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CTHULHU RISINGBY JOHN OSSOWAY

Try a visit to the Cthulhu Rising website, where there are lots of nice free adventures.www.cthulhurising.co.uk

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ACKNOWLEDGMENTSNone of this would have happened if Nerissa hadn't given me the push I needed.

Illustrations by Ben Thornley.

Editorial assistance by Andrew Shanahan.

Additional information / play-testing by Stu Blackburn, Chas Blackwell, Ste Barton, Gary Cooper,Andy Edwards, Zane Gulliford, Roy Hughes, Ste Mills, Graham Raynes, Mike Smith, Paul Winstanley,Tyrone Williams.

Cthulhu Rising - Horror Roleplaying in a Dark Future was first devised by John Ossoway in 1999 as analternate campaign setting for Call of Cthulhu. Call of Cthulhu(R) is Chaosium Inc.'s registeredtrademark for its roleplaying game of horror and wonder.

The Chaosium Dudes, for being such excellent people.

HP Lovecraft and his contemporaries - they know what lurkest in the dark spaces between the stars…

All those who have ever written scenarios / supplements for Call of Cthulhu - your influence is inhere somewhere.

Hugo Foscolo and the Foscolo Discontinuity are taken from the novel 'Starworld' by Harry Harrison

Influences for the feel of the look and feel of the 23rd century include Philip K Dick (and moviesmade from his books, such as Minority Report, Blade Runner), Harry Harrison, Pitch Black, Aliens.

The overall look and feel of Earth and the colony worlds in the 23rd century draws a lot of itsinspiration from that envisioned in the Alien saga of films, specifically the second film, Aliens. Inthese films the future is seen to be a dark and dangerous place, where outer space is the newfrontier, and humanity in its ignorance has left Earth to exploit the galaxy for its own ends.

I have taken inspiration for technology and organisations from the films, the Colonial MarinesTechnical Manual and the Alien 3 script by William Gibson that was rejected.

Some of the equipment and character skills were inspired from the original Traveller rules, by GDW,and from Cthulhu Endtimes, by Dr. Michael C. LaBrossiere.

Cthulhu Rising only pretends to be hard science-fiction. This is a world with interstellar travel andartificial gravity after all!

The above list is far from complete. Respect where respect is due - if I have missed you off thisacknowledgments page, apologies, and thanks.

CTHULHU RISING is published by Chaosium Inc.

CTHULHU RISING © 2008 Chaosium Inc. as a whole; all rights reserved.

Text for CTHULHU RISING is © 2008 John Ossoway.

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TABLE OF CONTENTSAcknowledgments 02

Introduction 04

PART 1: THE SETTINGTimeline 2026 – 2271 05

A Rough Guide to the 23rd Century 16

Politics 21

The Colonies 28

Corporations 38

The Cthulhu Rising Mythos 42

PART 2: THE RULESCharacter Generation 47

Psychic Powers 56

Combat 68

Hardware 74

Equipment 78

Cthulhu Rising Character Sheet - Front 87

Cthulhu Rising Character Sheet - Back 88

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INTRODUCTIONIt is the year 2271. The future is a dark and dangerous place. Outer space is the new frontier, andhumanity has left Earth to exploit the galaxy for its own ends. It is over a century and a half sincethe United Earth Federation (UEF) first began to colonise the solar system and beyond.

The conquest of space was never an easy undertaking. Indeed, the first tentative steps into spaceby humanity were difficult and often costly. Despite the many obstacles and deterrents, Humanitygradually edged off Earth into space. The colonisation of space and with it the struggle to survive inoften strange and hostile surroundings challenged the determination and ingenuity of humancivilisation, but three hundred years since Neil Armstrong first set foot on Earth’s lunar companionthere are millions of people who call planets beneath alien skies home, many of whom have neverset foot on the planet which will always be their spiritual birthplace.

Space is vast. Just how vast is hard for us humans to visualize intuitively. An interstellar society likethat in Cthulhu Rising exists under many unique restrictions as a direct result of this vastness. Themost notable restriction is that this interstellar community consists of many island-planets scatteredacross an ocean of deep space, separated by unavoidable communication and travel delays.Even with technological marvels like the Foscolo Interstellar Drive and FTL communications, travelbetween these star systems takes weeks, if not months, and communications suffer delays of days ifnot weeks. Interplanetary and interstellar travel is still an expensive business. Most people who travelare either company employees, military personnel or government staff.

Because of these restrictions, the UEF is a remote, centralised government. Like the ocean-goingcivilisations of old, humanity has had to readjust, taking what some regard as a social stepbackwards. In-system communications remains near-instantaneous, but communications with extra-solar colonies is as difficult as it once was to get messages from one side of an ocean to anotheron pre-20th Century Earth. Though the UEF would deny it in the strongest terms, it is to all intents andpurposes an imperial power, with regional governors administering colonial assets.

The maintenance of order in an interstellar civilisation requires a degree of control which to many isin itself undesirable, and the nearer one approaches the administrative centre of such a society,the more rigid its constraints. Despite Sol being little more than another star in the night sky to manycolonists, the majority are still tax-paying citizens of the UEF. Of course there are the minority ofworlds who rebelled against this control, and whom even now live outside the Federated Colonies.

Life is not unique to Earth. It thrives in the oceans of Europa, and on planets orbiting stars other thanour own. Intelligent life is another matter though. As humanity pushes further and further out intospace, contact with another intelligent space-faring civilisation has not yet occurred, yet still seemsinevitable. It is only a matter of time before one of these craft stumbles upon some remote, alienedifice, a cosmic mausoleum of the Great Old Ones. But who is to say this has not already takenplace..?

Players take the roles of the Investigators of the future. Those enlightened and oft unluckyindividuals who know something of the true nature of the universe. Be they fools or heroes, theytake the fight against the Great Old Ones to the stars themselves.

This book is split into two parts:

Part One endeavours to provide an overview of the Cthulhu Rising universe, enabling Keepers tocreate and run a science fiction campaign set in the late 23rd Century.

Part Two provides supplemental rules for generating Cthulhu Rising Investigators, as well asinformation on the equipment and weapons that will aid them in combating dark cults.

I hope you have as much fun playing Cthulhu Rising as my group and I do!

John Ossoway

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CTHULHU RISING - PART ONE

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THE 21ST CENTURYIn the early decades of the 21st century, asfossil fuel production peaked then began tofall there was a global scramble for thedwindling reserves of oil, natural gas, minerals,and clean water. Governments throughoutthe world defined resource security as a primeobjective, which caused widespread globalinstability, especially in those regions wherecompetition for essential materials overlappedwith long-standing territorial and religiousdisputes.

As the century progressed the political map ofEarth was to change dramatically. Newsuperpowers emerged to challenge the worlddominance of the USA, with the most notableamongst these being China. Even the USAwasn't immune to change, uniting withCanada, Central America and parts of SouthAmerica to form the United Americas, in directresponse to the shifting economic climate.

By the middle decades of this century theglobal energy crisis was averted by thediscovery of nuclear fusion, and Humanity alsotook it's first tentative steps towards colonisingthe solar system, but the real start of theInterstellar Space Age would have to wait untilthe dawning of the 22nd Century.

Perhaps the most important event of the 21stCentury was the formation of the United EarthFederation.

2026: JERUSALEM ACCORD SIGNEDA coup backed by elements of the armydeposes the current hard-line Israeligovernment bringing an end to the FifthMiddle East War. The war was not fought overreligious beliefs or territorial disputes as in thepast. In 2022 Syria, Jordan and Israel went towar for the limited water resources deliveredby the Jordan River.

The United Nations step in to broker a peacedeal between Israel and the Arab states in theregion.

The Israeli occupied West Bank becomes thenation of New Palestine while Jerusalembecomes an independent city much like 20thCentury Kosovo. United Nations peacekeepersare deployed in Jerusalem for an indefiniteperiod.

2029: FORMATION OF THE EUROPEANFEDERATION; FINAL DISSOLUTION OF NATOThe USA's unrelenting support of Israel duringthe Fifth Middle East War causes NATO allianceto unravel. This clears the way for theformation of the European Federation fromthe member states of the European Union.

The European Federation is a Federal super-state of more than 40 countries stretching fromIceland to the Caspian Sea. As well as theobvious member states, it includes the Balkans,Belarus, Moldova and Ukraine, and theCaucasian states of Armenia, Azerbaijan andGeorgia. Turkey's membership gives theEuropean Federation a direct border with thetroubled Middle East.

The Trade War of 2017 had already driven awedge between America and Europe. Theevents during the Fifth Middle East War pushthe UK and other ex-NATO countries into fullmembership of the European Federation,despite not fully accepting all of it's policies.This puts an end to the once treasured 'specialrelationship' between the Americas and UK,that has existed since WW2. Relationsbetween the USA and UK will remain strainedfor several decades, but cooperation duringthe colonisation of the Moon restores tiesbetween the two nations.

2030: WORLD BANK DECLARES BANKRUPTCY.Earth's fossil fuel based economy reachesbreaking point. With major oil reservesdwindling rapidly, on 23rd November 2030, theWorld Bank declares bankruptcy. GlobalEconomy collapses, leading to civil unrestaround the world. Rioting and looting breaksout in major cities across the globe.

2031: NUCLEAR FUSIONThe Tokomak fusion reactor at Cardarache inFrance is demonstrated to be safe,economically competitive and infinitelyupscaleable. The breakthrough pulls the worldback from the bring of global anarchy andsocial meltdown. The advent of cheap, safeand virtually limitless energy significantly shiftsthe balance of power on Earth.

During the next decade there is a transitionalperiod, as global economies andinfrastructures change. By 2043, most of theworld's energy needs will be met by fusionpower. Regional wars are fought over theplanet's depleted oil reserves. The UN places a

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ban on the burning of fossil fuels and starts acompulsory recycling scheme of ALL plasticwaste, as remaining reserves are designatedfor use in manufacturing of plastics, PVCs andUPVCs.

2033: FORMATION OF THE ISLAMIC HOLYREPUBLICUnification of Iraq/Iran sees formation of theIslamic Holy Republic, with it's capital inTehran.

2034: LUNAR LANDINGS REDUXHumanity returns to the Moon after anabsence of almost 65 years. The Capricorn Vlanding is the first of a series of missions thatare part of a commercially-backed project bythe newly established United Nations SpaceAdministration (UNSA) to prepare the way fora permanent Lunar colony. The main functionsof the colony will be scientific research and toconduct a geological survey of the LunarRegolith with a view to finding the best site tobegin mining Helium-3. The first generation offusion reactors run on Deuterium-Tritium fuel,but a new wave of Helium-3 fuelled reactorsare seen as the way forward to secure Earth'sgrowing power needs.

2057: LUNAR COLONY ESTABLISHEDArmstrong, the first permanent Lunar colony isestablished at the Copernicus Crater. Thecolony is nominally under UN Mandate, but it isprimarily a joint American, European (UK andFrance) and Japanese venture. Initialpopulation is 150. In the absence of anylegally binding agreement governing themineral exploitation of the moon, themegacorporations who financed the colonystake claims to large regions of the lunarnearside which selenologists believe harbourcommercially viable ore deposits.

2059: COMMERCE ARRIVES IN OUTER SPACEThe powerful Japanese corporationMotokatsu-Kyono Combine begins successfullymining helium-3 from the Mare Imbrium. Itsparks a wave of commercial interest in theMoon. Within 10 years, at least a dozencorporate concerns are involved in miningsubstances abundant on the lunar crust butscarce on Earth. These include helium-3, whichis the ideal fuel for fusion reactors, gallium,which has replaced silicon in the making ofchips, chromium, aluminium, iron, oxygen,gravidium and super-hard titanium.

2061: THE MARS LANDINGS4 July: UNSA spacecraft Ares 3 lands on Marswith a multi-national crew of 4 (American andChinese). Utilising an advanced fusion drive

the journey to Mars take little more than 2months.

2071:Ares station on Mars is now manned by 51personnel. Stickney Base, a waystation forsupply missions from the Earth-Moon system, isconstructed on Phobos, larger of Mars' twomoons. The Armstrong Luna Colony now has apopulation approaching 400. With up to adozen commercial mining bases scatteredacross the moon, the total Lunar population isclose to 1000.

John Ossoway celebrates his 100th birthday inthe south of Spain, with his family.

2074: THE LUNA CRISISA dispute over water mining rights at theClavius Crater between rival corporationsMotokatsu-Kyono and the recently formedLunar Development Corporation (LDC inc)escalates to the brink of the first armedconflict in space. Water ice provides the LunarColony with drinking water, oxygen andhydrogen for use as rocket fuel.

Motokatsu-Kyono blame LDC for the "softwarebomb" that wreaked havoc at it's Tokyoheadquarters. The corporation threatens"retaliation" if its suspicions are confirmed. Bothcorporations begin evacuating non-essentialpersonnel from their mining operations, whileshipping security personnel from Earth.Reacting to the possibility of armed conflict onthe Moon, Helium-3 prices on Earth begin torise. Helium-3 is rare on Earth but relativelycommon on the lunar surface.

Before events can escalate out of control, theUNSA manages to negotiate a peacefulsettlement to the Lunar Crisis. As a direct resultof the Lunar Crisis, the UNSA is given themandate by the UNSC to establish the LunarSecurity Force (LSF), a small detachment ofsoldiers and security specialists, tasked withkeeping the peace and mediating anydisagreements. In addition the Outer SpaceTreaty is revised, preventing any oneorganisation restricting the supply of a vitalresource like water to other organisations.

2084: FORMATION OF THE UNITED AMERICASUnited Americas formed. It initiallyencompasses the USA, Canada, CentralAmerica and parts of South America.

2085: THE UNITED EARTH SUMMITGeneva, 1st January 2085: The United EarthSummit is attended by Australia, China, theEuropean Federation, Japan, New Zealand,

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the Russian Republic, South Africa, and theUnited Americas. The nations attending thesummit propose that the United NationsConstitution be radically ratified. Theseproposals in effect dissolve the current UN,replacing it with the United Earth Federation(UEF). The nations who become signatories tothe United Earth Constitution of 2085 becomemember-states of the first unified globalgovernment, an economic and politicalconglomerate committed to uniting thenations of Earth in preparation for thecontinued colonisation of Luna, and theplanned colonisation of the planet Mars andthe rest of the solar system.

This move sparks several conflicts (theUnification Wars 2085-2102), primarily fuelledby nations who refuse to be a part of theglobal super-state. The newly formed UnitedEarth Federation ratifies a treaty of UnitedEarth Armed Forces (UEAF), a cohesive fightingforce to stop these and future wars, withtroops and equipment supplied by all memberstates, under one general command staffcomprising of highranking officers of allnations. The biggest armies in the UEAF includeEuroCorps, AmeriCorps, ChinaCorps,AsiaCorps and troops from India and LatinAmerica.

2086: FORMATION OFTHE CHINESE CONSORTIUMFormation of the The Chinese Consortium fromChina, the Indonesian Consortium, Vietnam,Cambodia and (with some reluctance) NorthKorea. Many believe it's formation is inresponse to the formation of the UnitedAmericas two years earlier.

2087: SOUTH AMERICAN WARA frighteningly potent alliance between theRevolutionary Armed Forces of Colombia(FARC), and the National Liberation Army(ELN) threatens to tip the balance of powerirretrievably towards the drug barons. At therequest from the Columbian government, theUnited Americas increases it's military aidpackage to the country.

When Marxist guerrillas attack the UA Embassyin Bogotá, killing the American ambassadorand 33 of his staff, the United Americas isdrawn into a messy war, sending troops tofight alongside the Columbian troops againstthe guerrillas, who control much of thecountry's cocaine and heroin-producingregions.

2091: ANTARCTIC-GATEWhen a United Americas company is found to

be secretly drilling for oil in the AntarcticNature Reserve, it leads to a major scandal inWashington, later to be dubbed 'Antarctic-Gate'. A UEF inquiry unearths evidence ofcorruption at the highest levels of the UnitedAmericas government. The AndersonPresidency is left in ruins, as many of his seniorstaff are implicated.

2094: THE SHACKLETON DISASTERDisaster strikes the Lunar colony when atransport loaded with water-ice mined fromthe Shackleton Crater crashes on take-offfracturing the main dome of the ShacktletonMining Base. Before the ruptured sections canbe sealed off, 23 people die from exposure tovacuum and a further 44 suffer serious injuries.During the subsequent investigation into theaccident it is discovered that the transportsuffered a catastrophic systems failure due toa history of poor maintenance. The UnitedEarth Federation in conjunction with LloydsSpace Shipping pushes through new legislationdesigned to ground any ships that do notmeet basic safety standards.

2098: THE LUNAR EXPRESSConstruction starts on the Trans-Lunar Express,a high-speed monorail system connecting themajor colony sites.

THE 22ND CENTURYThe 22nd Century saw the start of the trueSpace Age, with the invention first of thereactionless displacement drive, then theF-Drive. By the end of this century, humanityhad made amazing achievements, includingthe colonization of the solar system, but hadalso continued it's warmongering ways,notably in the nuclear Russian Civil War, andthe Tau Ceti War.

2101: THE FOSCOLO DISCONTINUITYEuropean physicist Hugo Foscolo discoverswhat will come to be known as the 'FoscoloDiscontinuity'. The theory radically rewritesEinstein's theory of relativity and the physics ofgravity. It postulates that there are at leastnine dimensions above the five we know, andthat spatial physics work differently in thesehigher dimensions. Possibilities includeinterstellar travel in a vastly shorter time andmanipulation of the Zero Point Field, bothlongtime goals of scientists.

2102: ZERO POINT FIELD THEORYHugo Foscolo's groundbreaking discoveriesconcerning Zero Point Field Theory result in thedevelopment of the reactionless displacement

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drive, which allows quick and cheap spacetravel within the Solar System. The first missionto Mars on a ship powered by the Foscolo RDdrive takes a mere 17 days.

2106: MARS TERRAFORMING BEGINSUNSA issues major contracts for corporateinvestment in the colonisation of Mars. Earth'slargest megacorporations rush to get involved.

The melting of the southern polar icecap usingorbital mass drivers releases large quantities ofcarbon dioxide, causing an increasedgreenhouse effect, raising the averagesurface temperature of the planet. In additiondark microbial life forms and lichensspecifically engineered for the MarsTerraforming project are spread across thesurface, increasing the albedo of the redplanet and consequently upping the amountof solar radiation captured by Mars as heat.

Atmospheric processors are set up across theplanet. Genetically engineered biomass isseeded across the planet in vast quantities.The aerobraking of captured comets causeoutgassing of gasses into the atmosphere.

Consolidated Aerospace founded by SaulPetersen and Alexander Liu.

2107: THE COLONISATION OF MARSInitial construction is completed at Viking City,the first Martian civilian colony. The city islocated in and around the Mie Crater, a largebasin formed by asteroid or comet impact inUtopia Planitia. Initial population numbers 936.With a population fast approaching 10 billion,food riots in most countries and a biospherecontaminated by the burning of fossil fuelsand use of dirty nuclear power (i.e. fission), thecolonisation of the solar system is seen as thekey to the eventual regeneration and unitingof Earth.

Advances in solar energy technology results indevelopment in lower latitudes of the world.The Central African Bloc is established.

2108: DEVELOPMENT OF FTL COMMUNICATIONSAND SUSPENSOR FIELD TECHNOLOGYScientists in a Taiwan laboratory succeed intransmitting information faster than the speedof light utilising an effect based on the unusualproperties associated with quantumentanglement. Calculated at travelling nearly3.26 light years in one Earth day, nearinstantaneous communications is now possiblewith the fledgling Mars colony.

First baby born on Mars.

The first working gravity-field generator isactivated in San Francisco. This makes artificialgravity fields possible on the larger starships.

2110: PROJECT CERESHallidor Corporation presents Project Ceres tothe United Earth Federation Space Agency - abold plan for the colonisation and mining ofthe asteroid belt out beyond Mars. The plan isapproved. Hallidor launches two prototypedeep space mining craft, Rameses I and II, thesame year.

2111: COLONISATION OF THE BELTProject Ceres is a success. Rameses I establishesCeres Base, a permanent mining colony, fromwhere Hallidor subsidary Ceres Metals beginssurveying other asteroids. Rameses II tows thefirst nickel-iron asteroid back to Earth L-4 for stripmining. Within another year half a dozen othercorporations and at least 20 private investorshave staked claims in the asteroid belt andbegun mining operations. The development ofpermanent mining colonies in the Belt is seen asa vital source of raw materials for the fledglingMars colony.

2112: EVOLUTION OF MANAn article is published in the New EnglandJournal of Medicine, offering proof of theexistence of telepathy. The UEF establishes theMetasensory Administration Agency (MAA)from the Committee on Psychic Phenomenon(CPP), headed by Senator Paul Fox, tooversee the Telepath situation.

Research undertaken verifies the existence ofTelepaths. This begins a major panic.

Hugo Foscolo dies ages 82.

2113: DEVELOPMENT OF THE F-DRIVEExpanding on principles behind the FoscoloDiscontinuity, a consortium of scientists fromthe European Federation and Japan turn thedream of interstellar space travel into anachievable reality with the development oftechnology capable of punching a hole intothe higher dimensions postulated to exist byHugo Foscolo. Scientists successfully transportliving matter from their Kyoto research labs toa facility on the Lunar Far Side. The extra-dimensional region it travels through is dubbed'F-Space' in honour of Hugo Foscolo. Physics inF-Space work differently than in realspace,allowing matter to travel great distances in arelatively short period of time. Scientistscalculate that a spaceship equipped with theability to enter, traverse and exit F-Spacecould travel the equivalent of 1 parsec in anEarth week.

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2115: FLIGHT OF THE FOSCOLOUsing a Foscolo Star Drive (F-Drive) poweredby the rare element Ununpentium (Element115, later dubbed Foscolium), the UEFSAspaceship Foscolo makes the first interstellarflight to Alpha Centauri by opening a portalinto F-Space, traversing this region andemerging at pre-calculated coordinates. At adistance of 4.39 light years from Earth, theFoscolo makes the journey in just over oneEarth week. After a week-longcommunications blackout, the first news fromthe Foscolo crew reports a successful F-Spacejourney, which deposited the ship at the edgeof the Alpha Centauri A planetary system.After several days of realspace travel inboundto the system, the crew report the discovery ofan Earth like planet orbiting Alpha Centauri A.This sparks the first wave of mass interstellarcolonial expansion from Sol, now known as theFirst Exodus (2115 - 2135), as thousands ofpeople seek to escape from the troubles onEarth to the new 'frontier'. Suddenly spaceexploration becomes a commercial industry,and several of Earth's larger corporationsbegin to fund space exploration andcolonisation efforts. As interstellar distancesincrease, cryosleep becomes a necessity ofinterstellar travel. Ununpentium miningbecomes almost as big business as Helium-3mining.

2116: THE SATURNIAN PROJECTA UEFSA colonial mission lands on Titan, largestof Saturn's moons. Images sent back show theshores of a liquid-methane ocean beneath abright orange photochemical smog. Theocean is a witch's brew of life-creatingmolecules � but at a mind-numbing low of�178C. It is deemed perfect for a long-termterraforming operation. The initial colony base,once established has a population of 246.

2118: THE JOVIAN PROJECTThe UEFSA Jovian Project establishes colonybases on the Jovian moons Callisto,Ganymede, Io and Europa. The primaryobjective of these bases is to serve as supplybases for a fleet of mobile mining platformsbeing constructed to mine Jupiter's Helium-richupper atmosphere.

2120-2146: MAUNDER MINOREarth's sun dims, repeating a behaviour firstexhibited in the seventeenth century, thoughthis time to a much lesser extent. Theeconomies of those nations who rely heavilyon solar power find it hard to adjust, withagriculture and power-generation severelyhandicapped. The resultant social upheavalforces many to look to find work offworld, as

colonist-workers in the fledgling Jovian andSaturn colonies.

2127:Early success in the Jovian mining operationsand a large influx of migrants from Earthcauses the colonies on Ganymede andEuropa to expand much quicker than initiallyprojected. Construction begins on what willeventually become the Hanging Cities ofEuropa.

2128: THE BOLIVIAN H2 ALPHA SUPER-FLUPANDEMICOutbreak of the Bolivian H2 Alpha super-flustrain across Central and South America onEarth. Bolivian H2 Alpha, nicknamed the"Sterility Plague", rapidly goes pandemic. Earthis quarantined by the UEF in an effort to stopthe plague spreading to the fledgling offworldcolonies. By the time Bolivian H2 Alpha isbrought under control with a vaccinedeveloped by the Japanese firm Zen Medical,it has claimed 114.3 million victims. Over abillion people become sterile as a side effectof the plague.

2134: DEVELOPMENT OF THE FECUNDITY 5VACCINE.A scientific breakthrough by Zen Medicalenables the repair of damage done by theSterility Plague at a genetic level. With fertilityrestored, Earth suffers a minor populationexplosion.

2135: CONSOLIDATIONAll the star systems within 12 light years of Earthhave been explored, and their planet'ssurveyed. Colonies or terraforming operationshave been established in each system. Upuntil this year Earth's space exploration andcolonisation programme has been unifiedunder the flag of the Federal Colonies.

Greed, as ever, brings this delicate alliance toan end, when the United Americas andChinese Consortium separately begin theirown colonisation programmes, out beyondthe Core Systems. They are soon followed bythe European Federation, Russian Republicand Japan. The majority of colonies are part-financed by powerful multinationalcorporations, without whom the colonialpowers couldn't operate.

2136: TERRITORIAL DISPUTES ON MARSDuring the early decades of the 22nd Century,land-grabs by competing megacorps on Marslead to territorial disputes, the largest andmost famous of which is now known as theTharis Dispute. The Tharsis Dispute is sparked by

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an incident on the Tharsis Bulge, when fightingbreaks out between corporate security teamsfrom rival megacorps EnerTek Corp andCheung Corp. Both corporations immediatelybegin hiring and transporting military assets tothe red planet.

Worried that the violence will spread, the UEFsanctions the deployment of peacekeepingtroops to Mars to act as a buffer between thetwo megacorps mining the Tharsis Bulge.

2138: THE TAU CETI WARRival megacorporations EnerTek Corp andCheung Corp clash on the planet Anjuna inthe Tau Ceti star system. Territorial disputesbetween the two corporations on Mars twoyears earlier persuaded both to hiremercenaries to help protect colonial assetsout beyond Sol. At first the fighting is localisedto a handful of contested sites, but tit for tatrevenge attacks by both sides quickly causesmatters to escalate out of control. Undercoversupport flows in from Chinese and Americanfactions on Earth, resulting in the conflictspreading and deepening across the system.

2140: THE COLONIAL ACTThe Viking Treaty of 2140, signed at the MarsColony, brings an end to the fighting at TauCeti after almost 18 months of conflict. Thebreaking point for the UEF came whenmercenaries in the employ of Cheung deploytactical nuclear weapons against opposingEnerTek forces at Kow-Lang, resulting in thedeaths of over a thousand civilian colonistsunable to escape the war-zone. The securitycouncil sanctions the despatch of a UEAFtaskforce to Tau Ceti, to protect the civilianpopulation and to contain and stop thefighting. The peace accord is brokered by theUEF, and though neither of the protagonists isentirely satisfied with the outcome, prolonginga war that shows no sign of victory for eitherside is financially unacceptable. Anjuna ispoliced by a large and permanent UEAFgarrison.

The end of the Tau Ceti War sees manyunemployed mercenaries and mountains ofmilitary equipment disappear into the OuterColonies. The conflict also shows that the UEF issimply not organised or equipped to policeand govern the every growing number ofcolonies and shipping lanes out beyond theCore Systems.

The Colonial Act of 2140 places Earth's extra-solar colonies under the control of the newlyformed Interstellar Colonial Authority (ICA).Each colony under UEF control has an ICA

presence. On some of the newer colonies it islittle more than a small Settlement WelfareTeam office with a handful of representatives.On larger, more established colonies e.g. thoseat Alpha Centauri, there is a large establishedICA administrative presence. Larger coloniesalso sometimes have regional ICAheadquarters.

Interstellar distances have to allow for anecessary devolution of certain powers tolocal leaders, which allows the elections oflocal officials by the colonial population.Despite this, the local ICA Administrator is ableto dictate policy should he/she see fit. It iscommon practice for megacorporations withinvested interests in a colony start up to haverepresentatives on local councils.

The ICA is backed by the Colonial Securitypolice force (ColSec), a new arm of theFederal Law Enforcement Authority. Inaddition to this new colonial police force, anew arm of the UEAF is created: the InterstellarColonial Marine Corps (ICM). An Interstellarrapid deployment force, the ICM is designedto be able to mobilise quickly to resolvemilitary disputes and keep the peace in theColonies.

To regulate interstellar commercial shipping,the WTO is expanded and remodelled to formthe Interstellar Trade Commission (ITC). Allcommercial flight crews must hold an ITClicence.

The Tau Ceti star system is absorbed into theCore Systems, over which the Federationcontinues to maintain direct control.

2146: INTERNAL SECURITY ACTThe UEF passes the Internal Security Act,establishing two quasi-governmentaldepartments as branches of the MAA:MetaPol and PsiCorps. Attached to theFederal Law Enforcement Authority, MetaPol,or the Metasensory Police, is mainly made upof telepaths and precogs, who use theirpowers to interrogate those who havecommitted crimes against the Federation, orto predict the outcome of certain events. Aquasi-military branch of the MAA, PsiCorpsoperatives are usually assigned as 'psychicsecurity' to government officials, or attachedto UEAF units on missions that might benefitfrom the availability of psychic powers.

In addition, the Internal Security Act allows forthe formation of Psychic Service Providers -private organisations licensed and regulatedby the MAA who hire out their talents to block

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telepathic snooping and other paranormaldirty tricks. It has become common practicefor executives of large corporations andgovernment bodies to employ such agents as'psychic security'.

A bomb planted by Earth Isolationist terrorists,kills 87 colonists in Viking City on Mars. UEAMgarrison established (United Earth Army Mars -MarsCorps).

The three companies operating on Titan andamong the moons of Saturn merge to formthe Titan Corporate Collective (TCC) orTriCorp, the thirtieth anniversary of Titan'scolonization (fuelling a renewal of the rumourthat the colonization of Titan was the result ofa competition between three wealthyinvestors).

2147:Break-up of Microsoft Corp by it's CEO TabithaGates. The biggest company formed from thebreak-up is 'Artificial Life Incorporated'. Thiscompany spearheads groundbreakingresearch into artificial intelligence.

2148: ARTIFICIAL INTELLIGENCEArtificial Life Incorporated unveils 'Adam' - thefirst ever self-aware computer. The NewConfederate Christian Church of the UnitedAmericas, one of the fastest growing religionsof the 22nd Century, denounces Adam asblasphemy.

2148: LAST STAND OFTHE BUTCHER OF KOW-LANGThe UEF succeed in tracking down Tiberius Lee,ex-commanding officer of mercenary unit theStar Tigers. Lee is held responsible for orderingthe tactical nuclear strike during the Tau CetiWar that resulted in the deaths of almost 1200civilian colonists at Kow-Lang on the planetAnjuna.

Lee is arrested after a fierce 10 hour battlewith Colonial Marines at his fortifiedcompound on Titleman's Rest in the Ross 780star system.

2149:The population on Mars begins to grow veryquickly, prompting an increase in terraformingand the construction of new and largercolony pyramids (all large buildings on Marsare pyramid shaped, designed as the bestdefence against the sometimes harsh Martianweather). Cargo ships transporting ice fromthe asteroid belt and Jovian system arrive atMars weekly.

The Martian northern polar icecap is partiallymelted with the use of orbital mass drivers.Seas appear on Mars.

Consolidated Aerospace relocates to Mars.Construction of the Mars Orbital Shipyardcommences.

2164: FIRST COMMERCIAL USEOF ANDROID TECHNOLOGYAI Inc develops it's first generation ofcommercially available androids - humanoidmachines running the latest in intelligentsoftware design. Androids are alwaysprogrammed for non-combat roles, such aspiloting, driving, tactical assistance, or medicalstaff. Their capabilities are deliberately limitedby behavioural inhibitors based on Asimov'sfamous 3 laws of robotics. Over the nextdecade, AI Inc sells licences to severalcorporations, allowing them to develop andproduce their own models.

2166-96: THE SECOND EXODUSWith interstellar travel becoming safer andcheaper all the time, and the population ofEarth rising, a second wave of colonialexpansion begins as people try to escape theresource-drained homeworld of humanity. Bythe end of this period, all viable worlds in thearea of space now called the Outer Colonieshave been or are in the process of beingcolonised by the UEF via the ICA. Beyond theOuter Colonies, megacorporations arealready exploring, surveying and stakingclaims to countless more worlds.

Most starships are almost completelyautomated by the end of this period, usingstate of the art computer systems, notably theMatriarch operating system developed byArtificial Life Incorporated. Starships requireonly a small human crew to perform dutiessuch as orbital insertion and in-flight repairs.

2168-2178: THE PHOBOS PROJECTIn the wake of similar projects on Earth nearingcompletion, and with the Second Exodus in fullswing, the construction of a Martian spacetether is seen as essential to the continuedeconomic development of the Mars colony. Aspace tether would dramatically reduce thecost of moving stuff up and down the planet'sgravity well. With the technology already triedand tested on the two Earth space tethers, aconsortium of corporations involved in theMars colonisation programme gain UEFbacking to initiate the Phobos Project.

Building the Martian space tether would be aherculean engineering effort and a unique

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challenge - primarily because of the choice ofthe Martian moon Phobos as the tetheranchorpoint. Until the construction of thetether Phobos was in a low orbit, intersectingthe equator regularly (twice every orbitalperiod of 11 h 6 min). It is decided early onthat a collision between the elevator and the22.2 km diameter moon would have to beavoided by moving the moon itself out of thearea, and if they were going to move themoon, why not use it as the anchorpoint?

Within months of the project being greenlit,rockets and mass drivers are attached toPhobos, and begin firing. Slowly the moon'sorbit is arrested and its orbital distanceincreased. Within eighteen months it arrives ina geo-stationary orbit over the Martianequator. Automated manufactories on thesurface of the moon begin using the moon-rock to construct the bundles of carbonnanotubes that will become the tether. Thecaverns created by the tunnelling will later bepressurised and form part of the subterraneanportion of the expanded John Carter SpacePort.

It will be another eight years before the tethertouches down at the base station atopPavonis Mons on the surface of Mars.Anchorpoint, the town that grows up aroundthe base station, quickly becomes a largetransit facility and the second largest colonialsettlement on the planet.

2196: ARAL SEA CONFLICTThe dwindling volume of the Central Asianinland Aral Sea sparks a conflict betweenRussia and neighbours Kazakhstan andUzbekistan. The sea's decline was caused bythe long defunct USSR's diversion of the riverswhich fed the sea, leaving areas of arid, salt-laden dust that then polluted large areas ofKazakhstan and Uzbekistan.

2197: RUSSIAN CIVIL WARThe Aral Sea Conflict, coupled with the failureof the Russian potato and wheat lead to foodriots in St. Petersburg. The Russian governmentdeclares that because of declining economicfortunes it cannot afford to pay it's troops inthe Volga-Ural regions and in the outercolonies. As a direct result of this action,General Poborski, leader of the Volga-Uralmilitary, declares himself military governor ofthe region, with 70% of the armed forcesunder his command backing him. His firstaction is to block all tax revenues bound forMoscow, threatening the complete collapseof the fragile Russian economy.

Within days, government troops have clashedwith the rebels, and fierce fighting is reportedin and around the city of Yekatarinburg. By theend of the first week of fighting, withgovernment forces gaining the upper hand,the civil war turns nuclear when GeneralPoborski orders strikes against aerospace-bases surrounding Moscow. Five bases aredestroyed using aerospace launched tacticalnuclear missiles. Tens of thousands of peopledie in and around the bases.

Premier Zakharov immediately orders anescalation to strategic nuclear weapons. 14STGBMs are fired from an orbiting spacecraftagainst rebel military targets inside the Volga-Urals. The death toll is estimated in excess of250,000, with 80,000km² contaminated byradioactive fallout.

UEFSC meet in emergency session. A ceasefireholds, mainly because of the threat of anuclear strike against Moscow itself byGeneral Leonov, Russia's Far East Regionmilitary commander. Elements of the UEAFEuroCorps and ChinaCorps land in Volga-Uralsand in Moscow, as part of a stabilisation forceto make sure the ceasefire holds.

2199: FORMATION OF THE NEWDEMOCRATIC RUSSIAN REPUBLIC (NDRR)With the complete disintegration of theRussian Federation after the civil war, Russia'ssatellite states are all granted membership ofthe UEF General Assembly as separate states.Russia emerges as the New DemocraticRussian Republic (NDRR). Alexei Leonov takeshis seat in the General Assembly as the newleader of Russia.

THE 23RD CENTURYThe 23rd Century sees humanity continue tocolonise space. The UEF begins to fracture atit's edges, resulting in the Colonial Wars.

2201: STRATEGIC ARMS REDUCTION TREATYTo prevent strategic nuclear weapons beingused by colonial powers against colonyworlds, the Strategic Arms Reduction Treaty of2201 prohibits armed nuclear warheads largerthan 100 kilotons from being carried bystarships.

2213:Pirate activity becomes a more organisedthreat in the Outer Rim Territories. The twomain pirate groups operate in the HerculisCluster and in the Rimworlds Colonies.

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2214: THE AUTON PROJECTDuring the initial Alpha Prototype Distributionstage of its 5th Generation Androids, ArtificialLife runs into problems. Some of the Fifth Gensare found to be too emotional anduncontrollable. The Auton Project is cancelledshortly thereafter, and all existing Fifth Genmodels are recalled.

2238: SPACE PIRATES STRIKEIN THE CORE SYSTEMSA cargo of gravidium, element 126, issnatched by space pirates while en route toCentauri Prime from Helada. The crime baresthe unmistakable hallmark of the renegadeChinese Consortium space pilot Kim ChungSong and his band of disaffected followers.The stolen shipment is valued by Lloyd's SpaceShipping at E$9 billion. Up unto now hisactivities have been confined to the OuterRim Territories along with the rest of pirateactivity.

2243: CAPTURE OF KIM CHUNG SONGSpace pirate Kim Chung Song is capturedafter a dramatic 36-hour battle around andon several of the moons of Irsas, a gas giant inthe Alpha Centauri system. The finalconfrontation takes place beneath thesurface of the moon Irsas X, in the warren oflava tubes that honeycomb the moon, andinvolves more than 500 UEF soldiers.

Colonial Marines, fighting for the most part invacuum conditions, suffer heavy casualtiesbefore cornering Kim Chung Song and 34 ofhis surviving cohorts. They are taken toCentauri Prime to await trial.

2244:One of Kim Chung Song's surviving followerscracks under interrogation, giving up thelocation of Song's base of operations in theCore Systems: a converted colonial transportcurrently in the Sirius Star System. An ICMtaskforce is dispatched to neutralise the piratethreat.

Locating the pirate stronghold, the taskforcesucceeds in crippling the pirate ship before itcan escape. Taking no chances, the marinesdecompress the vessel before boarding. Bythe time the have secured the ship there arefew survivors amongst the crew.

2246: THE ENERTEK SCANDALEnerTek Corp declares bankruptcy,subsequently collapsing in a scandal involvingbillions of E$ in losses, corporate power abuseand attempted blackmail of ITC officials.EnerTek Corp is the primary colonial investor in

the Herculis Cluster, a sector of space with ahigh concentration of habitable and resourcerich star systems in close proximity to oneanother. During the next decade, the HerculisCluster colonies are allowed a degree ofregional autonomy unprecedented by theUEF.

2249: THE MERCENARY WARRival mercenary units clash in the Outer Rim,despite both having being hired by CenargoCorporation to protect colonial assets againstpirate activity. Both force's contracts arepromptly revoked, but fighting escalates,forcing the Cenargo corporate forces tobecome involved.

The Mercenary War is finally brought to an endwith the signing of the Mercenary Charter. TheCharter, formulated by the ICA, lays out acode to which all mercenary units and theiremployers are expected to adhere. Allsignatories to the Charter, which includes mostorganisations that either supplies or employsforeign mercenary troops, agree not to hireany unit that does not comply with the termsof the code.

2250: OUTBREAK OF THE NGANO PLAGUEOutbreak of the Ngano Plague. Caused byairborne microbes in the atmosphere of 58Eridani II ('Ngano', a jungle world in the 58Eridani star system, in the Chinese Consortiumcolonised arm), the Ngano Plague is a highlycontagious viral disease that causes vividhallucinations and acute paranoid delusions inthose exposed. Infected victims are dubbed'Crazies' due to the insane psychopathic stateinduced during the plague's later stages.

The plague quickly cripples the colony (it hasan incubation period of over 4 weeks) andcarriers soon infect the colonies inneighbouring systems. Ships with infectedpersonnel arriving at star systems further afieldare intercepted and quarantined.Approximately half a million colonists fall victimto the Ngano Plague before it's spread ischecked by the ICA and ITC.

In the wake of the plague, new laws arebrought into effect, making it illegal for anyinterstellar vessel to enter the Core Systemswithout first passing through ITC quarantine. Italso becomes standard policy for any ITClicensed starship to have an Android Exo onboard.

2254:Hallidor Corp acquires EnerTek Corps colonialassets. As Hallidor and the ICA move in to take

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control of the Herculis colonies, the actionsparks a wave of civil unrest. A grassrootsindependence movement has been growingin the Herculis Cluster ever since the colonieswere allowed a degree of regional autonomyby the ICA during the chaotic years followingthe EnerTek collapse.

2255:Eli Navarro, a colonial administrator from thefledgling Nuevo Santiago colony in the 18Scorpii star system leads a delegation ofrepresentatives from colonies in the HerculisCluster to petition the UEF General Assemblyfor continued regional autonomy. Thecontrolling political party in the GeneralAssembly - the Centralist/Neo-FederalistAlliance - is staunchly anti-separatist andrejects the petition.

2257: COLONIAL SEDITIONCivil unrest in the Herculis Cluster grows, andon the larger colonies the protests turn intoriots as separatist-supporting colonists clashwith ColSec troops. Separatists led by EliNavarro take control of the ICA office onNuevo Santiago, declaring independencefrom Earth rule. Other colonies in the HerculisCluster quickly follow suit, rallying to Navarro'scause. Large numbers of the ColSec andcorporate garrisons, many with families andsome born and raised on worlds light yearsfrom Earth, defect to join the separatists.

The UEF Security Council meets in emergencysession. Resolution 11702 is passed, and theUEAF begins massing forces at 70 Ophiuchi,taking control of the orbital drydocks. The firsttarget is Aricebo in the 82 Eridani star system.Colonial Marines quickly take control of thestarport and neutralise the separatists on theworld. Resentment of the military occupationamongst the population remains high and theICM are drawn into a prolonged and dirtyguerrilla war.

2258: THE RIMWORLDS REBELLIONNatSoc, a political movement in the Outer RimTerritories stages a series of swift and bloodycoups against local ICA installations. On PeiPei colony in the Alpha Mensae star system,rebel fighters raid the ICA complex, capturingmany hostages. Armed NatSoc-loyal militias,joined by defecting ColSec forces, quicklyoverpower the local garrisons. The coloniesdeclare themselves the Eurasian RimworldsCombine (ERC). The leaders of the ERCdemand recognition and total independence.At the age of 85, Josef Suslov is named firstPresident of the Eurasian Rimworlds Combine.

A raid by the ICM, on Pei Pei colony, succeedsin rescuing the majority of the ICA hostagesheld by the rebels. At the same time, a stateof emergency in the Outer Rim Territories isdeclared by the UEF. The ICM, backed by thenewly formed United Earth FederationExpeditionary Force (UEFEF) is ordered to stopthe insurrection. Martial law is imposed in theOuter Rim Territories and Herculis Cluster.

2258-2260: THE COLONIAL WARSThe Colonial Wars are fought primarily on twofronts: the Herculis Front lies Coreward of Soland comprises the star systems that wouldbecome the Free Worlds Alliance (FWA); theRimworlds Front lies Rimward of Sol andcomprises those star systems that wouldbecome the Eurasian Rimworlds Combine(ERC).

The war rages for three years, during whichtime the UEF wage economic and militarywarfare against the rebels, and sees fightingon a score of worlds in over a dozen starsystems. Some colonies capitulate quickly andwith little loss of life. Others turn into protractedand bloody campaigns claiming thousands oflives, such as Vega, Delta Eridani and thedisastrous Ixion invasion.

2260: THE CEASEFIRECasualties continue to mount, as publicsupport for the war continues to fall. Anti-warprotests on Mars turn violent, and the Marsgarrison has to be mobilised to quell the riots.

When an ERC suicide mission succeeds inpenetrating defences at Omicron² Eridani andcripples a UEAF taskforce orbiting Eridanus withgreat loss of life, voices inside the GeneralAssembly begin to call for a negotiatedceasefire with both groups of rebels. On 1stMay 2260, thanks in part to the negotiatingskills of the Chrislamic Church, an uneasyceasefire is established with both of theremaining pockets of rebellion. No peacetreaty is signed with either group.

Blockaded by the UEF, the separatist coloniesin the Herculis Cluster declare themselves theFree Worlds Alliance. As promised, Eli Navarrodevolves government to individual colonyworlds, with all colonies agreeing to helpmaintain an FWA militia.

A 1 parsec DMZ is established between ERCand UEF space.

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2262: UEF ELECTIONSSocial and political fallout from the ColonialWars is cited as the main factor in the defeatof the centre-right Centralist-Neo FederalistAlliance in UEF elections. A centre-left coalitiontakes control of the General Assembly.

2264: THE CAPELLAN MANDATEDocuments are leaked to the press revealingthat during the Colonial Wars the UEFgovernment covertly hired Capellan pirates toharass ERC shipping. The scandal reverberatesthrough the UEF corridors of power. Acommission is set up to investigate the matterand bring those responsible to justice.

2271:NOW.

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AUGMENTED REALITYAugmented reality is an environment thatincludes both virtual reality and real-worldelements. For instance, an AR user might weartranslucent goggles; through these, he couldsee the real world, as well as computer-generated overlays projected on top of thatworld. An augmented reality system is definedas one that:

- - combines real and virtual- - is interactive in real-time- - is registered in three dimensions

Typical AR overlays are head-up displays usedby soldiers and police, or pilots, which providethem with real-time information direct. Citizensuse AR glasses which are wirelessly connectedto their laptop or PDA, allowing them toaccess informational overlays while on themove.

Azumi Smart Systems currently lead the way inAR technology software and hardware.

ARTIFICIAL INTELLIGENCEArtificial Intelligence, or 'AI' are artificialintelligence software running on computers. AIrefers to the capacity for sentience andintelligent action, but not necessarily self-awareness. Some forms of AI can be housedin a machine, or android, body. AI displayssynthesized emotion, superficially registers self-awareness and, most importantly of all, hasthe ability to reason conceptualize and offeropinion. However, these capabilities do notinfer true human-like consciousness. Asynthetic mind and personality is essentially aconstruct, and there is no true self-awarenessas such, though this may not be all apparentto an untrained observer.

Levels of Artificial Intelligence can be brokendown into four distinct categories as follows:

1. Alpha Level AITrue artificial self awareness. Banned as of2214 apart from a handful of instances in the

hands of the United Earth Federationgovernment and military, all of which areclosely monitored. The 5th Generation ofandroids (autons) can be considered AlphaLevel AI.

2. Beta Level AIA synthetic mind and personality - essentially aconstruct, and there is no true self-awarenessas such, though this may not be all apparentto an untrained observer interacting with aunit. Beta Level AI is based on a set ofalgorythmic responses, the software creating apredictive model for how an individual wouldrespond in a given situation. This allows theillusion of personality.

3. Gamma Level AILowest form of AI capable of interacting withhumans. Can operate only within apredefined set of parameters. Shipboard AIare typically Gamma Level AI.

A ROUGH GUIDETO THE 23RD CENTURYDescriptions of broad categories relating to life in the 23rd century. It is not meant as an authoritivesource, merely to provide a 'flavour' of the Cthulhu Rising universe to aid Keepers to running orwriting scenarios and campaigns.

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4. Delta Level AIAutonomic system that require moderatedecision making ability without humanintervention are Delta Level.

COMMUNICATIONSIn the late 23rd century, the following are themost common forms of long-rangecommunications:

1. Radio CommunicationsRadio communications are identical to thoseavailable today. On a planetary scale theyare cheap and easy to manufacture andmaintain, and given good satellite coverage,allow for instant communication betweenusers. Over interplanetary distances, the timetaken for radio signals to travel from source todestination introduce unacceptablecommunication delays, and therefore arerarely used as a primary means in suchsituations.

2. Laser CommunicationsHigh-gain modulated laser beams bouncedthrough a series of relay satellites are oftenused for routine interplanetarycommunications. They are limited by speed oflight and relay time, but in most situations thedelay is acceptable

3. Quantum CommunicationsQuantum communications rely on the unusualproperties associated with quantumentanglement. When the quantum propertiesof particles such as photons, becomeentangled, they behave like psychic twins.Even if they are separated by vastinterplanetary or interstellar distances, adisturbance to one affects the other. Ifchanges are made to one of the pair, theyare reflected in the other. Scientists in the early22nd century discovered that this effect stillexperiences a delay, as the spooky interactionbetween the particles ripples through space-time at a rate of 1 parsec per Earth StandardDay. All interplanetary and interstellar vesselsare equipped with quantum communicationarrays. Quantum communicators areexpensive and not person-portable.

COMPUTER TECHNOLOGYComputers come in a variety of sizes, fromthose installed in small hand-held devices, tomainframe supercomputers capable ofrunning powerful AIs. The majority are basedon molecular circuits connected by carbonnanotubes. These have much higherinformation densities than their silicon-basedpredecessors. When coupled with holographic

data-storage systems they provide largestorage capacities coupled with instant datasearch and retrieval. Most commerciallyavailable computers have data storagecapacities in the order of terabytes. Quantumcomputers represent the cutting edge ofparallel information processing. Quantumcomputers can solve problems that for thecommon molecular computer would beextremely time-consuming. The drawback isthat quantum computers require dedicatedcooling systems, and remain large and bulky,limited to large mainframes.

EDUCATIONIn the Core Systems, children are required byFederal Law to attend school until the age of18. At 18, a student has the choice ofattending a University, or three years ofFederal Service.

In the Colonies, students begin what is knownas 'Obligation' at the age of 16. This involvesperforming minor duties for the colony for amaximum of 4 hours per day.

IMMIGRATION/EMIGRATIONInterstellar immigration/emigration is tightlycontrolled by the ICA and the ITC. Despitehundreds of millions of people now livingoffworld in the colonies, Earth in the late 23rdCentury is still home to almost 10 billion peopleand is woefully overcrowded. To compoundmatters, those wishing to live in the coloniesmust apply for Colonist Status from the ICA.This involves a series of rigorous backgroundchecks, physical, mental and psychologicalexaminations.

ENTERTAINMENTThe Federal Network, or FedNet, is thecollective term for the technology behind thewirelessly-networked, ubiquitously-connectedurban environment of the 23rd century.FedNet provides entertainment in the form ofover a thousand digital television and radiochannels, information in the form of theInterstellar Web (ISW), communications accessfor Personal ComLinks etc. Every tax-payingcitizen of the United Earth Federation has atleast the basic FedNet package. Extra servicescan be 'bolted on' for a higher subscriptionfee.

FEDERAL SERVICEStudents completing their education but notwanting to continue to a University arerequired by Federal Law to take the FederalOrientation Test and complete three years of

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Federal Service. This involves working for theFederal Government in one of it's manybranches, including the United Earth ArmedForces, the Federal Health Service, the FederalTransportation Network, and the FederalLabourforce. The pay isn't great, and choiceof career path is limited depending on theresults of the FOT, but completion of FederalService usually gives an individual the optionof staying on in their chosen profession with asalary increase.

FOODIn the 23rd Century, genetically modified foodis commonplace, and by far the mostcommon genetically modified organisms arecrop plants.

Megacorporations engineer crops to producetraits such as disease resistance and droughttolerance, or the ability to grow on planetsorbiting stars of a different spectral type.Bringing in and altering genes from otherspecies is the only way to improve these crops,thus enabling the crops to be grown onmarginal colony worlds.

Animals are no longer reared for their meat, asthe process has become too cost-prohibitive.Instead, 'cultured meat' is grown from cellsremoved from farm animals and proliferatedin a nutrient-rich medium. Using this technique,single cells can be used to produce enoughmeat to feed a global population for a year.

The resulting meat product can then beharvested, seasoned, cooked, and consumedas a boneless, processed meat.

GENETICSThe colonisation of outer space led to anexplosion in the genetics industry, primarily inthe food and medical fields. Strict laws havebeen passed regarding the geneticmanipulation of humans, but it is now perfectlyacceptable to have genetically modified pets(want a cat with blue fur? No problem) andfor pharmaceutical companies to raise PharmAnimals - animals that produce commerciallyuseful proteins. It should be stressed again thatthere are laws to ensure that these proteinscan be extracted safely with minimumdiscomfort to the animals.

GOVERNMENT AND POLITICSThe political landscape of Earth has foreverchanged from that at the turn of the 21stcentury. Earth and the Federal Colonies arenow governed by the United Earth Federation

(UEF), a world government that replaced theUnited Nations in 2085AD. For more detailedinformation about the United Earth Federationsee the Politics chapter.

HEALTHCAREBy the latter half of the 23rd Century, medicinehas advanced in all fields to levelsunparalleled. Infant mortality rates on AlphaStatus worlds is the lowest ever recorded, andlife expectancy has increased to the pointwhere it is now the accepted norm for peopleto live well into their 90s. Though the Eckerleyruling of 2086 prohibits the cloning of an entirehuman body, cloning technologies nowenable hospitals to grow new organs andlimbs for patients needing transplant surgery,thus forever eliminating the spectre of organrejection. Micro-surgery has reached a pointwhere the rebuilding and/or attachment ofsevered/cloned limbs has a success rate ofover 96.4%.

Although gene therapies (GeneFixing) have allbut eliminated many hereditary disorders, andgenetically-enhanced designerpharmaceutical products have defeatedmany diseases, more still exist. Some of theseare new to humanity, being unintentionallyimported from alien biospheres. Some forms ofcancer have yet to be conquered, and oneof the biggest killers in the 23rd century is heartdisease, especially with significantpercentages of the population clinicallyobese.

All citizens of the Federation are entitled tofree health care via the Federal Health Service(FHS), although waiting lists for expensivetreatments and therapies can be up to 6months long. As a result, private healthcareorganisations, such as Medtech, provide anexpensive way to get immediate access totreatments.

IDENTITYAll citizens of the United Earth Federation havetheir DNA fingerprint recorded at birth andadded to the Federal Public RecordsDatabase, allowing police to identify anysuspect within a matter of hours.

In addition, citizens of the Federation arerequired by law to carry an ID card at alltimes, which contains biometric information.

LAW AND ORDERDespite advances in crime detection andprevention, crime is as present as ever in the

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23rd century. Technological advances andsocial changes have created new crimes, ornew twists on older crimes, resulting inchanges in policing techniques, and thecreation of new branches of lawenforcement. In addition, several large crimesyndicates have a stranglehold on drugstrafficking, pornography and prostitution in thecolonies.

MEDIAThere are a multitude of independent mediaorganisations in the 23rd Century, providingnews and current affairs to the populace. Theofficial Federal News Network (FNN), can bestbe described as an interstellar hybrid of theBBC and CNN. FNN is a quasi-autonomousorganisation part-financed by the taxes of thecivilian population, and is renowned for it'simpartial news reporting.

MONEYThough most nations still retain their owncurrencies for domestic use, virtually allinternational trade is conducted using theEuro-Dollar as the base, an amalgam of thetwo strongest 21st Century currencies beforethe collapse of the global economy in 2084.Most of the daily transactions made byFederal citizens are electronic. Scanners inretail outlets match an individual's retinaagainst the biometric information on theirbank smart-card to verify identity. Money isdebited from the citizens' bank account whengoods are purchased. Because of theunavoidable delay in communications overinterstellar distances, many banks provide afacility where credit can be downloaded to asmart card before a journey.

Hard currency still exists, but it is rare in theCore Systems, being much more common inthe Outer Colonies and beyond. Hardcurrency is still the preferred payment methodby those individuals who do not want theirspending habits recorded. Currency is printedin Eurodollars, though some corporations printtheir own currency, which is legal tender onlyon colonies that they control.

NANOTECHNOLOGYNanotech enjoys limited use but has nevermade it into the big time as posited by manyscience fiction authors of the 20th century.Nanomachines only work well in sterile,controlled environments, as significantamounts of background radiation produce arapid degredation in their ability. They alsohave very limited memory and can only set up

for simple repetative tasks. What they aregood at is assembling simple components atthe molecular level.

The fear that nanomachines would escapeand run riot never materialised. In the bigworld outside of the specialist constructionlaboratories (NanoForges), they are just totallyoutclassed. Temperature fluctations, everydaycontaminants such as dust and various formsof radiation all contribute to their rapiddemise. The microscopic molecularcomponents of computers and AI's, and thevast carbon nanotubes of the space tetherscould not me manufacturered without thenanobot.

POWERThe two main forms of commerical powergeneration in the late 23rd Century are solarand nuclear fusion.

Solar PowerSolar power satellites, or PowerSats, areplaced in geo-synchronous orbit aroundcolony worlds, and use microwave powertransmission to beam solar power to a largeantennas on the planetary surface below.Orbital PowerSats are unaffected by theday/night cycle, weather, or seasons.

Nuclear FusionBy the late 23rd Century, the currentgeneration of lightweight super-compactfusion reactors can generate a peak output inthe high Gigawatt to low Terawatt range. Thefusion process is fuelled by deuterium-helium 3(D-3He).

PROPERTYOn 23rd Century Earth, there is a premium onreal estate, with the government andcorporations owning most available property.Renting is the norm, with owning one's ownhouse reserved for the rich and famous. Theoffworld colonies offer the hope for owning apiece of land...

RELIGIONAs long as humanity needs answers to theunanswerable, there will be religion. All themajor religions of the 21st century are stillgoing strong, with a few notable additions.One of the fastest growing religions in the 23rdcentury is Chrislam - an amalgamation ofChristianity and Islam that occurred during theSecond Exodus (2166-96) from Earth. Chrislamis a very popular religion in the colonies,though it has made little headway on Earth.

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SEX, BIRTH CONTROL,AND CHILDRENWith a population over 10 billion, and colonialpopulations pushing the economy to it's limits,people in the Core Systems and especially onEarth are encouraged to have small families,with incentives like tax cuts, free educationetc for those who do. Every birth must beauthorized by the Federal Health Service, andthe health status of parents must be verified.

In the Outer Colonies, birth control ismandatory. Small families are encouraged fordifferent reasons, the main one being tomaximise the gene exchange between thecolony. Extra DNA material is kept in thecolony science labs to increase the generichness should the colony have to survivelong term without a new influx of colonistsfrom elsewhere.

TOURISMInterstellar tourism is still a very expensivebusiness, and a pursuit reserved for the richand famous. In star systems like Sol,interplanetary cruises are affordable andpopular. Offworld packages such as the 'RedPlanet' tour of Mars, and the 'Rings of Saturn'cruise are popular and comparable in cost toexotic intercontinental holidays of the 20thCentury.

TRANSPORTEver since the global economy collapsed in2084, public service industries such astransport, water & power and health wereglobalised. Most citizens use the integratedpublic transport systems, which includeMagLev trains and passenger scramjets. Withscramjet technology now commonplace,travel time between continents has been cutdramatically. A commercial flight betweenLondon and New York now takes just less thanan hour. Cars are controlled by intelligenttraffic control computer systems on majorintercity routes, but manual control is stillallowed on local road networks.

Interplanetary and interstellar travel is still anexpensive business. Most people who travelare either company employees, militarypersonnel or government staff. There are nocommercial passenger services out beyondthe Core Systems. Travellers must negotiatetheir own ticket prices.

YOUTH CULTUREAs ever, youth culture continues to confoundadults, with its ever-changing styles and fads.

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INTRODUCTIONThe United Earth Federation (UEF) of the 23rdCentury still bears some resemblance to theoriginal United Nations, that troubled institutionborn in the aftermath of World War II. While stilldealing with problems of patronage andbureaucracy, sheer necessity has enabled thebody to become somewhat effective in itsoriginal purpose of keeping the peace.

The United Earth Summit in Geneva, 1stJanuary 2085, was attended by Australia,China, the European Federation, Japan, NewZealand, the Russian Republic, South Africa,and the United Americas. The nationsattending the summit proposed that theUnited Nations Constitution be radicallyratified. These proposals in effect dissolved theUnited Nations, replacing it with the UnitedEarth Federation (UEF), an economic/politicalconglomerate committed to the goal ofuniting the nations of Earth in preparation forthe colonisation of the planet Mars and therest of the solar system. The colonisation ofspace has greatly aided the nations of Earth inputting aside national differences, enablingthem to present a (mostly) unified front as theUnited Earth Federation. Despite this, someexperts say that human tribal instincts havesimply shifted to an interplanetary andinterstellar rather than global stage.

Important branches of the United EarthFederation include:

1. General Assembly2. Security Council3. Interstellar Colonial Authority4. Interstellar Trade Commission5. Communications6. Military7. Intelligence8. The Federal Law Enforcement Authority9. The Colonial Security Force10. The Federal Health Service11. The Federal Labour Force

Notable legislation introduced by the UEFinclude:

1. The Colonial Act (2140)2. The Colonial Policing Charter

(2140,2265)3. The United Earth Federation Space

Treaty (2101, 2140)4. The Geneva Statute (2084, 2140)

GENERAL ASSEMBLYBased in Geneva, the General Assembly is themain deliberative organ of the United EarthFederation. It is composed of representativesof all member states, each of which has onevote. Despite this supposedly level democraticplaying field, politics are still dominated by therichest of the member states. Decisions onimportant questions, such as those on peaceand security, admission of new members andbudgetary matters, require a two-thirdsmajority. Decisions on other questions are bysimple majority. The wheels of United EarthFederation government move slowly on manyissues because of the time needed for theGeneral Assembly to reach consensus.

The General Assembly may meet in specialsessions at the request of the Security Council,of a majority of member states, or of onemember if the majority of members concur.Emergency special sessions may be calledwithin 24 hours of a request by the SecurityCouncil on the vote of any nine Councilmembers, or by a majority of the UnitedNations members, or by one member if themajority of members concur.

At the beginning of each regular session, theAssembly holds a general debate, oftenaddressed by heads of state and government,in which member states express their views onthe most pressing international issues.

SECURITY COUNCILThe composition and rules under which theSecurity Council operates have changedsince the United Nations became the UnitedEarth Federation. While there are still only fivepermanent member seats, (United Americas,the Chinese Consortium, European Federation,Russian Republic and the Japanese Affiliates),India, the Central African Bloc, Australia, andthe Islamic Holy Republic also retain seats onthe Security Council on a regular basis. Also,the power of the permanent member vetohas changed - a permanent member vetocan be overridden by a four/fifths majorityvote of the rest of the council. (12 votes out ofthe 15 seats available).

When a dispute leads to fighting, the Council'sfirst concern is to bring it to an end as soon aspossible. On many occasions, the Council hasissued cease-fire directives which have beeninstrumental in preventing wider hostilities. It

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also sends United Earth Armed Forces peace-keepers to help reduce tensions in troubledareas, keep opposing forces apart and createconditions of calm in which peacefulsettlements may be sought. The Council maydecide on enforcement measures, economicsanctions (such as trade embargoes) ormilitary action.

A Member State against which preventive orenforcement action has been taken by theSecurity Council may be suspended from theexercise of the rights and privileges ofmembership by the General Assembly on therecommendation of the Security Council. AMember State which has persistently violatedthe principles of the Charter may be expelledfrom the United Earth Federation by theAssembly on the Council's recommendation.

THE INTERSTELLAR COLONIALAUTHORITY (ICA)Formed after the Colonial Act of 2140, theInterstellar Colonial Authority (ICA), is a branchof United Earth Federation government taskedwith the government of colonised space outbeyond the Sol system designated as Zones 2and 3 of the Federated Colonies, and to alimited extent representing UEF policies in FarSpace. The ICA is responsible for the day today management of these colonies, includinglocal law and order, liaison with Earth,communications, logistics and a host of otherfunctions. In the absence of direct contactwith Earth, the ICA has veto on any localgovernment decisions.

Each colony in Zones 2 and 3 has an ICApresence. On some of the newer colonies it islittle more than a small Settlement WelfareTeam office with a handful of representatives.On larger, more established colonies there is alarge established ICA administrative presence.

Larger colonies also sometimes have regionalICA headquarters.

Interstellar distances have to allow for anecessary devolution of certain powers tolocal leaders, which allows the elections oflocal officials by the colonial population.Despite this, the local ICA Administrator is ableto dictate policy should he/she see fit. It iscommon practice for megacorporations withinvested interests in a colony start up to haverepresentatives on local councils.

The ICA has surveyed hundreds of worlds, andit's exploration arm, Interstellar Expeditions (ISX),is in the process of surveying dozens more TheICA has surveyed hundreds of worlds, and it'sexploration arm, Interstellar Expeditions (ISX), isin the process of surveying dozens more. Eachworld surveyed is classified according to howmuch work is needed to establish a colonialbase, and how rich the planet is in naturalresources. Once a world has been surveyedand classified, contracts are then issued, up forbid by any nations and corporations interestedin investing in the venture.

The ICA is also in charge of interstellarimmigration/emigration. Despite hundreds ofmillions of people now living offworld in thecolonies, Earth in the late 23rd Century is stillhome to almost 10 billion people and iswoefully overcrowded. To compound matters,those wishing to live in the colonies must applyfor Colonist Status from the ICA. This involves aseries of rigorous background checks, physical,mental and psychological examinations.

THE INTERSTELLAR TRADECOMMISSION (ITC)The Interstellar Trade Commission (ITC) cameinto being in 2140, when, in an effort toregulate interstellar commercial shipping andtrade, the WTO was radically expanded andremodelled. The ITC is the primary bodydealing with commerce throughout thesystems colonised by the UEF in the 23rdcentury. All crewmembers of commercialtransport and cargo starships are required byFederal law to possess a valid ITC licence.

The ITC also deals with Customs and ExciseDuties. All trade starships entering the Solsystem must be prepared to go through ITCquarantine, if the ITC suspects the ship iscarrying any unauthorised cargo. In additionITC officers often work closely with ColonialMarines strike teams, fighting the endlessbattle against smugglers, pirates and terroristgroups that are active in the Federal Colonies.

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COMMUNICATIONSThe Federal Network, or FedNet, is thecollective term for the technology behind thewirelessly-networked, ubiquitously-connectedurban environment of the 23rd century.FedNet provides entertainment in the form ofover a thousand digital television and radiochannels, information in the form of theInterstellar Web (ISW), communications accessfor Personal ComLinks etc.

This would be amazing if it were just on Earth,but a series of FTL Relay Stations throughoutthe Federal Colonies provides FedNet accessto everyone who holds Citizenship in theUnited Earth Federation. While the citizens ofthe Sol system can enjoy real-time FedNetaccess, those further afield have time delays,as FTL datastreams travel at a maximumspeed of 1 parsec per day. As a result,common information is stored locally at thelarger colonies, and orbiting satellites allowwireless communications.

MILITARYThe formation of the United Earth Federationwas the spark for several conflicts (theUnification Wars 2085-2102), primarily fuelledby nations who refused to be a part of thenew global government. In response, thenewly formed United Earth Federation ratifieda treaty of United Earth Armed Forces, acohesive fighting force to stop these andfuture wars, with troops and equipmentsupplied by all member states, under onegeneral command staff comprising of high-ranking officers of all nations.

INTELLIGENCEThe Federal Security Agency (FSA)coordinates, directs, and performs highlyspecialised activities to protect UEFgovernment information systems and produceforeign signals intelligence information. A hightechnology organisation, the FSA is on thefrontiers of communications and dataprocessing. It is also one of the most importantcentres of foreign language analysis andresearch within the federal government.

FSA conducts some of the UEF's leadingresearch and development (R&D) programs.Some of the Agency's R&D projects havesignificantly advanced the state of the art inthe scientific and business worlds.

POLICINGPolicing in the 23rd Century is handled by theFederal Law Enforcement Authority (FLEA).

From their headquarters on Earth, and viamany local stations throughout the FederalColonies, Federal police officers have theunenviable task of tackling crime overinterstellar distances.

POLITICAL POWER BLOCKSOF THE 23RD CENTURYThough the political landscape of Earth hasforever changed from that at the turn of the21st century, some things stay remarkablyfamiliar. Earth, the Sol System and the CoreSystems are now governed by the United EarthFederation (UEF), a world government thatreplaced the United Nations in 2085AD. Thisglobal government includes representativesfrom all the nations of Earth, who are nowtermed Member States. As with modern daypolitics, the most powerful economic powerblocks heavily influence Federal policy andthe decisions of the Security Council. The mostinfluential are listed below:

THE AUSTRALIAN REPUBLICPolitics: Democratic RepublicPopulation: Earth: 40.14 million

Space: 3.1 million (approx)Economy:Australia has a prosperous Western-stylecapitalist economy, with a per capita GDP onpar with the five dominant colonial powers.

Description:Long-term concerns include pollution,particularly depletion of the ozone layer, andmanagement and conservation of coastalareas, especially the Great Barrier Reef. Areferendum to change Australia's status, froma commonwealth headed by the Britishmonarch to a republic, was passed in 2028.

Australia as a nation has not featured heavilyin the colonization of space. Much of thenation's economic wealth has been divertedinto the "Rebirth" project, aimed at reclaimingthe vast tracts of land that have turned intouninhabitable desert. This has not stoppedAustralian nationals joining the millions of otherEarthers who have applied for colonist statusto find a new life in the offworld colonies.

THE CENTRAL AFRICAN BLOCPolitics: Democratic RepublicPopulation: Earth: 370.84 million

Space: 2.7 million (approx)Economy:The Central African Bloc is still a developing

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nation state, and it's economy is still too weakto invest in space flight or the colonization ofother worlds. CAB satellites orbit the Earth andlike the Australians, African nationals too havejoined the millions of others applying forcolonist status on Earth.

Description:Advances in solar energy technology in themid 22nd century resulted in development inlower latitudes of the world. After thegenerations of civil wars that had plaguedAfrica, the Commonwealth of African Nationswas dissolved, and two power blocksemerged: the West African Protectorate andthe Central African Bloc. Both blocks wereindustrialising and developing rapidly - untilMaunder Minor hit in 2120. Repeating abehaviour first exhibited in the seventeenthcentury, though this time to a much lesserextent, the Earth's sun dimmed. The effectlasted over two decades, until 2146, and itcontributed to the economic collapse ofthose equatorial powers who relied heavily onsolar power, including the nations of theProtectorate. The resultant social upheavalforced many to look to find work offworld, ascolonist-workers in the fledgling Jovian andSaturn colonies. The nations they left behindquickly dissolved into civil war.

The Central African Bloc had hedged its bets -investing in fusion power as well as solarpower, and it paid off. Surviving MaunderMinor, in 2146 delegates from the CentralAfrican Bloc took their places at the UnitedEarth Federation in Geneva.

THE CHINESE CONSORTIUMPolitics: Authoritarian Socialism with

Technocratic tendenciesPopulation: Earth: 1.88 billion

Space: 168.21 million (approx)Economy:The economic influence of non-stateorganizations and individual citizens continuesto steadily increase. Foreign investmentremains a strong element in the ChineseConsortium's remarkable economic growth.There is still heavy government involvement inbusiness, but now Party leaders are also boardmembers of companies such as the CheungCorporation. GDP: E$91.4 trillion.

Description:Formed in 2086 by China and most of SouthEast Asia following the end of the Pacific RimWar, the Chinese Consortium is the largest andmost powerful member state of the UnitedEarth Federation, and the largest contributor

to the Earth economy. Though still officiallyCommunist, internal policies have softenedsince the formation of a global government.The state is socialist in political orientation.

Culturally, the Chinese Consortiumincorporates elements from South East Asia,Russia, China and other old socialist powers ofthe preceding three centuries, with Chinese,Vietnamese and Russian being the principlelanguages. Men and women have equal,even in the military, but androids have onlymachine status. The people have very strongfaith in their socialist ideals, which is seen bymany as an extreme reaction to thecapitalism of the United Americas andEuropean Federation territories.

Along with the United Americas, the ChineseConsortium is at the forefront of the UEFinterstellar colonisation programme. Sincemissing out on the first wave of Lunarcolonisation in the mid 21st century, China wasfirst to sign up to the Mars Project, andinvested heavily. To this day a large proportionof the Martian population are of Chinesedescent.

THE EUROPEAN FEDERATIONPolitics: Federal Democracy. National

legislature was replaced bydirect federal democracy in2029.

Population: Earth: 262.57 millionSpace: 114.20 million (approx)

Economy:The European Federation has an affluent andtechnologically powerful economy, withsubstantial offworld assets and investments. Asa member state of the United EarthFederation, it controls a large slice of Earth'sfinancial markets. GDP: E$81.2 trillion.

Description:Formed in the early part of the 21st Centuryout of the European Union, the EuropeanFederation is one of the five major colonialpowers in ICA regulated space. It consists ofthe original member states of the EuropeanUnion, eastern Europe plus some of thedefunct USSR break away states in the Balticregion.

The European Federation emerged from thepolitical turmoil of the 21st century as one ofthe major economic powers on Earth. Seen asthe most liberal of these power blocks, theborders of the European Federation territoryseem out of place: high perimeter fencing,foreboding watchtowers bristling with state of

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the art surveillance technology and armedpatrols have been the norm ever since theUnification Wars of the late 21st century (2085-2102). During this chaotic period, as the newlyformed UEF and it's armed forces fought areluctant war of global unification with break-away states, the European Federation wasforced to close it's borders to the hundreds ofthousands of refugees fleeing the war zones,unable to cope with such a large influx ofpeople.

Quality of life for citizens of the EuropeanFederation is generally good, with mostpeople employed by the government or oneof several megacorporations. Despite being aunified state, citizens still retain a strongindividual national pride.

THE DEMOCRATIC REPUBLICOF INDIAPolitics: Democratic RepublicPopulation: Earth: 1.3 billion.

Space: 38.4 million (approx)Economy:India's diverse economy encompassestraditional village farming, modern agriculture,a wide range of modern industries includinggenetics and nano-tech.

Description:India is fast catching up with the dominantmember states of the United Earth Federation.There are striking contrasts in quality of living,from the overcrowded and technologicallyadvanced coastal cities to the vast ruralregions. India is the heart of the entertainmentindustry on Earth, Bollywood having overtakenHollywood in the early 22nd century. It has notyet invested in any colonial ventures, but thestate is facing a crisis as many of its youngergenerations are tempted by the richmegacorps into lucrative contracts astechnical specialists and software engineers atoff-world colonies.

ISLAMIC HOLY REPUBLICPolitics: Theocratic RepublicPopulation: Earth: 188.48 million

Space: 2.4 million (approx)Economy:The economy is a mixture of central planning,state ownership of oil and other largeenterprises, village agriculture, and small-scaleprivate trading and service ventures. NoIslamic corporations are strong enough yet to

invest in space exploration or colonisation.

Description:Born from the fallout of the 5th Middle EastWar, the Islamic Holy Republic is a significantminor power, capable of competing directlywith any other power except the five MajorPowers. Once rich and powerful due to theregion's abundant fossil fuel resources, theadvent of fusion power combined withdwindling oil reserves stopped the Islamic HolyRepublic from becoming a major colonialpower.

The Islamic Holy Republic suffers from an overlyaggressive foreign policy and second ratetechnological capability. The region is intheory ruled by the Council of Sultans with theassistance of the provincial amirs; in practice,the amirs only put their feuding on hold whenit is obviously necessary to fight off animmediate outside threat.

THE JAPANESE AFFILIATESPolitics: Constitutional monarchy with a

parliamentary governmentPopulation: Earth: 214.31 million

Space: 68.03 million (approx)Economy:Government-industry cooperation, a strongwork ethic, mastery of high technology, and acomparatively small defence allocation (1% ofGDP) have helped Japan advance withextraordinary rapidity to the rank of secondmost technologically powerful economy afterthe United Americas and fourth largesteconomy after the Chinese Consortium,United Americas and the EuropeanFederation.

Description:Japan is one of the five major colonial powers.The Japanese Imperial Government isnominally a monarchy and is actually aconstitutional monarchy where a large degreeof governmental power is vested in theemperor. Unlike the old Earth ChineseEmperor's who received heaven's mandate torule, Japanese Emperors are literally livinggods. This fact has enabled Japan to claim atleast 2000+ years of unbroken imperial power.

Also to be reckoned with are the largecorporations, which are in some sensehereditary. These corporations, often massivetransnationals of the 20th, 21st, and early 22ndcenturies, have established themselves asmassive controllers of power within theJapanese government. Greatest of these isCenargo Corporation, an Anglo-Japanese

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combine which is the major financial investorin Japanese colonial expansion.

THE RUSSIAN REPUBLICPolitics: Federal RepublicPopulation: Earth: 211.03 million

Space: 138.48 million (approx)Economy:After the Russian Civil War (2197), the nationsuffered an economic depression, but with thehelp of the UEMF (United Earth MonetaryFund) and the goodwill of it's neighbours theEuropean Federation a complete economiccollapse was narrowly averted. Russia is stillstruggling to establish a modern marketeconomy, modernize its industrial base, andmaintain strong economic growth.

Description:The Russian Republic consists of the remains ofRussia, Ukraine, Beylorus, the Baltic States, andvarious bits and pieces of the non-EF/UPPSlavic nations. Consisting of territories on Earthas well as several inner colonies some thrivingoutworld colonies, the Russian Republic is asignificant political, military, and economicpower, and is one of the five major colonialpowers in ICA regulated space.

70 years after the end of the Russian Civil War,which saw the disintegration of the RussianFederation, the Russian Republic has rebuiltmuch of it's infrastructure, through aid from theFederal Bank, and investment from Europeanand Japanese corporations. The prevailingpolitical alignment of the government issomewhat socialist, though much less so thanin the early 21st Century. As may be expectedin such a society, there is a large gapbetween rights of the "haves" and "have nots."

In the years following the Russian Civil War, theICA gave priority to Russian civilians applyingfor colonial status, as many had lost theirhomes and families during the fighting. Manyof the small 'shake and bake' colonies in theOuter Colonies and Outer Rim Territories havea large proportion of Russian colonists from theYekatarinburg region, which was totallydestroyed during the war.

THE UNITED AMERICASPolitics: Federal Republic; strong

democratic traditionPopulation: Earth: 512.4 million

Space: 164.98 million (approx)Economy:The United Americas has the second-largestand most technologically powerful economyin the UEF. In this market-oriented economy,

private individuals and business firms makemost of the decisions, and the federal andstate governments buy needed goods andservices predominantly in the privatemarketplace. GDP: E$ 84.9 trillion.

Description:Second most powerful member state of theUnited Earth Federation with a strongeconomy and at the cutting edge oftechnological advancement, the UnitedAmericas was formed in 2084, a year beforethe foundations of the global governmentwere laid. The United Americas consists of theUSA, parts of Canada, Mexico and CentralAmerica.

The United Americas remains the culturalmelting pot that is was at the turn of the 21stCentury, it's population consisting of a diversearray of ethnic and social groups. Althoughseeming very much like a model of racial andreligious integration on the surface, the UnitedAmericas has all the same social problemsthat it has always had. Many outside the UAconsider the nation to be politically corrupt,with the Corporations having much of the realpower.

In reaction to this rampant corporateconsumerism, religious Conservatism has beenon the rise in the United Americas, notably theNew Confederate Church of America, aBaptist offshoot which is gathering supportamongst many high-ranking Republicans.

Along with the Chinese Consortium, the UnitedAmericas is at the forefront of the UEFinterstellar colonisation programme.

OTHER FACTIONSIn addition to these economic power blockson Earth, there are also two colonial splinterfactions in the Outer Rim Territories who, whilenot recognised by the UEF, deserve a mentionhere:

THE EURASIAN RIMWORLDSCOMBINE (ERC)Politics: Authoritarian; Fascist

DictatorshipPopulation: 42.7 million (approx)Economy:The ERC is one of the most centrally plannedand isolated economies, and faces desperateeconomic conditions after over a decade of

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sanctions from the ICA and ITC.

Description:A group of star systems in the Outer RimTerritories, the rebel colonies that make up theEurasian Rimworlds Combine (ERC) secededduring the Colonial Wars of 2258-2260, and theregion has been a galactic hotspot ever since.

The leaders of the ERC have refused to sign atreaty with the ICA, granting them substantialautonomy - demanding instead recognitionand total independence, something that theICA were unwilling to give. An unofficialceasefire has been in effect since 2260, with a1 parsec DMZ established between ERC andUEF space. Any civilian craft that enters theDMZ without authorisation space is boardedand searched. Any military craft traversingthrough without authorization can beconsidered an act of war.

The ERC is obsessed with securing more spaceand its aggressive tendencies has warrantedmany corporations to refuse trade. Unlike theFWA, the ERC is not a democratic society butrather a fascist dictatorship bent ontechnological advancement. Despite politicalisolation, the ERC has an active intelligencenetwork both inside and outside of its borders.Their agents have gained access to high levelsof government and corporate information.The ERC monitors insurrections on separatistcolonies within ICA space and covertlysupports them where appropriate, to bothfurther their own political goals and destabilisetheir enemies internally.

Most of the ERC's offensive starship capabilityis made up of FLEA and UEAF craft capturedduring the Colonial Wars 11 years ago. Theyhave recently begun manufacturing their owncraft, however.

THE FREE WORLDS ALLIANCE(FWA)Politics: Democratic RepublicPopulation: 58.43 million (approx)Economy:The ICA imposed economic sanctions uponthe worlds of the FWA and established ablockade at the official end of the ColonialWars (2260). The FWA's economy struggled butsurvived, and is now almost self-sufficient.

Description:Apart from the Eurasian Rimworlds' Combine,this group of independent colony worlds in theregion of space known as the Herculis Clusteris the only holdout from the colonial rebellions.

It is isolated from the rest of Federation spaceby the military blockade maintained by theUEAF.

The capital planet, Nuevo Santiago, has apopulation approaching 30 million, and wasoriginally owned by Hallidor Corp. Designateda Class One Planet by the ICA, NuevoSantiago is a democratic republic, self-sufficient in air, food and water, and is rapidlyindustrialising, to compensate for the loss oftrade imports from the Core Systems.

Smugglers regularly run the Federationblockade to sell goods to the FWA.

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Governed by the powerful Interstellar ColonialAuthority (ICA), the Federal Coloniesencompasses a sphere of influence 20 lightyears in radius with Sol at the centre. The UEFreserves the right to expand this sphere ofinfluence, and annex any colonies lyingbeyond it's boundaries, up to and including allstar systems in a 50 light year radius from Sol.

The Federal Colonies are split into three distinctregions. Beyond this lies the Outer Rim Territories.

SOLFederated Colonies Zone 1 comprises allplanets in the Sol system, and is controlleddirectly by the UEF government. Territory withinthe Sol System that is not on the planet Earth isnot subject to national or corporateappropriation by claim of sovereignty.Colonies and outposts within this region arenot considered to be the territory of any onenation or corporation. This means no territorywithin this region can declare itself a nation,independent of UEF control.

THE CORE SYSTEMSOfficially designated Federated Colonies Zone2, the region of space known as the CoreSystems encompasses all star systems within12.5 light years of Earth. This region is controlledby the UEF via the Interstellar Colonial Authority(ICA). Territory within this region is not subject tonational or corporate appropriation by claimof sovereignty. Colonies and outposts withinthis region are not considered to be theterritory of any one nation or corporation. Thismeans no territory within this region candeclare itself a nation, independent of ICAcontrol. There are 22 UEF colonies in this region(not counting the Sol colonies, which fall intoFederated Colonies Zone 1). Average journeytime from Earth to the edge of the CoreSystems takes just short of 4 Earth StandardWeeks. Heavily colonised with a highpopulation-density, many colonies in this regionare advanced industrial and agricultural worldsinhabited by hundreds of millions of colonists.All worlds possible are terraformed.

THE OUTER COLONIESOfficially designated Federated Colonies Zone3, the region of space more commonly knownas the Outer Colonies stretches from theoutermost edge of the Core Systems to theedge of the Federal Colonies. This region iscontrolled by the United Earth Federation via

the ICA. Within this region, the ICA has theauthority to regulate the use of, and territorialclaims to, any celestial body or region ofspace. The ICA currently recognises claims upto 1000km around a landing area. The ICAmay offer colonisation contracts to nationsand/or corporations to larger territorial regionsthan 1000km if it sees fit.

There are 29 UEF colonies in this region. Averagejourney time from Earth to the edge of theOuter Colonies takes just over 6 weeks. At theedge of the Outer Colonies, there are worldsstill undergoing extensive terraforming, but mostterrestrial worlds have well established colonies.Less densely populated than the Core Systems.

THE OUTER RIM TERRITORIESThis region lies out beyond Federated ColoniesZone 3. Officially designated Far Space, it ismore commonly referred to as the Outer RimTerritories, or simply the Frontier. Out here UEFmember states, non-governmental bodies,private concerns, and corporate entities mayestablish manned or unmanned facilities oncelestial bodies for scientific investigation,commercial use or human settlement. Suchendeavours however must be registered with,and regulated by, ICA law.

Apart from a few obvious exceptions, ICApresence and influence at colonies in thisregion is limited, usually no more than a smallSettlement Welfare Team. Corporations orother concerned parties may come to localcommercial arrangements with each otherwhen engaged in ventures out this far. Mostcolonies this far out are still in the early stagesof colonisation and terraforming. Although theofficial frontier of the Federal Colonies is 20light years from Sol, the Emergency Powerssection of the Colonial Act (2140) makesprovision for all colonies to come under thecontrol of the UEF, either directly or via theICA. This may work on paper, but the truth ofthe matter is that the Outer Rim Territories is alawless place. ICA law runs only as far as tocover criminal events on or concerningFederation spacecraft, in as much asFederation spacecraft must abide by theprinciples of Space Law. Apart from a fewexceptions, there is generally no activepolicing of Far Space outside of the largercolonies. Most colonies in this region havelearned that as long as they keep their headsdown and noses relatively clean, ICA control isa remote form of government at best.

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Note: The Outer Rim territories have been leftmostly as a bank slate for individual Keepers todevelop as they see fit. There are a handful ofstar systems that, for reasons such as economicand/or strategic significance, curiosity value oradventure plot-background, that have beenfleshed out in more detail. They will appearhere, bit by bit, as they are inputted. It isimportant to note that there are many smallcolonies in the Outer Rim Territories, and militarypresence is usually limited to policing thosecolonies with strategic and/or economicimportance to Earth and the Core Systems.

PLANET CLASSIFICATIONSFor ease of description, planets in the CthulhuRising Universe are grouped and classified asfollows:

ARIDA world with a hospitable environment butwith less than 20% of liquid water. (Example:Dune).

BROWN DWARFAn immense gas giant just short of the criticalmass threshold needed to become a smallstar.

CARBONACEOUSAsteroid belt composed mainly of carboncompounds. These planetoids can be used tomake oil or synthetics. They are dark brown incolour.

CHUNKA small airless world less than 1000 km indiameter.

DESERTA planet with an atmosphere but withoutliquid water. (Example: Mars)

GAS GIANTA massive planet with an atmosphere ofhydrogen and helium. (Example: Jupiter)

GLACIERa planet with an atmosphere and a heavyoverburden of ice.

HOT HOUSEA planet with a large greenhouse-effectatmosphere. (Example: Venus)ICE BALLA plain ball of frozen gases. (Example: Pluto)

ICY

Asteroid belt composed mainly of dirty ice-balls of frozen water, ammonia and methane.They could be used as a source of hydrogenfuel. They vary in colour from bright white todull black, depending on the impurities mixedin with the ice.

JUNGLEA world with a hospitable environment entirelycovered by jungles and swamps.

NICKEL-IRONAsteroid belt composed mainly of nickel andiron. These planetoids rich in minerals aretypically a medium grey in colour.

OCEANA world with a hospitable environment withmore than 90% of liquid water.

POST-GARDENA world which has a history of life, but whichhas since developed a greenhouse effect.(Example: Earth eons from now)

PRE-GARDENA planet in the life zone that has theprerequisites for life, given sufficient time, lifewill evolve on the world, shifting theatmosphere from methane and water vapourto nitrogen and oxygen. (Example: Earth eonsago)

RINGAn asteroid belt orbiting a planet. (Example:Saturn rings)

ROCKA plain rock ball with no appreciableatmosphere. (Example: Mercury)

STEPPEA world with a hospitable environment andbetween 30 and 50% of liquid water.

STONYAn asteroid belt composed mainly of siliconcompounds. These planetoids are light grey ortan in colour.

TERRANA world with a hospitable environment and anoxygen atmosphere. (Example: Earth)

TUNDRAA world with a hospitable environment, alarge portion of water is locked by surfacefrost. Tundra conditions could be described as

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cold arid planet.

COLONY WORLDCLASSIFICATIONSHumanity has explored hundreds of worlds,and has established dozens of colonies andoutposts. Keepers should feel free to add to,amend, or alter the colony worlds as desired,and to create new worlds that suit his or hergame.

Colonies grow at varying rates, depending onthe corporate support they receive, and thebiosphere of the world they are on. Eventuallymost colonies reach a point where theybecome an positive asset to the corporationwhich funds it, by producing trade goods, andafter a generation, skilled workers.

These skilled workers are part of the rapidlygrowing populations of the colonies, and thecorporations have developed manytechniques for managing them successfully.Colonists are taught to live active, disciplinedlives, to maximize their economic value and toreduce the risks of living in the colonies. Goodeducations are available for all. By contrast,the disorganized state of the population ofEarth means that there are fewer people therewho are as well disciplined and well-educatedas the people living in the colonies.

CLASS 1 COLONY WORLDThe greatest prize in the colonisation of extra-solar planets, a Class 1 Colony World isclassified by the ICA as being a hospitable,Earth-like planet with a biosphere that featuresan abundance of liquid water, oxygen-richbreathable atmosphere, comfortable climateand either the existance of indigenous floraand fauna, or great potential to supportterrestrial life. Most such planets lie within theparent star's comfort zone.

All planets so far classified Class 1 by the ICAare highly prized, and when the highly prizedColonisation Development Contracts (CDCs)are issued, the there is usually a freneticbidding war by interested megacorporations.Planets classified Class 1 in Far Space are notsubject to ICA regulation - so far. Those thatare in UEF territory are being rapidlydeveloped, and emmigration requests to suchworlds are always very high.

All Class 1 colonies in the Core Systems haveextensive orbital facilities, high-techmanufacturing, heavy industry, and are almost

completely self-sufficient.

CLASS 2 COLONY WORLDClass 2 Colony Worlds are classified by the ICAas being habitable planets that haveborderline biospheres adaptable to humanuse through short to medium term terraformingprojects. Most established Class 2 colonieshave two important attributes: manufacturingcapability, and an orbital spacecraft servicefacility.

The exact level of technology available varieswith each colony, but all have at least someability to manufacture their own goods. Theyare self-sufficient in the most vitalcommodities: food, water, and air. The mostadvanced Class 2 colonies even have fullhigh-tech manufacturing and heavy industry.

CLASS 3 COLONY WORLDClass 3 colonies are established on worldspossessing deposits of valuable raw materials,but which otherwise would not be desirablefor human habitation. If the extraction of theplanet's natural resources can be madeeconomically viable, corporate investment willfund a colonial mission.

Few have more than rudimentarymanufacturing ability. Long term terraformingprojects are initiated on worlds with potentialbut as this involves decades of expensive workbefore the world is truly habitable, theresources on the planet must be sizeable.Some Class 3 colonies will eventually becomehabitable, and thus be moved up to Class 2status. Others will remain Class 3.

Population on Class 3 colonies is small, usuallyranging from no more than a few hundred toa few thousand technical staff and theirfamilies to service the automatedterraforming/mining machinery.

OUTPOSTOutposts are planets which possess noestablished civilian colony, but arenevertheless occupied. On some Outposts,there are also top-secret military and scientificfacilities. Weapons tests, unusual research, andhigh-security prisons are placed here. Othersthat are referred to as Garrison Worlds, havebeen fortified for military purposes. Thefortifications consist of deep space sensorarrays to detect the arrival of ships in thesystem, and a number of craft for in-systemdefence.

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EXAMPLE COLONIESThe following description of the Sol system andits colonies, and selection of colonised starsystems in the Core Systems should provide aKeeper with a good starting point for runningadventures in the Cthulhu Rising Universe. Fordetails of all the colonies in the Core Systemsand Outer Colonies, visit the Cthulhu Risingwebsite at http://www.cthulhurising.co.uk.

SOLMain Star: SolType: G2 VAge: 4.6 billion yearsDescription:Still the centre of the galaxy as far as themajority of humanity is concerned, Sol is ayellow-orange, main sequence dwarf star(G2V) about 4.6 billion years old.

Sol has no stellar companions and is therefore asingle, or unary star system. This is very fortunatefor Earth life because stable planetary orbits likethe Earth's are much more likely to occuraround single stars. Sol has a system of 9planets and an asteroid belt. There are 6 majorcolonies in the Sol system: Earth, Mars, Callisto,Europa, Ganymede, Io and Titan. In addition tothese major colonies, there are numerousmining, scientific and military outposts.

Orbit 3: EarthOrbit Radius: 1 A.U.Type: TerranDensity: 1Diameter: 12756 kmGravity: 1 GDescription:Seat of power of the United Earth Federation,and home to over 10 billion people, Earth isthe heart of the galaxy as far as humanity isconcerned.

Centuries of unchecked industrialisation withlittle or no concern for the long-termenvironmental impact has left much of Earth apolluted, overcrowded and resource-poorplanet. The advent of fusion power and other'clean' energy sources such as orbital solarpower satellites, along with green reclamationprojects have helped to slow this trend, butthe damage has already been done.

Wealth and social status on Earth range fromthe most desperate poverty and oppression inhistory to unprecedented levels of riches andpower. Those who rule the powerfulCorporations have every possible trapping ofwealth, including mansions, resorts, travel,

obedient servants, private armies and more.

Beyond the Corporate preserves and thehouses of the rich and the politically powerful,there are many millions of people who liveuneasy middle-class lives in a world with fewcertainties. And then there are thedispossessed; billions of people who live in thevast urban sprawls, working at menial jobs orsurviving on government subsidies. Or preyingon others.

There are many stations and space habitats inorbit around Earth. The largest is Unity SpaceStation, one of the largest man-madestructures in space, a spaceport housing over70,000 people at any one time. This is also thebase of the MSF Sol aerospace arm of theICM. Earth's moon, Luna, is the most heavilypopulated moon in all of the Federal Colonies,with over 10 million people living in andaround Armstrong Colony.

Orbit 4: Mars - Class 2 ColonyOrbit Radius: 1.52 A.U.Type: DesertDensity: 0.62Diameter: 6794 kmGravity: 0.38 GDescription:Mars in the 23rd Century supports a thrivingcolony with a population in excess of 100million. The first planet colonised from Earth, it'spopulation can trace their families backgenerations before reaching Earth-relatives.

By the time the Second Exodus began (2166-96), Mars had undergone over half a centuryof intensive terraforming. Enough free-standingwater now existed to form ice clouds,substantial rivers and lakes and even a smallsea in the northern polar regions. Terraforminghas also altered Mars' atmosphere. Themelting of the southern polar icecap releasedlarge quantities of carbon dioxide, causing anincreased greenhouse effect, raising theaverage surface temperature of the planet.Genetically engineered plants were seededacross the planet in vast quantities, whichrapidly enriched the atmospheric levels ofNitrogen and Oxygen.

The atmosphere on Mars is breathable atground level, but in a lot of the highlands ofthe planet an artificial air supply is still required.Despite all this change, Mars is still plagued byseasonal dust storms, and it's cities are all builtusing a pyramidal building design, whichprovides best protection against thesometimes harsh Martian weather. Outside of

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the artificial G-fields of the colony buildingsMars gravity is still only one third that of Earth.

Mars has some remarkable geologicalcharacteristics, including the largest volcanicmountain in the solar system, Olympus Mons(27 km high and 600 km across).

A number of large manufacturingcorporations are based on this planet, and thisindustry is supplemented by large orbital andsurface cargo facilities that handlecommodities to/from outlying systems.

Mars' largest moon, Phobos, is the location ofboth John Carter Spaceport, and Ares FleetBase, home port of the Sol Defence Fleet (theUEAF 1st Fleet), and home to over 30,000military personnel.

Orbit 6 (Circum-Jove 5):Io - Class 3 ColonyOrbit Radius: 5 A.U.Type: RockDensity: 0.35Diameter: 3643 kmGravity: 0.09 GDescription:The innermost of the four Galilean moons ofJupiter, Io is most noteworthy for its volcanicnature; it is the most volcanically active bodyin the Solar System. In addition to this, Jupiter'smagnetic field lines generate vast dryelectrical storms across the moon's surfacethat can last for weeks at a time.

Io has a thin atmosphere composed of sulphurdioxide and other gases. Unlike the otherGalilean satellites, Io has little or no water.

The Io regolith is the primary source in the Solsystem for Foscolium. Foscolium is a vital fuelsource used to power interstellar drives. As wellas the large scale corporate Foscolium miningoperations, there are numerous small miningoutposts scattered across the surface of Io,mining the metal ores that are ejected fromthe moon's many volcanoes. Life is hard on Io,but the pay is generally good. Most of the Iominers have families and homes on Europaand Ganymede. The population isapproximately 10,000.

Orbit 6 (Circum-Jove 6):Europa - Class 3 ColonyOrbit Radius: 5 A.U.Type: GlacierDensity: 3.01Diameter: 3138 kmGravity: 0.135 G

Description:Slightly smaller than the Earth's Moon, Europa isthe second of the Galilean moons.

Beneath the surface ice of Europa there is alayer of liquid water, as much as 50 km deepin some places, kept liquid by tidallygenerated heat created by its orbit aroundJupiter. Because of this abundance of liquidwater, Europa became the first of the outerplanets to be colonised from Earth. Today itsupports a population of 1.4 million, most ofwhom live in hanging cities just under thekilometre-thick crustal ice, at the top of thesubterranean ocean. The 'Hanging Cities ofEuropa' have become a popular touristdestination for visitors from the inner planets.

Orbit 6 (Circum-Jove 7):Ganymede - Class 3 ColonyOrbit Radius: 5 A.U.Type: RockDensity: 0.35Diameter: 5262 kmGravity: 0.14 GDescription:Ganymede is Jupiter's largest moon. It has avery thin oxygen atmosphere and is the onlymoon in the Sol system with a magnetosphere.Ganymede is close enough to Jupiter that itexperiences significant tidal stresses, whichmakes geothermal energy and liquid wateravailable. Ganymede also possesses waterice, carbonaceous material, metals, andsilicates. Fairly deep within Jupiter's gravitywell, travel to and from Ganymede is relativelyenergy-intensive and therefore expensive. Thecolony on Ganymede has a population ofapproximately 50,000.

Orbit 6 (Circum-Jove 8):Callisto - Class 3 ColonyOrbit Radius: 5 A.U.Type: RockDensity: 0.35Diameter: 4821 kmGravity: 0.14 GDescription:Callisto is one of the most heavily crateredsatellites in the solar system. In fact, impactcraters and associated concentric rings areabout the only features to be found; there areno large Callistoan mountains. Callisto'sbattered surface lies on top of an icy layer thatis about 150 kilometres thick. Beneath the crustlies a salty ocean in excess of 10 kilometresdeep. Callisto has a trace atmospherecomposed of carbon dioxide. Its source is theslow sublimation of carbon dioxide ice fromthe satellite's icy crust.

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Outside of Jupiter's radiation belt and alsogeologically very stable, Callisto was chosenas the location of the first landing by amanned mission to the moons of Jupiter. Eventhough the colony at Europa is far larger, theValhalla Dry Dock orbiting the moon is still theonly orbital facility capable ofaccommodating the giant Jovian refineryships. The surface colony is built in and aroundthe Asgard Crater, and between this, severaloutposts and the orbiting dry dock facilities,Callisto has a population of approximately250,000.

Orbit 7 (Circum-Saturn 20):Titan - Class 3 ColonyOrbit Radius: 10.1 A.U.Type: PrimordialDensity: 1.81Diameter: 5150 kmGravity: 0.14 GDescription:Titan is the largest moon of Saturn. AlthoughTitan is classified as a moon, it is larger thanthe planets Mercury and Pluto. It has a planet-like atmosphere. When explorers first set footon Titan, it was confirmed that it's air waspredominantly made up of nitrogen with otherhydrocarbon elements which gave Titan itsorange hue. These hydrocarbon rich elementsare the building blocks for amino acidsnecessary for the formation of life, similar toEarth before life began putting oxygen intothe atmosphere.

In comparison to Mars, terraforming Titan wasrelatively easy. Originally a small miningcolony, Titan's population increased to thecurrent 4.7 million inhabitants once theterraforming began to take effect. Thecolonial population are predominantlyAmerican and Chinese descent, with agrowing number of European and Japanese.The moon possesses a harsh and bitterly coldclimate, but atmospheric terraforming allowscolonists to walk outside the colony domeswith only the aid of cold weather clothing andcompressor unit. Hydrocarbons continue toreact with the Sun's ultraviolet rays, producingthe characteristic orange smog in the upperatmosphere.

Christiaan Huygens City is an important andthriving colony base, and its only economicrival in the outer Sol colonies is Europa in theCircum-Jove colonies. It is the headquarters ofthe mining conglomerate TCC (the TitanCorporate Collective). The Titan CorporateCollective was founded when the threeoriginal companies operating on Titan and

among the moons of Saturn merged in 2148,the thirtieth anniversary of Titan's colonisation.Though other corporations have since movedinto business on Titan, TCC still have amonopoly on mining activities in the Circum-Saturnian system.

Titan is the UEAF 'hot dock' for the Sol DefenceFleet vessels assigned to the Deep SpaceGarrison. While Mars and Luna have largermilitary installations, Titan is better positionedto let starships intercept any unauthorisedspace vessel(s) inbound to the Home Worlds.UEF law dictates that no spacecraft mayactivate their F-Drive engines any close to Solthan the orbit of Saturn. Titan Sound spaceportis always host to at least a dozen UEAF fleetvessels, and has sizable aerospace andmarine assets at its disposal.

Orbit 10: Pluto - OutpostOrbit Radius: 39 A.U.Type: PrimordialDensity: 1.91Diameter: 1200 kmGravity: 0.1 GDescription:Pluto is the farthest planet from the Sun and isnot only smaller and much less massive thanevery other planet, but at less than 0.2 lunarmasses it is also smaller and less massive thanseven moons: Ganymede, Titan, Callisto, Io,Earth's Moon, Europa and Triton. Pluto's thinatmosphere comprises mainly of nitrogen andcarbon monoxide, in equilibrium with solidnitrogen and carbon monoxide ices on thesurface. The planet surface is crisscrossed withchasms, jagged spires of rock, and plains offrozen nitrogen ice with smaller amounts of(solid) methane, ethane and carbonmonoxide.

Pluto is known as the Last Post Planet, asbeyond this there is nothing but interstellarspace. It is the location of an orbital UEAFdeep space listening post (crew 12).

PROXIMA CENTAURIMain Star: Proxima CentauriType: M4 VAge: 4.6 billion yearsDistance from Sol: 4.22 light yearsDescription:One of the closest stars to our sun at 4.22 light-years away, and approximately a fifth of alight-year (13000AU) from the Alpha CentauriAB binary pair, Proxima Centauri is a dim mainsequence red dwarf (M4V) star that has only12.3 percent of Sol's mass and 14.5 percent of

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its diameter. Accounting for infrared radiation,the orbital distance from Proxima that willsupport an Earth-type planet with liquid wateris around 0.2 AU.

Like many red dwarfs, Proxima is a "Flare Star"that can brighten suddenly to many times itsnormal luminosity. Its flares can roughly doublethe star's brightness and occur sporadicallyfrom hour to hour. Archival data suggests thatthe star may have a long-term activity cyclelasting decades.

This system's close proximity to the AlphaCentauri star system and it's importance to theinterstellar communications network haveresulted in the presence of a large UEAFgarrison.

Orbit 2: Proxima II - Class 2 ColonyOrbit Radius: 0.2 A.U.Type: TundraDensity: 1.10Diameter: 10600 kmGravity: 0.94 GDescription:On the edge of the habitable zone aroundProxima Centauri, Proxima II, or simply Proximaas most locals call it, has a dense atmosphereand almost constant cloud cover that keepthe planet damp and cold, with a largeportion of the planet's water locked in surfacefrost. It is this dense atmosphere that protectsthe planet from the often harsh UV radiationemitted from Proxima Centauri during periodsof solar flare activity, and has enabledhumans to colonise the planet.

Because the light from Proxima Centauri is somuch dimmer than that of Sol, indigenousplant life such as the mighty Barskog Treeshave evolved foliage that is such a dark greenhue as to appear almost black. These darkhues are perfect for absorbing as much of thevisible light that reaches the surface from thered star as possible. Unlike the majority of reddwarf stars, the red light emitted by the starProxima is not too red in colour for Earth-typeplant life to be unable perform photosynthesisefficiently. As a result, many species of plantand animal life have been successfullytransplanted from Earth, giving the planet aneco-system similar to the lands found north ofthe arctic circle on Earth.

Proxima II was colonised early in the 22ndcentury, and the colony is over 140 years old.Proximans are very proud of the colonialheritage, and while being loyal to theFederation, they assert their national

individuality fiercely. The colony's mainindustries are crystal mining and timber.

Proxima II is home to Proxima Incorporated,one of the largest of the interstellar miningcorporations. Proxima Incorporated has amonopoly on mining in the Core Systems.

ALPHA CENTAURIMain Star: Alpha Centauri AType: G7 VAge: 5.4 billion yearsCompanion Star: Alpha Centauri BType: K2 VAge: 5.4 billion yearsDistance from Sol: 4.89 light yearsDescription:At 4.89 light years from Sol, the binary starsystem Alpha Centauri is one of our closeststellar neighbours. Alpha Centauri A, or RigilKentaurus as it is also known (the "Foot of theCentaur" in Arabic) is a yellow-orange mainsequence dwarf star of spectral and luminositytype G2 V. Its much dimmer companion star isa main sequence, reddish-orange dwarf (K0-1V).

Scientists had long believed that AlphaCentauri was one of the relatively few placesclose to Earth that may offer terrestrial lifeconditions, and in 2115 the crew of theFoscolo - the first interstellar vessel powered bya Foscolo Drive - found planetary systemsorbiting both the main and companion stars.

Alpha Centauri is now the most denselypopulated star system outside of Sol.

Alpha Centauri A Orbit 3: Hesperus -Class 2 ColonyOrbit Radius: 0.7 A.U.Type: AridDensity: 1.10Diameter: 13573 kmGravity: 0.97 GDescription:An arid world with very low humidity, Hesperus isnot an attractive planet, but in 2124 it becamethe location of the second ever extra-solarcolony founded by the United Earth Federation.

From orbit, the visitor immediately notices theinnumerable mountain ranges and canyonscriss-crossing the orange-brown surface likethe many wrinkles on the face of an ancientman. Not much can grow on Hesperus,except in the valleys and terraced mountainsthat surround the planet's only ocean, and it ishere that the colonial population of almost 1.5

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million colonists are concentrated.Hesperus has proved a more challenging andlong term colonisation project than its terranneighbour Centauri Prime, but large depositsof raw crystals soon attracted corporateinvestment.

Alpha Centauri A Orbit 4:Centauri Prime - Class 1 ColonyOrbit Radius: 1.25 A.U.Type: TerranDensity: 1.10Diameter: 13356 kmGravity: 1.15 GDescription:In 2121 the planet Alpha Centauri IV (or'Centauri Prime' as it would become known)became the site of Earth's first extra-solarcolony.

When word got out that the first mannedmission to another star system had discoveredan Earth-like planet with a well establishedecosystem of primitive flora and fauna, it kick-started what has since become known as the'First Exodus' - the first wave of rapid colonialexpansion from Sol.

Deep deposits of metals, radioactive elementsand raw crystals soon attracted heavyindustry, and by the close of the 23rd Century,Centauri Prime has become a major industrialcentre with a population of over 100 million.The planet has made the coalition ofCorporations which financially backed theinitial colonisation programme extremely rich.

Unfortunately, this rapid growth came at aprice. In a century and a half of colonisation,plants and animals imported from Earth, alongwith Earth bacteria, have caused anecological disaster on Centauri Prime,marginalising virtually all of what was once athriving alien ecosystem. Centauri Prime enjoysa healthy trade with the other two colonisedplanets in the star system, Helada andHesperus.

There are many stations in orbit aroundCentauri Prime, but the most famous isAphrodite. This off-world resort, like the colonyon the planet below, was funded andmanufactured by a variety of corporations.Subsidiaries of Cenargo Corp terraformed theplanet, Laing Construction manufactured theresort, and Artificial Life Inc supplied thepersonnel, 100% android.

Aphrodite restores the diminished, stimulatesthe jaded, and gratifies the insatiable. It's the

ultimate environment for persons of financialmerit who want to experience unprecedentedbliss. As the advert line goes: Food wasunworthy of the name until Aphrodite cuisinecame along.

Alpha Centauri B Orbit 2:Helada - Class 3 ColonyOrbit Radius: 4 A.U.Type: GlacierDensity: 0.81Diameter: 14603 kmGravity: 0.92 GDescription:Orbiting the dim orange companion starAlpha Centauri B, Helada is a cold, icy worldwith an atmosphere unsuitable to human life.The discovery of large deposits of metal andradioactive ores beneath the ice of Heladaprompted Earth to fund the development of aterraforming and mining colony here. Thecapital, Buena Vista city houses over 250,000colonists beneath it's sprawling domes.

PROCYONMain Star: Procyon AType: F5 IVAge: 4.9 billion yearsCompanion Star: Procyon BType: DAAge: 3.8 billion yearsDistance from Sol: 11.41 light yearsDescription:Procyon A, or Alpha Canis Minoris A as it is alsoknown, is a brilliant yellow-white star. Withtwice the diameter of the Sun, the star is alsothe largest star to Sol within 25 light years.Alpha Canis Minoris A has a close companionstar B that is separated by 14.9 astronomicalunits (AUs) of an orbital semi-major axis -roughly the distance between Uranus and Sol,

Procyon A has a system of 6 planets and anasteroid belt. The second planet, Tartarus, isjust barely habitable, and supports severalwell-established mining colonies. The two outerplanets are gas giants, one of which has acolony on one of it's moons.

Orbit 2: Tartarus - Class 2 ColonyOrbit Radius: 2.4 A.U.Type: AridDensity: 1.3Diameter: 10452 kmGravity: 1.5 GDescription:One of the richest mineral sources in the CoreSystems is the second planet of the Procyon

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star system. After substantial terraforming, theatmosphere is just barely breathable and thetemperature range tolerable for humans.

Tartarus is a dry and bleak planet, scoured byhot winds and violent sandstorms, with sunlightat the equator dangerous to the unprotectedhuman body.

Huge salaries offered by the various miningcorporations have attracted many to thishellish world, and the majority of the 6.4 millionpopulation are employees of one miningcorporation or another. The planet has only aminimal law enforcement presence, and as aresult the place has become something of arefuge for those who are outcasts from morecivilised worlds.

The main colony lies at the planet's north pole,with various mining camps scattered aroundthe mineral rich equatorial regions.

Orbit 6: Jotun - Class 3 ColonyOrbit Radius: 11.2 A.U.Type: Ice BallDensity: 0.5Diameter: 3112 kmGravity: 0.4 GDescription:The outermost planet in the Procyon starsystem is a Jovian gas giant with over 30moons. On one of the larger moons, an iceballnamed Jotun, is a small mining colony with apopulation of about 5000. Jotun is beingmined for it's water ice, which is essential tothe colony on Tartarus.

EPSILON INDIMain Star: Epsilon Indi AType: K5 VAge: 1.5 billion yearsCompanion Star: Epsilon IndiType: TAge: 0.8 billion yearsDistance from Sol: 11.83 light yearsDescription:Epsilon Indi is a orange-red main sequencedwarf star of spectral and luminosity type K5V.It is orbited at a distance of 1500AU by abrown dwarf (Gliese 229a), and supports asystem of 6 planets and an asteroid belt.Epsilon Indi is like a distant cousin to Sol, with77% of Sol's mass, 76% of its diameter, andabout 14.7% of its luminosity. The star has asmall system of planets and a companionbrown dwarf. The brown dwarf orbits EpsilonIndi A at a distance of 1500 AU, and has asurface temperature of only around 1810K.

Orbit 2: Bedlam - Class 3 ColonyOrbit Radius: 0.14 A.U.Type: Hot HouseDensity: 1.2Diameter: 13091 kmGravity: 1.63 GDescription:Epsilon Indi I, or 'Bedlam' as it has becomeknown, was so named due to the highnumber of breakdowns suffered amongst theemployees of mining corporations who cameto mine the planet's rich ore deposits.

A visitor to Bedlam can easily see why it hasdefeated so many: if the planet's volcanicmountain ranges, toxic atmosphere andsulphur bogs aren't enough, the visitor mustalso contend with high atmospheric pressureand temperatures approaching the boilingpoint of water. Anyone venturing outside thedomed colony base at Bedlam's south pole onfoot must do so wearing a powered work-suit,or be dead within seconds.

Orbit 3: Hallidon - Class 2 ColonyOrbit Radius: 0.32 A.U.Type: SteppeDensity: 1.2Diameter: 11300 kmGravity: 1.06 GDescription:Though the biosphere of Epsilon Indi II, orHallidon as it is now named, is superficiallyEarth-like, the early colonial survey teams soonfound out that on a cellular level it wascompletely incompatible with Earth-life,containing almost no native flora which couldbe eaten without either providing zeronourishment or triggering a fatal anaphylacticreaction. The planet would require substantialecological terraforming.

Hallidor Corporation is now reaping therewards of such a long-term investment.Enough Earth flora and fauna have beensuccessfully transplanted to Hallidon to givethe planet a Class 2 rating. The population issteadily growing, currently estimated at 31.2million, the majority of whom are Hallidoremployees.

Hallidon recently became the main corporateheadquarters for the Hallidor Corporation, thefirst corporation to move its main headquartersout of the Sol system, and it is soon to be themanufacturing centre for all Hallidor criticalcomponents.

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LUYTEN’S STARMain Star: Luyten's StarType: M3 VAge: 3.73 billion yearsDistance from Sol: 12.39 light yearsDescription:Luyten's Star is a main sequence red dwarfstar. The star lies just 1.2 light years away fromProcyon, but it is not associated with it. Thesystem possesses an asteroid belt rich inradioactive ore orbiting the star at a distanceof 0.1 AU, and 2 planets, neither of which hasan atmosphere. The innermost planet supportsa domed mining colony base, financed byPraxis Mining.

Orbit 1: Luyten's Folly - Class 3 ColonyOrbit Radius: 0.41 A.U.Type: RockDensity: 0.8Diameter: 4288 kmGravity: 0.37 G

Description:Luyten's Folly is an airless chunk of rock floatingin space, but it is the location of the base ofoperations of Praxis Mining in the system, whoare currently mining the asteroid belt for it'slarge radioactive ore reserves. The domedcolony has a population of approximately10,000.

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In the Cthulhu Rising universe, capital hasagglomerated into the hands of an everdwindling number of ever bigger corporateentities. Wholesale and retail commerce,transport, communications, manufacturing,mining, agriculture, and most services (frominn keeping and catering to legal, medicaland financial services) has fallen increasinglyunder the control of highly diversifiedcorporations organised and operating on aninterstellar scale.

The early years of space exploration saw arapid increase in the power and influence ofthese megacorporations. Defined by neithercountry, society, or ideology, without theirfinancial backing the exploration andeventual colonisation of space would havebeen economically impossible for the nationsof Earth.

Some corporations have whole worlds thatthey control themselves; some are evennamed them after their ownership (e.g.Hallidon in the Epsilon Indi star system). Most,however, have their corporate headquarterslocated in the Sol system itself.

THE DIRTY DOZENBeing the largest corporations in the CthulhuRising Universe.

1. Artificial Life Incorporated2. Cenargo Corporation3. Cheung Corp4. Consolidated Aerospace5. Federated Boeing Interstellar6. GGL Incorporated7. Gulf & Bradley8. Hallidor Corporation9. Motokatsu-Kyono Combine10. Proxima Incorporated11. Wolf-Wiesner-Krupp (WWK)12. Zen Medical

ARTIFICIAL LIFE INCORPORATEDIndustry Sectors: Artificial intelligence, androidmanufacture, computer softwareCurrent Share Price: E$35Ownership: CEO 52%; Cenargo Corp 12%; UAGovernment 3%; Board 11%; Private investors22%Corporate HQ: Seattle, WA (United Americas,Earth)GDP: E$38.4 billionDescription:

Formed in the mid 21st Century out of thebreak-up of the largest software corporationat that time, Artificial Life spearheaded theresearch into artificial intelligence culminatingin the Matriarch Program, descendents ofwhich are still the industry standard forautomated starship navigation software.Android technology has become socommonplace in the late 23rd Century that itis standard ICA policy for any licensed starshipto have an android crew-member on board.

Artificial Life is still the controlling force in themanufacturing of AI technology. Even thoughAI technology is now constructed by othercorporations besides Artificial Life, nonemanufacture them in the same volume or ofthe same quality. Artificial Life are responsiblefor every new technology in the field includingthe Rebirth terraforming robots, Series 81android technology and the Matriarchintelligent software used onboard interstellarstarcraft. With so many aspects of 23rdCentury life involving intelligent computersoftware, it could be said that Artificial Lifehave their fingers into almost every area ofday to day living.

Artificial Life's corporate headquarters is stilllocated on Earth, in United Americas territory.The twelve board members plot corporatepolicy in secrecy. They operate invisibly withinthe company and often follow their own rules.Artificial Life has the lucrative contract tosupply the UEAF with android technology.

CENARGO CORPORATIONIndustry Sectors: Aerospace, spacecraftmanufacturing, colony management, andmedical technology.Current Share Price: E$55Ownership: EF Government 9%; Board 51%;Private investors 40%Corporate HQ: Earth (London) and Mars(Viking City)GDP: E$106.4 billionDescription:The Cenargo Corporation was founded by themerger of Centaur Technologies and ArgonAerospace, the companies who funded thedevelopment of the Foscolo reactionlessdisplacement drive. As a result of it's earlyinvestment in the technology which madeeconomically viable space travel a reality,Cenargo Corp became very rich. Cenargo'shas since diversified into many new fieldsincluding spacecraft manufacturing, colony

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management, and medical technology.

Today the company works closely with worldgovernments in the areas of spaceexploration, commerce, colonization, andmilitary trading. More recently Cenargo hasbecome involved in the development of newweapons technology in order to ensure thesafety of its terraforming colonies transportships, and the lives of Company employeeswho serve on them. Humanity has exploredspace for centuries, and the discovery ofevery new world presents new dangers. Thesefactors are taken very seriously by theCompany, and the Bio-Weapons Division isconstantly developing new forms of protectionagainst such threats.

The many branches of Cenargo Corp worktogether under the close scrutiny of theshareholders to ensure that all projects meetCompany standards. In this universe of fear,treachery, and intrigue, it is very difficult toknow your true friends. By far, your mostpowerful one is Cenargo.

CHEUNG CORPORATIONIndustry Sectors: Energy, metals, colonymanagement, terraforming, machinery,chemicals, food and general merchandise.Current Share Price: E$49.73Ownership: Board 48%; Government 22%;Private investors 30%Corporate HQ: Beijing, EarthGDP: E$96.2 billionDescription:Formed in 2132 from a three-way merger ofthe largest Chinese corporations of the time,Cheung Corporation appeared on the sceneduring the chaotic period following the endstages of what has become known as the FirstExodus.

In the years since its inception, CheungCorporation has bought out scores of smallercompanies and gained ownership of manyprivatised government assets. As a result theboard membership includes private citizensand members of the Chinese Consortiumgovernment and military. The corporation isengaged in business in virtually every industry,including energy, metals, colonymanagement, terraforming, machinery,chemicals, food and general merchandise.

Cheung Corporation designs andmanufactures almost all the technologiescurrently in use by the Chinese ConsortiumMinistry of Communications, Ministry ofTransportation, and ChinaCorps. With such a

controlling hold on the markets in ChineseConsortium territories both on Earth and in thecolonies, the corporation has naturally grownrich and powerful.

CONSOLIDATED AEROSPACEIndustry Sectors: Aerospace design andconstruction, aerospace technology research,precision electronicsCurrent Share Price: E$48.13Ownership: Board 40%; Private investors 43%;Government 17%Corporate HQ: Viking City, MarsGDP: E$118.23 billionDescription:Founded in 2106, at a time when spaceflightwas still in its relative infancy and government-controlled spacecraft development wasn'tdeveloping as fast as it could, this NorthAmerican-Chinese joint venture quicklyoutgrew and outstripped the governmentagencies. Consolidated Aerospace's visionaryfounders, Saul Petersen and Alexander Liu,anticipated the move to explore and colonisethe solar system and beyond, and while otherswere seeking to exploit the growing demandfor small private orbital spacecraft, theyconcentrated on government contracts forthe construction of massive vessels capable ofcarrying settlers across the vastness of space.

Possessing the largest privately ownedshipyards in the Sol System (the Mars OrbitalShipyards, more commonly known as ElysiumPlanitia) and controlling many associatedindustries, It is estimated that one in everythree major spacecraft in production is built byConsolidated Aerospace or one of it's manysubsidiaries.

Consolidated Aerospace now hasmanufacturing bases throughout the CoreSystems, building ships to drive humanity everfurther into space. The corporateheadquarters remain in the Sol System, atViking City on Mars.

FEDERATED BOEING INTERSTELLARIndustry Sectors: Aerospace design andconstructionCurrent Share Price: E$35.4Ownership: Board 64%; Private investors 36%;Government 11%Corporate HQ:Mare Ibrium, LunaGDP: E$98.14 billionDescription:With roots that go back as far as the 20thcentury, this American-Russian aerospacemanufacturing corporation currently stands asone of the oldest megacorporations still in

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business. Federated Boeing Interstellar isresponsible for many firsts in their field,including the design and construction of theFoscolo, which was the first crewed spacecraftto make an interstellar journey using theFoscolo Star Drive.

The dawn of interstellar exploration whichbrought with it the constant discovery of newplanetary systems and resources caused thecommercial spaceflight industry to growexponentially. Federated Boeing Interstellarsoon found their monopoly of the commercialspace industry challenged by youngercorporations like Consolidated Aerospace andWolf Weisner Krupp.

Federated Boeing Interstellar is still based inthe Sol system, with shipyards at Mare Ibriumon the Moon. The corporation has neverdiversified its holdings, staying strictly in its coresectors of aerospace design and construction.It recently streamlined it's portfolio, divestingitself of several subsidiaries.

GGL INCORPORATEDIndustry Sectors: Film, television and holovisionproduction, television and holovision networks,satellite television and holovision, newspapersand magazines, book publishing, sportsownership, websitesCurrent Share Price: E$32.1Ownership: Private investors 44% Board: 21%;Ralph McDowell 29%; Government 6%Corporate HQ: United Americas, EarthGDP: E$84.81 billionDescription:Media and communications giant, GGLIncorporated grew from a successful 21stcentury communications and informationsoftware firm to dominate digitalcommunications in the late 23rd century.GGL's sphere of influence encompasses filmproduction and distribution, television andholovision production and broadcasting,advertising, newspaper and magazinepublishing, book publishing, sports ownership,multimedia, information technology and musicpublishing. Scores of television and holovisionchannels are controlled by GGL, and there isgrowing criticism that Ralph McDowell, currentPresident and CEO of the GGL media empire,uses his position to bias news reporting towardshis own political agenda.

HALLIDOR CORPORATIONIndustry Sectors: Agriculture and agriculturalproducts, colony terraforming andmanagement, consumer goods, military

technologiesCurrent Share Price: E$47.1Ownership: Board 36%; Private investors 50%UA Government 14%Corporate HQ: The planet Hallidon, Epsilon Indistar systemGDP: E$114.58 billionDescription:Formed in the late 21st Century out of a dozensmaller companies in an effort to combineand protect their interests, Hallidor is now oneof the largest corporations operating in theFederal Colonies and beyond. Hallidor hasinvested greatly in terraforming technology,and it has managed to secure a large numberof Colonisation Development Contracts. Therehave recently been reports of infightingbetween some of the companies making upHallidor Corp, but there is no real evidence.Hallidor's corporate headquarters wereoriginally on Earth, in the United Americas.Recently they relocated to the planet Hallidonin the Epsilon Indi star system.

MOTOKATSU-KYONO COMBINEIndustry Sectors: Advanced technologiesresearch, communications technology,electronics, engineering, terraforming,colonisation and aerospace manufacturingCurrent Share Price: E$48.6Ownership: CEO 28%; Federal Government 8%;Board 52%; Private investors 12%Corporate HQ: Tokyo, Japan (Earth);Anchorpoint City (Mars)GDP: E$98.4 billionDescription:The Japanese owned Motokatsu-KyonoCombine (MKC) has roots that go back overtwo centuries, to the summer of 2033, whentwo of the largest Japanese corporations atthat time merged in preparation for thecommercial exploitation of the Moon.Motokatsu Electronics and the the KyonoTelecommunications Engineering Companyhad realised early on that off-world investmentwas a market that would soon be opening upto commercial interests, and would potentiallybecome a much more lucrative revenuestream than Earth-bound investment projects.

MKC initially displayed a ruthless streak in itsdealings with rival corporations also trying toestablish an off-world presence. In 2074 inwhat is now referred to as the Luna Crisis, adispute over water mining rights at the ClaviusCrater between MKC and the recently formedLunar Development Corporation (LDC inc)rapidly escalated to the brink of the firstarmed conflict in space. Before events couldescalate out of control, the UNSA managed to

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negotiate a peaceful settlement. The LunaCrisis gave MKC reason to rethink its policiesregarding corporate competition, and overthe coming decades would work hard toreposition itself as a firm but fair competitor.

The corporation was one of the firstcommercial organisations to invest heavily inthe development of the Luna colony, and didnot hesitate to become a member of theMartian Development Consortium. By 2106,Motokatsu-Kyono's fortunes were inextricablyentwined with the colonisation andterraforming of Mars. The corporation becameone of the biggest employers on the redplanet, behind Cheung and Cenargo, andwas one of the major investors in the PhobosProject (2168-2178) which saw the constructionof the Martian Space Tether.

Unlike the majority of the othermegacorporations on Mars, MKC has opted tolocate its headquarters in Anchorpoint Cityrather than Viking City, citing the proximity tothe Martian Space Tether as being the drivingfactor behind this decision.

MKC is a heavily diversified corporation, withinterests in advanced technologies research,electronics, terraforming, colonisation andaerospace manufacturing. Although much ofits assets are now located on Earth's moonand on Mars, a strong tie with tradition haskept the corporate headquarters located inTokyo, on Earth.

PROXIMA INCORPORATEDIndustry Sectors: Deep space and open castmining, hazardous materials containment,decontamination and transportationCurrent Share Price: E$29.43Ownership: Board 28%; Private investors 72%Corporate HQ: Prox City, Proxima IIGDP: E$76.2 billionDescription:Another conglomerate like Hallidor Corp butsubstantially smaller, Proxima Incorporated wasformed after the Proxima Miners Strikes of 2154.It was at the peak of this industrial action thata succession of unexpected Management BuyOuts took place by subsidiaries of themegacorps backing the Proxima II colony.

With the popular backing of the unions, thesebreak-away subsidiaries formed ProximaIncorporated. The company has grownrapidly, to the point where it holds a monopolyon deep space and open cast mining acrossthe Inner Colonies. Proxima Incorporated hasits headquarters on Proxima II, and have

diversified into various dangerous industrysectors which are necessary evils of modernsociety. They include hazardous materialscontainment, decontamination, andtransportation.

WOLF-WIESNER-KRUPP (WWK)Industry Sectors: Precision electronics,computer hardware, industrial robotics, spaceengineering, colony buildingCurrent Share Price: E$41.36Ownership: Board 20%; Private investors 80%Corporate HQ: Anchorpoint City, MarsGDP: E$81.36 billionDescription:One of the largest manufacturer of computerhardware and industrial robotics in the UnitedEarth Federation (UEF), European megacorpWolf Wiesner Krupp (WWK) is famous forpioneering research into actuatortechnologies that allowed development ofpowered exoskeletons. WWK has recentlydiversified into space engineering and beguna planetary colonisation programme in theOuter Rim. In 2248 it relocated much of itsadministrative divisions to Mars to takeadvantage of the tax breaks set up by the UEFto encourage emigration from Earth to the redplant.

ZEN MEDICALIndustry Sectors: Genetics, medical supplies,pharmaceuticals, medical researchCurrent Share Price: E$44.31Ownership: Board 47%; Private investors 30%;Chinese Consortium 10%; Japanese Affiliates10%; Motokatsu-Kyono Combine 3%Corporate HQ: Viking City, MarsGDP: E$89.4 billionDescription:The largest medical conglomerate around,Zen Medical took over American firmMedtech, its closest competitor in a leveragedbuy out 10 years ago. In those years, ZenMedical has grown to being the largestsupplier of medical equipment in the CoreSystems. Zen Medical's R&D arm remains atthe forefront of medical research, and manyitems in common usage today were originallypatented by this company.

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MYTHOS BEINGSSome notes concerning some of the greaterand lesser Mythos entities that have featuredin adventures I have written, or intend to write.

APHOOM-ZHAHCthugha's 'son'. Aphoom Zhah - an entity ofcosmic cold, was banished to a distant star,bound there forever under the Elder Sign.

CTHUGHACthugha is the most retiring of the Great OldOnes, and it dwells deep within the starFomalhaut. Humanity have been unable tocolonise the Fomalhaut star system, due tounexplained and unpredictable solar activity.This is actually caused by Cthugha's dreams.Cthugha has been 'sleeping' for millennia.When 'summoned' to Earth it is only part of hisdreaming subconscious that appears.

CTHULHUStill asleep at the bottom of the Pacific. Hiscult of followers continues, and has spread toother water-rich colony worlds, especiallythose worlds containing more of his race.

DEEP ONESDeep Ones are still as active as ever on Earth,and unknown numbers have also managed tomigrate to the Jovian moon Europa, as well asseveral extra-solar colonies. The mainfacilitators for this migration is the organisationthat calls itself The Seaborne Foundation, aconsortium of rich businessmen. What is notcommon knowledge is the fact that the seniormembers of the Seaborne Foundation areDeep Ones. Behind the facade of colonyinvestment, marine and genetic research, theyhave their own private agenda.

The Seaborne Agenda involves theexcavation of sites on planets such as ProximaII in the Proxima Centauri star system, andHorizon in the Groombridge 1618 star system.These sites are the location of ancient aliencities, built by Cthulhu's kin countless millenniaago. Whether they hope to resurrect thecreatures that lie sleeping within, or whetherthey are looking for Elder Secrets, is knownonly to the senior members of the Foundation.

Other projects includes the creation of a SuperDeep One race using DNA taken from one ofCthulhu's Spawn, as well as gene therapyallowing the forced hybridisation of humanand Deep One DNA.

ELDER THINGSThe Elder Things colonised other planetsbesides Earth, including Paragon, a fertileplanet in the 36 Ophiuchi C star system (seethe adventures SM05 Tenants of Hell and SM06Fallen Angels for more details about the ElderThings of Paragon). There are also star-faringbranches of this ancient and enigmatic racewho were cosmic explorers, travelling acrossthe Milky Way Galaxy in vast ships carved fromasteroids.

GHOULSGhouls still exist, living beneath the vast urbansprawls of Earth's cities.

MI-GO, THE FUNGI FROM YUGGOTHWith the advent of humanity reaching theplanets and stars, the Mi-Go found theiraccess to Earth at risk. They have made a'deal' with the Illuminati. In return for access tocertain technologies possessed by the Mi-Go,the Illuminati help the Mi-Go on Earth.

In the world of Cthulhu Rising, the Mi-Goabandoned Yuggoth (Pluto) soon afterhumanity began sending manned expeditionsto the outer planets. The entrances to theirsubterranean caverns were collapsed, andhave as yet been undiscovered.

THE CTHULHU RISING MYTHOSWhat is the state of the Mythos in Cthulhu Rising? I have compiled some notes which may providesome useful insights for Keepers planning on running my adventures, or using the setting to createtheir own.

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The Mi-Go's headquarters in our solar systemnow lies in the upper atmosphere of Uranus,and they also have secret outposts on someof the moons of the outer planets, and onEarth (with help of Illuminati).

NYARLATHOTEPThe myriad of cults worshipping this god are asdiverse and widespread as they are today.The Crawling Chaos virus that almost broughtthe Federal Stock Exchange network to itsknees in 2244 is attributed to a group ofcomputer hackers called the Acolytes whowere (mostly) unwitting worshippers ofNyarlathotep.

SHUG-NIGGURATHHas gained influence amongst members ofenvironmental groups and the Earth Isolationistmovement.

MYTHOS LOCATIONSNotes detailing the condition of several of themore established locations in the CthulhuMythos, in the year Cthulhu Rising is set: 2271.

ARKHAMBy the 23rd century, the urban sprawl of thecity of Boston to the south has finally reachedArkham, although the town is still considered abackwater suburb by most Bostonians. Thetown has been designated a Heritage Areaby the Government, and as a result hasmanaged to retain a lot of it's old worldcharm.

ARKHAM SANATORIUMArkham Sanatorium was destroyed in a fire inthe summer of 2061. The current building datesfrom 2084, and is built on a site close to theoriginal. Because Arkham is designated aHeritage Area, the new sanatorium wasdesigned to fit in with the surroundingarchitecture, hence it's marriage of 21stcentury innovation and old world Gothic.

CELAENO, ALDEBARAN, BELELGEUSE ETC.All of these are currently still beyond the extentof human explored space.

FOMALHAUTHome of Cthugha, this star system has notbeen colonised due to the erratic and violentsolar activity of the star. The planets in the solarsystem are unfit to support human life withoutextensive terraforming / habitat construction.

HG WELLS LIBRARY, COPERNICUSUNIVERSITY, MARSFounded in 2178 at Copernicus University Mars,the H G Wells Library has amassed one of thelargest public offworld print libraries in theFederal Colonies. In addition it also has a largedigital library and archive of colonial artefactsfrom the original manned landings in 2061,although most of these are kept in the AresMuseum at the original landing site.

INNSMOUTHInnsmouth was quarantined in 2253 by the FHSafter a reported outbreak of Ngano plague.This caused major panic on the American eastcoast. In fact the outbreak was a cover story -Innsmouth was sealed off after aninvestigation by Federal officers intodisappearances in the region. Several of thetown's leading figures were taken into custody,though many more were discovered to bemissing (they fled to the colonies).

THE JOHN RYLANDS LIBRARY,MANCHESTERUnknown to the general public, the JohnRylands Library holds one of the largestcollections of forbidden books outside ofMiskatonic University and the Rijksmuseum inAmsterdam.

MARSThere are ancient ruins that lie hidden andundiscovered beneath the surface of the redplanet. It is only a matter of time beforesomeone stumbles upon one of them...

MISKATONIC UNIVERSITYMiskatonic University was rebuilt after theterrible storm of 2014 that struck Arkham andthe surrounding environs. A small portion of theartefacts and books in it's famous library werelost - thought destroyed by storm damage tothe building.

Boston is famous for it's many colleges, and asa result the University is still a well-kept secret,lying on the northern edges of the city'ssprawling suburbs, in the quiet town ofArkham.

OMEGA TRIANGULI IIIAn excavation of a site on the third planet ofthe Omega Trianguli Australis star system, inthe Trianguli Australis star cluster. The digended in disaster when there was a nuclearaccident that killed most of the research teamon the planet surface.

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The nuclear explosion was in fact far fromaccidental. When a Star Spawn of Cthulhuwas awakened at the dig site, a MilitarySciences Division starship nuked the site fromorbit.

MYTHOS EVENTSA (incomplete) timeline of important Mythosevents occuring between the present dayand the Cthulhu Rising future.

2061:Arkham Sanatorium burns down.

2083:Arkham Sanatorium rebuilt at a location closeto the original.

2183:Human Horizons Press offices burn down.Jonathan Monroe, author of a book thepublishing house was about to publish, isarrested in connection with the fire. He latercommits suicide while in police custody.

2188:Prof Giles Sutton establishes the Sutton Institute,in Manchester, UK.

2203:Professor Sutton and several other foundingmembers of the Institute are killed in what isreported to be a freak boating accident offthe island of Ponape.

2214:The Earth Children cult, an extreme offshoot ofthe Earth Isolationist Movement, grows inpower. Eventually stories of kidnappings andholding members against their will pushes theFederal authorities to take action. A Wacostyle siege ensues. Federal troops storm thecult's heavily defended compound in Texas,but the cult's enigmatic leader, the ReverendJebediah Stone, is nowhere to be found.

2242:Attempts to create a digital copy of theNecronomicon by EnerTek Corp's R&D divisionon Earth end in disaster when a computer virusis somehow introduced into the corporation'scomputer networks. EnerTek suffers criticaldata loss. Cultists of Nyarlathotep responsible.The disaster is the cause of EnerTek's eventualcollapse.

2244The Crawling Chaos computer virus crashesthe Global Stock Exchange network, causing

chaos amongst the business community. It isattributed to a group of computer hackerscalled the Exiles who were worshippers ofNyarlathotep.

2254:MiliSci HQ on Mars is totally destroyed, whenan explosion rips through the complex.Explosion caused by certain alien devicestaken to the complex from an undisclosed site(Mi-Go?).

2258:Military Sciences Division transfer the bulk oftheir activities to a top secret location, aspace station code named 'Pandora'.

2260:A Cenargo Corp. funded survey team on Marsdiscovers alien ruins at the bottom of theCoprates Chasma. MiliSci takes over theexcavations. The find is classified as TopSecret. The area is sealed off to the public andthe site is placed under heavy guard.Unknown to MiliSci, Cenargo has alreadytaken certain items, including extensivephotographic evidence of a set of stonetablet fragments inscribed with alien writings.

2262:A Colour Out Of Space attacks Mayfield, acolony in the Outer Colonies. It is eventuallycontained using a magnetic field generator,taken from an unused fusion reactor. MiliSciorganise a cover-up.

2263:Professor Kitover, a MiliSci scientist, translatesthe Coprates Fragments and promptly goesinsane and destroys his lab, including theFragments.

2267:Contact with Robinson, a colony in the OuterRim Territories is lost. ICM S&R teamdispatched. Upon arriving they discover thecolony base burnt to ashes, with only onesurvivor, raving about how 'the stars swarmedon us and killed everyone'. MiliSci organise acover-up.

MYTHOS RELATEDORGANISATIONSSome information concerning some of theorganisations that have featured inadventures I have written, or in adventures Iintend to write.

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EARTH ISOLATIONIST MOVEMENT, THECultists who believe humanity is not supposedto be out amongst the stars. They are in factworshippers of Shug-Niggurath.

FREEMASONS, THEThe Freemasons are often accused of all kindsof things from influencing international affairsto managing interplanetary alliances andtreaties. To most, the Masonic Order is agentlemen's club, it's lay members drawn fromall walks of life, with many being richbusinessmen and politicians.

What most lay members do not know, is thatthe upper echelons of the Order, the 'InnerTemple', like the Illuminati, also know about thetrue history of the Earth. They fight a covertwar against the schemes of the Illuminati.

The Freemasons, through their political andcorporate interests, pushed for thecolonisation of space, theorising that the moreworlds humanity occupies, the greater it'schance of survival should the Great Old Onesever return. They also encouraged thedevelopment of psychic powers in humans, asit may prove a powerful tool in the fightagainst the minions of the Great Old Ones.

ILLUMINATI, THEThe founder of the Bavarian Illuminati, AdamWeishaupt, was also a Mason. This factprompted wide speculation that the twogroups had been (or still are) working intandem for a broader objective - theestablishment of a "New World Order." Whatmost people do not know is that Weishauptrecruited Illuminati from the ranks of his fellowMasons. This recruitment continued unabateduntil he was finally caught and expelled fromthe Masonic Order.

The Illuminati of the 23rd century have muchpower and influence in the Federalgovernment, and own stakes in many of thelargest of the megacorporations. The highestmembers of the Illuminati, the NWC (NewWorld Council) know about the true history ofthe Earth, about the Great Old Ones, ElderGods etc. They are even rumoured to bepreparing the way for the return of the GreatOld Ones when the stars are right. They controlthe division of MiliSci concerned with theinvestigation of extra-terrestrial phenomena,and make sure all such operations are tightlycontrolled.

The Illuminati are also in league with the Mi-Goin some manner.

MILITARY SCIENCES DIVISIONMilitary Sciences Division, or MiliSci as they aremore commonly known, are the branch of theUnited Earth Armed Forces responsible for thedevelopment and acquisition of newtechnologies for use by the military. They havequite a broad remit to achieve this, operatingwithout much official regulation or oversightby the UEF government. Their budgets are vastand mostly classified. Access to informationeven within the organisation is heavilycompartmentalized. There are many sub-divisions in MiliSci, ranging from lower echelonblack projects to the super-black branchknown as the Black Chamber. The BlackChamber does not officially exist, and mostmembers of the UEF government can exerciseplausible deniability in this matter, becausemost of them believe this also.

The Black Chamber are in charge of allresearch and development involving theoccult and/or alien technology. They arepossibly the descendants of Majestic 12...

MiliSci have bases of operations throughoutcolonised space, such as at Icaria Planum onMars, and the Trinity Testing Facility in the 40Eridani star system. The most infamous nameassociated with MiliSci is Pandora. A spacestation which serves as the Area 51 of CthulhuRising - a top secret research base andrepository for acquired alien tech. Like theBlack Chamber, it does not officially exist.

NESTARIANS, THEThe Nestarians worship Cthugha and areactively seeking ways to wake him up from hisslumbers deep within the core of Fomalhaut.

ORDER OF THE BLOODY TONGUE, THENot to be confused with the African 'Cult ofthe Bloody Tongue', this is one of the manycults dedicated to the worship ofNyarlathotep, the Order of the Bloody Tonguehas existed for almost 3 centuries in one formor another, and in fact used to be an offshootof the Starry Wisdom cult. It's power base lies inthe United Americas on Earth.

PRIESTHOOD OF NEPHREN-KA, THEThe Priesthood of Nephren-Ka are actuallyrunning the ERC.

SEABORNE FOUNDATION, THEThe Seaborne Foundation is a consortium ofrich businessmen from across the globe, withsizeable investments in several extra-solarcolonial interests - notably Proxima II in theProxima Centauri star system, and Horizon in

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the Groombridge 1618 star system - as well asholdings in a number of marine research andgenetic research companies.

The Foundation prides the privacy of itsmembers, and as such very little is knownabout them. Founding member DanielSeaborne lives out his life in a private arcologyin orbit around Earth. He is 133 years old, keptalive by the medical technologies affordableby being a multi-billionaire. What is notcommon knowledge is the fact that the seniormembers of the Seaborne Foundation are alsoDeep Ones and high ranking members of theSecond Church of Ashago. The SeaborneFoundation's extra-solar colonial interests arethe main facilitator for Deep One migrationfrom Earth...

SECOND CHURCH OF ASHAGO, THEEver since its centre of worship (Innsmouth)was destroyed by the Federal Government in2253, the Esoteric Order of Dagon has beendeclared an illegal religion. Despite this, thecult has survived. Now operating under thename The Followers of Ashago or SecondChurch of Ashago, its main centre of influenceon Earth lies in the Pacific Rim Nations, and theWest coast of the United Americas. It also hasbranches further afield - on Proxima II in theProxima Centauri star system, and Horizon inthe Groombridge 1618 star system.

SUTTON INSTITUTE, THEThe Sutton Institute was formed in 2188 by

Professor Giles Sutton of Manchester University.Based at Sutton Hall just north of the city, theInstitute is committed to researching theMythos to obtain a better understanding ofthe cults of the Great Old Ones.

Professor Sutton and several other foundingmembers of the Institute died in a freakboating accident off the island of Ponape in2203, but his work has been continued by hiscolleagues.

HOW DO THE ENDTIMES FIT INTOCTHULHU RISING?A question I have been asked several times is:'where/how do the Endtimes fit into CthulhuRising'?

My answer is simply this - as far as I recall, HPLdidn't specify exactly when the End Timeswere going to occur - only that when the 'StarsAre Right', Cthulhu and his kin would riseagain, and humanity's dominance of Earthwould be at an end.

By the end of the 23rd Century in CthulhuRising, the Endtimes are still not upon us.They're still going to happen. In the world ofCthulhu Rising though, there is a betterchance that humanity will survive in somefashion, somewhere out there amongst thestars...

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INTRODUCTIONThe following information should allow aKeeper who has experience running Call ofCthulhu adventures to generate Investigatorsfor Cthulhu Rising.

All stages of character generation prior to thechoosing of a character profession areidentical to the rules found in the Call ofCthulhu rulebook except with the followingadditions:

CHARACTERISTICS AND SELECTEDATTRIBUTESCharacteristics and Selected Attributes aregenerated as for the Call of Cthulhu charactergeneration rules, with the following additions:

generation rules, with the following additions:

HIT POINTS PER LOCATION

Total HP Location

Leg Abd* Chest Arm Head01-03 1 1 2 1 104-06 2 2 3 2 207-09 3 3 4 3 310-12 4 4 5 3 413-15 5 5 6 4 516-18 6 6 8 5 619-21 7 7 9 6 7* Abbreviation of Abdomen

DAMAGE MODIFIERTotal your Investigator's STR+SIZ, then consultthe following table:

Total Bonus01-12 -1d413-24 025-32 +1d433-40 +1d641-56 +2d6every +16 +1d6 extra

MOVEMENT RATEAll humans move at 4 metres per combatround, unless specified.

SKILL CATEGORY MODIFIERSSkills in Cthulhu Rising are broken down intocategory groups, each of which has amodifier, based on certain characteristics.Total the values of the influences of eachcharacteristic and apply them as follows:

Primary: +1 per 1 over 10 / -1 per 1 under 10Secondary: +1 per 2 over 10 / -1 per 2 under10Negative: Converse of Primary

Agility: Knowledge:DEX = Primary INT = PrimarySTR = SecondarySIZ = Negative

Manipulation: Communication:INT/DEX = Primary INT = PrimarySTR = Secondary POW/APP = Secondary

Perception: Stealth:INT = Primary DEX = PrimaryPOW/CON SIZ/POW = Negative= Secondary

Weapon Skills:Attack % = Manipulation ModifierParry % = Agility Modifier

If applicable, Psychic Rules are generatedusing the Psychic Powers Rules.

BACKGROUND AND LIMITATIONSIn the 23rd century when Cthulhu Rising is set,humanity has spread out from Earth to thestars. I tend to limit players to choosing abirthplace from within the confines of the SolSystem. If you have decided to set yourcampaign far from Earth, in the Outer Coloniesfor example, then by all means go for it! WhileEarth is still the most heavily populated starsystem in all colonised space, many millions ofpeople have been born and raised in theColonies.

CHARACTER GENERATION

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In the society of the 23rd Century, males andfemales are treated equal in all possiblerespects.

BACKGROUND SKILLSThe Investigator gets EDU x15 to allocatebetween any skills with a base chance above00% as percentiles. All the skills do not have tohave points given to them, but pointsundistributed are lost. No skill can start athigher than 75% (including stat bonuses).

OCCUPATIONAL SKILLSA player chooses from one of the belowcharacter classes and depending on typechosen, receives EDU x 10 to allocate to therelevant occupational skills:

ACADEMICThis profession covers both those individualsinvolved in teaching or those involved inpostgraduate study and research at auniversity or college. Postgraduate studentsusually perform administrative work for thefaculty staff, working as research assistants.Occupation Skills:Administration, Computer (Operation), DataAnalysis, and any three from: Astronomy, Law,History, Natural History, Occult, Psychology,Read Other Language, Religion, Science(specify).Background:Accommodation at a college or universitycampus; Teacher earns E$20,000 pa salary;Postgraduate E$15,000 pa salary; Savings ofE$1000x1d10; personal equipment related toprofession.

ANARCHISTAnarchists are staunch believers in the theoryor doctrine that all forms of government areoppressive and undesirable and should beabolished. As such they live outside the systemas much as possible, frequently mixing withcriminal and separatist elements.Occupation Skills:Computer (Operation), Conceal, Fast Talk,Streetwise and any three other skills aspersonal specialties.Background:2x underworld contacts (Keepers discretion),1d10x100E$ in equipment and personaleffects.

ANTIQUARIANAn antiquarian or antiquary is one concernedwith antiquities or things of the past. Morenarrowly, the term is often used for those whostudy history with special attention to antiques

i.e. ancient objects of art or science asphysical traces of the past.Occupation Skills:Bargain, Data Analysis, Evaluate, History, SpotHidden, Speak/Read Other Language, plusone other skill as a personal specialty.Background:Small house outside the city, or a small 1bedroom city apartment; 1x contact;E$500x1d10 savings; E$25,000pa salary.

ANDROIDRunning an Android character in a campaignis allowable only at the Keepers discretion. Seethe separate supplement details generatingand playing Android player characters.

CIVIL SERVANTBy the 23rd Century, government bureaucracyhas reached new heights of complexity. TheCivil Servants keep the wheels of interstellargovernment oiled and moving. The playermust choose a branch of government e.gICA, ITC, Transport, Health etc.Occupation Skills:Administration, Computer (Operation), CreditRating, Data Analysis, Fast Talk, and any threeother skills as personal specialties.Background:Rented 2 bedroom apartment; E$1000x1d10 insavings; E$20,000pa salary; 1x governmentcontact (Keeper's discretion).

COMPANY SUITMuch of 23rd Century life is in some wayinfluenced by the transnational mega-corporations. A Company Suit is a juniorexecutive of one such corporation, newlypromoted from the rank and file, on a goodsalary with stock options.Occupation Skills:Administration, Bargain, Computer (Operation)Credit Rating, Data Analysis, Fast Talk, Orate,and any two other skills as personal specialties.Background:Luxury apartment (1 bedroom) in a privatecorporate compound; E$500x1d100 savings;E$35,000pa salary; 1x corporate contact;E$1000 x1d20 in company share options.

COMPUTER SPECIALISTWithout highly skilled men and women todesign, program, and troubleshoot thecomplex computer systems of the future, life inthe 23rd Century would be far more difficult, ifnot impossible. Computer Specialists areusually employed by a company's IT division,though many prefer to move from contract tocontract on a freelance basis.Occupation Skills:

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Computer (Operation, Programming, Security),Electronics (Communications, Security,Systems), Data Analysis, and any two otherskills as personal specialties.Background:Rented 1 bedroom apartment; E$1000x1d20savings; personal equipment related toprofession.

CRIMINALWith Law Enforcement techniques asadvanced as they are in the 23rd Century,criminals in the future have to be highly skilledprofessionals not only to be successful, but toavoid capture and incarceration. This classdoes not cover violent criminals like murderersand rapists, instead covering white collarcriminals, forgers, con-artists, cyber-criminalsand thieves.Occupation Skills:Bargain, Computer (Operation), Evaluate, FastTalk, Scan, Streetwise, and any three other skillsas personal specialties, pertaining to criminalfield of expertise.Background:Forged identification; E$1000x1d4 personalequipment; 2x underworld contacts (Keeper'sdiscretion).

DOCTOR OF MEDICINEThe medical doctor of the 23rd Century is justas concerned with saving lives as hiscounterparts in other eras but he has far moreadvanced equipment and techniquesavailable than at any other time in humanhistory.Occupation Skills:Credit Rating, Computer (Operation), DataAnalysis, First Aid, Pharmacy, Psychoanalysis,Psychology, Science (Biology), Medicine.Background:Rented 2 bedroom apartment; E$40,000pasalary; E$1000x1d100 savings (10% liquid, rest inshares and stocks or property); personalequipment related to profession.

DRIFTERFor whatever reason, a Drifter has chosen todrop out of accepted society, and wandersthe space lanes, working their passage atvarious jobs, traveling from colony to colony.Occupation Skills:Bargain, First Aid, Hide, Listen, Psychology,Sneak, Survival, Vacc Suit.Background:E$100x1d10 personal equipment.

ENGINEER, SPACESpace Engineers are responsible for thedesign, construction, and maintenance of

space stations and space vessels. The orbitalengineer's life is a difficult one and is oftenshort as accidents are not uncommon in theharsh and unforgiving environment of space.Occupation Skills:Science (Chemistry, Physics), Computer(Operation), Electronics (Systems), DataAnalysis, EVA, Mechanical, and one SpaceEngineering skill as a specialisation.Background:E$30,000pa salary; E$1000x1d4 savings;personal equipment related to profession.

ENGINEER, PLANETARYPlanetary Engineers are essential to thecontinued existence and growth of colonies.The colonial engineers keep the existingsystems operational and continue to producenew equipment, habitats, and vehicles.Occupation Skills:Science (Chemistry, Geology, Physics)Computer (Operation), Electronics (Systems),Data Analysis, Mechanical (Vehicle), and onePlanetary Engineering skill as a specialty.Background:E$30,000pa salary; E$1000x1d4 savings;personal equipment related to profession.

ENTERTAINERThe entertainment industry is larger than everin the future. The Federal Network has holo-vidchannels numbering in the thousands, withsomething to suit all tastes.Occupation Skills:Entertain, Fast Talk, Orate, and three other skillsas a specialty.Background:E$1000x1d4 savings; personal items related toprofession; 2x media contacts (Keeper'sdiscretion).

JOURNALISTThe Federal Network carries it's own newschannels as well as scores of others. Journalistsare usually employed by either FederalNetwork News (FNN) or by one of it'sindependent rivals, though some prefer tomove from contract to contract on afreelance basis. The vast majority of news isdelivered electronically, directly. The "dailyme" concept of multi-sectioned electronicpublishing with information and advertisingtailored to each individual's needs is aneveryday reality in the 23rd Century.Occupation Skills:Computer (Operation), Data Analysis, FastTalk, Read/Write Other Language, Streetwise,and any two other skills as personal specialties.Background:2x media contacts (Keeper's discretion);

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E$15,000pa salary; E$1000x1d4 savings;personal items related to profession; smallapartment.

LAWYERA Player wishing to run a Lawyer Investigatormuch first choose their field of expertise: Civil,Corporate or Criminal. Choosing Criminal willusually mean that they work for the FederalGovernment. Civil or Corporate lawyers usuallybelong to private law firms.Occupation Skills:Administration, Bargain, Computer (Operation)Credit Rating, Data Analysis, Fast Talk, Law,and any two other skills as personal specialties.Background:E$50,000pa salary; E$1000x1d20 savings; 2xlegal contacts; 2x contacts related to field ofexpertise, e.g. 2x police contracts for criminallawyers (Keeper's discretion); luxury 2 bedroomapartment in well to do area.

MECHANICMechanics repair and maintain the planetaryvehicles and machinery of the future.Occupation Skills:Computer (Operation), Data Analysis,Electronics (Systems), Mechanical (Aero-space, Vehicle), and any two other skills aspersonal specialties.Background:E$15,000pa salary; personal equipment relatedto profession; ground vehicle.

MISSIONARYMissionaries travel the colonies, spreading theword of their religion to the new frontier,serving the spiritual and religious needs of thecolonists and preserving the religious traditionsand histories of Earth.Occupation Skills:Data Analysis, Fast Talk, First Aid, History,Occult, Other Language (Speak andRead/Write), Religion.Background:Personal items related to profession.

PARAPSYCHOLOGISTThe parapsychologist is dedicated tosearching for evidence of phenomena that isinexplicable by science. They are experts inthe occult and ancient histories of Earth.Occupation Skills:Computer (Operation), Data Analysis, History,Occult, Read/Write Other Language, Religionand any one other skill as personal specialty.Background:E$1000x1d4 savings; personal items related toprofession; 2x contacts (Keeper's discretion);rented accommodation.

PILOT, AEROSPACEAerospace Pilots are trained to operate avariety of suborbital vehicles ranging fromsmall shuttlecraft to heavy duty cargo carriersto high-tech military craft.Occupation Skills:Astronomy, Computer (Operation), Electronics(Communications, Systems), Vacc Suit, Pilot(Aerospace), Scan.Background:If employed salary is E$10,000 +(1d10x1000)pa; E$1000x1d4 savings; current ICC license;personal items related to profession.

PILOT, SPACESince the invention of AI in the mid-22ndCentury, the majority of interplanetary andinterstellar space vessels have become almostcompletely automated, only requiring humanpilots for delicate maneuvers like orbitalinsertion and docking.Occupation Skills:Astronomy, Computer (Operation), DataAnalysis, Electronics (Communications,Systems), EVA, Pilot (Spacecraft), Vacc Suit.Background:If employed salary is E$10,000 +(1d10x1000)pa; E$1000x1d4 savings; current ICC license;personal items related to profession.

POLICE OFFICERPolicing in the 23rd Century is handled by theFederal Law Enforcement Authority. From theirheadquarters on Earth, and via many localstations throughout the Federal Colonies,Federal police officers have the unenviabletask of tackling crime over interstellardistances.Occupation Skills:Computer (Operation), Data Analysis, Dodge,First Aid, Gun Combat (Hand Gun), Hide, Law,Listen, Streetwise.Background:E$15,000pa salary; 2x police contacts(Keeper's discretion); E$1000x1d4 savings;personal items related to profession; rentedaccommodation.

PRIVATE INVESTIGATORThere is still a healthy customer base for the23rd Century Private Investigator, whethercontracted to corporations or hired by privatecitizens. Most PI's are ex police.Occupation Skills:Bargain, Computer (Operation), Data Analysis,Fast Talk, Gun Combat (Hand Gun), Hide,Law, Streetwise.Background:E$1000x1d10 savings; private investigator'slicense; rented accommodation and if self

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employed, a small office with 1 member ofstaff; personal items related to profession.

PROFESSORA senior academic who holds a departmentalchair, generally as head of the department, ora personal chair awarded specifically to thatindividual. Professors are qualified experts whoconduct lectures and seminars, performresearch and train young academics.Occupation Skills:Administration, Bargain, Credit Rating, DataAnalysis, Fast Talk, Other Language, Orate andany three from: Astronomy, Law, History,Natural History, Occult, Psychology, ReadOther Language, Religion, Science (specify).Background:Accommodation at a college or universitycampus; E$30,000pa salary; E$1000x1d20savings; 1d3 academic contacts; personalitems related to profession.

PSYCHIC: FREELANCEAfter completing Federal Service, manypsychics continue to work for the MAA, butsome go freelance, and find work for one ofthe many PSPs - Psychic Service Providers -private organisations licensed and regulatedby the MAA who hire out their talents to blocktelepathic snooping and other paranormaldirty tricks. It has become common practicefor executives of large corporations andgovernment bodies to employ such agents as'psychic security'.Occupation Skills:Administration, Computer (Operation), DataAnalysis, Fast Talk, Hide, Law, Psychology,Streetwise. For Psychic Abilities, see thedocument 'Psychic Powers'.Background:E$1000x1d10 savings; employment with a PSPwith a salary of E$20,000pa; psychicregistration card; rented accommodation;personal items related to profession.

PSYCHIC: METAPOLAttached to the Federal Law EnforcementAuthority, MetaPol, or the Metasensory Police,is mainly made up of telepaths and precogs,who use their powers to interrogate those whohave committed crimes against theFederation, or to predict the outcome ofcertain events.Occupation Skills:Computer (Operation), Data Analysis, FastTalk, First Aid, Gun Combat (Hand Gun); Law,Psychology, Streetwise. For Psychic Abilities,see the document 'Psychic Powers'.Background:E$15,000pa salary; psychic registration card; 2x

police contacts (Keeper's discretion);E$1000x1d4 savings; personal items related toprofession; rented accommodation.

PUNKIn Cthulhu Rising, the Punk Occupation coversteenagers and young people, especially amember of a rebellious counterculture group.They may have rich parents and are takingtime out to travel.Occupation Skills:Computer (Operation), Data Analysis, FastTalk, Streetwise, and any two other skills aspersonal specialties.Background:E$1000x1d4 savings; personal items; 1x minorunderworld contact.

SEPARATISTSeparatists are citizens born and raised in thecolonies, who are supporters of the ColonialIndependence movement, outlawed by theICA during the Colonial Wars (2258-60). Thoughseparatist support is still high in some regions ofthe Outer Rim Territories, the leaders of themovement have had to go underground, toavoid arrest and transportation to a FederalRe-education Centre.Occupation Skills:Computer (Operation), Data Analysis, FastTalk, History, Streetwise, and any two other skillsas personal specialties.Background:Personal items related to profession.

SCIENTISTScientists are usually in the employ of, or workfor projects funded by, one of the mega-corporations. Their fields vary, from AI togenetics, to terraforming and xeno-biology.Occupation Skills:Computer (Operation), Credit Rating, Science(Chemistry, Physics), Science (Geology) orAstronomy, Data Analysis and one Science skillas a specialization.Background:Accommodation in private corporatecompound; E$40,000pa salary; E$1000x1d4 incompany share options; personal equipmentrelated to profession.

SOLDIERSoldiers as Investigators are usually ex UnitedEarth Armed Forces now in the employ of acorporation or a member of a privatemercenary unit.Occupation Skills:Armoury, Dodge, First Aid, Gun Combat(Rifle), Hide, Listen, Survival, Tactics, Vacc Suit.Background:

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E$1000x1d20 savings; personal items related toprofession.

PERSONAL DEVELOPMENTInvestigators also have skills in other areas.Allocate INTx5% to any skill or skills, exceptthose at 75%, or Cthulhu Mythos.

PERSONALISATIONWrite down the characters name, his/herappearance (including civilian clothing),his/her beliefs and goals, his/her place of birth,relatives, education etc.

SKILL DEFINITIONSCthulhu Rising is set over 250 years into thefuture. As a result of this, certain skills havebeen added that didn’t exist in the originalrules. They are listed below.

ADMINISTRATIONThe individual with this skill has had experiencewith bureaucratic agencies, and understandsthe requirements of dealing with them howthey work.

ARMOURYThe Investigator is trained in the maintenanceand repair of military hardware. When this skillis gained during basic training, it applies tosmall arms, i.e. rifles, handguns, machine guns.The Armoury skill is used to repair damagedweapons, clear weapon jams, etc.

ASTRONOMYAn individual with astronomy has the ability todetermine which stars and planets areoverhead at a particular time and whencelestial events are due to occur on theirhome planet. Individuals who areacademically trained in astronomy haveusually been taught how to read the 3D starcharts used in Astrogation on interplanetaryand interstellar space travel.

COMPUTER PROGRAMMINGAn Investigator with Computer Operation as askill is trained in the basic usage of computersystems. Computer Programming however,allows a Investigator to understand computerprogramming languages and procedures andhave at least basic education in the hardwareaspects of computers.

Use of this skill enables an investigator to writeprograms and to retrieve and analyzeobscure, damaged or concealed data.

COMPUTER SECURITYThe Computer Security skill is the ability tobypass security software to in effect 'hack' into

secure computer systems. Using this skill maytake anything from mere minutes to hours.Depending on the sophistication of thesoftware, modifiers to the roll may be appliedby the Keeper.

DATA ANALYSISData Analysis is an Investigators ability to workwith stored information in a variety of formats,be it electronic or hard copy. Depending onthe organisation of the media in question, andthe search criteria, Data Analysis skill use cantake anywhere from several minutes to severalhours. Examples are given below:

Uncatalogued data: 8 hours +Catalogued data: 4 hours +Catalogued data with use of a search aid(e.g. a computer search program):1-3 hrsCatalogued data with state of the art datasearch software: Less than an hour

Of course, the amount of time spent and theresults will depend on the nature of theinformation sought and whether it is actuallypresent. While this skill can be used to locatesecured information, it does not permitaccess. This may require Fast Talk, Persuade,Computer Use, Bargain, Credit Rating, or goodold fashioned breaking and entering.

DEMOLITIONSAn Investigator with this skill is trained andexperienced in the handling, placement andefficient use of explosives.

DEVISEThis is the skill of both assembling anddisassembling mechanisms such as locks andtraps that are not electronics based. It canalso be used for repairing mechanicaldevices.

ELECTRONICS COMMUNICATIONSThe Investigator is trained in the use, repairand maintenance of communicationsdevices. Whilst nearly anyone can operate acommunicator, this skill is necessary tounderstand why the device does not workcorrectly, or to be aware of device limitations.The Communications skill enables theInvestigator to jam and evade jamming, andto make minor repairs.

ELECTRONICS SECURITYThis skill enables a Investigator to bypassphysical security features, such as lockeddoors or alarm systems.

ELECTRONICS SYSTEMSThe Investigator with this skill has the ability to

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repair basic electronic devices. This does notinclude weaponry, for which the Armoury skillis needed.

ENGINEERING, PLANETARYExamples of Planetary Engineering Skills are asfollows:

CONSTRUCTIONThis skill governs the construction of structuresranging from small buildings to massiveskyscrapers. Keepers may wish to limitInvestigator skills to general areas such as smallconstruction, medium construction, and largeconstruction. Individuals with this skill candesign, supervise the construction of, andinspect structures.

MININGThis skill governs a variety of mining operationsranging from commercial digging to thebuilding of underground complexes.Individuals with this skill can supervise miningoperations and inspect underground sites fortheir structural integrity. Individuals may havevarious specializations in this skill such as stripmining, deep mining, and so forth.

ENGINEERING, SPACEThis skill category governs construction work inlow and zero gravity conditions, as well asrepair and maintenance of high-technologylike star drives and power planets. Someexamples of this skill are as follows:

DRIVE ENGINEERThis skill governs the maintenance and repairof F-Drives, the technology that makesinterstellar travel possible.

LOW/ZERO GRAVITY CONSTRUCTIONSimilar to Construction, this skill governs theconstruction of structures in conditionsinvolving low or zero gravity (as well asvacuum conditions). Building spaceships andspace stations requires this skill. Individuals mayspecialize in various areas. For example, aperson may be an expert space ship designer.

EVAUse of this skill enables the character tofunction more or less normally within low ( halfof the normal gravity the being is used to orless) or no gravity situations. For the most part,a character with any degree of this skill will beable perform routine tasks without a problem.Special actions (such as running in low gravityor leaping from one space ship to another) willrequire a skill check. Failure will result in theaction failing in some way (losing control whilerunning or missing the ship, for example).

Relevant physical skills (such as weapon andphysical combat skills) should be averagedwith this skill (but not to exceed the maximumin the skill in question) when used in low or zerogravity situations. This base level of this skill forall colonists is 10%, as every teenager takes abrief training course in orbit.

FORWARD OBSERVERInvestigators with this skill have been trained tocall on and adjust artillery (projectile, missileand energy) fire from distant batteries andfrom ships in orbit. If artillery of any form isavailable (including communication with thefiring battery), the first shots will invariably missthe target. On each subsequent round thatfire is delivered, the Investigator must roll hisskill to adjust the fire to successfully hit thetarget.

GUN COMBATGun Combat is a specific skill in the use of oneof several military small arms. Investigators whoacquire the skill Gun Combat without the typebeing specified must immediately choose onecategory of small arms to apply it to:

Handgun (Pistol);Machine Gun (SMG, SSW, Smart Gun);Rifle (Combat Rifle, Assault Rifle, Gauss Rifle);Heavy Weapons (Rocket Launchers, GrenadeLauncher, Rail Gun, Man Portable MissileSystems);High Energy Weapons (Plasma Weapons,Fusion Gun);Shotgun (Shotgun): 30%.

GUNNERYThe Investigator is trained in the use of one ormore heavy infantry support weapons, eitherground mounted or vehicle mounted. Upongaining this skill, it must be applied to aspecific heavy infantry support weaponsystem listed below:

Machine GunHigh Energy WeaponRocket LauncherGuided Missile SystemArtillery piece

LAWLaw is split into three distinct areas: Civil,Corporate or Criminal. If an Investigator wishesto attempt to interpret law from a differentarea of expertise, their skill is halved.

MECHANICAL AEROSPACEInvestigators with the above skills have theability to operate and repair commonpropulsion systems used by Aerospace craft.

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MECHANICAL VEHICLEA Investigator with this skill has the ability torepair the inner workings of ground vehicles.

MEDICINEThe Medicine skill is identical to the one in theCall of Cthulhu rulebook except for thefollowing addition:

Using this skill, in the same or following combatround that a Investigator has just died in willrevive the patient, but only if the emergencyhit points restored raises him to +1 hit points orgreater. This process may be aided by specialequipment and medicines.

An Investigator who is successfully treated withthis skill heals 2D3 hit points per week. Asuccess with medicine immediately revives avictim of a knock out attack and may (at theKeepers discretion) revive an unconsciousindividual.

NATURAL HISTORYThis skill reflects the information known in ageneral sort of way by the Investigator aboutvarious terrestrial life forms. An individual withthis skill will have a general knowledge ofcommon terrestrial life forms and will knowabout their general habitat, diet, andbehavior. Attempting to remember factsabout more obscure life forms will require askill roll at some minus.

PILOT AEROSPACEThis skill governs all phases of aerospaceoperation from takeoff to landings and orbitalflight. A character with any degree of skill willbe able to handle standard flight operationswithout any difficulty. However, specialsituations will require skill rolls. Situationsinvolving a damaged craft, tricky dockings orlandings, or attempts to do odd maneuverswith an aerospace craft will require skill rolls aswill other situations at the Keeper's discretions.

Certain situations will require modified rolls, themodification of the roll is up to the Keeper asare the effects of failure.

PILOT SPACESHIPPiloting an interstellar spaceship is nominallyhandled by onboard computer systems. Thisskills covers aspects such as orbital insertion ordocking when computer systems areunavailable. As with Pilot Aerospace, certainsituations will require modified rolls, themodification of the roll is up to the Keeper asare the effects of failure.

POWERED ARMOURInvestigators with this skill have been trainedextensively in the use of Powered Armour andthe various weapon systems and featuresnormally associated with it. This skill can beused in place of Vacc Suit skill, but not viceversa. Powered Armour skill also coversmaintenance and minor repair.

PSYCHOANALYSISA method of analyzing psychic phenomenaand treating mental and emotional disordersthat emphasizes the importance of freeassociation and dream analysis. It not onlyinvolves counselling sessions as well aschemical treatments and virtual reality.Psychoanalysis used as a form of psychic firstaid, allowing the Investigator to repair anotherpersons sanity over time, and perhaps hastentheir recovery. A week of regular sessionsreturns 1d6 SAN points to the patient.

PSYCHOLOGYThis is the science that deals with humanmental processes and behaviour. Psychologycan be used by an Investigator to try anddetermine another person's motives andbehaviour patterns. It is not an exact science,and Keepers should make the roll in secret.

RECONEssentially military scouting, this skill coverstracking and camouflage whilst in the field.

SCIENCESThere are two main categories of science skills.The first is that of planetary sciences and is ageneral area that encompasses various skillswhich deal with planets and the life forms thatinhabit them. Strictly speaking, biology andgeology are planetary science Skills. Playerswho wish to have a specialization in thePlanetary Sciences will need to work out thedetails of the skill with their Keeper.

The second main category of skills are thosethat relate to stellar bodies as parts of thespace-time continuum and space-time itself.An individual with this skill in this area will haveknowledge of space-time as well as thevarious planets, stars, comets and so forthwithin it. With the Keepers guidance, playersmay wish to select particular specialties withinthe general field (each specialty would be askill). However, most specializations will be skillspossessed by non player characters, as mostplayers will find them to be too specialized tobe of general use. Technically, Astronomy fallswithin this category.

STREETWISE

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An Investigator with this skill is well acquaintedwith the ways of local subcultures (which tendto be similar throughout human society), andthus is capable of dealing with strangerswithout alienating them. This does not includealien contact situations.

SURVIVALInvestigators with Survival expertise are adeptat locating food and water, constructing orfinding natural weapons and shelter, andfinding their way across harsh terrain, in awilderness.

TACTICS (SMALL UNIT)An Investigator with this skill has experienceand training in small unit (generally platoonstrength) tactics.

UNARMED COMBATMartial arts training, this skill encompasses allfist and kick attacks/parrys made by theInvestigator.

VACC SUITThis skill is the ability to use the standardvacuum suit (space suit), including armoured

Battle Armour and suits for use on variousplanetary surfaces in the presence of exotic,toxic, corrosive or insidious atmospheres.

VEHICLEThe individual is skilled in the operation ofground based military and non-militaryvehicles.

XENO-MEDICINENormally, medical expertise is considered toapply only to humans, and to a limited extentthe animals which live on human colonisedworlds. This skill lessens the penalty (applied bythe Keeper) to the treatment of alien races.

ZERO G COMBATVirtually all weapons involve some form ofrecoil, and in a zero-G environment this recoiland disorient or render helpless individuals nottrained to compensate for it. When fighting ina zero-G environment, any individual has achance of losing control of theirmovement/position each combat round. Seethe chapter on Combat for Zero-G Combatmodifiers.

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The term Psychic is used to describephenomena or abilities that originate from thebrain but which transcend its confines. Theword is derived from the Greek psychikosmeaning "mental, of the soul".

HISTORYBy the dawn of the 22nd Century a growingnumber of documented psychic phenomenawere still being dismissed by both the scientificcommunity and general public as carefullystaged hoaxes. This attitude was dramaticallychallenged in 2112 when an article byrespected French parapsychologist BénédicteJarnet was published in the New EnglandJournal of Medicine, offering proof of theexistence of latent psychic ability.

In the wake of the Jarnet Paper, theInternational Parapsychological Associationapproached the United Earth Government(UEF) offering their aid. This aid was invaluablein the setting up of a Committee on PsychicPhenomenon (CPP), charged with the task ofinvestigating Jarnet's findings.

The research undertaken by the CPP took 3years, and its shock findings verified theexistence of at least 4 different types of latentpsychic phenomenon in a small minority of thepopulation. To prevent a major panic, thegovernment took steps to regulate andmonitor all those citizens who developedpsychic ability. The Metasensory Administration(MA), a quasi-governmental organisationformed out of the CPP, was created to helpthese individuals harness and use their powersfor the benefit of the UEF. The MetasensoryRegistration Bill was passed in 2115, requiringall citizens who show signs of latent psychicability to be registered, by law, with the MA.

PSYCHIC AWAKENINGLatent psychics usually begin to manifest theirabilities in late childhood or earlyadolescence. Amongst fellow psychics isusually referred to as the awakening.

Despite decades of study, there is still no clearunderstanding of how exactly some peopledevelop psychic ability and some do not. It isclear that the possibility of developing anability is more likely if other family membershave exhibited psychic powers, but it is neverguaranteed.

Once an individual displays latent psychic

ability, they are taken to a testing centre at aregional branch of the MetasensoryAcademy, where their psychic potential ismeasured, and rated against a Psychic AbilityScale (PAS) from P1 to P12 depending on theirpower. They are then usually enrolled in theMetasensory Academy, where as well asreceiving a normal education, they learn toharness and develop their powers.

After graduation, psychics are required toperform Federal Service, usually in one of twobranches of the UEF:

METAPOLAttached to the Federal Law EnforcementAuthority (FLEA), MetaPol, or the MetasensoryPolice, is mainly made up of telepaths andprecogs, who use their abilities to interrogatethose who have committed crimes against theFederation, or to predict the outcome ofcertain events.

MetaPol officers are sometimes recruited intothe specialist Psychic Crime InvestigationsDivision (PCI), a branch of the SpecialInvestigations Agency (SIA). PCI agents aretasked with preventing crimes such as psychicterrorism, entrapment, blackmail or identitytheft. PCI also sometimes get called into whitecollar crime investigations where psychics aresuspected to have been involved. PCI agentsare sometimes seconded out as bodyguards

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to important FLEA personnel and members ofthe government.

THE PSYCHIC OPERATIONS GROUPAlso known more informally as PsiCorps, thePsychic Operations Group is a quasi-militarybranch of the MAA whose operatives areusually assigned as 'psychic security' togovernment officials, or attached to UEAFunits on missions that might benefit from theavailability of psychic powers.

WHAT NEXT?After completing Federal Service, manypsychics continue to work for the MA, butsome go freelance, and find work for one ofthe many PSPs - Psychic Service Providers -private organisations licensed and regulatedby the MA who hire out their talents to blocktelepathic snooping and other paranormaldirty tricks. It has become common practicefor executives of large corporations andgovernment bodies to employ such agents as'psychic security'.

PREJUDICEIn some quarters of 23rd century society theclimate of public opinion concerning psychicabilities is still extremely negative. Whetherthese opinions are fuelled by fear or jealously,Registered Psychics must be careful and thinkbefore openly displaying their abilities when inpublic.

THE PSYCHIC PLAYER CHARACTERThere are 3 ways to determine whether aplayer character (PC) has psychic abilities:

1. The Keeper can allow a Player to generatea psychic PC with a desired psychic talent;

2. The Keeper can allow a Player to generatea psychic PC but roll randomly to see whichpsychic talent is acquired;

3. The Keeper may decide existence ofpsychic powers in any PC will be left tochance and rolled for.

The Keeper has final say on whether they aregoing to allow psychic PCs in their campaign.If the Keeper is running a military campaign,the PC will automatically be a member of thePsychic Operations Group. However if theKeeper is running a civilian campaign, theplayer can choose his/her occupation. Thetwo obvious choices are:

Psychic: MetaPolPsychic: Freelance

It is up to individual Keepers whether theyallow a player to run an unregistered psychic,or a criminal. The character is initiallygenerated as normal using the relevantcharacter generation rules. Actual psychicpowers are then determined using the rest ofthese rules.

CHANCE OF PSYCHIC ABILITYThe base chance of an individual developinga psychic talent is to have a POW stat of atleast 10, and to make a successful POWx1%check. A player can only make this checkonce, during character generation.

STARTING TALENTS AND LEVELSEver since the MA began evaluation andregistration of all known psychics in 2115, therehas never been recorded a psychic possessingmore than one of the four classified PsychicTalents. It is as if they are mutually exclusive.

A player creating a PC with psychic abilitymust immediately choose their particularTalent. They can alternatively roll on thefollowing table:

01-50 Telepathy51-75 Precognition76-90 Telekinesis91-00 Adjustment

POWERS BEYONDCLASSIFICATIONAlthough the MA has been meticulous in itsclassification and registration of all knownpsychic effects, some individuals defy suchclassification. Rare individuals may manifestpowers not described in these rules. Suchpowers are assigned by the Keeper alone,and usually tie into an overall campaign.

THE PSYCHIC ABILITY SCALEAn Investigator with a POW of 10 is rated P1 onthe Psychic Ability Scale (PAS). For each pointof POW over 10, this rating increases by 1. Sofor example a starting Investigator withpsychic ability who has POW 16 is rated P7 bythe MAA. The highest rating an Investigatorcan start with is P9 (POW 18).

Each Talent is broken down into Effects, eachof which requires a certain level of PAS toperform.

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EFFECT SCORESOnce an Investigator has established his/herstarting Talent and PAS, they have a basechance of POWx1% in each Effect that theircurrent PAS allows.

Metasensory Academy training means anInvestigator gets INTx10 to allocate aspercentiles between the Effects associatedwith their chosen Talent. All the Effects do nothave to have points given to them, but pointsundistributed are lost. No skill can start athigher than 75% (including stat bonuses).

PSI POINTS (PP)Equal to POW stat. Psychic Effects require theexpenditure of Psi Points, with further pointsneeded to perform Effects depending on therange.

RECOVERYExpended Psi Points are recovered at a rate of1d6 per hour.

INCREASING POWAny time a Psychic makes a critical skill checkwhen using one of their powers they have thepotential to improve their POW characteristic.

The chance of improvement is the differencebetween their current and their maximumPOW (max is 21) times 5. Success on this rollallows a POW increase of 1d3-1. This increasedoes not advance the PCs Luck or SAN scores,only their POW stat, PAS and total PP. The PC isonly allowed one such check per adventure.

DRUGSPharmaceutical means are available in thelate 23rd century which can enhance totalPsychic Points on a temporary basis. Thoughthere are many brand names, they fall intotwo broad classifications:

PSYCHIC BOOSTERThis drug temporarily increases the availablereserves of psychic power points in psychics. Ingame terms each does gives the psychic+2d4PP if taken when PP are at full strength, or+1d6 if PP are at a reduced level. These pointsare lost once used, or after 30+3d10 minutes,whichever comes first. Additional doses of thedrug are ineffectual if taken within an hour ofthe last does.

SUPER PSYCHIC BOOSTERA more potent form of the Booster drug.Increases PP by +2d6 if taken when PP are atfull strength, or +2d4 if PP are at a reduced

level. Rules for duration and additional dosessame as for Psychic Booster.

No psychic power enhancing drug canincrease an individual's PP beyond doubletheir normal PP maximum.

AvailabilityPsi Booster drugs are generally prescriptiononly pharmaceuticals, and their dispensation isstrictly controlled by the MA.

PitfallsThe abuse of Psychic Booster drugs can leadto the loss of psychic powers and physicaldebilitation. If a PC takes more than 3 dosesin any 24 hour period, there is a chance (rollPOWx3% to avoid) that drug overdose willoccur 6 hours of the last dose. If overdoseoccurs, the PC lapses into unconsciousness,takes 1d6 HP damage and loses 1d4 SAN tohorrific dreams. POW is reduced by 1d3.

PSYCHIC POWERS AND SANITYIn a dark future horror setting like CthulhuRising, reaching out into the unknown with thehuman mind can be a dangerous business.Sometimes psychics can touch upon thingsout there that would unhinge even the moststable of minds.

Every time a Psychic fails a skill check whenattempting to use one of their Effects theyincur an automatic -1 SAN loss. Fumbles canincur much higher SAN losses, or even anautomatic temporary insanity. See Appendix Dfor details on psychic power fumbles.

THE PSYCHIC TALENTSThere are four distinct classifications of psychicpower as recognised by the MA. There are nodocumented cases of any individualpossessing more than one of the four PsychicTalents listed below:

1. Telepathy2. Precognition3. Telekinesis4. Adjustment

TELEPATHYThe most frequently manifested Talentamongst Psychics, Telepathy allows directcontact with other minds. In rudimentaryforms, it allows the communication of feelingsand emotions; in advanced forms, it allows thetransfer of information. There are several levelsof telepathy, which depend on the psychicstrength and experience of the user.

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The most common Telepathy Abilities are:

SHIELDAll Telepaths learn how to create a mentalshield, which protects the mind againstunwanted telepathic interference. Such ashield is automatically active and requires noPP to maintain. No skill points need allocatingto this Effect, and no skill check is required.Shield also gives the Telepath protection fromany attempted Psychic Assault from a fellowTelepath. For full details of how this affects anattempted Psychic Assault by fellow Telepath,see 'Assault'.

SENSE LIFEThe most elementary form of telepathy is theability to detect the presence of other minds.The Psychic with this Effect can sense thepresence of other minds, the number of mindspresent, the general type of minds (animal,human etc.) and their approximate location.

Sense Life is a P1 Effect, requiring 1PP toperform (plus any additional for range).Activity may last for up to 60 seconds.Shielded minds of other Telepaths aredetectable only if a successful POW vs. POWcheck is made.

TELEMPATHYThe communication of basic feelings andemotions. This ability serves well in the handlingof animals. Emotions of others can be readusing Telempathy.

Telempathy is a P2 Effect and requires 1PP toperform (plus range costs). Activity may lastfor up to 60 seconds.

READ SURFACE THOUGHTSThe most commonly known feature ofTelepathy. Only active, current thoughts areread by this ability, with the subject (ifthemselves not a Telepath) unaware of theactivity. Shielded individuals may not be readin this fashion unless a successful POW vs. POWcheck is made.

This Effect is P4 and requires 2PP to perform(plus range costs). Activity may last for up to60 seconds.

PROJECT THOUGHTSComplementary to the above Effect is theability to send thoughts to others. Telepathicindividuals are normally open to suchtransmissions, but may close their Shieldsagainst them if they become bothersome. Athought transmission may last up to 120seconds. This is a P5 Effect, and requires 2PP

to perform, plus normal costs for range.

SUGGESTIONThis Effect allows a Telepath to covertlyimplant a suggestion into a person's mind. Itusually requires some form of eye or bodilycontact between the Telepath and individual.The type of Suggestions implanted with thisAbility are small and seemingly innocuous,such as 'you need to open the door' or 'standup' or 'you are really thirsty.' If the suggestionwould put the individual in immediate andobvious danger, or is totally against theirnature, it fails.

Suggestion is a P6 Effect and requires 3PP toperform. To successfully plant the suggestionrequires a POW vs. POW check.

PROBEThe application of great psychic strength willenable a telepath to delve deep into themind of a subject and then to read theirinnermost thoughts. Questioning can be usedin this procedure to force the subject todivulge specific information. Lies can be easilydetected by the telepath. Probe cannot beused against a shielded mind. Probe is a P6Effect, costing 4PP to perform. Probing takes10 minutes.

If the Psychic succeeds in their Effect skillcheck, they must make a POW vs. POW checkagainst the victim of the Probe. See below forresults:

Result: Effect:

Critical Telepath retrieves all therequired knowledge required.Victim is left injured (-1d4 HP

and -1d3 POW) and unconscious for1d6 hours.

Special Telepath gains 2d3 items ofinformation. Victim is left unconscious for 1d3 hours.

Normal Telepath retrieves 1d3+1 itemsof related information. Victim isleft stunned for 1d3 minutes.

Failure Telepath fails to gain any information. Cannot Probe victimagain for 8 hours.

Fumble Telepath fails to retrieve anyinformation and loses 1d6 extraPP. Cannot Probe victim againfor 24 hours.

ASSAULTViolence may be dealt by a Telepath. Againstand unshielded mind, the result is oftenunconsciousness and possible death. If the

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Telepath succeeds in their Assault skill check,they must make a POW vs. POW checkagainst the victim of the Assault. See below forresults:

Result: Effect:

Critical Victim is rendered unconscious*immediately for a number ofhours. -1d4 HP and -2d6 POW(regained at 1 point per hour).

If this reduces the victim's POW tozero or below, they must make

a POWx1% roll or die. Successmeans the victim is in a comafor 20-POW days.

Special Victim is stunned* immediatelyfor a number of minutes. -1d3

HP and -1d6 POW (regained at 1point per hour).

Normal Victim is stunned* immediatelyfor a number of CR. -1 HP and -1d3 POW (regained at 1 pointper hour).

Failure No effect.Fumble Telepath receives psychic feed

back and stuns* self.

*to calculate how many combat rounds,minutes, or hours a victim of a Psychic Assaultis stunned or unconscious, deduct the victim'sPOW score from that of the Telepath and add1d6.

Assault - example 1Alexei the Telepath performs a psychic assaulton a knife-wielding cultist who has been sentto kill him. Alexei has 62% in Assault. Rolling a22, he sends a wave of psychic energy at hisfoe. Alexei has POW 17 and the cultist hasPOW 12. A bit of simple math shows thatAlexei has a 75% chance to succeed the POWvs. POW roll. He rolls a 42. A Normal success.Because the difference between Alexei's POWand the cultist's POW is 5, the cultist is stunnedfor 5 rounds, as well as taking a hit point ofdamage and temporarily losing 1d3 POW.

The cultist is sent reeling, and Alexei uses thetime to make good his escape…

Assault is a P8 Effect, and requires 5PP toperform (plus any range cost). The assaulttakes 1 CR to occur.

A Psychic Assault against a fellow Telepath isdifficult, because all Telepaths learn early onhow to create a mental shield. In game terms,the Shield gives a Telepath +1 POW per 2points of POW they possess over 10.

Assault - example 2Alexei the Telepath is attacked by Sebastian,a rogue Telepath, who attempts a PsychicAssault.

Sebastian has 68% in Assault, and rolls a 44 - asuccess. As the wave of psychic energy strikesAlexei's mind, Sebastian must now make aPOW vs. POW check to see if his Assault canpenetrate Alexei's Shield.

Alexei has POW 17, and Sebastian has POW15. Because Alexei is a Telepath, he gains +3POW from his Shield when calculating thePOW vs. POW roll for the Assault. With thisboosting his POW to 20, Sebastian has a 25%chance to succeed with his Assault. Sebastianrolls a 29. Alexei's Shield blocks the Assault.

COMPULSIONA much more powerful version of Suggestion,Compulsion allows a Psychic to control theactions of another individual with the power oftheir mind. It requires an initial POW vs. POWcheck to establish control, then everycommand from that point on requires anadditional POW vs. POW check with thefollowing modifiers:

Order: Modifier:

Simple - telling someone +25%to 'stand up' or 'walk away'Moderate e.g. 'drop your +/-0%weapon' or 'open the celldoor' to a guard.Difficult e.g. ordering someone -25%to harm a friend (not fatally)'shoot your buddy in the leg'.Very Difficult e.g. ordering -50%someone to perform a possiblysuicidal action e.g. jumping outof a moving car, or to fatallyharm a friend or colleague.Almost Impossible - ordering a -75%person to injure themselves fatally.

Compulsion is a P9 Effect and requires 9PP toperform.

MASS ASSAULTPowerful Telepaths can project an Assaultattack against more than one individual at atime. Mass Assault only works at Mediumrange or less, and affects up to a maximum ofthe Telepath's POW/2 of minds within a 3mradius (round down).

Mass Assault is a P10 Effect, and requires 10PPto perform (plus any range cost). The effecttakes 1 CR to occur.

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MIND WIPEThis Effect allows a Psychic to erase memoriesfrom a victim's mind. It is not a very exactscience, and as such specific memoriescannot be erased. Instead blocks of memoryare wiped (e.g. a period of hours or days). Toperform the wipe requires a successful POWvs. POW check. If the victim is also a Telepath,they may add their Shield bonus to their POWfor this check.

Mind Wipe is a P10 Effect and the PP cost isshown in the table below:

Time: PP Cost:

Up to 1 Minute 011 Minute to 10 Minutes 0310 minutes to 30 minutes 0530 minutes to 1 hour 071 hours to 3 hours 093 hours to 6 hours 126 hours to 12 hours 1412 hours to 1 day 161 day to 3 days 183 days to 1 Week 20

If a Telepath fumbles while using this Effect, thevictim must make a POWx5% check or sufferbrain damage, leaving them comatose for1d20 days, and losing 1d6 months ofmemories.

Note: The Telepath must know the period oftime that they wish to wipe before using thisEffect.

READ PSYCHIC IMPRINTWhen a person dies, they leave a residualpsychic imprint that can linger for severalhours after death. Powerful Telepaths candetect this psychic imprint, and gain animpression of the last thoughts and feelings ofthe recently deceased. This impression usuallycomes in the form of cryptic flashes of wordsand images (the Keeper should decide as towhat these images and words actually are).

A psychic imprint fades after a number ofhours equal to the deceased's POW. Tosuccessfully gain any useful information, theTelepath must make a POWx5% roll, with theirPOW reduced by 1 for every hour it has beensince the person died.

Read Psychic Imprint is a P12 Effect, andrequires 12PP to perform. The effect takes 1d6minutes to occur.

PRECOGNITIONThe second most frequently manifested Talentamongst psychics, Precognition is the directknowledge or perception of the future,obtained through extrasensory means.Precognition occurs most often in dreams. Itmay also occur spontaneously in waking visions,auditory hallucinations, flashing thoughtsentering the mind, and a sense of "knowing."

There are several levels of precognition, whichdepend on the psychic strength andexperience of the user.

The most common Precognition Abilities are:

SIXTH SENSEPrecogs sometimes get spontaneous flashes ofevents in the immediate future, allowing themto anticipate and react a split second earlierthan a normal human. This split second canmean the difference between life and death.

In game terms, Sixth Sense allows the Precogto expend PP to augment their next dice roll.For each PP expended, this roll is improved by+5%. Sixth Sense can be used at any time andis an instantaneous effect.

Sixth Sense - exampleSerena the Precog is attacked by thugs in abad neighbourhood on Proxima II. One of thethugs swings a club at her head.

Serena has 25% in Dodge, but decides to useher Sixth Sense Effect to improve it. Serena has60% in the Ability and rolls 16 - success! Shedecides to add 5PP to her Dodge skill,increasing it to 50%. Now she rolls her Dodgeskill check - 46. If she hadn't used Sixth Sense,she would have failed. As it is, her Effect allowsher to duck under the club swing and make arun for it.

Sixth Sense is a P1 Effect, and requires only thePP allocated to the skill increase.

HINTThe ability to sense basic informationconcerning a location the Precog will visit inthe immediate future. Hint allows the Precogto become aware of the most rudimentarycharacteristics of a location (e.g. what isbeyond a sealed pressure door). In gameterms the Keeper will give a basic descriptione.g. "a brightly lit medium sized room. Thereare people there".

Hint is a P2 Effect, and requires 1PP to perform(plus any range cost).

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RECALLThis Effect allows a Precog to rememberevents in the recent past that have happenedto them with photographic detail. Perhapsrecollection of a number plate, or the nameon an ID card shown to them earlier in theday.

Recall is a P3 Effect and requires a number ofPP equal to the number of hours into the pastthat the Precog wishes to recall events from.The Ability lasts 60 seconds.

Recall - exampleSerena the Precog vaguely remembers thatone of the thugs who attacked her waswearing some kind of uniform beneath hisscruffy thug clothing, but she cannotremember anything more.

She has 45% in Recall. She rolls a 32 andspends 4PP because it has been almost 4hours since she was ambushed. Concentratingshe recalls the uniform was a miners jumpsuitwith a company logo on it - ProximaIncorporated!

FORSEE OUTCOMEThis effect allows the Precog to actually seethe outcome of an action before doing it, andthen choose whether or not to perform thisaction. The ability is limited to single,immediate physical actions, such as firing apistol, jumping a pit, sneaking past a guardetc. This ability does not allow a Precog to seethe results of more complicated actions, likewhat would happen if they entered a room, orread aloud from a mythos tome, for example.

If the Precog makes his Effect skill roll beforeperforming an action, they can then choosewhether or not to perform the said actiondependent on the result of the action skill roll.

Predict Outcome - exampleSerena the Precog is confronted with a deep,dark pit, which blocks her progress inside analien temple. She isn't sure if she can jumpacross the pit, but it is the quickest way toescape the creatures pursuing her.

Serena has 54% in Foresee Outcome, andchooses to use her power to see if she wouldmake it across the pit if she chose to jump. Sherolls 41 - success.

Serena looks into the future, and makes herJump roll. She has 58 in Jump, but alas rolls a73. Seeing that attempting to jump across thepit would result in her plummeting to herdeath, Serena wisely decides to look for

another way out of the temple before herpursuers find her…

Foresee Outcome is a P4 Effect, and requires3PP to perform.

FORESHADOWThis Effect allows a precog to meditate on thenext hour into the future, examining theintricate mass of information covering multipletime lines of possibility.

In game terms it allows the precog to reverseone surprise (Keepers discretion), or re-roll as inForesee Outcome one failed skill check in thenext 1 hour of game time. If the hour expiresand the Foreshadow is unused, it is lost.

Foreshadow is a P6 Effect and requires 5PP toperform.

SENSE PRECOGWith this Effect a Precog can sense others ofhis/her kind using precognitive powers. This is aP7 Effect lasting 60 seconds, and costs 1PPplus any modifiers for range.

BLOCK PRECOGThis Effect allows a Precog to obscure his/heractions being sensed, recalled or predicted byother Precogs. It is a P8 Effect and costs 1PPper 10 minutes obscured, plus any modifiers forduration. If another Precog attempts to viewblocked events, they must make a POW vs.POW check.

TOTAL RECALLThis P8 Effect is identical to the P3 EffectRecall, except instead of hours, each PPexpended allows a Precog to look a day intothe past.

PREDICT FUTUREThis ability allows the Precog to receive portentsof the future, usually in the form of wakingvisions and auditory hallucinations. The portentsreceived normally concern events up to amaximum of 24 hours into the future, though ata Keepers discretion they may foreshadowevents months into the future. The further intothe future these events, the vaguer they are.

It is up to the Precog player to interpret them.If they are having trouble, a generous Keepercould allow a POWx5% roll for some hints. TheKeeper should prepare the information thatthe Precog receives, as revealing too muchcan ruin the player's feeling of free-will andlimit the Keeper's choices also. The informationshould be no more than a few words andimages.

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Prediction is a P8 Effect, and requires 5PP toperform.

PREDICT PATHThis Effect allows an individual to see the futureunfold like a movie a few seconds before itactually happens. A skilled Precog can use thisinformation to walk a safe path throughevents.

In game terms a Precog can augment his/herskills in the same way as the Sixth Sense Ability,only with Predict Path, each PP expendedadds +5% to all their skills.

For every combat round Predict Path is used,a POWx3% check must be made. Failurecauses the Precog to lose focus on thepresent, turning the positive modifier negative.Another POWx3% check is required to snapout of this state of mind and cancel the Effect.

Predict Path is a P10 Effect and requires anumber of PP as defined by the Precog. TheEffect lasts for a number of combat roundsequal to the Precog's PAS.

TELEKINESISTelekinesis (TK) is the ability of the mind toinfluence matter, time, space, and energywithout the use of any physical means. It is theTalent that allows objects to be manipulatedwithout physical contact.

The most common Telekinetic Effects are:

ANIMATE SELFThis Effect essentially allows a Telekinetic thepower of levitation. PP must be expendedequal to the SIZ of the Telekinetic. It must bestressed that this is levitation, not flight.Maximum speed is a rate of 1 metre per strikerank.

Animate Self is a P1 Effect and lasts for up to 5minutes. Telekinetics rated P6 can move at 2metres per strike rank. At P12 this increases to 3metres per strike rank.

ANIMATE OTHERThis P1 Effect covers the basic movement ofobjects or matter using only mind power.Animate Other is rated by the number ofgrams weight the Telekinetic can manipulate.Any manipulation is treated as if the personwere physically handling the item, but physicaldanger, pain or other stimuli are not present.Animate Other includes a limited amount ofsensory awareness, sufficient to allow

intelligent manipulation. The more powerfulthe Telekinetic the greater the mass that canbe moved. See the table below for details onweight allowance:

PAS: Maximum Mass:1 Move 1 kilogram2 Move 10 kilograms3 Move 25 kilograms5 Move 50 kilograms8 Move 100 kilograms10 Move 250 kilograms12 Move 500 kilograms

Maximum speed for moving objects is a rateof 1 metre per strike rank. Any one AnimateOther feat may last up to 60 seconds.Telekinetics rated P6 can move objects at 2metres per strike rank. At P12 this increases to 3metres per strike rank.

AGITATEThis Effect is defined as the agitating ofmolecules using only the power of the mind.At low power it can warm objects or causesaid objects to vibrate. Higher power cancause temporary injuries and at much higherpower levels can actually cause objects tocombust.

Agitate is a P3 Effect and takes at least 60seconds, but becomes much more powerfulwhen used by Telekinetics of higher P ratings.The PP cost is equal to the SIZ of the objectaffected. The maximum mass that can beaffected is equal to the Telekinetic's currentPOW statistic.

So for example a P6 Telekinetic can affect upto a SIZ 15 object/person, but can also chooseto affect a smaller sub-area of that SIZ 15object.

If Agitate is used against a person, a POW vs.POW check is required.

PAS: Effect:

PAS 3 Telekinetic can cause objects to growwarm or cause said objects to vibrate.Worse result on a person is to givethem a weird tickly sensation in areaaffected.

PAS 6 At this level the Telekinetic can causeobjects to grow moderately hot - toohot to hold comfortably. If usedagainst a person, it causes a burningsensation on the surface of the skin,temporarily disabling them for 1d6combat rounds.

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PAS 9 At this level the Telekinetic can causeobjects to grow very hot - too hot tohold comfortably without taking burndamage. If used against a person, itcauses a burning sensation on the skin,causing temporary injuries. If the targetperson fails a POW vs. POW check theytake 1d3 damage to the areaaffected and are stunned for 1d20-POW combat rounds. This damage isrecovered at a rate of 1HP per hour.

PAS 12 The Telekinetic can cause inanimateobjects to combust. If used against aperson who fails a requisite POW vs.POW check, that person suffers 1stdegree burns akin to bad sunburn. Thevictim takes 1d6 damage to the areaaffected and is stunned for 1d100-POWcombat rounds.

SPATIAL AWARENESSThis ability allows the Telekinetic to perceivetheir surroundings in a sort of 3 dimensionalmap, almost like sonar. It will negate blindness,but only details that can be felt can be seen,A telekinetic could see a book, but would beunable to read it. The range of this map is a1m radius sphere per level on the PAS, with theTelekinetic at the centre.

Spatial Awareness is a P4 Effect and costs 4PP.It lasts for 60 seconds.

IMPACTUsing this ability a Telekinetic can bring intobeing a ball or wave of force that can causephysical damage when projected at a target.In game terms it is equivalent to a punch(1D3) attack. For each extra PP expended thedice type used increases:

1. 1d32. 1d43. 1d64. 1d85. 1d106. 1d127. 1d20

Range is PAS in metres, which can beaugmented at a rate of +1 metre per PPspent. Impact is a P6 Effect. It takes 30seconds to initiate this Effect.

HOLDThis ability allows a Telekinetic to use psychicpower to hold and immobilise and object orperson. It can only affect objects of a SIZequal to or less than their total POW. A POWvs. POW check is required if the target is aliving creature. Hold cannot be used to stop

bullets. It is a P6 Effect and costs 1PP per SIZpoint affected over and above theTelekinetic's total POW, augmented by range.So for example a Telekinetic with POW 16 canHold SIZ 16 with a cost of only 1 PP (plus rangecosts), but every SIZ point over 16 costs anadditional PP. This effect lasts 60 seconds.

THROWUsing this Effect a Telekinetic may hurl an objectby expending PP equal to the object's SIZ. Theobject travels at a speed similar to and dealsdamage typical to a normal thrown object.

ADJUSTMENTThe rarest of the four recognised psychictalents, Adjustment is the ability that allowscontrol of one's own or another's body,through psychic manipulation on a cellularlevel.

The most common Adjustment Effects are:

HEALWounds and injuries may be healed rapidlyusing this Effect. Hit Points may be restored bythe application of this ability, exchanging 1PPto regenerate 1HP. Body parts that have beenmaimed or severed cannot be repaired usingHeal.

Heal is a P1 Effect, and requires the Adjuster tobe in close physical contact with thewounded person. Healing occurs at a rate of1CR/HP healed.

SUSPEND ANIMATIONPersonal body activity may be suspended forvarying periods of time. An Adjuster with thisAbility may enter a suspended animation state(similar to Cryosleep) by willing themselves intoit. Such a state continues for 7 days, withoutneed for food or water, and with minimal airneeds. Suspended animation may bestopped at any time by external stimulus.

Suspend Animation is a P2 Effect, and costs3PP.

ENHANCE STRPsi Points may be converted into physicalstrength points on a temporary basis. 1 PPcan be converted into 1d3 STR up to amaximum of the Adjuster's current level ofPsychic Ability. Enhanced STR takes effectimmediately, and lasts for 1d20 minutes(determined in secret by the Keeper), thendeclines at the rate of 1 STR point per minuteuntil normal levels are reached.

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This is a P4 Effect, and requires the Adjuster tobe in close physical contact with the recipientof the enhanced strength.

ENHANCE CONPsi Points may be converted into physicalconstitution points on a temporary basis. 1 PPcan be converted into 1d3 CON up to amaximum of the Adjuster's current level ofability in Adjustment. Enhanced CON takeseffect immediately, and lasts for 1d20 minutes(determined in secret by the Keeper), thendeclines at the rate of 1 CON point per minuteuntil normal levels are reached.

This is a P5 Effect, and requires the Adjuster tobe in close physical contact with the recipientof the enhanced constitution.

ENHANCE DEXPsi Points may be converted into physicaldexterity points on a temporary basis. 1 PPcan be converted into 1d3 DEX up to amaximum of the Adjuster's current level ofability in Adjustment. Enhanced DEX takeseffect immediately, and lasts for 1d20 minutes(determined in secret by the Keeper), thendeclines at the rate of 1 DEX point per minuteuntil normal levels are reached.

This is a P6 Effect, and requires the Adjuster tobe in close physical contact with the recipientof the enhanced dexterity.

TAPAdjusters with this Effect can actually drain PsiPoints from anyone they come into closephysical contact with. Once the skill check ismade successfully, a POW vs. POW roll isrequired for every CR that the Adjuster wishesto continue tapping a victim for Psi Points. Ifthis roll is failed, the Adjuster can drain nomore Psi Points from the individual for 24 hours.Each round the Adjuster makes his POW checkallows 1d6 PP to be drained. If a victimreaches 0 PP, they fall unconscious.

Tap is a P7 Effect, and requires 3 PP toperform.

CURE POSIONINGAn Adjuster with this Effect can use theirpsychic power to neutralize poisons and toxinsin their or someone's bloodstream that theyare in close physical contact.

If the Adjuster makes their skill roll, they mustmatch their POW against the POT of thepoison. If successful they purge the body, andrestore 1d3 HP.

Cure Poisoning is a P8 Effect and costs 5PP toperform.

CURE DISEASEAn Adjuster with this Effect can use theirpsychic power to cure themselves, orsomeone that they are in close physicalcontact with, of disease.

The Keeper must assign the disease a POT, andmatch this against the Adjuster's POW. Ifsuccessful, after a time equal to the disease'sPOT in hours, the Adjuster can rid a body ofdisease.

Cure Disease is a P9 Effect, and requires anumber of PP equal to the POT of the diseaseto perform.

PSYCHIC SURGERYAdjusters with this ability can reattach recentlysevered or maimed limbs. The Adjuster mustperform this ability within 10 minutes of thelimb being maimed or severed, and mustexpend enough PP equal to the amountrequired to bring the limb back into positiveHP. Psychic Surgery is a P9 Effect.

REGENERATEPowerful Adjusters are able to use their powersgrow new limbs to replace lost ones. Toperform this Ability takes a long time, requiringthe Adjuster to perform this ability once perday for a number of days equal to thenumber of HP possessed by the missing limb.

Regeneration is a P10 Effect, and costs 10PPper day to perform.

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APPENDIX A: GLOSSARY

Term: Description:

Effect Each Psychic Talent has a number of Effect that the Psychic can

produce.

Psychic Ability Scale (PAS) The scale introduced by the Metasensory Administration to categoriselevels of psychic power possessed by an individual. The official scaleruns from P1 through to P12.

Psychic Talent / Talent Type of psychic ability. There are 4 recognised Talents: Telepathy,Precognition, Adjustment and Telekinesis.

APPENDIX B: RANGE CHART

Cost: Range: Description:

00 Close: In physical contact; touching.01 Short: At sword or polearm point; approximately 1-5m.02 Medium: At pistol range; from 6-50m.04 Long: At rifle range; from 51-250m.08 Very Long: At extreme range; from 251-500m.16 Distant: Beyond normal contact; from 500-5000m.20 Very Distant: Out of sight; from 5-50km.24 Regional: From 50-500km.28 Continental: From 500-5000km.32 Planetary: From 5000-50,000km.

APPENDIX C: PSYCHIC EFFECTS QUICK REFERENCE

TELEPATHYPAS: Effect: Duration / Time Taken: PP Cost:

1 Shield Constant n/a1 Sense Life 60 seconds (12CR) 12 Telempathy 60 seconds (12CR) 14 Read Surface Thoughts 60 seconds (12CR) 25 Project Thoughts 120 seconds (24CR) 26 Suggestion 120 seconds (24CR) 36 Probe 600 seconds (120CR) 4+Range8 Assault 5 seconds (1CR) 5+Range9 Compulsion 60 seconds (10CR) 9+Range10 Mass Assault 5 seconds (1CR) 10+Range10 Mind Wipe 30 seconds (6CR) Variable12 Read Psychic Imprint 1d6 minutes 12

PRECOGNITIONPAS: Effect: Duration / Time Taken: PP Cost:

1 Sixth Sense Instant Variable2 Hint 60 seconds 1+Range3 Recall 60 seconds Variable4 Foresee Outcome 5 seconds (1CR) 36 Foreshadow 1 hour 57 Sense Precog 30 seconds (6CR) 1+Range8 Block Precog Variable Variable8 Total Recall 60 seconds Variable8 Predict Future 6 hours REM sleep 510 Predict Path Up to PAS in CR Variable

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TELEKINESISPAS: Effect: Duration / Time Taken: PP Cost:

1 Animate Self 5 minutes PP = to SIZ2 Animate Other 60 seconds PP = to SIZ +Range3 Agitate 60 seconds PP = to SIZ +Range4 Spatial Awareness 60 seconds 46 Impact 30 seconds Variable + Range6 Hold 60 seconds Variable + Range7 Throw Instant PP = to SIZ +Range

ADJUSTMENTPAS: Effect: Duration / Time Taken: PP Cost:

1 Heal 5 seconds (1CR)/HP 1/HP2 Suspended Animation 7 days 34 Enhance STR 1d20 minutes 1/1d35 Enhance CON 1d20 minutes 1/1d36 Enhance DEX 1d20 minutes 1/1d37 Tap 60 seconds 3+Range8 Cure Poisoning 120 seconds 59 Cure Disease POT in hours POT in PP9 Psychic Surgery 5 seconds (1CR)/HP HP healed10 Regenerate Variable (see description) 10

APPENDIX D: THE PSYCHIC POWER FUMBLE TABLE:

D100 Result:

01-02 Investigator loses 1 POW. This loss is permanent, and reduces all dependants on thischaracteristic.

03-06 Permanent Loss of SAN. The Investigator Loses 2d10 SAN Points from maximum SAN score.07-09 Temporary loss of all psychic ability for 2d6 hours.10-17 Temporary loss of all psychic ability for 1d6 hours.18-30 Splitting migraine causes all psychic abilities to be reduced to half their normal value for 1d4

hours.31-35 Temporary Loss of SAN. The Investigator Loses 1d4 SAN Points.36-40 Temporary Loss of all PP. Investigator stunned. PP can be regained in the normal way.41-45 Temporary loss of random psychic ability for 1d6 rounds.46-53 Investigator collapses and is unconscious for 1d3 minutes.54-61 Investigator collapses and is unconscious for 1d3 hours62-69 Temporary Loss of POW. The Investigator loses 1d4 POW.70-77 Temporary Loss of POW. The Investigator loses 1d10 POW.91-95 Investigator collapses and is unconscious for 1d3 hours.95-97 Permanent Loss of SAN. The Investigator Loses 1d10 SAN.98-00 Permanent Loss of SAN. The Investigator Loses 2d6 SAN Points.

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THE COMBAT ROUNDA standard combat round in Cthulhu Rising isapproximately 5 seconds long. The rules forcombat in Cthulhu Rising are identical to thosefound in the Call of Cthulhu rulebook, with thefollowing optional additions:

DEX MODIFIERSThe following modifiers should be appliedwhen calculating when a Player Character(PC) acts during the combat round:

Description: DEX Modifier:Surprised by an enemy -3Drawing a weapon -3Altering intent - -3

MOVEMENT DURING COMBATMost humans can move 4 metres during acombat round. At this speed, an individualcan still dodge some hazards, and have timeleft over to do some fighting of their own. APC who wishes to do nothing but run and toavoid obvious obstacles in their direct pathcan move up to 8 metres during a combatround.

COMBAT ACTION RESULTS

ATTACKA PC can make a number of missile attacksdictated by his/her weapon of choice. Inmelee, he/she can make one attack, and oneparry during a combat round, unless their skill isgreater than 100%.

PARRYOne parrying weapon can be used againstone attack.

DODGEEach point of ENC carried reduces Dodge skillby 1%. Dodge is effective in evading physicalblows, thrown missiles, attacks from ambushand so forth. If an attack can be seen, a PCcan try to dodge it. Against firearms adefender can try to dodge only the first shot orburst fired at him/her in a combat round.

Attempting to dodge damage from an areaeffect weapon is allowed at individualKeeper's discretion dependant on thesituation. A spot rule would be to allow asuccessful Dodge check result in a PC onlytaking partial damage from the attack.

COMBAT ACTION RESULTS TABLE

Success: Result:

Critical: Attack does maximum possibledamage, plus any modifier,ignoring armour. If a burst froman automatic weapon, only firsthit deals this critical damage.Target suffers automaticKnockback (see later).

Special: Attack does normal damageplus any modifier. Impalingweapons (bullets, thrustingweapons) deal double rolleddamage plus any modifier. If aburst from an automaticweapon, only first hit deals thisimpaling damage. Target

suffers automatic Knockback (seelater).

Normal: Weapon does normal damage.If damage is greater than target's SIZ, then target suffersKnockback.

Failure: No damage.Fumble: No damage. Attacker suffers

effects of roll on Fumble table(see later).

Some spot rules for firefights…

RANGE MODIFIERSOnce all of the targets modifiers have beencalculated, this is then multiplied by accordingto the targets range on the following table.Long Range extends out to the weapons listedMaximum Range. If the weapons MaximumRange is less than that listed on the tablebelow use the Maximum Range given with theweapon description/statistics.

PB C E Lx2 x1 x1/2 x1/4

Hand Gun 5m 10m 20m 30mSMG 10m 20m 40m 100mShotgun 5m 15m 30m 50mRifle 10m 50m 100m 300mMachine Gun 15m 100m 500m 750mHeavy Wpns 10m 100m 200m 500mEnergy Wpns 5m 25m 50m 100mGrenades 10m 20m 50mRifle Grenade -10m 50m 100m

PB: Point Blank E: EffectiveC: Close L: Long

COMBAT

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Additionally, combat at ranges closer than10m-15m tends to be very fast, furious andfrantic. The Point Blank range modifier onlyapplies if the firer is taking the normalrequirements to aim and squeeze off a shot,otherwise the modifier is counted as SnapFiring at x1. A shooter benefiting from the x2 PBbonus gets to fire after everybody else SnapFires regardless of DEX.

RATE OF FIRE (ROF)Rate Of Fire or 'ROF' is the frequency at whicha specific weapon can fire or launch itsprojectiles. In game terms ROF is the numberof times per combat round the weapon canbe fired. During a combat round Keepersshould rotate through the combatants in orderof highest to lowest DEX until all weaponshave expended their ROF.

FIRE MODEThis refers to the type of fire modes availablewith a given weapon. In the late 23rd century,virtually all kinetic based weapons are at leastsemi-automatic. Types of fire mode include:

Pump ActionA pump-action rifle or shotgun is one in whichthe handgrip can be pumped back and forthin order to eject and chamber a round ofammunition. The 30mm grenade launcher onthe M29 Tactical Assault Rifle is a goodexample of a pump action weapon.

Semi AutomaticA semi-automatic firearm is a weapon thatrequires only a trigger pull for each round thatis fired. For example, if someone were to shootten rounds from a semi-automatic pistol, thetrigger would need to be pulled ten times(once for each round fired).

AutomaticFirearms with the capability to fire bursts ofmore than one round per pull of the trigger,such as the M29, are generally considered tobe automatic. Such weapons are usuallyequipped with selective fire mode, enablingthe user to switch between various automaticand semi-automatic fire modes.

Fully AutomaticA fully automatic firearm will continue to fire aslong as the trigger is held or until it runs out ofammunition. Most fully automatic weaponsalso have a selective fire mode enabling burstfire.

Selective FireA selective fire firearm can be fired in both

semi-automatic and a number of automaticmodes by means of a selector. Many selectivefire weapons utilise burst fire mechanisms thatlimit the maximum or total number of shotsfired when in this mode.

SINGLE SHOTSAs stated earlier, the ROF of a weapon givesthe total number of single shots or bursts a PCcan squeeze of in one combat round.

SNAP FIREUnless a PC states he/she is aiming (seebelow), all weapons fire during a combatround is counted as Snap Fire - unpreparedreactive fire during the heat of battle. SnapFire does not gain the x2 range modifier atPoint Blank range.

AIMED SHOTSAn aimed shot allows the PC to hit a specifichit location on his/her designated target. Ifdeclared during combat, the PC waits untilthe end of the combat round and then fires. Ifa PC wishes to make an aimed shot atanother time (e.g. sniper fire) the PC aims for astated number of combat rounds, then fires onhis/her usual DEX using the above rules butwith a +10% bonus to his/her skill for everycombat round spent aiming, up to amaximum of +30%.

DOUBLE TAPOnly PCs with a combat skill above 50% canuse the Double Tap rule. It allows a PC to firetwo shots into a target almost simultaneously.The first shot is fired as normal. The second shotcomes a second later, and the chance to hit isthe PCs combat skill minus the actual rollmade for the first shot. As both shots are firedin quick succession they both hit the same hitlocation.

Double Tap ExampleSergeant Cleaver has a rifle skill of 80%. He isfaced with an armed opponent who is aboutto shoot a hostage. Cleaver decides toDouble Tap him. On his first shot Cleaver get a27, so his chance to hit with his second shot is(80 - 27) 53%.

Double Tap can only be used with weaponsthat have a Semi Automatic Fire Mode e.g.Handguns and Rifles.

FIRING BURSTSAutomatic and Fully Automatic weapons canfire in bursts. The firing of multiple roundsincrease a PCs chance of hitting a target. Foreach additional shot fired in a burst, the A%

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rises by 3%. However, this modifier cannotraise an A% higher than double the skill. Thismodifier only applies if a target is within thePoint Blank/Close range bands.

Roll once for all attacks against a single target.If the attack succeeds, roll to see how manyshots hit the target. A Special success meansthat at least half the burst automatically hits(the player should still roll to see if more thanhalf the burst hits). Only the first shot impales ifan Special is rolled. Energy weapons cannotimpale. A Critical success means that theentire burst hits the target. Only the first shotdoes Critical damage.

Firing a burst increases the weapon'smalfunction chance by 3%.

Firing a burst from an automatic weapon at aclosely packed group of targets allows the PCto roll 1d3+1 to see how many targets thebullets are split between. It is nigh onimpossible to hit a specific target in a groupwithout the risk of injuring others around thetarget.

SUPPRESSING FIREIf a PC has a weapon capable of fullyautomatic fire, he/she can declare thathe/she intends to put down suppressing fire. Ineffect, they spend an entire round firing theirweapon into a designated zone. Anyonecaught in this area is suppressed. If they wishto move from cover, they will be hit by a burstfrom the weapon.

PANIC FIREAn armed PC who fails a SAN check duringcombat automatically performs this action. Itcan also be declared voluntarily at theKeeper's discretion. Panic fire halves the hitchance, and doubles the malfunctionchance, but allows a PC to fire continuallyuntil their weapon is empty.

THE MALFUNCTIONIf this happens, roll 1d100. A result of 01-50indicates the weapon jams, overheats, or failsin some way. Roll appropriate weapon skill ormechanical/electronics (depending on techof weapon) to fix the weapon. This takes 1d6rounds. If the repair roll is fumbled, theweapon is useless until stripped. If the result ofthe 1d100 roll is 51 or higher, roll on the missileweapon fumble table at the end of thischapter.

AREA EFFECT WEAPONSCertain weapons deliver explosive or burning

damage. Damage delivered for suchweapons is calculated as follows: Roll theweapon damage and match it against thetarget's armour. If the damage overcomesthe armour rating, the full rolled damage isinflicted to the target's total HP, with damagededucted equal to half the armour rating(rounded up). If the armour succeeds, thearmour protects fully, but damage is still tototal HP. A Critical success protects the targetfrom all but 1HP worth of damage.

ARMOUR PENETRATIONAll projectile weapons in Cthulhu Rising havean armour Penetration Value (abbreviated toPV). This value is subtracted from a target'sarmour points before calculating damage. Forexample a weapon with a Penetration Valueof +2 would ignore the first 2AP of whatever itis fired at.

Area effect weapons only apply thePenetration Value to direct hits - e.g. if avehicle is hit by a rocket, the PenetrationValue is applied vs. the vehicle's armour. Anytroops next to the point of impact caught inthe blast would get full benefit from anyarmour they are wearing.

ATTACK MODIFIERSAll effects are cumulative, but no matter howmany negative modifiers apply, never reducethe attack chance below 05%.

+25% Target helpless+20% Target surprised during non-combat or

knocked down.+10% Target surprised during combat.+10% Attacking from behind target.+10-30% - Prepared attack (1-3 combat round

delay to aim just right)+10% Attacking from above target.+05% Per 10 SIZ points that the target is over

20.-75% Target cannot be seen, or sensed inany way.-20% Attacker has been knocked down.-10% Target moving (only applies to missile

weapon attacks).-10% Per SIZ point which target is below SIZ 4-10% Attacker is riding in/on a moving

vehicle.

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HUMANOID HIT LOCATIONS

1. Melee

D20 Body Area Description

01-04 Right Leg RL from hip to foot05-08 Left Leg LL from hip to foot09-11 Abdomen Hip to just under floating

ribs12 Chest Floating ribs to neck and

shoulders13-15 Right Arm Entire right arm16-18 Left Arm Entire left arm19-20 Head Neck and head

2. Missile:

D20 Body Area Description

01-03 Right Leg RL from hip to foot04-06 Left Leg LL from hip to foot07-10 Abdomen Hip to just under floating

ribs11-15 Chest Floating ribs to neck and

shoulders16-17 Right Arm Entire right arm18-19 Left Arm Entire left arm20 Head Neck and head

DAMAGE RESULTSA PC falls unconscious if they only have 1 or 2total HP remaining, unless they make aCONx5% roll each combat round.

At zero total HP, a PC will die in a number ofcombat rounds equal to their CON, unlessthey receive emergency medical attention.

If a PC has been reduced to negative total hitpoints, but it is still less than or equal to theirCON, a generous Keeper can allow medics totake heroic measures to save the dyingindividual. The dying PC will continue to lose 1HP each combat round, until it either exceedstheir CON, at which point they expire, or untilthey are restored to positive hit points.

Player Characters revived in this manner arecritically ill, and incapable of performing anyactions for 20-CON days.

DAMAGE EQUALS OR EXCEEDSLOCATION HP

Location: Result:

Head: PC unconscious. Make CONx5%or lose 1HP/combat round dueto blood loss/tissue trauma.Blood loss stops or PC can beheroic if CONx1% rolled.

Chest: PC falls. Cannot fight. Cancrawl, perform First Aid on self.Make CONx5% or lose 1HP/combat round due to bloodloss/tissue trauma. Blood lossstops or PC can be heroic ifCONx1% rolled.

Abdomen: Both legs useless. PC falls. Mayfight from ground. May First Aidself. Make CONx5% or lose1HP/combat round due toblood loss/tissue trauma. Bloodloss stops or PC can be heroic ifCONx1% rolled.

Arm: Limb useless. Drop any itemheld. Continue standing unlessKnockback. May First Aid self.

Leg: Limb useless. PC falls. May fightfrom ground. May First Aid self.

DAMAGE EQUALS OR EXCEEDS DOUBLELOCATION HP

Head, Chest or Abdomen:C unconscious. Lose 1HP/combat round. NoCON roll, heroic action or anything else.Limb:Limb is maimed or severed. PC is unconscious.Lose 1HP/combat round. CONx1% will allow aPC a heroic action, but will not stop blood loss.Limb must be healed to positive HP within10MR or lost permanently. No more thandouble location HP can be done as damageto total HP.

OTHER COMBAT ACTIONS

GRAPPLING/WRESTLINGMatch PCs STR+DEX against STR+DEX ofopponent on resistance table. Success allowsa PC to perform one of the following actions:

Immobilize FoeSTR vs. STR on resistance table to immobilisefoe. Failure means PC maintains grip, and foemust win next rounds grappling/wrestling toshake themselves free.

Throw FoeAttackers STR+DEX vs. Defenders SIZ+DEX on

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resistance table. Success means opponentthrown, and must make a DEXx5% roll or suffer1d6 damage to random hit location.

KNOCKBACKEvery 5 points of damage in excess of targetSIZ knocks the target back 1 metre. Target willfall unless DEXx5% roll is successful. A Specialhit automatically knocks a target back 1mregardless of SIZ.

Knockback Into Solid ObjectsTarget suffers additional 1d6 damage permetre travelled.

Knockback into Small Objects/PeoplePrimary and Secondary targets must bothmake DEXx5% rolls or both suffer 1d6 damageper 5m travelled by Primary target.

Intentional KnockbackAlso known as tackling/shoulder barging.Match attackers STR+SIZ vs. SIZ+DEX of targeton resistance table. If successful, treatattackers STR+SIZ as damage for calculatingKnockback. Failure means attacker knockedback as if defenders STR+SIZ is weapondamage.

Unarmed Combat/Martial ArtsIf melee attack is belowactual skill and UnarmedCombat skill, they roll double damagedice. E.g. Fistattacks do 2d3 insteadof normal 1d3.

SUBDUALIn the movies, the usual technique forknocking an opponent out with a single blowis via a swift strike to the head using a bluntobject like a club or pistol butt.

An attacker wishing to subdue an opponentmust state the intention at the beginning ofthe combat round, and must be in a positionto strike the victim in the head, either throughsurprise (a Keeper should determine if theattacker has element of surprise), or by virtueof the victim being immobile in some fashion.

The attacker rolls his attack and damage asusual, then matches the result against theopponents' current total hit points on theresistance table. Success means the victim hasbeen knocked unconscious for a perioddetermined on the table below:

UNCONSCIOUSNESS PERIOD

Damage: Unconsciousness:

1 1 minute (6MR)2 2 minutes (12MR)

3 4 minutes (24MR)4 5 minutes (30MR)5 15 minutes (90MR)6+ 30 minutes (180MR)

After the given time, the victim revives with asplitting headache but will only have taken 1HP damage to their head and total hit points.

ZERO G COMBATVirtually all weapons involve some form ofrecoil, and in a zero-G environment this recoilcan disorient or render helpless individuals nottrained to compensate for it. When fighting ina zero-G environment, any individual has achance of losing control of theirmovement/position each combat round. Useof the Zero-G Combat skill is required. Roll thisskill to avoid losing control and apply thefollowing modifiers. All effects are cumulativeunless stated otherwise, but no matter howmany negative modifiers apply, never reducethe attack chance below 05%.

+10% Wearing powered armour ( increase to+25% if Powered Armour skill checkmade successfully)

+05% Per point of DEX over 15.+25% Using a handhold.

-20% Firing a weapon with 'normal' recoil.-10% Firing low-recoil (zero-G) weapon. This

modifier replaces the one aboverather than being cumulative.-30% Striking in hand to hand combat

ARMOUR

ENCUMBRANCE PENALTYArmour encumbrance applies a skill penalty toany skill where theDEX characteristic is used tocalculate the Skill CategoryModifier. Skill Categoriesincludedare: Agility based skills; Manipulation basedskills; Stealth based skills andWeapon skills.

Armour Type: Penalty:

Personal Body Armour -02%Riot Armour -05%Combat Armour -10%Battle Armour -15%Stealth Assault Suit -03%Powered Armour -20%Energy Armour -05%

DAMAGEEach time armour is breached by a damageroll equal to or greater than the armour ratingor more, the armour has lost some of it's

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protective capability in the relevant hitlocation (-1AP). High Energy Weapons such asplasma weapons reduce protective capabilityby -2AP each time armour is breached.

DAMAGE IN HAZARDOUS CONDITIONSIf an armoured suit is not able to self-seal andthe breach occurs in low pressure, hazardousor vacuum conditions, the wearer must seal

the breach as soon as possible. Every suit hasa standard supply of emergency patches.Patching armour requires a Vacc Suit skill roll. Ifthe first attempt fails, each further attempt isat a cumulative -5%. Every three secondsmeans a loss of 10% of the suits air. Damagefrom exposure to low pressure or vacuumconditions is at the Keeper's discretion.

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MISSILE WEAPON FUMBLES

D100 Result

01-10 Lose next attack11-20 Lose next 1d4 attacks21-30 Lose next 1d3 melee rounds for any activity31-40 Drop weapon at feet. Take rest of round to recover41-50 Fall to ground, dropping whatever was in hands at time51-60 Vision impaired: lose 50% for all attack chances for 1d3 melee rounds61-65 Vision blocked: cannot see for 1d3 melee rounds66-70 Drop weapon: weapon lands 1d6 metres distant71-73 Weapon jam irreparable: weapon useless74-80 Hit self: Do impaling damage.81-85 Hit self: Do critical damage.86-89 Hit nearest friend: do regular rolled damage. If no friend is near, apply as per entry #71-7390-92 Hit nearest friend: do impaling damage. If no friend is near, apply as per entry #74-8093-94 Hit nearest friend: do critical damage. If no friend is near, apply as per entry #81-8595-98 Ammunition explosion/hit self: do maximum rolled damage.99-00 Blow it badly. Roll 3 times on this table and apply all results

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HARDWAREMÊLÉE / HAND TO HAND WEAPONSMêlée generally refers to disorganised close combat involving a group of fighters. A mêlée ensueswhen groups become locked together in combat with no regard to group tactics or fighting as anorganised unit; each participant fights as an individual. The definition of hand to hand combat isusually when Close Quarters Battle (CQB) or close quarters combat (CQC) becomes too close forthe safe use of projectile weapons.

The base skill with all 1H Blades is 15%.The base skill with all 2H Blades is 10%The base skill with all Club type weapons is 25%.

Weapon: Damage: Range: Ammo: Fail: Skill: Cost: Avail:

Combat Knife 1d4+2 10m n/a n/a 1H Blade 25 ABlade 1d6+1 n/a n/a n/a 1H Blade 60 ASword 1d10+1 n/a n/a n/a 1/2H Blade 100 AChainsaw 2d6+2 n/a n/a 00 Chainsaw 300 AVibro Blade 2d8 n/a n/a 00 2H Blade 450 ABaton/Club 1d6 n/a n/a n/a Club 50 AStun Baton 2d6+6 vs. CON n/a 256 00 Club 500 AHatchet 1d8+1 n/a n/a n/a Club 40 A

HAND GUNSPistols are hand held weapons without a shoulder stock designed to be held in the hand whenused. This characteristic differentiates handguns as a general class of firearms from their largercousins.

The base skill with all handguns is 20%. The skill group is Handgun.

Weapon: Action: ROF: Damage: PV: Range: Ammo: Fail: Cost: Avail:

Body Pistol 6mm SA 3 1d6+1 0 30m 10 99 300 BAuto Pistol 8mm SA 3 1d8 0 40m 15 99 500 BAuto Pistol 10mm SA 3 1d10 0 50m 20 99 750 BHeavy Pistol 12mm SA 3 1d10+2 0 50m 20 99 900 BRevolver 8mm SA 3 1d8 0 50m 6 00 400 BRevolver 10mm SA 3 1d10 0 50m 6 00 500 BRevolver 12mm SA 3 1d10+2 0 50m 6 00 600 BTaser Pistol SA 3 2d6+10vCON 0 15m 5 99 500 AZero-G Pistol SA 3 1d8 0 50m 8 99 1000 B

SHOTGUNSA shotgun is a smoothbore or rifled firearm typically used to fire a number of small spherical pelletscalled shot, or single solid projectiles called slugs.

The base skill with all shotguns is 30%. The skill group is Shotgun.

Weapon: Action: ROF: Damage: PV: Range: Ammo: Fail: Cost: Avail:

Pistol Shotgun SA 3 2d6+1/1d6+1 0 15m 3 99 250 ASingle Barrel Shotgun SA 1 3d6/1d6 0 20m 1 00 300 A2x Barrel Shotgun SA 2 3d6/1d6 0 20m 2 00 400 APump Action Shotgun SA 2 3d6/1d6 0 20m 5 00 500 ACombat Shotgun SA 3 Varies: 0 50m 30 99 800 B

Baton: 1d6 + 3d6 stun;Shot: 3d6 at 10m or less, 2d6 at 11m+Solid Slug: 3d6+3 at 10m or less, 2d6+2 at 11m+

Riot Gun SA 3 Varies: 0 50m 10 99 1000 BX-Baton: 1d6+1 lethal / 3d6+6 stun; Gas: 1d6 + POT of gas;Shock 4d6+6 stun / 1d6 lethal

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RIFLESA rifle is a semi-automatic or automatic firearm that is shoulder fired i.e. involving a stock bracedagainst the shoulder. This includes SMG's and pistols with an attached (and used) stock. Rifles usedto have a helical groove or pattern of grooves ("rifling") cut into the barrel walls to impart spinaround an axis corresponding to the orientation of the weapon. Modern weapons in this class aresmooth bore, using fin or magnetically stabilised projectiles. Note: Though not actually classified asa rifle, in Cthulhu Rising submachine guns use the Rifle skill.

The base skill with all rifles is 10%. The skill group is Rifle.

Weapon: Action: ROF: Damage: PV: Range: Ammo: Fail: Cost: Avail:

Carbine 5mm SA/A10 3 1d10 2 250m 40 99 900 CAir rifle 5mm SA 3 1d10 0 200m 20 99 700 AHunting Rifle 7mm SA 2 2d6 2 500m 5 99 1200 BAssault Rifle 5mm SA/A10 3 1d10 4 400m 40 99 2500 BShock Rifle SA 3 Variable 0 25m 100 99 1500 B

stun charge setting from 2d6+10 - 4d6+10Combat Rifle 8mm SA/A10 3 1d10 4 850m 50 99 1750 BTactical Assault Rifle SA/A10 3 See ammunition table 1000m 95/90 99 CGauss Rifle 6mm SA 3 2d6+2 6 1260m 30 99 5000 CZero-G Rifle 7mm SA/A5 3 2d6 0 500m 40 99 CSubmachine Gun 8mm SA/A10 3 1d8 0 100m 40 00 1000 CSubmachine Gun 10mmSA/A10 3 1d10 0 100m 50 00 1500 C

MACHINE GUNSA machine gun is a fully-automatic mounted or portable firearm, usually designed to fire rifleammunition in quick succession from an ammunition belt or large-capacity magazine, typically ata rate of several hundred bullets per minute. Automatic weapons with a calibre of 20mm orgreater are generally referred to as autocannons rather than machine guns.

The base skill with all machine guns is 10%. The skill group is Machine Gun.

Weapon: Action: ROF: Damage: PV: Range: Ammo: Fail: Cost: Avail:

Light Assault Gun20mm SA 3 See ammunition table 1100m 90 97 6500 C10mm SA/A10 3 3d6+2 8 550m 10 97

Squad Support Weapon A10/FA 3 See ammunition table 1200m 200 97 3500 CMini Gun 5mm FA 3 2d6 4 500m 200 00 6000 C

HIGH ENERGY WEAPONSPlasma-based weaponry is a group of weapons designed to use high-energy ionized gas orplasma, typically created by superheating lasers or superfrequency devices. Though ship andvehicle mounted plasma weapons first appeared in the late 22nd century, the technology to makeman portable plasma-based weaponry would remain expensive enough to make their useprohibitive until the mid-23rd century.

The base skill with all high energy weapons is 10%. The skill group is High Energy Weapons.

Weapon: Action: ROF: Damage: PV: Range: Ammo: Fail: Cost: Avail:

Phased Plasma Gun SA 3 Low: 2d6+2 6 300m 64 97 10000 CHigh: 3d6+3 8 32

Phased Plasma Repeater SA/A10 3 2d6+2 6 300m 256 97 15000 C

HEAVY WEAPONSThe heavy weapons category includes portable grenade launchers, large calibre MLA weaponssuch as railguns and coilguns, autocannons, rockets and missiles.

The base skill with all heavy weapons is 10%. The skill group is Heavy Weapons.

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Weapon: Action: ROF: Damage: PV: Range: Ammo: Fail: Cost: Avail:

Rail Gun SA 1 2d10+4 10 1500m 5 98 20000 CGrenade Launcher SA 2 See grenade table 100m 10 97 2000 CDisposable AT Missile SS 1 HEAP munition 10 1200m 1 99 3000 C

deals 4d6 to allin a 3m radius ofexplosion.

Disposable Smart Missile LauncherSS 1 / 2 HEAP munition 15 3000m 1 99 5000 C

deals 3d6+6 to all in a 3m radius of explosion.Disposable Heavy MissileSS 1/4 Warheads: 15 10km 1 99 20000 X

HE: 8d6 to all in 3m radius of strike.FAE: 4D6 to all in 50m radius of strike. See special rules for FAE.Tac-Nuke: All within 100m radius of GZ vaporised. 100m beyond thattakes 10d6 damage. 100m beyond that takes 5d6 damage.

Disposable Surface to Air MissileSS 1/2 5d6 to all in 3m +12 10km 1 missile 99 8000 C

radius of strikeDisposable Long Range Surface to Ground Missile

SS 1/4 All caught in blast killed. 30km 1 missile 99 15000 XDisposable Surface to Orbit Missile

SS 1/2 10d6 to all in 5m +12 100km 1 missile 99 20000 Cradius of strike

KEY TO WEAPON TABLE HEADINGSHeading Description

Weapon: Name and (where appropriate) calibre of the weaponAction: SA: Semi-Automatic;

A: Automatic - the number following is max burst;FA: Full Automatic - full automatic weapons are capable of suppressing fire;SS: Single Shot;PA: Pump Action.

ROF: Rate Of Fire - number of times weapon can be discharged in a combat round.Damage: Damage dice. Where v is shown, it means damage is variable, and will be explained

in the relevant footnotePV: Penetration ValueRange: Maximum weapon rangeAmmo: Ammunition capacityFail: Fail chanceCost: Typical cost of weapon in EuroDollars (E$)Avail: Availability modifier. See the rules about availability of weapons

AMMUNITION TYPES TABLEType: Damage:

10mm SLAP (Standard Light Armour Piercing) 2D6 - Penetration Value +310mm APE (Armour Piercing Explosive) 2D6+2 - Penetration Value +2 (10mm sabot,

5mm Teflon coated ceramic fragmentingexplosive core round)

10mm HVAP (Hyper Velocity Armour Piercing) 1D6 - Penetration Value +6. (10mm DiscardingSabot, 3mm hyper dense gravidium penetrator)

10mm SAFE (Space Artificial Facility Explosive) 2D6 - Penetration Value +0. Maximum armourpenetration 4, still damages armour as normal.Fires a lightly sleeved low velocity explosiveround, impact fused. Designed for use inartificial space habitats, etc.

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GRENADE TYPES TABLEGrenade Type: Damage:

Baton Baton rounds deal 1d6 physical damage plus 3d6 stun damage and cannotimpale.

Frag Damage to those within 1 metre of the detonation is 3d6 to three random hitlocations. The number of hit locations affected is reduced by 1 for every 2additional metres away from blast.

Gas Roll CON vs. CON 12 or incapacitated and lose 1 CON/hr until treated.HE Damage within 1 metre of the blast is 2d6+6 to a random hit location. At 2m

it is 1d6+6, and 3m from the blast 2d6.Incendiary Anyone caught in the area of effect takes damage to a maximum of 3 hit

locations, this number reducing by 1 for each metre away from burst point.Damage to each hit location is 3d6, and is cumulative, reducing at a rate of1d6 per round.

Proximity Usually combined with Frag or HE. Warhead explodes at set distance fromtarget, generally 1-5m

Smoke No damage. Covers a volume 3m in radius in obscuring smoke, blocksnormal and IR radiation. Duration depends on atmospheric conditionsgenerally at least 30 seconds.

Starshell No damage, though if fired at someone, will do 1d6 burning damage.Stun Roll CON vs. intensity 2d6+6 or stunned for 1d6 rounds.

AVAILABILITYRestricted or illegal weapons can sometimes be obtained via the Black Market. Items obtained inthis manner will often have a hefty price mark-up on their actual market value. See the tablebelow.

Example: Price: Time: Streetwise:

A Freely available unrestricted item available at x1 No wait +15%listed price and generally easy to find on high street of any city.

B Limited availability as a permit / licence and up to x5 24 hours (EST) +/-0%background check are required

C Restricted availability (e.g. military hardware), x3 - x10 1 week (EST) -15%limited permits and licensing required, hard to source, requiring persistent effort andexpense.

X Totally illegal items, some of which even x10+ 1 month (EST) -30%governments would think twice about owning them. Nuclear weapons included.

Availability RatingBefore restricted or illegal weapons can be obtained, the Keeper must check (or assign) theavailability rating of the weapon, which affects the overall difficulty of acquiring the goods.

PriceOnce the availability of the item is assigned, the price mark-up above the actual market value canbe seen. For example, an Investigator wanting to buy a pistol (small arm) would pay x1.5% to x5%of its actual value. At the Keeper's discretion, the Bargain skill can be used to lower the price.

TimeGoods bought on the Black Market don't just magically appear - there is usually a time periodrequired for the seller to 'obtain' said items for the Investigator. This usually ranges from 24 hours to amonth.

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EQUIPMENT CATEGORIESPrices given below are standard prices - theKeeper may apply modifiers depending onavailability. For example, on agricultural worldswhere most of the economy is devoted tointensive agriculture, most manufacturedgoods are imported and therefore moreexpensive than normal.

ARMOURITEM PRICE (E$)

Personal Body Armour E$300Riot Armour E$1500Combat Armour* E$10,000Battle Armour* E$30,000Powered Armour Suit* E$50,000

*Certain types of armour are either restricted to Investigators whohave chosen the Police Officer or Soldier Occupation, or strictly

military issue only, and can only be obtained on the Black Market.

CLOTHING, MEN'SITEM PRICE (E$)

Tailored made to measure suit E$800+Expensive off the peg suit E$500Standard off the peg suit E$300Cheap off the peg suit E$150Designer casual clothes E$300Decent casual clothes E$150Cheap casual clothes E$50

CLOTHING, WOMEN'SITEM PRICE (E$)

Tailored evening wear E$1000+Designer evening wear E$750Standard evening wear E$300Cheap evening wear E$150Designer casual clothes E$500Decent casual clothes E$150Cheap casual clothes E$50

COMMUNICATION DEVICESITEM PRICE (E$)PDA/Phone E$30Tactical ComLink E$200Medium Range ComLink E$500Long Range ComLink E$750Portable SATCOM unit* E$5000Laser ComLink E$300Translator E$1500

*SATCOM units are strictly military issue only,and can only be obtained on the Black Market.

ELECTRONICSITEM PRICE (E$)

Compad, average E$500Compad, expensive E$800Data Crystal / Stack E$50 / 250Data Recorder E$30Digital camera E$50-1000Media Centre E $ 5 0 0 -5000Laptop, average E$300Laptop, expensive E$500Server Farm E$3000Wireless Alarm System E$300

FOOD AND ACCOMMODATIONITEM PRICE (E$)

House (rent, per year) E$16,000Apartment (rent, per week) E$2001x room apartment w/kitchen (rent, per week)

E$150Hotels (per night)

Econo Motel E$15Average Motel E$30Good Hotel E$80Grand Hotel E$250

Meals (decent, with tip):Breakfast E$5Lunch E$10Dinner E$25

MEDICAL EQUIPMENTITEM PRICE (E$)

Simple First Aid Kit E$30Medkit E$50Advanced Medical Kit E$250Folding Stretcher E$50Emergency Burn Kit E$150SPF 100 Sunscreen E$5Insect Repellent (large) E$10

TRAVEL AND SURVIVAL GEARProtective Clothing & Accessories:ITEM PRICE (E$)

Grapple Gun E$150Compression Suit E$1000Filter/Respirator E$50Hostile Environment Suit E$1500Life Support Unit E$1000Magnetic Grips E$100Mask, Filter E$10Mask, Respirator E$25Suit Patches (pack of x20) E$20Thruster Pack E$500

COSTS AND EQUIPMENT

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Vacuum Suit, Standard E$1500Vacuum Suit, Work E$2000

Protective Shelters:ITEM PRICE (E$)

Tent (4 person) E$25Pressure Tent (4 person) E$175Prefabricated Cabin (8 person) E$3000Base, Advanced (12 person) E$10,000Rescue Ball E$150Personal Re-entry Vehicle E$15,000Grav Chute E$10,000

Visibility Enhancement:ITEM PRICE (E$)

Chemical Lantern E$15Electro binoculars E$50Halogen spotlight E$25IR Goggles E$100IR Spotlight E$75Night Vision Goggles E$100Thermal Imaging Camera E$300Torch E$5

Miscellaneous Survival Equipment:ITEM PRICE (E$)

Arctic Survival Kit E$50Climbing Pitons (x24) E$75Climbing Hammer E$25Compass E$10Cooking Laser E$10Desert Survival Kit E$50Dye Pistol E$50Emergency Beacon E$100-300Fusion Generator E$500Fusion Still E$250Individual Military Pack E$45Inertial Tracker E$25Locater Device E$10Machete E$25Nylon Water bag (10L) E$5Power Cell E$15Rations, luxury, 1 week E$50Rations, standard, 1 week E$25Rocket Pitons (x12) E$150Rope 10.5mm x 100m E$50Solar Vaporator E$300Tarpaulin E$5Thermal Canteen (1L) E$5Thermal Sleeping Bag E$10Water Purification Kit E$10

TOOLSITEM PRICE (E$)

Demolitions Tool Kit* E$ negElectronics Tool Kit E$50Mechanical Took Kit E$150

TRANSPORTInterplanetary Travel:Interplanetary and interstellar travel is still anexpensive business. Most people who travel areeither company employees, military personnelor government staff. Some examples of pricesare given below, but the Keeper can changethis at his/her discretion.

ITEM PRICE (E$)

Earth to LEO (Low Earth Orbit) shuttle service(daily flights) E$1-300Earth/Mars Express E$1-30001 Parsec Interstellar journey:(monthly service usually)

Core Systems E$10,000+Outer Colonies *Outer Rim Territories *

*There are no commercial passenger services out beyond the Core

Systems. Travellers must negotiate their own ticket prices.

Planetary Travel:ITEM PRICE (E$)

Passenger Scramjet, average seat E$100Passenger Scramjet, luxury seat E$1000MagLev ticket, local E$5MagLev ticket, intercity E$25STV* rental (day) E$500Ground car rental (day) E$25Ground taxi E$1/kmSkytaxi E$5/kmOrbital Shuttle rental (day) E$1000Ground car, cheap (new) E$5000Ground car, average (new) E$15,000Ground car, expensive (new) E$30,000+All Terrain Vehicle (ATV) E$20,000Skycar, average (new) E$100,000Skycar, expensive (new) E$150,000Skycar, performance (new) E$200,000

*STV: Suborbital Transport Vehicle.

AMMUNITIONITEM PRICE (E$)

10mm light AP (box of 500) E$12510mm HEAP (box of 100) E$10020mm HE (box of 100) E$250TASER darts (box of 25) E$5010mm light AP M95 magazine E$2510mm HEAP M15 magazine E$2520mm HE M10 magazine E$5010mm light AP M200 drum E$10010mm light AP M16 magazine E$25TASER pistol magazine E$25

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EQUIPMENT DESCRIPTIONSNote: if a description does not seem necessary,it won't be included below.

ARMOURThough there are many manufacturers, thereare five standard armour types available tosecurity and military units in the 23rd Century asfollows:

1. Personal Body Armour:Favoured by personal security guards andundercover officers, flak armour consists ofballistic nylon with strategic Kevlar platingcovering the chest and abdomen. A helm issometimes also worn. Protects for 4AP.Enc: 2.5kg.

2. Riot Armour:Worn by local police and security forces, riotarmour consists of an armoured bodysuit madeup of thin layers of ballistic nylon with Kevlarplating which protects the wearer for 6AP.Enc: 5.0kg

3. Combat Armour:A military issue armoured bodysuit worn inconjunction with either combat dress utilities(CDUs), or a Compression Suit (see later),combat armour is the standard armour worn byinfantry soldiers from all the nations of Earth, aswell as the Colonial Marine Corps, ColonialAdministration Security Force corporate andprivate mercenary units.

Combat Armour offers the option of 100%oxygen supply for low pressure use (incombination with a Compression Suit) or air atnormal pressures. A combination of Kevlar andplasteel plating with an ablative coating forextra protection against energy weaponsprotects the wearer for 8AP.

Standard Accessories: tactical audio andvideo comlink (150 km range), polarized visorwith integral night vision capability, HUD, andlights.Enc: 10.0kg.

4. Battle Armour:Essentially a military issue armoured space suit,Battle Armour protects the soldier against thecold vacuum of space and against nuclear,biological and chemical contaminants. Like astandard space suit, it consists of an innerthermal regulation garment and two outerlayers of tight fitting elastic fabric with anairtight covering to compress the wearer's bodyagainst the effects of low pressure.

The latest generation of Battle Armour suitshave a self-sealing 'smart-layer' in between theinner suit layers and the armour plates. In theevent of the suit's environment beingcompromised, micro-pores built into this smart-layer secrete a liquid polymer which solidifies inseconds, re-sealing the suit.

Battle Armour has special coolant pods whichmask heat signature and its molecular bondedtitanium-duralloy armour plates combined withplasteel protect for 10AP.

Standard Accessories: air supply for 24 hours,rebreather, waste-relief system, water andconcentrated food system with rations for oneday (not tasty, but very nutritional), polarizedvisor with integral night vision capability, HUDwith multi-view televiewer, two helmet lights,built-in computer, tactical comlink (300kmrange), CO2 gun (see later).Optional Accessories: thruster pack (see later),Enc: 15.0kg.

5. Stealth Assault Suit:Designed for use by both military andcorporate commando teams conductingcovert ops, the Stealth Assault Suit is a light-weight armoured bodysuit constructed of aflexible material that instantly hardens intoarmour upon impact. The exact chemicalingredients of the material are a closely keptcommercial secret by those companies whomanufacture the suits. Following synthesis, theliquid armour is poured into a mould thatmatches the shape of the body part it willprotect, making each suit unique, designedspecifically for one wearer. The resultingmaterial exhibits a material property calledstrain rate sensitivity. Under normal conditionsthe molecules within the material are weaklybound and can move past each with ease,making the material flexible. But the shock ofsudden deformation causes the chemicalbonds to strengthen and the moving moleculesto lock, turning the material into a solid,protective shield.

The Stealth Assault Suit has special coolantpods which mask heat signature, and the innersuit layers act as a fully functional compressionsuit, for use with 100% oxygen supply for lowpressure use or air at normal pressures. The suitoffers protection comparable with Riot Armour(6AP) but at half the weight. Stealth Assault Suitsare expensive to manufacture and generallyconsidered to be restricted military tech,unavailable to the public.

Standard Accessories: tactical audio andvideo comlink (250km range), polarized visor

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with integral night vision capability, HUD, andlights. Chameleoflage coating.Enc: 3.0kg.

6. Powered Armour Suit:The ultimate in personal protection, this is anadvanced and powered version of BattleArmour. Constructed from diffusion-bondedmetal matrix composites (MMC), the PoweredArmour Suit enhances the strength and sensesof the marine with variable feedback personalcontrols, servo-powered limbs, thruster pack,built in weaponry, and various kinds ofelectronic assistance. The marine is effectivelydoubled in STR and has unlimited Enc. forencumbrance purposes. The Powered ArmourSuit protects for 12AP.

Standard Accessories: air supply for 48 hours,rebreather, waste-relief system, water andconcentrated food system with rations for 2days (not tasty, but very nutritional), polarizedvisor with integral night vision capability, HUDwith multi-view televiewer, two helmet lights,built-in computer, comlink (3000km range),CO2 gun (see later), high output power supplyfor running power tools, weapons and standardsuit equipment.Optional Accessories: Powered Armour canmount either 2x squad support weapons or 1platoon support weapon.Enc: 20.0kg when worn and 'active' otherwise.50kg.

COMMUNICATIONPhone/PDAIn the late 23rd century, the functionality of acellphone and PDA have merged. PDAs comein all shapes and sizes, but essentially do thesame job: they provide mobilecommunications and access to FedNet.FedNet guarantees 98% coverage on Earthand at most Class 1 colonies. Most models nowcome with Augmented Reality software andSmartSpecs.Enc: 0.1kg.

Tactical ComLink:Headset device with max range of 1km.Electronic scrambler/ descrambler comes asstandard.

Medium Range ComLink:Belt mounted or sling carried communicatorcapable of up to 500km range. Enc: 1.5kg.

Long Range ComLink:Sling carried communicator capable of rangesup to 5000km and contact with ships/commsatellites in low planetary orbit. Includes Global

Positioning System. Enc: 2.5kg.

SATCOM Uplink:Backpack mounted device capable of rangesup to 50,000km and contact with ships/commsatellites in high planetary orbit. IncludesGlobal Positioning System. Enc: 5.0kg.

Laser ComLink:Directional ComLink used for direct line of sitecommunications between military units, or fordesignated targets for laser guided weapons.

TranslatorA hybrid bio-silicon computer worn in the ear,the Translator enables the wearer to hear asimultaneous translation of anything anyonesays, no matter which language they aretalking in. The Translator comes with more than100 of the most common languages of theworld already loaded, and is reported to be98% accurate under most conditions.Enc: Neg.

ELECTRONICSData CrystalData Crystals are the primary data storage unitin use in the 23rd century. Information is storedby actually altering the physical form of thecrystal on a molecular level, using a complexholographic data pattern that bends anddistorts light to reproduce images andinformation in mathematical form. DataCrystals have a data storage capacity of justunder a terabyte, with a data transfer rate of1.5 gigabytes per second.Enc: 0.1kg

Data RecorderHandheld device that when connected to acomputer's digital disk can burn data ontodata-crystal at a rate of 1.2 GB/per second.Enc: 0.1kg

Digital CameraComing in all shapes and sizes, crammed withfeatures, most digital cameras have full DV/stillframe functionality.Enc: 0.1 - 1.0kg

Laptops and CompadsBy the 23rd century there is very little differencein processing power between the laptop andpalmtop computer (now referred to as acompad). The main difference is merely in size,weight, screen resolution, data storage size etc.Average computers confer no benefits.Expensive computers usually confer a skillbonus of between 5-25% (Keepers discretion) tousers with a Computer Operation skill of 75% or

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above, and usually cut down the processingtime required to perform certain tasks.Enc: Laptop: 1.0kg / Compad 0.3kg:

Media CentreThe ultimate development of the multimediahome computer, Media Centres havereplaced most other home entertainmentdevices. A standard Media Centre comescomplete with a wall-mounted screen (sizevaries with model, but usually at least 1m2),glove-controls, and access to most of the basicFedNet online services. More advanced (andconsequently more expensive) models havetheir own AI Avatar and HoloVision projectors,allowing voice activated commands and 3Dentertainment.Enc: Non-portable.

MEDICAL EQUIPMENTMedkitThis contains 1 dose of sedative painkiller; 1dose of antibiotics; field dressings etc. Whenused in conjunction with First Aid, it can heal1d3 HP (location and total).Enc: 0.5kg.

Advanced Medical KitIssued to Paramedics and Doctors on missionsaway from hospital facilities, the AMK includesemergency field surgery kit; whole blood units;a small supply of medical drugs (including 5xdoes of Combat drug, 10x doses of MedicalFast Drug, 5x doses of Slow Drug, 20x Stimpacks,5x doses of Super Adrenaline, 10x doses of Anti-Radiation drug, 5x doses of Anti-Venom,antibiotics); biofoam, tissue knitter (can repairsevered/maimed limb at a rate of 1HP/hour);diagnostic medical compad etc.Enc: 8.0kg.

BiofoamSelf-sealing Biofoam is a marvel of 23rd centurymedical accomplishment. Biofoam is a healing,coagulant foam that is inserted into the skinand even deeper into the body itself. This foamkeeps damaged organs in place and helpsstop bleeding and haemorrhaging. It is,unfortunately, very painful to use. It is animprovised medical option when there are nomedics available. In game terms Biofoamallows a medic to stabilise patients who havetaken more than their total hit points to a hitlocation, allowing temporary use of the limbuntil proper medical attention can be sought.The resulting pain reduces all skills by half.

Tissue KnitterAnother marvel of 23rd century medicaltechnology is the Tissue Knitter. These laptop-

sized devices can repair severed/maimedlimbs at a rate of 1HP/hour provided it is caughtno later than 10MR after damage was inflicted.Each Tissue Knitter contains enough power andraw materials to heal up to 20HP beforeneeding recharging. Operating a Tissue Knitterrequires either the Medical Surgery skill or a FirstAid skill of 50% or higher.

MEDICAL DRUGSMedical drugs that are available are listedbelow:

Anagathics: These are drugs which counteractthe aging process. Taken regularly they canextend life expectancy well beyond the norm.Anagathics are rare and very expensive.Anti-Radiation Drug: the anti-radiation drugcounteracts the effects of radiation sickness.Each dose lasts 12 hours and allows all rolls vs.STR/CON loss to start 1 multiplier higher.Example, a CONx4% roll become a CONx5%roll.Anti-Venom: Counteracts the effects of poisonsand toxins in the bloodstream. Each dose heals2d6 HP worth of damage caused by poisoning.Combat Drug: Used by the military usually priorto combat, this drug increases both STR andCON by a factor of 2. The effect takes place2MR after being taken and lasts for CON in MR.When the effect wears off, the user takes 1d3damage.Emotion Buffer: Each dose of the drug lasts30+3D10 minutes. While the drug is in effect,any SAN loss the Character experiences istreated as it were half of what it actually is(round up). The Character deducts the full SANloss from his total, however.Emotion Inhibitor: Each dose of the drug lasts30+3D10 minutes. While the drug is in effect, it isimpossible for the Character to go insane,unless their SAN is reduced to zero. However,the Character deducts the full SAN loss from hertotal. The drug inhibits emotions, meaning anindividual under its influence will be incapableof emotional reactions.Fast Drug: This drug accelerates the user'smetabolism. The drug takes 3MR to take effectand lasts for CONx2 MR and effectively doublesthe users DEX while it lasts. When it wears off,the user loses all fatigue points and takes 1d3damage.Medical Fast Drug: One dose of this drugcauses unconsciousness for 24 hours, and theuser ages the equivalent of 7 days, duringwhich time natural healing takes place.Slow Drug: This drug slows down a user'smetabolism by a ratio of 60:1, during whichtime physical aging is also slowed. Interstellartravel using cryosleep technology utilises thisdrug's effects.

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Stimpack: These devices auto inject geneticallymodified healing drugs into the body. +1 tototal HP, but not to location HP.Super Adrenaline: Gives a temporary boost tothe PCs health. +1d6 total HP and +3 CON forthe PCs normal CON rating in MR.Truth Drug: This drug, when used in conjunctionwith the Interrogation skill, compels individualsto answer questions truthfully. One dose lastsapprox 10MR, after which the user fallsunconscious for 20-CON hours, and takes 1d3damage.

PROTECTIVE CLOTHING /ACCESSORIESHOSTILE ENVIRONMENT CLOTHINGThere are various types of these kinds of suits.Most common are:

Arid Weather SuitBodysuit designed to protect the weareragainst water loss in an arid environment.Evaporation of perspiration cools the wearer,while lost body liquid is condensed and purifiedby a series of traps and chemical filters. Thiswater is then stored in catchpockets within thesuit, for use by the wearer. The suit has a hood,goggles and breathing mask (to catch exhaledmoisture). The chemical filters must bechanged 1/month at a cost of E$50.Enc: 5kg.

Cold Weather SuitBodysuit designed to protect the weareragainst extreme cold. The suit contains anetwork of heating filaments, powered by aninternal power supply. Temperature controlsenable the suit to negate the effects of wind-chill. The heated layer is covered by a jumpsuit,which has lots of pouches and pockets forequipment. A typical power cell keeps the suitrunning for 72 hours.Enc: 2.5kg

Compression SuitUsed for low pressure operations, thecompression suit consists of an inner thermalregulation garment and two layers of elasticfabric with an airtight covering. There is nodecompression period before using thecompression suit. The suits take longer to put onthan vacc suits, however, and provide noprotection against high pressures. Usually wornin combination with Combat Armour.Enc: 4kg.

Hazardous Environment SuitBulky suit that protects against corrosiveatmospheres. The suit is sealed, air-conditionedand has its own air supply (but not water).

Enc: 7kg

Filter/RespiratorFacemask that filters out harmful contaminantssuch as gases and nerve toxins.Enc: neg.

SPACE SUITThere are two standard designs of space suitavailable in the 23rd Century:

Standard Vacuum Suit (SVS)The standard vacuum suit is an environmentalsuit designed to protect the individual fromvacuum, heat, cold, and radiation. Each suit isequipped with an environmental backpackwhich contains the suit's oxygen supply, itspower pack, and the environmental controlsystem. A SVS can sustain its wearer for 24 hours,less if the wearer is engaged in stressful activitiesor if the environmental conditions severely taxthe suit. A typical SVS offers 4AP of protection.

Standard Accessories: polarized visor, comlink(500 km range), lights, CO2 gun, 200 meters ofhigh strength cable (with a grappling hook oneend and a strong magnet on the other), and apatch kit.Enc: 10kg/5 if worn

Vacuum Work Suit: (VWS)Typically used by those who spend prolongedperiods working in the vacuum of space, theVacuum Work Suit is very much like a SVS,except the suit is of heavier construction andcan support its wearer for 36 hours. A typicalVWS offers 6AP of protection.

Standard Accessories: in addition to theequipment of a standard SVS, a VWS has atoolkit (with various tools that are specific to theoperator's mission) power pack for tools thatrequire power, on board computers, thrusterpack.Enc: 20kg/10 if worn

Thruster PackBack mounted jet thruster pack, withrear/downwards facing burners, and an arrayof three lower manuvering jets. Attached to theoperator's space suit, it enables him tomanoeuvre at speeds up to 150 km/hour. Usinga thruster pack requires the EVA skill.Enc: 10.0kg

PROTECTIVE SHELTERSPressure TentBasic shelter for 4 persons, which provides astandard atmosphere. There is no airlock - thetent must be depressurized to enter or leave.

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Enc: 25kg

Prefabricated CabinModular unpressurised quarters for 8 persons.4x8x8m. Can be carried in the hold of astarship.Enc: 1000kg

Base, AdvancedModular, pressurized quarters for 8 persons, withairlock and atmosphere recirculating system.Can be carried in the hold of a starship.Enc: 1500kg

Rescue PodA rescue pod is a sphere, 10cm in diameter.When activated, it inflates to form a ball ofplasteel film, 1m in diameter. This ball, whensealed, contains enough air to last one person12 hours. Rescue pods are standard issue on allmilitary and commercial space vessels,allowing individuals to survive an explosivedecompression even if a pressure suit isunavailable.Enc: 5kg

Personal Re-entry VehicleOriginally designed as a means of emergencyatmospheric re-entry from a crippled ship orspace station, the personal re-entry vehicle hasbeen adopted by the military for covertmissions on hostile planets. It has even becomean extreme sport.

The PRV consists of an inflatable hemisphericmold, a pressurized canister of ablative foam, achemical thruster for altitude control andlimited vector adjustment, and a soft landingsystem (usually a parachute).Enc: 10kg

Grav ChuteUtilising a small suspensor field generator, thegrav chute is capable of nullifying a portion ofthe individual's body weight (but not providemotive power). A conventional parawing is alsodeployed.

By altering the effective weight of the jumper,chute deployment is not necessary until analtitude of about 50m. The power cell poweringthe suspensor field has a life of 10 minutes onceactivated.Enc: 15kg

VISION ENHANCEMENTBinocularsIncorporating IR and LI with electronicrangefinder.Enc: 1.0kg

IR GogglesAllows the wearer to see heat sources (infraredradiation).Enc: Neg

Light Intensifier GogglesAllows vision in anything less than totaldarkness.Enc: Neg

TorchPowerful cell powered light. 24 hrs per cellused. Can be armour mounted.Enc: 0.25kg.

Chemical LanternChemical light. Lasts for 3 standard dayscontinual use.Enc: 0.25kg

Halogen Spot LampA high-powered halogen white-light lamp.Usually as an internal battery, as well as a top-mounted carrying handle.Enc: 1.0kg

Thermal Imaging CameraHandheld device which may only have aneffective range of 10m, but which can seethrough walls. Useful against animals and non-military foes, but certain types of militaryarmour can mask its wearer's IR signature.Enc: 1.5kg

MISCELLANEOUS SURVIVALEQUIPMENTArctic Survival KitA kit filled with a variety of items useful forsurviving in arid conditions. Includes: 1 litrethermal canteen; first aid kit; folding shovel; icepick; knife and sheath; signal mirror; waterpurification kit. The kit comes in a pack30cmx12cmx12cm.Enc: 2.0kg

Climbing PitonsTungsten pitons that have a small explosivecharge for firing into rock. Come in cases of 24.Enc: 0.1kg per piton.

Climbing HammerTitanium alloy hammer backed with pick head.Enc: 0.5kg.

CompassUsually included in a wristwatch. Indicates theposition of magnetic north, if any exists.Enc: Neg.Cooking Laser

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A low powered laser used primarily for ignitingflammable materials, the Cooking Laser is ametal rod, 30cm long and 5cm wide, withcontrols at one end. A power cell suppliespower for up to 1 month normal usage.Enc: 0.1kg

Desert Survival KitA kit filled with a variety of items useful forsurviving in arid conditions. Includes: 1 litrecanteen; first aid kit; salt tablets; folding shovel;parts and directions for building a solar still; knifeand sheath; signal mirror; water purification kit.The kit comes in a pack 30cmx12cmx12cm.Enc: 1.0kg

Dye PistolUsed primarily to designate Landing Zones, thedye pistol fires cartridges filled with coloureddye that can mark substantial areas of theground.Enc: 2kg (unloaded; dye cartridge weights0.5kg).

Emergency BeaconCombination long range comlink and signaltransponder. When activated it monitorsemergency search and rescue channels, andwhen traffic is picked up it emits a warning toinform users that help may be at hand, andtransmits a coded distress signal. Signal range is1000km. Once activated, it operates for 30days EST.Enc: 1.0kg

Fusion GeneratorVehicle portable power generator that uses afusion reactor to generate power using Helium-3. Weight is per 10kw of power output.Enc: 10kg

Fusion StillA bulky device that breaks water moleculesfree from material placed within it. Amount ofwater obtainable ranges fro 1% from sand to70% from organic material like wood or plants.Percentage water obtained is on a 1-1 ratio (so100kg sand yields 1 litre of water). The Stillrequires 1 hour to set up and 30 minutes toprocess 10kg of material.Enc: 60kg

Individual Military PackA lightweight medium backpack that is used tocarry up to 24 kg (53lbs.). Also known as"battlefield harness" or "combat webbing.Enc: Neg

Inertial TrackerSmall hand held device which indicatesdirection and distance travelled from the

starting location.Enc: 0.1kg

Locater DeviceWorn on the wrist, this is a small data emittercontaining the marine's vital life signs andposition.Enc: neg

MacheteA flat metal / polycarbon weapon with a 45cmblade. Designed for chopping dense foliageand such in the wild, but also used as aweapon on less sophisticated worlds.Enc: 1.0kg

Nylon Water bag (10L)Flat packed, can contain up to 10 litres ofwater when filled to capacity.Enc: Neg when flat packed.

Power CellPower cells come in all shapes and sizes.Weight below is for each kW of powercontained.Enc: 0.05kg

Rations, luxury, 1 weekPacks of fresh frozen meals supplemented bytablets containing vitamins and nutrients, whichprovide food enough for 7 days. Each pack isself heating using a chemical reaction,activated by pulling a tab on each mealpack.Enc: 1.5kg

Rations, standard, 1 weekPacks of preserved food concentratessupplemented by tablets containing vitaminsand nutrients, which provide food enough for 7days. Tasteless.Enc: 1.5kg

Rocket Pitons (x12)A pistol-grip, disposable launcher that fires arocket-propelled, explosive-set piton. It is usedto project an attached line up to 200m - asuccessful Climbing roll (made by the GM)means the piton is securely lodged and willsupport weight; a critical failure means theoperator only thinks it is! Roll vs. DEXx4% to hit ifused as a weapon; Damage is 1d6+2 for thestake. Comes with electric winch and clip forattaching to webbing (which then serves as aclimbing harness).Enc: 3.5kg.

RopePolypropylene fibre rope that is treated to resistmildew, rot, acids, petroleum products andmost other chemicals. A standard length ofrope is 10.5mm x 100m, and comes as both

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monofilament and multifilament. Monofilamentis lighter and less bulky, but can hold only halfthe SIZ of a multifilament length of the samedimensions.STR: 50 / 100Enc: 2.0kg / 4.0kg

Solar VaporatorDevice which collects water moisture from theair, especially at night. Yields are 1 litre per 8hour night in standard / dense atmospheres; 0.5litres per 8 hour night in thin atmospheres; 0.1litres per 8 hour night in very thin atmospheres.Enc: 8.0kg

TarpaulinCanvas waterproof sheet, 2m x 4m.Enc: 2.0kg

Thermal Canteen (1L)A power cell in the base of this canteen allowswater to be kept at a temperature controlledby an inbuilt adjustable thermostat. Power celllasts 1 month.Enc: 1.0kg.

Thermal Sleeping BagUtilizing the same technology as the ColdWeather Suit, a thermal sleeping bag comeswith hood, and adjustable thermostat.Enc: 1.0kg

Water Purification KitBox of 250 tablets that purify contaminatedwater, making it safe to drink. 1 tablet will purifyapproximately 1 litre of water in 10 minutes.Enc: 0.2kg.

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