TEXT: (Order #10322763)
  
  (Order #10322763)
  
  Velvet Paws 
  on Cthulhu’s Trail
  by Ingo Ahrens and Adam Crossingham & Daniel Harms
  With additional material by Julie Walsh
  Translated from the German by Bill Walsh
  Maps by Kim Schneider
  Character Sheet by Dean Engelhardt
  Project and Editorial by Adam Crossingham
  Graphic Design and Layout by Dean Engelhardt
  Copyediting and Proofreading by Matthew Pook
  Sixtystone Press
  2014
  (Order #10322763)
  
  2
  First Published in 2014 by Sixtystone Press Limited, 
  74 Union Street, Farnborough, 
  Hampshire, GU14 7QA, United Kingdom
  E-mail: info@sixtystonepress.co.uk
  Web: www.sixtystonepress.co.uk
  Copyright © 2014 Ingo Ahrens and Adam Crossingham & Daniel Harms and others, and 
  Sixtystone Press Limited
  ISBN (Sixtystone):
  978-1-909095-08-3 (e-Book)
  978-1-909095-09-0 (PBK)
  978-1-909095-10-6 (PDF)
  Sixtystone SKU: 60-KAT01-01
  Cathulhu: Velvet Paws on Cthulhu’s Trail is a sub-genre rule expansion supplement for the Call of Cthulhu 
  game, and requires the Call of Cthulhu rulebook published by Chaosium, Inc., for play.
  Chaosium’s H. P. Lovecraft’s Dreamlands will also be of use.
  Call of Cthulhu is a Registered Trademark of Chaosium Inc., and is used with their permission.
  The Chaosium logo and the Call of Cthulhu logo are used under license of Chaosium Inc. www.chaosium.com
  The names, descriptions, and depictions applied to this supplement are derived from works copyrighted by 
  and include trademarks owned by Chaosium Inc., and may not be used or reused without its permission.
  The new spells, artefacts, occupations, tomes, and species of creatures presented in this book are available for 
  use to all Chaosium’s Call of Cthulhu licensees as part of ‘the heritage of the Game’ requirements, but we’d 
  really appreciate a clear credit in your publication and maybe even a complimentary copy of the publication 
  where our work appears.
  All rights reserved. Apart from fair dealing for the purposes of private study, research, criticism or review, as 
  permitted under the Copyright, Designs and Patents Act, 1988, no part of this publication may be reproduced, 
  stored in a retrieval system, or transmitted in any form or by any other means, electronic, electrical, chemical, 
  mechanical, optical, photocopying, recording or otherwise, without the prior written permission of the 
  copyright owner. Enquiries should be addressed to the Publishers.
  Every attempt has been made by the Publishers to secure the appropriate permissions for the materials 
  reproduced in this book. If there has been any oversight we will be happy to rectify the situation and written 
  submission should be made to the Publishers.
  A CIP catalogue record for this book is available from the British Library.
  Under permission of Pegasus 
  Spiele, Germany.
  www.pegasus.de
  www.pegasusdigital.de
  (Order #10322763)
  
  3
  Contents
  Introduction  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .5
  Character Creation  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .7
  Gaslight Breeds  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 9
  Twenties Breeds   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 14
  Modern Breeds   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 14
  Tricks  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 17
  How To Play A Cat   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .25
  Additional Cathulhu Rules  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .27
  Catnip   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 27
  Purchasing Additional Tricks  .  .  .  .  .  .  .  .  . 27
  The Deadly Cat Attack   .  .  .  .  .  .  .  .  .  .  .  .  . 27
  A Cat’s Nine Lives  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 28
  Cats and Insanity   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 29
  Cats and Bast  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 31
  Cats and Magic  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 32
  Cats and the Mythos  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 32
  A Short Bestiary Of Feline Foes  .  .  .  .  .  .  .  .  .  .33
  What Do Cat Adventures Look Like?  .  .  .  .  .37
  SCENARIO: The Black Cat  .  .  .  .  .  .  .  .  .  .  .  .  .  .39
  Introduction  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .40
  Overview for the Keeper  .  .  .  .  .  .  .  .  .  .  .  .40
  Murder!   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 41
  Crime Scenes & Searching for Clues   .  .  . 43
  General Clues & Trails   .  .  .  .  .  .  .  .  .  .  .  .  .  . 46
  Further Crimes   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 48
  A Suspect  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 49
  In the Warlock’s House  .  .  .  .  .  .  .  .  .  .  .  .  .  .50
  Taking the Initiative  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 53
  Montague’s House   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 55
  Non-player Characters  .  .  .  .  .  .  .  .  .  .  .  .  .  . 56
  A Cathulhu Bibliography  .  .  .  .  .  .  .  .  .  .  .  .  .  .57
  Appendix: History of the Bubastis Cult   .  .  .59
  Cathulhu Character Sheet  .  .  .  .  .  .  .  .  .  .  .  .  .  .63
  (Order #10322763)
  
  4
  Graphic Design and Layout, Dean Engelhardt
  Artwork, Michael Bukowski, Dean Engelhardt
  Cartography, Kim Schneider
  Handouts, Dean Engelhardt
  Copyediting and Proofing, Matthew Pook
  Publisher & Editor-in-Chief, Adam Crossingham
  Technical Editor, Daniel Harms
  Medical Editor, Graeme Price
  Author, Ingo Ahrens and Adam Crossingham & 
  Daniel Harms
  Sixtystone Press Limited
  Thanks to the English-language version playtesters:
  Wood Ingham, Tim Payne, Rob Lowe, & Dave Ezra; Oscar “Osk” Rios & Co.; Freddy “feel the awesome power 
  of my furball!” Larsson & Co.; Orlock and the Nightmare Theatre Crew; JoMo Rising & Co.; Fin, Fluffy, Lil’ 
  Andy, Emma, N-kun & Spider, the cat from Saturn, and Calum McDonald, DvH, Lady Precious—Maine Coon, 
  “Frank”, Mats “Sooty” Gripensköld, Scott Clarke & Sigge Persson.
  Thanks to Jussi Gradistanac for tricks inspiration. 
  Dan Harms made catnip irresistible.
  Clear Credit
  “Katzulhu” was originally published in Cthulhoide Welten #1 and #2.
  “Cathulhu” was originally published in Worlds of Cthulhu magazine #4.
  The Sabbat Cats were originally published in Worlds of Cthulhu magazine #3.
  The history of the Bast cult, the Black Rites and new spells were originally published in  
  Worlds of Cthulhu magazine #4.
  Michael Bukowski’s artwork is used under licence; please see www.yog-blogsoth.blogspot.com and                                 
  www.lastchanceillustration.com for more.
  Picture Credits
  The following pictures are licensed:
  Front and back cover images and the photographs of Cat Breeds on pages 8–16 are © Can Stock Photo Inc. / 
  ruigsantos, SlavaSS, Chrisdorney, Cynoclub, Devi, ESIGHT, Ewastudio, Ijdema, Karandaev, Kovalvs, Natika, & Saaaaa.
  House photograph on page 50 courtesy of www.searshomes.org. Photograph of H.P. Lovecraft on page 28 
  courtesy of www.thelovecraftsman.com. Illustrations on pages 8–16, 30, 36, 39, 41, 45 and 58 contain stock 
  photo elements from sxc.hu. All other pictures are Public Domain. Some sources are listed for your interest:
  Library of Congress, The Internet Archive (archive.org), Wikimedia Commons
  This book would not have been possible without The Mythos Seven
  H.P. Lovecraft (1890-1937)
  Robert E. Howard (1906-1936)      August Derleth (1909-1971)
   
   
            Robert Bloch (1917-1994) 
   
   
   
  Clark Ashton Smith (1893-1961) 
                 Arthur Machen (1863-1947)   
   
   
   
                                             Frank Belknap Long (1901-1994)
  (Order #10322763)
  
  5
  “... for the cat I have entertained a particular 
  respect and affection ever since the earliest days of 
  my infancy. In its flawless grace and superior self-
  sufficiency I have seen a symbol of the perfect beauty 
  and bland impersonality of the universe itself, 
  objectively considered; and in its air of silent mystery 
  there resides for me all the wonder and fascination of 
  the unknown.” 
                   — Cats and Dogs, H.P. Lovecraft
  ats. Aren’t they just a little bit uncanny 
  sometimes, sitting there, staring intently at 
  something that we can’t see? What sort of 
  invisible monsters do they perceive? And what do 
  they do at night prowling the neighborhood streets?
  Cats played a small but important role in H.P. 
  Lovecraft’s life. Lovecraft was a notable cat lover 
  (even if he gave his own cat a name exceedingly 
  uncongenial to contemporary sensibilities), and 
  his story “The Cats of Ulthar” is fondly recalled 
  by kindred spirits.
  Welcome to Cathulhu (say cat-thoo-loo), 
  an alternate setting which approaches Call of 
  Cthulhu from a cat’s-eye view! These additional 
  rules connect the traditional Call of Cthulhu 
  RPG with a feline milieu inspired by Akif 
  Pirinçci’s Felidae and other novels. I highly 
  recommend treating yourself to either the 
  book or the movie adaptation before playing, 
  as well as undertaking a mandatory reading 
  or re-reading of “The Cats of Ulthar” and “The 
  Dream-Quest of Unknown Kaddath.”
  Cats are not the soulless animals that we 
  may take them for. They have their own point 
  of view, social structure, and even culture! 
  Some can read human books, understand 
  speech, and occasionally even communicate 
  with the “Can Openers.” Occasionally they 
  will help, protect, or warn their master or 
  mistress when he or she is threatened by the 
  invisible demons that cats sometimes see. 
  They also have the important skill of being 
  able to wander the Dreamlands at will in their 
  sleep — one reason that cats sleep so often and 
  enthusiastically, for they have fewer enemies 
  in the Dreamlands than the waking world and 
  are respected much more there (one thinks of 
  their privileged status in Ulthar).
  Playing feline characters instead of human 
  characters demands special skill and sympathy 
  on the parts of both players and keeper. Players 
  who have owned cats and are more or less 
  familiar with them will have the easiest time 
  imagining themselves as cats, but everyone else 
  should give it a try, because an exceptional Call 
  of Cthulhu game can be the result.
  C
  Introduction
  (Order #10322763)
  
  6
  “Kadath in the cold waste hath known Them, and Kadath is well known to the feline Investigator”
  (Order #10322763)
  
  7
  “Cats are the runes of beauty, invincibility, wonder, 
  pride, freedom, coldness, self-sufficiency, and dainty 
  individuality—the qualities of sensitive, enlightened, 
  mentally 
  developed, 
  pagan, 
  cynical, 
  poetic, 
  philosophic, dispassionate, reserved, independent, 
  Nietzschean, unbroken, civilized, master-class men. 
  The dog is a peasant and the cat is a gentleman.” 
                   — Cats and Dogs, H.P. Lovecraft
  eline character creation follows these steps:
  1.   Roll attributes.
  2. Choose breed.
  3. Choose tricks.
  4. Choose spells (optional)
  5. Spend skill points.
  6. Name the character.
  7. Flesh out character.
  1. Attributes
  Cat characters possess the same Attributes as 
  human characters, only rolled differently.
  STR (Strength): 1D3
  CON (Constitution): 2D6
  SIZ (Size): 1
  INT (Intelligence): 2D6+6
  DEX (Dexterity): 2D6+14
  EDU (Education): 3D6+3
  APP (Appearance): 3D6
  POW (Power): 2D6+6
  Sentience: POW×5
  Know: EDU×5
  Idea: INT×5
  Luck: POW×5
  Movement rate: 12
  Sanity is replaced by a different statistic: 
  Sentience (SEN). SEN represents the degree 
  to which the character is an intelligent being 
  capable of purposeful actions comparable to a 
  human, rather than simply an animal ruled by 
  instinct. A low SEN has the consequence that 
  some actions (e.g., reading human writing) 
  cannot be completed if a SEN roll fails. A 
  character who experiences something horrible 
  (a confrontation with monsters, the sight of 
  their mistress dead, etc.) must make a SEN roll 
  and lose a certain amount of Sentience Points—
  exactly like a human SAN roll.
  The effects are somewhat different however. A 
  cat character will not collapse into catatonia or the 
  like. Given sufficient loss of SEN, the character will 
  temporarily lapse into feral behaviors, incapable 
  of carrying out any intelligent, intentional actions. 
  He will chase mice instead of monsters, seek out 
  a neighborhood cat in heat, or flee up a tree from 
  the monster in a panic, remaining there until 
  firemen come to get him down. See the section 
  ‘Cats and Insanity’ for more details.
  Yes, cats have high Intelligence. And yes, 
  they also have Education. This “education” is 
  of course not any sort of diploma or course of 
  study; it generally has to do with “cat things,” like 
  knowledge about nature, other animals, humans 
  and their behaviors, etc. A cat can, however, 
  possess knowledge of a scientific field like biology, 
  astronomy, physics, or the like—in any case at a 
  lower level than a human character with an equal 
  amount of the skill. At night, housecats have a lot 
  of time to dig their way through the libraries of 
  their masters instead of garbage cans…
  Once the Attributes are rolled, they provide 
  a general idea of the character. (The values 
  may be changed at the Keeper’s discretion, of 
  course.) A low STR may indicate a young cat 
  or a particularly spoiled housecat. A high EDU 
  is typical for purebred cats that have access to 
  a library, living in wealthy households or with 
  scientists or professors. A lower value probably 
  indicates a stray cat, though they are by no 
  means necessarily less intelligent! A higher APP 
  yields advantages in getting humans to do things 
  for you, like sneaking food or the like; it can be 
  a curse, however, if a beautiful queen wants to 
  keep lascivious tomcats at bay.
  Character 
  Creation
  F
  (Order #10322763)
  
  8
  2. Breeds
  “It was a stupendous sight while the torches lasted, 
  and Carter had never before seen so many cats. 
  Black, grey, and white; yellow, tiger, and mixed; 
  common, Persian, and Manx; Thibetan, Angora, and 
  Egyptian; all were there in the fury of battle, and there 
  hovered over them some trace of that profound and 
  inviolate sanctity which made their goddess great in 
  the temples of Bubastis.” 
       — Dream-Quest of Unknown Kadath, 
  H.P. Lovecraft
  The cat’s breed is an important factor in its 
  creation, since the consequences of deliberate 
  breeding create dramatic effects in purebred 
  animals. Most cats, of course, are “Domestic 
  Shorthairs,” which is roughly equivalent to a 
  “mutt,” in dog terms. These mixed-breed animals 
  are by far the most common cats. Any cat with a 
  stray background will be a Domestic Shorthair, 
  and virtually all NPC cats the characters will 
  run across on the streets will be Domestic 
  Shorthairs as well. Purebreds are generally only 
  found in the rarefied air of houses with devoted 
  Can Openers on staff.
  Pick one breed from the following list. 
  You only have one choice. Some breeds offer 
  advantages and disadvantages, and some open 
  easy access to Tricks later on.
  Domestic Shorthair
  The most frequently encountered “breed” 
  or, actually, non-breed is the common alley cat 
  or moggie. This includes most housecats, farm 
  cats, and strays. They are mixed-breeds, and that 
  mixture is reflected in their appearance and their 
  manner. Practically speaking, any characteristic 
  or combination is possible in theory. Wild crosses 
  between housecats and purebreds can develop 
  the most atypical characteristics in appearance, 
  color, and character. Any coloring and build is 
  possible. Body shape is generally medium-sized 
  and powerful with average-length, muscular legs 
  and a long tail.
  The “domestic shorthair” is the typical 
  mouse-catcher, 
  house- 
  or 
  farm-cat, 
  or 
  whatever. They are everywhere, living wild 
  or in the company of humans. As a rule, this 
  makes them intelligent, self-confident, and 
  independent. Their often wild or half-wild 
  life (as strays) leads to a healthy constitution 
  and well-developed instincts for the hunt 
  and play. Except for loners living in the wild 
  or particularly shy specimens, they are well-
  disposed towards humans and occasionally 
  also enjoy the lazy life.
  This “breed” offers the most liberty in creation 
  in Cathulhu. It does not receive any bonuses or 
  penalties, since the character-creation process 
  assumes a Domestic Shorthair.
  Breed Bonuses: None.
  Breed Drawbacks: None.
  Breed Tricks: One trick of your choice.
  Purebreds
  These cats are usually the expensive, pampered 
  pets of humans. As a result, they may have the 
  easiest access to human resources, particularly 
  books. On the other hand, as a consequence 
  they are generally not very streetwise, since their 
  humans generally do not let them out much. If a 
  Keeper wishes, he can apply a bonus for Human 
  Lore or Language and a penalty on fighting skills, 
  Healing, Track, Sense of Direction, or similar skills 
  to purebreds. The breeds are listed by period. 
  Breeds from earlier periods are available in later 
  periods. There are few purebreds in Cthulhu 
  Dark Ages as these would have only been found 
  in Ancient Egypt and Thailand; instead all feline 
  investigators are domestic shorthairs in those 
  dangerous times.
  (Order #10322763)
  
  9
  Gaslight Breeds
  Abyssinian (Somali)
  Along with the Egyptian Mau, the Abyssinian is 
  one of the oldest cat breeds of all, and like the Mau, 
  approaches the ideal of the elegant, slim, ancient 
  Egyptian cat goddess most closely. They were 
  revered by the Egyptians in antiquity and probably 
  descend directly from the Falb Cat, the ancestor of 
  all cats. The first example was brought to Europe 
  by a British military expedition to Ethiopia in 1868. 
  Abyssinians are usually yellowish-brown in color, 
  the nose leather brick-red and rimmed with black. 
  Their fur is unusually thick, very short and fine, 
  sometimes with black or dark brown tones, with a 
  palette extending from copper-red through blue-
  gray and faun to silver. They are of medium size 
  with a slim, but muscular build. Their heads are 
  wedge-shaped, their ears large and wide-set. Their 
  slightly almond-shaped eyes are equally wide-
  set, lending the Abyssinian an alert expression. 
  Their eyes are green, honey-yellow, or hazelnut-
  colored, and surrounded by a black “lid line.” With 
  a slightly longer coat and a bushy tail, one has a 
  Somali. Otherwise, both breeds share the same 
  origin and characteristics.
  Abyssinians enjoy the company of humans 
  very much. They are very trusting and cuddly. 
  They are said to be very brave, are not at all 
  nervous, and only very rarely use their soft voices. 
  In general, they are very clever and intelligent, 
  love to climb, and many can open doors without 
  assistance. Temperament-wise, they are gentle, 
  lively, and cheerful. Left alone too long however, 
  they frequently become depressed.
  In role-playing an Abyssinian, their courage 
  should be kept in mind—not least when it can 
  easily slip over into mischief and carelessness, 
  bringing the character into distress!
  Breed Bonuses: +10% to Climb skill.
  Breed Drawbacks: –10% to Yowl skill. Yowl 
  skill can never be more than 50%.
  Breed Tricks: Brave.
  British Blue (British Shorthair)
  The origin of the British Blue cannot be 
  reconstructed with certainty. Any numbers of 
  stories circulate around the breed (linking them 
  with Carthusians, Vikings, Crusaders, etc.). In 
  fact, it is related to the European Shorthair and 
  is frequently confused with the Chartreux.
  Its fur is thick and plush, originally blue 
  in color and slightly wooly which makes it 
  somewhat difficult to care for, all the more so 
  since it sticks out slightly. It is very sturdy and 
  muscular, but also heavy with a broad chest and 
  wide head. Its eyes are either orange or yellow.
  The British Blue is very devoted and likes 
  the company of people, although once in a 
  while they will decide to live an independent 
  life. Nevertheless, they are frequently “real” 
  housecats and lazybones who must be lifted up 
  in order to vacuum under. They like their food 
  too. They are very low-key, rarely aggressive, and 
  do not have to be constantly caressed or carried 
  around. In a word, 
  they are homey.
  In Cathulhu, they 
  should be regarded 
  likewise. 
  Despite 
  their power, they 
  are better known 
  for their feats of 
  intelligence 
  than 
  their athletic feats. 
  Their 
  base 
  value 
  in the skill Sleep is 
  60%, so it will be 
  no surprise if the 
  “big guy” frequently 
  takes a nap during 
  play… waking up 
  with 
  a 
  brilliant 
  idea for solving the 
  problem at hand!
  (Order #10322763)
  
  10
  Breed Bonuses: +10% to Sleep skill. Replace 
  ‘Fight’ result with ‘Flight’ on Insanity Reactions 
  table.
  Breed Drawbacks: –1 to CON.
  Breed Tricks: Sleep On It.
  Chartreux
  On the basis of their almost identical 
  appearance, this cat is frequently confused with 
  the British Shorthair. The breeds are nevertheless 
  independent of each other. Tradition has it that 
  the Chartreux were bred by Carthusian monks in 
  medieval France. Nonetheless, Chartreux did not 
  reach the USA until 1971.
  Their fur is short, thick, and blue; it repels 
  water. Their body is powerful and large to 
  medium-large, compact and muscular. Their 
  chest, back, and shoulders are broad, their legs 
  medium-length, and their paws seem dainty. 
  Relative to their body, their muzzle is rather 
  short, which lends the Chartreux a smiling 
  aspect. Their ears are medium-sized or smallish 
  and sit close together. Their large eyes are either 
  copper-colored or dark orange.
  Chartreux seem quiet but powerful, with a 
  certain majesty, and they radiate independence. 
  Nevertheless, they are devoted and affectionate 
  to people without being pushy. Their character 
  traits stretch from noble dignity to a certain 
  clownish friskiness. Their voice is quiet; they 
  never caterwaul. Loud noises scare them more 
  than other breeds.
  In Cathulhu, it is up to the Keeper’s discretion 
  how the character reacts to loud noises. A SEN-
  roll is conceivable, as is short-term stupefaction, 
  a short panic (hanging from the ceiling), and 
  the like. Chartreux with particularly merry 
  dispositions may raise their Cuteness by 10% 
  (but must then play this out appropriately).
  Breed Bonuses: +1 to STR.
  Breed Drawbacks: Yowl skill can never be 
  above 60% and its effect is correspondingly 
  limited.
  Breed Tricks: Scaredy Cat.
  Egyptian Mau
  Like the Abyssinian, the Egyptian Mau is a 
  very old cat breed, revered in Egypt then as now. 
  Interestingly, it is forbidden to take such an 
  animal out of Egypt! Which would not have kept a 
  resourceful master in the 1920s from attempting 
  it successfully… perhaps while returning from 
  a successful archeological expedition in the 
  Valley of the Kings? However the breed was not 
  widespread in North America until the 1950s.
  The medium-length coat of the Mau appears 
  in three colors, silver, bronze, and smoke, all 
  of which sport dark circular markings. The fur 
  itself is very fine, silky, and thick. Their frame is 
  graceful and muscular. They are medium-long, 
  (Order #10322763)
  
  11
  as are their legs relative to their body. They have 
  dainty, small, oval paws. Their heads are wedge-
  shaped with a slight rounding; their noses short; 
  and their medium-sized slightly pointed ears are 
  wide-spread. Their eyes are almond-shaped and 
  of a pale green hue.
  The Mau is very affectionate and playful. It 
  learns tricks easily and is reputed to be able to cup 
  its paws like hands and drink water out of them. 
  Fundamentally cautious, they are nevertheless 
  active, lively, and curious about everyone and 
  everything. They are happy to sit on people’s 
  laps or shoulders, and they can even be taken for 
  walks on a leash.
  In Cathulhu, the breed’s potentially dangerous 
  curiosity should be noted, as well as its origin in 
  Egypt and potential starting points for adventures 
  stemming there from. 
  Breed Bonuses: +1 to DEX. +10% to Status 
  skill. +2 to Speed.
  Breed Drawbacks: Possesses the drawbacks 
  of the Curious trick without the benefits.
  Breed Tricks: Trickmeister.
  Maine Coon
  The classic cat of the American Northeast, and 
  thereby a good candidate for a Cathulhu character! 
  This breed is popularly said to have sprung from 
  the mating of a cat and a raccoon (“coon” equals 
  raccoon), which is, of course, nonsense. It is most 
  likely the result of crossbreeding in 18th Century 
  Maine of long-haired cats from Europe. The Maine 
  Coon was very popular in the 19th Century until 
  about 1911, when the breed almost disappeared 
  until the 1960s or 1970s. Consequently, it will be 
  much more likely to find a Maine Coon in a Gaslight 
  or Contemporary setting than in the 1920s, though 
  of course, it should not be ruled out.
  Their long, all-weather coat protects them in the 
  coldest winter and suits them on rat and mouse-
  hunts on farms. Maine Coons are enormously heavy 
  (toms weigh up to 20 pounds) and powerful and 
  muscular all around. The long hairs on its large ears 
  give their face a lynx- or bobcat-like impression. A 
  wreath of hair rings the Coon’s throat like a mane; 
  their tails are also extremely bushy. In terms of 
  colors, there are all possible variants.
  The Maine Coon is a thoroughly friendly and 
  intelligent cat, entertaining and self-confident. 
  They have a lively interest in their environment 
  and will follow their master from room to room, 
  always wanting to be around them. Despite their 
  size, they are gentle beasts, but they possess their 
  humans—not the other way around!
  Breed Bonuses: +1 to STR (which can exceed 
  the maximum value of 3) & CON.
  Breed Drawbacks: None.
  Breed Tricks: Bruiser.
  Manx
  The Manx cat is known as the tailless cat, 
  although in reality, they may have full tails, short 
  tails, or a rise, as well no tail at all. The history of 
  the breed dates back to the Isle of Man off the 
  coast of England, in the days of the ship trade. It 
  (Order #10322763)
  
  12
  is uncertain whether the tailless mutation began 
  with the island cats or the ships’ cats. The breed 
  has been recognized in the U.S. since the 1920s. 
  Manx may be either longhair or shorthair cats, 
  both of which are double-coated. The shorthair 
  will have glossy, somewhat hard textured guard-
  hairs, whilst the longhair will be silky and plush.
  The long and muscular hind legs of the Manx 
  contribute to its ability to jump and its speed. 
  They frequently bond with one person or family. 
  Some Manx have been known to retrieve and 
  bury their toys.
  Breed Bonuses: +10% to Jump skill. Move +1.
  Breed Drawbacks: –1 to APP for their unusual 
  mutation which other cats find disconcerting.
  Breed Tricks: Leap.
  Persian and Angora
  An old breed that is well-known for its long 
  fur which appears in up to 60 colors, and a short 
  “pushed-in” nose. In the 1920s, they were not 
  yet the product of breeding that they are today. 
  Angora Cats had a “regular” face back then; 
  narrow with some chest fur and a bushy tail, and 
  a large, sturdy stature.
  Persians love the quiet, comfortable life at 
  home and enjoy the comfort of a warm parlor. 
  They are very much inclined towards people. It 
  is no wonder that the modern Persian relies on 
  having its coat brushed and combed regularly 
  (in the wild, a modern Persian would not survive 
  very long). Angora Cats of earlier times were less 
  sensitive, but they still found the comfort and 
  coziness of their domicile very important.
  Breed Bonuses: +1 to EDU for its couch-potato 
  mentality.
  Breed Drawbacks: –1 to DEX. Wash skill’s 
  chance of success is halved in particularly 
  messy incidents!
  Breed Tricks: Uh Oh Furball!
  Russian Blue
  An old breed which was a guest at the court 
  of the Russian Czars and which, sometimes 
  under the name “Archangel Cat,” was imported 
  to England, presumably by seafarers. The body of 
  the Russian Blue is compact, its head round with 
  orange eyes. Its thick, dense fur is naturally silver 
  blue. Modern breeding has altered the breed’s 
  appearance somewhat since the 1940s and 1950s.
  The Russian Blue appears very elegant and 
  charming, but its essence is more reserved and 
  shy. They require sensitive handling and remain 
  forever loyal to their humans. They rarely 
  befriend other breeds, only tolerating them or 
  coming to an arrangement with them. Neutered 
  tomcats are very needful of love, sometimes even 
  markedly naïve. Otherwise, the Russian Blue is a 
  good runner and climber. There are real qualities 
  underneath the beautiful exterior, for they are 
  among the most attractive breeds of all.
  Breed Bonuses: +10% to Climb & Cuteness 
  skills.
  Breed Drawbacks: –10% to Status skill 
  because of reduced influence and reputation 
  in cat society.
  Breed Tricks: Climbing.
  (Order #10322763)
  
  13
  Siamese
  A very well-known and very old breed, said to 
  originate in Siam (today’s Thailand), which bears 
  the reputation of being reserved and rather 
  arrogant. This common stereotype is not always 
  borne out.
  The most well-known coloration of Siamese 
  is a cream-colored coat with dark-brown ears, 
  face, tail, and paws. Its fur is short, fine, and 
  easy to care for. The ideal at the beginning of the 
  twentieth century was powerfully built with a 
  not-too-pronounced triangular head shape, and 
  wide-set, large ears. Its eyes are medium-sized, 
  almond-shaped, and typically blue.
  Siamese are among the loudest types of cats, 
  and are inclined to jealously. They want to be 
  included in everything their humans do. They 
  are very intelligent in a naive fashion, some can 
  even fetch, and others can amuse themselves 
  for hours with a simple toy. They are not happy 
  when alone, and are never willingly left alone. 
  They need to have at least one fellow Siamese in 
  order to avoid catastrophe. A clever Keeper will 
  certainly use that and lock a Siamese alone in an 
  unfamiliar, tiny room…
  Breed Bonuses: +1 to INT. +20% to Yowl skill.
  Breed Drawbacks: Demanding of attention. 
  Often fixate on one person.
  Breed Tricks: Curious.
  Siberian
  The Siberian breed is at least 1,000 years old 
  and has survived the harsh climate of Siberia to 
  become the ubiquitous national cat of Russia 
  (roughly equivalent there to the Domestic 
  Shorthair in the U.S. and Europe). They were 
  first mentioned in England in 1871, but were not 
  imported into the U.S. until 1990. As a result, any 
  Siberian in the U.S. in the 1920s would have been 
  brought here by a European owner.
  The Siberian has a triple coat with a dense 
  undercoat and long guard hairs that give the coat 
  its weatherproof qualities. In winter, the cat appears 
  to increase substantially in size due to its coat alone, 
  particularly the large 
  ruff around the head. 
  The triple coat sheds 
  very little other than 
  in spring when the 
  winter coat tends to 
  clump. The Siberian 
  is very round in 
  appearance, 
  with 
  round eyes, ears, and 
  face. They are very 
  muscular, large and 
  heavy cats (males 
  can weigh up to 
  20 
  pounds) 
  with 
  hind legs somewhat 
  longer than the front 
  legs. Siberians tend 
  to be extremely agile 
  and great jumpers. 
  They are loyal, quiet, 
  and social cats, who 
  often follow their 
  owners around the 
  house and are surprisingly patient with children, 
  often being described as “dog-like” in temperament. 
  (Unlike most cats, Siberians do not occasionally 
  “decide” that they must be in the next room 
  immediately and bolt.)
  In the 1920s, their primary Human Language 
  should be Russian, with additional points 
  required to obtain a second, English skill. Players 
  should be encouraged to speak with a Russian 
  accent. Aim for Malkovich in Rounders, settle for 
  Chekov on Star Trek.
  Breed Bonuses: +1 to CON. +10% to Jump skill.
  Breed Drawbacks: –10% to Yowl skill.
  Breed Tricks: All-Weather.
  (Order #10322763)
  
  14
  Twenties Breeds
  Birman
  Often called the “Sacred Birman,” the breed 
  earned the name based on a legend placing their 
  origin with the transmigration of the soul of a 
  murdered Burmese temple priest into his beloved 
  cat. There are no firm facts around the origin of 
  the modern breed. What is known is that around 
  the end of the First World War a pair of Birmans 
  reached France, where they were bred and where 
  the breed remains extremely popular today.
  The Birman has a medium-heavy, long body, 
  and relatively short, powerful legs with round 
  paws. The silky coat is colored much like that of 
  the Siamese cat with the face, ears, paws, and tail 
  usually dark-brown or gray-blue, with the rest of 
  the coat egg-shell colored. The Birman is unusual 
  in that their paws are supposed to be colored an 
  even white. According to legend, this coloring is 
  due to the original cat placing his paws upon the 
  priest. Their large eyes are almost round and of 
  an intense blue.
  In personality, Birmans are not particularly 
  sedate, nor particularly hyperactive; they are 
  lively and enjoy interaction. In general, they 
  are strongly attached to one person, normally 
  their owner, are very cuddly, and require a lot of 
  attention. Birmans behave in an exceptionally 
  civilized manner, getting along well with other 
  animals and with children.
  In Cathulhu, a Birman character’s player must 
  work in its fixation on a particular person. The 
  loss of that person could lead to especially serious 
  mental problems, or the threat of such a loss could 
  spur the animal to exceptional, incredible feats!
  Breed Bonuses: None.
  Breed Drawbacks: None.
  Breed Tricks: Fixation.
  Modern Breeds
  Burmese
  Chocolate-colored Siamese cats were found in 
  England in the 19th Century, but the breed died out 
  there before being started again in San Francisco 
  in the early 1930s when Dr. Joseph Thompson 
  brought an appealing walnut-brown female cat 
  named Wong Mau back from Burma. With the 
  help of a careful breeding plan, the Burmese was 
  established as a breed distinct from the Siamese.
  Burmese are muscular, surprisingly heavy cats 
  and have been described as a “bulldog-type cat with 
  a sweet, round face.” Their coats are short, with a 
  rich sable brown color and satin texture, although 
  today several lighter colors are also recognized 
  as Burmese, including blue, lilac, red, and cream. 
  Burmese have large, expressive golden eyes. 
  Burmese are playful, intelligent cats. They rule 
  their homes—including the people and other pets—
  through their charming personalities. Burmese 
  are extremely social, participating in everything 
  that goes on at home and always want to know 
  what is behind that closed door. They are true lap 
  cats and insist on constant attention from their 
  devoted families. However, since the Burmese’s 
  idea of survival skills is hypnotizing humans with 
  their irresistible eyes to attend to their every need, 
  they have difficulty if left outdoors to catch food, 
  fight off enemies, or avoid cars.
  (Order #10322763)
  
  15
  Although it is historically highly unlikely to 
  encounter a Burmese cat in the United States 
  in the 1920s, it is at the Keeper’s discretion. 
  Conceivably one could have been brought back 
  like Wong Mau; if so, its first Human Language is 
  likely Burmese with additional points required to 
  obtain a second, English language skill.
  Breed Bonuses: +10% to Cuteness skill. +1 to 
  POW & INT.
  Breed Drawbacks: –10% to Natural World, 
  Navigate & Sense of Danger skills.
  Breed Tricks: Hypnotize.
  Cornish Rex
  These small cats are similar in shape to 
  ancient Egyptian depictions of cats, 
  but originated in a barn in Cornwall, 
  England, around 1950. Unique among 
  cats, the Cornish Rex has a short, 
  wavy, incredibly soft coat with the 
  feel of cut velvet. They have large ears 
  on a comparatively small head. Their 
  bodies resemble greyhounds’ with an 
  arched back, barrel chest, and very 
  long, thin legs. Despite its delicate 
  appearance, 
  the 
  Cornish 
  Rex 
  is 
  extremely muscular, capable of quick 
  starts and stops, sharp turns and high 
  jumps.
  The Cornish Rex is extremely 
  affectionate and enjoys the company 
  of people. They are also playful and 
  inventive cats. The Cornish Rex often 
  plays games of fetch or catch, or even 
  uses its paw to scoop up and toss 
  small objects. 
  Breed Bonuses: +1 to DEX.
  Breed Drawbacks: None.
  Breed Tricks: Throw Things.
  Korat
  The Korat Cat is first depicted as one of the 
  seventeen good luck cats in The Cat-Book Poems 
  from the Ayutthaya Period of Thai history (1350–
  1767 A.D.). King Rama V of Thailand is said to 
  have named the breed when he asked where the 
  cat was from and was told “Korat.” In Thailand 
  today, Korats are also called Si-Sawat cats (see-
  sah-waht) and are sometimes given as wedding 
  gifts. The breed was first brought to the United 
  States in 1959. As a result, any Korat in the U.S. 
  in the 1920s would have been brought here by a 
  Thai owner.
  Korats 
  are 
  beautiful 
  and 
  distinctive 
  in 
  appearance. Their hair is blue with silver-tipped 
  ends, giving the effect of a silver halo. Their eyes are 
  a luminous green. Their heads are heart-shaped, 
  and the cats are surprisingly heavy for their size. 
  Korats have very powerful senses of hearing and 
  smell. They are easily startled by sudden or loud 
  noises and do not like to be lifted into the air. A 
  particularly loud noise or strong scent (whether 
  unpleasant or tempting, such as a female in heat) 
  requires a character to make a SEN roll not to 
  react instinctively. Korats are affectionate and like 
  to participate in their owners’ every activity. They 
  are quite active and single-minded in their games.
  In the 1920s, their primary Human Language 
  should be Thai, with additional points required 
  to obtain a second, English language skill. 
  Breed Bonuses: +10% to Listen & Scent skills.
  Breed Drawbacks: SEN roll not to freeze or 
  flee when confronted with distraction. Cannot 
  take the All-Weather trick.
  Breed Tricks: None.
  (Order #10322763)
  
  16
  Turkish Van
  The Turkish Van cat (rhymes with “lawn” as in 
  “vawn”) originated in eastern Turkey near Lake Van, 
  which gives the breed its name. They arrived in 
  England in 1955, but did not reach the United States 
  until 1982. Vans are somewhat rare; much prized in 
  Turkey, they can consequently be difficult to obtain 
  for export. Any Turkish Van in the U.S. in the 1920s 
  would have been brought here by a Turkish owner.
  Turkish Vans are frequently confused with the 
  Turkish Angora, which originated in eastern Turkey. 
  The two breeds are quite different in appearance, 
  with the Angora being more delicate, smaller, and 
  with long silky fur and more pointed faces. The Van 
  is a large, muscular cat with a more rounded face 
  and medium length, water-resistant fur. 
  The Turkish Van has two unique features as a 
  breed. First, their coloring is white, other than 
  colored markings mainly on the head and tail. 
  Secondly, they love water and are frequently 
  called “the Swimming Cat.” They have been 
  known to paddle in lakes and swimming pools, 
  and indoor cats will play with faucets and toilets. 
  They are quite mischievous and intelligent.
  In the 1920s, their primary Human Language 
  should be Ottoman Turkish (or Armenian, 
  Kurdish, etc.), with additional points required to 
  obtain a second, English skill. 
  Breed Bonuses: +40% to Swim skill.
  Breed Drawbacks: None.
  Breed Tricks: Water Lover.
  
  This is only a brief glimpse into the variety to be 
  found in the world of cats, which should give a first 
  impression for players and Keepers who are not 
  very familiar—or familiar at all—with cats. Anyone 
  who would like more information on cats in general 
  or individual breeds in particular can fall back on a 
  rich literature or look around on the Internet, where 
  there are plenty of excellent sites. When deciding on 
  modifications to game statistics, the Keeper should 
  keep a healthy balance and not allow advantages or 
  disadvantages to become too extreme.
  (Order #10322763)
  
  17
  3. Choose tricks
  Each cat has two tricks—one trick specific 
  to its breed, and one that the player is free to 
  choose. (Domestic shorthairs may choose both 
  of their tricks.) If one trick is required to take 
  another, the player may select the breed-specific 
  and chosen tricks in whatever order he wishes. 
  In addition, all cats have one instance of Nine 
  Lives already, and all cats instinctively know Leap 
  To the Moon, whether or not they consciously 
  know or not. Sometimes they just need to be 
  shown in order to be able to do it.
  Note: Tricks that improve the “success level” 
  of a skill roll are bumping the result of the roll 
  up by one degree of success. A fumble becomes 
  a failure, a failure becomes a success. A success 
  does not become a critical—these have to be 
  rolled normally. In the event of tied opposed skill 
  rolls a trick that improves a skill roll’s success 
  level beats the opposing roll.
  Trick 
  Name
  Trick Description
  Learning 
  Stat
  All-Weather
  You do not mind the cold, the windy, the wet, or the warm. For any weather-related 
  CON roll, this trick adds +2 to your effective score. Prerequisite: Siberian.
  CON
  Best of Show
  You win cat shows. This trick improves the result of your Status roll by one success level. 
  Prerequisite: Show Cat
  APP
  Bites Off More
  You may not be that strong, but sometimes you are just too stubborn to know you cannot 
  pull home that pheasant. This trick adds +2 to STR rolls on the resistance table.
  STR
  Brave
  You are brave and face your enemies. This trick increases your starting SEN to equal 
  POW×6. Prerequisite: Abyssinian. Cannot have the Scaredy Cat trick.
  POW
  Bravo
  You have embraced the primeval roar that rages in your chest, and fight the enemies of 
  the cats, seeking glory for Bast. Find the enemy! Defeat the enemy! Play with the enemy! 
  Eat the enemy! This trick adds +10% to your Dodge and Scratch skills.
  DEX
  Bruiser
  You are big, heavy-boned, and have large paws. This trick improves your damage bonus 
  by one class, i.e. –1D6 becomes –1D4. Your SIZ remains the same.
  STR
  Cat Burglar
  You are good at sneaking in and entering places and taking things of value. This trick 
  adds +10% to your Climb and Sneak skills. Prerequisite: Open Doors.
  INT
  Catch Birds
  You can catch birds without a Scratch roll in a non-stress situation. In a stress situation 
  add an additional +10% to your Scratch skill. Prerequisite: Catch Vermin.
  DEX
  Catch Fish
  You have the ability to hook fish out of water without a successful Scratch roll in a non-
  stress situation. Prerequisite: Catch Vermin.
  DEX
  Catch Rabbits
  You can catch rabbits without a Scratch roll in a non-stress situation. Prerequisite: 
  Catch Vermin.
  DEX
  Catch Vermin
  You can catch mice, rats, or spiders without a Scratch roll in a non-stress situation. In a 
  stress situation add an additional +20% to your Scratch skill.
  DEX
  Cling
  You may cling in place to any appropriate surface (drapery, stuffed furniture, people’s 
  sweaters) for several minutes. This trick works with a successful Climb roll, so long as 
  you are undisturbed.
  DEX
  Curious
  Anything out of the ordinary catches your attention. This trick improves your Listen, 
  Scent, and Spot skill results by one success level. Your Keeper can give your character 
  one curious impulse per session which he is forced to act upon.
  INT
  Doolittle
  You can understand and sometimes converse with other species of animals. With this 
  trick you can talk with one named non-human species. The Keeper decides if you can 
  talk as well as understand. If you wish to understand other species you must have ad-
  ditional Doolittle tricks. This trick merely allows communication, other skills rolls may 
  be needed for the animal to do what the cat wants. Subject to Keeper approval.
  INT
  Familiar
  Your former mistress was a cultist. You start with 5% Cthulhu Mythos and +10% Oc-
  cult, at a cost of 5 SEN. This trick also allows you to choose spells (see below).
  POW
  Farm Cat
  You were born and grew up on a farm. This trick adds +2 to your CON. You also get a 
  free Doolittle trick of your choice. Prerequisite: cannot be Purebred.
  CON
  (Order #10322763)
  
  18
  Trick 
  Name
  Trick Description
  Learning 
  Stat
  Fence Runner
  You are adept at using your neighborhood’s property divisions as a fast route around 
  town. This trick adds +2 to your DEX.
  DEX
  Feral
  You have returned to ways of the wild. This trick allows you to reduce your SEN and spend 
  the Sentience Points×2 as skill points on combat and survival skills. Prerequisite: Cannot have 
  the House Cat or Show Cat tricks.
  POW
  Fine Whiskers
  You have exceptionally fine and long whiskers. Not only do you look good, but they help 
  you intimidate other cats and animals and to travel in darkness. This tricks adds +10% to 
  your Hiss and Navigate skills.
  APP or INT
  Fish for Tea?
  You can convince a NPC human to do what you want them to do, so long as it is not clearly 
  dangerous. This trick works with a successful Insight roll. Prerequisite: Rumblepuss.
  INT
  Fixation
  You are obsessed with one human (usually your owner). Should something happen to that 
  person, and you try to find or rescue them, this trick allows you to perform any trick you do 
  not already have on a successful Luck roll (roll no more than twice a session). Prerequisite: 
  Birman.
  POW
  Ghost Sight
  You are even more tuned into the invisible world than your fellow cats and can see 
  things they cannot. A cat with this can see invisible monsters like ghosts and Star Vam-
  pires with a successful Sense Danger roll. Some spells, at the Keeper’s option, can still 
  fully or partially prevent detection. Also, the trick does not in any way protect against 
  SEN loss...
  POW
  House Cat
  Your Can Opener keeps you within their home. This trick adds +2 to your EDU. Prerequisite: 
  Cannot have the Feral trick.
  EDU
  Hypnotize
  You have the ability to cloud men’s minds. You start with a +10% skill in Hypnosis, as 
  per the Keeper’s Toolkit (Call of Cthulhu, Sixth Edition rulebook p. 141). As you cannot 
  speak with humans, all you can do is keep their gaze on you for a minute or two. This 
  trick is also effective on animals; on a fellow cat, the hypnotizer can perform all of the 
  functions listed in the rulebook. Prerequisite: Burmese.
  INT
  I Was Always 
  Up Here
  If the cat could conceivably reach a particular height, the player can simply declare that the 
  cat is on top of it, with no Climb roll or time spent in climbing. This trick is only effective if no 
  one, cat or human, is watching the character.
  DEX
  Land on Paws
  You always land the right way up! This trick improves your Jump result by one success level 
  to land safely or minimize damage taken from a fall to the minimum that can be rolled.
  DEX
  Leap
  You can leap great distances. This trick doubles the distance jumped.
  STR
  Leap to the 
  Moon
  This trick allows you to travel in the Dreamlands. In the Dreamlands, cats possess the 
  ability to jump through space to other worlds. The moon, for example, is a popular 
  stomping ground by night, and can also be used as a waypoint on travels across the 
  Dreamlands.
  Auto
  Legendary 
  Mouser
  You are a terror to mice and other small game and probably a descendant of a great 
  family of mice-hunting cats. A cat with this trick is highly priced by humans, especially 
  in rural areas. When you are hunting, this trick increases the success level by one in the 
  following skills: Sneak, Scent, Hide, Jump or Track. The trick may be used once per skill 
  per hunt. The player must announce the use of the trick before rolling the skill. Prerequi-
  site: Catch Vermin.
  DEX
  Lion Heart
  You can face Mythos terrors undaunted. With this trick you can choose your own 
  response to a failed SEN roll and ignore the Insanity Reaction table. Prerequisite: cannot 
  have the Scaredy Cat trick.
  POW
  Master Thief
  You are an experienced cat burglar. This trick allows you to improve the success level of 
  a Climb or Sneak result by one. Prerequisite: Cat Burglar.
  DEX
  Mirror Gazer
  By staying very still and gazing deeply into your own reflection in a mirror for several 
  minutes, you can sometimes briefly see what happens in some other locale. With this 
  trick the cat can scry a familiar location that it has visited at least once for 1D4 minutes. 
  Cats with a high POW may be able to use mirror-gazing to see into the Dreamlands at 
  the Keeper’s option. The base success for Mirror-gazing equals POW×1. The multiplier 
  can be raised by 1 for every two Magic Points used, up to a maximum of POW×5. Pre-
  requisite: Familiar.
  POW
  (Order #10322763)
  
  19
  Trick 
  Name
  Trick Description
  Learning 
  Stat
  Nine Lives
  You are lucky and can cheat death. This trick allows you to choose a roll (yours, your 
  companion’s, or the Keeper’s) which led to your potential demise to be re-rolled, once 
  per session. If the re-roll goes in your favor the action proceeds again from that point. 
  You can have this trick a maximum of eight times at any one time.
  Highest stat
  Open Doors
  You have the ability to open closed, but not locked, doors and to use other levers such 
  as toilet flushes. A cat who does not know this trick must make a DEX×1 roll to open a 
  closed door or use a lever.
  DEX
  Rooftop Runner
  You are expert at crossing town by jumping from rooftop to rooftop and know the fast-
  est routes. This trick adds +20% to your Nimbleness skill. Prerequisite: Fence Runner
  DEX or INT
  Rumblepuss
  You have a loud and rumbling purr you can turn on and off at will. This trick improves 
  your Cuteness skill roll by one success level.
  APP
  Run Like the 
  Wind
  You move very quickly. This trick improves your Move rating by +2.
  STR
  Scaredy Cat
  You react badly to danger. This trick allows you reduce your roll by 1 on the Insanity 
  Reaction table. The round following this check, you will take your action before anyone 
  who is not a Scaredy Cat. Prerequisite: Chartreux.
  POW
  Scholar
  You can read one Human Language as well as understand it spoken. 
  It is conceivable that a cat could communicate in writing, using a typewriter (or a word 
  processor in a modern milieu) or by meticulously tearing out and arranging newsprint. A 
  cat will only resort to such communication in extremis (or if he believes he can remain 
  anonymous). 
  Such an attempt will require both a successful Human Language roll and a DEX×3 
  roll, or similar test. Additional read Human Languages need additional Scholar tricks. 
  Prerequisite: House Cat.
  EDU
  Shadow Walker
  When no-one is witnessing, and only at night time (and perhaps during full solar 
  eclipses) you can step into a shadow and out from another shadow up to POW×meters 
  away. The other shadow need not be visible from the point of entry. The trick’s success 
  depends on a successful Sneak roll and costs 5 Magic Points to use. Failure results in an 
  embarrassing 1D2 damage. Prerequisite: Familiar.
  POW
  Show Cat
  You are a pedigree cat displayed at cat shows. This trick adds +2 to your APP. Prerequi-
  site: must be Purebred and cannot have the Feral trick.
  APP
  “Battles Between Scholars May Take Surprising Form”
  (Order #10322763)
  
  20
  Trick 
  Name
  Trick Description
  Learning 
  Stat
  Sleep On It
  You have all your best ideas whilst asleep! Twice per session if you fail an Idea roll, you 
  can make another if you take a quick nap (requires a successful Sleep roll). Prerequisite: 
  British Shorthair.
  INT
  Sleuth
  Some felines like the challenge that a murder mystery presents. And cats are curious 
  animals. Sleuths make good intelligence operators due to their curiosity regarding events 
  happening around them. Once per session, if a course of action is not immediately appar-
  ent, the player can ask the Keeper to provide an overlooked clue of the Keeper’s choice.
  INT
  Stray
  You have no home or owner. This trick adds +20% to your Streetwise skill.
  INT
  Throw Things
  You know how to pick up and flick objects around. This trick allows you to start 
  with a Throw skill of 10%.    Prerequisite: Cornish Rex.
  DEX
  Top Cat
  You are the master of the streets. You may be the leader of a cat pack. You know people. 
  You know how to get stuff and info. And food. And a warm place to sleep. This trick 
  improves your Streetwise skill roll by one success level. Prerequisite: Stray.
  INT
  Trickmeister
  Once per session, make a Luck roll to imitate the trick of another breed. At the end of 
  the adventure you can permanently learn a trick you successfully imitated on a success-
  ful POW×1 roll. Prerequisite: Egyptian Mau.
  POW
  Uh Oh Furball!
  With this trick you can cause all humans in a room to watch you in horror and disgust for 
  1D4 rounds, once per session. This does not apply in situations of danger.
  CON
  Under the Feet
  With a successful Nimbleness roll you can cause a NPC human to trip and fall over you 
  without landing on you. Cats who do not have this trick must make a Luck roll to avoid being 
  landed on if the target human fails a DEX×5 roll and falls over.
  DEX
  Unsettling 
  Stare
  You can make humans nervous with a stare. With this trick you can make a NPC human 
  nervous and leave your vicinity as quickly as possible with a successful Insight roll.
  INT
  Wanderer
  A wandering cat is one that has decided to put aside the benefits of the cat clan and forge 
  his own way in the Dreamlands. Independent and proud wanderers are the most aloof of 
  all cats, as they know they are better than any other cat or person. This trick adds +20% to 
  your Dream Lore.
  EDU
  Water Lover
  This trick allows you to reroll a failed Swim roll once per session. Prerequisite: Turkish 
  Van.
  DEX
  (Order #10322763)
  
  21
  Open 
  Doors
  Cat 
  Burglar
  Master 
  Thief
  Shadow
  Walker
  Familiar
  Ghost
  Sight
  Mirror
  Gazer
  Rumblepuss
  Fish for
  Tea?
  Fence
  Runner
  Rooftop
  runner
  Farm Cat
  Feral
  Show Cat
  House Cat
  Stray
  Doolittle
  Best of
  Show
  Scholar
  Top Cat
  Catch
  birds
  Catch
  vermin
  catch
  rabbits
  Catch
  Fish
  Legendary
  mouser
  Bravo
  Devoted
  Blessed
  Eye of
  Ra
  Lifestyle
  Hunting
  Movement
  Thieving
  Bast 
  Worship
  Persuasion
  Magical
  FREE
  Cathulhu Trick Tree
  (Order #10322763)
  
  22
  4. Choose spells (optional)
  If the Keeper allows new characters to start 
  with spells, these have to be chosen and learnt. 
  A spell using cat also has to have the Adventurer 
  or Familiar trick before purchasing spells. 
  Each spell chosen costs POW×3 in skill points 
  (see below) to choose. These points are spent 
  regardless of the learning roll result. Use the lists 
  in the Call of Cthulhu, Sixth Edition rulebook and 
  H.P. Lovecraft’s Dreamlands sourcebook bearing 
  in mind physical restrictions on spell casting as 
  outlined in the section ‘Cats and Magic’. A chosen 
  spell must be learnt (with a successful roll under 
  INT×3%) to be usable. Spells that are not learnt 
  are available to be taught via a source of the 
  Keeper’s choice. This must be done during play 
  or study between scenarios. 
  5. Skills
  As cats have no occupations, skill points are 
  not divided into occupational and background 
  points. The total number of skill points to be 
  spent are computed by the formula (EDU+INT)×5, 
  which is five times the sum of EDU and INT.
  The values in parentheses are the base values 
  of the skills. If the Keeper disagrees with them, 
  he may modify them at will. “As usual” means the 
  skill operates in a normal fashion, applied in the 
  context of cats.
  Bite (30%): A successful bite does1D4 damage. 
  Cats can also kill their prey with a second 
  successful bite if they have also successfully 
  Grappled.
  Climb (50%): as usual.
  Cthulhu Mythos (0%): as usual.
  Cuteness (APP×3): Making an impression 
  on humans and other animal in various ways: 
  purring, head rubs, cuddly looks, chasing one’s 
  own tail, etc. Directs the target’s attention onto 
  the character, making the target feel kindly 
  towards the cat. Note: small children are inclined 
  to snatch cute kitties, take them home, and lock 
  them up in their rooms! (See Hiss/Bite/Scratch!)
  Dodge (DEX×4): as usual.
  Dream Lore (10%): 
  Knowledge 
  of 
  the 
  Dreamlands and the things, places, and creatures 
  in them. After surviving adventures in the 
  Dreamlands or spending long stretches of time 
  there, this can be increased at the Keeper’s 
  discretion, perhaps as a reward (1D10 or so).
  Dreaming (25%): The ability to slip into the 
  Dreamlands and “live” there while one sleeps. 
  One’s body remains back in the real world.
  Grapple (25%): as usual.
  Healing (10%): With a successful roll, heals 
  1 Hit Point of damage by licking the wound; a 
  critical success heals 1D3 Hit Points. Cats’ saliva 
  contains certain substances which encourage 
  healing. A particularly clever cat with a skill 
  over 75% may even be in the position to cover a 
  comrade’s wound with a piece of cloth, or to press 
  on the wound with paws to stop the bleeding.
  Hide (25%): as usual.
  Hiss (50%): Threatening display with arched 
  back, ears back, etc. Anyone seeing it, man or 
  beast, must make a Luck roll in order to stay 
  composed and not flee, back off, etc. A successful 
  roll allows a human NPC to say, “Ah, it’s just an 
  animal…” Use this skill to intimidate other cats, 
  animals, and impressionable humans.
  Human Language (INT×2%): A collective skill 
  representing the ability of the character in all 
  facets of human language—understanding and 
  even speaking (the last only in real emergencies, 
  and only in the Dreamlands!). In general, a cat 
  will only know one language. If a cat knows two, 
  he will need a second skill, e.g., Human Language 
  (French) or (Latin).
  Human Lore (EDU×1%): Covers Anthropology, 
  Archeology, Biology, Chemistry, Geology, History, 
  Law, 
  Medicine, 
  Natural 
  History, 
  Pharmacy, 
  Physics, Psychoanalysis, etc. These skills are 
  grouped together for simplicity. No matter how 
  high the skill in Human Lore is, a cat character 
  will never know as much as a human with a 
  similarly high value in one of these skills.
  Hypnotize (10%): Only available to cats with 
  the Hypnotize trick (see above). 
  Insight (01%): For use on cats as well as 
  humans.
  Jump (50%): as usual.
  Listen (40%): as usual.
  Natural World (EDU×2%): as usual, but with 
  particular emphasis on a cat’s point of view. Use 
  the Streetwise skill when the cat is in ‘town’.
  Navigate (25%): Orientation using cat senses, 
  smell, sun location, magnetic fields, and wind. 
  This skill makes it possible for cats to find their 
  way home from thousands of miles away or find 
  their way in complete darkness.
  (Order #10322763)
  
  23
  Nimbleness 
  (DEX×2%): 
  Maneuvering 
  especially quickly and gingerly, e.g., not knocking 
  over objects while sneaking across a shelf with 
  Mistress’s best china…
  Occult (05%): as usual.
  Rip (80%): A cat’s back legs can rip open and 
  disembowel, or decapitate an opponent, doing 
  2D3+DB damage.
  Scent (50%): “Sniffing” and recognizing 
  things, people, etc. Cats mainly recognize each 
  other via scent—hilarity can ensue if a group of 
  cats is soaked!
  Scratch (40%): A cat’s slashing front paws do 
  1D3+DB damage.
  Sense Danger (10%): A “sixth sense” that 
  warns of imminent danger with a “hairs on the 
  back of your neck standing up” feeling. It is to be 
  used whenever the Keeper finds it appropriate, 
  but only when it does not interfere with the 
  drama of the plot!
  Sleep (50%): Should actually be 100%, but 
  there are cats and there are hyperactive cats. A 
  sleeping cat can use the Dreaming skill to move 
  into the Dreamlands while its body naturally 
  remains behind.
  Sneak (50%): as usual.
  Spot (25%): As usual. Feline night vision 
  means no penalties for darkness here!
  Status (01%): 
  Replaces 
  Credit 
  Rating. 
  Represents the character’s position in the cat 
  society of a given area (neighborhood, city 
  district, town, etc.).
  Streetwise (01%): Intimate knowledge of the 
  human built environment—the best dumpsters, 
  the places to hide from Animal Control, and the 
  whereabouts of attractive cats of other sexes. 
  The masters of Streetwise actually have homes—
  several of them at once, often. Use the Natural 
  World skill when the cat is in a more ‘natural’ 
  environment.
  Swim (10%): as usual. Most cats can swim 
  though they do not like to admit it.
  Throw (10%): [Only available to cats with the 
  Throw Things trick.] You have the ability to flick 
  and throw small objects.
  Track (20%): as usual; when appropriate can 
  be used in conjunction with Scent.
  Wash (50%): Successfully washing oneself, 
  thereby restoring one’s appearance, e.g., after 
  a mud bath (a muddy cat obviously receives 
  penalties to its Cuteness skill).
  The Dog Says “Woof.” The 
  Cow Says “Moo.”
  Cats and Language
  Because of their exalted place in Lovecraft’s cosmology, 
  Cathulhu considers cats the sole quadruped capable of 
  dealing with the horrors of the Mythos and occasionally 
  saving humanity. Other species do not possess the same 
  type of sentience and skills that cats have. However, if 
  the Keeper wishes to create a more democratic animal 
  kingdom, à la Dr. Doolittle or Walt Disney, interspecies 
  communication can be written into the game.
  We suggest the following optional rule if your imagina-
  tion runs more towards a chatty animal world. For a cat 
  character, each addition species’ language is a separate 
  Doolittle trick. The player may buy additional Doolittle 
  tricks on Other Language (Dog), Other Language 
  (Birds), Other Language (Pig), Other Language 
  (Mouse), etc., as he wishes, if his cat’s background 
  makes it appropriate. (Farm cats are likely the polyglots 
  in this world.) If residual realism is a concern, the Keeper 
  may decide on a case-by-case basis whether or not the cat 
  can actually speak the language as well as understand it, 
  since a cat will have a hard time producing the necessary 
  sounds e.g., bleat like a sheep.
  (Order #10322763)
  
  24
  “Meow. Miaou. Miau.”
  Humans and Feline Speech
  In the 1890s and the 1920s only a few individuals had 
  learnt to speak the Cat language, or had been entrusted 
  with its secrets by the cat clans. Passionate cat lovers may 
  have acquired a maximum of INT×1% in Other Language 
  (Cat) by conversing with their pets, which to their sur-
  prise worked when they used the skill to talk to the cats in 
  Dreamlands.
  Today the existence of books on cat speech (as well as 
  painting!), and the multiplicity of internet chat rooms and 
  mailing lists where cat owners talk ‘in character’ suggest 
  that the knowledge of cat speech has increased over the 
  last 70 years or so. Cat owners today might be able to 
  claim up to INT×2% in Other Language (Cat), subject 
  to the Keeper’s approval.
  Yowl (50%): The character’s power of 
  persuasion. Known to most humans as a 
  miserably loud and pitiful howling performed 
  at night from fences and walls opposite 
  their bedroom windows, yowling can serve 
  as identification, intimidation, warning, or 
  mating call, etc. Use this skill when the cat is 
  trying to impress or communicate with other 
  cats, animals, and humans.
  6. Names
  What name should a player give his furry 
  hero? ‘Mittens’ or ‘Boots’ sound a bit foolish 
  when borne by one saving the world from 
  lurking multifarious Cthuloid horrors, as we 
  all know. It is however, a fact that cats listen 
  best to names with two syllables that end in a 
  long “e” sound (“Fluffy!” “Kitty!”). In the end, 
  it is of course the owner who decides what to 
  name a pet—however silly, but there is some 
  evidence that among themselves, cats have 
  their own names having little to do with their 
  “official” name. T.S. Eliot wrote that every cat 
  has three names: “the name that the family 
  use daily,” “a name that’s particular, / A name 
  that’s peculiar and more dignified,” and “the 
  name you will never guess; / The name that no 
  human research can ever discover— / But THE 
  CAT HIMSELF KNOWS, and will never confess.” 
  I think that should be inspiration enough! 
  7. Flesh out character
  The 
  players 
  should 
  put 
  together 
  descriptions of their cat characters as well 
  as their pasts. There are countless variations: 
  strays, housecats, purebreds… tossed as a 
  kitten with her siblings into a river in a sack, 
  the others died, while she was able to free 
  herself… playful… gluttonous… ‘fraidy… 
  brave… fond of children… constant presence 
  in his master’s study and familiar with his 
  investigations… every night always gets 
  something good to eat from a chef at the 
  back door of a particular restaurant… in a 
  constant battle for territory with the nasty 
  neighboring tomcat… hates mice and rats… 
  likes to fight other toms… lost an eye in 
  an unfortunate encounter with a dog/cat/
  human/rat, etc.
  The player should also think about the 
  current circumstances of his new character’s 
  life: who does he lives with? What is his Can 
  Opener’s job? Where does he live? Who are his 
  friends? And many more questions. A player 
  might even care to create a character that is 
  a precise recreation of her own cat. If a whole 
  group did so, the game can even be set in the 
  present with the players, as their own cats, 
  encountering themselves as Can Openers.
  “Piecing together the fragments of the disk led to unexpected results”
  (Order #10322763)
  
  25
  How To Play 
  A Cat
  “Cats, as a class, have never completely got over the 
  snootiness caused by the fact that in Ancient Egypt 
  they were worshiped as gods. This makes them prone 
  to set themselves up as critics and censors of the frail 
  and erring human beings whose lot they share.” 
                   — P.G. Wodehouse
  o come up with general truths about the 
  nature and behavior of the domesticated 
  cat is a tricky thing considering how much 
  of a character a cat is. Even cats of the same 
  breed often differ a lot, and then there are 
  many other diversifying factors, like different 
  habitats and kittenhoods. This individuality 
  however allows for the necessary diversity in 
  player characters needed for a dynamic and 
  exciting Cathulhu group experience.
  Here is a general outline to help you embody 
  a cat in a convincing way. (Proud cat owners 
  here have an obvious advantage: they can do 
  live field studies and what more can you want?)
  The Cat—Loner or Social Being?
  People are used to see cats as loners, but the 
  opposite has long known to be true: In fact, in 
  larger cat communities, a rich and complex 
  social life starts to unfold. This does not mean 
  there will not be any fights or rivalries among 
  individuals (we are talking cats here, after 
  all!). Serious fights may sometimes even lead 
  to the expulsion from the community. Cat 
  communities like these are typically found on 
  farms. In towns, you may find them only in 
  certain places, like grave yards, harbor areas, 
  or on industrial estates (that is if municipal 
  animal control do not put a stop to it). Also 
  within smaller subgroups (which are led by the 
  females), hierarchies can be discovered. Loners 
  do exist, but their preference to go their own 
  way does not mean their total and irrevocable 
  exclusion from the community. Male cats in 
  particular are prone to leave their original 
  youthful habitats, while females usually stay on
  T
  Thus in Cathulhu, a playing group can consist 
  of animals from the same neighborhood, or a 
  temporary community of loners—forged together 
  by the adventure.
  The 
  different 
  available 
  archetypes 
  offer 
  various possibilities for play. There might be a 
  stray tomcat, born in a musty cellar and grown 
  up in back alleys; such a tom (or queen!) will be 
  strong and rough-and-ready, not necessarily an 
  image of intelligence or refinement. By contrast, 
  the purebred cat in Professor Armitage’s house, 
  an attentive guest in his library for years, will rely 
  somewhat less on instinct and physical skills, but 
  will have developed a detective’s perspicacity and 
  accumulated a great store of knowledge. Then 
  there is the young daredevil, only just moving in, 
  bold as brass, needing to sow some wild oats—
  sometimes a painful experience which another 
  tomcat of the “eating machine” ilk would try to 
  get through by pigging out, with visible results…
  It goes without saying that a balanced group 
  should be composed of a number of different 
  types. Presumably, they do not all have to know 
  each other at the beginning either. The initial 
  adventure can then bring all the quadrupeds 
  together, letting them develop respect for each 
  other and their varied skills.
  Hunting in packs as lions do is not known 
  among domestic cats (on Earth at least). The cat 
  is a lone predator. Its method of “sneaking and 
  attacking with a jump” has proved successful 
  through the ages. Kittens are taught how to 
  hunt by their mother, aided by natural a hunting 
  instinct which makes a cat usually jump after 
  anything that looks, sounds, or moves suspicious.
  To add fun to the game, think up a favorite toy 
  for your Cathulhu character, something “your” 
  cat is infatuated with that they cannot help but 
  chase and play with, i.e., a toy mouse or a ball of 
  wool or paper.
  Every cat character will finally have to construct 
  his own ethics: whether he is well-disposed toward 
  humans, particularly his master, whom he might 
  constantly protect or consider a mere butler.
  (Order #10322763)
  
  26
  Cat Talk
  If Cathulhu characters communicated like real 
  cats, using body language, sounds, and scents, 
  it would probably look a bit weird, so the cat 
  characters in Cathulhu can talk of course. But to 
  make the contrasts between human and feline 
  characters stronger, players are encouraged to 
  describe the way their cat actually communicates 
  in a situation. Here are some examples: 
  If a cat wants to be inconspicuous, it will 
  keep its tail still and upright and go straight for 
  her aim without any distraction, maybe even 
  sneaking and ducking. 
  A raised bushy tail, on the other hand, indicates 
  aggressiveness and the will to intimidate and 
  impress, while a flattening of the ears indicates 
  embarrassment and fearfulness, which may 
  explode in aggression if the cat is cornered. 
  For a fight, cats either try to make themselves 
  bigger than they really are, stretching their legs, 
  raising their fur and baring their teeth in a snarl; 
  or as is the case with more timid, insecure animals, 
  they crouch and make themselves smaller. When 
  under attack they want to get the chance of lying 
  on their back and fighting their opponent with 
  the full force of all their talons and teeth.
  Cats communicate a lot via scents, either 
  directly or indirectly. The nose of a cat is very 
  sensitive and easily registers the glandular scents 
  of other cats. Rubbing their head against objects 
  or human legs is used to transmit the scent.
  These body signals are supplemented and 
  supported by sounds, like meowing or purring. 
  The latter usually signifies a state of bliss, but 
  also has a reassuring and calming effect on ill 
  animals or is intended to mollify others.
  Meowing has loads of functions, though not 
  every breed is talkative. Siamese cats are said to 
  be incredibly noisy, something a player character 
  should really make use of, and not necessarily always 
  in the best interest of the group, i.e., when they sneak 
  through a dark vault full of unpleasant things...
  The cat nap is legendary and reason for much 
  envy among humankind, but it is really just a 
  nap—cats do not sleep all day long. Short phases of 
  sleep, spread over the day, give a wrong impression. 
  Neither is the nap usually very deep. The cat’s senses 
  can still register a lot in this state of light sleep. 
  Noises can easily awaken them, so that a Cathulhu 
  character is not so easily taken by surprise. 
  Cathulhu players should somehow try to 
  take on these characteristics to make more of 
  their characters than just a “furry human being” 
  instead of a, well, ‘an exceptionally brave, nosey, 
  talking feline with a foible for the eerie’. Typical 
  traits of cat behavior enhance the atmosphere of 
  Cathulhu enormously, for instance:
  “Gnnnnrrr... I growl at the slimy tentacled 
  thing coming towards us. It doesn’t seem 
  to be impressed? I stretch, raise my fur, 
  hiss and quickly give it a ‘swoosh’ with my 
  claws. It is still approaching? Oh bother…”
  “I think we are in danger. I duck and lay 
  my ears low and stare intensely at the door 
  which is just opening with a screech…”
  “I don’t know what is so interesting 
  about that old book. But the reading mark 
  looks interesting, I paw at it and play with 
  it and rip at it… [CRASH!]…Uh-oh, that 
  wasn’t me!”
  Cats react according to their character. Like 
  human beings, some are particularly brave, 
  timid, cautious, obnoxious, playful, witty etc. It 
  will probably take a while and some getting-used-
  to to integrate the idiosyncratic traits of “your” 
  cat character, but believe me: it is not that much 
  different from playing an orc or a goblin! That 
  is to say if you have ever bothered to let them 
  develop into more than just another ugly person 
  with a green skin…
  Playing a sentient animal places particular 
  demands upon the imagination of a role-player. Cats, 
  moreover, are the most secretive of pets, frequently 
  opaque even to their owners of many years.
  It should be clear to the players that there is 
  an unwritten rule, a matter of course, that the 
  activities and culture of cats is to be kept secret 
  from the world of men—only in the most dire 
  emergencies or if the person in question has 
  justified it, may a human be taken into confidence. 
  What usually happens in these cases is that the 
  cat leads his Can Opener into the Dreamlands 
  and speaks with him there.
  As a cat however, there are many ways to 
  influence the lives of humans, above all becoming 
  active at night because of cats’ excellent night vision. 
  Every cat can project himself into the Dreamlands 
  at will while sleeping. Using the Dreaming skill, 
  they are even capable of taking the dream-self of 
  a human with them! There—and only there—cats 
  can converse with humans, if they choose. Cats can 
  understand humans and read their written word 
  in the walking world as well, according to their 
  Human Language skill. (See above.)
  Let yourself be inspired by this article. Be 
  inspired by watching your cat (if you have one). 
  Browse the numerous free articles and stories 
  about cats on the web and give your Cathulhu 
  character a convincing, unique look. 
  And always remember: Stay fluffy!
  (Order #10322763)
  
  27
  Additional 
  Cathulhu Rules
  Catnip
  Most cats love catnip. Really love it. A good 
  dose of catnip or catmint will make a cat more 
  frisky, playful, and agile for several minutes. 
  Then the effects wear off and the cat will not 
  experience the same effect for at least two hours.
  Once brought into the presence of catnip, a 
  cat must pit his POW against the source’s POT 
  (a number between 1 and 20 set by the Keeper). 
  If the cat does not resist successfully, he must 
  interact with the catnip source (play with 
  the toy, lie in the catnip bed, etc.). The roll is 
  repeated each round until the cat succeeds, after 
  which no further rolls are needed until the cat 
  encounters catnip again.
  A cat under the influence of catnip increases his 
  DEX by +2 for the catnip’s POT×2 combat rounds, 
  and his ability to Climb, Jump and pounce are 
  increased by 10% as well. After this period the 
  effects wear off and the cat cannot experience the 
  same high for at least two in-game hours.
  Purchasing Additional Tricks
  Two methods of acquiring additional tricks 
  are presented here, depending on the Keeper’s 
  preferred style of play. In the first, tricks are 
  learnt through role-playing. In the second they 
  are bought through play.
  Option 1: Mentors—Learning Through Play
  Additional tricks may be learnt from older 
  wiser cats that are willing to teach them. In 
  effect these older cats are acting as sages to the 
  younger player character cats. These learning 
  sessions should be presented as role-playing 
  situations, and offer the Keeper wonderful 
  opportunities for further adventure hooks. Only 
  when the Keeper is happy that the situation has 
  been played to its fullest potential should she 
  ask the cat’s player to make a Learning check. 
  This should be a statistic based roll based on 
  the most appropriate statistic to the trick. For 
  instance Land on Paws is DEX-related; Scholar is 
  EDU-related, and so on. The roll should be stat×3.
  Option 2: Unused Skill Tick Purchase
  This method of trick acquisition should only 
  be used if the Keeper decides when skill ticks are 
  recorded. If skill ticks are recorded automatically 
  by the player whenever the skill is successfully 
  or critically used, then this system will not work. 
  Use option 1 instead.
  If a player has a skill ticked for later potential 
  improvement, and makes another successful 
  skill roll that results in the Keeper allowing them 
  another skill tick, the player may decide to store 
  that second skill tick in a pool that can only be 
  spent on tricks and not skill improvement. Ticks 
  that are not recorded in the pool are otherwise 
  lost. The pool ticks may be spent on acquiring 
  new tricks. Each new Trick costs four ticks. The 
  ticks are removed from the pool after a new trick 
  is purchased.
  The Deadly Cat Attack
  “They would leap seven strong at the throat of an 
  almost-human or the pink tentacled snout of a toad-
  thing and drag it down savagely to the fungous plain, 
  where myriads of their fellows would surge over it and 
  into it with the frenzied claws and teeth of a divine 
  battle-fury.”
  —Dream-Quest of Unknown Kadath, 
  H.P. Lovecraft
  Cats in the Dreamlands do not fight like cats 
  in the Waking World. There, cats are mostly 
  solitary, hunting alone and fighting territorial 
  disputes alone. Only feral cat communities and 
  large cat prides display pack-hunting techniques.
  Pack hunting involves one or more hunters 
  tracking down prey whilst other pride members 
  cover flanks and escape routes. Cats in Dreamlands 
  display similar techniques whilst hunting, but in 
  combat use a terrifying method of attack that 
  virtually any enemy will succumb to if there are 
  enough cats.
  Dreaming cats attack individual targets 
  en masse. For human sized targets like men, 
  (Order #10322763)
  
  28
  moonbeasts and Saturnian cats, at least seven cats 
  attack at once. Each cat claws and bites the target’s 
  exposed and vulnerable areas like limbs, throats, 
  and eyes. A cat is unlikely to mortally injure the 
  target by itself, but its attack can occupy or divert 
  the target’s attention with a series of attacks that 
  will fatally incapacitate the target. 
  The aim of the massed attack is to halt and 
  knock the target to the ground. This immobilizes 
  the target and allows more cats to attack. Whilst 
  the target is attempting to defend itself from 
  attacks to its eyes and throat, the other cats 
  attack the target’s vulnerable, and now exposed, 
  stomach. A number of cats will rip the target’s 
  stomach open and then enter the target’s body 
  cavity, causing massive internal damage and a 
  quick but messy death.
  In game terms, the massed attacks will ‘soak 
  up’ the target’s limited number of parries so 
  that the third or fourth attack onwards will be 
  undefended. This allows the cats to grip with 
  claws or teeth, which allows them to use the Rip 
  attack in the next round. The target may also need 
  to make a Resistance roll of SIZ vs. the combined 
  SIZ of the attacking cats to avoid being forced to 
  the ground. Once the cats have inflicted enough 
  damage with their Rip attacks—a Keeper should 
  decide upon a number of Hit Points to represent 
  the stomach area of the target—the cat attacks 
  start to do automatic impaling damage, as the 
  target has no defense against an attack within its 
  own body. During mass combat the Keeper may 
  want to simply multiply the attacks and damage 
  inflicted by the number of cats involved. Human 
  witnesses to a massed cat attack in Dreamlands 
  may need to make a Sanity roll (1/1D3 loss) if the 
  victim was sentient.
  A Cat’s Nine Lives
  The alleged “nine lives” of a cat are proverbial. 
  This legend is ascribed in some tellings to the 
  Prophet Muhammad whose cat was sleeping 
  on his robe. When he was called to a council, 
  the cat lay on his sleeve, and because he did not 
  want to bother it, he tore his sleeve off and left. 
  Muhammad’s garments were holy like himself, and 
  thereby Muhammad showed the cat the highest 
  possible respect. Out of respect, he petted the cat 
  on the head three times; three times three is nine, 
  a magic number, and since then cats have “nine 
  lives.” In other tales it is ascribed to the Trinity of 
  Trinities (3×3) originating in Ancient Egypt. Some 
  knowledgeable philosophers have debated that 
  the reason that cats have nine lives is that they 
  have no soul, and this is the reason that they make 
  good familiars for sorcerers and witches, and the 
  reason they act as the unofficial guardians of the 
  Keeper of Dreams in Dreamlands.
  In Cathulhu, players may purchase additional 
  Nine Lives tricks in order to cheat death. These 
  are simply checked off when the character’s Hit 
  Points reach zero, allowing the character to revisit 
  the situation that may have caused their demise, 
  and the Keeper and player come up with an 
  unbelievable coincidence (we sometimes say “the 
  helping hand of Bast” instead of “coincidence”) 
  which may save the furball from certain doom. 
  Such rescues should be inserted in “dramatic” 
  situations, but should never lead to a simpler 
  solution to the adventure. Anyone maneuvering 
  themselves into a deadly situation with the 
  intention of relying on Bast’s hand should be 
  left alone with their hope to see what happens. 
  Well, okay, maybe until the very last moment… 
  However, given the expense of purchasing 
  additional tricks, a kindly Keeper may want to 
  keep an unofficial tally of near-death experiences 
  in the background to pad out trick purchases.
  The Nine Lives trick does not work in 
  Dreamlands. Unlike human dreamers, when a 
  cat dies in Dreamlands in the service of Bast, it 
  is not barred from ever returning to Dreamlands. 
  It can return, though it will bear the mark of the 
  wound that dispatched it from Dreamlands. No 
  cat knows if the number of times it can return 
  to Dreamlands is in fact nine, as most cats learn 
  from their mistakes and never let themselves die 
  in the same manner twice. However, the feline 
  ability to cheat Dreaming death in a limited form 
  is a benefit to feline warriors serving with the 
  Cat Armies—it means that at least once or twice 
  warriors may be as fearless as they wish, as death 
  is no longer a restraining consideration.
  “Some Can-Openers can be quite helpful during 
  an invesigtation into otherworldly affairs.”
  (Order #10322763)
  
  29
  Cats and Insanity
  “They were searching the house for some unknown 
  source of disturbance which had thrown all the cats 
  into a snarling panic and caused them to plunge 
  precipitately down several flights of stairs and squat, 
  yowling, before the closed door to the sub-cellar.”
  —The Rats in the Walls, H.P. Lovecraft
  Cats are not immune to the horrors of the 
  real world, and can go insane or feral. Their 
  worship of Bast, an Elder Goddess, makes them 
  part of the real universe rather than the shared 
  delusions of humanity so they know the truth. 
  Their hunting mentality also makes them more 
  suited to survival as well. 
  Cat reactions to insanity are slightly different 
  to human insanity. If a cat character loses more 
  than five points of SEN in an encounter, the 
  Keeper should ask the player to roll on the 
  Insanity Reactions table below:
  roll 
  1D10
  Insanity Reaction
  Duration
  1-4
  Flight—you immediately withdraw 
  from the threat if you can. If you can-
  not flee, you must Freeze.
  Instant
  5-6
  Freeze—you crouch and lay still try-
  ing to make yourself as small as possi-
  ble to avoid attention. Roll on Insanity 
  table if the threat notices you.
  As long as the 
  encounter
  7
  Appeasement—you actively submit 
  to whatever the attacker wants to do. 
  Roll twice on the Insanity table if the 
  threat notices you, and you survive the 
  encounter.
  As long as the 
  encounter
  8-0
  Fight—you assume a defensive ag-
  gression position, but won’t attack 
  unless attacked. Roll on Insanity table 
  if you have to fight.
  As long as the 
  encounter
  If the cat character loses more than 20% 
  of his SEN in a single game hour, the Keeper 
  should ask the player to roll on the Insanity 
  Stress Disorder table below. This gives an idea 
  to the Keeper and player alike as to how the 
  cat might deal with having encountered and 
  survived meeting a Mythos entity.
  Roll 
   Insanity Stress Disorder
   1D10 
     1 
  Litterbox problems
    2 
  Excessive territorial behavior including  
   
  spraying
    3 
  Excessive grooming
    4 
  Self-mutilation 
    5 
  Depression
    6 
  Hiding from people and other animals
    7 
  Aggression to people and other animals
    8 
  Loss of appetite
    9 
  Restlessness
    0 
  Sucking/chewing/eating disorder
  When a cat character’s SEN reaches zero, the 
  cat has gone feral, its consciousness blasted back 
  to pure animal reaction by its experiences with 
  the Mythos, and the character is removed from 
  play. The character may become a NPC if the 
  Keeper desires it. A cat that goes feral may also 
  turn to the ‘Dark Side’, and willingly embrace the 
  Cthulhu Mythos, especially if it has dabbled with 
  arcane spells before going feral. Many insane cats 
  become the legendary black cats of the witches’ 
  sabbats by taking up the worship of Tsathoggua, 
  and gain sorcerous advantages though their 
  devotion. These advantages are beyond the scope 
  of this article, but basically Sabbat cats are larger 
  than normal, immune to fire, and can talk—
  though it is a language unknown to mankind. 
  These sabbat cats are particularly infamous in 
  the Averoigne region of France. (See the Bestiary 
  section for more information on these cats.)
  (Order #10322763)
  
  30
  (Order #10322763)
  
  31
  Cats and 
  Bast
  “Thou art the Great Cat, the avenger of the Gods, 
  and the judge of words, and the president of the 
  sovereign chiefs and the governor of the holy Circle; 
  thou art indeed ... the Great Cat.” 
  — Inscription on the Royal Tombs at Thebes
  n Atlantis and later Ancient Egypt, Bast was 
  the goddess and protector of cats, as well as 
  the goddess of family life. She later became 
  associated with the moon and its connotations 
  of female fertility, as well being a goddess of 
  music and joy. Cats were also associated with 
  the utchat symbol—the all-seeing sacred eye 
  that reputedly has magical powers, and Bast was 
  an ‘Eye of Ra’ acting as a protector or avenger 
  for the god. Bast’s cult centre was at Bubastis 
  in the Nile Delta where Herodotus described 
  enthusiastic celebrations and archaeologists 
  have found tomb-fields of mummified cats. 
  After time cats became demigods, divinely 
  appointed by the Pharaoh to control vermin in his 
  kingdom’s grainhouses, as without wheat there 
  would no bread. Bast gradually gained aspects of a 
  family protectoress, as a home needs to be vermin-
  free too. In the Egyptian temples, cats were depicted 
  as slayers of the serpents attacking Ra, and may 
  have controlled the asp population as well.
  Later in Egyptian history, Bast’s clergy was corrupted 
  by a heresy, attempting to model themselves 
  after Bast by creating animal-human hybrids. 
  The heretic movement was quickly eliminated, 
  but a small number of hybrids, priests, and their 
  followers escaped to the West. The aberration 
  was suppressed and erased from history, but 
  Nyarlathotep undoubtedly was involved, hence the 
  cats’ hostility to Azathoth’s Messenger. Worship of 
  Bast continued in the Dreamlands as it gradually 
  died out in the Waking World. The damned 
  western city of Golthoth had a strong Egyptian 
  influence and Bast was heavily worshipped there 
  until the city’s ruin. The Dark Wanderers, who 
  carried Bast’s memory from Golthoth throughout 
  the Dreamlands, also revere her. See the Appendix 
  for a complete cult history of Bast.
  Knowing many things about the world and its 
  Dreamlands, cats acknowledge many powerful 
  I
  beings and gods, as it is only prudent to do 
  so. The only deity that the cats of Dreamlands 
  actually worship is the goddess Bast. They 
  remember her patronage in the Waking World, 
  and still honor her so that she may prosper in 
  the Dreamlands. The cats continued presence in 
  the ancient ruins of the Moon is significant, but 
  what they are looking for is between them and 
  their goddess. Cats are honored to occasionally 
  act as Bast’s Eye of Ra, but her intervention 
  in Dreamlands is rare now as she spends time 
  elsewhere. See page 184 of the Call of Cthulhu, 
  Sixth Edition rulebook for Bast’s game statistics.
  Human investigators wishing to research Bast 
  and her organized worship in Ancient Egypt and 
  the Dreamlands are best advised to find a copy of 
  the Black Rites of Luveh-Keraph. A priest of Bast 
  during the Thirteenth Dynasty, Luveh-Keraph 
  recorded liturgies, legends, and spells relating 
  to Bast and her companions, the cats. See the 
  box for further information on the Black Rites.
  Feline devotees of Bast may want to consider 
  these additional tricks. The following tricks are 
  only allowed with Keeper permission:
   Trick 
  Name
  Trick Description
  Devoted
  You worship and serve Bast. You are probably 
  a member of a cat clan army, such as Ulthar’s. 
  This trick allows you to double the damage 
  you do with a successful Bite, Scratch, or Rip 
  attack once per session. Prerequisite: Bravo.
  Blessed
  You are looked over by Bast herself. Should 
  you take damage, this trick allows you to 
  trade 1 or more Hit Points of damage for 1 or 
  more Magic Points once per session. Prereq-
  uisite: Devoted.
  Eye of Ra
  You are an instrument of Bast’s righteous 
  rage. You wear her holy symbol, an utchat, 
  suspended from a collar around your neck. 
  This trick gifts you with the Bites Off More, 
  Brave, Bravo, Bruiser, Ghost Sight and Lion 
  Heart tricks whilst you still have Bast’s favor 
  (Keeper’s decision). If you attempt a Deadly 
  Cat Attack (see above) all successful attacks 
  automatically critical. You may also use the 
  Devoted and Blessed tricks twice per session. 
  Prerequisite: Devoted, Blessed and one skill 
  above 90%.
  (Order #10322763)
  
  32
  Bast’s Books
  Scrolls of Bubastis (complete with The Black Rites 
  of Luveh-Kerapht): Egyptian hieroglyphs; Sanity loss 
  1D6/2D6; Natural History and Occult skill checks; 
  Cthulhu Mythos +9 percentiles; 16 weeks to study and 
  comprehend/32 hours to skim. Spells: Contact the God-
  dess of Cats (Bast)†, Summon/Bind Cat†, Eye of Ubasti†, 
  Favour of Bast†, Bring Forth the Faceless Master of the 
  Sands (Contact Deity/Nyarlathotep as Faceless Sphinx), 
  Call the Black Pharaoh (Contact Deity/Nyarlathotep), 
  Summon the Carrion-Feasters of the Desert (Contact 
  Ghoul), Call Forth the Terrible Lord of the Riverbanks 
  (Contact Sebek), Summon and Abjure the Children of the 
  Riverbanks (Summon/Bind Crocodile). 
  Scrolls of Bubastis (expurgated translations): English, 
  French, German, Dutch, or Italian; Sanity loss 1D3/1D6; 
  Natural History and Occult skill checks; Cthulhu My-
  thos +3 percentiles; 6 weeks to study and comprehend/12 
  hours to skim. Spells: Contact the Goddess of Cats (Bast)†, 
  Summon/Bind Cat†, Eye of Ubasti†, Summon and Abjure 
  the Children of the Riverbanks (Summon/Bind Crocodile). 
  Reading the footnotes in the expurgated scrolls provides a 
  base skill of 5% in Other Language (Hieroglyphics).
  † see Appendix for these spells.
  Cats and Magic
  ‘Was there ever
  A cat so clever
  As magical Mr. Mistoffeles’
   
   
  —T.S. Eliot
  Cats have a latent magical ability whilst they 
  are in Dreamlands, which is the ability to leap to 
  the Moon from the Earth, and back again. Cats 
  are able to decide where on the Earth they want 
  to land, and by leaping to the Moon and back 
  down again cats can travel thousands of leagues 
  extremely quickly. A cat army can carry travelers 
  with them, the traveler kept from falling to Earth 
  by the massed felines. A traveler can make good 
  progress to their destination if a cat army can 
  be persuaded to take passengers, but recorded 
  instances are rare.
  Cats are able to use magic spells and items in 
  the Dreamlands like human dreamers and other 
  inhabitants of Dream. Magic corrupts cats as well 
  as humans—cats suffer similar SEN losses from 
  using magic as humans do from SAN loss, so 
  the number of feline magicians is quite low, but 
  adventurous cat sorcerers are not unknown.
  Cats are limited to using magic that does not 
  require components or equipment (like a wand) 
  or need words to be spoken in a language other 
  than Cat. Spells that use amulets could be used by 
  a cat if worn on a collar. They cannot use spells that 
  need specific gestures that cats are unable to make. 
  For instance, the spell ‘Deflection’ can be used by 
  cats because it only requires the movement of an 
  arm (or foreleg and paw), but the spell ‘Voorish 
  Sign’ cannot be cast because it needs the fingers 
  of the hand to held in a specific way.
  Cats are also subject to the spells ‘The Petition 
  of Menes’ (see box), ‘Eye of Ubasti’ and ‘Summon/
  Bind Cat’ (see Appendix). 
  Cats and the Mythos
  “The mysteries of those black outer gulfs whence 
  surely the first terrestrial felines lithely sprang long ago 
  when Mu and Hyperborea were young”
    
  —H.P. Lovecraft
  Cats are implacably opposed to Nyarlathotep 
  and his machinations. Nyarlathotep is particularly 
  active in the Dreamlands where his servants and 
  agents are continually plotting to bring about 
  a stronger influence of the Cthulhu Mythos on 
  the development of the Dreamlands. Cats bear 
  a grudge against Nyarlathotep for his ancient 
  interference with Bast.
  The cats are continually fighting the Men of 
  Leng, who are the servants of the Moonbeasts. 
  The Men of Leng are found throughout the 
  Dreamlands, and with them are found conspiracy 
  and horror. The moonbeasts are cruel masters, 
  and take delight in increasing the pain and 
  suffering they can inflict on the cats they capture. 
  For cats, moonbeasts are classic representatives 
  The Petition of Menes
  Costs 12 MP and 2D6 Sanity. Cast by a devotee of Bast, 
  the spell is a variation of ‘Summon/Call Cats’, which will 
  call together all felines within a ten-mile radius. The as-
  sembled cats will then attack those who have displeased 
  Bast, devouring them down to the bone. If no one who has 
  displeased Bast is within ten miles, the caster has obvi-
  ously not done his research, and Bast will turn the cats 
  upon the hapless wizard.
  Cats cannot cast this spell themselves and find it very hard 
  to resist, but it is thought that only the Dark Wanderers 
  know the incantation.
  of Nyarlathotep: easily frightened, pliable, utterly 
  reprehensible with no moral backbone, and 
  very few vertebrae. It is also a good thing that 
  moonbeasts taste all right as well.
  Cats training to be sorcerers or have gone insane 
  sometimes take up the worship of Tsathoggua. 
  The cats’ traditional goddess and deity Bast is not 
  happy with dissident cats that follow other gods. 
  Tsathoggua is indifferent to Bast, but welcomes 
  any individual looking for the Greater Truth.
  The Cats from Saturn are the worst foe a cat can 
  face. They come from Saturn’s Dreamlands. They 
  are large, ferocious, and difficult to stop. They are 
  completely alien and this is an advantage against 
  Earth’s cats who are easily put-off by emanations 
  from outer space. Only the brave or the foolhardy 
  cat can hold against the Saturn cats, although 
  larger numbers of fellow cats reduces the effects 
  of stellar interference.
  Other cats also exist in the Dreamlands 
  cosmos. The heat-sensing Cats from Uranus are 
  occasionally seen on the moon, and seem neutral 
  in the battles between Earth and Saturn. Rumor 
  has it that mysterious cats have been sighted on 
  Mars, and legend tells of alien cats brought to 
  earth with merchants from Sarrub.
  (Order #10322763)
  
  33
  A Short Bestiary Of 
  Feline Foes
  Animal Control
  Employed 
  by 
  the city to round 
  up stray cats and dogs, 
  being caught by Animal 
  Control is a one-way trip to 
  the Pound, neutering and 
  worse.
  Statistics as per normal 
  humans.
  Weapons: Net 50%, damage Special.
  Skills: Hide 40%, Paperwork 50%, Sneak 50%, Track 
  60%, Veterinary Medicine 25%.
  Habitat: City streets.
  Birds
  Crows, magpies or owls. Large enough to fight 
  back, and canny enough to see things.
  Characteristics  
   
   
  Average
     
  STR 
    1D3 
  2
   
  CON 
  2D4 
  5
   
  SIZ 
  1D2 
  1–2
   
  POW 
  2D6 
  7
   
  DEX 
  3D6+18 
  28–29
   
  Move 
  8 
  HP 4
   
  Av. Damage Bonus: –1D6
  Weapons: Bite 25%, damage 
  1D4+db.
   
  Claw 40%, damage 
  1D2+db.
  Skills: Dodge 80%, Find Sparkly Thing 
  100%, Spot Hidden 95%.
  Habitat: Trees, roofs, buildings, etc.
  Sanity Loss: None normally.
  Cats from Saturn
  Inimical adversaries of the cats 
  on the Moon. 
  See H.P. Lovecraft’s Dream-lands, 
  page 97.
  Cats from Uranus
  Another 
  strange 
  interloper 
  into 
  Earth’s 
  Dreamlands. 
  See H. P. Lovecraft’s Dream-lands, page 97.
  Dogs
  Household pets or working mutts like 
  guard dogs. 
  See the Call of Cthulhu, Sixth Edition rule 
  book, page 204.
  Dogs, Lap
  Silly yapping barking things that interfere 
  with feline plans.
  Characteristics  
   
   
  Average
   
  STR 
  2D4 
  7
   
  CON 
  3D6 
  10–11
   
  SIZ 
  1D3 
  2
   
  POW 
  2D6 
  7
   
  DEX 
  2D6+6 
  13
   
  Move 
  8 
  HP 8–9
   
  Av. Damage Bonus: –1D6.
  Weapons: Bite 30%, damage 1D4+db.
  Skills: Get What It Wants 75%, Track 60%, Spot 60%, 
  Yap Irritatingly 90%.
  Habitat: Wherever humans live.
  Sanity Loss: None normally.
  Intelligent Sewer Lizards
  Small, albino lizards; descendants of 
  unfortunate reptiles flushed down the 
  toilet in urban legends. Despite being 
  urban legends, they do exist and are 
  the real force behind global domination 
  plans. Yes, really!
  (Order #10322763)
  
  34
  Characteristics  
   
   
  Average
   
  STR 
  2D4 
  7
   
  CON 
  3D6 
  10–11
   
  SIZ 
  1D2 
  1–2
   
  INT 
  3D6+3 
  13–14
   
  POW 
  3D6 
  10–11
   
  DEX 
  2D6+6 
  13
   
  Move 
  12 
  HP 8–9
   
  Av. Damage Bonus: –1D6.
  Weapons: Bite 25%, damage 1D4+db.
  Skills: Build Ultra Tech from Junk 50%, Connections 
  75%, Hide 95%, Scheme 75%, Long Term 
  Planning 90%.
  Habitat: In the sewers, waiting.
  Sanity Loss: 1/1D4 SEN to realise that an Albino Sewer 
  Lizard is not your average sewer lizard, or 
  indeed average non-sewer lizard.
    Moonbeasts
  Tough, hated adversar-
  ies. Pawns of the Men from 
  Leng. But tasty. 
  See the Call of 
  Cthulhu, 
  Sixth 
  Edition rule book, 
  page 168.
  Rat King
  Rat Kings arise as portents of doom or plague. 
  Joined together at the tail, they have powers over 
  other rats, controlling them with their hive mind 
  powers. They order rat packs to carry out their 
  orders to bring about their terrible plans.
  Characteristics  
   
   
  Average
   
  STR 
  4D6 
  14
   
  CON 
  4D6 
  14
   
  SIZ 
  2D6 
  7
   
  INT 
  4D6 
  14
   
  POW 
  4D6 
  14
   
  DEX 
  4D6+6 
  20
   
  Move 
  2 
  HP 11
   
  Av. Damage Bonus: None.
  Weapons: Bite 25%, damage 1D3. Can attack SIZ 
  times a round. Bites may be infected.
  Skills: Control Rat Pack 95%,Spread Disease 75%.
  Habitat: Somewhere in the dark…
  Sanity Loss: 1/1D4 SEN to realise that the Rat King may 
  be cleverer than a cat! And you have just 
  walked into their trap…
  Rat Things
  Corrupted followers 
  of sorcerers like Brown 
  Jenkin. 
  See the Call of Cthulhu, 
  Sixth Edition rule book, 
  page 169.
  Rat Packs
  Verminous 
  followers 
  of the Rat King and im-
  mortal prey of cats. 
  See the Call of Cthulhu, 
  Sixth Edition rule book, 
  page 207.
  Sabbat Cats
  Lesser Servitor Race
  “…the huge black cats captured at those very singular 
  Sabbats on the rocky hill behind Vyones—the cats 
  which could not be burned, but which escaped unhurt 
  from the flames…”
   
   
  —Letter to Smith, Lovecraft
  “…dozens of black feline figures gushed out of the 
  tunnel, as nimble as bats. They rushed and sprang 
  straight into the mass of men, claws, and fangs bared, 
  moving so swiftly that [he] could make out little of 
  them in the uncertain light and moving shadows. He 
  glimpsed darting, shiny pelts and large eyes gleaming 
  like moons.”
  —”The Wedding of Sheila-na-Gog,” Tierney
  In ages past, a variant form of the formless 
  spawn (Call of Cthulhu, Sixth Edition, p. 159) 
  evolved that was capable of living in symbiosis 
  with an animal form. Once entering the creature’s 
  (Order #10322763)
  
  35
  system, the spawn quickly 
  takes over its body and mind 
  until it is fused completely 
  with the animal. Most such 
  spawn are tiny, meaning that 
  most of Sadoqua’s animals are 
  small ones, such as these cats.
  These 
  cats 
  are 
  often 
  found guarding the few 
  remaining 
  places 
  holy 
  to Sadoqua, deep in the 
  woods of Averoigne. They may 
  also be present at the ceremonies held by 
  Averoigne’s surviving Sadoqua-worshipers, or be 
  sent on special missions for the god. At times, 
  they interact with the fabled Dreamlands cats 
  from Saturn, but these rarely appear on earth. 
  Ordinary cats, as well as most animals, avoid the 
  Cats of Sadoqua or Sabbat Cats.
  In combat, a Tsathoggua-worshipping Sabbat 
  Cat often exudes a whiplike pseudopod from its 
  mouth, following up with two rakes of its claws. 
  If both claws hit, the cat latches onto its victim, 
  raking with its hind claws.
  Characteristics  
   
   
  Average
   
  STR  
  2D3 
  4
   
  CON  
  3D6 
  10–11
   
  SIZ  
  1D3 
  2
   
  INT  
  2D6+6 
  13
   
  POW  
  2D6+6 
  13
   
  DEX  
  2D6+24 
  31
   
  Move 10 
   
  HP 6–7
   
  Av. Damage Bonus: –1D6
  Weapons: Tongue Whip 75%, damage 1D6
   
  Claw 50%, damage 1D4+db
   
  Rake 80%, damage 1D4+db
  Armour: None, but takes no damage from physical 
  weapons and fire. Magic, acid, and other 
  forces harm them normally.
  Languages: Dark Cat 75%, Feline 75%.
  Skills: Dodge 62%, Hide 65%, Jump 40%, Sneak 85%, 
  Track 80%.
  Spells: Roll INT or less on D100. If successful, the 
  cat knows 1D3 spells. Suggested spells: 
  Become Spectral, Fury, Pray to Sadoqua 
  (Tsathoggua).
  Habitat: Ancient holy places in Averoigne, France; 
  companions of witches at sabbats.
  Sanity Loss: None normally, but 1/1D4 SEN to see one 
  attack or absorb damage beyond the ability 
  of a normal cat.
  Skinners
  Mean sadistic humans who do not like cats. 
  Maybe they are dog lovers, maybe they make 
  coats from cat skins, and maybe they are cultists 
  looking for feline sacrifices. Who knows?
  Statistics as per normal humans.
  Weapons: Knife 45%, damage 1D4+db
  Skills: Hide 40%, Sneak 50%, Track 60%, Torture 
  Cats 50%.
  Habitat: City streets.
  Sanity Loss: 1/1D4 SEN to see a real, live Skinner. A cat 
  captured by a Skinner may suffer 1/1D6 to 
  1/1D10 SEN if tortured.
  Were-Rabbit
  Mythical deadly creatures that roam the night.
  Characteristics  
   
   
  Average
   
  STR 
  3D3 
  6
   
  CON 
  2D6 
  7
   
  SIZ 
  1D3 
  2
   
  POW 
  2D6 
  7
   
  DEX 
  2D6+18 
  25
   
  Move 
  10 
  HP 8–9
   
  Av. Damage Bonus: –1D6
  Weapons: Bite 30%, damage 1D4+db.
   
  Rip Your Head Off 25%, damage Instant 
  Death!
  Armor: 1 point fur. Immunity to firearms.
  Skills: Look Cute & Innocent 90%.
  Habitat: Wherever rabbits live.
  Sanity Loss: 1/1D4 SEN to witness that the Were-
  Rabbit is not a normal rabbit, but a ravenous 
  creature of the night.
  Zoogs
  Scheming ancient foes of the Cats who can 
  never, never be trusted. 
  See H.P. Lovecraft’s Dreamlands, page 132.
  (Order #10322763)
  
  36
  (Order #10322763)
  
  37
  What Do  
  Cat Adventures 
  Look Like?
  “Beauty—coolness—aloofness—philosophic repose—
  self-sufficiency—untamed 
  mastery—where 
  else 
  can we find these things incarnated with even half 
  the perfection and completeness that mark their 
  incarnation in the peerless and softly gliding cat, 
  which performs its mysterious orbit with the relentless 
  and unobtrusive certainty of a planet in infinity?” 
   
  —Cats and Dogs, H.P. Lovecraft
  he creative demands on the Keeper are no 
  less significant than those on the players. 
  An adventure for cat characters will play 
  out in many respects completely differently 
  than one for a group of humans. How does 
  one motivate cats to investigate uncanny 
  phenomena, to take risks, and to face powerful 
  opponents, both human and inhuman?
  A starting point is, of course, a cat’s 
  attachment to a master. If a housecat’s 
  domesticity is endangered, a loyal animal will 
  try to help and, if need be, to bring in friends 
  from the neighborhood. For example...
  • 
  The master of a female cat disappears and 
  must be found again—and a dark secret 
  comes to light…
  • 
  In Ulthar the kittens of a venerated cat 
  fighter are kidnapped by zoogs. A task 
  force is formed to rescue them…
  • 
  A cat has gone through the books in an 
  old house, reading some Mythos works. 
  She summons a Hound of Tindalos to take 
  care of a powerful rival or a neighbour’s 
  nasty dog, but the Hound slips out of 
  control…
  • 
  How about an excursion into the ghoul 
  tunnels of a cemetery?
  • 
  What is the truth about the ghost cat 
  that legends say can be seen in the ruins 
  of an English monastery, fleeing from any 
  human who approaches it?
  T
  Many of Lovecraft’s stories offer good 
  opportunities for adventures, like “The Rats in 
  the Walls,” “The Strange Case of Charles Dexter 
  Ward,” “The Whisperer in Darkness,” and 
  “Pickman’s Model.” Likewise many well-known, 
  existing adventures lend themselves brilliantly, 
  although they will require a certain amount of 
  effort in converting them.
  Cat senses are different to human senses 
  and the wise Keeper should feed information 
  to the players about the feline characters world 
  accordingly. A cat’s eyesight is seven times 
  better in the dark than a human’s. Conversely a 
  cat’s eyesight is actually worse than a human’s 
  in daylight, but this should not impinge play. 
  The Keeper should overlook this for the sake of 
  playability. A cat’s field of view is wider than a 
  human’s as well. Cats can hear two octaves higher 
  than humans and a half-octave higher than 
  dogs. A cat’s ears act as sound detectors and can 
  pinpoint the source of sounds more accurately 
  than humans—they can judge the source of a 
  sound one yard away to within three inches. A 
  cat’s sense of smell is 14 times stronger than a 
  human’s. If a cat opens its mouth—called gaping—
  it can improve its sense of smell even further 
  by allowing scent to waft over its ‘vomeronasal’ 
  in the roof of its mouth. A cat’s whiskers help 
  with navigation and sensation. Whiskers detect 
  minute air currents so a cat knows about 
  obstructions even though it cannot see them. A 
  cat really can walk with relative safety in total 
  darkness. A Cathulhu Keeper should think about 
  his game world from a cat’s point of view, and 
  shower his players with stimuli, much more than 
  human characters. Solutions to scenarios can no 
  longer rely on Library Use rolls and firepower; 
  instead the cats will have to rely on their senses.
  The players and the Keeper should absolutely 
  be aware of the special strengths and weaknesses 
  of cat characters. As a cat, it is no longer simple 
  to open doors and windows, open locks, 
  question people, or rummage through a library, 
  (Order #10322763)
  
  38
  but one can use little hidey holes, dart into 
  houses between people’s legs, eavesdrop on 
  conversations without being noticed, jump from 
  relatively great heights, land unscathed on all 
  fours, and much more! There are also stark new 
  dangers like dogs, angry people, cars…
  Four-legged characters should not be given 
  obstacles that are too great to overcome. 
  Long trips across America, Europe, and all the 
  continents will be very hard to undertake, unless 
  the cats’ owner takes them. How would it be for 
  an educated American cat to travel to Prague 
  with his master and come across some secretive 
  natives in a mystical cat cult which sacrifices 
  newborn kittens to a hideous ancient god? 
  However if the Keeper has a good idea for a long 
  journey plot it should not be discounted. Disney’s 
  The Incredible Journey is just one example.
  The cat’s ordinary environment should offer 
  sufficient possibilities for adventure however, 
  because things that are small problems for 
  humans can possibly represent great adventures 
  for cats! And even Lovecraft Country, even 
  Arkham alone, is an enormous stage, in which 
  things will never be boring…
  “Some Cat Investigators like to keep a photographic record of cases”
  (Order #10322763)
  
  39
  A Cathulhu Adventure in Arkham
  For 3–4 Detectives with Paws & Claws
  By Ingo Ahrens
  Translated from the German by Bill Walsh
  The 
  Black 
  Cat
  (Order #10322763)
  
  40
  The ancient garden seems at night
  A deeper gloom to bear,
  As if some silent shadow’s blight
  Were hov’ring in the air.
  With hidden griefs the grasses sway,
  Unable quite to word them -
  Remembering from yesterday
  The little paws that stirred them.
   
  —Little Sam Perkins, H. P. Lovecraft
  Introduction
  The Black Cat is a Call of Cthulhu adventure 
  designed for the Cathulhu rules found elsewhere 
  in this book, which is to say it is conceived 
  exclusively for cat-investigators. To play, the 
  Keeper should thoroughly familiarise himself 
  with the Cathulhu rules. Players can be introduced 
  to the rules and generate their own investigators 
  or presented with pre-rolled cats as a surprise.
  This adventure is set in the Arkham of the 
  1920s, though it can be relocated to any locale 
  that the Keeper desires. Relocating the adventure 
  will require some planning on the Keeper’s part 
  to place the crime scene, etc., appropriately.
  The Black Cat was conceived of as an 
  introductory 
  adventure 
  for 
  Cathulhu 
  and 
  consequently 
  refrains 
  completely 
  from 
  introducing significant complications, global 
  intrigues, and powerful cults. It is difficult 
  enough for the players (and the Keeper!) to role-
  play an animal as an investigator and to adjust 
  the game milieu accordingly. So The Black Cat 
  is an adventure that would be laughably simple 
  for human characters, but which offers a group 
  of young, curious, four-footed investigators an 
  exciting first encounter with the Mythos!
  This adventure also attempts to make clear 
  that Cathulhu is not intended as pure comedy 
  or parody, but is capable of creating serious, 
  atmospheric adventures.
  The Group
  No more than three or four investigators 
  should take part in this adventure. If you intend 
  to make this the beginning of a campaign it is 
  probably best to let the players design their own 
  investigators. If it is a one-shot deal, or simply an 
  introduction to Cathulhu, pre-rolled investigators 
  are adequate as well.
  This adventure assumes that the cat characters 
  and their masters and mistresses reside in 
  Arkham. If the scenario is moved to another area, 
  simply make sure that all the investigators live 
  there already.
  Work out the backgrounds of the individual 
  characters with the players—or in a one-shot 
  scenario; simply assign them, their status within 
  Arkham’s cat society, and to what degree they 
  know each other. Should they not know each 
  other, the adventure offers ideal opportunities to 
  bring them together as investigators.
  Overview for the 
  Keeper
  Fester Montague, 53 years old, has lived since 
  his childhood in a house at 560 South Powder 
  Mill Street, Arkham. Despite his having inherited 
  the house and some insignificant sums of money 
  from his parents, the house has become quite 
  dilapidated over the past few decades.
  Fester developed an inclination towards 
  the morbid early on. As a child he was caught 
  repeatedly trying to dig up graves in the cemetery 
  “for studying,” as he asserted. The stern hand of 
  his parents seemed to bring the incidents to a 
  close, but Fester continued to conduct his obscure 
  research in secret. Despite the respectability 
  of his parents, Fester’s reputation for oddness 
  lingered and when his parents died—they were 
  found decapitated next to the train tracks 
  with a suicide note, but no heads—his alibi and 
  displays of public mourning notwithstanding, it 
  was rumoured that he had driven them to kill 
  themselves… or worse.
  (Order #10322763)
  
  41
  That was some thirty years ago. Since his 
  parents’ death, Fester has been rarely seen In 
  public, instead spending most of his time in his 
  house or on the few occasions that he leaves the 
  house, visiting certain questionable bookshops 
  or particular collections of the Miskatonic 
  University library. When at home, he shuts 
  himself away in a hidden cellar room under his 
  house where he conducts—usually incorrectly—
  various rituals and incantations, mixing strange 
  brews of repulsive ingredients which promise 
  much, but seldom deliver. Not long ago he 
  succeeded in concocting a drug that put him into 
  a day-long hallucinatory sleep during which he 
  actually succeed in entering the Dreamlands. He 
  can barely remember anything about his visit, but 
  it had a side-effect that has become impossible to 
  ignore: the Cat from Saturn that has been living 
  in his house ever since. This malevolent creature 
  is, to its great frustration, dependent upon Fester 
  and his being able to reach the Dreamlands again 
  so that it can return. For now, it is trapped in the 
  waking world and bound to this human and his 
  commands—which Fester quickly found out.
  In the meantime Fester has completely 
  forgotten how to brew this drug. Not only is 
  his recordkeeping is, as you might expect, non-
  existent, but the actual side effect of the drug’s 
  intoxication is that it induced a slight amnesia. 
  So he does not exactly know where this monster 
  cat came from. That he can order it around with 
  astounding ease amuses him greatly and makes 
  him want to “summon” more of these “demons.” 
  In the relevant literature—almost entirely crude 
  hodgepodges of witchcraft and Satanism with 
  overwhelmingly useless recipes, spells, and 
  commands—he has run across an interesting-
  sounding ritual that might work. It requires 
  certain ingredients and tools, one of which is the 
  heart of a black cat.
  He tried to catch the first two cats himself, but 
  ended up bitten and scratched horribly. Fester 
  realised he now had his demonic companion 
  which he could send out to bring him the heart 
  of a black cat…
  Of course, because Fester is pathetically 
  incompetent at mixing the witches’ brew, and 
  because the (useless) ritual keeps failing, he keeps 
  sending out the Cat from Saturn to try again…
  Murder!
  A shrill, horrified shriek like an animal in mortal 
  terror terrifies the feline population of Arkham 
  on the night of June 3, 192–. The investigators, 
  wherever they may be, on a windowsill, in front 
  of the hearth, or prowling the alleys and streets, 
  perceive the noise as well with their acute senses, 
  while most humans sleep on unaware.
  If the investigators investigate the shriek in 
  the middle of the night, go straight to the scene 
  on Walnut Street. They can follow the tracks, and 
  maybe locate Madame but will not be able to 
  interview her or encounter Benjamin.
  The following morning, the frightful news 
  spreads among the neighbourhood cats: Tom-
  tom died horribly that night!
  Curious onlookers as well as friends of the 
  poor tomcat rush to the scene, a dirty back 
  (Order #10322763)
  
  42
  courtyard on Walnut Street on the Lower 
  South Side. (Among them will surely be the 
  investigative-inclined investigators. If you like, 
  one or more of them could have had a friendly 
  relationship with Tom-tom.)
  Horrified, a small pack of comrades surround 
  the body of their fellow cat, meowing mournfully. 
  If they press to the front, the investigators can 
  see that Tom-tom has been torn open. In the air 
  hangs a sweet, but old scent of blood, and flies 
  buzz around and crawl on the body.
  Anyone who knew Tom-tom will recognise the 
  dead cat unequivocally. He was a five-year-old 
  tom whose completely black coat is now matted 
  and tattered in death, encrusted with blood and 
  dirt. He is lying on his right side, his stomach 
  torn open and gaping exposed to the crowd. All 
  four paws are stretched out, his neck is stretched 
  out, and his mouth half-open in a horrible death 
  grimace, his teeth bared. The sight of Tom-tom’s 
  body necessitates a Sentience roll (0/1D3 loss), 
  more so if Tom-tom was a friend (1/1D4 loss).
  Few of the other neighbourhood cats linger, 
  their initial morbid fascination quickly passing, 
  their wandering away with little concern. To 
  them, Tom-tom is just one more tragic victim of a 
  wild dog or a human, one or the other mumbles.
  A closer examination of the remains and the 
  surrounding area will reveal something strange, 
  however. If they succeed at a Spot Hidden roll, 
  the investigators will notice the cobblestones 
  that surround Tom-tom’s body are covered with 
  blood where it has run. With a successful Scent 
  roll, an investigator can determine that it all 
  seems to be Tom-tom’s blood and that the attack 
  took place several hours ago. There is no sign of 
  any other blood, so apparently the killer did not 
  suffer any significant injuries.
  An examination of the surrounding area 
  combined with a successful Track roll will 
  reveal some strange footprints in an overgrown 
  flowerbed nearby. With another Track roll at 
  -20%, some bloody paw prints on the cobblestones 
  can be found some distance away, heading away 
  from the area and soon disappearing. They seem 
  to be from cat paws, only significantly larger and 
  unusually shaped. Instead of the normal round 
  foot-pad impressions, these seem pointy and 
  angular, though each has a different, irregular 
  number of corners. What sort of cat, what sort of 
  animal at all has those kind of paws?!
  If poor Tom-tom’s body is examined more 
  closely, it will quickly become clear that the heart 
  is missing from his tattered body. All the other 
  organs are at least present, though not in their 
  original place or intact due to the sheer force—
  and as a Spot Hidden roll reveals—vicious claws 
  and teeth that have torn the body apart. Little 
  bits of flesh that might belong to the perpetrator 
  are stuck to Tom-tom’s teeth; similar traces can 
  be found on his claws. Otherwise, Tom-tom’s 
  body is covered with scratch wounds and bites.
  With a Know roll, the investigators will 
  remember that in recent days and weeks, other 
  cats have been found killed in such a manner, 
  though none known to them. They do not know 
  any further details about these murders.
  If they have not heard about these previous 
  cases—which would not necessarily be unusual, 
  since many cats die or disappear all the time, 
  leaving or arriving in town, etc. —the investigators 
  can make a Listen roll to hear an old, fat tomcat 
  who has been watching them, sighing, shaking his 
  massive head, and quietly muttering, “Poor Tom-
  tom. They took your heart too. How many is that 
  now? You’re the fourth? Poor, poor Tom-tom.”
  This may make the investigators curious—does 
  the venerable Benjamin (for that is his name) 
  know more than they? If they try and engage 
  him in conversation, the investigators will need 
  to impress Benjamin with a Status roll before he 
  will reveal the hot trail. If they succeed, he will 
  mournfully report that Tom-tom is now probably 
  the fourth victim of the mysterious “Cat Ripper,” 
  as he calls him. He found the first one himself 
  exactly nine days ago, and buried him quietly 
  under leaves and earth. He would not have given 
  it a second thought, but then he was told of a 
  similar case two days later down by the docks. 
  As to the previous one, the third victim, he saw 
  it with his own eyes when some excited kittens 
  told their parents of a gruesome discovery. That 
  was three days ago. Persistent question will elicit 
  some further details from Benjamin as well as his 
  personal opinions.
  Benjamin found the first cat so killed on 
  South French Hill Street, roughly across from 
  Bayfriar’s Church. He buried the cat there as 
  well. The second body, of which he heard from a 
  tomcat whom he does not otherwise know, was 
  discovered somewhere in Rivertown between 
  the warehouses and the houses on the river. 
  The third body was found by kittens playing on 
  the ground floor of Keenan’s Laundry, 152 East 
  College Street, and was later placed in a garbage 
  can by humans. With a successful Know roll, the 
  investigators will remember having heard about 
  (Order #10322763)
  
  43
  this dead cat. It has occurred to Benjamin as well 
  that all three previous cats and Tom-tom have 
  had their hearts removed. It has not occurred 
  to him, on the other hand, that all three of 
  them had pure black coats! The investigators 
  can learn this by asking around the other three 
  crime scenes (see below).
  Benjamin assumes from the awful injuries that 
  a vicious wild dog is abroad, though no one has 
  seen it—at least no one has seen it and lived. Who 
  knows how many victims remain undiscovered? 
  He guesses that this dog will keep killing until it 
  stops of its own accord someday—if it is a stray 
  and not being trained as a killer by a human.
  If the investigators need a spur to investigate 
  the murders, Benjamin can finally sigh, “Oh, if only 
  there were someone who would run this beast off 
  before there is more bloodshed…” Shaking his 
  head and meowing sadly, Benjamin trots away, 
  leaving the investigators shuddering behind.
  If they leave the scene as well, or try to dispose 
  of Tom-tom’s remains, the Keeper can allow them 
  a Spot Hidden roll to notice a thin white cat 
  sitting in a window on the top story of one of the 
  houses surrounding this courtyard, apparently 
  looking at the scenery. More on this witness in 
  the next chapter.
  Crime Scenes & 
  Searching for 
  Clues
  This last push should convince even the 
  most reticent investigators to take matters into 
  hand and free their community from this foul 
  monstrosity. They will only later notice that the 
  affair has taken a turn in a somewhat different 
  direction, leading towards ‘Something Worse’ 
  than a bloodthirsty dog.
  The investigators can continue in various 
  fashions. An obvious course of action is visiting 
  the scenes of the other, earlier murders and 
  questioning the cats in the respective areas as to 
  what they saw on the night in question, perhaps 
  a dog, where it ran off to or came from, and so 
  forth. Even general questions about any dogs 
  known to be particularly nasty are logical. At the 
  different scenes, and in general, the player cats 
  will be able to collect many clues which will be 
  gone into more closely below.
  The Walnut Street Crime Scene
  If during their first examination of this crime 
  scene, a investigator successfully made a Spot 
  Hidden roll and so noticed the white cat in the 
  upper window of one of the surrounding houses, 
  the investigators may decide to question her. The 
  building in question is the Simpson Apartments, 
  648 Walnut Street. The white cat is Madame, the 
  pet of an elderly blind lady who occupies one 
  of the apartments on the top floor. She almost 
  never leaves home, nor does her cat. She receives 
  groceries and other supplies via delivery boys 
  from various stores, dictating to them the lists of 
  things she will need the next time.
  One of these deliveries is almost the sole 
  opportunity for the investigators to enter the 
  apartment—and thus the only possibility for 
  questioning Madame. They can sneak up behind 
  the delivery boy and slip through the door or 
  even hide themselves in a bag or carton with her 
  provisions. The Keeper should not rule out any 
  clever solution offered by his players!
  Madame is an elegant, snow-white, rail-
  thin creature who will not refuse to give polite 
  investigators the information they require. By 
  contrast, if she is approached rudely or insolently, 
  she will have nothing to do with such riffraff. 
  She knows very little about what goes on “out 
  there” in the world, because she never leaves or 
  is visited by other cats. Of course, last night she 
  was able to observe the murder in the courtyard 
  below with her own eyes. With a slight tremor 
  in her voice, she describes a formless bizarre 
  shadow that suddenly fell upon Tom-tom—whom 
  (Order #10322763)
  
  44
  she of course does not know by name—who was 
  sitting in the moonlight. It was gray and similar 
  to a cat, but with distorted, warped contours and 
  proportions, and at least three times as large 
  as a normal cat! It seemed to come directly out 
  of the moonlight and tore that poor, pitifully 
  screaming cat into pieces in seconds. Then 
  finally, the monstrosity fled with something in its 
  mouth, disappearing from view. It was definitely 
  no dog; of that Madame is 100% sure. She sees 
  enough dogs crossing the back courtyard. This 
  was something else. Exactly what, she is in no 
  position to guess.
  The French Hill Crime Scene
  Across from the gloomy Bayfriar’s Church 
  which crowns the hill here, old brick houses 
  crowd against each other. On one of his customary 
  constitutionals, Benjamin found Sammy, a middle-
  aged black tomcat, torn to pieces here on South 
  French Hill Street, in front of a house of Irish 
  immigrants. He dragged him laboriously with his 
  teeth one street over to a small, overgrown vacant 
  lot where he buried him. The investigators can 
  locate the decomposed body there, but they will 
  glean no new information from it.
  If they prowl a while around the houses and 
  make a Luck roll, the investigators will hear 
  children playing and talking. It will require a 
  Human Language (English) roll to understand 
  what they are saying, which is that they have 
  recently seen a “grey monster” sneaking through 
  the streets at night. It screamed really horribly—
  in reality, this was Sammy’s death shriek—which 
  woke up a little red-haired boy who rushed to his 
  window, seeing it streak down the street to the 
  south with something in its mouth. This little 
  red-haired boy, the investigators can learn by 
  simply following him home, lives the exact house 
  in front of which Benjamin found Sammy dead.
  Possibly 
  the 
  investigators 
  will 
  become 
  interested in examining the genuinely uncanny 
  Bayfriar’s Church. This boarded-up building of 
  dark brick dating from the 19th Century sits 
  atop French hill and has been closed up for 
  generations. No one knows why anymore. It is 
  left up to the Keeper if any further clues can be 
  taken away from here. Perhaps there is a room 
  hidden in the church where the Cat from Saturn 
  keeps the bodies of the dogs it kills?
  The Crime Scene Down By the River
  Not all that far from Bayfriar’s Church, 
  specifically at the northern foot of French Hill on 
  the river, is the scene of the second murder, or so 
  Benjamin heard from a nameless cat. As they will 
  have no detailed information, the investigators 
  will have to prowl around between the old 
  warehouses, storage sheds, and piers, seeking to 
  make contact with the local cats. Although almost 
  all cats enjoy roaming around by the river to 
  scrounge up one sort of delicious fish or another, 
  there is an indigenous community of rough, 
  solitary cats, all quite strong. They speak a rather 
  raw slang, but are not fundamentally hostile to 
  other cats. They pursue their own interests and 
  regard most anyone who enters their territory 
  with mistrust, especially since the murder—after 
  all someone must be responsible for it.
  (Order #10322763)
  
  45
  Asking 
  around, 
  the 
  investigators 
  will 
  eventually be referred to Ricardo, who found 
  the body, along with two cronies. They will 
  find Ricardo sitting in rowboat tied up on the 
  dock behind the shack bearing a sign reading 
  Arley’s Boats (Bert Arley rents small boats and 
  canoes for a dollar a day, usually to fisherman; 
  and sometimes to smugglers.) Ricardo is a 
  large dark-gray tomcat with slightly unkempt, 
  somewhat longish fur, and some scars which 
  he bears proudly on his face. With him are both 
  his pals, Tick-Tock and Ahab, similarly crusty 
  guys who are under Ricardo’s control and serve 
  as his henchmen. With a successful Status roll, 
  this little cat Mafioso proves to be quite chatty, 
  or if they are unimpressed by the investigators, a 
  Persuade roll will also get the trio to talk.
  Ricardo will then recount in a deep voice the 
  details of their recent collective patrol of their 
  territory. “Wasn’t far from here. There he was, 
  that guy, literally torn to pieces on some rotting 
  fishing nets that were covered in his blood. Black 
  as pitch he was, poor devil, and his heart, they 
  tore it right out of him and took it with them, 
  looks like. Sad. Very sad thing. We dragged him 
  down to the water and put him in the river. He 
  didn’t need to be out there for everyone to see.”
  Asked if he or one of his mates saw or heard 
  anything unusual that night, Ricardo remembers 
  having been woken up once that night when the 
  fleas were biting. When he had rid himself of the 
  pests, he fleetingly noticed a very strange smell, 
  like rotten eggs or that strange yellow chemical, 
  what do the humans call it, sulfage?
  These guys have no more information to offer, 
  but if it eventually comes down to a fight with 
  the Cat from Saturn, the investigators could do 
  worse than to have Ricardo & Co. at their side. 
  The investigators should get in good with them!
  The Laundry Crime Scene
  At 152 East College Street stands Keenan’s 
  Laundry. It is almost always warm and humid 
  here, due to the quantities of hot water, steam, 
  and machines (steam presses), etc. In addition, 
  there is an intense smell of detergent in the air, 
  which dulls the senses after a while. It is utterly 
  unlike rotten eggs or sulphur, however.
  Here, almost any time of day, the investigators 
  will meet the mother cat Phyllis and her boys (as 
  of yet unnamed). Phyllis is still quite horrified 
  by the discovery that her kittens made while 
  playing, but she will discuss it enthusiastically. 
  One morning while roaming around, her 
  kittens found the horribly butchered corpse of 
  a cat behind the laundry buildings. He was lying 
  between stacks of wooden pallets in front of the 
  delivery door and was already quite stiff. The 
  kittens naturally ran completely terrified to their 
  mother (“and they’re still jittery today!”) who 
  finally went to look herself, still sceptical, along 
  with Benjamin who happened to be visiting.
  They were able to observe how an employee 
  of the laundry picked up the cadaver with gloves 
  and walked off in the direction of a garbage 
  can. The little ones had not exaggerated. Phyllis 
  and Benjamin saw clearly that the whole flank 
  False Leads
  If the Keeper requires or desires to have the investigators 
  follow some false leads—or to set up a future adventure—
  Ricardo could mention “an old thing” that Bert Arley 
  was mixed up in. A few years ago, some college students 
  rented a boat from Arley and made their way to the 
  deserted island. This island is in the Miskatonic south of 
  West Water Street between the North West Street Bridge 
  and the North Garrison Street Bridge. (Keepers with 
  Chaosium’s H.P Lovecraft’s Arkham may refer to §401.) 
  On the island they then sacrificed some cats and dogs that 
  they had bought from a pet store to some devil or demon 
  in a bizarre Satanic ritual. The whole affair came to light 
  and the police investigated. Although it was a while ago 
  and has nothing to do with the current events, a visit to 
  the spooky island could be quite exciting. A moss-covered 
  altar stands there amid a circle of old stones, and it is 
  said that the witch Keziah Mason and her familiar Brown 
  Jenkin lurk around there… What the investigators find 
  there is left up to the Keeper’s imagination. If the Keeper 
  does not want to expand the adventure unnecessarily, he 
  can easily omit this trail.
  (Order #10322763)
  
  46
  of the poor, black cat had been torn open. Was 
  the heart missing? She cannot say, but given the 
  appearance, anything is possible.
  Phyllis and her kittens have nothing more 
  to tell. The garbage can has long been emptied, 
  and the body must have ended up at the dump. 
  Benjamin can tell roughly the same story, but he 
  actually dared to look into the can and is positive 
  that the body was missing the heart.
  General Clues & 
  Trails
  Humans
  Except for the people at the crime scenes 
  themselves, the inhabitants of Arkham are 
  not discussing anything that relates to the cat 
  deaths. Anyone who eavesdrops on one or groups 
  of humans—including can openers and their 
  families—will hear them discussing one or another 
  rumour about strange shapes in the night, or 
  that terrible dog next door who recently bit the 
  mailman, and the like. An investigator might hear 
  one human or another complain about Fester 
  Montague at some point, but since in Arkham 
  there are weird people aplenty, there is no reason 
  that the investigators will take any notice. He is 
  just one of many oddballs whose neighbours do 
  not care for him, but if the investigators have 
  already come across his name in their inquiries, 
  they will probably take such rumours as reason 
  enough to investigate Fester more fully.
  Eavesdropping 
  investigators 
  can 
  make 
  a collective Luck roll at the least-luckiest 
  investigator’s percentage and Listen or Human 
  Language rolls when roaming the streets to see 
  if they can hear people talking about strange 
  individuals or bizarre events. If they do hear 
  someone talking, they need another collective 
  Luck roll for the observation to have anything 
  to do with Fester Montague or the Cat from 
  Saturn—the smell of sulphur, a giant stinking 
  cow, or the like.
  Dogs
  If the investigators ask around a bit whether 
  there are any particularly vicious dogs in the 
  area, they will get more names than they expect. 
  “Killer,” Azrael,” “Digger,” and “Rocko” are all 
  names of more or less feared Bull Terriers, 
  German Shepherds, or other dogs of impressive 
  size, strength, and of course, stupidity. There are 
  many dog owners in Arkham and such breeds 
  show up here and there. When asked, many 
  cats will tell the investigators about a mean 
  neighbourhood dog that once chased them up 
  a tree “and almost bit my tail off!” and the like. 
  One or two of these curs may even have caught 
  and killed an incautious cat. When they look into 
  such dogs, they will find that they are generally 
  kept in cages in their owners’ yards or in a kennel 
  so it is evidently improbable that one of these 
  dogs could be loose at night in the city.
  Old Arthur
  Strays are a bit different. Feral dogs of all breeds 
  constantly wander into the city, poking around 
  in search of food, and then disappearing again. 
  Maybe the murderer is one such vagabond—one 
  of a particularly malevolent disposition. Inquiries 
  among fellow cats will yield the answer that 
  unknown vicious strays have been seen now and 
  again, but they seldom remain on the loose for 
  long. If they do not disappear of their own volition, 
  then they are locked up by the dogcatcher. If the 
  investigators dig deeper into the topic, some cats, 
  very young ones for the most part, will bring up 
  the legend of “Old Arthur,” which the investigators 
  may have been told themselves in their younger 
  years if they grew up in Arkham. The story of Old 
  Arthur is one of those fairy tales—with a kernel 
  of truth—that is told to children to scare them or 
  keep them from doing stupid things (“otherwise 
  Old Arthur will come and take you away…”).
  According to this legend, during the Civil War, 
  a powerful black dog, a stray, supposedly came 
  into the city, allegedly the dog of an Arkhamite 
  who accompanied his master into battle and tore 
  (Order #10322763)
  
  47
  out the throats of the Confederate soldiers they 
  faced. His master fell on the battlefield, but this 
  beast, now trained to kill, named “Old Arthur” 
  after its master, returned to Arkham and in a 
  few weeks its rage and thirst for blood claimed 
  the lives over twenty cats and other dogs. Some 
  brave cats supposedly managed to track him to 
  the abandoned farm of his former master where 
  he was hiding out and locked him in the cellar, 
  where he was finally said to have eventually 
  perished. According to the story, a few weeks 
  later someone went looking for Old Arthur but 
  did not find him, his body, or any trace of him… 
  As there were no more kills, everything calmed 
  down. Only the legend remained to give a shiver 
  under the fur of naughty kittens…
  The investigators may consider this an 
  interesting lead. If this is the case, the Keeper 
  should not discourage them. He should let 
  them find the abandoned farm outside of town 
  and make their way into the cellar, eventually 
  finding the skeleton of a dog under some junk. 
  Discovering this should be as scary as possible, 
  with spider webs, dust, damp, eerie sounds from 
  rats and other vermin, culminating in one of 
  the investigators suddenly crashing through 
  the junk to find himself directly in front of the 
  horrific teeth of Old Arthur—of course, it is his 
  bare skull… This episode has no significance for 
  the plot proper and is simply a diversion and 
  false lead. It can of course be completely omitted, 
  should the Keeper prefer.
  Unusual Observations
  In addition to eavesdropping on humans, the 
  investigators will probably also want to keep an 
  ear to the ground among cats to hear if anyone 
  has seen anything strange recently. Of course 
  this has the advantage that unlike humans, cats 
  can actually be directly questioned.
  This type of “inquiry” should not be too simple, 
  and all information ascertained should remain 
  extremely vague. To begin with, it requires a 
  combination of Luck, Status, and Persuade rolls 
  for the interviewee to remember something 
  comparable and to get them to talk about it. To 
  what degree this information actually possesses 
  any significance remains questionable as they 
  really only likely to gather a series of rumours 
  that only tangentially pertain to Montague and 
  the Cat from Saturn.
  • 
  There were once a couple students who 
  sacrificed cats and dogs in a horrible 
  ceremony on the island in the river (see 
  the box “False Leads” above)
  • 
  The old hag Nanny Bumfield (222 South 
  Peabody Avenue) is said to have something 
  against cats. Anyone who comes near her 
  feet gets kicked or hit with her walking 
  stick. Or both. Or worse.
  • 
  Archibald recently disappeared for a 
  couple days. His friends were worried until 
  he reappeared and told them that little 
  Lea Anne Thompson (333 South Sentinel 
  Street) picked him up off the street, 
  thought he was incredibly cute, dragged 
  him home, and kept him locked in her 
  room. It took a while for him to arrange 
  his escape. Archibald doesn’t like to talk 
  about what Lea Ann did with him during 
  that time. (Styled his fur, dressed him in 
  doll clothes, adorned him with bows, etc.)
  • 
  A few nights ago, Jimbo was sitting on 
  the roof of a house when saw a dog or a 
  very (very!) large cat raced through South 
  Powder Mill Street, disappearing between 
  the houses. It was somewhere between 
  house numbers 550 and 580 or so.
  • 
  Sissy, who lives on the corner of East 
  Washington and South French Hill Streets 
  (Order #10322763)
  
  48
  reports that the house across the way 
  reeks terribly of rotten eggs. She has never 
  investigated why. (Which is good, because 
  the people across the way are quite 
  slovenly and grubby and have simply left 
  a bunch of rotten eggs on a compost pile. 
  They have no dogs or cats, nor are they 
  otherwise suspicious.)
  • 
  Theodore the tomcat reports that Fester 
  Montague of 560 South Powder Mill 
  Street has walled up the window to his 
  cellar. Which is a pity, because there were 
  always plenty of mice in the musty, dusty 
  basement, before he started with all the 
  locks, glass flasks, and old books…
  Further Crimes
  The likelihood is that the investigators’ 
  investigations will take some time, with one or 
  more nights passing. If the investigators are out 
  at night, independent of where they are, there is 
  a certain chance that they will encounter the Cat 
  from Saturn. The Cat’s primary territory extends 
  in a wide radius around the house of its master 
  and in general, it will spend its time hunting this 
  territory. If the investigators linger in this radius 
  or around a murder site (perhaps lurking to see 
  if the killer returns to the scene of the crime?), 
  then there is a base chance of 5% per hour on 
  the first night after Tom-tom’s death that they 
  will encounter the Cat from Saturn. On this first 
  night, the Cat from Saturn only hunts between 
  10 p.m. and 4 a.m., on the first night there is a 
  maximum chance of 6 hours×5% = 30% that the 
  investigators will run across it. The second night, 
  the base chance doubles to 10% per hour; the 
  third night it increases to 15%; and so on…
  The Keeper should only make this roll 
  whenever the investigators are in the right (?) 
  place at the right time. If they are, it then depends 
  upon who sees whom first, which depends upon 
  a successful group Luck roll being made. If they 
  succeed, the investigators can attempt a Spot 
  Hidden roll. If that succeeds, they have spotted 
  the Cat from Saturn before it can discover them.
  If they are unlucky and fail the group Luck roll, 
  then the Keeper should make a Spot Hidden roll 
  on behalf of the Cat from Saturn. If it succeeds, 
  then it has discovered the investigators. If the 
  investigators have explicitly their intention to 
  hide and successfully made a Hide roll, then the 
  Cat from Saturn’s chance drops to 30%.
  Then, depending upon who has spotted whom 
  first and how the investigators react—attack, 
  follow, stop a murder, ferret out the ambush, 
  etc.—many different scenarios can play out which 
  cannot be discussed here in detail. The Keeper 
  should remember that the Cat from Saturn 
  is indeed powerfully strong and dangerous, 
  but if discovered, it will not start a fight with 
  three or more cats simultaneously. It is not sly 
  enough to divide up the group deftly and take 
  on the investigators individually so when facing a 
  larger group, it will therefore withdraw carefully, 
  prudently avoiding being followed, and looking 
  for another hunting ground. This reduces the 
  investigators’ chances of finding it again to the 
  base chance for the entire rest of the night.
  If it comes to a mêlée, the Cat from Saturn will 
  employ all means at its disposal and will set upon 
  the probably unprepared investigators ferociously. 
  If possible, some of them will be wounded. The 
  investigators should realise that their chances in 
  a straight-up fight with this unknown opponent 
  are quite bad. Plans for setting a trap have little 
  chance for success, given that time is short and 
  the area is quite large (and the Cat from Saturn 
  has learned its way around very well). None of 
  the investigators should be killed in the first 
  encounter, but should they blunder too badly, the 
  Keeper should have the Cat from Saturn disappear 
  without a trace (!) at an opportune moment. It will 
  not be as scrupulous if one of the investigators is a 
  black cat—its victim for the night?
  Presumably the investigators will attempt to 
  circumspectly follow the Cat from Saturn. In such 
  a case, Sneak and Hide rolls will be necessary in 
  order for the investigator not to be spotted by 
  their quarry, though the Keeper should also make 
  Listen and Spot Hidden rolls for the Cat from 
  Saturn for it to notice the pursuing investigators. 
  Conceivably they could follow the beast back to 
  Montague’s house and see Montague let it back 
  in through the back door—after it “knocks” by 
  throwing its powerful body against the door a 
  few times to let him know it is back.
  It is up to the Keeper to decide if the Cat from 
  Saturn has found a black cat as its prey that night, 
  and if the investigators have the opportunity to 
  try and prevent this murder. Whether or not the 
  investigators discover or observe the Cat from 
  Saturn, it has a 50% chance of finding a victim 
  that night and perpetrating another killing. The 
  circumstances and location in which the dead cat 
  is found are left up to the Keeper with the sole 
  restriction that the deed must have taken place 
  within its territory around Fester Montague’s house.
  The players may come up with the—good—
  idea of forming a kind of “militia” of cats 
  (Order #10322763)
  
  49
  patrolling the street in pairs or packs, keeping 
  their eyes open, reporting strange events to the 
  investigators, and trying to intervene if observing 
  further attacks. The investigators’ chance at 
  succeeding in this is primarily dependent upon 
  their Status. The higher their Status, the greater 
  the chance that they have the influence and 
  leadership ability enough to mobilise sufficient 
  cats for their enterprise, and up to a hundred 
  “cat’s-paws” can be recruited.
  For every 1% of Status, one cat can be recruited 
  (for example, 46% allows 46 cats to be recruited), 
  but they must succeed in their Status roll first! 
  Consult the table below:
  Roll
  Result
  01
  Status×1.2 cats join up!
  Success
  Number of cats equal to the roll joins up. They are 
  motivated enough to stay the course.
  Failure
  Status×0.2 cats join up. They are easily impressed 
  but easily distracted, and will need motivation.
  00
  No cats will join.
  Let the investigators organise their militia, 
  create watch plans, and so forth.
  A Suspect
  The investigators can pick up the trail of 
  Fester Montague and the Cat from Saturn in 
  many different ways.
  One might be by drawing inferences from the 
  distribution of the crime scenes and assuming 
  that the point of origin of all the evil lies at the 
  centre. Of course, in order to deduce any of this, 
  the investigators must find a map of the city. The 
  Keeper should encourage his players to show a 
  little creativity in finding such a map, unfolding it, 
  and the like. Clever investigators might remember, 
  a successful Idea roll, that in the town square and 
  in front of the university library are signs with city 
  maps on them. Not that a passer-by might find it 
  strange if a pack of cats were sitting attentively 
  in front of the signs, studying them intently and 
  meowing back and forth as if conversing…
  That said, if the investigators try connecting 
  the murder locations with straight lines or the 
  like, the results will not be definitive and will 
  only point to a general area rather than a specific 
  building or location. Eventually though, the 
  number of dead cats to be found in and around 
  this area will grow as the Cat from Saturn is quite 
  comfortable in this area—the victim by the river 
  was almost too far away from its master and was 
  actually a half-hearted, if unsuccessful, attempt 
  at escaping his spell. Another murder, southeast 
  of Montague’s house—will refine the pattern.
  There are other ways of picking up Montague’s 
  trail. Nightly observations, persistent questioning 
  the local cats about strange events, and so forth 
  can eventually lead the investigators to 560 South 
  Powder Mill Street.
  The house is on a tiny, grassy lot among many 
  similar houses. The lawn is neglected. Dead 
  leaves, old branches, rusty garden equipment, 
  and more litter the front and back yards. Almost 
  hidden under the weeds, a paved path leads for 
  a few yards from the sidewalk to the porch and 
  front door. The porch and front door are reached 
  by a few steps, because the ground floor is raised 
  about eighteen inches, with a cellar below. There 
  are small windows to the basement, but they have 
  all been amateurishly walled up with bricks and 
  mortar. The rear part of the house underneath 
  the kitchen does not have a basement.
  The windows of this brick house are constantly 
  obscured by dirty, tattered curtains and are 
  usually closed. To look inside, an investigator will 
  need to climb the crooked tree that stands in 
  front of the living-room window on the ground 
  floor and walk out along a low hanging branch. 
  (Order #10322763)
  
  50
  This requires a successful 
  Climb roll followed by a 
  Luck roll, the latter because 
  the branch was half ripped 
  off by a storm—which is 
  why it hangs so low—and 
  the weight of a cat could 
  bring it down. Even if this 
  succeeds, there is not much 
  to see because of the already 
  mentioned curtains. A Spot 
  Hidden roll reveals only the 
  silhouettes of furniture and 
  occasionally a form moving 
  in the room. The windows 
  above it on this side of 
  the house are completely 
  covered inside with fabric 
  and are completely opaque 
  to curious gazes.
  When the investigators 
  first approach the house, the 
  Keeper should permit them 
  each a Sense Danger roll. If 
  successful, their fur will stand on end because 
  scary vibrations emanate from this house, almost 
  as if it was a lair of evil…
  Floorplans of Montague’s house can be found 
  on page 55.
  In the Warlock’s 
  House
  It is likely that one or more investigators will 
  attempt to search the house from inside, looking 
  for clues. The following description of all the 
  room and other spaces in the house emphasises 
  possible problems that particularly affect cats 
  (closed doors, etc.). On principle, Montague 
  keeps all of the windows shut when he is not at 
  home. Once in a while, he has to air the place out 
  a little, but he is always home at the time.
  All the windows have sashes that must be lifted. 
  The front and back doors are of course always 
  closed. The doors inside the house, on the other 
  hand, are almost always left ajar, either half- or 
  wide open. Exceptions will be mentioned explicitly. 
  Doors that are only closed, but not locked, can of 
  course be opened by jumping up and manipulating 
  the doorknob, if a cat has that trick.
  The house is completely wired for electric lights, 
  but there are some candles and kerosene lamps here 
  and there, mostly as decoration or in a storage room.
  Ground Floor
  Porch
  On the porch sits an old rocking chair, 
  obviously not used in a long time and falling 
  apart. There are two windows looking into the 
  living room and hall. The porch is surrounded 
  by a railing from which a cat could look into the 
  windows which have also obviously not been 
  cleaned in a long time.
  The porch is built of wood and is quite old. It 
  is possible that a couple old boards might give 
  way, dropping an incautious investigator into 
  the crawlspace. Underneath the floorboards 
  are a dead bird or mole or two, weeds, dirt, 
  and a basement window that Fester apparently 
  did not bother to brick up (on the map of the 
  basement on page 55, it is the leftmost of the 
  two windows). Fester did not bother walling it 
  up because it cannot be seen from the outside, 
  and from the inside there has been a cabinet in 
  front of it for a long time—since his childhood. 
  The back of the cabinet is heavily mildewed from 
  damp, so shrewd and persistent investigators 
  could use it as an opportunity to penetrate 
  the basement. This will require some serious 
  scratching, the noise of which has a chance of 
  alerting Fester or the Cat from Saturn; and once 
  in the cabinet, a cat will have to make a Luck roll 
  to ensure that the last time Montague took his 
  (Order #10322763)
  
  51
  overalls out he left the door slightly ajar and did 
  not close it so that it latched.
  The space between the cabinet and the 
  window and wall is too small for even a slim cat 
  to squeeze into, avoiding the interior of the wide 
  cabinet altogether.
  Front Hall
  Inside the front door, there is a staircase 
  leading up to the second floor directly to the 
  right. Further doors lead to the kitchen, living 
  room, and study. Next to the kitchen door is a 
  door on the right under the staircase. It is always 
  carefully kept closed and locked. Behind it, 
  another staircase leads down into the cellar.
  Living Room
  Montague does not spend much time in the 
  living room. In it is a worn old couch, a number of 
  chairs, a large table, and some small side tables in 
  the corners on one of which sits a wireless radio. 
  On the walls hang pictures, some small, some large, 
  including some family photographs, mostly faded. 
  On cold days, the fireplace radiates cosy warmth. 
  If there is no fire in the hearth, an investigator 
  will land exactly here if he audaciously attempts 
  to enter the house by means of the roof and the 
  chimney. He will need to make a hard Jump roll 
  in order to make it down uninjured. Next to the 
  fireplace are a few logs.
  Study
  Montague spends most of his time here when 
  he is not in the cellar. He pores over new books 
  that he has acquired from one antiquarian or 
  another. The most important books however, 
  are all in the cellar. All of the others are on the 
  shelves that cover almost every square foot of 
  wall in this room. Almost all of them have to 
  do with the occult in one form or another. They 
  are almost entirely rubbish. In the centre of 
  the room is a large desk with a lamp, covered 
  with files and notes. Montague tries to collate 
  supposed facts from various sources, making 
  hair-raising connections between this and that, 
  but only a little bit of his studies are of any 
  real use. An observer will find the documents 
  covered in uneducated handwriting and passably 
  good drawings and sketches. The notes, which 
  mostly revolve around rituals for lengthening 
  one’s life, summoning demons, and that sort of 
  witchcraft, lack any kind of coherence, and with 
  an Insight roll a cat will realise that their author 
  is probably unhinged. 
  The 
  bookcases 
  offer 
  the 
  investigators 
  opportunities to leap around and hide in, 
  especially when Montague is sunk in his work 
  again.
  Kitchen & Bathroom
  Even Fester Montague has to eat. The kitchen is 
  furnished spartanly, with a wobbly kitchen table 
  with four chairs; a sink; an oven fired with wood 
  or coal; shelves on the wall with spices, bags of 
  flour and sugar, coffee cans, etc.; a pantry cabinet 
  (reasonably full); and an old-fashioned icebox. 
  The bathroom is reached through the kitchen. It 
  is relatively narrow, but has a cast-iron bathtub 
  and a toilet. The kitchen sink serves for hand-
  washing. The bathroom window is of frosted 
  glass, quite small, and always closed except after 
  Montague bathes (which is quite infrequently).
  The same is true for the back door through 
  which one can enter the kitchen. The kitchen 
  windows are also usually closed unless Montague 
  has just cooked something. The outside of the 
  back door is covered with many fresh scratches, 
  obviously from someone with very large, very 
  sharp claws.
  Upstairs
  Hallway
  The hallway is at the top of the stairs. The 
  balusters of the banisters are widespread enough 
  that a cat can fit through. A leap from here to 
  the ground floor should pose no problems. The 
  hallway opens onto the rest of the rooms on this 
  floor. A trapdoor in the ceiling leads to an attic 
  which Montague never uses and which contains 
  only dust and spider webs. Otherwise, there is a 
  small storage room off the hall in which boxes of 
  old clothes are stored. The door to this room is 
  always closed, but not locked.
  Bedroom
  A large double-bed with a worn-out mattress 
  that once belonged to his parents is where 
  Montague sleeps at night. Next to a closet full 
  of clothes is another cabinet, an old-fashioned 
  commode with a mirror, basin, and water jug 
  for washing. In the drawer of his nightstand, 
  Montague keeps a loaded, but ill-maintained Iver 
  Johnson Safety Automatic .32 revolver with five 
  bullets, which he does not know how to shoot 
  very well. See Investigator Weapons, volume 1 by 
  Sixtystone Press, page 47 for further information.
  Out of one window is the roof of the small 
  back porch and bathroom addition. At night, 
  (Order #10322763)
  
  52
  Montague keeps both windows closed, but 
  during the day they are usually half open.
  Under the bed sits an old, unused chamber 
  pot that still stinks of urine; otherwise, there is 
  only dust, lint, dead bugs, and lost socks.
  Storage
  Montague has moved a bunch of old furniture 
  from other rooms into here, covered them with 
  once-white, now very gray sheets. Some of the 
  sheets cover paintings that once adorned the 
  walls, rolled up-carpets, and boxes of clothing 
  belonging to Fester’s parents. Montague almost 
  never goes in here, and the door is normally 
  closed, but not locked. Under all the junk and the 
  sheets is a good hideout! However, an investigator 
  in a hurry can easily overlook a vase covered by a 
  sheet on a table and knock it over, which might 
  attract Montague’s attention.
  Room
  This was once Montague’s parents’ bedroom, 
  before he pushed their bed into his room and 
  put all the other furniture and effects, along 
  with his old bed, in the storage room on this 
  floor. The door is always closed, but unlocked. 
  The windows are covered with thick black fabric 
  which has been carefully nailed around the 
  frames. In case of emergency, should sharp claws 
  make short work of the fabric, the windows 
  behind them are always shut.
  The room is almost completely unfurnished 
  except for an old lectern that could function as a 
  bookstand (though it does not at the moment). 
  This lectern stands facing a pentagram drawn 
  with white chalk on the bare hardwood floors. 
  Montague copied it out of a book and drew 
  further symbols around it in order to give it more 
  “magical power.” Here is where he attempts to 
  conduct his occult rituals and here is also where 
  he took the potion that knocked him out for days 
  into the Dreamlands, whence he returned with 
  the Cat from Saturn. Around the pentagram are 
  a bunch of candlesticks with partially burnt black 
  candles in them, each a different length. These 
  candlesticks are tin and copper and they clatter 
  very well if anyone knocks them over. This is also 
  true for the black-painted bowl sitting between 
  two candlesticks on the floor on the opposite 
  side of the pentagram from the lectern. Easy to 
  miss, it is used for burning incense, the scent of 
  which sensitive cat noses can smell still hanging 
  around this room.
  Basement
  The basement stairs end in a small area 
  divided from the rest of the basement by a dark 
  gray, improvised curtain. In this room there is, 
  as described above, a cabinet in front of the one 
  basement window that has not been bricked 
  up. A switch on the wall at the end of the steps 
  turns on the light in Room 2. Otherwise, there 
  is almost no light from the outside, except from 
  the window behind the cabinet—for cats’ eyes 
  however, it is probably sufficient!
  Room 1
  This was once the laundry room, which is why 
  it still contains a vat, washboard, and a number 
  of wicker baskets, as well as a completely dusty 
  pile of bed linens. Montague keeps the Cat from 
  Saturn locked up in here because he is afraid of 
  it and is unsure how much power he really has 
  over it. The sturdy wood door is locked tight, and 
  Montague carries the key with him at all times 
  (along with all the others). Only at night, when 
  he lets the Cat from Saturn out to hunt victims, 
  is the door to this room open.
  The Cat from Saturn sometimes takes out its 
  fury on the furniture, which looks correspondingly 
  damaged. It has built itself a bed out of the old 
  sheets, on which it rests. On the floor lie the 
  remains of food—bones and gristle from scraps of 
  meat that Montague brings it. In addition, it stinks 
  horribly of sulphur or rotten eggs—stronger than 
  anywhere else! This easily comes to the fore of all 
  the strong, bad smells in the room.
  Room 2
  In this part of the basement, Montague has 
  set up a little alchemist’s laboratory and filled 
  it with tables, cabinets, free-standing shelves, 
  and shelves mounted on the walls. The room 
  also contains dozens of preserves jars filled 
  with all sorts of obscure ingredients—each 
  carefully labelled, glass flasks in various shapes, 
  distilling apparatuses, little basins, a Bunsen 
  burner, rubber tubing, and so on and so forth. 
  It is the typical laboratory of a mad scientist, if 
  you will—only Montague is more a bumbler than 
  a scientist. In a closet with the door ajar, there 
  are, among other things, two large sealed glass 
  containers filled with a preserving agent—and 
  the heads of Montague’s parents! The sight of 
  their heads calls for a Sentience roll (0/1D3 loss).
  In 
  amongst 
  all 
  the 
  clutter 
  are 
  more 
  handwritten notes, and in one of the glass vessels 
  the investigators will find a preserved organ that 
  looks like a heart, maybe from a cat?
  (Order #10322763)
  
  53
  The notes here, if successfully read, will indicate 
  that Montague requires a black cat’s heart for a 
  brew that will supposedly help him reach the 
  Dreamlands. The investigators have found the 
  main motive behind the murders. Further notes 
  are concerned with the Cat from Saturn which 
  at first terrified Montague, who then became 
  elated when he realised that it is apparently at 
  his service. If he could only summon more of 
  these “cat demons!”
  Montague can frequently be found down 
  here working on one experiment or another. 
  He is on the wrong track with the cats’ hearts, 
  but believes that, because he has identified 
  the demon as a “Cat from Saturn” based on an 
  ancient grimoire titled Petersen’s Field Guide to 
  the Creatures of the Dreamlands, a cat’s heart 
  seems like a logical ingredient.
  There are a lot of places to hide here, but also 
  a lot of things to knock over, either making a 
  huge racket or setting off a chain reaction! 
  An orgy of destruction in Montague’s absence 
  would set his work back appreciably. Should he 
  find out that cats were responsible; in his fury 
  he will set the Cat from Saturn loose on the cats 
  of the city indiscriminately…
  Many of the substances in the laboratory are 
  poisonous or otherwise dangerous if touched 
  (like acids). All-too-curious investigators should 
  take care with their paws 
  and sensitive noses! Their 
  noses 
  are 
  already 
  taxed 
  enough, as it stinks of all 
  sorts of unpleasant things 
  down here.
  Taking the 
  Initiative
  At this point, it is relatively 
  open how the investigators 
  take on the now-identified 
  threat. As there is no way 
  in which every conceivable 
  option can be covered, the 
  Keeper 
  is 
  consequently 
  presented with only a few 
  of the possible routes to 
  a resolution here. If the 
  players 
  are 
  exceptionally 
  creative and come up with a 
  very unusual approach, the 
  Keeper will probably have to 
  improvise. With the information at hand, even 
  this eventuality should not pose the Keeper too 
  great a problem.
  Warn the Humans
  The so-called “Lassie Method”—aka “The 
  Flipper Syndrome.” Anyone who is afraid or 
  cannot figure out what to do can call in the Can 
  Openers. The difficulty here is how a cat goes 
  about telling a Can Opener. Meowing, scratching, 
  and hoping that your master says, “Hmm, 
  Mittens, are you trying to tell me something? Or 
  show me? Has Timmy fallen down an abandoned 
  mineshaft and a rotten timber pinned his leg? Is 
  that what you’re telling me with ‘meow, mrrow, 
  grrr?’ Well then, I’m on my way!”
  That only works on TV or in books, but maybe an 
  investigator might succeed by stealing something 
  valuable from a human right in front of him, in order 
  to lure him down the street and maybe right into 
  Montague’s cellar? It is surely a difficult method, 
  but maybe others will occur to the group. In any 
  case, the equipment in the basement and certainly 
  the sight of the Cat from Saturn will make a master 
  more than suspicious and evoke a response from 
  him such as calling the police or the like. If this 
  succeeds and leads to the elimination of Montague 
  and the Cat from Saturn, the investigators each 
  receive 1D8 points of Sentience back.
  (Order #10322763)
  
  54
  Another possibility is trying to alert the 
  authorities themselves directly. Cats with a 
  decent Human Lore will know that the police are 
  the party responsible for keeping order among 
  the Can Openers. If they can find access to a 
  typewriter—preferably with the paper already 
  loaded—or some news print to tear up, perhaps 
  they can compose an anonymous note to the 
  cops. How the police will react to a note reading 
  as follows is up to the Keeper to decide...
  An Attack in the House
  Attacking Montague and killing him would 
  allow the Cat from Saturn to disappear from the 
  waking world. Of course, it is extremely unusual 
  for a group of cats to be able to kill a person. Even 
  if their brutal plan succeeds, this solution will 
  each cost the investigators 0/1D4 Sentience. If 
  the investigators attempt what is in the Keeper’s 
  opinion, a particularly gruesome or bloody 
  solution, it will each cost them 1/1D6 Sentience. 
  The elimination of the Cat from Saturn will bring 
  1D4 of those points back.
  If Montague’s body is found and it is clear that 
  he was killed by cats, it will bring down the police 
  down on the city’s cats to find the vicious animals 
  that apparently killed a poor old man. Also not 
  entirely advantageous. Perhaps the investigators 
  could succeed in making it look like an accident? 
  Of course, he does not have to die. Perhaps it 
  would suffice to threaten him in such a way that 
  he understands that he cannot continue and 
  should instead try to free the Cat from Saturn.
  Since Montague keeps the Cat from Saturn 
  locked in the laundry room unless it is out on the 
  hunt, it will not be able to come to his aid, if the 
  investigators’ attack takes place on another floor 
  and Montague is unable to open the laundry-room 
  door. The Cat from Saturn would be happy to be rid 
  of him, but is forced to be loyal to him by a magical 
  bond, and will have to assist him if he is attacked.
  Attacking the Cat from Saturn itself in the 
  basement offers it the same potential opportunity 
  to flee that it has in an encounter on the street. Of 
  course, in this situation, with its back to the wall, 
  it will fight especially aggressively and mercilessly, 
  which the Keeper should take into account. 
  Under no circumstances will it show fear. The 
  more attackers, the more wildly it will fight. If the 
  investigators succeed in killing the Cat from Saturn 
  in a fight, they receive 1D8 Sentience for this 
  impressive success. One hopes they will not suffer 
  too many losses, making their victory hollow.
  Attack Outside the House
  An attack on the Cat from Saturn would 
  transpire as described above in the chapter 
  “Further Crimes.”
  An attempt to take Fester Montague by 
  surprise, for example, on one of his walks to an 
  antiquarian bookshop or while shopping could 
  attract the notice of passers-by or residents. It 
  will likely be very unwelcome if a pack of cats’ 
  attacking—much less killing—a human will draw 
  retaliation against the cats of the city. Hordes 
  of cats following him threateningly everywhere 
  he goes and other creepy gestures can scare 
  Montague and unnerve him. 
  The more insightful the investigators are here, 
  the more effective their intimidation attempt and 
  thus the greater likelihood that they will succeed. 
  A solution without corpses and carnage should 
  be rewarded with 1D8 points of Sentience. If 
  Montague dies without the investigators’ directly 
  causing it (a heart attack, being killed by the Cat 
  from Saturn after taking the drug and returning 
  to the Dreamlands), they still receive 1D6 points.
  Can’t We All Get Along?
  The Cat from Saturn is not here of its own free 
  will, but it is absolutely hostile to other cats and is 
  in no way “ready to negotiate.” Such approaches 
  will be answered with furious assaults.
  (Order #10322763)
  
  55
  Montague’s House
  Upstairs
  Basement
  Ground Floor
  (Order #10322763)
  
  56
  Non-player Characters
  The Cat from Saturn
  Unhappy about its existence having to carry 
  out Montague’s wishes in the waking world, the 
  Cat from Saturn is just waiting for him to concoct 
  and imbibe another drug that will transport 
  him to the Dreamlands (Montague is incapable 
  of reaching the Dreamlands on his own). When 
  that happens, the Cat will be free from the 
  spell and will tear Montague’s sleeping body to 
  pieces before returning to the Dreamlands to kill 
  Montague’s dream-self. If Montague dies, either 
  as result of an accident or the investigators’ 
  actions, it immediately disappears back into the 
  Dreamlands, to the dark side of the Moon. This 
  Cat from Saturn is not particularly large (only 
  SIZ 3); usually, they are significantly larger. It 
  seems to be a young one that Montague’s dream-
  self—in the Dreamlands, he’s a “real” warlock and 
  sorcerer—duped and made the cat his servant 
  with a spell that unfortunately brought it with 
  him to the waking world when he woke.
  CAT FROM SATURN, Incandescently Angry
  STR 14 
  CON 10 
  SIZ 3 
  INT 7 
  POW 15
  DEX 18 
  Move 9 
   
   
   
   
  HP 
  7
  Damage Bonus: none.
  Weapons: Bite 45%, damage 1D6+db
   
  1D4 Paws/Scratch 60%, damage 1D4+db
  Armour: None. Blunt weapons only inflict minimal 
  damage.
  Skills: 
  Dream Lore 20%, Hide 60%, Jump 90%,    
  Sneak 80%, Spot Hidden 70%.
  Spells:  
  None.
  Sentience cost: 0/1D4 to witness the Cat from Saturn.
  Fester Montague, “master” of 
  the occult
  Montague has been described sufficiently in 
  the introduction. It should be re-emphasised that 
  Fester is anything, but a master of the occult. He 
  considers himself one, however, and is convinced 
  that his “researches” will ultimately provide him 
  with wealth and power over other men.
  FESTER MONTAGUE, mad occultist, age 53
  STR  9 
  CON 12 
  SIZ 12 INT 14 POW 11
  DEX 10 
  APP  9 
  EDU 11 
  SAN 23 HP 
  12
  Damage Bonus: none.
  Weapons:  Knife 35%, damage 1D4+db
   
  Kick 30%, damage 1D6+db
   
  Fist/Punch 50%, damage 1D3+db
   
  .32 Iver Johnson revolver 20%, damage 
  1D6+1
  Languages: English (Own) 55%, Latin 10%.
  Skills:  
  Chemistry 20%, Cthulhu Mythos 05%,     
  History 20%, Library Use 55%, Listen 40%, 
  Occult 50%.
  (Order #10322763)
  
  57
  A Cathulhu Bibliography
  King, Gabriel—The Wild Road 
  King, Gabriel—The Golden Cat
  Morris, Desmond—Catwatching
  Nelson Douglas, Carole—Cat in/on a… series 
  starring Midnight Louie
  Pirinçci, Akif—Francis, Das Duell, Cave Canem, 
  Salve Roma (novels, German only)
  Williams, Tad—Tailchaser’s Song
  Zelazny, Roger—A Night in the Lonesome 
  October
  Recommended Gaming
  Wick, John—Cat: A Little Game about Little 
  Heroes (revised)
  John Wick’s fabulous Cat RPG is a must read 
  for Cathulhu keepers looking for ideas, and is full 
  of rules tweaks, new tricks and adventure ideas. 
  Cathulhu 
  was 
  created 
  before 
  Cat 
  was 
  discovered, but if Cat had been read first, 
  Cathulhu would never have been written. Highly 
  recommended.
  Pirinçci, Akif—1993. Felidae
  Pirinçci, Akif—1994. Felidae on the Road
  Hausman, 
  Gerald 
  & 
  Loretta—1998. 
  The 
  Mythology of Cats: Feline Legend and Lore 
  Through the Ages
  Lovecraft, H. P—1920. The Cats of Ulthar in 
  ‘Dagon And Other Macabre Tales’. 
  Lovecraft, H. P—1926/27. The Dream-Quest 
  of Unknown Kadath in ‘At The Mountains Of 
  Madness’.
  Williams, Chris & Petersen, Sandy—2004. H.P. 
  Lovecraft’s Dreamlands 5th edition. Chaosium Inc.
  Recommended Reading & Viewing
  Felidae (1994—animated film), available on 
  DVD (Region 2, German and English audio 
  tracks). Available from www.amazon.de
  Allen, Garrison—Series of books starring 
  Mycroft the bookstore cat
  Foster, Alan Dean—Cat-a-Lyst
  Gallico, Paul—The Silent Miaow
  Jackson Braun, Lillian—The Cat Who… series 
  starring Siamese cats Koko and Yum Yum
  “Fallen Comrades”
  (Order #10322763)
  
  58
  “The two-legs of Ancient Egypt raised cats to their proper station . . . as objects of worship”
  (Order #10322763)
  
  59
  Appendix: History of the 
  Bubastis Cult
  he cult of Ubasti first appeared during the 
  first dynasties of Egypt. Some say that her 
  worship came to the land of the Nile through 
  refugees from Atlantis, though this is difficult to 
  prove. No matter her origins, this early goddess was 
  quite different from the Bast known today. Bearing 
  the head of a lion, she was the goddess of the desert 
  and the beasts within it. She was more feared than 
  worshiped though, with offerings being made to 
  appease her anger and keep her lions and wild cats 
  away from human habitation. Even these small 
  offerings required a priesthood to organize, and a 
  small group dedicated to Pasht appeared.
  After some time, an ambitious priest of Bast, 
  Mery-Bast, seized control of the sect. Not content 
  with his goddess’ reputation, he sought to expand 
  it and thereby rival the greater cults of the land 
  of the Nile. Toward this end, he sought magical 
  means through which his cult could forge a 
  deeper link with its god. The first experiment, 
  the infusion of a bloodline with the taint of 
  lycanthropy, created a physical manifestation 
  of the god’s favour through were-cats. This was 
  merely the beginning for Mery-Bast; he sought to 
  create a living body for the goddess to inhabit on 
  earth. The plan seemed impossible at first, but a 
  shift in politics would lead to its fruition.
  Near the end of the Third Dynasty, Nephren-Ka 
  rose to power. He revived the worship of a forgotten 
  deity called the Black Pharaoh, also known as 
  Nyarlathotep. As was common in Egyptian history, 
  the temples of Egypt’s great faiths—the temples of 
  Horus, Isis, and Ra, and others—were staffed with 
  the relatives of the pharaoh. Thus, one of Nephren-
  Ka’s first acts as ruler was to strike down these 
  priesthoods with his magic, sending a black wind 
  that brought plague and madness through their 
  temples and palaces. Instead of rebuilding these 
  faiths, Nephren-Ka looked to the smaller, local cults 
  of various local patrons and animal-revering sects, 
  so that he might build his own power base on the 
  back of priests who owed their ascension to him.
  Thus, one day Nephren-Ka called Mery-Bast 
  to his audience chamber. The pharaoh knew 
  the priest’s desires and made him an offer. The 
  priesthood of Bast could resist the Black Pharaoh 
  and be destroyed, or it could aid him and see Mery-
  Bast’s fondest dreams realized. Mery-Bast agreed, 
  joining the priesthoods of Anubis and Sebek under 
  the pharaoh’s service. A few priests objected and 
  fled, but most yielded to political expediency.
  While Egypt’s people suffered horribly under 
  Nephren-Ka’s rule, great honour befell the 
  priesthoods who knelt before him. In chambers in 
  the valley of Hadoth, they came before the Shining 
  Trapezohedron and the Haunter of the Dark, 
  rendering him obeisance and sporting with ghouls 
  and less mentionable monsters. The cults gathered 
  tribute from the people, distributing some of the 
  spoils among themselves before passing the rest 
  along to their feared master. New legends were 
  told of the gods. Now Bast was the destroyer who 
  once threatened to devour all of humanity until 
  the other gods made her drunk with red alcohol 
  she thought was blood. She commanded seven 
  evil spirits called the ‘shesuru’ who struck those 
  who opposed the Black Pharaoh—or whoever it 
  amused them to destroy.
  To the cult of Bast went a special prize. 
  Nephren-Ka taught its members a secret by which 
  flesh consumed from a creature would impart 
  the characteristics of the devoured being to the 
  eater’s offspring. Further, he introduced them to 
  the ghouls, and hinted that their nature might 
  add hardiness to their breeding stock. While 
  Bast’s priests were horrified at first, they soon 
  realized its benefits and used the rite to replicate 
  the best traits of humans and animals in a series 
  of offspring. The halls beneath Bubastis and 
  Elephantine, the cult’s main centres, were filled 
  with all manner of blasphemous combinations, 
  in hope of eventually creating the vessel which 
  could be invested with the goddess’s essence, 
  thus creating a living Bast.
  This state of affairs could not last forever. Snefru 
  rose to prominence and struck against Nephren-
  Ka, destroying his power over the kingdom. Mobs 
  attacked Bubastis and Elephantine, levelling both 
  cities to the ground. A corrupt official within 
  Snefru’s army had leaked news of the danger 
  to Nephren-Ka and the cults of his supporters. 
  The priests of Bast, their most trusted disciples, 
  and the products of their breeding program 
  crept away in the night, sailing up the Nile. They 
  crossed the Mediterranean, sailed up the coasts 
  of modern Spain, Portugal, and France, and 
  eventually arrived at a spot in Cornwall where 
  the pharaoh had told them to await his coming. 
  T
  (Order #10322763)
  
  60
  He never arrived.
  In Egypt, Snefru took the throne as the 
  founder of the Fourth Dynasty. When the time 
  came, he rewarded those who had aided him in 
  his conquest. Among these were a small group of 
  Bast’s shapeshifting priests who had left the cult 
  when it turned to Nephren-Ka. Snefru granted 
  them the cult centre of Bubastis in exchange for 
  repudiating Mery-Bast’s doctrines and becoming 
  protectors of the throne. The priests agreed, and 
  the cult of Bast emerged again.
  Left without their ruler, the worshipers in 
  Cornwall withdrew into caverns by the sea 
  to continue their breeding experiments. For 
  hundreds of years the process continued, with 
  each generation of priests keeping detailed 
  records as to the heredity of each crossbreed. 
  Eventually they created what they sought, the 
  being known as the Chewer of Corpses (see box). 
  However, in their strict attention to the breeding 
  program, they had forgotten very the rituals—if 
  indeed they had ever been known—that would 
  invest the creature with Bast’s spirit. The creature 
  proved to be untameable, and it eventually slew 
  the pitiful remnants of the cult.
  In the meantime, the small Egyptian cult 
  flourished. One of the spells provided by Snefru’s 
  mysterious patrons was the “Opening of the 
  Mouth” ritual, a ceremony used to infuse a statue 
  with part of a deity’s essence. This provided Bast’s 
  cult with a more direct link to their goddess and 
  made them more aware of her whims—at least, 
  they had no reason to believe otherwise.
  The priesthood of Bubastis made several 
  changes in its doctrines over the centuries. First, 
  with the Pharaoh’s blessing, Bast became one of 
  the protectors of the sun-god Ra, associated with 
  the symbol of the Eye of Ra, and the instrument 
  of his vengeance. The older myth of the goddess 
  as the devourer of mankind was foisted off on 
  another goddess, the lion-headed Sekhmet. 
  As time went on, Bast became associated with 
  music, the protection of women and children, 
  and fertility. Finally, around the first millennium 
  B.C., the goddess’ associations came to rest not 
  so much with the lions and wild felines of the 
  desert, but with the beloved pet cats that ate the 
  rats and snakes of both home and farm.
  By the Thirteenth Dynasty, the need to 
  assemble the cult’s doctrines into a single 
  document became apparent. A new high priest, 
  Luveh-Kerapht, named after a fabled priest of 
  Bast on Atlantis, compiled the Scrolls of Bubastis 
  to record the cult’s liturgy, high holy days, 
  and appropriate offerings to the goddess. His 
  The Chewer of Corpses
  Deep in a series of sea-caves on Cornwall’s coast lies the 
  last bastion of Nephren-Ka’s Bast cult. All of the members 
  died thousands of years ago, and the mummified bodies of 
  the priests and their monstrous creations line the twisting 
  crypts. Only one living resident remains: the Chewer of 
  Corpses, the immortal culmination of the priesthood’s 
  breeding program.
  Over the centuries, the Chewer has grown tired of devour-
  ing the mouldering remains of the other sect members. 
  Driving out the ghouls from their tunnels, it raids Corn-
  wall’s graveyards from below, travelling through miles of 
  burrow and abandoned mine to reach its quarry. It has 
  survived for centuries, and barring accident or hostility, it 
  will live many more.
  The Chewer might appear regal under other circum-
  stances, with its proud leonine head atop a human body 
  of magnificent proportions. However, the feral look in 
  its eyes, its matted fur, and its cruel, hook-like claws are 
  enough to warn away any who see it. Few do so, and none 
  have escaped.  
  Chewer of Corpses 
  STR 24 
  CON 16 
  SIZ 24 
  INT 5 
  POW 18 
  DEX 18 
  MOV 8 
   
   
  HP 20
  Damage Bonus: +2D6 
  Weapons: Claw 75%, damage 1D6+db. 
  Armour: 3 points of thick hide 
  Skills: Hide 85%, Scent Prey 80%, Sneak 95%, Track 90%. 
  Sanity Loss: 1/1D8 SAN to witness the Chewer of Corpses.
  exploration of cult archives turned up material on 
  the practices of the Black Pharaoh, the crocodile 
  god Sebek, and the terrors that lurked beneath 
  the Great Sphinx. Though earlier priests had 
  expurgated any notion of the cult’s involvement 
  in these blasphemies, Luveh-Kerapht thought 
  them dangerous enough to preserve in a special 
  section of the Scrolls, known as the Black Rites, 
  where only the most pure and holy of the cult 
  might read them.
  The Twenty-Second Dynasty saw the height 
  of Bast’s popularity in Egypt, with the rise 
  of a Libyan dynasty that held the goddess in 
  especial regard. During the Fifth Century B.C., 
  the historian Herodotus described the main 
  festivals at Bubastis, when 700,000 people 
  gathered for music, lewd dancing, and offerings 
  to the goddess. The Persians destroyed the city 
  of Bubastis in 350 B.C., annihilating much of the 
  cult’s knowledge, but this was hardly the end of 
  this popular deity. When Alexander and then his 
  general Ptolemy took control of the country a few 
  decades later, Bast was identified with the Greek 
  goddess Artemis and with the Egyptian goddess 
  Isis, and these ties kept her alive until the rise 
  (Order #10322763)
  
  61
  of monotheism. The goddess of pleasure’s cult 
  moved northward into the Roman Empire and 
  its far-flung colonies. Indeed, it was with some 
  effort that the Empire suppressed her worship 
  later, and her cult continued until the 10th 
  century in Ypres (Dark Ages Keepers take note).
  In 390 A.D., when the Christian rulers of Egypt 
  destroyed the last images of the gods, the priests 
  of Bast went underground. They carefully hid 
  her small shrines, and their keepers took care 
  to emphasize their god as a simple local spirit 
  or djinn, supplicated only when a beloved pet 
  was injured or ill. This was a vast blow to their 
  pride, but nonetheless it kept the worshipers of 
  Bast, including the shapeshifter bloodline, alive 
  through the centuries.
  The cult remained a secret until 1798, when 
  Napoleon’s soldiers arrived in Egypt. The 
  monuments and treasures of the ancient land 
  were remembered, excavated, and looted once 
  again. Among these seekers was a young surveyor 
  of mystical bent named Francois de Marigny, a 
  talented sketch artist who contributed to the 
  ten-volume Description de l’Egypte written while 
  Napoleon’s army was stranded in the land of 
  the Nile. During one of his forays through Cairo, 
  he stumbled upon one of the most important 
  shrines to Bast. Realizing the importance of his 
  discovery, he made contact with the keepers of 
  the shrine. Soon, De Marigny departed for his 
  hometown of Paris with a new wife of the sacred 
  bloodline, a complete—though untranslated—
  copy of the Scrolls of Bubastis, and a burning 
  desire to return the worship of Bast to the 
  modern world. Of course, the surveyor and his 
  wife knew little of the deity’s ancient worship, 
  and as the key to the sacred hieroglyphs had 
  been forgotten, their worship was based on Bast 
  as presented in Classical times—a patroness of 
  cats, pleased with the arts and licentiousness.
  The Egyptian Cult of Bast
  A small, loosely organized priesthood of the 
  goddess Bast still exists in Egypt, hiding in the 
  shadows of the country’s larger religions. A major 
  centre of the cult is in Zagazig, near Tell-Basta, the 
  former site of Bubastis. Few worshipers exist, but 
  the cult is often approached when a cat is sick, or 
  when a person is particularly cruel to cats. 
  Most cultists in Egypt have other occupations 
  to cover their other work. To create a priest, 
  the Keeper should first determine his ordinary 
  profession and assign skills accordingly, and 
  then add the Occult and Cthulhu Mythos skills. 
  Typical spells include Contact Bast, Eyes of the 
  Cat, Implant Fear, and Summon/Bind Cat.
  A priest of Bast in Egypt may possess a pure 
  enough bloodline to be a shapeshifter. If so, 
  the Keeper should roll the statistics for a lion 
  or panther from the rulebook twice, taking the 
  best number for each characteristic to reflect 
  an exceptional member of the species. The 
  exception 
  is 
  Constitution—the 
  shapeshifter 
  line passes down a hereditary tendency toward 
  respiratory ailments. In feline form Hide, Sneak, 
  and Track should be set at 99%, and Listen and 
  Scent Prey should be 95%.
  (Order #10322763)
  
  62
  New Spells
  Contact Deity/The Goddess of Cats (Bast)
  This spell opens communication with Bast. 
  The rite requires a statue of the goddess on which 
  an elaborate and costly ritual, the Opening of the 
  Mouth, has been performed. For each attempt, 
  the caster must sacrifice 1 POW and 1D6 Sanity 
  points. The chance of success equals half of 
  POW×5 (round up). On second and later tries, the 
  same amount needs to be sacrificed and the Luck 
  roll threshold decreased to reflect the reduction 
  in the caster’s POW. The Luck roll is only halved 
  only on the first cast. Bast responds in a vision 
  to the caster. The cult only discovered this spell 
  after Nephren-Ka’s reign.
  Eye of Ubasti
  A cat must be within the caster’s direct line of 
  sight for this spell to be cast. The caster can now 
  see through the cat’s eyes, and obtains a limited 
  control over it, causing it to move wherever 
  desired. Costs 3 Magic Points, 1D3 Sanity points, 
  and takes one round to cast. For each additional 
  minute after the first, the caster must spend an 
  additional 3 Magic Points. If any action is taken 
  that might put the cat in direct danger, the spell 
  ends. Cult members often take cats with them in 
  woven baskets so they can use this spell.
  Favour of Bast
  The caster must also make an offering before 
  a cat he has mummified himself. (This must have 
  been a cat that the caster owned for over a year 
  and that died a natural death—otherwise, Bast 
  will be most displeased.) Costs 3 Magic Points, no 
  Sanity points, and requires an hour of chanting 
  at dawn to cast. Until the next sunrise, the caster 
  has a +30% bonus (maximum of 99%) to one of 
  the following skills: Climb, Hide, Listen, Spot 
  Hidden, or Sneak. Only one such spell may be in 
  effect for a caster at once.
  Summon/Bind Cat
  Brings forth 1D10 regular cats, or one big cat. 
  The Magic Point cost varies; for each Magic Point 
  sacrificed, the chance of successfully casting the 
  summoning increases by +10%; a roll of 96–00 
  is always a failure. The spell also costs 1D3 
  Sanity points to cast. The caster must be in an 
  appropriate habitat, one that is home to either 
  regular domestic cats or big cats, or the spell will 
  not work. This spell may be cast at any time, so 
  long as the caster has a piece of food to entice the 
  creature. If a cat is asked to do something against 
  its nature, the caster must succeed in a Persuade 
  roll or have the binding fail for that command.
  (Order #10322763)
  
  (Order #10322763)
  
  (Order #10322763)
  
  (Order #10322763)
  
  (Order #10322763)
  
  (Order #10322763)
  
SOURCE: textdata/thevault/Call of Cthulhu/Misc/Call of Cthulhu - Cathulhu.pdf