos are
white-work designs. Tattooing is not uncommon among the
Nazzadi, regardless of age more than half of the race has at least
one tattoo. Some Human have mimicked these designs in their own
tattoos, something the Nazzadi view with some amusement. The
smart ones checked the meaning of the designs frst.
Since Humans and Nazzadi are so close together genetically
speaking, attraction between the species is not uncommon. These
mixed couples are not frowned upon in Nazzadi society, but these
relationships are expected to be nothing more than dalliances. The
newest inhabitants of Earth believe that they do not yet have a stable
enough footing as a race to be diluting it. This is not to say that
mixed marriages havent occurred, but the couples often have a
tough time of it from the Nazzadi side. Mixed children have their
own challenges to face as well.
This culture looks like a thriving organism on the surface. But
underneath there is a current of frustration. Many Nazzadi feel lost,
but they feel that this alternative is better than serving their creators.
Miscreants and trouble-makers roll out of Nazzadi neighborhoods
with the attitude of the original punks no future and we dont
care. But what no one would have anticipated is that some of the
lost would go back to the Migou when they invaded. This bred
mistrust in the Nazzadi once again, though it quickly faded into the
background once the frst defectors left primarily because no one
was more ruthless and vicious in hunting down the loyalists than the
Nazzadi themselves. Still today the Legion, an all Nazzadi military
strike force, searches mercilessly for loyalists. However, Nazzadi
communities are still carefully watched.
The Nazzadi have been a welcome addition to the New Earth
Governments military machine. Their lightning war tactics have
helped shape modern strategy. The intelligence that allowed the
NEG to survive the Migous initial invasion came from the Nazzadi.
Nazzadi scientists were instrumental in developing the frst Engels.
They also occupy high positions in government and industry,
contributing to what the NEG might be tomorrow.
Four out of every ten people in the New Earth Government is
Nazzadi. They can scarcely be called a minority. For better or worse,
they have thrown in their lot with Humanity and plan on fghting
beside them until the very end whatever that might be.
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Nazzadi Rumors
The Nazzadi execute those with loyalist sympathies within their
own communities, in an almost inquisitorial fashion. Sometimes
merely questioning the New Earth Government or the new Naz-
zadi ways can qualify one for death.
There is a gene than can be virally triggered within the Naz-
zadi that will ensure their absolute subservience to their Migou
masters.
The Migou are engineering a virus to wipe out the Nazzadi.
At no time in Human history has the justifcation for war been
clearer and more universally accepted than now. On the surface,
citizens of the NEG believe that they will eventually emerge
victorious. Wartime industry and technological advancements
have led to a global economy ripe with employment opportunities.
Increased personal wealth has led to a more luxurious lifestyle
for citizens of all classes. People, in general, show a great deal
of faith in the New Earth Governments leadership. With the
economys strength and victory during the First Arcanotech
War, its easy to understand how the public could place so much
faith in NEGs ability to survive. This faith in mortal tenacity,
however, may also be because the alternative is too horrible to
contemplate enslavement, extinction, or worse.
The Ministry of Information takes great pains to promote and
maintain this positive public attitude through its vast propaganda
machine. Government sponsored parades and public celebrations
showcase war heroes. Media spectacles cover the unveiling
of new battlecruisers or broadcast infated casualty reports
inficted upon the enemy. Lighthearted situation comedies
food the airways, depicting average middle-class families that
somehow always manage to overcome the horror of the world
while maintaining a safe domestic lifestyle. For several months,
a government-backed publication entitled How to Survive a
Migou Attack hovered within the top fve of the Chicago Best
Seller list. Public safety broadcasts and advertisements advise
their viewers on how to manage stress and anxiety, how to identify
potential psychological problems among your friends and loved
ones, and which government agencies should be contacted for
help. A recently passed Sedition Law makes it illegal to publicly
denounce government war policy and anyone attempting to sway
public opinion in a negative fashion can be arrested. The Ministry
of Information fully understands that it would take very little to
cause mass hysteria within the New Earth Government.
Since 2067, New Society legislation has allocated extensive
funding to urban reconstruction projects. The highlight of
these projects has been the development of a new architectural
marvel known as the arcology. Based on Paolo Soleris original
concept, arcologies are the new cities, combining architecture
and ecology into a single three-dimensional urban structure.
Residents inhabit an environment in which living spaces, work
locations, shopping districts, and public recreational facilities
are all within easy walking distance of each other. Since only
emergency or commercial vehicles are allowed inside the walls of
most arcologies, transportation is normally via automated slide-
walks or computer operated monorail cars that circulate on a
regular schedule.
Built over the ruins of cities leveled during the First Arcanotech
War, arcologies have allowed mortal civilization to rebuild with
less impact on the local environment and natural resources. The
threat of extinction has created a new and healthier attitude
toward environmental conservation and a possessiveness of
mankinds home world. Arcologies have also been developed
with a mind toward security. Scanners cover every entrance to
detect unwanted invaders. Well-disguised gun emplacements
and surface-to-air missile launchers guard the outside against
a direct assault. Atlanta, Baltimore, Cairo, Dallas, Frankfurt,
London, Los Angeles, New Tokyo, Philadelphia, Seattle, Toronto,
and Vancouver are all examples of successful arcologies. New
York has been working to develop a twin tower confguration
between Manhattan and Brooklyn, but construction efforts
have been hampered by Migou and EOD raids.
LIFE IN THE STRANGE AEON
Some communities explore the possibilities of underground
expansion utilizing arcology concepts. Originally conceived by
Nazzadi engineers, a handful of these underground geocities
have emerged. The Nazza-Duhni capital Klarra-Baki, formerly
Santa Clara, has evolved into the most extensive, fully functional
geocity in the world. A few cities have adopted a hybrid architecture
in which a portion of the city lies within a smaller surface arcology
and the rest spreads underground like the roots of a large tree.
Denver and Phoenix are functional hybrid examples.
While NEG citizens seem confdent and optimistic at frst glance,
a rivalry has grown between those who live within the arcologies
and those without. Those who cant afford to live inside an
arcology and those who suffer from Sick Building Syndrome are
called outsiders. They see arcos as frivolous and lazy city
dwellers that have chosen to sacrifce their individual freedom
for comfort. On the fip side, arcos see outsiders as simple and
backward people who are unwilling to change their ways even in
the face of annihilation. For the most part, this rivalry is simple
one of ideology, much like the big city-small town conficts of
old. These differing attitudes also affect the way Humans view
their alien partners. While Nazzadi have enjoyed welcome and
acceptance within arcologies and other large cities, they must still
face mistrust and sometimes hatred among rural communities.
Citizens of the New Earth Government have been forced to accept
the existence of supernatural magic. However, the study of magic
is often viewed with suspicion, trepidation, and disdain, and is
generally regarded as dangerous. Sorcerers, as practitioners of
magic are often called, are required to register with the Offce of
Internal Security. The OIS tracks both the residence and abilities
of every registered sorcerer in the NEG. Their purchases are
tracked as well, as arcane texts, magical supplies, and enchanted
items are considered to be controlled substances. To purchase
or manufacture any of these items requires a permit similar to
those required for weapons. The OIS also maintains agents who
investigate crimes of a suspected magical or para-psychic nature.
Because of this regulation, there is a rich magic black market
within the NEG, often referred to as the arcane underground.
Magic is not something to be taken lightly.
Organized crime, with help from the Children of Chaos, has taken
frm root in most major cities, though black market items within
arcologies draw a much higher price than other areas due to the
need to smuggle past tighter security. Some fragments of occult texts,
though surrounded by a great deal of fuff and fantasy, have found
their way into pop culture. Geared toward a younger demographic,
messages of dead gods are whispered in the rhythm of dance club
music or echoed in the pages of fringe publications. The circulation
of a false Necronomicon has even given rise to small pseudo-cults
composed of the disgruntled and disillusioned. Typically gathering
to cut loose and have a good time, its only a matter of time before
one of these pseudo-cults gets their hands on something they
shouldnt and draws the attention of something very old.
Theres a quiet fear lurking deep within most parts of society. Small
coastal towns are burned to the ground by government troops,
stories circulating of strange and hideous things appearing
in homes and ravaging families, the sudden disappearances of
friends and neighbors, and friends and acquaintances forcibly
taken by armed police to mental hospitals for psychiatric care.
These are the things that people sometimes think about, but of
which no one will utter a word. Its a fear that rises from the
pit of your stomach, only to be forced down again by a certain
belief that the New Earth Government knows what to do and
that everything is under control.
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It is debatable when the Second Arcanotech War ended and the Aeon War began. Some historians mark the
beginning of the Aeon War from the frst appearance of the Rapine Storm, while others see it as the moment the
Esoteric Order of Dagon conquered the Azores. Most generally agree, however, that once the Migou ceased to be
our only threat the Second Arcanotech War ended. Though the prospect of an overall NEG victory seems remote,
the balance of power between antagonists has stabilized for the moment. New rapid mobilization tactics, increased
covert activity, and the introduction of Engels as a main battle mech have helped stem the fow of Migou incursions.
Even though the Migou have diverted signifcant resources to oppose Cultist activities, New Earth Government
strategists realize that they still fght a defensive war.
The Children of Chaos cooperate with other Cults, but only maintain close ties with the Death Shadows. They wage a
secret war throughout the world, infltrating government and large corporate organizations, spreading misinformation,
and trading in blackmail and secrets. The Children of Chaos routinely bury operatives within other Cults with the
understanding that any secret is valuable. Their intention is to destabilize New Earth Government and Migou control
and to hunt down their mortal enemies the elusive Eldritch Society. Rumors say that the Children of Chaos are on
the verge of awakening something dark in the primordial forests of the Pacifc Northwest.
The Disciples of the Unnamable carve their way through the New Earth Government. The Rapine Storm has rolled
over Southeast Asia virtually unopposed. With no mind toward occupation or rule, the Storm has left pockets of
mortal survivors in their wake who have taken to hiding in the jungle or underground to avoid extermination. The
Storm has recently begun a campaign of terror through the islands of the East Indies with only the NEG forces based
in Australia to oppose their advance. Other Rapine Storm warbands have violently pushed their way into China
decimating villages, military installations, and Migou population centers in Mongolia. GIA agents have recently
uncovered Rapine Storm plans to launch an offensive against NEG territory in Eastern Europe. In the meantime,
the Death Shadows target New Earth Government infrastructure in China and Japan for corruption and terrorist
activity. Japanese sex cults have experienced a sharp rise in popularity.
The Esoteric Order of Dagon walks its own road. Their war is not one of conquest, for that isnt necessary. The
talking monkeys and the Migou infestation will both be swiftly dealt with once their sleeping god awakens. For now
it is suffcient to simply disrupt their enemies by cutting Atlantic telecommunications cables, raiding shipping, and
absorbing mortal communities for breeding programs. The EOD has only been known to attack in force when seeking
lost things or information critical to their search for Rlyeh. They have stepped up offensive efforts on the outer islands
of the Caribbean and at the Straight of Gibraltar. Under the direction of Dagon himself, the Esoteric Order recently
took Iceland from surprised Migou forces. Supposedly, they are using some of the surviving Migou as experimental
guinea pigs. The Esoteric Order also experiments with the various Human racial subtypes to determine if they have
any infuence on the development of Hybrids. For this reason, they have absorbed populations in sparsely populated
areas throughout the North American northeast, portions of the European coast, the West Coast of Africa, and the
South American east coast. It is also rumored that the EOD is perilously close to fnding their lost city.
Much like the New Earth Government, the Migou wage war on everyone. Migou territory currently encompasses
Scandinavia, most of Russia, a portion of Mongolia, Korea, New Zealand, a foothold on the southern tip of South
America and, most recently, Alaska. They also exert exclusive control over Antarctica a more comfortable climate
somewhat closer to their home. Unlike the NEG, the Migou truly understand the cult threat and dread the return of the Old Ones.
Even through their genocidal hate of us, the Migou have opted to wage their war with equal tenacity on every front for this reason.
The bugs believe that a slow and methodical approach to conquest is best and they do not let their enemies regroup. The Migou
enjoy a certain amount of tactical support from their Hive Ship that dominates Earths orbit. In recent years they have placed more
emphasis on assimilated NEG mecha units to augment their forces. The Migou feel that these conscripts should be suffcient to
replenish their numbers.
The New Earth Government fghts a defensive war against the Migou on the other side. Though Migou military encroachment on
mortal civilization has slowed, it has yet to be stopped. The seat of government and the center of scientifc research and technological
development, North America is the heart of NEG power. This heart has recently been threatened by the Migou. Along with supporting
military operations in Japan, China, Australia, and Northern Europe, the NEG has had to contend with the recent bug invasion of
Alaska. Military forces are being rallied to support this new front. Public centers in Vancouver and Seattle are overloaded with feeing
Alaskan refugees.
The NEG states of Australia and China are each fghting on two fronts. Australia barely holds its own against Migou incursions
from New Zealand and Rapine Storm invaders from Southeast Asia. New Earth Government forces in China have to fght against
THE AEON wAR
the Storm coming from the west and south and a heavy push
by the Migou from the north. Reinforcements flter from North
America through the Philippines, to China, though the outcome
for China looks bleak. Japan holds its own against Migou raids,
but military strategists predict that it could never stand against
the full might of the Migou once China falls.
Perhaps not willing to face the overwhelming threat of the Old
Ones, the New Earth Government believes that the Migou are a
more pressing and serious threat. The NEG has adopted a policy
of containment against the cultist menace. Government
agencies with help from the military isolate and minimize Cult
growth until such time as the Migou can be defeated at which
point the full resources of the NEG will be dedicated to the
eradication of the Cults.
The Aeon War could very well mean the end of our home on
Earth. The NEG is preparing large-scale evacuation plans in the
fnal event that Earth must be abandoned. Escape, however,
would involve slipping past the Migou Hive Ship currently in
orbit no mean feat. These plans fall under a secret initiative
known as Project Mayfower. Evacuation of the Earth is
commonly believed to be a last desperate resort. Government
offcials realize that our prospects would be bleak with nowhere
to go and great danger not far behind.
Many have paused to wonder what happened to the off-world
colonies of Mars, Jupiter, and Saturn. Veteran Nazzadi accounts
of the colonies fate have been sketchy at best. Most have
assumed that they were destroyed. NEG communications stations
periodically attempt to reestablish contact, so far to no avail.
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44
CthulhuTech is a storytelling game based on the synthesis
of two very different genres. On one hand, its a universe
flled with the conventions of the mecha giant robot genre
from anime. On the other, its a dark world of eldritch
horror, magic, and terrible monstrous living gods. Its a
time when humanity has come one step closer to discover-
ing the secrets of the universe, but at a terrible price.
All else aside, CthulhuTech is a game about telling stories. If
youre already familiar with storytelling games, you know
what this means getting together with friends and creat-
ing interactive stories within a shared universe. If youre
not, read on.
Storytelli ng Games
Many of you reading this book are already well-versed in
the concept of storytelling games. If so, go ahead and skip
to the next chapter. If youre not, weve provided a short
explanation of how they work. Wed hate for you to get
this far and not be able to go the distance.
Storytelling games are about doing just what youd think
telling stories. Normally, a person shares their story with
us but while we may enjoy it we have no infuence over it.
Thats not the case with storytelling games, which are fully
interactive. You not only have infuence over the story, you
are integral part of it.
Storytelling games have a great deal in common with im-
provisational theater. In improv, you are given a charac-
ter and a situation and set free to interact. You create a
persona on the spot and mentally live in that world for
as long as the scene lasts. Storytelling games live in the
same world. We give you the setting, your Storyguide cre-
ates the situation and plot, and you create the character.
You take on his persona and mentally live in this world for
the duration of the game. Its all about imagination and
interaction.
The Storyguide
Someone has to take responsibility for keeping things to-
gether and that someone is the Storyguide. One person
in every storytelling game group becomes the one who
guides the story along, creates the overall plot, direction,
and situations, acts out the Supporting Cast, and adjudi-
cates the game rules. Its a heck of a job, so please be nice
to your Storyguide.
If youre the type of person who enjoys creating stories,
writing plays, or is just a movie enthusiast, you might
enjoy being a Storyguide. Dont worry if you have no ex-
perience. In this book is everything youll need including
guidelines on creating your own stories and a few detailed
stories to start you out. It might be daunting at frst, but
its a rewarding job.
And in these boundaries the Storyguide weaves the sto-
ry around the Dramatic Characters who its really all
about.
Dramatic Characters
Everyone else takes on the part of Dramatic Characters,
who are the pivotal characters of your shared story. Dra-
matic Characters arent the guy running the shop down
the street or the functionary who makes sure the compa-
nys fnances are stable. Instead, theyre the daring heroes
facing death at every turn, doing the sort of things that
most people only dream about. If your story were a movie,
the Dramatic Characters would be the stars.
If you ever dream about being someone youre not or you
enjoy acting and drama, youll enjoy portraying a Dramat-
ic Character. The exciting difference between storytelling
games and plays or movies is that you get to design your
own character and not take on the role someone else has
made.
Players create their own Dramatic Character from scratch
according to the limitations of certain game rules that
make sense for the setting. The options are broad so no
one is pigeon-holed. However, all Dramatic Characters
begin at a basic level of competency they have not yet
grown into larger-than-life heroes. After all, that ride is
part of the fun.
The Games the Thing
Most people expect either an ending or a winner and a
loser when they play a game. Storytelling games dont re-
ally have either. The story is the goal of the game tell-
ing a fun, grand, and exciting story about the Dramatic
Characters that everyone enjoys. No one really wins or
loses. Just like in stories, sometimes the heroes win and
sometimes they lose all in the name of drama. Think
of your game more like a comic book series or television
show. The story is going to constantly evolve, in terms of
both the setting and the Dramatic Characters.
Sometimes storytelling games do have an end, but its
when the story is told and theres nothing else to say. Its
like coming to the end of a television series. But then its
time to come up with a new story and new characters and
start all over again.
Chapter Three...
the art of the game
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What Does It Look Like?
Actually, watching a Storytelling game can be pretty dull.
Since its all taking place in the imaginations of the par-
ticipants, it looks like a bunch of people hanging out and
talking to each other and occasionally scribbling on paper
or rolling dice. Of course, if youre playing with a bunch of
trained actors it can sometimes turn into an entertaining
bout of improvisational theater, but thats certainly not
the norm. While watching someone play video games can
be interesting, anyone who wants to watch a storytelling
game had might as well join in if they really want to get
whats going on.
Playing Aids
Storytelling games are meant to be played around a table
or in your living room so you dont need a special place to
play them. Youll need up to ten 10-sided polyhedral dice
if you dont already have these, they should be available
where you bought this book. Youll also need something
to write with, copies of the CthulhuTech Character Sheet
and potentially the Mecha Sheet from the back of this
book, and some scratch paper.
Other than that, kick your imagination into overdrive,
throw on some music thatll help you conjure the right
mood, and youre off!
The World of
CthulhuTech
The world of CthulhuTech is not a pretty place. The Migou
want humanity enslaved because we know too much.
The Old Ones return, remaking the world in their image.
The Aeon War rages across the Earth.
Humanity has been reduced to a fraction of its former
glory. The New Earth Government controls only a portion
of the planet. The rest belongs to cults and monsters. But
yet weve discovered the power to fght on. We have ar-
canotechnology a melding of super-science and ancient
magic. We have mecha giant robotic war machines pi-
loted by men. We have Engels vicious bio-mechanical
mecha evolved out of arcanotech. But most importantly,
we have the will to live.
Characters in CthulhuTech take up the fght in the Aeon
War. They are brave mecha pilots, cunning Tagers, bril-
liant arcanotechnicians, and more. They are the ones sto-
ries will be written about should we survive.
Before we start you on the path of creating your Dramatic
Character, were going to teach you some of the basic
game rules. That way things will make more sense when
you get there. Read on.
47
Semantics
Throughout the years, storytelling games have evolved. Functionally, each different storytelling game is an interpretation by
individual writers or companies and as such the terms used to describe both the sum and the parts can vary widely.
Most enthusiasts trace the origins of storytelling games back to the creation of Dungeons & Dragons in the 1970s. Terms created
by D & D have endured for a very long time. The type of game was called a roleplaying game, the guide was called the Dungeon
Master, and the participants were called Player Characters. If youve played this type of game before you are undoubtedly famil-
iar with these terms. Over the years, weve seen changes as games have evolved. Player Characters became Characters, Dungeon
Master became Game Master or Storyteller, but the term roleplaying game has remained more or less constant.
Weve chosen to add to this evolution by using new terms based primarily in more traditional storytelling rather than adventure
games. Since the goal of the game is to tell a story and not just take on a role, we use the term storytelling game. Since all fcti-
tious people in a story are characters, those who drive the action and are played by the people playing the game are Dramatic
Characters. Finally, instead of other terms, we use Storyguide to describe the person who directs the story. He isnt a storyteller
because other people hes playing with control the Dramatic Characters, but he is their guide.
So theres our reasoning. Of course, semantics are just that. Use whatever terms you are familiar with and whatever works for
you.
Dungeons and Dragons and D & D are registered trademarks of Wizards of the Coast, Inc.
Simply put, Framewerk is the storytelling rules engine
used by CthulhuTech. Every storytelling game has a rules
engine, which is just a bunch of numerical measure-
ments that have been created to balance things against
each other and to simulate dramatic chance in your
story its an abstraction of reality. Framewerk is an
additive rules engine, which means that higher num-
bers are almost always better. To simulate chance, it
utilizes ten-sided polyhedral dice, simply referred to
as Dice, which can be found at most specialty game
stores. Most importantly, Framewerk tries to keep things
simple yet interesting. You may run into other storytell-
ing games that simulate reality more accurately but our
focus is on the story and the dramatic fow of events.
Framewerk is cinematic in its philosophy.
With few exceptions, Framewerk is the storytelling rules
engine that Black Sky in their partnership with Wild-
Fire will use for storytelling games. This means that
you wont have to relearn the rules each time you pick
up one of our new games. There may be differences
based on the setting but the fundamentals will remain
the same.
One more thing before we begin. The rules of Framewerk
are meant to be guidelines. If you fnd something you
dont like, go ahead and change it. Its all about what
works for you.
Now, lets teach you how this thing works.
Time
Because Framewerk is an abstraction of reality, time is
something that is treated very differently. The fow of
time varies and has several different applications in sto-
rytelling games. After all, you cant expect the time it
takes for your Storyguide to describe a scene to be as
long as it takes for your Character to absorb it in his
reality. Nor can you expect drama or high action to be
the only things in your Characters life there are plen-
ty of boring moments and we dont care about those.
Heres how we break down time:
Turn
The smallest unit of time we use is the turn. Turns are
only used when time needs to be neatly divided so that
everyone gets a fair chance to act, as in dramatic con-
fict situations such as combat. A turn in CthulhuTech
represents fve seconds of time.
Scene
A scene, like in a movie, is a series of linked events that
take place in and around a single location. For exam-
ple, your story may move from the car chase scene to
the arcology scene to the love scene, etc. Youll do most
things in CthulhuTech in scenes.
Episode
We use the term episode to describe one play session.
Every time you get together to play CthulhuTech you are
playing an episode just like in a television series. How-
ever, these episodes dont need to be as self-contained
as those in a series the plot just needs to progress.
Story
A story is an interconnected series of scenes that weave
together to create an entire plotline beginning, mid-
dle, and end. One story typically follows one entire plot
through to conclusion, which can take from days to
months of real time to complete. Sometimes youll only
portray a Dramatic Character for one story while at
other times youll portray him for many. We talk about
most things as they relate to your story.
Downtime
Downtime represents all the time in your Characters
life that isnt very exciting. For example, in between
the major plot points of your story fve months might
pass in your Characters life. It certainly wouldnt be
very interesting to tell the story of these fve months in
which little is happening so we just skip right over them
and get back to the good stuff. The intervening time is
called downtime.
Game Time
Game time is the term used to describe how time passes
for Characters in the story it is real time in your Char-
acters imaginary reality. For example, you might say in
a second of real time that your Character needs to get
some sleep and then you get back into the action but
four hours would have passed in game time. Generally,
game time fows at whatever rate the Storyguide feels is
best for the story.
Real Time
Real time is a term used to represent how time passes
for you in reality and not your Character in the story.
In the above example, it might take only one second of
real time to pass four hours of game time. It is primarily
used as a counterpoint to the term game time.
Chapter Four... Framewerk
Learning the Rules
If you take a look at all the game rules in CthulhuTech, its a lot
to know. The good news is that you dont have to commit 90%
of it to memory. The most important thing about game rules
is knowing where to fnd them in the book when you need to
look them up. The only thing you should learn and remember
is how to make Tests because thats the rules convention youll
use most.
TeSTS
There are many everyday things that anyone can do
without thinking walking, making coffee, surfng the
internet, or having a conversation. However, CthulhuTech
is a setting flled with adventure and intrigue so you are
going push your Characters abilities to the limit. When-
ever it suits drama that theres a chance a Character
could fail at what hes attempting to do, a Test is re-
quired. Making a Test means that you take the Char-
acters innate abilities and put them to the test, adding
the element of chance against the diffculty of the task.
Sometimes youll fail, but sometimes youll succeed
spectacularly. Lets fnd out how.
Degrees & Difficulties
The frst thing youll need to understand is the Degree
& Diffculty Scale. This scale simulates how complex or
challenging a particular task might be. Thats all. When-
ever you try to do something, your Storyguide will tell
you how hard it is by telling you the Degree and giving
you a Diffculty. To succeed at your Test you must beat
that Diffculty, but were getting ahead of ourselves.
Youll notice that each Degree has a range of Diffcul-
ties associated with it. Thats because the Degree is the
ballpark and the Diffculty narrows the Test down more
accurately. Two Tests might be Easy but one may be
easier than the other, for example. Most of the time,
however, your Storyguide will use the Standard Diffcul-
ties. They create an easy default for Tests to avoid slow-
ing down the drama of the game and create a level of
consistency that lets you assess your Characters odds
of success or failure.
Making Tests
As weve already established, a Test is required when-
ever theres a dramatic chance that a Character could
fail at what hes attempting to do. Now that you under-
stand what Degrees and Diffculties are, lets learn how
to make Tests. There are four steps:
1. Determine your Base and Dice.
2. Determine Degree and Diffculty.
3. Roll and read your Dice.
4. Determine your Success or Failure.
Lets go through each of these step by step.
1. Determine your Base and Dice.
Every Character has skills, which represent things in
which he has either trained or which he has studied. As
the frst part of any Test, your Storyguide will tell you
which one of your Characters skills best applies. If your
Character were trying to look for information youd use
his Research skill. If he were trying to remember chemi-
cal reactions youd use his Physical Science skill. Most
everything you want to try should have an obvious skill
that covers it. For a complete listing of skills check out
the Skills chapter, starting on p. 80.
Now you need to determine your Base, which is the
raw potential and ability that your Character throws
at the Test its automatically applied towards his suc-
cess. Every Character has six different Attributes that
measure things like his strength, intelligence, or agil-
ity. Your Base is equal to the score of the Attribute as-
sociated with the skill. For example, if you were using
you Characters Research skill youd have a Base that
equaled his Perception Attribute. If you were using his
Physical Science skill youd have a Base equal to his
Intellect Attribute.
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Degrees & Diffculties
DEGREE DifficulTiES STanDaRD
Easy 7-9 8
Average 10-14 12
Challenging 15-19 16
Hard 20-25 22
Incredibly Hard 26-31 28
Legendary 32+ 34
Sample Degrees & Diffculties
TEST Skill DEGREE DifficulTy
Fixing a cracked D-Engine Arcanotechnician Incr. Hard 28
Hacking a home computer Computer Average 12
Remembering battle movements History Challenging 16
Translating a very dead language Languages Legendary 34
Stitching a minor cut Medicine Easy 8
Lying to your superior Misdirect Average 12
Noticing a tiny blood spot Observation Hard 22
Recalling Yog-Sothoths sigil Occult Average 12
Searching for cult historical practice Research Challenging 16
Behaving properly at a board meeting Savoir-Faire Challenging 16
Sneaking through a dark room Stealth Easy 8
Facing a Spawn without fear Tenacity Feat Hard 22
Then you need to determine your Dice, which simulate
the random element of chance in the Test. The num-
ber of Dice youll be rolling is equal to your Characters
level of Expertise in the skill. For example, if he were
an Expert researcher, the fourth level of expertise, then
youd roll 4 dice. If he were only a Novice scientist, the
second level of expertise, youd roll 2 dice. Levels of ex-
pertise are better explained on p. 61.
The only thing that might get confusing are Specializa-
tions. Specializations allow you to use extra dice in a
very specifc feld of knowledge or application. For ex-
ample, a researcher could be specialized in Libraries or
Laboratory Testing and a scientist could be specialized
in Microbiology or Robotics. If the Test is within the
specifc feld of specialization then you get to roll these
bonus dice as well. Well explain Skills, Attributes, and
Specializations better in the next chapter.
2. Determine Degree and Difficulty.
So you already understand what Degrees and Diffcul-
ties are, but heres where we learn how to use them.
Your Storyguide will tell you what hes determined as
the Degree and Diffculty for the Test. The Diffculty
most often the Standard Diffculty is the number
that you have to beat on your Test to succeed by add-
ing together your Base and the result of your dice roll.
3. Roll and read your Dice.
Heres where the rubber meets the road. Take the num-
ber of dice that you fgured out in Step One of this pro-
cess. Roll them all. You want to get high results since
you are trying to beat the Diffculty.
Heres where things get interesting. There are three
ways that you can get a high result:
You can take the highest single roll. For example, if
you roll a 7, a 4, and a 3, youd take the 7.
You can take the highest set of multiples and add
them all together. For example, if youd rolled a 6 and
two 4s, you could take and add the two 4s together
for a result of 8, instead of just the 6.
If you get to roll three or more dice, you can take the
largest straight and add those dice together. A straight
is three or more numbers in consecutive order. For ex-
ample, if you rolled a 9, 4, 5, 6, you could add the last
three together for a result of 15 instead of just the 9.
So, as you can see, theres a little poker built into it too.
Theres only one other thing you need to know: watch
out for ones! They can make bad things happen, but
well explain that in a bit.
4. Determine your Success or failure.
Nows the moment of truth. First, add the result of
your die roll to your Base. Thats your Test Result. Now
compare your Test Result to the Diffculty. Did you tie
or beat it? If you did, youve succeeded! Whatever your
Character was trying to do worked.
On the other hand, if your Test Result was lower than
the Diffculty, your Character has failed. Nothing par-
ticularly bad happens he just doesnt get to do what
he was trying to do.
And thats how the game is played in a nutshell. Of
course, there are ways in which this can get more com-
plicated, which well discuss next. What weve just gone
through here is all you need to remember to play the
game everything else is just here for reference when
the time comes.
TeST moDifieRS
There are a number of ways in which Tests can be modi-
fed heres a list explaining how. Remember that most
of these modifers wont come into play very often so
its not crucial to remember how they work. Go ahead
and breeze through them now, paying special attention
Test Step one Summary:
Determine which skill applies to the Test.
Determine your Base, which equals the skills associated
Attribute.
Determine your Dice, which equal the skills level of Exper-
tise in addition to any bonus dice from Specializations.
Test Step Two Summary:
Your Storyguide will determine what the Degree and Diffculty
is for the Test.
The Diffculty is the number that you have to beat on your Test
to succeed.
Test Step Three Summary:
Roll the dice youd determined in Step One, trying to get a
high roll.
You can take the highest single roll.
You can take the highest set of multiples and add them all
together.
If you get to roll three or more dice, you can take the largest
straight and add those dice together.
Watch out for ones, because they can make bad things
happen.
Test Step four Summary:
Add the result of your die roll to your Base. This is your Test
Result.
Compare your Test Result to the Diffculty.
If your result ties or beats the Diffculty your Character suc-
ceeds.
If your result is lower than the Diffculty your Character fails.
to Critical Success and Failure. Just remember to check
here when you need to look something up.
automatic Success
Sometimes youre just not going to want to slow the game
down for simple Tests. This goes doubly so for Tests that
are routine and have nothing dramatic about them. For
example, you want your Character to shake down some
old contacts. In a movie this scene might easily be glossed
over using a montage, since only the result is important
and its pretty routine for this Character. How do we de-
termine how well this goes without rolling dice?
This is where Automatic Successes come into play. For
these types of tasks, just assume that you got a result
of 7 for your die roll and add that to your Base. If you
equal or beat the Diffculty your character automatical-
ly succeeds and no die roll is necessary. If this wouldnt
equal a success then you should roll as usual. Try to
use this option as often as possible to reduce routine
die rolling. The dice should really only be rolled when it
furthers the drama of the scene or story.
critical Success
After learning how to roll dice for Tests you may have
discovered that it is possible to get a very high result,
especially if you roll a straight. The good news is that
all those extra points on those spectacular rolls dont
need to go to waste. If you ever beat the Diffculty by
10 or more youve succeeded in a big way. This is called
a Critical Success and your success will be much better
than youd expected.
For example, if you got a Critical Success while trying to
research a cults history, maybe your Character stum-
bles across a lost text in the library that has coveted
and secret information. Or if you got a Critical Suc-
cess while trying to fx your Characters Broadsword its
fnished in half the time. The results are always at least
twice as good as you anticipated.
critical failure
On the other hand, just like unexpectedly good things
can happen, sometimes very bad things also happen.
Remember when we said to keep an eye out for ones
on your die roll? Thats because ones determine if your
roll is truly cursed or what we call a Critical Failure.
Critical Failures occur when half of your dice come up
ones round up to fgure this out. For example, if you
rolled fve dice and three of them come up ones your
Character has Critically Failed. If you roll a one when
rolling only one die thats also a Critical Failure. When
this happens something really bad goes down.
For example, if you got a Critical Failure while trying to
research a cults history, your Character might mistake
incorrect information for the genuine article and waste
time researching the wrong thing. Or if you got a Criti-
cal Failure while trying to fx a mech your Character not
only didnt make the repairs, he damages something
else in the process itll now take twice as long to fx.
The results are at least twice as bad as you might have
expected.
cross-Matching Skills
Sometimes, youre going to need to use a skill in a way
thats different from its normal use. For example, you
might want to use your Characters Survival skill to re-
call important information about poisonous insects in
the desert. Normally, the Attribute associated with Sur-
vival is Tenacity, but does Tenacity make a lot of sense
for recalling information? Not really. In this case youd
more likely use your Intellect as your Base for this Test.
Any time you come across a situation like this just go
ahead and choose the most sensible Attribute to use
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as your Base. It should be pretty obvious. If not, your
Storyguide will make the suggestion.
complementary Skills
There may be times when youll come across a situation
when your Character needs to make a Test to do some-
thing for which he doesnt have the right skill, but hes
got one thats close. For example, your Character needs
to repair the housing on a sidearm. He doesnt have
the Armorer skill but he does have the Tech skill. Since
what hes doing isnt exclusive to the Armorer skill, he
can use the Tech skill as a complementary skill to make
the Test. To do this, make the Test as usual but roll one
less die than you normally would.
This option is a very tempting one and can be easy to
abuse. Your Storyguide will make the fnal decisions as
to whether or not you can use a skill in a complemen-
tary fashion.
unskilled Tests
Sometimes youll come across a situation in which your
Character will have to make a Test and try to do some-
thing for which he doesnt have the right skill. If your
Storyguide determines that your Character doesnt
have a complementary skill then youll have to trust his
intuition and a whole lot of blind luck. Make the Test,
but you only get to roll one die and take half the re-
sult round up for this. Your Character is not going to
be making many amazing feats here and is going to be
lucky to succeed at the most basic of tasks.
There are certain skills that are considered Profes-
sional and they are noted in Chapter Six. Professional
skills are those that require a lot of special knowledge
and training to learn. Unfortunately, you cant attempt
to use Professional skills if your Character doesnt
have them.
attribute feats
Occasionally your Character will need to make a Test
for something to which no normal skill can be applied.
What skill would you use to break down a locked door?
Thats something that your raw strength should handle.
Or how about whether or not you fall when tripped?
Thats something your natural agility should cover.
Whenever you need to Test for something thats cov-
ered by an Attribute instead of a skill, your Character
will use what is called his Feat skills. Feats are what the
game rules use to determine your Characters natural
ability. Every Character has a Feat skill for each of their
Attributes. Otherwise, make the Test as usual.
So what about where Feats might cross over against
Skills? Feats are last resorts and are used only when
no skill would cover a Test. In all cases where a Test
would require the use of a skill, the normal rules for
use skilled, complementary, or unskilled are used.
The potential measured by Feats is no substitute for the
special knowledge and training required by skills. Feats
also cannot be used as complementary skills.
Second chances
Sometimes youll blow a roll but the Test is something
that your Character might be able to try again. After all,
just because he didnt fnd what he was looking for the
frst time doesnt mean that he cant look again, does it?
There are some things your Character only gets one shot
at and these rules dont apply to those situations.
When you want a second chance go ahead and make a
second Test. However, theres a price the Degree and
Diffculty increase by one category for this new Test.
Maybe its frustration setting in or maybe your Charac-
ter is just a little spent from the frst time around. You
can attempt a Test like this a total of three times before
you have to give up and the Degree and Diffculty in-
crease by one category each time.
For example, you want to get a second chance at an Aver-
age Test with a Diffculty of 12. To make the second Test
it would become a Challenging Test with a Diffculty of
16. If you failed again and wanted to give it a third go it
would become a Hard Test with a Diffculty of 22.
Sometimes youll have to wait a little while before giv-
ing it another shot. If this is the case, your Storyguide
will let you know.
examples of Attribute feats
Here are a few examples of things for which you might use
Attribute Feats. Strength and Tenacity Feats are by far the most
common types.
Agility Feats are used for unconscious reactions such as catch-
ing oneself after tripping or avoiding boiling water from a
spilled pot.
Intellect Feats are used to see how fast someone catches on
to something.
Perception Feats are used as intuition to see if a Character
gets a feeling about something or makes unusual leaps in
cognition.
Presence Feats are used to see how someone reacts to a Char-
acter naturally, free of any acting or infuence.
Strength Feats are used for acts of brute force such as lifting
things or forcing doors open.
Tenacity Feats are used to resist things that might interfere
with or damage a persons system including fatigue, poisons,
disease, fear, or insanity.
Extended Tests
What about those times when what your Character is
trying to do is really big? What if hes trying to write the
defnitive work on the Esoteric Order of Dagons ritu-
al practices? What if hes trying to build a new mech
out of spare parts? What if hes slowly cracking open
a Chrysalis Corporation database? These tasks take
hours, days, or even weeks to complete, and require
the application of knowledge and skill at many differ-
ent intervals. Thats where Extended Tests come in.
Your Character succeeds at Extended Tests by accu-
mulating a certain number of successful Tests. Your
Storyguide will give you a Degree and Diffculty as nor-
mal. However, youll have to make a series of success-
ful Tests to succeed your Storyguide will give you the
exact number. The general rule is that the number of
successful Tests should equal the Degree. For example,
an Average Extended Test should require two successful
Tests while a Hard Extended Test should require four.
Your Storyguide will determine how long elapses be-
tween Tests. For example, hacking the Chrysalis data-
base might be a Hard Extended Test requiring four suc-
cessful Tests. He might rule that each Test occurs an
hour apart so that the overall Extended Test takes four
hours. In the example of building the mech, each Test
might be four days to a week apart.
If you get a Critical Success during an Extended Test,
it should count as two successful Tests. On the other
hand, if you get a Critical Failure during an Extended
Test, it should either knock off an accumulated suc-
cessful Test or make you start over again your Story-
guide will let you know.
Teamwork
Most simple Tests wouldnt beneft from more than
one Character working together. They would just turn
into another case of too many cooks in the kitchen.
However, Extended Tests most certainly can beneft
from help. Simply put, if a team of Characters chooses
to work together on an Extended Test, they can pool
their successful Tests together to make it a go.
Taking Extra Time
There are times that you need to take the time to do
things right on the frst try. Now there are things that
you cant take extra time with but these should be pret-
ty obvious. If you have this luxury, youll get a bonus to
your Test.
Every time your Character intentionally takes twice as
long to do something you get a +4 bonus to your Test.
Taking four times as long gives you a +6 bonus! But
thats the maximum you dont get any more bonuses
for more time than this. How long it takes to do some-
thing varies by the task. Cooking a meal might normal-
ly take an hour. Digging into someones background
might normally take two hours. Just be sensible.
Pushing the limit
When really dramatic situations arise you might need
to force your Character beyond his normal capacity.
This is when you really get to push his limits. Pushing
the Limit only applies to actions that your Character
could conceivably hurt himself doing through either
strain or fatigue. He could be pulling every extra bit
of strength out of himself to make the jump or he
could be living on stimulants, skipping food and
sleep, and driving himself mad with stress and anxiety.
Your Storyguide will let you know if Pushing the Limit
is appropriate.
When you need that edge you can sacrifce your Char-
acters health in favor of success. For every +2 bonus
that you want for your Test your Character will take
1 die of damage to his Vitality this damage cannot
be reduced in any way. It is determined after the Test
is made so it is conceivable for a Character to die by
pushing too hard. These concepts will make more sense
later on and are better explained in Chapter Nine.
contests
Contests occur when your Character competes against
another person instead of just the normal diffculty of
a Test. For example, a guard is watching to make sure
that no one enters a building into which your Charac-
ter is trying to sneak. In this case, your Character isnt
just trying to sneak, hes trying not be seen by someone
whos paying attention to these sorts of things.
To engage in a Contest each Character makes the ap-
propriate Test. The one with the higher result wins.
From the above example, youd make your Characters
Stealth Test and the guard would make his Observation
Test. If your roll was higher your Character would win
the Contest and sneak past. If you only tied or rolled
lower than the guard, hed see your Character trying to
be stealthy.
contest Modifiers
Sometimes conditions will make a Contest easier or
more diffcult for one side or the other. From the previ-
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ous example, it might be raining heavily as your Char-
acter tries to sneak into the building giving him an ad-
vantage to staying hidden and quiet. Or the guard may
be wearing night-vision goggles making it way more dif-
fcult for your Character to sneak by.
Contest Modifers only give bonuses to the Character
with the advantage there are no penalties. Your Sto-
ryguide will let you know if any modifers apply to your
Contest. Use these guidelines to determine any Contest
Modifers:
actions & Reactions
There are times during crucially dramatic scenes when
youll have to rush things. The rules for Actions are fully
explained in Chapter Nine so were only going to teach
you some of their effects here.
Actions are conscious choices that a Character makes,
versus reactions which are a response to external stim-
uli. A Character can react to any number of things in a
given amount of time without penalty including Con-
tests or blows aimed at his head. However, Actions take
more brainpower and the more your Character tries to
cram into a given amount of time the harder theyll be
to pull off.
Characters can normally take from one to three Ac-
tions a turn depending upon their Attributes. For every
Action your Character takes beyond one he suffers a
penalty of 2 to his Tests. So if your Character takes
two Actions both suffer a 2 penalty, and if he takes
three all three suffer a 4 penalty.
This will all be made clear later on. For now you just
need to know generally how it affects you and that its
coming down the pipe.
fluency
In the spirit of automatic success and keeping the fow
dramatic and well-paced, Language is one skill that you
shouldnt have to Test very often. To determine your
Characters level of Fluency just take a look at the fol-
lowing table and compare his level of Expertise Spe-
cializations certainly apply. The only time youll need
to make a Language Test is if your Character is tackling
something outside his level of Fluency.
Students know very little of the language or dialect
primarily pleasantries such as hello, how are you,
thanks, and the like.
novices or focused Students know the language or
dialect in a broken form they can still lose something
in the translation.
adepts, focused novices, or Specialist Students are
fuent in the language or dialect.
Experts, focused adepts, or Specialist novices are
fully multi-lingual.
Masters, focused Experts, or Specialist adepts un-
derstand the intricacies of the language or dialect bet-
ter than most native speakers.
DRAmA PoinTS
Dramatic Characters are the heroes of the story. They
are simply a breed above the norm and are supposed
to pull off amazing feats or survive the most dangerous
situations. To help simulate this, Dramatic Characters
get Drama Points.
Drama Points are used to manipulate a Characters
dice any Characters dice. For each Drama Point
spent you can increase your Characters number of
dice for a Test by one, increase an allys dice by one, or
rob an enemy of one of his Test dice. You can increase
the total number of dice a Character gets to roll for a
Test up to a maximum of 10 dice or you can reduce an
antagonists overall dice to zero so that he only gets to
use his Base!
If you are using Drama Points to increase your Char-
acters dice you can choose to spend the points before
or after the roll it doesnt matter. Even after you fg-
ure out your Test Result you can keep spending Drama
Points until you are either satisfed or out of points.
On the other hand, if youre using Drama Points to
decrease your opponents dice you will need to inform
your Storyguide of this before he rolls.
You can even use Drama Points when you have to make
Tests for skills your Characters doesnt have. The frst
Drama Point you spend converts the half die you nor-
mally get for Unskilled Tests into one full die and each
point thereafter gives you more full dice for the Test.
You can even attempt to use Professional skills this way
something you normally cant do!
Contest modifers
aDvanTaGE conTEST MoDifiER
Slight +1
Reasonable +2
Considerable +4
Outrageous +8
Things Drama Points Cant Affect
Drama Points can only be used to affect the number of dice
rolled for Tests. They cannot be used to affect any other type
of die roll including Initiative, Armor Rolls, or Damage.
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Sometimes Key Antagonists will also have Drama
Points to spend and they can use them to reduce your
dice! Your Storyguide will tell you if this is happening
and he must do it before you roll. However, theres no
reason that you cant spend Drama Points to hold onto
those dice if you have any available. You are more than
likely going to drain each other of Drama Points pretty
quickly but these types of Characters are the villains of
the story.
And now that you know the basics, its time to move on
to making Dramatic Characters unless you want to
read an example of play or plan on being a Storyguide,
in which case read on.
An exAmPLe of PLAy
To help you get a feel of how the rules system works
were going to give you a fctionalized example of play.
Mind you, most of CthulhuTech revolves around interac-
tion between Characters and isnt this dice-rolling in-
tensive. Weve deliberately chosen a situation that calls
for a number of Tests.
In this game there are three players, who are Fraser,
Mike, and J, plus a Storyguide who is Matthew. Their
story takes place in the Seattle arcology and the Dra-
matic Characters are all Tagers in the employ of the El-
dritch Society. Fraser is playing Angela, who is a police
detective by day and a Phantom Tager by night, Mike is
playing Ikada, a Nazzadi computer hacker and a Whis-
per Tager, and Js playing Tammi, a teenage street girl
with a violent temper whos a Nightmare Tager.
The situation is this. Theyve recently been double-
crossed by a contact who has wisely skipped town.
Their next best lead is to investigate his assistants
house, but its not as simple as it sounds. There was
a multiple homicide in which their former contact was
implicated so the police have the place under surveil-
lance. Angela cant get access to the house because the
nature of the crime has involved the feds her interest
on a case that wasnt hers would arouse too much sus-
picion. They want to get in and get out without any sort
of complication.
The frst step is to scout the location of course theyre
approaching at night. They know that cops are there,
but they dont know where they are or what kind of de-
vices theyre using to watch. Ikada is the best person
for the job. He shifts to his Whisper form and fies up
to the rooftops trying to remain unseen. Hes careful
enough to do it where people wont be actively watch-
ing and there are plenty of shadows. Matthew asks Mike
to make a Stealth Test against an Average Diffculty of
12. Ikada has an Agility of 12 when shifted and a Stealth
skill at Adept. Mike rolls three dice 7, 4, 2. Since he
doesnt have any doubles or a straight, Mike chooses
the 7 and adds it to Ikadas 12 Agility for a total Test Re-
sult of 19. He succeeds without any trouble. He creeps
along, using his enhanced senses to look into the build-
ings around him. It doesnt take long before he spots the
surveillance team. It looks like they are using standard
recording equipment and keeping an eye on things from
across the street. However, they are now actively scan-
ning so Matthew tells Mike that Ikada must now engage
in a Stealth Contest with the cops. Matthew rolls for the
cop, who has a Perception of 7 and an Observation skill
at Adept. He rolls three dice 4, 4, 3 taking double 4s
and adding his 7 for a total Test Result of 15. Mike rolls
6, 5, 3 taking the 6 and adding it to his 12 for a total
of 18. Ikada remains unseen and keeps watch.
Meanwhile, Angela and Tammi have been hanging out
in a nearby alley. Angela is shifted into her Phantom
form and receives the information about the police
from Ikada over Tager mindlink. It appears that the
two ladies can enter the house through the alley door
without causing too much trouble. They quietly move
their way up the alley to the door as Angela whips out
her lock-hacking kit (in 2085, locks are a little more
complex). Matthew calls for a Security Test on Angelas
part he thinks its going to be Challenging with a Dif-
fculty of 16. Angelas Intellect is 6 and shes an Expert
in Security so Fraser rolls four dice and gets 3, 5, 6, 9.
Taking the high roll of 9, her Test Result is a 15, which
doesnt cut it. Fraser decides to spend Drama Points.
He spends the frst one and gets a 2, so he spends an-
other and gets a 4 now he has a straight. Adding to-
gether the 3, 4, 5, and 6, he gets a total of 18. With
Angelas Intellect of 6 the Test Result is 24. The lock
pops open. They breathe a sigh of relief and enter.
Now its time for them to be sly and to fnd any remain-
ing evidence of this womans life. Since the cops cant see
into the back rooms, Matthew says that they only need
to succeed at an Easy Stealth Test to keep quiet. Recon-
sidering, he decides that with automatic success they
dont need to roll at all. However, he does want them to
make a Challenging Observation Test to try and fnd any-
thing. While they are making their Tests, Matthew goes
back to Mike who has been keeping a lookout. With all
of Ikadas enhanced senses Matthew doesnt even worry
55
Putting The Horror Back in
According to the standard rules of Framewerk, you should be
able to use Drama Points for Fear and Insanity Tests as they are
simply Tenacity Feat Tests. But this is a game about the dark and
horrifc and it wont be as much fun if no one ever suffers Fear
Effects or gains a couple points of Insanity. We recommend that
Storyguides do not allow Drama Points to be used for Fear or
Insanity Tests, or Tests related to the use of magic.
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about a Test and just tells Mike that Ikada sees a college-
age Nazzadi girl heading down the alleyway.
Meanwhile, Fraser and J both roll for their Observation
Tests they both succeed and discover that someones
been through here and cleaned out anything that might
be useful. This takes them a moment while Ikada tracks
the girl who stops, pulls out a key, and looks like shes
entering the very house theyre investigating. Mike has
Ikada shift back to Nazzadi form and send Angela a
text message on her PCPU Trouble at the door!
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Thats where we leave them. While this example is Test-
heavy, hopefully it gave you an illustration as to how
the basic rules of the game work.
foR SToRyGuiDeS
Assigning Degrees &
Difficulties
So now youre the Storyguide and youre in charge of as-
signing all the Degrees and Diffculties. Seems a little in-
timidating doesnt it? The good news is that youre a Hu-
man being and youve been around the block a few times
so youve already got a good basis for fguring this out.
First off, dont worry about Diffculties theyve got a
built-in default and any tweaking you might want to do
comes later. Start with Degrees, because this qualita-
tive measurement is something youre going to be able
to grasp more easily. Always look at things from the
view of an average person who understands something
about the subject matter. Dont be afraid to use the
descriptions of each level of Expertise listed with the
skills in the Skills chapter thats why theyre there. If it
helps, equate the tasks listed at Novice as Average, Ad-
ept as Challenging, Expert as Hard, Master as Incred-
ibly Hard, and Student as Easy, and save Legendary for
those special moments.
Lets say one of your players wants his Character to tap
a phone. Ask yourself, how hard this would be for some-
one who knows something about surveillance? Tapping
phones is a much bigger deal than eavesdropping on
a conversation with a shotgun microphone or taping
someone using a spy camera. But its not as diffcult as
planting surveillance devices on someone or concealing
them in his possessions. So Im thinking that surveillance
of a more normal sort, same as using visible cameras to
completely watch over an area, is probably average. Im
thinking that Challenging is covertly taping someone and
that its Incredibly Hard to plant and conceal devices on
someone. Which leaves me in the Hard Degree, which I
buy. Using the Standard Diffculty I tell the player hell
have to beat a 22 to succeed at this Test.
Lets look at another example. One of your players
wants his Character to appraise the value of a collect-
ible piece of early 2000s kitsch so that he can sell it on
an internet auction. He just wants to pinpoint its value
with a reasonable amount of accuracy because its not
worth all that much. Since hes not trying to be super-
accurate, Im thinking this task is not all that diffcult. I
dont think it would be Easy because this is something
he has to know something about. Since its just a basic
item for internet auction, I wouldnt say that its even
Challenging so Id set the Degree at Average with a
Diffculty of 12.
Of course situations can modify this. In the above ex-
amples, it would be much harder if the guys phone was
hooked up to a system that monitored for bugs and
taps. It would an art to beat a hot system so Id in-
crease this Degree of Diffculty to Hard or even Incred-
ibly Hard depending upon the bug detectors reliability
and sensitivity. Or it would be harder to appraise the
object if it were a forgery and Id increase the diffculty
to at least Challenging.
These guidelines even apply if the Character doesnt
have the skill. Determining the Degree works is the
same, but the players going roll a lot fewer dice unless
hes spending a lot of Drama Points.
Once youve gotten this ability down pat you can start
playing with Diffculties. Sometimes youll feel that cir-
cumstances or the task warrant a slightly higher or low-
er Diffculty without requiring a full shift in the Degree.
Only do this when you feel strongly about it mess-
ing with Diffculties makes the game more unpredict-
able for your players and makes them less likely to give
things a shot.
Success & Failure Margins
As it stands, you know when a Character has succeeded or
failed and you know when hes Critically done either. But
what about all the steps in between? Those steps arent
going to be important most of the time but it can be use-
ful to know how to interpret them when theyre needed.
These qualitative descriptions dont have any other game
effect besides helping you give more detail to your play-
ers. Determine the difference between the Test Result and
the Diffculty and consult the following chart:
Success & failure margins
DiffEREncE MaRGin
1-2 Near Failure or Success
3-4 Average Success or Failure
5-6 Solid Success or Defnite Failure
7-9 Like a Pro or Like a Complete Idiot
10 Critical Success or just a Defnitive Failure
If youve decided that you dont want to be a Storyguide, youll
be taking on the role of a Dramatic Character. Dramatic Char-
acters, as opposed to Supporting Characters or Antagonists, are
the big time they are the pivotal Characters of your story. If
your story were a movie or television series, your Dramatic Char-
acter would be one of the heroes. They arent the average citizen
suffering through a day job only to be glued to the news at night
they are the ones making the news. Although they may come
from humble beginnings, they have the potential to grow into
something amazing. They are stars.
Your Dramatic Character is your alter ego in the game. That
doesnt mean that your Character is a homologue of you it
just means that you need to enjoy the Character you design and
also be able to relate to him on some basic level. What sorts of
things interest you? Are you into technical things and solving
complex problems? Then maybe you should look at designing
an Arcanotechnician as your Dramatic Character. Are you into
daredevil antics and the thrill of battle? Then maybe you should
look into Mecha or Engel Pilot Dramatic Characters. Dont just
design a Dramatic Character that fts nicely into your story or
one that sounds kind of cool fnd one into which you can really
sink your teeth.
Youll be designing your Dramatic Character from scratch this
chapter takes you through the process step by step. Its pretty
simple. Character design basically distills the different aspects of
a person into a couple quantitatively measurable areas. In short,
we break a person into pieces and assign numbers to measure
them. The two main areas that compose a CthulhuTech Character
are Attributes, which measure a persons innate abilities, and
Skills, which represent formal education, training, and other
things a person learns to do in his life.
Before you begin you might want to sit down with your fellow
players and talk about what types of Dramatic Characters youre
each thinking of designing. Its usually a lot easier to fgure out
how your team is going to work together before youve started
as opposed to when youre done.
CharaCter Design
Step One: Concept
The frst thing youll look at is what we call concept. Your Character
concept basically involves answering a couple of important ques-
tions that help you defne the core of what your Character really is.
These questions really get you thinking about what type of Char-
acter you want to play and help you focus your creative energies
before moving on to the numbers aspects of Character design.
Allegiance
Most Dramatic Characters in the war-torn world of CthulhuTech
are part of an organization, and Allegiance is simply a declara-
tion of where those loyalties lie. This Core Book outlines three
major groups.
Sometimes your Storyguide will decide what type of story youre
playing for you and other times youll decide with your group.
These three arent the only options available in CthulhuTech but
are the ones were primarily exploring in this book. Well look
at others in future books and youll undoubtedly come up with
others on your own. If you decide you want a story centered on
the Ashcroft Foundation or a secret society of your own making
go for it. Feel free to utilize the material in any way youd like.
The New eArTh GoverNmeNT (NeG)
Emerging from the chaos of the Arcanotech Wars and the Aeon
War, the New Earth Government fghts to hold Earth against
the combined might of the Migou and the Cults. NEG stories
are common and can most easily contain the greatest mix of
Character types. Any type of Character, except a Tager, fts well
into an NEG story.
New Earth Government stories run the gamut of favors and
styles. Some can be about the front line warriors who boldly risk
their lives every day. Others can be special forces stories in which
the Characters infltrate deep into enemy territory. Still others
can be in the research and development labs, working to analyze
the enemy and discover the NEGs next edge.
The eNGel ProjecT
The Engel Project falls under the purview of the New Earth
Government, but deserves its own treatment. By fusing together
arcanotech and biotech, the Engel Project has created a more
powerful mecha better suited for dealing with the horrors of
the modern world. Those who work on the Engel Project are
the elite of the NEG, from the Pilots to the Arcanotechnicians.
Arcanotechnician, Engel Pilot, and Occult Scholar are common
Character types.
Engel Project stories tend to be high-stress. The Engel Pilots fght
on the front lines and see more combat than any other type of
soldier in the New Earth Government. Those who work in re-
search and development feel great responsibility to create new
Engels that will continue to close the gap between the NEG and
the dark forces threatening mortal life on Earth.
The eldriTch SocieTy
Sworn enemy of the Chrysalis Corporation and the Children of
Chaos, the Eldritch Society is the master of the secret Tagers.
They fght a shadow war against the Dhohanoids to prevent the
Cults from gaining greater power and unleashing further apoca-
lypse. They hold the secrets of the Tage Fragments and use their
knowledge to cut out the unseen cancer within the New Earth
Government. Tagers are the most common Character type as-
sociated with Eldritch Society stories, but Arcanotechnicians,
Intelligence Agents, Occult Scholars, and Soldiers can work just
as well.
Profession
The universe of CthulhuTech contains all of the professions and
trades that youd fnd in the modern world and then some. How-
CHAPTER FIVE... Alter Ego
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ever, most of them arent well suited for Dramatic Characters,
which is what these Professions are meant to simulate those
walks of life that can be most easily drawn into the drama of
the Aeon War. These Professions help identify a Characters
focus, strengths, and skills. Dramatic Characters usually
belong one of the following seven Professions choose one for
your Character.
Each of these Professions is further explained on p. 71, giving
you a more detailed idea of what goes into them as Characters.
ArcANoTechNiciAN
Part-scientist and part-sorcerer, Arcanotechnicians understand
the fundamental principles underlying D-Engines and mecha
technology. They tend to be cerebral, in order to understand
the great technical feats with which they work, as well as will-
ful, in order to resist the mind-shattering principles upon which
arcanotechnology is based.
eNGel PiloT
Regarded as the New Earth Governments elite pilots, Engel Pi-
lots commune with the strange and mysterious Engels. Their
lives are very stressful as they see more regular combat than any
other NEG force. Engel Pilots tend to be perceptive, to better
acquire targets at a distance, and willful, in order to effectively
overcome the consciousness in every Engel.
iNTelliGeNce AGeNT
Information wins wars and the Aeon War is no different. Intel-
ligence Agents might be spies trying to infltrate a cult, part of
a mecha team gathering military intel, or working as counter-
espionage to root out cult spies within the New Earth Govern-
ment. They tend to be intelligent, to better recognize and cre-
atively process important data, and perceptive, to better notice
important details.
mechA PiloT
Mecha Pilots are the mainstay of the New Earth Governments
army soldiers in mechanized war machines as tall as buildings.
They are anywhere and everywhere the NEG needs them, pulling
guard duty at bases and installations, performing special forces
raids deep inside enemy territory, or fghting on the front lines.
Mecha Pilots tend to be perceptive, to better acquire targets at
a distance, and agile, to better use the close quarters weapons
indicative of many NEG mecha.
occulT ScholAr
With the advent of arcanotechnology and the Arcanotech Wars,
a new class of scholar emerged the Occult Scholar. Occult is
the term broadly used to describe the otherworldly forces now
ravaging the Earth and Occult Scholars are those who risk their
soundness of mind to delve into the lost secrets surrounding
them. Many times, their occult pursuits bring them to the prac-
tice of sorcery. They tend to be cerebral, in order to comprehend
the range of knowledge required for their studies, and willful, to
maintain their sanity and, in many cases, to work magic.
Soldier
Soldiers are those warriors who fght outside of mecha. They are
the brave infantry charging across the feld of battle, the police
keeping order in New Earth Government cities, and the special
forces troops sneaking in behind enemy lines. They tend to be
perceptive, to better acquire targets at a distance, and enduring,
to better withstand the physical rigors of their duty.
TAGer
The holy warriors of the Eldritch Society, Tagers are those who
have undergone the Rite of Sacred Union. They have become
one with a Tage symbiont, a thing from beyond space and time,
which turns them into a powerful supernatural warrior. They
tend to be agile, to better fght enemies up close and personal,
and willful, to survive the Rite of Sacred Union.
race
Humans are no longer the only sentient species on Earth. After
the First Arcanotech War, the New Earth Government welcomed
the Nazzadi into the fold. Dramatic Characters in CthulhuTech
can be Human or Nazzadi your choice.
The races are further described on p. 69-70.
humAN
The former dominant species of Earth, Humans are much as
they are in our modern world. Their world has gotten a lot
bigger since the advent of the Aeon War however and people
dont live with the same prejudices and petty issues that they
once did.
NAzzAdi
The Nazzadi are biogenetic creations of the Migou originally sent
to destroy Humanity in the First Arcanotech War. Discovering
that they were manufactured, they rebelled against their secret
masters. They are creatures of darkest night but are similar to
Humans in most respects. Their culture is in most ways ours, but
they struggle to create their own racial identity.
defining characteristics
Qualifying an individuals personality is diffcult since people are
inherently complex. To at least give a snapshot of every Charac-
ters behavior we use Defning Characteristics two traits that
help defne the core of your Characters personality.
The frst Defning Characteristic is the Virtue the primary qual-
ity in your Character that is good. The other is the Flaw the
primary quality in your Character that is imperfect and seen as
a shortcoming. These two Characteristics dont fully defne your
Characters personality, but they provide a view of what hes like
by defning the polarities.
Defning Characteristics can be any sort of personality trait of
which you can think. Just be sensible in your choice and dont
choose two Defning Characteristics that are exact opposites.
Name
Now that you have an idea of what your Character is going to
be like, go ahead and pick a name for him or her. Human names
havent changed much since modern times. Nazzadi names are
a little more unusual and have their own rules attached to them,
which are explained on p. 70.
Also make sure to record your own name and your Storyguides
name on the Character Sheet. It helps make sure everyone knows
where it belongs when it inevitably gets misplaced.
Step Two: Attributes
When you describe a person to someone else, what sort of things
commonly come up? Hes smart? Shes pretty? Hes strong? Thats
what Attributes are the innate abilities and capabilities of a per-
son. We use six Attributes to measure a Character in CthulhuTech.
Each of these Attributes is rated on a scale from one to ten.
Think of this scale like you might in real life we are often asked
to rate people or things on just such a scale. A rating of one
is considered severely challenged while a fve is Human average
and a ten is downright amazing. There is potential in CthulhuTech
to reach an eleven or more on the scale these people are para-
gons and off the normal charts.
To determine your Characters starting Attributes distribute a to-
tal of 35 points among the six of them. You have to put at least
one point into each and you can put a maximum of ten in any
one. Your Attributes are also modifed by your Characters race, so
check the Racial Templates on p. 69-70 to fnd those bonuses.
Agility
Agility is a measure of physical dexterity, grace, and fnesse the
ability to make your Characters body move like he wants it to.
Agility is used for any skill that requires bodily control and is
used by your Character both to fght in close quarters and dodge
in combat. It is one of the factors used to determine his Actions,
Movement, and Refex Secondary Attributes.
intellect
Intellect is a measure of intelligence, education, the ability to
learn, and memory the way your Characters brain processes
and recalls information. Intellect is used for any learned skill
including many technical and scientifc areas. It is one of the
factors used to determine your Characters Orgone and Refex
Secondary Attributes.
Perception
Perception is a measure of awareness and sense acuity the way
your Characters brain receives information. Perception is used
for any skill requiring attentiveness and is also used for marks-
manship. It is one of the factors used to determine your Charac-
ters Actions and Refex Secondary Attributes.
Presence
Presence is a measure of charm, beauty, force of personality, and
social ability the way others react to your Character. A higher
rating in Presence doesnt necessarily mean that he has to be
beautiful. Instead he may be exotic, striking, have a magnetic
personality, or have an inspiring bearing. Presence is used for any
skill that involves infuencing another person.
sample Defning Characteristics
Heres a sample list of Defning Characteristics to get you
started:
virTueS FlAwS
Considerate Arrogant
Courageous Bigoted
Courteous Cowardly
Forgiving Cruel
Generous Dull
Gentle Flippant
Honest Foolish
Humble Greedy
Imaginative Impatient
Kind Insecure
Optimist Irreverent
Patient Lazy
Peaceful Liar
Pious Mean
Productive Pessimist
Self-Confdent Rude
Sober Selfsh
Tolerant Vengeful
Wise Violent
the hero faCtor
Dramatic Characters in CthulhuTech are the bold and bigger
than life heroes of their story. Sure, they may start off young
and fairly inexperienced but they have great potential and
advantage over the average person. There are two ways that
Framewerk simulates this.
The frst way is through Drama Points, which you already
know about. The second, applied during Character design, is
through Cheats. Cheats are ways that a player can craft his
Character in certain heroic directions. You dont need to know
how they work just yet but you do need to know that youll be
able to give your Character a couple extra improvements before
youre done.
Why flaws?
Some people dislike the idea of portraying a Character with
an obvious personality faw. This is fction after all. Do per-
sonality faws really need to exist in our heroes?
Flaws are something that allow us to truly relate to other hu-
man beings. A Character without a faw is a person we cant
believe exists and we cant create a bond with him he is two-
dimensional. Beyond that, a hero who succeeds 100% of the
time is boring. He needs to overcome obstacles both without
and within. Flaws provide an additional dimension that makes
your Character believable, gives him the opportunity for lows,
and makes the victories that much sweeter.
Normally faws do exist in every Character already theyre
the faws of the player. If you solely rely on those theyre al-
ways the same. By using a mechanic to simulate them, you
gain individual faws for individual Characters.
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Strength
Strength is a measure of physical might how heavily your Char-
acters body can infuence the world around it. Strength is used
for lifting heavy things, restraining people, and anything else that
requires raw power. It also affects how much damage your Char-
acter does in close quarters combat. Strength is one of the fac-
tors used to determine your Characters Movement and Vitality
Secondary Attributes.
Tenacity
Tenacity is a measure of endurance, stamina, and willpower
how well your Character can make his body and mind function
under adverse circumstances. Tenacity is used for taxing physical
skills and to perform magic. It is one of the factors used to deter-
mine your Characters Orgone and Vitality Secondary Attributes.
Step Three:Skills &
Specializations, Qualities
While Attributes measure raw gifts and potential, Skills repre-
sent a Characters training and education. Each skill is body of
knowledge or a type of physical training in which the Character
has ability. Every Character starts with a certain number of dif-
ferent skills rated at different levels of expertise. The different
levels of expertise are:
As you can see, the different levels of expertise equate to a cer-
tain number of dice. This is the number of dice a Character with
a skill at the level of expertise gets to roll for Tests.
When designing a Character, you receive 20 points with which
to acquire skills. Every skill costs a number of points equal to
the desired level of expertises rating in dice. For example, an
expertise of Novice costs two points since it carries a rating of
two dice. Most Characters begin with between eight and ten dif-
ferent skills. However, theres an important restriction you can-
not purchase levels of expertise above Adept (with the exception
of the Education skill and the Characters native language). The
Expert and Master levels of expertise must be gained through
Character development.
A complete list of the skills available in CthulhuTech can be found on
p. 80. You may also wish to consult the Profession Templates start-
ing on p. 71 for a list of skills suggested for those Professions.
Free Skills
There are certain things common to all Characters in CthulhuTech
every Character receives the following skills for free. Human
Characters speak English as their native language and Nazzadi
Characters can choose either English or Nazzadi. English is the
offcial language of the New Earth Government and those Naz-
zadi Characters who would know Nazzadi as their native lan-
guage are those grown in vats on Pluto. Those born in the Naz-
zadi feet during the First Arcanotech War or after may choose
to be only basically profcient in both Nazzadi and English (both
at Novice), both of which may be improved through the expen-
diture of skill points.
Languages: Expert (Native Language)
Literacy: Novice
Regional Knowledge: Novice
Feats
To simulate a Characters profciency with his natural abilities
each Attribute has a paired Feat skill. These Feat skills are used
for Tests when a natural ability is called into question instead of
a learned response.
Beginning Characters automatically receive each Feat skill at a
starting level of expertise equal to half the associated attribute,
rounded down. For example, a Character with a Strength of six
starts with the Strength Feat skill at Adept (3 dice).
Specializations
Since the skills used in CthulhuTech are pretty broadly defned,
Characters can specialize in more specifc areas within a given
skill. They then become especially knowledgeable in that one
area. For example, an Occult Scholar might specialize in Ancient
Texts as part of his Occult skill. The frst level of specialization is
called Focused. At the Focused level the Character gains one ad-
ditional die for Tests involving that specifc area of knowledge or
giving Presence its Due
In many Storytelling games there are some players who feel that
the beauty attribute is one that can be ignored. They choose
to concentrate on other areas thinking that being ugly isnt
that bad a deal. This isnt such a good idea in CthulhuTech,
since Presence not only governs physical beauty it also governs
force of personality and social ability. A Character with a low
Presence, for example, couldnt intimidate a child and proba-
bly has issues buying groceries because of the scary people. He
certainly doesnt get invited to parties. If you want to have
an ugly Character, check out the Repellent Drawback in the
Qualities Chapter.
expertise
level oF exPerTiSe (dice)
Unskilled Characters have no real understanding of the skill.
(0 Dice)
Students have a rudimentary understanding of the skill.
(1 Die)
Novices have a basic understanding of the skill. (2 Dice)
Adepts have a thorough understanding of the skill. (3 Dice)
Experts have an advanced understanding of the skill.
(4 Dice)
Masters have a nearly complete understanding of the skill.
(5 Dice)
Presence & species
Measures of beauty vary from species to species. Every creature
has a Presence rating, although it may not be viewed positively
from one species to another. Humans and Nazzadi are similar
enough that theres no trouble in fact, inter-species dating isnt
out of the question. However, a Human and a Migou with the
same Presence rating are going to view each other very differ-
ently. In these cases, Presence cannot be used to infuence or
persuade in a friendly or seductive manner, but instead can only
be used to intimidate or terrify.
This summary covers the Character design process in
brief. Please refer to the appropriate sections in this
chapter for more detail.
Step One: Concept
choose an Allegiance:
New Earth Government (NEG), fghting its war to save
the world.
The Engel Project, the elite of the NEG, working to
create a more powerful mecha through arcanotechnol-
ogy biotech.
The Eldritch Society, fghting against the Chrysalis
Corporation to prevent further apocalypse. The secret
masters of the Tagers.
choose a Profession:
Arcanotechnician part-scientist, part-sorcerer who un-
derstands the secrets of mecha technology and the un-
limited power of the D-Engine.
Engel Pilot one of the NEGs elite, piloting the discon-
certing Engels.
Intelligence Agent working to gather information to
help the cause or to fght against cult spies.
Mecha Pilot one of the NEGs mechanized warriors.
Occult Scholar a well-learned scholar of all things
occult and the enemy. Many times, also a worker
of magic.
Soldier fghting on the front lines or on street level
against any threat.
Tager an Eldritch Society symbiont warrior.
choose a race:
Human the former dominant race of Earth, like you
or I.
Nazzadi the biogenetic creations of the Migou, origi-
nally sent to destroy Humanity.
CharaCter Design summary
Manifestation
Regeneration
Fear Factor
Level
Vitality
Current
Effect
Tager Vitality
Tager Current
Flesh
None
Light
-1 Test Penalty
Moderate
-3 Test Penalty/Half Move
Max. 2 Actions/Armor Half
Serious
-6 Test Penalty/Crawl
Max. 1 Action/Armor Gone
Deaths Door
Unconscious & Dying
Gear (Carried)
Gear (Owned)
First Order
Type
Effect
Cost
Second Order
Type
Effect
Cost
Third Order
Type
Effect
Cost
Type
Damage
Shots/Rounds
Range
Type
Protection
Shifted Attributes
Level
Feat
Agility
Perception
Strength
Tenacity
Actions
Movement
Re ex
Vitality
CHARACTER SHEET
Attribute
Rating
Feat Level
Agility
Intellect
Perception
Presence
Strength
Tenacity
Actions
Movement
Re ex
Orgone
Vitality
Drama Points
Name
Callsign
Player
Allegiance
Storyguide
Profession
Story
Race
Virtue
Flaw
Gender
Age
Height
Weight
Hair
Eyes
Coloring
Dist. Features
Birthday
Place of Birth
Skill
Expertise
Attr. Base
Specializations
Expertise
Skill
Assets
Drawbacks
Total
Unspent
Points
Disorders
ATTRIBUTES
CONCEPT
SECONDARY ATTRIBUTES
PERSONAL CHARACTERISTICS
SKILLS
QUALITIES
SPECIAL ABILITIES
EXPERIENCE
INSANITY
CHARACTER SHEET
Attribute
Rating
Feat Level
Agility
Intellect
Perception
Presence
Strength
Tenacity
Actions
Movement
Re ex
Orgone
Vitality
Drama Points
Name
Callsign
Player
Allegiance
Storyguide
Profession
Story
Race
Virtue
Flaw
Gender
Age
Height
Weight
Hair
Eyes
Coloring
Dist. Features
Birthday
Place of Birth
Skill
Expertise
Attr. Base
Specializations
Expertise
Skill
Assets
Drawbacks
Total
Unspent
Points
Disorders
ATTRIBUTES
CONCEPT
SECONDARY ATTRIBUTES
PERSONAL CHARACTERISTICS
SKILLS
QUALITIES
SPECIAL ABILITIES
EXPERIENCE
INSANITY
choose a Name:
Pick a Character name.
Record your name.
Record your Storyguides name.
Concept is explained on p. 58.
Step Two: Attributes
Distribute 35 points among the six Attributes, from 1
to 10:
Agility is a measure of physical dexterity and grace.
Intellect is a measure of education and intelligence.
Perception is a measure of awareness and sense acuity.
Presence is a measure of charm, beauty, and force
of personality.
Strength is a measure of physical might.
Tenacity is a measure of endurance and willpower.
Attributes are explained on p. 60.
Step Three: Skills &
Specializations, Qualities
Purchase skills using 20 points; 1 point is available for
two Focused level Specializations. Each skill costs the
desired level of expertises die rating:
Student (1 Die)
Novice (2 Dice)
Adept (3 Dice)
Expert (4 Dice)
Master (5 Dice)
All Characters receive the following skills for free:
Languages (English or Nazzadi): Expert (or both at
Novice for younger Nazzadi)
Literacy: Novice
Regional Knowledge: Novice
You may also purchase Assets, which cost skill points,
and acquire up to ten points worth of Drawbacks,
which give you skill points to spend.
Skills & Specializations and Qualities are explained on
p. 61. Skills are listed on p. 80. Qualities are listed on
p. 93.
Step Four:
Secondary Attributes
Calculate Secondary Attributes:
Actions average of Agility & Perception. Consult ta-
ble on p. 64.
Movement average of Agility & Strength. Consult
table on p. 64.
Orgone 5 + average of Intellect & Tenacity.
Refex average of Agility, Intellect, & Perception.
Vitality 5+ average of Strength & Tenacity.
Drama Points 10
Secondary Attributes are explained on p. 64.
Step Five: Outfitting
the Character
Characters are middle class and entitled to the crea-
ture comforts associated with that level of status.
Any special gear is determined by Profession, starting
on p. 71.
Step Six: Cheats
Spend 6 Cheats. Adjust any Secondary Attributes that
might be affected.
Cheats are further explained on p. 65.
*Check for requirements and Insanity Tests.
Step Seven: Making It Real
Add detail and background, including physical descrip-
tion, personality, motivation, family, and friends.
Making It Real is further explained on p. 65.
Cheats
chArAcTer eNhANcemeNT cheAT coST
Increase an Attribute 1 point 3
Get 2 more points for Skills 1
Increase Orgone by 2 1
Increase Vitality by 1 1
Start with a legal First Order Protection or Scrying Spell 1*
Start with an illegal First Order Protection or Scrying Spell 2*
Start with a legal First Order Enchantment or Transmogrifcation Spell 2*
Start with an illegal First Order Enchantment, Summoning, or Transmogrifcation Spell 4*
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training. The second level is called Specialized and the Character
gains two additional dice for Tests for that specifc area.
There are many different specializations within each skill and Char-
acters can learn different specializations for the same skill with-
out restriction. Since the beneft of specializations is limited by the
skills overall level of expertise, sooner or later its in your best inter-
ests to improve the skill rather than just its specializations.
When you describe your Characters level of expertise, combine
the descriptions for both skill level and specialization level into
one. For example, a Character might be a Focused Adept at Lan-
guage: French while another might be a Novice Specialist at Law:
Criminal. Master Specialists are the most sought after individu-
als in their feld, but traditionally they arent very well rounded.
During Character design you may purchase only two Focused
specializations. By choosing to spend one Skill Point, you gain
two Focuses of your choice.
New Skills
Sometimes youll look for a specifc skill and you wont fnd it.
CthulhuTech uses a conglomerated and broadly defned skill list.
If you cant fnd the skill youre looking for check other related
skills to see if it might be covered by one of them Hobby and
Trivia are catch-all skills. If not, work with your Storyguide to
create a new skill, designating scope, an associated attribute,
and specializations.
Qualities
Qualities are both positive and negative things that affect a
Characters life but which cant be accounted for using normal
Attributes and skills. There are two types of Qualities. Assets
are positive traits while Drawbacks are negative traits. When
you choose an Asset for your Character it costs a number of
your starting skill points and when you choose a Drawback it
gives you an additional number of skill points to spend. You may
only acquire up to an additional ten skill points by choosing
Drawbacks.
For a list of Assets and Drawbacks, see the Qualities chapter
on p. 93.
Step Four: Secondary Attributes
Secondary Attributes are, for the most part, derivative of your
normal Attributes. There are six of them and they help defne a
few more useful areas of your Character things like reaction
speed, magical capacity, and the like. In every case where you are
asked to average Attributes, round down any fractions.
Actions
Actions represent a combination of reaction, speed, and multi-
tasking abilities. Normally a Character can perform one free ac-
tion and one normal action every turn. Free actions are those
that take little effort, such as speaking or walking a few steps,
while normal actions are those that require real effort. Actions
are further explained on p. 54.
However, individuals who are more gifted may be able to per-
form additional normal actions in the same amount of time. The
following table will help you calculate how many actions your
Character can perform a turn go ahead and take the average
of your Agility and Perception to fnd out. Three Actions is the
maximum number of actions a Character with only two natural
limbs can take in one turn.
movement
It can be important to know how fast your Character can move.
To determine this, take the average of his Agility and Strength
and consult the following table. The table lists a couple of dif-
ferent rates. The frst is your Characters running speed in miles
per hour (mph). The second shows his running speed/cautious
speed in yards per fve-second combat turn (ypt). His running
speed is his full bore maximum speed a Character can do noth-
ing else but run at this rate. His cautious speed is the speed most
often using in intense confict situations.
orgone
Every person has the capacity to use magic whether or not they
actually understand how. Magic is powered not only by spell and
ritual, but also by the magicians will and understanding. Dr. Wil-
helm Reich, who discovered orgone long before the acceptance of
sorcery, believed that this new energy was the cause of a number
of phenomena that are completely at variance with the theory
of electromagnetic energies. Orgone represents that reservoir of
cosmic power in your Character. His starting Orgone is equal to
the average of his Intellect and Tenacity, plus fve points.
reflex
Refex is a measure of your Characters reaction time how
quickly he can respond during intense situations. Most impor-
tantly, Refex is used to determine when your Character gets to
act in combat. His Refex is the average of his Agility, Intellect,
and Perception.
actions
AverAGe AcTioNS
1-6 1 Action
7-8 2 Actions
9-10 3 Actions
movement
reSulT mAximum SPeed/cAuTiouS SPeed
1 3 mph (7/1 ypt)
2-3 5 mph(13/3 ypt)
4 7 mph (17/4 ypt)
5 9 mph (22/5 ypt)
6 11 mph (27/6 ypt)
7 13 mph (32/8 ypt)
8 15 mph (37/9 ypt)
9 17 mph (42/10 ypt)
10 19 mph (47/11 ypt)
11 21 mph (52/12 ypt)
12 23 mph (57/13 ypt)
13 25 mph (62/14 ypt)
14 27 mph (67/15 ypt)
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vitality
Characters in CthulhuTech live in a dangerous world. Its very likely
theyre going to get hurt. Vitality is what measures a Characters
overall level of health and wellness. Every Character has six Wound
Levels, from Unhurt to Deaths Door, which are explained on p.
65. Each Wound Level is equal to your Characters Vitality, so his
Vitality times fve is how many points of damage he can take in
total before dying. This is better explained on p. 123.
Your Characters starting Vitality is equal to an average of his
Strength and Tenacity, plus fve points.
drama Points
Drama Points are one of the things that defne Dramatic Char-
acters as heroes. They represent the fortunate things and cir-
cumstances that surround key characters, as well as fate just
plain looking out for them. Lucky breaks, cheating death, dar-
ing-do these are all Drama Points in action. Functionally, each
point represents one die. Depending upon the situation, you can
either use Drama points to add dice to a single Action or you can
rob an enemy of one of his dice for a single Action. This is better
explained on p. 54.
Drama Points are expended when they are used. Once youve used
one, its gone for now they normally return at the end of play.
Dramatic Characters begin with ten Drama Points.
Step Five: Outfitting
the Character
Most Characters in CthulhuTech are part of a greater organiza-
tion such as the New Earth Government or the Eldritch Society.
This means that your Character is functionally employed and
doesnt have to worry about his basic needs. He has a place to
live, although not an expensive one, and he has clothes, food,
transportation, etc. You can assume with regard to basic life
stuff that your Character is frmly middle class.
With regards to special items of gear that would be useful for
your game, such as armor or weapons, every Character starts
with a few. A list of this gear is found under the Profession Tem-
plates found starting on p. 71. If you want anything more than
this, negotiate with your Storyguide and see what you can get.
Step Six: Cheats
Remember our discussion of the Hero Factor from earlier? We
said that youd have one last chance to enhance your Character
before you started play. Now is that time this is where you get
to customize certain areas of your Character using Cheats.
You have six Cheats to spend and the following table shows you
what areas you can change and how much it costs to change
them. You want to use all your Cheats because you simply lose
any you dont.
If you choose to increase an Attribute remember to go back and
check to see if that will change any of your Secondary Attributes.
Furthermore, you still have to observe the restrictions for level of
expertise and specializations for starting Characters.
Step Seven: Making It Real
This is the last step in designing your Character. Youre all done
with the numbers portion, so now is the time to fnd out who
your Character really is. Its time to learn what he looks like, get
into his head, and fgure what his lifes been like. To help you do
this were going to ask you a bunch of questions.
Cheats
eNhANcemeNT cheAT coST
Increase an Attribute by 1 point 3
Get 2 more points to spend on Skills 1
Increase your Orgone by 2 1
Increase your Vitality by 1 1
Start with a legal First Order Protection or Scrying Spell 1*
Start with an illegal First Order Protection or Scrying Spell 2*
Start with a legal First Order Enchantment, or Transmogrifcation Spell 2*
Start with an illegal First Order Enchantment, Summoning, or Transmogrifcation Spell 4*
* Check the spells in Chapter 11 to see if you meet the Intellect, Tenacity, and Occult knowledge requirements and to
see if you need to make an Insanity Test for learning the spell. Regardless, Characters cannot begin play with enchanted
items even if they know the appropriate ritual.
summary of secondary attributes
Actions represent how much your Character can do in a
turn. They are determined by an average of your Agility and
Perception, compared with the table on p. 64.
Movement represents how fast your Character can move.
It is determined by an average of your Agility and Strength,
compared with the table on p. 64.
Orgone represents the reservoir of cosmic energy in every
Character. It is determined by an average of your Intellect
and Tenacity, plus fve points.
Refex represents your Characters reaction time. It is de-
termined by an average of your Characters Agility, Intellect,
and Perception.
Vitality is a measure of your Characters overall state of
health and wellness. It is determined by an average of your
Strength and Tenacity, plus fve points.
Drama Points represent fortunate things and circumstanc-
es that surround important Characters. Every Dramatic
Character begins with ten.
You dont need to know everything about your Character be-
cause youre going to end up creating a lot of it as you tell your
story. You only need enough so that he feels three-dimensional,
so that you can really go out and experience the CthulhuTech
setting.
how old is he?
Most Characters in CthulhuTech are likely to be in their twen-
ties recently out of training and ready to establish themselves
as adults. However, that doesnt mean that you cant play the
teen prodigy, or an older wiser Character whos just changed his
profession in favor of a more exciting or motivated life. Nazzadi
Characters typically were born within the Nazzadi feet during
the First Arcanotech War, but those older than their mid- to late-
twenties are actually vat grown clones.
what does he look like?
Take a moment to describe the physical appearance of your
Character. Whats he built like? How is his face shaped? What
color are his eyes? Hair? What kind of hairstyle does he have?
What kind of clothes does he wear? How does he carry him-
self? Whats his default facial expression? When other people
describe him what do they say?
what does he act like?
How would his friends describe him to someone whos never met
him? How does he react to new people? How does he behave
under stress? What kind of a sense of humor does he have? Is he
friendly? Is he talkative? How does he talk? What kinds of things
does he like to do? What kind of things is he interested in?
what does he want out of life?
Everyone has dreams, desires, and goals. Your Character is no
different. Does he want something simple like a happy roman-
tic relationship and an apartment downtown? Or does he want
something loftier like the liberation of the Human race? Or
maybe his goals are more direct and immediate such as being
promoted or dating a certain person. Of course, in the world of
the Aeon War things that seem simple, like a safe and quiet life,
arent as simple as they should be.
why does he do what he does?
Something had to motivate your Character to become an active
part of the Aeon War. What was it? Was it a sense of duty in-
stilled by your Characters family? Was it a personal desire to do
something about the horror? Was it a need to prove himself? Or
is he just a thrill-seeker? Or was it a vengeance thing?
whats his family like?
Are members of your Characters family still alive? How close is
he to them? What kind of relationships do they have? Does he
have siblings? Is he married? Does he have children? Where does
his family live? What kind of people are they? What do they do
for a living? What do they look like?
what are his friends like?
Usually a Dramatic Characters closest friends are the other
Dramatic Characters in the group. That doesnt mean that he
doesnt have other friends from his personal life, from his train-
ing, or from his childhood. Who are they? What are they like?
Whats their relationship like? What kind of people are they?
What do they do for a living? What do they look like?
what was growing up like?
Most Characters will have been born somewhere around the
First Arcanotech War. Theyve been the frst generation raised
with a new integrated Nazzadi population. Theyve seen very lit-
tle peace in their lives. Where did your Character grow up? What
was it like for him? What kinds of things does he really remember
from his childhood? Did he grow up far from confict or was his
life touched by warfare?
whats his adult life been like so far?
Where did the Character get his training? What was that like
for him? Whats his personal life been like? Any serious romanc-
es? How has he changed as hes grown? How does he view life
now? What are a couple things that hell look back on as for-
mative events?
if the world were a different place
What would your Character have done if the world were a differ-
ent place? What kind of person would he like to be?
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signs & animals
Here are a couple of new-age (or old-age) concepts that might help you defne your Characters personality more easily.
The frst concept is that of western astrological signs the idea that a persons birth month helps dictate portions of their
personality. Heres a very quick list of the different sun signs and their stereotypes.
Aries (3.21 to 4.20) I Am, Fire. Active, energetic, excitable and impulsive, optimistic, open to change and new experi-
ences. They are brave and active doers. However, Aries tend to strongly project their own personalities and can be quite
selfsh. They also often dont fnish what they start. Key trait: Courage.
Taurus (4.21 to 5.21) I Have, Earth. Quiet, affectionate, patient, stable, determined and practical, and often stubborn
and resistant to change. They persevere and are often successful. They tend to put a high regard on collecting possessions
and are known to cling to what is theirs. Key trait: Dependability.
Gemini (5.22 to 6.21) I Communicate, Air. Lively, energetic, versatile, and intellectual, lives primarily in the mind rather
than the emotions and is extremely adaptable to new situations. They strive for self-expression and often try to impose their
point of view on others. They also tend to be superfcial. Key trait: Responsiveness.
Cancer (6.22 to 7.22) I Feel, Water. Receptive, sensitive, imaginative, sympathetic, kind, and emotional, and possesses
an active, shrewd, and intuitive mind. They seek close personal relationships and are happiest surrounded by the familiar and
those whom they love. However, they can be unpredictable and temperamental. Key trait: Loyalty.
Leo (7.23 to 8.23) I Create, Fire. Enthusiastic, powerful, expansive and creative, generous and extravagant, but often
dogmatic and fxed in opinion. They are great friends and natural leaders. However, they tend to look for what they can get
out of life for themselves and can dominate others. Key trait: Exuberance.
Virgo (8.24 to 9.22) I Analyze, Earth. Reserved, modest, practical, discriminating and industrious, analytical and
painstaking, seeking to know and understand. They are perfectionists who dissect facts in order to fnd the truth and
obtain all the information available. However, they tend to get bogged down in the details and complicate things. Key trait:
Conscientiousness.
Libra (9.23 to 10.22) I Balance, Air. Active, artistic, easygoing, peaceable, prizes beauty and harmony, is diplomatic,
polished, and very socially inclined. They are happiest functioning within a union and often lose their equilibrium and posi-
tive outlook when forced to be alone. They can be vain and also tend to be indecisive. Key trait: Charm.
Scorpio (10.23 to 11.21) I Desire, Water. Imaginative, passionate and emotional, subtle, persistent, intense, but often
obstinate and unyielding. They often have a sense of purpose and destiny and fnd truest happiness dispensing their life force
to others. However, they are competitive, often with vicious tempers. Key trait: Idealism.
Sagittarius (11.22 to 12.21) I See, Fire. Energetic, ambitious, generous, freedom loving, and a seeker of challenge,
open to new ideas and exploration. They are happiest discovering new ideas, exploring distant places, and not getting tied
down with personal commitments. They are easily bored with routine. Key trait: Optimism.
Capricorn (12.22 to 1.20) I Master, Earth. Reserved, prudent, patient, uses cunning instead of force, seeks security, is
acquisitive, determined, and quick to seize an opportunity. They seek honor, praise, and approval in the world at large but
tend to be emotionally reserved in relationships. They are often stern and materialistic. Key trait: Steadiness.
Aquarius (1.21 to 2.19) I Know, Air. Assertive, independent, progressive, analytical, original and inventive, but often
has strong dislikes and frm opinions. They tend to be idealistic humanitarians who are concerned with the larger issues of
the world but remain personally detached in their own relationships. However, they tend to infate their own importance and
often enjoy arguing with or provoking people for the fun of it. Key trait: Friendliness.
Pisces (2.20 to 3.20) I Believe, Water. Receptive, intuitive and emotional, imaginative, romantic, impressionable and
mystical, adaptable, and very changeable. They trust their intuitions and feelings and tend to seek more spiritual values in
life. However, they are often impractical, prone to over-indulgence, and unsure of themselves. Key trait: Compassion.
Another way to look at a Characters self is through his animal resonance. A lot of people bear a resemblance in both appear-
ance and personality to a particular type of animal. Maybe your Character is sleek, graceful, but vain like the cat? Maybe he
is patient, powerful, but slow like the bear? Or maybe he is graceful, proud, but conceited like the falcon?
Either of these techniques is totally optional, but they can be fun and can help you generate a core personality in mere moments.
example of Character Design
To help guide you through Character design, Matthew is going
to generate a Dramatic Character for his CthulhuTech story. His
Storyguide and he have decided that they are going to tell a story
set in China and that the Characters involved need to be part of an
New Earth Government mecha force.
The frst thing Matthew does is create a concept for his Character.
From the type of game they are to be playing, it seems obvious
that his Characters allegiance will be to the NEG. Matthew looks
at the options and decides that he wants to play a Nazzadi Engel
Pilot. He peeks at the guidelines for Nazzadi names and chooses
to name his Character Dova.
Next, he moves on to determine Dovas Attributes he has 35
points to assign among the six of them. He takes a look at the
Engel Pilot Profession Template and learns that he should prob-
ably make sure his Perception is higher than average and that he is
required to have a Tenacity of at least seven. Looking at the Naz-
zadi Racial Template, he sees that Nazzadi get a +1 bonus to their
Agility (and Nightvision, which will be fun later). So he assigns
Dovas points like this:
Agility 6 (5, +1 for being Nazzadi)
Intellect 5
Perception 7
Presence 6
Strength 5
Tenacity 7
Satisfed, Matthew moves on to choosing skills and specializations
for Dova. Looking at the Engel Pilot Template again he sees that
there are certain suggested skills for Dovas Profession. But frst,
he records Dovas free skills. Dovas not old enough to be part
of the old guard, so Matthew chooses to be basically profcient
in both English and Nazzadi. He also determines that Dova grew
up in the Los Angeles arcology and spent time stationed in Hong
Kong, so he knows where his Characters regional knowledge ap-
plies.
Languages (English): Novice
Languages (Nazzadi): Novice
Literacy: Novice
Regional Knowledge (LA Arcology & Hong Kong Arcology): Nov-
ice
Now Matthew assigns 20 points to Dovas other skills. He looks
back at the different types of Engels and works it out with his Sto-
ryguide that Dova will be attuned to a Malach. This just helps fo-
cus the Character further, as now Matthew knows his Characters
not going to be piloting something designed for stealth or recon.
Before he goes on to pick the actual skills, Matthew peruses the
Qualities list to see if he spies anything he likes. He chooses the
following Assets & Drawbacks:
Duty (3) Drawback (required for Engel pilots)
Rival (2) Drawback
Alluring (2) Asset
Authority (3) Asset (required for military pilots)
Muse: Airbrushing (1) Asset
He has chosen fve points worth of Drawbacks and six points of
Assets. He thus only has 19 points to spend on skills. He chooses
the following:
Armed Fighting: Novice (2 points)
Artist (Airbrushing): Student (1 point)
Athletics: Student (1 point)
Fighting: Student (1 point)
Dodge: Adept, Engel Focus (3 points, plus a half for the
specialization)
Languages (English): Adept (1 point)
Marksman: Adept, Engel Focus (3 points, plus a half for the spe-
cialization)
Observation: Student (1 point)
Pilot: Novice (2 points)
Support Weapons: Novice (2 points)
Survival: Student (1 point)
He spends 18 points on normal skill levels and spends one point
to purchase two Focused Specializations. As you can see, Matthew
wants Dova to be an amateur artist in his spare time in addition to
being a well-rounded Engel Pilot.
Next, Matthew calculates Dovas Secondary Attributes:
To determine Actions he averages Dovas Agility of six and Per-
ception of seven, rounding down. Referencing the average of six
against the Actions table, it looks like Dova has one Action.
Averaging Dovas Agility of six and Strength of fve and round-
ing down, we discover that a result of fve on the Movement table
equals a speed of 9 mph (22/5 ypt).
To determine Orgone he takes the average of Dovas Intellect of
fve and Tenacity of seven, which is six, plus another fve. Matthew
determines that his Characters Orgone is eleven.
To determine Refex Matthew averages his Characters Agility of
six, Intellect of fve, and Perception of seven, rounding down. He
gets a result of six for Dovas Refex.
To determine Dovas Vitality Matthew averages his Characters
Strength of fve and Tenacity of seven, rounding down, and adds
fve. This results in a Vitality of eleven.
Dova starts with ten Drama Points.
Dovas Secondary Attributes look like this:
Actions 1
Movement 9 mph (22/5 ypt)
Orgone 11
Refex 6
Vitality 11
Drama Points 10
Matthew looks next at outftting his Character. He remembers
that Dova is entitled to all the creature comforts that a person
of middle class would have, as well as a few special pieces of gear
based on his Profession. Looking at the Engel Pilot Template he
has an ESI implant, his Malach Engel, concealed armor, and a
sidearm. Matthew chooses Sentrytech Mk-V heavy concealable
armor and a CS-40 Enforcer medium autopistol.
Now Matthew has reached the Cheats step of Character design.
He spend his six Cheats in the following way:
Increase Agility by 1 = 3 Cheats
Additional 6 Skill Points = 3 Cheats
Looking back at Secondary Attributes, that extra point of Agility
might change something. Agility is a component in determining
Actions, Movement, and Refex. The extra point ends up increas-
ing Dovas Actions to two and his Movement to a speed of 11
mph (27/6 ypt).
With the extra six points for skills, Matthew increases Dovas
Armed Fighting to Adept for one point, increases Athletics to Nov-
ice for one point, increases Observation to Novice for one point,
adds Stealth at Student for one point, adds Trivia (Nazzadi Paint-
ers) at Student for one point, and adds Seduction at Student for
one point. It looks like Dova likes to get out a little as well.
And thats it for the numbers part of Character design. Matthew
needs to go through the questions in Step Seven: Making It Real in
order to better fesh out Dova and hell be ready to play.
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raCe
As discussed earlier, there are two races available
as Dramatic Characters: Humans and the Naz-
zadi. These templates should provide you with a
snapshot of the race along with any racial abili-
ties and attribute modifcations. Everything your
Character gets as a bonus from his race is free.
Human
Still the most populous single sentient species on
Earth, Humanity has had a tough time of it. While
physically no different from you or I, the Humans
alive during the Aeon War have a very different
outlook on things. Theyve been unseated as the
dominant species on the planet. Theyve seen a
population of 8 billion reduced to 2.5 billion in
only a couple of decades. Theyve seen two in-
vading alien forces, integrated one of them, and
watched as living gods rolled armies out across
the Earth. Theyve created coping mechanisms
that allow them to rationalize the horrors of the
world around them and have been forced to ac-
knowledge things they were not meant to know.
Humans in CthulhuTech are a hardy breed of
people without many of the petty worries and
prejudices that plagued the race in centuries
past. Despite the challenges and terrors that face
them, they are a stalwart race who have strange-
ly found hope in and amongst the almost over-
whelming darkness.
Racial Abilities +2 skill points for Character
design
Recommended Skills By Profession
Attribute Modifcations +1 to any Attribute.
Here are some suggestions based on Profession:
Arcanotechnicians +1 Intellect.
Engel Pilots +1 Tenacity.
Intelligence Agents +1 Perception.
Mecha Pilots +1 Perception.
Occult Scholars +1 Tenacity.
Soldiers +1 Agility.
Tagers +1 Tenacity.
Nazzadi
An alien race that is cousin to Humankind, the Nazzadi are a
species that, instead of evolving, was entirely manufactured.
They were created by the Migou as a warrior race that was
meant to subjugate Humanity for their masters, all while keep-
ing the Migous existence a secret. Unfortunately for the alien
insects, when the Nazzadi were told the truth they rebelled.
They are now a fully integrated member of the New Earth Gov-
ernment and live side by side with Humanity. While prejudice
might exist in the outlying regions, Nazzadi are fully accepted
in the cities of the NEG and are equal partners in the govern-
ment. There has yet to be a Nazzadi President, but there have
been many Nazzadi cabinet members and ministers infuencing
society. There are about 1.8 billion Nazzadi worldwide.
The look of the Nazzadi was created to meet two goals. The
frst was to make them appear more as an alien species than
something supernatural. Not needing to reinvent the wheel,
the Migous understanding of Human anatomy moved them
to create a creature based on our DNA. The second goal was to
make them fearsome to Humans. Thus, the Nazzadi have jet-
black skin and hair with refective red eyes and sharp incisors.
Today in the face of true horrors, Humankind no longer views
Nazzadi features with fear.
Racial Abilities Nightvision
Recommended Skills By Profession, though most Nazzadi
over twenty-fve have an array of personal combat skills.
Attribute Modifcations +1 Agility
Nightvision
The Nazzadi were designed to be effective warriors, day or
night. Their nightvision allows them to see in very low light con-
ditions, though not in complete darkness, up to 50 yards. It
takes no time for their eyesight to adjust from light to darkness.
This vision is black and white. In the dark, their eyes refect
direct light like a cats.
nazzadi names & Words
Without going into a full description of the Nazzadi language, here
are a few guidelines that will help you create authentic names for
your Characters.
Nazzadi words do not use complex consonant sounds th,
ch, and the like nor complex vowel combinations oa or oe
or oi.
Nazzadi words are spelled and spoken phonetically. For example,
phonetic according to Nazzadi rules would be spelled fonetik.
Whether vowels are said hard or soft is a matter of learning pro-
nunciation and dialect. The written Nazzadi language is not con-
cerned with it.
Nazzadi uses hard consonants, but never at the sacrifce of fow.
Nazzadi words roll off the tongue easily.
Nouns and names in Nazzadi are gender specifc. Masculine Naz-
zadi words end with a, feminine words with y, and neuter words
with i.
Sample male names: Dova, Karana, Kyra, Timana, Vreta
Sample female names: Cevy, Dormy, Kory, Nomany, Tazy
Nazzadi do not have surnames. As part of the Migou armada they
identifed themselves by name, rank, and legion. Now they iden-
tify themselves by name, home, and profession. The adoption of
family names was suggested, but many older Nazzadi didnt want
the reminder that many of their parents were Migou cloning vats
on Pluto.
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Profession
Most of those fghting the Aeon War are drawn to
one of the following professions. These seven are
hardly an exhaustive list, but are those most excit-
ing for what weve shown so far in the setting. This
doesnt mean that you cant create your own Profes-
sions according to the guidelines here and use them
in your group. Regardless, every Character in Cthul-
huTech should start with a declared Profession.
You should try to focus your Character in one single
direction at frst. That doesnt mean that your Ar-
canotechnician is always going to stay an Arcano-
technician, however. As your Character develops
he may begin to blur the lines between Professions.
Theres no reason that your Arcanotechnician might
not become so learned that he also could be consid-
ered an Occult Scholar. Or that a Mecha Pilot might
not eventually attune with an Engel and change what
sort of mech he pilots. Whatever your background
is, your Characters current Profession should be the
one in which he plies his trade.
There is one exception to this rule. Engels and Tag-
ers are both supernatural creatures, at least in part.
People have found out the hard way that the living
thing inside an Engel and the symbiont of a Tager
dont get along. If a Character is bonded with one,
he can never be bonded with the other. In fact, En-
gels wont let a Tager inside of them under any cir-
cumstances. If one gets inside, the Engel will rip it
out the frst chance it gets even if it hurts itself in
the process.
So here are the Profession Templates. Each template
includes a description of the profession, some Attri-
bute level recommendations, Quality requirements
(if any), some suggested skills that are indicative of
the profession, any special gear for a Character of
this type, a set of example starting Attributes and
skills, and an illustration to wrap it all up.
Arcanotechnician
Part occult magician and part scientist, arcanotechnicians work with the secrets
unlocked by Teresa Ashcroft and The Mysteries Within. They understand the fun-
damental principles of the non-Euclidean mathematics and alien physics that
are at the core of D-Engines and modern mecha.
Arcanotechnicians come in one of two breeds. There are the true technicians who
build and fx what engineers design. They are the guys in the trenches who work
with arcanotech every single day. Technicians may work for the power company,
work on D-Engine cars, or may work on mecha or Engels. The second breed of
arcanotechnician is the engineer who understands the fundamental principles of
arcanotech theory. They are the guys who spend time in labs laboring to unlock
new secrets or in design studios applying the most recent arcanotechnology as
they design power systems, vehicles, weapons, mecha, or even Engels.
Being an arcanotechnician is a dangerous job as such, they are often well
paid. Arcanotechnology fts at least partially in the things man was not meant
to know category. Many arcanotech applications work on mind-bending prin-
ciples, which can be taxing on the psyches of those who maintain or design such
devices. Many arcanotechnician programs train students in certain cognitive
techniques that help them deal with the rigors of their job.
Attributes: Higher than average Intellect and Tenacity recommended.
Suggested Skills:
Technician Arcanotechnician, Computers, Literacy, Observation, Technician
Engineer Arcanotech Engineer, Computers, Education, Literacy, Science
(Earth, Life, or Physical)
Special Gear: Arcanotechnology reference library, a good portable computer,
and appropriate professional tools.
Sample Attributes:
Human/Nazzadi
Agility 5/6
Intellect 8/7
Perception 6/6
Presence 5/5
Strength 5/5
Tenacity 7/7
Sample Skills:
Technician
Appraisal: Student
Arcanotechnician: Adept, D-Engine Focus
Computers: Novice (Adept if Human)
Hobby: Student
Languages (English): Expert
Literacy: Adept
Munitions: Adept
Observation: Novice
Regional Knowledge: Novice
Research: Novice (Adept if Human)
Technician: Adept, Power Systems Focus
Trivia: Student
Engineer
Arcanotech Engineering: Adept, D-Engine Design Focus
Computers: Novice (Adept if Human)
Education: Adept
Hobby: Student
Languages (English): Expert
Literacy: Adept
Observation: Novice
Occult: Student
Physical Science: Adept, Robotics Focus
Regional Knowledge: Novice
Research: Novice (Adept if Human)
Trivia: Student
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Engel Pilot
Prerequisite: Engels have a will and consciousness of their own
and pilots must be able to control them. Engel Pilot Characters
must start with a Tenacity of at least seven.
Engel Pilots are regarded as the New Earth Governments elite,
specially trained and surgically attuned to commune with the
strange bio-mechanical Engels. Engels are among the most power-
ful of the NEGs mecha army and Engel Pilots see a lot of confict.
Many would think that being considered the New Earth Govern-
ments elite and piloting the amazing mecha they do that Engel
Pilots would become arrogant or over-confdent jocks. However,
between the respect they have for their Engels and the amount
of sheer combat that they see they dont they see things very
differently. Most others consider them a little weird. The process
of synthesis leaves pilots with a slightly different perspective on
life. Theyre usually considered a little off that indefnable way in
which someone just doesnt quite ft in. Many Engel Pilots choose
to keep their own company, feeling either uncomfortable in the
outside world or that others just dont really understand them.
Operating an Engel is taxing on a pilot. After all, every time a
pilot crawls in the cockpit hes exercising some sort of a tele-
pathic bond with an alien cyborg. It isnt unusual for Engel Pilots
to slowly burn out, although the regular mandatory counseling
associated with the job usually helps keep them sane. Even so, the
dark eyes and distant look of a veteran worry even their fellows.
While a trained Engel Pilot can pilot any Engel, he can only exert
total control over the one to which he is attuned. Every pilot un-
dergoes surgery to have an Engel Synthesis Interface implanted
in his brain and this ESI ensures a deeper bond with the single
Engel thats his.
Attributes: Higher than average Perception recommended. Min-
imum Tenacity of 7 required.
Suggested Skills: Armed Fighting, Dodge, Fighting, Marksman,
Pilot.
required Qualities: Authority (3), Duty (3), Engel Synthesis In-
terface (1)
Special Gear: Engel Synthesis Interface (ESI) implant, a suit of
concealed armor (such as Sentrytech Mk-IV or Mk-V), a sidearm
(such as a UT-7 Hornet, CS-40 Defender, or CS-44 Enforcer), and
an Engel to which the Character is attuned (see p. 155 for a list).
Sample Attributes:
Human/Nazzadi
Agility 7/7
Intellect 5/5
Perception 7/7
Presence 5/5
Strength 5/5
Tenacity 7/7
Sample Skills:
Armed Fighting: Novice
Athletics: Student (Novice if Human)
Fighting: Novice
Dodge: Adept, Engel Focus
Hobby: Student
Languages (English): Expert
Literacy: Novice
Marksman: Adept, Engel Focus
Observation: Student (Novice if Human)
Pilot: Novice
Regional Knowledge: Novice
Support Weapons: Novice
Survival: Student
Trivia: Student
Intelligence Agent
Information is a key element to winning every confict. Intelligence
Agents have one of the hardest and most nerve-wracking jobs in the
Aeon War they have to gather information about the New Earth
Governments mysterious and alien enemies. Some are analysts who
decipher and correlate piles of information. Others gather data as
scouts, braving new and unfamiliar territory. Some are surveillance
teams sent with an array of electronic gadgets to record the enemy at
work. Others are spies who go deep undercover to infltrate the Cults.
Still others work in counter-espionage to root out spies within their
own organizations.
An exciting part of intelligence is psychological operations or psy-ops
for short. Psy-ops deal with fguring out how your enemy thinks and us-
ing psychology against him or it. Its about confusion, disinformation,
and demoralization, among other things. It is also about propaganda
keeping up the morale of the NEG in the face of terrible odds.
But the intelligence game in the Aeon War isnt just about gathering,
analyzing, protecting, disseminating, and distorting information. Its
also about the dirty jobs no one wants to talk about. Whether its
drug running for money, assassination, or other black ops, its the in-
telligence community that often has to deal with it while keeping it
quiet and making sure that offcials remain in the realm of plausible
deniability.
Attributes: Higher than average Intellect and Perception recommended.
Suggested Skills (General): Bureaucracy, Misdirect, Observation, Se-
curity, Stealth, Surveillance
required Qualities: Authority (1) if federal, Authority (3) if federal
or military, Duty (1-3)
Special Gear (General): A suit of concealed armor (such as Sentrytech
Mk-IV or Mk-V), a sidearm (such as a UT-7 Hornet, CS-40 Defender,
or CS-44 Enforcer), surveillance gear, and a good portable computer.
Sample Attributes:
Human/Nazzadi
Agility 5/6
Intellect 7/7
Perception 7/7
Presence 6/5
Strength 5/5
Tenacity 6/6
Sample Skills (General):
Bureaucracy: Student (Novice if Human)
Communications: Novice
Computers: Novice
Criminal: Student
Dodge: Student
Hobby: Student
Languages (English): Expert
Literacy: Novice
Marksman: Student
Misdirect: Novice
Observation: Novice
Regional Knowledge: Novice
Security: Novice
Stealth: Student
Streetwise: Student (Novice if Human)
Surveillance: Novice
Trivia: Student
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Mecha Pilot
Mecha Pilots are the mainstay of the New Earth Gov-
ernments army, piloting arcanotech mecha in the Aeon
War. While they may not have command of the power-
ful Engels, they also dont have to worry about implants
and interfacing with an alien cyborg. Mecha Pilots have
access to wide breadth of combat training and a versa-
tile array of mecha. They fnd themselves anywhere and
everywhere the NEG needs troops including guard duty,
special forces, or fghting on the front lines.
Mecha Pilots tend to specialize in one type of mecha.
Some are trained for intelligence gathering, others for
stealth. The three most common types of application are
multi-purpose (general), urban combat, and support.
Those who pilot the multi-purpose battle mecha see the
most action of any troop with the exception of Engels.
The urban combat specialists tend to be more skilled in
close quarters combat techniques and support special-
ists are those whos job it is to fre heavy ordnance in
support of other mecha.
These pilots are much like the fghter jocks of old. They
use colorful callsigns to identify each other, although
in the face of their current enemy these nicknames are
darker and more dangerous sounding than they once
might have been. Callsigns such as Arclight, Black Wid-
ow, Blade, Butcher, Reaper, and Saucy Jack are more the
norm. Also like old pilots, Mecha Pilots are a cocky, over-
confdent bunch. What they do is dangerous but its also
a rush. This attitude creates camaraderie within a pilots
unit, friendly rivalries without, and it covers up the fear
that every time he goes out could very well be his last.
Attributes: Higher than average Agility and Perception
recommended.
Suggested Skills: Armed Fighting, Dodge, Fighting,
Marksman, Pilot
required Qualities: Authority (3), Duty (2)
Special Gear: A suit of concealed armor (such as Sen-
trytech Mk-IV or Mk-V), a sidearm (such as a UT-7 Hor-
net, CS-40 Defender, or CS-44 Enforcer), and a mech to
which the Character is normally assigned (see p. 150).
Sample Attributes:
Human/Nazzadi
Agility 7/8
Intellect 5/5
Perception 8/7
Presence 5/5
Strength 5/5
Tenacity 6/6
Sample Skills:
Armed Fighting: Novice
Athletics: Novice
Fighting: Novice
Dodge: Adept, Mecha Focus
Hobby: Student
Languages (English): Expert
Literacy: Novice
Marksman: Adept, Mecha Focus
Observation: Student (Novice if Human)
Pilot: Student (Novice if Human)
Regional Knowledge: Novice
Support Weapons: Novice
Survival: Student
Trivia: Student
Occult Scholar
Occult Scholars are well-learned academics, particularly versed in all things
supernatural and hidden. However, their main area of specialization and
the thing that makes them so valued is their knowledge of the occult it-
self. Occult Scholars have their place among arcanotech research teams
as advisors in the Aeon War and as intelligence analysts for the New Earth
Government. They are also found as pundits, authors, professors, occult
investigators, or the guy who runs the coffee shop down the street.
A true understanding of the occult comes with a price. Many hidden things
are beyond the capacity of the Human or Nazzadi psyche to comprehend
in a word, theyre maddening. Occult Scholars are sometimes consumed
by their pursuits. There is an unwritten code among scholars to watch out
for each others grip on reality and they are often unafraid to commit a col-
league who has clearly gone too far.
Many times the occult pursuits of an Occult Scholar bring him to the prac-
tice of magic as he puts into practice the theory hes studied. Not only is
sorcery personally dangerous, its regulated. Even the average scholar is
required to get permits for his occult texts as they, along with occult and
ritual supplies and enchanted items, are considered controlled substances.
Scholars who practice sorcery must register with the NEGs Offce of In-
ternal Security, who tracks both them and their ability for the safety of
society.
Attributes: Higher than average Intellect and Tenacity recommended.
Suggested Skills: Education, History, Languages, Occult, Research
required Qualities: Watched (2) if just a scholar, Watched (3) if a
registered sorcerer.
Special Gear: A small basic occult reference library and a good portable
computer.
Sample Attributes:
Human/Nazzadi
Agility 5/6
Intellect 7/7
Perception 6/6
Presence 5/5
Strength 5/5
Tenacity 8/7
Sample Skills:
Appraisal: Student
Computer: Student
Education: Adept
History: Student
Hobby: Student
Languages (Arabic): Novice
Languages (English): Expert
Languages (Latin): Novice
Languages (Rlyehan): Novice (if Human)
Languages (Tsath-yo): Novice
Literacy: Adept
Occult: Adept
Regional Knowledge: Novice
Research: Novice
Trivia: Student
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Soldier
Soldiers are those warriors who live outside of giant mecha.
Some are the rank and fle of the New Earth Governments
infantry, charging across the feld of battle with an assault
rife and battle armor. Some are special forces troops who
execute covert actions deep behind enemy lines. Some are
guerrilla fghters caught in enemy territory just trying to
survive. But Soldiers arent just found on the feld of battle.
They are also the brave police keeping order inside NEG
cities. Some are government agents who investigate occult
violations or potential cult insurgency as well.
Many soldiers are trained in the use of powered armor.
These small mecha suits have the ability to get places other
forms of mecha cannot and they are especially of use in-
side cities and arcologies. Police and special forces troops
are more likely than other soldiers to use powered armor
on a regular basis.
Soldiers in the NEG are a tough and determined lot. Most
dont get to hide inside a machine when its time to go to
war. Both the training theyve received and the horrors theyve
seen in battle combine to make them hard and vicious. Some
soldiers have described their perspective as having the vol-
ume turned down in other parts of their lives.
Attributes: Higher than average Perception and Tenacity
recommended.
Suggested Skills: Armed Fighting, Dodge, Marksman,
Medicine, Survival
required Qualities: Authority (1) if municipal, Duty (1)
if municipal, Duty (2) if military
Special Gear: A suit of combat armor (such as either Light
or Heavy Spectrashield Combat), a sidearm (such as a UT-
7 Hornet, CS-40 Defender, or CS-44 Enforcer), an assault
rife (such as an AR-25 or a HKS-192), a composite com-
bat knife, and a survival kit.
Sample Attributes:
Human/Nazzadi
Agility 6/6
Intellect 5/5
Perception 7/7
Presence 5/5
Strength 6/6
Tenacity 7/7
Sample Skills:
Armed Fighting: Novice
Athletics: Student (Novice if Human)
Dodge: Adept, Dive for Cover Focus
Fighting: Novice
Hobby: Student
Languages (English): Expert
Literacy: Novice
Marksman: Adept, Assault Rife Focus
Medicine: Student
Observation: Novice
Regional Knowledge: Novice
Stealth: Student (Novice if Human)
Survival: Novice
Trivia: Student
Tager
Prerequisite: The symbiont that makes a Tager has a will of its own and a candidate
must be able to master it during the Rite of Sacred Union. Tager Characters must start
with a Tenacity of at least seven.
Tagers are those who have undergone the Rite of Sacred Union to merge with a
supernatural symbiont. This union creates a powerful biomechanical shell from the
symbiont, which will form around the Human or Nazzadi host at will. It exists invis-
ibly in extra-dimensional space and manifests only when called. Tagers are wicked
mystical warriors, hiding within the currents of everyday society.
The sole heir to the secrets of the Tage Fragments, which hold the Rite of Sacred
Union, is the Eldritch Society. A secret occult group, the Eldritch Society has their
origins in Nyarlathoteps cult. The Tagers are the Eldritch Societys holy warriors,
carrying out their crusade against the insidious Children of Chaos and their Dho-
hanoid servants.
The type of Tager a person becomes is solely determined by the symbiont. It picks
the person and not vice versa. A Tager is trained to maximize the abilities of his
symbiont once it has manifested, regardless of how he was trained beforehand.
As part of the Eldritch Society, Tagers are a serious and focused lot. They understand
the importance of their role and their special place in the universe, which breeds a
conviction and fanatical reverence. Besides that, Tagers develop personality traits
indicative of the type of symbiont with which they bond. Some become painfully at-
tentive and patient while others become coldly confdent and bloodthirsty.
Bonding with a thing from beyond space and time is a nerve-wracking experience.
Tagers tend to be a little more out there than normal people and this only in-
creases with time. They are trained in certain mental disciplines and counseled
within the Eldritch Society in order to maintain their sanity. Fortunately, most Tag-
ers are strong-willed and able to keep a frm grip on reality on their own.
Attributes: Higher than average Agility recommended. Minimum Tenacity of
7 required.
Suggested Skills: Athletics, Dodge, Fighting, Marksman, Occult
required Qualities: Tager (4), Tager: Exceptional (2) if Nightmare, Duty (3),
Fanatical (2-3)
Special Gear: A sidearm (such as a UT-7 Hornet, CS-40 Defender, or CS-44 En-
forcer) and a symbiont to which the Character is bonded (see p. 172 for a list).
Sample Attributes:
Human/Nazzadi
Agility 7/7
Intellect 5/5
Perception 6/6
Presence 5/5
Strength 6/6
Tenacity 7/7
Sample Skills:
Athletics: Novice
Computers: Student
Criminal: Student
Dodge: Adept
Fighting: Adept
Intimidate: Student
Languages (English): Expert
Law Enforcement: Student
Literacy: Novice
Marksman: Novice
Observation: Novice
Occult: Novice
Regional Knowledge: Novice
Research: Student (Novice if Human)
Security: Student
Trivia: Student (if Human)
CharaCter DeveloPment
As stories progress, Dramatic Characters gain points in what is called
Experience. These rewards represent the Characters learning and evo-
lution and can be used to improve a variety of a Characters aspects.
Experience is usually handed out at the end of every play session and you
may spend it immediately or save it up. Experience can be spent at any
time to develop your Character even during an episode.
To improve An Attribute
Normally, improving attributes is diffcult. If you wish to do so, talk with
your Storyguide about the things your Character needs to do to improve
that Attribute and then have him do them during play. Once a reason-
able amount of time has passed, as determined by your Storyguide,
spend the Experience and increase the Attribute by one. Attributes can
be increased to a maximum of 11 normally, but can be increased up to
20 if the Character is infuenced by things of an otherworldly nature.
Youll notice that improving Attributes at low levels is more expensive.
Thats because one to three on the Attribute scale describe varying levels
of handicap and it is often diffcult to overcome natural disadvantages.
To increase an Attribute of 4 or higher by one point costs a number of Experience
equal to the Attributes current rating x 5.
To increase an Attribute of 3 or lower costs a number of Experience equal to the
Attributes current rating x 10.
To learn A New Skill
If you want your Character to learn a new skill he must frst seek instruc-
tion. An instructor is classifed as any Character with at least an Adept
level of expertise in the skill being taught and with a Presence of at least
7. He must then make a Challenging (Hard for Professional Skills) Ex-
tended Test for the skill and is required to roll fve successful Tests to
succeed. Of course, this will take time and your Storyguide will let you
know how long it takes in game time to gain this rudimentary under-
standing of the skill.
Once your Character has completed his training, spend 5 Experience to learn the
new skill at a Student level of expertise.
To develop A Skill one level of expertise
If you want to improve one of your Characters skills, it must be one that
he has been practicing either through regular use, study, or training.
A skill may only be increased one level of expertise every other episode
at the most.
To develop from Student to Novice costs 10 Experience.
To develop from Novice to Adept costs 20 Experience.
To develop from Adept to Expert costs 20 Experience.
To develop from Expert to Master costs 30 Experience.
To Become Specialized
If you want your Character to become specialized it must in an area
within a skill that he has been practicing either through regular use,
study, or training. A Specialization may only be acquired or improved if
the overall skill to which it is attached is not improved that episode, and
then only once every other episode.
To become Focused in an area costs 15 Experience.
To become a Specialist in an area from being Focused costs 20 Experience.
To increase orgone
Orgone is one of those unpredictable things and thus requires nothing other
than Experience in order to improve. You can improve it at any time, for any
reason, up to a maximum of double your Characters starting amount.
To increase Orgone by one point costs a number of Experience equal to your Char-
acters current Orgone rating.
To obtain New Spells
Learning new spells is intense and each one takes a certain amount of
time to study. Once your Character meets the Intellect, Tenacity, Occult,
and study requirements, you can spend the Experience to learn the spell.
Many spells also required Insanity Tests when they are learned, so keep
an eye out.
To learn a new First Order Protection or Scrying spell costs 10 Experience.
To learn a new Second Order Protection or Scrying spell costs 20 Experience.
To learn a new Third Order Protection or Scrying spell costs 30 Experience.
To learn a new First Order Enchantment, Summoning, or Transmogrifcation spell
costs 15 Experience.
To learn a new Second Order Enchantment, Summoning, or Transmogrifcation
spell costs 30 Experience.
To learn a new Third Order Enchantment, Summoning, or Transmogrifcation
spell costs 50 Experience.
See p. 183 for specifc information on spells.
removing drawbacks & Acquiring New Assets
Qualities are, in most cases, intangibles and story devices. Some of them
cannot be acquired after youve started playing your Character and
some Drawbacks might be impossible to overcome. Your Storyguide will
let you know which Assets or Drawbacks can be acquired or removed
during play, but your common sense should predict his answer. If your
Storyguide rules that an Asset can be acquired or a Drawback removed,
he will provide you with a set of conditional or behavioral requirements.
Once complete, spend the appropriate Experience and it is done.
Removing a Drawback or acquiring a new Asset worth one point costs 5 Experi-
ence.
Removing a Drawback or acquiring a new Asset worth two points costs 15 Experi-
ence.
Removing a Drawback or acquiring a new Asset worth three points costs 35 Ex-
perience.
Removing a Drawback or acquiring a new Asset worth four points costs 55 Experi-
ence.
Personality development
Just like real people, Dramatic Characters change over time and not just
in the aforementioned ways. Who people are, what they value, how they
view things these things shift in at least small ways. The personalities of
Dramatic Characters can and should transform over time.
Aside from the more subtle ways in which you portray your Character, you
can change his Defning Characteristics. Your Character always has one
Virtue and one Flaw and you cant just get rid of either at any time. Change
of personality on this core a level should be a serious focus in a Dramatic
Characters life or the result of a serious, traumatic, or otherwise life-chang-
ing event. When working to change personality, the shift will be an effort at
frst but your Storyguide will tell you when it has occurred for good.
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improving feats
Even though the starting level for Feat skills is linked to an At-
tribute, it is not limited by that Attribute over time. You can
spend Experience to improve Feat skills just like any other, but
they require varied concentration on the associated Attribute
through a variety of skills and applications. In short, you have
to concentrate on your raw ability as if you were training to
improve the associated Attribute.
spending odd experience
If you ever end up with an odd number of Experience from pur-
chasing Orgone increases, you can spend them to purchase
temporary Drama Points. Record these temporary points sepa-
rately, because when you use them they are gone they do not
regenerate like normal Drama Points. You get two temporary
Drama Points for every point of Experience you choose to spend
but you can still only bank up to twenty total, including your
regular pool.
What makes the saga of CthulhuTech most memorable is the life
youve breathed into your Character and how he evolves through
the telling of the story. However, the cool and unique personal-
ity youve developed for your Character is useless unless he can
interact with the world around him. Thats where skills come in.
Probably the most important aspect of your Character in terms
of game mechanics, your skills are where the rubber meets the
road during play. They encompass your Characters knowledge,
interests, talents, and his ability to affect his environment. They
are what gives your Character depth and substance and allow
him to be successful.
Your choice of skills should complement your Characters pro-
fession. For example, you know that your Tager should have a
good Fighting or Marksman skill to be successful in combat.
On the other hand, he may have a secondary vocation when
hes not busy hunting Dhohanoids which requires a different
set of skills. He may have invested several points in Education
and Medicine for example, to practice as a physician. Likewise,
your Character might allocate some skill points to refect a hob-
by or interest.
When looking through the list of available skills, you will fnd that
each includes a list of possible Specializations. Remember that
these are not all encompassing. If you can dream up your own
Specialization that fts and your Storyguide okays it, go for it.
So before your Character climbs inside his mech, communes
with his Engel, or summons his Tage symbiont to do battle with
the minions of the Old Ones, make sure youve chosen his skills
well. You will enjoy overcoming your opponents with a very real
and very skillful Character.
General SkillS
Appraisal*
Attribute: Perception
You can ascertain the value, quality, rarity, and authenticity of
any item. This of course assumes that you are somewhat familiar
with the item. It would be, for example, diffcult to appraise the
general quality of a mechs core induction actuator when you
normally work as an art dealer. The accuracy of your appraisal
depends on the level of your expertise.
Student: You have a pretty good idea how to spot a bargain.
Novice: You can determine the value of an item with a reason-
able degree of accuracy.
Adept: You can handle yourself well in a business transaction.
Expert: You are considered to be an authority on the value and
quality of certain items.
Master: You can even estimate the authenticity of an occult
manuscript, given that you can read the language or have not
lost your mind in the process.
Specializations: Ancient Texts, Antiques, Arcanotech Compo-
nents, Books, Fine Art, Jewelry, Weapons
Arcanotechnician*
Attribute: Intellect
If the Engineers can design it, you can build and fx it. You are the
guy the Mecha jocks rely on to calibrate the D-Engine outputs,
troubleshoot the power control actuators, and realign the laser
cannon tracking systems. You might not know how to design
these systems, but thats okay leave that to the glorifed desk
jockeys. You understand arcanotechnology better than anyone
because you have your hands on it everyday.
Requires at least an Adept Expertise in the following skills: Literacy and
Technician, along with Munitions for mecha weapon systems.
Student: You can maintain basic systems.
Novice: You can be relied upon to troubleshoot simple
problems.
Adept: You are a self-reliant and competent technician.
Expert: No arcanotech system is beyond your ability to fx or
maintain.
Master: Engineers might design it, but you can make it better.
Specializations: A-Pods, D-Engines, Energy Weapons, Mecha
Power Control Subsystems
Arcanotech Engineering
Attribute: Intellect
You understand the fundamental melding of arcane sorcery and
technical design. You can outline elaborate arcanotech systems,
improve existing system designs, and explore new potentials of
arcanotech theory. You may even manage to decipher the applica-
tion of alien technology based on arcanotech principles and apply
them to your own innovative designs.
Requires at least an Adept Expertise in the following skills: Education,
Literacy, and Physical Science.
Student: You manage to wrap your brain around certain concepts,
but arcanotechnology seems more like magic than science.
Novice: You understand arcanotechnology theory and can work
well as part of an engineering team.
Adept: You are a competent design engineer.
Expert: The Ashcroft Foundation may seek you out as a worthy
engineering talent.
Master: You walk in the footsteps of Teresa Ashcroft. The won-
ders of arcanotechnology are yours to explore.
Specializations: A-Pod Design, Alien Technology, Arcanotech
Theory, D-Engine Design
CHAPTER SIX... Skillz
Professional Skills
Skills marked with an asterisk (*) are considered Professional
skills. These are skills that require special training or study.
Anything covered by Professional skills may not be attempted
Unskilled you have to know the skill, not just fake it.
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Armorer*
Attribute: Intellect
Youre skilled at maintaining or repairing small arms and body
armor. You also have a knack for keeping a fne edge on your
combat blade. You might not know how to manufacture an as-
sault rife from common household items, but if youre good
enough you might be able to make some trick modifcations to
your favorite weapon.
Student: You can sharpen blades, oil frearms, and keep your
armor in good repair.
Novice: You can calibrate weapon sights and make minor
repairs.
Adept: You are a skilled armorer capable of keeping weapons
and armor in good repair.
Expert: You make modifcations to your weaponry, such as
re-boring for a higher caliber round. You can make your own
ammunition.
Master: You are highly regarded as a master craftsman and the
quality of your work is noteworthy.
Specializations: Ballistics, Blades, Personal Armor, Sidearms
Artist
Attribute: Perception
You have a talent for artistic expression. Whether using a brush,
chisel, camera, or skill with words, you can create emotion-in-
voking art. You can also identify and critique the work of other
artists. You must choose the form of your art when you select
this skill, such as Painter, Writer, or Cartoonist. The Artist skill
can be taken multiple times for different forms of art.
Student: You can make basic sketches or soap carvings.
Novice: You are an amateur talent whos art shows promise.
Adept: Youve developed your own artistic style and your work
invokes some admiration.
Expert: Your work is noted within the artist community. You
could make a living as an artist.
Master: You are a virtuoso and your work is ranked among the
greatest artists in history.
Specializations: Calligraphy, Illustration or Painting Mediums
(Acrylic, Charcoal, Colored Pencils, Ink, Oil, Watercolor), Pho-
tography, Sculpture Types (Clay, Found Object, Metal), Writing
Forms (Poetry, Fiction, Screenwriting)
Athletics
Attribute: Special
Your increased physical prowess is the result of athletic train-
ing. You possess the ability to perform advanced physical feats
such as acrobatics, rock climbing, distance running, or engage in
other sporting activities. This skill is based on Agility, Strength,
or Tenacity, depending upon your attempted physical feat.
Student: Youve begun your training and are learning to push your
physical limits.
Novice: You could easily compete in amateur sports activities.
Adept: You are the rookie in professional sports or otherwise
at a point in your training beyond the amateur.
Expert: You are an accomplished athlete, professional trainer or
a model of physical skill.
Master: Your athletic training has achieved Olympic standards.
Specializations: Acrobatics, Climbing, Jumping, Running, Swim-
ming, Types of Team Sports
Bureaucracy
Attribute: Intellect
You understand government, po-
litical, military, or other organi-
zational structures. You know how
to subtly use power or infuence to
achieve your own ends. Whether
conducting diplomacy, identifying
the right individual to persuade
to your point of view, or offering
timely bribes you understand how
to navigate through red tape. You
also know how to extract informa-
tion from administrative sources
and counter a rival or opponents
bureaucratic schemes.
Student: The organizational struc-
ture might be a mystery to you, but
you know how to work through
the bureaucratic system.
Novice: You could work well as an
assistant or aid to a higher offcial.
Adept: You handle yourself well in
an organization and can read the
shifting balance of power.
Expert: You have learned the subtle art of manipulation to
achieve your goals. You can manage intricate organizational
structures.
Master: Organizations are your plaything.
Specializations: Bribery, Government Organizations, Informa-
tion Gathering, Military Organizations
Business
Attribute:Intellect
Youve learned how to get the most return for your investment
capital. You understand corporate structure, business practices,
marketing strategy, and trade negotiations. You can develop
business plans and forecast operating costs. You also know how
to network and establish contacts within the business world.
Student:You might not understand the subtle nuances of business
negotiations, but you are defnitely the master of the mailroom.
Novice: You are capable of managing accounts, preparing in-
voices, or performing minor business functions.
Adept:You can manage small business operations, devise mar-
ket strategy, and assess competition.
Expert:You can manage large business and trade operations.
Master:You highly regarded as an enterprising entrepreneur and
business wizard worthy of the Chrysalis Corporation.
Specializations: Investing, Management, Marketing, New Mar-
kets, Trade
Communications*
Attribute: Intellect
You are familiar with the operation of voice and data commu-
nications equipment. Depending on your level of expertise,
you can establish anything from a cell phone call to a satellite
communications link. You can determine operating frequen-
cies, set encryption codes, scan radio frequency spectrums, and
attempt to jam enemy communications traffc with the right
equipment.
Student: You can establish a data call on cell phone or set the
frequency on a radio transceiver.
Novice: You are familiar with radio, microwave, infrared, and
fber-optic communications equipment.
Adept: You can establish satellite and high-speed data transmis-
sion links, and apply encryption algorithms.
Expert: You can isolate radio frequency interference, scan com-
munications channels, and jam telecommunications traffc.
Master: You can create new encryption algorithms, establish
elaborate multi-path communications links, and attempt to
crack enemy encryption codes.
Specializations: Encryption Codes, Fiber Optics, Infrared, Laser,
Microwave, Radiowave, Satellite Communications
Computer*
Attribute: Intellect
Depending on your level of expertise, you can operate, adminis-
trate, confgure, and program a computer. You also understand
Local Area Networks, TCP/IP protocol, and router confgurations.
You may be able to hack through secured frewalls and run freely
through someone elses system.
Student: Spreadsheets, Word Processors, and other common
applications are no mystery to you. Net surfng is a common
pastime.
Novice: You can set up a rudimentary network and make minor
repairs to your computer.
Adept: You can administrate networks, develop complex data-
bases, program software, or confgure network servers.
Expert: Your programs are elegant and your security codes are
diffcult to breech. You can attempt to hack major computer
networks.
Master: The framework of your programming style is considered
to be visionary. You could develop advanced research applica-
tions for the Ashcroft Foundation.
Specializations: Graphics, Hacking, Network Administration,
Multi-Media, Programming, Repair, The Net
Criminal
Attribute: Agility
You have a talent for certain shady, if not downright illegal activi-
ties. This might include lock picking, picking pockets, disabling
alarms, stealing objects without being noticed, disabling bug-
ging and surveillance equipment, and hot wiring vehicles. On
the legal side of things, you might know what kind of evidence
to look for on a crime scene. These are physical criminal activi-
ties that you may have picked up living on the streets of a major
city or perhaps you were educated by the Global Intelligence
Agency to work as a feld agent. For more cerebral criminal ac-
tivities, see the Larceny skill.
Student: You may have experience with minor criminal activity
such as petty theft or breaking and entering.
Novice: You could boost parked vehicles or work as an ama-
teur thief.
Adept: Youve learned the fne and respectable art of lock pick-
ing and pick pocketing. Valuable objects within your reach are
fair game.
Expert: Alarm systems and other technical devices of security
exist for you to disarm. Likewise, using surveillance technical de-
vices is well within your range of skills.
Master: You could be ranked among the elite of intelligence
agents or as a master criminal.
Specializations: B & E, Bugging, Grand Theft Auto, Pickpocket,
Lockpicking
Culture
Attribute: Intellect
You have knowledge of a certain culture or typical characteristics
common among cultures. You understand cultural customs and
proper forms of etiquette expected among individuals within
that culture. You may be familiar with common cultural val-
ues, customs, politics, or religious rites. By drawing upon your
knowledge of other cultures, you may be able to decipher the
social aspects of a newly discovered culture. Cultures may also
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include sub-organizations that hold to their own customs and
traditions such as the military or clergy.
Student: You may understand the basic customs of a particular
culture but you still carry yourself as an outsider.
Novice: You can interact within a given culture on a rudimentary
level, such as observing holiday customs and adhering to expected
social graces.
Adept: You are quite comfortable within a culture outside of
your own. You understand the social characteristics that make
up the culture.
Expert: You can carry yourself as a native within a given culture.
Their traditions are second nature to you.
Master: Your extensive knowledge of and sensitivity to other cul-
tures would make you an ideal diplomat.
Specializations: Ancient Human Civilizations, Individual NEG
States, Military Culture, Nazzadi Culture
Demolitions*
Attribute: Intellect
You understand the proper use of explosives, the amount needed
to destroy a structural target, and the best locations to plant your
charges for maximum effect. Your knowledge of various forms of
explosive devices grants you the ability to defuse these devices, if
necessary. You are also skilled at setting explosive booby traps
or disarming these traps upon detection.
Student: You can blow something up without losing any limbs.
Novice: You can bring a structure down, though you cant pre-
dict how it will fall.
Adept: You know how to plant your charges so a structure will
come down as youve planned.
Expert: You can use explosives for more precise applications
such as blowing a safe or armored door.
Master: You can make potent explosives out of common items.
Specializations: Booby Traps, Bridge Demolition, Building De-
molition, Doors and Hatches, Satchel Charges, Time Bombs
Education
Attribute: Intellect
Education measures the extent of your formal academic learn-
ing. Specializations can be taken for your major area of study.
Otherwise, Education is the equivalent of a liberal arts degree,
emphasizing broad rather than specifc knowledge.
Since the level of Education can only be increased in conjunction
with appropriate storytelling time, this skill is not restricted to
an Adept level maximum for beginning Characters in the same
manner as other skills.
Student: You have military, corporate, or vocational level training.
Novice: You have an Associates Degree.
Adept: You have a Bachelors Degree.
Expert: You have a Masters Degree.
Master: Youve achieved a Ph.D. in the feld of your choice.