Chapter 5: A Little Knowledge
So, Call of Cthulhu likes its scenarios. And it likes
reprinting it's goddamn scenarios. The only thing better than writing a half-baked mini-adventure is cramming an old one into a new product.
Anyway, this scenario first appeared in
Arkham Unveiled five years earlier, and if you have that book - which you probably would, because who the fuck are we kidding, you're buying a book about a college set in that town - and despite whatever little touch-ups Johnson has done, it hasn't really gotten better with age.
I guess I shouldn't say it's a
bad scenario, but it's still leftovers. Also, it's based on "Herbert West--Reanimator!" which is not one of Lovecraft's better stories, although Herbert West is surprisingly a break-out character.
Yes, there is a co-ed.
Like a lot of scenarios, there's no solid established reason for the PCs to get involved. The body of a student in medieval metaphysics is found on the steps of the library - do you care? - and of course there's a little mystery to it, because he had been reanimated for a period. Someone has found Herbert West's notes. There's a reanimator loose in Arkham...
It's not a terrible premise. But it's a CoC scenario. If the PC investigators had a solid hook to get involved, then you'd just have the fun of hunting down the clues - including the red herring of Asenath Waite - and then a showdown in the re-animator's hidden lab (in a root cellar beneath a barn). Your reward for the scenario (if not kicked out of school for sticking your nose in where it doesn't belong, or going to jail for murdering the new re-animator, provided you do kill him) are his notes, which contain the reanimation formula. Which is a good way to make zombies.
Short scenario, ties in well with the University, it's just...like West himself, I would have preferred something
fresher.
Appendix 1: New Magic
I said we'd talk about this now, so we'll talk about this now.
A lot of RPG magical systems put a good bit more thought into a magician character and the nature of their abilities than is necessarily given in real-life grimoires. Shadowrun, for example, recognizes that characters will need to see into the spirit world (Astral Perception), craft their own tools (Enchanting), protect themselves (Warding), and defeat hostile magic (Dispelling, Banishment, etc.); D&D distills these utilities into individual spells (more or less; counterspelling gets interesting), Earthdawn and GURPS divide them between various skills/spells/talents, etc. No one character
needs to have all of these magical capabilities at their beck and call - some of the most interesting PCs and NPCs are those that work within a limited skillset - but they do generally need to
know those basic capabilities exist, so that they can call upon them if needed. If a street samurai figures out there's a spirit committing arson, they call in a street shaman that can figure out how to deal with the spirit. If a fighter finds out the fire elemental they're fighting is vulnerable to cold, they go buy an
icy burst longsword or hire a wizard that specializes in Cold of Cone
or something.
Not all games are good at that. The World of Darkness, for example, was very bad at packaging basic groups of abilities together in any meaningful way. This generally meant that a lot of Necromancer vampires
could not sense magic or deal with it any way, and there was a better-than-even chance that they wouldn't even know where to turn when they came across some weird magic that their couple dots worth of Paths didn't directly address.
CoC is worse. At least WoD groups some abilities together. If you have one dot in the Path of Blood, you can buy more, no problem. CoC, by the nature of it, does not have anything that organized. There
are analogous spells to many Shadowrun and D&D functions buried in various CoC books, but they aren't organized in any kind of logical manner, they aren't grouped together in any sort of easy package in any grimoire, and the ones you kind of
want and
need to be an effective magician character rather than a one-shot pony with one or two magical tricks are so far apart from a game perspective that you are
required to use out-of-game knowledge to even be aware that the vague possibility of them might exist.
Because CoC doesn't want you to play sorcerers, see. They want magic to be a rare thing where maybe
maybe if the PCs are clever and the dynamite doesn't work, they find a tome that has a counterspell that they can learn and use at great personal cost to themselves. This basic approach gets schizophrenic because the game designers themselves
absolutely want PC and NPC sorcerers, but they never give any real thought to what that means from a practical perspective. If I ever do the
Golden Dawn supplement, I'll go into more detail, but for now...
One of the things that CoC 5.x edition quasi-codified was adding certain tags to certain spells. So
enchant wanga might be labelled "voodoo" and
bind child of the sphinx might be labelled "Egyptian." Practically, this means nothing. The tags don't do anything. They're intended to restrict who gets to learn/use them, but there are no character classes per se and everyone effectively ignores them whenever it is convenient to do so. There are plenty of voodooists with spells not labelled "voodoo," and plenty of voodoo spells not labelled "voodoo" in different products. That's just life.
We see some of that here. But the trick is that Hermetic Magic option from earlier - Johnson was serious about wanting to create a legit option for PCs that wanted some occult magic, without going insane. But even that's a little insane.
So, there's a spell called
Awaken the Inner Light. By fasting and meditating and being a good dooby for an entire month, you get to roll for a chance to increase your POW. This is generally a big deal, as more POW means more magic points, better Luck rolls, a higher maximum Sanity rating, and more success on POW vs. POW contests and things of that nature. There aren't many good ways to increase POW. The catch is that it's just a POW roll. The higher your POW is, the easier it is to succeed. The more you succeed, the higher your POW is. Let's say you start out with POW 10. You only have a 10% chance each month of success...you'd have to be insanely lucky to succeed at every test. But the chances are you succeed on at least one out of 10 tests, and that increases the probability of succeeding on subsequent tests. It's only game-breaking if your Keeper lets you fuck off to a monastery in Tibet for a couple years to do it uninterrupted, but the
potential for incredible growth is there.
And I'm pretty sure this spell is never mentioned again in any product, unless it appears in one of the Chaosium compendiums somewhere. Not because it's potentially gamebreaking, but because
no one cares.
Most of the other complaints about spells are the same as for any CoC product. Some other oddities:
Enjoin Pnakotic Pentagram - CoC has a lack of a really good generic warding spell. Which means several different writers have, over time, each written their own versions, each with different mechanics, requirements, and limitations. None of which most scenario writers actually keep in mind. Magic does not exist in CoC games to be used, it's like those feat trees in D&D3.x products which no one takes because they aren't worth it. Cluttering up databases for all time.
Perceive Text - Costs 1 SAN point to learn, but zero to cast; 1 MP per six hours of use. Let's you read books by touching them. Not like Braille, but like Daredevil.
Second Sight is a spell you don't learn. If you have POW 16+, you have a 5% chance to learn it. Lets you spend MP to read auras and detect magical items and crap. This is ability so demanded that there are at least
three different ways to get it in CoC, because either none of the designers were aware of previous attempts or thought they could do better.
Sacred Molting of the Serpent - You get a fair number of immortality options in CoC. Extended or eternal life is a big carrot for humans, with death being the stick. A number of these are designed very specifically to be unpleasant - this one involves an enchanted dagger and the blood sacrifice of a "pure soul" less than 10 years old: the caster has to kill the kid and drink their blood. For which benefit they begin to molt out of their skin, coming out a few years young.
Quicken the Voice of the Deep - Speeds up the transformation of a Deep One hybrid to full Deep One. Uses way too many magic points to be at all practical, but points for effort.
Appendix 2: Mythos Tomes In Game Play
Optional rules for treating Mythos tomes as subjects of Independent Study. Because this is CoC, this requires creating a subsystem that integrates with
and bypasses part of the existing game mechanics, so you
know it's going to be good. In practice there's a gross similarity to how they handled things in the
Golden Dawn, but more in spirit than in detail.
The basic conceit is you generate a
Research Modifier (R.M.) based on the character's Intelligence, Education, appropriate Language Skill, Occult or Cthulhu Mythos (whichever is higher) and the library modifier (20 for M.U.). Subtract the result from 100 to get your R.M. Multiply the R.M. against the nominal period in the tome description to see how long it takes you to
actually study and absorb the tome.
If this sounds like a complicated way of letting investigators read tomes faster, because the durations listed are bullshit long and unfeasible for normal games....yeah, you've grasped the fundamental concept exactly. Other options given (sometimes reprinted from other CoC books) here include:
- "feverish study": By reading twice as fast and twice as long, the character can get through the book in a quarter of the time! Speed reading has the drawback of 1) making you more obsessive about reading the book and 2) it drains hit points. You
can literally read yourself to death with this method.
- "skimming": Takes hours instead of weeks, you only lose minimum SAN, don't get the Cthulhu Mythos percentiles, but do know where all the spells are.
- "tomes as reference works": For when you want to check the
Necronomicon for a fact, not lose all your marbles to figure out how many toes Cthulhu has. No SAN loss, no Cthulhu Mythos percentiles, no spells.
- "learning spells": I swear they change up the details of learning spells every edition. Basically, you do not want to spend 2d6 weeks learning a single spell. PC life is too short.
- "progressive sanity loss": this is a stupid fiddly thing where people thought it didn't make sense if you lost sanity only when you finished reading the last page, but should lose SAN as you make your way through the book (or discover evidence that it is real). The latter is a genuine effort at trying to adapt CoC to the fact that the Sanity mechanic as designed doesn't replicate either real life or Lovecraft's fiction...but it's one of those uphill battles.
- "toxic texts": Some books are not good for your health - this is an exception to the idea of progressive sanity loss, where the SAN loss all happens the moment you turn the final page. It's inspired by
The King in Yellow, but you are permitted to roll POWx3 to emit an audible groan of frustration.
Appendix 3: Useful Portable Items Found on the M.U. Campus
Literally just a list of stuff you might find useful: acids, large batteries, fencing foils, piano, searchlight, etc. What and where to find it, never mind how. No stats.
Appendix 4: Pre-human Languages, and How to Read Them
Some of the tomes aren't in normal human languages. Mostly this boils down to a separate skill and appropriate Skill Roll, but Johnson decided to give a go-to on the most popular pre-human alphabets/languges, like Aklo, Yithian, Hyperborean Tsath-To, R'lyeh Glyphs, Atlantean Senzar, Nacaal, etc. Useful? I guess? I'm pretty sure large chunks of this are copped from other products.
Published Scenarios Adapted to M.U. Play
Chaosium adventures that do or can potentially involve M.U. students or professors.
And...there's a few character sheets, some blank M.U. diplomas, and index, and that's the book.
I'll finish up with final thoughts next post.