INVESTIGATING SARAH CONNOR: My Ideal CoC Game & The Terminator

 

A campaign big on torches, less on tommy-guns

My ideal Call of Cthulhu game would consist of the following materials:

Investigators Are Everyday Outsiders: Pull out an index card and write your name and profession, which can't be a part of any established power center like the police, city hall, military, or even university faculty (could be new professor or pushed aside faculty). I’d even exclude “big” criminal backgrounds because they themselves are enforcers of (inverted) power structures. Ideally, its professions that push boundaries or study obscure corners or exist in the cracks of power structures. You can’t be anyone important.


In terms of investigations, I think Sean McCoy’s investigation sheet is the bee’s knees when it comes to empowering the player to actually be fully invested into the mystery of the world. This stands in a little bit of contrast to the official CoC publications as well as Cthuhlu Dark’s own philosophy via Stealing Cthulhu. Both sources frame their campaigns more as revelations that true “whodunits”.


No to Sanity Mechanics, Yes to"Cassandra Effects": Basically, do away with "insanity" because the investigators aren't insane- ever. There really are evil fish-people, they did see star-vampires, and reality-eating colors totally ate that guy. There is nothing to cure because they are not suffering from any delusions. NPCs can go "insane," but players always maintain agency, but are thwarted by non-believers.


Instead, it will be up to the investigators to explain to the humans around them what the hell they exactly were doing when the local Presbyterian church blew up with Mann Co.'s suspiciously missing dynamite. This crime-suspicion-alibi structure will also reinforce the campaign's framework. Players will have to avoid their investigators becoming the prime suspect in their own investigations!


Cthulhu Dark's Insanity Die becomes the "You're Crazy" Die: Okay, so here's how the dice work in Cthulhu Dark:


[Roll 1 or more of your dice] [t]hen your highest die shows how well you do. On a 1, you barely succeed. One die if the task is within human capabilities. One die if it’s within your occupational expertise. Your Insanity die, if you will risk your sanity to succeed.On a 6, you do brilliantly. Your Insanity die, if you will risk your sanity to succeed


In some respects, a CoC campaign very much embraces noir influences of being an outsider investigating the dark corners of society. So instead of risking your literal sanity, let's risk the public perception of your sanity. As the score increases, you lose access to people and institutions because the good people of the town won't be seen with you, let alone listen to you. At max level, you lose access to society in toto, not because you are insane, but everyone perceives you as insane.

Mechanically, this means different institutions/NPCs have varying levels of tolerance on this scale. For instance, Joe's Soda Shoppe might stop letting you in if your score is 2, meanwhile the local speakeasy, Diamonds, will keep letting you in if up to a score of 4.

Arkham Library is closed off to you at a score of 3, while Ms. Terry the local, supposed, medium and fortune-teller to the ladies of Arkham might still let you come by if your score is 5. She, too, knows what's up in Arkham. Cults, the real ones, are always ready to welcome new congregants, but you can't be less than a 5.


The Terminator & Cosmic Horror: Or The Slow Train Wreck You Can’t Stop: It will be up to the GM to continuously press on the tension between the reality the players know and the illusion of normalcy the NPCs maintain.  And, to spell it out, this always includes the press of law and government, who keep the peace and enforce the law. The horror here is knowing the absolute truth with a big "T" and being almost powerless to stop it and in fact thwarted by the institutions who could do something about it. Not so much a jump-scare by tentacles.

With this framing, Sarah Connor in Terminator is the perfect Lovecraftian protagonist. She is a waitress in LA who meets a drifter claiming to be from the future sent back to protect her from a murderous robot sent from the same future by a machine intelligence so powerful it invented time travel to kill her before she births the child who will stop it from destroying humanity. Sarah (and the audience) knows this to be true, but part of the horror of Terminator, besides being hunted by an unstoppable killer robot, would be trying to convince others of this truth. No one would believe you, you might even hardly believe you. By Terminator 2, she is put in an asylum and has her child taken away for being “crazy”. But again, she’s not! Its all true.

Magic the Cosmic Cheat: If we are somewhat logically deducing our way through means, motives, opportunities, and suspects, what is the role of magic in this context? Most obviously, it allows the solving of investigations/mysteries with a greater supernatural element to them. But more importantly it provides a way to cheat. I think too attempting the investigation framework will also provide the temptation to do so too!

For instance, players might have a victim, motive, location, but 3 different suspects, all with not entirely air-tight alibis. A speak with dead spell could fix the issue because you can merely ask the victim who killed them. But now you have to exhume the body or break into the morgue. A small crime in the greater context. But then if you know the perpetrator, how do you legally bring them to justice, given you don’t have admissible evidence? Maybe you take the law into your own hands. After all you know the truth and that is what matters right? Again this puts characters back at odds with the “polite” society around them. 

My goal here is not to turn our investigators or the game into some 90’s grimdark Frank Miller Batman, but instead have players themselves experience somewhat the same temptation of magic NPCs feel. And also have things only get more complicated from there. Which, while maybe not a direct reflect of CoC source material, does put this game and magic in contrast to fantasy adventure games– magic is dangerous not because it causes insanity, but because it allows you to act in anti-social ways. Its continual use naturally drives you away from normalcy.


Summary: An investigation-focused game that features normal folks attempting to keep it cool while peeling back the Truth about fish cults, trans-dimensional travelers, space fungus, and elder gods all the while trying not to let the magic at their fingertips go to their heads.

Specifically for the players, this means using a rules-lite systems to find a solution (not necessary “solve”) a logic set-up that structures a crime/mystery with natural and super-natural elements using whatever is in the fictional environment: libraries, NPCs connections, skills reasonably linked to chosen profession, and anything else in the Sears cataloge. So there you have it, my ideal “CoC” campaign.

P.S. Downtime: I love carousing tables in D&D, so I'd most likely have 3d6 version in this campaign too. The objective here would be providing outcomes for very mundane tasks the characters who try to get a handle all while they are investigating some mythos plots. I might have their current "perceived sanity" score added to the roll (low = good, high = bad). How can you keep your university position if you are coming into class beat up? Will you ever get tenure? What will your family think if you disappear in the night, then show back up in the morning, soaked in sweat and dragging your torn-up friend into the house? How can you maintain your job at the garage if you never show up consistently for your shift, but weird people keep coming in asking for you?

NIGHTWICK ABBEY: The Purple Eater of People Session 117


Want to learn more about the world of Nightwick from Miranda Elkins? You can follow her blog here and the ongoing development of Nightwick Abbey at her Patreon here.

Previously in Nightwick...

Blossom (Rogue 6)
Mayfly (Magician 6)
Liminal Space (Changeling 5)
Thekla (Magician 5)
Krupe (Cleric 5)
Yvgeny the Coward (Cleric 5)
Pataki (Grave Robber 1)
and THAT hireling...

AT THE MEDUSA'S HEAD...

Theklas appears to be afflicted with a spirit after a magical research mishap. The party decides to travel south to the town of Blackleg in order to seek help in removing the creature's presence much to Mayfly's protests: "Think of what you could learn!"

...DOWN IN THE ABBEY...
  • Deals Are Made: The meddlesome spirit offers little reprieve and the party is forced to strike a deal with it which they will regret do doubt (PC EDIT: And we did...) inorder to prevent it from continually spooking the horses.
  • Abbey Is Not The Only Place The Dead Are Buried: A small investigation reveals a blizzard depression which could indicate buried treasure- our grave robber investigated and digs up two large buried urns.
  • Not All Spirits Are Evil, Some Helpful: Mayfly consults the Thing-In-His-Pocket and the party learns there are things from the Abbey trapped in there.
  • Better Left Buried-- By Someone Else, Not Us: After a failed fireball, the party decides to drive our holy sword down into the jars, hoping to destroy anything there, but spare the treasure. The plan is enacted, but the strike is not true enough-- a ghost erupts from the urn with a terrifying scream! 
  • Silver Hairs, Silver Treasure: Liminal, Krupe, and Thekla take of running as horrible visions filling their minds and their faces age 10 years in horror of it all. Mayfly, fires back with a lightning bolt that seems to just do enough to destroy the spirit. The reward: 19 platinum disks which our rogues believe is values at a total of 1900 sp. Hmm, might be worth taking a crack a the second one...
  • Two Things We'll Regret (Maybe): The party collects our lost colleagues, makes camp to decide how to tackle the next jar, and make good on our promise to the medelsome spirit.
...STILL ON THE ROAD...

THE SUM OF LESSER LITURGIES: An Alternative Cleric In the Shadow of the Cleric Spell List

The D&D cleric has been with us since the game's inception, initially to handle one blood-sucking Sir Fang using the combined powers of the Holy Bible and Hammer Horror's Van Helsing. Here is a nice post from Scroll & Coins post from 2017 describing those influences in the Cleric's spell list.

Dracula, not Sir Fang

What I would like to focus on is the lesser-known "liturgies" of the Cleric's spell list. The secondary effects or alternative uses for some spells. For instance, when reviewing the cleric spell list in OSE for a wholly other post, I stumbled upon this surprising bit in cure disease:

2. Kill green slime: This monster is killed instantly

I knew about a few other instances of additional uses for spells in BX, most notably light (blind) and cure light wounds (cure ghoul paralysis), but did not remember this bit for cure disease, which had escaped my notice. Looking in the Rules Cyclopedia, for another Basic D&D comparator, I found that cure disease is phrased:

This spell will cure one disease, such as those caused by a mummy or green slime

There is also a corroborating note in the green slime monster entry in Rulese Cyclopedia noting the same vulnerability. 

This got me thinking about what an alternative cleric would look like if conceptualized using these secondary spell effects.  Here are those alternative effects listed out. Its a slim list and perhaps could use some padding with reverse spell effects, but I wanted to stay true to my query.

Level 1 Spells (at 1,500xp)

  1. Cure Paralysis (cure light wounds)
  2. Blind Creature (light)
  3. Cancel Magical Darkness (light)
  4. Touch Immunity from Constructs, Demons, or Enchanted Beings (protection from evil)

Level 2 Spells (at 6,000xp)

  1. Ritual of Purification or Consecration (bless)
  2. Silence Creature (silence)
Level 3-4 Spells (at 25,000xp)
  1. Permanent Blindness (continual light)
  2. Destroy Green Slime (cure disease)
  3. Communicate with Monsterous Plant (speak with plants)
Level 5 Spells (at 50,000xp)
  1. Banish Enchanted or Undead Being (dispel evil)
  2. Destroy Undead (Raise Dead)

So what sorta vibes to I get from this list? Honestly, when I initially thought of this post, I was expecting to generate some sorta "dungeon hermit" who was born in the mythic underworld and can manipulate, and be resistant to, the environment therein. But upon review, especially with the first 6 spells, what the spell list signals to me is a class more like a wizard-hunter or Witcher (TM).

Cure paralysis, cancel darkness, blind creature, and silence creature all seem good options to battle opposing spellcasters. You prevent your hirelings from becoming immobile, remove the darkness that hinders you from seeing, and then you can blind the enemy spellcaster and silence them to prevent further spellcasting.

 Touch Immunity helps keep you safe from melee attacks from summoned/extra-planar creatures or constructs that are guarding the warlock and their manse. And finally, the purification or consecration spell can destroy whatever magical device, altar, idol, or gate they were using to do their foul deeds. Finishing the job right!

Toss A Coin To Your (Wizard-Hunter)


Reg: STR 09+ and one stat must be 13 (a mark of your unlucky past)
Prime: WIS
HD: As Cleric
Attack: As Cleric
Save: As Dwarf (dipped in the waters of Styx)
Armor: Any + Shields
Weapons: Any one-handed, thrown weapons (everyone knows wizards can't be hurt by normal arrows)
Spells: As Cleric, using spells as above; Detect Magic 2-in-6; Extract component from killed monster
XP: As Dwarf

You were a child who survived a terrible calamity caused by or infused with magic. Stark white hair and a thousand-yard stare made it easy for the order to find you. They bathed you in spring water mixed with 7 drops from the river Styx. They said this would protect you from the more harmful effects of magic. Then they fed you milk & honey with 13 drops from the river Lethe. They said would make you forget the pain of your loss. Then they put a sword in your hand and drilled you in liturgies of gods lost spoken by the 77 sphinxes of Bnazic. Then the order sent you into the world to hunt the same wizards that stole your childhood long ago.