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j Credits j

The APOCTHULHU Quickstart is published by Cthulhu Reborn. Original writing and illustration
included in this book is copyright © 2020 by the individually contributing authors and artists. The
book in its assembled entireity is copyright © 2020 Cthulhu Reborn Publishing. APOCTHULHU
and the distinctive APOCTHULHU logo are trademarks of Cthulhu Reborn.

This Quickstart represents a streamlined and abbreviated version of the full game system, which
can be found in the APOCTHULHU core book, also published by Cthulhu Reborn.

www . cthulhureborn . com

Original Writing: Dean Engelhardt, Chad Bowser, and Jo Kreil.


Additional Writing: Michelle Bernay-Rogers.
Illustrations: Original artwork by Reuben Dodd (of Sorrowking Studios) and Anna
Helena Szymborska. Cartography and character sheet design by Dean Engelhardt. Other
art sourced from stock and public domain sources.
Developmental Editor, Art Direction & Book Design: Dean Engelhardt.
Copy Editing & Proof Reading: Jo Kreil and Adam Alexander
Additional help and sagely advice: Bret Kramer, Kevin Ross, Scott David Aniolowski,
Matt Puccio, Badger McInnes, Adam Alexander, Tyler Hudak, Brian Murphy, and the Weird
Works collective of tabletop horror game developers.
These rules make use of material sourced from previous publications created under the (original) Wizards of the Coast Open
Game License. For credits acknowledging these sources see the OGL statement on page 70, which also clearly describes
which elements of this title constitute Product Identity and which are Open Content.
This book makes reference to elements of the grand “shared universe” of the Cthulhu Mythos, but only incorporates mythological
elements created by H.P. Lovecraft and for which the originating stories are no longer in copyright. These mythological elements
are considered to be now part of the public domain.
Contents Amber Waves (SAMPLE Scenario) .45
Scenario Introduction . . . . . . . . . 45
Introduction. . . . . . . . . . . . . . . . . . . 1
Playing APOCTHULHU . . . . . . . . . . 3 Setting Up The Scenario . . . . . . . 46
Before Play Begins . . . . . . . . . . . . 46
What You Need. . . . . . . . . . . . . . . . . . 3
Rolling the Dice . . . . . . . . . . . . . . . . 4 Game Moderator’s Introduction.48
Percentile Dice (“1D100”) . . . . . . . . 4 Wrong Place, Wrong Time . . . . . 48

Survivors . . . . . . . . . . . . . . . . . . . . . 4 Starting the Scenario. . . . . . . . . . 49


The Character Sheet. . . . . . . . . . . 4
Almost There . . . . . . . . . . . . . . . . . 49
Character Sheet Front . . . . . . . . . 9
Character Sheet Back. . . . . . . . . 10 Colden, KS . . . . . . . . . . . . . . . . . . . . 51
Creating a Survivor. . . . . . . . . . . 11 Locations Around Town . . . . . . . 51
Sample Survivors . . . . . . . . . . . . . 18 Where to From Here?. . . . . . . . . . 57

Game System. . . . . . . . . . . . . . . . . . 31 Finding Gregory’s Car. . . . . . . . . 57

Skills . . . . . . . . . . . . . . . . . . . . . . . . . 32 Rising ‘Smoke’. . . . . . . . . . . . . . . . . 58


Willpower . . . . . . . . . . . . . . . . . . . . 32 The Clement Home. . . . . . . . . . . . 58
Finding Things in the Global
Scrapyard. . . . . . . . . . . . . . . . . . . . 33 At The Hanes Farmstead. . . . . . . . 59
Combat. . . . . . . . . . . . . . . . . . . . . . . 35 The Blessed Rain Compound. . . . . 61
Damage and Death . . . . . . . . . . . 37 The Ungler Farmhouse. . . . . . . . . 62
The Barrel. . . . . . . . . . . . . . . . . . . . 65
Sanity. . . . . . . . . . . . . . . . . . . . . . . . 38
Insanity . . . . . . . . . . . . . . . . . . . . . . 39 Gregory Crump, Suspended . . . 66

Preserving Sanity. . . . . . . . . . . . . 40
Wrapping Things Up. . . . . . . . . . . . 66
Bonds Forged Through Shared
Rewards. . . . . . . . . . . . . . . . . . . . . . 66
Adversity . . . . . . . . . . . . . . . . . . . . 41

Downtime. . . . . . . . . . . . . . . . . . . . . 41 Further Adventures on the


Fecund Planet . . . . . . . . . . . . . . . . 67
This Fecund Planet: A Sample
Post-Apocalyptic Setting. . . . . . 42 Statistics. . . . . . . . . . . . . . . . . . . . . 67
Introduction APOCTHULHU differs from most roleplaying
games in that it does not aim to present a single
Post-Apocalyptic setting for you to play in.
APOCTHULHU is a tabletop roleplaying game
about harsh, gritty life in a Lovecraftian Post- Rather it provides you and your friends with a
Apocalypse. Our familiar world is a memory, set of rules and resources that can be used for
swept away by the ravages of the terrifying any number of different Lovecraftian “end of
powers of the Cthulhu Mythos. Small pockets the world” settings. The game provides some
of plucky men and women live on in this dark example settings — like “This Fecund Planet”
and dangerous time — survivors of the end of outlined on page 42 — but your group can
the world. You and your friends will take on the just as easily build your own. The core rulebook
roles of a group of such survivors as they search has a range of resources to help with this.
the scarred land. For clues to the mysterious
afflictions that now blight the land. For a way to
rebuild a hint of mankind’s former civilizations. What is a Tabletop
Or maybe just for the bare essentials that will Roleplaying Game?
allow them to survive another day.
If you have never played a tabletop There is a mountain of excellent material out there on
roleplaying game before, or have no idea who the Internet which explains the principles of tabletop
H.P. Lovecraft was or what his Cthulhu Mythos roleplaying a lot better than we could here. So, if the
is like, see the nearby boxes which give some whole format is new to you, we’d suggest perhaps
starting resources that will clue you in. checking out some of these websites:
What sets APOCTHULHU apart from most • https://en.wikipedia.org/wiki/Tabletop_role-
roleplaying games with Post-Apocalyptic themes playing_game
is the nature of the cataclysms that have caused
• http://wheelhouseworkshop.com/2016/04/27/
society to collapse, and the ways in which they
what-exactly-is-a-tabletop-role-playing-
have shaped the world that has emerged. While
game-anyway/
most games consider end-of-the-world scenarios
such as nuclear annihilation, global pandemics, • http://unpossiblejourneys.com/
A.I.s gone wild, or alien invasion, APOCTHULHU • https://wiki.roll20.net/Introduction_To_
is explicitly optimized for Apocalypses created Tabletop_RPGs
by Lovecraftian forces of cosmic horror. An even better way to get the hang of what tabletop
What does this mean? It means that the roleplaying is all about is to see it in action. A few
game is mostly concerned with threats from targeted searches on YouTube will discover a wealth of
powerful, perhaps cosmic, entities that might videos, e.g.:
have lurked behind the scenes on our planet
for aeons or might have been summoned to our • “actual play cthulhu”
world by insane cultists. Perhaps grand cosmic • “lovecraft tapes”
cycles have allowed the horrors into our world,
Recordings of Lovecraftian game sessions are also
or maybe it was humanity’s folly or hubris. But
available as podcasts; an excellent site to explore is
somehow the uncaring forces have blindly
Skype of Cthulhu (www.cthulhu.me) which has over 600
swept humanity’s centuries of culture and
recordings available for free download.
civilization to the scrap heap, perhaps without
even noticing, making light of our former sense The absolute best way of learning what tabletop
of invulnerability. They rule now, where once roleplaying is about is by playing in a game yourself. If
mankind ruled. you have friends who are gamers, or if you are a member
But there is still some hope. People like the of a game club which sometimes plays roleplaying
Survivors who you will play in the game live on, games, asking to get included in a game — whatever
and while they live there is always some chance genre or rule system — will very quickly give you an
humanity can limp onwards and perhaps even appreciation of what the hobby is all about.
one day win back its place.
1
Who was H.P. Lovecraft, and what is the
Cthulhu Mythos?
H.P. Lovecraft was a horror author who lived in the early part of the 20th Century. Although somewhat
obscure during his lifetime (and for many decades afterward), his unique style of horror fiction has
become remarkably popular and influential in recent decades.

Lovecraft and his small circle of 1920s and 1930s weird fiction writers sought to create an entirely new set
of horrific “creatures,” entirely divorced from the traditional terrors of real-world folklore (like vampires
and werewolves). They did this because, even in their time, they believed that traditional horrors had
become hackneyed and ho-hum. The collection of new monstrosities they invented during the massive
game of “collective mythology invention” came eventually to be called the Cthulhu Mythos.

Much has been written about H.P. Lovecraft and his creations. The curious reader is directed to the
following sources:

• https://www.hippocampuspress.com/h.p-lovecraft/about-hp-lovecraft/the-rise-fall-and-rise-
of-the-cthulhu-mythos
• https://www.biography.com/people/hp-lovecraft-40102
• https://arkhambazaar.com/who-is-h-p-lovecraft/
H.P. Lovecraft’s fiction has fallen into the public domain – it is easy to find copies of his fine tales available
for free online, e.g.:

• http://www.hplovecraft.com/writings/fiction/
For the purposes of APOCTHULHU, there are three important aspects of H.P. Lovecraft’s fiction and world-
view that shape the types of stories which feature in the game:

1. Nihilistic Cosmic Horror: Lovecraft liked to highlight exactly how insignificant humanity is in the
bigger cosmos.
2. Humanity’s Time is Over: In many of Lovecraft’s short stories the (somewhat disturbing)
revelation is made that other intelligent creatures dominated Earth before humanity arose, and
other non-human beings are destined ultimately to take — or retake — humanity’s top place.
3. Humble, Everyday Protagonists: The main characters in Lovecraft’s fictions aren’t super-human
heroic types, but average people. Physical strength or firepower doesn’t help much when one is
facing unstoppable forces from places beyond our understanding.

2
Playing APOCTHULHU
As with most tabletop roleplaying games,
when playing APOCTHULHU one player takes
on the responsibility of setting the scene
and narrating the events which make up an
APOCTHULHU adventure. That individual is
termed the Game Moderator. This term is
often abbreviated GM.
All other players take on the roles of
individual people who have somehow
survived the downfall of humanity. These
characters are called Survivors (with the
term capitalized for clarity). Survivors
undertake adventures and investigate
horrors that are described by the GM.
Players who control Survivors describe
how their Survivor will act and react, and
the GM will describe what happens next.
During an adventure, Survivors
will encounter a multitude of other
characters whose roles are not being
played by other players — those
characters are called Non‑Player
Characters (or NPCs) and their
actions are controlled by the GM.
The core APOCTHULHU rulebook
contains two fully fleshed-out adventures that
a GM can pick up and run without much effort. What
There’s also a smaller introductory adventure,
“Amber Waves” at the end of this book. The
GM needs to read an adventure thoroughly
You Need
before running it; other players should avoid With this book you have everything you need
reading the adventure since it will spoil their to play APOCTHULHU. In this book you’ll find
enjoyment of playing it. Many GMs enjoy making rules for creating Survivors and a full set of rules
their own adventures from scratch: the core for running adventures in a Post-Apocalypse
APOCTHULHU book has resources to help world of your group’s choosing or devising.
make that easy. In addition to this book, you also need
The ultimate goal of any APOCTHULHU pencils to record changes to your character
game is to have fun while creating a shared sheet, scratch paper to draw sketches and take
imaginary world in which dark forces threaten notes, and dice.
the very survival of the human race. There’s no APOCTHULHU uses polyhedral dice
one formula for what makes for a fun game. common to tabletop role-playing games: four-
Games which engross all players with perilous sided, six-sided, eight-sided, ten-sided, twelve-
adventures, intriguing mysteries, and terrifying sided, and twenty-sided. The game plays best
secrets are definitely a great place to start. And when you have a few of each on the table. Or
that — in a nutshell — is what you should aim you can find automated dice rollers on the Web
for in APOCTHULHU. and as mobile apps.

3
Rolling the Dice Name
When the rules need you to roll dice, they use a What’s your Survivor’s name? The types of
particular nomenclature to save time and space: names that would be realistic in your group’s
“#D#,” as in “1D8” or “4D6.” The first number is the Post-Apocalyptic setting will depend on when
number of dice. The “D” stands for “dice with the and where the game is set, and how long ago
following number of sides.” The second number the world suffered its cataclysm. Work with
is the number of faces on the die. “1D8” means your GM and the other players to develop
roll one eight-sided die. “4D6” means roll four names that sound like they might all be part of
six-sided dice and add the numbers together. the same place and time.
Sometimes you add or subtract a number from
the roll. If it says “1D6+2,” that means roll one six- Setting
sided die and add two to the result. Your Survivor has been shaped by the
specific conditions of the Post-Apocalyptic
Percentile Dice (“1D100”)
world he or she inhabits. Keep a note of which
Actions in APOCTHULHU are resolved using setting the Survivor has been designed for.
percentile dice. That means you roll two ten-
sided dice to get a number from 1 to 100. To do Archetype
this, you don’t add the individual die values Not everybody in the Post-Apocalyptic
together but instead treat each number as a world fills a similar role or purpose. Some
digit (0—9). Before you make the roll, designate people survive off their brawn, others rely on
one die as the tens digit and the other as the their wits or their ability to lead other people.
ones digit. A zero (0) on the tens die counts as And other people get by thanks to their ability to
zero except when the ones die is also 0; then the scrounge and procure rare items or resources.
0 on the tens die counts as 10. For example: To represent the differences between these
• The tens die comes up “0” and the ones types of Survivors, APOCTHULHU caters to
die comes up “3”: 03, or 3. several different character archetypes.
• The tens die comes up “3” and the ones Picking an archetype for your Survivor is
die comes up “0”: 30. perhaps the most important decision you’ll
• Both dice come up “0”: 100. make. Archetype determines your Survivor’s
• The tens die comes up “6” and the ones skills, his or her connectedness to others, and the
die comes up “2”: 62. resources available for scrounging up unusual
gear. For games set shortly after the Apocalypse,
common archetypes are: Former Law Enforcer,
Former Scientist/Technician, Former Student,
Survivors Former Priest, and Former White-Collar Worker.
Many other archetypes are described in the
APOCTHULHU revolves around player APOCTHULHU core rulebook, including some
character Survivors — usually just called which particularly cater to Survivors born long
Survivors. The rules define Survivors in great after the time of the Apocalypse.
detail to help you bring them to life.
Gender and Age
The Character Sheet Your Survivor can have any gender or age
Take a look at the Survivor character sheet that you like. Depending on the setting, there
on page 9 and page 10. All the ingredients may be social implications to either or both, but
of a Survivor are there. neither has any impact on game mechanics.

4
Birthplace and Current Home Survivor a rating in Body Armor. There is room for
detail in the Gear section on the reverse side of the
Where was your Survivor born? Where did he sheet, but you can copy details for your Survivor’s
or she grow up? And what place is currently home? most commonly-worn protective gear here.

Statistics Hit Points and Permanent Injuries


Six statistics (stats) define what your Hit Points (HP) indicate physical health. The
Survivor is good or bad at in very broad terms: starting/maximum value is derived from your
Strength (STR), Constitution (CON), Dexterity Survivor’s statistics, but HP may go down during
(DEX), Intelligence (INT), Power (POW), and play. A meter is provided on the character sheet
Charisma (CHA). They indicate overall qualities,
for you to track the current value. Your Survivor
not specific training. Each has a score from 3
may become stunned due to events that occur
to 18. Most human adults have 10 or 11 in each.
in or out of combat — when this happens circle
Stats lower than 6 or higher than 15 are rare.
the “Stunned” box inside the meter.
Each stat has space for its “×5” rating.
The Permanent Injuries box below the meter
Multiply the stat by 5 and fill in that number.
is a place where you can make note of any
That’s the percent chance that your Survivor
permanent repercussions your Survivor suffers
can use the stat successfully in a crisis.
as a consequence of being injured.
Each stat has a space for “Distinguishing
Features.” If the stat is below 9 or above 12, it
stands out in some way. Write an adjective or a
Sanity Points and Mental Disorders
short description to illustrate it. If INT is 15 you Sanity Points (SAN) indicate a connection
might write “Very clever,” for example. with humanity and reality as most people
perceive it. The starting value is derived from
Other Attributes your Survivor’s statistics, but SAN may go down
(and sometimes up) during play. A meter is
Your Survivor’s Willpower Points (WP)
provided on the character sheet for you to track
indicate his or her mental fortitude and drive.
the current value.
The maximum value is derived from his or her
statistics, but WP may go down during play. There is a maximum theoretical value which
Other situations may also cause your Survivor your Survivor’s SAN can ever reach. There is
to become exhausted. also a Recovery SAN value which represents
If your Survivor has a STR that is either lower the highest score reachable through mundane
or higher than the human norm, he or she may recuperation.
have a Damage Bonus which modifies the harm The Breaking Point is the exact point of SAN
caused by hand-to-hand and melee weapons. at which your Survivor has been worn down
Wearing protective equipment enough by trauma to develop a new, long-term
may give your mental disorder. If SAN reaches that point or
below, subtract your Survivor’s POW from the
new SAN. That’s your Survivor’s new
Breaking Point.
Also below the Sanity Point meter
are two sets of three check boxes — one
for Violence, another for Helplessness.
They track how close your Survivor is to
becoming psychologically adapted to that
kind of trauma. If your Survivor loses 1 or
more SAN due to Violence or Helplessness

5
but doesn’t go insane, mark the appropriate • The Unnatural skill indicates knowledge
check box. If your Survivor goes insane due to of Things Man Was Not Meant to Know,
that type of trauma, erase all the marks. See the most awful secrets of reality.
ADAPTING TO SANITY LOSS on page 40 for
details. What Skill Ratings Represent
Your Survivor starts with five motivations:
Every skill has a base value in square
personal beliefs, drives, or obsessions.
brackets, like “Athletics [30%]”. Every Survivor
Motivations aren’t as powerful as Bonds, so they
starts with at least that much of the skill. Having
don’t have scores. Bring them up in play to show a skill above the base value reflects additional
what motivates and supports your Survivor and training and experience.
makes life worth living. Each time SAN hits the
Breaking Point, replace a motivation with your Rating What the Rating Represents
Survivor’s new mental disorder.
01% to 19% Dabbler.
Skills 20% to 29% A dedicated hobbyist; with a foreign
language you can have rudimentary
A skill is a body of specialized knowledge conversations.
that takes months or years to learn and decades
to master. Each skill has a percentile rating, from 30% to 39% Equivalent of a pre-Apocalypse
zero to 99. That’s your Survivor’s percent chance College minor or basic training.
of using the skill in a crisis. 40% to 59% Equivalent of a pre-Apocalypse
To the left of each skill name is a check box. College major or years of experience;
Check a skill when you attempt to use a skill with 50% in a foreign language you
and fail. Between adventures your Survivor can have native fluency.
learn from his or her failures and increase the 60% to 79% Decades of experience, or equivalent
skill rating. of a pre-Apocalypse graduate or
The skills are defined in detail in the doctoral degree.
APOCTHULHU core rulebook. They’re self-
80% to 99% A lifetime’s pursuit or equivalent
explanatory with a few exceptions:
of multiple related pre-Apocalypse
• Craft is the mastery of some difficult doctorates.
trade such as mechanics, locksmith,
farming. Jury-Rigging is a common craft Resources
in the Post-Apocalyptic world, allowing
temporary lash-ups of gear to perform As described in FINDING THINGS IN THE
some task. GLOBAL SCRAPYARD on page 33, one of the
constant challenges facing everyone in the Post-
• Insight is the study and deciphering of Apocalyptic world is obtaining the things needed
behavior and motivations. to survive, and finding pieces of technology to fix
• Post-Apocalypse Lore is knowledge of some or repurpose to make life bearable.
aspect of the world as it exists now, after Each Survivor has a personal collection of
the Apocalypse. resources over which he or she can claim sole
ownership. The size of this pool is represented in
• Scavenge is the ability to scrounge up
an abstract form by your Survivor’s Permanent
useful gear, buried in amongst the
Resources score. This is a number between 0
ubiquitous rubble and junk.
(bereft and close to starvation) and 20 (access
• Technology Use is knowledge of how to to an enviable amount of high-quality stuff). In
use the technological items that existed the Post-Apocalypse this number is the closest
before the Apocalypse. thing to a measure of “wealth.”

6
The
abstract pool
of resources is in addition
to the named items of gear found
elsewhere on the character sheet. It can be used the
to pull out unforeseen but useful items when remaining
they become useful during the game. 2 points either stowed
Your Survivor’s Resources rating can go in a vehicle or in storage at a
up or down during play, for example if he or fixed location. This breakdown might become
she stumbles upon a brand new stockpile of important if your Survivor needs to rummage
unclaimed equipment, or if someone robs a through the carried resource-pile somewhere
significant proportion of stored or carried items. remote — he or she might only be able to call
on the 6 points being carried rather than the full
If your Survivor’s Permanent Resources
score of 8
score is 6 or less, he or she can carry everything
around everywhere (in a pack or similar). Any
more than that, and some proportion of your
Bonds
Survivor’s pool of goodies will need to remain Your Survivor is not an island in this Post-
in a vehicle (“stowed”) or left at a permanent Apocalyptic world. He or she has relationships
location (“in storage”). There is a place on the with other people who represent significant
character sheet to show how your Permanent figures in daily life. Your Survivor is likely
Resources total is split between carried (“at also a member of one or more communities
hand”) items and these other two. of like-minded, or just socially co-dependent
For example, if your Survivor has a Permanent individuals.
Resources score of 8, he or she can keep 6 points Both types of relationships are represented
of resources “at hand” but will need to spread in the game by Bonds.

7
An Individual Bond is an important this crazy world. The term “terrible tome” is a
interpersonal relationship in your Survivor’s life. catch-all to refer to all such accounts, even if
It’s a close enough relationship that your actions they’re not in book form – it might equally be
have a significant emotional or tangible impact a cursed 16mm film or hauntingly weird sound
on the other person, and vice versa. It might be recording. If your Survivor acquires such an
a romantic relationship, a bond formed through account and begins to study it, record details on
shared adversity, a mentor relationship, a parental the character sheet for later reference. Similarly,
relationship, or anything else. Each Individual if your Survivor learns arcane rituals from such
Bond is given a numerical rating on a scale from study, write them on the sheet.
1 to 20; each starts equal to your Survivor’s CHA.
The higher the number, the closer and more stable Gear
your relationship with the person.
A Community Bond is a relationship Major items that your Survivor carries. This
between the Survivor and a broader community is distinct from the abstract collation of food
of individuals; it reflects the Survivor’s status and scavenged equipment that is represented
within that community, and the likelihood of by the Resources score.
other people following his or her instructions.
A community might be a group who shares Weapons
a common geography, or one which shares a
“Skill %” is your Survivor’s skill with that
common philosophy, religion, or hobby. Each
kind of weapon. Copy it from the front of the
Community Bond is given a numerical rating on
a scale from 1 to 20; each starts equal to half your sheet: Firearms, Heavy Weapons, Ranged
Survivor’s Permanent Resources. The higher the Weapons, Melee Weapons, Unarmed Combat,
number, the higher your status and importance or whatever applies.
within the community. Get the other entries from the APOCTHULHU
The value associated with each Individual core rulebook. “Base Range” is the distance at
or Community Bond can go up or down during which your Survivor can use it without a penalty
play, depending on how events impact on your that reduces your Survivor’s skill. “Damage” is
relationships and community standing. Bonds the amount it reduces the target’s Hit Points.
can also be broken; such events are traumatic If your Survivor is eligible for a Damage Bonus
for your Survivor. write that in the “(db)” column. If the weapon
has “Armor Piercing” write the amount in the
Your Survivor’s Story So Far “(ap)” column — this represents the amount
the weapon reduces the target’s Armor Points.
Every person in the Post-Apocalypse world
“Lethality” is the chance for a heavy weapon
has been through a lot. Record your Survivor’s
to kill a target outright. “Kill Radius” is how far
story here and update it as key events happen in
his or her life. Lethality reaches.

Terrible Tomes & Arcane Rituals Post-Apocalypse World & Fellow


Survivors
During an APOCTHULHU adventure, it
is possible that your Survivor will stumble Record any important details your Survivor
upon terrifying (and possibly accurate) secret learns about his or her world or fellow Survivors
information about the true nature of reality in in the group.

8
Character Sheet Front
Character Sheet Back
Creating a Survivor world work better, play a Former Tradesperson
or Former Doctor. If you’d like to play someone
A new APOCTHULHU Survivor takes only a with specialist knowledge, a Former Scientist/
few minutes to create. Technician might be your thing, or (for a broader
but less accomplished character) perhaps a
Ask GM for the Setting-Specific Tweaks Former Student.
APOCTHULHU lets you play games in a wide If you think it would be fun to be a doomsday
variety of Lovecraft-inspired Post-Apocalypse prepper whose absurd notions turned out to
settings. For some settings there are small be prescient, play a Former Survivalist. If you’d
tweaks to the character generation process like to see what it would be like to someone
to give your Survivor a slight boost (since the who was on the seedy side of the old (now-
environment is harsher than usual to survive in). gone) civilization, consider a Former Criminal.
Before going any further, ask your GM Alternatively, if you’d like your character to
whether any such tweaks apply in the setting in be someone who can lead or inspire those in
which your character grew up. the Post-Apocalypse world through spiritual
The example setting described on page 42, guidance (whether as a priest, guru, or whatever)
and used as the basis for the introductory the Spiritual Guide archetype is for you.
scenario at the back of this book, has four Finally, if you picture your character as
tweaks — they are summarised in boxes an average white-collar worker who had no
spread through the next few sections (look for particular hands-on skills (but needed to
the U symbol).
develop some fast after the Apocalypse), go with
the Former White-Collar Worker archetype.
Choose an Archetype
Choose Statistics
What kind of character do you want to
play? The answer might depend on whether Create your Survivor’s stats to suit the
the Apocalypse happened just a few years back archetype. If you’re playing a Former Doctor,
(and your character lived it), or whether your you probably want a high INT; a Former Military
character was born into the Post-Apocalyptic character needs high STR and CON, and so
world. The core APOCTHULHU book defines on. (You could, of course, go against the grain
separate sets of character archetypes to cover and create a doctor with a low INT or a former
each type of setting, but here we only show the marine with low STR, assuming some event in
“recent Apocalypse” archetypes. their backstory explains how their abilities were
Even with that list, however, you have a fair reduced through trauma).
amount of flexibility when it comes to defining Pick one of the following sets of numbers
your character. If you’d like to be someone who and assign each score to one stat.
had a pre-Apocalypse job which equipped Some APOCTHULHU settings have
them for conflict, play a Former Law Enforcer character tweaks which give bonuses to one or
or Former Military character. If you’re more more statistic score to reflect growing up in a
interested in playing someone whose hands- harsher-than-normal environment. Apply these
on skills might be essential to making the new bonuses after you’ve assigned the stats.

Stat 1 Stat 2 Stat 3 Stat 4 Stat 5 Stat 6


13 13 12 12 11 11
15 14 12 11 10 10
17 14 13 10 10 6

11
For “This Fecund Planet”, the example setting you go”). If the Permanent Resources score is
higher — or becomes higher during play — some
U
described in this book and its scenario, the
decisions will need to be made about where the
tweak is:
points above 6 should be allocated.
g orAllCON
Survivors receive a +1 bonus to STR
(player’s choice)
Your Survivor’s Permanent Resources score
also determines his or her number of Resource
Checks — how many times the personal resource
Calculate Derived Attributes pool can be used in a single adventure.
The derived attributes are based on stats, so
• Resource Checks: Permanent Resources
they’re easy to figure out.
divided by 6 (round up).
• Hit Points (HP): The average of STR and
Black out the check boxes that have numbers
CON (round up).
higher than this calculated number of checks.
• Willpower Points (WP): Equal to POW. (For example, if your Survivor has a Permanent
The formula for the starting number of Resources score of 6, he or she has 1 Resource
Sanity Points (SAN) depends on the setting Check — color-in boxes 2 and 3 with solid fill to
in which your character has spent most time, show that they cannot be used.)
and is included in the list of character tweaks
provided by your GM. Permanent Resources Score
• Former Criminal: 6
For “This Fecund Planet”, the example setting • Former Doctor: 5

U
described in this book and its scenario, the
• Former Law Enforcer: 4
tweak is:
• Former Military: 4
g The formula for Starting Sanity Points
is POW×4
• Former Scientist/Technician: 7
• Former Student: 2
• Breaking Point: Equal to SAN minus POW. • Former Survivalist: 5
• Recovery SAN: Equal to POW × 5. • Former Tradesperson: 5
• Damage Bonus: See table below. • Former White-Collar Worker: 5
• Spiritual Guide: 3
Damage Bonus from STR Score
1–4 5–8 9–12 13–16 17–18
-2 -1 0 +1 +2

Establish Resources
Your choice of archetype determines
your Survivor’s starting score in Permanent
Resources. Copy the number into the box on the
character sheet. Then split that number across
the three boxes below — “at hand”, “stowed”, and
“in storage”. The numbers in each must add up to
the Permanent Resources rating. If your Survivor
has 6 or fewer points of Permanent Resources
he or she will typically want to place all into “at
hand” (i.e., carry around all your junk wherever

12
Pick Individual and Community Bonds Examples of Community Bonds
• Members of a survivor community
Your choice of archetype determines how
many Bonds your Survivor gets. This number • Club or society
can be split among Individual Bonds and • Church congregation
Community Bonds however you like. Describe • Research network
each bond. For Individual Bonds all you need at • Guild or Fraternal/Sisterly Organization
this stage is a name and few words describing
why they are important to your character. For
Define Motivations
Community Bonds you should specify the name
of the community and what kind of affiliation it Other than Bonds, what makes your Survivor
describes. tick? Intellectual curiosity? The love of a devoted
For Individual Bonds, each begins with a pet? A passionate hobby? Something else? Write
score equal to your Survivor’s CHA. If your down motivations as your Survivor’s personality
Survivor’s CHA goes down, each Individual emerges during the game. A Survivor can
Bond drops the same amount. have up to five. Each time your Survivor hits
the Breaking Point, remove a motivation as a
Community Bonds each begin with a
symptom of the trauma.
score equal to half your Survivor’s Permanent
Resources score, rounded up.
Determine Archetypal Skills
Number of Bonds Each archetype comes with a set of skills.
• Former Criminal: 4 Write down their values on the character sheet.
These scores replace the base ratings.
• Former Doctor: 3
• Former Law Enforcer: 3 Former Criminal
• Former Military: 3 • Alertness 40%
• Appraise 40%
• Former Scientist/Technician: 2
• Craft (Locksmith) 40%
• Former Student: 5
• Law (choose one) 30%
• Former Survivalist: 2
• Persuade 40%
• Former Tradesperson: 3 • Stealth 50%
• Former White-Collar Worker: 3 • Search 40%
• Spiritual Guide: 4 (including one Commu- • Unarmed Combat 60%
nity Bond with a starting score of 12)
Choose any 2 of these that you don’t already
have:
Examples of Individual Bonds
• Athletics 70%
• Spouse or ex-spouse
• Demolitions 40%
• Son or daughter
• Disguise 50%
• Best friend • Dodge 70%
• Colleagues in an intense, difficult job or • Firearms 50%
calling • Insight 50%
• Person you rescued from certain death • Melee Weapons 70%
• Fellow survivors of a shared trauma • Technology Use 40%

13
Former Doctor
• First Aid 60%
• Medicine 60%
• Pharmacy 50%
• Scavenge 50%
• Search 50%
• Surgery 50%
• Survival (choose one) 30%
• Technology Use 30%

Choose any 2 of these that you don’t


already have:
• Foreign Language (choose one)
40%
• Reassure 50%
• Research 50%
• Science (Biology) 40%

Former Law Enforcer Former Military


• Alertness 50% • Athletics 50%
• Athletics 60% • Drive 40%
• Dodge 50% • Firearms 60%
• Drive 50% • First Aid 40%

• Firearms 60% • Heavy Weapons 40%

• Insight 50% • Law (choose one) 30%


• Military Science 60%
• Law (choose one) 40%
• Survival (choose one) 40%
• Melee Weapons 60%
• Technology Use 40%
• Persuade 50%
• Search 60% Choose any 3 of these that you don’t already
have:
Choose any 3 of these that you don’t already
have: • Artillery 40%

• Disguise 50% • Craft (choose one) 40%


• First Aid 50% • Demolitions 40%
• Forensics 40% • Medicine 40%
• Reassure 50% • Navigate 50%
• Stealth 50% • Pilot (choose one) 40%
• Technology Use 40% • Scavenge 50%
• Unarmed Combat 80% • Stealth 50%

14
Former Student
• Art or Craft (choose one) 50%
• History 50%
• Persuade 60%
• Research 50%
• Scavenge 50%
• Technology Use 60%

Choose any 6 of these that you don’t already


have:
• Anthropology 40%
• Archaeology 40%
• Art or Craft (choose another one) 40%
• Athletics 70%
• Foreign Language (choose one) 40%
• Insight 50%
• Law (choose one) 40%
• Medicine 40%
• Military Science 40%
Former Scientist/Technician • Occult 40%
• Craft (choose one) 40% • Pharmacy 40%
• Dodge 50% • Reassure 50%
• Research 50% • Science (choose one) 40%
• Search 60% • Science (choose another one) 40%
• Science (choose one) 60% • Surgery 40%
• Science (choose another one) 40%
• Technology Use 60% Former Survivalist
Choose any 2 of these that you don’t already • Craft (Farming) 50%
have: • Firearms 50%
• Anthropology 40% • First Aid 40%
• Archaeology 40% • Heavy Machinery 30%
• Craft (choose another one) 40% • Insight 50%
• Foreign Language (choose one) 40% • Navigate 40%
• Forensics 40% • Scavenge 50%
• Heavy Machinery 50% • Survival (choose one) 60%
• Melee Weapons 70% • Survival (choose another one) 40%
• Pharmacy 40% Choose any 3 of these that you don’t already
• Post-Apocalypse Lore (choose one) 40% have:
• Scavenge 50% • Artillery 40%
• Unarmed Combat 50% • Craft (choose one) 40%

15
• Drive 60% Former White-Collar Worker
• Heavy Weapons 40% • Art or Science (choose one) 50%
• Military Science 40% • Art or Science (choose another one) 30%
• Pharmacy 40% • Dodge 50%
• Ride 50% • Insight 50%
• Unarmed Combat 80% • Law (choose one), or Research (pick one)
60%
Former Tradesperson • Search 50%
• Appraise 40% • Technology Use 60%
• Craft (choose one) 60% Choose any 3 of these that you don’t already
• Craft (choose another one) 40% have:
• First Aid 40% • Anthropology 40%
• Heavy Machinery 40% • Craft (choose one) 40%
• Insight 40% • Firearms 60%
• Persuade 50% • Foreign Language (choose one) 40%
• Technology Use 40% • Forensics 40%
• Unarmed Combat 70% • History 50%
Choose any 3 of these that you don’t already • Occult 50%
have: • Post-Apocalypse Lore (choose one) 40%
• Alertness 60% • Reassure 50%
• Archeology 40%
• Athletics 70% Spiritual Guide
• Craft (choose yet another one) 40% • Anthropology 50%
• Demolitions 40% • History 50%
• Dodge 70% • Insight 60%
• Melee Weapons 70% • Persuade 60%
• Science (choose one) 40% • Post-Apocalypse Lore (choose one
religion) 50%
• Reassure 70%

Choose any 4 of these that you don’t already


have:
• Archeology 40%
• Art (choose one) 40%
• Craft (choose one) 40%
• Law (choose one) 40%
• Occult 50%
• Post-Apocalypse Lore (choose one other) 40%
• Stealth 50%
• Survival (choose one) 50%

16
Pick Adversity Skills (if any) Pick Bonus Skills
For some Post-Apocalyptic settings, your Pick any ten skills and add 20% to each of
Survivor may begin the game with a few extra them. The only skill you can’t pick is Unnatural.
skill points learned through exposure to horrors You can increase a skill more than once, but
of the shattered world. These will be described none can be higher than 80% to start. Put excess
in the setting tweaks that the GM provided at the points on another skill.
start of the character generation process. Skill
points must be spent in blocks of 20 and only on Final Touches
boosting skills in the list of available skills.
For some Post-Apocalyptic settings, your
Survivor may begin the game with some forms
For “This Fecund Planet”, the example setting
of mental trauma due to the horrors he or she
described in this book and its scenario, the has witnessed. These will be described in the

U g Hard Wisdom: add +20 to any one


tweak is: setting tweaks that the GM provided at the start
of the character generation process.
skill from the following list — Post-
Apocalypse Lore, Scavenge, Survival, For “This Fecund Planet”, the example setting
or Unnatural. described in this book and its scenario, the

U g
tweak is:
Once you have finished picking Adversity Cold Heart: if the Survivor’s CHA or
skills, you can also calculate your character’s POW is less than 7, he or she starts
Maximum SAN: having already lost 1D4 points from
• Max SAN: Equal to 99 minus the Unnatural two Bonds (player’s choice; can be
skill rating. Individual or Community bonds).

17
Sample Survivors by five, most of his refugees lost their struggle to
the horrible plant-matter growing inside them.
Six sample Survivors follow, created Bonus & Adversity Skills: Scavenge, Survival
specifically for the “This Fecund Planet” setting. (City), Unarmed Combat.
They are ready to play but can also be customized
to meet your preferences.
Peter “Prepper” Tran
Sigismund “Ziggy” Kowalski Age 42, Survivalist.
Age 39, Botanist. A man who always knew the end of the
Mocked by his friends for wanting to study world – in some fashion or other – would come,
botany in college, Ziggy didn’t realize how so he prepared. He was ready for nukes, ready
important his choice of academic study would for foreign invasion, even the possibility of a
be. At least for a few years before everything zombie outbreak, but even he could not have
went downhill fast and the plants won. Bonus & predicted a plant invasion. Bonus & Adversity
Adversity Skills: Alertness, Firearms, First Aid, Skills: Alertness, Demolitions, Dodge, Melee
Insight, Post-Apocalypse Lore (Floss/Plants), Weapons, Post-Apocalypse Lore (New American
Unnatural South) 60%, Search, Stealth.

Amelia “Ames” Deiowa Christine “Kriss” Cross


Age 34, Gear-head. Age 42, Scholar.

A driver who also loves fixing vehicles and A perpetual college student, who spent a
anything else that breaks. Haunted by the death decade or more soaking up whatever knowledge
of her entire family, but particularly her brother. she could. When the Apocalypse came suddenly
Bonus & Adversity Skills: Drive, Firearms, her her jack-of-all trades knowledge came in
Scavenge, Search, Stealth, Survival (Plains) handy. She’s devoted to studying this new world
too, just to figure out how it (and the horrors
it contains) tick. Bonus & Adversity Skills:
Francis “Phranque” Judson Alertness, Dodge, Firearms, Post-Apocalypse
Age 38, Former field medic. Lore (Church of Blessed Rain), Search, Stealth,
Unarmed Combat.
Phranque spent time in the military as a
medic, learning how to patch up wounds. After
discharging and the coming of the Apocalypse,
they were called up to serve in the reserves,
seeing death and destruction on a scale they
never imagined. Bonus & Adversity Skills:
Alertness, Dodge, Drive, Firearms, Insight,
Persuade, Stealth, Unnatural.

Mariano “The Mako” Lara


Age 31, Once a cop, always a cop.
A former gymnast and NYC cop, who found
himself leading a convey of refugee survivors
after the coming of the Apocalypse. He watched
with growing sadness as one by one, then five

18
Sigismund “Ziggy” Kowalski 12 60
12
This Fecund Planet 16 80 Healthy
Former Scientist (Botanist) 15 75 Nimble
39 Male 18 90 Sharp Mind
Dr. Tan’s Compound 12 60
0
Warsaw, Poland
none
13 65 Likeable
14 79 60

Ziggy Sheet Front


36

40
Dr Kira Tan (mentor) 13

Floss/Plants 80
Brewing 40
Dr Tan’s Research Compound 4

50
50
30
40 Botany 80
50 Chemistry 60
Fight the Plants
60
Find a Cure
Help Dr. Tan
Work to Build the Compound
Acquire Knowledge

30 60
50
7
20
6 1 0
Mocked by his friends for wanting to study botany in college, Ziggy didn’t realize how important his choice of academic study
would be. At least for a few years before everything went downhill fast and the plants won. When Ziggy heard Dr. Tan was
looking for researchers to combat what he considers a plague, he jumped at the chance.

Bespectacled and with a rapidly receding hairline, Ziggy is Dr. Tan’s right-hand man. Despite his knowledge and experience, Ziggy
always accedes if questioned by Dr. Tan.

First Aid kit (pristine but only 1D4 uses left),


Battered plant encyclopedia,
Sample-collection bottles

Pistol 40 15 yards 1D10 - - X N/A N/A 7


Unarmed 50 - 1D4-1 - - N/A N/A N/A

The Floss & Food: “The miracle ‘floss’ that Dr Tan:“A brilliant researcher investigating
was discovered as a super fertilizer grows ways to battle the plant menace.”
inside people after consumed. It is believed Ames:”Talented female auto mechanic.”
to be in most produce grown during the past Phranque:”Ex-Army medic (they/them).”
couple of years. Eat canned food and bottled Mako:”Former NYC cop.”
water from before that time.” Prepper:”Intense survivalist guy.”
Kriss:”Super-educated, well-read.”
Amelia “Ames” Deiowa 15 75 Muscular
12
This Fecund Planet 15 75 Healthy
Former Tradesperson 17 85 Good with hands
34 Female 14 70 Quick Learner
Dr. Tan’s Compound 12 60
+1
Des Moines, Iowa
none
13 65 Likeable
15 99 60

36

60
Peter Tran (traveling companion) 13
40 Jerome Brass (boyfriend back at
50 the compound) 13

70

Auto Repair 80
Dr Tan’s Research Compound 3
Jury-Rigging 40

70
80 50
40

Drive Like a Demon


40
Be Useful to Dr Tan
30
Keep Compound Vehicles in Great Condition
Collect Useful Parts
40 Plains 50
Never Forget My Brother

40 40
70
5

5 0 0
Somebody needs to drive and luckily Ames loves doing it. She also loves fixing the doctor’s vehicles and anything else that breaks.
She’d been working in her brother’s garage when the apocalypse hit. Her entire family died while Ames stood helplessly, seeming
unaffected. She drove west that night, eventually finding Dr. Tan’s clinic and signing on.

Ames keeps her hair tied back to keep it out of moving parts. Her hands and arms are covered in scars from welding mishaps
and reaching for misaligned parts before they’ve fully stopped moving. Her black leather jacket was her brother’s and she keeps it
pristine.

Travel tool kit (pristine),


Grease gun (pristine),
Mirrorshades, Leather jacket

Pistol 40 15 yards 1D10 - - X N/A N/A 7


Unarmed 70 - 1D4-1 +1 - N/A N/A N/A

Dr Tan:“A brilliant researcher investigating


ways to battle the plant menace.”
Ziggy:“A biologist, helping Dr Tan.”
Phranque:”Ex-Army medic (they/them).”
Mako:”Former NYC cop.”
Prepper:”Intense survivalist guy.”
Kriss:”Super-educated, well-read.”
Francis “Phranque” Judson 14 70 Well-Built
16
This Fecund Planet 13 65 Hale & Hearty
Former Doctor (Field Medic) 17 85 Quick Footed
38 Non-Binary 17 85 Misses Nothing
Dr. Tan’s Compound 16 80 Strong-Willed
+1
Lincoln, Nebraska
none
17 85 Very Charming
14 79 79

48

40
The Penitential Him (charismatic
and enigmatic medic) 17
40
50

Dr Tan’s Research Compound 3


Church of the Holy Artery (Post-
50
Apocalypse Religion) 3

50
40 50
60
80
Cure the Good Guys
Akkadian 40 50
Kill Those Who Threaten
Respect Order and Authority
70
Keep Busy to Forget
Plains 30
Protect Dr Tan With Your Life.

30 30
5
20
60 5 0 0
Phranque spent time in the military as a medic, learning how to patch up wounds. After discharging, they hoped to use their GI Bill
to further study medicine, but the apocalypse came. When called up to serve in the reserves, Phranque saw death and destruction
on a scale they never imagined.

When the government collapsed and the few remaining officers disbanded the units, Phranque searched for a place their skills
would be useful. They found Dr. Tan through a friend of a friend of friend and offered their services.

Phranque keeps up an exercise regime to stay in shape, but has let their red hair grow long. They can be prone to bouts of
depression whenever the totality of the world’s destruction sets in.

Travel medicine kit (pristine but only 1D4 uses left),


Field surgery kit (pristine but only 1D4 uses left),
Akkadian dictionary

Pistol 60 15 yards 1D10 - - X N/A N/A 7


Unarmed 40 - 1D4-1 +1 - N/A N/A N/A

Dr Tan:“A brilliant researcher investigating


ways to battle the plant menace.”
Ziggy:“A biologist, helping Dr Tan.”
Ames:”Talented female auto mechanic.”
Mako:”Former NYC cop.”
Prepper:”Intense survivalist guy.”
Kriss:”Super-educated, well-read.”
Mariano “The Mako” Lara 17 85 Muscle Man
12
This Fecund Planet 15 75 Healthy
Former Law Enforcer 17 85 Gymnast
31 Male 15 75 Perceptive
Dr. Tan’s Compound 12 60
+2
New York City
none
15 75 Popular
16 99 60

36

50
Christine Cross (travelling
companion) 15
50 Jimmy Ormond (6-year-old
orphan from caravan) 15

60

Dr Tan’s Research Compound 2

70

70
50 50
80
50
Don’t Trust Anyone Until They Earn It
60
Be A Role Model
50
Keep The Peace
40
Enforce Dr Tan’s Rules
City 50
Keep Alive The Memory Of Those I
Couldn’t Save.

70
40 60
4
Region of Dr Tan’s

4 0 0
60
A former gymnast, Mariano got his nickname because he never stops moving. Even when his hands and feet aren’t moving, his
mouth is. After high school, he entered NYC’s police academy. After graduation, he found himself patrolling Bedford Stuyvesant,
doing his best to make a difference.

After a year on the job, the apocalypse struck and he found himself leading a caravan of refugees west from Brooklyn. He
watched with growing sadness as one by one, then five by five, most of his refugees lost their struggle with whatever was
growing inside them. Each death was personal to the Mako and he resolved to do what he could to avenge them.

Battered and tarnished badge,


Photo of deceased wife and children,
Lucky shark-tooth charm

Pistol 80 15 yards 1D10 - - X N/A N/A 7


Knife 60 - 1D6 +2 - X N/A N/A N/A
Unarmed 50 - 1D4-1 +2 - N/A N/A N/A

Laws of Dr Tan’s Region: “To keep a degree Dr Tan:“A brilliant researcher investigating
of law and order in and around the compound, ways to battle the plant menace.”
Dr Tan has created a set of rules that are Ziggy:“A biologist, helping Dr Tan.”
enforced like ‘laws.’” Ames:”Talented female auto mechanic.”
Phranque:”Ex-Army medic (they/them).”
Prepper:”Intense survivalist guy.”
Kriss:”Super-educated, well-read.”
Peter “Prepper” Tran 15 75 Muscular
15
This Fecund Planet 16 80 Healthy
Former Survivalist 15 75 Slippery
42 Male 14 70 Knowledgeable
Dr. Tan’s Compound 15 75 Motivated
+1
Kevlar (3pt)
Kansas City, Missouri 15 75 Likeable
16 99 75

45

40
60 Amelia Deiowa (travelling
companion) 15

New Am. South 60


Farming 50
Dr Tan’s Research Compound 2

20

50 50
60 70
50
40
Look After Own Safety
40
Keep Control of Own Gear
30
Destroy the Crazies
Blow Up Plants
30 Plains 60
Always Repay A Favor
City 40

50
80
5

5 0 0
50
Peter “Prepper” Tran always knew the end would come, so he prepared. He was ready for nuclear war, foreign invasion, civil unrest,
he even got in on the zombie bandwagon for a while – who knew what they were cooking up down in ATL. What he wasn’t ready
for was plants. Sure, he had a machete. And gasoline. But these plants were killing people from the inside! Eat your veggies? Not
anymore! Prepper’s risk averse nature has made him a welcome addition to Dr. Tan’s crew.

Peter has chiseled features, something he works very hard to maintain. His mind will frequently race to the worst possible
outcome, but he’s dependable when things get bad.

Military-style greatcoat,
Junked CB radio (junk),
Jerry can of gasoline,
3 sticks dynamite (pristine).

Kevlar Vest (pristine) [3pt Armor]

Pistol 50 15 yards 1D10 - - X N/A N/A 7


Machete 50 - 1D8 +1 - X N/A N/A N/A
Unarmed 80 - 1D4-1 +1 - N/A N/A N/A

The New American South: “Rural parts Dr Tan:“A brilliant researcher investigating
of the American South were hit hard by the ways to battle the plant menace.”
Apocalypse: many towns choked to death by Ziggy:“A biologist, helping Dr Tan.”
greenery. New religions sprung up, like the Ames:”Talented female auto mechanic.”
Church of the Blessed Rain. They seem more Phranque:”Ex-Army medic (they/them).”
like weird cults. Some say that worshippers are Mako:”Former NYC cop.”
unaffected by the plants. Others think they Kriss:”Super-educated, well-read.”
are preying on the desperate and vulnerable.“
Christine “Kriss” Cross 12 60
18
This Fecund Planet 13 65 Good Health
Former Student 15 75 Nimble
42 Female 18 90 Eidetic Memory
Dr. Tan’s Compound 18 90 Indomitable
0
San Diego, California
none
16 80 Very Charming
13 99 90

54

40
Mariano Lara (traveling companion) 16
Corey Hawthorne (de-programmed
60 ex-Blessed Rain) 16
Poetry 50 40 Geoffrey Cross (wheelchair-bound
husband) 16

Ch. Blesed Rain 40

Dr Tan’s Research Compound 1


Live Poets Society (club at the
50
compound) 1
50
50
50
40 Biology 40

Never Ever Give Up


40
Document Everything
30
Always Look for Ways to Prove Usefulness
Report Everything Back to Dr Tan
Acquire Knowledge at Any Costs

70
60
60 60
2
Old American

40 2 0 0
Kriss was a perpetual college student. She’d sign up for every class and change majors often enough to never earn a degree. Then,
the apocalypse came and her jack-of-all trades knowledge came in handy. She could be useful to anyone. And, she devoted herself
to studying the new world with as much fervor as she avoided graduating in the old world. She’s proven a boon to Dr. Tan, able to
help research topics outside of Dr. Tan’s experience or interest.

Kriss is earnest to a fault. When she has a task, she’ll follow through to the bitter end.

Kriss Sheet Back

Diary / poetry / sketch book,


Portafile with witness statements on loose paper,
Reel-to-reel tape recorder (pristine) for recording notes and
interviews (batteries are heavily worn)

Pistol 40 15 yards 1D10 - - X N/A N/A 7


Unarmed 60 - 1D4-1 - - N/A N/A N/A

Church of Blessed Rain: “A cult-like new Dr Tan: “A brilliant researcher investigating


religion rapidly gaining followers. Their members ways to battle the plant menace.”
supposedly don’t get sick from eating plants.” Ziggy:“A biologist, helping Dr Tan.”
Ames:”Talented female auto mechanic.”
“New Beginnings” Safe Haven: “Non- Phranque:”Ex-Army medic (they/them).”
existent facility advertised widely, perhaps as Mako:”Former NYC cop.”
a way of luring the gullible for some nefarious Prepper:”Intense survivalist guy.”
purpose. Or just wishful thinking.”
Game System
The rules for APOCTHULHU are simple.

The Game Moderator describes the situation;


you say what your Survivor is doing about it; the
GM describes the outcome, as what happens
next. The core rules of the game revolve around
that last step. Do you succeed or not?

Does It Require a Skill or a Stat?


If the GM thinks anyone could pull it off, it
doesn’t require a skill or a stat, just effort.

A SKILL: If your Survivor is trying to do


something that only someone with a great deal
of training could achieve, that requires a skill.
The GM decides which skills apply.

A STAT: If anyone might be able to do it


without training, that may require not a skill but If you roll a failure and the dice match each
instead a certain score in a stat: Strength if it other, or if you roll 00 (meaning 100), that’s a
needs physical power, Intelligence if it needs critical failure, also called a fumble. The action
clear reasoning, Power if it requires inner fails and your Survivor suffers some other
fortitude, and so on. detriment, too.

Does It Require a Roll? Opposed Rolls


If the situation is calm and your Survivor What if two characters are using skills in
has time to think, ask questions, plan, and direct opposition to each other? Maybe you
prepare, the randomness of a die-roll probably want to oppose an enemy’s attack roll with
isn’t appropriate. The GM decides how much of your Survivor’s Dodge skill, or you want to
the skill or stat you need — see WHAT SKILL defeat someone’s Alertness with your Survivor’s
RATINGS REPRESENT on page 6. If your Stealth skill. Both sides roll, as usual. A critical
Survivor doesn’t have enough, the GM may tell success beats a success; otherwise the highest
you that someone with deeper expertise or succeeding die-roll wins. If both fail, the result
talent could figure it out. is up to the GM. Maybe they keep trying, or
If it’s a crisis and things are rapidly spinning maybe circumstances change and the contest
out of control, roll the dice. ends inconclusively.

If You Must Roll the Dice Pursuit


Roll percentile dice to get a result from 01 to When one character (or something worse)
100. If you roll your skill or lower (or your stat × 5 wants to catch another, that’s one or more
or lower), your Survivor succeeds. If not, your opposed tests: Driving vs. Driving, Athletics vs.
Survivor suffers the consequences. Athletics, Swim vs. Swim, whatever makes sense.
If you roll a success and the dice match each One opposed test makes for a short chase.
other, or if you roll 01, that’s a critical success. In a more substantial pursuit, one side needs
Your Survivor succeeds as perfectly as possible. two successes. Wins cancel each other out. If

31
the quarry wins, that lengthens the lead. The Willpower
pursuer needs to win once to reduce the lead
Survivors need Willpower Points (WP) to
and again to gain ground.
withstand exhaustion and mental trauma, to
A chase should require three successes to resist interrogation and persuasion, and to
win only if it’s exceptionally long and drawn- enact unnatural rituals.
out. In a pursuit, a critical success counts as
two “successes” and a critical failure counts as Low Willpower
two failures.
At 1 or 2 WP your Survivor has an emotional
The Luck Roll breakdown, suffering a –20% penalty to all
actions until WP rises above 2. At 0 WP your
Sometimes the GM calls for a Luck roll. If Survivor collapses, incapacitated and perhaps
you have to make a Luck roll, it doesn’t depend unconscious, and cannot succeed at any tests —
on skill, talent, or willpower. Just roll percentile including SAN rolls.
dice. You have a 50% chance of success.
Regaining Willpower
Bonuses and Penalties Fulfilling a personal motivation in a way that
In most cases, roll your Survivor’s basic skill the GM finds compelling restores 1 WP. A full
or stat rating. If the GM thinks circumstances night’s sleep restores 1D6 WP.
are exceptionally dire, modify the chance by
−20% (subtract 20 from the rating). If things are
Exhaustion
exceptionally in your Survivor’s favor, modify the The first time your Survivor tries to sleep
chance by +20%. In rare, truly extraordinary cases after suffering temporary insanity or reaching
the bonus or penalty may be +40% or −40%. the Breaking Point, you must make a Sanity test
for the Survivor to get any rest. After failing
Skills to get a good night’s sleep, or working CON in

Skills and Base Ratings


Alertness 20% Forensics 0% Ranged Weapons 20%
Anthropology 0% Heavy Machinery 10% Reassure 10%
Appraise 10% Heavy Weapons 0% Research 10%
Archeology 0% History 10% Ride 10%
Art (Type) 0% Insight 10% Scavenge 10%
Artillery 0% Law (Type) 0% Science (Type) 0%
Athletics 30% Medicine 0% Search 20%
Craft (Type) 0% Melee Weapons 30% Stealth 10%
Demolitions 0% Military Science 0% Surgery 0%
Disguise 10% Navigate 10% Survival (Type) 10%
Dodge 30% Occult 10% Swim 20%
Drive 20% Persuade 20% Technology Use 0%
Firearms 20% Pharmacy 0% Unarmed Combat 40%
First Aid 10% Pilot (Type) 0% Unnatural 0%
Foreign Language (Type) 0% Post-Apocalypse Lore (Type) 0%
Check a skill when you attempt to use a skill and fail. After the session, add 1 to each checked skill and erase all checks.

32
hours without a break, a Survivor loses 1D6 WP Worn Out Items, and Junk
and become exhausted. An exhausted Survivor
suffers a –20% penalty to all skills, stat tests, and Sometimes your Survivor will be lucky
SAN rolls. A full night’s rest removes that penalty. enough to own or find a piece of equipment
• Using sedatives: Liquor or sleeping pills that’s in its new or “pristine” condition. Such
give your Survivor a +20% bonus to the items function exactly as they were designed to
SAN test to get to sleep. If the test still do, although if you thrash them the GM might
fails, the Survivor is exhausted the next decide that they’re starting to wear thin.
day after all. Items that have become Heavily Worn still
• Using stimulants: Stimulants offsets the work perfectly well but are perpetually on the
exhaustion penalty by 10% for 2D6 hours, verge of breaking. If the GM tells you an item is
or 20% for hard drugs. Heavily Worn then each time your Survivor uses
• Addiction: Frequent use of sedatives it, he or she must make a Luck roll. If the roll
or stimulants makes addiction a likely fails, it’s gone beyond just being worn-out … it’s
result the next time your Survivor gains a now considered Junk.
disorder. Heavily Worn versions of consumables (like
food or fuel) are generally safe to use but smell
Finding Things in the Global or taste awful. On a failed Luck test they create
Scrapyard minor negative side-effects (e.g., food poisoning,
or vehicle backfires).
One of the staples of Post-Apocalyptic stories Junk versions of items can still be used but
is that resources — in the form of traditional suffer a –20% penalty all the time. They are also
modern equipment and supplies — are scarce. more likely to cause a fumbled roll — in addition
This stands to reason: if human society has to normal chances for a test to fumble (rolling
broken down in the wake of some terrible a failure with matching digits), such items
event, nobody is manufacturing any brand-
automatically fumble on any roll 95 or higher. The
new gadgets, gizmos, medicines, or processed
GM might decide that any such fumble means
foods. At the same time, the few humans that
the Junk item is now permanently useless.
have survived the Apocalypse have a reason to
stockpile as many of these things as possible. Junk versions of consumable resources (like
food or fuel) are potentially dangerous — in the
All of this makes the locating of equipment,
worst case, using spoiled drugs may have the
vehicles, and even staples the Survivors need
to live, uncertain. This represents a significant potential to kill the patient.
difference to the settings for most tabletop
roleplaying settings — even in a medieval or
fantasy setting, some kind of “economy” exists
and player characters can use “money” they
own to exchange for items in towns or markets.
In the Post-Apocalypse there is no money. There
are likely to be few markets, and there might not
even be any functioning townships or large-
scale settlements.
So, how are the Survivors supposed to get
supplies and new equipment? The short answer
is that they must either scavenge it, make it, or
already have it in the stash of junk they carry
around with them.

33
Scarcity
In any setting, some resources will be
scarcer than others. For convenience the
following categories of scarceness are defined:
Abundant, Uncommon, Hard to Get, Very
Hard to Get, and Impossible to Get. Each
imposes modifiers on the chances of finding the
resource in pristine, worn, or junk conditions.
The description of “This Fecund Planet”, the
example Post-Apocalypse setting, includes a
table (on page 44) showing the scarcity of
different types of consumables and equipment.

Scavenging Items
Any attempt to find resources by searching
the environment (e.g., going through the
abandoned supermarket shelves or raiding an Drawing on Personal Resources
army base) is covered by tests of the Scavenge Each Survivor carries around a personal
skill. The test will be modified according to the collection of miscellaneous “stuff”. These are
scarcity of the resource and whether you’re not the items specifically named on the back
looking in a likely or unlikely location. of the character sheet, but an abstract pool
of unnamed gear. The size and usefulness of
In general: a Survivor’s collection is determined by the
• For Abundant Resources: no test Permanent Resources score (see page 6).
required, you can automatically find the During an adventure you can draw upon this
resource in any logical place. pool to find useful things without ever needing
to have previously stated your Survivor was
• For Uncommon Resources: unmodified carrying that item or resource. You can do this
Scavenge test will find a pristine version. by succeeding in a test against Resources × 5,
modified by scarcity of the item.
• For Hard to Get Resources: make There are a couple of limits, however. First,
Scavenge test modified by –20%; your Survivor can only draw upon his or her
successful rolls that are low (10 or less) resource pool a certain number of times in a
find a junk version, otherwise a pristine single scenario (the number of unblacked check
version is found. boxes). Secondly, the effective Resources rating
used for test may depend on how much of your
• For Very Hard to Get Resources: personal pool is available at the time. The “At
make Scavenge test modified by –40%; Hand” score will always be included in the total,
successful rolls that are low (10 or less) but the “Stowed” score is only added if you have
find a junk version; otherwise a heavily access to the vehicle and the “In Storage” score
worn version is found. Only critical is only added if you’re back at your home base.
successes find a pristine version.
Scarcity affects the Resources test:
• For Impossible to Get Resources: • For Abundant Resources: no modifier;
no test required, you cannot find such will always find a pristine version of the
resources. resource.

34
If the Resources test is successful, place a
check in one of the free checkboxes on your
Survivor’s sheet. If they are all full, he or she can’t
use Personal Resources again this adventure
(but all check marks are erased before the next
adventure starts).
If your Survivor is seeking to find a highly
specialized item in his or her personal resource
pool the GM might decide that success would
permanently reduce the Survivor’s Personal
Resources score by a point or two. You will
always be told this cost before making the
decision about whether to roll or not.

Jury-Rigging Items
Survivors may often find themselves faced
with the inability to track down the equipment
or devices that they need to get something
• For Uncommon Resources: no modifier,
done. Their only realistic option may be to hunt
but a low roll (20 or less) will find a Heavily down a collection of less-scarce component
Worn item or half a unit of a consumable items and cobble together some kind of hodge-
resource. podge out of the parts. This is the fine art of
• For Hard to Get Resources: tests are jury-rigging.
made at HALF chance; a low roll success All such attempts are resolved through
(20 or less) will find a Junk version, tests against the Craft (Jury-Rigging) skill,
or other similar skills at the GM’s discretion.
otherwise a Heavily Worn item is found
At best, a lash-up created in this way qualities
or half a unit of a consumable. Only a
as a “heavily worn” version of the real item or
critical success finds (a full unit of) the
device. If any components are themselves sub-
pristine version.
par, the GM might decide that the jury-rigged
• For Very Hard to Get Resources: tests assembly is Junk.
are made a QUARTER chance; a low
roll success (20 or less) will find a Junk
version, otherwise a Heavily Worn item is
found or half a unit of a consumable. Only
Combat
Combat can take your Survivor out of the
a roll of 01 finds (a full unit of) the pristine
game quickly and permanently. Don’t engage in
version. it lightly.
• For Impossible to Get Resources:
tests are made a QUARTER chance and One Action per Turn
must be a critical success to locate the Combat is resolved in turns. Each typically
resource in any fashion. Even critical lasts a few seconds, but a given turn might
success finds a Junk version unless the represent a split second of violence.
roll was 01, in which case a further Luck Each character acts once in a turn. The
roll is made: failure = heavily worn item character with the highest DEX goes first. Then
(or half a unit of consumable); success = the next-highest DEX, then the next, and so on
pristine version. until all have acted.

35
When it’s your turn, choose one action: pinned target in later turns. Unarmed
Combat and Melee Weapons attacks on
• Aim: Add +20% to your next attack roll. a pinned target are at +20%. A pinned
• Attack: Inflict damage. One attack and character can take no actions except
damage roll usually represents a series attempting to escape. While pinning a
of blows, firing off an archaic ranged target, you decide whether and when the
weapon, or two or three shots with a target can speak.
gun. In hand-to-hand combat, attacking • Wait: Act after someone else’s action this
also includes self-defense; see DEFENSE turn.
ROLLS for details.
• Anything Else: Anything that takes a
• Called Shot: An attack that ignores cover moment’s concentration.
or armor but at a –20% penalty, or –40%
for an especially hard shot. Defense Rolls
• Disarm: Roll Unarmed Combat to force Dodging and hand-to-hand combat (using
the target to drop a weapon or object. either Melee Weapons or Unarmed Combat) are
Includes self-defense; see DEFENSE tests that can protect your Survivor by opposing
ROLLS for details. attack rolls.
Your Survivor can Dodge or fight back
• Dodge: Roll Dodge to oppose an attack,
against an incoming attack even before your
disarm, or pin. See DEFENSE ROLLS for
Survivor’s DEX order in a turn. If you do this, it
details.
becomes your Survivor’s single action for that
• Escape: Get out of being pinned. Roll either turn. A Survivor who has already taken another
STR×5 or Unarmed Combat, whichever is action that turn can’t Dodge or fight back until
better. This acts as a defense roll against the next turn.
the character pinning your Survivor In order to Dodge or fight back, your Survivor
(see DEFENSE ROLLS for details). If the must know an attack is coming and be physically
pinning character is not attacking, the capable of blocking or evading it. A Survivor who
escape is opposed by his or her Unarmed is pinned or unaware can’t Dodge or fight back.
Combat or STR×5 (whichever is better). If
the escape roll succeeds, your Survivor
DODGING: Opposes all hand-to-hand attacks
that turn, and lets your Survivor duck behind
is no longer pinned — and the escape
cover to evade all ranged attacks that turn. (The
roll defends against other attacks until
cover must be within about three yards — close
your Survivor’s next action. If it fails, your
enough to duck behind it.) Dodging protects
Survivor remains pinned and cannot
against each attack that your roll beats. Dodging
defend against attacks. never inflicts damage.
• Fight Back: Roll Melee Weapons or ATTACKING OR FIGHTING BACK: Opposes each
Unarmed Combat to oppose an attack. hand-to-hand attack that turn. This cannot
See DEFENSE ROLLS for details. protect against ranged attacks unless your
• Move: Jog 10 yards, run 20 yards, or sprint Survivor physically interferes with the weapon.
30 yards. (Usually, your Survivor can go When fighting back, choose an offensive action:
about 3 yards as part of another action.) attack, called shot, disarm, or pin. If your roll beats
the attack, the attacker’s action has no effect
• Pin: Hold someone down. Includes self- and your Survivor’s action affects the attacker.
defense; see DEFENSE ROLLS for While the roll defends against all attackers, the
details. Your Survivor can attack the offensive action affects only a single target.

36
Damage and Death Lethality Rating
A successful attack inflicts damage, which Sometimes a threat is so dire that an
reduces the victim’s Hit Points. Damage depends ordinary damage roll isn’t enough. A machine
on the weapon. gun, explosive, poison, or heavy weapon has a
At 2 HP or below, your Survivor falls Lethality rating. That’s the percent chance that
the threat immediately reduces the target to
unconscious for an hour or until healed to at least
zero Hit Points. If that fails, the target still takes
3 HP. A Survivor injured that seriously must roll a
damage equal to the two percentile dice added
CON test. If it fails, look at the lowest die in the
together as individual ten-sided dice.
percentile roll as a single D10. The Survivor loses
that many points from a single stat of the GM’s
Kill Radius
choice, permanently, to a minimum score of 3.
At 0 Hit Points, your Survivor dies — unless A Lethality weapon that can affect many
the GM says otherwise. The GM has a lot of targets at once has a Kill Radius. If it’s an
discretion. Sometimes common sense says a explosive, that adds +20% to the chance to hit.
character can be kept alive with prompt medical Choose the center of the radius before attacking.
care such as Surgery or First Aid. Other times The effect depends on the attack roll.
it’s clear that there’s no hope. Hit Points never • Hit: Roll Lethality for everyone inside the
go below 0. radius. (The GM decides if some targets
A First Aid roll restores 1D4 HP. It can be are exempted.) Everyone who survives is
attempted only once each time a Survivor is suppressed.
injured. A Survivor resting safely gets a CON • Miss: Everyone who would have been in
test once a day to recover 1 HP. A Medicine or the Kill Radius is suppressed
Surgery roll, whichever is appropriate, restores
• Suppression: If your Survivor is
1D4 HP once a week.
suppressed, your Survivor must either
hide behind cover or go prone. If your
Survivor refuses to hide or go prone, he
or she loses 1 SAN, but can act normally.

Armor and Cover


If something sturdy stands between your
Survivor and harm, it acts as armor and has an
Armor value. The effect depends on the kind of
protection and the kind of attack.
• Body armor: No effect on a successful
Lethality roll. Reduces the damage of an
ordinary attack (unless it’s a called shot).
• Cover: Causes a Lethality roll to
automatically fail; but remember, a
failed Lethality roll still inflicts Hit Point
damage. Cover reduces the damage from
any attack except a called shot.
• Armor-piercing weapons: If a weapon has
an Armor Piercing rating, it reduces your
Survivor’s protection’s Armor rating by
that much for that attack.

37
Sample Damage Rolls Here are sample SAN losses. In each case, the lower
loss (succesful SAN test) is left of the slash, the higher
• Unarmed: 1D4−1 loss (failed SAN test) is to the right.
• Small club or knife: 1D4 Suffering Violence Loss
• Large club or knife: 1D6 Ambushed or hit by gunfire 0/1
• Pistol: 1D10 Surprised by a corpse 0/1
• Rifle: 1D12 — The corpse of someone you love 0/1D4
• Shotgun: 2D10 at close range; 2D6 or 1D6 Unexpectedly stabbed, strangled or shot 0/1D4
farther out Reduced to 2 HP or less 0/1D6
• Submachine gun, burst: Lethality 10%, Tortured 0/1D10
Kill Radius 1 yard.
• Hand grenade: Lethality 15%, Kill Radius
10 yards. Inflicting Violence Loss
Incapacitate or cripple an innocent 0/1D4
Strength and Damage Destroy a teammate’s body to thwart 0/1D4
discovery*
High or low STR modifies Unarmed Combat
and Melee Weapons damage rolls, to a Kill in defense of oneself or another* 0/1D4
minimum of 0: Kill a murderous enemy in cold blood* 0/1D6
• −2 for STR 3–4 Torture a victim 0/1D8
• −1 for STR 5–8 Accidentally kill an innocent* 0/1D8
• +1 for STR 13–16 — even for a very good reason* 1/1D10
• +2 for STR 17–18 * For a failed roll, add 1 per victim up to the
maximum possible die-roll: 4 for 1D4, 6 for 1D6, etc.

Sanity
Survivors are as vulnerable to mental trauma
as to physical threats. We track that vulnerability
in Sanity Points (SAN). When SAN drops sharply,
the Survivor loses self-control — and the player
loses control of the Survivor.

Threats to Sanity
The three types of SAN loss are Violence
(both suffering it and inflicting it), Helplessness,
and the Unnatural.
Each threat comes with two possible SAN
losses, one more severe than the other. Whenever
your Survivor faces one of those threats, make
a SAN test. That means rolling your Survivor’s
current SAN or lower on percentile dice. If you
succeed, your Survivor suffers the lower loss;
with a critical success, your Survivor suffers the
minimum loss possible. If you fail, your Survivor
suffers the higher loss; with a critical failure,
your Survivor loses the maximum possible.

38
Helplessness Loss Insanity
Being suddenly fired from one’s role 0/1 Insanity is what happens when you lose too
A friend suffers permanent harm or gains a 0/1 many Sanity Points. There are three kinds of
disorder insanity in APOCTHULHU: temporary insanity
A Bond’s score is reduced to zero 0/1D4 from short, overwhelming shocks; indefinite
insanity from accumulated stresses; and
Imprisoned or held against will 0/1D4
permanent insanity when your Survivor has
Wake up paralyzed or blind 0/1D4 been driven completely beyond reason.
An Individual Bond suffers permanent 1/1D4
harm or gains a disorder Temporary Insanity
Shunned by all members of a 1/1D4 If your Survivor loses 5 or more SAN from
Community Bonded organization a single event, your Survivor goes temporarily
See or hear a friend being gruesomely 0/1D6 insane. This means the “fight or flight” response
killed takes over: your Survivor either runs away,
Learn an Individual Bond has been 1/1D6 lashes out mindlessly, or curls up in a helpless
ball. It lasts until the GM says the Survivor snaps
killed
out of it; usually that’s a few minutes after the
See or hear an Individual Bond 1/1D8 source of the SAN loss goes away.
gruesomely killed
Learn that a Community Bonded 1/1D6 Disorder
organization has been destroyed
A Survivor whose SAN score reaches the
Act in a way that directly leads to 1/1D8 Breaking Point gains a long-term mental
collapse of a Community Bonded disorder. Its nature and symptoms depend on
organization the kind of trauma that pushed the Survivor to
the Breaking Point.
The symptoms usually don’t manifest right
The Unnatural Loss away. When your Survivor reaches the Breaking
Attempting Reassure on a character who 0/1 Point, make a note on the character sheet that you
lost SAN to the Unnatural have gained a new disorder and whether it came
Witnessing a supernatural effect that’s 0/1 from Violence, Helplessness, or the Unnatural.
apparently benign Now change the Breaking Point to its new value:
your Survivor’s current SAN minus POW. The GM
Witnessing a violent supernatural effect 0/1D6
will determine the details of your Survivor’s new
Seeing a corpse walk 0/1D6 disorder later in the adventure or perhaps in
Subjected to an overtly supernatural effect 0/1D6 between this adventure and the next.
Suffering a violent supernatural assault 1/1D8 ACUTE EPISODES: Once a Survivor has gained
or more a disorder, further stresses may bring it to
the fore. Any time your Survivor loses SAN
or confronts some traumatic trigger directly
related to the disorder you must make a SAN
roll. If it fails, your Survivor suffers an acute
episode. The disorder cannot be controlled until
the source of stress goes away. The GM always
decides the exact repercussions, and whether it
happens immediately or builds gradually, in the
aftermath of the trauma.

39
Sample Disorders it always succeed — but adapting to a threat
Here are sample disorders. They are defined changes your Survivor, and not for the better.
in the APOCTHULHU core rulebook, but many No Survivor can adapt to the Unnatural.
are self-explanatory.
• Adapting to Violence: Permanently lose
• Addiction 1D6 CHA and the same amount from each
• Amnesia Bond.A character who is adapted to Violence
• Depression loses no SAN for ignoring suppression (see
KILL RADIUS on page 37).
• Hysterical Blindness / Deafness / Paralysis
• Mania • Adapting to Helplessness: Permanently
• Megalomania / Narcissistic lose 1D6 POW.
• Multiple Personalities
Projecting Onto A Bond
• Obsession
• Paranoia When there is a SAN loss, your Survivor
can attempt to reduce it by projecting it onto a
• Phobia crucial personal relationship or connection to
• Psychogenic Fugue a group, damaging an Individual or Community
• Schizoid Bond. Spend 1D4 WP. If your Survivor still has at
• PTSD or “Shell Shock” least 1 WP, reduce the SAN loss by the amount
of WP spent (to a minimum of zero). Now reduce
one of your Survivor’s Bond scores by the same
Permanent Insanity
amount. It could be an Individual Bond or a
If your Survivor’s SAN reaches 0, your Community Bond.
Survivor goes irretrievably insane. The Survivor The next time your Survivor interacts with
becomes a GM character and it’s time to make the subject of the Bond, decide what shape
up a new one. the projection takes. Does the Survivor grow
hostile and angry, irrationally blaming his or
Preserving Sanity her loved one for imagined wrongs? Does the
Survivor abandon his community one in favor
It’s possible to resist SAN loss and insanity of relationships with less importance and
through adaptation and by placing stress on meaning? The stresses faced by Survivors often
Individual and Community Bonds. But suffering wreck the families and friendships that give
a trauma always comes with a cost. them strength.

Adapting to Sanity Loss Using Bonds to Repress Insanity


A Survivor who loses SAN from a threat three When suffering temporary insanity or an
times without going insane becomes adapted. If acute episode of a disorder, your Survivor can
your Survivor loses SAN due to Helplessness or try to repress it by focusing on the people or
Violence, check one of the three boxes for that communities who depend on him or her. Spend
threat on the character sheet under INCIDENTS 1D4 WP, and reduce one Individual or Community
OF SAN LOSS WITHOUT GOING INSANE. If your Survivor Bond by the same amount. Now you may attempt
goes insane or reaches the Breaking Point due a SAN test. If it succeeds, your Survivor stifles
to that threat, erase all its checks. the symptoms of insanity, and you retain control
If you check all three boxes for a threat, your of your character after all. The next time your
Survivor becomes adapted to that threat. When Survivor interacts with that Bond, describe how
adapted to a threat, a Survivor’s SAN tests for the relationship has worsened.

40
Regaining Sanity Points to your Survivor and the ways in which those
Survivors gain SAN by seeking calming or things deteriorate thanks to experience of
reassuring help between operations (which can secret horrors.
raise SAN no higher than the Survivor’s POW×5), Choose one personal pursuit. Describe
by destroying accounts of Cthulhu Mythos lore, how your Survivor is pursuing it and roll
and by overcoming unnatural threats (both of the appropriate test to resolve it. Some
which can raise SAN as high as 99 minus the pursuits damage Bonds (but not those from
Survivor’s Unnatural skill rating). These options recent traumas) as your Survivor lets older
are detailed in the core rulebook. relationships lapse. Here are a few examples.

• Fulfill Responsibilities: Choose one Bond


Bonds Forged Through and roll a SAN test. Success: +1D6 to the
Shared Adversity Bond. Fumble: –1D4 from the Bond and
Survivors often band together into small –1 SAN.
tight-knit groups, to enhance their chances. If
those tight-knit groups go through terrifying • Seek Favor with a Community: Make both a
ordeals together, there is a strong chance SAN test and a test against Community
that they will become psychologically bound Bond strength × 5. If Bond roll isn’t
together by that shared experience. successful, nothing happens, otherwise:
if SAN roll success +1 to the Bond value;
Whenever your Survivor is part of a team
SAN roll critical success +2 to the Bond
that completes a harrowing adventure, there’s
value; SAN roll fumble -1D3 to the Bond
a chance of such trauma-generated bonds
value (and an additional -1 SAN).
forming or deepening.
In the downtime after the adventure (see • Seek Solitude in a Calming Natural Setting:
below), roll for a SAN test. Success has no effect. Make SAN test; success +1D4 SAN; critical
But if it fails, emotional attachments form; follow success +4 SAN. Either way, reduce a
this process for each teammate, up to five: Bond by 1
IF THERE’S NOT AN EXISTING BOND: If your Survivor
doesn’t already have a Bond with the teammate, • Establish a New Bond (Individual or
gain a new Bond equal to half your Survivor’s Community): Pick an individual or
CHA. Your Survivor immediately loses 1D4 points community to target. Make CHA×5 test.
from one other (Individual or Community). This Success: a new bond is established
loss can’t relate to someone who was on the (at half CHA for Individual Bonds or
same adventure. half Resources for Community Bonds).
Regardless, reduce either an Individual
IF THERE’S AN EXISTING INDIVIDUAL BOND: If your Bond by 1D4 or a Community Bond by 1.
Survivor already has an Individual Bond with
the teammate, add 1D4 to it (up to your Survivor’s
CHA). Subtract 1 from one other (Individual or
Community) Bond. This loss occurs even if the
bond value was already at its maximum value,
and can’t relate to someone who was on the
same adventure.

Downtime
APOCTHULHU features occasional scenes
that focus on Survivors’ everyday lives. Use
them to explore the things that are important

41
• Seek Help With Mental Illness, But Lie Niggurath’s ‘blessing’. Masquerading as a New
About Your Unnatural Traumas: Make a Age movement dedicated to the protection of
Luck roll. Success: +1D4 SAN. Fumble: –1 “Mother Earth”, the cult duped hundreds of
SAN. Either way, reduce a Bond by 1. innocent Britons to participate in ‘fertility rituals’
held in an isolated Scottish castle owned by a
• Seek Help With Mental Illness, and Tell popular musician. The weeks of gyrating dances
the Awful Truth: Make a Luck roll. If and liturgical chanting seemed like harmless
the reassuring counsellor thinks your fun to most of the participants. None noticed the
encounters with the unnatural are subtle changes brought into existence through
delusions, the roll is at at –20%. If the Shub-Niggurath’s ‘blessing’.
counsellor believes you, he or she may In the weeks that followed the ceremonies,
lose SAN. Success: +1D6 SAN. Fumble: many accounts were reported world-wide of odd
–1 SAN. Either way, reduce a Bond by 1. floss-like matter blowing on the wind. Wherever
this white fibrous material fell to earth, common
• Improve a Stat or Skill: Test a stat or skill. If plants grew rapidly — even in the most unlikely of
test fails, add +1D10 to the skill or +1 to the places. Scientists took samples of the miraculous
stat. Either way, reduce a Bond by 1. floss but could not explain its origins nor its
amazing powers as a fertilizer. Then the day
• Follow a Personal Motivation: Roll a SAN came when the floss-streams got higher into the
test: success +1 SAN; critical success atmosphere and seeded themselves into clouds.
+1D4 SAN; fumble –1 SAN. In any event, Wherever rain fell, it contained tiny dissolved
reduce a Bond by 1. particles of the floss. And in every square foot of
earth touched by this rain, things grew faster and
• Reading a Mythos Tome or Studying an bigger than normal.
Arcane Ritual: Devote time and ask the
At first the scientific community and the
GM what happens.
world-at-large embraced this miracle, even if
nobody knew from where it had come. Parts
• Study the Post-Apocalyptic World: Reduce
of the world where food is perpetually scarce
a Bond by 1D4. Ask the GM what else
suddenly found themselves with bumper crops.
happens.
Normally lush-and-green places found their
harvests topping all-time records, so much so
that business was soon booming and there was

This Fecund Planet:


enough food that overabundance became more
of a problem than scarcity. The cost of feeding
the planet halved overnight.
A Sample Post-Apocalyptic Setting However, what nobody knew — except
perhaps for the shadowy Shub-Niggurath cult
Most Post-Apocalyptic worlds are defined that had set events in motion with their orgiastic
by the scarcity of life — a consequence to some rites — was that food grown by such fertilizer
horrific extinction event. This particular world is infused with something otherworldly.
is not like that — it is a horror brought about Something that is part of Shub-Niggurath. This
through an excess of life. A terrifying fertility. enigmatic element causes the plants, fruit, and
Cults devoted to Shub-Niggurath have vegetables to grow rapidly … but they do not
existed since the dawn of human thought, most stop growing when they are harvested, nor does
seeking to invoke their awful god’s powers of the miracle ingredient stop growing even after
corrupted fertility. But in the 1970s one cult it is eaten. Instead, the mysterious substance
achieved what no other had been able to do — accumulates inside those who consume it … and
bring about a global manifestation of Shub- when it accumulates to the right level, it sends

42
forth its “shoots” to find the soil, right through • How Long Afterwards? The game setting
flesh and bone if needed. And once those steel- takes place four or five years after the
hard shoots are in fertile ground, they are almost monstrous fertility caused the fall of
impossible to remove. civilization (i.e., the early 1980s).
After just four years, the normal order of
civilization had crumbled. Vast numbers of • What is the World Like? The world is
people were torn apart by thick verdant tendrils greener and lusher than ever before, with
bursting from their chests or stomachs; just as abundance of foliage covering even the
many were pinned to the ground to die a slow most densely-populated cities. Scattered
death of starvation. Too late the message went amid the foliage are the corpses of people
out to abandon eating produce grown in the torn apart or pinned down by greenery
soil, but by then the element was already in bursting forth from their internal organs.
the flesh of livestock — and so an all-meat diet
offered no protection. • What Communities Exist? Some people have
sought out those places around the globe
which are most inimical to life – rocky
Survivor Generation Tweaks:
islets with no topsoil, harsh deserts,
and the like. These people survive off
g orAllCON
Survivors receive a +1 bonus to STR
(player’s choice) stockpiles of tinned food from before
the coming of the floss. But such scarce
g isThePOW×4.
formula for Starting Sanity Points resources are rapidly running out.

U g Cold Heart: if the Survivor’s CHA or • What Mythos Entities? As regions of the
planet have become depopulated to
POW is less than 7, he or she starts humanity, creatures of the Cthulhu
having already lost 1D4 points from Mythos have slithered from hiding to
two Bonds (player’s choice; can be take up residence. Also, Shub-Niggurath’s
Individual or Community bonds). many and diverse ‘children’ have been
drawn to the bountiful harvest infected
g Hard Wisdom: add +20 to any one
skill from the following list — Post-
with her seed.

Apocalypse Lore, Scavenge, Survival, • Is There Any Hope? It may be possible to


or Unnatural. find a way of neutralizing the effects of
Shub-Niggurath’s fecund floss but doing
so will mostly stabilize the situation
• When Did the Apocalypse Occur? The events
rather than reverse it.
unfolded in the late 1970s.

• What Event was the Trigger? The ceremony


at the Scottish castle.

• What Changed? The creation of a super-


fertilizing floss, which is carried on the
wind, spread right around the globe. It
eventually also dissolved into clouds.
Everything it touches — directly or
indirectly — grows fecund and tainted
with Shub-Niggurath’s element.

43
Resource Scarcity in “This Fecund Planet”
Human Consumables Technological Items (cont’d)
Food H and Water H — Abundant Cameras / Recording Equipment Uncommon
Contaminated by floss Information Technology Uncommon
Food H and Water H — Very Hard Construction & Demolitions — Uncommon
Uncontaminated by floss (e.g., cans) to Get
tools
Medicine H — first aid supplies Hard to Get Construction & Demolitions — Very Hard
Medicine H — others Impossible Explosives to Get
to Get Subterfuge Equipment Hard to Get
Technological Items Spare Parts for Technical Items H Uncommon
Mechanized Transport — all Uncommon — non-weapon
(non-combat) ground and Spare Parts for Technical Items H Hard to Get
water vehicles — weapon
Mechanized Transport — Very Hard Navigation Aids
combat vehicles (ground, air) to Get
Reliable maps and charts Uncommon
Mechanized Transport — Hard to Get
Compass, Sextant, Other Hard to Get
transportation aircraft
Navigation Tools
Fuel H — non-aviation Uncommon
Fuel H — aviation Hard to Get Books and Other Recorded
Information
Low-Tech Transport — ground Hard to Get
Low-Tech Transport — water, air Uncommon Books/Recordings created pre- Uncommon
Apocalypse
Weapons — modern, non- Hard to Get
military & ammo H
Books/Recordings created during Hard to Get
or post-Apocalypse
Weapons — military Very Hard
to Get Livestock
Weapons — archaic ranged & Hard to Get Domesticated Animals — Hard to Get
manufactured hand-to-hand Contaminated by floss
Protective Equipment Very Hard Domesticated Animals — Very Hard
to Get Uncontaminated by floss to Get
Communication Equipment Uncommon Animal-Based Transport Hard to Get

Note: Resources which are consumable are denoted by the symbol H

44
Amber Waves
A scenario for the "This Fecund Planet" setting, by Chad Bowser.

Introduction This scenario is designed to introduce


the Game Moderator and players to the
APOCTHULHU game, as well as to the “This
“Amber Waves” is an apocalyptically Fecund Planet” setting.
introductory scenario for APOCTHULHU, If this is the first time you and your friends
taking place in the “This Fecund Planet” setting are playing APOCTHULHU, make sure you
described on page 42. The world has become familiarize yourselves with the Quickstart Rules
a wild and untamed place, with vegetation which make up the first half of this booklet. They
slowly overwhelming everything, including the will tell you everything you need to run the game.
human body. What was once thought to be a For convenience, this scenario uses a shorthand
boon is now a curse. notation to describe how Survivors can uncover
A bio-geneticist, Gregory Crump, thinks he’s clues in different locations by applying their
found a cure. But he’s gone missing on his way to skills (or, where no skill applies, their statistics).
demonstrate the process. The player character This may be through simple skill thresholds (e.g.,
Survivors – as members of another community of if the Survivor has an Occult skill of 40%+ he or
researchers also working on a solution to the plant she will automatically learn the clue) or through
plague – must find Crump. After all, the knowledge rolling D100 dice as part of skill/statistic tests to
that he has discovered might be the secret that learn the clue. The mechanics for rolling different
lets humanity wrest back control of the world ... types of tests in described on page 31.

45
The Game Moderator should view the skill If you think your players would enjoy filling
and statistic tests mentioned in the text as in a few of the setting details, allow them to
suggestions only. If players devise a clever undertake a bit of “world building”, describing
way to utilize a different skill or statistic, or a where Dr Tan’s compound is located and what
combination thereof, encourage it. life is like there. The scenario is written assuming
The shorthand notation is: the Survivors’ home base is about a full-day’s car
Inspecting … Using Skill / Stat … Reveals … journey east of Colden, which is central Kansas.
Thing Skill threshold, or Clue discovered if the That gives a wide range of potential places for
test to roll threshold is met, or the Dr Tan’s research base — it could be anywhere
test succeeds from Indiana to Wisconsin to Minnesota to
Louisiana. Alternatively, if your players want it
to be somewhere completely different, it’s not

Setting Up The Scenario difficult to rewrite a few sentences to adapt the


scenario to accommodate. The exact location of
To help get your game of APOCTHULHU the Survivors’ home won’t have any direct bearing
up and running as quickly as possible, six pre- on the scenario but knowing this information will
generated Survivor characters are provided — help players better contextualize the desperate
those described earlier between page 19 road trip they are taking.
and page 30. These characters have been Before the scenario starts the Survivors
specifically created with the “This Fecund share a long journey together, giving them
Planet” setting in mind. You don’t need to use ample opportunity to share their own personal
these Survivors to play the scenario: if you stories of life before Dr Tan’s compound.
and your players would prefer to create brand Naturally players are under no obligation
new characters, simply use the rules in the to reveal everything about their character’s
Quickstart, or the core APOCTHULHU rules. If background — just what he, she, or they want
using the latter, this particular Post-Apocalyptic others to know about them.
setting is rated “Harsh” — while the Apocalypse The Game Moderator can also use this time
hasn’t been raging for long, the rapid collapse of to improvise a summary of what has occurred
society and tendency for people to be ripped to on the long journey. The trip is likely to have
shreds has taken its toll on humanity’s sanity. been eye-opening — with lots of shocking
In this scenario, the group of Survivors — sights of the world as it is being reclaimed and
whether pre-generated or original — are strangled by the fast-growing fecund greenery.
already established as a group that is (somewhat) Nothing along the road should have seriously
familiar with one another. They all live in the threatened the safety or sanity of the Survivors,
same compound, located somewhere in the but the trip should have nonetheless proved
American South or Midwest. Their home facility tense and uncertain.
has formed around Dr Kira Tan — a brilliant
biologist and researcher. She is one of the few
people left in the world who is still actively
looking for a way to undo the terrible damage
that has made a green wreck of the planet.
Others are drawn by her inspiring example and
benevolent leadership.

Before Play Begins


Before starting, give your players Handout 1.
This describes the state of the world and the
Survivors’ experience of the Apocalypse and
everything that came after.

46
Handout 1: How The World Ended (in Green)
It’s hard to believe just how thoroughly the world And not just that, but the mysterious element had made
has been re-made since the days when there was a its way into livestock that had eaten it, thus making all
functioning human “civilization” and the everyday animal-derived food sources just as risky.
life was safe. It’s been a handful of years — maybe five Meanwhile, the spread of the verdant green and
or six, you’ve lost track — since the so-called “green strangling plant cover continued across the globe,
invasion” swept the globe. You can still remember life crushing buildings and even cities in its path.
before that time, but the memories are starting to fade. It didn’t take very long before the trappings of
Once you used to wake each morning thinking maybe society broke down; the infrastructure that supported
the whole thing was a dream; now you wake sometimes modern civilization soon followed. After all, who wanted
fearing that maybe your memories of an ordered world to go to work if it meant risking a terrifying ‘plant
are actually the true phantasm. infection’? Far better to go into isolation and stockpile
The shocking change that swallowed up the world as much canned food.
began innocently enough. The year was, you think, 1976 or Nations soon became cut off from one another.
1977. News stories began cropping up in newspapers about Then states, and finally even regional communities lost
unexplained changes in the fertility of different parts of the the ability to coordinate or even communicate with one
planet. Places that had always struggled to grow enough another. Life became a constant struggle to scavenge
food suddenly found themselves with record-breaking what little safe food survives and fend off people who
crop yields. More and more areas which were normally would steal it. That’s what existence is now.
green and lush mysteriously reported a phenomenal
Scattered oases exist amid the terrifying green Post-
overabundance of plant growth of all kinds. Each of these
Apocalyptic world. You were lucky enough to stumble
miraculous stories were correlated with observations of a
upon one of them, a research compound run by Dr Kira
weird floss-like substance that was borne on the wind.
Tan. She is a very smart biologist, who is working hard
Overall the abundance of food crops was seen as to find a way to fight back against the plant scourge …
a very welcome — if somewhat inexplicable — natural or at least make it safe to eat fresh food again. She’s
development. After all, it was only a few years since not the only one working toward that end. A year ago,
black-and-white photographs of famines in Ethiopia Dr Tan’s people got an old C.B. Radio working and made
and Bangladesh shocked the world. But it wasn’t long contact with three or four other scientific groups around
before the scientifically mystifying phenomenon proved America who were also working on finding a cure, each
to be anything but a boon. Reports started to emerge using their own expertise and knowledge.
about peculiar and messy deaths suffered by individuals A week or so ago, Dr Tan received a message from one
who had eaten food grown under the influence of the of those groups — its chief botanist, a man called Gregory
super-fertilizing floss. Pictures began circulating of men Crump — had reported a discovery of some significance.
and women who had been found dead with thick, ropy Crump wants to share his notes with Dr Tan, hoping that
tendrils or roots bursting from their abdomen or chest. by combining their knowledge a breakthrough (or, dare
Scientists investigated, and despite the government’s they hope, a cure) might be found. Crump’s group live
efforts to suppress the story people began to hear their on the West Coast, far from your home base. In order to
theory. They believed that the same unknown element that propagate the knowledge, the botanist has offered to meet
caused the superabundant growth actually continued to Dr Tan in a location half-way between the two locations.
thrive even after food was picked, and even after it was That is a small farming town called Colden, Kansas.
consumed. Under some circumstances enough could Making the road trip is a dangerous proposition; to
accumulate in the body and germinate, sending out protect herself and the precious notes, Dr Tan has asked
powerful roots pushing outwards from within the body. you to accompany her as both company and protection.
A panic ensued during which people began to fear You and a small crew have loaded up an old fiberglass
any type of food grown in soil touched by the floss. The sided camper with enough food to last a week, attached
only problem was that by then, the stuff was everywhere. it to a Sedan de Ville and hit the road, bound for Colden.

47
Game Moderator’s Joby the Dog
Introduction An optional member of Kira Tan’s travelling party is Joby,
The world’s in a bad state. a bedraggled mutt who showed up at Dr. Tan’s one day.
He’s proven his weight in gold over the years by guarding,
As described in the summary of “This Fecund
calming, and helping the survivors find what they need.
Planet” on page 42, the woes that have
afflicted all corners of the globe are caused by Joby is honest and forthright in his dealings. He knows
the ‘blessings’ of Shub-Niggurath. These were who he likes and who he doesn’t and doesn’t hide his
summoned to earth by an insane but organized feelings. He loves belly rubs.
cult in Scotland that was (and perhaps still is)
dedicated to the Great and Monstrous Mother. If your players would like to have a faithful canine
The Scottish group, however, are not the only companion, then feel free to let one of the Survivors be
cult of Shub-Niggurath worshippers who are Joby’s best friend and handler. He may prove himself
reveling in this new “green age.” Four years ago, a valuable member of the team … and if one of the
the Church of the Blessed Rain — a cult active player characters is sidelined or eliminated during the
in the American South — learned the truth scenario, the player can always take on the role of Joby
behind the miracle of their goddess’ blessing. for the duration.
In the early days, when it became clear that the STR 08 CON 11 DEX 09 INT 11 POW 12 CHA 19
fecundity wasn’t a boon, US authorities tried HP 10 WP 12
to question members of the group, but their
investigations ended in tragedy. The cultists Armor: None
they could find had become the first American Skills: Alertness 75%, Athletics 70%, Dodge 55%,
victims of the plant eruptions, rooted where Insight 50%, Reassure 75%, Scavenge  70%,
they stood as shoots and tendrils sprouted from Search 70%, Stealth 45%, Unarmed Combat 60%,
every orifice. Every other member of the Church Unnatural 02%.
who wasn’t afflicted had already fled, seeking a
Combat: Unarmed (Bite) 60%, damage 1D6.
place to worship.
They initially dispersed far and wide,
reveling in the new world they’d wrought. Soon up is to occur where State Route 24 crosses the
they began to coalesce into clans of anywhere main street of Colden township.
from 5 to 100 cultists. They now realize those
Kira has brought the Survivors along on her
members of the Church who fell victim to the
road trip, mostly for backup. But when she is
largesse of their goddess weren’t True Believers.
injured in a car crash before arriving in Colden,
They paid their price for their perfidy, just as all
she needs to rely on them to find Gregory and,
of mankind ultimately will.
hopefully, a cure to the fecundity.
One such small group of 10 Blessed Rain
cultists has set up camp near the abandoned Meanwhile, Gregory’s car sits broken down
town of Colden, KS along state route 24. just on the other side of Colden. Unlike Tan,
he had decided to travel solo, and it has not
proven a wise choice. While trying to repair his
Wrong Place, Wrong Time immobilized vehicle, he was found by members
Into this comes Gregory Crump, the brilliant of the Church of the Blessed Rain. Gregory
researcher who believes he’s found a way to halt wrongly assumed these people were sent by Kira
the growth of the floss. A week ago, he made and began to explain his discovery. The Church-
contact with Dr Kira Tan — another researcher goers kidnapped Gregory (a “heretic”) and took
and friend of the Survivors — and proposed a him to their compound north of Colden for
meeting to offer up a copy of his notes. The meet- sacrifice. There he still is, trussed up on a pole.

48
Starting the Scenario Dr Tan will appoint one Survivor to be her
“appointed representative” in the event that
the dealings with Crump go in an unexpected
The scenario begins when the Survivors —in direction — her choice of delegate will be dictated
their car and trailing camper — approach the by whoever has the highest Community Bond
outskirts of Colden, travelling west along State score for the compound community. If there’s a tie,
Route 24. Tall crop fields stretch as far as the eye she will pick the individual with the highest CHA.
can see on both sides of the road. Buried amid
them are occasional small pink-boarded houses, The Running Man
strangled in weeds and creepers.
The man who ran in front of the Survivor’s car
is Jasper Miller of El Segundo, California. If the
Almost There car hit him, he is dead (but the Survivors can learn
his name from the driver’s license in his wallet). If
When the Survivors are a half-mile east of Miller is alive, he’s ranting and screaming. Careful
Colden, they are startled by a sudden event. A observation, with an Alertness test, reveals his
figure stumbles out of the fields, right in the skin is very slightly pulsing and undulating. This
path of the car. Ask the players which Survivor is true even if he’s dead.
is driving at the time. That character will need to To learn anything from the crazed man, he
make a Drive skill test to avoid hitting the figure. first needs to be calmed down with a successful
The trailer makes maneuvering considerably Reassure test. If this succeeds, he can relay the
more difficult (giving a –40% penalty to the following information:
Drive test). If the test is successful, the car
• His name and home.
avoids hitting the man, but in doing so the driver
swerves off into the field. If the driver fails, they • He and about 50 others were traveling to
hit the man before jack knifing. a safe haven on the East Coast called New
Beginnings.
Each Survivor is jostled and thrown about
and must make an Athletics test to avoid taking • They were ambushed by men with guns
1 Hit Point of damage. and taken “that way” where they were
imprisoned. (“that way” is generally
In the accident, Dr. Tan is thrown into a wall,
North, away from Colden township).
breaking several ribs, one of which punctures
her left lung. She has a difficult time catching • He managed to escape and run.
her breath and has sharp, stabbing pains. (This Any Survivor who has skill in a relevant Law
can be diagnosed with a First Aid test or with a or Post Apocalypse Lore skill has heard stories
Medicine test made at +20%). There is concern of the “New Beginnings safe haven” and knows
that her spleen might have been nicked as well. that no such place exists. It is just a scam tale that
Dr Tan’s injuries can be stabilized in the field is spread around by unscrupulous parties who
via a First Aid test. But it’s obvious that she’ll want to attract people to their area, perhaps to
likely need more serious treatment — probably be robbed, perhaps worse.
back at the compound. In the meantime, anyone If Jasper is cut open, either alive or dead, his
with medical training (First Aid, Medicine, or body is filled with a writhing mass of vines. Once
Surgery above 30%) will know that she should exposed to the air, these lash out and search for
not be moving around. The group should really fresh ground to burrow into (seeing this costs
turn around and get her to safety as quickly as 1D4/1D6 SAN).
possible. However, Kira refuses to leave until
the group can meet with Dr. Crump. She’ll agree
to stay in the camper with a shotgun until the
Survivors return with him.

49
Map of Colden Region, Game Moderator Version

50
Colden, KS Chuck’s Gas-n-Grub
Chuck’s will likely be the first structure the
State Route 24 runs straight through the Survivor’s encounter, located as it is a quarter-
center of Colden. The intersection of State mile down the highway towards Colden.
Route 24 and Center St. is the only stop light in Even before they reach it, they might (with a
the town. This is where Kira Tan had arranged to successful Alertness test) hear the sounds of
meet Gregory Crump, so it’s likely to be the spot the cawing birds which cluster around the site.
the Survivors head for first. These unpleasant calls can be faintly heard up
Prior to the Apocalypse, Colden was a to a mile away.
small community of businesses and shops that
primarily served the outlying farmers. Only 20
families lived within Colden proper. Another 80
families owned and worked the large farms that
Bad Food Will Kill You
stretched for miles in all directions. The real risk to Survivors in this Post-Apocalypse isn’t
crazed cultists with sickles and machetes or the Goat
Colden was hard hit by the Apocalypse, many
With A Thousand Young traipsing across the landscape.
of the farm families dying quickly and violently.
It’s a hearty lunch.
Those in town didn’t fare much better. A few
decided to flee to larger cities in the hopes of Infection by the supernatural fertilizing element isn’t
finding help, but no one knows their fate. guaranteed. There are those like the members of the
Church of the Blessed Rain that never become infected.
One family, the Haneses, stayed in their
No one can explain why. That’s just how it is. As a
farmstead. Two teenage children, Margaret
consequence, they are receiving converts by the droves.
and Adam Hanes, are still alive to this day. The
The human sacrifices turn off a lot of recruits, however.
two very paranoid young adults forage for food Everyone else in the world can become infected — for
in the town and take care of their father, long some it happens after just a single meal; others can go
since deceased. for years before they finally succumb. Nobody knows
why. Maybe it’s hardened immune systems, a cast-iron
Locations Around Town stomach, or the luck of the genetic lottery.

Most of the buildings in Colden are Canned goods and other prepared foods made before the
overgrown and collapsing from the weight of floss fell are the safest means of eating. Unfortunately,
plants that are weakening mortar and popping supplies are running out. Food made after the floss fell is
corrupted. No one has found a way to strip the floss from
nails. Large mounding plants hide mailboxes,
ingredients. Even highly processed foods like soft drinks and
cars, and trucks.
candy are made with water that’s been exposed to the floss.
Colden is a (very green and verdant) ghost
town. The Survivors will see nobody in its streets If a Survivor eats infected food there’s the risk that
or buildings, although they may spot indications they’ll become infected. Each time the character ingests
tainted food, willingly or not, they must attempt a
of recent human activity.
CON×5 test. If they fail, they become infected. If they
Several important buildings as well as what succeed, they stave off the floss.
could be found in them are outlined below.
Game Moderators are encouraged to add more An infected character loses 1D4 Hit Points a week as
buildings if the Survivors go exploring, using the the fibrous tendrils of the floss auger through flesh
and bone, drawing lifeblood from the Survivor. These
nearby map as a guide to the layout of the town.
Hit Points do not recover through normal healing or
All the places mentioned below have First Aid. Once a Survivor reaches 0 Hit Points, they are
telephone books which give addresses for locals. rooted in place, a cautionary tale.
All except the doctor’s office have county maps.

51
Chuck’s is a small, two-pump gas station at
the east end of town on State Route 24. A metal
roof over the pumps is listing under the weight
Scavenging for Cans
of thriving plants and the bright orange and Although canned food is growing scarce, it’s not
yellow sign is on its side. gone yet. The availability of food depends on what
Six disgusting and unnatural carrion birds — the population level was like before the Apocalypse,
presented as scarcity levels per the table in the core
Gore Crows (see end of scenario for statistics) —
APOCTHULHU rulebook (if you’re playing with just the
feast on a fresh human corpse that rests against
Quickstart rules, use the scarcity descriptor as a general
the building’s east wall. Witnessing this messy
guideline to setting modifiers to Scavenge skill tests).
feast costs Survivors 0/1D4 SAN. The Gore Crows
won’t give up their prize without a fight, and any Each entry, presented from least populated to most,
attempt to dissuade them from their meal will includes one or more examples of where the food might
result in them also attacking the Survivors. The be found. Use this as a jumping off point, not a definitive
dead man’s ID identifies him as Jerry Kincaid of list. The locations in the less populated areas are also
Minneapolis. His clothes are dirty, his hair and available in the more populated areas.
beard are long and matted and his left shoe is • Uninhabited (broken down vehicle, corpse,
worn through. He has no supplies on him. hermit’s bolt hole): Hard To Get (-20)
• Rural (home, storm cellar, survivalists’
Inside the Gas Station compound): Uncommon (+0)
The building itself is a concrete block painted
• Town (church, mom & pop store, gas station):
white with yellow, orange, and brown stripes
Uncommon (+0)
visible sporadically between the overgrowth.
The entryway is clear of plants. • Military Base (P/X, emergency caches): Hard To
Get (-20)
Inside, there are piles of canned goods near
the door. The cash register is open, the racks of • City (warehouse, supermarket, office park):
cigarettes empty, and there are human bones Hard To Get (-20)
behind the counter. The shelves are bare, and Lower population density areas are more likely to be
the coolers have been pulled clean of alcohol depopulated faster as people either succumb to the
and soft drinks. Apocalypse or flee for greener grass (a bad idea), so the
Useful information to discover here: likelihood of finding foodstuffs in a smaller region is
Inspecting … Using Skill / Stat … Reveals … slightly higher.
Entryway Alertness skill of Plants have been
40%+ deliberately cleared from
the shop’s entryway
Shop No test required All the shelf stable goods
Interior have been lined up and
organized by type. There
are about 60 cans and
boxes of soups and other
items [see note 1].
Pump area Search test There’s a garden hose
hidden behind an air pump.
It smells of gasoline [see
note 2].
Parking lot Search test The mud in the parking
lot has several narrow tire
tracks. There are both old,
cracked tracks and newer
fresh tracks [see note 3].

52
Inspecting …
Gasoline
Using Skill / Stat …
Craft (Auto
Reveals …
The gas in the storage
Using Stale Gasoline
tanks Repair), Heavy tanks is stale [see nearby
box]
Stale gas can cause a combustion engine to misfire and
Machinery, or
perform sub-optimally (as anyone with 30% or more
Scavenge test
in Craft (Auto Repair), Heavy Machinery, or Scavenge
[Note 1]: The organization of goods on store shelves has would know). Under normal circumstances that’s no
been done by the Hanes children. Margaret
big deal. The Game Moderator can request a Luck check
and Adam are slowly gathering resources
any time the driver of a vehicle with stale gas attempts
as they need them, but leaving others for
something that strains the vehicle, such as accelerating
potential travelers. They don’t do this out of an
more rapidly than normal or dangerous maneuvers.
abundance of kindness but because they hope
If the Luck roll is successful the vehicle performs as
expected. If the Luck roll fails, the vehicle stalls out and
if people find food there, they won’t look deeper
a Drive test and 1D4 minutes is needed to restart it.
into town and possibly find their farmhouse.

[Note 2]: The hose by the air pumps is used by the The rubber mat pressure sensors for the
Hanes children to siphon fuel from the automatic doors are peeling and cracking, and the
underground tanks for their home generator. doors themselves are hanging from their hinges.

[Note 3]: The tire tracks are from the Hanes teenagers Inside the Grocery Store
riding their bikes. Inside Jericho’s, the shelves are bare of all
non-perishable goods. Anything perishable that
was of no use in the immediate aftermath of the
The Meeting Place Apocalypse was left to rot on the shelves.
The major road intersection in Colden is There is no usable food in the store, but a
where State Route 24 (also called Magnolia St successful Scavenge test will locate first aid
here) crosses Center St. This is where the town’s supplies like gauze pads and tape.
one stop-light can be found. The light hasn’t A community message board has yellowed
worked in years, the electricity having died a long and torn listings for lost dogs, furniture for
time ago. Just to the north of the intersection, a sale, and tattered fliers for churches and tent
bus can be seen immobile by the side of the road revivals. One flier, for the Church of the Blessed
sitting at a tilt (see following section). Rain is on crisper paper than all the rest.
This intersection is where Gregory Crump Useful information to discover here:
was supposed to meet the Survivors and Dr Inspecting … Using Skill / Stat … Reveals …
Tan — there is no sign of him when they arrive.
Store Alertness test There are adult work
Interior boot prints in the dust
in the aisles [see Note 1].
Jericho’s Grocery
Store No test required There’s a rank smell in
Also on the intersection of SR24 and Center Interior cooler section where a
St. is Colden’s largest grocery story, Jericho’s. cardboard quart of milk
The south wall of this building is partially is laying on the floor,
collapsed, a massive tree leaning against it. open and its contents
spilled [see Note 1].
The north and east sides were once covered in
plate glass, but that’s now broken and vegetable Church Flier Search test The Church of the
Blessed Rain flier was
matter has grown inside the building. put up quite recently,
A concrete statue of a smiling pig with a certainly long after
“Jericho” name tag on its side stands in front of Colden was abandoned
the broken doors, it’s left ear and tail broken off. [See Note 2].

53
[Note 1]: The cultists from the Church of the Blessed The Main Street of Colden
Rain come here from time to time searching
for more resources. On their most recent trip, Standing at the stop-light intersection, it is
one of them opened the milk carton and left it. clear that the majority of the civic buildings in
[Note 2]: The flier for the Church of the Blessed Rain Colden lie directly south along Center St. Signs
was put up when the group came to town point to the local police station and town hall.
a few years after the Apocalypse. They were While most buildings look choked with vines, a
trying to recruit any survivors, or at least couple of the structures look as though they may
lure in sacrifices. have been cleared of overgrowth by someone.

The Bus Town Hall


There is a light blue school bus on the curb Two blocks south of the stop-light
about fifty yards (metres) north of Jericho’s intersection is the Colden Town Hall, the largest
Grocery. Its front end sits on-top of a fire
building in town. Out front there is a small
hydrant. The Bus’s front window and hood are
park with a bronze statue of town founder
riddled with buckshot holes. The side of the bus
Colden Hawfield. This area is an impressive
is painted with a jaunty 1970s-style logo which
(if foreboding) tangle of woody roots and red-
reads “New Beginnings.”
veined creeper vines. The latter has entirely
The side door and back door are open. No covered the statue, choking it to the point where
one is inside. The driver, Horace Mayweather, the figure’s head and left arm have bent to the
is still seat-belted in, his body ripped apart by point of snapping off.
shotgun blasts. Next to him is a manifest listing
The town hall building itself is also completely
46 passengers.
overgrown. Anyone who hacks their way through
Pamphlets about “New Beginnings” are scattered the overgrowth finds two large wooden doors.
about the floor and seats. It describes a paradise
The plants have ripped apart and are growing
free of both the floss and monstrous plants. It is
through the roof, so years of rain and snow have
located on the East Coast outside of Wilmington,
damaged the interior. File cabinets have rusted
NC. According to the brochure, anyone willing to
away, leaving moldering piles of paper that’s
sign on for 10 years of labor will be transported free
turned to pulp.
of charge to the New Beginnings estate.
Any useful papers or records have rotted away.
Trunks of food and water can be found
behind the back seats of the bus.

What Happened Here? A World Choked In Green


The bus was stopped a couple of days ago The rapid plant growth caused by the floss can play
by members of the Church of the Blessed havoc on vehicles, structures, and pretty much anything
Rain. The driver was shot when he refused to that’s in contact with the ground. The rapidly growing
open the doors for the gun-wielding maniacs. plants worm through every crack and crevice, weakening
All the passengers were then taken prisoner mortar in buildings, clogging up cylinders in cars, and
and marched to the Church’s compound to be even twining around people on the ground. Anything left
sacrificed. When the Survivors ultimately visit on the ground for an 8-hour period becomes choked with
the cult at its headquarters, they will see first- the plants, requiring an hour to clear it. If the object is
hand the fate of the people taken from the bus. non-organic, a Luck roll determines whether or not it was
Any Survivor who has skill in a relevant Law damaged by the plants and needs an appropriate skill to
or Post-Apocalypse Lore skill has heard stories repair such as Heavy Machinery or Technology Use.
of the “New Beginnings safe haven” and knows Equipment stored on an unbroken surface such as a
that no such paradise estate exists. It is a scam; concrete slab or metal is safe. Even small cracks allow
one of many perpetrated by the unscrupulous in the plants to grow, proving that life will out.
this desperate world.

54
Colden Police Station The last entry is “Order given to evacuate town
and farmsteads. Remaining officers dispatched
Across the road from the Town Hall on to spread word … Leopold Hanes and Kirkwood
Center St is the town’s police station. Vines have Clement refuse.”
crushed the Victorian style gaslight that once The weapons locker in the back is unlocked
stood out front, leaving it to lay in the street. and open; each of its twelve rifle/shotgun bays
The door and window are thickly covered in is empty. A handful (2D10) of 12-gauge shells is
plants. A spruce is growing in the center of the scattered across the floor.
doorway, wrenching the double-doors off their
hinges, but not completely blocking the path — Clues in the Police Station
Survivors making a successful Athletics test
Useful information to discover here:
can just squeeze through without snagging.
Inside, plants are covering most surfaces. Inspecting … Using Skill / Stat … Reveals …
The tattered remnants of two police uniforms Police Forensics or The chief’s skull was
cover a pair of skeletons in the reception area. Chief’s Body Medicine test fractured by a single
The single holding cell’s door is open, keys bullet wound, probably
from the gun in his hand.
still dangling from the lock. One skeleton is
recumbent on the bench, its rib cage blown apart. Duty Log No test required The duty log makes it
and Phone clear that only a handful
The bullpen behind reception has eight Book of people refused the
desks. Two of the desks still have revolvers and order to evacuate town.
1D10 rounds in their drawers, although both The most vocal were the
are locked. The keys are long lost. To open the Hanes family and the
drawers, a Survivor can either succeed in a Clement family.
Craft (Locksmith) test to pick the lock, or brute Telephone Research or INT×5 The Hanes family lived
force it by making an opposed test of Survivor’s Book test at 10983 County-Line
Road. The Clement
STR versus the desk’s STR of 10.
family lived at 650
In the chief’s office is a skeleton slumped over Meadowood Ave. Both
a desk. A nameplate for Chief Haywood Carlton addresses can be easily
is face down on the floor. A service revolver is located on the Hawfield
still in the skeleton’s right hand, containing 1D4 County Map on the wall
rounds. Under the chief’s skeleton is a duty log. (both are south of town)

GM's Note: Opposed Tests


To make the opposed test mentioned nearby for opening the locked desk drawers, the Survivor makes a roll against his or
her STR×5, and the GM makes a roll against the desk’s STR×5 (i.e., 10×5 = 50). The table below shows the possible outcomes:

Survivor’s STR test


Normal Success (roll under STR×5, but Critical Success (as per Normal success
Fail or Fumble
dice digits don't match or show 01) and digits on dice match or show 01)
Fail or Fumble Lock unmoved Lock forced open Lock forced open
Normal Success Lock unmoved If the Survivor’s dice roll was higher Lock forced open
GM’s roll

(roll under 50, but than the GM’s the lock is forced
not 01 or a match) open.
Critical Success Lock unmoved Lock unmoved If the Survivor’s dice roll was higher
(roll is 01, 11, 22, than the GM’s the lock is forced open.
33, or 44)

55
Inspecting … Using Skill / Stat … Reveals … Survivors checking the door itself find
Weapons Search skill of There are signs the that it easily swings open, thanks to damage
Locker 30%+ lockers were forced, done to a section of frame close to the lock.
probably with a crowbar Inside the office is a shambles. The skeleton
[See Note 1]. of a receptionist is sprawled across her desk.
Medicine cabinets have been pried open and
[Note 1]: The lockers were raided by the Haneses, after pill bottles are strewn across the floor.
the town was evacuated.
Gauze, bandages, and medical tape are also
strewn about.
Doctor’s Office of Dr. Phyllis Randstrom Dust is disturbed on the floor with smallish
The modest surgery offices of the town’s main bare footprints going from the door to the drug
General Practitioner are in the same building as cabinets and handprints on the walls the and
the police station, upstairs from it. There is a set surfaces.
of stairs leading directly up to the offices from The two exam rooms are covered in dust
Birch Street. At the base of these steps a tin of with plants auguring through the walls.
bandages lies on the ground.
The stairs up to the doctor’s offices and Clues in the Doctor’s Office
the doorway at the top have obviously both Useful information to discover here:
been cleared of vines, probably quite recently.
Survivors climbing the steps quickly see the Inspecting Using Skill / Reveals …

window in the surgery door has been smashed … Stat …

inwards. Sap oozes from the bases of the plants Office Science Anyone can see the damage to
where they were cut during this violence. Door (Botany) the vines covering the door is
or Science recent, but with a successful
On the landing outside, several bottles of
(Biology) test skill test that can be narrowed
pain killers lie discarded. down to damage inflicted in
the last 12 hours [see Note 1].
Footprints Alertness, The prints in the dust are
Military fresh, made within the past
Science, or few days [see Note 1].
Navigate test
Discarded INT×5 test The pain killers and bandages
Medicines strewn around inside and
outside the surgery point to
someone pilfering medicines
in a hurry [See Note 1].
Stocks of Pharmacy, All the medicines are far past
Medicines First Aid, or their expiration date. Depending
Medicine test on which pills are used, they
could do nothing, work as
intended, or cause much greater
harm. Using them is a lottery.

[Note 1]: The damage to the door, the footprints, and the
strewn medicines are all from Margaret Hanes
hacking her way into the surgery yesterday. She
came here because Adam injured himself and
needs medical attention. Margaret grabbed
everything she could, rifling quickly through
the stock. She dropped some on her way out.

56
Where to From Here?
If the Survivors have spent some time
A Note on Communications
exploring Colden, they will probably have Long distance communication is tough in this
learned some interesting things about what’s Post-Apocalypse. The plants have overgrown
going on in the local area. None of this, however,
telephone poles and cellular towers as well as sent
helps with their main mission of finding Gregory
Crump. No matter how long they wait at the roots burrowing through buried cables. Satellite
appointed rendezvous location, he steadfastly communications and shortwave radio are the
refuses to appear. most common means of getting a message out,
Survivors may remember that Crump is coming but with no one to maintain the satellites and
to Colden from the West Coast (see Handout 1). If their infrastructures, they’re slowly fading into
the players don’t think of it themselves, an INT×5 decrepitude. Short wave radios are a better solution,
roll reminds the characters of this fact. This might as long as generators and fuel are available.
suggest scouring the section of State Route 24
west of Colden — since that’s how Crump would
likely have driven into town. belt. While it’s unlikely anyone thought to bring
such an item, it’s something that could be part of
Finding Gregory’s Car one of the Survivors’ personal Resources pool.
If anybody cares to go rummaging through their
West of Colden fields of overgrown crops
backpacks, allow a test against Resources × 5.
spread for miles, forming an unbroken amber
Success yields a workable replacement.
wave to the horizon.
A mile west of town on SR 24 is a recently Clues from Crump’s Car
broken-down Chrysler Cordoba. There’s no
Useful information to discover here:
one in it. The driver’s side window is smashed
inward. Several smears of blood are on the hood. Inspecting … Using Skill / Stat … Reveals …

Survivors who inspect the scene also find (with Blood First Aid or The smears on the hood
a Search test) scuff marks all over the road near Smears Medicine test are barely dry; they
the car. The same roll also reveals bicycle tire are 4–5 hours old at
most. These suggest
marks in the dirt on the south side of the road.
Crump may have been
These either came from or go deeper into the ambushed or assaulted
southern fields. quite recently.
Looking inside the car, Survivors find several Marks on Search test There are a number of
empty cans of tinned meat are in the passenger road and scuff marks and bicycle
seat. In the back seat is a brown leather ground tire marks (see above,
briefcase, ripped open. Papers inside make it and Note 1). The scuff
clear it is the property of Dr. Gregory Crump. A marks look as though a
couple of random pages of Gregory’s research fight took place. Perhaps
Crump attempted to
are still tucked into the briefcase, labeled pages
fend off attackers?
6 and 38 of 194.
Mechanics Test of Drive, or The breakdown was
If Survivors try to start the car, the find that it of Car any relevant Craft accidental; just a fan
steadfastly refuses. Opening the hood, anybody skill belt snapping.
with even a limited degree of mechanical
knowledge (a relevant Craft skill or Drive skill [Note 1]: The bicycle tire tracks are from Margaret
over 30%) can see what’s wrong — the fan belt Hanes who saw the struggle between Crump
has snapped. Fixing the breakdown would be and the Blessed Rain weirdos. She fled for
trivially easy if the Survivor’s had a replacement home when the cultists saw her.

57
The “Lost Dog” Rising ‘Smoke’
While the Survivors are at Gregory’s car, At some point of the GM’s choosing, the
they hear yelling coming from the south, getting Survivors will become aware of a remarkable
louder. A man’s voice is screaming, “Get back and unnatural sight — a huge flock of Gore
here you bitch!” “I’m gonna find you!” A man Crows that perpetually circles above the Blessed
with three-day stubble and three-week stink Rain compound. From a distance it doesn’t so
will eventually emerge from the fields wearing much as look like a bird flock, more an ever-
tattered coveralls and a plaid shirt. His right eye shifting billow of black smoke.
has a fresh shiner and dried blood from a split Survivors can potentially catch sight of the
lip. He’s carrying a rusty axe over his shoulder. ‘smoke’ any time they are outside (although it’s
He’s a cultist named Kevin Highsmith who set suggested that GMs keep this as a revelation to be
off after Margaret but couldn’t find her; now he is learned after a few of the Colden town locations
returning back to the compound bitter at having have been searched). Looking towards the north,
failed in his mission. He will quickly take stock of any Survivor who succeeds in an Alertness test
the Survivors and play his cards depending on can notice the unnatural plume of smoke. They
how many there are. If it’s just a solo Survivor, can easily point it out to their fellow Survivors.
he’ll try to take them by surprise with a quick If any Survivor can succeed in a Navigation test,
strike from his axe and drag them back to the they can determine that the ‘smoke plume’ must
compound to become another sacrifice. be about 3 or 4 miles north of town.
Alternatively if he’s outnumbered, he’ll
introduce himself as “Henry Olson” and spin a The Clement Home
tale that he was just out looking for his dog. She
Based on the notes found in the police station
ran away this morning and he’s been looking for
about the Clement family being one of a handful
her ever since, but it’s time he headed home. The
who refused the evacuation order, Survivors may
dog, he says, will come back eventually when
she gets hungry. decide to check out the house at 650 Meadowood
Ave. This location is a couple of miles south of
If asked, he’ll play ignorant about what
town. This is where the Clements — Kirkwood
happened to Crump’s car. Things like that happen
and Melody — once lived.
every so often. There’s some bandits around here,
that’s why he carries the axe. Highsmith is not a very The powder blue Ford Futura owned by the
good liar, and any Survivor who makes an Insight Clements still sits half in the driveway, covered
test to judge the truthfulness of his statements over by vines. Their skeletons, also with vines
gets a +20% to determine their falsehood. growing through them, are in the driver and
passenger seats. Their hands are intertwined.
If the cultist thinks he’s been rumbled, he will
The couple thought better of their choice not to
quickly try to get the Survivors to leave. If that
evacuate but didn’t make it very far.
happens, he’ll meander around for a while before
heading north in the fields toward his compound. Their entire ranch home was flattened by a
If the Survivors refuse to leave, he strikes out massive poplar and then covered over with vines.
down State Route 24 westward, away from town.
Once he thinks he’s out of line of sight, he heads
north and doubles back to the east. Anybody
watching him from a distance can attempt
an opposed test of Alertness vs the cultist’s
Stealth (30%) to spot this feeble obfuscation.
If Survivors think to look in a telephone
directory for the man’s fake name, they will find
there are no Olsens living in the Colden area.

58
At The Hanes Over the years, the Hanes have become more
and more paranoid, booby trapping their home

Farmstead and property. Here are a few traps they’ve


implemented.

After discovering information at the police g Yard Trip Wire: This runs across the entire
station suggesting the Hanes family did not front yard. It’s difficult to spot, requiring
leave during the town evacuation, Survivors any approaching Survivor make a Search
may visit their home at 10983 County-Line road. test. After spotting the wire, a character
Unlike the Clement home above, this dwelling is can bypass it with either an Athletics or
still inhabited by its original family … although DEX×2 test. If a Survivor trips the wire,
the stresses of surviving in this bizarre and not only do they risk falling to the ground
hazardous place has taken its toll upon their (make a DEX×3 test or fall prone), but the
health and especially their sanity. wire rings a loud bell.
The Hanes farmstead building is notably g Second Trip Wire: A second trip wire is at
free of overgrowth by the ubiquitous creepers the base of the steps leading up to the
and vines. This sets it apart from most other porch. It also is attached to a bell (same
buildings. Approaching it, the faint hum of a rolls required as above).
generator can be heard. A single flickering
electric light can also be seen in one of the g Punji Trap: Leading up to the cellar doors is
downstairs rooms. a five-feet by five-feet by three-feet-deep
Upon closer inspection the Survivors will pit with spikes in the bottom. It’s covered
see that the building is run-down. The paint has over by branches that are in turn covered
chipped away, and several upstairs windows over by leaves and sod. It’s difficult to spot,
have broken. There are two doors, one in the requiring a Search test at -20%. Getting
front and one at the rear eastern corner. There around the pit is only possible with an
are two bicycles on the front porch. Athletics test. Anyone who falls in takes
Looking around the back reveals a double 1D6 damage and must make an Athletics
cellar door at the back of the farmhouse, secured or DEX×3 test to climb out.
with a padlock. A rusted tractor can be seen g Shotgun traps: The classic string tied to
parked against the west side of the house. There’s a shotgun mounted on a chair behind the
also a well in the back yard. An overgrown barn door. Two such traps have been set, one
stands about 100 yards behind the house. pointing at the front door and another
at the rear. If a door is opened without
Defending the Farmstead first disengaging the string, the 12-gauge
The Hanes farmstead is occupied by filled with buckshot goes off. It deals
teenagers Margaret and Adam Hanes. 2D10 damage. Someone looking in a front
window can spot the shotgun at the front
door. There’s no window to look through the
spot the shotgun at the rear eastern door.

Setting off any of these traps will instantly alert


the Hanes teenagers to the Survivors’ presence.
However, even approaching the homestead in
a noisy or non-stealthy manner (e.g., driving
up to the building) will make them aware of a
possible incursion. This will send both teenagers
scrambling for their guns.

59
Survivors who deliberately attempt to employ Inside the House
stealth in approaching the farmstead will need
Inside, the house is a shambles. Broken
to make a series of opposed tests comparing
furniture is piled everywhere. The house reeks
their Stealth against the teenagers’ Alertness
of mold, stale sweat, human waste, and spoiled
(both have 50%). Two or three successes will be
food. The wallpaper is peeling and there are
required to get into the building undetected —
water-stains everywhere. The floorboards creak
although triggering any of the traps will instantly
and several are missing.
nullify any stealth.

The Tractor The Sitting Room


The front room with the light on is the sitting
The tractor is an old Ingersoll Rand. A lot of
room. Someone looking in from the yard outside
rust is pooled on the ground beneath it and all
sees, nearest the window, the back of a wingback
plants cleared away. Also on the ground is a fresh
chair with the top of head just visible. Across the
human finger. There’s a lot of blood on the fan
room is another chair with Adam in it, clutching
and belt. A trail of blood leads behind the house
his hand, covered in blood and looking pale.
to the eastern rear door. Based on the amount
Margaret is trying to inexpertly apply bandages
of blood and its state, any Survivor with medical
to a wound on his hand. A crumple of bed linens
training (First Aid or Medicine of 30%+) can
can be seen in the far back corner near the
determine the blood is from a moderately severe
fireplace. Shot guns are lined up against the
wound inflicted in the last 24 hours.
fireplace brick.
Adam Hanes was trying to get the tractor
From the inside of the sitting room, it’s possible
working and succeeded in severing the index
to see that the man in the wingback chair is
finger on his right hand.
actually a desiccated corpse, a plate of fresh food
sitting on his lap. (0/1D4 SAN to see this macabre
The Well scene). This is Leopold Hanes, who died several
There’s a well pump in the back yard. years ago of old age. The children still address him
An extension cord runs from it to a nearby as “papa” and seek his advice on matters, even
generator. Eight 5-gallon jerry cans of gasoline though he never answers. They just act as though
are next to the generator. their decisions were provided by him.
The best way of permanently overcoming the
The Barn Haneses’ extreme suspicion is to medically treat
The barn is barely standing. Trees, vines, Adam — who is not doing well after his hand
and other plants have destroyed its structural injury. Margaret will keep a shotgun trained
integrity. There’s nothing interesting inside. on the Survivor the entire time and Adam will
continually protest that he doesn’t trust the
Approaching the House outsider, and doesn’t need any help. A good
outcome to any First Aid or Surgery test will fully
Unless the Survivors approach the house
earn the trust of both teens. They’ll be positively
unnoticed (see above), they’ll be greeted by
relieved to not have to be entirely on their own.
warning shots from Margaret as they near the
They’ll say that “papa thinks you’re good people.”
building. Excessively paranoid, she’ll think they’re
more cultists come to grab her and her brother.
The house is well-stocked with canned goods,
What the Haneses Know
so promising her food won’t work. Promises of If the Survivors get the teenagers to lower
medical aid will work far better, but will need their guard, the two will warm up and be willing
to be accompanied by an appropriate skill roll to offer what they know about the Church of the
to sound convincing (Reassure, Persuade, Blessed Rain. The Haneses have kept the group
or Medicine could all work). Success gets one under observation since they arrived, so they
person through the door, under heavy guard. have a pretty good idea of what they do, and

60
Handout 2: Margaret on the Church of the Blessed Rain
“We don’t know much about the Apocalypse or how it to eat gruel made from fresh food, until the plants burst
came to Colden, just that me and Adam were young when out of them and they die. A couple days back they marched
it happened and that a lot of people died. The police tried a whole line of out-of-town folks up to the hill. We think
to evacuate everyone from town, but papa said we should they were from that bus that crashed outside Jericho’s. All
stay, so we did. of those people got fed the gruel and put up on crosses. By
“We learned from watching other people that it isn’t my count they put up over forty in that one day.
safe to eat food that has been grown in the ground. So, we “Then there was also that man from the broken-down
have been living off of canned food from the Gas-n-Grub car on the state highway — they got him too. I know
and drinking water from our own well. because I was watching hidden in the field. They dragged
him off towards their place. They seemed real angry with
“The Church came to town about three years ago and
him for some reason.
moved into the old Ungler farmhouse on Groom Road,
about five miles north of here. The Ungler farmstead is “Adam and me steer clear of the bad people. We don’t
easily found by the flock of bird-monsters which you’ve want to end up on one of them crosses, that’s for sure.
probably seen. But if you did want to try to get into the place there’s one
trick that might help you. Back before the Apocalypse, the
“The church-goers put up some fliers in town, but there
Ungler family were real paranoid about a Soviet attack,
was nobody to read them.
so they built a bomb shelter about 400’ north of their
“Right now there are about ten people living at the farmhouse. Adam and me used to play over at the Ungler’s
Ungler farmhouse, both men and women. They seem sometimes so we got to see it coupla times. The entrance
unaffected by whatever’s in the food, eating fresh produce to their shelter is cut into the side of the hill hidden behind
all the time without suffering ill effects. They are armed an old, gnarled oak. They also built a tunnel between the
with hunting rifles and pistols. One box they brought with bomb shelter and the farmhouse cellar to make escaping
them was labeled ‘grenades’. easy. The door in the cellar is hidden behind the back wall
“The church people are bad people. On the hillside of the potato bin.
around the farmstead they have been putting people up “If I were to try getting into where the church people
on crosses. Like in the Bible. The crosses circle right the way are, that’s what I would try. But there’s no way I am going
round the hill. The people they tie to the crosses get made anywhere near that place anymore. Those people are crazy.”

where their compound is located. Throughout


the conversation, they will glance periodically The Blessed Rain
to papa for guidance.
Margaret does most of the talking. The main Compound
points she conveys are included as Handout 2,
nearby. The “bird-monsters” that she mentions Eventually, either through hearing the
are the Haneses interpretation of the Gore story of Margaret Hanes, by following the
Crows. If the Survivors mention the rising cultist Highsmith, or simply investigating the
‘smoke’ they’ve seen north of the town, the teens weird ‘smoke’, Survivors will find the Church
will confirm this isn’t smoke but the flock of compound. As they approach the location, the
bird-monsters — there are a lot of them. swarm of Gore Crows becomes more and more
Margaret is grateful for what the Survivors distinct. Survivors who succeed in Alertness
did to help Adam and will give them food and tests can see that these are not ordinary crows,
ammunition, but she doesn’t want to join them but something grotesque and unnatural.
on any proposed raid of the Church compound. The Church of the Blessed Rain occupy the
She’d rather stay home. It’s safe here. Ungler farmhouse on Groom Road, some three

61
miles north of Colden. The location is atop a large approach, since their many non-rooted tendrils
hill, backed by a sprawling forest. The cult has begin hungrily waving about in search of nutrients.
transformed the hillside — on all sides — into They would happily attach themselves to any
a veritable Golgotha of scarecrow-like crosses. Survivors who get too close.
Although Survivors are unlikely to make a count, The Gore Crows constantly swarm and swirl
there are 97 in all. Each bears a human figure. About in the air about the field of crosses, landing
half of them are people taken from the crashed bus sometimes to feast on both the living (writhing
outside Jericho’s; the others are people who the and screaming) victims and the dead bodies.
cult has captured as they passed through Colden, Viewing this scene results in a 1D4/1D10
or who they have picked up on raids around the SAN loss.
district. The new arrivals have only been strung
up for a day or two and many are still alive. The The Ungler Farmhouse
others, however, are not only clearly dead, but have Beyond the concentric circles of ‘scarecrows’,
ropy tendrils and roots jutting out of their bodies the farmhouse itself is a two-story clapboard house.
and into the ground. The two groups — older and It is covered in vines, with only the doorway cleared.
newer — are mixed in with one another, meaning A flickering light can be seen through one of the
there are dead and sprouting victims on each side downstairs windows. One cultist sits on a rocking
of the house. These are the most dangerous to chair on the porch, a hunting rifle across her lap.

62
Another
cultist leans
against the open doorway.
In the front yard there is a 55-gallon
metal drum with smoke rising from it, suggesting
a fire burning inside. cacophony
To one side of the farmhouse stands a large o f t h i r t y vo i c e s
barn, also choking in creeper vines and ivy. all across the hillside. The
The most notable thing about this structure is cultists will quickly be alerted.
the human figure hogtied and suspended from Pushing through the perimeter of writhing
a horizontal beam jutting out above the barn’s plant tendrils is also perilous. Survivors will
main entrance. need to make three successful Dodge tests to
Two rusted out pickup trucks are in the avoid becoming entangled in the wall of violently
driveway along with a pickup truck with a animated greenery. Each failure means that a vine
camper cover on the bed that looks functional. or tendril has grabbed on tight enough around
one of their limbs that further progress without
Approaching the Farmhouse Directly removing it is impossible. Being grabbed in this
way costs 1D3-1 Hit Points of damage. Freeing
Making a direct approach is a big mistake. oneself (or someone else) requires success on an
Not only is there a living perimeter of searching opposed test pitting STR vs the tendril’s STR of
plant tendrils from the dead ‘scarecrows’ but the 16. Alternatively, inflicting 4 Hit Points of damage
living victims will quickly ruin any attempt at a to a tendril will sever it. Cultists will typically not
stealthy advance. As soon as a living victim spots fire at Survivors who are battling with the plants
someone walking through the field of crosses who but will be ready to attack as soon as any make it
isn’t a member of the Blessed Rain cult, they start past the inner-most ring of crosses.
screaming out for help. Others soon pick up this call, Attacking the plants with fire is an effective
and before the Survivors can do anything there is a but incredibly dangerous strategy — the field of

63
crosses is dense enough that setting one alight 3 foot (1 metre) wide hole in the roof of the cellar
will very likely cause the fire to spread to a that opens directly into the kitchen above. The
neighboring cross, which might contain a living cultists have placed a pair of 2×4s over the hole.
or deceased victim. A careless Survivor might Survivors can easily move these, but to jump
easily find that he or she has created a blaze and climb through the gap needs a successful
that rips through the entire field of ‘scarecrows’ Athletics test (although there is a ladder
faster than anybody can put it out. The screams stowed in the kitchen that can be used to help
of the living victims being consumed by flame subsequent Survivors avoid such exertions).
is horrific (1/1D6 SAN for a small conflagration,
1/1D4+4 for a huge blaze). The Kitchen
The cultists only use the kitchen at mealtimes
The Bomb Shelter and when one of them must cook up batches of
The Unglers’ bomb shelter is exactly where the plant-based gruel to feed sacrifices.
Margaret described, in a wooded area about In addition to mundane items (including
400’ behind the house. This is outside the several sharp knives and cleavers, any of which
perimeter of crosses. could be used as 1D6 damage weapons), the
The cultists have never found the entrance to kitchen table is also the place where the cult
the shelter, but they do use this area of the forest stores its most powerful supernatural curative.
as a makeshift latrine (they have no problems This is a weird gummy substance which is
passing through the vines, which ignore them). kept in six vials. Any Survivor succeeding in
As the Survivors approach the spot, one cultist an Unnatural test will recognize that this
is leaning up against the tree urinating. not a natural substance, but something with
Finding the rusty metal door to the shelter, otherworldly properties somehow tied to
now coated in loamy soil, requires a Search test. healing injuries. In fact, these six vials each
If the Survivors have heard Margaret’s story, carry a dose of the elixir created by the Blood
this test is at +20%; if they are simply wandering on the Plow ritual (see page 69). Each dose
through the area it is at –40%. The shelter door can cure 1D6 Hit Points of damage but at the
is not locked in any way but has not been opened cost of 1D4 SAN due to horrifying visions. The
for a long time. A STR×5 test is needed to pull the cult keeps these as an insurance policy: if a fight
door open; this makes considerable noise and breaks out, they will try to use them.
might (with a failed Luck test) alert any cultists
in the area of their presence. The effectiveness of The Cultists in the Farmhouse
any attempted stealth should be judged based on The interior of the Farmhouse is run-down
the specific methods proposed by the players. and shabby, but free of any damage from
Inside, the concrete shelter is stocked rampaging plant-life. Downstairs there are
with canned goods and bottled water. A large four main rooms: the kitchen, a front room, and
reinforced door in the south wall leads to a two bedrooms. Upstairs there are three more
cramped earthen tunnel that connects to the bedrooms and a larger room set up as a kind of
house. Roots periodically jut through the roof of shrine (see below).
the tunnel, which may give Survivor’s pause (but At any time, there are six to twelve cultists
they are completely inert). in the house, and a few more working in the
The cellar of the farmhouse is only 6 feet adjacent barn. The cultists have no set routines.
(2 metres) high and filled with crates, old metal They wander around, take naps, and occasionally
drums, and broken farm equipment. There are serve on watch.
no cultists here. A set of double root-cellar Only those on watch are armed. Axes, shovels,
doors leads from the cellar to the outside of and firearms are all readily available should a
the east wall of the farmhouse. There is also a fight break out.

64
The Cult Leader
The leader of the cultists, Raymond Waite, can
be found in the front room hovering over a radio
The Radio
receiver waiting for commands from the other The radio has steadfastly refused to supply Waite with
churches. So far, he’s heard nothing. While he is anything but static for weeks, but at an appropriately
waiting, Waite tinkers trying to get an old reel- dramatic moment (as determined by the GM), it
to-reel tape recorder working (see nearby boxes). suddenly squawks into life. Cries of “Iä! Iä! The Mother
When running any encounter with Waite, Wakes! Iä! Iä!” is repeated. Any cultist in earshot begins
don’t forget that he knows the Mother’s Caress to cheer. This rallying cry will, if anything, inspire them
ritual and can spend Willpower Points to create into even more frenzied self-sacrifice against any
a supernatural manifestation (see the game aggressors (giving them +20% to all actions for the next
statistics at the end of the scenario). few minutes).

The Shrine and the Mirror view into another cult’s location. Lumbering in
The upstairs shrine is filled with hundreds the background is a massive mobile tree-like
of potted plants, as many different varieties behemoth — one of Shub-Niggurath’s Dark
and plant species as the Church members could Arboreal Children — destroying a small town
locate. It is a sea of green encompassing all (SAN Loss 1/1D6).
shades of that color. On one side of the room
As the beast rages, the Survivors recognize
is a large window that looks out onto the field
of ‘scarecrows’ stretching down the hill, and to certain landmarks … could that be the town
Colden in the distance. On the opposite wall is where Dr Tan’s compound is located? The longer
a large mirror with a line of carved letters at the Survivors watch, the more familiar buildings
the top and bottom. The mirror flickers with a and signs come into view. In moments the whole
strange, unnatural light. The top inscription township — along with Dr Tan’s laboratory
reads “Blessed Be Shub-Niggurath” while the buildings — is utterly destroyed. If they continue
bottom says “Mother-of-All-Consuming-Plants”. to watch, the creature stops what it’s doing
One of the cultists is always present in the and lunges toward the portal. The mirror bows
shrine, tending to the plants and picking fruits and bubbles as the creature pushes against
and seed pods to grind up into the gruel they feed it before shattering and propelling shards of
to sacrificial victims. If he survived the earlier glass throughout the entire room. Everyone in
encounter (see THE LOST DOG, page 58), Kevin the shrine suffers 1D8/1D12 SAN loss and loses
Highsmith is performing this sacred duty when 1D4 Hit Points of damage as they are hit by the
the Survivors arrive. If he was eliminated, invent shards of glass. A successful Dodge test will
a new NPC Cultist to fill the role. The individual halve the Hit Point damage (but nothing will
carries a pair of secateurs (1D6+1 damage). reduce the SAN loss).
When running any encounter with Highsmith,
don’t forget that he also knows the Mother’s
Caress ritual (see the game statistics at the end The Barrel
of the scenario).
The 55-gallon drum in the front yard of the
Don’t Look Now farmhouse serves as a burn barrel for disposing
of trash. When the Survivors reach the yard,
If the cultist tending the shrine is eliminated,
the Survivors can take a good look at the weird they’ll find two cultists tossing in papers torn
mirror. On closer inspection it is a hazy, static- from Crump’s research journal.
filled portal. Anyone concentrating on the As they throw in pages, they call up to the
hypnotic glow for more than a few seconds nearby figure hog-tied and suspended from the
will see it begin to resolve into a picture. It’s a barn, openly mocking the man and his research.

65
Gregory Crump, Suspended but he’s already infected and will die violently
within hours. Messily. Most of his research has
The trussed-up person hanging above the been burned by the cultists in front of him.
barn doorway is the missing scientist, Gregory If the Survivors act fast, they can save 100
Crump. His pride of place position is presumably pages of Crump’s research, which Tan can use
a testament to how much his work offends the as a starting point.
Church. Crump is in rough shape, covered in
visible cuts and bruises. Rewards
If the Survivors manage to get him down, it
becomes apparent that he has been force fed Survivors who fulfil the mission to locate
a massive dose of the cultists’ gruel. His mouth Crump each earn +1D3 SAN. Kira will be
is covered in it. He is conscious but his body dismayed by the outcome, but she’s learned to
periodically convulses in an unnatural way live with disappointment.
(1/1D4 SAN to see). If the Survivors managed to save the full
100 pages of Crump’s notes, they earn another

Wrapping Things Up
+1 SAN.
Survivors who decide to put the living
‘scarecrows’ out their misery somehow won’t
The world is a grim place, and there’s no earn any SAN gain but may feel that they have
happy ending. Gregory Crump can be rescued, done a good deed anyway.

The Reel-To-Reel Tape


When the Church was first set up here in Colden, its leader brought with him a sacred reel-to-reel recording of the original Scottish
ceremony where the blessings of Shub-Niggurath were manifested into existence on Earth. This 45-minute monologue describes
everything that has formed the foundations of the Church of the Blessed Rain, and is their principal holy ‘book’. For some time, the
recording was played weekly as part of services of worship. But then the reel-to-reel tape recorder broke down. Ever since then, Waite as
current leader of the local chapter has tried and tried to repair the device, to no avail.
The tape itself has a label, hand-written on masking tape, that identifies it as “A Blessed Rain’s Gonna Fall.” Waite will give his life before
allowing Survivors to remove the recording, but if they manage to do so they will find it is entirely undamaged and can be played in any
other compatible recorder. Similarly, if a Survivor makes a successful Technology Use test it’s easy to determine that the device isn’t
working because of a shorted-out motor. If someone can locate a replacement (e.g., via a successful Resources × 5 test, or via Scavenge),
the cult’s recorder can be repaired.
Playing the tape, Survivors can hear a scratchy sixth-generation recording of a man giving a droning lecture in a deep Scottish brogue.
He speaks about the coming of the “Mother’s Blessing” in very cryptic terms filled with odd allusions. A few sections seem to be spoken
in a non-human language (but could just be speech played backwards).
For game purposes, the tape constitutes a Tome of Terror. If a Survivor decides to devote time to deciphering it, the GM should refer to the
rules in the core APOCTHULHU rules for researching tomes and learning rituals. The “tome’s” game statistics are shown below.
In English. Study Time weeks. +3 Unnatural, +30 Post-Apocalypse Lore (Shub-Niggurath), +30 Post-Apocalypse Lore
(Church of Blessed Rain). SAN loss 1D4/1D6.
Contains Rituals: Blood on the Plow, Mother’s Caress (see page 69).
If playing with just the Quickstart rules, simply assume that any research requires the Survivor to already have at least 5% skill in
Unnatural, and it will take several weeks of careful study to properly understand. At the end of this time the Survivor gains the skill
bonuses mentioned above and suffers the noted SAN loss as they gain a deeper understanding of what’s implied by the tape. They’ll
know that some of the more cryptic sections of the recording describe a pair of supernatural rituals — the GM will need to decide what
the cost (in terms of time and SAN) required for those to be learned and memorized.

66
If the Survivors offer for Adam and Margaret Adam Hanes, age 17, wounded survivor
Hanes to join their community, the pair will be
reluctant at first, but success on Reassure or Adam is tow-headed and wiry. His lonely
Persuade tests might change their mind. If that existence with his sister Margaret has made him
happens, a reward of +1D3 SAN is warranted for very paranoid. He immediately thinks the worst
rescuing the pair from a lonely existence. of any stranger.
Skilled with machinery, Adam keeps the
equipment running on the farm the best he

Further Adventures can. He’s prone to bouts of melancholy — the


Apocalypse has taken its toll on him.

on the Fecund Planet STR 17 CON 15 DEX 17 INT 18 POW 16 CHA 13


HP 11 (normally 16) WP 16
The experience at Colden has probably raised
Armor: None
several questions which could be explored in
future scenarios: Skills: Alertness 50%, Athletics 40%, Firearms 40%, Heavy
Machinery 45%, Persuade 30%, Ride (Bicycle) 65%,
g Perhaps most pressingly, Survivors Scavenge  60%, Stealth 65%, Survival (Plains) 55%,
will want to know whether the vision Unarmed Combat 45%, Unnatural 10%.
of Dr Tan’s facility being destroyed by Combat:
a behemoth was true or some kind of Shotgun 40%, damage: 2D10 at close range; 2D6 or 1D6
dream or premonition? Is there another farther out.
chapter of the foul Church active near Unarmed 45%, damage 1D4-1 + Damage Bonus.
their home base?

g How far has the Blessed Rain religion


Margaret Hanes, age 14, survivalist
spread? Has any other group carried out Margaret has a tough time remembering
the same kind of mass sacrifices seen in life before the Apocalypse. Life has been this
Colden? Who created the Church’s reel- way for most of her life. A skilled shooter and
to-reel “holy scripture”, and whose is the forager, she’s responsible for feeding the family.
somnolent Scottish voice on the tape? Even though she’s younger, and looks up to her
brother Adam, she views herself as his caretaker
g Did Crump keep a copy of his research because of his frequent bouts of melancholy.
notes back at his home base on the West She keeps her sandy hair tied back and has
Coast? Is it worth making an even longer the hardened physique of someone used to
journey to locate his group? hard work.

g Who was responsible for sending the STR 12 CON 15 DEX 17 INT 18 POW 16 CHA 14
radio transmission that seemed to be a HP 14 WP 16
call to the faithful of Shub-Niggurath? Armor: None
Is someone using radio to coordinate all
Skills: Alertness 50%, Athletics 50%, Firearms 55%, Heavy
these groups of crazies?
Machinery 25%, Persuade 40%, Ride (Bicycle) 75%,
Scavenge 50%, Stealth 65%, Survival (Plains) 45%,

Statistics Combat:
Unarmed Combat 45%, Unnatural 10%.

Listed below are representative game Shotgun 60%, damage: 2D10 at close range; 2D6 or 1D6
statistics for threats the Survivors will encounter farther out.
during the scenario. Re-use these stats as needed. Unarmed 45%, damage 1D4-1 + Damage Bonus.

67
Map of Colden Region, Player Version

68
New Rituals Skills: Alertness 70%, Athletics 60%, Dodge on Ground 20%,
Dodge in Flight 50%, Fly 50%.
Blood on the Plow Combat: Bite and Claw 55%, damage 1D4, Armor Piercing 1.
Elaborate ritual. Study time: weeks; +1 Unnatural, 1D10 SAN.
Activation: 10 days; 9 WP and 1 SAN per day. SAN Loss: 0/1 to see a Gore Crow.
To use this ritual the caster must collect 10 lbs. of farm produce,
50% plant-based and 50% animal-based. Neither the plants Blessed Rain Cultists
nor animals need be alive when the material is collected. The
ingredients most be ground together slowly over the course of The members of the Blessed Rain cult are
10 days into a slurry, until a viscous fluid not unlike molasses all die-hard followers of Shub-Niggurath. They
is produced. The necessary chanting and tonal singing each consider themselves some of her young, their
day make this an all-day process. This will produce 2D6 usable
immunity to her fecund gift destining them to
doses. If the process is interrupted, the batch is ruined.
lead the world.
Once the slurry is complete it can be used to provide the The leader, Raymond White (#1 in the table
consumer with 1D6 Hit Points at the cost of 1D4 SAN.
below), knows two rituals: Blood on the Plow
and Mother’s Caress (see nearby box).
Mother’s Caress
Simple Ritual. Study Time: days; SAN 1D4.
Kevin Highsmith (encountered in the “lost
Activation: a few minutes; 4 WP and 1D4 SAN dog” encounter and in the shrine) is #6 and
knows the ritual Mother’s Caress.
This caster of this ritual causes four tendrils of vines up to 12’
long to grow forth from a surface and entwine a single target. #1 #2 #3 #4 #5 #6 #7 #8 #9 #10
No focus is required to control the vines. They’re autonomous. If STR 16 13 09 12 11 15 04 06 09 10
a victim escapes, the vines will attempt to find another target. CON 15 13 11 13 09 12 07 13 15 11
DEX 13 07 06 14 07 12 10 14 13 10
Anyone who witnesses this happen loses 1/1D4 SAN. INT 12 06 13 11 11 13 11 15 11 10
The target can attempt to Dodge to get out of the way of the POW 10 09 14 14 13 08 09 11 09 14
tendrils. If the roll fails, he or she is entwined — afterwards, a CHA 10 09 08 06 11 05 12 16 08 07
STR×3 test is needed to escape the hold. The vines each have 4 HP 16 13 10 13 10 14 06 10 12 11
Hit Points and each maintains grip on a target until it has been WP 10 09 14 14 13 08 09 11 09 14
reduced to 0 Hit Points. DB +1 +1 – – – +1 -2 -1 – –

Skills: Alertness 50%, Athletics 40%, Firearms 50%, Melee


Weapons 45%, Persuade 30%, Post Apocalypse Lore (Shub-
Gore Crows Niggurath) 60%, Scavenge 50%, Stealth 35%, Survival
In this fecund world, everything eats and (Plains) 45%, Unarmed Combat 45%, Unnatural 15%.
with unwilling scarecrows all over the place,
Combat: (each cultist has 1 weapon from the list below and
there has to be something to roost on them. can also make Unarmed attacks). The group has six grenades –
Gore crows appear as normal crows with their these can be distributed however the Game Moderator wishes.
flesh and feathers hanging off their muscular- See page 37 of the Quickstart rules for the mechanics of
skeletal system in rough patches. Lethal Damage and Kill Radius.
A gore crow likes nothing better than to Shotgun 50%, damage: 2D10 at close range; 2D6 or 1D6
roost on a newly transfixed victim and slowly farther out.
pick at the flesh. Connoisseurs, gore crows will
Hand Grenade 40%, base range 20 yards/metres; damage
only eat the flesh of the living. Once the creature Lethal 20%, Kill Radius 10 yards/metres.
has died, the flesh loses its tastiness.
Pistol 50%, damage 1D10.
STR 04 CON 10 DEX 24 INT 16 POW 12 Rifle 50%, damage 1D12.
HP 7 WP 12 Axe 45%, damage 1D8 + Damage Bonus.
Armor: None Unarmed 45%, damage 1D4-1 + Damage Bonus.

69
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15. COPYRIGHT NOTICE
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Delta Green: Agent’s Handbook, © 2016, Dennis Detwiller, Christopher Gunning, Shane Ivey, and Greg Stolze.
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PRODUCT IDENTITY: The following items are hereby identified as Product Identity, as defined in the Open Gaming License Version 1.0a, Section 1(e), and are
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70

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