world war cthulhu: cold war

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

    in the horrifying events of World War Cthulhu. Though your

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

    a bureaucrat or otherwise, all characters in Call of Cthulhu

    and World War Cthulhu: Cold Warare called investigators.

    Your investigator is part of the Western intelligence services,

    but also part of something else. After an encounter with

    something inexplicable and chilling, they have been

    approached and pressed into working for Section 46 by N,

    a mysterious spymaster dedicated to eradicating the horrors

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

    within this character creation chapter should aid you in

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

    The steps within this character creation chapter should aid

    you in creating an interesting and rounded character, ready

    for play.

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

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

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

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

    notes on another piece of paper and transfer the information

    to the character sheet when you are finished.

    This character creation system replaces the one from the

    Call of Cthulhurulebook. You can use a traditional Call of

    Cthulhucharacter in World War Cthulhu: Cold War, though

    be advised that such investigators will have fewer skill points.

    Pg. 41 contains suggestions for bringing existing Call of

    Cthulhuand World War Cthulhu: The Darkest Hour characters

    into the Cold War setting.

    The process of creating your investigator is presented in

    eight steps. The process is thorough, and should produce

    an interesting and rounded character ready for play. If you

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

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

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

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

    during play.

    The ten steps of character generation are:

    STEP ONE: Generate Characteristics (page 28)

    Begin by determining your investigators key attr ibutes, rating

    features such as strength and intelligence.

    STEP TWO: Investigators Age(page 28)

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

    choose can affect their attributes.

    STEP THREE: Other Attributes (page 28)

    Those characteristics that were rolled in Step One, in

    combination with age, determine other factors, such as how

    quick your investigator can move and how resilient they are.

    STEP FOUR: Identity and Name (page 29)

    A name and where your investigator is from.

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

    Choose an occupation. Decide whether your investigator is a

    career intelligence officer or if they had a previous occupation.

    Assign skill points and determine Trust.

    STEP SIX: Intelligence Agency Training (page 30)

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

    STEP SEVEN: Create a Backstory (page 32)

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

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

    aspects of their background.

    STEP EIGHT: Brush with the Mythos (page 35)

    An encounter with something strange led to your investigators

    recruitment into Section 46. This is where you define what

    the nature of that encounter was.

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

    shadowy N. This is where they receive the conditioning that

    will help them battle the agents of the Mythos.

    STEP TEN: Equipping your Investigator (page 38)

    Determine what gear your investigator possesses.

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

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

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    CHARACTER SHEET SUMMARY

    1. CharacteristicsThe investigators key attributes, typically rated

    between 15 and 90.

    2. Investigators AgeThe investigators age can affect their attributes.

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

    and Magic Points are determined by a their

    characteristics and age.

    4. Identity and NameKey details about the investigator.

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

    they are trained in. Their Trust measures the faith

    other agencies put in them and v ice versa.

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    6. SpecialismAfter recruitment, the investigators agency will

    train them in a specialist field of intelligence work.

    7. Backstory

    Various detail s about the investigatorsbackground.

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

    investigator had a brush with the Mythos the

    first of many, no doubt.

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

    investigator will be changed in some way. During

    play, record these changes here.

    10. Gear and PossessionsEquipment and other belongings the investigator

    possesses.

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

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

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

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    INTELLIGENCE ANDTHE COLD WARSecret intelligence, espionage and covert operations were

    intertwined with the Cold War like a thread through a

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

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

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

    This chapter outl ines intelligence in the Cold War, discussing

    the different forms of intelligence gathering, intelligence

    agencies around the world and offering insights into some

    of the ways in which intelligence agencies function in the

    1970s.

    FORMSOFINTELLIGENCEThe popular conception of intelligence gathering and

    espionage is the trilby-hatted agent loitering in an alley

    in Berlin, awaiting the arrival of a shady contact carrying

    microdot s and codewords. Most Cold War espionage is not

    like that.

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

    Spies, agents, turncoats and moles all come under the

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

    get information from a defecting general in John Le Carrs

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

    Kim Philby feeding top-secret information back to the

    Soviet Union? Thats HUMINT too.

    But as the Cold War progresses, serious money is devoted

    to more technical forms of espionage. The big gun in

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

    be broken down into two main disciplines: monitoring

    communications (COMINT) and monitoring electronic

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

    SIGINT became hugely important because of the Soviet

    and Eastern European agencies (particularly the Soviet

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

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

    Oleg Penkovsky who was eventually executed and Oleg

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

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

    such as the British General Communications Headquarters

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

    National Security Agency (NSA, based in Fort Meade,

    Maryland) were created to handle SIGINT.

    As technology advanced, so too does the use of space

    as an arena for spying. Several countries especially the

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

    power and sophistication were lofted into orbit in order to

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

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

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

    American KH-11 satellites can photograph individuals f rom

    hundreds of miles up in orbit.

    The use of technology went both ways. Both the Soviet

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

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

    prime example of this is the defection of Soviet fighter

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

    flew to Japan in t he very latest MiG-25 interceptor aircraft.

    This gave Japanese and American analysts the ideal

    opportunity to examine a supposedly fearsome weapon,

    that turned out to be a lot less formidable than other forms

    of intelligence had indicated.

    Finally, there is a form of intelligence that does not rely

    on satellites or defecting pilots. Throughout the Cold War

    and up to the present day, states rely heavily on Open

    Source Intelligence (OSINT). By reading newspapers

    and monitoring TV and radio broadcasts, a considerable

    amount of information can be collected.

    For example, the British Broadcasting Corporation (BBC)

    monitoring station at Caversham Park in Berkshire,

    England, had a dual funct ion. On the surface, it allowed the

    BBC to keep track of news happening all over the world.

    Underneath, it also served an OSINT function too, passing

    information back to the British Secret Intelligence Services

    (SIS).

    INTELLIGENCE AND SECURITYAGENCIES AROUND THE WORLDThis section discusses and outlines some of the major

    domest ic and foreign intelligence and security organisations.

    This is by no means an exhaustive list ing, and the selection

    tends to privilege the groups that investigators in World

    War Cthulhu: Cold Warare most likely to come into contact

    with. There were and are many, many intelligence and

    security agencies out there, and covering them all would

    require a book many times the size of this one. If you are

    interested in the wider world of intelligence in the ColdWar, the bibliography on pg. 232 is a good place to star t.

    THEWESTERNALLIESFor Western intelligence, the 1970s are a period of crisis

    and change. This is especially true of the American

    Central I ntelligence Agency (CIA), an organis ation that was

    suddenly thrust into the limelight. In Britain too, formerly

    clandestine agencies have found themselves exposed in

    the full glare of the media. The walls of the secret state

    are crumbling, and a new generation of journalists many

    inspired by the Watergate Affair that brings down US

    president Richard Nixon seek to make the secret world

    accountable to the public that it supposedly serves.

    In the 1970s, Western intelligence gathering is dominated by

    the United States of America. Most famous (and infamous)

    of the US intelligence organisations is the CIA. The CIA

    has wide-ranging responsibilities, from running spies andcovert operations, to orchestrating spy plane missions. But

    it is an agency in crisis.

    Accusations of abuse of power, infiltration of domestic

    organisations (such as the anti-Vietnam War movement),

    the actions of James Jesus Angleton (its paranoid head

    of counterintelligence see opposite) and attempts to

    assassinate heads of state (such as the persistent attempts

    to do away with Cubas Fidel Castro) are investigated by

    Congressional committees. This results in CIAs dirty

    laundry being very publicly aired. The agency is also

    responsible for serious lapses, most notably the failure to

    predict the coup in Iran that ousts the autocratic Shah (animportant US ally) f rom power in 1979.

    The CIA is not, however, the only major US agency active

    during the decade. The Defense Intelligence Agency

    (DIA) handles military intelligence; the National Security

    Agency (NSA) is responsible for SIGINT; and the National

    Reconnaissance Office (NRO) has responsibility for

    satellite IMINT. All of these agencies and many more,

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    From that day on my life has been a nightmare of brooding

    and apprehension, nor do I know how much is hideous truth

    and how much madness.

    H P Lovecraft, The Shadow Over Innsmouth

    Experienced spies know the Moscow rules, shared wisdom

    about operating in hostile environments (see pg. 51). They

    hold the keys to success and survival. Rule Three states

    Everyone is potentially under opposition control. This is a

    terrifying enough thought when dealing with an opponent

    who plays by rules you can understand. When you are

    fighting a secret war on two fronts, and your other enemy

    is ancient, inhuman and impossible to second-guess Well,

    there is a good reason that most investigators die horribly or

    succumb to madness.

    GETTING STARTEDWhen starting a new World War Cthulhu: Cold Wargame,

    players may select one of the archetypical investigators

    presented on the Cubicle 7 website, or else create their own

    using the rules in the Officers, Agents and Other Spies

    chapter (see pg. 25). Investigators may come from many

    walks of life. They may already have been part of SIS or anallied agency before joining Section 46, or they may have

    been willingly or forcibly recruited from the police, military

    or civilian life. Though they have all had a brush with the

    Mythos, their depth of knowledge will vary hugely, and they

    might be walking relatively blindly into the horror. Whatever

    their background, they have something in common: they are

    all brave, determined, resourceful individuals who are willing

    (or, at least, appropriately motivated) to carry out Ns orders.

    The investigators do not necessarily know each other well

    before the operation begins, but may have crossed paths

    professionally.

    Players should glance at the Tradecraft (pg. 50), CovertActions (pg. 132) and Intelligence Agencies (pg. 15)

    chapters to give themselves a working understanding of the

    espionage environment. We assume a basic level of familiarity

    with the Call of Cthulhurules and style of play.

    The Keeper should familiarise themselves with this chapter,

    the overview of Intelligence Agencies andSection 46(pgs. 15

    and 22), the relevant material from theIntelligence Theatres

    chapter (pg. 76) and the Beyond Top Secretchapter (pg.

    114), as well as the scenario to be played, if using a pre-

    written scenario. The other chapters of this book can be

    consulted as needed.

    For your first game, we recommend a scenario that gets the

    players right into the thick of the action early. Begin with a

    dangerous situation, then let the investigators regroup in a

    safe house for a slower build-up to occult intrigue.

    PRECEPTS OF PLAY

    KEEPITREALISTICEspionage is a grim, dangerous business even before you

    introduce the horrors of the Mythos. For all their training

    and experience, the investigators are only human. They will

    make mistakes, get injured, lose their grips on reality and,

    on occasion, die. Their investigations will take them to dark

    places, force them to deal with unpleasant people and take

    risks, but there are limits.

    The investigators are not James Bond: there are no

    monologuing villains with comic-book schemes, no secret

    bases with conveniently placed self-destruct mechanismsand no laser beams hidden in watches that will cut through

    restraints in the knick of time. This is an unglamorous, secret

    world where letting your opponents know who you are will

    most likely get you killed. The Keeper should make the world

    feel absolutely real, reinforcing the sense of danger wherever

    possible and never sparing the investigators the horrors of the

    shadowy world in which they operate.

    KEEPTHEMPARANOIDWhen on missions, the investigators should live in a state of

    heightened awareness, never sure who to trust and who may

    betray them. Double agents, informers, counter-intelligenceofficers, trigger-happy mercenaries, ideological terrorists and

    nosey policemen pose constant threats to life and liberty.

    Investigations should be full of lies, half-truths and unwanted

    revelations.

    Assets may not be who they seem, allies may manipulate

    investigators in pursuit of their own agendas, and even friends

    will betray one another if the right pressure is applied.

    K E E P E R O F A R C A N E B R I E F I N G S

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    MUDDYTHEWATERSWhile the two missions that make up most scenarios are

    usually different, they take place in similar worlds. An

    informant selling secrets about the locations of Stasi safe

    houses may also be on the payroll of the Black Brotherhood,

    or vice versa. The investigators may discover that the terroristgroup in the crosshairs have also been carrying out attacks

    against the Esoteric Order of Dagon, mistaking them for

    ideological enemies. Unleashing the ancient horror the

    investigators have been sent to destroy may prove the only

    distraction available to stop their capture by the KGB.

    The Keeper should always look out for opportunities to

    present moral conflicts, offer expedient alliances with terrible

    people or confound expectations about where the loyalties of

    an NPC lie. If the investigators ever decide they know exactly

    whats going on, they should be frightened that this means

    they have overlooked something horrible.

    DRAWFROMH ISTORYThe material in this book takes place over the course of

    a decade of turmoil and change. During the course of

    campaigns, regimes will rise and fall, intelligence services

    will orchestrate coups, armed conflicts will start and end and

    political ideologies will shift, and the roles of and trust in

    intelligence services will change. By dipping into the history

    of the different theatres of the Cold War, Keepers can help

    bring them to life for the players, presenting the investigators

    with a complex world in flux, where todays ally may be

    tomorrows enemy, and a safe haven can turn into a war zonewith little warning.

    Thats not to say that you should get hung up on or be

    constrained by historical accuracy. This is a game, not a

    textbook. The best spy fiction takes liberties with the real

    world, inventing new factions and conspiracies to create

    memorable drama. And sometimes even the best Keepers

    make mistakes! When that happens, either move on and

    accept it, or retroactively change the offending details, but

    try not to let your games pace suffer for the sake of accuracy.

    BETOUGHBUTFAIRWorld War Cthulhu: Cold Waris designed to be a grim andgritty game, in the purist mode of Lovecraftian gaming. The

    odds are stacked against the investigators, and while they will

    rarely be involved in open combat with their more human

    enemies, assassination, disappearances and unexplained

    accidents are all very real risks. These risks are even greater

    when facing the forces of the Mythos, which have none of the

    restraint or professional courtesies of the world of espionage.

    Many of these threats cannot be fought by normal means,

    or are so dangerous that attempting to do so is suicide. This

    does not mean that the investigators will not or should not try,

    simply that they will not always live to tell of it.

    The Keeper should play fair, which also means being impartial.Roll dice openly, with consequences clearly spelt out. Resist

    the temptation to fudge results to spare the investigators.

    They operate in a dangerous world and they know the stakes.

    If they survive, or better, succeed, this will be a hard-won

    victory, and all the sweeter for it.

    SECTION 46Section 46 is the ghost of the wartime Network N, one

    mans quixotic crusade against the Mythos. From his club in

    St Jamess, N continues to draw on collaborators to monitor

    the activities of Western intelligence, secretly using their

    operations as the means to carry out covert investigations

    and attacks against occult threats.

    In the game, Section 46 serves several purposes.

    Gathering the investigators.

    Missions against the Mythos.

    Dispensing occult lore and clues.

    GATHERINGTHEINVESTIGATORSInvestigators in World War Cthulhu: Cold War are all part

    of Ns secret conspiracy. Section 46 draws the initial groupof investigators together, and provides a way to introduce

    replacements in the event of an investigator dying.

    MISSIONSAGAINSTTHEMYTHOSWhile N no longer commands the same resources he had

    during World War Two, he still has enough informants around

    the world to keep him apprised of the machinations of the

    Mythos. He knows the bars in West Berlin where dangerous

    artefacts are traded alongside state secrets. He knows the

    Polish mathematicians whose researches risk opening the

    human mind to horrors it was never meant to understand.

    He knows the location of the hidden lake near the NizhnyayaTunguska River where pale abominations rise by moonlight.

    He knows the pirates of the South China Sea who trade

    captured sailors to Deep Ones in exchange for safe passage.

    He knows the secret places hidden even from those whose

    business is secrets.

    N uses his dwindling contacts in the intelligence services to

    find operations, agents or other assets that can be co-opted

    K E E P E R O F A R C A N E B R I E F I N G S