Professional Documents
Culture Documents
Achtung Cthulhu - Players Guide Web
Achtung Cthulhu - Players Guide Web
A MODIPHIUS
P U B L I CAT I O N
® IS SUE
N O. 1
Sign up t o s ave
mankind in it s
darke s t hour!
P l a y er’s
uide G
Your ultimat e c omp anion for b attling
the Mytho s and punching evil in the fac e!
®
PLAYER’S
GUIDE
Credits
ACHTUNG! CTHULHU CREATED BY CHRIS BIRCH
LEGAL
Modiphius Entertainment LICENSOR LEGAL LINE. All Rights Reserved., except the
Product Number: MUH051742 Modiphius Logo which is Modiphius Entertainment Ltd.
ISBN: 978-912743-24-7
Contents
Chapter 1: Chapter 5: Chapter 8:
Introduction. . 5 Heroes are Forged... 43 Vehicles.. . . 119
Chapter 2:
A Secret War?... . 9
Chapter 9:
Magic.. . . 137
Chapter 6:
Talents... . . 85
Chapter 3:
Playing The Game... 15
Chapter 10:
... 163
Chapter 4:
Action.. . . 25
Chapter 11:
... . 175
Chapter 7:
Tools of the Trade.. 97
Appendices.. . 183
Chapter 1
Introduction
Introduction
From the Shadows
The Thompson’s barrel glowed red hot as a hail of bullets “I wonder what happened here?” pondered the Professor,
tore the ynal Servitor apart, its body jerking - like
“fascinating,
a scareno doubt, but we must press on.” Awkwardly
crow, before it fell and then lay twitching and writhing hebegantoclamberuptheyrstofthegiganticgraniteste
in the remnants of its Nazi uniform. Behind it stretched a
long line of the creature’s foul brethren. After a sti climb, the reconnaissance party reached th
vast plateau of the city’s central square. The silence was
“That’s the last of them, Prof…” said Sergeant Brandon all consuming, not so much as a breath stirred.
Carter, as beside him, resistance leader Ariane Dubois
holstered her smoking Lugers and Major Jack McMasters At its centre, a vast structure loomed above them, a singular
wiped the edge of Nelly — his beloved broadsword — hub from which all the gigantic thoroughfares and slithering
clean of foul encrusted gore. avenues of the sunken city radiated like spokes on a wheel.
Itwasatrulygargantuanediyce,anenormoussky-spanning
“For now, Sergeant,” agreed Deadman, although the dome carved with all manner of foul sigils and devices and
Professor seemed to have already forgotten the Servitor supported by blasphemously engraved pillars. A long avenue
horde and was pressing forward, hurrying towards the of profane, unholy statues marked a processional path toward
central plateau. “But I rather suspect they were merely a set of huge double doors, bolted, chained and so large that a
a diversion, meant to delay us. Come along, we haven’t single one of them would have dwarfed the USS Valiant, the
much time.” destroyer which had deposited them on this remote island.
“It is unusual, I have never seen the Professor so “I don’t like the look of this, not one goddamn bit,” said
animated,” whispered Dubois, as her pet demon, {uttered Carter, but undaunted, they plunged on, their footsteps
to rest on her shoulder and began to fastidiously clean its echoing loudly in the unnatural silence. About half way
claws, “he is like a dog upon the trail.” towards the ediyce, they began to make out black-robed
human ygures at the base of the doors, clustered like a
“He makes rather a poor bloodhound though,“ grunted around a honey jar. Strange winged vehicles with bladed
McMasters, ”to your right, Professor!” rotors were parked o to one side, each bearing - a recog
nisable insignia, a black orb emanating jagged rays.
Deadman’s course corrected, the quartet moved swiftly
through the alien city. Its cyclopean scale was daunting, “The Black Sun!” growled McMasters.
and its strange structures were constructed of unnatural
angles and weird unsettling geometry — it smelt of a deep “Fools! What on earth do they think they are doing?”
salt tang and something fouler too. The buildings were still Heedless, Deadman broke into a run with a vigour that
damp, sporting weeds, corals, and fronds, from where they belied his age and the rest of the team followed, trailing in
had recently surfaced from beneath the depths of the ocean. his wake. As they drew closer, the faint sound of chanting
grew louder and now they could feel the earth pulse and
At the base of a sweep of steps which were made for no hum, as if a cosmic subterranean heartbeat were origi-
human feet, there was evidence of another bitter battle. nating from deep within the structure.
The vile amphibian forms of dozens of Deep Ones lay
intertwined with insectoid Mi-Go drones and centurions, Before the gates, a cabal of robed Nazi sorcerers were
all in their death throes. Dark viscous liquids dripped and spread in a wide circle around a giant central altar where
pooled from where they had cut each other to pieces. The a cowled man, evidently their leader, intoned an o-key
reek of slaughter ylled the air which also carried counterpoint
the faint over the bodies of several - bound sacriy
whi of ozone, from where high energy weapons had cial victims. Flanking the coven was a platoon of leath-
recently been discharged. er-overcoated Black Sun stormtroopers, their helmets and
gasmasks concealing their faces.
6
Chapter 1 Introduction
As they approached this grim tableau, the three soldiers “Professor?” queried McMasters.
instinctively moved into cover behind the statues, but
Deadman ran on, waving his arms and exclaiming. Deadman’s hands glowed and eldritch yre bathed
McMaster’s nocked arrow, imbuing it with sorcerous
“Stop! Stop! You’re meddling with forces beyond your might. In less than a heartbeat, the bow bent, the mighty
comprehension!” tension released and the arrow was in {ight, zeroing in
towards Lohmann’s neck, glowing with a golden nimbus
“Oh, I don’t think so, Professor,” the cowled sorcerer as it tore through his magical defences. Yet at the very last
turned and regarded Deadman with a sneer. second, the Nazi sorcerer seemed to sense it coming and
with a complex hand gesture de{ected the missile, turning
“Albrecht Lohmann!” Deadman exclaimed, recognising the it aside so that it buried itself in his shoulder.
Black Sun’s supreme sorcerer. “I should have known, only
a Black Sun Prior would be audacious enough to…” Grunting in pain, but undeterred, Lohmann continued
his work, reversing the knife and plunging it into the last
“Save your breath, Professor, you’re late, far too late to victim’s chest, then raising the still beating heart aloft and
prevent this happening now. Shoot him down!” The Black uttering an incantation so powerful, so blasphemous, so
Sun troopers opened yre as one, but McMasters was a alien,
stepthat it generated a percussive wave which {attene
ahead and was already hauling Deadman into cover and all around him.
safety. Ignoring the gun battle which suddenly erupted
around him, Lohmann resumed his dolorous chant and “Ph’nglui mglw’nafh Cthulhu R’lyeh wgah’nagl fhtagn!”
methodically began to slit the sacriycial victims’ throats
one by one… For a moment, all was stillness again, all silence, and then
the inscriptions around the lintel began to glow. There
“We must prevent him completing that incantation!” urged was an ominous pounding sound, reverberating footsteps
Deadman. Nodding to the others, McMasters unslung his which shook the very earth itself. With a crack, the huge
bow, as the Professor began to mutter a charm of his own. chains enclosing the door snapped and the doors them-
selves burst open, thrown back with a rumble like an
“Mam’selle Dubois, Sergeant Carter … on my mark! earthquake.
Three… two… one… now!”
From deep within the darkness, crimson orbs burned with
Carter’s mythos-fuelled machine gun spat, unleashing a an unearthly malice. Then an enormous head emerged,
torrent of yre as Dubois’ pin-point Luger salvo dropped a huge octopoid face, the lower half a mass of writhing
half a dozen Nazi sorcerers in a single volley. Freed to tentacles. A colossal body rumbled forward into the
assume its demon form, Dubois’ creature screeched into daylight, leathery wings folded around its blasphemous
the skies and then dropped like a thunderbolt, lashing warty hide.
with claws and tail, feasting on the troopers’ souls. Yet
as the bullets felled all around him, those that targeted The dreaming god had awoken and now it spoke…
Lohmann seemed to slow and falter, falling away, as if he
were by protected by some sort of mystical shield.
7
What is Achtung! Cthulhu?
Chapter 1 Introduction
Achtung! Cthulhu is a setting for Lovecraftian roleplaying tomes and manuscripts seeking to understand eldritch
during World War II, which allows players to discover knowledge that was never meant for the sight of mortals.
the truth behind the malign in{uence of the Mythos They’ll
on arm themselves with experimental technology
the Nazi war machine and beyond, as con{ict engulfs the and deadly weapons and learn to wield powerful magical
globe during 1939-1945. spells or harness potent psychic powers to yght agains
this uncanny threat.
In this pulp-in{uenced world of brave Allied heroes and
dauntless two-ysted adventure, players will take They’ll
on the
also encounter exotic native races like the Deep
roles of Allied servicemen and women, secret agents, Ones, undersea worshippers of the dreaming god Cthulhu,
members of the resistance or even hapless civilians caught or the strange Mi-Go, fungoid-insectoid beings from the
up in the wider con{ict. All stand yrm against the twisted furthest corners of the solar system who have come to
might of the Nazi occult: the Cult of the Black Sun, who Earth for an unknown purpose. Towering over them all are
wield foul magic and summon captive horrors in their bid the monsters, entities and gods of the Mythos themselves,
to unleash Yog-Sothoth, and Nachtwölfe, their nominal allies who seek to take advantage of the chaos of the second
and rivals who place their trust in Atlantean technology, world war to extend their dominion over the minds of men.
weird science, and strange wonder weapons to prevail.
Will your heroes prevail against all odds, or will they, like
Players will experience a world where dread secrets and so many others before, fall to the malign in{uence of the
powerful artefacts lie forgotten in ancient ruins, aban- Mythos? That is your story to tell…
doned sites and forgotten cities, and peer deep into dusty
The player pulls out a pair of twenty-sided dice and rolls All of these rules and mechanics, help set the scenes, add
them to see what happens. A twelve and a yfteen means suspense, and shape the thrilling storylines that characters
the hero will feel those slugs penetrating his {esh, the Achtung! Cthulhu universe experience during
from his
body twitching under the impact. If they rolled a three their daring escapades.
and a ten, the bullets might be stopped by the sofa’s metal
frame or whistle by his cheek, failing to ynd their prey. The 2d20 System is also here to lend a helping hand to
players taking their yrst steps on that road, as they c
Roleplaying games use rules in order to shape or resolve a unique hero or heroine to yght in the Secret War.
the drama of a story. Achtung! Cthulhu utilizes the 2d20 Focuses, personal truths, talents and other mechanical
System (2d20 is shorthand for “two twenty-sided dice”). values come together to {esh out each character’s - pe
The dice reign where the gamemaster does not, dictating ality — while skills and attributes deyne their virtues, as
if the shooter hits their mark, and the fallout and conse- well as their weaknesses. The 2d20 System does all of this
quences of what follows. in an easy-to-learn, quick-to-play manner and throughout
this book, you’ll ynd plenty of examples to help walk you
The 2d20 system also has some unique characteristics through the mechanics in engaging ways. Buckle up, pack
which aren’t present in other roleplaying games. Rules your trustiest revolver and prepare for action, it’s going to
for Stress let you know how much physical and mental be some ride!
8
Chapter 2
A Secret
War?
A Secret War?
Rumours, Innuendo and Unverified Accounts
World War II is a global con{ict which draws nations from If you wish your character to enter the strange world of
Europe, the Americas, and the far east into its orbit as Achtung! Cthulhu unburdened by this dangerous fore-
battles erupt on fronts as diverse as the sweltering jungles knowledge then this chapter is not for you, and you should
of Borneo, the frozen steppes of Russia, and even the skip forward to Chapter 3: Playing the Game.
remote island chains of the Paciyc.
However, if you must know more, these short quotes and
Yet beneath this global con{ict another war is being vignettes are meant to represent some of the rumours,
fought, a secret war, which few know about and even gossip and innuendo which swirl around during wartime
fewer understand. Yet, listen closely, when men are in and which your character may have overheard. Randomly
extremis and on the peripheries, you may just hear tales pick between one and yve of them, which will represent
of strange events, unusual happenings, and unsettling the knowledge you have gleaned listening to things you
accounts of the uncanny—episodes which never make shouldn’t. If you simply must know the full story or wish
the papers and which leave their tellers fearing for their to play a character who has increased knowledge of the
very sanity. arcane, then read them all… at your peril.
10
Chapter 2 A Secret War?
March 20th - 1943
“When that V2 landed without
going off, we thought we were lucky,
surviving by a one-in-a-million
Two days
chance. When we saw what slithered “I’d never heard anything like it.
a stan dstil l and we
out of it, and what it did to Ada… we’d fought Jerry to
pret ty e
b at up, and hole d up in the ruins
well, perhaps it would’ve been better were
h and
if it had exploded.” of an old church. I’d pulled first watc
ing to
the fog was heavy, wisps of it cling
ually, a
— Vera Baker, East End Resident the marshy ground. It came on grad
ething flapping
weird, unearthly, sound like som
they
wetly, and it spooked us rotten. Then
SS uniforms
broke out of the fog, nightmares in
shocked I
with tentacles for heads. I was so
watch
s
Private Mike Finn, XV King’s Rifle
“It was an unusual mission anyway, some
obscure mountain in the middle of Nor -
way, no nearby bases, no obvious strate - “I’m not one to talk
, but there’s some
gic value. As we came up on target, the strange goings on
over there at
skipper gave the order and I’m staring Clemens Park , plen
ty of comings and
down the sight. The crosshair aligns, and goings at all hour
s of the day and
it’s bombs away, and they’re tumbling night and unusual
army types, boffin
down, right on target. uB t just as they and all sorts who s
were about to detonate, the rock split come in for a drink
sometimes. It ’s all
apart like an enormous mouth, all jag - very hush hush, bu
careless talk cost t
ged fangs and gaping maw, and it simply s lives you know, so
I’ll say no more… th
swallowed them whole. No explosions, at ’s very kind, I wi
ll
have one myself.”
no craters, nothing. I’ve never seen
anything like it before, and I doubt George Smith,
I ever will again.” Landlord of The Gr
een Dragon,
oB mbardier Freddie Jones RAF
Cudnam, Kent
11
Chapter 2 A Secret War?
12
Chapter 2 A Secret War?
d-
“The sand gets everywhere, the san
storms will strip exposed flesh to the
g.
bone and the fly swarms are appallin
any thin g
But, my friend, if you ever see
the dee per
who you that resembles a ziggurat in
“Have you ever seen dead men rise? Men tely
hed spill their wastes, then turn around immedia
fought alongside, who you watc and head back from whence you cam e.
t out in their
blood, who you held as the light wen No Egyptian Pharaoh ever buil t thos e,
back to more
eyes? Have you seen them as they come but something much older and far
ched and
life? Have you ever watched as they twit dangerous.”
Feldwebel Kurt Jaeger, Afrika Korps
sight-
staggered and stood, leaking blood, their
beyo nd the abyss, a
less eyes staring at you from
er selve s, raised by
shambling parody of their form
st them. An aura
the power of fell magic?” “I don’t like them and I don’t tru
Hauptmann Ernst Fischer like a shroud
of unwholesomenefl clings to them
ide the legions
“The snow covers everything,
blankets the frozen city, but on a corpse. I’d rather fight alongs
tards. Come to
of heff than those Black Sun bas
there’s something living under
it, something unnatural and
it takes a fresh victim every nig same thing.”
deadly and it leaves no trace.
ht. It’s swift, silent and think of it, they’re prey much the
”
Corporal rF iedrich lF eischer
Feldwebel Otto Brandt, 4th Pa
nzer Army, Stalingrad
Stuarts and
“The American tankers are brave men, no doubt, but their
on one. It takes
Shermans are no match for our Tigers and Panthers one
are so many
a strange kind of courage to face a superior enemy but there
dragging us
of them, and they swarm like crows flapping around an eagle,
, fall back.
down with sheer numbers. So that we must always fall back
ron of th s thfi
It was during one such retreat that we were pursued by a squad “flfi r … tfffi Blur Kr...
our stand. v tff . If re tff tffr w
Shermans. We came to a crossroads and prepared to make Kr , tff•
s in a minute i mns r f • tfffi
igff
The odds were against us, you can only fire so many round l chfi tfffi Kr vry m• fi.”
is weakest. But
and they can flank and encircle, probe where your armour Hr• •ffK lr, n• r
destroyer of
what should come rumbling out of a nearby barn, but a tank
glow. It made
an unfamiliar design, four gun barrels lit by a strange blue
“One guy, it was just
one guy I tell you. He
had on this strange backp
like they
short work of those attacking Shermans, slicing through them
ack and these kind of
weird plates, one in eac
saviours but they
h hand. But he lifted tha
were made of aluminium. I popped the hatch to thank our
Sherman clean over his t
head and tossed it int
insignia on the oa
did not emerge and all I could see was a curious wolf’s paw
ditch, like I’d toss aw
ay a spent k-ration.”
ed vehicle has
turret, as it trundled off in pursuit, far swifter than any track — Private aJ mes Sterlin
g,
a right to be.” 50th Infantry Division,
— Rolf Earhart, Tiger Tank Commander
US Army
13
Chapter 2 A Secret War?
14
Chapter 3
Playing
the Game
Dice..................................................................16
Skill Tests.......................................................17
Momentum....................................................20
Fortune.......................................................... 23
Threat.............................................................24
Chapter Three
Chapter 3 Playing the Game
Dice
Achtung! Cthulhu uses two dierent types of dice to CHALLENGE DICE
resolve the actions a character attempts and the situations
The second type of dice are Challenge Dice, abbreviated
they face. If more than one dice of the same type will be
to this symbol: . These six-sided dice are used primarily
rolled at once; these dice are referred to as a dice pool.
for in{icting stress in combat.has Each
four faces with
three possible results — a score of 1, a score of 2, and two
D20s faces showing “ ”, or an effect—as well as two blank faces.
Rerolls Challenge Dice should be rolled, and their results added together.
2 2 2
3 0 0
4 0 0
16
Skill Tests
3. Roll the Dice Pool: Assemble your dice pool. You start
with 2d20, but you can buy up to 3 more d20s with TEST DIFFICULTY
Momentum (p.20), and after you’ve added any dice,
When the Gamemaster calls for a skill test, they set a
roll the entire dice pool.
difficulty, which describes how challenging the task is.
4. Check For Successes: Each d20 that rolls equal to or Skill tests have a base di}culty of 1, though more routine
less than your attribute + skill target number scores skill tests can have a di}culty of 0. Di}culties can also be
1 success. aected bytruths (see p.21).
17
OPPOSED TESTS
Chapter 3 Playing the Game
18
Chapter 3 Playing the Game
EXTENDED TESTS Resistance
If a problem is especially tricky, the extended test may also
Some actions and outcomes are too complicated to be
havesomenativeresistancewhichreducestheeectofyour
covered by a single test and in this case, you will attempt
stress rolls (it can be thought of a bit like Armour or Cover,
an extended test which is used to represent problems
hinderingyoureortstoin{ictstress).Mostextendedtests
that take more time and eort. This could be a lengthy
have a resistance of 0, but some will have more, reducing
action like cracking a complicated code, sneaking through
the stress you can in{ict on the track each time.
a shadowy compound, or working multiple tumblers to
break into a bank vault. Extended tasks use the same Resolving Extended Tests
mechanism as taking stress and injuries in combat, except
Whenever you pass a skill test to overcome the extended
these injuries are called breakthroughs.
task, you roll 4 with bonus from any applicable attribute
Breakthroughs (for example the bonus you gain from your Brawn attribute
for a physical task). If you have the right tools or an appro-
The breakthroughs needed to complete an extended test
priate skill kit, you might also gain the Piercing or Vicious
can be thought of as the key moments when solutions
eectsfromyourrolls(theGMwilldecide)(seepage35).
are discovered to solve a di}cult problem. Depending on
the scale of the problem, the number of breakthroughs
If you in{ict 5 stress in one go, or the test’s stress track is
required is called the magnitude — and ranges between
ylled, you have achieved a breakthrough! But even before
1 and 5. When you have made enough breakthroughs,
that, individual breakthroughs can be made at the GM’s
you’ve passed the extended test.
discretion which will aect your subsequent progress.
Stress Track These might include:
19
Chapter 3 Playing the Game
Safe Cracker
Private Dan Gregg discovers a Nazi safe which successes and rolls 4 base stress, plus two
he suspects is full of valuable information and additional for his Reason score of 10.
with his comrades keeping watch, he sets about
trying to crack it. The GM decides this will be He inflicts 5 stress at the first attempt,
an extended test, with a stress of 15, a diffi- including an effect which makes the damage
culty of 2, a magnitude of 3 and a resistance of Piercing, which means it ignores any native
1. Gregg makes a Reason (10) + Engineering test resistance. Gregg has made a breakthrough,
test and because he has a focus in Mechanical cracking the first tumbler with ease and is so
Engineering the range of critical success is successful the GM rules that the test’s resist-
extended. Rolling a 3 and a 9, Gregg scores 4 ance is reduced to zero.
Momentum
Whenever you generate more successes than the di}culty
of a skill test, each of these extra successes becomes 1 Using Threat to Pay Instead…
point of Momentum, a valuable resource that can be spent
to improve the result of the skill test, or saved so the If you don’t have any Momentum, or you don’t want
group can use it later. to use Momentum, you can pay for these options by
allowing the gamemaster to increase their Threat pool
SPENDING MOMENTUM instead. If you do, the cost is the same, but the GM
increases their Threat pool by the cost of Momentum
Immediately after passing a skill test, Momentum can be option, and you can always use a mix of Momentum and
spent to improve the outcome. Momentum used in this Threat to pay for the spend. Threat is explained in more
way doesn’t need to be declared in advance, with each detail on p.24.
point spent as required.
Buy d20s: Before you roll for a skill test, you can buy
?
up to 3 more d20s for your dice pool. The cost of this
Behind Enemy Lines
increases for each die purchased: the yrst d20 costs Sergeant
1 Sarah Walker has evaded the Black
Momentum, the second costs 2 Momentum, and the Sun guards and rejoined her team of commandos
third costs 3. You can’t roll more than 5d20s. heading, as reinforcements, toward the Black
Sun castle. However, they suddenly encounter
Create a Truth: You can spend 2 Momentum to estab-
? a river which must be crossed. The river has
lish a new truth in the scene, or remove a negative a strong current, and with a difficulty of
truth currently in play. A truth created must relate to 4, Walker is going to have to put some extra
the skill test you just passed, and it must be something effort into this skill test. Thankfully, the
that would result from your actions. march went well and the troops aren’t tired
Obtain Information (repeatable): You can ask the
? — with 3 Momentum in their group pool, Walker
gamemaster a single question about the scene, per buys more d20s to roll. This first die costs
Momentum spent. They must answer truthfully, but 1 Momentum, and the second costs 2, for a
don’t have to give complete information, and the ques- total of 3 Momentum, and Walker will roll
tion must be related to the test attempted. 4d20s on a Brawn + Athletics test.
20
BONUS MOMENTUM SAVING MOMENTUM
Just like the most dauntless of Allied heroes, you At the end of each scene, the GM removes 1 point of
shouldn’t be afraid to be creative when using Momentum from the group pool.
Momentum. When you pass a skill test with a lot of
Momentum, think of how that incredible success can be Momentum must be used, it will not last forever.
reflected in either the result of that skill test, or how the
test affects what happens next.
Timing Momentum
Regardless of how it is used, Momentum spends must
make sense within context, and the gamemaster can Most uses of Momentum come immediately after
veto Momentum spends that do not reflect the scene. a successful skill test but a few important uses for
Momentum happen at different times. These options
have their own restrictions on when they are used, which
is made clear in their text, such as buying d20s before
you roll you dice pool for a skill test, but after the GM
sets the difficulty.
21
COMPLICATIONS
Chapter 3 Playing the Game
In the dangerous world of the Secret War things don’t Lower the Drawbridge
always go to plan. Sometimes unforeseen problems crop
Having fled the Black Sun Canon, Captain
up, sometimes there are inescapable consequences for
Swann works his way toward his main objec-
acting, and sometimes a price must be paid simply to
tive: the castle’s gatehouse where he intends
even attempt a heroic action. Problems abound, and the
to lower the drawbridge, so that Walker and
measure of a hero is how they confront and overcome the
her commandos can get inside. Swann finds
slings and arrows of outrageous fortune
his way to the guard room, but the mechanism
for lowering the bridge is old and heavy and
These obstacles are called complications, a truth that
clearly designed to be operated by two people.
has a uniquely negative impact on the characters aected.
Swann attempts a skill test using his Brawn
Complications make skill tests harder or impossible after
+ Engineering to lower the drawbridge. The
they are introduced.
GM warns Swann that the complication range
for trying this manoeuvre has risen by 2, so
Complications can occur in one of three ways:
if any of Swann’s dice roll an 18, 19, or
20 he’ll generate one complication for each
?Rolling a 20: When attempting a skill test, each d20
result. If Swann lowers the drawbridge, and a
that rolls a 20 causes a complication, which comes into
complication is rolled, the GM might choose
eect once the test has been resolved.
to say he loses control of the mechanism and
?GM Introduction: The GM can introduce complica- the drawbridge falls with a resounding crash,
tions by spending Threat. alerting the guards nearby.
22
Fortune
23
Threat
Chapter 3 Playing the Game
As you generate and spend Momentum, the gamemaster is always allowed when buying additional d20s, but the
generates and has their own currency to spend, called GM may permit other uses of Momentum to be paid for
Threat. The GM uses Threat to alter scenes and with Threat. You can even use a combination of spending
empower NPCs. Strictly speaking, your characters Momentum and generating Threat to pay for your
don’t know about Threat, but they will have a sense of Momentum spends. You may also need to add Threat to
the stakes of their mission, and any impending doom the GM’s pool for other reasons, such as:
around the corner.
Complications: If you want to ignore a complication
?
PAYING FOR MOMENTUM from rolling a 20 during a skill test, you can generate 2
NO: 1,043 PRINTED IN LONDON AND MANCHESTER – MARCH 20TH, 1943 PRICE 2’d
Mysterious
Disappearances
Haunt Waver’s End
BY CRIME REPORTER GUS FRAZIER
Waver’s End is a quiet, unassum- idyll, for every full moon, around a means. I stayed up last full moon
ing village in the heart of Eng- dozen prime examples of the local and kept watch with my shotgun.
land, far from the ravages of war, variety of award-winning Ryeland When I heard bleating in the lower
but close to the nearby Crixley sheep go missing. field, I ran down, but t’was too late.
Research Institute. Village life has Two ewes had already been taken
gone on here more or less in the No rational explanation has been and there was this sound, like some
same way for centuries, centred forthcoming and bloodstains at huge beast moving off toward the
around those twin pillars of English the scene would appear to rule out mire. Worst thing was, there were
life, the parish church, St Hugh’s, sheep rustlers. Local farmer Peter also these phosphorescent tracks,
and the local pub, the Black Sheep. Holmes says: “Something uncanny glowing in the moonlight. Must’ve
Yet the inhabitants of Waver’s End is going on. I’m no superstitious been two yards long, tipped by
are facing a new and very perplex- ninny, but these disappearances claws n’all. For the life of me, I
ing mystery to disturb their pastoral can’t be explained by rational didn’t dare follow.”
24
Chapter 4
Action
Action
Action scenes in Achtung! Cthulhu embrace its heroic, decision-making and razor-sharp re{exes. Action in
pulp-{avoured nature. Whether it’s thrilling carAchtung!
chases,Cthulhu is fast-paced and enthralling, forming
spectacular shoot outs, or going toe-to-toe with the the beating heart of your adventures.
might of the Mythos menace, your heroes require quick
26
MOVEMENT AND TERRAIN
Chapter 4 Action
The Shape of Battle
Moving to anywhere within Medium range is a minor
action — so long as your movement is unimpeded. Moving Different kinds of environments will determine different
further than this requires the Rush major action. types of engagement. Large open spaces with clear
lines of sight favour snipers, heavy weapons, and other
If the terrain is rough or hazardous, due to a location sources of overwhelming firepower, while confined
truth, then moving across it will require a skill test with spaces and close quarters favour short-ranged weap-
an increased di}culty based on the truth. Failure may onry and melee combat. Dense terrain hinders or directs
result in you stopping in the di}cult terrain, falling prone,while open spaces allow characters to move
movement,
or suering the eects of a hazard. freely. Mixtures of these factors in a single environment
can result in a battlefield that has a very specific shape
Action Order
Action scenes are divided into rounds and turns. During ALTERNATE TURNS
a round, each character takes a turn, during which the
After you have completed your turn, the owning player
character can attempt a single major action, normally
hands the action to the opposing side (from Player
including a skill test of some kind (some circumstances
Characters to GM-controlled NPCs, or vice versa), who will
may allow a character to take a second major action).
choose a single character to take the next turn.
In addition, they may also take minor actions (described
later), which happen separately from the major action,
Once all characters on one side have taken a turn, then
though they may in{uence it. No character may take more
any remaining characters on the other side take their turns
than one turn in each round.
in whatever order they choose, one at a time, until all
characters on both sides have taken a single turn each.
At the start of an action scene, the gamemaster chooses a
single character to take the yrst turn:
Once all characters on both sides have taken a turn, one
point of Momentum is lost from the PCs’ group Momentum
? Unless there are good reasons for an NPC to take the
pool, and the action passes to a character on whichever
yrst turn, the gamemaster chooses a player character
side did not take the last turn, and the whole process
to take the yrst turn.
begins again for the next round.
? If NPCs have an obvious reason to act yrst, or the GM
spends 2 Threat, an NPC will be chosen to take the
yrst turn.
KEEP THE INITIATIVE
There is another option which either side may use: either
? GMs may decide that characters with the highest
side may choose to Keep the Initiative. To Keep the Initiative,
Coordination or Insight get to act yrst, or alternate
the character who has just completed their turn may spend
between PCs to give everyone an opportunity.
2 Momentum, and then hand the action to another char-
acter on their own side. Once one side has opted to Keep
the Initiative, nobody on that side may do so again until
the opposition have taken at least one turn of their own.
27
Chapter 4 Action
Actions
During each turn, a character can take a major action,
and a minor action. Prone
MINOR ACTIONS When you’re prone, the following rules apply:
You can take one minor action on your turn. You can ?
The difficulty of ranged attacks against you are
spend 1 Momentum to take one additional minor action increased by 1, unless the attacker is within Reach
(once per turn), and each minor action can only be taken of you.
once per turn.
?
The difficulty of melee attacks against you are
reduced by 1, as are ranged attacks made by
Aim: You can reroll 1d20 when you make an attack
? attackers within Reach.
this turn.
28
MAJOR ACTIONS
Chapter 4 Action
Helping Someone Else
You can take one major action each turn. You can spend
1 Fortune point to take a second major action, once per You can choose to use the Catch Breath major action
action scene. on an ally within Reach instead. This changes the skill
test to a Will + Medicine test with a difficulty of 2, and
Assist: You assist a character with a skill test during
? removes stress equal to your Medicine skill or their
their turn. It may be that you assist them before your Resilience skill, whichever is higher.
turn, in which case your major action is taken up by
doing so when it comes to your turn.
29
Chapter 4 Action
30
Chapter 4 Action
The GM now activates his Black Sun novices, Walker makes a ranged attack with her trusty
and advances them into the cavern, saying: Thompson SMG, a Coordination (9) + Fighting (4)
“They may not be the most accomplished of skill test, and her close quarters focus, with
fighters, real cannon fodder, but they are a base difficulty of 1, and no modifiers for
fanatically loyal and prepared to die for the range giving a target score of 13. Walker rolls
cause.” Brandishing Lugers, the novices spot 2d20 and scores 2 and 11, for three successes,
the imposing Sergeant Walker, the only one of generating two Momentum. The Thompson rolls 4
the PCs not in cover, and they immediately fire for damage and spends a point of Momentum to
off several pot shots. With a Coordination of 6 add another, rolling 5 in total, inflicting
and no relevant skills or focuses, the novices 8 points of stress, reduced to 4 by the Deep
collectively roll a 15 and their shots whistle One’s natural Armour of 4. The GM rules this
harmlessly by the sergeant, bouncing off the inflicts a new truth — riddled with bullets —
tunnel’s walls, and ending the novices’ turn. on the creature causing it to reel back from
this withering burst of fire, foul-smelling
Sergeant Sarah Walker declares, “Right, I’m black ichor dripping from its wounds.
going to target the Black Sun Master,” but
the GM intervenes saying, “Ah, unfortunately His monstrous ally may be badly hurt, but the
the rush of the Deep One Scout has brought Black Sun Master is far from finished and
it too close, blocking your line of sight to continues performing his summoning (in the form
the Master. You may only target the creature of an extended task). The GM rolls and the
itself, or the novices from your current posi- Master makes another breakthrough, hastening
tion.” Walker ponders for a moment then says, the arrival of the otherworldly fiend. The GM
“Hm, the Deep One is the more immediate threat, intones: “As the Deep One Scout reels back, the
it’s no use taking a minor action to aim at it Master’s chanting seems to rise to an unearthly
with my Thompson SMG since it’s inaccurate, so crescendo and piercing the dark veil, a single,
I’m just going to unleash a clip at it.” foetid tentacle emerges from the blackness,
wriggling unwholesomely as it first tastes the
air of this earthly plane.”
31
Attacks, Stress and Injuries
Chapter 4 Action
MAKING AN ATTACK Whenever you are successfully attacked, that attack will
in{ict stress. Stress is the measure of how much pain,
An attack is any action made with the intention of
Fatigue, or mental anguish you can bear before you
harming another character, NPC or creature, or in{icting
become injured. Whenever you successfully attack an
stress upon an object. There are two forms of attack avail-
opponent, you roll Challenge Dice ( ) to determine how
able to characters: physical and mental. Physical attacks
much stress is in{icted, based on the weapon’s stress
are further broken up into melee attacks and ranged
rating. That total is then reduced, based on how much
attacks, while mental attacks have their own constraints,
resistance the target has and any remaining stress then
and are discussed separately on page 36.
ylls up their stress track, point by point.
a. Melee: Attempt an Agility + Fighting test with Example Maximum Stress Track
a di}culty of 1, opposed by the target’s own Daphne Rogers, Occult Investigator, has a
Agility + Fighting test, also di}culty 1. If the Will of 8 and a Resilience of 1, giving her a
target wins the opposed test, they may choose to stress track of 9.
in{ict stress upon you instead, or move to any
point within Close range.
32
RESISTANCE
Chapter 4 Action
Non-lethal Attacks
Characters are not entirely defenceless, and they may
make use of a variety of factors to protect themselves. This When you make an attack with a weapon, you can
protection is called Resistance, and it reduces the amount decide to try to defeat your opponent but keep them
of stress you suer. Resistance is a numbered ratingalive. — a Any injuries you inflict while you do this heal
brick wall may provide 3 Cover, added to a character’s normally after a short time, and don’t require any
Armour rating of 2 for a total of 5 resistance. After the healing. You can’t do this with obviously lethal weapons,
Challenge Dice for an attack has been rolled, you reduce however, like heavy weapons or explosives, and even
the total rolled by any resistance you have from Armour guns aren’t an effective means to debilitate someone
and Cover, or Courage and Morale. If this ynal total is 0 rather than kill them.
or less, the attack in{icts no stress.
Trying to make a non-lethal attack with a lethal weapon,
? Against physical attacks, a character applies resistance like a gun, may be more difficult or simply impossible, at
from Armour and Cover. Armour is either worn, like the gamemaster’s discretion.
Nachtwölfe’s advanced body armour, or is natural,
like a Deep One’s toughened skin. Cover comes from
terrain, like a sandbag emplacement, or brick wall.
Having any stress does not, by itself, cause a problem for
? Against mental attacks, a character applies resistance your character: it imposes no penalty and doesn’t impair
from Courage and Morale. Courage represents a char- your actions or choices. Injuries, however, could mean
acter’s conydence and discipline, while Moraleyour is the
untimely demise!
certainty that comes from being inspired or encouraged
by others. Each injury is a special kind of truth, which will generally
impair a character (making things di}cult or impossible).
Characters may begin play with a small amount of Armour The name of the injury should re{ect the type of attack
and/or Courage, and may increase those ratings further by or hazard which in{icted it. Physical attacks and hazards
wearingspeciycequipmentortakingcertaintalents. in{ict Cover
physical injuries like gunshot wounds, laceration
and Morale come from circumstances, however — you get broken bones, burns, and so forth. Mental attacks and
themforbeinginspeciycplacesortakingcertainactions. hazards cause mental injuries, normally expressed as
severe emotions like fear, panic, anxiety, and similar.
Injuries represent wounds and mental trauma. While However, due to pain and distraction, a character
injuries don’t knock you out of the yght by default, increases
if their complication range by +1 for every
they build up they can cause lasting issues and leave you injury they have, on top of any other eects.
defeated and helpless before your enemies.
Once you have suered 3 injuries, in any combination,
If you suer 5 or more stress from a single attack or you are defeated (see p34). If you are defeated and have
hazard, or you reach your maximum stress, you immedi- more physical injuries than mental ones, you are also
ately suer an injury. If both these things happen, then dying. At the end of each of a dying character’s turns,
you suer two injuries instead of one. Suering 5 stress roll 1 . If you roll an eect, the character dies from
is just a threshold, however, and injuries aren’t gained by their injuries.
suering multiples of 5 stress (10, 5 20 etc.)
33
Chapter 4 Action
VOLUNTARY DEFEAT Daphne adds the 4 stress to her track, filling it…
Whenever your character suffers one or more injuries,
you can choose to become defeated immediately. If you
do so, then they only suffer a single injury (any after the
first inflicted are ignored), become defeated, and receive
one Fortune point.
34
Weapons and Effects
Chapter 4 Action
Weaponsactdierently,fromystsandblades,tosingleshot
pistolsandbelt-fedmachineguns—andtheycaneven-actdier Firing Blind
ently in another pair of hands. This section outlines how your
character’sattributesandweaponsaecttheirattacks. At the GM’s discretion, you can make attacks against
a target that you cannot see — firing through dense
?
If the target is outside the weapon’s range category
Some weapon eects are listed with an X, which is
increase the di}culty of the attack by 1 for-each cate
replaced by a number depending on the weapon, and
gory beyond the weapon’s range — whether closer or
apply to all eect symbols rolled in the dice pool. If an
more distant — as described below.
eect would gain a rated damage eect that it already has,
only the higher rated of the two applies.
Range Finder Area: The attack or hazard hits one additional target
?
RANGE TO TARGET within Close range of the initial target for every eect
WEAPON
RANGE rolled. Secondary targets suer the attack’s full eects
CLOSE MEDIUM LONG EXTREME
Close – +1 +2 +3 Backlash X: Each eect in{icts X stress to the attacker.
?
Stress in{icted may be physical or mental, at the GM’s
Medium +1 – +1 +2 discretion.
Long +2 +1 – +1 Drain: Thetargetsuers1Fatigueforeacheectrolled
?
Extreme +3 +2 +1 – (see p42).
35
Mental Attacks
Chapter 4 Action
MENTAL HAZARDS You may also attempt to in{ict mental stress if you kno
a spell which has that eect; this follows the normal ru
Most sources of mental stress are hazards — situations
for casting spells (and casting a spell will in{ict ment
where you encounter something horriyc or unnatural and
stress upon you as a cost).
it shakes your resolve. The yrst time in a scene that you
encounter a hazard of this sort, you need to make a Will
A fearsome creature can attempt to make mental attacks.
+ Resilience test with a di}culty determined by the GM;
These are attempts to intimidate, dominate, or overwhelm
the more terrifying and sanity-breaking the encounter, the
other creatures, relying on the creature’s presence. It may
higher the di}culty. Seeing a Deep One war party emerge
only target a creature it is aware of, and which is aware of
from beneath the waves for the yrst time would give
it, within Medium range. The creature attempts a Will +
anyone pause for thought and might result in a di}culty
Persuasion or Will + Survival test with a di}culty of 1;
2 test, but suddenly beholding a dread god like Azathoth
success means that it in{icts mental stress on the t
could involve a sanity-sapping di}culty 5 test.
reduced by a target’s Courage and Morale as normal. Each
creature’s entry lists how much mental stress it in{
Failure on this test means you suer mental stress,
and any weapon eects which apply to the stress in{icte
resolved as described above; typically, a hazard will in{ict
a number of of mental stress equal to the di}culty +2,
but this is left to the GM’s discretion. The mental stress
may have weapon eects as well. Mortal Horror vs Cosmic Horror
In general, player characters only have three ways to
Creatures with the Fearsome X special rule produce a
inflict mental stress: suppressive fire from their guns,
mental hazard just by being present in a scene.
holding foes at knifepoint (or similar), and magic. This is
by design.
MAKING A MENTAL ATTACK
While World War II was undoubtedly a horrific thing to
You may attempt a mental attack if you take actions
live through, Achtung! Cthulhu is as much a game of
speciycally intended to terrify others. This always requires
pulp action and adventure as it is a depiction of history.
some speciyc method of causing fear, and for heroes, this
The player characters are intended to be heroes, and
means using a weapon. You may, when making an attack
thus incapable of committing the kinds of horrific acts
with a weapon, choose to in{ict mental stress instead, if
that might let them inflict psychological harm on their
certain conditions are met:
foes more readily.
Chapter 4 Action
MOMENTUM FORTUNE
Momentum provides more options in action scenes, as Luck is as much a part of combat as skill, even the most
violent con{ict erupts and valiant heroes respond professional
quickly of soldiers can ynd themselves in the wrong
to an ever-changing situation. As detailed in Chapter 3, place at the wrong time or ynd their equipment acting up.
p20, Momentum can be used to improve the outcome of The heroes of the Secret War have Fortune as a resource to
a skill test, or used to improve the odds of a skill test. call on, reversing unlucky outcomes and demonstrating a
Action scenes provide even more options, changing how drive and zeal in combat few can match.
much stress you in{ict, or how many actions you can take
in a single turn. Again, some Momentum spends can be Fortune spent in action scenes works the same as in any
used repeatedly — you can use this option as much as you other scene, and you can only spend 1 Fortune per scene.
like, so long as you have the Momentum to spend, or are Fortune points can be spent like this:
willing to allow the gamemaster to generate Threat.
? Critical Success: A Fortune point may be spent before
a skill test to set a single d20 to a 1 (generating two
successes automatically). This option must be selected
Paying with Threat before any dice are rolled on that skill test, and you
must roll the remaining dice in the pool.
Remember, if you can’t or don’t want to use Momentum,
? Reroll: A Fortune point may be spent to reroll any
the GM may allow you to pay for these options by adding
number of dice in the character’s dice pool (d20s or
to the Threat pool instead. If you do, the cost is the same,
Challenge Dice).
but the GM gains 1 Threat for each point of Momentum
the option would normally cost, and you can always use ? Additional Major Action: In con{ict you immediately
a mix of Momentum and Threat to pay for the spend. take an additional major action this turn, as soon as
the yrst one has been resolved.
Buying d20s using Threat instead of Momentum is
? Avoid Defeat: The character may spend a Fortune
always an option.
point when they are defeated to immediately return
from defeat, either when they are defeated, or at some
point later in that scene.
!
“Forward men, forwardp!”
Make It Happen: You can immediately introduce a new
?
Captain ‘Mad’ Jack McMasters ment you thought you didn’t have, but actually do! This
may be used before rolling for a skill test.
Each Momentum spent adds +1 to the attack’s damage, before the rest are rolled.
Bonus Damage 1
This option can be used 3 times, for a total of +3 .
The character gains bonus d20s on their next skill test. The first die costs 1 Momentum,
Buy d20s 1, 2, 3
the second costs 2, and the third costs 3.
Each Momentum spent adds +1 Morale (to a maximum of 3 ) until the start of their
Confidence 1
next turn. This option can be used 3 times, for a total of +3 .
Create Truth 2 Create, remove, or change a truth from the result of the skill test.
An additional target within Reach of the primary target is also affected by the attack,
Secondary Target 2
suffering the full effects of the attack.
37
Chapter 4 Action
STABILISE THE DYING a splint may still be a hindrance, but not as much as if the
leg wasn’t splinted), but it still counts as an injury in every
If a character is dying, you can provide medical attention other sense, and complications later could cause a treated
with a Coordination + Medicine test with a di}culty of injury to worsen (as stitches tear and wounds reopen).
2. If you succeed, the dying character’s condition is stabi-
lised — they are no longer at immediate risk of dying, but Removing an injury entirely takes time and rest. How
they remain defeated. much is left to the GM’s discretion, but in general, one
injury is removed at the start of each new adventure,
38
Scars
Chapter 4 Action
Sometimes, injuries do not heal properly — there are eect: the player gains one Fortune point, and the
complications with surgery, or injuries are so bad that it character increases the di}culty and complication
changes a character’s life forever. These old wounds, or range of the skill test by +1 (if no test would normally
haunting memories of past trauma, stay with the character have been required, it has a base Di}culty of 2).
for as long as they live. These lingering injuries, whether
Chronic Pain: The character suered severe nerve
?
physical or mental, are called scars.
damage when they were injured, and they are now
forced to live with continual pain and discomfort.
Whenever an injury is removed, you must make a Brawn
While there are ways they can lessen the pain, or
+ Resilience or Will + Resilience test (depending on
ignore it, it never goes away entirely, and the character
whethertheinjurywasphysicalormental)withadi}culty
carries around a supply of morphine to combat its
of 1; failure on this test means that the injury has some
worst eects. This scar may take eect at the start of
lasting eect, called scar.aAnother character may make
any scene: the player gains one Fortune point, and the
this test on your behalf, using Reason + Medicine instead.
character must either use a dose of morphine or imme-
diately suer 2 Fatigue (this Fatigue can be removed in
Scars are new personal truths that aect the charac -
any subsequent scene once the character has secured
ter’s skill tests. They could be anything, particularly with
more morphine).
mental scars or those which come from magical healing,
but they either make things more di}cult or impossible ? Drug Dependency: During treatment for their injury,
for the character. the character developed an addiction to certain phar-
maceuticals and needs them to survive normally in
PHYSICAL SCARS everyday life. Most of the time they are able to func-
tion normally, but if denied access to their supply, they
When a character suers a physical scar, the GM selects suer from withdrawal symptoms which aects them
one of the following options: in dierent ways. The character gains a Fortune point,
but takes a temporary -2 penalty to an attribute or
? Amputee: The character lost part of a limb — a hand, skill of the GM’s choosing, until they are able to regain
foot, or part of their arm or leg — either when they access to a suitable supply.
were injured, or perhaps because a wound became
? Distinctive Scarring: The character’s features are
infected and needed to be removed to save the charac-
marred by distinctive scars, which are di}cult to
ter’s life. The character now has a prosthetic, to give
conceal. When the character is attempting a skill test
them some semblance of normal function, but it isn’t
to move amongst other people unnoticed, or when they
quite the same as the real thing. When a character with
attempt a skill test to persuade or manipulate another
a missing hand or arm attempts a Coordination test, or
(without intimidation), the scar may take eect: the
when a character with a missing foot or leg attempts
player gains a Fortune point, and the character’s skill
an Agility test, this scar may take eect: the player
test increases its complication range by 3 as their scars
gains one Fortune point, and the character increases
risk drawing unwanted attention.
the di}culty of the skill test by +2.
? Head Wound: The character took a severe blow to the
? Bad Back: The character’s back was damaged or
head, or has shrapnel or bullet fragments lodged in
injured, perhaps even broken, leaving them with
their brain. While they survived the attack, it may have
restricted mobility and a limited range of movement.
left lasting damage, altering how they think and how
When this scar takes eect, a player gains a Fortune
they respond to events around them. Select a mental
point, but increases the complication range - and di}
scar instead.
culty of any relevant skill test by +2.
? Lingering Shrapnel: The character has a few pieces
? Bad Leg: The character’s leg was hurt, possibly even
of shrapnel left in them, which the surgeons couldn’t
broken, and while they’ve recovered, it will never
safely remove. These pieces are mostly trapped in
quite be the same. When attempting to move rapidly,
tough little knots of scar tissue, but there’s always
this scar may take eect: the player gains one Fortune
a danger that they’ll be worked loose and do more
point, and the character increases the di}culty and
damage. When the character performs some strenuous
complication range of the skill test to move by +1.
physical activity and suers a complication, this scar
? Chemicals: The character was exposed to some may take eect instead of the complication: the player
manner of dangerous chemical, perhaps a deadly gas gains one Fortune point, and the character immediately
or nerve agent, and while they’ve recovered, there are suers 3 physical damage with the Vicious damage
likely to be some lasting breathing problems. Whenever eect, which ignores all Armour and Cover, as the
the character’s stamina, endurance, or ability to hold shrapnel shifts and does internal damage.
their breath become important, this scar may take
? Lost an eye: The character has lost a eye and their
39
Chapter 4 Action
this compulsion, the character is under the illusion that
they are a completely dierent person, perhaps a majo
historical ygure or well-known personality. They wil
gain a Fortune point, but behave and act as if they were
this ygure, and will ignore all evidence to the cont
until the delusion recedes at the end of the current scene.
40
Chapter 4 Action
Hears Voices: When overtaken by this mental scar,
? themselves from its presence as quickly as possible, and
the character hears voices directing and focussing their the player gains a Fortune point; if they fail to distance
actions, sometimes to their beneyt, sometimes to themselves
their from the subject of their phobia (or are
detriment. These voices may be familiar or completely unabletodoso),theysuer3 mental damage with
unknown, but they will be compelling and believable the Drain and Piercing 1damageeects.
to the character. The player and GM should discuss
Post-Traumatic Stress Disorder: The character has
?
how this will play out during a scene and come to an
been deeply aected by the experiences of combat,
agreement on the nature and direction of these voices.
or by an encounter with a horriyc entity and it leaves
The player gains a Fortune point.
them feeling isolated, irritable or experiencing residual
Mania: Thecharactersuersfrombriefboutsofthis guilt. Characters may be become unsociable or with-
?
distracting mental illness and is suddenly overtaken drawn or act inappropriately during social encounters.
by periods of great excitement or euphoria, delusional During combat or action scenes they may become
behaviour or hyperactivity. This might manifest as unfocussed or freeze on the spot, unable to act. Players
extremeenthusiasmforanidea,oritmight-meanyxa and GMs should discuss and agree how this aiction
tion on a particular design or plan, or an urgent need to will relate to the current scene, although the player
act in a particular way. Player and GM should discuss will gain a Fortune point.
andagreetheeectsofthepassingmania,whichwillbe
Tics or Tremors: The character has developed a
?
derived from the character’s current situation or circum-
twitch, spasm, tremor, or other involuntary movement
stance. The player gains a Fortune point.
that becomes strongest during times of stress. This can
Narcolepsy: During social situations the character
? also manifest as a verbal tic — involuntary sounds or
may suddenly fall asleep at inappropriate or inop- speech. This can take eect during an action scene or
portune moments and become impossible to wake other tense situation, adding +1 di}culty and - compli
until the next scene. This might happen also during cation range to a single skill test; the player then gains
a combat or action scene, but is more likely to occur a Fortune point.
during important social interactions. The player gains
Violent Tendencies: The character has been trauma-
?
a Fortune point.
tised to such a degree that when seriously threatened,
Object Fixation: The character has developed a
? they may lash out blindly and indiscriminately. When
powerful obsession with a particular item in their seized by this aiction during combat, characters will
possession, which brings them comfort. They can func- attack those closest to them, friend and foe alike, as
tion normally while this item is with them — and they they unleash their unbridled anger. This eect will
may seek to touch or grasp it during times of stress last for a random number of combat rounds until the
— but being deprived of the item causes considerable character’s fury is spent after which they will gain a
distress. If the character is deprived of the object, any Fortune point.
skill test they attempt increases both di}culty and
The Price of Magic: The character had an injury
?
complication range by +2 until the item is returned to
healed through magical means, and it has taken a
them; the player gains a Fortune point.
spiritual toll. The character may feel as if the magic
Paranoia: The character comes to believe that others —
? which healed them also took something in return, and
even close friends and allies — are conspiring against this nagging feeling of absence can lead to irrational
them, often treating incidental or accidental events as behaviour, self-doubt, and mood swings. Player and
intentionalordeliberate.Afterthecharactersuers GM shouldonediscuss and agree an appropriate eect of
ormorecomplications,thisscarmaytakeeect:the this scar, but the Player gains a Fortune point when it
player gains a Fortune point, and the character loses the manifests, as with any scar.
ability to draw from, or add to, the group’s Momentum
pool for the remainder of the scene.
41
Fatigue
Chapter 4 Action
Some actions and environmental eects can aect - A character can remove Fatigue with a Brawn or Will
endur
ance, from intense heat, extreme cold, thirst or starvation, + Resilience test with a di}culty of , once
1 they have
abject despair, sleep deprivation, or overexertion. These removed themselves from any sources of Fatigue (for
problems, while not as severe as an injury, can still cause example, if you took Fatigue from sleep deprivation and
problems for you. starvation, getting a hot meal and a good night’s sleep
allows the character to try and remove that Fatigue).
When you suer Fatigue, you reduce your stress track Success removes 1 point of Fatigue, plus 1 more for each
by 1 for each point of Fatigue suered. If your maximum point of Momentum spent.
stress is reduced to 0 you are defeated — collapsing
from exhaustion, despair, or deprivation. Reducing your
maximum stress will also make it easier for a character to
suer injuries, as your stress track will yll up quicker, or
become full, thanks to Fatigue.
42
Chapter 5
Heroes
are Forged
Player Characters and NPCs A useful yrst step is often to simply ask “who am I?”
11.38am – 21st
44
Character Creation Overview
What’s your personal story? Start to {esh out ?Calculate Courage Resistance (based on your Will)
- your char
acter by deciding who they are and how they have become
?Check Bonus Damage Dice Bonus:
involved in the Secret War. Select from over 20 careers
including Academic, Criminal, Entertainer, Politician ?Melee Attacks (Brawn)
or Spiritual Leader, as well as more conventional roles in
?Ranged Attacks (Insight)
the Army, Navy or Air Force.
?Magical and Mental Attacks (Will).
Choose a Background
? Choose your Name
?
Add your Background Attributes
? Decide on your character’s Personality
?
Add your Background Skills
? Explore your character’s Appearance
?
Choose 2 Background Focuses
?
Choose Background Talents
?
45
Chapter 5 Heroes are Forged
®
™
6 6
Armour
Languages 6
Fortune
6
Attribute AGILITY BRAWN COORDINATION INSIGHT REASON WILL
1 RATING
BONUS DAMAGE
TACTICS Air Force, Army, Covert Operations, Leadership, Navy, Technical Projects
TM & © 2021 Modiphius Entertainment Ltd. Permission is granted to reproduce this document for personal use.
46
The B uilding B locks of Your C ha ra cter
ATTRIBUTES Will
Will is your sense of self, mental strength, and sense of
The initial building blocks of your character are their
self-discipline. Wilful characters tend to be single-minded,
attributes, and each character in Achtung! Cthulhu is
stubborn, and have forceful personalities.
deyned by six attributes: Agility, Brawn, Coordination,
Insight, Reason and Will, which describe their physical
and mental abilities. Attributes make up one part of your
?
Some magic users use Will when casting spells.
Agility ?
It provides your character with Courage resistance.
?
It provides your character with Armour resistance.
During a skill test you can combine a attribute and skill
to make your target number. You might use Reason +
Coordination Engineering to tackle a mechanical problem with learned
Coordination is a measure of your yne motor skills, - knowledge,
accu or Brawn + Engineering to know just where
racy, and sense of timing. Coordinated characters are good to thump it to get a machine working again. Coordination
shots, good drivers and pilots, and excel at sleight of hand + Stealth might be used together to sneak past a guard,
and other delicate, precise tasks. but Insight + Stealth will tell you the best time to move.
?
Coordination is used to make ranged attacks.
47
Chapter 5 Heroes are Forged
Running — covers short-distance sprinting and
Focuses ?
long-distance endurance running.
Skills are broad, covering several fields of expertise Physical Training — covers how to train oneself
?
within one discipline. Focuses allow a character to and others.
specialise, and each skill has several possible focuses
Throwing — covers throwing objects from Olympic-
?
that a character can learn. Focuses increase the
style shot putt, javelin, and hammer-throw, to the use
chances of the character critically succeeding on a
of grenades and knives.
skill test (p.17). If you have a focus such as Fighting 3
(Handguns), any roll of 3 or under earns two successes. Lifting — covers lifting and moving heavy objects
?
with the conditioning necessary to make such eorts
more eective.
Academia
Engineering
This skill covers your character’s education and accu-
This skill encompasses your character’s technical and
mulated knowledge, as well as their ability to research
mechanical expertise, with an emphasis on practical
unfamiliar subjects. Academia is most useful when trying
applications: designing, building, and repairing devices,
to study new information or recall facts about a subject.
machines, and structures, as well as operating complex or
untested equipment, and determining how to disable or
Focuses:
destroy unfamiliar machines. There’s a degree of overlap
?Art — covers knowledge of individual pieces of art, between Engineering and Vehicles, but Engineering
the study of dierent artistic techniques and focuses
schools
on the mechanics of a vehicle.
of thought, the history of art within dierent cultures,
and its in{uences upon those cultures. Focuses:
Focuses:
48
Chapter 5 Heroes are Forged
Fighting Toxicology — covers the study of toxic substances
?
(poison, venom, and other foreign substances) and
Thisskillcoversyourcharacter’sabilitytoyghtanddefend
their eect upon the body, as well as the means to
themselves against attacks, a combination of learned
neutralise or expel them.
techniques, physical conditioning, and instinct. It is used
to make attacks, judge threatening situations, and covers a
practical understanding of weaponry and combat styles. Observation
This skill covers your character’s awareness and ability to
Focuses: discern information from their surroundings. It describes
how observant and astute they are, how quickly they pick
?Hand-to-Hand Combat — covers unarmed combat by
out important details and make use of them, as well as
striking and grabbing opponents, and may represent
their ability to ignore distractions.
training in a martial art like boxing or judo.
49
Chapter 5 Heroes are Forged
Rhetoric — using language in public speaking or
? Survival
a formal debate, to inform, persuade, motivate or
This skill expresses your character’s ability to survive inhos-
convince others.
pitable conditions, including extremes of temperature and
Deceive — methods of manipulating others to believe
? weather,dangerousplantsandanimals—aswellasyndin
something that is untrue. su}cientfoodandwater,andcreatingayreandashelter
It also covers the ability to track animals (and enemies), as
Invocation — unusual and esoteric methods of
? well as communicating with and training animals.
communicating with paranormal entities which is not
usually open to the average person.
Focuses:
50
FORTUNE
LANGUAGES
TRUTHS AND SCARS Your character will know at least one language, based
Characters have truths (see p.21) that deyne key elements on their nationality, and may know more due to their
of their personality or physicality — a single word or short background, Reason score or Linguistics focus. Being able
phrase that describes a fundamental aspect of who they to speak another language helps communicate with those
are. These truths are used in the same way as other truths: who do not speak your native tongue, and this knowledge
making a skill test easier or harder, or making something is imperative when operating eectively in dierent - thea
possible or impossible for them. tres of war.
TALENTS INJURIES
A character is more than the sum of their parts, and attrib- You can sustain 3 injuries before being taken out of the
utes, skills, and focuses alone do not give a full picture yght in an action scene. These can be a mix of mental and
of what they are capable of. These larger-than-life heroes physical injuries, and if the combined total is 3, you are
also have heroic edges called talents. defeated. If you have more physical injuries than mental,
you are also dying.
Talentsareadditionalbeneytsthatacharacterpossesses,taking
the form of a mechanical bonus—rerolls, bonus Momentum,
or rule exceptions — that apply within a set of circumstances.
51
Character Creation
Chapter 5 Heroes are Forged
3-5 Commander 55
At this point, you should have a blank character sheet
handy. These are presented on p.184 and are also down- 6-7 Con Artist 56
loadable at Modiphius.net. It’s a good idea to use a pencil
8-9 Grease Monkey 57
when writing down information and taking notes during
character creation, as the values for attributes and skills 10-11 Infiltrator 58
are likely to change during the process.
12-13 Investigator 59
14-17 Occultist 60
Example Character: 18-20 Soldier 61
Sarah “Roo” Walker
Our player, Molly, sits down to make her first
character, and grabs a pencil and eraser, a
blank character sheet, and a bit of scrap paper
for notes. Her first stop is Step 1: Starting
Attributes to get a basic understanding of
attributes,
tes, skills
skills,
, and focuses (p.47), but it’s
also where she can think about what character
concept she wants to play. In this example,
Molly wants to create a combat-focused, front-
line warrior adept at all forms of fighting,
who is tough as nails, and ready to smite Black
Sun and Nachtwölfe wherever she can find them.
52
Chapter 5 Heroes are Forged
Example Character: Contacts
Sarah “Roo” Walker Many of the choices available during character crea-
tion provide a player character with the option to make
Molly’s first major choice is Step 2: contacts. The gamemaster should work with the player
ype, the role she’ll play most often
Archetype, to define who a character’s contacts are.
within her team, and based on her starting
r.
concept she immediately selects Soldier. A contact is a specific kind of non-player character
She’s in the army now, and ready for orders! whom the player character knows. Each contact is an
individual, group of people, or organisation, associated
with a single skill or a focus, representing their profes-
sion, area of expertise, and network of influence.
Molly adds 1 to her Agility, 2 to her Brawn, A player character may call upon each of their contacts
2 to her Coordination, and 1 to her Insight — face-to-face, by mail, by telephone, or through some
attributes. She adds 1 to her Athletics, 2 to other means of communication — once per adventure to
Fighting, 1 to Observation, 2 to Resilience, request information or access to resources. A contact is
2 to Survival, and 1 to her Tactics skills. always favourably inclined towards the player character,
She can choose 2 focuses from Fighting, and will make every reasonable effort to help, but the
Resilience, and Survival, so she chooses Close form this help takes will depend on the circumstances
Quarters from the Fighting skill, which covers the player characters are in.
the use of shotguns and sub-machine guns, and
Fortitude from the Resilience skill to improve Contacts can normally provide one of the following
her hardiness, allowing her character to tough forms of assistance:
it out with the best of them!
?
Access to a workshop or similar work space, such
as a library or laboratory. A contact may have such
a space themselves, or belong to a group with
access to such resources.
?
Rare or specialised information. Calling upon
a contact is equivalent to Obtain Information
Momentum spend, and if they don’t know the
answer they may be able to suggest someone who
does or where it can be found.
?
Access to scarce or specialised resources, such
as military equipment, explosives, a vehicle or
safehouse. Again, the contact may have these
From the three talents on offer, Army of One resources personally, or they have a colleague
sounds the best fit, making her character or contact of their own who can provide such
deadly with a vast array of weapons and giving resources.
her extra weapon effects like Drain, Piercing,
or Stun when she attacks. Finally, the Soldier The gamemaster may also have a player character’s
archetype gives her character two weapons, a contacts call upon the PCs, to ask them for favours or
pistol and one other weapon with a restric- to provide vital information. A request from a contact is
tion of 3 or less (p117), so she chooses a often the stuff adventures are made of...
Winchester M12 Shotgun and an Enfield No. 2
Service Revolver from Tools of the Trade p.97,
preparing herself for up-close and personal
you know
firefights.
, it ’s w h o
ow
hat you kn
“It’s not w es all the difference.
that mak k n o w in g th e right person
nection s,
Contacts, con that’s the foundation
to turn to, career.”
of any successful
53
B offin
Chapter 5 Heroes are Forged
PLAY A BOFFIN IF YOU WANT TO…
.
Be the smartest one in the group.
A bo}n knows how things work. They have vast technical Have .
an answer for everything.
and practical knowledge, and the knack for putting that
knowledge into use. If a Bo}n doesn’t know something, .
Breaks codes, disable tanks, and outsmart
the
they can probably ygure it out with a bit of trial and error, Nazis!
and they’re not afraid to get their hands dirty.
ATTRIBUTES SKILLS
?
Brawn +1 ?
Academia +1
?
Coordination +2 ?
Engineering +2
?
Insight +1 ?
Medicine +2
?
Reason +2 ?
Observation +1
?
Stealth +1
?
Vehicles +2
FOCUSES
Choose any 2 focuses from the Engineering, Medicine, and
Vehicles skills (p.48-51).
TALENTS
Choose 1 talent from the list below.
BELONGINGS
Choose two set of tools, two contacts, or one set of tools
and a contact:
?
Mechanic’s tools or a contact (mechanic)
?
Electrician’s tools or a contact (electrician)
?
Demolition kit or a contact (demolitions)
?
Medic’s bag or a contact (medicine)
Talents
PROTOTYPE may also attempt to save the life of a character who died
Keywords: Boffin, Engineering during the current scene. You must spend 1 Fortune and
make a Coordination + Medicine test with a difficulty of 3;
You can construct unusual and experimental devices with
if successful, the character is defeated, rather than dead.
a difficulty 2 Engineering skill test. When you do, select a
talent from the Talents section (p.86), and apply its benefit
PUSH THE LIMITS
to the device. Anyone using the device can apply that
Keywords: Boffin, Vehicles
talent to their skill tests. After the device is used, roll
1 , plus one additional for each use before this one; Your knowledge of vehicles allows you to push their power to
if an effect is rolled the device stops working and cannot its limits. If you can reach the engine of the vehicle, you can
be repaired. make a Coordination + Vehicles skill test with a difficulty
of 3. If successful the vehicle’s Speed increases by 1, or
LIFESAVER the vehicle may count its Scale as 1 lower for the purposes
Keywords: Boffin, Fortune, Medicine of terrain and manoeuvring. However, these adjustments
can make the vehicle unreliable—any skill test made to
You can bring people back from the brink of death. You
operate the vehicle increases its complication range by 1.
reduce the difficulty of any Medicine skill test made to
The benefits of this talent end at the end of the scene.
stabilise a dying character or revive a character by 1. You
54
Commander
ATTRIBUTES SKILLS
?
Coordination +2 ?
Academia +1
?
Insight +1 ?
Fighting +2
?
Reason +2 ?
Persuasion +1
?
Will +1 ?
Survival +2
?
Stealth +1
?
Tactics +2
FOCUSES
Choose any 2 focuses from the Fighting, Survival, and
Tactics skills (p.48-51).
TALENTS
Choose 1 talent from the list below.
BELONGINGS
At the start of each adventure, you may requisition one
item up to Restriction 2 for free.
Talents
OPPORTUNIST your group attempts a Survival skill test you cannot assist,
Keywords: Commander, Fighting you may spend 2 Momentum to assist anyway, repre-
senting your guidance and advice. Any test assisted in this
You have a knack for capitalising on the mistakes of the
way increases its complication range by 1.
enemy. As a reaction, when an enemy suffers a complica-
tion or fails a skill test with a difficulty of 3 or higher, you
BORN LEADER
may spend 2 Momentum to immediately create a truth,
Keywords: Commander, Tactics, Fortune
which must represent a tactical advantage and which lasts
until the end of the action scene. You are a natural when it comes to leading others and
bringing out the best in them. You may spend a Fortune point
WILDERNESS GUIDE in order for a single ally to immediately gain a Fortune point.
Keywords: Commander, Survival
You are skilled at not only keeping yourself alive in the field,
but also helping others to do the same. When a member of
55
Con Artist
Chapter 5 Heroes are Forged
PLAY A CON ARTIST IF YOU WANT TO…
. Have a magnetic personality.
A Con Artist is at home in society, speaking whatever . Fool your enemy and wear incredible
languages and adopting whatever personality traits will disguises.
let them get their way. They’re skilled manipulators, . Manipulate your mark, bluff the guards, or
able to intimidate, seduce, persuade and deceive their hide in plain sight!
way through life, and equally talented in spotting when
someone else is trying to manipulate them in turn.
ATTRIBUTES SKILLS
?
Coordination +1 ?
Academia +1
?
Insight +2 ?
Observation +2
?
Reason +1 ?
Persuasion +2
?
Will +2 ?
Resilience +1
?
Stealth +2
?
Tactics +1
FOCUSES
Choose any 2 focuses from the Observation, Persuasion,
and Stealth skills (p.48-51).
TALENTS
Choose 1 talent from the list below.
BELONGINGS
?
Disguise kit
?
One contact, for any one skill or focus
Talents
COLD READING CHAMELEON
Keywords: Con Artist, Observation Keywords: Con Artist, Stealth, Fortune
You know how to use simple observations and leading You have a talent for assuming the guise of other people,
statements to appear more knowledgeable than you truly and even the identity you present may not be the real you.
are. When engaged in conversation, you may spend 2 When you adopt a disguise, you can spend a Fortune point
Momentum to perform a cold read, and other characters to establish that you have an appropriate alias already,
present (who are not in on the trick) will mistakenly believe complete with the corresponding papers and other trap-
that you have some source of detailed, specific knowledge. pings either on your person or in a secure location nearby.
You never say anything more than you need to. Whenever
you suffer a complication when attempting a Persuasion
skill test, you may spend 1 Momentum to prevent that
complication from happening.
56
Grease Monkey
ATTRIBUTES SKILLS
?
Brawn +1 ?
Athletics +1
?
Coordination +2 ?
Engineering +2
?
Insight +1 ?
Persuasion +2
?
Reason +2 ?
Resilience +1
?
Survival +1
?
Vehicles +2
FOCUSES
Choose any 2 focuses from the Engineering, Persuasion,
and Vehicles skills (p.48-51).
TALENTS
Choose 1 talent from the list below.
BELONGINGS
Gain the following:
?
Mechanic’s tools
?
A contact (Vehicles)
Talents
KEEP IT STEADY hidden on your person, stored in a vehicle you’ve been
Keywords: Grease Monkey, Engineering using, or in a hidden location nearby (the GM determines
where the item is). This must be a minor item with a restric-
You love tinkering with your vehicle and can keep it
tion of 3 or lower, and it cannot be a weapon unless that
working in the worst conditions. When operating a vehicle
weapon has the Thrown quality.
you have spent time maintaining and modifying, you may
spend 2 Momentum when attempting a Vehicles skill test
BORN TO DRIVE
to ignore the effects of any injuries the vehicle has suffered
Keywords: Grease Monkey, Vehicles
during that test.
You are always in control of any vehicle you operate and
QUARTERMASTER can pull off incredible stunts that few others would even
Keywords: Grease Monkey, Persuasion, Fortune attempt. When attempting a Vehicles skill test to operate
a vehicle with a difficulty of 3 or higher, you may spend
You’re used to ferrying supplies around and dealing with
up to 3 Momentum to reduce the difficulty by 1, 2, or 3 (1
suppliers, and you’ve been known to keep the occasional
difficulty per Momentum spent). The complication range of
item for emergencies. You may spend a Fortune point to
the test increases by the same amount as the difficulty was
reveal that you have a specific item available. The item is
reduced, however, due to the risk of the manoeuvre.
57
Infiltrator PLAY AN INFILTRATOR
Chapter 5 Heroes are Forged
ATTRIBUTES SKILLS
?
Agility +2 ?
Athletics +2
?
Brawn +1 ?
Engineering +1
?
Coordination +2 ?
Fighting +2
?
Insight +1 ?
Observation +1
?
Stealth +2
?
Survival +1
FOCUSES
Choose any 2 focuses from the Athletics, Fighting,
and Stealth skills (p.48-51).
TALENTS
Choose 1 talent from the list below.
BELONGINGS
?
Camou{aged clothing
?
Climbing equipment
?
Burglar’s tools
Talents
ACROBATIC unaware target, you may spend 2 Momentum to perform
Keywords: Infiltrator, Athletics an assassination, gaining the Intense weapon effect to the
attack (or an additional +2 damage if the attack is already
You are extremely flexible and athletic, able to traverse
Intense). If the target is defeated by your assassination,
obstacles quickly and with a minimum of effort. When
then the attack is silent and not heard by anyone.
moving around an obstacle, you may spend 2 Momentum
in order to bypass the obstacle immediately, without
SILENT STEP
requiring a skill test, and without the use of tools such as
Keywords: Infiltrator, Stealth
climbing gear. The obstacle must be something you could
bypass normally, such as a gap that can be jumped, a wall Your footsteps are eerily quiet and passing unnoticed is as
or cliff that can be climbed, or a barrier that can be vaulted. natural to you as breathing. Whenever you suffer a compli-
cation when attempting a Stealth skill test, you may spend
ASSASSINATION 1 Momentum to prevent that complication from happening.
Keywords: Infiltrator, Fighting
58
Investigator
ATTRIBUTES SKILLS
?
Agility +1 ?
Academia +2
?
Coordination +1 ?
Engineering +1
?
Insight +2 ?
Medicine +2
?
Reason +2 ?
Observation +2
?
Persuasion +1
?
Stealth +1
FOCUSES
Choose any two focuses from the Academia, Medicine,
and Observation skills (p.48-51).
TALENTS
Choose 1 talent from the list below.
BELONGINGS
Choose 1 set of tools or a contact:
?
Analytical tools or a contact (science)
?
A yrst aid kit or a contact (medicine)
?
A handgun or a contact (Academia)
Talents
POLYMATH with a difficulty of 3 or higher, you may spend up to 3
Keywords: Investigator, Academia Momentum to reduce the difficulty by 1, 2, or 3 (1 difficulty
per Momentum spent). The complication range of the
You are widely-read and multi-talented, possessing exper- test increases by the same amount as the difficulty was
tise in a wide variety of fields. Once per scene, you may reduced, however, because the latest medical advances
spend 2 Momentum to gain an additional focus for the are not always safe.
duration of the scene. This focus can be chosen from any
skill in which you have a score of 2 or higher. DETAILED ANALYSIS
Keywords: Investigator, Observation
THE CUTTING EDGE
Keywords: Investigator, Medicine You have a keen attention to detail, carefully studying
everything you observe. Once per scene, you may spend
You know the latest advances in medical science, from 2 Momentum to immediately ask the GM three questions
new surgical techniques, to new medicines, and the study about the scene, as per the Obtain Information Momentum
of new diseases; with this knowledge, you are prepared spend, but without requiring a prior skill test.
for anything. Whenever you make a Medicine skill test
59
Occultist
Chapter 5 Heroes are Forged
PLAY AN OCCULTIST
IF YOU WANT TO…
An Occultist has delved into the deeper, stranger forces . Possess a strange insight into the inner
of the universe, and gleaned secrets of how to bend such workings of the universe.
forces to their will. Though only the most egotistical and
delusional Occultists can claim mastery over the supernat-
. Wield incredible magic.
ural, even a little talent for the esoteric can be powerful in . Cast spells, awaken sleeping gods, and
the right hands… or dangerous in the wrong ones. stand against Nazi cultists!
ATTRIBUTES SKILLS
?
Brawn +1 ?
Observation +1
?
Will +2 ?
Persuasion +2
?
Either... ?
Resilience +2
?Insight +2 and ?
Stealth +1
Reason +1 ?
Either...
?Insight +1 and ?Academia +2 and
Reason +2 Survival +1
?Academia +1 and
Survival +2
FOCUSES
Choose any 2 focuses from the Academia, Persuasion,
Resilience, and Survival skills (p.48-51).
TALENTS
Choose 1 talent from the list below. A character may only
have one talent with the Spellcaster keyword.
BELONGINGS
?
Ritual tools
?
A contact with either the occultism or mysticism focus
Talents
OCCULT SCHOLAR spell, you can spend 2 Momentum to secure the obedience
Keywords: Occultist, Academia, Spellcaster of the summoned creature. This obedience lasts for a number
of minutes (or rounds in combat) equal to your Persuasion
You are well-versed in arcane traditions, parapsychology, and
skill, after which the creature must be commanded as normal.
other fields of supernatural study, and know a few techniques
for hardening the mind against occult horrors. You are a spell-
A PRICE TO PAY
caster, as described in more detail in Chapter 9: Magic &
Keywords: Occultist, Resilience, Spellcaster
the Mythos. You gain Courage equal to your Academia skill
(this does not stack with the Courageous talent). You understand that magic always comes at a cost, and
pay that price willingly, even sacrificing more of yourself to
SUMMONER augment your spells. You are a spellcaster, as described
Keywords: Occultist, Persuasion, Spellcaster in more detail in Chapter 9: Magic & the Mythos. In addi-
tion, whenever you successfully cast a spell, you may gain
You have spoken with entities beyond the fringes of the mate-
2 bonus Momentum, which may only be used to improve
rial world, and are adept at calling creatures into existence
the spell’s effect and cannot be saved. If you do so, the
from other dimensions beyond time and space. You are a
spell’s Cost increases by +2 , and the Cost is physical
spellcaster, as described in more detail in Chapter 9: Magic
stress instead of mental stress.
& the Mythos. In addition, whenever you cast a summoning
60
Soldier
ATTRIBUTES SKILLS
?
Agility +1 ?
Athletics +1
?
Brawn +2 ?
Fighting +2
?
Coordination +2 ?
Observation +1
?
Insight +1 ?
Resilience +2
?
Survival +2
?
Tactics +1
FOCUSES
Choose any 2 focuses from the Fighting, Resilience, and
Survival skills (p.48-51).
TALENTS
Choose 1 talent from the list below.
BELONGINGS
?
One weapon with a restriction of 3 or lower
?
A handgun of restriction 1
Talents
ARMY OF ONE OWN THE BATTLEFIELD
Keywords: Soldier, Fighting Keywords: Soldier, Survival, Fortune
You are deadly with a vast array of weapons and forms You are a cunning warrior, well-versed in making the most
of combat. When you attempt an attack, you may spend of the terrain around you. You may spend a Fortune point
2 Momentum to add one of the following weapon effects to make one the following Reactions :
to the attack: Drain, Piercing, or Stun. Only one damage
effect may be added to an attack in this way. ?
Snap Shot!: When an enemy within Medium range of
you fails a skill test to move through difficult terrain,
DRAW THEIR FIRE! you can inflict physical stress equal to your Fighting
Keywords: Soldier, Resilience skill. You cannot spend ammo to make this a Salvo
attack, or spend Momentum to increase the of the
You protect your allies by drawing the attention of the
stress roll. You must be wielding a functioning, loaded
enemy. After you make an attack, you may spend 2
firearm to make this reaction.
Momentum to draw the enemy’s attention. If you do, then
any enemy able to attack you who targets one of your allies ?
Heads Down!: When an enemy makes a successful
increases the difficulty of their attack by 1. ranged attack against you, or an ally within Medium
range of you, the target of the attack gains Cover
resistance equal to your Observation skill until the
start of their next turn.
61
Step 3: Nationality
Chapter 5 Heroes are Forged
62
Chapter 5 Heroes are Forged
Expanded Nationality and Languages
NATION MAJOR LANGUAGE(S)
Australia English, Indigenous Australian
France French
English and tribal language like
The Gambia
Mandinka or Wolof
German German
Greece Greek
63
Chapter 5 Heroes are Forged
64
S tep 4 : B a ckground ENLISTMENT AND CONSCRIPTION
4-5 Army 67
A character’s ab ckground may not represent what
6 Athlete 67 they are doing right at this moment, ub t what
they were doing with their lives when war rb oke
7 Covert Operative 68
out. A character with an Athlete ab ckground
8 Criminal 68 might have set aside their sporting career
to enlist in the army, for example. This can
9 Driver 68
often eb illustrated yb the other choices that
10 Engineer 68 you make for your character, emphasising the
differences eb tween your character’s life eb fore
11 Entertainer 69
the war and their life once it had started.
12 Journalist 69
13 Labourer 70
14 Military Officer 70
15 Navy 70
16 Physician 70
17 Police 71
18 Politician 71
19 Resistance 71
20 Spiritual Leader 71
n I finally
“I was spoiling to do my bit, so whe
.
received my call up papers, I was dead chuffed
Mind you, if I knew then, what I know now,
I might not have been so keen.”
—Private Alf Bennett, Badger’s Commandos
65
Chapter 5 Heroes are Forged
66
ACADEMIC ARMY
ATHLETE
You belong to one of the air forces of the Allied nations, as
a pilot, part of the crew of a bomber, a navigator, or as the
ground crew who service the planes between {ights. You’re a professional athlete. In spite of trying to main-
tain a degree of normality, many professional sports are
?Attributes: Agility +1, Coordination +2, Insight +2, suspended during wartime, with athletes ynding other
Reason +1 ways to contribute to the war eort. Skilled servicemen
were also retained to play in Army versus Navy matches
?Skills: Engineering +1, Tactics +1, Vehicles +2
and other similar sporting contests to keep morale high on
?Focuses: Choose 1 focus from Vehicles, and 1 focus the home front.
from any other skill.
? Attributes: Agility +2, Brawn +2, Coordination +1,
?Talents: Choose 1 talent with the Vehicles keyword
Insight +1
(p.95).
? Skills: Athletics +2, Fighting +1, Resilience +1
?Truth: Choose a truth from the list, or create a truth
relating to your experience in the air force. ? Focuses: Choose 1 focus from Athletics, and 1 focus
from any other skill.
?Fighter Ace
? Talents: Choose 1 talent with the Athletics keyword
?Expert Navigator (p.89).
?Talented Mechanic
? Truth: Choose a truth from the list, or create a truth
?Belongings: Mechanic’s tools or a contact with one relating to your sporting career.
of the following focuses: mechanics, heavy vehicles,
?Star Footballer (Soccer)
or aircraft.
?Baseball Champion
“ Tally ho!
?Olympic Boxer
67
COVERT OPERATIVE DRIVER
Chapter 5 Heroes are Forged
You work behind enemy lines, as an agent of a special Your working life was spent behind the wheel. You may
service like Britain’s Special Operations Executive (SOE) or have driven a bus or taxi, or be a delivery driver in a
the American O}ce of Strategic Services (OSS). Whether truck. You may be a civilian aviator or in the merchant
gathering intelligence and cultivating networks of inform- navy, and all such transport-focused characters can yn
ants, or sowing discord with sabotage and propaganda, their skills put to use in wartime to help ferry people and
your work is risky but vital, especially in support of supplies to where they’re needed most.
resistance groups struggling to free their own nations from
occupation. ?Attributes: Brawn +1, Coordination +2, Insight +2,
Reason +1
? Attributes: Agility +2, Coordination +1, Insight +1,
?Skills: Athletics +1, Engineering +1, Vehicles +2
Will +2
?Focuses: Choose 1 focus from Vehicles, and 1 focus
? Skills: Persuasion +1, Stealth +2, Tactics +1
from any other skill.
? Focuses: Choose 1 focus from Stealth, and 1 focus
?Talents: Choose 1 talent with the Vehicles keyword
from any other skill.
(p.95).
? Talents: Choose 1 talent with the Stealth keyword
?Truth: Choose a truth from the list, or create a truth
(p.93).
about your driving ability.
? Truth: Choose a truth from the list, or create a truth
?Obsessive Motorist
about your clandestine activities.
?Speed Freak
?Cover Identity
?Aerobatic Daredevil
?Silent Killer
?Belongings: Gain a contact with one of the following
?Resistance Member focuses: cars, heavy vehicles, aircraft, or watercraft.
? Belongings: Identity documents and 1 weapon of
restriction 2 or less with the Hidden quality.
ENGINEER
CRIMINAL You deal with machines big and small, repairing broken
things to make a living or designing new equipment and
You are a career criminal on the wrong side of the law, cutting-edge technology. In wartime, many of the ynest
though wartime may have shifted your loyalties some- minds in these yelds are helping to produce the tools
what. More than a few criminal organisations use their win the war, while others are vital for keeping things
connections to aid their countries, while others use the running back home.
chaos of the war to expand black markets.
Attributes: Agility +1, Coordination +2, Insight +1,
?
Attributes: Agility +2, Brawn +1, Insight +2, Will +1
? Reason +2
68
Chapter 5 Heroes are Forged
ENTERTAINER JOURNALIST
You are an actor, comedian, musician, or part of a variety You report on the latest news and investigate the events
act, entertaining others for a living. Amidst the horrors that shape daily life. With the world at war, news is an
and hardships of wartime, entertainment is a valuable important currency as an information and propaganda tool,
way to maintain yghting spirit, as well as a medium for and between the newspapers, radio, and the cinema news-
government propaganda, with many entertainers enlisted reels, is it covered in a depth never seen before. You may be
to help keep morale up both at home and abroad. People a freelance writer, selling stories on a case-by-case basis, or
turn to the radio and cinema newsreels to escape their acorrespondentemployedtoreportonaspeciycsubject,or
troubles and to keep up-to-date with the latest news from evenawarcorrespondentforano}cialnewsagency.
the front (all government approved, of course), while
music and dance gain in popularity in all Allied countries. ? Attributes: Coordination +1, Insight +2, Reason +1,
Will +2
? Attributes: Agility +2, Coordination +1, Insight +1,
? Skills: Academia +1, Observation +2, Persuasion +1,
Will +2
? Focuses: Choose 1 focus from Observation, and 1 focus
? Skills: Athletics +1, Observation +1, Persuasion +2
from any other skill.
? Focuses: Choose 1 focus from Persuasion, and 1 focus
? Talents: Choose 1 talent with the Observation keyword
from any other skill.
(p.91).
? Talents: Choose 1 talent with the Persuasion keyword
? Truth: Choose a truth from the list, or create a truth
(p.91).
about your reporting experience.
? Truth: Choose a truth from the list, or create a truth
?Investigative Reporter
about the practice of your art.
?Unhinged Conspiracy Theorist
?Star of Stage or Screen
?Award-winning Journalist
?One Act Wonder
? Belongings: You gain a camera or a portable radio set.
?Voice of a Generation
Belongings: You get a contact (Persuasion).
?
69
LABOURER NAVY
Chapter 5 Heroes are Forged
Your life is one of hard, physical work but peak physical You are a sailor, having lived a life on the seas and oceans
conditioning and work shortages in war industries often of the world, serving as part of the crew of a battleship,
mean that unskilled labour pays a decent wage. You might aircraft carrier, or submarine. Sailors have highly tech-
work on a farm, in construction, in a factory, down the pit nical jobs, and work in small teams, often with heavy
or in one of countless other jobs… or you may have done machinery in close quarters.
a variety of such work over the years.
Attributes: Agility +2, Brawn +1, Coordination +2,
?
Attributes: Agility +1, Brawn +2, Coordination +2,
? Reason +1
Will +1
Skills: Engineering +1, Tactics +1, Vehicles +2
?
Skills: Athletics +1, Resilience +2, Survival +1
? Focuses: Choose 1 focus from Vehicles, and 1 focus
?
Focuses: Choose 1 focus from Resilience, and 1 focus
? from any other skill.
from any other skill.
Talents: Choose 1 talent with the Vehicles keyword
?
Talents: Choose 1 talent with the Resilience keyword
? (p.95).
(p.92).
Truth: Choose a truth from the list, or create a truth
?
Truth: Choose a truth from the list, or create a truth
? about your time at sea.
about your working life.
?Salty Sea Dog
?Hardworking Farmhand
?Eager Ship’s Mate
?Jack of All Trades
?Experienced Submariner
?Experienced Miner Belongings: Mechanic’s tools or engineer’s tools.
?
Belongings: A contact with one of the following
?
focuses: architecture, mechanics, animal handling,
foraging, hunting, or orienteering.
PHYSICIAN
You took an ancient oath to “yrst do no harm” and heal
MILITARY OFFICER the sick and wounded. You may be a doctor with extensive
medical training, but you could also be a nurse, psychia-
You are a leader, trained and commissioned to wield trist, or pharmacist. Military physicians are found in army
authority within a branch of your nation’s military. bases and airbases, and in yeld hospitals or hospital
Coming from a wealthy family, or one with a military near the front lines. Civilian physicians care for those
background, or perhaps even from a colonial force, you coming home from the front, too injured or shell-shocked
were trained in a military academy and maintain a profes- to keep yghting.
sional distance from your subordinates.
Attributes: Coordination +2, Insight +1, Reason +2,
?
Attributes: Agility +1, Insight +1, Reason +2, Will +2
? Will +1
70
POLICE RESISTANCE
71
Step 5: Characteristic
Chapter 5 Heroes are Forged
Example Character:
Sarah “Roo” Walker
char-
The yfth key part of building your character is their
acteristic. Characteristics mark you as distinct, unusual, Molly’s next choice is Step 5: Characteristic:
c:
and extraordinary in some way. They indicate why something which marks her character out as
you were recruited into the Secret War—why you were special. Built like a Brick Outhouse is tempting,
drawn away from the frontlines and thrust into perilous but Molly chooses Raised in the Colonies as it
occult battles against the Black Sun, Nachtwölfe and their fits her theme perfectly. She gains 1 to Agility,
inhuman allies. 1 to Brawn, and 1 to her Will attributes.
She also adds 1 to Athletics, 1 to Survival,
Select or roll for a single characteristic from the and 1 to her Stealth and Tactics skills.
following list:
Random Characteristic
D20 ROLL CHARACTERISTIC PAGE
1 Bookworm 73
4 Conscientious Objector 73
5 Criminal Mindset 73
6 Dilettante 74
7 Dreamwalker 74
9 Experimental Subject 74
11 Nomadic 75
72
BOOKWORM CONSCIENTIOUS OBJECTOR
BUILT LIKE A BRICK OUTHOUSE Truth: Use the “Criminal Mindset” truth, or make up
?
your own related to your criminal inclinations.
You’re huge. You tower over those around you, standing
taller and broader than your peers. And your size isn’t just Belongings: You gain a single item with a restriction
?
for show—you’re strong, and you’ve always found ways to of 3 or less, which was obtained illegally.
put that strength to use.
73
DILETTANTE
Chapter 5 Heroes are Forged
Belongings: You have a single tattered keepsake that
?
reminds you of home.
You’re a jack of all trades and can turn your hand to pretty
much anything with some degree of success, although
you’re soon ready to move on. EXPERIMENTAL SUBJECT
The war eort needs volunteers to learn exactly what
Attributes: Coordination +1, Insight +1, and +1 to
? can be achieved through science, technology and even
any other attribute.
mystical forces. Top secret o-the-book experiments are
Skills: You gain +1 to each skill currently at 0 ranks.
? being conducted to enhance soldiers with frightening
new powers. Your country thanks you for your sacriyce.
Talents: Choose 1 talent with any keyword.
? You volunteered, right? No? Unfortunately, that’s all too
Truth: Use the “Dilettante” truth, or make up your
? common in these extraordinary times.
own related to your wide-ranging practical knowledge.
Attributes: Agility +1, Brawn +1, and +1 to any
?
Belongings: You have a number of trivial, potentially
? other attribute.
useful items, such as a pocket watch, screwdriver,
matches, etc. that you can declare are on your person Skills: You gain +1 to each of any four skills. No skill
?
at the discretion of the GM. can be chosen twice.
Sleep is a mere gateway and even as a child you wandered Truth: Use the “Experimental Subject” truth, or make
?
the Dreamlands. Many strange beings have attempted to up your own related to time as a human guinea pig.
trick you into obeying them but you have avoided the
Belongings: You have some form of strange identi-
?
cruel fates of those lost in the void. Now your country
ycation, sigils or mysterious markings on your skin,
needs you, can you use the special wisdom you have
or perhaps even incomplete documents, or a strange
gained contemplating the great beyond?
uniform pertaining to your time as a test subject.
ESCAPED FROM EUROPE Truth: Use the “My War Started Early” truth, or make
?
up your own related to your harrowing experiences.
Everything you once loved has been swallowed up by the
Belongings: You have some treasured mementoes, like
?
German war machine and its terrible masters. You fought
a family photo, your father’s watch, or a cultural or
hard and did your utmost, but ultimately had to {ee to
religious item that you always carry.
escape death or worse. Your new home seems strange but
working with the Allies you burn with desire to liberate
your homeland.
74
NOMADIC
That book...creepy.
new perspective on man’s place in the universe.
SCIENTIFIC VISIONARY Skills: Resilience +1, Survival +1, Stealth +1, and
?
+1 to any one other skill except Academia. No skill
You have made an incredible discovery through your
can be chosen twice.
studies, which may prove to be an invaluable contribution
to the war eort. Talents: Choose 1 talent with the Survival keyword
?
(p.94).
Attributes: Insight +1, Reason +1, and +1 to any
? Truth: Use the “Street Kid” truth, or make one up
?
other attribute.
based on your early life.
Skills: Academia +1, Engineering +1, and +1 to two
? Belongings: You have a lucky charm or some other
?
other skills. No skill can be chosen twice.
token of good fortune.
Talents: Choose 1 talent with the Academia or
?
Engineering keyword (p.88-89).
THE LUCKY ONE
Truth: Use the “Scientiyc Visionary” truth, or make
? When the order came to seek shelter, every last one of you
one up your own related to your scientiyc talents.
obeyed. Then the bomb hit and you were the sole survivor.
Belongings: You have a contact with one of the
? You can’t explain how you endured when all the others
following focuses: cryptography, science, electronics, died, but you hear them now whispering behind your
explosives, or the Medicine skill. back, calling you Jonah and implying you’re bad luck.
STREET KID Attributes: Agility +1, Brawn +1, and Will +1.
?
Skills: Athletics +1, Tactics +1, and +1 to any two
?
Your life up until now has been tough, and you’ve had
other skills. No skill can be chosen twice.
to work hard for the little you’ve got. Somehow you’ve
always managed to scrape together enough to get by. But Talents: Choose 1 talent with the Fortune keyword.
?
you’re quick, you’re tough, and you’re clever, and rely
Truth: Use the “The Lucky One” truth, or make up
?
on your wits and streets smarts to survive. The war eort
your own related to your harrowing survival against
could use these kind of skills.
the odds.
76
VETERAN OF THE GREAT WAR
After selecting an archetype, a background, and a charac- Focuses: Your character should have four focuses: two
?
teristic, you should have the following details: from their archetype, and two from their background.
If they don’t, revisit your choices and make sure you
Truths: Your character should have at least four truths,
? picked focuses relating to those skills.
one from their background, one from their character-
Talents: Your character should have three talents: one
?
istic, plus two from nationality and language. If they
from their archetype, one from their background, and
don’t, revisit your choices and check the truths relating
one from their characteristic. If they don’t, revisit your
to them.
choices and pick relevant talents.
77
Chapter 5 Heroes are Forged
Research Reason 2
If your character is a spellcaster you have learnt magic
in one of the following ways. Tradition Insight 2
?
Tradition: The follower of a tradition learns magic
through a mystical practice, with a powerful spiritual
element to their craft. They’re spellcasters who BONUS LANGUAGES
rely on Insight, and have a base power of 2 .
Yourcharacterwillhaveayrstlanguage,butmayhave
Tradition spellcasters can only learn the spells of
several additional languages largely determined by their
their tradition, but they learn spells more easily than
nationality, please refer to the table on page 62 for details
other spellcasters. A Tradition spellcaster begins
on this. The gamemaster may allow your character to know
play knowing three spells from their tradition.
one or two additional languages if your character’s back-
The traditions most common amongst the Allies
story supports this: for example, an American character
are as follows, but other mystical and shamanic
born to Italian immigrant parents may also speak Italian.
spellcasting may also be emulated if you desire,
see Chapter 9: Magic & The Mythos. More magical
Your character may also know additional languages of
traditions will be developed in later Achtung!
your choice based on their Reason, and up to three addi-
Cthulhu source books.
tional languages if they have the Linguistics focus. These
?Runeweaving is a magical tradition prevalent in do not have to be languages spoken currently, and can
Norse and Scandinavian peoples, and draws on be dead languages such as Latin if you wish, potentially
the power of the runes to channel the power of useful for reading arcane tomes or manuscripts. When
the Viking pantheon of deities. determining languages, it is a good idea to discuss the
matter with the other players, ensuring that the entire
?Druidism is the magical tradition of the Celtic group has at least one language in common.
people and is rooted in animistic beliefs, drawing
its power from both its gods and the forces of
the natural world. Bonus Languages
?Psychic is an expression of the ‘magical’ powers REASON SCORE BONUS LANGUAGES KNOWN
inherent in the mind of gifted and talented
individuals. Although it is not strictly a magical 9-10 1
tradition in the conventional sense, it is treated
11+ 2
as one for game purposes.
?
Dabbling: A dabbler is someone who has
experimented with magic without guidance or a
true understanding. They rely on Will and have a
STRESS TRACK
base power of 1 , but can count as 3 power by A character’s stress track is a measure of their ability
generating 1 Threat for each effect they roll in that to withstand damage and is equal to the higher of their
dice pool. Dabblers can learn any spell, but learn Brawn or Will, plus their Resilience. Stress is a measure of
flawed versions at first (for more on flawed spells the physical and mental punishment your character can
see p.144). A Dabbler begins play knowing one take before becoming injured.
spell, or two flawed spells, which may be from
any tradition. Add your:
?
Research: A researcher is someone who’s learned Brawn + Resilience, or
?
magic through intense and rigorous study of ancient
Will + Resilience (whichever is higher)
?
books and forbidden tomes. They rely on Reason
and have a base power of 2 . Researchers can
learn any spell. A Researcher begins play knowing
two spells, which may be from any tradition
Allied or Mythos.
78
RESISTANCE
Your character also receives bonus Challenge Dice ( ) on How does your character look? Are they typical for
a roll, based on their attributes, which can be calculated someone from their area or from that era? Take a look
using the table below: at the character’s attributes. Do any stand out (a high or
low Brawn, for example) or oer suggestions for their
?
Your character adds bonus to their melee attacks physical appearance? Is your character handsome or ugly?
based on their Brawn. Remarkable or average-looking? How do they dress? Do
they have any signature habits, tendencies, or behavioural
?
Your character adds bonus to their ranged attacks
quirks? Maybe they employ a catchphrase or verbal tic?
based on their Insight.
You can decide on all of these aspects or none of them, but
?
Your character adds bonus to their magical and it’s often a good idea to give your character some sort of
mental attacks based on their Will. visual description, especially to give other players an idea
of what they look like.
Other attributes may contribute bonus damage to certain
improvised attacks or hazards, at the GM’s discretion.
PERSONAL BELONGINGS
In addition to the items granted by the
Bonus Challenge Dice character’s archetype, background, and
characteristic, you can gain more items as
ATTRIBUTE RATING BONUS DAMAGE personal gear. Player characters may choose
8 or lower – one additional item of Restriction 3, two
additional items of Restriction 2, or three
9 +1 additional items of Restriction 1 to round
10 or 11 out their character. See Chapter 7 Tools of
+2
the Trade p.117 for the dierent weapons
12 or 13 +3 and equipment and their Restriction levels.
14 or 15 +4
16 or higher +5
NAME
Every character needs a name to identify them and you
might decide to go for something typical of the era, or your
nationality, or simply pick your name based on your char-
acter’s personality. Generally, it’s best to give a character
an original name, rather than one from another source, as
it will be less distracting for the other players. But don’t be
afraid to choose something that really stands out and have
some fun with this aspect of your character’s identity.
PERSONALITY
Now that you know what sorts of experiences have
shaped your character, ask yourself: what sort
of personality do they have and how would you
like to play them? Are they angry? Happy-go-
lucky? Adventuresome? Out for revenge? Wise?
Hot-tempered? Calm? Fierce? Cynical? Brooding?
Even choosing a few quick adjectives like these
canreallyhelpdeyneorreynetheirpersonality.
That doesn’t mean they will be like this all the
time, however. Characters will evolve and change
personality over time based on their experiences.
However, it’s always a good idea to have some
deyningnotesorpointsofdierentiationatthe
start, even if it’s just for the gamemaster to grasp
how others see them.
80
Example Character: Sarah “Roo” Walker
81
After-Action Reports: Character Advancement
Chapter 5 Heroes are Forged
82
Chapter 5 Heroes are Forged
You may be awarded a rank based on the total accumu- the needs of your adventures and campaigns. If you earn a
lated XP that you have earnt throughout your career. You promotion, you will gain some additional responsibilities,
don’t have to spend that XP, but use it as a threshold for a but enjoy some additional privileges; o}cers may have to
new rank or promotion. spend a certain amount of their time managing their own
sta and equipment, but might also proyt from having
Earning seniority through promotions is a natural progres- an NPC NCO or adjutant to accompany them (at the GM’s
sion for your character’s career, and it is down to both you discretion of course).
and the GM to manage that progress, tailored according to
Organisation Ranks*
BRITISH ROYAL AIR
ROYAL NAVY US ARMY US NAVY USAAF RESISTANCE
ARMY FORCE
Enlisted
Ordinary Aircraftman Seaman
Private Private Private Partisan
Seaman Second Class Recruit
Aircraftsman Private, First Seaman Private First
— Able Seaman —
First Class Class Apprentice Class
Lance Leading Senior
— Corporal Seaman Corporal
Corporal Aircraftsman Partisan
Non-Commissioned Officers
Petty Officer Resistance
Sergeant Petty Officer Sergeant Sergeant Sergeant
Second Class Organiser
Sergeant- Flight Petty Officer
— Staff Sergeant Staff Sergeant —
Major Sergeant First Class
Warrant Chief Petty Warrant Chief Petty Senior
First Sergeant Top Sergeant
Officer 1 Officer Officer Officer Organiser
Commissioned Officers
Second Sub- Second Second
Pilot Officer Ensign —
Lieutenant Lieutenant Lieutenant Lieutenant
First First
Lieutenant — Flying Officer Lieutenant LG Lieutenant
Lieutenant Lieutenant
Air Vice-
Major-General Rear-Admiral Major General Rear-Admiral Major General —
Marshal
Lieutenant Lieutenant-
— Vice-Admiral Air Marshal Vice-Admiral —
General General
Air Chief Regional
General Admiral General Admiral General
Marshal Leader
Admiral of Marshal of General of General of National
Field Marshal Fleet Admiral
the Fleet the RAF the Army the USAAF Leader
* Rank structure has been simplified for in game use across US and British forces. Resistance movements vary across nation-
ality and political affiliation, and have no formal rank structure, but equivalent terms are used to denote seniority within a typical
Resistance organisation.
83
Chapter 5 Heroes are Forged
Ranks & XP
BRITISH ARMY XP
Enlisted/Non-Commissioned Officers
Private 0
Lance Corporal 40
Sergeant 80
Sergeant-Major 120
Commissioned Officers*
Second Lieutenant 0
Lieutenant 40
Captain 80
Major 120
Lieutenant-Colonel 200
MEDALS AND DECORATIONS Colonel 250
Medals and decorations are awarded for outstanding
Brigadier 300
bravery or exceptional performance by your character
during a single mission (although service ribbons are given Major-General 350
for serving in a particular battle or theatre of war) and
General 400
their award is largely at the GM’s discretion, according to
the needs of their campaign. Field Marshal 450
XP can also be used to determine whether a Player * In the British Army, a division is made between enlisted men
Character is awarded a medal for singular performance including NCOs, and Officers. A PC will need to retrain and/or
earned during a single mission, adventure or campaign. change a truth to enable them to begin officer training.
Like promotions, this is kept as a separate record by the
GM and not spent like normal advancement and does not
accumulate between missions—it is designed to recognise
feats of amazing heroism and bravery.
Battle Honours
NAME UK US XP
Military Medals Victoria Cross Medal of Honor 40
84
Chapter 6
Talents
Talent Keywords.......................................... 86
Common Talents.......................................... 87
Academia...................................................... 88
Athletics........................................................ 89
Engineering................................................... 89
Fighting.........................................................90
Medicine........................................................90
Observation...................................................91
Persuasion......................................................91
Resilience...................................................... 92
Stealth............................................................ 93
Survival..........................................................94
Tactics............................................................94
Vehicles......................................................... 95
Weird.............................................................96
Chapter Six
Chapter 6 Talents
Talents
Talent Keywords
All talents are labelled with one or more keywords, which Spellcaster: A talent with the Spellcaster keyword
?
group similar talents together. Keywords are labels that allows a character to use magic (see Chapter 9: Magic,
signify which skills or rules a talent applies to. Some p.137 for more information). A character may only
keywords can restrict your access to the talent or its use have 1 talent with the Spellcaster keyword.
— if a keyword lists no limitations or restrictions, then
Advanced: A character must have a rating of 3 or
?
none apply.
more in the associated skill to choose this talent.
Choosing Talents
You can choose talents while creating your character, or
by spending experience points (XP) after an adventure.
You can’t select the same talent twice, unless the talent
says so.
86
Chapter 6 Talents
Talents by Keyword
As character creation often grants talents which must ?
Observation: Constantly Watching, Forward Observer,
possess a particular skill keyword, this list provides a Lights Out, Ransack, Scout, Scrutinise
useful reference for which talents possess which keyword,
as well as all talents with the weird keyword. This list
?
Persuasion: An Answer for Everything, Hog the
Spotlight, Imposing Presence, Reasoned Discourse,
doesn’t include archetype talents, or talents which lack
Rousing Oratory, Subtle Cues
either a skill keyword or the weird keyword. Talents which
also have the Advanced keyword are marked in italics. ?
Resilience: A Stiff Drink, Courageous, Dauntless,
Extra Effort, Hard as Nails, Second Wind, Tough
?
<Skill>: Advisor, Bold, Cautious, Collaboration,
Cool Under Pressure
?
Stealth: All the Best Hiding Spots, Exploit Weakness,
Face in the Crowd, Hit and Run, Like a Shadow,
?
Academia: Book Smart, Deep Expertise, Did the Perfect Timing
Reading, Dedication, Library Dweller, Polyglot, Studious
?
Survival: Companion, Dig for Victory, Everything I
?
Athletics: Athletic Prodigy, Fighting Fit, Hail Mary, Need is Here, Fieldcraft, Survive and Thrive, Tracker
Hit the Dirt, Might Makes Right, Sure-Footed
?
Tactics: Band of Brothers, Call to Action, Convey
?
Engineering: Demolitions, Elbow Grease, Gunsmith, Intent, Decisive Plan, Direct, Teamwork
Jury Rig, Saboteur, Make Do and Mend
?
Vehicles: Combat Gunner, Drive All Night, Off-Road,
?
Fighting: Defensive, Five Rounds Rapid, Guardian, Mean Smuggler, Still in Control, Strafing Run
Right Hook, Sharpshooter, They Don’t Like It Up ‘Em
?
Weird: Bizarre Insight, Foreboding Survival, Minor Pact,
?
Medicine: Long-Term Care, Placebo Effect, Medic, Mystical Power, Numb to the Horrors, Occult Dabbler
Out of Harm’s Way, Reassuring, Seen Worse
Common Talents
ADVISOR COLLABORATION
Keywords: <Skill> Keywords: <Skill>, Advanced
You’ve got a knack for guiding others through prob- You’ve coached your allies to capitalise on your expertise,
lems. When you choose this talent, select a single skill. and that eort has paid o. When you select this talent,
Whenever you assist an ally and you use that skill, the ally choose a single skill with a rating of 3 or more. Whenever
you assist may reroll a single d20 in their dice pool. an ally attempts a skill test using that skill, and you can
communicate with them, you may spend 2 Momentum to
BOLD allow them to use your score for that skill, and one of your
focuses (if applicable).
Keywords: <Skill>
When you take calculated risks, you tend to succeed more COOL UNDER PRESSURE
often than seems reasonable. When you select this talent,
Keywords: <Skill>, Fortune
choose a single skill. When you attempt a skill test using
that skill, and you buy additional d20s by generating Threat When the situation gets tough, you take a deep breath and
for the GM, you may reroll a single d20 in that dice pool. get the job done. When you select this talent, choose a
single skill. When you attempt a skill test using that skill,
87
Academia
Chapter 6 Talents
You are ridiculously well-read. If you spend any You’ve got a knack for putting all your eort into an
Momentum to Obtain Information during a scene, you may activity when it really matters. When you attempt a skill
reduce the Momentum cost of one bonus d20 you purchase test where you have an applicable focus, you may spend
later in that scene by 1. a Fortune point to double your critical success range (to a
maximum of twice your skill rating).
DEEP EXPERTISE
Keywords: Academia
LIBRARY DWELLER
Keywords: Academia
You are an expert in many yelds. You gain an additional
focus for each skill in which you have a rating of 3 or You are at home amongst books and stores of knowledge.
higher. After taking this talent, if any of your skills are Whenever you attempt an Academia test to research a
increased to 3 you immediately gain one additional focus subject, it only takes you half as long as it normally would.
for that skill.
POLYGLOT
DID THE READING Keywords: Academia
Keywords: Academia, Advanced
You must have the Linguistics focus to select this talent.
You study every fact and detail about the situations you You gain an additional truth: Polyglot. You also know
are likely to encounter on your missions. Once per scene, three additional languages of your choice (see Language
you may use Academia instead of any other skill, and you Table, p.62-63), and when faced with a language you don’t
count as having a focus for that skill test. know, you may spend one Momentum in order to under-
stand the overall meaning of the text or conversation.
STUDIOUS
Keywords: Academia
88
Athletics
Chapter 6 Talents
ATHLETIC PRODIGY MIGHT MAKES RIGHT
Keywords: Athletics Keywords: Athletics, Advanced
You push yourself harder and further than anyone else. You know how to use your size and strength in a yght.
When you succeed at an Athletics skill test which is part of When you roll in an opposed test for a melee attack you
an extended task, you may add +2 to your stress roll to may use Brawn + Athletics. In addition, you may ignore
progress in the extended task. the Heavy quality on weapons you wield.
You’re in good physical condition, and do not tire as quickly You have perfect balance, and seem to never stumble,
asothers.WheneveryousuerFatiguethroughstrenuous trip, or fall. Whenever you make an Athletics test, you
physical activity, roll 1 foreachpointofFatiguesuered. may ignore the yrst complication you roll, and opponents
Eacheectrolledignorespoint 1 ofFatigue. must spend 3 Threat rather than 2 to knock you prone in
combat.
HAIL MARY
Keywords: Athletics
HIT THE DIRT
Keywords: Athletics
You’ve got one hell of a throwing arm, letting you hit a
target at much longer distances. When you use a thrown When you take the Rush action in combat, attacks against
weapon you may generate 1 Threat to increase the range you increase in di}culty by +1 until the start of your
category of the weapon by 1 (from Close to Medium, for next turn.
example) and increase the damage of the weapon by +1 .
Engineering
DEMOLITIONS JURY RIG
Keywords: Engineering, Advanced Keywords: Engineering
You’re skilled in making, setting, and defusing explosives. When you attempt a skill test to repair a machine, you
Whenever you attempt an Engineering test to create, set, may generate 2 Threat to reduce the di}culty of that test
or to defuse an explosive device your yrst bonus d20 is by 1, to a minimum of 0, but the repairs are only tempo-
free. You can also ignore the yrst complication on an rary. The repairs last for the rest of the current scene, but
Engineering test involving explosives once per scene. after that, the machine will fail when the gamemaster
spends 2 Threat.
ELBOW GREASE
Keywords: Engineering
SABOTEUR
Keywords: Engineering
You’re used to putting in hard work and getting the job
done. When you attempt an Engineering test as part of You’ve got a knack for breaking things. When attacking
an extended task, you ignore 1 resistance for each eect an object, structure, or stationary vehicle, you may use
rolled on the Challenge Dice. your Engineering skill instead of Fighting, and gain bonus
Challenge Dice from Reason instead of Brawn or Insight.
GUNSMITH When in{icting stress against such a target, you can spend
2 Momentum to change any challenge dice to an eect
Keywords: Engineering result, up to your rating in Engineering.
89
MAKE DO AND MEND
Chapter 6 Talents
amachineandretrievingusefulpartswithadi}culty1
Insight + Engineering test. If successful, you retrieve
Keywords: Engineering
enough spare parts to replenish the resources from a
You’re used to making do with what you can scavenge from mechanic’s tools or electrician’s tools skill kit. This test can
other machines. You may spend half an hour disassembling succeed at cost, with the item you are disassembling lost.
Fighting
DEFENSIVE MEAN RIGHT HOOK
Keywords: Fighting Keywords: Fighting
You’re especially good at avoiding harm. Select one of Your unarmed attacks gain the Vicious weapon eect.
the following: melee attacks or ranged attacks. Those
type of attacks targeting you are increased in di}culty
by 1. This talent may be selected two times, once for
SHARPSHOOTER
each type of attack. Keywords: Fighting
Medicine
LONG-TERM CARE PLACEBO EFFECT
Keywords: Medicine Keywords: Medicine
You’re adept at ameliorating the horrors of war and With supplies are stretched thin, you’re good at making
ensuring your comrades’ injuries are well-treated. You the most of what little you have. When you spend
may reroll a single d20 on any Medicine test to determine resources from a yrst aid kit on a Medicine test, roll 1
if a character gains a scar, or when you are trying to heal for each use of medication. For each eect rolled, one of
a scar. those spent resources is immediately returned.
When you successfully stabilise an ally you may spend You’re used to balancing the need to keep a patient
2 Momentum in order to immediately treat one physical still and the need to get them somewhere safer. When
injury that ally has suered, though they remain defeated.
attempting to carry or restrain another person, you may
use Medicine instead of Athletics, and you ignore the yr
complication rolled on any such skill test.
90
REASSURING SEEN WORSE
Chapter 6 Talents
Keywords: Medicine Keywords: Medicine, Advanced
Your bedside manner is immaculate, and your patients’ You’ve got a strong stomach, and a sense of duty which
fears dissipate when you’re around. When attempting will not permit your own fears to override the needs of
to treat a patient’s mental injuries, you may spend 2 your patients. You may spend 2 Momentum to gain Morale
Momentum in order to treat an additional mental injury. resistance equal to the number of injured allies you are
able to see or hear.
Observa tion
CONSTANTLY WATCHING RANSACK
Keywords: Observation Keywords: Observation
Whenever you attempt a skill test to detect danger or You know that time is of the essence, and your searches
hidden enemies, reduce the di}culty by 1, to a minimumare thorough, if somewhat messy. When you attempt an
of 0. Observation test to search an area, you may generate 2
Threat to reduce the di}culty of the test by 1 and reduce
Keywords: Observation
SCOUT
You spot targets for friendly artillery, allowing them to
Keywords: Observation
home in on their objectives. If you are able to commu-
nicate with an ally using a weapon with the Indirect You are adept at getting the lie of the land and picking
quality, you may assist their attack using your Reason + out important details quickly. You may ask 1 question for
Observation. Your ally also reduces the di}culty of the free at the beginning of an action scene, as if you’d spent
attack by 1 when you do. Momentum to Obtain Information.
You must have eaten your carrots as you’re exceptional You pay close attention whenever possible, noticing little
at seeing in the dark, allowing you to function eectivelydetails that others might overlook. When you double
with almost no light around. You ignore any increases in the time it takes to make an Observation test outside of
di}culty or complication range caused by low lighting, combat, the yrst bonus d20 you buy is free.
though total darkness still impairs you as normal.
Persuasion
AN ANSWER FOR EVERYTHING a Persuasion test to distract or hold the attention of others,
you may spend 1 Momentum to increase the di}culty of
Keywords: Persuasion
all Observation tests made by enemies by +1.
You relish an intense debate, where you can see your
opponents’ argument unfold, then turn it back against
them. When you succeed at a Persuasion test as part of
IMPOSING PRESENCE
an extended task, you may reroll a number of equal to Keywords: Persuasion
your Persuasion skill.
It’s always been easy for you to intimidate others. When
you use a melee weapon to make a mental attack, you
HOG THE SPOTLIGHT may use your Persuasion skill instead of your Fighting,
and you may add the Piercing 1 or Stun weapon eects to
Keywords: Persuasion
the attack.
You’re used to being the centre of attention, and you know
how to keep all eyes focused on you. When you succeed at
91
REASONED DISCOURSE
Chapter 6 Talents
cry in an action scene; make a Will + Persuasion test as
a major action, with a di}culty of 1. If you succeed, every
Keywords: Persuasion
ally able to hear you gains 2 Morale, plus +1 Morale per
You’re precise and succinct with language, allowing you to Momentum spent for the rest of the scene.
convey facts and logical arguments quickly and eectively.
When you need to communicate complicated information
or argue with logic over emotion, reduce the di}culty of
SUBTLE CUES
your Persuasion test by 1. Keywords: Persuasion
Resilience
A STIFF DRINK DAUNTLESS
Keywords: Resilience Keywords: Resilience
Strong drink helps you hold your nerve. Add a hip{ask Whenever you attempt a skill test to resist being intimi-
with a strong alcoholic drink to your belongings. When dated or threatened, or to resist fear and panic, the y
you attempt the Catch Breath action to remove stress from bonus d20 you buy is free.
yourself or an ally, you or they may drink from the {ask.
If you do so, remove an additional 1 stress. However,
if an eect is rolled, then the alcohol has dulled your
EXTRA EFFORT
abilities, and you increase the complication range of all Keywords: Resilience
skill tests you attempt by +1 for the rest of the scene. You
When you select this talent, select a single attribute.
cannot use this talent if the {ask runs out (possibly as a
When you attempt a skill test using the chosen attribute,
complication), though it should never be too di}cult to
you may buy bonus d20s by using Fatigue instead of
get a reyll of something bracing.
Momentum, suering 1 Fatigue for each Momentum that
you would have spent.
COURAGEOUS
Keywords: Resilience HARD AS NAILS
You are not easily frightened. You gain Courage resistance Keywords: Resilience
equal to your Resilience skill.
You’re tougher than most. Your Armour resistance
increases by +1.
SECOND WIND
Keywords: Resilience, Fortune
TOUGH
Keywords: Resilience
You can handle stress better than most. Your stress track is
increased by +3.
92
Chapter 6 Talents
Stealth
ALL THE BEST HIDING SPOTS HIT AND RUN
Keywords: Stealth Keywords: Stealth
Keywords: Stealth
LIKE A SHADOW
When you attempt an attack against an unaware enemy,
Keywords: Stealth
or an enemy suering from a truth that represents a
weakness or vulnerability, the attack gains the Piercing 2 You’re quiet, and even when things go sideways, you’re
weapon eect. quick to minimise the disturbance you cause. When a scene
includes a consequence track related to enemy awareness
Keywords: Stealth
PERFECT TIMING
You know how to hide in plain sight: you act like you
Keywords: Stealth
belong, and you look the part as long as you don’t do
anything unusual. If you’re wearing appropriate clothing You always get where you need to be in the nick of time.
or a suitable disguise, enemies attempting an Observation When you make a Stealth test and there is a limited
test to notice you within a group of other people increase amount of time to succeed — such as reaching a certain
the di}culty of their tests by +1. location before a guard turns around, or avoiding a
moving searchlight — the yrst bonus d20 you purchase
costs 0.
93
Survival
Chapter 6 Talents
Dog
TRUTHS
COMPANION ?
Trained Dog
Keywords: Survival ?
Loyal Companion
FIELDCRAFT
water, yrewood, and other essentials, you may reduce th
Keywords: Survival
di}culty by 1, and may gain enough food and drink for 1
You’re at home in the untamed parts of the world. You additional meal per Momentum spent.
may use Survival instead of Stealth when attempting to
conceal yourself or avoid attention in an inhospitable
rural environment.
TRACKER
Keywords: Survival
SURVIVE AND THRIVE You can follow even the faintest of tracks. When you
attempt a Survival test to track animals, people, or other-
Keywords: Survival
worldly creatures, the yrst bonus d20 you buy is free. If
You’re skilled at ynding what you need in the wild.the When
tracking was done as part of an extended task, then
you attempt a Survival test to forage for food, clean you in{ict +1 stress for each eect rolled.
Tactics
CALL TO ACTION grant one immediate minor action to a number of allies
Keywords: Tactics equal to your Tactics skill. You must be in communication
with any ally you want to grant an extra minor action to.
You give precise directions, allowing your allies to take
up favourable positions. In an action scene, you may
spend a minor action to let an ally take an immediate
minor action. As a major action, you can also make a
Coordination + Tactics test with a di}culty of 1 to
94
BAND OF BROTHERS DIRECT
Chapter 6 Talents
Keywords: Tactics Keywords: Tactics
You and your allies have bonded through shared adver- Your strength lies in commanding others. In an action
sity. When an action scene begins, if there are fewer points scene, as a major action select a single ally you can
of Momentum remaining in the group pool than there are communicate with. That ally may immediately attempt a
characters in the group with this talent, immediately add major action. If this action includes a skill test, you assist
one point to the group Momentum pool. them, using your Tactics skill.
You don’t need to say much to be completely understood, Your team is more than the sum of its parts, mainly due to
and often a well-timed gesture can speak volumes. When yourin{uence.Whenyouleadorassistaskilltest,ifone
you attempt a Tactics test to give instructions or communi- character has an applicable focus, everyone involved counts
cate a new plan of action to the rest of the group, the as having
yrstan applicable focus. If the skill test is part of an
bonus d20 you buy is free. extended task, add +2 stress to the pool.
DECISIVE PLAN
at of combat,
Keywords: Tactics “In the white he
,
You’re skilled at giving timely assistance in the heat of you either stand together
battle. When you assist an ally in an action scene, you or you die alone.
may Keep the Initiative without paying the normal There’s very little middle ground.”
Momentum cost if it allows that ally to take the next turn.
Harris
— Captain Eric ‘Badger’
Vehicles
COMBAT GUNNER SMUGGLER
Keywords: Vehicles Keywords: Vehicles
You’ve trained to operate combat vehicles and mounted You know the best ways to hide people and supplies in
weapons. You may use your Vehicles skill instead of and around a vehicle. When attempting to conceal char-
Fighting when making an attack with a weapon mounted acters or items within a vehicle, use your Vehicles skill
on a vehicle. instead of Stealth, and may reroll 1d20 in the pool.
You’re accustomed to being behind the wheel for hours on Even when you lose control, you can still exert in{uence
end. When you are operating a vehicle, you may use your on your vehicle. When a vehicle you are operating suers
Vehicles skill, instead of your Resilience, for any skill tests a complication, you may decide the eects of the - compli
to resist Fatigue from exhaustion or sleep deprivation. cation rather than the GM, although the GM may veto any
which are out of context.
OFF-ROAD
Keywords: Vehicles
STRAFING RUN
Keywords: Vehicles, Advanced
While the vehicles themselves might not be quite designed
for it, you’re adept at handling them in rough terrain. You’re a master of controlled bursts of yre, in{icting
You reduce the di}culty of any vehicle terrain tests deadlyyou
damage on your foes. When you make a salvo
attempt by 1. attack with a weapon while in a vehicle, you may ignore
any increases to di}culty or complication range caused by
the speed of the vehicle or rough terrain.
95
Weird
Chapter 6 Talents
Your mind often shows you glimpses of things you You may only select this talent if you are a spellcaster.
couldn’t otherwise know. Once per scene, you may You have delved deep into the immortal mysteries of the
generate 1 Threat to Obtain Information (ask the GM a Mythos and the secrets of time and returned with greater
question) without passing a skill test. aptitude for magical endeavours. You gain an additional
character truth: Glimpsed What Mortals Should Not Know,
MINOR PACT +6, and may re-roll 1d20 on any skill test to determine if
you would gain a mental scar. However, others ynd your
Keywords: Weird distant manner o-putting, increasing the complicatio
range of all Persuasion tests you attempt by 1.
You’ve always found if you leave a little food and drink
aside at night, it’ll be gone in the morning and something
good will happen to you. You wonder what might happen OCCULT DABBLER
if you oer more than just food and drink. If you keep up
Keywords: Spellcaster, Weird
the small oerings made each night, you gain one - addi
tional Fortune point at the start of each adventure. At the You’ve dabbled with occult forces beyond your compre-
GM’s discretion, you may gain greater beneyts for larger, hension. You are now a spellcaster of the dabbler prac-
more signiycant oerings. tice, as described in Chapter 9: Magic & the Mythos.
96
Chapter 7
Tools of
the Trade
Carrying Capacity........................................ 98
Weapons........................................................99
Melee Weapons........................................... 101
Ranged Weapons....................................... 102
Armour......................................................... 109
Belongings................................................... 110
German Military Equipment...................... 114
Acquiring Equipment................................. 117
Chapter Seven
Chapter 7 Tools of the Trade
Carrying Capacity
You can only carry so much at any one time while HEAVY LIFTING
remaining unencumbered enough to move swiftly and
Characters with a high Brawn attribute can carry more, as
quietly to perform your mission. You can carry one major
shown on the table below. Characters and creatures with
item and three minor items without penalty, in addition to
Extraordinary Brawn may carry one additional major item
anything you are wearing — like your Armour, or uniform
per point of Extraordinary Brawn.
which does not count towards your encumbrance.
Major items are large and bulky, limiting how many can
be carried and how easily they can be concealed. You can Truth: “Encumbered”
carry one major item and 3 minor items without being
You are encumbered, meaning skill tests relating to
weighed down, though you can carry a second major item
movement, endurance and strength are increased in diffi-
instead of 3 minor items.
culty by 1. You may also not be able to run or make the
Rush major action at the discretion of the gamemaster.
STRESS AND EFFECTS Normal ranged attacks can be made without restriction for
ammunition, and it’s assumed that a character can keep
The normal stress caused by the weapon is expressed as making such attacks as often as they need to. However,
a number of Challenge Dice ( ), which can be improved you can decide to yre salvo,
a emptying an entire clip
due to your Brawn or Insight attribute. It may include into the enemy. To make a salvo attack, expend 1 ammo
weapon eects as well, copied below for reference. before you roll to see if the attack is successful. When
you make a salvo ranged attack, you can choose to add
Some weapon eects are listed with an X, which is the weapon eect listed in the weapon’s Salvo entry. In
replaced by a number depending on the weapon, and the rare cases a weapon’s Salvo entry lists more than one
apply to every eect symbol that is rolled in the dice eect, choose one of these each time you expend ammo to
pool. If an eect would gain a rated damage eect thatmakeit a salvo attack.
already has, only the higher rated of the two applies.
99
Chapter 7 Tools of the Trade
101
Chapter 7 Tools of the Trade
bayonets,
ur shotguns and
“You can keep yo at,
ose quarters comb
when it comes to cl
give me a pistol every time.
draw,
Compact, reliable and quick to
it’s a highly efficient weapon of war .”
– Captain Eric ‘Badger’ Harris
Ranged Weapons
Ammo
All ranged weapons gain bonus damage if the wielder has
an Insight of 9 or higher, and a ranged weapon comes Ammo is a resource uniquely used by guns. Once you’ve
with three uses of ammunition. used all of a weapon’s ammo, you may not attack with
it. Each gun comes with 3 ammo, which can be spent to
102
Chapter 7 Tools of the Trade
Handguns
RESTRICTION
NAME FOCUS RANGE STRESS SALVO SIZE QUALITIES
RATING
Close Quarters,
Concealed Pistol Handguns Close 3 Vicious Minor 1
Hidden
Browning Hi-Power
Handguns Close 4 Vicious Minor Close Quarters 1
Pistol
Enfield No.2 .38/200 Close Quarters,
Handguns Close 4 Vicious Minor 1
Service Revolver Reliable
Close Quarters,
Enpen Mk.I Handguns Close 2 Vicious Minor 1
Subtle
High Standard HDM Close Quarters,
Handguns Close 3 Vicious Minor 2
Pistol Subtle
Close Quarters,
M1911A1 Pistol Handguns Close 4 Vicious Minor 1
Hidden
MAB Modèle D
Handguns Close 3 Vicious Minor Close Quarters 1
Pistol
MAS Modèle 1873
Handguns Close 4 Vicious Minor Close Quarters 1
Revolver
Close Quarters,
Welrod Mk.IIA Pistol Handguns Close 3 Vicious Minor 2
Subtle
103
RIFLES AND SHOTGUNS
Chapter 7 Tools of the Trade
M1 Garand Rifle
All ri{es and shotguns are major items and come with
The standard issue US ri{e is a gas operated - semi-auto
3 ammo.
matic ri{e with an eight-round magazine, which is loaded
Berthier Modèle 1892 M16 Carbine via a pre-loaded clip of cartridges. The clip is ejected
after the eighth shot is yred, causing a ping sound which
The Berthier carbine in the M16 conyguration is a sturdy
becomes notorious, as it indicates that the yrer is o
and reliable bolt-action ri{e proven in combat and can be
ammunition.
found in French Army and Gendarmerie Nationale service.
MAS Modèle 1936 Rifle
De Lisle Commando Carbine Mk.I
The MAS-36 is the standard French service ri{e at the sta
The De Lisle is a .45 ACP suppressed carbine, so that the
of the war, and as such is issued to frontline units.
only sounds audible are the working of the bolt and the
hammer strike. Based on a Lee-Enyeld ri{e, the breech Springfield M1903
and magazine have been modiyed, and the barrel replaced
The Springyeld ri{e was replaced as the U.S. military
with a Thompson SMG barrel. It is used on commando
standard issue ri{e leading up to the war but remain
operations, and in the defence of intelligence service bases
in service to make up for any shortages in M1 Garand
and clandestine radio stations.
supply. It was used mostly as a marksman’s weapon,
Lee-Enfield Rifle where snipers would add a telescopic sight to engage foes
at longer range.
The Lee-Enyeld ri{e was updated for service in World War
II but had seen action since the turn of the century. Its Winchester Model 12 Shotgun
single shot, bolt-action design made it the standard British
One hundred thousand Winchester M12s are in service with
army ri{e, with rapid cycling meaning soldiers could yre
the US Army, Army Air Force, Navy, and Marine Corps.
at a higher rate than the ri{e’s competitors.
The riot gun version is mostly used by the Army and the
M1 Carbine Navy for base, vessel, and personnel protection, whilst the
MarinesusethetrenchgunversioninthePaciyc.
The M1 carbine is designed to replace the pistol for
non-frontline servicemen who need a lighter ri{e than the
M1 Garand. However, the M1 is also issued to frontline
o}cers, NCOs, paratroopers, ammunition bearers, and
forward observers, as well as rear-echelon troops. Large
numbers are also supplied by the SOE and the OSS to
the French Resistance. The SAS sometimes uses the M1
carbine in preference to the Thompson SMG, due to its
greater accuracy.
104
SUBMACHINE AND MACHINE GUNS
Browning Automatic
Rifles Medium 5 Area Major Inaccurate 3
Rifle (BAR)
Browning M1919 Heavy Escalation,
Medium 7 Area Major 3
Machine Gun Weapons Inaccurate
Johnson M1941
Rifles Medium 5 Area Major Inaccurate 3
Machine Gun
MAC Modèle 1924
Rifles Medium 5 Area Major Inaccurate 3
M29 Machine Gun
Pistolet Mitrailleur Erma Inaccurate,
Rifles Medium 5 Stun Major 3
Modèle 1935 (EMP-35) Unreliable
Sten Mk IIS Close Inaccurate,
Close 3 Stun Major 3
Suppressed SMG Quarters Subtle
Sten Mk.V Close
Close 4 Stun Major Inaccurate 2
Submachine Gun Quarters
Thompson Close
Close 4 Stun Major Inaccurate 2
Submachine Gun Quarters
United Defence M42 Close
Close 4 Stun Major Inaccurate 2
Submachine Gun Quarters
Heavy Escalation,
Vickers Machine Gun Medium 7 Area Major 3
Weapons Inaccurate
Submachine and machine guns are all major items and Browning Automatic Rifle (BAR)
come with 3 ammo. Any machine gun with the Heavy The Browning Automatic Ri{e, or BAR, is the standard US
Weapon focus counts as two major items instead. squad support weapon. Like the British Bren, all US infan-
trymen are trained to use the BAR in an emergency. At the
Bren Machine Gun start of the war, one BAR is issued per eight-man squad
The Bren gun is the standard British section support but by the end of the war it is two BARs per squad, and
weapon with one Bren gun being issued for every four the US Marines issue three BARs per thirteen-man squad.
infantrymen. All British infantrymen are trained to use
the Bren, and each soldier carries two magazines for the Johnson M1941 Machine Gun
weapon in addition to his own. Operated by a two-man The Johnson M1941 is a light machine gun used by US
crew, it can be used by one man for a short duration. Army Rangers, the US Marine Corps, and the FSSF.
The gunner carries and yres the weapon, while the
loader carries extra magazines and a spare barrel, maga- MAC Modèle 1924-M29 Machine Gun
zines, and spotting targets. The Bren is used by British, The Fusil-Mitrailleur Modèle 1924 Modiyé 192 is the
Canadian, Indian, and Australian forces, and thousands standard French squad support weapon at the start of the
are air-dropped to the Resistance in Occupied Europe by war, and is found in service with the French Army and
the SOE. the Gendarmerie Nationale. It has two triggers: one for
semi-automatic yre, the other for automatic yre. Germany
Browning 1919 Machine Gun issues large numbers of captured FM Modèle 1924-M29s
The M1919 is the standard US medium machine gun. to the coastal defences of the Atlantikwall, after the Fall of
As well as an infantry support weapon, it can also be France in 1940.
mounted on a vehicle or aircraft.
105
Chapter 7 Tools of the Trade
106
HEAVY WEAPONS AND ORDINANCE
Heavy weapons are all major items and come with 3 ammo. Flamethrower, Portable No.2 Mk.II
However, each load of ammo for a heavy weapon is a
The No.2 {amethrower is a copy of the World War One
minor item by itself (rather than 3 as a minor item), and 3
German Wechselapparat. Known as the “Lifebuoy” in
loads of ammo for a heavy weapon is Restriction Rating 2.
British service due to the shape of the fuel canister. The
Entering a scene with a heavy weapon always generates 1
No.2 can yre ten one-second bursts of {ame up to 120ft
Threat, as every heavy weapon has the Escalation quality.
(36m) and is issued to engineers and the support compa-
Bazooka nies of commando and airborne units.
TheBazookaisarecoillessrocketlauncheryringaM2 HEATMortar
or
HESHwarhead;withtheM1A1theyrstcommonvariant.
The M2 mortar is the standard U.S. military company-level
Its rocket can penetrate 3” (76mm) of armour up to an
yresupportweapon.Ityres60mm(2.3”)shellsfroma
eectiverangeof450ft(140m),butcannotbeyredprone,
smoothbore metal tube, propped up by a bipod. It is used
andthelargeback-blastgivestheyrer’spositionaway.
to provide indirect ordinance against opposing infantry and
light vehicles. Other Allied forces use very similar designs
As the eectiveness of German tank armour increases only
such as the 2-Inch mortar.
weak points (tracks, wheels, and rear engine areas) are
targeted, as well as attacks against the thinner top armour PIAT
from elevated positions. The Bazooka is more usefully
The Projector Infantry Anti-Tank (or PIAT), is the standard
deployed against emplacements and fortiycations.
British infantry anti-tank weapon from 1943. As well as its
Boys Anti-Tank Rifle anti-tank capabilities, it is also useful for bunker-busting, and
“mouse-holing” (blasting through walls). The PIAT can be used
Named after its creator, and also known as “the elephant
by one soldier, but a second soldier usually acts as an ammu-
gun” because of its size, this anti-tank weapon sees initial
nitioncarrierandloaderandyringthePIATdoesnotreveal
success against lightweight tanks and lightly armoured
the operator’s position, unlike the Bazooka or Panzerschreck.
vehicles. It is phased out from 1943 onwards due to its
The PIAT is used by British, Canadian, and Australian
ineectiveness against heavy armour. Despite its limited
forces, as well as resistance groups in occupied Europe.
capabilities, it can perform quite well when used against
staticfortiycationssuchasbunkersandmachinegunnests.
107
GRENADES AND BOMBS
Chapter 7 Tools of the Trade
6 Area, 3 per
Mills Bomb Throwing Close — Inaccurate, Munition 2
Stun Minor
6 Area, 3 per
Pineapple Grenade Throwing Close — Inaccurate, Munition 2
Stun Minor
Grenades are explosives that are designed to be thrown at Mills Bomb (No. 36M Hand Grenade)
the enemy. All have the Munition quality and come as 3
The No.36M hand grenade is the most commonly issued
grenades per minor item. Once 3 grenades have been used,
British Commonwealth hand grenade and is also supplied
you no longer have the item. Grenades thrown by hand
to resistance forces in Occupied Europe. This is a “defen-
use Athletics instead of Fighting for attacks.
sive” grenade — the thrower must use it from cover as the
blast radius is greater than the distance it can be thrown.
Charges, with the Demolition focus, do not come with
The 36M can be converted into a ri{e grenade and yred
ammo, and must be placed and primed (requiring a
from a cup launcher-equipped Lee-Enyeld ri{e.
Coordination + Engineering test, di}culty at GM’s
discretion), before being remotely activated, or given a Pineapple Grenade (M17 Hand Grenade)
number of rounds until they detonate. Once you have
The standard M17 US fragmentation grenade is another
placed a charge, the item is used up and removed from
relic of World War I. It is a development of a French
your person. Charges and grenades use their point of
design, nicknamed the “Pineapple” by US troops as a
detonation to measure range. You can spend ammo from a
result of its shape. This type of grenade is also used in the
demolition kit, below, to use a salvo on explosive attacks.
M17 impact ri{e grenade.
Grenades and bombs are all minor items.
Tyrebuster
1½lbs/3lbs Standard Charge
Issued by the SOE and the OSS, the Tyrebuster is a small
These are the standard SOE demolition charges: 1½lbs
tinned high explosive (HE) charge, which can be supplied
(680g) or 3lbs (1.36kg) of plastic explosive wrapped in
disguised as stones or manure, and is designed to immobi-
rubberised fabric, with a primer running through its core.
lise enemy vehicles.
Either charge can be cut in half to form two smaller charges.
GP Grenade fizz-bang.
O ? H e d oes like a
“The C re
The GP grenade is basically 8oz (225g) of plastic explo-
gi ve s h im greater pleasu
sive (PE) in a 4.3×2×2.4” (11×5×6cm) metal can with Noth in g
up
a fuel dump go
a fuse. The GP grenade can be used as a grenade against
than watching
unarmoured vehicles and personnel, as a demolition explosion.
charge, and to cut up to 0.8” (2cm) of mild-steel plate, or
in a nice healthy
a railway line. He’s got a grin a mile wide
when those 3lb standard charges go off.”
- Corporal David Roth
– Special Interrogation Group
108
EXOTIC RANGED WEAPONS
Armour
With the advent of gunpowder, armour started to decline QUALITIES
in usage, but the strange and unusual demands of the
Armour may have one or more of the following Qualities.
Secret War have seen something of a revival in the fortunes
of this form of bodily protection, led in part by Nachtwölfe’s
Heavy: Due to its size and weight, the armour counts
?
Blauer Kristall-powered technology and Section M’s initial
as a major item even if it is worn.
reliance on Victoriana. Armour and other protective gear
comes in a variety of shapes and sizes, providing varying Uncomfortable: The armour is uncomfortable and
?
degrees of coverage and protection, though sometimes it awkward to wear for long periods. At the end of every
comes with its own unique drawbacks. scene the character wears the armour, they suer 1
Fatigue.
Armour counts as a major item if it is not worn. A char-
Shield: The armour is held rather than worn and
?
acter may only wear one suit of armour at a time.
provides no beneyt unless the user devotes one hand
to wielding it; it always counts as a major item. A
For new advanced and experimental armour as worn by
shield may be used as a melee weapon (Hand-to-Hand
Nachtwölfe and some of the Allied forces.
Combat, 3 Stun), and its armour resistance stacks
with other armour worn.
RESISTANCE
Each form of armour provides an amount of Armour
Resistance. Armour Resistance reduces damage in{icted Armour
by physical attacks, as described in Chapter 4: Action. RESTRICTION
NAME RESISTANCE QUALITIES
Armour Resistance is always expressed as a number. RATING
Flak
+2 Uncomfortable 2
Vest
Leather
+1 — 1
Armour?
Armour
Plate Heavy,
What poppycock. Armour
+3
Uncomfortable
4
109
ARMOUR TYPES
Chapter 7 Tools of the Trade
B elongings
This section describes the way in which a character’s FACILITIES
equipment and possessions in{uence their actions. The
A Larger version of a kit is called a facility, and is built
tools and items that a character uses can improve their
into a room, building, or large vehicle (like an ambu-
ability to perform tasks or may grant them new options
lance). Naturally, they cannot be carried by a character.
that they would not otherwise possess. Your belongings
They come with ten of the associated resource, and they
work like truths, having them makes a skill test easier, or
are treated as two truths for the associated type of skill
indeed possible.
test (the eects of both truths stack).
SKILL KITS Facilities allow you to reroll 1d20 in your skill test dice
pool and come with 10 resources to spend on generating
A lot of these belongings are described as skill kits that
bonus Momentum to buy d20s.
represent a set of tools for a particular skill. For example,
yrst aid kits are used Medicine
with to treat injuries,
while an electrical toolkit is used with Engineering tests
to repair electrical devices. Kits make their related tests Skill Kits and Facilities
possible, or if you don’t need tools to attempt the skill test, SKILL KITS FACILITIES SKILL FOCUS
they decrease the di}culty by 1.
Fighting (Handguns,
Ammo Belt Armoury
Long Arms, Heavy Weapons)
Kits also come with 3 resources, helping you buy addi-
tional d20s to use on the test. Before you roll your dice Analytical
Laboratory Academia (Science)
pool, you can spend 1 resource for 1 bonus Momentum, Tools
which can only be spent on buying d20s. The cost to Burglar’s
purchase d20s remains the same (1 Momentum for the Thieves’ Lair Stealth
Tools
yrst, 2 for the second, and 3 for the third). Some complex
Demolition Explosives
tasks may require one or more resources be spent for the Engineering (Explosives)
Kit Range
test to be attempted, without the bonus Momentum.
Disguise Dressing
Stealth (Disguise)
Resources are replenished at the start of each new adven- Kit Room
ture. If you’re using the acquisition rules, acquiring Electrician’s
Workshop Engineering (Electrics)
extra resources has a restriction rating one lower than Tools
the kit they are used with, and a successful requisition
First Aid Kit Clinic Medicine
obtains three additional uses. A kit and its accompanying
resources are a minor item (see carrying capacity); every Identity
Safe House Persuasion (Deceive)
three additional uses of a resource (obtained separately) Documents
counts as one extra minor item. Mechanic’s Engineering
Garage
Tools (Mechanical Engineering)
You may still use a skill kit even if all the kit’s resources Ritual
have been spent. Shrine Academia (Occultism)
Tools
110
Chapter 7 Tools of the Trade
SKILL KITS AND FACILITIES Demolition Kit
Analytical Tools Restriction Rating: 2
Restriction Rating: 1
First aid kits are minor items, with enough medicine to
An electrician’s tool kit comes with enough tools and spare gain 3 bonus Momentum for buying d20s.
parts to repair or reconygure radios, telecommunication
equipment, and the electrical systems found in vehi-
cles and facilities. The kit comes with enough parts and
batteries to gain 3 bonus Momentum to buy d20s.
111
Chapter 7 Tools of the Trade
Identity Documents American C rations come in six round cans with enough
food to feed one soldier for a day, broken down into M-units
Restriction Rating: 2
(meat) and B-units (bread and dessert). They also come with
Allied agents inserted behind enemy lines that need an accessory pack containing sugar tablets, - water pur
to operate there for any length of time are issued with cation tablets, a wooden spoon, chewing gum, cigarettes,
cover identities and rigorously prepared for acting as water-resistant matches, a can opener, and toilet paper.
their alter ego.
British Compo rations feed eight men for one day and are
Identity documents back this deception up, allowing supplied in a metal tin approximately the size of a British
agents to gain up to 3 bonus Momentum for buying d20s four-gallon (18 litre) petrol drum. The 14-man rations feed
before they are no longer valid (representing their limited fourteen men for the same time period, and consist of a
use under close scrutiny). variety of tinned and packaged food. Emergency rations
come in a pre-packed tin, consisting of chocolate nut cake,
Mechanic’s Tools sugar tablets, service tea powder, and matches.
Restriction Rating: 1
The German Iron Ration (eiserne portionen) consists of baked
A mechanic’s kit contains enough tools, oil, lubricant,
sweetened bread, crackers or crispbread, canned meat,
and nuts and bolts to repair almost anything! From cars
preserved/dehydrated vegetables or pea sausage, ersatz
and tanks, to planes and machinery, a set of mechanic’s
dried coee, and salt. Emergency rations, like those of th
tools comes with enough bits and pieces to gain 3 bonus
Allies, contain high-calorie, sugary foodstus, as well as
Momentum for buying d20s.
cigarettes, to provide a short-term energy and morale boost.
Ritual Tools
One pack of rations is a minor item and contains food for
Restriction Rating: 2
one day (or 3 meals).
A kit of basic tools that contains a ritual blade and the
incense, candles, parchment, paper and ink needed to Telescopic Sight
perform rituals. This kit has enough supplies to gain 3 Restriction Rating: 2
bonus Momentum for buying d20s.
A telescopic sight is a set of lenses attached to a ri{
oerspinpointaccuracyatLongrange.Atelescopicsighti
OTHER EQUIPMENT atrivialitem,boostingtherangeoftheri{eitisatta
Camera by 1 zone (from Medium to Long, typically). It also grants
the Accurate quality if the weapon doesn’t already have it.
Restriction Rating: 2
Most servicemen are issued with two identity tags stamped One of the most iconic pieces of military clothing, the
with their surname, initials, service number, religion, and greatcoat, is issued when operating in cold climates. A
blood group. The tags are metal or ybre depending ontropical or summer variant of uniform is issued to troops
nationality. In the event of the serviceman’s death, one tag serving in tropical or desert campaigns. Naval uniforms
stays with the body and the other is detached and given to are generally distinct from those of the Army and Air
the soldier’s commanding o}cer as notiycation ofForce, death. particularly with respect to those worn by ratings.
ID tags are trivial items.
As well as dierences between the services, there are
Ration Packs usually variations in uniform for o}cers and other ran
Restriction Rating: 0 Some branches of the services have distinct uniforms
as dictated by their role, the most obvious being para-
Whilst in barracks, servicemen are fed in the canteen.
troopers, tank crews, and despatch riders. Aircrews are
In the yeld, they are fed by the mobile yeld kitchen.
issued with warm clothing for high altitude {ight, most
However, there are three levels of rations issued for troops
notably the famous {ying jacket.
who cannot get to the yeld kitchen. Rations can be eaten
cold, or heated using solid fuel yeld stoves, also used for
O}cers are generally required to pay for their own
brewing tea and coee.
uniforms and are expected to have a full-dress version
112
Chapter 7 Tools of the Trade
as well as battledress. Only Germany and the United directors securely. If being used to identify a drop spot,
States have a full-dress or “walking out” version of their the pilot knows he is in the correct location when he
uniforms for the other ranks. Consequently, the well- enters a zone of radio silence directly over the S-Phone.
turned-out Americans often fare better with the local
population than British troops, who only have their battle- Communication equipment is a major item.
dress to wear.
Caltrop
German uniforms evolve faster than Allied uniforms due Restriction Rating: 2
to wartime shortages. Germany starts the war with World
The SOE and the OSS supply a 3” (8cm) diameter caltrop for
War I-style tunics but ends it with simpler and shorter
use against road tra}c, and airyeld runways. The caltrop’s
versions modelled on the British battledress.
four-prong design means that one spike is always upright,
and this medieval device is extremely injurious to horses.
Camou{age uniforms appear during the war, where they
are pioneered by the Italians and used by their paratroops.
Caltrops are a minor item and create a hazard in one zone,
The German Luftwae’s Fallschirmjäger and the Waen-SS
in{icting 2 for those moving over them.
are also early adopters, with the Wehrmacht following
on later. Most of Germany’s troops are wearing at least a Eastman M.B. Sub-Miniature Camera
camou{age tunic or poncho by late 194 - 5. The British
Restriction Rating: 2
respond with the Denison smock, worn by paratroops,
commandos, and the SAS. American experience with The OSS has commissioned Eastman Kodak to create the
camou{age uniforms is mostly conyned to the US Marines Matchbox (M.B.) camera which, as its name implies, can
in the Paciyc Theatre of Operations. Uniforms are major yt into most common matchboxes. Available from 194 ,
items, if not worn. the 16mm ylm contained within produces thirty-four
14×14mm images, although the picture quality is medi-
Covert is used for a variety of clandestine operations, A sub-miniature camera is a trivial item.
including surveillance, inyltration, and self-defence.
Gilhooey
Covert Clothing Restriction Rating: 2
Restriction Rating: 1
Supplied by the OSS, the Gilhooey is a contact paper
SOE and OSS agents sent to Occupied Europe have to printer that can yt into a briefcase. Using the Gilhooey,
be very careful with what they wear, not to mention the the agent can reproduce letters, documents, charts, maps,
personal eects they use, as European fashions dier newspaper clippings, line drawings, and half-tone illustra-
from those in Great Britain and the United States. Items tions. It comes with its own light source and battery, and
salvaged from refugees are issued where possible, as well is supplied with photographic paper, as well as developing
as carefully made copies. andyxingsolutions.Itweighsapproximately12lbs(5.4kg).
113
Chapter 7 Tools of the Trade
Minox Riga Sub-Miniature Camera A suppressor is a trivial item, that can be mounted onto
Restriction Rating: 2 pistols, submachine guns, and ri{es eectively. Once
a}xed, they grant the weapon the Subtle quality if it
The Minox camera is the archetypical “spy” camera, used
didn’t already have it.
by all the belligerents in the war. Manufactured from
1938, the Minox is invented by Walter Zapp, and manufac-
tured by VEF in Riga, Latvia. The USSR and Germany both
“Silence is atdea dly.
control the factory during the war. Made from stainless
Elimin ing a sent ry
steel, the Minox is of a similar size to the M.B. and carries
withou t ra isi ng the alarm
an 8D11mm ylm with yfty exposures. provides a major
tactical advantage.”
A sub-miniature camera is a trivial item.
— Pvt Stan Baker
101st US Airborne
German Military Equipment
During your time in the yeld, you may salvage and use the enemy’s equipment, because you’ve either lost yours
out of ammunition. German items do not have a listed Restriction Rating, as they are not typically available to requisi-
tion, but may be supplied on occasion if the situation demands it.
MELEE WEAPONS
German Melee Weapons
NAME FOCUS STRESS SIZE QUALITIES
Kampfmesser 42 Knife Melee Weapons 1 Piercing 1 Minor Hidden, Subtle
Luftwaffe Flight Utility Knife Melee Weapons 2 Piercing 1 Minor Hidden, Subtle
Walther P Series Handguns Close 3 Vicious Minor Close Quarters, Hidden, Reliable
Handguns are all minor items, and come with between 1-3 Walther P Series
ammo, depending on how you acquire them.
While the Luger was an excellent weapon, it was expen-
Luger Pistol sive to manufacture, so Carl Walther was charged with
developing a new, cheaper sidearm for general military
AsignatureweaponforGermano}cersinbothworldwars,
service. Manufactured in 1940 the P38 boasted an external
the semi-automatic Pistole Parabellum was developed by
hammer and the ability to safely carry the pistol with a
GeorgLuger,cameinseveraldierentmodelslikeParabellum
chambered round. The design was so successful, that it
1900 and the iconic Modell 1908, and was a reliable, deadly,
was adopted by many dierent militaries in the post war
and highly versatile sidearm. It became a prized collector’s
era and is still in use today.
item for Allied troops and many were sought and traded as
souvenirs as the war came to its conclusion.
Karabiner 98k (Sniper Variant) Rifle Long 5 Vicious Major Accurate, Reliable
115
SUBMACHINE AND MACHINE GUNS
Chapter 7 Tools of the Trade
Close
Maschinenpistole 40 (MP 40) Close 4 Stun Major Reliable
Quarters
Heavy
Maschinengewehr 131 (MG 131) Medium 7 Area Major Reliable
Weapon
Submachine and machine guns are all major items, and MP 40 Submachine Gun
come with between 1-3 ammo, depending on how you The Maschinenpistole 40, or MP 40, is the standard
acquire them. Machine guns with the Heavy Weapons Wehrmacht submachine gun. It is a 32-round, open bolt,
focus count as two major items. blowback automatic weapon. The MP40’s weakness is
its magazine, which can cause misfeeds if damaged or
Maschinengewehr 42 (MG 42) dirty. The MP 40 is issued to platoon and squad leaders,
The MG 42 is cheap and easy to make and has a high Fallschirmjäger, and tank crews.
rate of yre (120 rpm), it also has the quick barrel
change system, which can be managed in six seconds Maschinengewehr 131 (MG 131)
by a trained crew. The MG 42 can be used in light and The MG 131 is the standard German machine gun, and
heavy modes; its only disadvantage is its high ammuni- while it has a slower yre rate than any other machine
tion consumption. The MG 42 has earned the nickname gun in service it still packs a punch. These heavy machine
“Hitlersäge”, or “Bonesaw”, by German troops, and guns are often found mounted at guard posts, or more
“Hitler’s Buzzsaw”, or “Zipper”, by the Allies. commonly in bomber craft of the Luftwae.
Heavy 5 Debilitating,
Flammenwerfer 41 (FmW 41) Medium Area Major
Weapon Persistent 4 Escalation
Heavy Escalation,
Granatwerfer 36 (GrW 36) (Mortar) Extreme 7 Area Stun Major
Weapon Heavy, Indirect
Cumbersome,
5 ,
Heavy Escalation,
Panzerfaust 60 Long Piercing 1, — Major
Weapon Giant-Killer, Heavy,
Vicious
Inaccurate, Munition
5 Area,
Stielhandgranate 24 Throwing Close — Major Munition
Stun
Heavy weapons are all major items and come with 1-3 operators are both static and enclosed; these are
ammo, depending on how you acquire them. Taking a approached under cover of smoke or covering yre, and
heavy weapon always generates 1 Threat, as every heavy the loopholes attacked directly.
weapon has the Escalation quality.
Granatwerfer 36
Flammenwerfer 41 The GrW36 is a light mortar designed to provide
The Flammenwerfer 41 is a one-man {amethrower, grenade support beyond throwing range. Models up to
capable of projecting an oil, petrol, and tar mixture up 1938 use telescopic sights, whereas those made after
to 34 yards (32m). German {amethrowers are issued that date use aiming graduation marks. Withdrawn from
to engineers, but these are often detached to assault frontline service in 1942, the GrW36 remains popular
infantry units. The preferred targets of Flammenwerfer with troops until the closing days of the con{ict.
116
Chapter 7 Tools of the Trade
Panzerfaust Stielhandgranate 24
A single shot, recoilless, hollow-charge, anti-tank weapon, The Stielhandgranate is the classic German stick grenade,
it is the most common weapon in the German anti-tank also known to Allied troops as the “potato masher” and its
arsenal. There are yve variants of increasing - armour
designpene
allows a soldier to throw it twice as far as an Allied
tration and range issued by 1945, with the Panzerfaust 60 grenade. The StG24 is classed as an “oensive” grenade,
being the most common model. Thirty-six Panzerfäuste using high explosives to create blast damage. There is also
are issued to infantry and engineer companies, or one a smoke variant: the NbG39. A concentrated demolition
for every yve soldiers. Firing positions must be chosen chargetovariant is also obtainable, consisting of six stick-
allow a six-foot exhaust {ame to dissipate safely. less grenades wrapped around a seventh.
Acquiring Equipment
Some groups may wish to give their characters whatever ITEM RESTRICTIONS
tools of the trade they need (within reason), or simply
All items have a restriction rating, expressed as a number.
allow them to acquire rare, epic and legendary items
An item with a restriction of 0 is freely available every-
during the course of their adventures. It is extremely
where, while an item with higher restriction is scarce,
unlikely the Allies would ever dispatch agents on a
highly-regulated, rare or perhaps even illegal.
mission without the necessary means to get the job done,
although naturally, scarcity or stretched resources may
play a part in restricting certain items and equipment.
However, for a more formal item and requisition system, Item Restrictions
the following rules provide structure for your Achtung! RESTRICTION
ITEM
Cthulhu adventures and campaigns. RATING
Ration packs, clothing, etc. 0
117
PERSONAL GEAR
Chapter 7 Tools of the Trade
The only items that aren’t expected back are resources:
ammo, skill kit resources, and fuel, but you do have to
Every character has a certain amount of personal
return any resources you come back to base with.
equipment, provided by their Archetype, Background,
Characteristic, and talents they’ve selected. Barring extreme
circumstances, you always have access to these items. SPECIAL REQUISITIONS
If personal gear is lost or destroyed, it can be replaced
On top of the broad category of mission requisitions, char-
between adventures, though the GM may decide that it
acters may seek to request individual items on a case-by-
takes time to replace items with a Restriction of 4 or higher.
case basis, especially those of a rare or occult nature. These
are treated as special requisitions, and they are handled
Section M, and especially the well-resourced and ynanced
separately, due to their uncommon and precious character.
Majestic, will always endeavour to give their agents
exactly what they need to carry out any mission they’re
You may have to run a special requisition ‘up the {agpol
dispatched on, but this isn’t always possible — there is a
to the top brass of your organisation, or the army, navy,
war on, after all.
or air force. It often requires a skill test to persuade those
commanding o}cers of the need for the item and can
At the start of each adventure, the characters have an If you successfully plead your case, access is granted to
opportunity to requisition additional items to help them the item in question. Additional requests are harder to get,
complete that mission. The group as a whole will be increasing the di}culty of your next request for the sa
granted a quantity of requisition points, which may be mission. Losing or having the item destroyed may result in
spent upon individual items. Common levels of requisition serious repercussions in your organisation.
points, determined by how much support the mission is
receiving, are shown below:
IN THE FIELD
Once a mission has begun, items cannot be requisitioned
Requisition Levels (outside of speciyc situations which may occur at the
REQUISITION MAXIMUM gamemaster’s discretion, such as emergency supply drops).
MISSION However, items can still be obtained, if they can be located
POINTS RESTRICTION
SUPPORT
GRANTED RATING out in the yeld. This frequently requires dealing with
black marketeers, resistance groups, and other clandestine
Minimal 0, plus 1 per PC 2
organisations, or simply securing the items personally.
Low 5, plus 1 per PC 3
This requires a skill test to acquire the item. The attribute
Moderate 5, plus 2 per PC 4
and skill used varies based on how you’re getting the gear.
High 10, plus 2 per PC 4 The di}culty of the test is normally the Restriction r
of the item, though this may be higher or lower based on
Extensive 10, plus 3 per PC 5
the local conditions (obtaining extra ammunition is easier
if you can steal it from a munitions factory, for example).
118
Chapter 8
Vehicles
Vehicles
On the Move
World War II is a new kind of war — the lightning war If a vehicle includes other equipment or functions beyond
symbolised by the word Blitzkrieg — fought with speed moving and attacking, for example radio operator or
and mobility, air power combining with heavy armour bombardier, other passengers may operate that equipment
to punch holes through defenders’ lines, and mechanised as a separate crew role.
infantry advancing at a pace that would have astonished
its predecessors from the Great War.
Splitting Focus
Troop transports range from the humble Jeep, through to
general workhorses like the CCKW truck, alongside versa- A single character can attempt to simultaneously
tile semi-armoured vehicles like the iconic Sd.Kfz. 251 assume the roles of both gunner and pilot, but their
Half-Track. It is a new behemoth, however, that ultimately attack rolls, and tests to pilot the vehicle, are made at +1
rules the battleyeld: the tank. difficulty unless the vehicle has the Single-Seat quality.
OPERATING A VEHICLE the vehicle — in many cases, the number of seats the
vehicle has.
When you’re inside a vehicle, you’re referred to as a
passenger. Some passengers take on speciyc roles to Unlike characters, a vehicle cannot naturally carry extra
operate the vehicle, and these are referred to as crew. items based on Brawn or Scale, as a vehicle needs places
to stow those items in order to carry them effectively.
Crew Roles Additional cargo space is covered by the Cargo X quality.
Each character inside a vehicle can take a speciyc crew
role related to that vehicle. Assuming a role requires a Items can be stored in passenger spaces instead of
Minor Action to move into that position. passengers — each passenger space can carry up to 2
Major Items in this way. Similarly, passengers can ride
?Pilot: A vehicle can have only a single pilot. The pilot along in cargo space, with each passenger taking up the
takes actions to move the vehicle (see Vehicular move- space of four Major Items. Passengers in cargo space
ment, opposite). Whenever the vehicle needs to make a are liable to have an uncomfortable journey in their
skill test related to movement, the pilot will make the improvised space, suffering an additional +2 stress
test using Coordination + Vehicles (unless the player from any impacts the vehicle suffers.
and the GM feel there is a more suitable combination).
A vehicle without a pilot automatically fails all tests.
120
Chapter 8 Vehicles
Vehicular Movement Out of Control!
The following movement actions are available to the pilot.
These movement actions are distinct from the movement A pilot’s constant fear is losing control of their vehicle,
actions the character attempts, but, like a character, a causing extensive damage to themselves, their crew and
vehicle may only take a single movement action each turn. their passengers.
? ?
The terrain only aects vehicles of a speciyc scale or
Stuck: The vehicle loses the rest of its movement
higher, like terrain that can easily be navigated by from the action, and it is held in place by the terrain.
smaller vehicles. The vehicle gains the truth “Stuck”, and while this
truth persists, the vehicle moves one fewer zone
?
The terrain only aects vehicles of a speciyc scale or
than normal with any pilot action, and it cannot
lower, like obstacles that large vehicles can just power
move as a free action.
through or over unhindered.
?
The terrain only aects vehicles with a speciyc quality,
If the pilot performed an action to move the vehicle
such as wheeled vehicles. during the previous round, and it was not stopped (either
by the pilot, or by crashing) then the pilot must make
?
The terrain has a di}culty of 1, and thus can be
another vehicle movement action or the vehicle goes out
ignored by those moving slowly and carefully.
of control.
’
— Major Ralph ‘Carpet Bagger If the vehicle has the Exposed quality, then passengers
may make attacks with personal weapons as normal.
122
Chapter 8 Vehicles
Hot Pursuit! — NPC Vehicles
Vehicles operated by NPCs can be treated in a similar way after 2 injuries, while a car with Lieutenants onboard
to their crews, with different target categories able to with- might be treated as a Nemesis NPC, only defeated after
stand different amounts of damage. This should reflect how 3 injuries. NPC vehicles with weapons have one gunner
significant that vehicle is within the scene: a motorcycle per weapon, to a maximum of 1 for Trooper vehicles, 2 for
ridden by a Trooper NPC or two can count as a Trooper Lieutenant vehicles, and 3 for Nemesis Vehicles.
NPC itself, and would thus be defeated by a single injury. A
vehicle carrying multiple NPCs should be an equal or higher If the vehicle has the Tough X quality, then this will increase
target category than the NPCs within: a car full of Trooper the number of injuries the vehicle can withstand before
NPCs should probably be a Lieutenant vehicle, defeated being defeated by X.
After failing a terrain test, continue moving forward as if the terrain test had not failed.
Ram Through 2
The vehicle suffers stress determined by the GM.
After a successful attack, you can target a passenger inside of an exposed vehicle
Target Passenger 2
instead of the vehicle.
Vehicle Profile
A vehicle has the following scores and values. Armour
The vehicle’s Armour resistance is subtracted from stress
Truths in{icted on the vehicle by physical attacks.
A vehicle’s main truth will be its type, make and model —
for example, a motorcycle ridden by a Nachtwölfe trooper Cover
might be a BMW R75 motorcycle. Other truths may re{ectThe vehicle’s Cover indicates how much Armour resistance
the vehicle’s condition, modiycations, or other quirks. it grants its passengers if they are exposed. You cannot
These truths describe what terrain the vehicle can navi- target passengers enclosed inside a vehicle.
gate, how it is driven, as well as any characteristics not
covered by its qualities (see below). Impact
A vehicle’s Impact is a stress rating in Challenge Dice ( ),
Speed measuring its weight and the force of its ramming attack.
A vehicle’s speed shows how quickly it can move, meas-
ured by a number of zones per turn. Passengers
This indicates how many interior passenger spaces are
Scale available in addition to its normal crew.
A vehicle’s Scale is a representation of its size. Scale 0
refers to any vehicle which is approximately human sized. Qualities
Scale 1 covers vehicles around twice the size of a human, Vehicles come in a range of dierent types, from nimble
and each additional increase in scale approximately motorcycles, to rugged trucks, and everything in between.
doubles the size of the vehicle. You suer an increase A vehicle’s
of qualities describe how it navigates the terrain
+1 di}culty from each point of Scale on any skill testaround
due it, and how characters use it. Vehicles always have
to the vehicle’s size or mass. at least one quality, and a vehicle’s type is a truth that
in{uences the di}culty of skill tests.
Brawn
A vehicle has a Brawn score of its own, which is used A vehicle can only move across terrain allowed by its
when using the vehicle to shift heavy loads or employ qualities: e.g., a wheeled vehicle like a car attempting to
brute force. If a vehicle has a value in brackets, after drive across a lake just sinks.
its Brawn rating, it adds that many automatic successes
to any Brawn tests using the vehicle. Brawn also adds a Weapons
bonus to the vehicle’s ramming attacks, and aects - This
a vehi
lists the weapons a vehicle has incorporated into its
cle’s Armour, though these eects are already included design. inEach weapon has yve Ammo for its salvo attacks
the vehicle’s proyle. as standard, though some can store as many as 10.
123
VEHICLE QUALITIES
Chapter 8 Vehicles
Single-Seat: A single-seat vehicle is designed to be
?
operated by a single pilot also assuming the role of a
Cargo X: The vehicle may carry up to X additional
? gunner without the normal penalty.
Major items.
Tough X: The vehicle can take more punishment than
?
Cumbersome: The vehicle is bulky and unresponsive,
? most. The number of injuries the vehicle can withstand
and increases di}culty tests to move by +1.
before being defeated is increased by X. You can also
Enclosed: The vehicle is completely enclosed,
? generate 3 Threat to ignore an injury being in{icted
protecting crew and passengers within. Crew and the vehicle (NPC vehicles spend 3 Threat instead).
passengers cannot be targeted by attacks from outside
the vehicle, but also cannot use their own weaponry.
UK/Commonwealth Vehicles
CHURCHILL MARK VII TANK M3 “STUART” LIGHT TANK
With its heavy armour and a 75mm main gun, the One of the items transferred to British services thanks to the
Churchill Mark VII is a formidable, if slow, vehicle. Lend-Lease Act is the US M3 (Stuart) Light Tank, which proves
Numerous specialist variants are created and one, dubbed serviceable against infantry and light vehicles, although its
the Churchill “Crocodile”, replaces its machine gun with a 37mm main gun is not up to muster against Germany’s larger,
{amethrower to defend against close infantry attacks. better armoured
The tank corps. Between the US and British
Churchill VII yelds a crew of yve. Commonwealth forces, over 14,000 of these tanks see service
during the war. The M3 requires a crew of four to operate.
Truths Unfortunately, the M3 Light Tank and the M3 Medium Tank
?Churchill Mark VII Tank are both in service simultaneously, causing much confusion and
leading British forces to begin naming the models after famous
Profile USgeneralsinordertodierentiatebetweenthem.- Analtern
tive,uno}cialBritishnicknameforthistankisthe“Honey”.
SCALE 4 BRAWN 15 (+3)
STRESS 18 INJURIES 4 Truths
ARMOUR 11 SPEED 2 ?
M3 Light Tank
Passengers: 5 Profile
Cover: Enclosed SCALE 3 BRAWN 13 (+3)
Qualities: Enclosed, Tough 1
Impact: 9 STRESS 16 INJURIES 4
ARMOUR 9 SPEED 3
Weapons
75mm Cannon: (Vehicle Weapons), Long range,
? Passengers: 4
8 Vicious (Salvo: Area or Piercing 2), Cumbersome, Cover: Enclosed
Escalation, Giant-Killer Qualities: Enclosed, Tough 1
Impact: 8
2 Medium Machine Guns: (Heavy Weapons),
?
Medium range, 7 (Salvo: Area), Escalation, Heavy, Weapons
Inaccurate
37mm Cannon: (Vehicle Weapons), Medium range,
?
7 (Salvo: Area or Piercing 1), Cumbersome,
Escalation, Giant-Killer
124
MATILDA I & II INFANTRY TANKS
Chapter 8 Vehicles
The original Matilda I, designated the A11, is designed In the early years of the war, the Matilda II’s armour
for rapid delivery when Britain ynds herself at war. proves to be virtually impervious to the 37mm and
Constructed from stock vehicle parts and mounting a 50mm cannons yelded by the Germans, and only the
heavy machine gun as its only oensive weapon, the larger 75mm and dreaded 88mm can penetrate its hide.
Matilda I sees action in the Battle of France where its However, the weight of the tank’s armour, combined
lack of anti-tank capability relegates it to anti-infantry with its complicated and underpowered engine (derived
duties. After losing many of these tanks in the Dunkirk from two bus engines), reduces its eectiveness, leaving
Evacuation, the British eectively withdraw them it to
from
crawl over even well-made roads. Despite its fail-
service. The Matilda II (A12) is a far superior infantry ings, the Matilda II acquits itself well during the Battle of
tank, clocking in at almost twice the weight of the France, and in one instance sixteen Matilda IIs decimate
Matilda I, and sporting signiycantly thicker armour, Rommel’s
as 7th Panzer Division.
well as being armed with a 2-pounder anti-tank gun.
Profile Profile
SCALE 2 BRAWN 13 (+3) SCALE 3 BRAWN 13 (+3)
STRESS 16 INJURIES 3 STRESS 17 INJURIES 3
ARMOUR 7 SPEED 2 ARMOUR 8 SPEED 2
Passengers: 2 Passengers: 2
Cover: Enclosed Cover: Enclosed
Qualities: Enclosed Qualities: Enclosed
Impact: 7 Impact: 7
Weapons Weapons
Vickers Machine Gun: (Heavy Weapons), Medium
? 40mm Cannon (AP Rounds): (Vehicle Weapons),
?
range, 7 (Salvo: Area), Escalation, Heavy, Inaccurate Medium range, 7 (Salvo: Piercing 1), Cumbersome,
Escalation, Giant-Killer
125
UNIVERSAL CARRIER WILLYS JEEP
Chapter 8 Vehicles
Britain’s home-grown Universal Carrier, or Bren Gun Another popular lend-lease vehicle is the United States
Carrier, is a tracked vehicle that comes in both open- Jeep. Although the origin of the name is unclear, the
topped and turreted versions. Well over 110,000 of these Jeep is one of the most reliable vehicles in the service of
versatile armoured transport vehicles are produced from any nation and is a primary light reconnaissance/spotter
1934 onwards. Its primary function is to act as a tractor vehicle for both the US and the British Commonwealth. It
to transport light equipment, including artillery, but it is seats four in relative comfort, and can be outytted wi
also frequently used as a mobile machine gun platform. .50 calibre machine gun on a rotating post in the centre of
As a transport it can seat three. As a machine-gun plat- the passenger compartment.
form, its seating capacity rises to four. It is also sometimes
equipped with the Boys Anti-Tank Ri{e. Standard Variant
Truths Truths
?
Universal Carrier ?
“Jeep” Utility Truck
?
Artillery Tractor ?
Reliable and Versatile
Profile Profile
SCALE 2 BRAWN 12 (+2) SCALE 2 BRAWN 10 (+2)
STRESS 14 INJURIES 3 STRESS 12 INJURIES 3
ARMOUR 5 SPEED 3 ARMOUR 4 SPEED 3
Passengers: 4 Passengers: 3
Cover: 4 Cover: 2
Qualities: Enclosed or Exposed (depending on version) Qualities: Exposed
Impact: 7 Impact: 6
Weapons
Browning Variant
Bren Machine Gun: (Ri{es), Medium range, 5
?
(Salvo: Area), Heavy, Inaccurate Truths
Boys Anti-Tank Rifle: (Heavy Weapons), Medium
?
“Jeep” Utility Truck
?
range, 7 (Salvo: Vicious), Accurate, Escalation,
?
Reliable and Versatile
Heavy, Cumbersome
?
SAS Variant
Profile
SCALE 2 BRAWN 10 (+2)
STRESS 12 INJURIES 3
ARMOUR 4 SPEED 3
Passengers: 3
Cover: 2
Qualities: Exposed
Impact: 6
Weapons
Browning .50 Machine Gun: (Heavy Weapons),
?
Medium range, 6 (Salvo: Piercing), Escalation, Giant-
Killer, Heavy, Inaccurate
“She ain’t exactly a beauty, but she gets the job done.
The Willys Jeep is an unsung hero:
willing, able and a real workhorse
in all weathers.”
— Abraham Schultz
- Quartermaster Normandy landings
126
United States Armed Forces Vehicles
Chapter 8 Vehicles
CCKW TRUCK Profile
Otherwise known as the “Deuce-and-a-half” the CCKW 2.5 SCALE 3 BRAWN 14 (+3)
ton truck, along with the Jeep, is instrumental in the Allied STRESS 12 INJURIES 3
war eort, and has been referred to as the Allies’ “secret
weapon”. In wartime Europe, where road infrastructure is
ARMOUR 4 SPEED 3
highly variable, the truck keeps the Allies supplied with
Passengers: 25
the goods they need, while German forces still rely to a
Cover: 3
surprising degree on horses and carts to move supplies.
Qualities: Cargo 10, Exposed
This truck is the backbone of the United States forces,
Impact: 8
carrying material and men with great reliability, and
serving as the basis for a number of other utility vehicles. Weapons
It can accommodate up to 2.5 tons of cargo or a dozen
?Browning .50 Machine Gun: (Heavy Weapons),
soldiers in the back, and up to three in the cab.
Medium range, 6 Piercing 1 (Salvo: Area), Escalation,
Truths Giant-Killer, Heavy, Inaccurate
?
CCKW Cargo Truck
?
Reliable
?
Versatile
M3 “LEE/GRANT” MEDIUM TANK
The M3 Medium Tank is an early-war tank design with
Profile several {aws. Its relatively tall silhouette makes it an
target, and the main 75mm gun is mounted in a sponson
SCALE 3 BRAWN 14 (+3)
at the front of the tank, giving it a limited yeld of yre (the
STRESS 12 INJURIES 3 fully rotating turret being given over to the less powerful
ARMOUR 4 SPEED 3 37mm gun); its armour is also only a small improvement
over that of the M3 Stuart. In short, it faces several signif-
Passengers: 3 (+12) icant handicaps when squaring up to the better armed and
Cover: 3 armoured German tank corps. Another Lend-Lease addi-
Qualities: Cargo 50, Exposed tion, and known as the M3 Lee or M3 Grant outside the
Impact: 8 United States (depending on the turret used), the British
receive more than 3,600 of these vehicles, and the Soviets
1,300. The Soviets are unimpressed with the Lee’s capabil-
DUKW AMPHIBIOUS VEHICLE ities, nicknaming it “A Co}n for Seven Brothers”.
127
M4 “SHERMAN” TANK
Chapter 8 Vehicles
Passengers: 13
Cover: 4
The Sherman tank is the workhorse of the United States
Qualities: Cargo 5, Exposed
Army. Produced in many variations throughout the war, early
Impact: 9
Shermans are outclassed by nearly everything the Germans
have to oer. Later variants include better armour Weapons
and
yrepower,andthankfullyholdtheirown.Morethan5,0
Browning .50 Machine Gun: (Heavy Weapons),
?
Shermans are produced between 1942 and 1945, a number
Medium range, 6 Piercing 1 (Salvo: Area), Escalation,
that surpasses the total tank production for the Wehrmacht
Giant-Killer, Heavy, Inaccurate
acrossallmodelsandstyles.AShermanrequiresacrewofyve,
including driver, gunner, commander, loader, and co-driver. 2 Browning M1919A4 Machine Guns:
?
(Heavy Weapons), Medium range, 7 (Salvo: Area),
Truths Escalation, Giant-Killer, Heavy, Inaccurate
? M4 Medium Tank
? Cheap
? Reliable M10 TANK DESTROYER
More than 6,000 of the M10 Tank Destroyer and its M10A1
Profile variant are produced by Ford and General Motors between
SCALE 3 BRAWN 15 (+3) 1942 and 1943. The design proves so reliable that most
STRESS 18 INJURIES 4 are still in service late in the war. Sacriycing defens
armour for greater speed and manoeuvrability, the M10 is
ARMOUR 10 SPEED 2 equipped with a 3” gun set in an open-topped turret. Built
using the M4 Sherman chassis, but with sloping armour,
Passengers: 5
its speed allows it to out{ank the heavier tanks of t
Cover: Enclosed
German Wehrmacht, and even to stay ahead of the German
Qualities: Enclosed, Tough 1 (included above)
tanks’ gun rotation rate, thereby avoiding enemy yre t
Impact: 9
can pierce the M10’s thin hull. The M10’s crew of yve
Weapons includes a driver, commander, and three to serve the gun.
Passengers: 5
M5 HALF-TRACK Cover: 4
Qualities: Exposed
The Half-Track is produced in large numbers, with 43,000 Impact: 9
seeing service during the war. The M5 is the most famous
variant, and is supplied to both the British and Soviet forces Weapons
as part of the Lend-Lease agreement. It is a versatile vehicle, Browning .50 Machine Gun: (Heavy Weapons),
?
functioning as a troop transport and an artillery tow, as well Medium range, 6 Piercing 1 (Salvo: Area), Escalation,
as, in a pinch, hauling a ton or more of cargo. It is moder- Giant-Killer, Heavy, Inaccurate
ately-armoured and mounts a heavy machine gun and a pair
3” Cannon: (Vehicle Weapons), Long range,
?
of medium machine guns behind the driver’s compartment.
8 Vicious (Salvo: Area or Piercing 2), Escalation,
Truths Giant-Killer, Heavy, Inaccurate
?
M5 Half-Track Armoured Personnel Carrier
Profile
SCALE 3 BRAWN 14 (+3)
STRESS 17 INJURIES 3
ARMOUR 7 SPEED 2
128
M18 TANK DESTROYER
Chapter 8 Vehicles
Truths
The M18 “Hellcat” Tank Destroyer is another vehicle ?M18 Tank Destroyer
that sacriyces armour for speed. Like the M10, the M18’s ? Fast and Agile
1-inch thick armour plating is easily pierced by enemy
yrepower. Its speed and ability to change direction Profile
more
quickly than most tanks means that the M18 is surpris- SCALE 3 BRAWN 13 (+3)
ingly successful in its role, avoiding direct hits thanks to
its nimble design and powerful Buick engine. Carrying as STRESS 17 INJURIES 3
many as 45 shells for the vehicle’s 76mm gun, the M18 ARMOUR 6 SPEED 4
can reach speeds of up to 60 mph (96km/h). Thanks to an
air-cooled engine, drawing air through the crew compart- Passengers: 5
ment, the crew of yve ynd the M18 uncomfortably cold Cover: 4
during the Northern European winters. Like the Sherman, Qualities: Exposed
the crew of the M18 includes the commander, driver, Impact: 8
gunner, loader, and co-driver.
Weapons
Browning .50 Machine Gun: (Heavy Weapons),
?
Medium range, 6 Piercing 1 (Salvo: Area), Escalation,
Giant-Killer, Heavy, Inaccurate
129
German Vehicles
Chapter 8 Vehicles
Profile
Passengers: 2
SCALE 0 BRAWN 9
Cover: 0
STRESS 9 INJURIES Varies Qualities: Cargo 1, Exposed, Single-Seater
ARMOUR 1 SPEED 4 Impact: 3
130
BMW R75 with Sidecar
Chapter 8 Vehicles
enemies to the front, and it has a high silhouette, making
it an ideal target. All versions have a fully open top, and
Truths in later versions the back is also exposed, leading to a
?
BMW R75 Motorcycle low survivability rating for the crew, especially in urban
?
Sidecar combat situations. The Marder I requires a crew of yve.
The Marder II needs three crew members, and the Marder
Profile III has a crew of four. Despite its shortcomings, the Marder
II serves admirably as a more mobile version of the Pak-40
SCALE 0 BRAWN 10
Anti-Tank Gun. Less than 700 of these vehicles see service,
STRESS 10 INJURIES Varies some of them being cobbled together from the remains of
ARMOUR 2 SPEED 4 decommissioned Panzer IIs in 1943-44.
Passengers: 3 Truths
Cover: 0 ?
Marder Tank Destroyer
Qualities: Cargo 1, Exposed ?
Fixed Turret
Impact: 4 ?
Vulnerable Crew
Weapons Profile
MG 42: (Ri{es
? ), Medium range, 6 (Salvo: Area), SCALE 3 BRAWN 14 (+2)
Heavy, Inaccurate
STRESS 16 INJURIES Varies
ARMOUR 6 SPEED 2
Sidecars and Machineguns
Passengers: 3-5
It was fairly common practice for motorcycles to be used Cover: 3
in reconnaissance roles. Such vehicles often added a Qualities: Exposed
sidecar and mounted medium machine gun. This has Impact: 7
little effect on the bike’s attributes except for adding 1
additional passenger and increasing Brawn to 10. Weapons
75mm Cannon: (Vehicle Weapons), Long range,
?
8 Vicious (Salvo: Area or Piercing 2), Cumbersome,
Cover: 2
Qualities: Cargo 2, Exposed, Rough Terrain, Wheeled
Profile
Impact: 7 SCALE 2 BRAWN 12 (+2)
STRESS 14 INJURIES Varies
131
OPEL BLITZ PANZER II
Chapter 8 Vehicles
The Opel Blitz is one of the most reliable and widely used Initially designed as a stopgap measure while larger, more
of the Wehrmacht’s transport vehicles. This model is used powerful tanks are developed, the Panzer II family of tanks
to carry supplies, equipment, and troops everywhere from sees extensive combat in Europe and North Africa. Armed
North Africa to Stalingrad. It can carry a dozen soldiers or with a 20mm cannon, it is a marked improvement on the
up to three tons of cargo. Panzer I and, with the introduction of advanced versions
of the Panzer III and IV, the Panzer II soon takes over the
Truths Panzer I’s role as a reconnaissance tank capable of getting
?
Opel Blitz Utility Truck out of trouble as quickly as it can get into it. Though
production ends in 1943, the chassis of the Panzer II forms
Profile the basis of several self-propelled guns, such as the Wespe
and Marder II. The Panzer II has a crew of three, consisting
SCALE 3 BRAWN 14 (+3)
of commander/gunner, driver, and loader.
STRESS 17 INJURIES Varies
ARMOUR 4 SPEED 3 Truths
?
Panzer II Light Tank
Passengers: 14
Cover: 3 Profile
Qualities: Cargo 50, Exposed SCALE 3 BRAWN 15 (+3)
Impact: 9
STRESS 18 INJURIES Varies
ARMOUR 7 SPEED 3
PANZER I
Passengers: 3
Entering production in 1934, the Panzerkampfwagen I is
Cover: Enclosed
intended as a training tank to introduce new concepts of
Qualities: Enclosed, Tough 1
armoured warfare to Germany’s troops. It yrst sees combat
Impact: 9
during the Spanish Civil War, and goes on to participate in
the Polish, French, North African, and Russian campaigns. Weapons
Although its chassis is used as the basis for early tank
?MG 34: (Heavy Weapons), Medium range, 6
destroyers and assault guns, its thin armour and lack of
(Salvo: Area), Heavy, Inaccurate
main cannon (being armed instead with twin machine
guns) means that it is limited to anti-infantry combat. It ?20mm Autocannon: (Vehicle Weapons), Medium range,
is quickly relegated to reconnaissance roles, later to be 6 Piercing 1 (Salvo: Area), Escalation, Giant-Killer,
superseded by the superior Panzer II. Heavy, Inaccurate
Truths
our,
?
Panzer I Light Tank
a v y a r m
Profile
e y ’ v e g o t the he mbers.
“Th e g o t the nu
SCALE 3 BRAWN 14 (+3)
but w e ’ v
STRESS 17 INJURIES Varies
a y g e t f i v e of us
ARMOUR 7 SPEED 3 They m e o f t hem,
for e v e r y o n
a run out
Passengers: 5
Cover: Enclosed
b u t t h e y ’r e g o n n
a lot sooner’n we are.”
Qualities: Enclosed
Impact: 9
Weapons
e a n t R i c k Gomez
— Ser g ne
- Big Red O
Twin MG 34s: (Heavy Weapons), Medium range, 8
?
(Salvo: Area), Heavy, Inaccurate
132
Chapter 8 Vehicles
Tank-Hunting
Fighting armoured vehicles can be difficult. With their large spent to penetrate the tank’s Armour, or to increase the
Scale, high maximum stress, high armour resistance, and damage roll, can make all the difference.
often the Tough X quality, defeating a tank or similarly
armoured vehicle is a daunting proposition. Against vehicles with the Tough X quality, targeting weak
spots may be useful too — this may require creating an
Ideally, any player character hunting tanks will take every appropriate truth to represent careful aim, or some other
precaution and do everything to stack the odds in their advantage. A tank commander aware of attackers will
favour. Multiple hits from high-powered weapons — likely try and manoeuvre to counteract any such advan-
bazookas, recoilless rifles, and AT grenades — are neces- tages (trying to remove those truths). Such advantageous
sary, alongside ambushes or distractions to avoid retalia- positioning should prevent the GM from spending Threat to
tion. Extensive use of Momentum will help too: Momentum ignore injuries inflicted.
Vorwrä ts!
(Salvo: Area), Heavy, Inaccurate
eer!
133
Chapter 8 Vehicles
134
PANZER VI “TIGER” TANK SD.KFZ. 251 HALF-TRACK
Chapter 8 Vehicles
1942 sees the introduction of the fearsome Tiger I; Probably one of the Wehrmacht’s most versatile vehicles,
over-engineered, expensive, and di}cult to produce, thethe
Sd.Kfz. 251 is a commonly used, full-sized, half-
Tiger becomes one of the most feared German armoured tracked, armoured vehicle. Capable of hauling personnel
yghting vehicles of the war. While production issues or small loads, and able to pull artillery pieces as well, it
prevent it being yelded in su}cient numbers to secure is produced in great numbers, and is another staple of the
German victory, and technical problems result in many German armed forces. It can seat up to twelve in the back,
never reaching the battleyeld due to breakdowns, andittwo
ismore in the driver’s compartment.
probably the most eective and dangerous tank on the
battleyeld. Carrying up to 120mm armour on its hulking Truths
60-ton frame, the Tiger is all but impervious to Allied ?KFZ 251 Half-Tracked Armoured Truck
shells at long range, while its main cannon, adapted from
the deadly 88mm anti-aircraft gun, can turn virtually any Profile
enemy tank into a {aming hull at equal distance. SCALE
3 BRAWN 14 (+3)
The Tiger is the yrst armoured vehicle to mount anSTRESS 17 INJURIES Varies
electric turret, allowing it to traverse far faster than other ARMOUR 3 SPEED 2
tanks. The Tiger’s state-of-the-art technology is considered
top secret and the tank is ytted with a demolition Passengers:
charge14
to ensure that it does not fall into the hands of the Allies. Cover: 3
The drawbacks to the Tiger’s heavy armour is that the Qualities: Cargo 5, Exposed
suspension and gear box are prone to breaking down from Impact: 8
the strain of the extra weight. The “Königstiger” (or “Tiger
II”) is developed late in the war; it has the beneyt of even
thicker, sloping armour. Fortunately for the Allies, fewer SD.KFZ 2 TRACKED
than 400 King Tigers are ever produced. Both the Tiger I MOTORCYCLE
and Tiger II require a crew of yve.
A strange combination of motorcycle and tracked vehicle,
Truths the Kettenkrad (as it is also known) is used primarily by the
Luftwae to move aircraft from hangar to runway on both
?
Panzer VI “Tiger” Heavy Tank
the North African and Eastern Fronts. This vehicle is not
?
Over-Engineered
common, but its unique design makes it highly recogniz-
?
Self-Destructive
able. When free of cargo or equipment, it has a completely
open back, and while capable of seating four plus the
Profile driver, it oers no protection at all for the occupants. It i
SCALE 5 BRAWN 16 (+5) only used in combat situations as a last resort.
STRESS 21 INJURIES Varies
Truths
ARMOUR 15 SPEED 3
?
KFZ 2 Half-Tracked Motorcycle
Passengers: 5
Cover: Enclosed
Profile
Qualities: Tough 2, Enclosed SCALE 1 BRAWN 10 (+1)
Impact: 11 STRESS 11 INJURIES Varies
Weapons ARMOUR 2 SPEED 2
2 MG 34s: (Heavy Weapons), Medium range, 6
? Passengers: 5
(Salvo: Area), Heavy, Inaccurate
Cover: 0
88mm Cannon: (Vehicle Weapons), Long range,
? Qualities: Cargo 3, Exposed, Single-Seater
8 Vicious (Salvo: Area or Piercing 2), Accurate, Impact: 5
Cumbersome, Escalation, Giant-Killer
135
STURMGESCHÜTZ
Chapter 8 Vehicles
Truths
The Sturmgeschütz, or “Assault Gun”, is an armoured gun ?Sturmgeschütz Armoured Gun Platform
platform. Used initially as infantry support, it proves ?Fixed Gun
highly eective against enemy armour and, being both
cheaper to produce than a tank and more mechanically Profile
reliable, becomes a staple of the German forces from 1941 SCALE 3 BRAWN 14 (+3)
onwards. The only real {aw in the design of the StuG is
that it lacks a turret, so its front-facing gun has a limited STRESS 16 INJURIES Varies
yeld of yre. Initially it is unclear which branch of the ARMOUR 7 SPEED 2
military will use the StuGs, as the tank corps and infantry
have no resources to spare; eventually it becomes the Passengers: 4
responsibility of the artillery division. The StuG III has a Cover: 3
crew of four. Qualities: Exposed
Impact: 9
Weapons
nd!
lanes inbou
Allied warp MG 34: (Heavy Weapons), Medium range, 6
?
Get that camouflagenetting up! (Salvo: Area), Heavy, Inaccurate
S E C R E T A L L IE D W E A P O N S
D E P LO Y ED IN N ORM A N D Y ? ke
By special correspondent James Coo y
knif e or sum mthi n’. May be sulted in anomalous damage to enem
the with a giant new to repo rt
Ten days after D-Day and here on tell vehicles. There’s noth ing
Superman signed up and they didn’t the
front line, US forc es cont inue to mak e
were here.” Your correspondent has seen
t of us? I don’t know.” Such reports has to say this
slow but steady progress into the hear who evidence for hims elf and
swiftly denied by US Command, new
Normandy. Their advance is hampere
d
awa re of thes e incid ents , explanation seems unlikely. Some
s said, “We’re andy area .
by the simple fact of terrain, small road side weapon is at large in the Norm
erow s and natu rally funn el into but it’s most likely an unexpected glad it’s on our side .
and hedg re- Be
y’s effect of our air strikes, which have
chokepoints which favour the enem
e style . The pros pect s of a de-
defensiv
ad-
cisive breakthrough seem remote and
nt is furth er ham pere d by field s
vanceme
the
which have been flooded to thwart
d
lightning strikes which high comman
had hoped to achieve.
, but
It’s a slog rather than a sprint here
gs eternal and amid the grum -
hope sprin
h is a GI’s per-
bling and grousing whic
gs
petual lot, there are certain happenin
and
that have sparked the imagination
by
re-ignited hopes that it will be all over
Christmas.
these
Says Pvt Brad Decker: “We found
s, Pant hers , Tige rs, the work s,
Nazi tank
eone slice d ‘em
cut clean in two, like som
136
Chapter 9
Magic
Mystical Pursuits.........................................138
The Mechanics of Magic............................ 139
Battlefield Magic........................................ 143
Celtic Spellbook......................................... 145
Runic Spellbook......................................... 148
Psychic & ESP Talents............................... 150
Learning New Spells.................................. 154
Ritualistic Magic......................................... 156
Traditional Rituals...................................... 162
Chapter Nine
Chapter 9 Magic
Magic
Mystical Pursuits MYTHOS MAGIC
It is whispered that some on the Allied side
This chapter deals with the magical and mystical
JCXGUQWIJVVQIJVTGYKVJTGCPF
elements of Achtung! Cthulhu, delving into the occult
harness the dangerous power of strange and
traditions and potent spells which can be accessed by
unworldly powers to combat the rise of the
player characters.
:GKEJéJGUGTGRQTVUTGOCKPWPEQPTOGFo
though undoubtedly there is little smoke
Magic in Achtung! Cthulhu remains a rare and unusual
YKVJQWVTGCPFUQOGQPVJG)NNKGFUKFGOC>
practice and is the preserve of sorcerers, scholars and
have been seduced into seeking a quick and
seekers of forbidden knowledge. It also includes espe-
dangerous answer to the Nazi’s supernatural
cially gifted individuals who, due to their heritage, will
pre-eminence.
or native talent, are able to shape and harness arcane
forces which are sometimes far beyond their comprehen-
sion, or indeed, control.
138
Chapter 9 Magic
a credible threat, President Franklin D Roosevelt autho-As Nazi conventional forces dominate Europe, Nazi occult
rises the founding and funding of programmes designed tomagical resources are withdrawn and used much more
counter the Axis’ advantage. selectively, appearing as shock troops, or being used to
guard vital installations or sites of high value archae-
Foreseeing that this “sorcerous war” will become an ological value as the occultists widen their search for
important front, the US widens its search to identify magical tomes and artefacts. As the war progresses into
and recruit talented individuals for training in mental its mid-phase, the Nazi’s sorcerous reign of terror over the
disciplines to yght alongside conventional US forces. battleyeldisyrstchallengedandthenslowlyweakened:
Identifying individuals with paranormal, psychic and yrstlybyimprovingAlliedmagicalcountermeasuresacross
extra-sensory abilities quickly becomes priority number theatres like the deserts of North Africa and Italy, and then
one and its yrst {owering is quickly rushed into serviceinthebitteras yghtingontheEasternFrontwhereRussia
America enters the war. deploysitsownadeptstoyrstharassanddelaytheGerman
advance, culminating in the great reversal at Stalingrad.
BATTLEFIELD MAGIC
DEVELOPMENT THE THIRST FOR
Although Britain was better prepared than the US, Nazi DANGEROUS KNOWLEDGE
sorcerers certainly held the initiative in battleyeld While battleyeld
magic, magics are honed and employed to ever
having used it covertly to help fascists in the Spanish greater eect, away from the front lines another sorcerous
Civil War. In 1938, Nazi sorcerers accompanied the Nazi war is also being fought, a much deeper, more slow burning
invasion of Austria, but were not required when the aair, as each side attempts to probe and test the other’s
Anschluss was concluded without major con{ict. It was mystical
in defences. There’s a constant need to acquire
the Blitzkrieg through Poland, Belgium and the Battle of knowledge, power, treasures, and artefacts as well as a
France that they came to the fore. The Battle of France need to exchange information with otherworldly powers
saw the yrst mass use of battleyeld sorcery when elementsto help prevail in the wider con{ict. Sometimes, this war
of the British Expeditionary Force were shredded, having is fought on the earthly plane, at others it spills over into
little or no protection against the Nazi’s magic or the other planes and dimensions, far beyond this Earth.
many captive horrors they are said to have unleashed.
?
Traditional spellcasters use Insight to cast spells. Dabbler
A character might stumble upon a useful fragment of
Celtic and Runic spellcasters belong to a magical tradition.
occult knowledge, perhaps an eldritch tome composed by
Researcher some maddened scribe, which grants them knowledge of
a spell. Coming from such a dubious source, such learnt
The character has studied forbidden tomes, occult lore
spells are {awed and extremely dangerous, and - the char
and fragments of precious knowledge to piece together
acter may ynd it di}cult or dangerous to expand their
their understanding of the paranormal. This is dangerous,
knowledge of the occult further.
as research-driven occultists are typically self-taught or
part of clandestine societies, limiting their knowledge
Dabblers use Will to cast spells.
?
139
Chapter 9 Magic
STARTING SPELLS
Describing Magic
When a character yrst selects a spellcaster talent, they
learn a few spells as well. Additional spells must be Researchers and dabblers can learn any spell, from any
learned independently, requiring study and practice. source. Some of those spells may be stolen lore, taken
Learning a new spell can only be done during downtime from traditional sources like Celtic, Runic, or Psychic
between adventures and requires a source to study from, traditions and studied until their secrets are under-
usually either a mentor, or a tome of occult knowledge. stood. Others might be the product of experimentation,
patching together observations, scraps of lore, and the
?A traditional spellcaster begins with three spells. They spellcaster’s own discoveries.
learn new spells through studying with their mentor.
They can only learn spells which are speciycally part Whenofa researcher or dabbler learns a spell — including
their tradition. those which they begin play with — they are encouraged
to rename those spells as they see fit and describe them
?A researcher begins with two spells, and they must
in their own ways. A dabbler may not know that they’ve
seek out new research materials to expand their knowl-
harnessed the Curse of Loki; they may have a different
edge, like ancient tomes and manuscripts where such
name for it, and may have powers unique to their char-
spells can be found. This is usually done with materials
acter, but which use the rules of an existing spell.
gained during adventures, feeding research during
downtime. A research spellcaster may learn any spell
they discover, though they will ynd this more di}cult
than if they were a traditional spellcaster, and they
CASTING A SPELL
may ynd that some spells are too enmeshed in the Casting
lore a battleyeld magic spell may require a skill t
of a particular tradition to be learned by an outsider. during a normal scene, or the Prepare and Cast a Spell
actions during an action scene. Rituals take more time and
?A dabbler begins with either one spell, or two flawed
require you to complete a stress track and make break-
spells. They may attempt to learn any spell they come
throughs to succeed at the ritual. The attribute for the
across in the same way as a researcher, but each new
skill test depends on how you learn spells, and the skill is
spell a dabbler learns is flawed, increasing the risk of
dependent on the spell’s eect, as described in its ent
a miscast (see opposite). A dabbler may seek to study
any {awed spell they know, reyning their knowledge
After attempting a skill test to cast a spell or perform a
through practice, removing its {awed status. However,
ritual, you must pay a Cost, listed in the spell’s or ritual’s
they must have cast that spell successfully at least once
description. This Cost in{icts oneof ormental
more
in-game before they can do this.
stress to you (reduced by your Courage and Morale resis-
tance), and this cost is paid regardless of success or failure.
140
MAGIC SKILLS MISCAST SPELLS
Chapter 9 Magic
Magic in Achtung! Cthulhu relies upon set skills, Due to the power they wield, even the slightest break in
depending on the nature and circumstances of the spell. concentration by a spellcaster can cause their magic to
Each skill has their own speciyc focuses to emphasise spiral out of control.
these occult applications. The skills, and focuses, that
apply to magic use are: As normal with any skill test, any roll of a 20 causes a compli-
cation. However, due to the complicated nature of spell-
?Academia (Occultism) is a common route into the casting, the complication range of casting a spell is increased
study of the arcane and the supernatural, representing asthespell’sdi}cultyincreases,indicatedbythetablebelow
either formal training in an occult tradition or self-
guided research into occult yelds such - as parapsy
chology. A focus in Linguistics can help here too, as Spell Complication Range
scholars of language are often well-versed in dead
SPELL DIFFICULTY COMPLICATION RANGE
languages, allowing them to translate ancient occult
texts… though they may not be ready for the conse- 1 20
quences of such a translation.
2 19-20
?Observation (Instincts) covers much of human percep-
3 18-20
tion beyond the traditional senses. Characters with
a focus in Instincts are often sensitive to paranormal 4 17-20
phenomenaandabletodiscernthein{uenceofthe
5 16-20
supernatural — especially the unearthly nature of the
Mythos — more keenly and more clearly than others.
ful magic
"Wielding power
those spells to be unleashed quickly and without elabo-
rate rituals. When a bound spell is added to a spellcast-
pted
is a burden, only to be attem
er’s mantle, it can be held for as long as the spellcaster
remains conscious. Bound spells do not miscast if the
when the need is great. spellcaster becomes unconscious — they dissipate safely.
not seek
The wise do
A spell cannot be cast if it has not been bound into a
htly,
sorcerous supremacy lig
spellcaster’s mantle yrst — an unbound spell is knowledge
without the power to make it real.
wrong
for much can go
if one does not exercise the
A spellcaster may bind a number of spells into their
mantle equal to their power rating (overleaf), and each
utmost caution and care.” bound spell can be cast as many times as the spellcaster
desires, though they will pay a cost each time a spell is
— Professor Richard Deadman attempted, as described later.
141
TYPES OF SPELL
Chapter 9 Magic
14 or 15 Manifestation
+4
Manifestation spells alter the fabric of reality, from
16 or higher +5 creating mirages, to altering the weather.
142
Chapter 9 Magic
Summoning Transmutation
Summoning spells are powerful invocations that call Transmutation spells alter their subject’s physical being, trans-
objects, creatures, or other phenomena to manifest out of forming them into a new shape or changing their persona.
thin air.
Ward
A Ward spell provides protection or restoration or in{ict
stress on any creatures who come within range of its
protective aura.
B a ttlefield Ma gic
After heavy skirmishes during the opening phase of the BINDING BATTLEFIELD SPELLS
war, the Allied powers and Britain in particular realised
As noted earlier, battleyeld spells must be bound in the
they needed to rapidly develop sorcerous countermeasures
sorcerer’s mantle to be used, holding the spell’s power
to beat the Nazis at their own game. There followed a
until it is unleashed. Spells may be held in a mantle for as
desperate scrabble to yrst identify and then draw upon a
long as the spellcaster remains conscious, after which they
number of ancient mystical traditions, utilising both their
dissipate naturally and must be stored again.
magics and their practitioners to help Allied forces in the
yeld survive.
To cast a spell, battleyeld spellcasters must yrst prepa
their mantle with the spells they wish to bind. A spell-
As the war progresses and especially after the Americans
caster can bind a number of spells in their mantle equal
join the fray in 1941, the Allies begin to harness and
to their power. Preparing these spells requires - a di}
develop a range of battleyeld magics and psychic powers
culty 0 skill test, and takes a number of minutes equal
based on the various mystical and academic traditions at
to the combined di}culty of all spells being prepared.
their disposal.
The attribute and skill used to bind spells varies — tradi-
tional spellcasters use Insight + Survival, research
While not as powerful or, indeed, dangerous as the longer-
spellcasters use Reason + Academia, and dabblers use
form ritualistic magic, battleyeld sorcery is able to bring
Will + Resilience. Once bound, a spellcaster’s mantle
instant aid to Allied forces in the yeld, wreak destruction
contains the chosen spells until they sleep or are otherwise
upon their supernatural enemies, and act as both a counter
rendered unconscious.
and deterrent against the Nazi’s own spellcasters.
143
CASTING A BATTLEFIELD
Chapter 9 Magic
rounds, at the end of that round), or until the end of
MAGIC SPELL
the current scene. A spellcaster may choose to end a
spell early as a minor action, but otherwise the spell
During a scene, a spellcaster may attempt to cast the spells lasts until the end of its stated duration or until the
in their mantle. Spellcasters cannot attempt to cast more spellcaster suers an injury or is otherwise forcib
than one spell per turn. To cast a spell in an action scene, distracted (normally requiring creating a truth).
the spellcaster must use the Prepare minor action and then
Effect: The spell will list its type, and what its eect
?
the Cast Spell major action.
is. Each spell describes who or what its target is and
provides speciyc uses for Momentum that expands or
The attribute used for this skill test depends on the type
enhances their eects.
of spellcaster the character is: traditional spellcasters use
Insight, research spellcasters use Reason, and dabblers Flawed: Not all spells have this entry; those that do
?
use Will. The skill and di}culty of the spell is detailed have
in speciyc adjustments made when a character
its description. attempts to cast a {awed version.
RESISTING
Difficulty: This lists the di}culty of any skill test to
? MAGIC AND
MAGICAL DUELS
cast the spell, and whether or not the spell’s skill test
is an opposed test. If it is an opposed test, the opposing
character has the same di}culty, and uses the attribute Although magic is a potent and dangerous force, it is not
and skill listed. all-powerful and in some cases, spells may be resisted.
Sometimes a spellcaster will have to overcome the will-
Cost: All Battleyeld spells have ancost
? associated
power of a subject and some spells allow their target to
which is paid when casting, taking the form of mental
resist the eects. Both instances call for an opposed t
stress in{icted on the spellcaster, with their Courage
(see Opposed Tests p.18). The attribute and skill combina-
and Morale resistance absorbing some of this stress as
tion for the resisting character will be listed in the spell’s
normal. This cost is applied after resolving the skill
description. The resisting character’s test uses the spell’s
test to cast the spell, and applies whether the spell was
di}culty.
successfully cast or not.
144
r n u n n o s !
“Ce Nodens!
Chapter 9 Magic
Counterspell
Spellcasters of all types gain the following reaction:
— Anna O’Leary
C eltic S pellbook - Celtic Druid
Celtic magic is rooted in animistic beliefs and draws its Skill: Medicine
power from both its native pantheon and the forces of the Difficulty: 2
natural world. Celtic druids and wise women are versed in Cost: 4 Drain
the arts of healing and protective magics, but they are also Duration: Instant
able to call on fearsome destructive natural forces to smite
their foes. Effect
Ward spell. The spell immediately removes stress equal to
SPEAR OF LUG the spellcaster’s power from all allies within Close range.
The spellcaster focusses their will and calls upon the Momentum
power of the ancient Celtic god, focussing their combined ?For 2 Momentum, all aected allies remove a single
energies to form a living weapon, a burnished spear Injury (physical or mental).
of destructive power which they can hurl at their foes
to in{ict immense damage. Directed by the will of the
?For 1 Momentum, any defeated allies within range
recover immediately.
spellcaster the spear will home inexorably in on its target,
slicing through obstacles and ignoring all Cover and ?For 2 Momentum, the spell aects allies within
Armour to strike its victim. Medium range instead.
Skill: Fighting
Difficulty: 3 GAZE OF BALOR
Cost: 5 Drain, Piercing 1
Drawing on the force of the ancient Formorian king, this
Duration: Instant
baleful gaze strikes fear and terror into the hearts of all its
Effect wielder’s enemies. Extending from the spellcaster in a cone-
like arc of vision to its victim, all who fall under the Gaze of
Attack spell. The spell targets a single enemy or object
Balor feel their knees begin to buckle, their limbs tremble
within Medium range and in{icts power physical
+2
and their soul quail, and they often throw down their arms,
stress upon its target, with the Piercing 3 eect.
turntailand{eegibbering,heedlessoftheconsequences.
Momentum Skill: Persuasion
?
For 2 Momentum, add the Intense eect. Difficulty: 2, opposed by target’s Will + Resilience.
Cost: 5 Drain, Stun
?
For 2 Momentum, add the Vicious eect.
Duration: Instant
145
GIFT OF ARDUINNA
Chapter 9 Magic
Momentum
Those calling on the powers of the lady of the Ardennes ?
For each Momentum spent, one additional creature in
are truly blessed, able to move more swiftly, ignore the either Long or Close range is also aected.
eects of Fatigue, reload at the double and perform twice
as eectively as they normally would in combat. They are
?
For each Momentum spent, the spellcaster rolls +1
when they roll their power.
also able to pass through wooded terrain, broken ground
and streams unhindered.
Skill: Survival
CYCLONE OF CERNUNNOS
Difficulty: 3 Focussing their will into a whirling vortex, the spellcaster
Cost: 4 Drain releases it towards their enemies, where it has the poten-
Duration: A total number of rounds equal to the tial to wreak immense destruction. This swirling whirl-
spellcaster’s power, divided evenly amongst the wind is especially harmful to Mythos creatures and enti-
aected targets (rounding down all fractions) ties, increasing its damage when compared to its already
heinous eects on mortal foes. However, as the distance
Effect from the spellcaster increases, so does their control fade
Blessing spell. The spell may aect the spellcaster andandthe any
vortex will start to shift and veer randomly before
of the spellcaster’s allies within Close range, up to a total blowing itself out.
number of targets equal to the spellcaster’s power. While
Skill: Survival
the spell’s eects persist, aected allies may move up to
Difficulty: 2
one additional zone whenever they move as a Minor or
Cost: 4 Drain, Piercing 1
Major action. In addition, aected characters may also
Duration: A number of rounds equal to the
take one additional minor action for free each turn.
spellcaster’s power
Momentum
Effect
?
For every 2 Momentum spent, the spellcaster or a
Summoning spell. The spell conjures a cyclone of wind
single aected ally may take an additional Major action
into a zone within Medium range. The cyclone receives
on a turn before the spell’s eect ends; no character
its own turn in the action order, but it cannot be attacked
may gain more than one additional major action.
or suer damage in any way. At the start of the cyclone’s
turn, it will in{ict powerphysical+1 stress with the
HORN OF NÉIT Piercing 1 and Stun eects on all creatures and - damage
able objects within Close range of it, and then it will move
A fearsome curse from the ancient Celtic god of war, the
to an adjacent zone. Damage in{icted against supernat
spellcaster summons a mystical musical instrument, using
creatures also has the Vicious eect.
it to play a song which turns the very earth itself against
its victims. Phantom roots, tendrils and branches snake Each time the cyclone moves, the spellcaster may choose
out to ensnare their limbs, holding them fast in place, the direction if they are within Medium range of it. If the
squirming hapless and helpless before the wielder’s power. spellcaster is further away than that, then cyclone remains
Those trapped by the Horn of Néit are unable to move or stationary; the GM may spend 1 Threat to move the
take any action until the spell fades. cyclone instead.
orn,
each target’s Athletics (for larger targets, add the crea-
ture’s Scale to their Athletics score). Each creature whose
d t h e h
Athletics is lower than the number of eects rolled is
“Soun n of the
ensnared and cannot take any physical actions other than
th e h or
trying to break free. Breaking free requires an Agility +
Athletics or Brawn + Athletics test with a di}culty wild hunt,
equal to the number of eects rolled. Creatures ensnared
are freed automatically when the spell’s eects end.
let the song of Néit
ring out!”
146
Chapter 9 Magic
ROOTS OF THE EARTH THE OGHAM SIGN
Tapping into the ancient byways and hidden roots of the Drawn from the ancient Celtic sacred alphabet, the
world known only to the inhabitants of the hollow hills, Ogham sign is a powerful spell to use against Mythos
the spellcaster is able to transport himself and his compan- creatures, in{icting not only a great deal of damage as
ions (though not enemies or anyone who would resist) to it is unleashed, but signiycantly weakening them if they
a nearby location, disappearing as if they have been swal- manage to survive its initial onslaught.
lowed by the earth itself to reappear wherever he wills,
Skill: Academia
even deep behind enemy lines.
Difficulty: 3
Skill: Survival Cost: 5 Drain, Piercing 1
Difficulty: 2 Duration: Instant
Cost: 3 Drain, Stun
Duration: Instant Effect
Banishment spell. This spell targets a single supernatural
Effect creature within Medium range and in{icts power +2
Blessingspell.Thespellmayaectthespellcastermental andanystress to the creature, with the Drain and Piercing
of the spellcaster’s allies within Close range, up to a total 2 eects, even if the creature is immune to mental attacks
number of targets equal to half the spellcaster’s power normally (creatures normally immune to mental attacks
(roundingup).Theaectedcharactersvanishandinstantly count as having a Courage of 6). If the creature would
reappear at any point within sight within Long range. suer one or more mental injuries from this spell, then it
loses the beneyts of its Invulnerable special rule for th
Momentum remainder of the current scene. If the creature is defeated
?For 2 Momentum, all characters transported by the by the spell, it vanishes, banished to the realm it origi-
spell receive +2 Cover until the start of the spellcast- nated from.
er’s next turn.
Momentum
?
For 2 Momentum, add the Intense eect.
?
For 2 Momentum, add the Stun eect.
147
Runic S pellbook
Chapter 9 Magic
Runic spellcasters draw their power from the ancient Norse Momentum
and Germanic mythologies, expressed through runic symbols, ? For 1 Momentum, replace the Area eect with the
which allow its practitioners, known as spellseers or rune- Piercing 2 eect.
weavers to focus their magical energies. Though rare, these
gifted individuals can be found in Scandinavian countries or
? For 2 Momentum, add the Vicious eect.
anywhere the ancient roving Norse settled, which includes ? For 2 Momentum, add the Stun eect.
territories as diverse as Britain, Russia, Turkey and even
the far-{ung shores of America. While the Nazis attempt
to pervert the use of Runes, they remain a force for good
SWIFTNESS OF SLEIPNIR
when used by those who understand their true purpose. The runeweaver conjures the force of the rune Ehwaz,
associated with the horse, to unlock the characteristics of
RAVENS OF ODIN Sleipnir, Odin’s steed, the child of Loki and Svaðilfari and
the best and swiftest of all mounts.
Weaving the symbol of the rune Ansuz, the spellseer
Skill: Survival
invokes the powers of the Allfather Odin, the hanged god
Difficulty: 2
and lord of battle who sends his twin ravens Huginn and
Cost: 3 Drain
Muninn to fortify his allies with the spirit of the brave
Duration: Instant
warriors battling eternally in Valhalla. Allies who channel
the Ravens of Odin, become resistant to fear and terror, Effect
and yght with greater determination, vigour and valour —
Blessing spell. The spellcaster, and any allies within Close
being able to perform heroic deeds upon the battleyeld.
range may immediately move up to two zones. In addi-
Skill: Academia tion, whenever an ally chooses to implement the Keep the
Difficulty: 2 Initiative truth before the spellcaster’s next turn, it costs 0
Cost: 4 Drain, Piercing 1 Momentum to do so.
Duration: A number of rounds equal to the spellcaster’s power
Momentum
Effect ?
For two Momentum, each aected character may take
Ward spell. While the spell remains in eect, all of the an additional minor action for free on their next turn.
spellcaster’s allies within Close range receive additional
Morale equal to the spellcaster’s power.
CURSE OF LOKI
Momentum The prince of tricksters is an appropriate patron for the
?
For 2 Momentum, all aected characters in{ict +2 spellseer, drawing upon Nauthiz, the rune of shadow, to
stress on all melee attacks. One or more aected sowallies
confusion and dread in an enemy’s ranks. Any enemy
may be given one additional Fortune point, which is unit, character or creature aicted by the curse of Loki
lost at the end of the spell’s duration if not used, for 3 is plagued by terrifying visions of giants and monsters,
Momentum each. fell creatures and foul entities from the icy wastes sent to
bewilder, mislead and demoralise them.
Effect Momentum
Attack spell. The spell targets a single enemy or object ?
ForMomentum,
2 addthePersistenteect6 totheattack.
within Medium range and in{icts power damage
+2
upon its target, with the Area eect.
?
For 2 Momentum, add the Snare eect to the attack.
148
BOUNTY OF BALDUR
Chapter 9 Magic
Flawed
This powerful runic shield is associated with Algiz, the A {awed version of this spell removes stress-from all crea
rune of protection, and draws on the power of Baldur, tures within Close range, not just allies.
most beloved of all the Æsir. The rune seems to cloak all
in a mystical armour, so that they are immune from most Momentum
damage: accurate shots narrowly miss their mark, damage ?
For 2 Momentum, all aected allies remove a single
dissipates and malign forces are much reduced whilst Injury (physical or mental).
under this rune’s protective in{uence.
?
For 2 Momentum, the spell aects allies within
Skill: Resilience Medium range instead.
Difficulty: 2
Cost: 3 Drain
Duration: A number of rounds equal to the
WISDOM OF FRIGG
spellcaster’s power. Frigg, the consort of Odin, is a goddess renowned for her
wisdom and insight and calling forth the power contained
Effect in Kaunaz, the rune of yre and knowledge, the runeweaver
Ward spell. While this spell remains in eect, any attacks is able to tap into Frigg’s wisdom to ynd the most - vulner
against the spellcaster or any of the spellcaster’s allies able aspects of an opponent and exploit its weaknesses.
within Close range increase in di}culty by +2. Mythos entities and creatures become more much vulner-
able when the Wisdom of Frigg is cast, and are able to be
Momentum aected by normal weapons and those eects in turn are
? All aected characters gain +X Cover, where X is the magniyed, doing signiycantly more damage.
amount of Momentum spent.
Skill: Observation
Difficulty: 1
BLESSING OF EIR Cost: 3 Drain, Stun
Duration: Instant
Eir is a Norse goddess and Valkyrie whose name means
“help” or “mercy”, and her runic aspect is expressed Effect
through the run Laguz, a manifestation of healing and
Divination spell. The spellcaster must choose a single
renewal. Using this powerful runic incantation, the rune-
creature within Medium range. The spellcaster gains three
weaver draws a portion of Eir’s healing skills, restoring the
bonus Momentum, which may only be used to Obtain
wounded and even raising those who have fallen, so that
Information about the creature, or to create a truth where
they may renew the yght.
the created truth must re{ect knowledge of the targete
Skill: Medicine creature’s weakness.
Difficulty: 3
Cost: 4 Drain Momentum
Duration: Instant ?For 2 Momentum, if the creature has the Invulnerable
special ability, it loses that ability for a number of
Effect rounds equal to the spellcaster’s power.
Ward spell. The spell immediately removes stress equal to
the spellcaster’s power from all allies within Close range.
?For 2 Momentum, any attacks made against the chosen
creature by the spellcaster or their allies gain either the
In addition, any defeated allies within Close range imme-
Intense or Vicious eect (spellcaster’s choice, one eect
diately recover.
is applied to all attacks).
150
ATAVISTIC RAGE
Chapter 9 Magic
Momentum
The psychic taps into their darker, aggressive feelings and ?
For 2 Momentum, ranged attacks against the psychic
projects them outward, either onto themselves or a willing also increase in di}culty by +2.
subject, transforming them into a close combat colossus.
Any character imbued with this rage goes into a killing
?
For 1 Momentum, when this ability is used and at the
start of each round of its eect, the psychic may ask
frenzy and eschewing ranged weapons, becomes a power-
a single question about the situation as per Obtain
house in melee combat, yghting until either they or all
Information.
enemies are routed or defeated.
INNER NIRVANA
COMBAT PERCEPTION The psychic draws strength from their companions and
Some psychics can glimpse the fabric of time and antic- ampliyes their collective spirit to mitigate incoming
ipate key moments in the future. This ability allows the damage and provide a gentle healing eect. Bullets and
psychic to foresee their foe’s next moves, making them ordinance directed at them seem to slow and falter, and
deadly antagonists in close-quarters combat. any wounds suered are healed by the shared vitality of
the group.
Skill: Observation
Skill: Resilience
Difficulty: 2
Difficulty: 2
Cost: 3 Drain, Piercing 1
Cost: 3 Drain
Duration: A number of rounds equal to the psychic’s power
Duration: A number of rounds equal to the psychic’s power
Effect
Effect
Blessing. For a small time, the psychic can predict and
Ward. The ability aects the psychic and any of their
counter enemy moves, making them much harder to hit,
allies within Close range, up to a total number of targets
giving any counter-attack greater force and maximizing
equal to the psychic’s power. The aected characters
the potency of their own melee attacks. Melee attacks
receive additional Cover equal to half the psychic’s power
against the psychic increase in di}culty by +2. The
(rounding up). In addition, aected characters recover
psychic also adds +2 to any physical stress they in{ict
stress equal to their Resilience at the start of each of their
with melee attacks.
turns while the ability remains in eect.
Momentum
?
For 2 Momentum, characters receive Cover equal to the
psychic’s power, rather than only half.
151
PRIMAL SCREAM
Chapter 9 Magic
Momentum
The psychic reaches into the deepest depths of their Unlike most spells or abilities, the cost of Remote Sensing
unconscious and emits a powerful mental howl, which is increases by +1 for each Momentum spent on any of the
sensed rather than heard, but nonetheless sows confusion options below.
and panic in nearby enemies.
Skill: Persuasion
?
For 1 Momentum, the psychic may select an object
within Medium range. For 2 Momentum, they may
Difficulty: 1
select an object within Long range. For 3 Momentum,
Cost: 4 Drain, Stun
they may select an object within any location they are
Duration: Instant
familiar with on Earth. In all cases, the psychic must be
Effect aware of the object before using this ability.
?
For 2 Momentum, add the Vicious eect.
SPONTANEOUS COMBUSTION
?
For 2 Momentum increase range to Medium. Some psychics develop the ability to agitate the substance
of objects around them, producing heat and {ames with
nothing other than conscious eort — things seem to bu
into {ames spontaneously, with no obvious source. This
is a rare and spectacular ability, and it can be extremely
potent in the right hands.
Skill: Resilience
Difficulty: 1
Cost: 4 Drain, Persistent 3
Duration: Instant
REMOTE VIEWING
Effects
The psychic can glimpse things which are distant and
Attack or Summon. The psychic nominates an object or
hidden, gaining knowledge of things that they should not
creature within Close range; the target grows extremely
be able to know. Needless to say, this is invaluable for
hot in moments and may catch yre, in{icting power +1
reconnaissance and intelligence-gathering.
physical stress, with the Persistent 4 eect. Alternat
Skill: Observation the ability’s eect creates a new truth nearby as the
Difficulty: 2 psychic causes an object to burst into {ames—this can
Cost: 2 Drain, Piercing 1 be as benign as lighting a campyre, or as dangerous as
Duration: A number of rounds equal to the psychic’s power igniting a cache of fuel or explosives.
Effect Flawed
Divination. The psychic selects an object they are aware A {awed version of this ability gains the Area aect as
of within Close range. The psychic can accurately study well, but the player has no control over which creatures or
the object, even parts of it which are hidden from view or objects are also aected by the ability.
obscured, such as reading letters within a sealed envelope,
or perceiving the contents of a locked safe, and they may Momentum
continue to study the object, or switch their attention to ?For 2 Momentum, add the Area eect.
another object within range (once per round at most), for
the duration of the ability. Momentum spent to Obtain
?For 2 Momentum, add the Piercing 2 eect.
152
TELEKINESIS TELEPATHY
Chapter 9 Magic
The psychic can move forms, objects and shapes within Some psychics are capable of extra-sensory communica-
their immediate environment, moving and manipulating tion and can send their own thoughts to another’s mind as
them according to their wishes. well as eavesdropping on the thoughts of others.
Effects Effects
Manifestation. The psychic chooses one of the following Manifestation. The psychic chooses one of the following
eects when this ability is successfully used: eects when this ability is successfully used. These eects
will only work on beings with human-like intelligence.
Manipulate.Di}culty1.Thepsychicmovesormanipu-
?
lates objects within Close range as if they were physically Thought Sending. Di}culty 1. The psychic can send
?
handling those objects. The psychic may manipulate a their thoughts to anyone within Medium range. This
number of objects equal to their power in this way, for a is equivalent to a few seconds of speech. The recipient
number of rounds equal to their power. Objects cannot be may respond in kind. This takes place instantly.
movedfastenoughtoin{ictharm.Anycomplexhandling
Mental Link. Di}culty 2. The psychic links the minds
?
of objects, such as operating controls, requires that the
of a number of willing people up to the psychic’s power
psychic be able to see the controls being manipulated.
within Medium range. For a number of hours equal to
Project. Di}culty 1. The psychic hurls small objects, the psychic’s power, those linked may communicate
?
debris, and dirt with a wave of concentrated telekinetic telepathically as if they were speaking to one another
force. The psychic chooses a single enemy within Close while within Medium range. However, if any member
range, and in{icts power physical stress, with the of the linked group suers mental stress, everyone else
Stun eect. This has an instant duration. in the linked group will suer half as much mental
stress (rounding up).
Grasp. Di}culty equal to target’s Scale, minimum 1.
?
The psychic moves a single large creature or object. Mind Reading. Di}culty 2 opposed by target’s
? Will
The psychic chooses a target within Close range with a + Resilience. The cost increases by +3 . The psychic
Scale no greater than half their power and may move it attempts to probe the mind of a single person or crea-
to anywhere within Close range of its original location. ture within Close range. Success reveals the surface
This eect lasts for a number of rounds equal to the thoughts of the target– what they are thinking about at
psychic’s power. The object is helpless and unable to that exact moment. Momentum from this may be spent
move while in the psychic’s telekinetic grasp in this as per Obtain Information to delve deeper into the
manner, and if dropped or slammed into a solid object, target’s mind. Each additional major action contin-
suers power physical stress, with the Stun eect (as uing to read this mind allows the psychic to ask one
will anything it is slammed into). question without spending Momentum, as they delve
deeper.
Momentum
For 2 Momentum, any telekinesis eect may in{uenceMomentum
?
objects within Medium range instead. ?
When using Thought Sending or Mental Link, the range
is increased to Long range by spending 1 Momentum,
?
For 1 Momentum, when using Manipulate, the psychic
to “anywhere within a mile” by spending 2 Momentum,
may handle ranged weapons to attack with them, but
or to “anywhere on Earth” by spending 3 Momentum.
this requires an attack as normal (requiring a major
action to perform), and the psychic cannot concentrate ?
When using Thought Sending or Mental Link, the
on more than one weapon at a time for this. psychic or other targeted creature may spend 1 or
more Momentum to share images, sounds, etc — a
?
For 2 Momentum, when using Manipulate, the objects
memory, or something happening now — from
being controlled provide the psychic with +2 Cover.
their own senses. The longer and more involved the
?
For 2 Momentum, when using Project, add the memory, etc., being shared, the more Momentum it
Area eect. costs, at the GM’s discretion.
?
For 2 Momentum, when using Project, the target(s) are ?
When using Mind Reading, for 2 Momentum, the target
knocked prone. is unaware of the mental intrusion.
?
For 2 Momentum, when using Grasp, the target can be
crushed as a major action, in{icting power
phys-+2
ical stress with the Piercing 2 eect.
153
Lea rning New S pells
Chapter 9 Magic
Each new spell requires extensive study and practice to Research spellcasters acquire their knowledge directly
perfect and thus new ones may only learned in down- from dusty tomes, hidden manuscripts and other forbidden
time between adventures, and not immediately acquired sources of ancient wisdom and dangerous knowledge. To
upon reading. Learning spells is an arduous and mental- absorb a new spell, the researcher must study its intri-
ly-draining process, often requiring insights into the true cacies and then perform a rite which takes the form of
nature of reality, and ytful nights that alternate an extended
between task in exactly the same way they would to
harrowing dreams and elusive sleep or require consider- successfully cast it. If they successfully complete this task
able trials to practice and perfect the casting. No matter they are considered to have learned the spell successfully
how a spellcaster attempts to learn a new spell, they may and are able to from then on, although if they fail at any
only study one new spell at a time: they may not attempt stage or miscast, the spell has not been harnessed.
to study a new spell until they have learned or abandoned
progress on the previous spell. To learn a new spell, a traditional spellcaster must:
?
Suer two fatigue for each day spent in study. This
ting
“Magic is an endlessly fascina
fatigue will clear automatically after a full day’s rest.
?
Obtain resources (ingredients, tools, and similar) with study of esoteric forces,
a restriction rating equal to the Di}culty of the spell
being learned. no-one can ever fully
comprehend it
?
Spend 10 XP.
in its totality,
Attempt an Insight + Survival test with a di}culty
? of course,
equal to that of the spell. Success means the spell has but it doesn’t mean
been learned successfully, and the character will be able one shouldn’t try.
to cast the spell during the next adventure. Failing this
test means that the spell has not been completely learned, Learn, research, practice, expand your repertoire.
and the character must repeat their time in study after
the next adventure to ynish learning the spell. The mightiest magicians
have an almost unhealthy
appetite for the arcane,
a never ending,
unquenchable thirst
for seeking out sorcerous knowledge.”
Major Seraph
154
Chapter 9 Magic
To learn a new spell, a dabbler must:
Learning Spells
?
Spend several hours studying fragments of occult texts, and Complications
experimenting, and interpreting bizarre dreams. The
total time required is determined by rolling a number As learning spells comes with a skill test, there is an
of equal to twice the spell’s di}culty. This may be inherent risk of complications. Obviously, these compli-
spread across several consecutive days, but no less cations can have any of the normal outcomes, but there
than an hour must be spent in study each day – if the are a few outcomes which especially suit the hazards of
spellcaster goes a day without study, they must start learning magic.
the process from scratch.
? The character gains +1 fatigue. Learning magic
?
Suer two fatigue for each day spent in study, plus
strains the mind and leaves the spirit weary, and it
additional fatigue equal to the number of Eects rolled
takes time to recover. Complications can increase
when determining the amount of study required. This
the toll that this process takes.
fatigue will clear automatically after a full day’s rest.
? The character’s study has drawn the attentions of
?
Obtain resources (ingredients, tools, and similar) with
something dangerous and otherworldly. What has
a restriction rating equal to the Di}culty of the spell
found the character, when it will arrive or make itself
being learned +2.
known, and the form its attentions take are left to
?
Spend 10 XP. the GM.
155
Chapter 9 Magic
Ritualistic Magic
Spellcasters who can wield potent magic even in the heat Requirements: Rituals can require speciyc
? - compo
of battle, represent only a narrow, specialised form of nents, ingredients, times of day or year, or other
mystical power. Magic takes many forms beyond this, and circumstances in order to be successfully completed.
a vast range of rites, rituals, and occult ceremonies exist
Test: The ritual’s default skill test, di}culty, and
?
that allow mortals to harness mystical forces and create
complication range.
supernatural eects.
Stress Track: The ritual takes an amount of work
?
These rituals are complex, requiring such exacting preci- to complete, like an extended task. As you pass skill
sion to perform that they cannot be learned in the same tests, and roll power , you’ll in{ict stress to the
way as battleyeld magic. Instead, a ritual is performed ritual’s track.
according to speciyc instructions, commonly found within
Resistance: Depending on the circumstances, the ritual
?
occult texts or copies of ancient tomes or scrolls. In
may ignore some stress in{icted to its stress trac
theory, anyone can attempt to perform a ritual, but few
a character’s Armour or Courage.
non-spellcasters have the spiritual potency to manage this,
and even attempting a ritual is an experience that strains Steps: The number of steps needed to complete the
?
the mind. ritual—just like injuries in action scenes, they occur
when a ritualist in{icts 5 or more stress at once, yll
The process of performing a ritual is the same as an the stress track, or if they in{ict any stress when t
extended task (see page 19), though some parts have stress track is full.
been adjusted to re{ect the nuances of the occult. When
Cost: Just like battleyeld magic, attempting a ritua
?
a character wishes to create a ritual’s potent eects, they
deals some of mental stress to the ritualist.
must undertake the necessary ceremony, deyned by the
following factors: Effect: What happens once all the ritual’s steps have
?
been completed.
156
Chapter 9 Magic
Amateur Spellcasters Ritual Assistance
While battlefield magic can only be performed by spell- Rituals can be complex, time-consuming, and require
casters, anyone can attempt a ritual. considerable power to perform effectively, and for
weaker spellcasters or more powerful rituals, assistants
A character who is not a spellcaster has a power of are a useful way to obtain results.
0; they may attempt to perform rituals using Will, and
gain bonus power from having a Will of 9 or higher. For When a character assists on a ritual, and they generate
example, a non-spellcaster with a Will of 11 has a total at least one success to the skill test they assist, they
power of 2 . Naturally, this means that they will find it also add up to half of their power (rounding up) to that
difficult to complete a ritual. Those who wish to pursue of the primary spellcaster — the one leading the ritual.
magical power often start by becoming dabblers. The primary spellcaster may have a maximum number
of assistants (in total, for the entire ritual) equal to their
Tactics score. NPCs assisting other NPCs in a ritual add
Cost
Like battleyeld magic spells, rituals come with a cost —
attempting a skill test to perform a ritual in{icts ment
stress. This is listed as a number of challenge dice ,
and any weapon eects (normally Drain). More potent or
unnatural spells come with higher costs. Rituals normally
have a minimum cost of 3 Drain.
157
Chapter 9 Magic
Effects and the Cost of Magic In the simplest cases, this an oering — a gift of food
or sacred objects consumed in the ritual. These sorts of
oerings, along with libations (an oering of a beverage,
Certain damage effects are especially thematic for the
or sometimes grain, poured into the earth or onto an altar
cost of casting spells. A few common examples are
during the ritual) are mundane enough, and are covered
described here:
by the oerings resource of a spellcaster’s ritual too
These are expended to generate bonus Momentum for use
?
Drain: suffer +1 Fatigue per effect rolled. The effort
on skill tests during the ritual, and most rituals require
of casting any spell leaves the mind weary and
that at least one oering resource be expended at the
strained.
of the ritual without beneyt.
?
Intense: if the cost inflicts an injury and rolls one or
more effects, it inflicts an extra Injury. The spell can Greater sacriyces are sometimes required, quickly
be especially debilitating for the spellcaster, often turning to the unpleasant or unspeakable. Ritualists can
leaving the mind reeling. enhance their chances of success with the following sacri-
ycial oerings:
?
Piercing X: the cost ignores X of the spellcaster’s
resistance (Courage and Morale) per effect rolled.
A blood sacrifice requires that the spellcaster shed
?
The spell can undermine even the most resilient of
their own blood during the course of the ritual. The
minds.
yrst time the spellcaster suers the cost of perfor
?
Stun: if the number of effects rolled equals or the ritual, the cost in{icts physical stress, rath
exceeds the spellcaster’s Resilience, they cannot mental, and ignores any Armour. The spellcaster gains
take actions in their next turn. The spell can be +1 power for the duration of the ritual.
overwhelming to fragile minds, and can leave the
Animal sacrifice requires the slaughter of a live animal.
?
spellcaster dazed for a few moments.
The spellcaster must make a Coordination + Survival
?
Vicious: inflicts +1 stress per effect rolled. The testwithadi}cultyof2(thatmaysucceedatcost).If
spell’s cost is especially taxing. successful, the animal is slain, and the spellcaster gains
+2 power for the duration of the ritual.
Sacrifice
There are occasions when a spellcaster’s skills and eort
alone are not enough. Those are the times when further
sacriyce is necessary.
158
Chapter 9 Magic
Abandoning the Ritual Attacking a Ritualist
Circumstances may transpire that mean you have to
abandon a ritual, but once magical forces have been set in If you attack a spellcaster, not only do you inflict stress
motion the uncontrolled release of that energy comes with and possibly cause them injuries, but you can add
repercussions. In order to abandon a ritual, the spellcaster complications to their ritual by spending 2 Momentum.
must attempt a Will + Resilience test with a di}culty The gamemaster may increase the difficulty of their
equal to the number of steps completed (the Discipline skill tests or add a complication to their ritual anyway,
focus applies here). If this test is passed, then the ritual’s because trying to recite verse and shape magical energy
energies have been dispersed safely and the spellcaster while coming under fire requires nerves of steel!
suers one Fatigue for each step already completed. If the
spellcaster fails this test the ritual immediately miscasts.
Spell Reversal
Disrupting a Ritual
Spells usually only last for the duration of their eects,
Rituals are delicate things that require concentration and
while rituals make permanent changes in their subjects,
precision, and carefully established conditions. As a result,
transforming them in unrecognisable ways. These spells
it is very easy for a ritual to become disrupted.
can be reversed at the gamemaster’s discretion, and the
process for this is by successfully performing the same
When something occurs that could disrupt the ritual —
ritual again, although any appropriate oerings - and sacri
by interfering with the physical trappings of the rite,
yces must still be made for the eect to be completed.
disturbing the spellcaster, or using magic to counteract
the ritual — the character doing the disrupting must make
an appropriate skill test with a base di}culty of 2. If they
pass the test, they add a complication to the ritual, or they
can choose to add a Truth to the scene that increases the
di}culty of the ritual’s skill test by 1.
159
Chapter 9 Magic
160
Chapter 9 Magic
COMMUNE WITH DEITY
The ability to commune with some of the great powers
abroad in the universe is a powerful one, but not one that
should be attempted lightly. Communing with strange,
alien Mythos entities such as Azathoth or Yog-Sothoth
in search of arcane knowledge is a quick and dangerous
route to power and the price is likely to be extremely
high. Many ynd their mental stability ripped away, and
the spellcaster’s immortal soul is often imperilled, for few
such favours are given away for free.
Outcome
Commune spells are less complicated forms of the Evoke/
Dismiss Deity spell and if successfully cast, the spellcaster
is able to contact a Deity, Outer God, Great Old One or
Elder God and ask directly for guidance, boons, or favours.
Successfully communing with a god may take a number of
forms and is unlikely to be a simple question and answer-
style conversation. Responses are more likely to be made
in the form of visions, prophecies, portents and omens,
which must be interpreted carefully to discern their true
meaning and signiycance.
161
Traditional Rituals
Chapter 9 Magic
g
knitting and bindin s.”
all your wounds and care
b h á n F l a ttery
— Si o
162
Chapter 10
The March
of History
– Winston Churchill
?
Militarily, upon the battleyeld
?
Covertly, undertaking surveillance and sabotage
?
In a support role, manning the domestic barricades, in
factories and agriculture.
164
Chapter 10 The March of History
The British Army The Royal Air Force
Between 1936 and 1941, the British Army grows from Despite being heavily outnumbered during 1940’s Battle of
300,000 men to around 2.2 million troops. In addition Britain, the RAF engages and repels the relentless German
to 1.5 million military volunteers, Britain introduces bombing oensive designed as a prelude to an invasion
conscription at the outbreak of war, extending it to of Great Britain. The RAF’s pilots are among the best in
include women in non-combat roles in 1941. the world and the introduction of the Hawker Hurricane
and Supermarine Spityre in 1938 makes the RAF a truly
Although still hampered by over-cautious strategies, formidable opponent.
by 1943, British infantry formations are well-trained,
well-disciplined, and well-equipped. While not as {ashy The RAF’s
or main bomber strategy is to destroy Germany’s
daring as their American Allies, British soldiers are brave warfare capability, engaging in night bombing raids
and determined and have a tradition of defeating numer- and developing precision bombing techniques such as
ically superior enemies. At section level, British troops, the Dambusters raid in May 1943. Initially RAF Bomber
equipped with ri{es and Bren light machine guns, enjoy Command restricts itself to military targets, but after the
considerable artillery and armoured support, with lorries Luftwaffe’s destruction of Rotterdam in May 1940, authori-
and armoured vehicles allowing rapid deployment. sation is given to bomb any target east of the Rhine.
The yve highly professional infantry regiments of the The RAF has a large contingent of foreign pilots among
Foot Guards — the Grenadier Guards, Coldstream its ranks, particularly from France and Poland. During the
Guards, Scots Guards, Irish Guards, and Welsh Guards — fall of their nations, many pilots {y their aircraft to the
are the beating heart of the British army. The Parachute nearest friendly territory rather than let them be taken by
Regiment represents the evolving face of World War II the invading Germans.
infantry. Nicknamed the Red Devils, from 1942, they are
designated to land ahead of other troops and capture key Commandos
installations, serving in theatres including North Africa, Commando, or Special Service, brigades are formed at
Italy, and Normandy. Churchill’s insistence after the fall of Dunkirk, wearing
original regimental head-dress and insignia until adoption
Britain trails Germany in tank design and doctrine of their trademark green beret in 1942. From 1940-1943,
throughout the war, with just two armoured divisions they are used as small, highly mobile raiding forces,
initially, rising to nine by war’s end. British armour is split into not intended to be in the yeld for more than 36 hours.
two main types: infantry support, and cruiser tanks intended From 1943, they spearhead Allied landing forces such as
to engage in mobile warfare against Germany’s panzers. Operation Torch in Tunisia, the Allied invasion of Sicily,
and the Normandy landings on D-Day. The following
The British still yeld a signiycant artillery force, Commando
providing
units are of special note:
support to the infantry with precise and accurate yre
guided by forward observers. British radio communica- ?No. 10 (Inter-Allied) Commando consists of nationals
tion is well-organised, allowing an e}cient command and of Axis-occupied countries, including Jewish Germans
control system. and Austrians serving under a nom de guerre. Never
deployed as a whole unit, individuals are detached
The Royal Navy for speciyc missions requiring linguistic or regional
The Royal Navy is the largest in the world, and includes knowledge.
yfteen battleships and battle cruisers, seven aircraft
carriers, several hundred cruisers and destroyers, plus
?No. 30 Commando (later 30 Assault Unit) is an intel-
ligence-gathering unit working in the vanguard of
a {eet of sixty submarines. Despite heavy early losses,
the Allied advance post D-Day. Staed by Royal Navy
the Navy sinks many of Germany’s capital ships like
o}cers and guarded by Royal Marine Commandos,
the Bismarck and Tirpitz, eectively ending the threat
these search specialists are trained in the recognition
presented by the German Navy’s surface {eet.
of military technology, enemy documentation, safe
cracking, and prisoner interrogation.
The Navy’s most vital duty is the protection of the crucial
Atlantic link. The numerically superior German U-boat ?No. 62 Commando (or the Small Scale Raiding Force)
{eet, operating in wolf packs, stalk these vulnerable operates under the Special Operations Executive and
merchant convoys. British submarines, primarily operating carries out cross-channel intelligence gather raids, as
alone, hunt their German counterparts, or engage in other well as yeld-testing tactics and equipment.
clandestine operations.
165
UNITED STATES
Chapter 10 The March of History
While the majority of US Army units serve with distinction
during the war, a number deserve special mention:
At the outbreak of the war in Europe, the United States
military is in transition, with excellent naval capabilities First Special Service Force
but limited and relatively small Army and Marines forces,
Operating from 1942 to late 1944, and also known as the
and its Air Force still subordinate to the Army. Despite
Black Devils and Freddie’s Freighters (after commander
the Great Depression and a strong US isolationist move-
Robert T. Frederick), the FSSF is a unique combined
ment, President Franklin D. Roosevelt signs the 1941
American and Canadian unit of 2,000 volunteers recruited
Lend-Lease Act, providing Allied nations in Europe and
for their outdoor skills. They see combat in Italy in
China with materials and munitions. With the Japanese
1943-4, then southern France. Trained as commandos,
raid on Pearl Harbor six months later, the Axis wakes a
mountain warfare specialists, and parachutists, the FSSF
sleeping giant which (by the end of the war) possesses
uses unique clothing, rations, equipment, and weapons, as
a technologically advanced military second only in
well as a homogenised command structure.
numbers to the Soviet Union.
US Airborne
US Army
American Colonel Billy Mitchell is the yrst strategi
In 1939, the US Army is a small professional force with
suggest the insertion of assault troops by parachute. The
obsolete equipment and an o}cer class focused more on
most famous US Airborne units are the 82nd and the 101st
political than military matters. Fortunately, the nation’s
(Screaming Eagles) Divisions.
neutral stance allows new Chief of Sta, General George
Marshall, to rapidly overhaul both army numbers US Army Rangers
and equipment.
The US Army Rangers are the American equivalent of the
Commandos. The 1st Ranger Battalion sees action in the
Unlike the British or French, the US Army bases promo-
Dieppe raid of 1942, before performing pivotal night raids
tion on merit and leadership, rather than class and status,
and behind-the-lines attacks in the Algerian and Tunisian
encouraging innovation and free-thinking amongst - its o}
campaigns. 3rd and 4th Ranger Battalions (created from
cers. This culture also encourages risk-takers, sometimes
1st Ranger Battalion, together known as Darby’s Rangers)
at the expense of troops’ lives. Unlike other armies, which
are sent to Sicily, and then Italy in 1943, before being
pull depleted units to reinforce and restore them, the US
virtually wiped out in the Battle of Cisterna in 1944. The
Army chooses to insert green troops into weakened units;
2nd and 5th Ranger Battalions participate in the June
veterans tend to treat newcomers as outsiders, resulting in
194 Normandy landings before yghting through France,
a loss of morale and combat eectiveness. Aside from this
Belgium, and Germany. Attached to cavalry units, they are
{aw, the US soldier is better-trained and equipped than
used for inyltration, river crossings, and seizure of vi
his British allies, with a better diet, producing a ytter and
road junctions and prisoner-of-war camps.
more durable soldier.
166
Chapter 10 The March of History
US Navy Though French soldiers yght with great bravery, a lack of
strong leadership forces their retreat.
The US Navy is already a considerable size in 1939 and
the only one capable of rivalling Japanese expertise in
A few weeks after Dunkirk, the majority of 140,000
naval aviation and warship technology. After eighteen
evacuated French soldiers return, but soon join thousands
warships are destroyed and over 2,400 men lose their lives
of French POWs in German hands; the French Republic
at Pearl Harbor, the US Navy orders dozens of new vessels.
Armyeectivelyceasestoexistin1940.Bytheendof
By the end of the war, the US Navy has more ships than
1940, Charles de Gaulle’s London-based Free French Army
the combined navies of all other combatants in the war.
numbers 7,000, built from 3,000 French Dunkirk evacuees
that remained in Britain, and French colonists from North
In the Atlantic, the US Navy cooperates with the British to
Africa. As the tide of war turns against Germany, units of
keep the Atlantic shipping routes open, but much of the
Free French are integral to the Normandy landings. Initially
US Navy’s activity centres on the Paciyc theatre, yghting
theirroleislimitedtoahandfulofpilots{yingwiththe
a long series of battles against the formidable Imperial
RAF,butasthewarcontinuestheFreeFrenchArmyyelds
Japanese Navy, and supporting the US Marines to liberate
nineteen divisions, including several armoured ones.
Paciyc islands. Like the Japanese, the US Navy focuses
its {eets around its aircraft carriers, and is a leader in
After the Fall of France, the British become concerned that
naval combat using aircraft, especially dive bombing and
the French Navy might fall into German hands and join
torpedo bombing. The US submarine {eet comprises less
the attack against Great Britain. Oered - a British ulti
than two per cent of the Navy’s strength, yet it is respon-
matum of joining the Allies or adopting neutrality, they
sible for causing over thirty per cent of Japanese naval
do neither. The British sink one battleship, and damage
losses, despite losing over yfty submarines itself.
yve other vessels at the Algerian port of Mers-el-Kébir,
US Army Air Force resulting in the deaths of almost 1,300 French servicemen.
This attack, though deemed necessary, continues to cause
US military aviation falls under the command of the
bad blood between the two allies.
US Army Air Force, or in the case of naval aviation,
the US Navy. However, with 1939’s massive expansion
programme, a huge number of bombers and yghters enter GERMANY
the European fray, coupled with a virtually global logistics
After defeat in the Great War, Germany agrees to limit
network. Alongside the RAF’s night bombing raids, the
its army, the Reichswehr, to 100,000 men, and its navy to
USAAF’s precision daylight raids create the nightmare of
15,0 men serving on a dramatically reduced {eet (six
“around the clock” bombing, which in the later years of
battleships, six cruisers, and no submarines). Armed aircraft,
the war extends from military targets to the near oblitera-
tanks, and armoured cars are prohibited, as is the production
tion of German cities like Hamburg and Dresden.
ofmachineguns,ri{es,andotherwarmunitions.Following
Adolf Hitler’s rise to power, Germany begins a concerted
Despite the heavy defensive armaments of the US B-17 and
rearmament, adopting strategies and tactics beytting a
B-24 bombers, losses in early bombing raids are terrible,
modern industrial war machine. German troops gain experi-
mostly due to the lack of US yghter escorts. However,
ence supporting Franco’s Fascists in the Spanish Civil War.
the introduction of the likes of the P-51 Mustang ensure
greater protection and, by the closing stages of the war, The Wehrmacht
with the Luftwaffe silenced, the daily bombing raids
Formed from the remnants of the Reichswehr, Germany’s
operate with relative impunity.
Wehrmacht defensive force quickly expands through
conscription, although at the start of the war, only around
The USAAF is subject to racial segregation, with most
ten percent of infantry units are equipped with transports.
African-American soldiers barred from combat positions.
While core units of the Wehrmacht are well-equipped,
However, several USAAF squadrons are composed of
industrial shortages (later exacerbated by Allied bombing)
African-American aviators, including the 332nd Fighter
result in some units using older equipment. German
Group (“The Red Tails”) and the 99th Fighter Squadron,
soldiers are generally well-trained and highly motivated
which earns three Distinguished Unit Citations during the
at the beginning of the war, characterised by aggressive
course of the war.
tactics in the yeld. O}cers have latitude regarding - objec
tives rather than following orders to the letter. Later, as
FRANCE German fortunes wane, political inyghting taxes morale.
167
Chapter 10 The March of History
German artillery, like its British counterpart, is character- The Allies are spared numerous terrible defeats due
ised by large, heavy-calibre weapons deployed at divisional to the arrogance and egotism of Göring, who blindly
andcorpslevelforbarrageyre.Theinfamous8mmFlak believes in the supremacy of his air force. As the British
gun, designed as an anti-aircraft weapon, is traversable to Expeditionary Force retreats to Dunkirk, Göring insists
a horizontal attack plane, allowing it to be deployed as an that the Luftwaffe chases the Allies into the sea, holding
anti-tank weapon with stunning success. German advances back the Wehrmacht. The Luftwaffe’s failure to defeat the
in rocket technology lead to the development of weapons RAF during the Battle of Britain crushes German hopes for
like the Nebelwerfer rocket artillery, which combines sheer a successful invasion.
destructive power with the psychological terror caused by
thescreamingsoundofitsrocketsyring. The Kriegsmarine
The German Navy undergoes a massive rearmament and
The Luftwaffe expansion programme prior to World War II. Like the
After Hitler assumes power, German military aviation British, German naval thinking focuses on large battle-
reforms for the yrst time since the Great War, under ships, but by the outbreak of war, only twenty percent of
the command of Hermann Göring, a vain and arrogant the planned vessels are completed. Despite early successes,
Great War yghter ace. While not directly involved in Kriegsmarine suers serious losses during the Battle
thethe
development of the Luftwaffe during its early years, Göring of Norway, and the {eet is reduced to providing artille
ensures that Nazi ideology infuses it. support along the Baltic coast for much of the later war.
The Luftwaffe places little emphasis on strategic bombing, German U-boats, with vastly superior numbers, operate
yelding medium bombers during the Battle of Britain in wolf
and
packs, hunting Atlantic convoys supplying Britain
the Blitz, which nevertheless cause terrible devastation and the Soviet Union with much-needed materials and
across southeast England. German aircraft technology supplies. With the Fall of France, the Germans build huge,
includes the Messerschmitt Bf109 yghter, which engages reinforced submarine pens along the French Atlantic coast,
in desperate dogyghts against the RAF’s Spityresincreasing and the wolf packs’ range. These bases, combined
Hurricanes, and the terror-inducing Junker Ju 87 dive- with a network of resupply ships and submarines, main-
bomber, known as the Sturzkampfbomber, or Stuka. tain the U-boat threat throughout the war.
168
Eye Spy
The British have the longest history of espionage to further Although the SOE has few agents in the occupied territo-
their political, military, and economic aims, with Sir ries upon its foundation, there is soon a robust network
Francis Walsingham’s Elizabethan network of foreign and of spies, informers, and saboteurs all across Europe. The
domestic agents one of the earliest examples. organisation relies less on the “Old Boys Network” of
public school acquaintances which hampers military intel-
Organised into military intelligence (“MI”) depart- ligence, instead drawing on all strata of British society,
ments, the men (and later women) of the Secret Service even the criminal fraternity. It is also one of the few arms
Bureau (SSB) are drawn from the ranks of the Army, of the British military to accept women for active yeld
Navy, and Metropolitan Police, serving with distinction work. Each new recruit undergoes an intensive training
during the Great War. Though several SSB departments programme, covering a variety of combat styles, ways
were dissolved during the inter-war period, the Secret of avoiding the enemy once in the yeld, demolition and
Intelligence Service (SIS, or MI6) and Security Service sabotage techniques, radio operation, cryptography, and
(MI5) continued their work. Amongst the nineteen - “o}even essential parachute training.
cial” World War II MI departments the most notable are:
169
Chapter 10 The March of History
170
GERMAN INTELLIGENCE
?
Abwehr III (counter-intelligence)
The Federal Bureau of Investigation Though hindered by constant battles with the SD, the
Focused on organised crime, and internal security before Abwehr is a largely capable organisation, and during the
World War II, J. Edgar Hoover’s FBI operates as both a early years of the war it stages a number of successful
federal criminal investigation unit and counter-espio- operations. Many of its o}cers, although nationalists, are
nage agency. On the home front, it watches potentially not supporters of the Nazi regime.
dangerous German, Italian, and Japanese nationals, with
an active internment campaign against Japanese citizens
after Pearl Harbor. Outside of the United States, the FBI
has a fairly restricted role, despite a Special Intelligence
Service operating in Latin and South America to monitor
the rapidly expanding German spy community. There is
a relatively high degree of information-sharing between
the FBI and Majestic, particularly when it comes to
I stations
All Abwehr II
“unusual” material. To:
r
Major Horst Grube
From:
Nightingale.
ent known as
for the Allied ag e in her late twenties,
eB on the alert ctive fem al a
ribed as an attra own to adopt
Sujb ect is desc , although is kn
at ely 1. 8 m ta ll, and brunette Ni gh tin ga le is implicated
approxim and aliases. nsidered
rent disguises jb ect should be co
number of diffe n of Ge neral Haas. Su
in at io ib le.
in the assass her alive if po
ss
ngerous. Take
armed and da
171
THE FRENCH RESISTANCE
Chapter 10 The March of History
There is also the politically diverse and loosely organised
Maquis rural guerrilla force within Vichy France, secretly
The Fall of France in June 1940 sees the great Gallic nation
supported by the local populace. All are committed to
reduced to a mere dominion of the Third Reich. In the
French liberation and are united, albeit loosely, by a
northern German Occupied Zone, life continues almost as
shared hatred of their common enemy. Each cell’s capa-
normal for most citizens. In the south, Philippe Pétain’s
bilities vary, from enthusiastic amateurs operating illegal
puppet Vichy regime administers the French State under the
underground printing presses, to battle-hardened left-wing
careful eye of their new masters. The stark choice for every
veterans of the Spanish Civil War.
citizen is either to collaborate with the occupying forces or
to join the small but growing insurrection. While Charles de
During the early days of the con{ict, the Resistance is
Gaulle rallies the Free French Forces from his London base,
tasked with carrying out acts of sabotage and subversion,
in occupied France, the SOE- and OSS-supported Resistance
as well as providing assistance to the British, American,
movements start to develop and include:
and Free French (BCRA) intelligence services, wherever
possible. They are heavily involved in providing safe
?
The Communist Front National and Franc-Tireurs et
passage for those {eeing the clutches of the Gestapo,
Partisans (FTP)
whether Allied airmen or Jewish refugees. Later, with the
?
The predominantly Socialist Libération-Nord, and approach of D-Day, they focus on destroying transport and
Libération-Sud communication networks, often at great personal cost.
?
The predominantly Gaullist Combat
The Resistance initially makes do as best it can, many
?
The Organisation Civile et Militaire (OCM) members still bearing arms issued to them as members of
the French Army before its fall. Later, following multiple
?
Ceux de la Libération
clandestine air drops, the Resistance becomes better armed
?
Ceux de la Résistance and equipped and the Allies are keen supporters of its
ferocious, dedicated yghters.
172
Supporting Roles
WOMEN AND THE WAR EFFORT of the religious nursing sisterhoods or the German Red
Cross (DRK).
Military
All three branches of the military — Army, Navy, and Civilian
Air Force — include female auxiliary units. The women’s The American Women’s Voluntary Services (AWVS) is set
branch of the British Army is the Auxiliary Territorial up to mobilise and train American women in voluntary
Service (ATS). ATS members are amongst the last evacu- war work and support. Non-political and open to all, it
ated from France after the German invasion. The American follows in the footsteps of Britain’s WVS. These uniformed
Women’s Army Auxiliary Corps (WAAC) attains full mili- services are crucial to the war eort; the WVS is notably
tary status in 1943 as the Women’s Army Corps (WAC). responsible for organising and supervising British evacu-
Although most WACs remain Stateside, they serve behind ation protocols. In Germany, similar activities are carried
the lines all over the world. Roles include clerical, postal, out by the Nationalsozialistische Frauenschaft (NSF).
and logistical work, driving, telephony, radar operation,
and anti-aircraft gunnery. Feeding the nation is a major goal during wartime. The
Women’s Land Army (WLA), known as Land Girls, makes
For the British Navy, there is the Women’s Royal Naval up ten percent of the rural workforce. Its American
Service (WRNS, commonly known as the “Wrens” or equivalents are known as “farmerettes”. A branch of
“Jennies”). The American Navy’s female auxiliaries are the British WLA, the Women’s Timber Corps (WTC; the
o}cially known as the US Naval Reserve (Women’s “Lumber Jills”), contains many female graduates due to
Reserve) or Women Accepted for Voluntary Emergency the surveying and logistics work it involves.
Service (WAVES). The US Coast Guard’s Women’s Reserve
members are nicknamed SPARS. The women serve in
a variety of important roles, including {ying transport
CIVIL DEFENCE
planes, acting as mechanics and electricians, working as With the growing threat of aerial bombardment, the Air
analysts, intelligence operatives, and in clerical work. Raid Precautions (ARP) service is set up in Britain long
before hostilities commence. Its volunteer membership is
Britain’s Women’s Auxiliary Air Force (WAAF) are not replaced by paid, full-time wardens in 1940, renamed Civil
permitted to {y aircraft but otherwise carry outDefence similar (CD) wardens a year later as their duties widen.
activities. Perhaps their most iconic role is as plotters Theyenforcetheblackout,driveambulances,provideyrst
in operations rooms across the country. The Women’s aid, and help with rescue, demolition, and decontamination.
173
Chapter 10 The March of History
The Citizens Defense Corps (CDC) performs similar duties
in the United States. In Germany, the Reichsluftschutzbund ACTIONS SPEAK LOUDER
(RLB) is responsible for training civilians in air raid precau- THAN WORDS
tions; by 1935 it becomes compulsory for all able-bodied
In uJ ne 1940, alarmed by the shortage of
adult citizens not otherwise engaged.
*eiYd2*bhPbTdfcd*fhfPYbYb,Vcfh-**T,
-
ling LDV, the pre-cursor the Home Guard,
Helping forewarn the public of imminent air raids, the
Picture Post publisher Edward G. Hulton
Observer Corps (becoming the Royal Observer Corps
establishes a private training facility at
in 1941) tracks aircraft above Britain. The Seaborne
Osterley Park, Hounslow, running two-day
Observers are formed in 1944, attached to the Royal Navy.
courses in irregular warfare. With the help
A similar service, the Luftschutzwarndienst (LSW), is used
cV2*fYRPgBPhYcbP1FY*ggcRYPhYcbo
to track aircraft and warn of air raids over Germany.
Hulton acquires a variety of guns for the LDV.
The American Aircraft Warning Service (AWS) acts as a
H-*LPfCVR*oP1Pf2*T’nPdPfP2Y1YhPfn
civilian branch of the US Army’s Ground Observer Corps.
force operating outside its control, takes
over the reins in September 1940, closing
To guard against an invasion of Britain, a civilian yghting
Osterley Park in 1941.
force, the Local Defence Volunteers (LDV), is formed
from men not eligible for conscription in May 1940. Later
renamed the Home Guard, their civil defence duties free
up regular soldiers for battle training. Within the Home
Guard is a clandestine, last line of defence organisation THOSE OF CONSCIENCE
known as the Auxiliary Units (AU). Recruited from men ALSO SERVE...
with superb local knowledge, such as gamekeepers and
Of the various ambulance services operating during the
poachers, their job is to sabotage, destroy, assassinate, and
war, the civilian American Field Service (AFS) provides
resist to the death if Germany does invade.
support for a large array of multinational forces, carrying
the injured and dead away from the battleyeld, as does
When the National Guard is called up for military service
the Friends Ambulance Unit (FAU), staed by British
from 1940 onwards, the individual states of America form
Quakers and conscientious objectors. American conscien-
their own State Defense Forces (SDF), with the excep-
tious objectors can join the Civilian Public Service (CPS)
tion of Arizona, Montana, Nevada, and Oklahoma. These
carrying out environmental, agricultural, and social
militias are exempt from national service. The German
work. In Britain, the equivalent is the Non-Combatant
equivalent of the British Home Guard, the Volkssturm, is
Corps, whose members’ tasks include dangerous work
formed in the closing stages of the war drawing from old
like bomb disposal. Conscientious objectors are also
men and boys too young to be conscripted.
employed in agriculture and mining in Britain, or work
within the RAMC.
Beginning life as the US Coast Guard Reserve and renamed
the US Coast Guard Auxiliary (USCGA) in 1941, some
The Coast and Geodetic Survey (C&GS), America’s yrst
members of this boat-owning, volunteer civilian force
civilian scientiyc survey, provides observers, - cartog
join the Coast Guard’s equivalent of the Home Guard, the
phers, scientists, and meteorologists for the war eor
Temporary Reserve (TR). Other wings of the USCGA are
alongside the Weather Bureau. The Met O}ce in Britain,
the Beach Patrol and the Volunteer Port Security Service
part of the Air Ministry, also provides crucial information
(VPSS), together responsible for the monitoring and
on the weather, with cartography and surveying carried
protection of America’s waterfronts.
out by the Ordnance Survey.
174
Chapter 11
A llied
Forces
British Forces...............................................176
US Forces......................................................178
Animals......................................................... 181
Chapter Eleven
Chapter 11 Allied Forces
Allied Forces
In the course of your service, you may encounter many However, listen closely to the camp gossip and rumour, and
dierent types of Allied servicemen. Some will be familiar,
you may also hear tell of other top secret allies, daunt-
like the Tommies and GIs who form the bulk of the less individuals or even entire elite units who have been
infantry and the o}cers who command them, others may mobilisedtoyghtasecretwaragainstthedarkerforce
be special forces who wage war in daring commando raids the Nazis can bring to bear. Who are they and what makes
or assist the brave resistance deep behind enemy lines. them so special? Well, play your cards right, do your duty,
The following section details many of the common allies andsometimesoonyoumayyndyourselfstandingto
you will meet, so you can familiarise yourself with the shoulder to shoulder with these extraordinary soldiers.
comrades whom you will serve alongside.
B ritish F orces
At the outbreak of war, the British Army is a well- Truths
equipped, professional force designed for rapid mech- ?Stalwart British Tommy
anised warfare. However, the conservative thinking of
the British and French High Commands reduces them to A ttributes
a defensive combat force, a move which proves fatal in
AGILITY 8 BRAWN 8
the face of the German Blitzkrieg. After the miracle of
Dunkirk, despite the loss of much of their armour and COORDINATION 9 INSIGHT 7
heavy equipment, the British are able to rearm through REASON 7 WILL 9
the aid of the American Lend-Lease Act and, once their US
allies join the war, are able to truly take the yght Skills
back to
the Germans.
Athletics 2, Fighting 2(Ri{es), Medicine 1, Resilience 3,
Stealth 1 (Camou{age), Survival 1
BRITISH INFANTRYMAN
STRESS 6 INJURIES 1
Trooper NPC
ARMOUR 1 COURAGE 2
British infantrymen are tough, professional soldiers,
displaying typical British reserve even in the midst of Attacks
battle. While the British Army suers a series of defeats
?Lee-Enfield Rifle: (Ri{es), Long range, 6
during the early stages of the war, at no point in the
(Salvo: Vicious), Reliable
course of the con{ict are they routed, always ensuring
an orderly retreat. The standard infantry weapon is ?Bayonet: (Melee Weapons), 3 Piercing 1
the Lee-Enyeld ri{e, though after encounters with the
German MP38/40 submachine gun, some mixed units also Escalation Options
yeld Sten guns to supplement their yrepower. - A stan?Bren Machine Gun: (Ri{e), Medium range, 5 (Salvo:
dard section carries a single Bren light machine gun as a Area), Heavy, Inaccurate
support weapon, providing signiycantly more yrepower
?Mills Bomb: (Throwing), Close range, 6 Area, Stun,
than the US BAR. Early in the war, squads are provided
Inaccurate, Munition
with the Boys anti-tank ri{e for anti-armour yrepower,
though this is replaced by the more powerful PIAT ?PIAT Anti-Tank Weapon: (Heavy Weapon), Medium
launcher after 1943. range, 6 Piercing 1, Vicious, Cumbersome, Escalation,
Giant-Killer, Heavy, Inaccurate, Munition
176
BRITISH ARMY OFFICER GUARDS REGIMENTS
A ttributes Truths
AGILITY 8 BRAWN 7 ?
Elite British Infantry
Special Rules
Tip of the Spear: Guards regiments are used to being
?
thrust into the line of yre. Guardsmen may keep the
initiative for 1 Momentum instead of 2.
aterloo,
“We beat Napoleon at W
and now we’ve bea Hitler’s boys
ten
up and down Europe.
There’s no finer solider
than a Grenadier!”
— Corporal Tom Ward
– Grenadier Guards
177
THE COMMANDOS AND SAS
Chapter 11 Allied Forces
Skills
Lieutenant NPC Athletics 3, Fighting 3 (Hand-to-Hand Combat,
Close Quarters, Threat Awareness), Medicine 1, Observation
The Commandos, or Special Service brigades, are the most
2, Resilience 3, Stealth 3 (Camou{age), Survival 2
in{uentialAlliedspecialforcesformationsinWorldWar
II. Initially they are used as small, highly mobile raiding
STRESS 12 INJURIES 2
forces, but after 1943 they spearhead Allied assaults from
TunisiatoD-Day.Highlytrained,extremelyyt,andmasters ARMOUR 2 COURAGE 4
ofunorthodoxwarfare,commandoslearnhowyrea
silencedSMGeectively,killasentrysilently,yghtwithout Attacks
weaponsandseize,strip,reassemble,andyreenemy ?Sten Mk IIS Suppressed SMG: (Close Quarters),
weapons. Alongside this, they are also trained to climb Close range, 3 (Salvo: Stun), Inaccurate, Subtle
mountains,navigatedi}cultterrain,usesmallboats,and
?Fairbairn–Sykes fighting knife: (Melee Weapons),
blow things up. From 1943, forward observer and forward
3 Piercing 1, Hidden, Subtle
air control skills are added to their curriculum.
Escalation Options
Truths
Bren Machine Gun: (Ri{es), Medium range, 5
?
?
Elite British Special Forces
(Salvo: Area), Heavy, Inaccurate
US Forces
US INFANTRYMAN Skills
Athletics 2, Fighting 2(Ri{es), Medicine 1, Resilience 1,
Trooper NPC
Stealth 1 (Camou{age), Survival 1, Tactics 1, Vehicles 1
The US Infantry is the backbone of the US Army and is a
{exible and eective combat force. Although sometimes STRESS 5 INJURIES 1
suering from poor quality personnel (with promising ARMOUR 1 COURAGE 1
recruits transferred to elite forces), they are well-equipped
and well fed compared to other Allied or Axis troops, and Attacks
can rely upon the largest support structure of any army,
?M1 Garand: (Ri{es), Medium range, 5 (Salvo:
with ample air power, artillery backup, and yrst-class
Vicious), Reliable
medical care. Tough, resilient and courageous, the US
infantryman should never be underestimated. ?Bayonet: (Melee) 3 Piercing 1
178
US INFANTRY OFFICER US ELITE FORCES
179
RESISTANCE FIGHTER/PARTISAN
Chapter 11 Allied Forces
Skills
Trooper NPC Athletics 1, Engineering 1 (Explosives), Fighting 2
(Close Quarters), Resilience 3, Stealth 2, Tactics 1
These brave resistance yghters operate clandestinely,
either living locally within native populations or taking
STRESS 6 INJURIES 1
to hills, mountains and abandoned places to yght their
hidden war. Values are given for a typical resistance ARMOUR 0 COURAGE 2
yghter, but individuals may have dierent skills and
expertise, varying according to their background, occupa- Attacks
tion and the country they reside in. They might also have ?Maschinenpistole 40 (MP40): (Close Quarters),
dierent weapons and equipment, being either supplied Close range, 4 (Salvo: Stun), Inaccurate
from London via airdrop, or acquiring local weapons and
equipment from the invading forces. Escalation Options
?Stielhandgranate 24: (Throwing), Close range, 5
Truths Area, Stun, Munition
? Civilian Dedicated to Overthrowing Nazi Occupiers
A ttributes
AGILITY 8 BRAWN 8
COORDINATION 9 INSIGHT 7
REASON 7 WILL 9
180
Animals
Truths Skills
?
Trained Dog Athletics 3 (Flight), Fighting 1, Observation 3 (Sight),
?
Loyal Companion Resilience 1
Special Rules Flight: The creature can move freely through aerial
?
zones above the battleyeld. Attempting to carry object
Grasping: After a successful attack, spend 1 Threat to add
? or creatures while {ying may require an Athletics +
theSnareeecttotheattack.Whileithasatargetensnared,
Brawn test.
the dog cannot make melee attacks against other targets, but
reducesthedi}cultyofattacksvstheensnaredtarget Keen
? by. 1 Senses (Sight): The creature reduces the
di}culty of all skill tests relating to sight by 2, to a
Keen Senses (Scent): The dog reduces the di}culty of
? minimum of 0. It can detect things by sight at distances
all skill tests relating to smell by 2, to a minimum of 0.
far greater than humans can.
It can detect things by scent which humans cannot.
Scale -1: The creature suers an injury after suering
?
Good Boy: Dogs are extremely loyal and devoted
? 4 stress (after reductions) from a single attack, rather
to their owners, trainers and handlers gaining +2
than 5. Other actions may be easier or harder based on
Courage in their presence. If their handler is defeated,
its size.
the dog will move as fast as possible to the character’s
side and will defend them from anyone unfamiliar
who gets too close. Wild or stray dogs do not gain this
beneyt, unless befriended by a character.
181
HORSE WOLF
Chapter 11 Allied Forces
“When the long winter nights overtake the world, then you may hear them howl,
each calling each, across the steppes, though whether in greeting or in challenge, it is hard to say.
and woe betide you or your horse, if a grey pack catches you unawares.”
They are ruled by the law of claw and fang
– Ivan Kuznetsov,
1st Cossack Cavalry Division
182
Appendices
Armour
Languages
Fortune
RATING
BONUS DAMAGE
TACTICS Air Force, Army, Covert Operations, Leadership, Navy, Technical Projects
184 TM & © 2021 Modiphius Entertainment Ltd. Permission is granted to reproduce this document for personal use.
Equipment of Note
Appendices
Weapons
NAME FOCUS RANGE DAMAGE SALVO SIZE QUALITIES
Biography Talents
NAME KEYWORDS EFFECT
TM & © 2021 Modiphius Entertainment Ltd. Permission is granted to reproduce this document for personal use.
185
Spells Power
Appendices
186 TM & © 2021 Modiphius Entertainment Ltd. Permission is granted to reproduce this document for personal use.
Index
Appendices
A D I
Academic������������������������������������ t67 Dabbler���������������������������������������139 Inyltrator
��������������������������������������58
Advancement��������������������������������82 Defeated����������������������������������������34 Injuries������������������������������������������33
Air Force ��������������������������������������67
Dilettante��������������������������������������74 Intense������������������������������������������35
Ammo������������������������������������������102
Distances . . . . . . . . . . . . . . . . . . . 26 Investigator ����������������������������������59
Archetype��������������������������������������52
(Reach, Close, Medium, Long, Extreme)
Area����������������������������������������������35 Item Restrictions��������������������������117
Drain ��������������������������������������������35
Armour����������������������������������79, 109
Army ��������������������������������������������67 Dreamwalker ��������������������������������74 J
Assisting Other Characters ������������18 Driver��������������������������������������������68
Journalist. . . . . . . . . . . . . . . . . . . 69
Athlete������������������������������������������67
E L
Attributes��������������������������������������47
Attribute Bonuses��������������������������35
Engineer����������������������������������������68
Labourer����������������������������������������70
B Entertainer������������������������������������69
Languages�������������������������������� 62/63
Escaped From Europe��������������������74
Background ����������������������������������65 Learning New Spells��������������������154
Exotic Melee Weapons ����������������102
Backlash����������������������������������������35 Lucky One, The������������������������������76
Exotic Ranged Weapons ��������������108
Battleyeld��������������������������143
Magic
Belongings ����������������������������������110
Experimental Subject ��������������������74 M
Extended Tests������������������������������19
Bo}n��������������������������������������������54 Major Actions��������������������������������29
Bonus Language����������������������������78 F Making an Attack��������������������������32
Bookworm ������������������������������������73 Medals and Promotions������������������82
Fatigue������������������������������������������42
Born Behind the Wheel������������������73 Melee Weapons����������������������������101
Finishing Touches��������������������������77
Built Like a Brick Outhouse������������73 Mental Attacks������������������������������36
Flawed Spells������������������������������144
Military O}cer
������������������������������70
C Focuses������������������������������������������48
Minor Actions��������������������������������28
Fortune������������������������������������������23
Celtic Spellbook��������������������������145 Miscast spells������������������������������141
Challenge Dice������������������������������16 G Mission Requisitions��������������������118
Characteristic��������������������������������72 Momentum������������������������������������20
German Military Equipment��������114
Character Creation������������������������52 My War Started Early��������������������74
Grease Monkey������������������������������57
Character Sheet example����������������46
Commander ����������������������������������55
Grenades and Bombs��������������������108 N
Complication ��������������������������������22
H Nationality������������������������������������62
Complication Range����������������������22 Navy����������������������������������������������70
Con Artist��������������������������������������56 Handguns������������������������������������103 Nomadic����������������������������������������75
Conscientious Objector������������������73 Healing������������������������������������������38
187
P S U
Appendices
Talents������������������������������������������86
Test Di}culty
��������������������������������17
Threat��������������������������������������������24
Traditional Spellcaster ����������������139
Truths��������������������������������������������21
Types of Spell������������������������������142
188
Appendices
189
Appendices
w
innovative ne
• Complete rule • Explore an h al lo ws
em whic
s for playing magical syst l so rc ery.
Achtung! Cthulhu powerfu
, using a you to wield Norse
custom version of ltic druid or
the cinematic Play as a Ce e
2d20 system to cr or harness th
eate thrilling Runeweaver, e m in d
scenes, awesome ad er of th
ventures, uncanny pow
and epic campaign ic operative
s as a psych
raft
• A complete st
ep-by-step guide ea te d by a team of Lovec
• Cr ar
to building your cond world w
Secret adepts and se e cr af ted
War operative wh who hav
ich mixes aficionados to pi ck
archetype, backgr is easy
ound and an RPG which as ts h u ge
characteristic to but bo
create a up and play,
truly unique agen avour!
t depth and fl
• Use singular
talents, powerful
weapons, and migh
ty vehicles
to take the figh
t to the Nazis
ISBN 978-912743-24-7-5
9 789127 432475
MUH051742
MODIPHIUS.COM Printed in Lithuania
190