Achtung! Cthulhu 2d20 Quickstart

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Credits

ACHTUNG! CTHULHU CREATED BY CHRIS BIRCH

Lead Designers Interior Artwork Artists Head of Creative Services


Nathan Dowdell, John Houlihan Gio Baroni, Chaim Garcia, Jon Webb
Boris Martsev, Dim Martin
Writers Video Content Producer
Brad Bell, John Houlihan Proofreaders Steve Daldry
Federico Sohns, Virginia Page,
Editors John Houlihan, Shaun Hocking Sales Manager
John Houlihan, Sam Webb, Federico Rhys Knight
Sohns Achtung! Cthulhu Line
Development Customer Service
Graphic Designers John Houlihan, Gavin Dady, Lloyd Gyan
Matthew Comben, Richard L. Gale, Federico Sohns, Sam Webb
Michal E. Cross Office Manager
Chief Creative Officer Shaun Hocking
Layout Chris Birch 
Richard L. Gale, Michal E. Cross Data Analyst
Chief Operations Officer Benn Grayeaton
Art Directors Rita Birch
Katya Thomas, Federico Sohns, Bookkeeper
John Houlihan, Jon Webb, Chris Birch Managing Director Valya Mkrtchyan
Cameron Dicks
Cover Artists Playtesters
Boris Martsev Head of Product Massive thanks to the Achtung!
Sam Webb Cthulhu Kickstarter backers from
2013, the playtesters for the new 2d20
edition and everyone who’s been part
of the Modiphius family

LEGAL
Achtung! Cthulhu ® Modiphius Entertainment 2020.
Artwork © Modiphius Entertainment Ltd 2020.
The Achtung! Cthulhu, Nachtwölfe, Black Sun,
Section M, Majestic & Modiphius Logos
© 2012-2020 Modiphius Entertainment Ltd.

The 2d20 system and Modiphius Logos are copyright


Modiphius Entertainment Ltd. Modiphius Entertainment Ltd. 2020. All 2d20 system
2nd Floor, 39 Harwood Rd, text is copyright Modiphius Entertainment Ltd. Any
London SW6 4QP, United Kingdom unauthorised use of copyrighted material is illegal.
[email protected] Any trademarked names are used in a fictional manner;
www.modiphius.com no infringement is intended. This is a work of fiction.
Any similarity with actual people and events, past or
present, is purely coincidental and unintentional
Modiphius Entertainment Product Number:
except for those people and events described in an
MUH051745-PDF
historical context.  All Rights Reserved.
Contents

Achtung! Cthulhu
Quickstart

What is Achtung! Cthulhu?....................... 4


Secret Forces of the Secret War ............. 6
Quickstart Rules ............................................... 8
Into the Secret War ........................................8
Characters ........................................................9
Tests ...................................................................10
Momentum .......................................................12
Action and Conflict ........................................14
Magic .................................................................18
Mission: A Quick Trip to France .................20
Black Sun Forces ............................................33
Mythos Creatures ............................................35
Pregenerated Characters ............................. 36
Tests: Quick Reference ..................................44
What is
Introduction  What is Achtung! Cthulhu?

Achtung! Cthulhu?
Growing up as a British kid on a diet of Weird War and
Sgt. Rock comics fuelled a thousand ‘weird’ battles
with my Airfix soldiers and tanks. It wasn’t until I read
H.P. Lovecraft’s At The Mountains of Madness that things
clicked. What if the Nazis reached the ancient city in
Antartica first, what if there was a ‘secret war’ taking
place, behind the scenes, to ensure the Nazis didn’t
awaken a greater evil? This went beyond the usual staple
of mere vampires, zombies and werewolves in World War
Two, it was a much deeper storyline.

Achtung! Cthulhu was born in 2012 as the first fledgling


ideas came to life in our first releases, Three Kings and
Heroes of the Sea by Sarah Newton, as Section D agents
learned of a new menace growing behind enemy lines. We
followed that up with the Achtung! Cthulhu Kickstarter in
early 2013, which was only supposed to launch a couple of
books, but thanks to over 1700 amazing backers, 11 books,
a load of miniatures, merchandise, and more were funded.
The books were developed with rules for both Savage
Worlds and Call of Cthulhu 6th edition to reach as wide an
audience as possible and went on to win many awards.

4
Introduction  What is Achtung! Cthulhu?
Achtung! Cthulhu drops you into an epic age old secret every battle, you’ll need to dig deep into forbidden tomes,
war, which started with the conflict between the old ancient spells, esoteric knowledge, forge uneasy alliances
gods that saw the fall of Hyperborea, Atlantis, the Roman and mix that with a healthy dose of experimental weapons,
Empire, Napoleonic Wars, World War Two, and will be or “funnies” as us Brits like to call them!
fought through many aeons to come.
Our very own Achtung! Cthulhu characters walk a fine
The age old terror represented by the Cthulhu Mythos line between light and dark. Natalya the Belarussian tank
promises destruction and chaos on such an epic scale that commander possessed by the raw fury of the deep forests
our heroes can only delay the end by a few more years. and Arianne the French resistance agent bound to an
Achtung! Cthulhu promises a tiny sliver of hope. The ancient demon, are just two examples. What sacrifices will
real heroes of World War II, normal people who became you make to defeat the Cthulhu Mythos in this world?
resistance fighters or soldiers, feared that the Nazi war
machine was just as undefeatable as we imagine Cthulhu, Now this new edition of Achtung! Cthulhu, built using
yet they still fought on. They fought often without hope our own cinematic 2d20 game system dials up the ‘weird’
for themselves, but that someone else might get the chance to expand on the original game with more secret bases,
to end the war. This hope was well founded: the vast more ancient mysteries, more terrifying creatures, fantastic
machinery of the Third Reich was finally defeated though technology, and some exciting hints of what’s to come. It is
by terrible sacrifices by the allied nations. a secret war that isn’t just limited to the 20th Century, but
spans millenia. We’ve got your six, so get ready because the
Secret War has begun!
I HOPE YOU ARE INSPIRED
TO LEARN ABOUT THE REAL Until next time, Keep calm and carry on, soldier!
PEOPLE THAT INSPIRE THESE
TALES OF HEROISM.

Achtung! Cthulhu throws you in to this epic struggle ready


to go guns blazing against the forces of the Cthulhu Mythos
as they jostle for control of Earth. However, guns won’t win
— Chris Birch, Section M HQ.

5
Secret Forces of the
Introduction  Secret Forces of the Secret War

Secret War
Section M
“We’ve not got much time. Or much hope. But, we do have success is due to a combination of those great British
a stiff-upper lip. So that’ll just have to do.” virtues — indomitability and luck — while leaning on
the cosmopolitan diversity of its former Empire to fill in
— Viscount Alexander ‘Alec’ Towton Head of Section M
any gaps. By war’s end it has matured into a formidable
fighting force.
Section M’s mission is to oppose and foil Black Sun and
Nachtwölfe’s worst machinations and serve as Britain’s
The strength of Section M lies in its unorthodoxy, its
front line occult force in the Secret War. It’s always
faintly amateur ethos and its adaptability, reacting
playing catch up, as it was not officially brought into
directly to situations without the burden of endless
being until 1939, but ‘better late than never’, say
bureaucracy. Its chief, Sir Alec Towton is a brave and
Section M’s operatives, that’s just the nature of war.
indefatigable leader, adept at spotting an array of talent
and harnessing it for Section M’s exacting needs. Its
Despite its initial over reliance on a forgotten archive
most notable operatives include Corporal Akhee “the
of Victoriana and a talent for improvisation and making
Eye” Singh, Captain “Badger” Harris, Natalya Petrova,
do — Section M survives and eventually thrives. Its
and “Mad” Jack McMasters.

Majestic
“The Nazis are meddling with forces they shouldn’t and that firepower and technology, mixed with raw courage and
means we have to get our hands dirty too. The only way to tenacity, to create a flexible fighting force which serves
survive is to fight fire with fire.” across many fronts with distinction.

— Sally Armitage, Commander of Majestic


Majestic’s foremost goal is to defend American interests
and it often finds itself as the tip of the spear, going
Majestic, the United States’ special occult force in the
toe-to-toe with Axis and Mythos foes and strong-arming
Secret War, shares Section M’s mandate of opposing
them into submission, albeit at a high cost in lives and
Black Sun and Nachtwölfe and their Mythos allies.
material. Majestic runs a huge variety of missions and
Although certain agents actively assist their British
operations, ranging from small team reconnaissance
counterparts prior to the United States’ entry into the
teams to battalion-sized airborne combat drops. Given
war, it is not until late 1942 that “the Office of Mumbo-
the loose and distributed nature of Majestic’s network,
Jumbo”, as J Edgar Hoover disparagingly terms it,
agents in the field often find themselves improvising
comes into its own. Although late to the party, Majestic
to address the unexpected and its heroes include the
is well funded and resourced and uses American
formidable Professor Richard Deadman and Sergeant
ingenuity to fuse together a powerful combination of
Brandon Carter.

KNOWLEDGE, POWER, AND MADNESS ABOUND HERE,


WHERE THE HYPERBOREANS IMPRISONED AN ASPECT
OF THE OUTER GOD YOG-SOTHOTH.

6
Black Sun

Introduction  Secret Forces of the Secret War


“Yog-Sothoth is the gate, the key and the guardian. When of consciousness. There, on the fabled Plateau of Leng
the black sun is released and its solar rays wash over the under the inky, sombre gaze of its dark star, lies the
Earth, then all men will know his dominion, and despair.” valley of the black sun. Knowledge, power, and madness
abound here, where the Hyperboreans imprisoned an
— Exarch Reinhardt Weissler
aspect of the Outer God Yog-Sothoth in an unnatural
solar orb aeons ago.
Through Hyperborean magic and dark pacts with the
ancient gods of the Mythos, the Nazi Order of the
Based at the sinister forbidden fortress at Wewelsburg
Black Sun practices foul sorcery and summons evil
castle and driven by its ruthless leader, Reinhardt
creatures from other dimensions to rule the battlefields
Weissler and his four Priors, the Order of the Black Sun
of men. Even though their warrior-sorcerers, trooper
works inexorably toward its primary goal, acquiring
foot soldiers and captive horrors become a terror to
the magic and artefacts necessary to free Yog-Sothoth
the allies, Black Sun’s practical work for Hitler’s brutal
from its solar prison in the Dreamlands, and unleash it
regime is not its true aim.
upon this dimension. There it will shine its unholy light
on Earth and rain destruction and terror on mankind
In the strange, alien place between wakefulness and
forever more.
sleep, one finds the Dreamlands, a realm beyond the veil

Nachtwölfe
“Science, technology, an indomitable will to power, and the Nachtwölfe specialists stalk the battlefield and are
Blauer Kristall, these are the tools we will use to prevail instantly recognisable by the eerie blue glow of their
against all our enemies, both foreign and domestic.” advanced weaponry and technology, fabricated by the
scientific staff who pursue Mina Wolff’s vision of an
— Mina Wolff, head of Nachtwölfe.
advanced Germany. Nonetheless, their methods are still
without conscience and ethical or moral considerations
Nachtwölfe, the Night Wolves, were originally part of Black
and Nachtwölfe creates many horrors of its own. The
Sun, until Mina Wolf’s great betrayal when she split from
Cerberus-Gruppe actively encourage their staff to push
Exarch Reinhardt Weissler, splintering off to form her own
the limits of science using highly questionable methods.
occult organisation with the tacit backing of the Fuhrer.
“The ends justify the means” is their warped thinking in
Nachtwölfe’s primary focuses are science, technology,
creating this new order for the Third Reich. Senior staff
progress, biological enhancements and wonder weapons
include Gerd Schmidt, commander of the Nachtwölfe
(wunderwaffen) powered by Blauer Kristall (Blue Crystal) to
elite Wolf Guards and Krafft Heimburg, head of the
help win the war for Nazi Germany. They scour the world
scientific division.
for rare Atlantean technology, looking to learn its secrets
while harvesting the rare Blauer Kristall which powers it.

7
Achtung! Cthulhu 2b20
Chapter 1  Quickstart Rules

Quickstart Rules
Into the Secret War
Amidst the battles of World War II, brave Allied heroes hope, the brave men and women of Britain’s Section M
fight a Secret War against the Nazi forces of the occult, and the US’s Majestic, whose task is to take the fight to
the fearsome Black Sun who favour magic and monsters, these foes and foil the Nazi occult threat.
and their fierce rivals Nachtwölfe—the Night Wolves—
who use ancient technology and forgotten secrets to
make terrifying wonder weapons. Challenge Dice Result
D6 RESULT CHALLENGE DICE RESULT
With their terrible Mythos allies, these factions are on
the verge of tipping the course of the war in favour of 1 1
their Nazi masters. Yet opposing them are the Allies’ last
2 2

3 0

Before You Start 4 0

5 1, plus Effect
Before you begin to read though this quickstart guide
6 1, plus Effect
and play Achtung! Cthulhu it’s a good idea to check
you have the following materials:


?
Twenty-sided dice – also known as d20s. These
are used for resolving skill tests. You will usually
roll two twenty-sided dice, or 2d20, but as many WHAT IS 2D20?
as 5d20 can be rolled at once.
The 2d20 system is designed to create

?
Challenge Dice are special six-sided dice dramatic and narrative action from the
and are primarily used for inflicting stress roll of 2d20. Players aim to roll under
and determining how much protection your a target number on each of the dice, and
character receives from cover. Challenge Dice score successes to achieve the amount (the
are denoted in the text by the symbol. Each “difficulty”) of the task. Extra successes
die has four possible results—a score of 1, a over the difficulty create “Momentum”. This
score of 2, two scores of 0 and two faces with Momentum can be used to create cinematic
the Effect symbol. action or gain advantageous effects, but
other players can also use it gain additional

?
Six-sided dice otherwise referred to as d6 can
also be used instead of Challenge Dice, if so you’ll d20s for their own rolls.
need at least six between all the players. You can
consult the Challenge Dice Results table for the Players also have the option to give the
equivalent Challenge Dice result. gamemaster something called “Threat” points,
to purchase additional d20s for their rolls,

?
Tokens to keep track of Momentum and Threat but this comes at a risk. Threat represents
(covered later). You will need six tokens for everything that can go wrong in an adventure
Momentum and a dozen for Threat; it helps if they and is a gamemaster resource to make the
are two different colours. character’s lives interesting if they push
their luck!

?
Paper, pens, and pencils to make notes and
draw maps.

8
Characters

Chapter 1  Quickstart Rules


Each character in Achtung! Cthulhu is defined by six
attributes, which embody the character’s physical and
mental abilities, and skills that define their expertise in
certain fields.

ATTRIBUTES
Agility. A mixture of speed and balance, which is
responsible for your character’s movement and motion.

Brawn. Your character’s physical endurance, health and


physical conditioning.

Coordination. Your character’s fine motor skills,


accuracy, and sense of time and rhythm.

Insight. Your character’s perception, instincts, and their


ability to comprehend the world around them.

Reason. Your character’s ability to apply logic, intellect,


and learned facts to a situation.

Will. Your character’s sense of self, their mental strength,


and their sense of self-discipline.

SKILLS
Academia. Your character’s ability to study new information,
and when trying to recall facts about a subject.

Athletics. Your character’s physical conditioning, and


their ability to exert force and move their body in a
variety of ways.

Engineering. Your character’s technical and mechanical


expertise as well as their ability to operate complex or
untested equipment.

Fighting. Your character’s ability to use violence and to


defend against it.

Medicine. Your character’s ability to alleviate pain,


illness, and suffering. It is used to treat both physical
and mental injuries.

Observation. Your character’s awareness and ability to


discern information from their surroundings.
Tactics. Your character’s ability to perceive the overall
Persuasion. Your character’s ability to influence others, situation and devise a plan appropriate to it, including
through speech, body language, and other methods, military strategy and tactics, team dynamics and
and allows a character to spot when others are leadership in some contexts.
attempting to do the same.
Vehicles. Your character’s ability to operate, care, and
Resilience. Your character’s ability to resist, ignore, maintain vehicles of all kinds.
endure, and recover from a variety of challenges: from
physical injury, to mental distress, magical effects, and
similar phenomena.
FOCUSES
Focuses allow a character to demonstrate greater
Stealth. Your character’s ability to avoid notice and pass
specialisation within a skill, and the kind of advanced
undetected and unhindered through hostile territory.
training that comes from deeper study and practical
Survival. Your character’s ability to survive in experience. Focuses increase the chances of the character
inhospitable conditions and environments. critically succeeding on a skill test if a focus is applicable
to the activity the character is trying to achieve.

9
Tests
Chapter 1  Quickstart Rules

Whenever a character attempts to complete an activity b. Each die that rolls a natural 1 scores two successes.
where the outcome is in doubt, or where failure would be
c. Each die that rolls a 20 causes a complication (see
interesting, the character attempts a test.
Complications, p.11)

ATTEMPTING A TEST 5. If the number of successes scored equals or exceeds


the difficulty of the test, then you pass the test. If
A test involves a single attribute and skill, a focus if one is
the number of successes is less than the difficulty of
applicable and is made by rolling two or more d20s.
the test, then the test fails. Any successes in excess
of the difficulty of the test generate Momentum (see
1. The gamemaster chooses which attribute and
Momentum, p.12)
skill are appropriate for the test being attempted,
sometimes in conjunction or after a negotiation 6. The gamemaster describes the outcome of the test.
with a player. They also consider if the character has If the test is passed, the player may spend Momentum
any applicable focuses. Add together the attribute and to improve the result further. After this, the effects of
skill chosen, this is the target number for the test. any complications are applied.

2. The gamemaster then sets a difficulty for the test.


This is normally between 0 and 5; with 0 representing
OPPOSED TESTS
an easy task and 5 the most difficult, most common At times, a character may find themselves trying to beat
tests have a difficulty of 1. The difficulty is the number an opponent. These situations call for an opposed test.
of successes the player must roll on their d20s to Here an active character attempts to perform an action,
successfully pass the test. while the reactive character is trying to resist them. Both
characters usually attempt a skill test with a base difficulty
3. The player rolls their dice pool. The player takes
of 1. The outcome of the opposed test depends on each
two d20s, and may choose to purchase up to three
character’s results.
additional d20s by spending Momentum, adding to
Threat or using Fortune (see Improving the Odds, p.11).
Active Character Succeeds, Reactive Character

?
Once additional dice have been purchased—if any—the
Fails: The active character achieves their goal, and
player rolls their dice pool.
their test is successful.
4. Each die that rolls equal to or less than the target
Active Character Fails, Reactive Character

?
number scores a single success.
Succeeds: The active character fails to achieve their
a. If there is an applicable focus, then each die that goal, and the reactive character’s test is resolved. Some
rolls equal to or less than the skill rating being used opposed tests have a specific additional outcome for
scores two successes. the reactive character’s test.

Both Characters Fail: The active character fails to



?
achieve their goal, but the reactive character gains no
Difficulty Zero Tests additional benefit.

Some tests may be reduced to difficulty 0. Both Characters Succeed: Compare the total

?
Difficulty 0 tests do not require a dice roll: they Momentum generated on each character’s skill test.
are automatically successful with no risk of The character with the higher Momentum wins,
complications. However, because no roll is made, and achieves their goal, but loses one Momentum
they cannot generate Momentum—even bonus for each Momentum their opponent scored. The
Momentum from talents, even for particularly loser then loses all the Momentum they generated,
advantageous situations—and the character cannot and they cannot spend any. In the case of a tie, the
spend any Momentum on the test’s outcome either. active character wins, but loses all the Momentum
they generated.
At the gamemaster’s discretion, a character can roll the
dice on a test with a difficulty of 0 and can generate
Momentum as normal (because zero successes are
TRUTHS
required, every success generates Momentum), but A truth is a single word or short phrase, which describes
this comes with the normal risk of complications as a significant fact or aspect about its subject. Truths define
well. This sort of difficulty 0 test can be useful if it’s what is and what isn’t possible, and whether skill tests
important how successful a character is, but there’s no are easier or harder to attempt. If a truth stops being
real chance of failure. important, or ceases to be true, it is no longer a truth.

10
Chapter 1  Quickstart Rules
In rules terms, if the truth applies, it does one of the
following:
TEST DIFFICULTY
Unless otherwise noted, most tests have a base difficulty
The truth makes an action easier, reducing the

? of 1. Routine or straightforward tests might have a
difficulty of the skill test by 1. base difficulty of 0, while harder more challenging tests
will have higher difficulties. After this the gamemaster
The truth makes something more difficult, increasing

? considers if there are any additional factors in the current
the difficulty of the skill test by 1.
scene, or affecting the characters involved, that would
The truth makes an action possible, or impossible.

? affect the base difficulty of the test.

If a truth should have a particularly intense effect the



?
gamemaster can add a number after the name of the
truth, increasing the modifier of the difficulty. For
Example Difficulties
example, Smoke could be made more intense by calling DIFFICULTY EXAMPLE
it Smoke 2, making the difficulty to shoot through the
0 Researching a widely known subject
smoke increase by 2, rather than 1.
1 Overcoming a simple lock
COMPLICATIONS 2 Driving across challenging terrain
Sometimes unforeseen problems crop up or there are Does your disguise pass muster
3
inescapable consequences for acting, these come in the under intense scrutiny?
form of complications; a truth that has a uniquely negative
impact on the characters they affect. Complications make Deciphering an unknown
4
skill tests harder or impossible after they are introduced. alien language

Retaining your sanity as you stare


Complications can occur in one of a few ways: 5
into the face of an elder god!

Rolling a 20: When attempting a skill test, each d20



?
that rolls 20 causes a complication, which comes into
effect once the test has been resolved.
IMPROVING THE ODDS
Achtung! Cthulhu provides several ways for players to
Gamemaster Introduction: The GM can introduce

? improve their chances of success by buying additional
complications by spending Threat.
d20s to roll on a test:

SUCCESS AT A COST Assistance: One or more characters can assist with



?
the test. Each character attempting to assist rolls
Some skill tests can’t really be failed outright; rather,
1d20, using a target number of their own attribute
it’s uncertain whether the test can be completed without
+ skill combination. Any successes they score are
problems. In this situation, the gamemaster may allow
added to the test’s successes, providing the main
you to succeed at a cost. With this option, a failed roll
character attempting the test scores 1 success. Assisting
still means you pass the skill test, but you also suffer one
characters never roll more than 1d20.
automatic complication in addition to any that occur
because of the dice rolled. Momentum: Momentum can be spent to buy up to 3

?
additional dice.
Although the failed test has produced a successful
Threat: Players may add to Threat to buy up to 3

?
outcome, you cannot spend Momentum to improve the
additional dice.
outcome of a skill test. Momentum can only be spent on
the test if it was successful due to the dice roll. Fortune: Spending a single point of Fortune allows

?
a player to take one of their d20s, and change it so
that it shows a 1 instead of rolling it, giving them two
ous
hide
successes automatically before rolling.
ic,
k mag
Dar m bey
ond Talents: Some talents can grant bonus d20s in specific

?
f r o
ures lot,
circumstances but this will depend on context and they
creat A v e ry rum
rl d ? still count towards the number of bonus d20s that can
this wo fellows
! be purchased.
s e B l a ck Sun
tho
rris
For the gamemaster, buying bonus d20s for non-player
B a d g er” Ha characters has fewer options. The gamemaster may spend
ic “
ain Er
- Capt
points of Threat to add dice to a non-player character’s
test. Non-player characters do not have Fortune.

11
Momentum
Chapter 1  Quickstart Rules

Each success above and beyond the difficulty of a test The GM typically begins each adventure with 2 Threat
becomes one point of Momentum, which the character for each player present at the start of the session. They
may use immediately, or save for later. Momentum is a gain Threat in the following ways:
valuable pooled resource that allows characters to improve
upon their successes or gain additional benefits. Threatening Circumstances: The environment or

?
circumstances of a new scene may be perilous enough
The Momentum pool cannot contain more than 6 to warrant adding one or two Threat to the pool auto-
Momentum at any time. matically. Some important NPCs may generate Threat
simply by arriving in a scene, in response to changes
Bonus Momentum in the situation, or by taking certain actions. This also
Some situations, items, and talents grant a character bonus includes activities that escalate the tension
Momentum. This is added to the amount of Momentum of the scene, such as NPCs raising an alarm.
you generate from a successful skill test. Sometimes it is
Non-Player Character Momentum: NPCs with

?
specified that bonus Momentum can only be used in a
unspent Momentum from their skill tests cannot save
specific way, such as buying dice, or obtaining information.
it like player characters can: NPCs don’t have a group
Momentum pool. Instead, an NPC may add to Threat,
Bonus Momentum cannot be saved to a Momentum pool:
adding one Threat for every Momentum they have
if it is not used when it is generated, it is lost forever.
remaining.

Complications: When a player character suffers one or



?
Example Uses for Momentum more complications on a skill test, they can choose to
avoid them by adding 2 Threat to the Threat pool.
The most common ways to use Momentum are
Momentum Spends: Momentum spends can be paid

?
listed below.
for by the players by adding Threat to the pool instead
of spending Momentum.

?
Buy d20s: The character gains bonus d20s on
their next skill test. The first die purchased costs 1 The gamemaster can spend Threat in a number of ways,
Momentum, the second 2, and the third 3. here are some common examples:


?
Create Truth: For 2 points of Momentum, create
Non-Player Character Momentum: NPCs can spend
a truth for a character or the target of an action.

?
Threat in all the ways that player characters use

?
Obtain Information: For each Momentum spent Momentum.
the character’s player asks the gamemaster a
Non-Player Character Threat Spends: When a player

?
single question about the situation, environment,
character’s action would normally add points to Threat,
or the characters present, which is not immediately
an NPC performing that same action, or making that
obvious depending on the skill test attempted. The
same choice, must spend an equivalent number of
GM must answer truthfully, but can be as detailed
points of Threat.
or vague as they wish. This spend can be repeated.
Non-Player Character Complications: If an NPC

?

?
Reduce Time: You can spend Momentum to
suffers a complication, the gamemaster may buy off
reduce the time it took to complete your test. The
that complication by spending two Threat.
reduction in time is down to the gamemaster, and
you can vary the amount of Momentum you spend Truth: The gamemaster may change or create a truth

?
depending on how quickly you want to complete by spending two Threat. This must come naturally from
the test. some part of the current situation.

Reinforcements: The gamemaster may summon



?
additional NPCs during a scene. Minor NPCs cost one

THREAT Threat each, while Notable NPCs cost two and Major
NPCs three.
As player characters generate and spend Momentum,
Environmental Effects and Narrative Changes:

?
the gamemaster generates their own currency, called
The gamemaster may trigger or cause problems with
Threat. The GM spends Threat to alter scenes, empower
the scene or environment by spending Threat.
non-player characters, and generally make things more
challenging, perilous, or unpredictable for the player
characters. Players can also add to the Threat pool instead
of spending Momentum.

12
Chapter 1  Quickstart Rules
NTER OF THIS KIND...
THEY WERE NOT PREPARED FOR A CLOSE ENCOU

FORTUNE Challenge Dice). This option may be selected after the


dice have been rolled.
Fortune can be used to pull off extraordinary actions,
perform exciting stunts, make one-in-a-million shots or Additional Major Action: In conflict you immediately

?
provide an edge during life-or-death situations. take an additional major action this turn, as soon as
the first one has been resolved. Outside of a conflict,
Each player character begins each adventure with you can perform another skill test or other significant
three Fortune points, and they may not have more action immediately, before anyone else has an opportu-
than five Fortune points at any time. Any excess nity to respond.
points are immediately discarded. Each player may
Avoid Defeat: The character may spend a Fortune

?
only spend one Fortune point per scene.
point when they are defeated to return from defeat,
either immediately, or at some point later in that scene.
Here are some common ways players can benefit when
spending Fortune: Make It Happen: The player introduces a new

?
fact or detail about the current scene, which takes
Critical Success: A Fortune point may be spent

? the form of a truth. It must relate to the character
before a skill test to set a single d20 so that it auto- creating it, though it may represent something
matically rolls a 1 (generating two successes auto- happening in a flashback, or it may be assumed to
matically). This option must be selected before any have always been true but only now becomes rele-
dice are rolled on that skill test, and you must roll the vant. This must be used before rolling the dice on a
remaining dice in the pool. skill test, and it can only affect the skill test it has
been created for.
Reroll: A Fortune point may be spent to reroll any

?
number of dice in the character’s dice pool (d20s or

13
Action and Conflict
Chapter 1  Quickstart Rules

Embracing its heroic, pulp-flavoured nature, action scenes Close range is defined as the zone you are in, or a

?
in Achtung! Cthulhu are fast-paced and enthralling, distance of 0 zones.
requiring quick decision-making and decisive action on
Medium range is defined as an adjacent zone, or a

?
the part of its players.
distance of 1 zone.

ZONES AND DISTANCES Long range is defined as two zones away, or a distance

?
of 2 zones.
To visualize your place in an action scene, it’s important
Extreme range is any zone beyond long range, or a

?
to keep track of which zone your character is in. Zones
distance of 3 or more zones.
are defined by the terrain around them and tracking a
character can simple be a matter of description—an enemy
might be ‘behind the control panel’ or ‘in the corridor’. ROUNDS AND TURNS
This has the advantage of relying on natural language and
An action scene is a sequence divided into rounds and
intuitive concepts.
turns. During a round, each character takes a single turn.

The gamemaster may also use a map or sketch to mark


The gamemaster chooses a single character to start the
out the zones of a location, using markers to show your
action scene. This is usually a player character unless
position in the scene.
there is a good reason for an NPC to start first.

In combat, movement and ranges are measured in four


Order of play goes back and forth between PCs and
categories, and one state:
the NPCs until everyone has had a turn. Once all
characters on both sides have taken a turn, one point
The state of reach is when an object or character is

? of Momentum is lost from the PCs’ group Momentum
within arm’s length or melee weapon range. Reach
pool. The action passes to a character on whichever side
isn’t a specific range, but rather is a state that you can
did not take the last turn, and the whole process begins
enter when you move. When you move into or within
again for the next round.
a zone, you can move into or out of reach of an object
or character. Being within reach of an enemy increases
the difficulty of any skill test that isn’t a melee or ACTIONS IN COMBAT
mental attack by 2.
Each turn, a character can attempt a single major action,
and a single minor action.

Commanding Non-player Minor Actions


Characters You can take one minor action on your turn. You can
spend 1 Momentum to take one additional minor action
Sometimes the players will be given control of (once per turn), and each minor action can only be taken
an allied non-player character. An NPC under the once per turn.
command of a player character does not receive a
turn in a conflict; instead their actions are resolved Aim: You can reroll 1d20 when you make an attack

?
as part of the actions of the PCs commanding them. this turn.

Draw Item: You pick up an item within reach, or draw



?

?
Minor Actions: A commanded NPC will
an item you are carrying. If the item doesn’t require a
perform minor actions as needed to keep up
skill test to use, you can use it immediately for free.
with the PCs and to follow their orders. They
do not spend Momentum to perform an extra Movement: You move to any point within medium

?
minor action. range, and can stand, or drop prone, as part of this
movement. You can’t take this minor action if you have

?
Major Actions: Commanded NPCs cannot
taken the Rush action (see Major Actions) or if you are
make skill tests as a major action, unless a
within reach of an enemy.
player character uses the Command major
action, or if the NPC performs the Assist major Prepare: You take a second to set up a major action.

?
action. A number of commanded NPCs may Some major actions, such as spellcasting, require this
perform a major action equal to the character’s minor action before they can be taken.
Tactics skill.

14
Chapter 1  Quickstart Rules
Conflict Momentum Spends
In addition to the previously mentioned Momentum spends the following are available in combat:

OPTION COST EFFECT


Increase the stress inflicted by a successful attack. Each Momentum spent
Bonus Challenge Dice 1
adds +1 to the Challenge Dice pool, before the rest are rolled.
The character gains +1 morale (to a maximum of 4 ) until the start of their
Confidence 1
next turn.
If within reach, one weapon held by the target is knocked away and falls to
Disarm 2 or 3 the ground. This costs 2 Momentum if the target is holding the weapon in
one hand, or 3 Momentum if the weapon is held in two hands.
Knockdown 2 The target is knocked prone.

Minor Action 1 The character may attempt one additional minor action during their turn.
An additional target within reach of the primary target is also affected by the
Secondary Target 2
attack, suffering the full effects of the attack.

Major Actions Pass: You choose not to or cannot attempt a major



?
You can take one major action each turn. You can spend action.
one Fortune point to take a second major action, once per
Ready: You choose another major action to take as

?
action scene.
a reaction to something else. When the trigger event
occurs, you temporarily interrupt the current charac-
Assist: You assist a character with a skill test during

? ter’s turn to resolve your readied major action, and
their turn. It may be that you assist them before your
then play proceeds as normal. If the triggering event
turn, in which case your major action is taken up by
does not occur before your next turn, the action is
doing so when it comes to your turn. Roll 1d20 using
lost. You can still perform minor actions during your
your own attribute + skill combination. Successes
turn as normal.
you score are added to the assisted character’s,
providing they score at least 1 success. Assisting char- Rush: You sprint as fast as you can, making an Agility

?
acters never roll more than 1d20 + Athletics test with a difficulty of 2, to move
anywhere within long range. You can’t take this action
Attack: You attack an enemy or object (see Making an

? if you’ve already taken the Move minor action. Loca-
Attack, p.16).
tion truths may increase the difficulty of this skill test,
Cast a Spell: Spellcasters can cast a spell, but must

? and this skill test always allows success at cost.
have taken the Prepare minor action beforehand. The
Stabilise: If a character is dying, then you can provide

?
spell may require a skill test, as noted in the spell’s
medical attention with a Coordination + Medicine
effect description.
test with a difficulty of 2. If you succeed, the dying
Catch Breath: You take a moment to remove stress

? character’s condition is stabilised—they are no longer
from your track, or remove a weapon effect you are at immediate risk of dying, but they remain defeated.
suffering. This is a Will + Resilience test with a diffi-
Skill test: You make a skill test, at the discretion of

?
culty of 2. Success either removes stress equal to your
the gamemaster.
Resilience score (plus 1 stress per Momentum spent),
or removes an ongoing effect, such as the Persistent
weapon effect.

Command: You issue a command to another character



?
under your control. That character performs a major
action to resolve your command, taking any minor
actions required to complete the order.

Create Truth: You alter the circumstances of the



?
battle, to give yourself an advantage or to hinder the
enemy. This is a skill test with a difficulty of 2, using
an attribute + skill appropriate to how you are
altering the scene. If successful, the character creates a
new truth, changes an existing one, or removes a truth
from the scene.
15
ATTACKS, STRESS, AND INJURIES
Chapter 1  Quickstart Rules
c. Inflict Stress: The target adds any remaining stress
to their stress track and checks to see if they have
An attack is any action made with the intention of
sustained any injuries (see below).
harming another character, NPC or creature, or inflicting
stress upon an object. d. With a melee attack, if the target won the opposed
test, they may choose to inflict stress to you instead,
There are two forms of attack available to characters: or move to any point within close range.
physical, and mental.
Injuries
Physical attacks are either melee or ranged. Here’s how a The character will suffer an injury if one or more of the
typical attack sequence plays out: following conditions occur:

1. Declare the Attack: Choose a target that you can If the character suffers 5 or more stress from a single

?
see, and a weapon to use. If you want to make a attack or hazard after reduction for resistance.
melee attack you must be within reach of the target, if
The character’s stress track is filled.

?
you want to make a ranged attack you must be able to
see the target. The character already had a full stress track and takes

?
further stress.
2. Skill Test: You attempt a skill test, determined by
If two or more of these conditions occur at the same

?
the type of attack. Each type of attack may have fur-
time, characters may suffer multiple injuries.
ther adjustments to difficulty.

a. Melee: Attempt an Agility + Fighting test with a Each injury you suffer increases the complication range
difficulty of 1, opposed by the target’s own Agility of your skill tests by 1 until treated. Once a character
+ Fighting test, also difficulty 1. has suffered three injuries, in any combination, they are
defeated and can no longer act in the scene. If a character
b. Ranged: Attempt a Coordination + Fighting Test,
is defeated and has more physical injuries than mental
with a base difficulty of 1, if you are within range.
ones, they are also dying. At the end of each of a dying
c. Mental: Attempt a Will + Academia test with a character’s turns, roll 1 , plus one additional for each
difficulty of 1, opposed by the target’s own Will + successive turn they have been dying. If the character rolls
Resilience test, also difficulty 1. Mental attacks are two or more effects, they die from their injuries.
used to threaten and intimidate opponents.
Fatigue
3. Inflict Stress: If the skill test succeeds then the Some events and environmental effects will affect a
attack inflicts stress, as described below. character’s ability to act.

a. Roll Challenge Dice: Roll the number of


When a character suffers fatigue, it reduces their
indicated by the weapon, and total the number of
maximum stress by 1 for each point of fatigue suffered. If
stress inflicted and any Effects.
a character’s maximum stress is reduced to 0, any further
b. Roll Cover: The target rolls any cover they fatigue means the character falls unconscious – this is the
have available, and adds it to any other resistance they same as being defeated. If the character suffers any more
have due to armour or mental resistance, and then fatigue while unconscious, they die.
reduces the attacker’s total by the total resistance.
A character can remove fatigue with a Brawn +
Resilience test, or a Will + Resilience test with a
Complication Range difficulty of 1. Success removes one point of fatigue, plus
one more for every point of Momentum spent.
Some skill tests might not be more difficult but riskier
or more uncertain than normal. With this in mind, the
RESISTANCE, COVER,
AND MORALE
gamemaster might increase the complication range
of a test, making it more likely that complications will
be generated. Resistance comes in two forms: persistent and conditional.
Persistent resistance comes in the form of a simple
A skill test normally has a complication range of one, number, while conditional resistance comes in the form of
meaning that you suffer a complication for each d20 Challenge Dice.
that rolls a 20. Increasing the complication range by
one means that complications occur on a result of Against physical attacks, a character gets persistent

?
19 or 20. The complication range can be increased resistance from armour, and conditional resistance from
by up to four. cover. Armour is normally something the character
wears like Nachtwölfe’s advanced body armour. Cover
normally comes from terrain or obstacles.

16
Chapter 1  Quickstart Rules
Against mental attacks, a character applies resistance

? Drain: The attack or hazard is especially debilitating.

?
from courage and morale. Courage represents a The character hit suffers one fatigue for each effect
character’s confidence and discipline, while morale rolled.
is the certainty that comes from being inspired or
Intense: The attack has an especially potent effect. If

?
encouraged by others.
one or more Effects are rolled, and the attack inflicts
one or more injuries, the attack inflicts one additional
Characters do not start with any resistance. Cover and
injury.
morale typically come from circumstances – locations
and actions – rather than being part of the character, Persistent X: The attack or hazard has a lingering

?
and therefore a character doesn’t start with any cover or effect. If one or more Effects are rolled, the target
morale either. suffers X stress (of the same type as the initial attack
or hazard) at the start of the affected character’s turn,

WEAPON EFFECTS for rounds equal to the number of Effects rolled.

Piercing X: The attack or hazard is especially good



?
When players roll Effects on Challenge Dice, or a 5 or 6
at overcoming resistance. When working out stress,
on conventional dice (See Challenge Dice Result Table, p.8),
ignore X resistance for each Effect rolled.
they may generate a weapon effect, which comes into play
and deals additional stress. These are usually noted in a Snare: The attack or hazard can entangle and bind the

?
weapon’s stress statistic. Some weapon effects are listed target. The target cannot take any actions of a type
with an X, which is replaced by a number depending on determined by the type of attack or hazard (physical
the weapon, and apply to every effect symbol that is rolled actions for physical attacks, etc.) other than to try and
in the dice pool. break free. It requires a skill test with a difficulty equal
to the number of Effects rolled to break free.
Area: The attack or hazard hits one additional target

? Stun: The attack or hazard leaves the target momen-

?
within close range of the initial target for every Effect
tarily unable to act. If a number of Effects are rolled
rolled. Secondary targets suffer the attack’s full effects.
that equal or exceeds the target’s Resilience skill, the
Backlash X: The attack is damaging to its source as

? target may not take any actions in their next turn.
well as its target. Each Effect inflicts X stress to the
Vicious: The attack or hazard is especially potent. Add

?
attacker. This may be physical or mental stress, at the
+1 to the total stress inflicted for each Effect rolled.
GM’s discretion.

TNING ONLY SUCCEEDED


OTTO’S ATTEMPT TO BOTTLE LIGH
EL HOUNDS
IN SUMMONING THE DREADED TEUF

17
Chapter 1  Quickstart Rules

Magic
Both Axis and Allies have their own distinct approaches to research-driven occultists are typically self-taught or part
the learning and wielding of magic. Magic has been divided of clandestine societies, limiting their knowledge base
into two separate and distinct disciplines: and making them greedy for more knowledge rather than
cautious and reverent. Researchers can learn any spell, but
The first is “battlefield magic”, shorter-term enchantments, are often led to the Mythos, which is dangerous in its own
spells, curses, hexes, charms and blessings, which are right.
primarily used to aid forces involved in combat.
Dabbler
The second is ritualistic magic; more complicated and A character might stumble upon a useful fragment of
intricate, but conversely immensely more potent and occult knowledge, perhaps an eldritch tome composed
powerful. It is this kind of magic used to communicate by some maddened scribe, which grants them knowledge
with strange forces and higher darker beings, or effect of a spell. Coming from such a dubious source, such
permanent and lasting change in the mortal plane. learnt spells are flawed and extremely dangerous, and the
character may find it difficult to expand their knowledge

LEARNING MAGIC of the occult further.

A character can learn magic in three ways. Power


All spellcasters have a power rating, and this is a crucial
Traditional element of unleashing spells, performing rituals and
The character has spent much of their life studying turning words and actions into meaningful effects.
an occult tradition which is passed down through the
generations, and takes many years of study to master. A tradition-based or researcher spellcaster has a starting
Access to this knowledge is scarce outside of family power of 2 and a dabbler has a power of 1 , but may
or tribal traditions, but the rewards are considerable. push themselves to increase their base Power to 3 , at the
Traditions commonly have an abundance of taboos and cost of adding 1 to Threat for every Effect rolled.
guidelines that shape their use, intended to shield their
users from the worst side effects of wielding magic. All battlefield spells are bound spells meaning they are
stored in the sorcerer’s mantle, a token, fetish, icon or
Researcher wand, which holds the spell’s power until it is ready to be
The character has studied forbidden tomes, occult lore and unleashed. Spells may be held in a mantle for as long as
fragments of precious knowledge to piece together their the caster remains conscious, after which they dissipate
understanding of the paranormal. This is dangerous, as naturally and must be re-stored again.

18
Chapter 1  Quickstart Rules
To cast a battlefield spell spellcasters must first prepare Some spells may allow their target to resist the effects.
their mantle, choosing which spells they wish to hold This turns the skill test to cast the spell into an opposed
ready. A spellcaster may have a number of spells in their test and the attribute and skill combination the resisting
mantle equal to their power. Preparing these spells requires character uses will be mentioned in the spell’s description.
a difficulty 0 skill test, which takes a number of minutes The resisting character’s test uses the spell’s difficulty.
equal to the difficulty of each spell added together. The
attribute and skill used varies – traditional spellcasters In addition, spellcasters learn techniques to ward
use Insight + Survival, research spellcasters use Reason themselves against the supernatural, and the practicalities
+ Academia, and dabblers use Will + Resilience. Once of war have made those techniques more necessary than
prepared, a spellcaster’s mantle contains the chosen spells ever for countering hostile magic.
until they sleep or are otherwise rendered unconscious.
Spellcasters of all types gain the following reaction:

CASTING A BATTLEFIELD Counterspell: This does not count towards the bound

?
MAGIC SPELL spells in your mantle. Once per round, you may use
During an action scene, a spellcaster may attempt to cast this when an enemy you can see attempts to cast a
the spells in their mantle. This requires the use of the spell. You roll your power dice; for each Effect rolled,
Prepare minor action and a major action. Spellcasting can the difficulty of the enemy’s spell increases by +1. A
only be attempted once per turn. spellcaster who uses this reaction may not attempt to
cast a spell in their following turn.
The skill used by the spell is determined by the spell’s
description, as is the difficulty of the skill test to cast the This ability is a core element of sorcerous duels—both
spell. The attribute used for this skill test depends on the participants know that they cannot easily cast spells while
type of spellcaster the character is: traditional spellcasters the other can counterspell, but using a counterspell prevents
use Insight, research spellcasters use Reason, and the caster from using spells of their own, creating a tension
dabblers use Will. between the spellcasters as each waits for an opening.

All battlefield spells have a cost, which is paid when


casting, which takes the form of a number of dice of Battlefield Magic Complications
mental stress inflicted on the character. A character’s
courage and morale resistance apply against this stress As might be expected, complications can be
as normal. This cost is applied after resolving the skill troublesome for a spellcaster. Due to the power they
test to cast the spell, and it applies whether the spell was wield, even the slightest break in concentration, the
successfully cast or not. tiniest error, or the most trivial of mishaps can cause a
spell to spiral out of control.

MOMENTUM SPENDS IN MAGIC As with any skill test, a roll of a 20 is a complication


Skilled practitioners of magic can often wield their when casting a spell. However, due to the delicate,
spells with deftness and precision, turning their skill and complicated nature of spellcasting, the complication
knowledge into greater effects. Some spells have specific range of a skill test to cast a spell is increased by the
ways that they can use Momentum generated when spell’s difficulty, so a spell with a difficulty of 2 suffers a
casting, but there are also a number of common uses for complication on a 19 or 20, not just a 20.
Momentum listed here.
Further, the effects of a complication when
For each Momentum spent, gain +1

? morale spellcasting can often be more severe and more
resistance against the spell’s cost. unpredictable. Magic is a powerful force and
when it goes wrong the effects can range from the
For each Momentum spent, add +1

? to the stress the
unexpected, to the hilarious to the downright deadly.
spell inflicts.
A miscast Spear of Lug might accidentally hit the
For 2 Momentum, double the duration of any spell

? wrong enemy target, or strike an explosive material.
which lasts for a number of rounds. A miscast Bounties of Dagda might heal all enemies
as well as allies, or even bring defeated enemies

RESISTING MAGIC AND back from the dead. Gamemasters should apply their
creativity, ingenuity and sense of fun to devise some
MAGICAL DUELS truly spectacular and devious effects when a spell
Although magic is a potent and dangerous force, it is not is miscast. However, if the spell is successfully cast,
all-powerful and in some cases, spells may be resisted. the spell’s effects will still occur – even complications
Sometimes a spellcaster will have to overcome the innate when spellcasting cannot turn success into failure, it
willpower, resistance and ego of a subject to have a spell can only produce additional effects.
take effect.

19
Mission:
Chapter 2  A Quick Trip to France

A Quick Trip to France


Introduction
This Quickstart adventure for the Achtung! Cthulhu 2d20 read through before you play it for the first time, paying
system begins in media res. The team has already received special attention to Scene 4: The Summoning, to give you
their mission briefing and is getting close to the drop zone an idea of how the adventure progresses and the options
in the first scene. But as the gamemaster, you need to available to you and the players. The synopsis below
know the background for the rest of the adventure before summaries the adventure and the events leading up to it.
you get them to jump out of the plane! It is recommended Rules will be introduced throughout the adventure and for
that, as the gamemaster, you give this adventure a quick ease of reference are clearly marked with page references.

Synopsis
It is June, 1940. The Black Sun, one of the major occult event which triggered Aramis to make a hasty report to
forces within the Nazi regime, has stormed in to take London about this unexpected and bizarre event.
over the French village of Saint Sulac. The Black Sun are
led by a Master, Jans Stöller, whose recent discovery of While Aramis was attempting to make his report, his
a forgotten tome known as the Azeus Demonicium has Resistance fighters got caught up in a firefight with the
revealed that the chateau at the centre of the village is Black Sun, resulting in his handlers in London receiving a
built on a site of supreme occult significance. garbled and incomplete message.

Contained within the warren of caves below the chateau These events made the upper echelon of Section M, the
is a chamber which holds the Altar of Obeisance, a long British occult intelligence agency, very nervous: Stöller
forgotten pre-Roman artefact from a dark Gaulish cult is a rising star within the Nazi occult organisation. What
who were devoted to the worship of the Mythos God, could he be doing in this sleepy French village? As a
Nyarlathotep. Anyone who is able to perform certain result, Section M have put together a team in a hurry and
dark rites on that altar will be able to summon an aspect dispatched them to investigate.
of Nyarlathotep and receive his direct blessing, growing
enormously in power and might. While the players do not know this at first, Aramis and his
comrade, Jean-Paul, escaped from the firefight and may
Stöller’s ambition knows no bounds and he seeks to use be able to provide some assistance. Aramis was shot and
this rite to elevate himself within Black Sun’s ranks to injured; however, he managed to escape following the
become a Black Sun Canon. He is determined to secure the attack and has found refuge in the cellar of a nearby farm.
dark god’s blessing before his rivals within the Cult can
beat him to it and he has assembled a hand-picked team The players will land in France, make their way to Saint
of loyal Troopers to achieve his aim. Moving swiftly, he Sulac, and have been ordered to locate Aramis and find
has swooped in to secure the village and aims to complete out what is going on. He will be able to provide an
the ritual within a single night before anyone can interfere alternative entrance to the heavily guarded chateau,
with his plans. telling them of the ancient tunnels underneath the village,
one of which extends there from his dairy. Armed with
With the exception of the local resistance leader, Aramis, this knowledge, the players will be able to bypass the
none of the locals are skilled combatants. This is a rural considerable Black Sun defences, confront the diabolical
French village and the sudden Black Sun takeover was Jans Stöller, and hopefully stop him—before the Dark
a surprise to everyone, including the local German Pharaoh can be summoned!
commander whose garrison was summarily ordered out of
town. The Black Sun has also begun to remove villagers You begin this mission with 2 points of Threat for
from their houses as sacrifices for the upcoming ritual, an each player.
20
Chapter 2  A Quick Trip to France
Scene 1: Jumping Into France
PARACHUTE JUMP
Scene Objectives
When everyone is ready, read the following, paraphrasing
as needed: The objectives for this scene are:

You are surveying the darkened French countryside



?
Parachute into France.

from the open door of an airplane. For most of



?
Locate the village of Saint Sulac.

your flight over France it has been cloudy and still.


Once you entered the Rouen area however, the
The report which put you on a plane over
wind picked up, accompanied by heavy rain and
occupied France was simple, ‘Black Sun officer
thunderous clouds. The airman by the door is now
Jans Stöller spotted in village, lorries of gear
making final checks, compensating for the sudden
arriving. Black Sun presence in village of Saint
onset of the storm that’s been brewing since you
Sulac. Garrison… ‘. Evidently the name of this
entered this area. When he seems satisfied, he nods
Black Sun operative was enough to warrant
in your direction. Holding up a hand with three
throwing this team together and sending you
outstretched fingers, the airman mouths the words,
across the Channel.
“Three minutes to drop.”

As you are recalling these events, the light turns


You have been dispatched here in response to a
green and you line up, ready to jump from the plane.
coded message from Aramis, a local resistance
As you look out of the open side door, you can
leader, located southwest of Rouen. His message
see dark clouds, hear the resonating thunder and
was cut off mid-transmission but seemed to contain
then the sudden flash of lighting. The rain almost
a dire warning about a Black Sun Master, Section M
obscures your vision at this height, and something
have sent your team to find out more. Your orders
about this storm feels wrong. It’s too sudden, with
are simple: find Aramis, investigate the Black Sun
no warning, and dark clouds seem to have coalesced
activity, and eliminate any immediate threats.
directly over the village—and only there. Before
If Aramis has survived, he may be found to the
you can ponder this strange occurrence, the airman
northeast of the village where the resistance have
signals the first drop; the storm is playing havoc
safehouses. You will use a code phrase to identify
with the plane’s instruments and they need to
him. He will ask in English for a cigarette, you are
clear the area as soon as possible.
to respond, ‘I only have Lucky Strikes.’

21
Chapter 2  A Quick Trip to France
Each character will need to make an Agility + Athletics test Before rolling for a test, a player can purchase additional
with a difficulty of 1 (see Attempting a Test, p.10). d20s by spending Momentum (see p.12) or by paying you
Add together the character’s Agility attribute and Athletics Threat (see p.12) Those with a lower chance of success
skill, this number is the target number for the test. The should buy additional dice using Momentum or Threat to
player then rolls 2d20. Each dice equal to or lower than the improve their odds. This will give you and the players a
target number is a success. The character only needs to have chance to practice making tests and see how Momentum,
successes equal to the difficulty to pass the test. In this case and possibly complications (see p.11), can impact the
the test has a difficulty of 1, so only one success is needed game. Remember, the Momentum pool can never have
to pass. If a player rolls more successes than they need, each more than 6 points of Momentum at a time.
extra success generates a point of Momentum (see p.12).
Complications are usually generated by rolling a 20 (see
Some factors modify the difficulty of a check, making it p.11), which this situation could indicate getting blown
easier or harder. The character Captain James Swann has off course, landing in a tree and requiring assistance to get
a truth (see p.40) which is ‘Veteran Commando Captain’. down, being distracted by the storm and panicking mid-drop,
The truth implies he has performed many parachute jumps or landing in some other unfortunate circumstance.
as part of his long service. As the gamemaster, always
consider if a truth that a character has might make a test If nothing suitable makes sense or you can’t think of
easier, or more difficult. In this case, we advise that you something, a complication can also bought off, meaning
allow the truth to make Captain Swann’s jump easier by you add two Threat to the Threat pool instead of making
one, reducing the difficulty to zero. the complication happen right now. You should avoid
doing anything too punishing to the characters this early
When a difficulty is reduced to 0 (see sidebar Difficulty in the mission. If more than one complication is rolled, use
Zero, p.10) a character does not roll for the test, they one to have something unfortunate, but minor, happen to
automatically succeed. As the gamemaster, you can the character, add Threat to the pool for the rest, you’ll
choose to allow them to roll anyway. This is done need it later.
when there is no real chance of failure, but you want
to see how well a character succeeds. In this case,
every success rolled on the dice generates a point
BOOTS ON THE GROUND
of Momentum. Allow Captain James Swann’s player Once the team has landed and regrouped, they need to
to roll on this difficulty 0 test to jump from the head in the direction of Saint Sulac. It is night time with
plane. Although he automatically succeeds, the extra unfamiliar terrain. Ask the team to make a Reason +
Momentum generated will be useful to the others in the Survival test with a difficulty of 3 to head in the right
group who may need some help with this jump. direction.

22
Ask one of the characters to lead the test, and everyone else After this, each player takes 1 of stress from a mental

Chapter 2  A Quick Trip to France


to assist them (see p.10). You should encourage the other attack (see Making an Attack, Inflict Stress p.16). This
players to describe how their characters assist. The leading is nothing serious, as stress always heals at the end of
character makes the Reason + Survival test at difficulty a scene and 1 is not enough to generate any injuries
3. Those assisting make their own tests, rolling only (which do not heal at the end of a scene). However, the
1d20 and using their own attribute + skill combination fact that it happens should give the players a sense of
and difficulty relevant to how they assist (a character foreboding and urgency. Although the players do not
that wants to look for distant lights from the village, for know it yet, this attack happens because the Black Sun
example, might make a Reason + Observation test to have completed the opening phase of the summoning
assist). As long as the leading character scores at least one ritual in Saint Sulac.
success, the successes of those assisting are added to it. This
is a good time to remind the leading character’s player to Allow a character with an occultism focus to attempt an
buy some d20s with Momentum or by paying Threat. Insight + Academia test with a difficulty of 2. Whenever
a character has an applicable focus in a skill used for a test
If they fail in the test, allow them to succeed at cost (see then any dice equal to or under the skill rating generates
p.11). They’ll make it to the village, but it takes much two successes instead of the normal one. Encourage your
longer than expected. Add 2 additional Threat to your pool, players to suggest if they think they have a relevant focus
in addition to any issues caused by complications. in the skill they are using and consider if there is a way it
applies to the test.
Finally, at the end of scene, just before they set off to Saint
Sulac, read or paraphrase the following: If they succeed on this test, they determine the source as
a nearby supernatural event, possibly the start of a dread
As you orient yourselves and start towards the ritual. This should give them a feeling of time pressure—
village, a strange vibration rattles your teeth and something is up and they do not know what!
your skin feels cold and clammy. The rain seems
to beat down harder for a moment as a huge roll Remove 1 unspent Momentum from the Momentum
of thunder erupts overhead, followed quickly by a pool at the end of a scene.
bright lightning strike. It feels like a chill wind just
cut through you. It passes quickly, but something
very strange has just happened.

Scene 2: The Village


RECONNAISSANCE
Scene Objectives
After you have resolved the previous scene, read the
following: The objectives for this scene are:

It takes about an hour to reach Saint Sulac. Up to



?
Locate Aramis.

now the German presence in the area does not seem



?
Gather further information regarding the
Black Sun takeover.
very remarkable, only a single patrol was spotted,
and they moved perpendicular to your line of march

?
Avoid detection by Black Sun forces or
collaborators.
and disappeared quickly into the dense underbrush.
When you reach the edge of the village, things are a
little different.
are easily recognisable, with uniforms showing
their insignia, prominent gas masks and helmets.
The village itself is small, your intel suggested it is
For them to be have taken over this village so
home to less than a hundred people and the most
completely does not bode well. As you consider this,
noticeable building is a stately chateau at its centre.
you notice a handful of scared looking villagers
If not for the Nazi banner draped out of one window,
being escorted at gunpoint into the chateau.
it would look like a quaint and luxurious retreat from
nearby Rouen. From one balcony, an officer scans the
Encourage the players to observe the area with the
area with field glasses. A MG 42 crew sits behind a
binoculars. Whoever chooses to do so should make an
sandbag barrier peering out occasionally while smoke
Insight + Observation test. The difficulty is 1. You
from a camp stove rises behind them.
should encourage the players to spend Momentum, or
pay you Threat, to ask you questions and gain more
The most disturbing observation you make is the
information with the Obtain Information spend (see
German soldiers here are not normal Wehrmacht.
Example Uses for Momentum, p.12).
The Black Sun have definitely taken over. They

23
A FARMER’S PLIGHT
Chapter 2  A Quick Trip to France

It’s Not On Any Maps


The players will also spot a man nearby who is attempting
You may be wondering where in France St. Sulac is to herd a couple of cows, a character who speaks French
located. Well, it’s a fictional place created to represent will overhear him whispering and cursing at the cows,
a typical town of the era. It’s certainly helpful to base seemingly frustrated that they won’t move. This is Jean-
your settings on real-life places, but it can be limiting Paul, and they should find it suspicious for him to be
in terms of geography and the story you want to tell. out after midnight, especially considering no one else
Creating fictional settings also gives separation from is around. How he responds will depend on the players’
any real-life events which may have occurred there. approach. If they are hostile, he will freeze and then
attempt to run off, otherwise he will be shocked at the
presence of any British or Americans. He only speaks
If the players pass, the team realizes that a little farther
French. In the event you need statistics for John-Paul, use
south of the village there are signs of a recent fire and it
the Resistance Fighter profile on p.35.
looks like a farmhouse and its adjoining barn has been
gutted. Slaughtered livestock has been left in the field
Depending on how comfortable your players are with
around the farm suggesting there a battle was fought here
acting out their characters, all of the information Jean-Paul
and recently too. They may recall from their briefing that
knows can be discovered through roleplaying, with few or
the resistance usually use farmhouses on the northeast
even no tests required. Otherwise Insight + Persuasion
edge of the village as safehouses to meet.
tests are needed to gain information from him, especially
if the players take a more confrontational approach. The
The following can be learned through Momentum spends:
difficulty of these tests is 2, reduced to 1 for anyone who
speaks French fluently.
There are two sniper teams lurking, one on top of the

?
town hall and another on a roof nearby.
This is what Jean-Paul can tell the players:
There are no heavy vehicles in the area.

?
He heard sounds of a gunfight earlier in the evening from

?
There are no lamps or streetlights, the light in the area

? a farm to the south. The Nazis with the strange uniforms
is provided by spotlights on portable stands.
then set it alight. They have been doing this to anywhere
The road through town shows signs of heavy use recently.

? they suspect resistance members might congregate.

Saint Sulac 
NORTH

BARN
3 HOUSES
WITH CELLARS

CHATEAU

0m 100m 200m
BURNED OUT
FARM & BARN
0m 100yd 200yd

24
Chapter 2  A Quick Trip to France
His farm is near the burned farm in the south, and his

? As they leave Jean-Paul, read the following:
cows were spooked and ran off. He recently found the
last two and is leading them home now. As you take your leave of the Frenchman, a cold
wave passes through your skin again. The storm
Earlier this evening, after the gunfight, the Germans

? is getting worse. You see Jean-Paul shudder and
conducted a thorough search of the area; it is lucky
one of his cows falls over. It moos piteously once,
you arrived after the search was completed.
and then dies, frothy blood coming from its mouth.
Jean-Paul is horrified at this and once it is obvious
Remind your players of the Obtain Information spend as
the cow is dead, moves off with the other one as
additional information can be learned from him. You can
quickly as possible.
either volunteer these or role play the characters asking
him additional questions:
Everyone suffers 2 from a mental attack. Again, this
will heal quickly, but the fact it is increasing should give
A convoy arrived in the village in mid-afternoon. They

? the players a sense of urgency.
were carrying a lot of heavy gear, and each truck had
a number of soldiers. They unloaded everything into
Encourage anyone who has an Occultism focus to make
the chateau and these new Germans with the strange
an Insight + Academia test with a difficulty of 2. On a
uniforms and gas masks took over, fortifying the
success, they can sense something coming from the chateau,
chateau and forbidding anyone to go near it for the
and that it is likely the source of the strange cold wave
next 24 hours.
they keep feeling. If someone wants to inspect the cow,
The original garrison was ordered to depart, and the

? anyone with Medicine skills can tell the creature died from
garrison commander seemed unhappy about this. The a ruptured heart, no test is necessary.
original garrison went back towards Rouen.
At this point the players might be intent on going straight
If they go into the village, they should be extremely

? to the chateau. You should heavily imply that sneaking in
careful, the Black Sun are swarming everywhere. They
would be difficult due to the large number of guards and
have also been begun taking some villagers into the
well-lit approaches. If that doesn’t deter them, remind
chateau for some unknown purpose. The rest of the
them that their primary orders are to find Aramis, if they
villagers are scared and have locked themselves in,
attempt to enter the chateau and get caught, it will blow
hoping to escape the Black Sun’s attentions.
the whole operation. If they still insist on heading that
way now, see the side bar Straight to the Chateau, below.
You may have paranoid players who do not trust Jean-
Paul, allow them to make an Insight + Observation test
with a difficulty of 1 to learn if he is hiding something.
If pressed, or by the result of good roleplaying he begins Straight to the Chateau
to trust the players, he will admit he is a member of the
If your players do go into the village incautiously with
resistance and fought in the gun battle earlier. He will also
all guns blazing, and you cannot dissuade them from
offer this information about the Black Sun takeover if that
their foolhardy approach, feel free to hit them with
has not yet been revealed.
the full garrison. There are 20 Black Sun Troopers:
two armed with MG42s (and two assisting them as
Assuming they depart on amicable terms, Jean-Paul will
loaders), one with a Flammenwerfer (FmW) 41 and
offer one last piece of information:
the other 15 armed as standard. Use the profiles on
p33 –and the rules for actions scenes on p14.
If Aramis, leader of the cell, survived the gun battle

?
earlier and wanted to hide, he would most likely
Make sure you give them a chance to retreat, regroup
do it on the northeast side of the village. The three
and learn from their mistakes. It is always best to
farmhouses (which the players have already been
remember that you never want to punish the players
briefed about p.21) have cellars obscured from the
for making a bad decision, especially by killing them
lights the Nazis have setup around the rest of the
outright; mistakes and failure are interesting aspects
village. It will still take some effort to sneak around
of a story.
and enter them unobserved.

Assuming they get away, the truth ‘Hunted by the Black

All this gunfi


Sun’ will affect the rest of the adventure, increasing the
re and mayhe
m...
difficulty of tests to avoid or hide from the Nazis and
it will play ha
voc with the the Black Sun by 1, see Truths p.10. It is worth nothing
milk yields! vaches that the difficulties of some tests and descriptions of
some scenes later in this adventure will need to be
— Jean-Paul altered by you to reflect the truth now in play.

25
FINDING ARAMIS
Chapter 2  A Quick Trip to France
Aramis will ask for a cigarette, which he not only
wants, but is also the code phrase. If one of your players
Assuming the team does not take the near-suicidal
remembers it, feel free to award them a Fortune point
approach of heading to the chateau, decide which of the
(see Fortune, p.13). Fortune is a powerful mechanic for
three buildings Aramis is in. Your players may decide to
players, and also a tool you can use to reward creative or
check each one individually or split up and try to search
heroic roleplaying.
all three quickly.

If they mention Jean-Paul, Aramis will smile and tell them


Getting around the village to the buildings requires a
he is grateful his old friend escaped the attack. He assumes
series of Agility + Stealth tests, with a difficulty of 1.
the rest made it also. If they mention the dead cow, or the
Complications here include making noise on the approach,
strange vibrations, he will tell them he senses vile things
being spotted by a collaborator, or anything else you feel
are happening in his village. He will then kiss the crucifix
is appropriate. Unless the players are extremely rash, they
he wears and cross himself. Aramis offers the following
should not trigger any sort of immediate response. The
information; no test is necessary:
primary purpose of these tests is to ratchet up the tension
and put the players on their guard. You should explain
He has never seen any Black Sun in the area before

?
failed checks as someone glimpses them from a window
today.
and then hides, or the Black Sun guards approach to search
the area, look around, and one of them jokes in German The Black Sun’s leader, Master Jans Stöller, was

?
about cows or chickens before returning to their rounds. identified when the convoy stopped in the village and
the local commander saluted and called him by name.
Eventually the players will make their way to their
Aramis has no idea what they are up to but they were

?
destination. The cellar door where Aramis is hiding can
definitely carrying a lot of equipment. He watched the
also be located with an Insight + Observation test with
Black Sun takeover of the village and them unloading
a difficulty of 1, which reveals a bloody hand print on the
the trucks into the chateau. He went to the farm
door and bloodstains on its stairs. If someone is listening
nearby where the radio was to make his report.
for sounds, they might also hear an occasional cough from
the cellar Aramis is in. When the Black Sun started rounding the villagers up

?
and taking them to the chateau, it gave the resistance
When players open the door, a bright light will be shone an impossible dilemma. Should they idly stand by,
in their faces. Someone will say ‘Who are you? Identify while their friends and family were taken away for
yourselves!’ in French. If the response is in English, Aramis who knows what dark purpose? Aramis urged caution,
will switch to English. If the response is in French, he will but when young Francois saw his wife and children
continue to speak in French. being dragged away kicking and screaming from his
nearby home, it incensed him so much he couldn’t
Use this encounter as a chance to roleplay a tense situation restrain himself. He charged outside and opened fire.
and in the event you need statistics for Aramis, use the
In the gun battle that followed, the farm that the

?
Resistance Fighter profile on p.35. Aramis can see the
resistance was temporarily using south of town was
players are not Germans, but he knows they’re not local
burned to the ground. However, the Black Sun were
villagers either. So, who are they? What do they want? In
sloppy during the attack. They killed many livestock
the worst case scenario, Aramis might even be provoked
and created a lot of smoke, which made it easier for a
enough to fire his pistol at the players. If so, he counts
few resistance survivors to slip away under cover.
as having the Aim action, and rolls 2d20, with a target
number of 11. With the Aim action, he can reroll one of Aramis knows the Black Sun are involved in the attack

?
his d20s, but has to accept the second result. His pistol but what do they want? Were they trying to provoke
inflicts 4 of stress, and any extra successes he gets the resistance into a response? What do they want with
will generate Threat. This should be spent on the Bonus the villagers? What are they up to inside the chateau?
Challenge Dice spend. You must help.

Assuming your players do not get into a fire fight with Aramis will grow more urgent and desperate as he makes
the injured resistance leader, he will set his light down, that last point, before sagging under the pain of his
providing a dull glow which will provide sufficient wounds. He will take a set of keys out of his shirt pocket
illumination to see the small room. and give them to the players saying the following:

Aramis appears to be injured and anyone who is trained in Whatever is going on, the chateau is the key. These
Healing can tell the wounds are not fatal. A Coordination Black Sun have the entrances locked down now and
+ Medicine test with a difficulty of 1 will make him more it looks like they expect trouble. We are too weak
comfortable, but he is still in no condition to travel or join and scattered to fight them, so you must help us,
the group. rescue our women and children and put a stop to
whatever foul business they are conducting in there.

26
Chapter 2  A Quick Trip to France
A direct assault would be suicide, although I suppose If any player takes extra precautions to ensure Aramis is
you might try to bluff your way in. That too, would undetected and made comfortable or safer before they
be extremely risky, for who knows what sorcery and depart, award their character a Fortune point. They will
foul magic they use to identify their own? need them for the rest of the adventure!

Thankfully, there is another way; there are tunnels Players will also face a choice: how will they approach
under the village, cellars and earthworks going gaining access to the chateau? A direct assault is most
back before the time of Rome which they run like a likely to end in failure and death, given the forces arrayed
spider’s web out from the chateau. They were said against them that are on alert and established within a
to once be the haunt of creatures of the dark and a fortified base. It is possible some players may wish to
foul cult from pagan times, but that was centuries try and bluff or sneak their way in, although this would
ago and probably just an old wives’ tale. require gaining Black Sun uniforms, speaking German,
passing multiple Insight + Stealth (disguise) tests at a
It is a risk, but the tunnels are the best way to get very high difficulty of 4 as the Black Sun are already on
inside without being seen. Go to my dairy on the alert, with orders than no-one is to enter the chateau
other side of the village. In the barn is a milk truck. while their Master is at his work.
If you move it, there is a trapdoor that will lead you
into the cellars and tunnels. There are also lamps Both approaches are not impossible but extremely
in a crate. I have never seen any sign of Germans challenging and given their skills and experience, it is
there. Those keys will also unlock the barn and let most likely that their characters will conclude that the
you move the milk truck to get to the trapdoor. tunnels are their best option.
God go with you. Vive la France!
Remember to remove 1 Momentum from the pool, if
any exists, and tell your players the next scene has
started. Any stress the players may have accumulated
is also removed.

Scene 3: The Broken Truck


Truth Scene Objectives
This scene has the following truth: The objectives for this scene are:


?
Stormy Weather
?
Get to the barn.

?
Repair the truck.

?
Travel through the cave system.
Before getting into the scene, it is time to introduce some
extra game mechanics.
FIRST CONTACT
Earlier when Captain Swann jumped out of the airplane,
After explaining the truth, read or paraphrase the
a truth, ‘Veteran Command Captain’ came into play in
following to set the scene:
a positive way. However, truths can apply to more than
characters. You should now explain to your players that a
Cautiously, you exit the building where Aramis is
scene can also have truths.
hiding. He should be safe there, but you realize you
need to work your way around the village to reach
Truths that apply to a scene can also be a help or a
the dairy where the milk truck is stored. The garrison
hindrance. When the scene first starts, the truth ‘Stormy
seems to be more alert and a few extra lights have
Weather’ works in the characters’ favour and reduces the
been turned on. Dark clouds and even heavier rain is
difficulty of all Stealth checks by 1, due to the cloud cover
decreasing visibility, so if you stick to the shadows,
and heavy rain. However, later in the scene when they
it should be easier to remain undetected.
are trying to spot the Black Sun ambushers, it is helpful to
their opponents. In the case of the latter, creative players
As you are considering your good fortune, you spot
can overcome it if they have a way to generate light—at
another group of sombre villagers being led into
the risk of exposing their position. While a character’s
the chateau, and the familiar pulse of a cold wind
truth is typically always present, even if it has no bearing
strikes your bones.
on current actions, a truth attached to a scene can be
modified or overcome by the actions of the players. For
further information, see Truths (p.10).

27
Chapter 2  A Quick Trip to France
Ask everyone to make a Will + Resilience test with a for something. There is one Black Sun Trooper present for
difficulty of 1. If they pass, they take only 2 from a every character. On a failure, the heavy rain and thunder
mental attack. With a failure, the attack inflicts 3 of obscures their vision and hearing, leaving them unaware
stress, and with a complication the attack inflicts 4 . It is of the Black Sun presence.
possible for this attack to inflict enough stress to cause an
injury that will impact the character’s ability to perform. As the characters approach the barn, ask one of them to
See Injuries p.16. roll an Agility + Stealth test assisted by the rest of the
characters and opposed by the Black Sun’s Insight +
Now, your players need to navigate around Saint Sulac. Observation, both tests are difficulty 1. This is an opposed
Manoeuvring around the outskirts of the village is an test (see Opposed Tests p.10) with the Black Sun squad
Agility + Stealth test with a difficulty of 2; however, as being the reactive characters. This is a good time for you
noted at the beginning of the scene, the ‘Stormy Weather’ to spend some Threat to purchase extra dice for the Black
truth lowers the difficulty by 1. The players can choose Sun Troopers, raising the stakes and the tension for the
their marching order, and should be encouraged to plan players. If the Black Sun have a higher number of successes
for the stealthier characters to go first to build Momentum than the players, they spot the players approach and get to
for the others to use. Any complications could be used to go first, opening fire as the characters approach the barn. If
make the tests more challenging or introduce new issues. the characters have a higher number of successes, they are
For instance, one of the characters might twist their ankle, able to approach the barn without the Black Sun noticing,
increasing the difficulty of all Athletics tests by 1 for the giving them time to set up a battle plan.
remainder of the scene.
It is worth nothing that from this point on, pooling Threat
Once they have completed these tests (number at the GM’s is recommended. You might want to spend a small amount
discretion), they arrive at the edge of the dairy, near the here to add to the tension, but ensure you have enough
barn. On their arrival, have one of the players make an left for the ritual in Scene 4.
Insight + Observation test at difficulty of 2 increased to 3
due to the ‘Stormy Weather’ truth. On a success, they spot Players might wait for the Black Sun to leave, but are more
a squad of Black Sun soldiers enter the barn from the side likely to take them on in combat. Combat is a series of
and can hear that they appear to be quietly searching it tests, some opposed, with a difficulty, adjusted for range,
truths, and conditions. The scene is now split into round
and turns (see p.14). Each round, every character in the
Black Sun in the Barn scene takes a turn, performing a major and minor action
(see pp.14-15), going back and forth between the NPCs
The players might not question why the Black Sun and the players until everyone has taken a turn and then a
are in the barn, but as the gamemaster, it is useful for new round begins. You can find more about action scenes
you to know their reason for being there. on p.14. Don’t forget that you can spend Threat during the
combat to make things more difficult for the players, it is
This squad of Black Sun Troopers are here advised those to pool as much Threat as you can however,
searching for resistance members. After the gunfight as you will need it in Scene 4.
mentioned earlier, where they burnt the resistance
safehouse to the ground, they are now systemically One important topic is cover (see p.16). Until now the
searching the village and the surrounding farm eldritch damage striking the characters has not been
buildings in an attempt to find the last of the affected by cover as they have been mental attacks, not
resistance members who fled. physical ones. Now that bullets are flying, one of the first
rules of gun battles is to take cover—this is something you
The players might assume the Black Sun are here should encourage the players to do.
looking for the tunnel, or may discover it. With the
tunnel being under the milk truck, it won’t be found, Finding cover behind something sturdy grants 2 of cover,
but the players don’t know this. which reduces the damage taken from any successful hit.
The Black Sun all start with 2 of cover from being inside
Players who speak German and wish to try and find the barn.
out what the Black Sun are doing here can make
an Insight + Observation test at difficulty 2, on a Once the characters defeat the Black Sun squad, they can
success they hear snippets of conversation between enter the barn and find the milk truck. However, it is
the soldiers such as: obvious the truck has been damaged during the Black Sun’s
search or during the gun battle. Fortunately, the Black Sun

?
“Keep looking, they could be anywhere.” did not find the trap door, but the damage to the truck will
make it harder to move the truck out of the way. There are

?
“We’ll find where they went and take them to the
two options, either of which can be assisted by additional
chateau like the rest.”
characters, per the normal rules for assisting an action.

28
Chapter 2  A Quick Trip to France
ALCOVES WORN WITH TIME, SUGGESTING SOME
ANCIENT FORGOTTEN PURPOSE...

Repair the truck with a Reason + Engineering test



? Once they get the truck moved, players will find the trap
with a difficulty of 2. door leading down a narrow ladder into the darkness.
The lamps Aramis mentioned are readily available, so the
Push the truck out of the way with a Brawn +

? group will be ready to go into the next scene.
Athletics test with a difficulty of 3.

Remember to remove 1 Momentum from the pool at


Remember to consider the character’s focuses and truths
the end of the scene.
and how they might affect the difficulty of these tests.

Scene 4: The Summoning


INTO THE CHATEAU
Scene Objectives
As the players enter the cave complex, it is narrow,
damp, and cold. Once they have all navigated the ladder The objectives for this scene are:
and are in the cellar below the dairy, they find there are
three tunnels leading off. The air is old and musty, small

?
Travel through the cave system.

niches and alcoves, carved and worn with time, suggest



?
Get to the Chateau.

some ancient purpose forgotten by modern man. Nothing



?
Stop the Summoning Ritual.

is currently stored down here, but there are signs of foot


traffic. A Reason + Survival test with a difficulty of 1
a difficulty of 3 to arrive at the chateau in a reasonable
when inspecting the footprints shows that none of them
amount of time, though players may use a compass, other
are recent.
navigation aids or some ingenuity to reduce the difficulty.
Do allow them to suggest alternative methods and reward
Heading to the chateau through the dark tunnels can
interesting solutions.
be a bit of a challenge, as the tunnels are narrow and
somewhat of a honeycomb in nature. Just striking out in a
A failure should allow them to succeed at cost; you could
haphazard fashion requires a Reason + Survival test with
add two points of stress to the ritual’s stress track to

29
Chapter 2  A Quick Trip to France

represent how the ritual has progressed due to the extra From here, the trapdoor at the top of the stairs is the
time it takes the players (See p.32). only place to go. Moving up to the top and listening will
reveal a sonorous chanting on the other side, in some
When they are in the tunnels, you might tantalise the ancient inhuman tongue. The trapdoor is neither locked
players with some jump scares, like a sudden swarm of nor trapped and can easily be pushed open. As soon as
disturbed bats flying by, or suggest that things are lurking someone does, read or paraphrase the following:
in the dark just beyond their hearing. In reality, there
is nothing to threaten the players here, but do your best Poking your head up out of the trapdoor, you
to evoke a tense, unnerving atmosphere in these long- find yourself in a small anteroom off of a larger
abandoned caves. Eventually, players will discover the chamber. The larger room into which you’re looking
entrance to the chateau. is circular, with an altar near the far wall, a single
closed door on the left wall, and six supporting
The air is getting decidedly colder. Wisps of white columns providing a degree of cover while reaching
mist slither like snakes, or perhaps tentacles, up to the ceiling four metres above your head. On
around your feet. There is a recessed wooden door each column a civilian is tied. As you take in their
here with no visible handle but light shines through appearance you can see they are beaten, crying and
the cracks. Listening provides no clue as to what is screaming in fear at something on the altar. You
beyond it, but you must be in the right spot. follow their gaze to the source of their terror, a
stone slab red with the blood of sacrificial victims.
The group has found the secret entrance to the chateau, it Above, a glowing phosphorescent light surrounds
opens into a cellar below the ritual chamber. The reason a Black Sun Master, four Black Sun Novices and
there is no handle is because they are looking at the back a bizarre creature with fearsome claws and a
of a bookshelf, which needs to be pushed out of the way. slathering tongue instead of a head (See Servitor of
A simple Brawn + Athletics test with a difficulty of 1 Nyarlathotep p.35). Above, a dark presence seems
will suffice to get them into the next room. Once the door to be forming in the air as the chanting of terrible
is open, read or paraphrase the following: ancient words continues.

You have entered some sort of cellar, it is freezing The battlefield is made up of four zones: the antechamber,
and the wisps of mist seem to be denser in here than the main room, the altar where the ritual is taking place,
in the tunnels. It seems long abandoned and is full and the side door leading to the ritual room. Cover
of cobwebs and other detritus. At the top of the Resistance of +2 may be provided by anyone hiding behind
stairs is a thick wooden trapdoor, currently closed. a pillar. Make sure you review Actions in Conflict, p.15, and

30
Chapter 2  A Quick Trip to France
explain it to your players. Complications rolled on attack example, this might be behind a column or behind one of
tests and Threat spends can be spent to cause injury to the the other NPCs like the Black Sun Novices or the civilians.
civilians. The risk to civilians in the room should deter
players from using a ‘pray-and-spray’ tactic to deal with If Stöller succeeds in the test to advance the ritual, he will
the Black Sun here, and should also provide them with the roll a number of equal to his power, in this case 2 , to
option to save the civilians and get them out of harm’s way. inflict damage on the ritual’s stress track. Every Black Sun
Novice who assists adds 1 to this roll if Stöller’s major
The Black Sun forces seen here comprise: action is successful.

?Jans Stöller, a Black Sun Master (See p.34)


If Stöller and or his novices suffer 3 complications when
?Servitor of Nyarlathotep (See p.35)
making tests to advance the ritual (a complication is
?4 Black Sun Novices (See p.34)
rolled on a 19 or 20 due to the spell’s difficulty of 2, just
like a battlefield spell, see Battle Field Magic Complications
If they’ve been careful to open the trapdoor quietly, and p.19), then the ritual will be miscast (see the ritual
move into the ante-chamber cautiously, the players may description). This will produce an effect similar to the
have a short time to whisper a hurried plan. However, delay intended outcome, but will also be unpleasant, painful, or
may add to Threat or a step of the ritual being completed dangerous to the spellcaster.
while they watch. At a moment of the GM’s choosing Stöller
will detect their presence and turn to address the characters Characters attacking Stöller may also spend 2 Momentum
mockingly saying: “Who are you? You should not be here, use the Create Truth spend to introduce a complication
but no matter, I need more sacrifices and you have brought into Stöller’s fiendish machinations, the result of which
yourselves here willingly, a most gratifying outcome!” After the GM will decide (Perhaps the ritual requires an
his comment, Stöller will return to his work. additional step, the overall stress goes up to 20, or the
difficulty increases from 2 to 3).
Stöller is conducting a ritual which will call forth an aspect
of the Dark Pharaoh Nyarlathotep (see p.32), a Mythos God, Any character with the spellcaster talent may also attempt
into this world. He seeks to do this to receive Nyarlathotep’s a Counterspell, seeking to make Stöller’s task more
blessing which will grant him power and favour and secure difficult: The is a major action as the character mutters
his advancement within the hierarchy of the Black Sun. an invocation, makes gestures of warding, or concentrates
on their mantle. They roll their power x ; and for each
effect rolled, the spell’s difficulty increases by +1.
YOU FOLLOW THEIR GAZE
TO THE SOURCE OF THEIR TERROR: The ritual is stopped if Stöller is slain before its completion
A STONE SLAB RED WITH THE BLOOD or if the team discovers an alternative way to disrupt the
OF SACRIFICIAL VICTIMS. ritual. For instance, an Insight + Academia test with a
difficulty of 2 by someone with an Occultism focus or
experience with the Mythos will reveal the following:
It is most likely that a fight will now begin, as Stöller
directs his minions to attack the players and capture them You notice the dark presence seems to be emanating
and you can put to use the Threat you have pooled. You from a large book on the altar. It’s inscribed with
can use Threat in the same way players use Momentum, occult sigils and its ancient bindings appear to be
but you can also use it to perform other actions during this made from human leather. You quickly recognise
scene, such as: the book as the dread Azeus Demonicium, a tome

2 Threat will summon three Black Sun Troopers (see



?
page 34) as Minor NPC reinforcements through the Ritual Casting
closed door.
Ritual Casting works slightly differently to battlefield
2 Threat will Keep the Initiative and allow an NPC to

? magic. The ritual has a stress track and each time you
act immediately after another one does.
pass the test to perform the ritual, you inflict stress
1 Threat will generate a Truth which is beneficial to

? on this track by rolling Challenge Dice equal to your
the Black Sun, such as the dark presence above Stöller spellcaster’s power. When inflicting stress, if you meet
clouds the area and increases the difficulty of all any of the conditions that would normally cause an
ranged attacks directed at him by 1. injury in combat (see p.14) you complete a step of the
ritual. Once a number of steps have been completed,

THE FINAL CONFRONTATION the ritual is successful. The cost of a ritual is paid after
each test made to advance it (successful or not), unlike
Stöller’s major action every round will be to perform an battlefield magic where you pay the cost once at the
Will + Persuasion test, while his minor action will be to end of the casting.
move to an area with cover to try and defend himself. For

31
Chapter 2  A Quick Trip to France
used to summon the powers of the outer dark. You grab the book and escape or try to eliminate the team and
quickly surmise that if the book can be closed or resume his work. In either case, the ritual can no longer
destroyed, then the summoning will be disrupted. be completed during this adventure. Stöller is not stupid
or suicidal and will choose whichever option gives him
the best chance of success. Keeping some Threat for him
For purposes of game mechanics, if the book cover
to escape or interfere with the team’s plans is a great
is closed, the ritual loses any stress inflicted and any
idea. He may even go on to become a recurring villain in
completed steps are removed. Stöller will either try to
subsequent adventures!

Ritual: Summon Avatar of


Nyarlathotep Conclusion
Summoning spells are used to call to, convene and or The battle, and mission, ends when the ritual is either
commune with many different creatures and entities stopped or completed.
belonging to the Cthulhu Mythos.
If Jans Stöller completes his ritual, read or paraphrase
Test: Will + Persuasion, difficulty of 2 the following:
Maximum Stress: 15
Steps: 3 The Black Sun Master cackles as he completes the
Cost: 2 ritual and a dark demonic entity in the form of an
avatar of the Dark Pharaoh, faceless, soulless and
Outcome: This summoning spell calls forth an wreathed in dark fire tears through the opening
avatar of the dread god Nyarlathotep into this realm. between the Outer Dark and our world. You fire a
Because the Black Sun are closely aligned with this few shots but it is obvious this unfathomable and
Mythos God, the caster will earn his favour and will horrifying creature is immune to your weapons.
be temporarily able to command this avatar in any You have no choice but to make good your escape
way he chooses. Once the Avatar of Nyarlathotep is and report back to London and hope that they can
summoned, it will use a large tentacle to lash out into suggest something to thwart Stöller and whatever he
the darkness, striking near one of the heroes, forcing plans next.
them to move out of cover or take 3 of stress.
If they stop Jans Stöller from completing his ritual,
Miscast: A failure to cast the spell correctly means the read or paraphrase the following:
avatar may only be summoned for a couple of rounds or
the ritual is not strong enough to entice the creature to The ritual is broken and the Black Sun are, at
the caster at all. The summoner pays an additional cost least for now, defeated. Yet you hear the pounding
of 2 and immediately suffers an injury. of many boots coming from the chateau above.
Whether they are arriving to continue the fight
Completing each step for the ritual causes the
or running to summon more forces against you is
following effects:
irrelevant, you have overstayed your welcome and
need to flee the area. Getting back to London to

?
First step: Three of the civilians (or any remaining
report this will be a challenge, but at least the world
if there are fewer than three) will scream in terror
is a safer place.
and their hearts will erupt from their chests. The
dark presence above Stöller will solidify and form
a protective shield around him, giving him armour
of 2.


?
Second step: Any living creature in the room,
other than Stöller, the Servitor and any Black Sun
troops, has to make a Will + Resilience test, with
a difficulty of 2, on a failure characters will suffer 5
of damage as their hearts try to tear free from
their chests! The last of the civilians will scream in
terror and also have their hearts erupt from their
chest.


?
Third step: The ritual is complete! Jump to the
Conclusion and read the section about Stöller
completing his ritual.

32
Black Sun Forces

Chapter 2  A Quick Trip to France


BLACK SUN TROOPER BLACK SUN NOVICE
Trooper NPC Trooper NPC
Black Sun Troopers soldiery are chosen from the SS Novices work as researchers, investigators, and analysts
and other elite field units to serve as the armoured fist both in the field and at Wewelsburg. While the Masters and
of the Black Sun forces. Although they are non-adepts, Canons have witnessed the true power of the Black Sun,
a combination of intensive training and brainwashing the Novices are excluded until they are considered ready
means they are inured to the many captive horrors to be initiated into the true order. Novices are regularly
which the masters and canons summon. The Black seconded to other units and departments within the Nazi
Sun Armband insignia they sport (worn on the left machine, in particular the Ahnenerbe, where they undertake
arm) contains a charm similar to the totenkopfrings archaeological expeditions and research for Black Sun.
identifying them as allies, so that they are not attacked Only those showing true commitment and zeal for their
by summoned creatures. cause are raised to the ranks of the Masters.

Truths Truths
Fanatical Infantry

? Black Sun Initiate

?
Twisted Academic

?
Attributes
AGILITY 8 BRAWN 10 Attributes
COORDINATION 8 INSIGHT 6 AGILITY 8 BRAWN 7

REASON 7 WILL 9 COORDINATION 8 INSIGHT 8


REASON 9 WILL 8
Skills
Athletics 1, Fighting 3 (Close Quarters), Resilience 2 Skills
(Discipline), Survival 2, Tactics 1, Vehicles 1 Academia 2 (Occultism), Athletics 2, Fighting 1 (Close
Quarters), Medicine 1, Resilience 2, Stealth 1, Vehicles 1
Languages: German
Languages: German
STRESS 5 INJURIES 1
Power: 1
ARMOUR 2 COURAGE 3
STRESS 5 INJURIES 1
Weapons & Equipment
ARMOUR 1 COURAGE 3
Maschinenpistole 40 (MP 40): (Rifles), Close range,

?
4 (Salvo: Stun), Close Quarters, Reliable Weapons & Equipment
Luger P08 9mm: (Handguns), Close range,

? Luger P08 9mm: (Handgun), Close range,

?
4 (Salvo: Vicious), Close Quarters 4 (Salvo: Vicious), Close Quarters

Escalation Options Special Rules


Flammenwerfer (FmW) 41: (Heavy Weapon), Medium

? Occult Neophyte: Novices have yet to awaken their

?
range, 5 Persistent 4 (Salvo: Area), Escalation, full magical potential. Though they have a Power
Inaccurate of 1 , they are not spellcasters themselves. Their
Power can only be used to assist other characters in
Maschinengewehr 42 (MG42): (Rifle), Medium range,

? performing rituals.
6 (Salvo: Area), Escalation, Inaccurate
Fanatic: Fanatics gain +1 to Courage (included

?
Special Rules above) and gain +X Morale, where X is the number of
Fanatic: Fanatics gain +1 to Courage (included

? Fanatics on their side present in the scene (maximum
above) and gain +X Morale, where X is the number of of +5 Morale).
Fanatics on their side present in the scene (maximum
of +5 Morale).

Schwarzsonne armband: Identifies the wearer as an ally



?
to creatures summoned by the Black Sun.

33
JANS STÖLLER, BLACK SUN MASTER
Chapter 2  A Quick Trip to France

Lieutenant NPC
The Masters are the main field operatives of Black Sun,
deployed to command the Novices in their pursuit of
the arcane treasures of the Earth. The Masters tend to
operate behind the guise of the SS, with only their Black
Sun insignia distinguishing them when in uniform. In
addition to commanding in the field, the Masters are
often deployed on more clandestine operations behind
enemy lines.

Truths
Black Sun Commander

?
Twisted Academic

?
Attributes
AGILITY 8 BRAWN 8
COORDINATION 8 INSIGHT 8
REASON 10 WILL 9

Skills
Outcome: This summoning spell calls forth an avatar of the
Academia 3 (Occultism), Athletics 1, Fighting 2
dread god Nyarlathotep into this realm. Because the Black
(Close Quarters), Medicine 1, Persuasion 1 Resilience
Sun are closely aligned with this Mythos God, the caster will
2, Stealth 1, Survival 2, Tactics 2 (Battlefield Tactics),
earn his favour and will be temporarily able to command
Vehicles 2
this avatar in any way he chooses. Once the Avatar of
Languages: German, English Nyarlathotep is summoned, it will use a large tentacle to
lash out into the darkness, striking near one of the heroes,
Power: 2
forcing them to move out of cover or take 3 of stress.
STRESS 11 INJURIES 2
Miscast: A failure to cast the spell correctly means the
ARMOUR 1 COURAGE 4
avatar may only be summoned for a couple of rounds or
Weapons & Equipment the ritual is not strong enough to entice the creature to the
caster at all. The summoner pays an additional cost of 2
Black Sun Degen: (Melee), 4

? Piercing 1, Hunger,
and immediately suffers an injury.
Bane, Parrying

Walther PPK: (Handguns), Close range,



? Completing each step for the ritual causes the following
3 (Salvo: Vicious), Close Quarters, Hidden, Reliable effects:

Spells First step: Three of the civilians (or any remaining



?
if there are fewer than three) will scream in terror
The Black Sun Master has begun their journey down a
and their hearts will erupt from their chests. The
dark occult path. They are spellcasters who use Reason
dark presence above Stöller will solidify and form a
to cast spells, and know some spells from the spellbook
protective shield around him, giving him armour of 2.
of Nyarlathotep.
Second step: Any living creature in the room, other

?
Mask of the Faceless Sphinx: (Reason + Stealth,
than Stöller, the Servitor and any Black Sun troops,
difficulty 2, cost 4 Drain) For 4 rounds, allies within
has to make a Will + Resilience test, with a difficulty
close range increase the difficulty of range attacks
of 2, on a failure characters will suffer 5 of damage
targeting them by +1 and gain +2 cover.
as their hearts try to tear free from their chests! The
Ritual: Summon Avatar of Nyarlathotep last of the civilians will scream in terror and also have
their hearts erupt from their chest.
Summoning spells are used to call to, convene and or
commune with many different creatures and entities Third step: The ritual is complete.

?
belonging to the Cthulhu Mythos.
Special Rules
Test: Will + Persuasion, difficulty of 2 Fanatic: Fanatics gain +1 to Courage (included

?
Maximum Stress: 15 above) and gain +X Morale, where X is the number of
Steps: 3 Fanatics on their side present in the scene (maximum
Cost: 2 of +5 Morale).

34
Mythos Creatures

Chapter 2  A Quick Trip to France


SERVITOR OF NYARLATHOTEP effect (listed above). In addition, the first time a
character sees this creature, they must immediately
Trooper NPC
attempt a Will + Resilience test with a Difficulty of 1
Formed as part of a dark pact struck between the Black Sun or suffer mental stress as if from that mental attack.
and the Crawling Chaos, Nyarlathotep, the Servitors are
Immune to Cold, Disease, Fear, Pain, Poison, Vacuum:

?
ferocious shock troops, used to tear into the ranks of allied
The Servitor is immune to stress, truths, and other
infantry. Savage claws and berserk strength render the
effects caused by any of the listed conditions.
Servitors some of the most feared forces in the Secret War.
And the fact that they resemble the vast tentacle-like tongue Tough 1: The Servitor can withstand 1 extra injury

?
of a slavering beast renders them all the more intimidating. (included above). It may also spend 3 Threat to ignore
suffering an injury.
Truths
Night Vision: The Servitor can see in darkness. It

?
Writhing Grotesque Shock Troops

? ignores any increases to difficulty or complication
Attributes ranged caused by lack of light, and it may attempt skill
tests that would normally be impossible in darkness.
AGILITY 9 BRAWN 11
COORDINATION 7 INSIGHT 11
REASON 11 WILL 11

Skills
Fighting 3 (Hand-to-Hand Combat), Persuasion 3
(Intimidation), Resilience 2, Tactics 2

STRESS 7 INJURIES 2
ARMOUR 4 COURAGE 4

Attacks
Lashing Tentacle: (Hand-to-Hand Combat), 4 Stun

?
Scything Claws: (Hand-to-Hand Combat), 4 Vicious

?
Unearthly Presence: (Mental Attack), 5 Piercing 1

?
Special Rules
Fearsome 1: The Servitor inspires fear. It can make

?
mental attacks, including +1 and the Piercing 1

Allied Forces
RESISTANCE FIGHTER Attributes
Trooper NPC AGILITY 8 BRAWN 8
You can use these statistics for both Aramis or Jean-Paul COORDINATION 9 INSIGHT 7
if you require a profile. These brave resistance fighters REASON 7 WILL 9
operate clandestinely either living locally within native
populations or taking to hills, mountains and abandoned Skills
places to fight their hidden war. Athletics 1, Engineering 1 (Explosives), Fighting 2
(Close Quarters), Resilience 3, Stealth 2, Tactics 1
Truths
Civilian Dedicated to Overthrowing Nazi Occupiers

? STRESS 6 INJURIES 1
ARMOUR 0 COURAGE 2

Weapons & Equipment


MAS Modèle 1873 Revolver: (Close Quarters),

?
Close range, 4 (Salvo: Vicious)

35
Pregenerated
Chapter 3  Pregenerated Player Characters

Player Characters
Agent Daphne Rogers
OCCULTIST INVESTIGATOR Talents
Polymath: Once per scene, you may spend 2

?
Daphne is one of Section M’s brightest young researchers—
Momentum to gain an additional focus for the duration
an intelligent woman of 22 years of age, with blue eyes and
of the scene, for any skill in which you have a score of
blond hair. She was a post-graduate at Durham University
2 or higher.
when Section M recruited her because of her fascination
with ancient history, the occult, and the Mythos. She Booksmart: You are ridiculously well read. If you

?
has provided valuable insight into some of Black Sun’s spend any Momentum to Obtain Information during
most nefarious designs, and bucks against her cloistered, a scene, you may reduce the Momentum cost of one
academic background by seeking experience in the field. bonus d20 you purchase later in that scene by 1.

Truths Occult Dabbler: You’ve dabbled with occult forces



?
beyond your comprehension and are a spellcaster of
British

? the dabbler practice.
A Brilliant Mind

?
Fascinated with Forbidden Knowledge

? Equipment
Attributes First Aid Kit: Gives you 3 medical supply resources.

?
Each dose of medicine provides 1 bonus Momentum to
AGILITY 8 BRAWN 6 buy extra d20s.
COORDINATION 9 INSIGHT 10
Access to a Library: While there, the library gives you

?
REASON 10 WILL 8 access to 10 research resources, each resource provides
1 bonus Momentum to buy extra d20s on a skill test.
Skills & Focuses
Personal Notes on an Occult Tome: These notes can

?
Academia 4 (History, Linguistics, Occultism),
make studying other occult texts easier.
Engineering 1, Medicine 3, Observation 4 (Sight),
Persuasion 2, Resilience 1, Stealth 1, Vehicles 1 Ritual Tools: this small bag of icons and tokens is

?
required for performing occult rituals.
Languages: English, German
Ammo: 3 ammo.

?
Power Rating: 1
Maximum spells bound in mantle: 1 Binoculars.

?
STRESS
INJURIES FORTUNE
ARMOUR 0 COURAGE 0

Weapons
NAME FOCUS RANGE STRESS SALVO QUALITIES

Unarmed Strike Hand-to-Hand Reach 2 — Subtle


Colt Detective Special Hidden 1,
Handguns Close 5 Vicious
Pocket Pistol Reliable

36
Chapter 3  Pregenerated Player Characters
SPELLS Performing The Ritual
Healing Performing this ritualistic Healing magic is a little more
complicated than a battlefield spell and may require
This simple two step ritual provides healing, fixing
several stages to complete.
physical wounds, mental trauma or repairing the psychic
damage inflicted by the terrors of the Mythos.
Requirements: Any ritual needs raw materials and most
will require at least some basic tools or simple offerings.
Skill: Will + Medicine, Difficulty 2
In Daphne’s case her ritual tools will allow her to perform
Stress: 6
this Healing spell.
Steps: 2
Cost: 1
Skill Test: Daphne will need to say who she is targeting
Duration: Instant
and what she what she is attempting to heal (physical
or mental stress) and then make a test to
Outcome: The caster defines whether they are attempting
perform the Healing ritual. She uses
to heal physical or mental stress. Stress is healed a
Will + Medicine for a target score
number of equal to the caster’s power.
of 11 on each test and requires 2
successes because of its Difficulty
Miscast: If this spell is miscast, it inflicts
of 2. If she rolls 19-20 this will
stress, rather than healing, to both caster
result in a complication.
and patient. The caster can decide what
proportion of that stress is
Stress: Daphne’s Healing spell has
suffered by each and might
a Stress of 6 and she will roll 1
choose to absorb all this
(due to her rather puny power as a
damage themselves rather
dabbler) to inflict progress on this ritual’s
than risk further
stress track. Once the stress track of 6 is
injuring their charge.
filled completely, the spell will be complete
and her target will be healed for 1 ’s worth of
For 2 Momentum,

? stress. Daphne could also spend Momentum to buy
all affected allies
additional to roll to help her complete the spell and
heal a single injury
she could ask for help from Sven, another spellcaster,
(physical or mental).
who would act as her assistant in performing the
For 1 Momentum, any

? ritual. If Sven assists she can add another 1 worth of
defeated allies within range progress each time she succeeds in her skill test.
recover immediately.
Steps: To perform a ritual a number of steps need to
For 2 Momentum, the spell

? be completed. A step is a significant component of
affects allies within medium
the ritual which powers it. If five or more stress is
range instead.
inflicted at one time or enough stress is inflicted
to fill the ritual’s stress track, then a step is
Counterspell completed—if both occur at once, then two
This spell does not count steps are finished. A step is also complete if
towards the bound spells in your one or more stress is inflicted once the ritual’s
mantle. Once per round, you may stress track is already full.
use this when an enemy you can
see attempts to cast a spell. You Cost: Performing rituals comes at a
roll your power dice; for each cost and inflicts mental stress on
Effect rolled, the difficulty of the caster. With each test, Daphne
the enemy’s spell increases will suffer 1 of mental stress.
by +1. A spellcaster who If a ritual is being assisted, the
uses this reaction may not cost can be divided amongst
attempt to cast a spell in their the participants. The primary
following turn. spellcaster—the one being assisted—
must take at least half (rounded up) of
the cost, but the rest can be divided
freely amongst the assistants.

37
Sven Nilsen
Chapter 3  Pregenerated Player Characters

DAUNTLESS RESISTANCE LEADER Skills & Focuses


Academia 5 (History, Occultism), Fighting 1,
Sven is a Norwegian Runeweaver, a young man in his mid
Observation 1, Persuasion 3, Resilience 4, Stealth 2,
twenties who keeps the old traditions of his country, just
Survival 1
as his family has from when his ancestors went a Viking
across the high seas in search adventure. Raised in the old Languages: Norwegian. English
ways by his mother, who was herself a powerful sorceress,
Power Rating: 2
he eventually succeeded her to lead a community of fellow
believers in a small village in the north of Norway. When STRESS
the Germans invaded in 1940, Sven sympathised with the
INJURIES FORTUNE
resistance but believed his village was too remote to ever
be directly involved in the conflict. Instead, as a skilled ARMOUR 0 COURAGE 2
fisherman and hunter he served the struggle by gathering
intelligence and information on German troop movements Talents
and relaying it to the nearest resistance cell. A Price to Pay: You understand that magic always

?
comes at a cost, and pay that price willingly, even
Yet when the Black Sun came calling, scouring ancient sacrificing more of yourself to augment your spells.
local Viking burial grounds for treasures and artefacts, Whenever you successfully cast a spell, you may gain 2
Sven found himself drawn directly into the conflict. Away bonus Momentum, which may only be used to improve
on a hunting trip, he returned to discover a Black Sun the spell’s effect and cannot be saved. If you do so, the
detachment had desecrated several sites sacred to both spell’s Cost increases by +2 , and the Cost is physical
Thor and Odin. Awakening the latent magical powers stress instead of mental stress.
which he hoped he would never have to wield in anger,
Bizarre Insight: Your mind often shows you glimpses

?
Sven hunted and tracked the Troopers responsible, slaying
of things you couldn’t otherwise know. No more than
them to a man with his deadly bow. He then confronted
once per scene, you may generate 1 Threat to Obtain
and killed the Canon in charge, tearing her heart out and
Information (ask the GM a question) without passing a
sacrificing it on an altar as a gift to Odin before stringing
skill test.
up the bodies of the remaining Troopers on a local yew
tree to serve as a warning to others. From that day forth, Mystical Power: You have delved deep into immortal

?
Sven became an unremitting and implacable opponent of mysteries of the Mythos and the secrets of time and
the Black Sun and one of the fiercest magical adepts in returned with greater aptitude for magical endeavours.
Norway. You gain an additional character truth: Glimpsed What
Mortals Should Not Know. When you cast a spell, you
Truths may increase your Power by +2 .
Norwegian Resistance Leader

? If you do so, then each of your allies within Close
Runeweaver

? range suffers 1 mental stress for each Effect you roll
Glimpsed What Mortals Should Not Know

? on the spell’s Cost, as they’re exposed to the unearthly
Access to Runeweaver contacts

? secrets you have learned.

Attributes Equipment
AGILITY 7 BRAWN 7 Ritual Tools.

?
COORDINATION 9 INSIGHT 10 Ammo: 3 ammo.

?
REASON 8 WILL 9

Weapons
NAME FOCUS RANGE STRESS SALVO QUALITIES

Bow Exotic Medium 3 Piercing Vicious Reliable, Subtle

Welrod Mk.IIA Pistol Handguns Close 3 — Subtle

Mills Bomb Throwing Close 6 Area, Stun — Inaccurate, Throwing


1½lbs/3lbs Standard
Demolition Close 10 Area, Stun Vicious Inaccurate
Charge

38
SPELLS

Chapter 3  Pregenerated Player Characters


Skill: Observation
Hammer of Thor Difficulty: 1
Cost: 3 Drain
The weaver draws on the mystical rune of Thurisaz, long
Duration: Instant
associated with the legendary god of thunder and calls
forth the power of his hammer, Mjolnir, to strike the Effect: Oracular spell. The spellcaster must choose a single
enemy with devastating thunderbolts and lightning. Winds creature within Medium range. The spellcaster gains three
rise, storm clouds gather and electrical energy surges bonus Momentum, which may only be used to Obtain
from the spellseer to strike their target, causing enormous Information about the creature, or to Create Truth where
damage both to it and those close by. the created truth must reflect knowledge of the targeted
creature’s weakness.
Skill: Fighting
Momentum: For 2 Momentum, if the creature has the
Difficulty: 2
Invulnerable special ability, it loses that ability for a
Cost: 3 Drain, Piercing 1
number of rounds equal to the spellcaster’s power. For 2
Duration: Instant
Momentum, any attacks made against the chosen creature
Effect: Attack spell. The spell targets a single enemy or by the spellcaster or their allies gain either the Intense or
object within Medium range and inflicts power +4 Vicious effect (spellcaster’s choice, one effect is applied to
damage upon its target, with the Area effect. all attacks).

Momentum: For 1 Momentum, replace the Area effect


with the Piercing 2 effect. For 2 Momentum, add the
Vicious effect. For 2 Momentum, add the Stun effect.

Blessing of Eir
Eir, the Norse goddess and Valkyrie’s name
means “help” or “mercy”, and her runic aspect is
expressed through the rune laguz, a manifestation
of healing and renewal. Using this powerful runic
incantation, the runeweaver draws a portion of Eir’s
healing skills, restoring the wounded and even raising
those who have fallen, so they may renew the fight.

Skill: Medicine
Difficulty: 3
Cost: 4 Drain
Duration: Instant

Effect: Ward spell. The spell immediately removes stress


equal to the caster’s power from all allies within Close
range. In addition, any defeated allies within Close
range immediately recover.

Flawed: A flawed version of this spell removes


stress from all creatures within Close range, not
just allies.

Momentum: For 2 Momentum, all affected allies heal a


single Injury (physical or mental). For 2 Momentum, the
spell affects allies within Medium range instead.

Wisdom of Frigg
Frigg, the consort of Odin, is a goddess renowned for
her wisdom and insight and calling forth the power
contained in Kaunaz, the rune of fire and knowledge, the
runeweaver is able to tap into Frigg’s wisdom to find the
most vulnerable aspects of an opponent and exploit its
weaknesses. Mythos entities and creatures become much
more vulnerable when the Wisdom of Frigg is cast, and are
able to be affected by normal weapons and those effects in
turn are magnified, doing significantly more damage.

39
Captain James Swann
Chapter 3  Pregenerated Player Characters

BRITISH OFFICER Equipment


Ammo Belt: You always carry 3 additional Ammo

?
Swann is an experienced Special Forces veteran and has
charges.
served on many fronts and in many theatres. Hailing from
Trinidad, he originally served in the British West Indian regi- Old Faithful: You have an Old Service Revolver from

?
ment in World War I as a private, and has since served with your time in the great war.
distinction, gaining expertise in jungle and urban warfare in
Helmet: You gain

?
the far east. For an officer, he can seem unprepossessing,
+ 1 armour
even diffident, however, under fire or when a crisis looms,
(included in
his coolness and calm decision-making come to the fore.
profile).
Truths Ammo:

?
Caribbean Heritage

? 6 ammo.
A True Leader

?
Veteran Commando Captain

?
Attributes
AGILITY 7 BRAWN 7
COORDINATION 9 INSIGHT 8
REASON 10 WILL 10

Skills & Focuses


Academia 1, Fighting 4 (Handguns), Persuasion 2,
Resilience 1, Stealth 1, Survival 3 (Jungle, Urban),
Tactics 4 (Army, Leadership), Vehicles 1

Languages: English, French

STRESS
INJURIES FORTUNE
ARMOUR 1 COURAGE 0
Talents
Born Leader: You may spend a Fortune point in order

?
for a single ally to immediately gain a Fortune point.

Direct: In an action scene, as a major action you can



?
select a single ally you can communicate with, that
character may immediately attempt a major action. If
this action includes a skill test, you assist them, using
your Tactics skill.

Cool Under Pressure (Survival): When you attempt a



?
skill test using Survival, you may spend a Fortune point
to automatically succeed at that skill test, but generate
no Momentum.

Weapons
NAME FOCUS RANGE STRESS SALVO QUALITIES

Unarmed Strike Hand-to-Hand Reach 2 — Subtle

Fighting Knife Melee Reach 2 Piercing — Hidden, Subtle

Enfield Service Revolver Handguns Close 4 Vicious Reliable


Sten Mk IIS Suppressed
Close Quarters Close 3 Area, Stun Inaccurate, Subtle
Submachine Gun

40
Private Dan Gregg

Chapter 3  Pregenerated Player Characters


GENIUS MECHANIC before this one, if an Effect is rolled the device stops
working and cannot be repaired.
Daniel Gregg is 25 years old and a tall, rather rangy
individual with black hair, a small Spiv’s moustache and Jury Rig: When you attempt a skill test to repair a

?
soulful brown eyes. He has a perpetual hangdog expression machine, you may generate 2 Threat to reduce the
and an unlit Woodbine cigarette hanging from his lips. difficulty of that test by 1, to a minimum of 0, but the
Before the war, he worked in a small engineering firm, repairs are only temporary. The repairs last for at least
and while he doesn’t consider himself much of a soldier, the rest of the current scene, but fail after that when
he is fascinated by mechanical, electrical and engineering the gamemaster spends 2 Threat.
problems and can be relied on to work his magic on most
All the Best Hiding Spots: You’re

?
machines. Gregg also has something of a shady aspect to
difficult to sneak up on, because
his character and has past associations with gangsters and
you’ve already figured out all
the US underworld. He is adept at sneaking around, poking
best places to hide. Enemies
into things he shouldn't, and making or obtaining that
attempting a Stealth test within
thing that you need, just at the exact moment you need it.
sight of you increase the diffi-
Truths culty of their tests by +1.

American

? Equipment
Technical Prodigy

? Mechanic’s Tools: Gives

?
Mafia Connections

? you 3 spare part resources.
Attributes Each spare part provides 1
bonus Momentum to buy
AGILITY 8 BRAWN 7 extra d20s.
COORDINATION 10 INSIGHT 9
Electrician’s Tools:

?
REASON 10 WILL 7 Gives you 3 parts
and battery
Skills & Focuses resources. Each
Academia 2, Engineering 4 (Electronics, Explosives, resource provides 1
Mechanical Engineering), Fighting 1, Medicine 2, bonus Momentum to
Observation 3 (Instincts), Stealth 2, Vehicles 3 buy extra d20s.

Languages: English, Italian Lockpick Knife: You can



?
use this tool to pick locks.
STRESS It also counts as a thumb
INJURIES FORTUNE knife in combat. This was
acquired illegally.
ARMOUR 1 COURAGE 0
Ammo: 3 ammo.

?
Talents
Heavy Leather Jacket:

?
Prototype: When you construct a prototype, come up

? Gain +1 Armour
with a truth to the device. Anyone using the device
(included above).
can apply that truth to their skill tests. After the device
is used, roll 1 , plus one additional for each use

Weapons
NAME FOCUS RANGE STRESS SALVO QUALITIES

Unarmed Strike Hand-to-Hand Reach 2 — Subtle


Hidden, Subtle,
Thumb Knife Melee Reach 1 Piercing —
Throwing
M1911A1 Pistol Handguns Close 5 Vicious Hidden, Accurate
Thompson
Close Quarters Close 5 Area, Stun Inaccurate
Submachine Gun
1½lb Demolition Charge Demolition Close 10 Area, Stun Vicious

41
Corporal Sarah Walker
Chapter 3  Pregenerated Player Characters

FEARLESS SOLDIER STRESS

Sarah Walker is strong, agile and well-coordinated, perfect INJURIES FORTUNE


Commando material, and with deadly close-quarters ARMOUR 1 COURAGE 0
combat skills she’s always first into the fight, leading her
comrades by example. While confident and forceful in Talents
action, away from the frontline, she’s more down to earth,
Army of One: When you attempt an attack, you may

?
quiet even reticent—a product of her remote upbringing—
spend 2 Momentum to add Drain, Piercing, or Stun.
although she’s sociable enough after a few beers to sing
Only one weapon effect may be added to an attack in
a few hearty Aussie songs. She’s also devoted to her dog,
this way.
Crook, and has a real affection for animals of all kinds.
Sharpshooter: When you take the Aim minor action

?
Growing up on one of the vast Australian sheep farms, she before making a ranged attack, the first bonus d20 you
loved excursions into the outback and made many contacts buy costs 0 Momentum. The attack gains the Piercing
amongst the First Australians, and as well as honing her effect or improves the weapon’s Piercing effect by 1.
survival skills, developing a fascination with their myth
Companion: You have a pet dog that serves as a

?
cycles, especially the origin story of the Dreaming.
friend and ally in dangerous times. The dog has a
character profile and is treated as an allied NPC under
The army eventually offered her a way to broaden her
your command.
horizons and see more of the world, where she trained
as a commando specialising in raiding and infiltration Equipment
operations. She took part in the daring raids on Måløy and
Ammo Belt: +3 ammo, for a total of 6 ammo.

?
St Nazaire, early in the war, and later would play a full
role in Operation Gunnerside in 1943, which destroyed a Helmet: Gain +1 Armour (included above).

?
heavy water plant and was reckoned the most successful
commando operation of the entire conflict.

Truths
Australian

?
Deadly Commando

?
Raised in the Colonies

?
Attributes
AGILITY 10 BRAWN 11
COORDINATION 9 INSIGHT 7
REASON 6 WILL 8

Skills & Focuses


Athletics 3, Fighting 4 (Close Quarters, Hand-to-Hand),
Observation 1, Resilience 2, Stealth 1, Survival 3
(Fortitude), Tactics 3 (Battlefield Tactics)

Languages: English

Weapons
NAME FOCUS RANGE STRESS SALVO QUALITIES

Thompson Machine Gun Close Quarters Close 4 Area Stun, Inaccurate

Enfield Service Revolver Hundguns Close 4 Vicious Reliable

Trench Knife Melee Weapons Reach 3 Vicious Hidden


Reach or
Boomerang Melee Weapons 2 Stun Throwing
Medium

42
Chapter 3  Pregenerated Player Characters
Crook
Truths

?
Trained Dog

?
Loyal Companion

Attributes
AGILITY 11 BRAWN 9
COORDINATION 5 INSIGHT 10
REASON 5 WILL 9

Skills & Focuses


Athletics 2, Fighting 2, Observation 3 (Smell and Taste),
Resilience 1, Survival 2 (Tracking)

STRESS
INJURIES FORTUNE
ARMOUR 0 COURAGE 1

Attacks

?
Bite: Agility + Fighting (Hand-to-Hand, 3 )

Special Rules

?
Courageous: Crook gains 1 courage.


?
Keen Senses (Scent): Reduce the difficulty of skill
tests to detect smells by 2.


?
Good Boy: While the dog’s owner remains in the
scene, the dog gains +2 courage. If that character
is defeated, the dog will move as fast as possible
to the character’s side, and will defend them from
any enemy who gets too close.

43
Tests: Quick Reference
Chapter 4  Tests: Quick Reference

Challenge Dice Result Table


D6 RESULT CHALLENGE DICE RESULT

1 1
ATTEMPTING A TEST (see pp.10)
2 2
A test involves a single attribute + skill, a focus if one is
applicable, and is made by rolling two or more d20s. 3 0
1. The GM chooses the appropriate attribute + skill
4 0
as the target number.
2. The GM then sets a difficulty between 0 and 5. 5 1, plus Effect
3. The player rolls their dice pool (2d20 + up to three
6 1, plus Effect
additional d20s bought by spending Momentum,
adding to Threat, or using Fortune (see pp.12-13)
4. Each die that rolls equal to or less than the target COMBAT ACTIONS (see pp.14-15)
number scores a single success. Minor: Aim; Draw Item; Movement; Prepare.
a. With an applicable focus, each die rolling equal to Major: Assist; Attack; Cast a Spell; Catch Breath; Command;
or less than the skill used scores two successes. Create Truth; Pass; Ready; Rush; Stabilise; Skill test.
b. Each result of a natural 1 scores two successes.
c. Each result of 20 causes a complication (see p.11). MAKING ATTACKS (see pp.16-17)
1. Declare the Attack: Choose your target and weapon.
5. If the number of successes scored equals or exceeds
2. Make a Skill Test.
the test’s difficulty, the test is passed. Any successes
a. Melee: Opposed Agility + Fighting tests by
in excess of the difficulty generate Momentum.
attacker and target, each with a difficulty of 1.
6. The GM describes the outcome. The player may
b. Ranged: Coordination + Fighting, difficulty of 1.
spend Momentum to improve a successful test further.
c. Mental: Will + Academia, opposed by the target’s
Effects of any complications are then applied.
Will + Resilience, each with a difficulty of 1.
Improving The Odds (see pp.11-12)
3. If the skill test succeeds, the attack inflicts stress:
Assistance: One or more characters roll a single 1d20,

? a. Roll Challenge Dice ( ).
using a target number of their own attribute + skill.
b. Roll Cover and any Resistance.
Any successes are added to the main character’s test
c. Inflict Stress: Add any resultant stress to the target’s
successes, provided the main character scores at least 1.
stress track and check for injuries.
Momentum: Buy up to 3 additional dice.

? d. If the target won an opposed melee test, they may
Threat: Add to Threat to buy up to 3 additional dice.

? inflict stress on you or move within close range.
Fortune: Declare one of your d20s as a 1 instead of

?
rolling it, equal to two successes automatically.
Talents: Some talents can grant bonus d20s in specific

?
INJURY CONDITIONS (see p.16)
The character suffers an injury if:
circumstances depending on context.
?The character suffers 5 or more stress from a single
Opposed Tests (see p.10) attack or hazard after reduction for resistance.
Active Character Succeeds, Reactive Character

? ?The character’s stress track is filled.
Fails: The active character’s test is successful. ?The character already had a full stress track and takes
Active Character Fails, Reactive Character

? further stress.
Succeeds: Only the reactive character’s test is resolved. ?If two or more of these conditions occur at the same
Both Characters Fail: The active character fails, but

? time, characters may suffer multiple injuries.
the reactive character gains no additional benefit.
Both Characters Succeed: Compare the total

? CONFLICT MOMENTUM SPENDS
Momentum generated on each character’s skill test. Bonus Challenge Dice: Each Momentum spent adds

?
The higher Momentum wins, but achieves their goal +1 to the pool, before the rest are rolled. (Cost: 1)
with one less Momentum for each Momentum their Confidence: The character gains +1 morale (max. 4)

?
opponent scored. The loser loses and cannot spend any until the start of their next turn (Cost: 1).
Momentum. In the case of a tie, the active character Disarm: If within reach, one weapon held by the target

?
wins, but loses all the Momentum generated. is knocked away and falls to the ground.
(Cost: 2 Momentum if the target’s weapon is held in
COMMON USES FOR MOMENTUM one hand, or 3 Momentum if held in two hands.
Buy bonus d20s on your next skill test. The first costs

? Knockdown: The target is knocked prone (Cost: 2).

?
1 Momentum, the second 2, and the third 3. Minor Action: The character may attempt one

?
Create Truth for a character or the target of an action

? additional minor action during their turn (Cost: 1).
at a cost of 2 points of Momentum. Secondary Target: An additional target within reach

?
Obtain Information (see page 12).

? of the primary target is also affected by the attack,
Reduce Time taken to complete your test.

? suffering the full effects of the attack (Cost: 2).

44
Half the city can see the lights from the party,
and they dream of the delights inside.
Will you tear it all to pieces?

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