World War Cthulhu: Cold War

  • View
    219

  • Download
    0

Embed Size (px)

Text of World War Cthulhu: Cold War

  • 7/26/2019 World War Cthulhu: Cold War

    1/9

  • 7/26/2019 World War Cthulhu: Cold War

    2/9

    25

    As a player you will take on the role of a person caught up

    in the horrifying events of World War Cthulhu. Though your

    character may be an intelligence officer, an agent, an assassin,

    a bureaucrat or otherwise, all characters in Call of Cthulhu

    and World War Cthulhu: Cold Warare called investigators.

    Your investigator is part of the Western intelligence services,

    but also part of something else. After an encounter with

    something inexplicable and chilling, they have been

    approached and pressed into working for Section 46 by N,

    a mysterious spymaster dedicated to eradicating the horrors

    of the Cthulhu Mythos, or by one of his associates. All steps

    within this character creation chapter should aid you in

    creating an agent in Ns battle against this alien, eldritch evil.

    The steps within this character creation chapter should aid

    you in creating an interesting and rounded character, ready

    for play.

    CREATING YOUR INVESTIGATORCopy a character sheet from the back of this book or download

    and print it from Cubicle 7s website (www.cubicle7.co.uk).

    Now, get a pencil and some dice handy. You may need to do

    some erasing or changing things around, so its a good idea toinitially write faintly on your character sheet, or else to make

    notes on another piece of paper and transfer the information

    to the character sheet when you are finished.

    This character creation system replaces the one from the

    Call of Cthulhurulebook. You can use a traditional Call of

    Cthulhucharacter in World War Cthulhu: Cold War, though

    be advised that such investigators will have fewer skill points.

    Pg. 41 contains suggestions for bringing existing Call of

    Cthulhuand World War Cthulhu: The Darkest Hour characters

    into the Cold War setting.

    The process of creating your investigator is presented in

    eight steps. The process is thorough, and should produce

    an interesting and rounded character ready for play. If you

    prefer a speedier method, you may wish to use the Quick-

    Fire Method (see pg. 37); it lacks the depth and detail of

    the full version, but will get you up and running with the

    bare-bones of a character, which can be further developed

    during play.

    The ten steps of character generation are:

    STEP ONE: Generate Characteristics (page 28)

    Begin by determining your investigators key attr ibutes, rating

    features such as strength and intelligence.

    STEP TWO: Investigators Age(page 28)

    Your investigator can start play at any age, and the age you

    choose can affect their attributes.

    STEP THREE: Other Attributes (page 28)

    Those characteristics that were rolled in Step One, in

    combination with age, determine other factors, such as how

    quick your investigator can move and how resilient they are.

    STEP FOUR: Identity and Name (page 29)

    A name and where your investigator is from.

    STEP FIVE: Occupation, Skills and Trust (page 29)

    Choose an occupation. Decide whether your investigator is a

    career intelligence officer or if they had a previous occupation.

    Assign skill points and determine Trust.

    STEP SIX: Intelligence Agency Training (page 30)

    This is where your investigator receives the training they willneed to be an effective intelligence officer.

    STEP SEVEN: Create a Backstory (page 32)

    By now you should be getting a feel for who your investigator

    is. This is where you can go into more detail about various

    aspects of their background.

    STEP EIGHT: Brush with the Mythos (page 35)

    An encounter with something strange led to your investigators

    recruitment into Section 46. This is where you define what

    the nature of that encounter was.

    STEP NINE: Recruitment (page 36)Your investigator has been recruited into Section 46 by the

    shadowy N. This is where they receive the conditioning that

    will help them battle the agents of the Mythos.

    STEP TEN: Equipping your Investigator (page 38)

    Determine what gear your investigator possesses.

    O F F I C E R S , A G E N T S A N D O T H E R S P I E S

    O F F I C E R S , A G E N T S A N D O T H E R S P I E S

  • 7/26/2019 World War Cthulhu: Cold War

    3/9

    W O R L D W A R C T H U L H U : C O L D W A R

    26

    CHARACTER SHEET SUMMARY

    1. CharacteristicsThe investigators key attributes, typically rated

    between 15 and 90.

    2. Investigators AgeThe investigators age can affect their attributes.

    3. Other AttributesThe invest igators Move, Sanity, Hit Points, Luck

    and Magic Points are determined by a their

    characteristics and age.

    4. Identity and NameKey details about the investigator.

    5. Occupation, Skills and TrustThe investigators occupation determines the skills

    they are trained in. Their Trust measures the faith

    other agencies put in them and v ice versa.

    1

    2

    33

    3

    3

    3

    3

    4

    44

    5

    5 6

    10

  • 7/26/2019 World War Cthulhu: Cold War

    4/9

    27

    6. SpecialismAfter recruitment, the investigators agency will

    train them in a specialist field of intelligence work.

    7. Backstory

    Various detail s about the investigatorsbackground.

    8. Encounters with Strange EntitiesPrior to recruitment into Section 46, the

    investigator had a brush with the Mythos the

    first of many, no doubt.

    9. Injuries, Phobias and SpellsDuring their conflict with the Mythos, an

    investigator will be changed in some way. During

    play, record these changes here.

    10. Gear and PossessionsEquipment and other belongings the investigator

    possesses.

    11. Fellow InvestigatorsRecord the names of your fellow investigators here.

    You may need to cal l out for help during a mission!

    O F F I C E R S , A G E N T S A N D O T H E R S P I E S

    5

    7

    7

    8

    1010

    9

    11

  • 7/26/2019 World War Cthulhu: Cold War

    5/9

    15

    INTELLIGENCE ANDTHE COLD WARSecret intelligence, espionage and covert operations were

    intertwined with the Cold War like a thread through a

    tapestr y. Just as the role of secret agents is critical to World

    War Cthulhu: Cold War, so too were real-life spies crucial

    to the conduct of international affair s from 1945 to 1991.

    This chapter outl ines intelligence in the Cold War, discussing

    the different forms of intelligence gathering, intelligence

    agencies around the world and offering insights into some

    of the ways in which intelligence agencies function in the

    1970s.

    FORMSOFINTELLIGENCEThe popular conception of intelligence gathering and

    espionage is the trilby-hatted agent loitering in an alley

    in Berlin, awaiting the arrival of a shady contact carrying

    microdot s and codewords. Most Cold War espionage is not

    like that.

    However, the popular image does have some basis in trut h.

    Spies, agents, turncoats and moles all come under the

    heading of Human Intelligence (HUMINT). When we readabou t Jim Prideaux travelling to Czechoslovakia in order to

    get information from a defecting general in John Le Carrs

    classic espionage novel Tinker, Tailor, Soldier, Spy, thatsHUMINT. The true tale of notorious British double agent

    Kim Philby feeding top-secret information back to the

    Soviet Union? Thats HUMINT too.

    But as the Cold War progresses, serious money is devoted

    to more technical forms of espionage. The big gun in

    all of this is Signals Intelligence (SIGINT). SIGINT can

    be broken down into two main disciplines: monitoring

    communications (COMINT) and monitoring electronic

    emissions, such as radar (ELINT). For the Western powers,

    SIGINT became hugely important because of the Soviet

    and Eastern European agencies (particularly the Soviet

    KGB and the East German Stasi) skill at rooting out spies

    and double agents (with a few notable exceptions, such as

    Oleg Penkovsky who was eventually executed and Oleg

    Gordievsky, who had to be smuggled out of the USSR in

    the boot of a car). Huge, well-financed, se cret organisations

    such as the British General Communications Headquarters

    (GCHQ, based in Cheltenham, England) and the American

    National Security Agency (NSA, based in Fort Meade,

    Maryland) were created to handle SIGINT.

    As technology advanced, so too does the use of space

    as an arena for spying. Several countries especially the

    United States invested heavily in Imagery Intelligence(IMINT). From the 1960s onwards, satellites of increasing

    power and sophistication were lofted into orbit in order to

    I N T E L L I G E N C E A G E N C I E S

    I N T E L L I G E N C E A G E N C I E S

  • 7/26/2019 World War Cthulhu: Cold War

    6/9

    W O R L D W A R C T H U L H U : C O L D W A R

    16

    observe both ally and enemy alike. By the 1970s, the giant

    American KH-11 satellites can photograph individuals f rom

    hundreds of miles up in orbit.

    The use of technology went both ways. Both the Soviet

    Union and the Western allies seek to gain by hook orby crook examples of the latest enemy technology to

    take apart and study, a process known as TECHINT. A

    prime example of this is the defection of Soviet fighter

    pilot Viktor Belenko in 1976. Disillusioned with his life, he

    flew to Japan in t he very latest Mi