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N O. 1
I SSUE 1
S PRING 2 0 1 4
CEPHALOPHOBIA
In This Issue...
Two Years of Squamous Horror
Academic Departments
Classics Department
Cryptozoology 13
Vocational Education 16
Economics 21
History 27
Modern Languages & Literature
29
Study Abroad 31
Two Years
of
Squamous Horror
Two years since we started. Id love to say I
knew this crazy idea would last. but the truth is that I had
no idea what would come of it. Ive listened to podcasts
since late 2005, but making one was a whole new world.
In many ways, it started with Paul Maclean and
Yog Radio. It was the first podcast I ever listened to, and Yog-Sothoth.com (YSDC)
still stands out as a shining example of
amazing community builiding. Its also
fair to say that Paul was responsible for
creating the entire genre of recorded
live play role playing games when
he accidentally left an audio recorder
running during a D&D session back
in 2003. When he later shared that file
with the YSDC community, he changed
the hobby in a single stroke. YSDC set a
benchmark for role playing game audio that
has served as an inspiration for me and many other
podcasters.
The Miskatonic University Podcast has been enormously
gratifying for me. Through this endeavor, Ive met some
amazing people. My co-hosts have become my closest
friends, without whom this show would have exploded on
the launch pad. When I made the post on the Yog-Sothoth
forums asking if anyone was interested in co-hosting, I
didnt expect to be so fortunate to find people I would bond
with like family.
Dan Kramer
Dan Kramer
Classics Department
CEPHALOPHOBIA
Eternal
Spring
A short, non-mythos adventure set in ancient Greece, for the Cthulhu
Invictus setting | by Matt Puccio
Scenario Background
This adventure is meant to expose the players to aspects of Greek mythology. It could be used as a
diversion during a long campaign (e.g., The Legacy of Arrius Lurco) or as an introductory adventure for
getting a new group of Cthulhu Invictus characters together. To that end, its fairly straightforward and
intended to run in a single session, perhaps 3 hours.
Keepers Introduction
Since time immemorial, the naiad (a water spirit) Corycia has been linked to a spring on the slopes
of Mount Parnassus near Delphi. The local tribes honored her with offerings as she kept the waters
flowing.
One day, Apollo caught sight of her and fell in love, wooing her in the way that gods do. She named
the son born from this union Lycoreus. Coming of age, the young man sought to challenge the gods
for his rightful place in the heavens. He set off for the peak of Mount Parnassus to demand his birthright, and she never saw him again. Struck down by Zeus for his hubris, Lycoreus body has lain on the
peak for centuries, his lemure haunting the desolate peak.
Not knowing the fate of her son, Corycia has mourned for long centuries. The spring that she protected flows no longer, depriving the nearby trees of life-giving water. Eventually, the locals forgot
about Corycia, and stopped bringing tribute to her. Over the years, a number of hapless shepherds and
adventurers have stumbled upon her cave. One by one she entranced them, slowly feeding on their
life-force in her grief for Lycoreus.
Now, it is 54 CE, and Marcus Meridius Flavius, a young Roman patrician, has gone missing while
exploring the foothills of Mount Parnassus. He stumbled across the naiads cave while looking for treasure, fell under her spell, and has lain in the cave for several weeks, slowly dying. His death is certain
unless the investigators intervene and relieve Corycias grief.
CL AS S IC S DE PARTM E N T
Investigators Introduction
Flavius, intrigued by a legend of buried treasure in the nearby hills told to him by locals over cups of wine in the local
taverna, set off to find it. The story of a guardian spirit did
not dissuade him; on the contrary, it inflamed his interests
even more. Excited by the prospect of adventure, he set off
for the foothills of Mount Parnassus with a single slave at
his side.
Two days later, the slave returned alone, explaining how
Flavius commanded him to search an alternate path up the
mountain. Finding nothing, the slave returned to the spot
where they separated, but was unable to find Flavius and
eventually returned to Delphi. When the slave could do no
more than describe the general area where Flavius disappeared, Flavia had him tortured to extract the truth. Under
this maltreatment, he eventually died without revealing any
further useful information.
While the local authorities mounted a cursory search for
him nothing was found, and they have been too busy with
the upcoming Pythian games to devote more resources to
locating the young Roman.
CEPHALOPHOBIA
Meeting with Flavia
One of Flavias slaves can show the players where the search
focused. If the players do any research in the town, with
a successful Persuade roll in a local taverna they can find
someone who knows the legend of a spring, a treasure and
its guardian spirit. They can hire their own local guide if
they dont trust Flavias slave. One way or another they can
find the approximate location of the cave, although its exact
location will require a bit of searching.
CL AS S IC S DE PARTM E N T
Following the creek into the cave, the creeks channel leads
to an ancient stonework wall in which is carved a recumbent
man, who holds an amphora on his hip, turned on its side.
Water appears to once have flowed from the mouth of the
amphora. To one side of the carving, the stonework has been
pried out, stones and mortar spilled onto the floor, and an
opening big enough for a man to crawl through has been
made in the wall.
Occult or Religion: these items were probably offerings placed here by worshippers
long ago. What they were worshipping is
unknown, although ancient peoples often
worshipped water entities.
The Grotto
Beyond the broken wall, a rough tunnel leads up into the
mountain. Torches or lamps will be needed to see. After
a short distance, the passage levels out and widens into a
grotto. At the far side of the room an altar-like mound of
rock rises out of the floor. There is evidence that water once
drained out of a small hole in the altar, and down a channel
worn in the rock floor, pooling in a deep cistern in the floor
of the room; this then flowed out of the room into the passage. All are dry as a bone.
The floor of the room is littered with debris pottery shards,
clay statuettes, bronze figurines, knucklebones, the occasional clay flute or iron or bronze ring, and other items.
CEPHALOPHOBIA
Several skeletons of various ages and states of decay are scattered about the room. On the floor near the altar is Flavius.
Although he initially appears lifeless, upon closer inspection
he is not dead there are no significant wounds on his body.
The pommel of his dagger bears the seal of House Meridius.
Medicine: There are no wounds on Flavius,
and while his flesh is pallid and cool, and his
breath is shallow and infrequent and his pulse
weak, he does not appear to be suffering from
any disease or poison. He does appear to be
slowly wasting away, however, his muscles beginning to atrophy and flesh sunken. He appears to be slowly starving to death.
Finding Lycoreus
Trekking to the top of the mountain requires a few hours
but is fairly straightforward; eventually the players will be
caught in a vicious afternoon thunderstorm. If they can
make a Navigation roll, they will find shelter under an
overhang of rock; otherwise, unable to take shelter from the
storm on the bleak mountainside, a lightning bolt will arc
CL AS S IC S DE PARTM E N T
from the clouds above. This triggers a party Luck roll. If this
is failed, the player with the lowest Luck is struck by lightning, suffering 1d8 armor-independent damage. The other
nearby players suffer 1d3 armor independent damage. All
players are deaf for several minutes, and the targeted player
is made deaf for 1d4 hours. All are knocked to the ground,
stunned for several minutes.
The Mountaintop
Eventually, the players follow a winding path to the mountaintop. A search of the peak will turn up Lycoreus longdead corpse on a precipice of rock. Bones, rusted armor, and
brittle, rotted leather are all that remain, except for an unnaturally beautiful, gleaming dory, a long, ash-hafted bronze
spear that appears to be untouched by the ages of exposure
on the mountaintop. If any of the remains are disturbed,
Lycoreus ghost will appear. Players must make a SAN check
(1/d6 SAN) for seeing the lemure.
CEPHALOPHOBIA
If they gain some trust with him, he will explain how he
came to find out that his father was Apollo and had given
him the enchanted spear; his hubris lead him to believe that
as an offspring of a god, he had a rightful place amongst
the gods, and he went to the top of Parnassus to demand
his birthright as a hero, as a son of the gods. This of course
was fruitless, and Zeus, the king of the gods, struck him
down. His lemure has haunted this mountaintop for centuries awaiting someone to lay his spirit to rest.
If they win his trust, he will ask them to do two things for
him:
1. Locate the nearby entrance to Hades. He has been unable to cross the River Styx into the underworld because
he did not possess the coin necessary to pay for passage.
If they can find the entrance, enter it, and leave a coin
on the boat which floats near the bank of the underground river, his spirit can go to the Elysian Fields and
finally know rest.
2. Return his physical remains to his mother so that she
will know what happened to him, and apologize to her
for him for his hubris.
If asked, they are free to keep his spear, as he has no more
need for it. He will point out the direction of the entrance
to Hades, near a cliff at the edge of the peak. If they agree
to do the things he wants, his lemure will fade away, but will
return to prod them along until they carry out his wishes if
they tarry.
The Spear
His spear, a greek dory, was enchanted by Apollo, and is preternaturally sharp. It is especially light and quick and allows
him to attack earlier in a combat round (as if his DEX were
1 point higher). It will never rust or become dull. However,
it attracts the attention of nearby magical/mythical entities,
making the bearer more likely to be attacked first by malevolent magical beings. If the bearer is hiding from a mythos
or mythical entity, he is also at -20% to his Hide and Sneak
rolls against such creatures.
Damage: 1d10+1 - HP: 30 - Other stats as per a hasta spear
in the Cthulhu Invictus book.
10
The Sunbather
The path Lycoreus indicated approaches a high cliff, passing
through a narrow cleft in the rock. Entering the cleft leads
down a steep defile, ending in a rocky cave entrance.
As the players approach this narrow gap, the sun comes out
and the clouds part. Ask for a Spot Hidden roll. If this is
made successfully, they can see a woman near the opening
of this cleft, basking in the sun on a rock. If they fail the
roll, they do not see her until they are much closer. If they
call out to her from afar, she will stand and beckon them.
Players can attempt to avoid her, although there is no direct
way around her a risky series of Climb rolls is required to
bypass the gap in the cliff.
If they do see her and approach with some stealth (requiring successful Sneak rolls to get close without alerting her),
her eyes will be closed as they approach. She appears to be
a youngish woman who is basking in the warmth of the
sunlight after the storm. Her damp tresses are splayed over
her shoulders; her simple wool chiton, wet from the thunderstorm, steams as the sun dries her.
If they do not see her from afar, or if they fail to sneak up on
her, she will stand up, startled. If they call out to her from
far away, she will beckon them. When they approach closely
enough, she will smile, revealing long, serpent-like fangs
and reptilian eyes. They must make a SAN check (1/1d6
SAN) at seeing this Child of Lamia close up. With a growl,
she will spring forth and attack them. She is a vicious opponent, and will try to grapple the nearest player and use her
deadly Blood Drain on them.
CL AS S IC S DE PARTM E N T
Child of Lamia
STR 13
SIZE 10
POW 14
APP 12
HP 12
CON 14
INT 12
DEX 13
Move 10
Damage Bonus: +d4
cave. A failed roll indicates that they cannot bear the stench,
vomiting and gagging reflexively and scramble back out into
the clean air. The deeper they go, the stronger this smell
becomes. Allow them a bonus to the roll if they cover their
faces with a wet cloth or other crude protection.
After a few minutes of downward progress, the passage
widens into a room. Visibility is low due to the smoke and
fumes. From one side of the room to the other a bubbling,
roiling river flows through openings in the stone walls. The
river appears to be the source of the fumes, and in places
the surface is on fire. Near the edge of the river cower and
crouch ephemeral spirits of the dead victims of Corycia
those who have died in the centuries of her mourning for
Lycoreus.
Upon entering, investigators are mobbed by these spirits,
who beg, plead with, threaten, and harass them in an agony
of madness and frustration they all desperately want to
reach the underworld but cannot because of their deaths
at the hands of the naiad. Like the lemure of Lycoreus, they
are incorporeal and cannot physically harm the players, but
experiencing this pitiful and hideous scene causes a SAN
check (1/1d2 SAN). These tortured souls have gone mad
over the centuries and there is nothing the players can do to
help them reach the Elysian fields.
At the edge of the river floats a small boat, unharmed by
the flames. Approaching the river close enough to place
something in the boat causes 1d6 damage to a player. If the
player attempts to get into the boat, he will suffer an additional 1d6 damage per round he is in it. If the investigator
becomes immersed in the water, he will suffer 4d6 damage
per round.
If the players place a coin in the boat, Lycoreus spirit appears in the room and gets into the boat, which begins to
drift into the current and quickly floats out of sight. As he
disappears he thanks them, reminding them to return his
mortal remains to his mother and give her his apologies.
When Lycoreus disappears, the hovering lemures scream out
in agony as they realize that they are now forever prevented
from travelling to a peaceful afterlife. These terrible wails
provoke an additional SAN check (0/1 SAN) to those that
hear them.
11
CEPHALOPHOBIA
Returning to Corycia
If the players return to the grotto with the remains of
Lycoreus, Corycia will tell them:
My heart of hearts knew the truth
His hubris was his end.
Not even his father could shield him
From the wrath of the gods.
I thank you for returning him to me.
I can now truly mourn as only a mother can.
Please, sacrifice a ram at his fathers temple
that his name can be cleansed
And he can finally know peace.
Returning to Flavia
If the players return without Flavius (perhaps because they
could not remove his body from the grotto), and tell Flavia
that he is dead or unrecoverable, she will be mournful but
thank them for finding the truth. She will give them 100
sestertii to pay them for their service. If the keeper has
a need for the players to visit the Pythia, she will
also give them her reservation, handing them
a small clay token inscribed with the symbol
of the serpent Python.
Pythian Token
With this, Flavius (along with any ensorcelled investigators) is released from the grip
of her spell and his Magic Points are restored, although he will still be unconscious, weak and starving until
Medicine or First Aid is used on him successfully. He will
have to be carried down to Delphi for he is too weak to
walk.
When the players leave the cave, they will note that the grove
of Thuja trees has sprung back to life, and are blossoming
12
2012-2014
Sanity Awards
Cave Beast
by E. Walker Lindsey
Cave beasts are human beings or decendants of human beings who have adapted to subterranean
conditions. Cave beasts can move either on two legs standing upright, or on all fours like an ape. The
first impression upon seeing one is of a white ape larger than a chimpanzee and smaller than a gorilla,
with thin white body hair, and lots of hair on the head and face. Upon close examination, their faces
are human, but with deeply sunken eye sockets, and all black eyes without irises.
Cryptozoology
It appeared to be an anthropoid ape of large proportions, escaped, perhaps, from some itinerant menagerie. Its hair was snow-white, a thing
due no doubt to the bleaching action of a long existence within the inky
confines of the cave, but it was also surprisingly thin, being indeed largely absent save on the head, where it was of such length and abundance
that it fell over the shoulders in considerable profusion The inclination
of the limbs was very singular, explaining, however, the alternation in
their use which I had before noted, whereby the beast used sometimes all
four, and on other occasions but two for its progress. From the tips of the
fingers or toes long nail-like claws extended. The hands or feet were not
prehensile, a fact that I ascribed to that long residence in the cave which,
as I before mentioned, seemed evident from the all-pervading and almost
unearthly whiteness so characteristic of the whole anatomy. No tail
seemed to be present.
Cave beasts will avoid combat, but will attack if at all threatened or cornered. They prefer complete
darkness and will retreat from bright lights. They are very strong, but due to weak nutrition have a poor
constitution and low hit points. They can exist singly or in groups.
Investigators will not be able to examine a cave beast without injuring, capturing or killing one, in
which case, a successful spot hidden, biology or natural history roll will reveal its human origins. Sanity
loss for realizing you have just killed a human being is 0/1D4. If captured, the beast may be able to
communicate in rudimentary English, or another appropriate language.
13
CEPHALOPHOBIA
Cave Beast
Characteristic
STR
CON
SIZ
INT
POW
DEX
Rolls
3d6+6
2d6+2
2d6+6
1d6+1
3d6
3d6
MOVE: 5
HP: 7-8
Averages
16 or 17
9
13
4 or 5
10 or 11
10 or 11
Homunculus
by Jon Hook
14
Rolls
1d3
3d6
1
1d6+1
1
3d6
MOVE: 3
Averages
2
11-12
1
3-4
1
11-12
New Spell:
Create Homunculus
A homunculus is a miniature representation of a human
being. The homunculus can be constructed out of inanimate
materials to look something like a miniature human, or it
could be the animated body of a diminutive human corpse
that has been well preserved.
The caster must spend thirty nights constructing the
homunculus, imbibing it with oils and incense each night; in
addition, the caster must also spend five Magic Points each
night. On the thirtieth night, the caster must then sacrifice
15
Fixer
The
Vocational Education
by Charles Gerard
16
Need an NPC who can get you a car on short notice with
no questions asked? Connect you to the black market?
Broker delicate, backroom agreements? Obtain travel
permits to get you out of war torn, third world nations?
You need a Fixer.
Sometimes, you need a local contact to help you get things done. When a foreign journalist travels
to an unfamiliar place to cover a story, his or her first move is to hire whats known as a fixer.
These professionals serve as the expert eyes an outsider lacks. They arrange things transportation,
accommodation, meetings, interviews, permits, or even hiring and managing local workers. They are
the keystones of foreign reporting and many other kinds of overseas operations. They work miracles.
They keep you safe. And their heroism usually goes unsung.
A good fixer knows the social landscape, the political nuances, and the cultural landmines. Sometimes
a translator or a guide can also serve as a fixer, but they have very different skill profiles. Theres plenty
of overlap, but if you only ask for a translator, you might end up with a university student who studies
English, but has no idea how to blend in, to screen sources, or to call a bluff when needed. Still, theres
plenty of overlap in these professions.
VO C AT ION AL E D U C AT ION
The fixer not only has to know their own culture and
subcultures, but has to understand the inscrutable mindset
of the foreigner. In some countries, there can be a vast
mismatch in sense of time and urgency. In some languages,
the word for tomorrow can mean anytime in the next few
days that can spell disaster for a journalist working on
hour-by-hour deadlines. Training a green fixer is a species
of torture.
The fixer position can carry a certain amount of local status.
Thus, in places where the demand for the position is high,
local jealousies can come into play, even sparking conflicts
between villages, tribes of families. If a Kurdish fixer seems to
be hogging all of the work, for example, a Shia Fixer might
become suspicious, undercutting the Kurds reputation
or worse. These sort of games are much more likely with
inexperienced staff.
Language skills are a prerequisite. A good fixer would
know a local language or two on top of the lingua franca.
In the Peruvian Andes, if your guide speaks Spanish but
not Quechua, youll run up against big cultural barriers.
Even if your fixer knows how to speak the local language,
ethnic sensitivities are always a factor. Its not unusual to
hire multiple fixers or fixers who hire other fixers when
operating in a diverse region. Social skills and adaptation are
also key qualities. Having relevant connections is a must
the more well connected, the higher the value.
Specialist Fixers
Fixers often specialize, so their skills match up to the kind of
clients they work for. The following are a few examples of
the many kinds of Fixers that Investigators may encounter.
Journalist Fixers
A fixer for journalists would have contacts in the government,
would know good local journalists, would know key players
in health, agriculture, disaster relief, and would likely have
worked as a local journalist themselves.
Suggested Profession Skills: Bargain, Fast Talk, Psychology,
Photography, Law, Credit Rating, History (own) + 2 to 5
Additional Languages.
Eddy al Wahid
Crackerjack Jour
no- & Developmen
t Fixer
Location: Yemen
Era: Present Day
STR 10
INT 15
CON 15
LUCK 55
DEX 14
EDU 13
POW 11
KNOW 65
SIZ 10
APP 11
SAN 55
HP 13
Arabic: 75%, Be
dawi: 65%, Engli
sh: 40%,
German: 30%, Fr
ench: 30%, Bargain
45%, Fast
Talk: 50%, Psycho
logy: 30%, Photog
raphy: 20%,
Law: 25%, Credit
Rating: 55%, Histo
ry: 35%
Eddy walks a fin
e line as a fixer
for Western
journalists in one
of the most volat
ile areas of
the Middle East.
He is known as a
fair-minded,
scrupulously ethi
cal contact who ca
n be trusted
by multiple news
agencies and loc
al groups.
Much of that cr
edibility is genera
ted by his
widely recognize
d sense of respon
sibility in
communicating th
e human toll resu
lting from
the ongoing confl
ict between milita
nt groups
(including AQAP
), governmental
forces and
Western powers.
Eddy makes his pe
rmanent home in
the capital
city of Sanaa, bu
t also has extens
ive familial
ties among the tri
bal Bedouin comm
unities.
17
CEPHALOPHOBIA
Film Industry Fixer
Researcher/Academic Fixer
Landon Murrow
xer
Film Industry Fi
geles
An
s
Lo
n:
Locatio
930s-50s)
of Hollywood (1
Era: Golden Age
SIZ 13
DEX 13
STR 12
APP 14
EDU 12
INT 16
SAN 60
POW 12
CON 9
HP 11
KNOW 60
LUCK 60
%,
%, Bargain: 50
, Persuade: 60
%
65
%,
g:
25
tin
:
Ra
y)
Credit
emetograph
Art/Craft (Cin
,
%
%
40
40
lk
m
Ta
ar
Ch
%, Fast
%, Drive Auto: 25
Accounting: 20
ent
the entertainm
w has been in
ter
ea
th
g
in
ur
to
Landon Murro
days when
e
th
of
e
nc
nt
si
ve
the ad
business
the rage. With
re
le
we
ab
ns
as
w
tio
uc
he
prod
d that
ry, Murrow foun
is
w
ro
ur
M
.
es
the film indust
the new tim
to
ly
ce
ni
d
an
ite
es
qu
t, venu
to adapt
finding equipmen
at
t
ep
ad
ly
ar
ul
partic
e.
moments notic
even extras at a
s
do with Murrow
that skill has to
l
of
ro
rt
nt
pa
co
l
al
ho
w
sm
No
usinessmen
b
l
ca
lo
ith
A.
w
L.
connections
al commerce in
et-level, unoffici
much of the stre
e, the newspaper
tim
From time to
.
ns
role
ro
vi
en
its
and
an uncredited
s on screen in
crime
l
ca
lo
a
boy who appear
of
son or nephew
ain
is actually the
for making cert
s a reputation
ha
s,
le
w
rc
ro
ci
ur
n
M
ai
.
boss
In cert
ms disappear.
ep
ke
to
s
ng
ri
st
delicate proble
lling
notoriety for pu
ing
he gained some
arlet from mak
st
ge
ra
de
un
an
of
y
nc
s.
na
on
eg
the pr
row reas
rt of the job, Mur
headlines. All pa
18
ConstantinE Kalitrates
Research/Academic Fixer
Location: Crete, Greece
Era: Classic Era (1920s)
STR 12
INT 15
CON 13
LUCK 60
DEX 9
EDU 17
POW 13
KNOW 60
SIZ 15
APP 14
SAN 60
HP 14
VO C AT ION AL E D U C AT ION
Diplomatic Fixer/Driver
Eduardo CaLveras
Diplomatic Driver/Fixer
Location: Caracas, Venezuela
Era: Present Day
STR 14
INT 15
CON 12
LUCK 55
DEX 15
EDU 14
POW 11
KNOW 70
SIZ 10
APP 9
SAN 55
HP 11
Leeches
Then, there are the terrible fixers. They often turn up where
demand is high. In a rural natural disaster, for example, few
people on the ground will have the needed skills. But in
desperate circumstances, scam artists pop up like worms
in a rainstorm. As journalists and aid workers flock to the
affected area, flush with foreign currency, anyone with a car
suddenly becomes a fixer. Smart foreign journalists in these
circumstances will travel with trusted staff, who in turn
subcontracts good helpers. It can be a hot mess.
One more warning: Its not unheard of for foreign nations to
recruit local fixers as intelligence assets. The practice would
extend, of course, to other interested employers. Consider
Hakim from the Cairo chapter of Masks of Nyarlathotep
aggressively helpful citizens should always draw extra
scrutiny.
Caveat Emptor
Fixers usually charge a daily rate that compares favorably
to a local salary. In contemporary Southeast Asia, a local
journalist could normally earn about $1000 per month, but
earn $100-$200 per day as a fixer. Translators might only
get half of that amount. The rate in conflict zones is much
higher; $300-$600 per day where local salaries are similar.
In the 1920s, a reputable fixer in an undeveloped part of the
world might earn $5-10 per week.
19
CEPHALOPHOBIA
I know a guy who knows
this other guy. . .
Notable Fixers in Fiction or Fact
Sallah Mohammed Faisel el-Kahir (Raiders of the Lost
Ark, Indiana Jones and the Last Crusade, et. al.): Sallah is
much more than a certain globetrotting archaeologists
sidekick. The portly Egyptian exemplifies how valuable
local ties and connections are when it comes to
booking passage on a freighter, bargaining for camels
and horses, or securing the services of a translator of
ancient languages. Sallahs large family also plays an
understated, but important part in Indys adventures,
demonstrating why its useful to have a Fixer who has
substantial roots in the community where he operates.
Mr. Ugarte (Casablanca): You know, Rick, I have
many a friend in Casablanca, but somehow, just
because you despise me, you are the only one I trust.
Some might think of Ugarte simply as a petty crook,
but its clear that he knows how to weasel his way fairly
well through the treacherous streets and backrooms
of Casablanca, which can be useful to himself and
others. Ugarte is the type of Fixer who can can be quite
resourceful in obtaining difficult-to-find items such
as exit visas providing you can meet his price, and
arent inclined to ask too many questions. Ultimately,
though, hes unreliable and reckless, which makes him
dangerous to himself and others.
Dith Pran (The Killing Fields): Dith, a photojournalist,
served as a partner, translator and an all-around fixer
for New York Times correspondent Sydney Schanberg
while he was covering the genocide perpetrated by
the Khmer Rouge in Cambodia during the 1970s.
Schanberg credited Dith with saving his life by
successfully negotiating at gunpoint with Khmer Rouge
militants. Schanberg was later able to engineer his
own escape, and that of Diths family, from Cambodia.
Dith, however, was obliged to remain behind and was
taken into custody by the Khmer Rouge. He was
interned in a work camp for four years before making
his escape on foot to Thailand. Dith is an outstanding
example of a Fixer who is driven by ideological and
humanitarian motives rather than private gain a
reliable, resourceful and heroic ally.
20
Local Geography
The derived know ability just doesnt cover the degree to
which a fixer can tell you exactly where something or someone
is. This degree of local knowledge is represents conflates both
geographical and cultural sense, the ability to understand not
only where things are located, but why.
Etiquette
A huge part of a fixers value is knowing how to avoid offending
locals. Is this a country where I cant touch my shoes in
public? Should I point to my right elbow when I hand money
to someone? This skill could also be used to diffuse volatile
situations, smooth over tensions, or to loosen up distrustful
NPCs.
Whats it
worth to ya?
Ed Dillon, investigative reporter, has just tracked Emeline Kelly to the Chesterton Hotel, a
somewhat seedy establishment in a low-rent Boston neighborhood. After searching her room in
her absence, hes come up with the evidence hed hoped to find the wealthy socialite is in fact
the high priestess of a strange cult operating somewhere near the waterfront district. But his
job is only half done. Now he needs her to lead him to the dockside warehouse where her sinister
congregation holds its rituals.
Struck by sudden inspiration, Dillon stops in the hotel lobby where a sullen desk clerk is on duty.
DILLON: I go up to the clerk and say, Hey, buddy, whats your name?
KEEPER: (Suspiciously) Harry. Why?
DILLON: Want to make some easy money, Harry?
KEEPER: The clerk gives you a considering look and shrugs. (Still suspiciously) Depends.
Whatve you got in mind?
DILLON: You know Mrs. Kelly, right? The lady in room 23?
KEEPER: Yeah, what about her?
DILLON: Tell you what, Harry. Next time you see her come in, give me a call at this number. Im
going to produce my calling card, write the newsrooms phone number on it, and fold three twenty
dollar bills around it. Then I push it across the counter to him.
KEEPER: The clerks eyes widen. Holy smokes! Sixty bucks? Yeah, sure, Mister. Ill let you
know when she stops back in.
DILLON: And she doesnt need to know about this right, Harry?
KEEPER: Oh, yeah, right. Mums the word! He slips the card money into his pocket and gives
you a broad grin.
OW MUCH is too much for a bribe? Is hard cash a reliable way to get crucial information or
cooperation? What might happen when a bribe goes wrong and why?
ECONOMICS DEPARTMENT
Tips and bribes are are familiar strategies to investigators who want to cut through red tape and get to
a desired result with a minimum of fuss or scrutiny. Unsurprisingly, such transactions are among the
most useful tools Call of Cthulhu players have for moving the story along rather than getting bogged
down in minutiae, or trying to explain the unxplainable to an uninformed NPC (So, youre telling me
you need the key to Room 23 because the lady staying there is the high priestess of what church?) But
even moderately experienced CoC players sometimes struggle with economic transactions in games set
in other eras. This is particularly true of classic-era (1920s) investigations, where the currency is familiar
enough to seem intuitively recognizable to players, and yet is significantly different in terms of actual
21
CEP H ALOPHOBIA
purchasing power. While pages 144-5 of the 6th edition
rulebook provide some useful guidelines for ballparking
bribe amounts and outcomes with respect to law enforcement officers, they leave a somewhat incomplete picture of
what we might think of as the labor value and/or social cachet of the dollar, or other mediums of exchange, especially
in the 1920s.
This is further complicated by the fact that such transactions are not only financial in nature they have important
social and psychological dimensions as well. Tips and bribes
often test the limits of what individuals may find personally,
professionally or socially acceptable. How any given NPC
might respond to an attempt to purchase their knowledge
or cooperation should not only be contingent upon the
amount being offered, but upon a range of variables including that characters ethical standards, personal motives or
pressures, social position, political or professional environment, or even physical context.
The following are some considerations for Keepers and investigators for handling tips and bribes in their classic-era
games. Well look at some useful methods for determining
plausible amounts for bribes, and address possible fallout
when Investigators bid too far above that threshold of plausibility. Well also consider problems arising from over-reliance on bribery as an information-gathering method. Not
all such transactions need to be played out in excruciating
detail at the game table, of course. But Keepers and investigators should be aware of how these kinds of exchanges can
be leveraged as opportunities for building game authenticity
and encouraging good roleplaying.
All too often, Keepers see investigators hand out $10 and
$20 bank notes (or even more) as if theyre just generous
tips, but not necessarily eyebrow-raising payoffs. The
problem here is relatively simple an unclear sense of the
power of the dollar in the pre-Depression economy.
A reasonable first step addressing this is to consider what
the hourly, weekly or monthly wage might be for the target
of the tip or bribe. Both Keepers and investigators may
well be unfamiliar with hourly rates and wage scales for
skilled or unskilled labor in the 1920s, but a little creative
digging can provide useful resources for establishing the
economic context. According to advertisements posted in
the classifieds section of a 1922 edition of the Boston Globe,
for example, we find that a billing clerk might draw a wage
of $20 per week. An educated guess might place Harrys
income in the same ballpark perhaps $25 per week for
simplicity. [Additional examples of wages by profession
in the Boston area for 1922 can be found on page 25 of
Cephalophobia, courtesy of MUP Forum member Logar.]
As it is, Ed Dillons $60 suggestion that Harry monitor the
movements of a paying guest roughly equates to something
close to three times the desk clerks weekly pay. By way of
perspective, we can use the Inflation Calculator provided
by the U.S. Department of Labor Statistics to arrive at a
modern equivalent of Dillons bribe approximately $832
as of 2013. Given the context and circumstances, $60 is
likely to be far more cash than Harry usually handles at any
given moment the Hotel Chesterton is not the Waldorf
Astoria, after all.
ECONOMIC S DE PARTM E N T
Potential Fallout from Overbidding
Psychology
Idea Roll
Know Roll
The Psychology skill is the favored goto method for reading personalities,
motivations or intentions. Players
will commonly invoke this skill when
making bribe attempts to get a sense
of the targets character or state of
mind. A Psychology check might
even indicate whether or not an NPC
can be bought off in the first place.
But Keepers should also remember
that NPCs may be just as invested in
understanding (and exploiting) the
Investigators intentions.
Credit Rating
While Credit Rating is often used
simply as an index of character
income, the 6th edition rulebook
clearly indicates that it has less
quantifiable dimensions as well. A
character with high credit rating
is capable of expressing not just
economic status, but also social
connectedness and confidence. When
making bribe attempts, characters
with high credit ratings might
persuasively indicate that they
have the resources and connections
to make life much easier or very
difficult for the NPC in question.
23
CEPHALOPHOBIA
unethical) individual may even rat out an investigator
in hopes of doubling his or her paycheck. Depending on
how enterprising he is, Harry the Desk Clerk could even
approach Mrs. Kelly with an offer to disclose information
about the people on her trail for the right price, of course.
Chum in the Water: Perhaps Harry the Desk Clerk is a very
prudent fellow, but then again perhaps not. Its entirely
possible that news of his $60 windfall may get around.
Flashing about large sums can effectively paint a target on an
investigator not only for other leeches, but for out-and-out
thugs as well. Investigators who are prone to buying their
way through obstacles should carefully consider the effects
of showing a well-filled wallet in even moderately respectable
environments. Keepers should also treat with skepticism
investigators who claim to carry hundreds in cash on their
person at any given time. At the very least, investigators
who are unwarrantedly liberal in their tips and bribes will
find it extraordinarily difficult to keep a low profile, much
less anonimity a distinct hazard in a role playing game in
which discretion and secrecy is often essential.
24
Other Considerations
Bribery as a Social Institution
E C ONO M IC S DE PA RTM E N T
For example, if Ed Dillon tips the hotel concierge to hail a
taxi for him, that is a simple gratuity. However, if Dillon
tips that same concierge to make sure he gets a taxi, but is
unaccountably unable to flag one down for Emeline Kelly a
few minutes later that constitutes a bribe.
As mentioned earlier, bribery involves testing the limits of
what the target of the bribe may consider to be either ethical
or merely pragmatic. Enterprising investigators will look for
ways to rhetorically frame a bribe as a tip so as to undercut
the psychological pressure on the target by providing a
rationalization to accept. Look, Harry, Ed Dillon might
say, I dont have time to explain, but the lady is in serious
danger if she leaves this hotel. Do me a favor and make sure
she stays put, at least for ten, fifteen minutes, okay?
In Conclusion
Over-reliance on bribery may a game culture in which
players assume they can buy their way past obstacles or
plot points simply by throwing enough money at them.
Investigations that are resolved by determining who has the
deepest pockets tend to be unsatisfying and contradictory
to the ethos of the game. On the other hand, when played
judiciously, bribery is a great engine for generating story
and adding greater depth and color to the world around
the investigators by contributing a certain degree of
economic, social and psychological realism. It can elevate
dull, two-dimensional NPCs to memorable figures with
personalities, motives and priorites of their own. Keepers
and investigators alike will find it well worth their effort to
imaginatively leverage these kinds of opportunities as they
present themselves.
25
CEP H ALOPHOBIA
Male
Position/Job
Billing Clerk
Blacksmith
Boilermaker
Bookkeeper
Butcher/Sausage Maker
Carpenter/Joiner
Car Inspector/Repairman
Chauffeur (experienced)
Chef (pastry, Sous, general for hotels, schools)
Dentist
Druggist
Druggist, Junior
Fireman
Advertised Wage
$20/wk
65-75/hr
65-75/hr
$20-30/wk
$25/wk
65-75/hr
$65/month
$25/wk
$30-35/wk
$30-35/wk
$30-35/wk
$25/wk
$25/wk
Position/Job
Hospital Orderly
Laborer (general)
Ledger Clerk
Machinist
Manager, retail
Packer
Press Operator
Plumber
Shipping/Receiving Clerk
Stenographer
Stockboy
Advertised Wage
$40/month w/
room & board; $75/
month w/meals only
$45-50/month
$25/wk
65-75/hr
$40/wk
$20/wk
$30/wk
$30-35/wk
$20/wk
$20/wk
$10-12/wk
Female
Position/Job
Bookkeeper
Candy Packer
Cook (pastry or general)
Dishwasher
File Clerk
Hospital Attendant (asylum)
Laundry Sorter
Light Factory Work
Lunch Counter Girl
26
Advertised Wage
$16-20/wk
$12/wk
$25/wk
$9-10/wk
$12/wk
$10/wk w/room &
board
$25-30/month
$10-12/wk
$10/wk
Position/Job
Maid (cleaner)
Office Worker (general)
Pantry Girl
Salesgirl/Counter Girl
Stitcher
Stenographer
Switchboard Operator
Typist
Waitress
Advertised Wage
$10-12/wk
$12-15/wk
$8/week w/room &
board
$12-20/wk
$12/wk
$20/wk
$15/wk
$15-18/wk
$8-12/week
The Plawson
Tapes
N 1983 a series of horrible sex crimes rocked the small town of Plawson, Michigan. Over a dozen
people were raped, sexually tortured, and murdered. The victims ranged in race, sex, and age and
there seemed to be no common thread connecting them. After ten months of nightmares, the terror
just stopped and the killer was never arrested, but what turned this tale of murder and madness into an
urban legend was a news report that discarded wrappers to blank Betamax video cassettes were found at
three of the crime scenes. It was believed that the sexual sadist recorded his atrocities. Since then there
has been whispers that men with deviant tastes might acquire these snuff films if they knew what dark
shadow to look in.
That legend is true.
The Plawson Tapes have since been transferred to DVD. The identity of whomever first made the copies is unknown, but it is believed to have been the original murderer. It is unknown how many copies
exist, but DVDs have been recovered from triple homicide crime scene in 1998 and in the collections
of three serial killers. The location of only one of these DVDs remains known, that being in a Boise,
Idaho police evidence room. The rest of the DVDs have disappeared. Perhaps quite coincidently, several
police officers either disappeared or committed suicide shortly after the DVDs vanished. In one famous
instance a Cleveland homicide detective murdered his entire family before putting a bullet through his
head. What was not reported was that a melted DVD was found in his fireplace.
As for the original Betamax tapes, their location, like the identity of the one that made them, remains
a mystery.
The truth behind all this is a man named Paul Culkly. In the early 80s, Paul was a very jaded devotee
of pornography. In a quest to push his limits and feed his deviant desires, he found a group of secretive
hedonists and managed to not only join them, but read their most forbidden text; excerpts from The
Revelations of Glaaki, Volume XII. In doing so he became a conduit of Ygolonac, the lord of deprave desires and destructive self-indulgence. However instead of being used and quickly consumed by the gluttonous Great Old One, as most are, the ancient evil allowed him to live. Perhaps Ygolonac found Paul
to be a vessel worthy of repeat possessions, for the ancient evil would step into the mans flesh, enjoy
its pleasures, and then leave until the next time the Hand That Feeds hideous hungers needed sating.
HISTORY DEPARTMENT
The secret history of the mysterious video footage that captures the
heart of depravity and madness | By Brian Sammons
It is unknown if it was Paul or Ygolonac that first thought to record their crimes, but the end result
was a video diary of depravity. These videos provide a first person view of rape, torture, and murder.
The video quality is jittery, blurry, and often static filled due to the poor quality from one of the first
commercially available camcorders. The complete Plawson Tapes run over five hours and shows fourteen men, woman, and children being victimized in various ghastly ways. The face of the cameraman is
never shown, but his hands are. Sometimes they are the bloodstained hands of Paul, using instruments
of torture. Otherwise they are the bloated, empty, and green-tinged hands of Ygolonac wearing Pauls
flesh. In these instances they never hold weapons. They caress the cringing victims, leaving bleeding bite
27
Video Mythos Tome - in English, recorded by unknown (Paul Culkly), 1983, 318 minutes.
An unknown number of copies of these videos exist but
they are very rare. The vast majority are on DVD, although
Paul still owns the nine original Betamax tapes. Watching
the video without the sound causes 1D4 SAN loss per hour
by all but the most hardened, or sociopathic, individuals.
Watching the video with the sound on causes 1D6 SAN
loss per hour for the combination of atrocities and mythos
knowledge gleaned from Paul quoting from The Revelations of Glaaki. This also grants +1% to Cthulhu Mythos
per hour.
Worst of all, just as reading a single page of Volume XII of
The Revelations of Glaaki draws the attention of Ygolonac,
so does watching the Plawson Tapes, but only with the
sound on. If the viewer is of a morally debased nature then
they may become a vessel of the Great Old One and find
themselves possessed by the deity. Otherwise they will draw
the wrath of Ygolonac who may send some of his loyal degenerates to deal with the viewers, or take more direct means
to smite them.
Spells: in hour three of the video there is a scene of Pauls
hands using blood to write on a bare wall in a mix of English,
gibberish, and strange symbols. During this, the psychopath
can be heard chanting alien sounding words. When finished
the hands disappear from view, then grunts and sickly gurgling sounds can be heard and a green glow commences.
When next the hands appear they are the large, green-tinged
hands of the second cameramen (Ygolonac). This is the
spell Contact Ygolonac and performing it is very dangerous as it draws the Great Old Ones attention and ire just
as if the caster had read the dreaded twelfth volume of The
Revelations of Glaaki.
28
eddy often sat in the silence of a darkened bedroom, a room rank with the smells of teenage sweat
and filthy clothes, lit only by the pale glow of a monitor and disturbed only by the soft sounds of
gasps and grunts from the computers speakers. He typed quickly and his breath was quick, his breath
was hot and shallow, and moist. His eyes would often be narrow with concentration, his whole being
focused on the images that scrolled past, downloading, uploading, always waiting with his teeth halfbared and sticky in impatience. He sometimes would lean forward as the intensity of his gaze turned
yet more tense, and he would exhale in a low hiss. This was his church, his worship, and the glistening
images and the sounds of ecstasy and degradation were his deity, for a time.
Teddy never saw the men who watched him, grim-faced men in dark suits who sweated and stank in
the endless stillness of their own observation. He would never see them, but strange cameras clicked and
whined away the hours as he sat before his console, his altar, his shrine to breathless heat and hatred.
The men wore bland, bored expressions, staring, waiting. Only one of them was not blank, as he sipped
a cup of lukewarm coffee and looked at the others and wondered if their memories haunted and chilled
them. He spoke into a tiny microphone. Zero three thirty four hours. Subject is viewing a digitized
film of a woman trying to fuck a German shepherd, and the rest of us are bored as hell. You think that
says something bad about him, or us?
A tinny voice replied in irritation. Youll break my heart, Kelley. Now shitcan the philosophizing.
Teddys destruction began when he was fourteen years old, lying with a broken nose on a detention hall
floor. Air conditioning units rumbled overhead, and dust motes shone in a beam of harsh light which
pierced the shade. The teacher stood over him, flushed and angry. They were alone. Thats a lesson to
you, the man said huskily, and his voice held a different menace than his fist. Now get up. You know
what to do, you little faggot, you little cocksucker. Teddy looked up and knew fear and loathing, hatred
and helplessness. An old book lay open on the table, its pages yellow and limp over a cracked spine to
reveal the words most sacrosanct. He knew what to do.
Not long after he met a girl named Ashley Miller. She was young and pretty and conciliatory, and they
both knew that she wasnt the sort who talked to kids like Teddy, but she talked to him anyway. She
would laugh and chat and sometimes he would make jokes and he would forget what he had to do, and
one day he told her about secrets that he knew.
He wants me to be his priest, Teddy said.
His what? Who?
You could come, too. You could see his hands.
Y.GOLO.NET
He touched her, his wet palms licking her face as he forced himself to breathe. She cringed, then she
screamed and shoved him away.
The next day Teddy kneeled in an ill-lit room, the air choked with dust, the slough of a thousand or
a million dying bodies. His eyes were slitted, his pupils dilated, his breath shallow, his skin dry and
29
CEP H ALOPHOBIA
hot, his brain afire, his mouth slick and oily. The teacher
was gone, for a time. You know what to do, you little cocksucker. He looked up at a luminescence of bloated decaying
flesh. You are too slow, the voice told him. Finish your
task, and I will judge it. These morsels are not enough. Let
them know My name that I may find them, and feed. The
words of the old book seemed to rise fluid into the air and
drift, poison truth, into the ether. He knew what to do.
He sat alone again in his room, dazed, insensate, sending
words out to the world. The screen flickered and died, and
the sound with it, as power was cut off to the house. He did
not stir. Softly the door opened and two black-clad figures
appeared, and then a red pinpoint of light formed upon his
forehead, gleaming through the window-pane. He did not
stir. One intruder drifted in with quick steps and went to the
console. He produced a wire cutter and in slightly over two
seconds severed the computers links to the outside world.
30
wide. The chair creaked with the weight of bloating luminescent flesh. A massive hand grasped the agents face, silencing his scream as a hungry tongue and glistening teeth
met his own.
The window shattered inward as a bullet slammed into the
back of the hulking thing that once was Teddy. The other
agents eyes widened for an instant as the thing turned to
him, and then his weapon flashed and the swollen flesh
erupted in oily blood and fetid meat.
Beta team, report!
The agents gun clicked as it emptied the last round into the
shivering dead mass. He stared with wide eyes. His partner
writhed on the floor, somehow holding in his screams as he
grasped the ruin of his face. Teddys bloody hand lay weedy
and weak nearby, the dead glow already fading to darkness.
Kelley, what the fuck is going on over there?
***
The bizarre phenomenon continued today of copycat killings and mutilations, all bearing similar patterns of unusual tooth-marks, with savage attacks occurring in New
York, Atlanta, Great Falls, Vancouver, Istanbul, Nottingham, Singapore.
At this time the FBI has offered no official statement. All
representatives of the vaunted Behavioral Sciences unit
declined to be interviewed officially, but Special Agent
Jean Qualls acknowledged the common circumstances of
such widespread attacks are most unusual. She would not
divulge any details, however, saying only, We are on the
case.
Now heres Nightly Reports Jeff Chambers with the Lifestyle Report.
Thank you, Trudy. Youve probably heard about it before.
It is a problem of growing concern among internet users:
Junk Mail. It costs us time, and as every company manager
can tell you, time is money! Over the past few days millions
of computer users logged on to find the same unsolicited
mail in their virtual in-baskets, a piece of bizarre apocalyptic correspondence called thelets see if I pronounce this
rightthe Ygolonac mail, from the weird name in the
subject heading and in the body of the message. Religious
experts are at a loss, and most say this is probably just a
prank by some bored kid.
***
Terror
on
the
Deep
HIS scenario seed takes place on a transatlantic steamship on its return voyage from New York
to Liverpool. It can be played on its own, or as part of a larger campaign. It would be ideal for
connecting a US based campaign with the soon to be re-released Horror on the Orient Express campaign.
In the weeks leading up to the departure, industrialist Samuel Armstrong has been preparing a human
sacrifice to wake a being known as the Dreaming King. In order to wake the King, which he believes
to be an ancient god, the sacrifice must be carried out at a particular point in the Atlantic Ocean. In
preparation for this, Armstrong has assembled a temple, complete with alter and other elements in the
cargo hold of the ship. To protect his project, He has booked a large portion of the cargo area from the
steamship line with the instructions that no crew member enter it. He also has a small contingent of
employees guarding the cargo.
Mr. Armstrong is the owner of Armstrong Forge, a manufacturing firm that rose to prominence in the
Great War, and many on board believe that he is transporting a new weapon prototype to London, a
belief that Armstrong has encouraged.
In order to complete his ritual, Armstrong will need to complete the following objectives:
Divert the ship to a particular set of coordinates far off of the usual course.
Secure a large number of sacrificial victims.
STUDY ABROAD
Keeper information:
When the ship reaches the desired coordinates, he must make the sacrifices in the presence of
a horrific idol, which he keeps in his stateroom.
In pursuit of these goals, Armstrong will also attempt to cut off communication from the ship by sabotaging the radios.
The Investigation:
When the investigators arrive on the boat, they hear gossip about the infamous Mr. Armstrong and
his secret cargo. Different NPCs might speculate on what sort of secret weapon is being prepared by
Armstrong Forge for the next war against the Germans.
Investigators will become aware of a problem on the ship when the radio is disabled, or when people
start going missing onboard. The first missing persons could be explained as a tragic accident, but this
becomes less and less likely as more people disappear. At this point, Mr. Armstrong may seem to be an
ally, as he expresses concern about both the sabotage and the disappearances.
31
CEP H ALOPHOBIA
When someone tries to break into Armstrongs private cargo
area, suspicion may fall on Felix Schmit, a mysterious german who some NPCs think was a spy during the Great War.
Armstrong will encourage these suspicions.
As the investigators are isolated on the boat, much of the research will be limited to interviewing passengers, examining
physical evidence, and perhaps perusing recent newspapers
brought on board before departing New York. The path of
the investigation should lead the the investigators from being suspicious that Schmit is a spy/saboteur to realizing that
he is aware of Armstrongs plan and is trying to thwart it.
Once investigators trust him, Armstrong will quickly kill
Schmit or otherwise eliminate him as a threat. Depending
on how much information they gain from Schmit, the investigators will become Armstrongs next target.
tigators must either divert the ship away from the desired
coordinates, destroy the temple, destroy the idol, or preferably all three.
Mythos Threats:
Armstrong can summon some mythos creatures such as
Byakhees and Fire Vampires, or others as deemed appropriate by the Keeper.
g
n
i
K
g
n
i
The Dream
s,
The identity of the Dreaming King is up to the Keeper. He may truly be one of the mythos deitie
or a member of a lesser race masquerading as one.
If the investigators prevent Armstrong from awakening him, they may never learn. If they fail, and
Armstrong completes his sacrifice, the Dreamer is just as likely to turn on Armstrong as help him.
32
STUDY ABROAD
Key Non-Player Characters
Samuel Armstrong, Industrialist/Warlock
Age: 45
HP: 12
MP: 13
STR: 10
DEX: 8
SIZ: 12
INT: 16
EDU: 12
APP: 12
CON: 11
POW: 11
SAN: 55
LUCK: 55
KNOW: 60
HP: 11
MP: 10
STR: 11
DEX: 10
SIZ: 11
INT: 17
EDU: 11
APP: 9
CON: 10
POW: 10
SAN: 50
LUCK: 50
KNOW: 55
33
Image Credits
Cover art: Beginnings by Ian MacLean, Interior design elements adapted by MUP Staff from original illustration.
Used by kind permission. All rights reserved.
Page 7 Sources: Adapted from iStock Photo and www.texturelib.com
Page 9 Source: Adapted from an original photograph by Alaskdan Dude on Flickr.com. Used in accordance with the designated Creative
Commons attribution license.
Page 12 Sources: Adapted from original photographs by Dynamosquito and Anders Sanberg on Flicker.com. Used in accordance with
the designated Creative Commons Attribution, Share Alike license.
Page 13 Source: Adapted from an original photograph by Mike Baird on Flicker.com. Used in accordance with the designated Creative
Commons Attribution license.
Page 14 Source: Adapted from an original photo by Dan Brandenberg / iStock Photo
Page 16 Source: Adapted from decisiveimages / iStock Photo
Page 17 Source: Adapted from U.S. Library of Congress / Bain Collection
Page 21 Soruce: Adapted from an original photo by Wystan on Flicker.com. Used in accordance with the designated Creative Commons
Attribution License
Page 26 Sources: Adapted from an original photo by Wystan on Flicker.com. Used in accordance with the designated Creative Commons
Attribution License; Coins image adapted from an original photograph by Jason Lugo / iStock Photo
Page 27 Source: sumnersgraphicsinc / iStock Photo
Page 28 Sources: Compact disc image by Jonas_ / iStock Photo. Spatter image by Zeds-Stock / deviantART
Page 29 Sources: Adapted from Microsoft Clipart. Elder Sign from 4Vector http://4vector.com/free-vector/elder-sign-clip-art-110926
Page 31 Source: Adapted from U.S. Library of Congress / Bain Collection
Pages 32-33 Source: Original photo by kirbyzz / iStock Photo
Notices
All written works of H.P. Lovecraft are in the United States public domain. The Call of Cthulhu Roleplaying Game
is the property of Chaosium, Inc. Original content of Cephalophobia is the exclusive property of their respective
authors. Cephalophobia is made available freely under the Creative Commons Attribution / Non-Commercial /
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