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TheRUNESOccult Investigation in the World of M.R. JamesBy Paul StJohn MackintoshKickstarterSpecial Preview

This special preview gives you a glimpse inside CASTING THE RUNES, the new GUMSHOEpowered game of occult investigation, set in the world of M. R James’ celebrated ghost stories andtales of the supernatural.Written by Paul StJohn Mackintosh, and published by The Design Mechanism (creators ofMythras), we are launching our KICKSTARTER CAMPAIGN ON JANUARY 2 2020. As you can see fromthis preview, the book is essentially finished: writing is done, editing complete, and even layout isfinalised. The Kickstarter campaign is therefore aimed at funding the book’s physical productionin standard and prestige formats, and commissioning new art to replace the Public Domain pieceswe’ve used in this pre-production edition.NDWhat this means is that as soon as the campaign closes, Backers will have immediate access to thepre-production PDF and can start playing CASTING THE RUNES immediately. No waiting monthsfor a finished product; we have it ready to go.Stretch goals for the project aim to increase the production values incrementally: adding aleatherette cover, dustjacket, book marks, and other embellishments to create a prestige versionthat wouldn’t look out of place on the shelves of Kings College library at Cambridge University,where M. R. James was Provost. There are a couple of other stretch goals too, and these will berevealed during the campaign.We hope you enjoy browsing these preview pages; we’ll be offering more previews as theKickstarter progresses. For news on the Kickstarter launch, keep an eye on the following sites,where we’ll be making more announcements in due m/

Introductionere you have a story written with the soleobject of inspiring a pleasing terror in thereader; and as I think, that is the true aimof the ghost story.” - M.R. JamesHadapted, not one pre-eminent RPG, but two. Why?Well, it’s primarily the Cthulhu component of thosetitles. I love Lovecraftian horror, write it regularly, and revere both Call of Cthulhu and Trail ofCthulhu. But the success and popularity of theCthulhu Mythos has tended to bring other stylesof horror under its sway, and in the RPG space especially. I wince when I see a Call of Cthulhu orTrail of Cthulhu GM or scenario writer go throughcontortions to rationalize how some traditional spookor monster or legend is actually a Great Old One orone of Lovecraft’s alien species.is the mood we’re aiming at. And for the occultdetection element, read on.Also, the Cthulhu Mythos tends to impose a particularstyle of play, even within Trail of Cthulhu. The Sanitymechanic is an inspired, perennially fun, game device,but it reflects the whole slide-towards-doom lemmingrush of many Lovecraftian RPG adventures, wherethe players know their characters are doomed anyway,and part of the enjoyment is the creative and stylishways in which they meet their final Nemesis. In myopinion, this predisposes things towards the pulp endof the spectrum, with widescreen effects, big events,roller-coaster thrills. So much Lovecraftian fiction,Casting the Runes is a roleplaying game (RPG) basedon the GUMSHOE system for investigative RPGs,which was created by Robin Laws under the auspices of Pelgrane Press to model “stories where investigators uncover a series of clues, and interpret themto solve a mystery” - an apt description of much ofthe classic horror fiction of Montague Rhodes James(1862-1936). The unique character of James’s stories,and his own personality, which fed into his creation Applied carelessly, this diminishes the whole richof the sub-genre of the “antiquarian ghost story,” are global corpus of supernatural traditions and folklorewhat inspired us to create this game.to a one-stop-shop where everything is Yog-Sothothery, the true sources of terror get lost in the scramHere, player-characters, dubbed “Investigators” for ble to evoke the Capital-Letter-Entity-of-the-Week,game purposes, proceed step by step to unearth the and there is only one explanation for the inexplicable.unearthly, under the guidance of Game Masters, or Games run on that basis may faithfully reflect H.P.GMs for short. (Some James fans may prefer to desig- Lovecraft’s own rationalistic materialism, but there’snate their GMs as Masters in keeping with many Ed- no need for gamers to be confined within those limwardian schools and colleges.)its. And Pelgrane Press has helped broaden the scopeThe classic ghost story, replete with “malevolence of horror gaming in exactly this way, with RPGs likeand terror, the glare of evil faces, ‘the stony grin of Night’s Black Agents, The Esoterrorists and Fearunearthly malice,’ pursuing forms in darkness, and Itself, and resources like The Book of Unremitting‘long-drawn, distant screams’,” in James’s words, Horror.Why this Game?Kenneth Hite, at the start of his introduction toTrail of Cthulhu , wrote: “This game exists to adaptthe greatest RPG of all time, Call of Cthulhu, to adifferent rules set, the GUMSHOE engine. Whyon Earth would we do a thing like that?” Only, thisgame has gone one step further, and effectivelyCasting the Runes6

and Cthulhu Mythos gaming, in my view, playsout less as existential or psychological horrorthan as a disaster movie, with Cthulhu as justanother MEE asteroid. Nothing wrong withthat, except that two classic games already exist to do it. And their mechanisms, resources,and systemic biases tend to push things awayfrom another flavour of horror. “You must havehorror and also malevolence,” James remarkedin Ghosts - Treat Them Gently!, his essay onghost story writing. “Not less necessary, however, is reticence.” And in 1929 in Some Remarks on Ghost Stories, he added: “Reticenceconduces to effect, blatancy ruins it, and thereis much blatancy in a lot of recent stories.’’ Reticence is the last quality you’d expect from aCthulhu Mythos game. M.R. James wrote someof the most powerful, enduring, horror storiesin the English language, so he probably had apoint.So far, that reads like a list of negatives:What about the positives? Well, one is thechance to realize some of the most enduring, evocative ghost stories and horror talesever written, unequalled in their field. Another is to tap back into the vast heritage oftraditional folk tales, legends, occult practices and beliefs, and play them out on theirown merits, to enjoy the archetypes and fears Montagu Rhodes James (1862-1936, scholar and master ofthey embody. A third, as I’ve hinted, is the the ghost story, is the inspiration for Casting the Runesopportunity to recreate the kind of horrorhis stories, but his climactic horrors are pure terror.that M.R. James excelled at, the chill, atmospher- The supernatural never seems unbelievable in M.R.ic, measured, often quiet escalation towards some- James, whereas Lovecraft’s painstakingly, scientifthing genuinely horrifying. Sandy Petersen, the ically rationalised horrors too often end up seemingmaster himself, has paid tribute to M.R. James’s simply ludicrous. I think it’s no coincidence that thethree rules of ghost story writing (malign entity, current revival of folk horror has burgeoned almostfamiliar setting, no jargon) as the basis of good horror entirely outside the Lovecraftian orbit.RPG scenarios.All this explains why Casting the Runes has no SanI don’t think it’s just relative popularity that dic- ity mechanic. For game masters who want to reintates that no one has yet tried to turn any of James’s troduce one, it’s all there in Trail of Cthulhu. Increations into soft toys like Cthulhu plushies. There’s our view, the GUMSHOE Stability mechanic isa lot of built-in bathos in the Cthulhu Mythos, with its more than enough to model the frights and shockspulpy apocalyptic hysteria, which Lovecraft himself of Jamesian ghostly encounters, as well as the factmay or may not have been conscious of. M.R. James that few to none of James’s protagonists end upmay have indulged in many a dry donnish chuckle in7Casting the Runes

gibbering in a padded cell. They may die horribly, orrecover uncertainly from terrifying encounters, butthose encounters tend to reinforce a more traditionalworld-view, rather than blast human minds with theircosmic insignificance. Unhappily for the characters,it’s a world-view teeming with genuine evil and occultmenaces, but those menaces at least have a universaleschatological significance, and all the more dark andfrightful for that.of Night, or his equally exhaustive exploration of Alchemy. You couldn’t do better, and we won’t even try.Secondly, then, there’s the question of M.R. James’sown style, and that of his contemporaries, many ofthem pioneers of tales of occult detection. RamseyCampbell has called M.R. James “the most influentialstylist in British supernatural fiction,” and his dry, laconic, urbane stance is hard to imagine in an earlierera, even the 1890s. It’s far closer to the style of Saki’s short stories, Kipling’s tales and poetry, or G.K.Chesterton’s The Man Who Was Thursday, all fromwriters who’d internalized the influence of the Nineties, and moved on beyond both Victorian moral earnestness and equally effusive, breathy Aestheticism.To some extent, that may reflect James’s own struggles with belief in his youth, the son of an Evangelical Anglican minister who became conspicuously lessdoctrinaire. It definitely mirrors the spirit of an age.It certainly reflects cultural and social changes in fullswing as the 20th century began. If we expanded thegame to embrace all the periods James wrote about,we’d lose that unique flavour, as well as producing ahopelessly unwieldy book.Why the Period?Casting the Runes focuses on a very tight historical band, roughly between when M.R. James published Ghost Stories of an Antiquary in 1904, andwhen he published A Warning to the Curious andOther Ghost Stories in 1925. In practice, it’s biasedtowards the earlier part of that period, roughly theEdwardian and immediately post-Edwardian gilded age from Queen Victoria’s death in 1901 to August 1914 - even though James’s own stories embracesettings and protagonists from the Twenties, via theHigh and Early Victorian periods, right back to theGeorgian and even Restoration eras. Why? Thereare two reasons, one narrowly related to the currentRPG market, the other to broader issues of style M.R. James’s Edwardian contemporaries also included the pioneers of occult detection, especiallyand period.Arthur Machen, William Hope Hodgson, AlgernonFirstly, there are already plenty of sourcebooks, sup- Blackwood, E.F. and R.H. Benson, and the authorsplements, and core materials in Trail of Cthulhu and of the Flaxman Low series of adventures. Some wroteCall of Cthulhu, as well as other dedicated RPGs, to self-consciously in the shadow of Sherlock Holmes; allallow GMs to set their campaigns and scenarios in oth- helped make the Edwardian era a heyday in the develer epochs. The Victorian age, even the late Victorian opment of this distinctive sub-genre. The Great Godperiod of early Wells and Conan Doyle, is already well Pan first appeared in 1890, The Experiences of Flaxcovered by Cthulhu by Gaslight and other sources, in- man Low appeared in 1899, contemporary with manycluding legion steampunk games. The later 1920s and of Machen’s other horror tales, John Silence, Physicianthe 1930s have deep, deep coverage courtesy of Call of Extraordinary in 1908, and Carnacki the Ghost-FindCthulhu, and the reams of spinoffs supporting British er in 1913. Even Saki produced a few breathtakinglyand European settings, as well as ToC itself. GMs and brief horror tales that could inspire superb scenarios.players who want to relocate their Jamesian horror to The chronological and thematic parallels with James’sthe realms of Agatha Christie’s Poirot and the earliest own ghost stories are too close to ignore: only a couAlfred Hitchcock movies are warmly recommended ple of James’s protagonists are tagged as investigators,to pick up a copy of Kenneth Hite’s superb Trail of but many of them do investigate, unearth clues, andCthulhu supplement Bookhounds of London, and its follow mysteries to their dark conclusion. This gamesupporting companion Book of the Smoke. Those with is designed to serve up the period details, spectres anda hankering for a (much) earlier period can delve into sorcery, to allow GMs and players to evoke a JamesKenneth’s Tudor necromancy supplement The School ian world of contemplative, often passive inquiry, orCasting the Runes8

Investigatorsn Casting the Runes, player characters arecalled Investigators. M.R. James only referred to two of his fictional protagonistsas investigators - Mr Somerton the antiquary in The Treasure of Abbot Thomas, and Mr Lakein An Episode of Cathedral History. But investigatingis what most of them do, and the term absolutely fitspeople like Thomas Carnacki, Flaxman Low, John Silence, and the other fictional occult investigators ofthat period. It’s up to the player whether his or her Investigator also takes up the occult and ghost huntingas an occupation.Their social class is usually, but not always, dictatedby their occupation and social role. Their Drive is apersonal impulse, character trait or defining flaw thatmotivates them and pushes them through all the twistsand turns of investigations, sometimes literally drivingthem to their doom.IAs a starting player, you get to choose your Occupation and your Drive. Your GM will usually decide howmany Build Points you get to build your set of Abilities - normally a function of the number of players.Unlike some other roleplaying games, there are noAs well as an Occupation, all Investigators will have a characteristic rolls and skill percentages - almost everysocial role or Class, and a Drive that motivates them. aspect of your character is a function of your Abilities,and Health and Stability are especially important. Youalso get to define your Sources ofSomething has been disturbed during restoration work to the choirat Eastminster Cathedral and the Investigators have been called in. Stability, the pillars of your existence that fortify you when facingthe eldritch and arcane. The rest- hair colour, dress style, sportingaffiliations, manner, etc. - is up toyou.Build Points andAbilitiesWhen an Investigator is created,the GM gives their player a setnumber of Build Points, usuallydetermined by the size of the groupof Investigators (i.e. the number ofregular players in the campaign).These are assigned to the Investigative Abilities, the core skills andcapabilities of each character - seethe Gameplay chapter for moredetail. Some of these abilities, theCasting the Runes12

Occupational Abilities characteristic of the Investi- Where x is the total number of Investigative Abilitiesgator’s chosen Occupation, are available at a 2-for-1 the GM includes in the campaign (round up). The baratio.sic Casting the Runes rules give 36 Investigative Abilities, so a party of 5 Investigators would receive 18 InPlayers start with 1 point each in Stability and Health. vestigative built points each, while a party of 3 wouldPlayers start with a Class equal to the lowest limit for receive 22 each.their Occupation, but any further allocation of initialClass is from their Build Points, on a 1-for-1 basis, not The GM leads the group through the list of Investithe 2-for-1 ratio for an Occupational speciality.gative Abilities. Parties of players should aim at broadcoverage, but, through Connections, non-playerAbility Capscharacters can provide certain much-needed InvestiCasting the Runes imposes Ability caps on certain gative Abilities.Abilities for normal human characters. This is to avoidunrealistically tough and rock-steady characters withunshakeable psyches and rhino-like physiques.Players who can only attend every nowand then get the same Investigative buildpoints as everyone else, but are not counted towardthe total when deciding how many points to allocate.As a general capping rule, the second highest ratingin any Ability must be at least half that of the highestrating. Specifically for Stability and Health, the capon these essential General Abilities is 12. Would-bemagicians should also note the effect of Occult on Stability. Class is capped at the top of the range for theparticular Occupation. Any increase will come later inthe course of play.What Good Are Investigative Ratings?Players used to the bumbling half-competence oftheir characters in other investigative game systemsmay be surprised to learn how effective even a singlerating point is.Any rating in an Investigative Ability indicatesa high degree of professional accomplishmentor impressive natural talent. If you have an ability relevant to the task at hand, you automatically succeedin discovering any information or overcoming any obstacles necessary to propel you from the current scenefurther into the story.InvestigativeAbilitiesInvestigative Abilities are central to any GUMSHOE character; they enable you to gatherinformation and drive the plot forward. Thenumber of Build Points each player spends onInvestigative Abilities varies according to the numberof regularly attending players, according to the following formula.You may ask to spend points to gain special benefits.Sometimes the GM will offer you the chance to spendpoints. In other circumstances she may accept yoursuggestions of ways to gain special benefits. Use themwisely; spent points do not return until the next investigation begins.Number of playersInvestigativeBuild Points280% of x360% of x455% of x5 50% of xOnce all of your preferred Investigative Abilities arecovered, you are permitted, if you desire, to reserveany remaining build points to spend as situations ariseduring play.You may assign yourself additional Abilities, or increase your Ratings in the ones you’ve chosen, asseems appropriate to your character and the situations13Casting the Runes

she finds herself in. When you choose to do this, youare not suddenly acquiring Abilities on the spot, butsimply revealing for the first time what the characterhas been able to do all along.If you want, you can save build points from character creation to spend later. If your GM is running anongoing series, you will accumulate additional buildpoints during play.Investigative BenchmarksWhen choosing Investigative Abilities it is better to get a largenumber of Abilities with fairlylow Ratings. Even a 1-point Rating isworth having. You’ll rarely want to spendmore than 3 or 4 points on any one Investigative Ability. You must have an Investigative Ability at a Rating of at least 1 to getuseful information from it.General AbilitiesEach player gets 60 points to spend onGeneral Abilities, regardless of group size.General Abilities use different rulesthan Investigative Abilities. When choosing General Abilities, you’ll want to concentrate your points among a few abilities,giving you comparatively higher Ratingsthan you want in Investigative Abilities.You start the game with 1 point each inHealth and Stability.Although there is no set cap on theother General Abilities beyond Health andStability, the second highest rating mustbe at least half that of the highest rating.Merton College, Oxford. Many Investigators will have academic backgroundsat the universities and learned societiesCasting the Runes14Occupations and SocialRolesI t’s somewhat ironic to have a list of Occupations forthe golden age of the gentleman or gentlewoman ofprivate means. When the Olympic Games were held inLondon in 1908, the British Olympic organising committee made sure that the regulations for the Gamesexplicitly included definitions of of amateur. That indicates how much resistance there still was at the highest levels of Edwardian Britain to the very idea of a

depend on your branch of the Services, but duty andsacrifice are common to them all. You may be on activeduty, on the reserve list, or a retired or invalided veteran. If you had the rank of captain or above, you carryit into civilian life.far more than you would ever admit with them. You cancharm your way into drawing rooms and exclusive soirees, but your hosts may regret it when they find theirvaluables missing and their closest secrets plundered.Occupational Abilities: Athletics, Fieldcraft, Firearms, Intimidation, Scuffling, Weapons.Occupational Abilities: Bargain, Charm, Conceal,Disguise, Filch, Charm, Locksmith, Scuffle, SenseTrouble, Stealth, Streetwise.Army: add Conceal, Driving, Stealth.Class: 2-4Navy: add Astronomy, Navigation, Sailing.Special: You may replenish your purse by spendingCharm Pool Points, to an extent determined by theGM. This reflects cheating at cards, confidence tricksand other nefarious income.Officer: add Bureaucracy, Reassurance, Riding.Royal Army Medical Corps: add First Aid, Medicine,Reassurance.Class: 2-5 (officers), 1-3 (lower ranks)Special: Thanks to your time in the service, you cansteady the nerves of your comrades. You can use 2points from your Reassurance pool to buck up panicking or erratic characters, so long as your own Stability is above 0.Musician“It was that music.Oh, don’t play it anymore! I liked it at first,and then all at once itseemed to terrify me!”- E. and H. Heron, TheStory of Saddler’s CroftServing or retired, you can use any Interpersonal skillto work your way into a military facility of your own You are a distinguishedbranch of service, or Connections to enlist the help of soloist or the concertmaster in a majorformer comrades-in-arms.orchestra such as theHallé or the Queen’sMiscreantHall Orchestra. Or you The Musician: Samuel“She removed her neighbour’s landmark: leastways could be a struggling Coleridge-Taylor,she took in a fair piece of the best pasture in Betton piano teacher in a pro- violinist and composerparish what belonged by rights to two children as vincial town, or a halfhadn’t no one to speak for them, and they say years crazed viola-player in an urban garret. In any case,after she went from bad to worse, and made out false your repertoire may hold charms to soothe the savagepapers to gain thousands of pounds up in London.” - beast - or lay unquiet souls to rest.M.R. James, A Neighbour’s LandmarkOccupational Abilities: Art, Craft, Charm, LanguagYou are the apple that has fallen very far from the tree, es, Library Use, Reassurance.cad or adventuress, the scapegrace child of good family gone bad. You still bear the signs of good breeding, Class: 2-5but you have adopted ways of life and done things thatwould get you disinherited, if it hasn’t happened al- Special: You can play rousing tunes to stir the spirits ofyour friends. You can use 2 points from your Art poolready.to buck up panicking or erratic characters, or add 1 toYou may disdain the common criminal, but you share their Stability test against a threat or a fright, so longas your own Stability is above 0.Casting the Runes26

Naturalist“Across a broad level plain they looked upon ranges ofgreat hills, whose uplands - some green, some furredwith woods - caught the light of a sun, westering butnot yet low. And all the plain was fertile, though theriver which traversed it was nowhere seen. There werecopses, green wheat, hedges and pasture-land: the little compact white moving cloud marked the eveningtrain.” - M.R. James, A View from a HillYou are the scientific world’s equivalent of an Antiquary, a dedicated amateur and magpie intellect. Yourevere and celebrate the wonders of Nature, and studythem enthusiastically, if unsystematically. You arefound in the Great Outdoors, identifying and collecting every kind of plant, animal and insect.Class: 2-4Special: You can use Medicine, Connections or Reassurance to access the private areas of hospitals orobtain drugs from pharmacists. You can also usethese to secure lore and gossip from locals (Granny Macdonald in the Gorbals, grateful for your doseof laudanum, tells you an old tradition of her clan ).When you use First Aid, each point spent heals 3Health points, rather than 2. (You gain 2 Health pointsrather than 1 for each First Aid point you spend to healyourself.) You can stabilize the condition of a seriouslywounded victim by spending only 1 First Aid point,rather than 2.OccultistOccupational Abilities: Athletics, Biology, Fieldcraft,First Aid, Folklore, Geology, Library Use, Photogra- “Although FlaxmanLow has devoted hisphy, Shadowing, Stealth.life to the study of psyClass: 2-5chical phenomena, hehas always been mostSpecial: Once per adventure, if you are in open coun- earnest in warning pertry, you can find some plant or mineral that will help sons who feel inclinedfurther the current adventure, such as wolfsbane to to dabble in spiritualward off that werewolf, or natural rock salt for a Circle ism, without any seriof Protection.ous motive for doingso, of the mischief anddanger accruing to theNurse“The doctor intimated to the nurses that the patient rash experimenter. Ex- The Occultist: playboywas not out of the wood yet” - M.R. James, Mr. tremely few persons sorceror, cult-leader,are sufficiently mas- Satanist, the scandals asHumphreys and His Inheritanceters of themselves to sociated with the name ofAleister Crowley are tooYou are a Florence Nightingale or a medical orderly, permit of their calling numerous to count. Manydispenser of comfort and relief. As the District Nurse in the vast unknown of the rumours are spreadin a rural community or an urban slum, you may the forces outside ordinary by Crowley himselfonly form of healthcare that the poor locals have ac- humanknowledgecess to, and a ready source of local lore and gossip. You for mere purposes ofare liable to be far closer to the social level of your pa- amusement.” - E. and H. Heron, The Story of Sadtients than the distant, aloof doctor, and more toler- dler’s Croftant of folk remedies and old ways than his scientificYou are a wary walker on the boundaries of the Unmindset.seen, probably not a full believer, but definitely exOccupational Abilities: Assess Honesty, Bookkeep- posed to the supernatural. You may be a Theosophisting, First Aid, Folklore, Medicine, Pharmacy, Reas- or a member of the Hermetic Order of the Goldensurance.Dawn, or a reluctant medium called by the spirits to27Casting the Runes

Abilitiesbilities define the characters in terms ofwhat they can do, but are more than justskills - Health or Stability above all. Ability descriptions consist of a brief generaldescription, followed by examples of their use in aninvestigation. Creative players should be able to propose additional uses as unexpected situations confronttheir characters. Certain specific actions may overlapbetween several Abilities. For example, a poison maybe detectable with Forensics, Medicine or Pharmacy.gative Ability pool point spends to obtain in-gamebenefits. Without infringing on the basic principlethat Investigative Abilities always secure core cluesand information for free, Casting the Runes providesexamples of recommended benefits for in-adventureInvestigative Ability Pool Point spends. These are notbinding, and GMs should feel free to expand on themor develop their own - or scale back the whole principle if they find it too cumbersome. One pointer: Investigative Abilities are free for information-gathering and analysis, but active use of them is more suitedGMs should still feel free to modify or to create their to point spends.own Abilities, though, as well as to tweak and expandon the various example benefits and bonuses. Game One type of benefit common to all Investigative Abilbalance and the number of Investigative Abilities and ities is that a spend from the Ability can yield dedicatGeneral Abilities versus build points and pool points ed Pool Points to boost General Abilities in a particuare the main elements to keep in mind.lar situation or scene. For instance, a spend of 1 pointin Architecture prior to a confrontation in a churchMany of these Abilities are taken directly from the yields 3-4 Pool Points per Investigator to boost FireGUMSHOE System Reference Document. As per the arms or Stealth, because the party’s Architectureterms of that document, though, Ability descriptionsand example bullet points have been rewritten to addmore of the right Edwardian period flavour, and some Anthropology (Academic)You are an expert in the study of human cultures, fromhave been renamed accordingly.the Stone Age to the Steam Age. You can:AInvestigative AbilitiesIdentify artifacts and rituals of living culturesThe GUMSHOE system, as it has evolved, hasprogressively increased the importance of Investi-Archaeology (Academic)Investigative Abilities are the bread and butter ofDescribe the customs of a foreign group or local subGUMSHOE characters, and enjoy special rules forculturetheir allocation and use.Extrapolate the practices of an unknown culture fromInvestigative abilities are divided into the followingsimilar examplessub-groups: Academic, Interpersonal, and Technical. The purpose of the sub-groups, aside from Example Benefit: Draw analogies from commonrealism, is to allow players to quickly find the best social rituals to enlist, or intimidate, a group; aability for the task during play, by scanning the most 2-point spend transforms the local villagers from warylikely portion of the overall list.sceptics to enthusiastic followers.Casting the Runes34

You excavate and study the structures and artifacts ofhistorical cultures and civilizations. You can: Tell how long something has been buried Identify artifacts by culture and usage Distinguish real artifacts from fakes Navigate inside ruins and catacombs Describe the customs of ancient or historical culturesSpot hidden underground featuresExample Benefit: spot exit, trick, trap, etc. in anarchaeological context; a 1-point spend reveals a sidealcove in a half-excav

covered by Cthulhu by Gaslight and other sources, in-cluding legion steampunk games. The later 1920s and the 1930s have deep, deep coverage courtesy of Call of Cthulhu, and the reams of spinoffs supporting British and European settings, as well as ToC itself. GMs and players who want to relocate their Jamesian horror to

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