TEXT: The use of weapons in the game CTHULHU LIVES raises a number of dif-
  ficult and important questions for anyone who wishes to participate safely in
  the game. Many of the decisions regarding weaponry must fall upon the
  Keeper, however, players too must carry a great amount of responsibility when
  they utilize weapons. If properly used, weapons can be a great boon to the
  game, adding realism and combative excitement. However, in all cases they
  serve only to represent real weapons, and under no circumstances should any-
  one use any kind of real weapon in a game context.
  Naturally, the first and foremost consideration in using weapons of any
  sort is safety. All of the weapons described in Part I of the E-Z Guide can be
  safely simulated in game context. In addition, many other sorts of weapons can
  be used and the Society hopes to be able to offer seminars in armed and
  unarmed stage combat, to add to the combative resources of Investigators and
  NPCs alike. Although it can be tempting, it is not wise to ever allow realism
  to overrun safety. Imagination is the key to maintaining a balance of excite-
  ment and precaution.
  Time has shown that the most constant weapon used by players is the
  trusty cap gun. They come in all different sizes and shapes and range in price
  from roughly $2 to $80 for detailed replicas. Most have a percussive hammer
  that strikes a small explosive charge which makes an adequate “bang.” They
  fire no projectile and are only remotely dangerous when fired immediately next
  to the eyes, ears, or other sensitive organs. So, in terms of safety and realism,
  the cap gun is a good choice for Investigators, thugs, and other assorted trou-
  blemakers. 
  A new weapon has arisen in the last year in the CTHULHU LIVES scene,
  and it can be used, but only with careful considerations. The Daisy Co. pro-
  duces a line of full-scale plastic guns which are marketed under the name of
  Soft Air. The guns use spring-powered realistic firing mechanisms to shoot a
  .25 calibre plastic pellet at a moderate velocity; a Soft Air shot from twenty
  feet against bare skin gives a good sting but little more. The best use of these
  guns for the game is for the user to remove the clip and check to be absolute-
  ly sure the chamber is empty. The gun’s own spring will then make a loud
  enough noise without firing any sort of projectile. If a Keeper has prepared a
  special adventure in which he/she specifically requests the use of loaded Soft
  Air guns, then with protective eyeguards they may be used in play, with tar-
  geting from the waist down only. 
  Rifles have so far been uncommon in CTHULHU LIVES, however most of
  the rules for cap guns apply towards rifles as well. Rifles which shoot caps are
  available at better toy stores. Single shot air rifles may be used with the same
  precautions as the Soft Air, however, BB guns should be avoided for any game
  purposes. Dummy wooden guns may be used to long as the user doesn’t mind
  yelling “bang” as he mimes firing the weapon.
  Knives and other hand held weapons are rather varied in terms of their
  construction and use. Many novelty stores have two kinds of knives which work
  well: the rubber bladed dagger, and the plastic “switchblade” which has a
  retracting blade. Both look like knives, but neither is dangerous under all but
  the most perverse circumstances. Foam clubs, rubber nunchaku, and the black-
  jack made of a pair of socks have all worked well. For improvising weapons,
  the best bet is to try to make the weapon resemble what it really is and then
  devise a soft and harmless facsimile. Again, imagination is helpful.
  Heavier forms of artillery require a bit more planning and (yet again)
  imagination to successfully execute (no pun intended). After several experi-
  mentations, dynamite has been made into a playable CTHULHU LIVES weapon.
  We have taken 1-inch dowel rod, covered it with foam pipe insulation, paint-
  ed it red, and added a piece of string for a fuse. The result looks vaguely like
  dynamite and can be thrown nearly anywhere without threat of damaging prop-
  erty or people. Detonation can be a bit tricky; if a Keeper is on hand, then he
  can wait an appropriate amount of time before yelling “boom” for the players.
  Assume damage to be substantial to anything near. For the enterprising and
  etail obsessed, a firecracker may be added (only in states where it’s legal, of
  course) with an extended fuse which will then burn and give a much more spe-
  cific and less dependable explosion. With this method, however, safety of play-
  ers and positioning of dynamite must be considered more carefully.
  Nonetheless, it can be well used in the game by enterprising characters and
  Keepers. Grenades and other small scale explosives may be simulated similar-
  ly to dynamite. 
  {Note: In years subsequent to the original publication of this article, some
  Keepers used water balloons to simulate small explosives like hand grenades
  and dynamite to excellent effect.}
  In using any kind of weapon in CTHULHU LIVES, it is important to rec-
  ognize that the Keeper has the final say and decides what is safe and usable
  and what is not. As a Keeper, one must accept this and give careful consider-
  ation to what weapon policy will be. Always think when employing weapons
  and avoid “getting caught up” in the action and acting dangerously, because
  your mistake could have serious consequences for someone else. The successful
  use of weapons also calls for honesty from everyone involved, since many issues
  such as whether a bullet fired from a cap gun hit its target must be left to the
  discretion and integrity of those involved. Remember, character demise is real-
  ly no great loss, and the injury or death can add much excitement to a situa-
  tion.
  As a final note: the when, where, and why of weapon use in the game
  should be considered. First, consider whether your character would carry and
  use any sort of weapon. If they would, then what kind of weapon would it be
  and under what circumstances would they use it? Remember that aside from
  soldiers, police officers, and criminals on duty, very few people carry weapons
  under any circumstances. It is a great test of player skill and ingenuity to nego-
  tiate a difficult situation unarmed. Secondly, everyone should always avoid car-
  rying or using weapons in public areas; people outside of the game don’t know
  what’s going on, and numerous bad situations could arise out of their fear. Try
  never to “flash” weapons anywhere where they could cause a problem. Keepers
  are well advised to stage combative scenarios on private property or in remote
  and obscure locations. If by some extreme circumstance the police should
  become involved in any situation, drop any exposed weapons, inform the offi-
  cer that you have a toy weapon on your person, and follow the officer’s instruc-
  tions exactly. The police have no way of knowing or understanding CTHULHU
  LIVES, and this kind of situation is no place for humor or jokes. Always coop-
  erate fully until the situation is resolved. This kind of problem can usually be
  averted by good Keeper planning and careful play by the characters. If these
  weapon guidelines are followed, then weapons can safely play an important role
  in CTHULHU LIVES.
  ≥
  Reprinted from Strange Eons, Vol. 1, Issue 7. © 1987 by the HPLHS. All rights reserved.
  An E-Z Guide to Cthulhu Weaponry
  Part II
  BY LEONARD SNEED
  ≥
  
SOURCE: textdata/thevault/Call of Cthulhu (CoC) (BRP) [multi]/3rd Party (Unoffical Content)/CoC - An E-Z Guide to Cthulhu Weaponry Part II.pdf