TEXT:  
  reality, and of our frightful position therein, that we sha
  either go mad from the revelation or flee from the light into  
  reality, and of our frightful position therein, that we shal
  either go mad from the revelation or flee from the light into  
  Michael C. LaBossiere 
  End Time 
  
   
  he most merciful thing in the world, think, is the inability o
  the human mind to correlate all its contents. e live on 
  placid island of ignorance in the midst of black seas o
  infinity, and it was not meant that we should voyage far. 
  sciences, each straining in its own direction, have hither
  harmed 
  us 
  little 
  but 
  some 
  day 
  the 
  piecing 
  together 
  o
  dissociated knowledge will open up such terrifying vistas o
    
  End Time  
   
  a Call of Cthulhu supplement 
  Dr. Michael C. LaBossiere 
   
   
  Introduction 
   
  In 1993 Pagan Publishing's End Time product came to an unceremonious end. 
  Contained herein is the material I wrote for the project. While the project was never 
  completed, you will find here the results of many hours of work. 
   
  The End Time grew out of my Blood Moon adventure, published in Chaosium's Strange 
  Aeons. Essentially, it is a dark future in which the stars have become right (or nearly 
  right) and humanity has been forced to flee the earth. 
   
  If the material proves to be popular, I will revise the text to make it more organized 
  and complete. I also have unfinished material, maps and such. 
   
  Legal Information 
   
  This material  is copyright 1993, 2001 by Dr. Michael C. LaBossiere. It may be freely 
  distributed for personal use provided that it is not modified and no fee above the 
  normal cost of distribution is charged for it.  
   
  Visit my web site at  
  www.opifex.cnchost.com. 
   
   
  Call 
  of 
  Cthulhu 
  is 
  Registered 
  Trademark 
  of 
  Chaosium 
  Inc. 
  http://www.chaosium.com/cthulhu/. Chaosium Inc.  900 Murmansk Street  Suite 5  
  Oakland, CA  94607. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  last update: 22/3/2002 
   
  document layout by zak965 
  
  END TIME 
  6 
  Key Poi nts i n the 
  Future History 
   
  Keeper's version 
   
  2020: The first human moon base is completed, despite several 
  mysterious accidents and numerous setbacks due to political 
  opposition and financial difficulties. The moon base, which is run 
  by the UN, is operated by international teams and helps 
  enhance the level of international cooperation in space. 
   
  2022: Dr. Rice, of NASA, receives a copy of the Kercez 
  Fragments from a friend and begins translating the work. 
   
  2027: Dr. Rice completes his translation and interpretation of the 
  Kercez Fragments and learns that the work details much of the 
  Mi-Go’s role in the development of humanity as well as secrets 
  on how to unlock hidden potentials in the human mind. 
  Attempting to use the spells within the book. Dr. Rice drives 
  himself mad and is institutionalized. After his recovery, Dr. Rice 
  forms the anti-space Brotherhood of Christ.  His translation is 
  found by his colleague Dr. Tensler. Tensler follows Dr. Rice in 
  trying the secrets contained within the book and also drives 
  himself mad. In the process Tensler’s mind comes in contact 
  with Domaag T’eel, a massive alien entity the Mi-Go have been 
  growing in the moon for centuries in an attempt to forestall the 
  return of the Great Old Ones. In his madness, Tensler decides 
  that Domaag T’eel will reward him with the secrets of time and 
  space if he frees it. Unknown to Dr. Tensler, Domaag T’eel is a 
  mindless mass of alien flesh which only desires its freedom. After 
  two years, Tensler returns to NASA. 
   
  2030:Due 
  to 
  political 
  considerations, 
  NASA’s 
  budget 
  is 
  threatened with a substantial reductions in order to fund a 
  series of new welfare programs. Diane Saunders, the dynamic 
  director of NASA, leads the fight against the budget reduction. 
  Dr. Tensler, who is obsessed with reaching the moon, throws his 
  considerable influence behind Director Saunders. In the end, 
  the vote goes narrowly in favor of continued space 
  development and Director Saunders is even able to persuade 
  the UN into providing funding for a Mars mission. 
   
  2033: Director Saunders is assassinated by fringe elements of the 
  Brotherhood of Christ. Without her guidance, NASA begins to 
  flounder and the UN begins to cut back on its funding for the 
  Mars mission. 
   
  2034: Dr. Tensler arranges to be transferred to the UN scientific 
  moon base and begins taking steps immediately to free his 
  “master.” Shortly after his arrival, Dr. Tensler frees and is 
  consumed by Domaag T’eel. At the cost of destroying the 
  human outposts on the moon, the Mi-Go and humans are able 
  to imprison the entity again. The Mi-Go, fearing further human 
  tampering, contact the leaders of the earth and forbid 
  humanity from ever returning to the moon. Abandoned and 
  without shelter, the human survivors on the moon perish. 
   
  2035: Domaag T’eel, with its intelligence greatly increased due 
  to its consumption of Dr. Tensler and several Mi-Go, begins to 
  strain at the Mi-Go containment. The Mi-Go, in the guise of the 
  “Grays”, for unknown reasons, warn the human leaders of earth 
  of the danger posed by this entity. At a secret UN meeting, 
  which the “Grays” attend, the UN decides to study the 
  problem. Dr. Wu, of China’s space program, and David LeSarre, 
  the new NASA director, meet secretly to discuss the danger 
  facing humanity. 
   
  2036: Wu and Lessarre meet again and decide to propose the 
  construction of a space station which will be used in the 
  construction of a vessel capable of reaching Mars. After 
  sufficient pressure is applied, the American and Chinese 
  governments agree to begin construction of the station. 
   
  2038: Construction begins on the space station and proceeds 
  at a very slow rate. Political pressure results in a further decrease 
  in its funding. “Pork barrel politics”as well as profiteering on the 
  part of the involved corporations results in massive cost 
  overruns, further slowing the project down. The project is further 
  delayed by defective equipment supplied by the government 
  contractors. 
   
  2039: The moon, under the influence of Domaag T’eel, begins 
  to shift in its orbit. Minor coastal flooding and weather 
  disruptions occur, killing several hundred across the globe. The 
  corpse city of R’lyeh is briefly exposed as is the island of 
  Ghatanothoa. Statistically significant increases occur the the 
  worldwide rate of insanity and the crime rates as the influence 
  of the Great Old Ones begin to grow. Dr. Wu pleads with her 
  government for more funding and with the aid of information 
  contained in ancient texts and the latest scientific data, she is 
  able to persuade the Chinese government to increase their 
  space development efforts. LeSarre is less successful in America, 
  due to the prevailing attitude against spending further money 
  in space. 
   
  2040-2044: Domaag T’eel gains more an more power and the 
  situation on earth continues to worsen as it alters the moon’s 
  orbit further. The coastal flooding and weather disruption 
  worsens and becomes severe in many areas, resulting in 
  thousands of death. R’lyeh becomes almost completely 
  exposed as does the island of Ghatanothoa. The world rates of 
  insanity and crime begin to clime at alarming rates and odd, 
  inexplicable events occur on a regular basis. Faced with the 
  reality of the situation, many nations decide to become 
  involved in the construction of the space station and in 2042 
  construction begins on the Phoenix, a large vessel capable of 
  carrying nearly one hundred humans in suspended animation 
  to Mars.  
   
  2045: The Phoenix is completed and sets out for Mars.When the 
  Phoenix reaches Mars months latter the crew and passengers 
  begins the construction of a colony dome. Conditions continue 
  to worsen on earth as the influence of the Great Old Ones 
  continues to increase as the veils between the worlds begin to 
  weaken. Driven by desperation, the nations of earth devote 
  almost their full energies to the construction of space vessels. 
  Massive, madness and fear induced riots become common in 
  all major earth cities.  
   
  2046: The corpse city of R’lyeh is fully exposed as is the island of 
  Ghatanothoa. The situation on earth continues to deteriorate. 
  Around the globe, many small coastal communities are taken 
  over by the Deepe Ones and the human inhabitants are killed 
  or used as breeding stock. Deeper inland, many small 
  communities fall prey to other Mythos entities. Ships at sea 
  begin to vanish and aircraft lift off never to land again. Fear 
  and paranoia become the order of the day. On Mars, the basic 
  structures of the colony are established and construction of 
  additional habitats begins at a rapid (and desperate) pace.  
   
  2047: A second space ship, the Argo, carrying 100 humans in 
  suspended animation leaves for Mars. Construction begins on 
  three more vessels as all doubt of the danger facing humanity 
  vanishes. Though the profiteering and sloppy manufacturing 
  continues to some degree, desperation and fear work speeds 
  up ship production greatly and shifts work round the clock on 
  each vessel. 
   
  page 3 
  
  END TIME 
  2048: The spread of madness infects nearly the entire world. 
  Cities quickly degenerate into war zones and the few surviving 
  small communities close themselves off to outsiders. Martial law 
  is declared by all surviving governments. Only in space does life 
  go on with some semblance or normalcy.  
   
  2049: Amid the turmoil, China launches three rockets into orbit 
  which are rebuilt into crude space stations. Afterwards two 
  large space planes are launched into orbit bearing some of the 
  brightest and best of the Chinese as well as numerous 
  government officials and the wealthy. The United States 
  launches two more rockets, three shuttles and a space plane 
  and the European Economic Community and Japan each 
  launch a rocket and a shuttle. Though conditions in the 
  makeshift stations are terrible, they are vastly superior to those 
  on earth. 
   
  2050: Two of the vessels are completed and the third vessel is 
  stripped for parts. The two completed vessels set out for Mars, 
  each carrying 300 humans in suspended animation. One vessel, 
  the Ark, suffers a massive power plant failure  and the crew and 
  passengers are killed. The other vessel, the Hope, eventually 
  reaches Mars and join the colony. Earth is in nearly complete 
  chaos as almost no government authority remains. Rioting, 
  crime, madness and worse become the order of the day for the 
  entire world. 
   
  2051-2054: The Hope arrives at the Mars colony. A few 
  desperate attempts are made to complete the final vessel 
  through 2052, but by 2053 all launches cease when the last 
  operating launch site in Florida is overrun by desperate mobs 
  and destroyed. By 2054, all human governments have 
  effectively ceased to exist. 
   
  2055: Domaag T’eel finally frees itself of the Mi-Go containment 
  field. After slaughtering and consuming as many Mi-Go as it 
  can get its pseudopods on, it turns it efforts to shifting the moon 
  further and further. In short order it is able to shift the moon 
  enough to free Great Cthulhu and other Great Old Ones. The 
  human survivors on earth are horrified to learn that the previous 
  terror and madness they faced pales in comparison with the 
  new age of horror that has dawned on earth.  In an act of 
  terrible mercy, LeSarre orders the firing of nuclear warheads 
  from orbital battle satellites into the remaining population 
  centers. Millions die in the nuclear fireballs,  denying the Mythos 
  beings the opportunity to give them more prolonged and 
  terrible ends.  
   
  2056: Last transmission received from earth. The message, from 
  the UN antarctic base, tells of “dark and horrible shapes moving 
  across 
  the 
  ice” 
  behind 
  which 
  moved 
  “something 
  large...something inhumanly huge...”Shortly after the message 
  from the antarctic base, all contact is lost with the space station 
  in earth’s orbit. The last transmission from the station is a 
  horrifying garble of screams, alien voices, and worse. 
   
  2057:The human Mars colony, population approximately 500 
  people, continues to struggle to survive. The Phoenix is 
  converted into a space station and parts of it are brought 
  down from orbit for construction materials. Images from a few 
  operating satellites continue to be received on Mars. The 
  images are deemed too horrible for general viewing and are 
  kept secret by the colony leaders.  
   
  2058-2074: The Mars colony continues to survive. Due to the 
  lack of adequate supplies and equipment, the colony is 
  extremely harsh and many people perish. Driven by the need to 
  terraform Mars, the colonists devote their efforts to genetic 
  research in the hopes of producing organisms to bring oxygen 
  to the atmosphere. Their efforts bear fruit in 2071when a 
  photosynthetic organism, nicknamed “Ohto” (pronounced “oh 
  two”) that is capable of surviving the harsh climate of Mars is 
  genetically engineered. In 2072 the colonists begin to plant 
  “farms” of these organisms in the hopes that the Ohtos will 
  produce a breathable atmosphere within a few centuries. To 
  meet their current needs, the colonists continue to find ways to 
  utilize the native materials in constructing shelters. 
   
  2076: Despite the harsh conditions, the colony begins to grow, 
  though very slightly.The adult population of the colony reaches 
  approximately 550 individuals. Mysterious ruins are found by Dr. 
  John Taylor’s expedition and they are carefully explored in the 
  hopes that they will be usable by the colonists. The space 
  station’s receivers begins to pick up odd transmissions that defy 
  translation from outside of the solar system. Colony scientists are 
  divided into two groups: those who believe that the signal is of 
  intelligent origin and those who believe it to be a natural 
  phenomenon. Some of the scientists wish to respond to the 
  signal, but the council (believing that humanity is in enough 
  trouble without revealing its location to what might be more 
  hostile beings) decides that no signals will be sent in reply.  
   
  2077: The colonists begin to convert the ruins found by Taylor 
  into human habitations and the first colonists move in soon after 
  the ruins are made air tight (or nearly so). Dr. John Taylor’s 
  second expedition vanishes while exploring another set of 
  ancient ruins. The executive council, after receiving a report on 
  the situation, decides to declare the ruins an off limit area. 
  Shortly afterwards, three teenagers enter the ruins on a dare 
  and never return. The entrance the ruins is then blocked off with 
  stone. 
   
  2078-2093: The colony continues to grow and more people 
  move into the alien structures. Over the course of the years 
  more Ohto farms are created. The colony scientists detect 
  minute increases in the planetary oxygen level. In 2078 another 
  set of ancient ruins are located by Dr. Diane Layner’s 
  expedition. One member of the expedition, who became lost in 
  the ruins and was later found unconscious, insists that he saw Dr. 
  Taylor deep in the ruins. Despite the need for more habitation, 
  the ruins are sealed by council order. In 2087 organisms are 
  engineered that are capable of synthesizing water and in 2088 
  they are distributed across Mars. In 2091 a series of mysterious 
  and incomprehensible radio transmissions are received from 
  earth and shortly afterwards contact is lost with the satellites in 
  earth orbit. 
   
  2094: The colony’s adult population reaches a total of 
  approximately 645 persons and oxygen levels continue to rise. 
  Additional 
  terraforming 
  organisms 
  are 
  engineered 
  and 
  introduced into Mars simple ecosystem. A group of twenty five 
  people, violating the council’s prohibition, enter the forbidden 
  ruins to set up their homes and are never seen again.  
   
  2095: In desperate need of manufactured material and 
  equipment, the colonists begin to work on a plan to recover the 
  crippled Ark. Plans are laid to refit the Hope and launch it on a 
  salvage mission.  
   
  2096-2111: Life continue son the Mars colony and the oxygen 
  content of the Mars atmosphere continues to increase in 
  minuscule 
  increments. 
  Additional 
  tailored 
  organisms 
  are 
  introduced to speed up the terraforming process. Another series 
  of strange transmissions is received from outside the solar system 
  in 2098. The colony scientists, still baffled by the signals, engage 
  in a heated debate over their nature and content. Once 
  again, the colony council again votes not to reply to the 
  transmissions.  
   
  2112: 
  The 
  adult 
  population 
  of 
  the 
  colony 
  reaches 
  approximately 700 and would have been larger if not for a 
  serious accident in one of the habitats. One of the few 
  remaining unmanned probes is launched for earth carrying a 
  variety of instruments. After it arrives, the probe is able to send 
  thirty minutes of images and readings before it sends its last 
  image: that of a large, dark looming shape suddenly appearing 
  before the probe. The technician viewing the images from the 
  probes goes temporarily insane from what he sees and the 
  page 4 
  
  END TIME 
  images are kept secret by the council to avoid any such further 
  incidents. 
   
  2113: The Mi-Go journey from their base on Yuggoth (Pluto) and 
  meet secretly with the council on Mars in their guise as “Grays”. 
  The council agrees to allow the “Grays” to establish a base far 
  from the human settlements and to leave the  “Grays” alone 
  while the “Grays” agree not to interfere with the colony. The Mi-
  Go soon establish their base and go about their alien business in 
  their usual mysterious manner. 
   
  2114: The colony scientists notice a dramatic increase in the 
  percentage of oxygen in Mars atmosphere as well as an 
  increase in the average temperature. The scientists suspect that 
  “Gray’s”activity is responsible for the changes, but the council 
  orders the scientists to cease their investigation of the 
  phenomenon. The Hope is launched to recover the Ark. 
   
  2115-2128: The colony continues to grow and the conditions on 
  Mars become minutely more terrestrial. The Ohtos carpet fairly 
  large sections of the Martian surface, pumping oxygen into the 
  atmosphere and consuming carbon dioxide at ever increasing 
  rates. In late 2115, the Hope returns to Mars with the Ark.Work 
  begins in refitting and repairing the Ark almost as soon as she 
  arrives in orbit.  In 2116 a single message from earth, apparently 
  of human origin, is received. The council decides to keep the 
  content of the message a secret. In 2126 another barrage of 
  transmissions from beyond the solar system is received. The chief 
  scientist working on the project, Dr. Chan, vanishes soon after 
  the transmissions are received. The only clue found in is a hastily 
  scrawled mathematical code . 
   
   2129: The adult population of the colony reaches 1,000 
  individuals. A survey team of ten colonists who were searching 
  for more habitable ruins, lead by Dr. Lin a noted planetologist ,  
  vanishes and only the team’s vehicle and empty vacc suits are 
  found. At the council’s order, one of the colony’s remaining 
  three probes is launched to earth and sends back twenty three 
  minutes of images and data before contact is lost with it. The 
  images and data are classified as secret by the council. 
   
  2130: One of the last two probes is launched to earth’s moon. 
  When the probe arrives it sends back data for seven hours 
  before contact is lost. The data and images from this probe are 
  classified as secret. Non-council scientists begin to protest the 
  secrecy and demand to be allowed to see the images and 
  review the data. A three person survey team vanishes 
  completely, leaving no traces behind. Another survey team 
  reports seeing strange moving shapes that did not look human. 
  The survey teams begin to carry military grade small arms on 
  their missions. An expedition discovers another set of ruins and 
  finds them to be safe. 
   
  2131-2145: The colony continues to grow and a second small 
  colony is started in the newly found ruins. The planetary oxygen 
  levels begin to increase and the colony scientists predict that 
  Mars will have a breathable atmosphere within one to two 
  hundred years at the present rate of increase. In 2132, three 
  members of a four person survey team vanish and the fourth is 
  found running wildly across Mar’s surface, clutching his empty 
  weapon. The man never recovers and commits suicide a month 
  later. In 2138 another series of transmissions from outside the 
  solar system are received and in 2139 a short transmission, 
  apparently of human origin, is picked up. As before, the council 
  keeps the content of the transmissions a secret. Wing Chan, an 
  engineer who had constructed his own receiver, is found dead 
  on the Martian surface, apparently due to a seal failure on his 
  vacc suit. In 2143 two people vanish while planting Ohto. 
   
  2146: The adult population reaches approximately 2,100 
  individuals. The colony executive council announces that the 
  Ark will be refitted for a mission to earth and volunteers are 
  requested for the mission, which is scheduled to begin in four 
  years. Work begins on bases on Deimos and Phobos for use in 
  the earth mission. 
   
  2147:Recommended start of the End Time campaign. 
   
  s 
   
  Key 
  Points 
  in 
  the 
  Future 
  History: Players’ Version 
   
  2020: The first human moon base is completed, despite several 
  mysterious accidents and numerous setbacks due to political 
  opposition and financial difficulties. The moon base, which is run 
  by the UN, is operated by international teams and helps 
  enhance the level of international cooperation in space. 
   
  2030:Due 
  to 
  political 
  considerations, 
  NASA’s 
  budget 
  is 
  threatened with a substantial reductions in order to fund a 
  series of new welfare programs. Diane Saunders, the dynamic 
  director of NASA, leads the fight against the budget reduction. 
  Dr. Tensler, who is obsessed with reaching the moon, throws his 
  considerable influence behind Director Saunders. In the end, 
  the vote goes narrowly in favor of continued space 
  development and Director Saunders is even able to persuade 
  the UN into providing funding for a Mars mission. 
   
  2033: Director Saunders is assassinated by fringe elements of the 
  Brotherhood of Christ. Without her guidance, NASA begins to 
  flounder and the UN begins to cut back on its funding for the 
  Mars mission. 
   
  2034: The testing of a prototype drive and power plant system 
  for the Mars mission vessel goes horribly awry and results in a 
  massive explosion. The Mars Mission Base is completely 
  destroyed and the EMP produced by the blast destroys the life 
  support systems in the UN Scientific Moon Base. The high 
  radiation levels preclude any rescue attempt and all members 
  of the UN teams are listed as killed in the line of duty.  
   
  2035: High level talks begin between the United States and 
  China. The news media reports of a top secret meeting 
  between NASA director David Lessarre and the Director of the 
  Chinese space program, Dr. Wu. 
   
  2036: In a joint announcement, the US and China announce 
  that they will be cooperating to produce a large space station. 
  According to the governmental spokespeople, the US and 
  China intend to use the station for “scientific research and to 
  serve as a construction site for a Mars mission vessel.” 
   
  2038: Construction begins on the space station and proceeds 
  at a very slow rate. According to various media reports,  
  political pressure results in a further decrease in its funding. 
  Further, an inspired piece of investigative journalism by Leslie 
  Cantor and Daniel Hsu reveals that the project has been badly 
  slowed down by “pork barrel politics” and defective equipment 
  from governmental contractors. 
   
  2039: The moon begins to shift in its orbit. Minor coastal flooding 
  and weather disruptions occur, killing several hundred across 
  the globe.  Statistically significant increases occur the the 
  worldwide rate of insanity and the crime rates. Scientists 
  announce that the lunar shift is due to some anomaly in the 
  moon’s gravitational field and social scientists attribute the 
  increase in crime and insanity to the fear generated by the 
  news about the moon. Oddly enough, a privately funded 
  psychological study reveals that most people who suffered 
  breakdowns were not concerned about the moon, but about 
  something else (exact details of the study are not available).  
  China announces that it will be substantially increasing its 
  page 5 
  
  END TIME 
  activities in space while the United States announces only a 
  modest increase in funding. 
   
  2040-2044: The moon continues to shift in its orbit and scientific 
  and pseudo-scientific theories about why it is happening are 
  published daily and espoused on talk shows. The coastal 
  flooding and weather disruption worsens and becomes severe 
  in many areas, resulting in thousands of deaths. The world rates 
  of insanity and crime begin to clime at alarming rates and odd, 
  inexplicable events occur on a regular basis. Most scientists are 
  at a loss to explain  Several other nations announce their 
  commitment to space development and become involved in 
  the construction of the space station. In 2042 construction 
  begins on the Phoenix, a large vessel capable of carrying 
  nearly one hundred humans in suspended animation to Mars.  
   
  2045: Amidst much celebration and media coverage, the 
  Phoenix is completed and sets out for Mars.Each day, millions of 
  people gather around their TV sets to follow the progress of the 
  Phoenix. When the Phoenix reaches Mars months latter the 
  crew and passengers begins the construction of a colony 
  dome. One by one nearly all the industrialized nations join into 
  the production of space vessels. Massive increases in crime, 
  madness and riots become common in all major earth cities. 
  Psychologists and sociologists attribute the problems to such 
  things as fear of the moon, the proletariat uprising against the 
  wanton excesses of capitalism, gravitationally induced hysteria, 
  and so forth. The number of religious groups, especially those 
  preaching that the end of the world is at had, increases even 
  more. Nearly every talk show has some person talking about the 
  worsening conditions and everyone of them has their own 
  explanation. 
   
  2046: The situation on earth continues to deteriorate. Around 
  the globe, contact is lost with many small coastal communities 
  and stories circulate about how “fish-men” have taken over 
  some of these communities. Contact is also lost with some small 
  communities further inland and bizarre rumors circulate about 
  what is happening. According to newspaper and TV reports, 
  ships at sea begin to vanish at a disturbing rate and some 
  aircraft lift off never to land again. Fear and paranoia become 
  the order of the day. New theories attempting to explain the 
  various phenomena are produced hourly but no real answers 
  are forthcoming. On Mars, the basic structures of the colony are 
  established and construction of additional habitats begins at a 
  rapid pace.  
   
  2047: A second space ship, the Argo, carrying 100 humans in 
  suspended animation leaves for Mars. Dr. Harold Jarven 
  presents a computer model that indicates that the lunar shifting 
  may well result in the deaths of substantial portion of humanity 
  and his research suggests that the extinction of the dinosaurs 
  may well have been due to an earlier shifting of the moon. 
  After the release of Jarven’s theory, construction begins on 
  three more vessels as the world unites in response to the grave 
  danger faced by humanity.  Though the profiteering and sloppy 
  manufacturing continues to some degree, desperation and 
  fear work speeds up ship production greatly and shifts work 
  round the clock on each vessel. 
   
  2048: The spread of madness infects nearly the entire world. 
  many social scientists, biologists and psychologists advance 
  theories suggesting that the madness is due to a genetic 
  memory of the previous cataclysm. Other scientists denounce 
  such theories as pseudoscientific bunk.  Cities quickly 
  degenerate into war zones as desperate people battle for food 
  and material goods. The few surviving small communities close 
  themselves off to outsiders. Martial law is declared by all 
  surviving governments. All 3,000 members of a religious group, 
  the Order of the Lunar Dawn, commit suicide in a public park 
  on worldwide TV. Several other religious groups follow suit. Only 
  in space does life go on with some semblance or normalcy.  
   
  2049: Amid the turmoil, China launches three rockets into orbit 
  which are rebuilt into crude space stations. Afterwards two 
  large space planes are launched into orbit. The United States 
  launches two more rockets, three shuttles and a space plane 
  and the European Economic Community and Japan each 
  launch a rocket and a shuttle. Though conditions in the 
  makeshift stations are terrible, they are generally regarded as 
  vastly superior to those on earth. 
   
  2050: Two of the vessels are completed and the third vessel is 
  stripped for parts. The two completed vessels set out for Mars, 
  each carrying 300 humans in suspended animation. One vessel, 
  the Ark, suffers a massive power plant failure  and the crew and 
  passengers are killed. The other vessel, the Hope, eventually 
  reaches Mars and join the colony. Earth is in nearly complete 
  chaos as almost no government authority remains. Rioting, 
  crime, madness and worse become the order of the day for the 
  entire world. 
   
  2051-2054: The Hope arrives at the Mars colony. A few 
  desperate attempts are made to complete the final vessel 
  through 2052, but by 2053 all launches cease when the last 
  operating launch site in Florida is overrun by desperate mobs 
  and destroyed. By 2054, all human governments have 
  effectively ceased to exist. 
   
  2055: The moon continues to shift in its orbit and the earth is 
  further disrupted by its gravitational influence. In orbit, three 
  more vessels are completed and set out for Mars. A terrible 
  computer error,  trigged by some unkown factor, results in the 
  firing of nuclear warheads from orbital battle satellites into the 
  remaining population centers. Millions die in the nuclear 
  fireballs.  
  2056:All contact is lost with the space station in earth’s orbit. It is 
  believed that the radiation from the earth somehow effected 
  the station’s power plant and electronics. 
   
  2057:The human Mars colony, population approximately 500 
  people, continues to struggle to survive. The Phoenix is 
  converted into a space station and parts of it are brought 
  down from orbit for construction materials. Images from a few 
  operating satellites continue to be received on Mars. The 
  images received are too badly distorted to provide any useful 
  information about conditions on earth .  
   
  2058-2074: The Mars colony continues to survive. Due to the 
  lack of adequate supplies and equipment, the colony is 
  extremely harsh and many people perish. Driven by the need to 
  terraform Mars, the colonists devote their efforts to genetic 
  research in the hopes of producing organisms to bring oxygen 
  to the atmosphere. Their efforts bear fruit in 2071when a 
  photosynthetic organism, nicknamed “Ohto” (pronounced “oh 
  two”) that is capable of surviving the harsh climate of Mars is 
  genetically engineered. In 2072 the colonists begin to plant 
  “farms” of these organisms in the hopes that the Ohtos will 
  produce a breathable atmosphere within a few centuries. To 
  meet their current needs, the colonists continue to find ways to 
  utilize the native materials in constructing shelters. 
   
  2076: Despite the harsh conditions, the colony begins to grow, 
  though very slightly.The adult population of the colony reaches 
  approximately 550 individuals. Mysterious ruins are found by Dr. 
  John Taylor’s expedition and they are carefully explored in the 
  hopes that they will be usable by the colonists.  
   
  2077: The colonists begin to convert the ruins found by Taylor 
  into human habitations and the first colonists move in soon after 
  the ruins are made air tight (or nearly so). Dr. John Taylor’s 
  second expedition vanishes while exploring another set of 
  ancient ruins. The executive council, after receiving a report on 
  the situation, decides to declare the ruins an off limit area. 
  Shortly afterwards, three teenagers enter the ruins on a dare 
  and never return. The entrance the ruins is then blocked off with 
  stone. 
  page 6 
  
  END TIME 
   
  2078-2093: The colony continues to grow and more people 
  move into the alien structures. Over the course of the years 
  more Ohto farms are created. The colony scientists detect 
  minute increases in the planetary oxygen level. In 2078 another 
  set of ancient ruins are located by Dr. Diane Layner’s 
  expedition. Investigation of the ruins reveals radioactive 
  contamination. With the best interests of the community in 
  mind, the ruins are sealed by council order. In 2087 organisms 
  are engineered that are capable of synthesizing water and in 
  2088 they are distributed across Mars. The council announces 
  that  earth’s remaining artificial satellites have all been 
  destroyed due to orbital deterioration. 
   
  2094: The colony’s adult population reaches a total of 
  approximately 645 persons and oxygen levels continue to rise. 
  Additional 
  terraforming 
  organisms 
  are 
  engineered 
  and 
  introduced into Mars simple ecosystem. A group of twenty five 
  people, violating the council’s prohibition, enter the forbidden 
  ruins to set up their homes and are never seen again. The 
  council sends in a rescue team who reports that the radiation 
  levels are still far to high for human safety and the radiation 
  prevents the team from recovering any bodies. 
   
  2095: In desperate need of manufactured material and 
  equipment, the colonists begin to work on a plan to recover the 
  crippled Ark. Plans are laid to refit the Hope and launch it on a 
  salvage mission.  
   
  2096-2111: Life continueson the Mars colony and the oxygen 
  content of the Mars atmosphere continues to increase in 
  minuscule 
  increments. 
  Additional 
  tailored 
  organisms 
  are 
  introduced to speed up the terraforming process.  
   
  2112: 
  The 
  adult 
  population 
  of 
  the 
  colony 
  reaches 
  approximately 700 and would have been larger if not for a 
  serious accident in one of the habitats. The council announces 
  that it has ordered the launching of one of the few remaining 
  unmanned probes. The probe suffers a malfunction upon 
  entering earth orbit and does not send any coherent signals 
  back to Mars. 
   
  2114: The colony scientists announce a dramatic increase in the 
  percentage of oxygen in Mars atmosphere as well as an 
  increase in the average temperature. The scientists credit the 
  environmental 
  changes 
  to 
  the 
  colony’s 
  terraforming 
  microorganisms. The Hope is launched to recover the Ark. 
   
  2115-2128: The colony continues to grow and the conditions on 
  Mars become minutely more terrestrial. The Ohtos carpet fairly 
  large sections of the Martian surface, pumping oxygen into the 
  atmosphere and consuming carbon dioxide at ever increasing 
  rates. In late 2115, the Hope returns to Mars with the Ark.Work 
  begins in refitting and repairing the Ark almost as soon as she 
  arrives in orbit.  The noted scientist, Dr. Chan, vanishes after 
  leaving behind a suicide note. Extensive searches fail to find 
  him and he is presumed to have carried out the intent 
  expressed in his note. 
   
   2129: The adult population of the colony reaches 1,000 
  individuals. A survey team of ten colonists who were searching 
  for more habitable ruins, lead by Dr. Lin a noted planetologist ,  
  vanishes. 
  Some 
  badly 
  damaged 
  equipment 
  from 
  the 
  expedition is later found and it is concluded that they perished 
  in a sand storm.  At the council’s order, one of the colony’s 
  remaining three probes is launched to earth .The transmissions 
  from the probe are badly scrambled and provide no useful 
  data about conditions on earth. 
   
  2130: One of the last two probes is launched to earth’s moon. 
  The probe arrives at the earth and send back a few images of 
  the earth but the transmissions soon become badly garbled. A 
  three person survey team vanishes.  An expedition discovers 
  another set of ruins and finds them to be safe. 
   
  2131-2145: The colony continues to grow and a second small 
  colony is started in the newly found ruins. The planetary oxygen 
  levels begin to increase and the colony scientists predict that 
  Mars will have a breathable atmosphere within one to two 
  hundred years at the present rate of increase. In 2132, three 
  members of a four person survey team are lost and the fourth is 
  found running wildly across Mar’s surface. It is believed that the 
  man went insane and killed his other team members. Noted 
  colony engineer Wing Chan is found dead on the Martian 
  surface,  due to a seal failure on his vacc suit.  
   
  2146: The adult population reaches approximately 2,100 
  individuals. The colony executive council announces that the 
  Ark will be refitted for a mission to earth and volunteers are 
  requested for the mission, which is scheduled to begin in four 
  years. Work begins on bases on Deimos and Phobos for use in 
  the earth mission. 
   
  2147: The Present. 
   
  page 7 
  
  END TIME 
  5 
  Pla netary 
  I nformation 
   
  End Time Luna: 
  Physical Data: 
  The moon is 3,476 kilometers in diameter and has a 
  surface gravity one sixth that of earth.  While this entails that 
  objects weigh one sixth of what they do on earth, it does not 
  entail that people can carry six times what they normally can, 
  since the objects remains just as bulky and cumbersome as they 
  do on earth. People (and other things) can move about rapidly 
  on the moon by taking bounding leaps, but this can be 
  dangerous and is not recommended. This is not because a 
  person is likely to fly off into space, but because a bad landing 
  could injure a person or damage a suit. 
  The moon, as is well known, is extremely hostile to human 
  life. The day equatorial surface temperature is 127 degrees 
  centigrade and the night equatorial surface temperature is -173 
  degrees centigrade, making the moon a place of extremes. 
  The moon also lacks an atmosphere. These factors will spell a 
  very quick death for any inadequately protected human on 
  the lunar surface. Additional information and precisely detailed 
  maps of the lunar surface can be found at your local library. 
  Current Conditions: 
  Located on the surface of the moon are the shattered 
  remains of the UN Mars Mission base which was destroyed when 
  Domaag T’eel broke through the lunar surface in its first escape 
  in 2014. Near the remains of the Mars Mission Base is the mostly 
  intact UN Scientific Moon Base. The base’s power plant and 
  most of its electrical systems have been burnt out (during the 
  containment of Domaag T’eel in 2034), but the base is still 
  structurally sound. The moon is currently the undisputed domain 
  of Domaag T’eel. This massive, alien entity dwells within the 
  hollow spaces of the moon and occasionally protrudes 
  pseudopods to the surface in search of food. Mythos beings, 
  determined to keep Domaag T’eel healthy and happy, provide 
  it with a constant supply of food (mostly captive humans taken 
  from the survivors on earth). Domaag T’eel is the key to the 
  current Great Old Ones’ domination of the earth, for it is 
  Domaag T’eels’ modification of the lunar orbit that has enabled 
  them to break through into earth’s dimension or awaken from 
  their long sleeps. As such, the Mythos beings are dedicated to 
  preserving Domaag T’eel and in preventing the troublesome 
  humans and Mi-Go from tampering with Domaag T’eel. 
  Naturally, the Mi-Go and humans are eager to do something 
  about Domaag T’eel, but at this point neither race has the 
  resources available to act against Domaag T’eel. 
   
  Death On the Moon and In Space 
  The Physical Environment: 
  Space is an extremely dangerous place for humans. The 
  primary danger in space stems from the fact that space lacks 
  sufficient  oxygen and pressure for humans. A human exposed 
  to vacuum without a suit will die extremely quickly (there is no 
  need to roll dice). A leak in a pressurized vehicle, structure, or 
  suit will result in a loss of air and pressure. Such situations should 
  be carefully handled by the Keeper based on the conditions of 
  the situation and plot requirements. If the life support systems of  
  a structure, vehicle, or suit fail, those inside will suffocate when 
  the air runs out.  
  The low gravity on the moon and the zero gravity of space 
  make human activities a bit difficult. Such operations are 
  governed by the skill of Low/Zero Gravity Operations. 
  Combat: 
  Combat in space or the moon is extremely difficult and 
  hazardous. All relevant combat skills are averaged with the 
  character’s Low/Zero Gravity skill. Further, weapons that recoil 
  (all firearms) may cause a loss of control. Each time a character 
  fires a weapon, he or she must check against his or her 
  Low/Zero Gravity Operations skill at a -% equal to twice the 
  maximum damage of the weapon (for example, firing a twelve 
  gauge shotgun would result in the skill being  reduced by 48% 
  for the roll) if the character is unbraced, and only at  a -% equal 
  to the maximum damage if the character is braced. A failed 
  roll will cause the character to lose control and he or she will be 
  pushed backwards (how far and to what result is left  to the 
  referee. The character will be out of control, and unable to act, 
  until he or she can make a successful skill roll using Low/Zero 
  Gravity Operations . 
  A being vulnerable to the effects of vacuum who has the 
  misfortune of being damaged while in a space suit , will suffer 
  the following effects in vacuum. The initial damage will be 
  normal. If the damage does not exceed twice the suit’s armor 
  rating, it will seal itself if it has that capacity . If the damage 
  exceeds twice the suits armor rating, the suit will be unable to 
  seal itself and the being will suffer damage equal to half the 
  original damage each round, until the character is dead, 
  patched the damage, or gets to shelter.  
   
  s 
  End Time Mars: 
  Physical Data:  
  Mars is 4,217 kilometers in diameter  at its equator and 
  has a surface gravity 38% of earth’s gravity.  Its mean solar day 
  is 24 hours, 39 minutes, and 35.23 seconds and Mars travels 
  around the sun once every 686.98 days. While the lower surface 
  gravity entails that humans can carry more on the Mars than 
  they can on the earth, the volume of objects are not affected 
  by the lower gravity. As such, the investigators will not be able 
  to carry much more in practice than was carried by their 
  earthly predecessors. Further, the fact that humans who have 
  been on Mars for some time (especially if they were born on 
  Mars) will find that their physical strength will be less than that of 
  humans who live on earth. 
  Despite the changes wrought by the human and Mi-Go 
  terraforming efforts, the surface of Mars is still no place for an 
  unprotected human to be. The atmosphere currently has a 
  surface pressure 1/86th that of earth (an improvement from the 
  original 1/100th) and an oxygen content of 5% (an increase of 
  5% over the original level of close to 0%). Temperatures on the 
  surface range from -139 C  at the poles to 21 C at the equator 
  which is an improvement over the original -140 C and 20 C 
  temperature averages).  
  The surface of Mars is mostly rough terrain. The planet 
  also has volcanic regions, numerous canyons as well as many 
  dry riverbeds to break up the monotony of the terrain. The 
  southern hemisphere of the planet is heavily cratered, much like 
  the moon’s surface while the northern hemisphere consists 
  mostly of plains with much smaller impact craters than those of 
  the southern hemisphere. The northern hemisphere also 
  contains many volcanoes such as those of Tharsis.There are also 
  numerous massive canyons (up to 200 km across and 7 km 
  deep) in the northern hemisphere. Of course, no description of 
  Mars would be complete without mentioning the canals of 
  Mars. These canals , which are up to 30 km wide and several 
  hundred kilometers long, are the result of erosion by the water 
  that was once present on Mars during a warmer era. Mars also 
  has ice caps on its poles which are mined for water by the 
  colonists. Finally, Mars has two satellites, Phobos and Deimos. 
  page 8 
  
  END TIME 
  Human Presence: 
  A single human space station orbits Mars accompanied 
  by the remaining space ships as well as two satellites. Work is 
  currently underway on bases on Deimos and Phobos and they 
  are expected to be usable within a year. The exact purpose of 
  the bases has been concealed from the general colony 
  population, but they are to play a role in Operation 
  Homecoming. Operation Homecoming, which is still in the 
  planning stages, is intended to lead to the restoration of human 
  dominance on earth. Key to the plan is, of course, shifting the 
  moon’s orbit so as to undo the changes wrought in the spatial 
  temporal fabric by Domaag T’eel. 
  On the planetary surface, the humans have established 
  one colony consisting of the original habitats and the restored 
  ruins as well as a smaller, more recent colony which was set up 
  entirely within a set of alien ruins. Due to the lack of heavy 
  manufacturing equipment and the scarcity of manufactured 
  material, any future human expansion will have to be into the 
  alien ruins.  Because the surface conditions are still quite hostile, 
  the human population is limited to living within the colony 
  structures. 
  Life 
  in 
  the 
  colony 
  is 
  difficult. 
  The 
  colonies 
  are 
  overcrowded, there are no luxuries and little in the way of 
  recreation. Tempers often run hot and personal violence is not 
  unheard of due to the stresses of colony life. There is also the 
  constant worry that what happened on earth could soon 
  happen on Mars, which takes its toll on the colonists. Death is 
  also a constant companion on Mars and people often die in 
  accidents, commit suicide, or simply vanish. Despite these 
  conditions, the colonists are a strong and determined lot and 
  get stronger with each new generation as the evolutionary 
  pressures select those strong enough to cope with the harsh 
  conditions and the enormous pressure of the situation. What 
  serves to keep the colonists going from day to day is the hope 
  that one day they will retake earth and that their children will 
  be able to walk on green grass under blue skies. At this point, 
  hope is almost all the colonists have and they are making the 
  most of it. 
  Points of Interest: 
  Human expeditions on Mars have found several ancient 
  ruins. Though the council has placed severe limits on 
  expeditions into many of the unihabited ruins, the colony 
  scientists have learned that some of the ruins seem to be those 
  of cities built by what may well have been native Martians. 
  Other ruins seem to be the work of beings not native to the solar 
  system and some of the scientists suspect that at least one site is 
  of Mi-Go origin. So far, the humans have occupied only the 
  native ruins as they are the most hospitable to humans (and the 
  least psychologicaly disturbing)The human leadership is aware 
  of the existence of a small “Gray” outpost on Mars, but the 
  general population is not, since most humans would shoot any 
  aliens on sight.These Mi-Go are not hostile to the human 
  presence on Mars. Far from it, they seem intent on aiding the 
  humans within certain limits. In truth, the Mi-Go primarily intend 
  to use the humans as tools in their attempt to regain access to 
  earth and its valuable resources (the Mi-Go, for their attempts 
  to postpone the return of the Great Old Ones are not at all 
  welcome on earth). 
  The colony scientists are quite right about the ruins. 
  Several of the larger ruins are those of a sentient race that was 
  dominant on Mars eons ago when Mars had free flowing water. 
  These beings were extinguished by invaders from the stars. The 
  cities of the Martians were occupied by these horrid beings and 
  they later built their own terrible cities and conducted vile 
  worship practices which brought the Great Old One Vulthoom, 
  known to these beings as Gsarthotegga The Devourer of 
  Worlds, to the planet. Vulthoom, who feeds off the ecosystems 
  of entire planets, severely damaged Mar’s ecosystem as it 
  drained the life from the world, corrupted the atmosphere, and 
  in general wreaked havoc. As the world died, the horrid beings 
  from the stars retreated deep into their cities. Eventually, 
  Vulthoom’s 1,000 years of consciousness came to an end and 
  he plunged back into a thousand year sleep in the heart of an 
  alien city. It awoke every thousand years only to find no way to 
  leave Mars and is still awaiting the day when it will awaken to 
  find beings to bear it to a new world upon which it can feed.  
  Finally, at least one of the ruins the humans have located 
  is of Mi-Go origin. The Mi-Go arrived on Mars at roughly the 
  same time they arrived on earth. They found some materials 
  worth mining on the dead world and also brought proto-
  humans to the planet and used them as labor and as 
  experimental subjects. Some of the modified proto-humans 
  were later returned to earth and used in the Mi-Go’s ongoing 
  experimentation with humans on earth. During the Mi-Go’s 
  operation, a disaster befell their main base and it was gradually 
  buried beneath the sands. The Mi-Go are eager to keep the 
  humans from learning the secrets within the base, but wish to 
  avoid taking direct action in the matter. For now they are 
  content to watch the humans and guide them along their (the 
  Mi-Go’s) carefully laid plans. 
   
  Death on Mars: 
  The Physical Environment 
  Despite the terraforming efforts, the surface of Mars is still 
  an extremely dangerous place for humans. The primary 
  dangers are that the oxygen % is is not high enough to support 
  human life, the atmospheric pressure is too low for humans, and 
  the temperatures are too extreme for humans. A human 
  exposed to surface conditions without any protection will die 
  relatively quickly and painfully (there is no need to roll dice). A 
  leak in a pressurized vehicle, structure, or suit will result in a loss 
  of air, pressure and heat. If the life support systems of  a 
  structure, vehicle, or suit fail, those inside will suffocate when the 
  air runs out and may well freeze to death. Such situations should 
  be carefully handled by the Keeper based on the conditions of 
  the situation and plot requirements. For example, the Keeper 
  may decide that a heroic investigator attempting to save her 
  friends  stays alive long enough to weld the hull of the vehicle 
  together before her eyes explode from her head. The important 
  thing is the story, not getting all the scientific details right. 
  Combat: 
  Combat  on Mars can be quite a bit more hazardous than 
  combat on earth. While the lower gravity of Mars relative to 
  earth would effect combat and other activities, the impairment 
  would be so slight as to not make it worth incorporating into the 
  game rules. The Keeper who wishes to be exacting in his rules 
  may wish to take into account the lower gravity using the 
  Low/Zero Gravity rules provided above. However, the lower 
  pressure of Mars cannot be ignored in combat. 
  A being vulnerable to the effects of low pressure who has 
  the misfortune of being damaged while in a space suit , will 
  suffer the following effects on Mars. The initial damage will be 
  normal. If the damage does not exceed twice the suit’s armor 
  rating, it will seal itself if it has that capacity . If the damage 
  exceeds twice the suits armor rating, the suit will be unable to 
  seal itself and the being will suffer damage equal to one 
  quarter the original damage each round, until the character is 
  dead, has patched the damage, or gets to shelter.  
   
  s 
   
  End Time Earth: 
  Physical Description: 
  The earth’s size, gravity and so forth have not changed. 
  However, certain important physical alterations have occurred. 
  Due to the shifting of the moon, many areas that were once 
  under water are now exposed (including, unfortunately, R’lyeh) 
  to the light of day and many areas that were once above 
  page 9 
  
  END TIME 
  water are now beneath the waves. Because of the magical 
  nature of many of the alterations, the exposures and floodings 
  do not correspond exactly with what would have happened in 
  more mundane disasters. Several areas which were once 
  human cities, such as New York, are now radioactive 
  wastelands due to LeSarre’s action. Unknown to LeSarre at the 
  time, his action actually saved humanity greater suffering. If the 
  Great Old Ones had been able to sacrifice the millions of 
  humans that perished in LeSarre’s bombing in the course of a 
  ritual, they would have been able to secure their position on 
  earth for eons. Denied the sacrifice, the Great Old Ones are 
  only precariously on earth, at least until the human population 
  regrows enough for the required sacrifice.  
  Humanity:  
  Though millions perished in the disaster that befell 
  humanity, the human race still continues on earth. The humans 
  on earth fall into the following groups. The largest group consists 
  of those who live as vassals and slaves to the Great Old Ones 
  and their servants. These humans range from loyal and powerful 
  priests to individuals enslaved by their fear.This group also 
  includes those humans who have (either voluntarily or 
  involuntarily) become part of the Deep Ones’ community. 
  Many of these humans are insane in one way or another and all 
  are disturbed. The next largest group consists of those humans 
  who lived in or have fled to various places that are ignored by 
  the Great Old Ones. These humans generally exist at a very 
  primitive 
  level, 
  though 
  they 
  will 
  sometimes 
  possess 
  technological items (mostly weapons). Though they rarely take 
  any action against the Mythos, they do not aid the Mythos 
  beings. The smallest group of humans consists of those who 
  actively fight the Mythos. These people range from small para-
  military units equipped with light armored vehicles to tribes lead 
  by a shaman. These groups have a high mortality rate, but new 
  ones keep emerging. The Great Old Ones, who consider 
  humans as largely unworthy of consideration, have left the 
  human problem to their servants. Unfortunately for the servants, 
  the problem humans are rather dangerous and tend to give 
  what they take in battles with Mythos beings. The smallest group 
  of humans, which was once the largest, consists of the 
  wandering insane. At one point there were literally millions of 
  people walking about in dazes, running about screaming, etc. 
  However, over the years these people either recovered in some 
  manner or died. The rate of insanity on earth is still extremely 
  high, but those who go insane generally die quickly or meet 
  some other fate (such as joining a cult). 
  The Mythos:  
  The shifting of the earth’s moon has brought about a 
  set of metaphysical conditions that permits an increased 
  degree of freedom to many of the powerful Mythos beings. 
  However, these beings do not have complete freedom as the 
  stars are not completely right and LeSarre denied these beings 
  the sacrifice that would have given them a much greater 
  degree of freedom. The lesser mythos beings also gained a 
  greater degree of freedom, if only due to the reduced human 
  resistance to their activities.  
   
  End Time Earth Mythos 
    
  The following section provides details regarding the condition of 
  the various beings and races.  
   
  Abhoth: no change. 
  Ahtu: Has come to dominate a large section of Africa, though 
  its cult is facing resistance from African shaman and 
  others. 
  Atlach-Nacha: It is still working on its web and has a long way to 
  go. As such, it knows that this is not the end of the world. 
  Azathoth: No change. 
  Bast: Because the human colonists rescued many cats by 
  bringing them along to Mars, humans are currently in 
  Bast’s favor. Though loath to become involved in 
  mundane affairs, she may act to benefit humanity 
  generally by aiding an important individual who is very 
  kind to cats. 
  Bokrug: No change, although the Dream Lands have been 
  badly disrupted in places. 
  Byakhee: These beings frequent the earth and travel often from 
  the earth to the moon. They avoid Mars since humans 
  would kill them on sight. 
  Chaugnar Faugn: This being has many more servants then 
  before, but seems content to remain his pedestal. 
  Chthonians: The Chthonians seem to be content with remaining 
  beneath the earth’s surface most of the time although 
  they visit the surface more often than before. G’harne is 
  now a place of constant Chthonian activity and humans 
  (and many Mythos beings) avoid the place. 
  Colours out of Space: No change, though they may find the 
  shift in the metaphysical structure of the area attractive 
  (or may find it repulsive). 
  Cthugha: Remains at Fomalhaut, though it has visited the earth 
  on several occasions. 
  Cthulhu” Cthulhu is now free of his long sleep. He now rules a 
  vast section of the earth and has as vassals the Deep 
  Ones and many human worshipers. He generally remains 
  in coastal or island regions. 
  Cyaegha: This being is free only for the time period of the full 
  moon. During this time it ranges free, destroying all it 
  encounters. When the moon ceases to be full, it is forced 
  back to its place of imprisonment.  
  Dagon and Hydra: Are generally at Cthulhu’s side. 
  Daolith: No Change. 
  Dark Young: These terrible beings roam freely and openly across 
  vast sections of the world in search of human prey. 
  Deep Ones: With the collapse of the human civilization on 
  earth, the Deep Ones took over numerous human cities 
  and used the humans as food and breeding stock. Most 
  coastal sections of the world contain Deep One 
  controlled cities populated by a mix of hybrids and 
  humans. 
  Dholes: None on earth. 
  Dimensional Shamblers: These beings continue to wander the 
  dimensions and appear somewhat more frequently on 
  earth. 
  Eihort & Brood: Eihort still resides in his tunnels and regularly 
  makes his terrible Bargain with humans that blunder into 
  his tunnels (or are forced into them by his cult). His brood 
  have grown, but not to their full size, since the conditions 
  are not fully right for them. 
  Elder Things: A few Elder Things remain in the very deepest 
  ocean trenches. A small group of them has formed a 
  shaky alliance with a group of humans (descendants of 
  naval personal who have several submarines and surface 
  vessels). The Elder Things seek to undermine the Great Old 
  Ones, more out of their hatred for Cthulhu than out of any 
  ambition or retaking the earth. 
  Fire Vampires: Frequent earth and the sight of a Fire Vampire 
  gleefully chasing down victims and burning them to death 
  is not entirely uncommon. 
  page 10 
  
  END TIME 
  Flying Polyps: These mysterious and terrible beings are still 
  content to remain in caverns, but any being which 
  troubles them generally meets a horrid fate. 
  Formless Spawn: These beings still remain in their caverns. 
  Ghasts: These foul beings have become more active but are still 
  restricted by their vulnerability to light. 
  Ghatanothoa: This horrid being still resides in his volcanic cone 
  but is free to wander the earth. It is aware that it’s island 
  may be sunk again at any time and that it may be 
  imprisoned again. 
  Ghouls: These repulsive beings have become quite active due 
  to the lack of human opposition and they have taken 
  over some abandoned cities and have feasted well on 
  the bodies of the dead over the years.  
  Glaaki: This creature dwells on within its lake and has gathered 
  a sizable cult of undead servants. His ability to send his 
  dream pull increased greatly when the moon shifted and 
  he has taken full advantage of it to expand his army of 
  undead servants. 
  Gnoph-Keh: With the reduced numbers of humans and the end 
  of human scientific expeditions in the colder parts of the 
  world, these beings have become far more active. 
  Great Race Of Yith: These beings, being able to travel through 
  time, are well aware of what is going on. The Great Race 
  has been providing some small degree of aid to the 
  humans and they continue to visit this time period in 
  search of information. 
  Gugs: These vile beasts are able to enter the surface world at 
  night now. 
  Hastur: Hastur’s worshipers on earth  have created a huge V out 
  of massive monoliths which enable Hastur to freely visit 
  earth (similar to the situation described in Cthulhu Now). 
  He is, however, still unable to leave the area of the V, but 
  can remain within its confines for as long as he wishes.  
  Hound of Tindalos: With the reduction of living creatures on 
  earth, these beings visit this time period less frequently 
  than the more recent past. 
  Hunting Horrors: These beasts frequent the earth and derive 
  great pleasure in hunting down humans. They are still 
  dispelled by daylight. 
  Hypnos: No change. 
  Ithagua: Ithaqua freguents earth more often than previously, 
  but his visits are still rare. 
  King In Yellow: No change. 
  Leng Spiders: No change. 
  Lesser Other Gods: No change. 
  Lloigor: These beings are less active now that humanity is in dire 
  straits, since they have a great need for  humans. It is not 
  uncommon for Lloigor to control small human settlements 
  and defend the humans within from other dangers so that 
  the Lloigor may make use of the energy of the humans. 
  Mi-Go: The Mi-Go have been driven from the earth and from 
  earth’s moon. Because of their attempt to postpone the 
  return of the Great Old Ones they are not welcome on 
  earth. The Mi-Go continue to operate extensively on 
  Yuggoth and they have a small base on Mars (posing as 
  the Grays) and perhaps other bases in the solar system. 
  Moon Beasts: No change. 
  Nightgaunts: The Nightgaunts remain active on earth and have 
  been known to assist humans in some instances, probably 
  at the direction of Nodens. 
  Nodens: Nodens, who was not a frequent visitor to earth any 
  ways, visits the earth even less now. When he does visit the 
  earth, he generally takes several humans away with him. 
  Nodens seems to be almost friendly to humanity and it is 
  believed that he may aid humanity greatly at some later 
  date. 
  Nyarlathotep: This Outer Good is immensely pleased with the 
  current situation on earth and revels in contributing to the 
  madness and insanity. Humans who a well informed about 
  the mythos but are still sane (extremely rare) fear 
  Nyarlathotep more than any other being for it is likely that 
  he destroys humanity and eventually destroys the earth.  
  Nyogtha: This formless being still dwells within its caverns, but it 
  journey’s forth occasionally to gather victims. 
  Quachil Uttaus: This being manifested itself when LeSarre’s 
  bombing killed millions, and has manifested itself on a few 
  other occasions. Being interested in death and decay, it 
  finds the earth of the present very interesting indeed. 
  Rat Things: With the massive increase in cult activity among 
  humans, the number of Rat-Things has increased.  
  Rhan-Tegoth: Partially freed from his stasis, this Great Old One 
  has returned to Alaska, where he once ruled. This being 
  must hibernate for six hours for every eighteen it is active. 
  He has a moderately large cult in Alaska whose members 
  insure that he is well fed. 
  Sand Dwellers: These eager little humanoids are thriving along 
  with their Great Old One masters. They still dwell in the 
  deserts of earth, but have begun constructing cities 
  composed of sand that they somehow fuse into a stone-
  like consistency. 
  Serpent People: While there have been degenerate specimens 
  of these creatures dwelling in various desolate parts of the 
  earth, as Yig’s power grew, humans with Serpent People 
  genes began to change into hybrid human-serpent 
  people and there were births of full blooded serpent 
  people to the degenerate specimens. In some places, 
  there are small cities of serpent people and hybrids. These 
  beings consider humans to be markedly inferior, suitable 
  only as lab animals and servants. 
  Servitors of the Outer Gods: No change. 
  Shaggi, Insects From: These unpleasant insects have taken 
  advantage of the situation to take control over groups of 
  humans by possessing them. These creatures, within the 
  bodies of their hosts, roam about the earth worshiping 
  Azathoth and spreading pain and terror. 
  Shantaks: These beings have been breeding heavily and there 
  are now many of them on earth. They often are used to 
  transport sacrifices from the earth to the moon.  
  Shoggoths: These creatures are found among the Deep Ones 
  and other races as servants, but many of them have 
  become intelligent enough to want to be their own 
  masters. Such Shoggoths have fled to various places 
  away from those who would use them as slaves. These 
  free shoggoths are even worse then their brethren and will 
  quickly slay any who encounter them. 
  Shub-Niggurath: Worship of this deity has increased greatly and 
  she has rewarded her faithful followers with fertile land 
  and bounteous crop yields. Sacrifices occur to her 
  regularly. 
  Shudde M’ell: This great Chthonian, who has never been 
  restricted, continues to do as he will. He does tend to visit 
  the surface and G’harne more than in previous days. 
  Star Spawn of Cthulhu: Like their master, these beings are free 
  to travel as they will about the earth. They often serve as 
  the rulers of Deep One communities.  
  Star Vampires: These invisible beings frequent the earth 
  somewhat more often then in the past and there is at 
  least one reported incident of a Star Vampire attack on 
  Mars. 
  Tcho-Tchos: These horrible semi-human beings have spread 
  from the blasted plateau of Tsang and out into Tibet. 
  These creatures have been facing surprisingly stiff 
  resistance from the strong-minded inhabitants of Tibet. 
  There is near constant warfare between the Tcho-Tchos 
  and Tibetian warriors and monks. 
  Tsathoggua: This furry toad like Great Old One is a bit more 
  active than in previous eras and a small cult has 
  developed that worships him. If encountered, there is a 
  60% chance that he will be hungry and try to eat those 
  who encounter him. Otherwise, he pretends to be asleep. 
  Tzulzscha: This Outer God, which thrives on death, corruption, 
  and decay is currently doing very well. While few still 
  worship it, its cults have swelled somewhat, mostly with 
  people hoping to avoid death. 
  Ubbo-Sathla: No change. 
  page 11 
  
  END TIME 
  Xiclotl: These carnivores are more active on earth and have 
  been breed extensively by their insect masters. They are 
  still quite rare on earth, but are not pleasant to meet. 
  Y’Golonac: Y’Glonac has a fairly substantial following in this era, 
  though his concept of evil remains quite shallow. 
  Yibb Tstll: No change. 
  Yig: Yig, whose serpent people have been in decline for 
  centuries, has enjoyed an upsurge in his power. He is 
  taking full advantage of it and is attempting to re-establish 
  his people as the masters of the earth.  
  Yog-Sothoth: The conditions on earth are ideal for Yog-Sothoth 
  and it can enter earth’s dimension almost at will in order 
  to feed upon humans. Membership in its cult has 
  increased substantially. 
  Zhar: This being (or beings) still dwells beneath Tsang but is 
  much more active and has a fair sized cult following. Its 
  Tcho-Tcho worshipers have been fairly successful in this 
  era . 
  Zoth-Ommog: This being was freed when R’lyeh arose. It is 
  worshiped by some Deep Ones and a few badly 
  misguided humans but still does not have much of a cult 
  following. 
   
   
  page 12 
  
  END TIME 
  e 
  Colony 
  I nformation 
   
  Introduction: 
   
  The following sections detail the physical aspects of the 
  two human colonies on Mars. There are two human colonies on 
  Mars. The first colony, Hope, consists of eight earth made 
  habitat modules, two command modules, as well as a 
  refurbished alien structure. The second colony, Bradbury, is 
  located entirely within a a refurbished alien structure.  
  Hope Colony 
  The first structure of Hope colony was assembled in 2045, 
  shortly after the Phoenix arrived at mars. Over the next year the 
  colonists continued their desperate construction efforts and 
  were able to expand the colony. In 2051, a second colony 
  vessel arrived at mars, carrying 300 colonists as well as habitat 
  modules.  Over the next two decades, the colonists continued 
  to struggle against the harsh conditions of mars and the battle 
  was often a losing one.  In 2076, a colony exploration team 
  discovered the first alien ruins and only a short year later one 
  alien structure is readied for human habitation. The Hope 
  colony continued to expand until 2112 when the original colony 
  dome structure collapsed, killing nearly all of those who were in 
  it. Despite the loss, the colonists continued to struggle on. 
   
  Hope Colony Main Map 
   
  The Hope Colony main map details the general layout of 
  the colony.  
   
  Alien Domes: The alien domes structure are eons old, but still 
  have eons left before their materials crumble into dust. The 
  domes were first discovered in 2076 and first inhabited in 2077. 
  The domes are detailed below. 
   
  Colony Structures: There are eight colony habitat modules and 
  two command modules present in Hope Colony. These 
  structures were manufactured on earth over a hundred years 
  ago and they are showing their age. Both the habitat modules 
  and the command modules are detailed below.  
   
  Control Tower: The control tower contains sophisticated 
  communication and navigation equipment. It is used to guide 
  craft to the landing site as well as to maintain communication 
  with the orbiting ships and space station.  
   
  Landing Site: This landing site is basically flattended Martian soil. 
  Only small vessels land near the colony. The larger craft land on 
  a nearby landing field, which is basically a large area of 
  flattened Martian soil. 
   
  Standard Habitat Module 
  Habitat modules are two storied, bulky looking structures 
  intended to house ninety-six people in slight discomfort. Ideally, 
  each habit module is supposed to be a self contained 
  environment, complete with a closed system of recycling (all 
  water and other material are re-used). In addition to providing 
  housing, the habit modules contain an advanced laboratory 
  for scientific work. Unfortunately, the habitat modules never 
  reached the standard they were intended to meet. 
  The standard habitat modules on mars were designed and 
  produced by Enviotech, Inc. and they are outstanding 
  examples of poor design and shoddy materials. Due to the 
  defects, the habitat modules are currently marginally habitable. 
  Nearly every module is plagued with atmosphere leaks, water 
  leaks, power plant failures, and other problems. In addition to 
  the problems with the so called “closed environment” (its now 
  more of a “leaky environment”), the “state of the art” 
  laboratories promised by Enviotech turned out to be defective 
  nightmares of obsolete and broken equipment. Hence, life in a 
  habitat module is an uncomfortable ideal. Because of these 
  problems, the colony leaders plan to move the current 
  inhabitants of the modules into a new colony located in a 
  nearby alien structure.   
   
  Level One 
   
  Laboratory: In all habitat modules the laboratory has been 
  stripped of all equipment and converted to some other use 
  (typically a laboratory is used as a makeshift living area).  All 
  scientific work is currently done within the alien domes. 
   
  Equipment Locker: The equipment locker is used to store 
  equipment. Most of the equipment Enviotech stocked the 
  lockers of the habits with has been recycled as it was found to 
  be defective. 
   
  Air Lock: The air locks on all habitats are rather leaky and all of 
  them have various patches that vainly attempt to hold in the 
  air. In most of the habitats the airlock doors have to be 
  manually opened as their motors have long since burned out 
  and recycled. 
   
  Water Tank: Part of the so called “closed environment”, the 
  water tank was equipped to purify “recycled”water and make 
  it drinkable. Unfortunately, the equipment proved defective 
  and the tank is used as a simple storage tank. Water is recycled, 
  but it is done using colony built equipment. the tank leaks 
  slightly, so the outside of a habit module is coated with ice and 
  the inside corridor is damp. 
   
  Oxygen: The oxygen system was also intended to be part of the 
  habitat’s closed system and it was equipped with devices 
  designed to clean the C02 out of the air. Unfortunately, all of 
  the equipment failed and has to be replaced with colony built 
  equipment. The tanks tend to leak, producing a faint hissing 
  noise which most people find particularly annoying. 
   
  Dining/Rec: This dining/rec area was to be equipped with the 
  latest in fitness and entertainment equipment. Amazingly 
  enough, the equipment worked flawlessly. Unfortunately for the 
  habit inhabitants, most of the electronic equipment has been 
  scavenged for use in important systems. 
   
  Galley:  Enviotech was contracted to develop a food system 
  that could turn basic food stuff into culinary delights. 
  Unfortunately, the equipment tended to turn out, at best, 
  flavorless goop. The equipment on all modules was replaced 
  with a system that produces nutritious, if barely palatable, food 
  stuff. 
   
  Elevator: The elevator was originally a working elevator. 
  However, they soon locked up on all the habits. The colonists 
  simply removed the elevators with cutting torches and put in 
  reliable, if old fashioned, ladders. 
   
  Hydroponics: Intended to be part of the “closed system”, the 
  hydroponic section was supposed to produce enough food for 
  the habitat module. However, like most of the equipment on 
  the 
  habitats, 
  the 
  hydroponics 
  equipment 
  failed. 
  The 
  hydroponics section is still used to produce food, but it does not 
  produce nearly enough to meet the needs of the colonists. 
   
  Engineering: The engineering section contains the habit 
  modules power plant as well as the main  life support 
  equipment. The equipment is extremely worn down and was 
  page 13 
  
  END TIME 
  not terribly reliable to begin with. Power failures in the habitat 
  modules are quite common, making life rather unpleasant. 
   
  Level Two and Level Three 
   
  Quarters: Each quarters was designed to hold six people in 
  some degree of discomfort. Each room is equipped with fold 
  up, stacked beds, a small bathroom, and a small living room 
  like area. Due to the poor materials used and the age of the 
  habitats, the quarters are rather uncomfortable. Most of the 
  bunks have long broken and have been replaced, as has most 
  of the rest of the furniture. The bathroom facilities have been 
  completely rebuilt, but still suffer from various problems. 
   
  02 This is part of the atmosphere processing system. It is used as 
  an emergency oxygen supply. 
   
  H20: This is an emergency water tank. 
   
  Command Center 
  the colony command modules are solid structures 
  intended to provide command and control functions as well as 
  scientific instrumentation to the colony leadership. Each 
  command center is nearly a self contained environment, with 
  highly effective recycling equipment for both water and 
  atmosphere. In short, the command centers’ environmental 
  systems  are everything that the habitat modules’ systems were 
  supposed to be. 
  Manufactured 
  by 
  Boeing 
  Aerospace, 
  the 
  colony 
  command centers (in contrast to the habitat modules) are 
  technological marvels. Each command center is equipped with 
  two command rooms which are equipped with highly 
  advanced equipment. The equipment manifest includes 
  advanced radar and communication systems, a wide variety of 
  scientific instruments, highly advanced computers, and a 
  plethora of other devices. Each command module is capable 
  of guiding and monitoring space vessels and probes and one 
  could easily provide the command and control functions for a 
  small army. It was hoped, by the earth leadership, that 
  communications would be maintained between earth and 
  mars via the command centers advanced electronics and that 
  they would be used in future military action. However, the 
  circuits dedicated to earth communication have long laid 
  dormant. The Command centers also contain highly advanced, 
  and very reliable, power plants which were intended to help 
  provide power to colony structures. 
  While life is cramped in a command module, many 
  colonists seek to receive positions in them. Unlike the habitat 
  modules, all the equipment works properly and the interiors are 
  quiet and almost pleasant. Needless to say, competition for 
  command positions is very stiff as only eight people are 
  assigned to live in each command center. 
   
  Air Lock: Though over a century old, the airlocks of the 
  command center still work surprisingly well. Although they are 
  showing their age, air loss is minimal. 
   
  Equipment: The equipment lockers of the command centers are 
  fairly well stocked and have some earth made equipment. 
  Water and Oxygen: This section composes the environmental 
  systems of the command centers. These system work quite well, 
  despite their age and there is minimal leakage. 
   
  Command 1: The main command centers of the command 
  modules were intended to be used for communications with 
  earth and to play a role in military operations. The systems are 
  still manned, but have not been used for decades. Some 
  colonists are convinced that earth is and will remain a dead 
  planet and they want to scavenge the equipment here and 
  turn it into a living area. Most colonists do not want to do this 
  and the colony leaders see the maintenance and manning of 
  these command centers as being key to maintaining colony 
  morale. After all, tearing out the controls would be tantamount 
  to giving up all hope of ever going home, which would be 
  disastrous. 
   
  Command 2: The secondary command centers of the 
  command 
  modules 
  are 
  used 
  to 
  maintain 
  colony 
  communications, monitor the colony vessels, and for scientific 
  research. 
   
  Living Quarters: The quarters are equipped to house eight 
  people in relative discomfort. Hover, the bathroom facilities 
  work well and there are functional entertainment systems in the 
  common area. 
   
  Engineering: The engineering sections of the command 
  modules contains the power plants as well as the life support 
  systems. The command centers’ power plants are powerful and 
  efficient and they supply emergency power to the habitat 
  modules and the alien domes. 
   
  s 
   
  Alien Domes 
   
  The alien domes were  discovered, more or less by chance,  
  by Dr. John Taylor in 2076. After the domes were excavated 
  and carefully examined, the colony leaders decided to turn the 
  domes into a colony structure. The habitat modules and 
  command modules were transported near the domes and work 
  begin soon after. In 2077, the first colonists moved in. The domes 
  are not, in actuality, domes. Rather, they look much like giant 
  gum drops. However, when they were first being excavated 
  only the tops protruded and they looked like domes. Further 
  excavation revealed that they were not domes, but the name 
  had stuck and was not changed. 
  Although everyone on mars knows full well that the domes 
  are not of human construction, the colony scientists and 
  leaders have revealed little to the general public. The domes 
  are known to be incredibly old (rumor has it that they are 
  millions of years old) and the work of native Martians. The 
  material of the domes is also known to be nearly indestructible 
  and the main structures bear little evidence of the passage of 
  time.  This is not true of the interior, which long ago passed into 
  dust, leaving a hollow shell behind. While the domes are 
  obviously alien, the structures are not unpleasant to the human 
  eye and they seem to have clearly been built by beings not 
  unlike humans. The builders of the dome are known 
  affectionately as the “Marties” and telling stories about the 
  “Marties” is a favorite colony pastime. 
  Access is gained to the domes via two heavy duty airlocks 
  (built from material from the Phoenix). These airlocks were built 
  into existing openings as the alien material was found to resist all 
  available human cutting tools. The interior structures have been 
  built out of a mixture of parts from the Phoenix, parts from 
  defunct 
   
  habitat 
  modules, 
  and 
  from 
  some 
  natively 
  manufactured materials. The interior is well built (especially 
  considering the materials the colonists had to use) and there 
  have been no structural failures to this date. 
  Life inside the domes is better than life inside the habitat 
  modules, but there is not, as of yet, enough finished housing for 
  all the colonists. The main day to day problems in the domes 
  are overcrowding and the lack of privacy. However, these 
  problems are slowly being alleviated as additional quarters are 
  completed. 
  The colony domes have three floors. Maps for all floors are 
  provided. 
   
  First Floor 
   
  Airlocks A and B 
   
   These are the external airlocks. They are of heavy duty 
  construction and are equipped with their own backup 
  page 14 
  
  END TIME 
  generators. In an emergency, they can also be operated 
  manually (this is a slow and tiring procedure, however). The 
  locks are equipped with a safety feature that prevents both 
  doors from being opened at once. 
   
  Airlocks C, D, E, and  F 
  These are the internal airlocks and they are the same as 
  the external airlocks. The air lock letter designations are also 
  used to designate the area of the main dome. For example 
  Area FD of the main dome is the area between the 
  Medical/Quarters dome and the Engineering dome. 
   
  Science Dome 
   
  The science dome is used, not surprisingly, for scientific 
  research of various types. The dome contains several 
  laboratories and research areas which are well equipped, 
  considering the conditions. The labs that are the most active 
  are those involved with the production of tailored organisms 
  that are to be used in terraforming mars. These labs are kept 
  carefully sealed and strict safety precautions are always in 
  effect to minimize the chance of an accident occurring. Most 
  of the other labs are dedicated to the study of alien artifacts 
  that have been found on mars. The research areas are mostly 
  dedicated to developing new technology to make life on mars 
  easier. Of course, there are many rumors about what goes on 
  behind the closed doors in the science section. Among the 
  most prevalent of the rumors is the one about a project to 
  modify human beings so they can withstand the surface 
  conditions of mars. Of course, these are just rumors. 
   
  Medical/Quarters Domes 
  Life on mars is extremely difficult and dangerous for 
  humans and injuries are very common. In order to deal with the 
  medical problems, a fairly large area of the Medical/Quarters 
  dome has been dedicated to hospital grade facilities. Although 
  only a small amount of medical equipment was brought from 
  earth (and much of that has worn out), the colony medical 
  facilities are fairly well equipped, thanks to the ingenuity of the 
  colony engineers. Because of the high number of injuries, the 
  medical personal are quite skilled (they get a great deal of 
  practice). 
  With 
  the 
  available 
  medical 
  techniques 
  and 
  technology, almost any injury or ailment can be taken care of 
  quickly and efficiently (needless to say, there are no hassles with 
  insurance).  There are, however, rumors that the colony leaders 
  have ordered doctors to terminate any colonist who would be 
  unable to contribute to the colony, but who would survive. 
  Naturally, all the doctors deny this. 
  The quarters section of this dome includes standard living 
  quarters as well as areas that serve as hospital rooms. During 
  particularly large disasters, many rooms are converted into 
  makeshift triages and operating rooms. Those quartered here 
  are typically young, unmarried males. They live in a large, 
  barracks like area and are kept under fairly strict supervision. 
  Most of the medical personal live in the central dome. 
   
  Quarters Dome 
  The quarters in this dome are currently being rebuilt, thanks 
  to a madman with a bomb. There are currently four small rooms 
  that are habitable, but the bathroom and galley facilities are 
  not quite fully operational. For the most part, the area is lived in 
  by the construction teams working on it.  When it is completed, 
  this dome is expected to house at least seven large families and 
  four couples without children or with only one child. 
   
  Engineering Dome 
  This dome contains the colony’s main power plant as well 
  as the life support systems. The colony power plant was 
  originally the Phoenix’s main reactor. Despite some minor 
  accidents, the plant has operated smoothly over the years. 
  While it is obviously somewhat risky to have the power plant 
  within the colony’s main structure, there simply aren’t enough 
  resources available to make it possible for the plant to be 
  located a safe distance from the colony. Also, the colony 
  scientists are fairly certain that the dome structure would largely 
  contain the results of any accident. The colony dome material 
  also seems to be impervious to almost all known forms of 
  radiationradiation, including  cosmic rays and gamma rays. 
  Because of this, the dome colony requires no special shielding 
  as the other structures do. 
  The life support system of the dome is primarily from the 
  Phoenix. It is an extremely reliable system and has not failed 
  once during it operation. Of course, it has been cross wired and 
  re-built so many times that the Phoenix’s designers (were they 
  alive) would probably not recognize it. 
   
  Main Dome Area C-F: Administration/Command 
  This are of the main dome contains six offices for the Hope 
  colony leaders. The leaders are Colony Leader, Head of 
  Sciences, Security Chief, Chief Engineer, Medical Chief, and 
  Senior Computer Officer. The Colony Leader is elected by the 
  colony council and the others are appointed by the Colony 
  Leader. Each office is equipped with a computer suitable for 
  the leaders’ jobs as well as work areas for their assistants.  The 
  two large rooms are meeting areas where the colony council, 
  which consists of the six leaders and representatives from the 
  habitats, the Hope Colony domes and Bradbury Colony, meets.  
   
  Main Dome Area D-F: Computer Center/Technology Research 
  and Development 
  If the Engineering dome is the heart and lungs of the 
  colony, then this area is its brain. This area of the main dome 
  houses the main computer from the Phoenix. This computer 
  monitors and runs most of the colony systems (including the 
  reactor and life support), handles PDA communication, and 
  performs many other important tasks. The main computer is 
  kept in a sealed clean room style environment and has its own 
  backup generator and batteries. Access to the computer is 
  limited to key personal and the access air lock has numerous 
  security features to prevent unauthorized entry. 
  Two of the eight small rooms are dedicated to the controls 
  and monitors for the computer. These stations are manned 
  twenty four hours a day. The remaining rooms are used for 
  technology research and development that involves intensive 
  computer use. The most common work done her is developing 
  new computer designs, refining existing designs, and software 
  development.  
   
  Main Dome Areas D-E and C-E: Quarters 
  This area contains sixteen four person (typically families) 
  apartments as well as kitchen, bathroom, etc. facilities. The 
  apartments are fairly cramped, but they are well built and have 
  been designed to maximize the available space. The kitchen 
  facilities are very advanced and the cooks can do wonders 
  with the food stuff produced in the vats on the second level. 
  The bathroom facilities work quite well and are tied directly into 
  the recycling system (a fact that the engineers do not 
  advertise, even though the waste products are thoroughly 
  processed or used to feed the food stuff). The quarters were 
  built out of various section of the Phoenix as well as from 
  defunct habitat modules. 
   
   Level Two 
  Access to the second floor is via access panels and 
  mechanized lift plates (shown as circles on the maps. The 
  second floor was actually constructed first, as large items (such 
  as the disassembled  tanks) had to be brought in through the 
  domes.  
   
  Second Floor Science Dome 
  This area contains the colony dome’s primary oxygen tanks 
  and air recycling equipment. The tanks were originally the 
  oxygen tanks on the Phoenix. They were cut apart, brought in 
  and then reassembled here. Access to the tanks is carefully 
  restricted to avoid any accidents. 
   
  page 15 
  
  END TIME 
  Medical/Quarters Dome 
  This area contains the colony dome’s primary water tanks 
  and water purification equipment. The tanks were originally the 
  water tanks on the Phoenix. Like the oxygen tanks, they were 
  cut apart, brought in and then reassembled here. Access to the 
  tanks is carefully restricted to avoid any accidents. 
   
  Second Floor Quarters Dome 
  This area is a carbon copy of the quarters on the first floor. 
  Due to the previously mentioned bomb, the area is still under re-
  construction. When completed, it will house seven large families 
  as well as four couples who do not have children. Right now, 
  however, there are still holes in the floor from the blast. 
   
  Second Floor Engineering 
  Because of the large size of the reactor and the life support 
  systems, there is no second floor to the engineering dome. The 
  dome is open all the way to the roof. 
   
  Second Floor Main Dome 
  The area of the main dome closest to the medical/quarters 
  dome is the colony’s main hydroponic tanks. The food for the 
  colony is grown here. Most of the food comes from  a vat 
  grown organism, closely related to yeast and algae, which is 
  rich in both protein and carbohydrates. The mats of the 
  material  are harvested, processed and served in various forms. 
  While very nutritious, the food stuff is not exactly gourmet 
  dining.The colonists call the organism “food stuff” or simply 
  “stuff.”  In order to provide some variety, certain crops are 
  grown here, such as tomatoes. Needless to say, there is no real 
  meat available (except human flesh, of course) on mars. Real 
  vegetables are often given as rewards or incentives to colony 
  personal. The tanks were produced out of hull sections from the 
  Phoenix. 
  The side of the main dome nearest the quarters dome 
  contains the second levels living area. This area is the same as 
  the quarters area beneath it on the first floor of the main dome. 
  Third Floor 
  The third floor is the most recently constructed floor of the 
  domes. It will also be the last floor because the top sections of 
  the domes is filled with alien machinery, made out of the same 
  indestructible material as the domes. The colony scientists are 
  baffled by the machinery and have no idea what its purpose is. 
  However, the machinery seems to be completely inert, so the 
  scientists are not terribly worried about it being dangerous. 
  The third level is reached by using various access panels 
  (not shown) as well as lift plates (the small circles on the maps). 
  The colony engineers plan to eventually install elevators that will 
  allow easy access to all floors of the domes. For now, however, 
  getting around can be somewhat difficult.  
   
  Third Floor Science Dome, Quarters Dome and 
  Medical/Quarters Dome 
  Each of these areas contains quarters for five families and 
  four couples without children. The area also contains kitchen, 
  recreation, and bathroom facilities. These quarters are quite 
  similar to those on the second level, but are newer and 
  somewhat better constructed. The third floor of the quarters 
  dome is still inhabited because it was not damaged by the 
  bomb. However, access to the third floor has been made 
  somewhat difficulty, even slightly dangerous, by the bomb 
  damage. 
   
  Third Floor Engineering Dome 
  This level of the dome is largely empty. 
   
  Main Dome 
  The main dome houses thirty two family quarters as well as 
  kitchen, recreation, and bathroom facilities. These quarters are 
  similar to those on the first two floors, but are newer and are 
  somewhat better in construction. 
   
  s 
   
  Bradbury Colony 
   
  The Bradbury Colony began in 2131 and was named after 
  Ray Bradbury, the author of perhaps the most famous stories 
  written about Mars. The Bradbury Colony is located fairly far 
  from Hope Colony. It has the location it does for two reasons. 
  First, the distance between the two makes it less likely for 
  disaster to overcome both colonies. Second, intact, usable 
  alien structures are rare and the Bradbury colony dome was the 
  nearest discovered ruin at the time. 
  The Bradbury colony dome is of the same material and 
  roughly the same design as the domes in Hope colony. 
  Because of this, the colony scientists are fairly confident in their 
  claim that the domes are the all the work of a single civilization. 
  Unlike the Hope domes, the ruins in which the Bradbury colony is 
  located has only a single dome. The scientists are not sure why 
  only one dome is present, but the fact that the ruins that 
  surround it are smaller than the ruins at Hope colony suggest 
  that it was simple a smaller city, and hence there would 
  probably no need for a larger structure. Like the domes at 
  Hope, the Bradbury dome is actually more of a gumdrop 
  shaped structure. 
  Bradbury colony consists of a single alien dome as well as a 
  control tower and landing site that are the same as those at 
  Hope colony. There is also a small landing field near by that can 
  handle larger landing craft. 
   
  Level One 
  The first level is entered via a heavy duty air lock which is 
  every much like those at Hope Colony. The dome is divided into 
  four main sections. 
   
  Quarters & Administration 
  This section contains four quarters as well as the 
  administration offices. There are three offices in this section: the 
  Colony Leader’s office, the Chief Engineer’s office, and the 
  Security Chief’s office. The other areas contain meeting 
  rooms,and the command and communication center. 
   
  Quarters 
  The quarters section contain eight quarters. Each is 
  designed to fold for people. There are public bathroom, 
  recreation, and kitchen facilities. The facilities and quarters are 
  in good condition as they are well built and fairly knew.  
   
  Science & Engineering 
  The science and engineering section contains the colony’s 
  power plant, life support systems, and labs. The colony’s main 
  power plant is the Phoenix’s secondary reactor and the life 
  support systems are the Phoenix’s secondary life support system. 
  The lab sections contain advanced equipment and most of 
  them are dedicated to studying artifacts that have been 
  retrieved from nearby ruins. The lab areas are strictly off limit to 
  most of the colony personal and there have been rumors of 
  serious accidents in the labs. 
   
  Level Two 
  Access to the second level is via a lift plate and various 
  access plates. Plans are being made to put in a full elevator as 
  soon as additional material becomes available. 
   
  Hydroponics 
  This area, which is perpetually damp, contains the three 
  hydroponic tanks which provide the colony with food and a fair 
  amount of its oxygen. The food produced here is the same 
  “food stuff” produced in the Hope Colony vats. Access to this 
  area is strictly controlled, to avoid any possible accidents. 
   
  page 16 
  
  END TIME 
  Engineering and Tanks 
  This area has an open section into which the power plant 
  and life support systems extend. The tanks on this floor hold 
  oxygen and water for the colony. This area also contains the 
  water and air purifying systems for the colony. These systems 
  were taken from the Phoenix and they work fairly well. This area 
  is considered off limits to most colony personnel. 
   
  Quarters 
  The quarters areas are the same as those on the first level. 
   
  Level Three 
  The third level is reached via a lift plate as well as access 
  plates. This level contains quarters areas similar to those on the 
  first and second levels. 
   
   
  page 17 
  
  END TIME 
  j 
  De nize ns of Mars 
    
  Cthunund Uleths, Lesser 
  Independent Race 
   
   Cthunund Uleths are a horrid race of interplanetary 
  travelers. Physically, Cthunund Uleths are amorphous beings 
  capable of assuming almost any form by altering the 
  distribution of their bodily mass, growing appendages, and 
  changing their color and texture. In its natural, unmodified form 
  a Cthunund Uleths  appear as a mass of semi-translucent, 
  grayish-green ooze. From the bodily mass protrudes whip-like 
  tentacles coated with needle-like spines. Along the surface of 
  the mass are various eye-like organs that move about and are 
  constantly absorbed and extruded by the mass. Cthunund 
  Uleths have a basic sensory capacity slightly superior to 
  humans, except they have no natural hearing organs. 
   
  Cthunund Uleths are a race of interstellar wanders and 
  they travel from world to world, seeking lesser forms to prey 
  upon. Like the Mi-Go and certain other races, Cthunund Uleths 
  are capable of flying through interstellar space and surviving in 
  hard vacuum.  
   
  Cthunund Uleths came to Mars untold eons ago and 
  made war upon the advanced and peaceful natives of the 
  then fertile world. The war raged for some time until the terrible 
  Cthunund Uleths all but eradicated the Martians. The victorious 
  Cthunund Uleths moved into some of the Martian cities and 
  began constructing their own underground cities in which to 
  dwell. The Cthunund Uleths attempted a few expeditions to 
  earth, but were forced away by the other races that had 
  already established themselves on earth. The Cthunund Uleths 
  ruled mars for some time until their priests brought Vulthoom to 
  Mars. 
  Vulthoom, 
  known 
  to 
  the 
  Cthunund 
  Uleths 
  as 
  Gsarthotegga, soon turned the world into a wasteland and all 
  but exterminated the Cthunund Uleths by feeding upon them. 
  The few Cthunund Uleths that remain are either those few 
  survivors that lurk within the ruins of the ancient cities or the 
  surviving servants of Vulthoom who share its sleep cycle. 
   
  In their natural form, Cthunund Uleths attack other 
  organisms with their whip like tentacles. These tentacles inflict 
  only a moderate amount of damage, but are coated with 
  needle like protrusions that embed themselves into victims. A 
  victim struck by a tentacle will have several of these needles 
  stuck into its body and these needles will inject toxins and a 
  variety of micro- organisms into the body of the victim.These 
  toxins inflict an extra 1D6 and the micro-organisms serve to 
  break down the victims body so that when the victim dies the 
  Cthunund Uleth can feed off the liquefied remains.  When a 
  Cthunund Uleth feeds upon a victim, it absorbs some of the 
  victim’s genetic material as well as some of the contents of the 
  victim’s mind. After absorbing a victim, an Cthunund Uleth can 
  form its body into a close facsimile of the victim. This facsimile 
  can be seen through by those who new the victim if they make 
  an Idea roll (they will notice certain flaws in the imitation). The 
  Cthunund Uleth will also have access to some of the victim’s 
  memories such that the Cthunund Uleth can do a fairly 
  convincing imitation and make use of some of the victim’s 
  memories. In order to “remember” a particular bit of 
  information, the Cthunund Uleth must roll under its INT x 5 with 
  5% added to the roll for every hour since the victim was 
  absorbed. As such, Cthunund Uleth will eventually forget 
  everything the stole from their victims. However, they retain the 
  ability to imitate the victim permanently. A Cthunund Uleth that 
  is imitating a victim can make use of that victim’s natural 
  (bodily) weapons as well as its means of locomotion. Of course, 
  a Cthunund Uleth can only imitate victims that are its size or 
  smaller (it can compact its body to imitate smaller forms). 
   
  Cthunund Uleths, Polymorphous Evil 
   
  Characteristics 
   
  Rolls 
   
  Averages 
  STR 
   
   
  2D6+10 17 
  CON 
   
   
  3D6+4 
   
  14-15 
  SIZ 
   
   
  4D6+4 
   
  18 
  INT 
   
   
  3D6 
   
  10-11 
  POW 
   
   
  3D6 
   
  10-11 
  DEX 
   
   
  3D6 
   
  10-11 
   
  Move: 6/8 Flying 
  Av. Damage Bonus: +1D6 
  Weapons: Tentacle*  45% 1D6 +toxins 
   *Can attack with DEX/3 tentacles per round (round 
  up) at the corresponding DEX rank. For example, a 
  Cthunund Uleth with a DEX of 9 would attack at DEX 9, 
  DEX 6, and DEX 3. 
   
  Armor: None, but their alien matter causes all impaling 
  weapons to do minimum possible damage. 
  Spells: Each has an INT X2 chance of knowing 1D3 spells. 
  Sanity Loss: 1/1D10 sanity points to see an Cthunund Uleth in 
  natural form, possibly less (but no more) in other forms.  
   
  Martians, True, Lesser 
  Independent Race 
   
  Driven nearly to extinction by the horrid Cthunund Uleth, 
  the few surviving true Martians live on in hidden preservation 
  chambers, awaiting the day when they will be rescued by 
  gentler beings than the Cthunund Uleth. Physically, Martians are 
  very tall, thin humanoids. They have virtually no body hair and 
  have three pairs of eyes. One pair is mounted on the sides of 
  the head, on slight protuberances. These eyes limited to sensing 
  only motion and are incapable of fine discernment. The second 
  set of eyes is located roughly were human eyes are on the 
  human head. The vision of this set of eyes is slightly inferior to 
  normal human. The third pair of eyes is located below the 
  second and is just over the Martians mouth. These eyes are 
  good for close viewing only, but are equivalent to a high quality 
  magnifying glass. The Martian mouth is a vertical slit in the face 
  and is lined with needle sharp teeth. The Martians have a 
  second set of teeth at the start of their throat which are 
  equivalent to human molars. The rest of the Martian body is 
  shaped roughly like that of a human, except there are six digits 
  on each extremity and breathing slits set in the chest. Martians 
  range in color from light brown to dark gray. 
   
  The Martian civilization flourished for many thousands of 
  years and they developed very advanced sciences and arts. 
  Despite their great knowledge, they were ill prepared for the 
  dark day when the Cthunund Uleth descended from the stars 
  to kill them and take their cities. With almost no military 
  capacity and no experience at fighting, the peaceful Martians 
  were driven from their cities and most perished horribly. A few of 
  the Martians were able to survive and these survivors sleep in 
  suspended animation in a hidden Martian city, along with the 
  sum of their races learning. They are awaiting the day when 
  they can reclaim the surface of their home world and restore 
  their lost civilization. 
   
  Martians find personal combat and violence distasteful, 
  but do have an odd, carbine like weapon that fires a powerful 
  blast of energy. The hidden Martian city is full of various 
  technological marvels as well as stored information and artwork 
  from the Martian culture. 
   
  page 18 
  
  END TIME 
  Martians, Sleepers from a Lost Age 
   
  Characteristics 
   
  Rolls 
   
  Averages 
  STR 
   
   
  2D6 
   
  7 
  CON 
   
   
  3D6 
   
  10-11 
  SIZ 
   
   
  3D6  
   
  10-11 
  INT 
   
   
  4D6 
   
  14 
  POW 
   
   
  3D6 
   
  10-11 
  DEX 
   
   
  3D6 
   
  10-11 
  Move: 8 Flying 
  Av. Damage Bonus: 0 
  Weapons: Energy Weapon* 25% 4D6 
  *The Martian energy weapon has 25 charges and a range of 90 
  yards. 
   
  Vulthoom 
  (Gsarthotegga, 
  The 
  Devourer of Worlds), Great Old 
  One 
   
  “Somehow, the thing was  like a giant plant, with innumerable 
  roots, pale and swollen, that ramified from a bulbar bole. This 
  bole, half hidden from view, was topped with a vermilion cup 
  like a monstrous blossom; and from the cup there grew an elfin 
  figure, pearly hued, and formed with exquisite beauty and 
  symmetry...”- Clark Ashton Smith “Vulthoom.” 
   
  Vulthoom is a horrid creature which appears to be an 
  almost plant like being. However, its resemblance to normal 
  plants is entirely a matter of a similarity in function. While normal 
  plants derive sustenance by drawing small measures of 
  nutrients, water, and other material through their roots, the 
  horror that is Vulrhoom siphons in great measure from the living 
  worlds which it preys upon. Vulthoom draws forth from the 
  hapless earth precious nutrients, water, and minerals and also 
  draws the very life essences from any creatures unfortunate 
  enough to become entangled in its pseudo-roots. Unlike normal 
  plants, which give back to the environment, Vulthoom sucks 
  entire worlds dry and then leaves the lifeless husk in search of a 
  fresh world to devour. 
   
  Vulthoom is an exceedingly intelligent , clever and (despite 
  its rather crude eating habits) possesses a very sophisticated 
  and subtle intellect.  Because of these traits, Vulthoom prefers 
  to take a subtle approach to getting what it wants and will 
  make full use of its powers of reason and persuasion to gain 
  followers to aid it in its quest for sustenance. Of course, it is not 
  adverse to methods of a more base nature to get what it 
  desires. 
   
  Vulthoom has highly developed senses and has the 
  capacity to extend its perceptual field over large expanses of 
  both space and time. As such, Vulthoom is capable of viewing 
  and hearing (and perhaps has other sensory abilities that 
  provide it with additional data) areas that are far removed from 
  it spatially and temporally. However, Vulthoom is not omniscient 
  and needs to actively focus its attention to be aware of any 
  particular area in space and time. While Vulthoom can speak it  
  also has the ability to communicate via telepathic means with 
  any sentient being capable within two kilometers. Vulthoom’s 
  mental voice is sweet and melodious and it can be extremely 
  persuasive. It also has slight hypnotic qualities such that those 
  listening to its voice must roll under their POW x 5 to avoid being 
  influenced by Vulthoom (treat as a successful Fast Talk roll if the 
  victim fails his roll). 
   
  Vulthoom’s primary mode of gaining servants is to produce 
  a sweet scented, conscious altering drug. Those breathing in 
  this substance must role under their constitution on percentile 
  dice to avoid having 1D6 hours worth of vivid hallucinations of 
  the glorious, Eden-like gardens of Vulthoom’s (long ago 
  devoured) home world. Victims who succumb to the substance 
  must roll under their POW x 5 to avoid becoming addicted to 
  the substance. Those who become addicted to the substance 
  are extremely vulnerable to Vulthoom’s mental suggestion and 
  such victims must match their power against Vulthoom’s to 
  avoid obeying him (should the victim desire to resist). Of course, 
  since the drug is extremely physically addictive, most victims will 
  obey out of their need for “fixes.” Vulthoom can produce 
  enough of this substance to affect an area with a 200 meter 
  radius and it has plants from its home world capable of 
  producing the substance in a twenty meter radius (with the 
  same effect as Vulthoom’s).  
   
  Vulthoom’s life cycle consists of 1,000 years of sleep 
  followed by a 1,000 years of activity. Through the use of special 
  gasses produced it produces, Vulthoom can confer this same 
  life cycle on other beings, granting them near immortality. 
  Vulthoom’s life cycle enables it to siphon as much as possible 
  out of a planet: it will feed for a thousand years and then sleep 
  while its host world recovers and then it will feed again. Of 
  course, the host world inevitably wears out and becomes a 
  desolate wasteland. When Vulthoom sleeps, its long reaching 
  tendrils wither away. As such, humans have yet to find any 
  specific sign of Vulthoom’s presence. 
   
  Vulthoom’s body consists of a central bole, which houses 
  its thinking organs and other vital components, from which 
  extrudes thousands of root-like tendrils that range in size from a 
  few meters to thousands of kilometers. It is via these tendrils that 
  Vulthoom feeds. Damage to the tendrils inflicts pain on 
  Vulthoom, but only damage to the bole actually harms it. If 
  Vulthoom’s bole is destroyed, a far away tendril tip will blossom 
  and grow into a new bole, thus allowing Vulthoom to survive.It 
  will, however, require 1,000 years of sleep before continuing its 
  life. As such, the only way to destroy Vulthoom is destroy every 
  part of it, whch is no easy task. 
   
  Despite Vulthoom’s great power, it is incapable of 
  transporting itself from world to world and must find followers to 
  take it to its new feeding grounds. After consuming untold 
  worlds, Vulthoom was brought to Mars long ago by priests of 
  the Cthunund Uleth, a horrid race who had all but exterminated 
  the 
  native 
  Martians.The vile Cthunund Uleth worshiped 
  Vulthoom as Gsarthotegga, The Devourer of Worlds and their 
  priests were tricked and drugged into bringing Vulthoom to 
  Mars. As Vulthoom drained the life from the world,  corrupted 
  the atmosphere, and in general wreaked havoc, the Cthunund 
  Uleth retreated deep into their underground cities and their 
  civilization eventually collapsed. Eventually, Vulthoom’s 1,000 
  years of consciousness came to an end and it plunged into a 
  1,000 years of sleep in the heart of a Martian city. It has 
  awakened every 1,000 years only to find no leave Mars and is 
  still awaiting the day that it will awaken to find beings to bear it 
  to a new world. 
   
  In combat, Vulthoom fights with his tendrils and is able to 
  attack with 1-3 tendrils per attacker. These tendrils vary in size 
  and will inflict anywhere between 1D6 and 4D6 points of 
  damage on a successful hit. Each hit also drains the victim of 
  1D4 strength (due to fluid and tissue loss). Victims that survive an 
  attack by Vulthoom can regain their lost strength at up to 1D3 
  points a day, with rest and proper medical attention. Vulthoom 
  can attack anywhere it has tendrils. The statistics below are for 
  Vulthoom’s bole, which is its only truly vulnerable part. 
   
  Vulthoom (Gsarthotegga, The Devourer of Worlds)  
   
  STR 25 
   
  CON 50  
  SIZ 20 
   
  INT 25 
  POW 25  
  DEX 6 
   
  Move 0  
  HP 
  35
   
   
  Damage Bonus: n/a 
  Weapons: Tendril 70%, damage 1D6-4D6+ drain 
  Armor: None, but Vulthoom regenerates at the rate of 2D10 hit 
  points a round (by re-absorbing tendrils). 
  Spells: At the Keeper’s discretion.  
  Sanity Loss: It costs 1/1D10 to view Vulthoom. 
  page 19 
  
  END TIME 
  u 
   
  E nd Time Sa nity 
  a nd I nsa nity 
  Rules 
   
  Psychoanalysis 
   
  Unlike in earlier areas, this skill has developed into a scientific 
  discipline aimed at repairing injured minds. Treatment involves 
  both traditional counseling methods as well as advanced 
  chemical treatments and virtual reality therapy to help re-order 
  and repair the patient’s psyche. This skill may be employed in 
  two manners. First, it may be used as a form of psychic first aid. 
  In this case, successful use can restore a investigator suffering 
  from Temporary Insanity or add Sanity points during indefinite 
  insanity and perhaps speed recovery. See the section on Sanity. 
  Second, it may be employed in a long term treatment. In this 
  case, each week of regular treatment (about 2-4 hours a day) 
  will restore 1D3 lost Sanity. An individual may only regain and 
  not increase their Sanity in this manner. For example, an 
  investigator who had an initial Sanity of 65 who lost ten points 
  could only return to a Sanity of 65. In no case may use of this skill 
  increase a person’s Sanity points beyond POWX5, nor above 99-
  Cthulhu Mythos skill. Base skill level is 00%. 
   
  Sanity and Insanity 
   
  Sanity is the natural state of the human mind. The mental 
  balance that constitutes sanity is threatened by exposure to 
  terrors, most especially the horror of the Mythos (since the 
  entities and activities of such beings are shocking, unnatural, 
  and typically inexplicable).  
  Horrific encounters and experiences can cause Sanity 
  points to be lost, which can result in temporary, indefinite, or 
  even permanent insanity. While the mind’s original balance can 
  be restored and lost Sanity recovered, insanity will leave a 
  lasting mark on the investigator.  
  Insanity is caused by the loss of too many Sanity points in 
  too short a time. While insanity does not necessarily occur when 
  Sanity points are low (but still above 0), a lower number of 
  Sanity points makes an investigator more vulnerable to 
  traumatic experiences.  
  The sanity of an investigator may be regained in a time 
  span as short as a minute or as long as many months. In some 
  cases, investigators will be lost to madness and never recover. It 
  should be noted that recovering from insanity is not the same 
  thing as regaining Sanity points, since an investigator can 
  recover from an insanity without any increase in Sanity points.  
  Investigators can regain Sanity points and even increase 
  their Sanity point maximum. Any increase in an investigator’s 
  Cthulhu Mythos skill lowers the investigator’s maximum Sanity 
  points by an equal amount. The increase in skill does not reduce 
  the investigator’s Sanity points directly. However, if the 
  investigator’s gain in Cthulhu Mythos skill somehow reduces her 
  maximum Sanity  below her current Sanity points, then the 
  Sanity points must be adjusted accordingly. 
  Sanity is recorded by the player in three ways: the SAN 
  characteristic (which is the investigator’s POWx5 when the 
  investigator is generated), maximum possible Sanity points (99 - 
  Cthulhu Mythos), and current Sanity points (which can, and 
  typically will,  be different from the SAN characteristic). 
  Using SAN 
  The characteristic of Sanity is the product of POWx5 at the 
  time of the investigator’s creation. It does not change if POW 
  subsequently increases or decreases. Even if an investigator 
  loses all her Sanity points, characteristic SAN does not change. 
  The SAN characteristic represents the maximum Sanity points 
  that can be restored by psychoanalysis. 
   
  Maximum Sanity Points 
  An 
  investigator’s 
  Cthulhu 
  Mythos 
  skill 
  simulates 
  his 
  comprehension of certain aspects of the Mythos. Once gained, 
  this horrible knowledge can never be fully forgotten, and the 
  investigator consequently trades mental equilibrium for this 
  knowledge. Because of the disrupting and permanent effects 
  understanding the Mythos brings about, investigator sanity 
  weakens as their comprehension of the Mythos increases. 
  In game terms, the current Sanity points of an investigator 
  can never be greater than 99 minus the amount of the Cthulhu 
  Mythos skill. Thus, an investigator with 15% in Cthulhu Mythos 
  could have no more than 84 Sanity points (and is likely to have 
  less). 
  As an investigator’s Sanity begins to dwindle, players 
  would be wise to consider retiring the investigator or 
  withholding her from expeditions that are likely to be Sanity 
  threatening.  
   
  Current Sanity Points 
  An investigator’s current sanity points represents her 
  current mental equilibrium and remaining mental resources. This 
  number is recorded in the Sanity Points section of the 
  investigator sheet. 
  Encountering 
  gruesome, 
  unnatural, 
  or 
  supernatural 
  creatures and situations will often require the player to make a 
  Sanity roll at the keeper’s direction. When such a roll is called for 
  by the keeper, the player must roll a D100 and match the result 
  against the investigator’s current Sanity points. If the roll is less 
  than equal to the investigator’s current Sanity points, then the 
  roll is a success. Otherwise it is a failure. Sanity points may also 
  be put at risk by reading certain books and by learning or 
  performing Mythos spells. In general, any encounter with the 
  Mythos is likely to cause some loss of Sanity. 
  A successful Sanity roll means that the investigator has 
  managed to retain a grasp on his mind, either through force of 
  will or luck. In such cases, the investigator may lose no Sanity 
  points or a minimal amount (which may still be substantial), 
  possibly without other effect. In published statistics and 
  scenarios, Sanity losses are shown as two numbers or die rolls 
  separated by a slash, such as 0/1D6. The first amount is the 
  number of Sanity points lost if the roll succeeds, and the second 
  amount is the number of Sanity points lost if the roll fails. 
  Exactly when Sanity rolls are required is a matter left to the 
  keeper’s discretion. However, each new Sanity-threatening 
  situation requires a Sanity roll. Confronting several of the same 
  sort of monster at once or in rapid succession generally only 
  calls for one Sanity roll on the initial encounter. Encounter 
  intervals of several game hours or longer might require separate 
  rolls as the mind becomes relaxed and hence vulnerable once 
  again.  
  A failed Sanity roll always means that the investigator loses 
  Sanity points. The exact loss depends on the specifics of the 
  situation and the keeper’s ruling in the matter. When 
  determining Sanity loss, it should always be remembered that 
  making the game enjoyable should always take precedence 
  to the strict application of rules and dice rolls.  
  While a small loss of Sanity might merely rattle the 
  investigator momentarily, more severe losses might cause an 
  investigator 
  to 
  go 
  insane, 
  as 
  described 
  below. 
  If 
  an 
  investigator’s Sanity points drop to zero, he is permanently 
  insane and can only be restored by personality reconstruction.  
  Keepers should inspect the Sanity losses for various 
  situations, Mythos beings, and Mythos tomes, and consult the 
  discussion of Sanity losses below. 
  A keeper’s description of a Sanity-shaking situation should 
  always justify the threat to an investigator’s physical or mental 
  well being. For example, a cadaver on a medical examination 
  page 20 
  
  END TIME 
  table is not Sanity threatening to a colony doctor, but the 
  shredded remains of a friend that dropped suddenly from an air 
  vent would be.  
   
  Getting Used to Awfulness 
   
   Within a reasonable interval of play, investigators should 
  not lose more Sanity points for seeing monsters of a particular 
  kind than the maximum possible points an investigator could 
  lose for seeing one such monster. For example, in the same 
  game day or perhaps even the same game week, no 
  investigator should lose more than six Sanity points for seeing 
  any number of Mi-Go. 
  The exact time span of a “reasonable interval” must be set 
  by the keeper. When the keeper decides that the horror has 
  been renewed, then the reasonable interval comes to an end. 
   
   
  Increasing Sanity Points 
   
  Sanity points can be regained if lost and they can even be 
  increased. While the total of an investigator’s Sanity points may 
  never exceed 99 minus the amount of Cthulhu Mythos, current 
  and maximum Sanity points can be increased beyond the 
  investigator’s original SAN. However, an investigator’s original 
  SAN characteristic never changes. 
  Raising an investigator’s current Sanity points above SAN is 
  a difficult and time-consuming procedure. Whether investigator 
  SAN can be increased or not is a matter left to the keeper’s 
  discretion. Some keepers believe that such self-improvement 
  runs contrary to the spirit of Lovecraft’s dark vision and do not 
  allow such increases. Other keepers may allow an increase only 
  with a D100 roll that exceeds the investigator’s current Sanity 
  points. Some keepers may even regard the issue to be of no 
  consequence, since investigators will continue to go insane 
  regardless of how many Sanity points they have. Players should 
  be informed of the keeper’s decision in this matter and it should 
  be held to consistently throughout a campaign. In any case, 
  investigators must be allowed the opportunity to at least regain 
  lost sanity,  so as to help maintain player interest in the game.  
  Keeper Award For Mission Accomplished 
  At the conclusion of an adventure or when appropriate 
  (such at the end of a major section of a long adventure) 
  keepers routinely allow Sanity point award rolls for the 
  investigators. In published adventures, the suggested award is 
  included in the conclusion of the adventure. In any case, the 
  reward should be roughly proportional to the risk if the 
  investigators tried their best and succeeded. If they failed in 
  their mission, they might get a reduced award roll or even no 
  reward. If the investigators were cowardly, brutal, or murderous, 
  they might well suffer a loss of Sanity points. Except in unusual 
  circumstances, investigators participating in an adventure will 
  receive the same award roll when the award is made. If an 
  investigator stood out as being either particularly heroic or 
  base, an investigator might receive a special award or penalty. 
  The keeper should carefully consider such special treatment 
  before applying special treatment to an investigator. In most 
  cases, 
  published 
  adventures 
  will 
  provide 
  guidelines 
  for 
  rewarding (or punishing) the investigators. When a keeper 
  prepares her own adventures, she should prepare guidelines for 
  giving rewards. 
   
  90% Ability 
  Mastering a skill through hard work requires mental 
  discipline and can lead to an increase in self esteem and 
  confidence. If, in the course of play, an investigator attains an 
  ability of 90% or more in a skill, he adds 2D6 points to his current 
  Sanity points. In no case may this bonus increase an 
  investigator’s Sanity points beyond her maximum. Naturally, the 
  Cthulhu Mythos skill is an exception to this rule. 
   
  Defeating Monsters 
  Sample Sanity Losses Table 
   
  Sanity Loss 
  The Prompting Event 
  0/1D2 
  Surprised to find horribly mutilated animal
  carcass. 
  0/1D3 
  Surprised to find a human corpse. 
  0/1D3 
  Surprised to find a human body part. 
  01/1D4 
  Seeing blood flowing out of a colony
  water supply. 
  1/1D4+1  
  Surprised to find a mutilated  human
  corpse. 
  0/1D6 
  Witness a friend or relative’s violent
  death. 
  1/1D6+1 
  Meet someone you know to be dead. 
  0/1D10 
  Undergo severe torture. 
  0/1D10 
  See a Dimensional Shambler. 
  1/1D10 
  See the dead rise and walk. 
  1D10/1D100 
  See Great Cthulhu 
   
  Natural animals and normal humans might terrify, but they 
  do not horrify. Defeating a small group of humans in a colony 
  power struggle would not yield any new sanity points, but killing 
  an Uleth might be worth up to 1D10 points. Defeating 
  exceptionally evil humans, especially those in league with or 
  altered by the Mythos, might result in a Sanity reward at the 
  Keeper’s discretion. 
  When an investigator foils, dispels, or kills a monster or 
  monsters, the investigator’s confidance naturally increases. Any 
  victory, however small and temporary, can help the investigator 
  believe that the Mythos is not omnipotent and that it can be 
  thwarted. While this belief may be quite wrong, it does help 
  soothe and strengthen the human mind. When the investigators 
  achieve such a victory, the keeper may choose to make an on-
  the-spot Sanity award, or she may wish to wait to the end of the 
  adventure or play session. Such awards are not granted 
  automatically.  
  Criteria for defeating a monster or monsters are specific to 
  each situation and hence on;y somewhat vague guidelines 
  can be provided. The keeper must consider the goals and 
  intentions of the monster, to what degree the investigators 
  prevented the goals and intentions from being realized, and 
  whether the investigators realized what they accomplished. In 
  general, the greater the degree of investigator success and the 
  greater the degree they are aware of their success, the greater 
  the Sanity award. 
  If the monster aimed only at destroying or delaying the 
  investigators, then defeating it consists of destroying it or 
  permanently driving it away. If the monster’s goals were very 
  complex, then defeating the monster may be a very 
  convoluted and difficult matter. Of course, such difficult 
  situations have greater rewards (if the investigators survive). 
  The reward given for defeating a monster should not 
  exceed the maximum possible Sanity loss roll for that type of 
  monster. If many such monsters were defeated, a keeper might 
  award the maximum. For example, if the investigators defeat 
  several Uleths that are trying to infiltrate the colony they might 
  receive a 10  point reward.  
   
  Therapy 
  Just as physical damage can be repaired through proper 
  treatment and the body’s natural healing faculties, mental 
  damage can be treated and can heal naturally. Because of 
  the conditions on the colony, there are many doctors who 
  specialize in treating mental disorders and insanity. These 
  doctors are known official as Psychotherapy Specialists, but are 
  more commonly known as “head docs,” “brain boys,”  
  “shrinks,”  “psych boys,” and “watchers” (since they are 
  charged with monitoring the mental health of the colonists). 
  Despite the nicknames, such specialists are, with a few notable 
  exceptions, respected by the colonists. Many of them also do 
  double duty as religious ministers. 
    To give useful therapy, the therapist must have the skill 
  Psychoanalysis. 
  Intensive 
  psychoanalysis 
  and 
  medical 
  treatment can restore Sanity points an investigator has lost in 
  page 21 
  
  END TIME 
  the course of play. However, use of psycholanalysis cannot 
  restore an investigator’s sanity points in excess of his 
  characteristic SAN: treatment can restore but cannot improve 
  the investigator. An investigator can only benefit from one 
  therapist at a time. 
  Once each week, a D100 roll is made for the effects of the 
  therapy. Each week of successful regular treatment (about 2-4 
  hours a day) will restore 1D3 lost Sanity points. If the roll fails, no 
  Sanity is regained. If a 96-00 is rolled, then the patient loses 1D6 
  Sanity points and can no longer be treated by that therapist. 
  Such treatment accidents can result in insanity as per the rules. 
  Psychoanalysis can mitigate the effects of indefinite 
  insanity and it can strengthen the investigator by restoring lost 
  Sanity points. Recovery from indefinite insanity is not dependent 
  upon sanity points. For example, an investigator can be sane 
  with 24 Sanity points, while another can be insane but possess 
  77 Sanity points.  
   
  s 
   
  Insanity 
   
  End Time Investigators can become insane by a single or a 
  rapid succession of shocking experiences or profoundly 
  disturbing comprehensions. In most cases, investigators will be 
  driven insane by events, beings, or knowledge related to the 
  mythos directly or indirectly. The type of insanity an investigator 
  suffers from is contingent upon the extent of the sanity loss 
  relative to the investigator’s sanity at the time of the loss. The 
  duration of insanity varies from case to case. 
  Particularly horrifying encounters can cause three states of 
  mental disturbance. The first two, temporary insanity and 
  indefinite insanity, can be treated successfully by skilled 
  individuals. The third type, permanent insanity, occurs when the 
  investigator’s sanity is reduced to zero or less. Permanent 
  insanity cannot usually be cured, except with desperate 
  measures (such as personality rebuilding). 
  Effect on Cthulhu Mythos 
  The first time an investigator goes insane as the result of a 
  Mythos experience he receives a 5 point increase in his Cthulhu 
  Mythos skill (and hence lowers the investigator’s maximum 
  sanity by 5 points as well). After the initial mythos induced 
  insanity, the investigator receives a 1 point increase in her 
  mythos skill (and the associate 1 point reduction in her 
  maximum sanity). Insanity generated by non-mythos causes 
  results in no increase in Cthulhu Mythos skill (and hence no 
  reduction in maximum sanity). 
   
  Temporary Insanity 
  Whenever an investigator loses 5 or more sanity points from 
  a single roll, she has suffered enough psychic shock to 
  potentially upset her mental balance. In such situations the 
  player must roll an Idea roll. If the roll succeeds, then the 
  investigator grasps enough of the experience to be driven 
  temporarily insane. If the player fails her Idea roll, then the 
  investigator does not go insane, but may not clearly remember 
  the experience in question. In such cases, the investigator’s 
  memory of the event may be badly distorted or she may have 
  no recollection whatsoever. 
  Temporary insanity might last a few minutes or up to a few 
  days. The exact duration of the insanity is determined by rolling 
  on the Temporary Insanity Table. The effect of the insanity may 
  be a temporary phobia or fetish, a brief fainting spell, hysteria, 
  an attack of nervous twitches, or the investigator may run 
  madly away from the source of his insanity. The exact result is to 
  be determined by the keeper, using the situation as a guide. 
  The insanity must be described in a manner that permits the 
  player to act it out, provided the investigator is still functional. In 
  other cases, the investigator will fall to the ground and twitch, 
  run away screaming, start pulling at his own clothing and hair, 
  or stare blankly in one direction until the condition passes. 
  Investigator’s with the psychoanalysis skill may alleviate or 
  remove the effects of the temporary insanity of others. The skill 
  may be used to speed up the insane investigator’s recovery. 
  Successful use of the skill in this manner will reduce the time 
  required for recovery by one half. During the period of insanity 
  and once the individual has recovered, the skill may be used to 
  restore the lost sanity points, as described below. If, during the 
  course of the insanity, the investigator regains enough sanity to 
  replace the loss that lead to his insanity, the keeper may 
  decide that the investigator has fully recovered. 
  If an investigator is not successfully treated, the temporary 
  insanity will come to an end at the time indicated by the 
  Temporary Insanity Table, or when the keeper believes it to to 
  be 
  appropriate. 
  During 
  the 
  time 
  of 
  the 
  insanity, 
  the 
  investigator’s behavior will change in a very noticeable manner 
  for a short time. In most cases. the keeper and the player should 
  work out the exact details of the madness.  
   
  While temporary insanity eventually ends, the effect on the 
  investigator’s mind may well be profound and lasting. In certain 
  cases (such as those involving substantial sanity loss), the 
  keeper should work out with the player what sort of lasting 
  effect the madness has had. These effects should never be as 
  serious as full blown phobias or fetishes, but they may be based 
  on them. In general, these lasting effects should be interesting 
  but not particularly harmful and they should gradually fade 
  away. For example, an investigator that is driven temporarily 
  insane while reading a passage on space-traveling Mythos 
  beings may be left with a vague fear of space for several 
  months after his recovery. Such personality quirks provide an 
  excellent opportunity for creative role-playing.  
   
  Temporary Insanity Table 
   
  roll 1D10 
  Length of Insanity 
  1-4 
  1D10 Combat Rounds 
  5-7 
  4D10+10 Combat Rounds 
  8-9  
  Till sunset, sunrise or a similar length of time. 
  10 
  1D3 or 1D10 game days, keeper’s choice. 
   
  Indefinite Insanity 
  If an investigator loses 20% or more of his current sanity in 
  the course of one game hour, he goes indefinitely insane.The 
  decision of whether an investigator goes indefinitely insane or 
  not is up to the keeper. In order to avoid removing investigators 
  from play too quickly, the keeper may well wish to apply 
  indefinite insanity only in cases in which the 20% loss results from 
  a single die roll. Keepers may also wish to chose other means to 
  regulate 
  the 
  occurrence 
  of 
  indefinite 
  insanity 
  among 
  investigators (such as mitigating the effects of unlucky rolls).  
  The effects of indefinite insanity begin immediately and 
  they last 1D6 game months or until the keeper decides to 
  remove the effects. The effects of indefinite insanity may be 
  alleviated by the use of psychoanalysis. The insane investigator 
  must spend at least two hours a week with the psychoanalyst 
  and the psychoanalyst must make a  psychoanalysis skill roll. If 
  the roll is successful, the insane investigator is able to function 
  normally for that week. If the roll fails, the investigator is unable 
  to overcome her affliction and she suffers the full effects. One 
  attempt may be made each week, whether the previous 
  week’s attempt was successful or not. During the period of 
  insanity and after it comes to an end, the investigator may be 
  able to regain some of the lost sanity using the procedure 
  described below. If, during the course of the insanity, the 
  investigator regains enough sanity to replace the loss that lead 
  to his insanity, the keeper may decide that the investigator has 
  fully recovered.  
  Indefinite insanity is typically incapacitating for an 
  investigator because of the serious nature of the mental 
  disruption. As an extreme example, an  investigator who suffers 
  from catatonia will be unable to react to external events and 
  hence will be unable to play an active role in any game 
  page 22 
  
  END TIME 
  session. In certain situations, the keeper and player may decide 
  that the investigator is still able to take an active role in affairs, 
  albeit in a restricted capacity. For example, an investigator 
  suffering from megalomania would be able to function, but 
  would consider himself infallible and destined for greatness. 
  Such investigators would attempt to usurp command of any 
  operation and would certainly react to any criticism with great 
  hostility.  
  Playing an afflicted investigator properly can require a 
  great deal of role-playing skill (assuming that the malady 
  permits the investigator to function enough to take an active 
  role) and in many cases will place a player under more 
  restrictions than she will desire to face. If the player is not up to 
  the task or does not desire to play an insane character, the 
  keeper may find it best to simply remove the investigator from 
  play until she recovers. 
  After the individual recovers, the extreme shock of the 
  experience will certainly leave traces in his mind and 
  personality. The player and keeper should work out the exact 
  effects. These effects should not be particularly harmful to the 
  investigator and should, instead, be aimed at giving the 
  investigator more personality and the player more opportunity 
  for role-playing. For example, an investigator who has 
  recovered from ballistophobia may shy away from using guns 
  and an investigator who has recovered from megalomania 
  may gravitate towards leadership positions and still have an 
  inflated view of their own abilities. 
   
  Indefinite Insanity: Recovery 
  As noted above, the effects of indefinite insanity last 1D6 
  game months or until the keeper decides to remove the 
  effects. The effects of indefinite insanity may be alleviated, as 
  mentioned above, by the use of psychoanalysis. During the 
  course of treatment, the investigator might also be able to 
  regain lost Sanity. Each week of successful treatment (about 2-4 
  hours a day) will restore 1D3 lost Sanity. In this context, a 
  successful treatment involves making a psychoanalysis roll. If the 
  individual rolls a 96-00, then the analyst accidentally inflicts 
  psychic harm of the patient . In such a situation, the patient will 
  lose 1D6 Sanity points and will not be able to work with the 
  psychoanalyst any more. An individual may only regain and not 
  increase their Sanity in this manner. 
  The above treatment rates assumes that the psychoanalyst 
  is using advanced methods and has access to special psycho-
  medicines and equipment. If such drugs and equipment are 
  not available (such as in field treatment), then the recovery 
  rate is 1D3 Sanity points every month, with a successful roll. A roll 
  of 96-00 still results in a loss of 1D6 Sanity points and prevents 
  further treatment from the psychoanalyst. 
  If an investigator is unable to receive any treatment, the 
  keeper might wish to allow the investigator a Luck roll every two 
  months. If the roll succeeds, then the investigator regains 1D3 
  Sanity points. If the investigator rolls a 96-00, then the 
  investigator has to wait four months before another roll is made. 
  The Luck roll represents the mind’s natural healing ability. This 
  natural recovery of Sanity points can only take take place if the 
  investigator is in a stable environment and has some degree of 
  emotional support from others. 
  If an investigator becomes a wandering derelict, struggling 
  for control of her mind, then she will eventually recover, but will 
  not regain any Sanity points. Such an individual will typically 
  take up residence in a habitable alien ruin or an emergency 
  shelter. Colony policy is to attempt to recover such individuals, 
  but the policy also precludes using force in the recovery 
  attempts. 
   
  Indefinite Insanity: Types and Descriptions 
  When an investigator goes indefinitely insane, the keeper 
  must determine the nature of the affliction. In many cases the 
  cause of the insanity will dictate the nature of the affliction. For 
  example, a male investigator driven insane after being turned 
  over to Mythos horrors by a woman would be a good 
  candidate for Gynephobia. If no plausible insanity for the 
  situation can be found among the insanities described below, 
  the keeper should carefully craft an appropriate insanity.   In 
  certain cases, the cause of the insanity may not suggest a 
  particular affliction. In such cases, the keeper may wish to 
  assign one at random from the list. However, this should be 
  done cautiously. Alternatively, the keeper may wish to assign an 
  insanity that would fit the investigator. In such cases, the insanity 
  would be an exaggeration of one of the investigator’s 
  personality traits. Perhaps the insanity was lurking there all 
  along, simply waiting for the proper trigger. For example, an 
  investigator who is very suspicious of others is a likely candidate 
  for becoming paranoid when driven insane.   
  The descriptions provided are not intended to be accurate 
  medical descriptions of the conditions. Rather, they are 
  intended to serve as general guides for describing and role-
  playing the conditions. In the actual world, many of these 
  conditions are not acquirable from shock at all and may arise 
  from such things as prolonged periods of abuse or chemical 
  imbalances.  
   
  page 23 
  
  END TIME 
  Indefinite Insanities  
   
   
  Catatonia/Stupefaction 
  These insanities can be produced by almost any kind of 
  extreme mental shock and can often be applied when a more 
  specific type of insanity is not suggested by the situation. 
  Catatonia: 
  When 
  not 
  being 
  actively 
  guided 
  and 
  manipulated by others, a catatonic person will lower herself into 
  a lying position and pull her arms and legs close against her 
  body. A catatonic investigator will be oblivious to nearly all 
  events and will not resist being moved by others. Catatonic 
  investigators will not walk, stand, or speak. In cases of direct, 
  physical danger (such as the investigator being set on fire), the 
  keeper must decide the victim’s reactions. In many cases, the 
  victim will simply pull her arms and legs in tighter and perhaps 
  whimper. 
  Indefinite Insanity Tables 
  D6 Roll 
  Table 
  1-3  
  Standard Insanities Tables 
  4-6  
  Phobias and Fetishes 
   
  Standard Insanities Table  
  D10 Roll 
  Resulting Form of Madness 
  1 
   
  Catatonia  
  2 
   
  Amnesia 
  3 
   
  Panzaism or Quixotism 
  4 
   
  Paranoia 
  5 
   
  Stupefaction 
  6 
   
  Obsession, Addiction, Tremors 
  7 
   
  Megalomania 
  8 
   
  Schizophrenia  
  9   
   
  Criminal Psychosis 
  10 
   
  Multiple Personalities  
   
  Phobias and Fetishes 
  D6 Roll  
  Table 
  1-2  
  A 
  3-4  
  B 
  5-6  
  C 
   
  Phobias and Fetishes Table A 
  D10 Roll 
  Phobia/Fetish 
  1 
   
  Acrophobia/Acrophilia  
  2 
   
  Agoraphobia/Agoraphilia 
  3 
   
  Ailurophobia/Ailurophilia 
  4 
   
  Androphobia/Androphilia 
  5 
   
  Bacteriophoba/Bacteriophilla 
  6 
   
  Ballistophobia/Ballistophilia 
  7 
   
  Belonephobia/Belonephilia 
  8 
   
  Bibliophobia/Bibliophilia 
  9 
   
  Botanophobia/Botanophilia 
  10 
   
  Chromophobia/Chromophilia 
   
  Phobias and Fetishes Table B 
  D10 Roll 
  Phobia/Fetish 
  1 
   
  Claustrophobia/Claustrophilia 
  2 
   
  Clinophobia/Clinophilia 
  3 
   
  Demophobia/Demophilia 
  4 
   
  Doraphobia/Doraphilia 
  5 
   
  Entomophobia/Entomophilia 
  6 
   
  Gynephobia/Gynephilia 
  7 
   
  Hematophobia/Hematophilia 
  8 
   
  Iatrophobia/Iatrophilia 
  9 
   
  Monophobia/Monophilia 
  10 
   
  Necrophobia/ Necrophilia 
   
  Phobias and Fetishes Table C 
  D6  Roll 
  Phobia/Fetish 
  1 
   
  Peccatophobia/Peccatophilia 
  2 
   
  Pediphobia/Pediphilia 
   
  3 
   
  Psychrophobia/Psychrophilia 
  4 
   
  Pyrophobia/Pyrophilia 
  5 
   
  Scotophobia/Scotophilia 
  6 
   
  Technophobia/Technophilia 
  7 
   
  Verbophobia/Verbophobilia 
  8 
   
  Vestiophobia/Vestiophilia 
  9 
   
  Xenophobia/Xenophilia 
  10 
   
  Zoophobia/Zoophilia  
   
  Stupefaction: When not being led by others, investigators 
  that suffer from stupefaction will simply stand and stare off into 
  middle space. Victims will exhibit no interest in anything and will 
  not communicate, though they may babble incoherently. 
  Victims may be led or be forced to walk and can be made to 
  stand, sit, or eat. However, a victim will take no independent 
  action. Exactly how a victim reacts in cases of direct, physical 
  danger (such as being physically attacked) is left up to the 
  keeper. In many cases, a victim will simply suffer with little or no 
  reaction. 
   
  Amnesia 
  This insanity can be applied to an investigator as a result of 
  almost any type of extreme mental shock that does not suggest 
  a more specific sort of insanity.  
  An investigator that has been inflicted with amnesia will 
  suffer some degree of memory loss. The loss may be relatively 
  minor (the victim loses a few hours or days of memory) or fairly 
  extreme (the victim loses years or decades of memories). 
  Typically, languages and physical-based skills are unaffected 
  by memory loss, but intellectual skills that rely on memory (such 
  as History and Chemistry) are often lost for the duration of the 
  amnesia. Once the investigator regains his memory, all skills will 
  be restored to their normal levels, unless the keeper deems 
  otherwise (there may be some permanent memory loss).  
  When investigators suffer from amnesia, the keeper must 
  be careful to insure that the player does not act on information 
  that her investigator no longer has access to. In many cases, 
  the investigator may have to be removed from play. 
  Recovery from amnesia can often be speeded up by 
  exposing the victim to strong stimuli that are relevant to the 
  memories that were lost. For example, taking an investigator to 
  where the incident that drove him insane took place may help 
  restore his memory of the horrible event. Then again, he may 
  simply relive the fear and terror and run away screaming. The 
  exact effects of such methods are left to the keeper. In general, 
  such methods should either yield a small bonus to the 
  psychoanalysis skill roll or reduce the time of the insanity slightly. 
   
  Panzaism/Quixotism 
  Panzaism and Quixotism are typically brought about by 
  psychic shocks that involve particularly bizarre or fantastic 
  experiences. In the case of Panzaism, the victim’s mind retreats 
  into desperate delusions of normalcy. In the case of Quixotism, 
  the victim’s mind is incapable of correctly perceiving the 
  normal world. 
  Panzaism: Victims of Panzaism see the most extraordinary 
  creatures, objects and events as perfectly common and 
  ordinary. For example, a Mythos tome would seem to be a 
  book of horror stories and a humanoid monster would appear 
  as an ugly human. In game terms, the afflicted investigator will 
  treat all Mythos phenomena as mundane. The keeper should 
  be careful to describe even the most fantastic situations as 
  being perfectly normal. This inability to recognize such situations 
  as what they really are can be extremely dangerous for an 
  investigator, for obvious reasons. However, the investigator is still 
  capable of recognizing and reacting to threats. So, although 
  an attacking Mythos being would be seen as a mundane 
  creature, the investigator would be aware that she was under 
  attack and could take defensive and offensive measures. At 
  the keeper’s discretion, afflicted investigators may not be able 
  to use any spells they might know or any Cthulhu Mythos skill 
  they might possess. The keeper might also decide that afflicted 
  investigators no longer need to make sanity rolls for as long as 
  they are inflicted or perhaps only grant them an automatic 
  page 24 
  
  END TIME 
  success on their rolls (not all of the sanity loss from Mythos 
  beings is just from seeing them…). It is virtually impossible to 
  convince a victim of this condition that all is not as it seems. The 
  keeper and the player must decide whether the investigator 
  can remain in play during the period of insanity.  
   
  Quixotism: Victims of Quixotism will see many mundane 
  and common events, objects, and creatures as fantastic and 
  supernatural. Humans in space suits can appear to be horrible 
  monsters, electrical cables seem to be twisted, monstrous 
  tentacles, and the wheezing of an old life support system might 
  sound like the raspy breathing of a monster. Such perceptions 
  can also be completely hallucinatory, with the victim seeing 
  and hearing things that simply are not there. The degree of 
  impairment and its effects are left to the keeper’s discretion. A 
  victim suffering from a minor case of Quixotism might be fairly 
  normal most of the time and able to function most of the time, 
  while a victim of a severe case might be incapable of 
  functioning in a normal manner as his world has become a 
  twisted 
  and 
  horrifying 
  nightmare. 
  Whether 
  or 
  not 
  the 
  investigator can continue to be played is left up to the keeper 
  and player.  
   
  Paranoia 
  A horrifying situation that would lead an investigator to 
  severely mistrust others (such as having a trusted companion 
  turn out to be a horrid creature in disguise) is a likely cause for 
  this insanity. 
  The afflicted investigator loses the capacity to trust others, 
  even his former friends. He will engage in behavior that 
  demonstrates this lack of trust, such as keeping his back against 
  walls, entering rooms last, carefully checking his food, and 
  seeking to be well-armed and protected at all times. Every 
  gesture and action of others will be interpreted as threatening, 
  conversations will be taken to be secret plotting, and so forth. 
  Individuals or types of individuals who the investigator disliked 
  before his affliction or those who are seen as different (such as 
  people from the other colony or from orbit) will be the focus of 
  special attention by the victim. Victims will often conceal their 
  true 
  feelings, 
  while 
  undergoing 
  secret 
  and 
  elaborate 
  preparations for defense and revenge. 
  Afflicted investigators may be able to function well enough 
  to remain in play, but the keeper must be careful to enforce the 
  paranoia. This can be done by describing situations, individuals 
  and actions in a threatening manner as well as encouraging 
  the player to play in a paranoid manner (this is often surprisingly 
  easy to do). 
   
  Obsession, Addiction, Tremors 
  When exposed to great horror, the mind will sometimes act 
  to narrow its horizons to make its perceived reality more 
  manageable. In each of these afflictions, this narrowing leads 
  to certain potentially harmful alterations in the investigator’s 
  behavior. 
  Obsession: Investigators who suffer from obsession become 
  fixated on some activity such as a goal (like converting others 
  to one’s faith) or some sort of personal behavior (such as 
  repeatedly washing one’s hands), or become fixated on a 
  person or object. Investigators afflicted with this condition will 
  dedicate their time and energy to their obsession to the general 
  exclusion of the rest of life. Former hobbies and jobs are 
  abandoned, friends and family members are ignored, and 
  anything not at least indirectly relevant to the obsession is cast 
  aside. Obsessed investigators will go to great lengths in their 
  pursuit of their obsession. For example, an individual obsessed 
  with collecting a certain type of item would gladly trade his 
  other possession to get these items. Driven by the force of his 
  obsession, the investigator might become an insomniac, and 
  experience alternating periods of manic euphoria and crushing 
  depression. Communication with others will often be erratic, 
  secretive, and will typically focus on the victim’s obsession. In 
  many cases, the victim will become violent if the pursuit of his 
  obsession is interfered with. This affliction can severely interfere 
  with an investigator’s ability to function and the keeper and 
  player will have to decide whether the investigator should 
  remain in play while still insane. 
   
  Addiction: Investigators who become addicts find comfort 
  from terror in various chemical depressants, stimulants, and 
  others forms of drugs. Some find solace in less mundane ways 
  by retreating into virtual reality entertainment systems or make 
  use of medical nerve stimulators (to activate the brain’s 
  pleasure centers directly). While the Mars colony is too small 
  and well controlled to have a drug or criminal culture, chemical 
  substances can be readily produced by anyone with some 
  degree of training and access to the proper equipment (which 
  is almost anyone, given the ready access to computer 
  tutorials). Investigators who become addicts will find their lives 
  disrupted in several ways. First, the thing they are addicted to 
  may well have detrimental effects on the investigator. Potent 
  drugs may reduce the investigator’s intelligence or lead to 
  aberrations 
  in 
  behavior 
  or 
  hallucinations. 
  Second, 
  the 
  investigator will become fixated with maintaining his access to 
  the object of his addiction. If anything threatens his access or if 
  he is denied access, he may well become extremely depressed 
  or even violent. In some cases, there will be withdrawal 
  symptoms. The type and degree of addiction is left to the 
  keeper (in general, the more severe the cause of the insanity, 
  the greater the addiction and the more severe the object of 
  addiction) and the player and keeper must decide whether the 
  investigator remains in play or not. 
  Tremors: In some cases, the mind conceals from itself the 
  terror of the experience, perhaps in the subconscious. While 
  hidden from the conscious mind, the disruption brought about 
  by the terror can surface in the form of tremors. Investigators 
  who suffer from tremors experience extreme physical symptoms 
  when under stress or perhaps even when in normal situations. 
  Examples of this sort of behavior include nervous twitching, 
  facial tics, grimaces, muscle spasms, excessive perspiration, and 
  even vomiting and severe convulsions. The investigator who 
  suffers from tremor might be aware of what is happening and 
  admit their condition, while others might deny that anything is 
  wrong and refuse to recognize their condition. The exact effect 
  and severity of the tremors is left to the keeper, based on the 
  magnitude of the the sanity loss. For example, one case might 
  result in a one point loss in dexterity from trembling when the 
  investigator is in dangerous situations. Other cases might be 
  much more severe (the investigator loses four points of dexterity 
  and 20% of all physical skills due to constant shaking and 
  spasms) or totally disabling. 
   
  Megalomania 
  In certain cases, a severe mental shock might result in the 
  victim forming a false sense of superiority as a defensive 
  mechanism. Investigators who suffer from megalomania believe 
  that they have a special understanding and knowledge that 
  exceeds that of all other people. Hence, the megalomaniac 
  will believe that she cannot be wrong, only not yet understood. 
  Typically, the victim feels that they have been singled out by 
  fate or history for future greatness. In some cases, certain 
  individuals will find the unshakable confidence of the 
  megalomaniac very appealing. When confronted with failures 
  or setbacks, the megalomaniac will be convinced that the 
  treachery, incompetence, or corruption of others is to blame. 
  Naturally, the megalomaniac will never blame himself. 
  An investigator afflicted with this insanity will always insist on 
  being in charge of everything and will want to make all of the 
  important decisions. He will also be resentful of others 
  suggestions 
  or 
  attempts 
  to 
  “usurp” 
  his authority. Such 
  investigators will be difficult to get along with and will often be 
  dangerous to themselves and others. In many cases, the player 
  will be able to continue to use the investigator, although the 
  keeper must be careful to monitor the way the investigator is 
  played. 
   
  Schizophrenia 
  Extreme psychic shock can drive investigators to create an 
  interior world of their own, safe from the cause of their madness. 
  page 25 
  
  END TIME 
  Investigators who suffer from schizophrenia create a world of 
  private, 
  but 
  extremely 
  systematic 
  and 
  well-developed 
  meaning. A schizophrenic firmly believes that all significant and 
  important events (which may or may not really be significant 
  and important) are linked together by a single cause that most 
  are ignorant of. Understanding this cause will seem to reveal all 
  the mysteries of life, although such an “understanding” is often 
  totally divorced from reality. In many cases, the cause will be a 
  special group (alien beings, a secret religious order), a being or 
  beings (such as a god), or force (such as the force of History, 
  Laws of Nature, or a Cosmic Power). While victims with 
  moderate cases of this affliction will often take great pains to 
  convince others of the truth of their “knowledge,” advanced 
  sufferers often do not bother to communicate with others and 
  might even cease to take care of themselves (they stop 
  bathing, changing their clothes, etc.) as they become totally 
  wrapped up in worlds of their own creation. Investigators who 
  tell all they know about the Mythos to those who are ignorant of 
  the truth will often find themselves diagnosed as schizophrenics. 
  It can be difficult to play a schizophrenic investigator. If the 
  player decides to continue to play the investigator, the keeper 
  should work out the nature of the schizophrenic’s “personal 
  world” and carefully enforce the affliction’s limits. For example, 
  the investigator may well refuse to acknowledge the threat of 
  the Mythos in favor of her own explanation for the causes of 
  major events. 
   
  Criminal Psychosis 
  In some cases, mental shock can cause an investigator to 
  see herself as beyond the realm of morality and human society. 
  Investigators who become psychotics believe that human 
  beings are separate from one another and that social 
  connections such as love, truth, friendship, and morality are lies 
  and fictions used for personal gain. Life has no meaning or 
  value. Bullying, threats, fraud, theft, and murder become 
  acceptable means to get what one wants. The only restrictions 
  recognized are restrictions that protect the psychotic from 
  being caught and punished by others. 
  Investigators with this affliction will be amoral and self-
  centered at best. In most cases, afflicted investigators will be 
  extremely evil. In most cases, the investigator will be a threat 
  and a danger to others and will not be a cooperative member 
  of the group. In short, an afflicted investigator will act much like 
  those he was previously dedicated to fight against. In most 
  cases, the player will not desire to play such an investigator until 
  the investigator recovers.  
   
  Multiple Personalities 
  In some cases, terrible mental shock can cause the mind to 
  generate extra personalities as coping mechanisms or even 
  fragment the mind into distinct personalities. An investigator 
  who suffers from multiple personalities will play host to his 
  original personality plus a (possibly) ever-increasing number of 
  additional personalities that are created as strategies to cope 
  with the terrible experience as well as liabilities and dysfunctions 
  in the original personality. Strictly speaking, each new 
  “personality” is actually a subset of the original personality or a 
  mode of behavior. Each new personality is distinctive and 
  recognizable and typically has a name. These personalities will 
  sometimes appear and disappear with surprising swiftness. Each 
  personality typically exemplifies an general emotional state, 
  such as sweet, childlike, pushy, abusive, angry, nurturing, caring, 
  malign, or frightened. Personalities can be male or female in 
  character (though once set they almost never change), 
  regardless of the afflicted investigator’s gender. A given 
  personality’s gender will be based on the investigator’s biases 
  towards and characterizations of the various personalites’ 
  emotional states. While the personalities will begin as little more 
  than extreme and rapid mood swings, they will continue to 
  develop over time and may begin to overwhelm the original 
  personality unless treatment is effective. Even after successful 
  treatment, a victim may continue to retain some traces of the 
  personalities, especially if they become well-developed. 
  The keeper will need to decide how many multiple 
  personalities the investigator has and at at what times new ones 
  are added. In some cases, only three to seven personalities will 
  be developed, in other cases there will be dozens. The keeper 
  will also need to decide the nature of each personality as well 
  as what triggers a shift and which personality emerges with 
  each shift. The investigator’s actual physical and mental 
  statistsics and skills remain unchanged. However, certain 
  personalities may not use certain skills or may not use the 
  investigator’s full abilities. For example, a childlike personality 
  would not act as an adult and hence probably would not use 
  the investigator’s full strength and weapon and vehicle skills. In 
  many cases, the memories of one personality are not 
  accessible to the others. In the course of successful treatment, 
  the extra personalities will become weakened and less 
  numerous as they are gradually integrated back into the 
  primary personality. 
   
  Phobias and Fetishes 
  A mental disruption sufficient to bring about indefinite 
  insanity might trigger an investigator’s latent phobias or fetishes. 
  In other cases, the terror of an experience might create a 
  phobia or fetish in an investigator’s troubled mind. 
  Phobias and fetishes vary in their intensity and the keeper 
  must decide how severe the investigator’s condition is. Phobias 
  and fetishes that arise from temporary insanity will typically be 
  less intense than those that arise from indefinite insanity. The 
  number of Sanity points lost by the investigator will also affect 
  the severity: the more points lost, the greater the severity. For 
  example, an investigator with a minor case of Pyrophilia might 
  be fascinated with small fires, while an investigator with a 
  severe case may dismay his friends and associates by burning 
  things at every opportunity. The nature of the affliction should 
  also be tailored to the investigator and the player. For example, 
  an investigator who works in the colony morgue might develop 
  necrophobia. 
  If a phobia or fetish appropriate to the investigator’s 
  situation is not found below, the keeper should consult a 
  thesaurus (Roget’s has a substantial list of phobias) or a 
  psychology text, or simply make one up. Phobias and fetishes 
  should be selected to allow interesting or entertaining role-
  playing rather than to render the investigator unplayable. 
   
  Acrophobia/Acrophilia  
  The higher you are, the closer you are to Those Things from 
  the Stars. An investigator with a fear of heights will find being on 
  top of high structures, being in air or space vehicles, or being on 
  mountains very uncomfortable. If the affliction is minor, the 
  investigator will be uncomfortable and visibly nervous. An 
  investigator with a severe affliction might be almost unable to 
  function while in such situations.The keeper might penalize 
  certain skill rolls, such as Pilot Aircraft, in such circumstances. 
  The  higher you are, the farther you are away from Those 
  Things in The Ground. An investigator with a love of heights will 
  fearlessly seek out high places for the thrill. In minor cases, the 
  victim will be content with climbing onto high hills and taking a 
  safe route to the top of a colony structure. In severe cases, the 
  victim will seek the heights with a wild abandon and find the 
  more dangerous situations all the more exciting. Victims of such 
  a severe affliction will find heights irresistible and will be drawn 
  to them. 
   
  Agoraphobia/Agoraphilia 
  The sky spreads out into infinity! Who knows what things are 
  watching up there? An investigator with a fear of open places 
  will find open areas (such as outside the colony structures) 
  threatening. Investigators with a minor case will find being in 
  open areas unsettling and will tend to seek shelter at the 
  earliest opportunity. An investigator with a severe case will find 
  being out in the open extremely disturbing and will be frantic 
  about finding cover. The keeper may wish to penalize certain 
  skill rolls as the investigator will be extremely nervous and will 
  probably be looking around wildly most of the time. 
  page 26 
  
  END TIME 
  If you’re not out in the open, you can’t see Them coming! 
  An investigator with a minor case will prefer open places and 
  will spend a great deal of time outside of colony structures and 
  vehicles. She will probably also suffer from a minor case of 
  claustrophobia. An investigator with a severe case will spend 
  large amounts of time away from enclosed areas and will 
  probably suffer from severe claustrophobia when unable to get 
  outside. 
   
  Ailurophobia/Ailurophilia 
  Cats are sinister monsters...so quiet and mysterious...they 
  must be hiding some great evil! The little demons should have 
  been left behind! An investigator who fears cats will find the 
  presence of cats very disturbing. An investigator who has a 
  minor affliction, will find the presence of cats unsettling, may 
  develop psychosomatic allergies to cats, and will certainly try to 
  drive cats away. An investigator with a severe case will see cats 
  as demonic and threatening. Such individuals will not be able 
  to tolerate the presence of cats and will even resort to violence 
  against cats. In extremely severe cases, an investigator may 
  plot to eliminate all colony cats. 
  Cats are intelligent and friendly. They are much better 
  friends than humans. An investigator who loves cats will find 
  great pleasure in their presence. An investigator with a minor 
  case will take care of several cats and will feel uncomfortable 
  when cats are not present. Such an individual would be upset 
  by cruelty to cats, but is unlikely to take violent action. An 
  investigator with a severe case will keep many cats and may 
  become obsessed with increasing the colony cat population 
  (extreme individuals may even push colony geneticists to 
  reconstruct terrestrial big cats from the colony’s genetic stock). 
  Such individuals are apt to prefer cats to human beings and 
  would be prone to severe reactions against those who harm or 
  mistreat cats. 
   
  Androphobia/Androphilia 
  Men are vessels of cruelty and lust who seek to ravage and 
  hurt. Never trust them! An investigator who suffers from fear of 
  men will find the presence of human males unsettling. A victim 
  of a minor case will feel hostility and fear towards men, but will 
  be able to work with them, if need be. A victim of an extreme 
  case will develop a deep terror of men and will be unable to 
  be in the same area with men. The touch of a man is likely to 
  cause a hysterical or violent reaction. While this phobia almost 
  always afflicts only females, it is possible for a male to suffer from 
  it. A male with this affliction would loathe himself and fear other 
  males. 
  Men are wonderful “Prince Charmings” who will protect us 
  from danger! An investigator with this affliction views men with 
  great, unreasonable affection. An individual with a mild case 
  will seek to be around men and will have some difficulty in 
  recognizing wrongs done by men. In severe cases, the victim 
  will idolize men and will be blind to any wrong doing on the part 
  of men, even to the point of self-deception. While this affliction 
  is typically limited to females, it is possible for males to suffer 
  from it. 
   
  Bacteriophoba/Bacteriophilla 
  Tiny little monsters...bringing disease and death...they’re 
  everywhere! An individual with a fear of bacteria will show 
  great distress in areas that are likely to have a large amount of 
  bacteria. An individual with a mild case will avoid contact with 
  areas that are not very clean and will express great discomfort 
  when people get too close, especially sick people. Typically, 
  the victim will become extremely concerned with personal 
  hygiene. A victim with an extreme case will have a profound 
  fear of any area that is not sterile and will do his best to avoid all 
  contact with people. If contact is necessary, he will wear 
  protective clothing. Such individuals will be nearly obsessive in 
  regards to personal hygiene and cleaning. 
  Bacteria are our little friends. We must make sure we have 
  many little friends. An individual who loves bacteria will do his 
  best to increase their number. Individuals with a mild affliction 
  will neglect personal hygiene and cleaning to some degree 
  and will be mildly ill most of the time. Individuals with extreme 
  afflictions will be health hazards as they will cease all efforts at 
  personal hygiene and will turn their quarters into bacteria farms. 
  Such individuals are likely to contract severe illnesses. 
   
  Ballistophobia/Ballistophilia 
  Gunfire means death is not far away. Gunfire attracts 
  Them. An individual with a fear of bullets/guns will find it difficult 
  to remain in the presence of guns, especially when they are 
  being used. An individual with a mild affliction will be visibly 
  uncomfortable around guns, will flinch when guns are fired, and 
  will balk at carrying or using one. The keeper may wish to 
  impose a penalty on an afflicted investigator when they try to 
  use one in combat. An investigator with an extreme case will be 
  unable to stand the sound of gunfire and the sight of guns. She 
  will attempt to flee from such sounds and sights. In any case, 
  she will refuse to use a gun and is likely to hide or even destroy 
  guns if given the opportunity. 
  Guns are power. Guns make bad things dead. Guns are 
  good. An investigator who loves guns will find guns extremely 
  attractive and will enjoy the sound of gunfire. An individual with 
  a mild affliction will probably have a small collection, will always 
  want to look at and try out any gun she sees, and will like the 
  sound of gunfire. An individual with an extreme case will have 
  as large a collection of guns as she can get, will carry as many 
  guns as she can at all times, and will be prone to borrowing 
  other people’s weapons. Such individuals will be extremely 
  possessive of their guns (they will often name them) and will 
  become extremely agitated if asked to go unarmed. Naturally, 
  they love the sound of gunfire and will often fire off a few 
  rounds for the hell of it. 
   
  Belonephobia/Belonephilia 
  Small, sharp things can pierce the skin…letting blood out 
  and who knows what in! An investigator with a fear of pins and 
  needles (and other small, sharp objects) will feel decidedly 
  uncomfortable around the objects of his fears. An investigator 
  with a mild case will dislike pins, needles, etc. and would have a 
  difficult time working as a doctor or nurse. A person with an 
  extreme case would become extremely upset at the sight of 
  such objects and hysterical or violent if the objects are brought 
  too close. Such an individual would be incapable of 
  administering or willingly receiving medicines from hypodermic 
  needles and would have great trouble with any small, sharp 
  objects (such as the tips of electrical wires, and various 
  electronic and medical equipment).At the keeper’s discretion, 
  this phobia might be extended to sharp objects in general 
  (such as knifes and scissors). 
  Sharp things are fun. I like sharp things. An investigator who 
  loves small, sharp objects will certainly collect them and will be 
  prone to sticking himself on occasion. An investigator with a 
  mild case will be attracted to small, sharp objects and will often 
  carry them about his person, except when doing so would be 
  dangerous. An investigator with a severe case will exhibit a 
  marked fascination for sharp objects and will always have a 
  few on hand to play with. Such individuals will tend to have 
  such objects on or about their persons at all time, even when it 
  dangerous to do so (such as when wearing surface or space 
  suits). At the keeper’s option, this affliction may be extended to 
  cover sharp objects in general. 
   
  Bibliophobia/Bibliophilia 
  Books contain great evil and madness! Who knows what 
  really lies behind written words? An investigator with a fear of 
  books (and related mediums) will be fearful of printed words, 
  be they in a real book or a computer screen. A person with a 
  mild case will be averse to reading certain books or words (such 
  as any occult or Mythos tome), but will be able to handle mild 
  fare. An individual with an extreme affliction will have nothing 
  to do with books of any kind and may even seek to destroy 
  such works. At the outer limits of the affliction, an individual will 
  fear anything written, no matter how innocuous. 
  Books contain truth and knowledge. Books are wonderful. 
  An individual who loves books will be drawn to them and will 
  page 27 
  
  END TIME 
  often prefer the printed word (or computer-displayed word) to 
  the real world. An individual with a mild case will spend a great 
  deal of time reading and will collect books as a hobby. An 
  individual with an extreme affliction will spend as much time as 
  possible reading and will become obsessive about collecting 
  (and protecting) books. Such an individual is likely to be vary of 
  others who want to use his collection. At the outer limits of this 
  affliction, the individual will collect and read anything written, 
  such as tags from equipment and clothing. 
   
  Botanophobia/Botanophilia 
  Plants are frightening. They feed off dead things…they 
  want us all dead so they can feed on us! An investigator who 
  suffers from a fear of plants will find the presence of plants 
  distressing. An investigator with a mild case will dislike plants and 
  not permit any in her personal space. Such an investigator may 
  well be fond of eating plants. An investigator with an extreme 
  case will avoid plants unless it is impossible to do so. If forced to 
  be around plants, he will watch them carefully. At every 
  opportunity he will attempt to kill plants. A severely afflicted 
  individual will typically not eat plants, for he fears they will grow 
  inside him. 
  Plants are our friends. They produce oxygen and food for 
  us and all they expect in return is our love. An investigator who 
  loves plants will seek to be around them and will try to grow as 
  many as possible. An investigator with a mild case will be 
  favorably inclined towards plants and will have dozens of them. 
  Such individuals will occasionally eat plants, but might feel 
  guilty. Investigators with extreme cases will be obsessed with 
  plants. They will fill their personal space with plants and put 
  them everywhere. They will be very protective of plants and will 
  never eat plants. They will be extremely upset by anyone eating 
  plants in their presence. 
   
  Chromophobia/Chromophilia 
  Certain colors represent monsters and draw them…maybe 
  some colors are even monsters themselves! An investigator with 
  fear of colors will be extremely distressed by the sight of certain 
  colors (the keeper must decide which color or colors). An 
  investigator with a mild case will be vaguely disturbed by the 
  color or colors he fears and will, of course, never own, wear or 
  use anything of that color. An investigator with an extreme case 
  will become hysterical at the sight of the color and even violent 
  if anything of that color is forced against him. Such individuals 
  will seek to paint over, dye or destroy anything with the color or 
  colors they fear. 
  Certain colors have special powers to soothe and 
  protect…colors are good. An investigator with a love of colors 
  will be drawn towards a certain color or colors (the keeper must 
  decide which colors). An investigator with a mild case will be 
  given to excessive use of the color or colors she loves, but will 
  still be amenable to reason. An investigator with an extreme 
  case will be obsessed with the color or color she loves and will 
  attempt to make everything the color or colors he loves. Such 
  an individual will not be amenable to reason and will, for 
  example, see nothing wrong with painting over computer 
  monitors and safety instructions. 
   
  Claustrophobia/Claustrophilia 
  This room’s too small…can’t breathe…the walls are getting 
  closer! An investigator who suffers from a fear of enclosed 
  spaces will be very uncomfortable in such areas. An investigator 
  with a mild case will break out in a sweat in small areas, such as 
  closets, access crawl-ways and walk-in equipment lockers. 
  Afflicted investigators may also be uncomfortable in vehicles. 
  Investigators in such situations will feel nervous and will seek to 
  get into a more-open area as soon as possible. An investigator 
  with a severe case will refuse to enter small, enclosed areas 
  and will be visibly uncomfortable even in larger areas, such as 
  within the colony structures. Such investigators will not be able 
  to travel in most vehicles and may even find it impossible to 
  wear a enclosed helmet. If forced into a small, enclosed area, 
  afflicted investigators will find it almost impossible to function 
  (the keeper may wish to impose penalties on skill rolls in such 
  situations) and will seek to flee as soon as possible. If their 
  escape is blocked or hindered, they are likely to become 
  violent. 
  Small areas are safe. You can see everything and it’s easier 
  to hide in a small area. Big monsters can’t fit in small spaces. 
  Investigators who love small, enclosed spaces will seek out such 
  places and will vastly prefer them over open areas. Such 
  individuals 
  need 
  not 
  fear 
  open 
  spaces, 
  however. 
  An 
  investigator with a mild case will feel more at ease when inside 
  and will actively seek out small areas. An investigator with an 
  extreme case will seek out small, enclosed areas and spend as 
  much time as possible in them. An investigator with this affliction 
  might move into the crawl spaces, or build more walls in her 
  quarters, or even build a box to sleep in. 
   
  Clinophobia/Clinophilia 
  People 
  die 
  in 
  bed…monsters 
  get 
  people 
  in 
  their 
  beds…monsters lurk under beds! An investigator with a fear of 
  beds (this includes almost any type of furniture designed to be 
  slept on) will never sleep in a bed and wil be wary around 
  them. An investigator with a mild case will sleep very poorly in a 
  bed and will avoid them whenever possibly. An investigator 
  with an extreme case will be visibly afraid of beds and will never 
  sleep in one. If a bed is present in a room, the investigator will 
  constantly watch it and will check under it frequently. The 
  investigator will sleep on the floor. In very extreme cases, the 
  victim will sleep on the floor, without even a blanket under him. 
  In most cases, individuals with this affliction will have a special 
  fear of hibernation capsules. 
  Beds are safe,  warm and comfortable…why ever leave? 
  An investigator with a love of beds will be reluctant to leave 
  their bed. An individual with a mild case will tend to stay in bed 
  as long as possible and get into bed as soon as possible. An 
  individual with an extreme love of beds might spend all his time 
  in bed and refuse to leave. In some cases, afflicted individuals 
  will try to get into hibernation capsules. 
   
  Demophobia/Demophilia 
  Who knows what might be lurking in a crowd of people? 
  Some of the “people” might not be people at all, but Them! An 
  investigator with a fear of crowds will feel more and more 
  uncomfortable as the number of people around her increase. 
  An individual with a mild case will be okay around small groups 
  of friends, but will become nervous and agitated when in large 
  groups. An individual with an extreme case will become 
  nauseous, even hysterical when other people are present. Such 
  individuals will avoid groups and try to find places to be alone. 
  Groups are safe. There is strength in numbers. Monsters can 
  only get you when you’re alone. An investigator with a love of 
  crowds will seek out groups of people and prefer being in 
  groups to being alone. An investigator with a mild case will 
  actively seek out groups of people and will be loathe to leave 
  groups. In extreme cases, the afflicted individual will attach 
  himself to a group and be impossible to get rid of. Such an 
  individual will often become an annoying pest as he will never 
  be able to be alone. If others attempt to force an afflicted 
  individual out of a group, the investigator will resist and become 
  increasingly hostile and might even become violent. 
   
  Doraphobia/Doraphilia 
  Monsters have fur, and animals have fur, so animals are 
  monsters! An investigator with a fear of fur will consider any 
  creature with fur a threat. An investigator with a mild case will 
  be wary of any creature with fur (possibly including humans) 
  and will be visibly nervous around such creatures. An 
  investigator with an extreme case will be terrified of anything 
  with fur and will either flee from such creatures or attack them 
  violently regardless of the actual degree of the threat. 
  Fur is cute, warm and cuddly. Furry creatures are our 
  friends. An investigator with a love of fur will be attracted to 
  furry creatures and will have difficulty perceiving furry creatures 
  as threats. An investigator with a mild case will be very 
  favorably inclined towards furry creatures, but will be able to 
  recognize severe threats. An investigator with a severe case will 
  page 28 
  
  END TIME 
  be obsessed with furry creatures and will be almost incapable 
  of harming anything with fur or recognizing it as a threat. 
   
  Entomophobia/Entomophilia 
  Insects are everywhere… crawling… flying… stinging… 
  infesting! An investigator with a fear of insects will be frightened 
  by any insect and prone to violence against even innocuous 
  species. An investigator with a mild case will react with great 
  agitation if an insect touches her body and will be 
  uncomfortable if insects are around. Such an individual will go 
  out of their way to kill insects, even insects used by the colony 
  to control other insects and beneficial insects like honey bees. 
  An individual with an extreme case will become frenized should 
  an insect contact his body and will be almost paranoid about 
  insects being present. To such an individual almost anything (a 
  piece of lint or a small bit of wire, etc.) will appear to be a 
  hated insect. Such individuals will lose all reason when 
  confronted with an insect and may do things like fire weapons 
  at them, which can be very dangerous. 
  Insects are our friends… they make honey for us and are 
  often beautiful to look at. An investigator who loves insects will 
  collect and breed them. An investigator with a mild case will do 
  things like raise butterflies or honeybees and be a bit obsessive 
  about it. An individual with an extreme case will raise a great 
  deal of insects, even the really ugly or dangerous ones, and will 
  not let anyone harm his pets. 
   
  Gynephobia/Gynephilia 
  Women are calculating and cruel…they are temptresses 
  and witches…they lure us into evil! An investigator with a fear of 
  women will perceive women as threatening. An investigator 
  with a mild case will be vaguely suspicious of women and will 
  be visibly uncomfortable around them. An investigator  with an 
  extreme case will perceive every action taken by women to be 
  mysterious and threatening: If women are talking, then they are 
  plotting. If women are laughing, they are laughing at the 
  investigator. If they are working, they are working on some 
  terrible fate for the investigator. Such individuals will be 
  paranoid in regards to women and will be prone to flee from 
  them or act violently towards them. In extreme cases, the fear 
  will blossom into hatred and the investigator will take action 
  against the threats he perceives. While this affliction is vastly 
  more common among males than females, it is possible that a 
  female investigator might be afflicted. In such as case, she 
  would be burdened with feelings of self loathing. 
  Women 
  are 
  wonderful 
  and 
  beautiful 
  beings. 
  An 
  investigator who loves women will be very favorably inclined to 
  them. An investigator with a mild case will want to be around 
  women and will treat women very well, even at his own 
  expense. An individual with an extreme case will be obsessed 
  with women in general and will treat them like queens and 
  goddesses, no matter what the reality of the situation is. While 
  this affliction is one that men are more likely to suffer from than 
  women, it is possible for a woman to suffer from it. In such as 
  case, the woman would have an irrational love of all women 
  and hence herself. 
   
  Hematophobia/Hematophilia 
  Monsters love blood…blood draws them…blood means 
  death! An investigator with a fear of blood will be severely 
  distressed at the sight of blood. If the affliction is mild, then the 
  victim will be upset when seeing blood and will be inclined to 
  clean it up or hide it as soon as possible. An investigator with an 
  extreme case will be horrified by blood (hers or that of others) 
  and might well stand paralyzed if she sees a large quantity of it. 
  Investigators with a fear of blood will not be inclined to harm or 
  kill creatures in ways that would make them bleed. 
  Blood is life…blood is beautiful…I love blood! An 
  investigator who loves blood will have an unnatural attraction 
  to it. In the case of a mild affliction, the investigator will stare at 
  any visible blood and will not be inclined to clean or cover it up. 
  They will still be rational enough to allow themselves to be 
  treated for severe wounds, but will stare, fascinated, at small 
  cuts and other bleeding wounds. Investigators with an extreme 
  case will stare fixedly at any visible blood and will do all they 
  can to see blood. Such individuals are likely to harm themselves 
  or others in order to see blood and are unlikely to permit 
  anyone to treat the wounds. In some extreme cases, the victims 
  will collect or even consume blood. 
   
  Iatrophobia/Iatrophilia 
  Doctors appear when people are sick and dying…doctors 
  might be turning people into monsters…stay away from them! 
  An investigator with a fear of doctors will perceive doctors as 
  threats. An investigator with a mild case will be inclined to avoid 
  doctors and will always be suspicious of them. He will only seek 
  medical attention when absolutely necessary and will watch 
  the doctor carefully. An individual with an extreme case will be 
  terrified of doctors and will never willingly seek medical 
  attention from them, out of fear they will kill him or make him 
  into a monster. However, an afflicted investigator is unlikely to 
  simply attack a doctor. At the keeper’s discretion this fear may 
  extend to anyone in the medical profession. 
  Doctors save people’s lives…they must be angels. An 
  investigator who loves doctors will be favorably inclined to them 
  to an unnatural degree. An investigator with a mild case will 
  have an unreasonable degree of faith in doctors’ abilities and 
  will have some a slightly exaggerated view of what doctors can 
  do. Such an individual will be very trusting of doctors. An 
  individual with an extreme case will perceive doctors as miracle 
  workers and will have a vastly exaggerated view of what 
  doctors are actually capable of. Such an individual will have 
  complete faith in doctors in the face of almost any behavior. 
   
  Monophobia/Monophilia 
  If you are alone, monsters will come to eat your or demons 
  will come to steal your body…you could vanish if you are 
  alone…nobody would know! An investigator with the fear of 
  being alone will dread being by herself. An investigator with a 
  mild case will be very uncomfortable when alone and will only 
  be relieved when other people or even friendly animals are 
  around. In extreme cases, an individual will become extremely 
  frightened when left alone and will be in a frenzy until she can 
  find another person or an animal to keep him company. Unlike 
  demophilia, an individual with monophobia will be content with 
  being around only a few people, whereas an investigator 
  suffering from demophilia will want to be around groups of 
  people (the larger the group, the better). 
  I don’t like being around others! I want to be alone!. An 
  investigator who suffers from monophilia will behave in many 
  ways like an investigator with demophobia, except the 
  investigator will not be motivated by a fear of other people, but 
  out of love of being alone. An investigator with a mild case will 
  tend to go off by herself for long periods of time and will be 
  mildly resentful of intrusions. An investigator with a severe case 
  will seek areas of solitude and will be very agitated if others 
  intrude on her privacy. In extreme cases, an afflicted 
  investigator will try to get as far from others as possible, which is 
  very dangerous on Mars. 
   
  Necrophobia/ Necrophilia 
  Dead things are horrid…maggot and hate filled…they 
  envy the living and want to drag them into the darkness with 
  them! An investigator who fears dead things will find the 
  presence of the dead to be far more upsetting than normal. A 
  person with a mild case will have vague fears about dead 
  things rising up and will be execssively uncomfortable around 
  dead things. If faced with actual undead, an investigator is sure 
  to become hysterical. An individual with an extreme case is 
  convinced that the dead are merely biding their time before 
  they act. Such an individual will be terrified by the presence of 
  the dead and will insist on making sure that any corpses are 
  destroyed (preferably by cremation). Such individuals are likely 
  to have hallucinations about ghosts and spirits, which will drive 
  them into hysterical frenzies. If forced into contact with the 
  dead, an individual will become frenzied and violent. If an 
  afflicted individual actually confronts undead, they are likely to 
  be paralyzed with terror. 
  page 29 
  
  END TIME 
  Death is a wonderful thing…the dead are at peace and 
  know things we cannot…death is fascinating and so are dead 
  things. An investigator with a love for the dead will suffer from 
  an unnatural attraction to dead things. These individuals will 
  generally not desire to kill others, but may become suicidal if 
  the love of dead things becomes too severe. An investigator 
  with a mild case will be attracted to dead things and will 
  probably collect skeletal remains. Such an individual is also likely 
  to become very interested with occult means of contacting the 
  dead 
  and 
  may 
  be 
  given 
  to 
  some 
  minor 
  scientific 
  experimentation with dead things. An investigator with a severe 
  case will try to spend as much time around dead things and will 
  be given to collecting remains of any kind (since the colony 
  “recycles” its dead, this will be difficult). Such an individual is 
  likely to become obsessed with occult means of contacting the 
  dead and might be given to disturbing scientific experiments 
  involving dead things. In very severe cases, an investigator may 
  feel unnatural sexual desires towards the dead. 
   
  Peccatophobia/Peccatophilia 
  Evil thoughts tempt us…we must not give in…Hell awaits 
  those who sin! An investigator with a fear of committing sin will 
  live in dread of practicing whatever acts he considers to be 
  sinful. An investigator with a minor case will suffer extreme guilt 
  when engaging in such behavior and will live in fear of divine 
  punishment. An investigator with an extreme case will live in 
  mortal fear of committing sin and will begin to consider almost 
  any thought or action as sinful and themselves as unworthy 
  wretches. If such an individual gives in to any sin, he will later 
  become hysterical and enraged and is likely to engage is 
  severe self-punishment. 
  We’re all born into sin, so it’s natural to us…we should revel 
  in our wickedness! An individual with a love of committing sin 
  will be drawn to doing acts they consider to be sinful. An 
  investigator with a minor case will feel drawn to sinful actions 
  and will regularly give in to small sins without guilt.An 
  investigator with a severe case will be unable to resist 
  committing the deeds he considers most sinful and will revel in 
  his actions. Such individuals know full well they are doing wrong, 
  but they love doing it. 
   
  Pediphobia/Pediphilia 
   
  Children 
  are 
  evil 
  and 
  sly…they 
   
  kill 
  and 
  maim 
  thoughtlessly…evil forces  work through children. An investigator 
  who fears children will find the presence of children very 
  disturbing. An investigator with a minor case will have a vague 
  fear of children and will feel uncomfortable around children. 
  Such an individual will look upon the activity of children with 
  suspicion. An investigator with a severe case will see children as 
  wicked, plotting, and evil and will suspect that they are 
  harboring evil spirits. Innocuous play will be seen as malign 
  plotting, any singing will be perceived as spell casting, and so 
  forth. Such an individual will be prone to violence against 
  children if provoked (and almost any child’s activity will be seen 
  as threatening). 
  Children are so wonderful… An individual who loves 
  children will be the victim of an unnatural degree of attraction 
  to children. An investigator with a mild case will be very 
  favorably inclined to and attracted by children, to a degree 
  that will make many parents nervous. An investigator with an 
  extreme case will be very attracted to children to a degree 
  that will frighten and dismay parents. Such individuals may not 
  have any harmful intentions, but their behavior will certainly 
  terrify many children. In some cases, the attraction will be 
  extremely perverse and twisted and the individual will have 
  terrible designs on children. 
   
  Psychrophobia/Psychrophilia 
  Cold blackens and kills flesh…it destroys…it takes peoples’ 
  limbs and lives! An investigator with a fear of cold will be very 
  inclined to stay away from cold areas (such as the surface of 
  Mars and space). An investigator with a mild case will be 
  nervous when the temperature is below a comfortable level 
  and will always be overly concerned with protective clothing 
  and equipment. An investigator who suffers from an extreme 
  case will be obsessed with avoiding cold regions and will be 
  loath to enter such regions. A cold draft will be perceived as a 
  demonic intrusion, a drop in temperature as the work of a 
  demon sucking the life out of an area, and so forth. Such 
  individuals will be obsessed with protective clothing and 
  equipment. 
  Cold is  good…cold preserves food…chills our drinks…it’s 
  wonderful! An investigator who loves cold will be very inclined 
  to seek out or create cold areas. An investigator with a mild 
  case will keep his living area colder than normal, keep his 
  freezer unit well-stocked with ice, and get out on the surface as 
  often as possible. An investigator with an extreme case will 
  keep his quarters extremely cold and will often turn off his suit 
  heaters while on the surface. Such individuals often suffer from 
  frostbite at some point. 
   
  Pyrophobia/Pyrophilia 
  Fire burns and kills…fire is wild, malign, and uncontrollable! 
  An investigator who is afraid of fire will feel uncomfortable 
  around flames. An investigator with a mild case will shy away 
  from flames and will extinguish them whenever possible. They 
  will also find things like welding torches very disturbing. An 
  investigator with an extreme case will be terrified of flames. She 
  won’t be able to operate anything like a welding torch or even 
  deal with laboratory burners. When confronted with large fires, 
  such an individual will panic and become hysterical. Any 
  damage sustained from a fire source will terrify the investigator, 
  and he will be forced to flee as fast as he can. 
  Fire is beautiful and powerful…I love fire…I love to burn! An 
  investigator with a love of fire will be drawn to flames and will 
  be inclined to burn things. An investigator with a minor case will 
  exhibit an excessive interest in flames and will set things on fire 
  when doing so would not be overly hazardous. An investigator 
  with an extreme case will be obsessed with flames. If flames are 
  visible, he will stare at them and be oblivious to everything else. 
  If the investigator has chance to set a fire, he or she will do so, 
  even if it would be dangerous. Such individuals will typically 
  keep many flammable materials on hand to keep themselves 
  entertained. 
   
  Scotophobia/Scotophilia 
  Things hide in darkness…darkness itself might be a monster! 
  An investigator with a fear of drakness will show an inordinate 
  amount of fear for shadows and other dark regions. An 
  investigator with a mild case will regard darkened familiar areas 
  with suspicion and will be very afraid of dark, unknown regions. 
  If such an individual is ever in complete darkness, she will be 
  panicked and will desperately seek a way out or a light source. 
  An investigator with an extreme case will be terrified of any 
  areas of darkness and will be convinced that things lurk in such 
  regions (or that such regions are things). Such an individual will 
  refuse to enter any dark area. If an afflicted investigator is in 
  complete darkness, she will become hysterical and become 
  fixated on getting to or creating light. Investigators with this 
  affliction will generally begin collecting light sources and will be 
  obsessed with always having several backups to any lighting 
  system. 
   
  Technophobia/Technophilia 
  Technology is taking our souls…technology destroyed the 
  Earth…it will destroy us too! An individual with a fear of 
  technology will find technological devices frightening and 
  threatening.The keeper must decide what sort of technology 
  the investigator fears. Typically, individuals will fear relatively 
  advanced technology. So, a colonist wouldn’t fear a watch, 
  but would fear a PDA. An investigator with a mild case will feel 
  uncomfortable around technological items and will have a 
  vague fear of technological progress. Such individuals will tend 
  to remove as many technological items from their quarters and 
  will shy away from jobs which require exposure to such items. 
  Investigators that suffer from a severe affliction of this kind will 
  be terrified by technology and will become frenzied or violent if 
  exposed to it. Such individuals will be inclined to destroy 
  page 30 
  
  END TIME 
  technological items. Afflicted individuals often begin to fear 
  that the machines are trying to take over. Not surprisingly, many 
  technophobes have a special fear of computers. 
  Technology is what makes humanity great…technology 
  keeps us alive…I prefer machines to humans. An investigator 
  with a love for technology will be drawn to technological items 
  and will tend to insist on a technological solution to any 
  problem, even when simpler methods would be superior. An 
  investigator with a minor case will tend to collect items of 
  technology, be fairly preachy about the virtues of technology, 
  and will have little patience with those who fail to share his 
  vision. An investigator with an extreme case will be obsessed 
  with technology, will be extremely preachy about the virtues of 
  technology, and will spend far more time around machines 
  than human beings. In extreme cases, an individual might 
  begin some sort of “special project” to propagate or 
  accelerate technology, even at the expense of humanity. 
   
  Verbophobia/Verbophilia 
  Words are vehicles of falsehoods and evil…words form 
  spells…words convey terrors and ideas that corrupt…I must stop 
  speaking! An investigator with a fear of words will be frightened 
  by words in any form (spoken, written, appearing on a 
  computer screen, etc.). An investigator with a mild case will 
  avoid reading and speaking as much as possible and will 
  become agitated if forced to speak or read for extended 
  periods of time. An investigator who suffers from a severe case 
  will not speak or read and will refuse to listen to others. If 
  anyone attempts to speak to the victim, she will attempt to flee. 
  If that fails, she will try to stop her ears or make noises to drown 
  out the speakers. If all else fails, the victim will become violent. 
  Words are wondrous tools to convey truth and beauty…I 
  love words… An investigator with a love of words will collect 
  anything involved with words (books, tapes, etc.) and will be 
  enamored of speaking and hearing others speak. An 
  investigator with a mild case will have a small collection of 
  words (books, tapes, disks, etc.) and will talk constantly if no 
  one else is, even when alone. An investigator with a severe 
  case will plaster the walls of his quarters with printed words, will 
  read and talk constantly (even when others are talking). In 
  some cases, individuals will see great significance behind any 
  word and might well ponder a scrap of print for hours, 
  repeating the words over and over. 
   
  Vestiophobia/Vestiophilia 
  Clothing is unnatural…people wearing clothes must hide 
  terrible sights…maybe they are monsters and not people at all! 
  An investigator with a fear of clothing will seek to wear as little 
  clothing as possible and will be suspicious of those who wear 
  clothes. An investigator with a minor case will only wear 
  clothing when absolutely necessary and will be suspicious of 
  those who wear lots of clothes. He will be suspicious of anyone 
  who he has not seen completely naked. An investigator who 
  suffers from an extreme case will simply refuse to wear clothing 
  and will be terrified of those who do, thinking them to hide 
  some dread secret. The only way to put such an individual at 
  ease is to be naked like them. Such individuals would be 
  horrified by the very thought of wearing a surface suit or space 
  suit. However, except in very extreme cases, an individual’s 
  sense of self-preservation will outweigh his fear (although the 
  experience will be terrifying and may cost them more Sanity 
  points). 
  Clothes protect us…being unclothed is wicked…our 
  clothes conceal our ugliness from the sight of others! An 
  individual with a love of clothes will always cover as much of his 
  body as possible and will be uncomfortable around those who 
  don’t do the same. An investigator with a mild case will wear a 
  great deal of clothing, even when sleeping or bathing. He will 
  be suspicious of those who expose too much skin and will 
  suspect that they are deviants or exhibitionists. An individual 
  with an extreme case will wear several layers of clothing or 
  perhaps a full space suit and refuse to ever be without clothes. 
  If ever forced to go unclothed, the investigator will he horrified 
  and attempt to cover himself with anything. Those who do not 
  cover themselves to the investigator’s standards will be seen as 
  perverts and subhumans and will be met with hostility and fear. 
   
  Xenophobia/Xenophilia 
  My friends are okay and people like them…other people 
  and other types of people…well, they could be anything. 
  Nonhumans? Monsters! All monsters!An investigator with a fear 
  of foreigners will be afraid of people and beings not like herself. 
  An investigator with a mild case will be suspicious of any people 
  not from his particular group or ethnic background. While the 
  colony is well-integrated, the various cultural identities have 
  been preserved and a xenophobic investigator will find people 
  to fear. Non-human beings will all be perceived as terrible 
  monsters, whether they really are or not. An investigator with an 
  extreme case will fear all those people who are not just like him, 
  even if the differences are very minor. Such an individual will 
  typically be paranoid about those she fears and will suspect 
  them of plotting or being inhuman monsters. Anything that is 
  actually non-human will be an object of terror and dread, 
  whether it is actually a monster or not. 
  Difference is great…people that are different have special 
  wisdom and mystery I lack…I love them for it… An investigator 
  who loves foreigners will be very attracted to and favorably 
  inclined towards people and beings not like himself. An 
  individual with a mild case will seek out people that are 
  different from him and imitate their ways in a way that will 
  annoy and disturb others slightly. An investigator with an 
  extreme case will see people and beings that are not like them 
  as special beings that deserve the investigator’s love. The 
  investigator will pester such people constantly and seek to 
  imitate them in ways that others will find frightening. These 
  individuals will be fascinated by and drawn to non-humans and 
  will be loath to harm them. 
   
  Zoophobia/Zoophilia  
  Animals bite, claw, and shred…monsters are animals…they 
  carry diseases and vile parasites…they hate us and will rise 
  against us! An investigator with a fear of animals will find their 
  presence disconcerting and will be hostile towards them. An 
  individual with a mild case will be visibly nervous around any 
  kind of animal and will exhibit a vague, but perceptible, hostility 
  towards animals. An investigator who suffers from an extreme 
  case will be visibly frightened by animals and will be inclined to 
  inflict violence on them (if the victim can work up the nerve to 
  do so). Such individuals will often harbor thoughts that animals 
  are actually monsters or that they are plotting against 
  humanity. In some cases an afflicted investigator will refuse to 
  eat meat because they believe that doing so will expose them 
  to some dread corruption from the animal. 
  Animals are wonderful  creatures…they are our fellow 
  travelers through life…they are better than people. An 
  investigator who loves animals will be favorably inclined 
  towards them to a degree that is not normal. An investigator 
  with a mild case will be very kind to animals and will be very 
  upset at anyone who harms animals. Such an investigator will 
  certainly not eat any animal’s flesh. An investigator with an 
  extreme case will have an overwhelming love of animals. He 
  will raise and protect as many as possible and will prefer the 
  company of animals over that of humans. Such an individual is 
  likely to become violent if animals are threatened. They will not 
  eat any meat and will not permit anyone else to do so if they 
  can prevent it. 
   
  s 
   
  Permanent Insanity 
   
  Investigators who have their Sanity points driven down to 
  zero will go permanently insane. At this point, unless the 
  investigator is saved by personality restructuring, the investigator 
  is no longer a player character. If the keeper has plans for the 
  page 31 
  
  END TIME 
  investigator, the keeper should prepare a copy of the 
  investigator’s sheet. Otherwise, the investigator is retired. 
  The keeper must decide what insanity the investigator 
  permanently suffers from. This insanity should be carefully 
  chosen, as it will be a central feature of the investigator’s life of 
  madness. If no insanity suggests itself, the keeper can select one 
  at random from the previous charts. 
  In the End Time, Sanity is most often lost by encounters with 
  Mythos beings and through personal crises. An investigator with 
  a zero Sanity can continue to function in the world and may 
  even be outwardly distinguishable from normal people, even 
  when their mind is twisted in madness and their soul rotten with 
  corruption. An investigator who has lost an arm, leg or an eye 
  can succeed in the End Time. An investigator who has lost his 
  sanity and along with it his ethics and moral sense cannot, since 
  he will no longer have any reason to resist either the Mythos or 
  the disintegration of the human spirit. Such an individual will be 
  beyond the realm of humanity and will be closer to the horror 
  and madness of the Mythos. Investigators who reach these 
  depths of corruption will cease to be investigators and will 
  instead be vile enemies of humanity. Such characters should be 
  turned over to the keeper or retired and should not remain as 
  player characters. 
  However, investigators may be driven to permanent 
  insanity by forces other than the Mythos. In such cases, moral 
  and mental corruption might not occur and the keeper will 
  need to characterize the insanity in a different manner. 
  Investigators who are permanently insane, but uncorrupted, 
  might have hope for recovery and might even be able to 
  remain in play. Playing a permanently insane investigator would 
  be a challenge, but would certainly be interesting. A natural, 
  guided recovery from permanent insanity might take years, and 
  should be carefully considered by the keeper. Of course, there 
  is always the option of personality restructuring. 
   
  Permanent 
  Insanity: 
  Natural 
  Recovery 
  and 
  Personality 
  Restructuring 
  An investigator whose Sanity points have reached zero has 
  crossed a threshold between the realm of sanity and the realm 
  of permanent madness. Once this threshold is crossed, it is 
  difficult (if not impossible) to cross back. If an investigator has 
  been reduced to zero Sanity points, but the majority of the 
  losses did not stem from the corruptive influence of the Mythos, 
  then the investigator might be able to make a natural recovery, 
  at the keeper’s discretion. Such a process would take at least a 
  year, perhaps longer. A keeper might wish to allow a Luck roll 
  for the afflicted adventurer  every six months. If the roll is 
  successful, the investigator will now be indefinitely insane 
  instead of permanently insane. If this stage is reached, recovery 
  may begin as governed by the rules concerning indefinite 
  insanity, above. If the majority of the investigator’s Sanity point 
  losses came from the corruptive influence of the Mythos, then 
  the investigator cannot make a natural recovery, since she is 
  tainted and corrupted by the Mythos. However, all hope is not 
  lost for such investigators. Such corrupted individuals might be 
  reclaimed by personality reconstruction. 
  If the investigator needs to recover from permanent 
  insanity rapidly or the investigator has fallen victim to the 
  corrupting influence of the Mythos, then the investigator can be 
  treated with an extreme therapy: personality reconstruction. 
  Personality 
  reconstruction 
  is 
  a 
  highly 
  advanced, 
  very 
  experimental, 
  and 
  dangerous 
  procedure 
  that 
  aims 
  at 
  rebuilding the psyche. The procedure consists of three stages. In 
  the first stage, medical examination, psychoanalysis, and virtual 
  reality memory reconstruction are used to map out the 
  investigator’s brain and psyche. From this map, the nature of 
  the madness is determined. The second stage involves the use 
  of surgery, drugs, and psychoanalysis to excise the madness. 
  Not surprisingly, this process destroys much of the investigator’s 
  memory along with the madness. Third, the investigator’s 
  personality is reconstructed using surgery, drugs, psychoanalysis 
  and virtual reality therapy. If the process is successful, the 
  individual is restored to some semblance of sanity and their 
  former self. Of course, there will be a few things missing, so to 
  speak. 
  The first stage of the process takes 1D4 months to complete 
  and requires an individual or individuals with Computer (for the 
  virtual reality and other computer aspects), Medicine (for the 
  medical examination), and Psychoanalysis. Each skill has to be 
  successfully rolled each month in order for the next step of the 
  treatment to begin.  
  The second stage of the procedure is of indefinite length. 
  The intensive therapy requires Medicine (for the surgery and 
  drugs), and Psychoanalysis. Each skill is rolled each week. If 
  both rolls succeed, the investigator loses 1D10 points of Cthulhu 
  Mythos and 1D10 points of every other skill as his memory is 
  excised. If either or both rolls fail, there is no effect. For every 96-
  00 rolled on either skill, the investigator loses 1D10 points of each 
  skill, but loses no Cthulhu Mythos points. Any individual who rolls 
  96-00 can no longer continue the therapy and must be 
  replaced. In no case may a skill be reduced below zero. The 
  process of treatment may be continued indefinitely, but each 
  week the patient must roll under her CON X5 or suffer 3D6 points 
  of Stamina Point damage. If the roll is successful, the damage is 
  only 1D6. This damage reflects the terrible stress of the process 
  on the body and mind. This damage may be treated normally. 
  If the investigator being treated has no Cthulhu Mythos skill 
  points (unlikely, but it could happen), the keeper must decide 
  how many weeks it will take to excise the madness. 
  The third stage of the process takes an indefinite length of 
  time and requires the use of Computer, Medicine, and 
  Psychoanalysis. Each week of treatment the skills are rolled. A 
  successful use of all the skills restores 1D10 points to each skill 
  and 1D3 Sanity points. A failed roll results in no gains and wastes 
  a week. Each roll of 96-00 results in an additional loss of 1D10 
  points of each skill, and each individual who makes such a roll 
  can no longer continue to treat the patient. The process can 
  continue until each 1D10 of lost skill points has been matched 
  by a 1D10 of restored skill points. In no case may an investigator 
  gain more points than he lost in step two. When the therapy is 
  finished, the investigator can be treated further using more 
  conventional measures. There will be some gaps in the 
  investigator’s memory from the treatment and individuals 
  undergoing the treatment often report that they feel that 
  “pieces of their souls” are missing. The keeper and the player 
  should work out the effects of the therapy on the investigator. 
  Not surprisingly, a full personality reconstruction session 
  would consume an enormous amount of colony resources in 
  terms of drugs, computer resources, and person-hours. Despite 
  the cost, each colonist is supposedly guaranteed the right to 
  such treatment should it be required. However, very few people 
  are aware of the treatment and even fewer are ever in need of 
  it. 
   
  Personality Reconstruction Example 
  Thanks to a terrifying experience with a Mythos artifact, Dr. 
  David Tsung is driven permanently insane. After his companions 
  render him unconscious and return him to the colony, he is 
  scheduled for personality reconstruction (so the colony leaders 
  can continue to make use of his abilities). The first stage takes 
  only a month as the keeper makes all the skill rolls for the NPC 
  treatment team. Dr. Tsung has 30 points of Cthulhu Mythos. To 
  condense the process, the keeper rolls for four weeks 
  treatment. Dr. Sung’s player is lucky and each week the team 
  succeeds in his rolls. The keeper rolls 4D10 to determine how 
  many Cthulhu Mythos points are excised and another 4D10 to 
  see how many skill points are lost. The keeper gets a result of 27 
  on the first 4D10, thus reducing Tsung’s Cthulhu Mythos skill to 3. 
  The keeper gets a result of 32 on the second 4D10 roll, reducing 
  Tsung’s skills by 32 points each. For the first three weeks Dr. 
  Sung’s player also manages to make his CON X 5 roll (thus 
  taking a non-life threatening 1D6 per week, which the doctors 
  quickly treat), but in the fourth week he fails and suffers 3D6. 
  Tsung survives the damage, but the keeper rules that the 
  treatment team decides to end this stage, out of fear of 
  harming Tsung further. The team then commences stage three. 
  Tsung is lucky during the process and the NPCs succeed in their 
  page 32 
  
  END TIME 
  skill rolls over four successive weeks. Since Tsung lost 4D10 skill 
  points, he can only regain 4D10. The keeper rolls 4D10 for a 
  result of 26 and Tsung regains those points from the 32 he lost, 
  leaving him six points under his original level. Tsung also regains 
  4D3 Sanity points, and the keeper rolls a total of 7. Tsung is now 
  indefinitely insane and has 7 Sanity points. The road to recovery 
  still lies ahead of him, but he is far better off than he was before 
  the treatment. 
   
  s 
   
  Preventative Medicine 
   
  Because of the very stressful conditions of colony life and 
  the extreme danger of an individual going insane, the colony 
  requires that each colonist have their mental health evaluated 
  every three months or less. The more stressful the colonist’s 
  occupation, the more often they are required to undergo 
  evaluation. Investigators are likely to undergo checkups at least 
  once a month. The standard checkup is conducted by a 
  colony medical tech who has psychoanalysis skill. The standard 
  test is quite effective and will give the tech a general estimate 
  of the individual’s mental health with only a single skill roll 
  required. If the tech succeeds in her skill roll, then she will have a 
  very good idea of the individual’s mental state. If an individual 
  being examined attempts to deceive the individual conducting 
  the test, the person attempting the deception must match his 
  intelligence 
  against 
  the 
  examiner’s 
  intelligence 
  on 
  the 
  resistance table. If the deceiver is successful, they are able to 
  pose convincingly as sane. If not, the examiner will be aware of 
  the individual’s mental state. If the examiner also makes an 
  Idea roll, she will release that an attempt has been made to 
  deceive them. The keeper might also wish to consider other 
  factors when an individual attempts deception (such as 
  intruding Mythos beings masquerading as humans). 
  Once the checkup is completed, the tech will send her 
  report to the colony administration. If the report indicates that 
  the investigator’s mental health is beginning to deteriorate, the 
  investigator will be assigned to a regular therapy schedule. If 
  the investigator is found to be insane, they will be detained for 
  treatment. Colony security also receives detailed reports on 
  individual psych profiles, for “security reasons” and they will 
  keep a careful watch on potentially dangerous individuals. 
  In addition to after-the-fact treatment, the colony medical 
  stores include drugs that have been specifically designed to 
  temporarily reduce the impact of terrifying events on the 
  human mind. Of course, these drugs do have serious side 
  effects. While these drugs are available, their use (and even 
  knowledge that they exist) is severely restricted by the Colony 
  Council. These drugs are only distributed to investigators when 
  the Council deems it necessary. 
   
  There are two main types of drugs that are available. The 
  first is known as an “Emotion Buffer.” The drug is administered by 
  a hypo-injector and it serves to reduce the extremes of the 
  mind’s reaction to horrifying events by chemically limiting the 
  scope of certain chemical responses in the brain. Each dose of 
  the drug lasts 30+3D10 minutes. While the drug is in effect, any 
  Sanity point loss the investigator experiences is treated as it 
  were half of what it actually is (round up). The investigator 
  deducts the full Sanity point loss from his total, however. While 
  the drug cannot prevent insanity, it does make its occurence 
  less likely. For example, an investigator who loses 7 Sanity points 
  while under the influence of drug will be treated as if she lost 
  only four points, which would not be enough to make her go 
  insane. 
  The Emotion Buffer is not without its side effects. Since the 
  buffer limits the range of emotions, an investigator under its 
  influnece will be incapable of extreme emotional reactions and 
  hence they will be fairly cold and distant. To an investigator 
  under the influence of the drug, emotional ties (such as love 
  and friendship) will seem weaker and less important. The keeper 
  must be certain to enforce these conditions and be sure that 
  the player takes them into account. Another serious side effect 
  is that the experience of the drug is terribly disturbing to 
  individuals. Once the drug wears off, the investigator loses one 
  Sanity point per use. The drug is nonaddictive. 
   
  The second drug is known as an “Emotion Inhibitor.” The 
  drug is administered by a hypo-injector and it serves to prevent 
  the mind from reacting to horrifying events by chemically 
  inhibiting certain chemical responses in the brain. Each dose of 
  the drug lasts 30+3D10 minutes. While the drug is in effect, it is 
  impossible for the investigator to go insane, unless the 
  investigator’s Sanity points are reduced to zero. However, the 
  investigator deducts the full Sanity point loss from her total. 
   
  The Emotion Inhibitor is not without its side effects. Since the 
  drug inhibits emotions, an investigator under its influence will be 
  incapable of emotional reactions. To an investigator under the 
  influence of the drug, emotional ties (such as love and 
  friendship) will seem  meaningless. The investigator will also be 
  incapable of negative emotions, like hatred or rage. Despite 
  the lack of emotions, the investigator will still be able to take 
  action as her memory and reasoning abilities will be 
  unimpaired. The keeper must be certain to enforce these 
  conditions and be sure that the player takes them into account. 
  Another serious side effect is that the experience of the drug is 
  terribly disturbing to individuals. Once the drug wears off, the 
  investigator suffers a 1D4 Sanity point loss. The drug is 
  nonaddictive. 
   
  Option: Insane Insight 
  An insane individual may gain an unnatural insight into the 
  problems or monster facing her. An investigator can gain such 
  an insight immediately after going insane if the player can roll 
  over the Investigator’s INT times five. Because the insight is 
  unnatural, the keeper provides the insight, not the player. Of 
  course, whether the investigators are able to make any sense of 
  the insight is up to the players. 
  A small team of investigators, led by Dr. Janet Barnes, 
  encounters a Hunting Horror while surveying alien ruins. Dr. 
  Barnes, already a bit shaky from arcane research, loses her 
  mind. Her idea roll is 85% and her player rolls a 95, gaining an 
  insight. Her player has no idea what her character has run into. 
  The keeper decides that in her madness, she remembers some 
  fragmentary description from a vile tome regarding Hunting 
  Horrors. The keeper informs the players that Dr. Barnes cries out 
  “Turn on the lights” and begins to shine her light on the Horror. 
  The players might realize that this is a reference to the Hunting 
  Horror’s vulnerability or perhaps they might not. 
   
  A Heroine Gone Mad: an example 
  Following council orders, Security Team Leader Lynn 
  Chiang leads her squad into a Martian ruin in search of a 
  missing scientific team. Scouting ahead of her team, Lynn spots 
  something in a narrow passage and crawls into it. Deep in the 
  passage,  she encounters the horribl- mutilated body of one of 
  the scientists. The keeper rules that the mutilation is horrible 
  enough to severely shock her. Lynn currently has 60 Sanity 
  points. Her player rolls a 75 and she fails the roll. The keeper rolls 
  1D4+1 and gets a 5. The keeper informs the player of the result 
  and directs her to lower Lynn’s Sanity points to 55. Since the 
  cause of her shock was not immediately due to the Mythos but 
  rather due to a horrific human situation, she gains no Mythos 
  points. 
   Since a five point loss is enough to cause temporary 
  insanity, the keeper asks Lynn’s player to make an Idea roll. 
  Lynn’s player rolls a 12 and Lynn completely grasps the terror of 
  her situation. The keeper decides that the terror in the tunnel 
  has given Lynn a temporary case of claustrophobia. The keeper 
  then rules that Lynn panics and flees the confined spaces of the 
  passage as fast as she can. 
  Shortly after she emerges from the passage, she hears 
  Davis, a member of her team, screaming over her suit radio. 
  Lynn sprints towards the man’s location just in time to see a 
  page 33 
  
  END TIME 
  horrifying, amorphous creature dragging him into a narrow 
  passage (an Uleth, as the keeper knows, but Lynn has never 
  had the misfortune of seeing one before). At the sight of the 
  creature, the keeper asks Lynn’s player to make another Sanity 
  roll. She rolls a 56 this time and fails, since her current Sanity 
  point total is 55. The Sanity point cost for seeing an Uleth is 
  1/1D10. Since Lynn’s player failed the roll, Lynn loses 1D10 Sanity 
  points. The keeper rolls an 8 and Lynn loses that many Sanity 
  points. Since Lynn has lost a total of 13 points, she has lost more 
  than 20% of the total she had at the start of play and Lynn 
  becomes indefinitely insane. (And incidentally, she receives 5 
  Mythos points as this is the first time she has gone insane due to 
  a Mythos encounter.) 
  The keeper halts the action and discusses the situation with 
  the player. Lynn’s player suggests that the fact that the monster 
  apparently came from and is returning to a confined space has 
  reinforced her claustrophobia. The keeper, who was thinking 
  about Xenophobia, decides that it is a reasonable suggestion 
  and accepts it. Lynn’s Sanity point total is now 47. 
  Lynn’s player states that Lynn runs to the passage, firing at 
  the monster. Lynn fires her weapon on full auto and empties a 
  clip into the monster. The Uleth survives the burst, but the keeper 
  decides that it has had enough for one day and that it retreats 
  into the passage, dragging Davis along with it. The keeper tells 
  Lynn’s player that she can still hear Davis screaming. Lynn’s 
  player says that Lynn reloads as she enters the passage. The 
  keeper reminds Lynn of her current insanity. Lynn’s player states 
  that she freezes as soon as she enters the tunnel and then 
  backs away quickly, trying to block out Davis’ last screams. 
  Seconds later the rest of her team bursts into the chamber 
  and find a white-faced Lynn kneeling on the floor, clutching her 
  rifle, the screams of Davis getting fainter somewhere down the 
  passage. 
   
  page 34 
  
  END TIME 
  4 
  Keepers Lore 
   
  The Sanity Rules 
   
  The threat of insanity in the End Time rules portrays the 
  Mythos is a way which permits no compromise. No sane human 
  would freely and knowingly chose the Mythos, for the Mythos is 
  innately loathsome and vile. The very nature of the Mythos is 
  repellent to the sane human mind and it runs contrary to what 
  any rational human being would hold dear and worthwhile. The 
  connection of Sanity points and Cthulhu Mythos skill points 
  emphasizes the power of the Mythos, which can corrupt and 
  ruin by proximity. Merely knowing about the Mythos weakens 
  the delicate balance of the human mind. The Sanity rules 
  indicate the inherent fragility of humanity. The things humans 
  have put their strongest faith in, such as God and Justice, turn 
  out to be mere illusions. The so-called truths that humans have 
  put so much stock in turn out to be confused falsehoods. The 
  world is not as people believe. In the world of the Mythos, 
  madness becomes the necessary condition for truth and 
  human life is without value. 
  While the terror of the Mythos casts its dark shadow 
  throughout the universe, the players should retain a sense of 
  hope and the sound of laughter should be heard around the 
  gaming table. While the Mythos is the ultimate reality and 
  madness and corruption is the natural order of the cosmos, 
  humans create their own meaning and shine like candles in a 
  dark and drafty cavern. A key part of the game, as emphasized 
  elsewhere in the rules, is the struggle of humanity against the 
  Mythos and of a small, flickering hope against a universe of 
  black despair. 
   
  Dealing with the Verge 
  The Sanity rules presented above are quite clear about it: 
  when an investigator reaches zero Sanity points, she is 
  permanently insane. However, as long as an investigator has at 
  least one point of Sanity left, she is still in control of her mind. An 
  essential part of role-playing in End Time is the portrayal of the 
  nearly-mad investigator. As the investigator’s mental fortitude 
  weakens under the impact of terror and corruption, evidence 
  of the deterioration should be made evident by the way the 
  investigator is played. Keepers and players should keep in mind 
  that portraying the deteriorating condition of an investigator 
  calls for stronger role-playing and is by no means a reduction of 
  player control. 
  In the course of the game, players should role-play their 
  investigators speaking about their mental conditions. This is 
  important for a variety of reasons. First, this enable other players 
  to understand the situation and react to it appropriately in their 
  own role-playing. Second, it makes the game more enjoyable 
  and interesting. If a player simply says “my character is running 
  low on Sanity points,” he doesn’t enhance the game. If a player 
  role-plays his investigator’s terror (“The things I value, they’re all 
  slipping from my grasp. Like tears…in the rain…”), then the 
  game will be enhanced and the mood of terror heightened. 
  If an investigator has ten or fewer Sanity points, he will 
  know that his situation is serious and that his mind is in deadly 
  peril. At this point the investigator will be inclined to pull back 
  from the action and seek help. If the investigator doesn’t pull 
  back on his own, it is likely that others will seek to intervene on 
  her behalf. If the player persists in driving his investigator into 
  madness, he should have a very good reason for doing so. 
  The Quality of Insanity 
  Investigator insanity displays the power of the Mythos by 
  causing the investigator to adopt behavior that is limited in 
  what it can achieve. However, this sort of behavior is often 
  interesting to role-play and can add a distinct and entertaining 
  tone to a campaign. Because of this, insanity should be 
  interpreted and dealt with in ways aimed at enhancing the 
  campaign. Having investigators locked up in a colony psych-
  ward at the first hint of madness would hardly further play! 
  Investigators should also receive insanities which will offer the 
  players a reasonable chance for eccentric, twisted, or even 
  ridiculous role-playing. 
   
  For example, an investigator might become convinced 
  that the Martian soil is somehow being affected by Mythos 
  beings and that the clue to the mystery lies in the soil. Such an 
  individual would rant about soil, would be constantly running 
  about with soil sample bags, and would stop at various 
  moments to test the soil. Such behavior can amuse other 
  players and baffle NPCs. 
  Giving an investigator an interesting madness she can work 
  with transforms insanity from a mere punishment into a role-
  playing opportunity that can make the game more enjoyable 
  for everyone. Phobias and fetishes are particularly useful in this 
  regard since they typically are not so disabling that an 
  investigator cannot remain in play. They also offer the player an 
  apt focus for odd behavior. 
  In some cases a player will act out too many elements of 
  his investigator’s insanity, overplay the insanity, or simply wear it 
  out through overuse. If the player’s actions interfere with the 
  game or begin to test the other players’ tolerance, then the 
  keeper must discuss the matter with the player for the sake of 
  the game. To fail to do so would be unfair to the other players 
  and can ruin an otherwise enjoyable game. Perhaps such over-
  playing can be interpreted as a sign that the investigator has 
  passed through the worst of the effects and is beginning to 
  recover. 
   
  Negotiating Investigator Madness 
  When an investigator suffers from temporary insanity, the 
  keeper must be concerned with how the player portrays the 
  madness in her role-playing and how the madness affects the 
  game. While the role-playing aspect is left to the player, the 
  keeper has control over the duration of the madness and its 
  quality. It is important that both the keeper and the player 
  understand their responsibilities in the matter so that the game 
  will run smoothly. 
  Indefinite insanity lasts a month or longer and the 
  investigator is likely to be largely incapacitated during this time 
  period. The keeper and the player must work out the exact 
  effects of the madness, such as how long the investigator 
  remains out of play and what effect the madness will have on 
  later role-playing. 
   
  Cooperating 
  Even when an investigator has gone mad with criminal 
  psychosis, 
  the 
  keeper should not encourage or allow 
  investigators to turn against one another. Only in dire 
  circumstances and with adequate provocation should violent 
  conflict be permitted among investigators. It should be kept in 
  mind that playing the game as an exercise in back-stabbing is 
  likely to result in anger, resentment and hurt feelings. It is also 
  likely that such a campaign will have a short life and the 
  memories of it are likely to be unpleasant. Paradoxically, the 
  only time such investigator competition should occur is when 
  the players are able to cooperate effectively to make the 
  game run smoothly and enjoyably. A campaign in which 
  investigators are arch rivals can be the pinnacle of creative 
  role-playing, but it is rarely the case that it can be effectively 
  carried out. 
  In most cases, the players will find that the Mythos and 
  various NPCs will provide them with as much conflict, violence, 
  and trouble as they need. Infighting, internal bickering and 
  treachery loses sight of the point of being an investigator. 
   
  Personality Reconstruction: the true story 
  According to official colony policy, any colonist who suffers 
  from 
  permanent 
  insanity 
  is 
  entitled 
  to 
  personality 
  page 35 
  
  END TIME 
  reconstruction.This treatment is extremely costly (in terms of 
  resources and person-hours) so it is fortunate that this treatment 
  is rarely required. However, there will be times when the 
  treatment will be needed. 
   
  When an individual goes permanently insane, a sub-
  committee of the colony council will secretly meet and decide 
  the individual’s fate. If the individual is deemed to be worth the 
  cost of the treatment, the process will be approved. Since 
  human life is considered one of the most precious colony 
  resources, the process will typically be approved. If the 
  investigator is deemed to be not worth the cost or a threat to 
  somebody in power, then the sub-committee will decide to do 
  one of two things. First, the sub-committee may decide to 
  withhold approval. In this case, the investigator will be put into 
  hibernation until “such time as treatment becomes practical.” 
  Second, the sub-committee may decide to give approval, but 
  with no intention of a successful treatment. In this case a 
  convincing “accident” will be arranged and the investigator 
  will “exhibit a mortality response to a complication in the 
  reconstruction procedure.” For notes on what the Council may 
  do 
  with 
  such 
  unfortunates, 
  see 
  the “Secrets: Keeper's 
  Information” section on page 40. 
   
  The keeper might also wish to explore other uses of the 
  personality reconstruction process. Some examples of this 
  include erasing memories, electronic lobotomies, subliminal 
  programming, and the replacing of an individual’s personality 
  with an artificial one. These uses are left up to the keeper’s 
  discretion. 
   
  A Sanity Loss Guide 
  As discussed above, Sanity points are lost by encountering 
  Mythos beings, experiencing terrifying events, and the like. 
  While Sanity point loss will often be specified in the rules or in 
  scenarios, a set of general guidelines is a useful keeper tool. The 
  following are some suggested levels of Sanity point losses. 
   
  1 or 1D2 Sanity: Discomfort or Slight Confusion 
  A low level of loss that will not be particularly noticeable 
  to the investigator (provided her Sanity is not already 
  dangerously low) and will not create alarm or fear in the 
  players. This level can serve to remind them of what is 
  waiting for them, deeper in their investigations. An 
  example of an event that might result in this sort of loss 
  would be finding a mutilated animal corpse or a minor but 
  inexplicable manifestation of some unnatural event. 
   
  1D3 Sanity: Fright, Confusion, or Disgust 
  A relatively low level of loss that might drive an unstable 
  investigator insane after three or four such experiences. 
  An experience of this level will dismay the investigators 
  and serve as a warning to players. An example of an 
  event that would lead to this level of loss would be 
  stumbling onto a corpse. 
   
  1D4 Sanity: Panic, Disorientation, or Loathing 
  This level of insanity is unlikely to drive the typical 
  investigator insane, provided they suffer only one 
  instance. This level is useful to frighten and harass the 
  investigators and to instill fear in the players. A natural 
  event might be able to create this level of loss. Seeing 
  blood flowing from a colony water supply or seeing 
  someone the investigator doesn’t know undergo explosive 
  decompression might result in such a loss.  
   
  1D6 or 1D6+1 Sanity: Nausea or Stupefaction 
  This level is the lowest level that is likely to provide an 
  immediate threat to investigator sanity. Alien and bizarre 
  Mythos beings that are relatively weak, such as the Mi-Go, 
  are in this category of Sanity loss. Terrestrial Mythos beings 
  that are dangerous but not particularly alien, such as 
  ghouls and Deep Ones, also fall into this category. This 
  level of Sanity loss poses an actual threat to the 
  investigators and should be used accordingly. Seeing a 
  close friend killed in a violent and disturbing manner (such 
  as explosive decompression) would cost this much Sanity. 
   
  1D8, 1D6+2, 2D4 Sanity: Shock 
  The average loss at this level is close to five (4, 5, and 4 
  respectively), so it constitutes a serious threat to 
  investigator Sanity. Beings capable of creating such a 
  level of Sanity point loss are worthy of respect and terror. 
  Such beings should be particularly strong or exceptionally 
  alien, loathsome or disturbing, such as a Ghast. Events in 
  this category would have to be particularly disturbing. 
   
  1D10 Sanity Points: Major Shock 
  At this level, temporary insanity is likely. Because of this, this 
  level of Sanity should be used very sparingly, perhaps only 
  at the high point of the scenario. Mythos beings that 
  inspire this level of Sanity point loss are very alien and 
  deadly, such as Uleths. Severe torture can create this level 
  of Sanity point loss as would seeing the walking dead. An 
  event that creates this level of Sanity loss would have to 
  be extreme. 
   
  2D6 or 2D8 Sanity: Mind Damaging Horror 
  This level of Sanity loss is extremely likely to drive an 
  investigator insane and hence its use should be carefully 
  considered. Particularly terrifying and powerful Mythos 
  beings can create this level of Sanity point loss. Because 
  of the devastating effect of this level of Sanity loss, a single 
  improperly planned loss of this level can ruin an entire 
  scenario.  
   
  1D20, 2D10, 3D6 Sanity: Extreme Horror 
  At this level of Sanity loss, most investigators will be driven 
  insane. Because of this, this level of loss should only be 
  used in extremely rare circumstances. Monsters that inspire 
  such a level of loss must be appalling, diabolical, lethal, 
  and wildly alien. Monsters within this categories include 
  such horrors as Flying Polyps, and certain Great Old Ones. 
  Few experiences short of being raised from the dead as 
  an undead horror can create this level of Sanity point loss. 
  Because of the devastating effect of this level of Sanity 
  loss, a single poorly-planned incident at this level can ruin 
  an entire campaign. 
   
  3D10 Sanity: Give Up Now Before It Gets Even Worse 
  This level of Sanity loss will reduce nearly any investigator 
  to madness. As such, a keeper should use extreme care 
  before planing such an occurrence. Incredibly terrifying, 
  alien, and powerful beings in the category of minor deities 
  and Great Old Ones would cause such a loss. Willingly 
  and single-handedly causing the annihilation of the 
  human race might create such a loss. Because of the 
  extreme nature of the loss, beings and events that create 
  this level of insanity can easily put an end to a campaign 
  by driving investigators insane. 
   
  D100 Sanity: Ultimate Cosmic Evil 
  This level of loss represents the outer limit of Sanity loss. It 
  should not be used for any keeper created monsters or 
  events. It should be reserved for encounters with the 
  incredibly powerful and terrifying alien deities of the 
  Mythos, such as Great Cthulhu, Nyarlathotep in his more 
  fearsome manifestations, and Yog-Sothoth. This level of 
  loss can cause permanent insanity in a single instance. 
  Because of this, this level of loss can put an end to a 
  campaign instantly. 
   
  page 36 
  
  END TIME 
  The Kercez Fragments  
   
  Untold centuries years ago, in what is now Greece, a Mi-Go 
  expedition met its end in an earthquake. Centuries later, a 
  Greek mathematician named Alcibacus was journeying to 
  Athens in 535 BC when an earthquake exposed the base. 
  Alcibacus entered the base and was able to retrieve some Mi-
  Go writings before forced to leave. Alcibacus returned to 
  Athens and translated the writings over the course of several 
  years. When he finished, he made use of the spells within the 
  book and drove himself mad. He was killed in 528 BC when he 
  attacked two Athenian soldiers and ancient Greek records 
  state that he died “in a fit of madness, while making horrible 
  noises.” His writings were kept at Plato’s Academy for some 
  time, until they were eventually lost. Parts of them later turned 
  up in the Middle East and eventually a translation in Latin 
  called, for unknown reason’s, the Kercez Fragments was 
  produced by a scholar who later went mad and perished. The 
  original Mi-Go writings were never found, and may have been 
  recovered by the Mi-Go. 
  The name “Kercez Fragments” became what Alcibacus’ work 
  was known by. The original fragments are in Greek and are in a 
  private collection in France. Versions of it exist in Arabic and 
  Latin (in private collections) and there is one English version, 
  which is Doctor Rice’s translation. The surviving portions include 
  a table of contents which indicate that vast amounts of the 
  work are missing. The surviving sections provide detailed 
  mathematical formulas, descriptions of various planets in the 
  solar system, and some spotty information about the Mi-Go’s 
  interference in human development.  
  The mathematical sections are written in an odd code which 
  would require years to crack (only months with computer 
  assistance). These sections describe the nature of space-time, 
  other dimensions, and the Mi-Go modifications of humanity in 
  exacting, 
  though 
  often 
  incomplete, 
  detail. 
  The 
  non-
  mathematical sections only require a translation into a 
  language the reader can understand. These sections deal with 
  the planets of the solar system, primarily the earth and its moon, 
  and give details to a degree which no human work until the 
  20th century could be expected to provide. The most complete 
  version of the work, the Greek version, contains three spells 
  within the mathematical sections. These spells are Attune 
  Crystal, Activation, and Contact Mi-Go. 
   
  Version 
  + To Knowledge 
  Spell  
   
  Effect 
   
   
  Multiplier* 
   
  on SAN 
  Greek 
  +10% 
  X3 
   
  -2D6 
  Arabic 
  +8% 
  X2 
   
  -2D4 
  Latin 
  +5% 
  X1 
   
  -1D4 
  English 
  +9% 
  X3 
   
  -2D6 
   
  The spell multiplier indicates the number of spells the 
  book contains (for example, a X2 multiplier means the 
  book contains two spells). The spells can only be 
  learned by a person who can read the mathematical 
  code or has a translation of it. 
   
  Spells 
   
  Attune Crystal 
  This spell allows the user to attune a crystal for use in the 
  Activation spell. The crystal to be used must of of high quality , 
  with no imperfections. Each point of power put into attuning the 
  crystal adds +10% to the chance of success when casting the 
  Activation spell (power loss is permanent). Casting the spell 
  involves one hour of concentration per point of power 
  expended and costs 1D4 SAN. The crystal remains attuned as 
  long as the person who attuned it remains alive. If an actual Mi-
  Go crystal is used, each point of power expended yields a +20% 
  chance of success to the casting of Activation. 
   
  Activation 
  This spell requires a specially attuned crystal to cast. The caster 
  can cast the spell on himself or another. Casting it on himself 
  requires the enchanted crystal to be held by the caster and 
  requires a period of concentration in minutes equal to the 
  number of magic points expended. Each magic point 
  expended in the casting gives a +5% chance of success. In 
  order for the spell to be cast on another, that person must have 
  an attuned crystal in close proximity and the caster must be 
  within 10 meters and if the spell is cast successfully (using the 
  procedure detailed above) the caster must still overcome the 
  targets’s power if the target is resisting. The spell only works on 
  humans. Casting the spell costs 1D4 SAN. The spell may be 
  repeated. 
  If the spell is cast successfully, the caster will activate one or 
  more of the hidden Mi-Go modifications in the target’s mind 
  (roll once for each success). Unfortunately, the spell is not 
  terribly precise and can have serious effects on the target. Use 
  the following chart to determine the effect: 
   
  Roll (1D10) 
  Effect 
  1 
  Target has bad dreams for 1D6 days. 
  2 
  Target has extremely disturbing dreams for 1D6 
  days, losing 1 point of SAN 
   
  at the end of the nightmare period. 
  3 
  Target has terrifying nightmares for 1D6 days, 
  losing 1 point of SAN a 
   
  day. 
  4 
  Target goes into a catatonic trance for 1D6 days. 
  5 
  Target loses 1D8 SAN immediately. 
  6 
  Target loses 1D4 SAN, gains 1 point of INT. 
  7 
  Target loses 1D6 SAN, gains 1 point of POW. 
  8 
  Target loses 1D10 SAN, gains 1 point of POW and 
  1 point of INT. 
  9 
  Target loses 1D6 SAN, becomes a Nightmare 
  generator (see below). 
  10 
  Target loses 1D8 SAN, becomes a Void Walker 
  generator (see below). 
   
  Mythos Beings 
   
  Nightmares 
  Description: A Nightmare is a psychokinetic creation of a 
  human mind that has been “activated” by the Activation spell 
  or by other means. Nightmares have an extremely limited 
  existence in space-time such that they can be seen and heard 
  but are incapable of physically manipulating anything. Since 
  they are the products of a human imagination, their 
  appearance varies, but they are always among the most 
  horrible and terrifying things the human generator can imagine. 
   
  Notes:  Each time that a human Nightmare generator goes to 
  sleep, there is a 40% chance they will generate a number of 
  Nightmares equal to the person’s power divided by 6. These 
  Nightmares will manifest themselves anywhere within 200 meters 
  of the human and will move around at random, but will tend to 
  be drawn towards humans. Physical structures do impede their 
  movements, so they cannot move through walls or closed 
  doors. Each Nightmare will last 1D10 minutes, or until the person 
  wakes up. Seeing a Nightmare costs a number of SAN equal to 
  one sixth of the power of the Nightmare generator, with a loss 
  of 0 on a successful SAN roll.The person generating the 
  Nightmares will have terrible dreams and will lose one point of 
  SAN during each episode of generation, none on a successful 
  SAN roll. Nightmares are detectable by scientific instruments 
  (they are energy fields) and they appear as indistinct blurs on 
  video equipment (their forms are mostly in the minds of the 
  viewers). People who have been Nightmare generators for a 
  long time (Keeper’s discretion) can sometimes consciously 
  control the manifestations. 
   
  page 37 
  
  END TIME 
  Void Walkers 
  Notes: Void Walkers are, like Nightmares, psychokinetic entities 
  generated 
  by 
  an 
  “activate” 
  human 
  mind. 
  Unlike 
  the 
  Nightmares, Void Wakers are powerful manifestations of the 
  human imagination within space-time and they are capable of 
  inflicting substantial harm in the physical realm. Unlike the 
  Nightmares, Void Walkers are invisible. They do have forms, 
  generally those of horrible monsters, but these shapes can be 
  seen if something makes the Void Walker visible (it gets coated 
  with blood, for example). Each time a Void Walker generator 
  goes to sleep (or in certain other situations), there is a 40% 
  chance he will generate a Void Walker. The Void Walker will 
  manifest itself within 200 meters of the generator and go about 
  its destructive business of killing and destroying. The Void Walker 
  created by the generator will specifically target anyone the 
  generator dislikes (no matter how minor the dislike). A Void 
  Walker will last 1D10 minutes,until the generator wakes up, or 
  until the Void Walker is destroyed. The generator will have 
  horrible nightmares during the process, resulting in 2 points of 
  SAN loss (zero on a successful SAN roll) or more, depending on 
  the horror wreaked by the Void Walker. An experienced Void 
  Walker generator (who is likely to be insane) can sometimes 
  consciously generate a Void Walker. An invisible Void Walker 
  costs no SAN to view (since it can’t be seen). Exposing one to 
  sight costs 1D8 SAN, 0 on a successful roll. 
   
  Characteristics 
   
  STR 
  Generator’s POW X 2 
  CON 
  Generator’s POW X 2 
  SIZ 
  Generator’s POW + INT 
  INT 
  n/a 
  POW 
  n/a 
  DEX 
  Generator’s INT 
  Hit Pts:  
  (CON + SIZ)/2 
  Move 
  Generator’s INT 
   
  Weapon: 
  Claw 
  ATTK%: Generator’s INT X5  
  Damage: (Generator’s POW/6)D6 (round 
  down, minimum 1D6) 
  Bite 
  ATTK%: Generators’s INT X4 
   Damage: (Generator’s POW/4)D6 (round 
  down, minimum of 1D6) 
   
  Armor: No armor, but due to their nature Void Walkers take half 
  damage from all physical weapons. 
  Spells: None 
  SAN: 0/1D8 (when visible) 
   
   
   
   
  page 38 
  
  END TIME 
  h 
  Colony 
  gover nme nt 
   
  Colony Council  
   
  The government structure of the colony was carefully 
  designed by the leading experts in political science, sociology, 
  psychology, and philosophy who were still alive and available 
  during the beginning of the Great Darkness. The designers were 
  faced with the problem of providing a form of government that 
  would not degenerate into a tyranny, yet would be highly 
  efficient and able to act quickly. The solution they reached was 
  the formation of a colony council. In order to allow popular 
  input, most members of the council are elected officials. In 
  order to avoid incompetence, candidates are subject to a 
  rigorous screening test. In order to limit the corrupting influence 
  of power, the council members are given few perks and have 
  carefully limited powers. The planners believed that this sort of 
  council would be effective without being oppressive, and so far 
  they have been correct in their belief. 
  The council is the highest political power in the colony and 
  it has authority over all the colonists, structures, vehicles, and 
  equipment. Like the government of the historical United States, 
  the council is divided up into legislative, executive, and judicial 
  branches. The legislative division of the council consists entirely 
  of Council Representatives and it is their job to draft colony laws 
  and set colony policy. This branch rarely, if ever, creates new 
  laws as there is little need for additional laws in the colony. For 
  the most part, Colony Representatives concern themselves with 
  day to day decision making (such as food allocations, 
  personnel assignments, etc.). Three quarters of the Colony 
  Representatives as in this branch.The judicial branch of the 
  colony council also consists of Colony Representatives. These 
  Representatives have as duties the assessment of laws as well 
  as the judging of legal cases. Since there are few laws, most of 
  them are quite straightforward, and most colonists are well 
  behaved, there is generally little judicial work to do. However, 
  should  a dispute of law arise or a case come to trial, it is up to 
  the judicial branch to rule on such matters. One quarter of the 
  Council Representatives are assigned to the judicial branch.  
  The executive branch of the council consists of the Hope 
  Colony Leader, the Bradbury Colony Leader, the  Head of 
  Sciences, the Hope Colony Security Chief, the Bradbury Colony 
  Security Chief, the Hope Colony Chief Engineer, the Bradbury 
  Colony Chief Engineer, the Medical Chief, and the Senior 
  Computer Officer. The Hope Colony officers are the senior 
  officials. 
   
  Council Offices 
  The colony council consists of the nine officials of the two 
  colonies as well as one representative for every 200 colonists. 
  Qualifying for an office requires passing a series of test, with 
  each test being specific to the office. An individual needs to 
  maintain the needed skill and attribute levels to stay in office. 
  The only exception is Sanity. An individual needs to met a 
  certain minimum to be initially elected or selected, but after 
  that they only need to remain sane to keep their office. Should 
  an individual cease to meet the minimum requirements for her 
  office or go permanently insane, she will be immediately 
  removed from her position. An individual who goes insane, but 
  is cured, can return to his office after their recovery period. For 
  the duration of his insanity, an individual cannot hold office and 
  will be replaced, if necessary. Should there be no individuals 
  who qualify for an office, those who come the closest to 
  meeting the qualifications will be selected. The various offices 
  are discussed below. 
   
  Council Representative 
  As noted above, there is a single representative for every 200 
  colonists. Each colony region is divided up into population 
  zones 
  and 
  each 
  zone 
  elects 
  a 
  representative. 
  Each 
  representative serves for two full years and can only be re-
  elected for four terms.Each representative is assigned to either 
  the legislative or judicial branches. Representatives continue to 
  work full time at their normal job. The only perks of office are 
  greater computer access rights and time off for council 
  functions. There are provisions for removing representatives, but 
  this has yet to occur. Representatives take part in nearly all 
  council decisions, except for special sessions. Special sessions 
  are not publicized, to avoid dissension among the colonists. 
  Being elected as a representative is considered a high honor 
  among the colonists and a representative will be treated with 
  due respect. If the Keeper is using the Credit Rating skill, being 
  elected results in a 15% increase in that skill. In order to qualify 
  for a Council Representative election, an individual must have 
  at least 40 Sanity points, and at least an 11 in INT and EDU. The 
  individual must also be at least 18 and live in the zone she 
  wishes to represent. 
   
  Hope Colony Officers 
   
  Hope Colony is the oldest and the largest colony and is 
  where the full council meets. The Hope colony council officers 
  serve as leaders of both Hope Colony and the entire colony. 
  Council officers have full time duties, only some of which are 
  administrative in nature. While the colony officers have great 
  power in the colony, each faces certain restrictions and they 
  enjoy few perks of office. The only real perks the officers receive 
  are greater computer access time (which is typically consumed 
  in their work), slightly larger quarters (which quickly fills up with 
  records, equipment, and other material the office requires), 
  slightly better food (which they rarely have time to finish), and 
  time off for their duties. Getting elected or selected for an office 
  is a great honor and confers a 25% increase to the character’s 
  Credit Rating (if that skill is being used). On the minus side, 
  officers are expected to work long hours, make difficult 
  decisions, and sacrifice all vestiges of a private life for the good 
  of the colony.  
   
  Colony Leader 
  The Hope colony leader is elected once every four years in a 
  general colony election. In order to qualify for an election, a 
  colonist must be at least 35 years of age and must meet a 
  rigorous set of standards, including an in depth psychological 
  evaluation. If an individual passes these tests, he is eligible for 
  election. In game terms, an individual must have at least 50 
  Sanity points, an INT or 13 or better, and an EDU of 14 or better 
  in order to pass the tests. Each adult colonist gets to cast one 
  vote in the election, which is done via computer. The Colony 
  Leader is the chief executive officer of the colony and it is his 
  duty to make sure that council policy is enforced. To this end, 
  he has indirect control over those who carry out council policy, 
  such as the security forces. While, in theory, he is only supposed 
  to make sure the policies are enforced, the council members 
  typically seek out his advice when setting policy. In many 
  respects, the office of the Colony Leader is analogous to the 
  office of the President in the United States of America (when it 
  existed). In council meetings, the Hope Colony Leader is called 
  “Senior Colony Leader.” 
   
  Head of Sciences: The Head of Sciences is responsible for 
  acting as a liaison between the various scientists and the 
  council. The Head of Sciences is appointed by the council and 
  holds the office for four years. An individual may serve an 
  unlimited number of terms as long as they are willing to do so 
  and the council continues to appoint her. It is the duty of the 
  Head of Sciences to explain the various projects the scientists 
  page 39 
  
  END TIME 
  are involved in and proposals they make to the council, so that 
  the council can make informed decisions. It is also the 
  responsibility of the Head of Sciences to see to it that the 
  scientists conform to council policy. Finally, the Head of 
  Sciences is in charge of the various scientific endeavors and she 
  makes most of the day to day decisions. For example, it is up to 
  the Head of Sciences to make sure that the appropriate 
  personnel and equipment are assigned to various important 
  projects. In order to be selected as Head of Sciences, an 
  individual must pass a rigorous set of tests. In game terms, an 
  individual must have at least a 16 INT and a 20 EDU. The 
  individual must also have at least 45 Sanity points, a 90% or 
  greater in one science skill and at least 75% in two others. The 
  Head of Sciences retains most of her normal duties (such as 
  research), so she is typically very busy. Needless to say, the 
  Head of Sciences must have chosen some branch of science 
  as his profession. 
   
  Security Chief: The  Security Chief is responsible for the security 
  and safety of the colony. The  Security Chief is appointed by the 
  council and holds the office for four years. There is no term limit 
  on the office of  Security Chief. Since the colony does not have 
  distinct military and police units (the functions of each are 
  combined), the Security Chief acts as a mix between a military 
  general and a police commissioner. As such, he is responsible 
  for maintaining law and order in the colony and protecting it 
  from all enemies. The Security Chief’s main job is to implement 
  the aspects of colony policy that require the use of security 
  officers. On paper, the Security Chief has great powers in 
  emergency situations (such as the ability to declare martial law 
  for the duration of an emergency), but such situations rarely 
  arise. Because of the lack of crime and apparent lack of 
  enemies, some colonists consider this office to be unnecessary. 
  However, the council has been quite adamant about 
  maintaining the office and generally argue that the return to 
  earth will require a security force (after all, after the disaster, 
  who knows what conditions on earth are like?). In order to 
  qualify for this office, and individual must have at least a 14 INT, 
  a 14 EDU, and 60 Sanity points. The individual must also have at 
  least a 75% Persuade skill , 90% or higher in one combat skill and 
  at least 75% in two other combat skills. Needless to say, the 
  individual must have taken Security Officer as his chosen 
  profession. At council meetings, the Hope Colony Security Chief 
  is referred to as the “Senior Security Chief” or the “General”(the 
  Security Chief holds a semi-honorary rank of General). 
   
  Chief Engineer: The Chief Engineer of Hope colony is responsible 
  for acting as a liaison between the colony engineers and the 
  council. The Chief Engineer is appointed by the council and 
  holds her office for four years. There is no set limit to the number 
  of terms an individual can serve.The main duties of the Chief 
  Engineer are as follows. The Chief Engineer is expected to keep 
  the council informed of engineering activities and problems 
  and is expected to inform the engineers of council policy. The 
  Chief Engineer is also expected to oversee and supervise the 
  day to day engineering operations. For example, the Chief 
  Engineer is responsible for assigning engineers to various 
  projects and making sure that they get the equipment and 
  materials they need. Because of the importance of the 
  engineers to the survival of the colony, the Chief Engineer is 
  greatly respected. Because of the nature of his duties, the Chief 
  Engineer has great power during engineering emergencies. In 
  such situations, his word is law (since survival may well hinge on 
  following his orders). Of course, he is accountable for his actions 
  after the crisis.  
   In order to qualify for this office, and individual must have at 
  least a 16 INT, a 16 EDU, and 60 Sanity points. The individual 
  must also have at least a 90% in his primary engineering skill , at 
  least 80% in Electrical Repair, Electronics, and Mechanical 
  Repair, and at least 50% in another engineering skill. Needless to 
  say, an individual must have chosen some branch of 
  engineering as his profession in order to qualify for the office. At 
  council meetings, the Chief Engineer is referred to as the “Senior 
  Engineer.” 
   
  Medical Chief: The Medical Chief of Hope colony is responsible 
  for acting as a liaison between the colony medical personnel 
  and the council. In addition to this duty, the Medical Chief is in 
  charge of day to day medical operations in the colony as well 
  as special operations (such as psych evaluations). The Medical 
  Chief is appointed by the council and holds her office for four 
  years. There is no set limit to the number of terms.  In order to 
  qualify for this office, an individual must have at least a 16 INT, a 
  18 EDU, and 65 Sanity points. The individual must also have at 
  least a 90% in Medicine and First Aid , at least 80% in 
  Psychoanalysis,at least 60% in Pharmacy and Psychology , and 
  at least 50% in Space Medicine. Because of the extremely high 
  standards for the office, the Medical Chief is usually an older 
  individual. Needless to say, an individual must be a doctor of 
  medicine in order to qualify for the office.  
   
  Senior Computer Officer: The Senior Computer Officer of Hope 
  colony is responsible for acting as a liaison between the colony 
  computer personnel and the council. In addition to this duty, 
  the Senior Computer Officer is responsible for day to day 
  computer operations. For example, it is his job to supervise the 
  allocation of computer resources. Because of the importance 
  of the computers (they control everything from life support to 
  food production), the Senior Computer Office controls a great 
  deal of potential power. The Senior Computer Officer is 
  appointed by the council and holds office for four years. There 
  is no set limit to the number of terms that an individual can 
  serve. In order to qualify for this office, an individual must have 
  at least a 16 INT, a 18 EDU, and 60 Sanity points. The individual 
  must also have at least a 90% in Computer Use , at least 80% in 
  Library Use,and at least 40% in Electronics  and Electrical Repair.  
   
  s 
   
  Bradbury Colony Officers 
   
  Colony Leader: The Bradbury colony leader is elected once 
  every four years in an election which is limited to the inhabitants 
  of Bradbury Colony. These elections occur two years after the 
  elections for the Hope Colony Leader. In order to qualify for an 
  election, a colonist must be at least 35 years of age and must 
  meet a rigorous set of standards, including an in depth 
  psychological evaluation. If an individual passes these tests, she 
  is eligible for election. In game terms, an individual must have at 
  least 45 Sanity points, an INT or 12 or better, and an EDU of 12 or 
  better in order to pass the tests. Each adult inhabitant of 
  Bradbury colony gets to cast one vote in the election, which is 
  done via computer. The Colony Leader is the vice executive 
  officer of the colony and it is his duty to make sure that council 
  policy is enforced in general and in Bradbury colony in 
  particular. To this end, he has indirect control over those who 
  carry out council policy in Bradbury Colony, such as the security 
  forces. Like the Senior Colony Leader, she is only supposed to 
  make sure the policies are enforced, council members will often 
  seek her when setting policy. In many respects, the office of the 
  Colony Leader is analogous to the office of the Vice President 
  in the United States of America (but the Bradbury Colony 
  Leader actually has real work to do). In council meetings, the 
  Bradbury Colony Leader is called “Second Colony Leader.” If 
  the Senior Colony Leader dies, the Bradbury Colony Leader 
  assumes his office until elections can be held. These special 
  elections are held as soon as possible. 
   
  Chief Engineer: The Chief Engineer of Bradbury  colony is 
  responsible for the engineering operations at Bradbury colony 
  and is also the assistant to the Senior Engineer. The Chief 
  Engineer is appointed by the council and holds his office for 
  four years and there is no set limit to the number of terms.  In 
  order to qualify for this office, and individual must have at least 
  a 15 INT, a 15 EDU, and 50 Sanity points. The individual must also 
  have at least a 80% in her primary engineering skill , at least 70% 
  page 40 
  
  END TIME 
  in Electrical Repair, Electronics, and Mechanical Repair, and at 
  least 40% in another engineering skill. Needless to say, an 
  individual must have chosen some branch of engineering as his 
  profession in order to qualify for the office. At council meetings, 
  the Chief Engineer is referred to as the “Second Engineer.” If the 
  Senior Engineer is unable to continue in her office, the Second 
  Engineer assumes her duties, until a replacement can be 
  appointed. In the course of the colony’s history, there have 
  been several Senior Engineers killed in the line of duty. Typically, 
  they have been succeeded by their Second Engineer. 
   
  Security Chief: The Security Chief of Bradbury colony is second 
  in command of the colony security forces. The  Security Chief is 
  appointed by the council and holds the office for four years. 
  There is no term limit on the office of  Security Chief. The Security 
  Chief’s main duties are security operations in Hope Colony and 
  assisting the Senior Security Officer. In order to qualify for this 
  office, and individual must have at least a 13 INT, a 13 EDU, and 
  50 Sanity points. The individual must also have at least a 60% 
  Persuade skill , 80% or higher in one combat skill and at least 
  60% in two other combat skills. Needless to say, the individual 
  must have taken Security Officer as his chosen profession. At 
  council meetings, the Bradbury Colony Security Chief is referred 
  to as the “First Security Officer” or the “Colonel” (the Security 
  chief holds the semi-honorary rank of colonel). If the Senior 
  Chief Security Officer is unable to continue in office, the 
  “Colonel” assumes his duties until matters can be set straight.  
   
  s 
   
  Secrets: Keeper Information 
   
  The colony planners were faced with a rather difficult 
  problem, that of designing a government for the colony that 
  would work.  Faced with the ultimate horror of the situation on 
  earth, the colony planners knew that they could not let the 
  majority of the colonists know the truth. However, some people 
  would need to know enough of the truth in order to plan and 
  act effectively. The planners also knew that certain decisions 
  would have to be made quickly and efficiently and carried out 
  ruthlessly. At the same time they realized that the intelligent and 
  resourceful colonists would not readily conform to a militaristic 
  government or a tyranny. In order to deal with these facts, the 
  planners developed a multi-leveled government, with some 
  levels concealed from the majority of the colonists. 
    
   The Colony Council is an organization with three tiers. The 
  first tier is the public council and this is the only tier that most 
  colonists know about. This tier consists of the full council which is 
  described described above. This council is responsible for day 
  to day decisions and has power in these areas. Because of this, 
  the council is not an illusion of democracy. This tier serves to 
  involve the general population in the decision making and 
  satisfies the “craving for democracy.” The second tier consists of 
  the two Colony Leaders and the appointed officials. This is 
  known as the “emergency tier” and it assumes control in cases 
  of emergency. The existence of this tier is actually implied in the 
  colony charter (since many of the officials have emergency 
  powers, a general emergency would confer virtually all power 
  to the officials). This tier operates only in emergency situations.  
   
  The third tier is a secret tier and is known to very few 
  colonists. This tier consists of the Bradbury colony officials. Once 
  selected, the officials are briefed by their predecessors (or by a 
  computer recording) about their special duties. This briefing 
  outlines some of the truth about what really happened on earth 
  and what is really occurring on Mars. This briefing costs the 
  individual 1D8 Sanity points and confers a 8% gain in Cthulhu 
  Mythos Skill. This secret tier is responsible for keeping the 
  colonists alive and eventually returning humanity to earth. To 
  this end, the secret council is empowered to use any means 
  necessary. For example, since it is essential that most colonists 
  do not find out the truth about earth, the council might well 
  have an individual who knows too much killed. This would be 
  done in a subtle manner, but it would be done. Because the 
  secret council has direct control over the colony computer 
  systems, security forces, etc. there is very little that is outside the 
  scope of its power in the colony. 
  The main responsibilities of the secret council are 
  preserving humanity and eventually returning humanity to 
  earth. In order to preserve the colonists, the council must make 
  sure that the average colonist does not know the truth about 
  earth (otherwise, virtually all hope would be lost). To this end, 
  the secret council has undertaken a program of deception and 
  repression. The colonists are taught a false “history” and all non-
  sanctioned investigations are dealt with as necessary. The 
  secret council generally prefers to avoid killing anyone, but they 
  will take violent action if necessary. The secret council knows 
  about the Mi-Go operations on Mars and they suspect the 
  existence of other alien races on Mars, so they are careful 
  about restricting exploration of certain regions and ruins. This is 
  to avoid any confrontations with such beings that might end in 
  disaster for the colony. 
  In order to facilitate the return to earth, the secret council 
  has implemented several projects. Some of these are quite 
  public, such as the refurbishing of the space vessels and some 
  are quite secret, such as attempts to modify humans for special 
  purposes. In many respects, the return to earth is a religious 
  mission that the secret council members are almost obsessed 
  with carrying out. To this end, some of them have been and are 
  willing to do terrible things (such as experimenting on colonists 
  or dealing with the Mi Go). 
  Since members of the council are privy to terrible 
  information, the members generally have their Sanity begin to 
  erode in the course of their duties (hence the high Sanity point 
  requirement for appointment). When an individual becomes 
  too unstable, it is the duty of the Medical Chief to deal with her. 
  Because of this, the Medical Chief is generally kept in the dark 
  about most matters, so he will stay sane enough to judge the 
  others. 
  Although some colonists have come to suspect the 
  existence of a secret council, these individuals have either 
  been brought into the conspiracy or effectively neutralized. It is 
  not uncommon for the council members to deliberately seek 
  out such individuals and attempt to recruit them. Of course, 
  they typically do not let the individuals know who they are are 
  really working for.   
   
  s 
   
  Executive Divisions 
   
  The colony has six major Executive Divisions: Security, 
  Computer, Medical, Engineering, Science, and Service. Each of 
  these divisions is responsible for some important aspect of 
  colony life. These divisions serve the functions which were 
  performed by the private and public sectors on the pre-End 
  Time earth. Each Executive Division (except Service) is headed 
  up by a member of the colony council and each has its own 
  internal hierarchy. Because of the conditions on Mars, the 
  hierarchy is minimal and even the highest officials are expected 
  to work (in fact, the highest officials are expected to work the 
  hardest).  
   
  Security 
  The colony security force serves as both the colonial 
  police and military. Like police and military forces throughout 
  history, the Security Division has a rigid hierarchy of ranks and a 
  rigid command structure. These ranks are based on standard 
  twenty first century ranks: private, private first class, corporal, 
  sergeant, 
  second 
  lieutenant, 
  lieutenant, 
  captain, 
  major, 
  lieutenant colonel, colonel, and general. Because of the small 
  size of the colony security and the conditions  at the colony, the 
  security forces are (unlike twenty first century earth forces) not 
  page 41 
  
  END TIME 
  top heavy. They also have a “everyone can fight” policy that 
  leaves most support, record keeping, and other non-security, 
  non-combat operations to non-security personnel.  
  Because of the small size of the colony, it can not support 
  the numerous service branches of the twenty first century 
  military and police organizations. However, there are various 
  branches within the security forces. The largest branch is 
  Security Force. Security Force officers are responsible for the 
  day to day security operations of the colony.Day to day 
  security operations consist of police investigations, keeping 
  people out of restricted or dangerous areas, and search and 
  rescue operations. Because day to day security concerns are 
  not overwhelming, most Security Force officers pick up a 
  secondary occupation. For example, officers assigned to 
  engineering security duty will also serve as assistants to the 
  engineers. Despite the fact that there appears to be no 
  immediate need for a sizable Security Force, the colony charter 
  specifically requires that such a force be maintained and kept 
  ready for combat. Despite some objections from certain 
  individuals, the charter has been honored. The second largest 
  division (about half the size of the Security Force) is the Combat 
  Force. These forces consist of individuals who have devoted 
  most of their time and effort to intense combat training. This 
  division includes those trained to operate  heavy weapons and 
  combat vehicles, including spacecraft. While the colony has 
  little in the way of heavy weapons and combat vehicles, 
  certain people are trained in their use (mostly through virtual 
  reality training). Because there appears to be no clear military 
  threat on Mars, some colonists are upset by the resources and 
  personnel dedicated to the Combat Force. However, the 
  colony charter requires this and so far the Council has 
  supported the charter. The objections are offset, in part, by the 
  fact that most Combat Force members also perform other 
  duties. For example, many of them are competent mechanics 
  or electricians. 
   
  The third and smallest branch is the Special Force. All 
  members of this force are elite veterans of the other two 
  branches (but most are from the Combat Force) and they 
  perform no duties outside of the Special Force. Although the 
  colonists know the Special Force exists, its exact duties and 
  actions are not publicly known. Most colonists assume they are 
  involved in some special investigations of various alien ruins, but 
  others suspect they might be a force held in reserve in case of a 
  colonial rebellion of some kind. In any case, while everyone 
  knows they exist, no one is really quite sure what the Special 
  Force does. Of course, the Special Force officers know what 
  they do, but they are not prone to talk about it. It is suggested 
  that no investigator begin the game as a member of the 
  Special Force. 
   
  Computer 
  The personnel of the computer division are responsible for 
  all colony computer systems, ranging from PDAs to the colony 
  mainframe. The computer division splits into three main divisions. 
  The first is the Maintenance Branch. This branch is responsible for 
  day-to day computer upkeep- minor repairs, troubleshooting, 
  and teaching people how to use various computer systems. 
  Individuals in this branch will tend to have Electronics,Electrical 
  Repair, and Library Use at levels at least equal to their 
  Computer Use. The second division is the Programming Branch. 
  Individuals in this branch are responsible for  more advanced 
  programming operations as well as teaching advanced classes 
  on computers. Individuals in this branch will have high levels of 
  Computer Use. The third branch is the Research and 
  Development Branch (which works closely with the Science and 
  Engineering R&D Branches). Individuals in this branch are 
  responsible for developing new and advanced software and 
  hardware. Individuals in this branch will tend to have some sort 
  of relevant science or engineering skill as a personal speciality. 
  The R&D Branch is regularly involved in “closed research”, the 
  content and results of which are kept from the general colony 
  population. 
   
  Medical 
  The Medical Division consists of the health service 
  personnel of the colony. The members of this division are 
  responsible for providing medical care, doing medical research 
  and performing other medically related tasks. The Medical 
  Division breaks into three main branches. The first branch is the 
  Physical Medicine Branch. This branch, which consists of 
  doctors, nurses, paramedics, medical technicians, etc. is 
  responsible for the physical health of the colony. Most 
  individuals in this branch will be skilled in First Aid, Medicine, 
  Pharmacy and Space Medicine. Because of the small size of 
  the colony, excessive specialization is extremely rare. The 
  second division is the Psychiatric Medicine Branch. This branch, 
  which also consists of doctors, nurses, etc., is responsible for the 
  mental health of the colonists. Most individuals in this branch 
  are skilled in Pharmacy, Psychoanalysis and Psychology. 
  Individuals in this area are expected to have enough 
  competence in physical medicine to be of use in emergencies. 
  The third division is the Research and Development division. 
  Individuals in this area are all doctors or technicians and most 
  have at least some scientific skills outside of the normal range of 
  the medical profession. Individuals in this branch are responsible 
  for developing new drugs, medical techniques and so forth. It is 
  rumored that individuals in this branch are also engaged in 
  secret research. While rumors abound (ranging from projects to 
  create super-humans to projects to transform human beings 
  into Martian life forms), nothing is generally known about the 
  secret projects. 
   
  Engineering 
  The Engineering Division is responsible for the construction 
  and maintenance of colony equipment. The Engineering 
  Division has three main branches. The first, and largest, branch is 
  the Planetary Engineering Branch. This branch is responsible for 
  construction and maintenance operations on the surface of 
  Mars. Individual engineers tend to be somewhat specialized 
  and spend tend developing their skills in their favored area.For 
  example, some individuals are expert miners while others are 
  concerned with surface structure construction. Of course, 
  colony engineers are expected to be competent at a broad 
  range of tasks. The second branch is the Space Engineering 
  Branch. These engineers are responsible for construction and 
  maintenance operations in space. Jobs range from interior 
  maintenance of colonial space vessels to EVA construction 
  operations. The third, and smallest, branch is the Research and 
  Development Branch. The engineers of this branch are 
  responsible for developing new equipment, engineering 
  techniques and so forth. The engineers in this branch tend to 
  have some skills in the physical sciences. While many of the 
  projects of this branch are well known, some of them are kept 
  tightly under wraps. 
   
  Science 
  The Science Division is responsible for all scientific research 
  on Mars. There are two main branches of the Science division. 
  The first is the Field Branch. This branch is responsible for scientific 
  operations in the field, such as investigating ruins, making 
  observations of earth, field testing tailored organisms, and so 
  forth. This branch is also responsible for teaching science 
  classes. The field scientists tend to divide themselves into groups 
  based on their interests, but the scientific community is still to 
  small for full fledged academic departments to form. The 
  second branch is the Research and Development Division. This 
  branch is responsible for scientific research and development. 
  For example, the colony genetic engineers produced the 
  various tailored life forms that are being used to terraform Mars. 
  While many of the projects the R&D Branch works on are public, 
  some of them are secret in nature. There is a fair amount of 
  speculation as to what the scientists are up to, but almost no 
  one really knows what goes on in the secret operations. 
   
  Service 
  The Service Division is the largest division and it includes 
  everyone who does not fall into the other divisions. For example, 
  page 42 
  
  END TIME 
  the farmers, food preparers, janitors, and so forth are all part of 
  the Service Division. The Service Division has a variety of 
  branches, such as Food Development and Preparation, 
  Janitorial Branch, Child Care Branch, Education Branch, and 
  others. It is the Service Branch that handles most of the 
  common chores and jobs of everyday life. There are also 
  several unofficial branches such as the Entertainment Branch 
  and the Religious Life Branch which are made up of people 
  who undertake such activities outside of their normal duties. 
   
  s 
   
  Secrets: Keeper’s Information 
   
  As suggested above, many of the branches have 
  personnel who are assigned to various special or secret 
  operations. Since it is difficult to keep anything a complete 
  secret in a population so small and close-knit, the Colony 
  Council carefully provides enough information to keep the 
  colonists from becoming too suspicious, but not enough to let 
  them know what is really going on. In many cases, the council 
  will set up a series of projects, with one concealing the other. 
  That way, if curiosity gets out of hand, then the council can 
  reveal one project while protecting the others (after all, most 
  people will lose interest once the “secret” is out). 
   
  The Security Division has a variety of special teams which 
  are formed and broken up as needed. One team that has 
  been around the longest is a secret police style force which is 
  charged with carrying out the darker aspects of council policy. 
  These individuals tend to be fanatics and are chosen for their 
  complete loyalty to the council (of course, some have been 
  made loyal to the council by various means). The existence of 
  such a group is suspected by some colonists and is knows as the 
  “SS”, the “Secret Police”, and the “Shadows.” For most colonists, 
  the “Shadows” are on par with the Boogey Man, a mere myth 
  used to frighten children into being good. This group is 
  responsible for enforcing colony policy by any means 
  necessary. A second team that has been around for quite 
  some time is the Psychiatric Restraint Squad (known as the 
  “Psycho Squad”). These individuals are specially trained to deal 
  with insanity, even the Mythos variety. Another team is known 
  as the Xenomorph Control Team (the “Bug Hunters”). This team 
  is a special combat force that is used to explore the alien ruins 
  on Mars. The Special Projects Security Force serves to protect 
  various special projects and prevent any leaks and the “Royal 
  Guard” serves as bodyguards to important colony personnel. 
  There are also a variety of other special teams. 
   
  The Science, Engineering, and Medical branches all have 
  various special projects running at the behest of the council. In 
  some cases, personnel from various divisions will be working 
  together. In other cases, personnel from each division will be 
  working separately and their results will be put together by 
  experts on the Council. Some of the more interesting secret 
  projects 
  are 
  as 
  follows. 
  The 
  Computer, 
  Science, 
  and 
  Engineering R&D branches are working on Project Descartes 
  which is aimed at producing a true artificial intelligence. The 
  hope is that an artificial intelligence would not be subject to 
  madness and could be linked to a robotic body or weapon 
  system of some kind. While this project has produced several 
  advances in computer and robotic technology, they have yet 
  to produce a viable AI. The Medical and Science Divisions are 
  working on Project Carter (after Jon Carter, Warlord of Mars). 
  This project is aimed at producing a modified human that can 
  survive on the surface of Mars without mechanical aid. This 
  project is kept carefully concealed, for if the colonists learned 
  of it many would suspect that the council plans to keep the 
  colonists on Mars indefinitely. The Science division is working on 
  Project Star Voice. The goal of this project is to determine the 
  nature and origin of the signals coming from outside the solar 
  system. The Science Division is also working on Project Labyrinth, 
  which is an in depth investigation of the underground ruins on 
  Mars. There are a variety of other special projects underway. 
  Any one of these special projects could serve as the basis of an 
  adventure or even a campaign. 
  page 43 
  
  END TIME 
  2 
  Belief a nd 
  Madness on Mars 
   
  MET Colony Religions 
   
  Introduction 
  In times of great crisis, religions and religious beliefs tend to 
  flourish. Since the End Time is, perhaps, the greatest crisis faced 
  by humanity, it is not surprising that religion flourishes in the Mars 
  Colonies.  
  While many colonists have sincere religious beliefs, as a 
  matter of fact, nearly all of them are false. In the world of the 
  Mythos, there is no all powerful, all knowing, all good god. There 
  is no great Tao that guides everything in harmony. Ultimately, 
  there is only madness and infinite darkness. 
  Despite the emptiness and bleakness of reality, the faith of 
  individuals can be a spot of brief brightness in the dark. Though 
  the noble religions are all out of accord with reality, they are still 
  a valuable part of humanity. These faiths still sustain people and 
  help them continue on with the struggle to survive and return to 
  earth.  
  In fact, it was the sustaining feature of religions that lead 
  those in charge of the Mars Exodus to encourage and foster 
  religious beliefs among the colonists.  The plans of these 
  individuals have continued to be followed, even if the religious 
  indoctrination is often cynically applied by the colony rulers to 
  help maintain order and purpose. 
  While most colonists have some sort of religious belief, not 
  all of them do. Players are free to select and act upon 
  whatever beliefs they chose to accept and should not be 
  forced to adopt a particular religious outlook.  
   
  The Faiths 
  Each of the major faiths of the colony have their origins 
  (directly or indirectly) in the distant past (in human terms, of 
  course), but most of them have been radically altered across 
  the years. The time period known as the “Great Darkness”, 
  when civilization was dying on earth, left a profound mark on 
  the colony religions. The influence of those dark years, as well as 
  deliberate social engineering, has altered the surviving religions 
  significantly. 
  While the religious faiths present on Mars can be divided 
  up into distinct categories in an academic context, in actual 
  practice they tend to blend together. This is due to the small 
  size and intimacy of the colony as well as deliberate attempts 
  to mold the religions to be compatible (to avoid social strife).  
  For example, most colonists celebrate the major holidays of 
  each religion, whether they practice it or not.  
   
  The two main distinct faiths of the colony are what are 
  called “Apocalyptic Christianity” and “The Eastern Path.”  The 
  reason these two faiths are dominant is because the vast 
  majority of the colonists were from North America, Europe and 
  Asia. Apocalyptic Christianity is a synthesis of the major Christian 
  denominations of America and Europe (Catholic, Eastern 
  Orthodox, Protestant, as well as branches that arose in the 
  Great Darkness). The Eastern Path is a mix of various Eastern 
  world views (such as Taoism, Shinto, and Buddhism). Most 
  colonists fall into three main groups. Those who are Apocalyptic 
  Christians, those who follow the Eastern Path, and those who 
  accept a blend of both. There are also people who belong to 
  faiths that have either been preserved from earth or split from 
  the two main faiths. In the following sections, the major faiths 
  and some of the important minor faiths will be presented. 
   
  The Eastern Path 
  The Eastern Path is derived primarily from the teachings of 
  three wise men: Confucius, Buddha, and Lao Tzu. While, in 
  practice, the three teachings are intertwined, the main 
  contributions of each will be examined separately. 
  During his time, Confucius believed that the problems 
  humans faced (wars, famine, and so forth) were due to the fact 
  that the government on earth was out of harmony with the Way 
  of Heaven, which is the government of the universe. In his time, 
  Confucius believed that the solution to the problem was to 
  bring government on earth in accord with the Way of Heaven 
  (what he took to be the true order of the universe).  Confucius 
  thought that establishing a  social hierarchy,  in which everyone 
  had their proper place and treated those above, bellow, and 
  equal to them in accord with their relative standings, was 
  essential to doing this. Another important aspect of his view is 
  that each person must truly fit their position and be worthy of it.  
  During the period of the Great Darkness, Confucianism 
  became even more popular than before in China. During this 
  time of chaos, many believed that the government on earth 
  had fallen far from the Way of Heaven. Since Confucianism 
  offered a potential solution, many people accepted the 
  teaching with renewed enthusiasm. Because of this, while 
  China eventually fell, it held together longer than most other 
  nations. The colonists from China brought their Confucianism 
  with them and it was also encouraged by the colony leaders. 
   
  Currently, the main Confucian aspects of the Eastern Path 
  are as follows. First, problems arise when the government of 
  humans is out of accord with the Way of Heaven. Because of 
  this, those who follow the Eastern Path tend to be very 
  concerned about colony government. Second, the way to 
  avoid social ills is for each person to have their proper place 
  and to treat others in accord with their status. Because of this, 
  followers of the Eastern Path tend to encourage hierarchies in 
  the colony and tend to be very concerned with respect, proper 
  treatment, and so forth. Third, the proper order cannot exist 
  unless each person truly fills their role. For the follower of the 
  Eastern Path, a person must earn their place in the hierarchy 
  and remain worthy of it. If an unworthy person occupies a role, 
  then they weaken and corrupt the whole system. Because of 
  this, followers of the Eastern Path take their duties very seriously 
  and expect others to do the same. The true follows of the 
  Eastern Path are loyal, dutiful, responsible, and quite intolerant 
  of those who are not. Because of these views, those strongly 
  dedicated to the Eastern Path are the staunchest supporters of 
  the Colony Council,  while at the same time they are potentially 
  its greatest enemies (should it appear that the Council is out of 
  accord with the Way of Heaven). 
   
  The second aspect of the Eastern Path is Colonial 
  Buddhism. The Buddha is a known historical figure who received 
  his Enlightenment in ancient India. His teachings did not exactly 
  flourish in his native land, but they took seed and blossomed in 
  countries such as Japan, China, Korea, and Tibet.  
  During the Great Darkness, it became quite clear that life 
  was full of pain and suffering. As the madness and chaos 
  increased, many people in the East sought refuge in Buddhism, 
  for it promised an escape from the world of pain. During this 
  time period, Buddhism developed into a religion that offered a 
  path from suffering and the world of suffering both in this life 
  and beyond.  
   
  While many schools of Buddhism developed on earth over 
  the centuries and during the Great Darkness, only a small 
  fraction of the Way of the Buddha has been preserved. 
  According to Colonial Buddhism, life can be quite painful. The 
  pain of life arises from the attachments people form and desires 
  that lead to suffering. According to Colonial Buddhism, 
  attachments and desires are not harmful in and of themselves. 
  They are harmful only when they achieve mastery over a 
  person. On the Buddhist view, if a person can achieve mastery 
  of their attachments and desires, then he can live as free of 
  suffering as is possible. According to the Colonial Buddhists, the 
  page 44 
  
  END TIME 
  way to achieve this control is to realize that the world is a trap, 
  a generator of illusions and deception, and a revolving wheel 
  of pain for creatures who are ruled by their desires and 
  attachments. Once the true nature of the world is realized, then 
  an individual can transcend the world and herself and achieve 
  a state of Nirvana (which means, literally, “no wind”). An 
  individual who achieves this state is a complete master of his 
  attachments and desires (or has utterly surpassed them) and is 
  free of suffering, fear, and pain. 
   
  On the colony, those who follow the Eastern Path accept, 
  to some degree, the view discussed above. In most cases, the 
  followers accept that life is filled with some large degree of 
  suffering. This fact is too obvious to deny. They also accept that 
  suffering need not rule them and that it is in their hands to 
  achieve some degree of freedom from this suffering. Because 
  of the attitude that Colonial Buddhism fosters, it is regarded 
  quite favorably by the colony leadership. 
  The social hierarchy view endorsed by the Confucian 
  aspect of the Eastern Path merges with the Buddhist aspect. On 
  this merged view, part of achieving Nirvana involves finding 
  one’s proper role in society and learning to play that role 
  properly. Once a person finds her proper role and learns to 
  accept it, then many of her desires and attachments will be 
  under control or cease. For example, once a person knows their 
  proper station, then she will (in theory) no longer be driven by 
  the desire to seize more power. Also, when a person realizes 
  their proper station, they will no longer be subject to envy, and 
  eny leads to conflict and suffering. Thus, a follower of the 
  Eastern Path will typically see finding the right place in the social 
  hierarchy as the key to personal and group harmony and 
  peace. 
   
  The third aspect of the Eastern Path is Taoism. The founding 
  of Taoism is attributed mainly to Lao Tzu, although it is uncertain 
  whether Lao Tzu was a single,  historical person. Taoism was an 
  essential aspect of Chinese culture for centuries and it survived 
  the time of Great Darkness to become incorporated into the 
  Eastern Path. Because Taoism encourages people to address 
  problems early,  to “ride the waves” and avoid harmful 
  confrontation when possible, and to live simply, many of those 
  who survived the Great Darkness in China were Taoists. Because 
  of the pro-survival elements in Taoism, its incorporation into the 
  Eastern Path was encouraged by the Colony leadership. 
   
  On the Taoist view, problems arise when people get out of 
  harmony with the world, others, and themselves. Thus, this view 
  is very similar to the Confucian view of the cause of trouble. 
  However, those who place more emphasis on Taoism than 
  Confucianism are doubtful about the use of strict rules and 
  hierarchies as tools of establishing harmony. Rather, they see 
  the key to harmony as involving the following steps. First, one 
  has to realize the true nature of things-what things really are. 
  Second, each person has to act in accord with his nature and 
  in accord with the nature of the world and other people. Once 
  this is done, then harmony will reign. If this is not done, then 
  there will be strife and suffering. Followers of the Eastern Path 
  who place equal weight on Taoism and Confucianism tend to 
  see human nature as including the need to obey rules and 
  occupy places in a hierarchy. Thus, in order for a human being 
  to be in harmony with others and herself, she must know her 
  place in society and fulfill the duties of that role. In any case, 
  the Taoist elements of the Eastern path include a strong 
  commitment to achieving harmony. Because of this, followers 
  of the Eastern Path are committed to maintaining a proper 
  harmony in the colony. Since this is important to the survival of 
  the colony, the Council encourages the Eastern Path. 
  The Taoist elements of the Eastern Path also include a 
  philosophical and religious commitment to the Tao (“The Way”). 
  The Tao operates behind everything. It cannot be described in 
  words, and to attempt to do so would insult its limitless power 
  and the human mind. While it is beyond language, it can be 
  understood by humans. If the Tao is properly followed, then all 
  will be well. If not, then there will be an end to harmony and 
  trouble will occur. The Tao is also part of the Confucian aspect 
  of the Eastern Path, but it is not emphasized as much in 
  Confucianism as Taoism. 
   
  The three aspects of the Eastern Path merge in many 
  ways. Most individuals commonly accept the view that there is 
  a need to follow the rules of society and to conform to the 
  correct social hierarchy in order to make Colonial society 
  conform to the Way of Heaven. In such a society, people can 
  be free of the desires and attachments that can lead to 
  suffering, and thus Nirvana and Harmony can be reached. 
  Since it is the nature of humans to exist in such societies, such a 
  life is in accord with the Tao. Because of these views, followers 
  of the Eastern Path tend to be model citizens of the Colony. Of 
  course, it needs to be noted that the Eastern Path does not 
  require its followers to obey any government and conform to 
  any social hierarchy. According to the tenets of the Eastern 
  Path , a government is only to be obeyed and a social 
  hierarchy conformed to only as long as they are in accord with 
  the Way of Heaven and the Tao. If the government and 
  hierarchy are not in such a state of “grace”, then conforming to 
  them would run counter to the Way of Heaven and the Tao 
  and would lead to suffering. Thus, if a follower of the Eastern 
  Path suspected that the Colony Council or any individual in 
  power was out of accord with the Way of Heaven or the Tao, 
  she would first attempt to get the offender or offenders back 
  into accord. If this fails, then the true follower of the Eastern Path 
  would be left with no choice but to disobey any commands 
  given by such a government or individual. In extreme cases, the 
  follower of the Eastern Path might be obligated to take action 
  against the offender or offenders. 
   
  Apocalyptic Christianity  
  In the Twentieth and Twenty First centuries, Christianity was 
  the dominant religion of North America and Europe. While 
  world religion membership, in general, had been steadily 
  diminishing since the end of the Twentieth Century, the era of 
  the Great Darkness saw a massive surge in faith. In North 
  America and Europe, old versions of Christianity were revitalized 
  and new versions appeared (and disappeared) at an alarming 
  rate. Because of the sense of purpose and strength supplied by 
  religious faith, it is not surprising that nearly all North American 
  and European colonists were Christians. Because of this, 
  Christianity is one of the two main colonial faiths.  
  Since nearly its beginning, Christians have been divided 
  into various sects and divisions. However, all Christian sects 
  share an acceptance of Jesus Christ as the Messiah and 
  accept the books of the Bible as having at least some spiritual 
  authority. Because of the variations in historical Christianity (the 
  various Protestant sects, Catholicism, Eastern Orthodox, and the 
  Great Darkness Era sects) any particular Christian colonist is 
  likely to disagree with a fellow Christian on many theological 
  points (like baptism, immaculate conception, etc.). However, 
  the main body of Christians fit within the general categorization 
  of Apocalyptic Christianity. 
  The main tenets of Apocalyptic Christianity are as follows. 
  First, Jesus Christ was the Son of God and he died for the sins of 
  humanity. Second, Jesus Christ is the Messiah and he shall return 
  to redeem mankind. Third, the books of the Bible have spiritual 
  authority. Fifth, the Great Darkness is part of the Biblical 
  Apocalypse.The exact place of the Great Darkness in the 
  events mentioned in the book of Revelations is a matter of 
  great theological debate, but almost all colonial theologians 
  and laymen believe that the Great Darkness is at least part of 
  the Apocalypse. Sixth, Jesus will only return and redeem 
  humanity after humanity has returned to earth. Seventh, 
  Heaven awaits those who live in accord with God and Hell 
  awaits those who do not. 
   
  Apocalyptic Christianity has a very strict moral code, 
  which 
  is 
  based 
  on 
  the 
  Ten 
  Commandments. 
  These 
  Commandments are: First, You shall have no other gods before 
  God. Second, You shall not make any graven image. Third, You 
  shall not take the name of the Lord your God in vain. Fourth, 
  page 45 
  
  END TIME 
  Remember the Sabbath and keep it holy. Fifth, Honor your 
  father and your mother. Sixth, You shall not murder. Seventh, 
  You shall not commit adultery. Eighth, You shall not steal. Ninth, 
  You shall not bear false witness against your neighbor. Tenth, 
  You shall not covet your neighbor’s property. In addition to the 
  Ten Commandments, most Christians have additional moral 
  rules that they follow. 
  The moral strictness of Apocalyptic Christianity and its 
  tenet that humanity must return to earth to gain redemption 
  make it a strong driving force for those who accept it. The 
  Colonial Christians are, not surprisingly, very moral and 
  committed to maintaining the colony so humanity can return to 
  earth. On the minus side, some Colonial Christians tend to be 
  intolerant of others and can be fanatical about returning to 
  earth. Such individuals often generate social friction in the 
  colony and can cause trouble among those working on the 
  return to earth. However, the Colony Leadership has done its 
  best over the years to smooth the relations between Christianity 
  and the other colony faiths by emphasizing the common points 
  (moral codes, living in accord with the true nature of the 
  universe, and so forth) and downplaying the differences (like 
  the fact that Buddhism, Taoism, and Confucianism do not 
  explicitly accept God). For the most part, the Eastern Path 
  followers have no problem with the Christians, but occasionally 
  some Christians will get the idea that their fellow colonists need 
  to be saved, which leads to strife. For the most part, the danger 
  and need for cooperation overrides theological disputes. In 
  some cases, colonists have adopted elements of each major 
  faith. For example, a person can accept Taoism and take God 
  and the Tao to be one. 
   
  Minor Religions and Philosophies  
  One characteristic common to all religions is the tendency 
  for a religion to divide into sects. In most cases, sects arise from 
  theological disputes, although they can arise for other reasons 
  (such as political and social ones). Although the Mars Colony 
  has a small population, the population is very diverse and 
  intelligent. Because of this, philosophical and theological 
  disputes are common and they have led to the formation of 
  small sects from the two main faiths. There are also individuals 
  and small groups who practice old earth religions, such as 
  Judaism, Shinto, and Hinduism. In most case, these individuals 
  have not deviated greatly from the historical practices (in fact, 
  such individuals tend to be very strict about preserving the 
  traditions). 
  Due to the large numbers of people of American descent, 
  the colony maintains an official policy of religious tolerance. Of 
  course, the Council has the power to restrict and take action 
  against faiths that are dangerous or inimical to the colony. 
  Although some dangerous faiths have arisen (mostly revivals of 
  some twisted Great Darkness religion), they have all been dealt 
  with swiftly by Colony Security. In a society as small and close 
  knit as the one on Mars, it is all but impossible for secret cults to 
  appear. Needless to say, the Council keeps a careful watch for 
  any signs of Mythos influence in any new faiths. 
   
  Pure Mind Buddhism 
  Pure Mind Buddhism is a relatively recent offshoot of the 
  Eastern Path, but it is actually closer to traditional Buddhism 
  than Eastern Path Buddhism.  According to the tenets of Pure 
  Mind Buddhism, there are Four Noble Truths: the Noble Truth of 
  Pain, the Noble Truth of the Cause of Pain, the Noble Truth of 
  the Cessation of Pain, and the Noble Truth of the Eightfold Way. 
  The Noble Truth of Pain is that the five groups of grasping are 
  painful: birth is painful. old age is painful, sickness is painful, 
  death is painful, sorrow, lamentation, dejection, and despair 
  are painful. Contact with unpleasant things is painful, not 
  getting what one wishes is painful. The Noble Truth of the Cause 
  of Pain: The cause of pain is the craving, which tends to rebirth, 
  combined with pleasure and lust, finding pleasure here and 
  there, namely the craving for passion, the craving for existence, 
  and the craving for non-existence. The Noble Truth of the 
  Cessation 
  of 
  Pain 
  is 
  the 
  cessation 
  of 
  craving 
  and 
  attachment.The Noble Truth of the Eightfold Way is that the 
  cessation of pain can be brought about by the Eightfold Way. 
  The Eight Aspects of the Eightfold Way are right views, right 
  intention, right speech, right action, right livelihood, right effort, 
  right mindfulness, and right concentration. 
  By following the Eightfold Way, a person can break the 
  shackles of craving that tie one to the world of pain and illusion. 
  Once these shackles are broken, a person can achieve release 
  from the cycle of reincarnation and achieve Nirvana. Such an 
  individual, who is free of the world and is no longer reborn, is 
  known as an  “arhat.” 
  Individuals who have accepted Pure Mind Buddhism strive 
  to follow the Eightfold Way diligently. Such individuals do not 
  abandon their duties or responsibilities and, in fact, they tend to 
  become better at what they do. Pure Mind Buddhism, in part 
  because of its use of martial arts and meditation techniques, is 
  more common among Security personnel than among other 
  colony occupations. 
   
  Scientific Legalism 
  Scientific Legalism is drawn largely from the Chinese 
  philosophy of Legalism which was the guiding philosophy of the 
  dictatorship of Ch’in  (221-206 B.C.). Although Ch’in unified 
  China in 221, the brutality and violence of Ch’in brought the 
  dictatorship to a rapid end.Since that time, the Chinese never 
  considered adopting Legalism again, at least until now. 
  Fairly recently, an influential Colonial thinker revised 
  Chinese Legalism and presented it under the name of 
  “Scientific Legalism.” This view as gained some adherents, 
  primarily among the more authoritarian members of the colony. 
  This view also draws upon the philosophic thought of the 
  Western philosopher Hobbes and certain Marxist elements. 
  Two key concepts of Scientific Legalism are “Shu” and 
  “Shih.” “Shu” refers to state craft and “Shih” refers to power, 
  circumstances, and natural tendencies. According to Legalism, 
  states craft can use power, circumstances, and natural 
  tendencies to bring about the desired results. 
  It is important to note that Legalism rejects all moral 
  standards and traditional religious sanctions in favor of power. 
  The basis for this rejection is that morality and traditional 
  religions were unable to save the earth, while the authoritarian 
  actions of a few leaders that saved those who made it to the 
  colonies. Since morality and religion have failed humanity, all 
  that is left is power and strict authority. 
   According to Legalism, there is no authority except that of 
  the rulers. According to Legalism, the most important goals are 
  to maintain political control of the colony and to preserve 
  humanity. Because morality and traditional religion have failed, 
  the only way to preserve humanity is to maintain order through 
  an intensive set of laws and rules that are backed up by 
  generous rewards and punishments. If necessary, violence must 
  be used to maintain order. Vain moral platitudes and vague 
  moral and religious doctrines are denounced by Legalism. 
  Instead, emphasis is placed on actual accomplishments, 
  concrete results, and strict, uniform, and public law. Like 
  Confucianism, Legalism accepts that ranks and duties must be 
  clearly differentiated and that there must be a proper social 
  hierarchy. Finally, the rules and laws must be applied to 
  everyone equally.  
  Thus, according to Legalism, morality and religion should 
  be abandoned in favor of strict laws that are aimed at 
  preserving the colony and humanity. On the Legalist view, 
  traditional morality and religion are threats to humanity’s 
  survival.  This is because religion and morality weaken humanity 
  and can place restrictions that prevent the needed action from 
  being taken. In support of their claims, the Legalists point to the 
  actions of LeSarre and others who did, according to traditional 
  moralities, terrible things to save humanity. 
  Needless to say, there is a great deal of tension between 
  the amoral and atheistic Legalists and the religious members of 
  the colony. For the most part, this conflict is kept at an 
  intellectual level. Although the Legalism movement is very small, 
  it does have a degree of influence that goes beyond its 
  numbers. Rumor has it that there is actually a secret group of 
  Legalists who are working to have their views imposed upon the 
  page 46 
  
  END TIME 
  colony in order to save it from the vague moralities and weak 
  religions that are currently in favor.  
   
  The Brotherhood Of Christ 
  The Brotherhood of Christ was formed by Dr. Rice, a former 
  NASA scientist, in the early Twenty First Century. The initial tenets 
  of the group were as follows: First, only the earth was given to 
  humanity. Second, God cast the Devil into Hell, which is space. 
  Third, there are only two reasons to enter space: to challenge 
  God and to join with the Devil. Thus, the Brotherhood saw 
  entering space as wrong. Because of this, the Brotherhood 
  engaged in anti-space activity and some members (against Dr. 
  Rice’s wished) even assassinated a NASA director.  
  It is said that Dr. Rice predicted the coming of the Great 
  Darkness and told his followers that God was going to cast man 
  into a purgatory so that he might work off his sins and earn his 
  redemption. In order for God’s plan to be fulfilled, Rice 
  explained, humanity would be forced from earth and would 
  dwell on Mars until such time as humanity would be forgiven 
  and allowed to return home. Because of this change in dogma 
  by Rice, the Brotherhood members joined the Exodus effort 
  wholeheartedly. Since many members were trained by Rice, 
  they were able to enter into some high positions in the Exodus 
  project and a small number of the Brotherhood accompanied 
  the Exodus.  
  Currently, the Brotherhood members see their time on Mars 
  as purgatory. On their view, it is up to the colonists to survive on 
  Mars and then return to earth. When humanity returns to earth, 
  they believe, God will forgive humanity for its sins and will send 
  His Son to redeem humanity. Then, the Kingdom of Heaven on 
  Earth shall begin and humanity shall never leave earth again. 
  Other than these tenets, the Brotherhood accepts most 
  standard Christian doctrines. 
  Because of these views, most Brotherhood members work 
  diligently towards the goal of returning to earth. Because of the 
  importance of the space operations in the return to earth, 
  many Brotherhood members are involved in retooling the ships 
  for the trip back to earth.  
   
  The Brotherhood of Christ Timeline 
   
  2022: Dr. Henry Rice of NASA, receives a copy of the Kercez 
  Fragments from a friend in France and begins translating 
  the work. 
  2027: Dr. Rice completes his translation of the Kercez Fragments. 
  From the book he learns of the Mi-Go interventions in the 
  development of humanity as well as secrets of unlocking 
  the hidden potential of the human mind. Attempting to 
  use the mind expanding spells from the book, Dr. Rice 
  drives himself mad and is institutionalized.  
  2029: Dr. Rice recovers from his insanity and forgets nearly 
  everything he learned from the book. However, his 
  subconscious memories influence him to form the 
  Brotherhood of Christ which is dedicated to keeping 
  humanity out of space. 
  2033: Fringe members of the Brotherhood of Christ assassinate 
  NASA Director Saunders. Dr. Rice publicly condemns the 
  killing. 
  2034: Dr. Rice meets with David LeSarre, the new NASA director, 
  after the disaster on the moon. 
  2035-2038: Dr. Rice and Director LeSarre meet frequently over a 
  three year period. During this time, the Brotherhood of 
  Christ begins to gradually modify its position towards 
  space and space travel. By 2037 the Brotherhood’s official 
  position that space travel is acceptable, provided it is 
  done for a “Holy Purpose.” By 2038, Brotherhood scientists 
  who have been trained by Dr. Rice are working secretly 
  with NASA. 
  2039: In his last public appearance, Dr. Rice enjoins people to 
  “Work towards the salvation of humanity” and argues that 
  the only way to do this “is by spreading our sons and 
  daughters across the worlds of God, so as to defy evil and 
  the enemies of light.”  
  2040: Brotherhood scientists begin working openly with NASA.  
  2041: Dr. Rice dies of natural causes in his home. His funeral is 
  attended by thousands, including Director LeSarre. 
  2041-2044: Many NASA personnel become members of the 
  Brotherhood. This is encouraged by LeSarre as faith 
  becomes almost essential in an increasingly dark world. 
  2045: The Phoenix departs for Mars with several Brotherhood 
  members among the crew. 
  2047: The Argo leaves earth, with a Brotherhood member as 
  Captain. 
  2050: The Hope, with dozens of Brotherhood members on 
  board, departs earth for Mars. 
  2060-present: In 2060, the Brotherhood becomes a substantial 
  religious, social, and political force in the colony and 
  continues to expand its influence and power over the 
  decades. 
   
   
   
  Colony Religious Holidays 
  Because human beings need holidays and holidays are an 
  important part of the colony religion, the important holidays are 
  recognized by the colony. Generally, each group celebrates its 
  own holidays, nut many of them have become almost 
  universal. Because of the nature of the colony, the celebrations 
  of many of the holidays differ from the way they  were 
  celebrated on earth. 
   
  Major Eastern Path/Buddhist Holidays 
  Buddhist New Year 
  The Buddhist New Year is typically celebrated in the 
  month of April. On earth, the festivals used to last three 
  days and were carnival like. On the colony, the 
  celebration lasts three days, but is much more limited. 
  During the first two days, people wash, clean, and 
  prepare for the new year. On the third day people 
  rededicate their life to the Buddha and make offerings 
  to the Buddha. 
  Buddha’s Birthday 
  The birth of the historical Buddha is celebrated on April 8 
  in the colony. During this time, the small Buddhist shrines 
  are decorated with plastic flowers (which are promptly 
  recycled). 
  On 
  earth, 
  the 
  celebration 
  was 
  quite 
  extensive. However, the colony cannot support such 
  celebrations. 
  The Festival of Souls (Ullambana) 
  Colonial Buddhists believe that at the end of July and 
  the beginning of August, purgatory is opened and the 
  souls of the dead are released to wander the world. To 
  comfort the dead, people leave small gifts for them and 
  the religious leaders perform rituals. This festival has been 
  adopted by almost all the colonists to honor the millions 
  who perished during the Great Darkness. This festival is a 
  time of sadness and many people have reported seeing 
  the spirits of the dead during this time. This celebration is 
  also known as All Souls Day to the Chinese colonists. 
  The Robe Offering 
  According to tradition, the Buddha’s mother wove a 
  robe for him, in a single night, when he renounced his 
  worldly life. In the colony, those of the Eastern Path and 
  Pure Mind Buddhism honor their religious leaders by 
  offering them simple yellow robes that are made in one 
  night. These robes serve as the religious apparel of the 
  religious leaders. This holiday takes place at the end of 
  November.  
   
  Eastern Path/Traditional Chinese Holidays 
  Chinese New Year 
  The Chinese New Year is celebrated at the end of 
  January or the beginning of February. Like the Buddhist 
  celebration, there is cleaning and celebration. Because 
  of the limited resources of the colony, the celebrations 
  are limited. 
  page 47 
  
  END TIME 
  Pure and Bright Festival 
  This festival, which takes place in early April, celebrates 
  the ancestors and the coming of spring. Since Mars 
  doesn’t have much of a spring, this celebration is largely 
  symbolic. During this time, the dead are remembered 
  and honored. This celebration is accepted by most 
  colonists and is seen as an affirmation of life and survival. 
  The Dragon Boat Festival 
  In June, the Chinese would celebrate the beginning of 
  summer by racing dragon boats. In the colony, this 
  holiday is recognized by people racing small dragon 
  wind sailers on the surface. During this time, evil spirits are 
  exorcised from the colony by the religious leaders. 
  Autumn Harvest Festival 
  This traditional holiday is celebrated at the full moon of 
  September. While there are no Autumn Harvests on 
  Mars, the festival does occur and the historical poetry 
  readings are held and thanks is given for the food grown 
  by the colony. 
  Chiao 
  During the winter, the renewal of the universe is 
  celebrated.  
   
  Christian Holidays 
  Advent, Christmas, and Easter 
  Advent is the season four weeks prior to Christmas. 
  During this time, Christians read from the Old Testament 
  and prepare for Christmas. Christmas is celebrated on 
  December 25th and is a period of gift giving and good 
  will that most colonists participate in. The legend of 
  Santa Claus has persisted, except now he lives on the 
  North Pole of Mars. Twelve days after Christmas, 
  Epiphany is celebrated in memory of the wise men who 
  brought gifts to Jesus. 
  Easter and Associated Celebrations 
  Easter occurs on a date established by a lunar calender 
  and it is typically connected to the vernal equinox. Forty 
  days 
  prior 
  to 
  Easter, 
  Christians 
  celebrate 
  Ash 
  Wednesday. On this day, the Colony Christians received 
  a symbolic mark of ashes on their foreheads. This mark 
  symbolizes the burden of sin as well as the burden they 
  bear for all of the dead on earth. For the next forty days, 
  Lent is observed. During this time, people give up some 
  food or habit in repentance. 
   
  Lent closes with Holy Week. The first day of this week is 
  Palm Sunday, when the entry of Jesus into Jerusalem is 
  celebrated. On the Thursday of this week, Maundy 
  Thursday, the date of Jesus’s last supper, is celebrated. 
  Friday is Good Friday, when Jesus was tried, executed, 
  and buried. During this time, the colonists also remember 
  the millions who died on earth during the Great 
  Darkness.  
   
  The Sunday after after Good Friday is Easter, the day 
  Christ rose from the dead. This day is a period of 
  celebration and gift giving. Although it has no 
  connection with Christianity, the tradition of the Eastern 
  Bunny has been preserved. During this time, the Colony’s 
  sworn purpose of returning to earth is re-affirmed. Forty 
  days after Easter Ascension Day, the day Jesus entered 
  heaven, is celebrated.  
  Pentecost 
  “Pentecost” is the Greek name for the Jewish festival of 
  Shavuot. This holiday celebrates the giving of the law on 
  Mount Sinai after the Jewish Exodus. It is also fifty days 
  after Jesus’ resurrection and when the Holy Spirit came 
  to Jesus’ disciplines and sent them out to preach the 
  faith. Many Christians regard this as the founding of the 
  church and celebrate it accordingly. 
   
  s 
  Death in the Mars Colony 
   
  In most human cultures, the death of a person  is regarded 
  as a terrible thing. This is especially true in the Mars Colonies. The 
  are two main reasons why the death of a Colonist is regarded 
  as a especially terrible event. First, the colonies on Mars are 
  small, tight-knit communities in which everyone knows everyone 
  else. Because of this, the death of an individual will have a 
  major impact on the lives of many. In any case, nearly 
  everyone will know the individual who has died and beat least 
  affected in some small manner.  This is in stark contrast to the 
  earth of the 20 and early 21st Centuries, with their vast and 
  impersonal “communities.” Second, there are so few humans 
  left alive that human life is regarded by the colonists as having 
  a great deal of value. This is also in stark contrast with the 
  attitude of the late 20th and early 21st Centuries. In those times, 
  the colonists believe, life was not regarded highly and was 
  cheaply spent. As each colonist knows from the histories, 
  millions of humans had perished in meaningless wars, from 
  environmental pollution, and from crime. 
   Because of the influence of these two factors, individual 
  colonists tend to have a great respect for human life and are 
  loath to kill or even harm other human beings. Hence, colony 
  doctors will struggle long and hard to save lives, colony safety 
  precautions are rigorously held to, and negligence and careless 
  actions that might endanger lives are severely punished. 
  Despite the best efforts of the colonists, people do die and not 
  just of natural causes. 
   
  When a colonist dies, certain things have to be done. Such 
  the colonists have a great respect for life, it is not surprising that 
  a religious or social ceremony is conducted for each death. 
  These ceremonies vary in accord with the individual’s faith (if 
  any), but each typically involves a recounting of the individual’s 
  life and accomplishments. After the ceremony is completed, 
  then the remains must be taken care of. 
  Because of the conditions on Mars, corpses  are not  
  buried or cremated. Since there are very few people and many 
  incidents of injury, it is not surprising that a dead person donates 
  all her usable organs and body parts to the colony. These 
  organs and parts can preserve and save human lives and the 
  colonists generally see it as fitting that the dead still contribute 
  to the survival of the colony. Most colonists have no problem 
  with the fact that the dead have their organs reused. However, 
  one fact that is not generally known is that the reproductive 
  organs are often taken from dead colonists. These organs are 
  either kept alive or have their eggs or sperm harvested for use in 
  the colony genetic stores and for reproductive purposes. 
  Because of the rather disturbing nature of this practice, it is 
  considered restricted knowledge by the Colony Council. As 
  might be expected, most colonists would be disgusted by the 
  idea of the reproductive organs of their loved ones being used 
  in this manner. 
  Once the body of a dead colonist has had all usable 
  organs and parts removed, the rest of the remains are sent to a 
  processing plant. Complex organic molecules are extremely 
  rare on Mars and they are necessary in such things as food 
  production, 
  genetic 
  engineering, 
  and 
  the 
  terraforming 
  operations. Officially, dead bodies are processed and used to 
  enrich the Martian soil. In actuality, the complex organic 
  molecules from the processed bodies are used for many 
  purposes, perhaps even including food production. The corpses 
  are not actually converted directly into food, for such an action 
  would be morally repugnant and (perhaps more importantly) a 
  potential health hazard. 
   
   After the entire process is finished, there is nothing left to 
  bury or cremate (even the bones are reduced to their 
  constituents are re-used). The dead colonist’s file does have a 
  permanent place in the colony computer banks and people 
  often put up a marker on the surface in the colony 
  “graveyard.” The graveyard does not, of course, contain any 
  bodies. It is an area with marking stones etched with laser 
  page 48 
  
  END TIME 
  cutters. The dead colonist personal equipment is re-distributed 
  as he wished and none of it goes to waste.This is because the 
  colony simply lacks the resources to waste them in any way 
  (such as burying them). 
  Although this sort of treatment of the dead might seem 
  terrible to twentieth century sensibilities, the colonists regard 
  (most of) it as proper and right. Each colonist is expected to 
  contribute to the good of the colony while alive and after 
  death. Burying a person would simply waste resources that 
  could save others and make life better for the survivors. In 
  addition to this rational justification, a religious/mystical  aspect 
  of justification has started to slowly appear over the years. The 
  general idea that the dead colonist lives on in his contributions, 
  simply becoming closer to others and becoming a part of 
  Mars.In some cases, people claim that the dead individual will 
  be “resurrected in the life of Mars” when the terraforming 
  process is complete.   Because it helps comfort the survivors 
  and it helps to justify (or rationalize) the way the dead must be 
  treated, the Colony Council supports the growth of this 
  mysticism surrounding death.  
  page 49 
  
  END TIME 
  w 
  Martia n 
  Dreamla nds 
   
  Introduction 
   
  The Martian Dreamlands are similar, in certain respects, to 
  those of earth. However, due to a variety of factors, there are 
  some important differences which a Keeper should be well 
  aware of before allowing play to occur in these lands. 
  As 
  with 
  normal 
  dreamlands 
  adventures, 
  Martian 
  dreamlands 
  adventures 
  should 
  have 
  a 
  distinct 
  atmosphere.While the Martian dreamlands are also places 
  outside of the physical realm and its constraints, a keeper need 
  be less concerned with the restrictions of logic, continuity, and 
  realism that typical govern adventures. The Martian dreamlands 
  are even more strange and mysterious than the planet mars 
  itself, which is very strange and mysterious indeed. Like earth’s 
  dreamlands, the dreamlands of mars include lands of incredible 
  splendor and places with the power to shatter minds like fragile 
  glass. Unlike the dreamlands of earth, investigators entering the 
  Martian dreamland face the very real possibility of death in 
  addition to the usual danger of sanity losses. 
   
  Entering the Martian Dreamlands 
   
  While similar in many respects to the dreamlands of earth, 
  the Martian dreamlands are different in many important 
  respects. Perhaps the most important difference is that while 
  both dreamland can be entered by physical beings, the 
  Martian dreamlands does not alter technological items brought 
  into it. Of course, the dream beings of the Martian dreamlands 
  can also cross the barrier between worlds and become flesh. 
  Unlike beings of objects which cross through from the 
  Dreamlands of earth, objects and beings entering the waking 
  world from the Martian Dreamlands do not fade. The various 
  methods of entering the Martian dreamlands are as follows. 
  Sleeping Entrance  
  One method is for the investigators to engage in a dream 
  search for the entrance to the Martian dreamlands. In order for 
  an investigator to independently discover the entrance to the 
  Martian dreamlands, the player must roll a successful Cthulhu 
  Mythos skill roll while the investigator is asleep and dreaming. An 
  attempt may be made every 2D6 weeks that the investigators 
  spends in dedicated dreaming. Of course, the investigator 
  need not sleep more than usual. Successful use of this method 
  will allow the investigator’s dream self to enter the Martian 
  dreamlands, leaving his physical body behind. 
  Other methods of gaining entrance to the dreamlands 
  include the use of drugs, spells, enchanted objects, or any other 
  means the keeper deems expedient. These methods will all 
  result in the investigators dream selves entering the Martian 
  dreamlands, with their bodies left behind in the physical world. 
  There is also a very slight chance for a dreaming investigator to 
  enter the Martian dreamlands by accident. Such events occur 
  at the keeper’s discretion.  
   
  Upon a successful entrance to the dreamlands of mars, 
  the investigators will find themselves on what appears to be the 
  surface of the modern Mars, in the middle of the ruins of an 
  ancient Martian city. If a dreamer wishes to bring dream analog 
  items of equipment into the Dreamlands, they will have to roll a 
  Dreaming skill roll and expaned one magic point per SIZ point of 
  the item. It should be noted that such items may not function as 
  thy normally do and they may well function differently (or not at 
  all) each time an analog is formed. For example, an analog 
  weapon may simply not fire or a computer may develop a full 
  (perhaps annoying) personality. Most of the structures of the 
  city are collapsed ruins, partially buried in the shifting red sand. 
  While the investigators will feel chilled, they will not feel great 
  physical discomfort (which should indicate to them that they 
  are in a different realm). In the center of the ruins is a majestic 
  building of crystal and stone. despite the obvious damage, it is 
  still breathtakingly beautiful. The main entrance to the building 
  lies open, the ancient doors lie shattered in the sand. Upon 
  entering the building, the investigators will be plunged into 
  darkness and faint, alien music of profound sadness will be 
  heard. As the music fades, a vast staircase of crystal, with visible 
  cracks in it, will slowly become visible. This staircase seems to 
  spiral down infinitely into a black void. Those who step on the 
  staircase will feel themselves pulled forward at a blinding 
  speed. After everything becomes a blur,  the investigators will 
  find themselves standing on the surface of mars as it was 
  millions of years ago, when life flourished.  
   
  Physical Entrance 
  The Ancient Martians, in their quest for knowledge and 
  mental mastery, learned of the existence of the dreamlands 
  and were able to develop a means to transfer physical objects 
  into the realm of dreams and bring objects from the 
  dreamlands into the realm of the physical world. because of 
  the Martians’s alteration of their dreamlands, it has different 
  metaphysical properties than those of earth’s dreamlands. 
  Because of the profound metaphysical alterations required to 
  shift between the realms, such crossovers are not without 
  danger.  
  The only way to enter the Martian dreamlands physically is 
  via the gates the Martian scientists constructed eons ago, when 
  their civilization flourished. Even at the height of the Martian 
  civilization such gates were extremely rare and after long eons 
  only two functional gates remain. Even if the investigators 
  should manage to find a gate and learn of its function, getting 
  one to work is no easy matter. The ancient gates will require a 
  great deal of energy to work and will require guidance in the 
  form of a powerful computer. Once the gateway is powered 
  and under control, investigators may attempt an entrance. 
   
   Assuming that the gateway is working properly, an 
  investigator who attempts to enter via the gate must roll under 
  his Power times five on a D100. If the roll is successful, the 
  investigator and makes the transition from the physical realm to 
  the dreamlands. Physical objects, and non-sentient living things, 
  may freely enter the dreamlands and are transformed into 
  dream objects upon their arrival. These objects may or may not 
  function properly (or at all) in the dreamlands, although they 
  will typically retain a normal appearance. If an investigator fails 
  his roll, one of the following may happen to him (or the keeper 
  may make up his own list of possible results):  
   
  Roll 1D10 or chose an effect 
   
  1. Investigator is unable to enter, but is unharmed. 
  2. Investigator is unable to enter and suffers 1D6 damage 
  (nature of the wounds is left to the keeper’s imagination). 
  3. Investigator is unable to enter, suffers 1D8 points of damage, 
  the nature of the wounds is left to the keeper’s 
  imagination, and loses 1D4 SAN from the psychic trauma. 
  4.  Investigator is unable to enter, suffers 1D10 points of 
  damage, the nature of the wounds is left to the keeper’s 
  imagination, and loses 1D6 SAN from the psychic trauma. 
  5. Investigator is unable to enter and is physically altered in 
  some way. The exact effect, including possible damage 
  and SAN loss is left to the keeper. 
  6. Investigator is unable to enter and is altered in some horrifying 
  way. The change results in at least 1D6 in damage, 1D8 in 
  SAN lost, and seeing the investigator costs at least 0/1D4 
  SAN. 
  page 50 
  
  END TIME 
  7. Investigator is able to enter, but suffers 1D6 points of damage 
  (this is considered to be dream damage within the dream 
  world) and loses 1D4 SAN due to the trauma.   
  8. Investigator is able to enter, but suffers 1D8 points of damage 
  (this is considered to be dream damage within the dream 
  world) and loses 1D6 SAN due to the trauma. 
  9.  Investigator is able to enter and is altered in some way. The 
  exact effect, including possible damage and SAN loss is 
  left to the keeper, but it should not exceed 1D10 points of 
  damage and 1D6 of SAN loss. The investigator can restore 
  himself to his normal appearance by expending a number 
  of magic points equal to his SAN loss. 
  10. Investigator is able to enter, but is altered in some horrible 
  manner that inflicts  1D10 points of damage (this is 
  considered to be dream damage within the dream world) 
  and results in a 1D6 SAN loss. Other investigators seeing 
  their friend suffer a 0/1D4 loss. The investigator my expend 
  magic points equal to the SAN he lost to restore his normal 
  physical appearance. 
   
  Once an investigator enters the Martian dreamlands, his 
  body and equipment are transformed into normal dream 
  matter. Since the investigator’s body is not safely left behind in 
  the physical world, the dreamlands are far more dangerous, as 
  will be seen below. However, investigators that have entered 
  the Martian dreamlands physically can bring objects (and 
  beings) back through with them (as detailed below) which may 
  make the risk worthwhile. 
   
  s 
   
  Leaving the Dreamlands of Mars 
   
  In general, investigators who enter the Martian dreamlands 
  will remain until the adventure is complete or they are forced 
  out in some manner (or actually killed). As with the dreamlands 
  of earth, one hour of sleep is equivalent to a weeks worth of 
  time in the dreamlands. Of course, due to the distinct nature of 
  the dreamlands, the correspondence is not always exact. There 
  are two main ways for investigators to depart the Martian 
  dreamlands.  
   
  Sleeping Exit 
  Investigators who are not physically present may leave in a 
  variety of ways. The most straightforward way is for the 
  investigators to retrace there steps and depart the dreamlands 
  in the manner in which they entered. Using this method requires 
  no dice rolls. Upon leaving the dreamlands, the investigators will 
  awaken normally. A more difficult method is for an investigator 
  to attempt to force himself out of the dreamland directly. Doing 
  this requires an expenditure of 1D6 magic points. The player 
  then attempts to roll under his investigators Power time three. If 
  successful, the investigator wakes up, at the cost of 1D2 SAN 
  points due to the transitional shock. The worst way to leave the 
  dreamlands is by the dream death of an investigator, which is 
  detailed below. 
   
  When an investigator awakens, there is the chance that 
  the investigator may discount his dreamlands experience as 
  being a mere dream or he may even forget his experiences 
  entirely. Once an investigator wakes up, he must make an Idea 
  roll. If the investigator fails his roll, he gains no benefit from any 
  experience rolls he may have made while dreaming, except for 
  those in Dreaming and Martian Dream Lore and he forgets any 
  information he may have learned. Of course, Sanity loss and 
  Cthulhu Mythos skill gains are always permanent.  
   
  Physical Exit 
  Investigators who are physically present in the dreamlands 
  have only one way to leave and that is via the ancient Martian 
  dream gates. Fortunately, each real gate has a dream 
  counterpart. In order to depart the dreamlands via this method, 
  the investigator must roll under his Power times five on a D100. If 
  the roll fails consult the following chart (or the keeper can make 
  up his own effect list): 
   
  Roll 1D10 or chose an effect 
   
  1. Investigator is unable to leave, but is unharmed. 
  2. Investigator is unable to leave and suffers 1D6 damage.This 
  damage is considered dream damage. 
  3. Investigator is unable to leave, suffers 1D8 points of dream 
  damage and loses 1D4 SAN from the psychic trauma. 
  4.  Investigator is unable to leave, suffers 1D10 points of dream 
  damage,  and loses 1D6 SAN from the psychic trauma. 
  5. Investigator is unable to leave and is altered in some way. 
  The exact effect, including possible damage and SAN loss 
  is left to the keeper. Since the investigator is still in the 
  dream world, he may be able to undo the effects. 
  6. Investigator is unable to leave and is altered in some 
  horrifying way. The change results in at least 1D6 in dream 
  damage, 1D8 in SAN lost, and seeing the investigator costs 
  at least 0/1D4 SAN. The alteration may be undone by the 
  investigator expending a number of magic points equal to 
  his SAN loss. 
  7. Investigator is able to leave, but suffers 1D6 points of damage 
  (exact nature of the injury is left up to the keeper) and 
  loses 1D4 SAN due to the trauma.   
  8. Investigator is able to leave, but suffers 1D8 points of damage 
  (exact nature of the injury is left up to the keeper)  and 
  loses 1D6 SAN due to the trauma. 
  9.  Investigator is able to leave and is altered in some way. The 
  exact effect, including possible damage and SAN loss is 
  left to the keeper, but it should not exceed 1D10 points of 
  damage and 1D6 of SAN loss. The investigator can restore 
  himself to his normal appearance by expending a number 
  of magic points equal to his SAN loss. 
  10. Investigator is able to leave but is altered in some horrible 
  manner that inflicts  1D10 points of damage (exact nature 
  of the injury is left up to the keeper) and results in a 1D6 
  SAN loss. Other investigators seeing their friend suffer a 
  0/1D4 loss.  
   
  Once an investigator leaves the Martian dreamlands, his 
  body and equipment are transformed into normal matter. 
  Investigators can bring objects (and beings) back through with 
  them by carrying them or dragging them through the gateway. 
  Non-sentient living things and objects can freely transfer back 
  and forth between the worlds. 
   
  Investigators that did not enter physically can also exit the 
  dreamlands via a gate. Because of the metaphysical 
  difference between normal dream bodies and transformed 
  physical bodies, a sleeping investigator who successfully passes 
  through a gate will wake up. He will not emerge as a physical 
  body. However, entities who do not have a physical body in the 
  physical world (for example, being like King Kuranes, who have 
  passed into the dreamlands after their bodily deaths) may 
  attempt to pass through a gate. To do so, they must roll their 
  power times two or less on a D100. If successful, they are able to 
  form a physical body. If not, roll 1D6 and consult the following 
  chart: 
   
  1-2   
  Being is unable to make the transition, but remains 
  unharmed in the dreamlands. 
  3-4 
  Being is unable to make the transition and suffers 
  1D10 in dream damage 
  5  
  Being is able to make the transition, but is altered in 
  some way. This may involve damage and physical 
  alteration, as well as the possibility of SAN loss. 
  6   
  Being is destroyed in the process.  
   
  When an investigator successfully leaves via a gate, the 
  investigator gains any skill increases from any experience rolls 
  he may have made while dreaming, including those in 
  Dreaming and Martian Dream Lore and he remembers any 
  page 51 
  
  END TIME 
  information he may have learned (as well as he normally would, 
  of course). Sanity loss and Cthulhu Mythos skill gains also remain 
  after leaving the dreamlands.  
   
  s 
   
  Dream Reality 
   
  The following sections detail the rules and skills that apply 
  while the investigators are in the dreamlands of mars. 
  Investigators entering the dreamlands will have two new skills 
  which should be recorded on the investigators’ sheets. 
   
  Dreaming 
  Each investigator receives this skill upon entering the 
  dreamlands for the first time. This skill is usable, at full value, in 
  the dreamlands of earth or mars. This skill has a starting 
  percentage equal to the investigators Power. This skill is used to 
  alter aspects of the dream world in such ways as repairing 
  dream damage and altering dream objects. 
  Dreaming can be used to transform objects into new forms. 
  For every 1D6 of magic points an investigator expends, she may 
  alter one Size point of the object. For example, a dreamer 
  could change a stone into a knife, or a space suit into a suit of 
  armor. The player must inform the referee of the alterations she 
  wishes to make, expend the required magic points, and then 
  roll under her Dreaming skill. If successful, the change comes 
  about. If not, the magic points are expended, but the change 
  does not occur. 
   
  Objects that are part of certain regions of the Martian 
  dreamlands, such as the Martian Dream Cities, are very resistant 
  to alteration. In such cases, investigators may need to expend 
  from 1D8 to 1D10 in magic points per Size point.  
   
  This skill may also be used to create objects or beings in the 
  dreamlands. This use requires the application of magic points 
  and (most importantly) requires that the individual be actually 
  dreaming but not actually present in the dreamlands. Because 
  of this limitation, beings that reside only in the dreamlands (such 
  as the dead who have passed over) cannot use this method of 
  creation or alteration. They can, however, use the previous 
  method. In this process the player describes to the keeper what 
  it is she wishes to create and the keeper assigns a point value to 
  the object or being. At a mimimum, it will take one magic point 
  per size point of the object to create it, and twice this amount if 
  the object is to be a living being. Other factors include the 
  quality of the object or being, its complexity, its statistics, and so 
  forth. Some examples are as follows. Creating a small animal of 
  SIZ three that is not terribly bright would cost six points. Creating 
  a beautiful woman (APP 18) would require at least 36 magic 
  points (18 for the attribute and doubled because she is to be 
  alive). Creating a plain club would require 6 magic points (since 
  its maximum damage is 6), while creating fancier weapons or 
  advanced weapons would require more points. A keeper 
  would be well within her rights to require twice the damage of a 
  firearm in magic points to create one. Investiagtors can even 
  construct structures. For example, a modest palace or large 
  building would require 100-200 points. 
  Altering dream objects can also be done and this will often 
  cost less then creating objects whole cloth. For example, 
  changing a statue of a man to create a living, strong man (18 
  STR) might only cost 18 points. Typically, the closer the object or 
  being is in question to the desired result, the less the cost of the 
  alteration. For example, changing a wooden stick into a solid 
  club may only cost one magic point.  
  Once an investigator undertakes such alterations or 
  creations, they become actual (if the process is successful) 
  when the investigator re-enters the dreamlands in a non-
  physical manner. Objects created for personal use (such as 
  weapons, clothing, PDAs, etc.) appear on the person when 
  they enter. Objects with an independent existence (such as 
  vehicles), objects created at a specific point in the dreamlands, 
  immobile objects (like trees and buildings), living beings, and 
  certain other objects designated by the keeper, exist at the 
  point of creation and must be found by the dreamer. The 
  dreamer may have no idea where a created object or being is 
  and may well have to journey to find them. Living creatures 
  may well leave their point of creation and wander about.  
  Once the desired results are properly described and the 
  keeper has set a point total, the player decides how many 
  magic points he wishes to expend in the attempt. If the magic 
  points used meet or exceed the number set by the keeper and 
  the player makes a successful Dreaming roll, then the effects 
  are brought about. If the points expended are insufficient or the 
  roll fails, then the procedure fails. A keeper may wish to rule in 
  some cases that a partial result was effected. For example, a 
  dreamer trying to create a beautiful dream woman from a 
  statue might end up with a horrible half flesh, half stone being. 
  More benignly, a dreamer trying to create a handsome man 
  might end up with a cartoon strong man. Such cases may be 
  good opportunities for terror or comedy. 
  A dreamer is limited in producing a dream object or being 
  with a value no greater than his Dreaming skill. However, a 
  dreamer can increase his limit by permanently sacrificing POW. 
  For each point of POW so expended, the dreamer doubles his 
  limit. For example, an individual with a Dreaming skill of 45 
  would have a limit of 90 by expending 1 POW point, a limit of 
  180 by expending 2 points, and a limit of 360 by expending 3 
  points. The increase in the limit by these means does not 
  increase the Dreaming skill itself. 
   
  Normally, objects or beings created or modified by this 
  method last for only the duration of one   dream. After one 
  dreamland visit, the object or being ceases to be or returns to 
  its original form. The object or being may be made permanent 
  or be permanently altered (at least until it is destroyed or 
  altered) by the expenditure of POW. In most cases, one point of 
  POW must be expended per act of creation or alteration, plus 
  one point of POW for each point of POW that the act cost. For 
  example, an investigator with a Dreaming skill of 50 creates a 
  100 point dream object and makes it permanent. This would 
  cost him one point of POW to double his limit, plus two points to 
  make it permanent for a total of 100 magic points and three 
  POW points.  
  In cases involving large or complex creations and 
  alterations, a dreamer may not be able to complete his goal in 
  the span of one dream. In such cases, the dreamer will have to 
  work in stages. For example, King Kuranes took  many dream 
  decades to build Celephais and the ancient Martians took 
  centuries to construct their dreamland cities.  
   
  While the acts of dream creation or alteration can be 
  guided by an “aware” dreaming mind, there are cases in 
  which such acts are the product of the subconscious and the 
  individual doing the activity may be unaware of what they are 
  doing. In this manner, the dreaming colonists have been slowly 
  altering certain aspects of the Martian dreamscape. In most 
  cases, creations are not malign or harmful to the creator, but 
  the dreams of the insane or terrible nightmares might result in 
  the production of dreamland threats.  
  Dreaming skill is acquired the first time the dreamer enters 
  the dreamlands (physically or by dream methods) at a level of 
  his POW. The investigator receives a skill roll each time she re-
  enters the dreamlands and spends more than a dream week 
  there. The keeper may also wish to award skill checks for 
  particularly clever uses of the skill. Beings which are permanent 
  residents in the dreamlands (such as dead beings which have 
  passed over) typically cannot increase their skill be re-entering 
  the dreamlands, since they generally do not leave. A being 
  that left the dreamlands via a gate would be able to dream 
  again and could re-enter the dreamlands. Keepers may wish to 
  allow beings that reside in the dreamland to increase their skill 
  through successful use.  
   
  page 52 
  
  END TIME 
  s 
   
  Martian Dream Lore 
   
  Martian Dream Lore skill for humans is initially 0, unless the 
  keeper deems that the investigators have gained some 
  knowledge about the dreamlands of mars. This is because most 
  mythos books refer only to the dreamlands of earth, not mars.  
  Martian Dream Lore skill represents knowledge of the 
  Martian dreamlands.Successful use of this skill enables the 
  investigator to know something about a specific Martian 
  dreamlands location, remember a particular fact about 
  Martian dreamlands history, recognize a particular dreamlands 
  creatures, and so forth.  
  Unlike the Cthulhu Mythos skill, this skill may be increased 
  through experience in the normal manner. The most likely 
  place, however, for investigators to get knowledge of the 
  dreamlands is from ancient Martian books in the lost cities. 
  Sanity 
  Sanity is lost in the dreamlands of mars as it is lost in the 
  physical world. However, dreaming investigators are at far less 
  risk than those who have physically entered the dreamlands of 
  mars. 
  A dreaming investigator who loses more than five points of 
  Sanity in a single encounter and he fails an Idea roll, he suffers 
  one Nightmare Effect (see page 194 of Call of Cthulhu, Fifth 
  Edition). The nightmare effect replaces temporary and 
  indefinite insanity for dreaming investigators. 
  Investigators who physically entered the dreamlands who 
  lose more than 5 points of Sanity in a single encounter face the 
  normal risk of insanity, as per the standard rules, and must also 
  make a successful Idea roll to avoid experiencing a Nightmare 
  Effect.  
  A dreaming investigator who is reduced to 0 Sanity 
  awakens hopelessly mad or remains in a coma until the body 
  dies. An investigator who physically entered the dreamlands of 
  mars whose Sanity is reduced to 0 goes hopelessly insane. If the 
  investigator leaves the dreamlands of mars, she will still be 
  insane, unless somehow cured. 
   
  Injury and Death 
  In the dreamlands of mars, hit points are lost and regained 
  as per the usual rules. Of course, the time flow in the 
  dreamlands is different than in the physical world, so the 
  healing rates may be altered at the keeper’s discretion. 
  Investigators may also heal their wounds by using their 
  Dreaming skill. It costs 1D3 magic points per hit point of 
  damage healed. Dreaming investigators actual bodies, which 
  are safely asleep in the physical world, are never affected by 
  dream damage. Investigators who physically entered the 
  dreamlands of mars may also heal the wounds by expending 
  magic points. However, any damage that remains when the 
  investigator re-enters the physical world becomes real, physical 
  damage.  
  A dreaming investigator who is killed in the Martain 
  dreamlands suffers a Nightmare Effect, loses 1D10 points of 
  Sanity, and is shocked awake. Investigators who die on mars 
  may, at the keeper’s discretion, be able to send their dream 
  selves into the Martian dreamlands. The exact procedure for 
  doing this is left up to the keeper, but it should be difficult. 
  An investigator who has physically entered the dreamlands 
  of mars dies for real if he is killed. His body may, however, be 
  removed via a gate without any roll being required.  
   
  s 
   
  About the Dreamlands of Mars 
   
  The dreamlands of mars correspond roughly to the 
  geography of ancient mars. This is largely due to the fact that 
  the Ancient Martians altered and influenced the dreamlands of 
  mars to suit them.  Within the Martian dreamlands are vast 
  Martian cities of crystalline material and areas of breathtaking 
  splendor. Also within the dreamlands of mars are dark and 
  terrible dream cities forged of the dreams of the vile Cthunund 
  Uleth. Cropping up in previously desolate areas of the Martian 
  dreamland are fragmented structures of human dreams.  
   
  The Martian cities are often places of great beauty and 
  splendor, populated by the dream-beings of the Ancient 
  Martians. Of course, these cities are burdened by a terrible aura 
  of profound sadness. Other Martian cities are desolate ruins, 
  with only the tattered remains of ancient dreams populating 
  their cracked and wreckage strewn streets.The dark cities of the 
  Cthunund Uleth are uniformly terrifying places and are even 
  worse than their physical cities. These are places that no human 
  dreamer would want to visit. The fragment of human dreams 
  are just that. In various parts of the dreamlands of mars, bits and 
  pieces of human dreams have slipped into the dreamland. 
  Thus, investigators may encounter pieces of human buildings, 
  vehicles, and equipment, often distorted in bizarre manners. 
  Creatures of the Martian Dreamlands 
   
  The gods of the Martian dreamlands, which are rarely 
  encountered, are Azathoth, Lesser Other Gods, Nodens, and 
  Nyarlathotep. Creatures include the dread Cthunund Uleth, the 
  Martians, as well as other creatures that are the dream 
  creations of the Martians. The dreamlands of mars are 
  populated substantially below the dreamlands of earth, with 
  the dominant beings being the Martians and the Cthunund 
  Uleth. Of course, the dreams of the human colonists are 
  beginning to intrude into the Martian dreamlands and it is not 
  unknown for a colonist to inadvertently enter the Martian 
  dreamlands. 
   
  page 53 
  
  END TIME 
  1 
  E nd Time Mars 
  I nvestigators 
  Skills a nd 
  Occupations 
   
  Available Occupations 
  Air Craft Pilot 
   
  Description: Though Mars has a thin atmosphere, it is still thick 
  enough to allow air craft to operate effectively. The colony 
  operates a variety of air vehicles ranging from small one person 
  mini-copters to heavy duty air cargo carriers. Many pilots 
  maintain their own air craft (most of the aircraft of the colony 
  are home built) or work on their own support team due to the 
  small population of the colony. 
   
  Occupation Skills: Astronomy, Electrical Repair, Electronics, 
  Listen, Mechanical Repair, Pilot Aircraft and Spot 
  Hidden. 
  Computer Specialist 
   
  Description: The colonial computer systems are vital to the 
  survival of the colonists as they serve to regulate the all 
  important life support equipment, monitor conditions in colony 
  structures and colony vehicles, and performs thousands of vital 
  tasks (such a keeping the colonists in touch with one another 
  and with the computers via their PDAs). Without highly skilled 
  men and women to design, program, and troubleshoot the 
  computer systems, life on Mars would be far more difficult, if not 
  impossible. 
   
  Occupation Skills: Computer Use, Electronics, Electrical Repair, 
  Library Use, and any two other skills as personal 
  specialties.  
  Doctor of Medicine 
   
  Description: The medical doctor of the 22nd century is just as 
  concerned with saving lives as his counterparts in other eras but 
  he has far more advanced equipment and techniques 
  available than at any other time in human history. Medical 
  doctors are considered to be important citizens of the colony. 
   
  Occupation Skills: Biology, Computer Use,  First Aid, Medicine, 
  Pharmacy, Psychoanalysis, Psychology, and Space 
  Medicine. 
  Farmer 
   
  Description: The colonial farmer is, like his predecessor in earlier 
  area, concerned with the growing and living things. Unlike his 
  predecessors, the farmer of this era is working on an alien world, 
  often with life forms engineered from scratch. The colonial 
  farmers work at various vital tasks, ranging from maintaining the 
  vats of oxygen producing plants to the planting of Ohto over 
  the Martian surface. 
   
  Occupation 
  Skills: 
  Electrical 
  Repair, 
  Biology, 
  Chemistry, 
  Mechanical Repair, Natural History, and Operate Heavy 
  Machinery. 
  Instructor 
   
  Description: The colony has an excellent education with many 
  fine instructors. Instructors teach in a wide variety of areas 
  ranging from martial arts to history. Most instructors are skilled in 
  a few areas, but some have followed the role of the traditional 
  academic and have selected only one area to excel in.  
   
  Occupation Skills: Persuade, Psychology, Other Language+ any 
  three skills as instructional specialities. 
  Orbital Engineer 
   
  Descriptions: The orbital engineers are responsible for the 
  design, construction, and maintenance of the colony’s orbital 
  assets, including the remaining space vessels. The orbital 
  engineer’s life is a difficult one and is often short as accidents 
  are not uncommon in the harsh and unforgiving environment of 
  space. 
   
  Occupation Skills: Chemistry, Computer Use,  Electrical Repair, 
  Electronics, Library Use, Low/Zero Gravity Operations, 
  Mechanical Repair, Physics, and one Space Engineering 
  skill as a specialization. 
  Planetary Engineer 
   
  Description: Engineers are essential to the continued existence 
  and growth of the colony. The colonial engineers keep the 
  existing systems operational and continue to produce new 
  equipment, habitats, and vehicles. Engineers are well regarded 
  and respected as everyone depends on them. 
   
  Occupation Skills: Chemistry, Computer Use,  Electrical Repair, 
  Electronics, Geology, Library Use, Mechanical Repair, 
  Physics, and one Planetary Engineering skill as a 
  speciality. 
  Scientist 
   
  Description: There are two main types of scientists on Mars. The 
  planetary scientist specializes in the study of certain aspects of 
  planets, such as their geology, ecology, and so forth. The 
  colony has a fair number of scientists who are dedicated to the 
  study of the mysterious ruins that have been found and this is an 
  ideal occupation for an investigator.The other main type of 
  scientist specializes in the study of space and the objects within 
  it, such as comets, stars, and planets. Her studies are typically 
  on a more general scale than the planetary scientist, who 
  typically focuses on one planet or even one small aspect of it, 
  but space scientists sometimes have a fairly narrow focus (such 
  as studying comets). 
   
  Occupation Skills: Chemistry, Computer Use, Library Use, 
  Geology or Astronomy, Physics, and one Science skill as 
  a specialization. 
  Security Officer 
   
  Description: While the colony does not have much in the way of 
  crime, the colony needs people to maintain order and, more 
  importantly, to protect the colony from external threats. Security 
  officers serve two roles in the colony, that of soldiers and that of 
  police. The security officers are trained primarily in the military 
  tradition, in anticipation of the need for a military force upon 
  the return to earth. 
   
  page 54 
  
  END TIME 
  Occupation Skills: Climb, Conceal, Electronics, First Aid, Listen, 
  Hide, 
  Low/Zero 
  Gravity 
  Operations, 
  Martial 
  Arts, 
  Persuade, Sneak and two weapon skills. 
  Small Craft Pilot 
   
  Description: The small craft pilot specializes in the operation of 
  the smaller  space craft: such as shuttles, space planes, and 
  OVs. For the most part, small craft pilots specialize in either craft 
  that are space an atmosphere capable,  those that are limited 
  to space although some individuals have been known to be 
  skilled in both areas. Due to the limited number of available 
  personnel, most pilots also work on their own support teams. 
   
  Occupation Skills: Astronomy, Computer Use, Electrical Repair, 
  Electronics, Mechanical Repair, Pilot Shuttle or Pilot OV, 
  Low/Zero Gravity Operations. 
  Space Ship Pilot 
   
  Description: The Mars colony still has a few operating space 
  vessels capable of reaching earth and the colony has 
  continued to train flight crews over the years in anticipation of 
  the day on which the colonists would journey back to earth. 
  These flight crews spend most of their time helping the 
  engineers keep the massive vessels operational. 
   
  Occupation Skills: Astronomy, Computer Use, Electrical Repair, 
  Electronics, Low/Zero Gravity Operations, Mechanical 
  Repair, and Pilot Space Ship.  
   
  Chaplain/Psychotherapist  
   
  Description: The Chaplain/Psychotherapist has a dual role of of 
  ministering to the minds and the spirits of the colonists. In their 
  role as Chaplains, they serve the spiritual and religious needs of 
  the colonists and preserve the religious traditions and histories of 
  earth. In their role as Psychotherapists, they act to maintain and 
  restore 
  the 
  mental 
  health 
  of 
  colonists. 
  Many 
  Chaplain/Psychotherapists no real difference between the two 
  roles, while others carefully distinguish the two. While part of the 
  official title is “Chaplain”, Chaplain/Psychotherapists may be of 
  any religious faith, though they are expected to be able to 
  meet the spiritual needs of any colonist. Not surprisingly, 
  Chaplain/Psychotherapists are a vital part of  colony life.  
   
  Occupation Skills: First Aid, History, Library Use, Listen, Other 
  Language, Persuade, Psychoanalysis, Psychology. 
   
   
  s 
   
  Fifth Edition Call of Cthulhu  
  and Cthulhu Now Occupations 
  Modified/Replaced Occupations 
   
  Certain occupations from previous eras are still practiced 
  on Mars, but have been modified or replaced by similar 
  occupations. The following occupations now exist in the  forms 
  detailed 
  above: 
  Computer 
  Programmer 
  (replaced 
  by 
  Computer Specialist), Doctor of Medicine, Engineer ( replaced 
  by Orbital Engineer and Planetary Engineer)  Farmer, Foot 
  Soldier (replaced by Security Officer), Military Commander 
  (replaced by Security Officer), Police Detective (replaced by 
  Security officer), Police Patrolman (replaced by Security 
  Officer), Professor (replaced by Instructor), Pilot (replaced by Air 
  Craft Pilot, Small Craft Pilot, and Space Ship Pilot), and 
  Technician (replaced by Orbital Engineer and Planetary 
  Engineer).  
  Unavailable Occupations: 
   
  Because of the conditions on Mars, Certain occupations 
  are no longer viable. Certain occupations simply cannot be 
  practiced, such as Tribal Warrior and Tribal Fisherman. Other 
  occupations are simply not needed or cannot be supported by 
  the population, such as Athlete, Lawyer, and Civil Servant and 
  the work typically performed by certain other occupations, 
  such as Entertainers and Clergymen are performed by  
  members of other occupation as part of their hobbies or 
  secondary duties. The unavailable occupations are: Anarchist, 
  Antiquarian, Artist, Athlete, Author, Businessman, Civil Servant, 
  Clergyman, Criminal, Dilettante, Entertainer, Woodsman, Hobo, 
  Journalist, Lawyer, Military Commander, Missionary, Musician, 
  Paraphyschologist, Private Investigator, Punk, Revolutionary, 
  Secretary, Tribal Fisherman, Tribal Warrior, and Trucker.  
  s 
   
  End Time Skills (Completely New) 
  Low/Zero Gravity Operations 
  Use of this skill enables the character to function more or less 
  normally within low ( half of the normal gravity the being is used 
  to or less) or no gravity situations. For the most part, a character 
  with any degree of this skill will be able perform routine tasks 
  without a problem. Special actions (such as running in low 
  gravity or leaping from one space ship to another) will require a 
  skill check. Failure will result in the action failing in some way 
  (losing 
  control 
  while 
  running 
  or 
  missing 
  the 
  ship, 
  for 
  example).Relevant  physical skills (such as weapon and physical 
  combat skills) should be averaged with this skill (but not to 
  exceed the maximum in the skill in question) when used in low 
  or zero gravity situations. This base level of this skill for all colonists 
  is 10%, as every teenager takes a brief training course in orbit. 
  Pilot Aircraft 
  Piloting an air craft requires a substantial amount of skill and 
  training. An investigator with this skill may operate his chosen 
  style of aircraft and rolls against this skill when conditions require 
  it and during any landing attempt. If the landing conditions are 
  favorable (smooth field, well lit, and a control tower for 
  example) then the investigator doubles his skill when rolling for 
  success. Under adverse conditions (darkness, bumpy field, or 
  combat conditions for example) the investigator checks for 
  success with his normal skill level. Keepers may wish to modify 
  the skill further if conditions are particularly bad. If a landing roll 
  is failed, then the craft is damaged and requires repairs before 
  it can lift off again. Severe failure will result in a greater degree 
  of damage and a 00 result will result in major damage to the 
  craft and at least one death. 
  When a player selects this skill he must also decide the general 
  class of aircraft his skill applies to as well as to whether his skill is 
  for operating craft on Mars or Earth. Examples of air craft 
  piloting skills include: Pilot Helicopter (Mars), Pilot Jet Fighter 
  (Earth), Pilot Civil Jet (Earth), Pilot Vectored Thrust Vehicle 
  (Mars). The basic skill level for piloting skills is 00% 
  Pilot OV 
  Piloting an OV successfully requires a high degree of technical 
  skill. This skill covers all aspects of piloting such a vehicle, 
  including navigating it. A character with any degree of skill  can 
  handle an OV in simple flight operation (though less skilled 
  individuals will do so less elegantly). Piloting rolls may be 
  required in the following situations: the OV is damaged, the OV 
  is docking, the OV is undergoing emergency re-entry, and any 
  other situation in which the Keeper sees fit to require a roll. The 
  page 55 
  
  END TIME 
  rolls and the results of failure are left to the Keeper’s discretion. 
  For example, a character trying to dock an OV under normal 
  conditions would check against twice her skill, while the same 
  character trying to undergo an emergency landing with a 
  crippled OV might have to roll against a fourth of her skill. The 
  base skill level for piloting and OV is 0%. 
  Pilot Shuttle 
  Operating a shuttle is even more complex than piloting a 
  plane. This skill governs all phases of shuttle operation from 
  takeoff to landings. A character with any degree of skill  will be 
  able to handle standard flight operations without any difficulty. 
  However, special situations will require skill rolls. Situations 
  involving a damaged shuttle, tricky dockings or landings, or 
  attempts to do odd maneuvers with a shuttle will require skill rolls 
  as will other situations at the Keeper’s discretions. Certain 
  situations will require modified rolls, the modification of the roll is 
  up to the Keeper as are the effects of failure. For example, a 
  character trying to land a shuttle on a smooth runway with 
  radio guidance would use his full skill, while a character trying to 
  set down a shuttle with both engines on fire and the left wing 
  half gone would check against a quarter of his skill (if the 
  Keeper was feeling merciful). There are a few varieties of 
  shuttles, of varying sizes and capabilities, so a character must 
  select skill in a particular class of shuttle. Space planes are 
  considered a class of shuttle, and a character must select it as 
  his or her shuttle piloting skill to operate one. The base skill level 
  for piloting a shuttle it 0%. 
  Planetary Engineering 
  Planetary Engineering skills govern engineering operations on 
  the surface of a world with a significant gravity field (at least 
  20% of that of earth). Such operations may be on worlds other 
  than earth, such as Mars. The base chance in all Planetary 
  engineering skills is 0%. If players wish their characters to have 
  specialized engineering skills, they should work out the details 
  with their Keeper.  Examples of Planetary Engineering Skills are 
  as follows: 
   
  Construction: This skill governs the construction of structures 
  ranging from small buildings to massive skyscrapers. Keepers 
  may wish to limit investigator skills to general areas such as 
  small 
  construction, 
  medium 
  construction, 
  and 
  large 
  construction. Individuals with this skill can design, supervise 
  the construction of, and inspect structures. 
   
  Mining: This skill governs a variety of mining operations ranging 
  from commercial digging to the building of underground 
  complexes. Individuals with this skill can supervise mining 
  operations and inspect underground sites for their structural 
  integrity. Individuals may have various specializations in this 
  skill such as strip mining, deep mining, and so forth. 
  Sciences 
  There are two main categories of science skills. The first is that of 
  planetary sciences and is a general area that encompasses 
  various skills which deal with planets and the life forms that 
  inhabit them. Strictly speaking, biology and geology are 
  planetary pcience Skills. Players who wish to have a 
  specialization in the Planetary Sciences will need to work out 
  the details of the skill with their Keeper.  The second main 
  category of skills are those that relate to stellar bodies as parts 
  of the space-time continuum and space-time itself.  An 
  individual with this skill in this area will have knowledge of 
  space-time as well as the various planets, stars, comets and so 
  forth within it. With the Keeper’s guidance, players may wish to 
  select particular specialties within the general field (each 
  specialty would be a skill). However, most specializations will be 
  skills possessed by non player characters, as most players will 
  find them to be too specialized to be of general use. 
  Technically, Astronomy falls within this category. 
  The 
  following 
  are 
  examples 
  of 
  some 
  science 
  specializations: 
   
  Planetology: This skill is comparable to the geology skill, except 
  it governs planetary bodies in general. It also governs the 
  skill of the character in drawing informed conclusions 
  regarding the planet as a system, but such conclusions will 
  tend to be more general than those which a specialist (such 
  as a geologist) would draw. For example, individuals with 
  this skill would be able to draw informed conclusions about 
  the weather patterns of a planet given adequate evidence 
  but the individual would not be as accurate as someone 
  who specialized in meteorology. 
  Xeno-Archeology: An individual ability in this area has received 
  training in the exploration of the alien ruins on Mars as well 
  as the identification and dating of various alien objects. 
  Individuals with this skill are often specialized in one of the 
  three cultures that are believed to have existed on Mars. 
  Individuals with training in this area would also be capable 
  of working with human sites, but with much less skill than an 
  archaeologist. The base skill level is 0%. 
  Xeno-Biology: A character that possesses this skill has been 
  trained in the basics of standard biology (and any 
  competent xeno-biologist would also have trained in 
  biology) and has also received training in theoretical 
  biology regarding possible alien life forms. Although humans 
  have lived on Mars for some time, the science of biology still 
  focuses on terrestrial life forms and xeno-biology focuses on 
  the study of non-terrestrial life. This skill could prove handy in 
  investigating the nature of (and perhaps determining the 
  weaknesses of) various mythos beings. 
   
  The base skill level for all specialized science skills is 0%. 
  Remote Vehicle Operations 
  This skill governs the operation of remote controlled space 
  vehicles such as survey drones. A character must select a 
  particular basic type of remote vehicle he or she is skilled in 
  operating. Any skill level permits a character to operate a 
  vehicle in normal conditions, while skill rolls will be required for 
  more difficult operations. These rolls may also be modified at 
  the Keeper’s discretion. For example, directing a survey drone 
  through a standard search pattern would require no roll for a 
  skilled operator, but directing a survey drone through a narrow 
  cavern would.The various skill specializations are for the 
  operation of airborne, aquatic, space or ground remotes. The 
  base skill level to operate a remote vehicle is 5%. 
  Space Engineering 
  This skill category is similar to that of Planetary Engineering 
  except it governs construction work in low and zero gravity 
  conditions. As with Planetary Engineering the base skill level is 
  0% and players who wish to pick a specialization will need to 
  work out the details with their Keeper. Some examples of this skill 
  are as follows: 
   
  Low/Zero Gravity Construction: Similar to Construction, this skill 
  governs the construction of structures in conditions involving 
  low or zero gravity (as well as vacuum conditions). Building 
  spaceships and space stations requires this skill. Individuals 
  may specialize in various areas. For example, a person may 
  be an expert space ship designer. 
  Low Gravity Mining: This skill governs mining operations in low 
  gravity and vacuum conditions. 
   
  s 
   
  page 56 
  
  END TIME 
  Fifth Edition Call of Cthulhu 
  and Cthulhu Now Skills (Revised 
  for Mars End Time) 
   
  Accounting: While there is little in the way of financial book 
  keeping in the End Time, this skill may be used when 
  examining or preparing various types of records. For 
  example, an investigator with this skill examining an 
  appropriate set of colony documents could learn the 
  distribution of various resources in the colony as well as the 
  general resource structure of the colony. The base skill 
  level is 10%. 
  Anthropology: This skill enables an individual to identify a 
  person’s way of life from their overt behavior. If the 
  investigator possessing the skill is able to observe a culture 
  for extended periods of time or is able to work with 
  detailed and accurate information concerning a culture, 
  he may be able to make simple predictions about that 
  culture (such as its morals and culturally accepted 
  behavior). With extended observation (at least a month) 
  the anthropologist will be able to understand how the 
  culture functions and may (in conjunction with the use of 
  the Psychology skill) be able to predict the actions and 
  beliefs of a typical member. This skill will be limited to what 
  the character can learn from observing his fellow colonists 
  and the information from the colony data bases. Since 
  there is, strictly speaking, only one human culture on Mars, 
  this skill will be of limited use on Mars. The colony does, 
  however, have extensive and detailed records of earth 
  cultures from before the Great Darkness as well as 
  computer projections about what sort of cultures may 
  have emerged. 
  Archaeology: This skill allows the dating and identification of 
  artifacts from past cultures and enables a skilled individual 
  to sort genuine artifacts from fakes. A thorough inspection 
  of such artifacts may reveal the purposes of the artifact as 
  well as some facts about the culture that produced it. Due 
  to the fact that the oldest human structures on Mars are 
  not terribly old (and still in use), this skill is of limited value 
  and the character would have received virtually all his 
  knowledge from the colonial data bases. The colony has 
  extensive records of earth’s historical sites and certain 
  students are trained in the hopes that these sites may one 
  day be recovered. Studying the alien ruins uses the skill of 
  Xeno-Archaeology 
  (although 
  a 
  character 
  with 
  archaeology skill could study alien ruins more effectively 
  than a character without such skills, especially in areas 
  where the alien artifacts parallel human artifacts).The 
  base skill level for Archaeology is 00%. 
  Art: Artistic skills vary greatly and it is up to the player and the 
  Keeper to work out a specific area for an investigator. A 
  player may select any non-literary art (such as oil painting, 
  rock singer, computer draw artist) as their specific skill 
  area. Successful use of this skill results in a pleasing 
  performance or work of art, failure results in a poor 
  performance or production of a non-artistic work. The 
  base skill level is 05%. 
  Astronomy: An individual with astronomy skill knows how to 
  determine which stars and planets overhead at a 
  particular time and when celestial events (meteor 
  showers, comet arrivals, eclipses) occur. Academically 
  trained individuals (typically those in a science profession) 
  will typically be able to calculate orbits and have 
  substantial 
  general 
  knowledge 
  about 
  astronomical 
  objects. NPCs will often have a specialized version of this 
  skill (radio astronomy, for example). The base skill level is 
  00%. 
  Bargain: This skill governs negotiations over items sold or traded. 
  Since the colony has little in the way in currency, 
  bargaining is usually about an exchange of goods, 
  services, or information. The bargainer offers a price (or 
  trade) he is willing to pay for an item, service, etc. and for 
  each 2% difference between this price and the asking 
  price, he must subtract 1% from his bargain skills. In the 
  case of trades, the Keeper must work out the relative 
  values. The seller will not take a loss, no matter how well 
  the bargainer bargains. The Keeper should determine the 
  individuals bottom line secretly. This skill may be combined 
  with Credit Rating, Fast Talk, or Persuade (depending on 
  the situation). 
  Biology: An individual with this skill has general knowledge of the 
  terrestrial life sciences (such as botany, ecology, genetics, 
  microbiology, physiology and zoology). This skill may be 
  used in a variety of ways: a skilled individual may be able 
  to develop a vaccine against a new strain of virus or 
  determine the cause of a mutation. Investigators and 
  NPCs may also specialize in certain areas. While such 
  specialization will result in a skill with less breadth, it will 
  have more depth. For example, an investigator skilled at 
  botany would be greater expert in the area of plants than 
  an individual with general biology training. Biology (and 
  the associated skills) are science skills. The base skill level is 
  00%. 
  Chemistry: This skill is gained via a study of the composition of 
  substances and how they interact with one another and 
  with various types of energy (thermal, kinetic, etc.). This skill 
  enables an individual to produce various substances (such 
  as simple explosives, gasses, explosives, toxins, etc.) 
  provided the proper equipment and raw materials are 
  available. A person can also use this skill to analyze 
  materials to determine their chemical properties, provided 
  the proper materials and instruments are available. 
  Climb: This skill reflects the investigator’s ability to scale vertical 
  surfaces. A climbing individual must check his skill every 
  10-30 feet, depending on the conditions of the climb. The 
  relevant factors include the surface being climbed, the 
  condition of the surface and the condition of the climber.  
   
  A player whose investigator is attempting to climb quietly 
  must match a single D100 roll against both his Climb and 
  Sneak skills. If the Climb skill succeeds and the Sneak roll 
  fails, the investigator climbs successfully but does so 
  without stealth. If the Climb roll fails and the Sneak roll 
  succeeds, the investigator falls, but falls and lands quietly. 
  The base level of this skill is 40%. 
  Computer Use: This skill governs difficult or special attempts at 
  using computer equipment and software.Investigators 
  with this skill are trained in computer programming 
  languages and procedures and have at least basic 
  education in the hardware aspects of computers.  
   
  Use of this skill enables an investigator to write programs, 
  retrieve and analyze obscure, damaged or concealed 
  data, break into or secure a system, operate in complex 
  computer environments, manufacture or defend against 
  viruses, and so forth.  
   
  Use of this skill takes at least half a day (much longer for 
  complex projects, like repairing a virus infested network or 
  creating a virtual reality program) and may require 
  separate skill rolls for each stage. The Keeper must decide 
  on the actual results and they should typically be kept 
  secret (after all, you never really know if you got all the 
  viruses...) 
    
  Day to day operation of PDAs and base computers does 
  not require any special skill roll, although their use in 
  various tasks may require other skill rolls. For example, an 
  investigator using a computer for chemical analysis would 
  use her chemistry skill. This skill may also require other skills 
  to reach the result the player desires. For example, an 
  investigator making a complex program for use in 
  chemical analysis would require successful rolls of 
  Computer Use and Chemistry skills. The base skill level is 
  00%. 
  Conceal: This skill governs the covering up, secreting, or 
  masking of an object or objects, using debris, cloth, or 
  other intervening or illusion creating materials. This skill also 
  covers the creating secret panels, doors, and portals. 
  Successful use of the skill conceals the object or objects in 
  page 57 
  
  END TIME 
  question from observation, provided the materials and 
  methods used are able to counter the means of 
  observation. For example, to conceal a warm object from 
  thermal sensors would require material that masks heat. 
  Because of the nature of modern sensors and observation 
  equipment, concealing objects can often be a time 
  consuming affair requiring special materials. Of course, 
  situations still arise when simple visual concealment is 
  adequate. 
   
  This skill can be used to conceal a human sized being 
  from sight, but would not suffice to evade a cursory 
  inspection. Larger objects are increasingly harder to 
  conceal and such endeavors may well require a group 
  effort. Note how this skill differs from hide. 
  Credit Rating: There is no official monetary system on Mars and 
  resources are distributed by need, as such, there is little 
  use for the skill. Keepers may, if the wish, chose to use 
  Credit Rating as an indicator of the person’s status in the 
  Colonial Society. If used in this manner, the skill reflects 
  how respected the individual is in the colony community 
  or perhaps the amount of resources, services and favors 
  at her disposal. This skill may be used to determine 
  whether an investigator is able to call in a favor or acquire 
  a particular resource or service. Such credit rating may rise 
  and fall, depending on conditions. A disgraced individual 
  would, for example, have their credit rating plunge. The 
  base skill level is 15%. 
  Cthulhu Mythos: Though treated as a skill, Cthulhu Mythos differs 
  from the others in that no investigator may choose it as 
  either an occupational experience or a personal interest. 
  Further, successful use of this skill results in no increase. 
  Points in Cthulhu Mythos may typically be gained in three 
  ways. First, encounters with aspects of the Mythos that 
  result in insanity. Second, by the optional insane insights 
  into the nature of reality. Third, by studying various special 
  texts, papers, or other media.  At the Keeper’s discretion, 
  investigators may gain points by witnessing a ceremony or 
  participating in some event .  While Mythos knowledge 
  can often be useful to investigators, 99 minus an 
  investigator’s 
  Cthulhu 
  Mythos 
  score 
  represents 
  the 
  investigator’s maximum Sanity. 
        
  Whenever investigators encounter evidence of mythos 
  creatures or activities, a successful roll of this skill may 
  provide the investigators with some information. For 
  example, the skill may be used to identify a creature, 
  determine the purpose of a ritual, determine the identity 
  of a Mythos text by skimming a few pages. As noted 
  above, such successful use of the skill does not result in 
  any skill increase.  
        
  No mundane being (such as a human), even one with a 
  99% Cthulhu Mythos skill, can ever approach complete 
  knowledge and understanding of the Mythos. Even the 
  Great Old Ones do not fully comprehend it, for its infinite 
  darkness is beyond the scope of nearly any mind (and 
  certainly infinitely beyond the grasp of a sane mind). At 
  most, humans can gain an illusory grasp of its puzzles and 
  mysteries. The base skill level is 00%. 
  Dodge: This skill represents the investigators ability to evade 
  physical blows, thrown (relatively slow moving) missiles, 
  etc. This skill does not enable investigators to dodge fast 
  missile attacks (such as bullets and lasers). An investigator 
  attempting to dodge may perform no attacks during the 
  combat round she dodges, but she may parry.  
      
  Investigators can also use her dodge skill to dodge large, 
  moving objects (like rolling boulders or oncoming cars)  
  provided she can see or hear the object coming in time. 
  A successful roll will enable the investigator to avoid taking 
  damage. This skill can increase through experience, like 
  other skills (except Cthulhu Mythos). 
  Drive Auto: While there are no standard cars on Mars, there are 
  plenty of car like vehicles and this skill governs their 
  operation.  Anyone with this skill can operate vehicles in 
  the class of cars and light trucks (such as the various 
  colony vehicles) under normal conditions. Attempting 
  dangerous maneuvers (such as evading pursuit or 
  negotiating difficult terrain) requires Driving skill rolls.This skill 
  has a base level of 20%.  
  Electrical Repair: This skill enables an investigator to repair or 
  alter electronic equipment, such as electric door motors, 
  battery powered vehicles,basic radios, and simple sensors. 
  In many cases, successful use of this skill will require special 
  parts or tools. In cases in which the device has electronic 
  and mechanical components (such as an air lock), repairs 
  and modifications will require both Electrical Repair and 
  Mechanical Repair. This skill does not cover the area 
  covered by Electronics.  This skill has a base level of 15%. 
  Electronics:  This skill governs the trouble shooting and repair of 
  electrical equipment, such as PDAs, computers, and 
  communication lasers. Parts needed for Electronics parts 
  cannot be jury rigged since they are designed for precise 
  jobs. For example, without the proper chip, a PDA simply 
  cannot be repaired. This skill has a base level of 00%. 
  Fast Talk: This skill indicates the investigators ability to get people 
  to agree with him or perform some task without reflecting 
  on their actions. For example, the investigator may be 
  able to pass of a forged document as a legitimate 
  authorization, or convince a security guard that they need 
  his gun. While fast talk is an effective means of getting 
  what one wants, an individual who has a short time to 
  think and makes a successful Idea roll will come to her 
  senses and the Fast Talk will lose its effect.  Further, Fast 
  Talk can only be used on a small number of people and is 
  not effective on those who have already made up their 
  minds. Persuading such individuals requires the use of the 
  Persuade skill instead. This skill has a base level of 05%.  
  First Aid: Investigators with this skill have received training in 
  basic medical diagnosis and treatment procedures. This 
  skill is not as sophisticated as Medicine and is restricted to 
  what might be best called field medicine. The skill may be 
  used to awaken an unconscious or stunned individual, 
  setting a broken bone, treating burns, to perform CPR, etc. 
  This skill can not be used to treat diseases or complex 
  medical conditions. The skill may be used to treat certain 
  types of poisonings, at the Keeper’s discretion. Injured 
  investigators who are treated with First Aid heal at the rate 
  of 1D3 per week. If a wounded investigator is moved to a 
  colony medical facility and successfully treated with 
  Medicine, the individual will recover 2D4 per week if 
  advanced equipment and treatment procedures are 
  used (this is rarely done as it requires the use of earth 
  manufactured materials, which are in very short supply) or 
  2D3 points per week using standard colony medical 
  supplies. 
   
  An individual attempting First Aid and failing will have to 
  wait a reasonable amount of time (exact time is left to the 
  Keeper’s discretion) before trying again (the individual has 
  to reassess the situation, work up his nerve to try again, 
  etc.). Another individual with the skill can try again the 
  very next round after the original attempt fails. 
   
   
  This skill is applied in the following specific manners: 
   
  A success with this skill results in the injured individual 
  regaining 1D3 hit points of a single attack or injury. For 
  example, an investigator who was shot three times in the 
  course of an combat would be entitled to three 
  treatments, provided the wounds did not occur during the 
  same attack. Players and Keepers who wish to keep 
  careful records may choose to record each particular 
  injury and allow a treatment for each injury. This skill must 
  be applied immediately after the injury occurs (after the 
  combat is over, for example) for it to be effective. 
   
  If an investigator has died from loss of hit points and her 
  body is still intact, the investigator is revived if the 
  emergency 1d3 treatment raises her hit points to at least 
  1. Keeper discretion is required here and such factors as 
  the nature and severity of the injury must be taken into 
  account, as well as the medical equipment available. 
  However, use of sophisticated life saving equipment and 
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  END TIME 
  medicines require the use of Medicine and are beyond 
  the scope of First Aid. 
   
  A success with First Aid will awaken a victim from a knock 
  out attack or revives an individual who has been 
  rendered unconscious (by lack of air due to a suit failure, 
  for example) at the Keeper’s discretion. 
  Once First Aid has been successfully applied to an injury, 
  further applications of First or Medicine have no further 
  effect. However, new injuries can be treated. Use of this 
  skill takes at least one combat round, longer in the case of 
  complex injuries. First Aid skill rolls and effects can also be 
  aided by certain pieces of medical equipment and 
  medicines. The base skill level is 35%. 
  Fist/Punch: This skill governs the ability of an investigator to inflict 
  damage by striking a target with his hands. This skill does 
  not distinguish between the various types of strikes possible 
  (knife hand, spear hand, closed fist, palm fist, slap, 
  roundhouse, etc.), but for individuals with out Martial Arts 
  training the attack will be a basic punch. This skill can be 
  used to parry Kick, Head Butt and Fist/Punch attacks and 
  the Martial Arts skill adds to the effectiveness of this skill. 
  The knock-out rule can also be applied to it.   
  Geology:  Investigators with this skill have received training 
  which allows them to tell approximate age of rock and soil 
  stratum, recognize many fossil types, distinguish between 
  various minerals and crystals, locate promising sites for 
  mining, evaluate soils, and predict the occurrence of 
  volcanism, 
  seismic 
  activity 
  (such 
  as 
  earthquakes), 
  avalanches and so forth provided the investigator has 
  studied the area and has the required instruments. This skill 
  governs both the geology of Earth and Mars, since the 
  basic concepts are the same. Most characters will have 
  expertise in the particularities Martian geology and some 
  knowledge of the specific details and nuances of earth 
  geology. The base skill level is 00%. 
  Grapple: This skill represents the investigator’s ability to engage 
  in close, physical combat. This skill is typically used to 
  subdues an opponent by pinning their limbs. If the 
  defender of a grappling attack can make a successful 
  grappling attack himself, the attack is parried and the 
  attacker will need to try again.  
   
  If the attacker succeeds at is not parried, then the 
  attacker has a hold upon the target and may select one 
  of several options. 
   
  The attacker may immobilize the target by successfully 
  overcoming the target’s STR with his STR using the 
  resistance table. If the roll is successful, the target is 
  immobilized until the attacker attempts another action or 
  is unable to continue to hold the target (for example, the 
  attacker may be attacked by another person). 
   
  The attacker may knock down the target. This option is 
  automatically successful if chosen. 
   
  The attacker may choose to knock out the target. See the 
  knock out rules. This option may be selected at any time. 
   
  The attacker may attempt to disarm the target. Once the 
  target is grappled, the attacker can disarm the target by 
  a second successful grapple skill roll in the next combat 
  round. Such success either knocks a weapon from the 
  targets hand or renders the target unable to use the 
  weapon effectively. Beings with natural weapons (such as 
  teeth) cannot have their natural weapons removed by a 
  grapple, but can be prevented from using them. 
   
  The attacker may chose to physically injure the target. 
  Once the target is grappled, the attacker will inflict 1D6 
  plus his damage bonus upon making a successful grapple 
  attack in a subsequent round. This option may be 
  exercised every round. 
   
  The attacker may chose to strangle the target. Beginning 
  with the round the attack begins, the target begins to 
  asphyxiate, as per the Drowning rules, and the attack 
  continues for as long as the attacker chooses. The 
  attacker need not make any further rolls. This attack 
  assumes that the target needs to breathe and can be 
  choked in some manner.  
   
  In either type of injury inflicting grapple, the victim is held 
  and can only escape by matching the atacker’s STR on 
  the resistance table at his DEX rank.  
   
  Use of the grapple skill should be regulated by the Keeper 
  in certain cases. For example, certain creatures are too 
  large to be grappled and others may be such that they 
  cannot be choked or knocked out. In certain cases, 
  protective gear (such as space suits) will protect a human 
  from certain grappling attacks. The base level with this skill  
  is 25%. 
  Handgun: This skill governs the use of pistol style firearms that are 
  not in the category of automatic weapons (machine 
  pistols).  The base skill level is 20%. 
  Head Butt: This skill governs the method of attacking an 
  opponent by ramming him in the abdomen, face, or back 
  of the head with the top of one’s head. This attack can 
  be made in cramped quarters and most of its effect 
  comes from its surprising quickness. One cannot parry with 
  a head butt, but Martial Arts skill will add to its effects and 
  the knock out rule can be applied to it. Keeper’s with a 
  flair for realism may wish to require head butters to make 
  Luck rolls to avoid suffering some form of damage. The 
  base skill level is 10%. 
  Hide: While the Conceal skill governs the hiding of other objects, 
  the Hide skill governs the concealment of one’s own 
  person. This skill is used in situations in which the person 
  seeking to hide lacks a prepared hiding position. This skill is 
  used only in pursuit situations, or when the person seeking 
  to hide is under surveillance or the area is being patrolled. 
  Since this skill enables the user to select the proper objects 
  or areas (shadows, bushes, large pieces of furniture, 
  mounds of dirt) to use for hiding purposes, it can only be 
  used when cover is available. If a hiding individual 
  attempts to move while the area is under observation, his 
  chance of hiding is cut in half. 
         Because of the nature of modern sensors (and the special 
  senses of some beings) what counts as adequate cover 
  will vary from situation to situation. For example, dark 
  shadows will conceal a person from normal observation, 
  but not from thermal sensors. The base skill level is 10%. 
  History: This skill reflects the investigator’s knowledge of history. 
  This skill is checked when the investigator is called upon to 
  remember facts about the past of a country, history or 
  region. This skill can also be used in other manners, such as 
  to determine how to perform some ancient technique 
  (like making black powder). The skill roll should be 
  modified by the Keeper based on such factors as how 
  obscure the information needed is. Of course, the Keeper 
  should keep in mind that the facts known to history may 
  not be the truth. Colony members are taught a great deal 
  of earth history, in addition to colonial history.The base skill 
  level is 30%. 
  Jump: This skill reflects the investigators ability to jump for height 
  or distance. By successfully using this skill, the investigator 
  can leap up vertically a distance equal to her height and 
  grab a handhold or object, safely leap down vertically a 
  distance equal to her own height, jump horizontally from a 
  standing start a distance equal to her height, or jump 
  twice that distance horizontally with a running start. An 
  investigator falling from a distance can subtract 1D6 from 
  his falling damage should be make his jumping skill roll. 
  Kick: This skill governs all forms of kicking, from the basic drop 
  kick to groin to a spinning wheel kick. Typically, individuals 
  without martial arts training will be limited to simple kicks. 
  An individual can parry with a kick (typically a stomp or 
  crescent kick is used) and the Martial Art skill will increase 
  the effectiveness of a kick. The knock out rule does not 
  apply to kicks, unless the kick strikes the head (this requires 
  the use of hit location tables or a ruling by the Keeper). 
  The base skill level is 25%.  
  Law: Colonial Law is simple and straightforward enough that 
  every adult colonists knows all the laws and how they 
  work. As such, no special skill is typically required when 
  dealing with matters of colonial law. A player may, if they 
  page 59 
  
  END TIME 
  desire, study and receive skill in legal theories as they 
  existed on earth (should a player feel like wasting his skill 
  points). An investigator must spend 30-Int in months 
  studying the laws of each region, or his law skill is halved 
  when attempting to deal with legal matters involving such 
  regions (this would mostly involve the historical study of 
  law cases). The base skill level for law is 00% for terran laws, 
  EDUX5% for colony laws (everyone learns them). 
  Library Use: This skill governs an investigators talent at working 
  with stored information in a variety of forms. The time 
  required to use the skill depends on the organization of 
  the media in question and the search method. If the 
  media is totally uncataloged, each use of the skill may 
  take eight hours. If the media is only cataloged (like a 
  card catalog) each use of the skill requires four hours. If 
  the media also includes a search aid (such as a computer 
  search program), each use of the skill may require three, 
  two, or one hours (Keeper’s discretion). Most colony 
  access systems require three hours for use of the skill, while 
  high priority use may only require a matter of minutes. Of 
  course, the amount of time spent and the results will 
  depend on the nature of the information sought and 
  whether it is actually present. While this skill can be used to 
  locate secured information, it does not permit access. This 
  may require Fast Talk, Persuade, Computer Use, Bargain, 
  Credit Rating, or good old fashioned breaking and 
  entering. The base skill level is 35%. 
  Listen: This skill represents an investigator’s to interpret and 
  recognize sounds, such as overheard conversations, 
  whispers in a crowded area, and creatures stalking the 
  investigator. This skill may be employed to determine 
  whether a sleeping investigator is awakened by a noise. 
  The base level of this skill is 25%. 
  Locksmith: This skill governs the repairing of locks, the making of 
  keys, as well as the bypassing of locks. Particularly difficult 
  locks will reduce the chances of success. This skill can also 
  be used to open vehicle doors and disable certain simple 
  alarm systems. The complexity of sophisticated safes and 
  security systems exceeds the scope of this skill. However, 
  the skill covers both mechanical and electronic locks and 
  opening devices (such as electronic keys). The Keeper 
  may wish to allow individuals with both Electronics and 
  Locksmith skills a chance at defeating electronic security 
  systems. The base skill level is 00%. 
  Machine Gun: This skill governs the firing of light, medium and 
  heavy machineguns that are mounted on bipods, tripods, 
  or pintel mounts. If single shots are fired from a bipod, use 
  the Rifle skill if it is higher.  
  Martial Arts: This skill reflects special training in some form of 
  martial arts (Tae Kwon Do, Karate, Judu, Akido, Savat, 
  Kung Fu, Tai Chi, etc.) and enables a properly trained 
  individual to engage in skilled unarmed combat.  
        
  This skill is used in conjunction with Fist/Punch, Head Butt, 
  Kick or Grapple. If the attack roll succeed and is less than 
  the attacker’s Martial Arts skill, the attack damage is 
  doubled, excluding the damage bonus which is applied 
  normally. For example, a Martial Arts Fist/Punch attack 
  would inflict 2D3+db on a successful hit. 
        
  An individual with Martial Arts skill may choose which 
  attack to parry just before that attack and he need not 
  make the parry statement at the beginning of the round. 
  The base skill level is 00%. 
  Mechanical Repair: This skill governs the repair of basic 
  mechanical items and permits an individual to build 
  simple machines. This skill enables an individual to handle 
  basic carpentry and plumbing projects. This skill is a 
  companion skill to Electrical Repair and both skills may be 
  needed 
  to 
  repair 
  or 
  manufacture 
  devices 
  with 
  mechanical and electrical components. Successful use of 
  this skill may require special tools and parts. This skill does 
  not govern complex and sophisticated operations (such 
  as zero-gravity construction) and these tasks fall under the 
  scope of other skills. This skill also does not cover 
  lockpicking, except for very simple locks. This activity is 
  governed by the Locksmith skill. The base skill level is 25%. 
  Medicine: This skill reflects the medical training of the 
  investigator. This skill governs the practice of complex and 
  sophisticated medicine and differs in this regard from First 
  Aid, which is aimed at quick, field style treatment. This skill 
  can only succeed if the condition is treatable and a failed 
  roll requires the user to wait some amount of time 
  (Keeper’s discretion) before attempting the skill again (this 
  reflects the time needed to reconsider test results, make 
  new tests, etc.). Another user of a the skill can try the next 
  round after the initial failure. This skill can be used to yield 
  the following results. 
  T 
  he skill can be employed to render first aid and successful 
  use in this manner immediately restores 1D3 points, and 
  may be used once per attack or injury. See the First Aid 
  skill, above.  
   
  In the same or following combat round, an investigator 
  who has just died may be revived if the emergency hit 
  points restored raises him to +1 hit points or greater. This 
  process may be aided by special equipment and 
  medicines. 
   
  An investigator who is successfully treated with this skill 
  heals 2D3 hit points per week, or 2D4 is earth 
  manufactured medicine and equipment is used. 
   
  A sucess with medicine immediately revives a victim of a 
  knock out attack and may (at the Keeper’s discretion) 
  revive an unconscious individual. 
   
  This skill may be used to treat a variety of ailments and 
  conditions (diseases, cancer, etc.) and to perform surgical 
  procedures (implanting an artificial heart, for example). 
  Some conditions may be beyond the scope of treatment, 
  however. The base skill level is 00%. 
  Natural History: This skill reflects the information known in a 
  general sort of way by the character about various terran 
  life forms. An individual with this skill will have a general 
  knowledge of common terrestrial life forms and will know 
  about 
  their 
  general 
  habitat, 
  diet, 
  and 
  behavior. 
  Attempting to remember facts about more obscure life 
  forms will require a skill roll at some minus. While there is a 
  fairly limited variety of terran life forms on Mars, this skill 
  may still be of some use. All characters receive this skill 
  since each colonist receives basic education on terran life 
  forms.The base skill level is 10%. 
  Navigate: This skill enables an individual to find there way across 
  territory in various weather conditions. Those with higher 
  level skills are familiar with astronomical data, charts, 
  instruments, and satellite link up equipment needed to 
  navigate in almost any conditions. The results of a skill roll 
  should be kept secret by the Keeper, since the 
  investigators won’t automatically know when they are lost. 
  This skill is also useful in making maps. This skill can be used 
  to navigate both ground and air vehicles, but it does not 
  govern the operation of space craft. This requires a 
  special 
  Space 
  Navigation 
  skill 
  which 
  functions 
  as 
  Navigate, but it governs the navigation of vessel in space. 
  Pilots of crafts capable of making atmospheric entry will 
  typically have both skills as Space Navigation is not useful 
  on planets. The base skill level for Navigate is 10% and the 
  base level for Space Navigation is 00%. 
  Occult: This skill represents an individual’s historical knowledge 
  of terrestrial occult practices and lore. Use of this skill 
  enables 
  an 
  investigator 
  to 
  recognize 
  occult 
  paraphernalia, jargon, and philosophy, as well as to 
  identify various occult texts and codes. Reading and 
  understanding certain works can yield skill in this area. 
  While this skill conveys no direct knowledge of the Mythos, 
  the occult is often a key or a path to understanding the 
  mythos (through decoding certain references in occult 
  texts, for example). Most colonists have some knowledge 
  of earth legends and mythology and the base skill level is 
  05%. 
  Operate Heavy Machine: This skill governs the operation of 
  large vehicles, such as heavy duty trucks, construction 
  page 60 
  
  END TIME 
  vehicles, and the like. As with Drive Auto, skill rolls are only 
  required in unusual or dangerous conditions (like trying to 
  use a construction vehicle to ram a creature). The Keeper 
  may wish to restrict an individuals skill to certain areas. For 
  example, an individual use to running a cargo hauling 
  vehicle may have difficulties with a complex crane. The 
  colony has only a few heavy construction vehicles, but 
  they are still in use. The base skill level is 00%. 
  Other Language: Represents an individual’s skill to understand a 
  language other than her primary one. There is no set limit 
  on how many languages an individual can know. This skill 
  governs reading, writing and speaking.  An investigator 
  may choose to learn a dead language (like Latin or 
  ancient Greek). In such cases, the investigator may only 
  be able to read the language. Investigators may choose 
  any human language that is available in the colony 
  databases (which includes nearly every language) but 
  they cannot chose non-human languages (like Deep One 
  or Mi-Go). 
         Typically, one skill roll will be required to understand a 
  single work or conversation, but a Keeper may rule that 
  the document or conversation has several complex or 
  obscure points and require a successful roll for each point. 
  The skill may also be reduced when certain archaic 
  versions or dialects of the language are encountered. In 
  certain cases, History or Anthropology rolls may be 
  required to make sense of certain slang expressions if 
  historical documents are being examined.  
        
  When engaged in conversation about day to day or 
  mundane matters (such as asking where the bathrooms 
  are, or what time it is), there is no need for an individual to 
  make a skill roll (provided she has skill in the language, of 
  course). In order to pass as a native speaker, an individual 
  needs a number of points in the language skill equal to his 
  INTX5.  
   
   
   
  To identify an unknown, living human language requires a 
  Know roll. Identifying a dead human language requires a 
  history 
  or 
  Archeology 
  roll. 
  Identifying 
  non-human 
  languages requires a Cthulhu Mythos skill or perhaps and 
  occult skill roll in some cases.  
   
  Since the colony is so compact and so many languages 
  are in use to preserve them, each colonist has his EDUX2% 
  in one other language. 
  Own Language: This skill represents the investigators ability to 
  read, write, and speak his native language. While the 
  Colony has numerous languages in use, most families 
  have one prime language they use. The dominant 
  languages of the colony are American English and 
  Chinese. The colony has yet to form its own distinct 
  language, but it is well on its way. An investigator receives 
  his own language at a base level of EDUX5%. Under most 
  conditions, an individual will not need to make a skill roll to 
  understand his own language. However, the Keeper may 
  require rolls when an individual is faced with a dialect or 
  archaic version of the language.  
  Persuade: This skill reflects the investigator’s ability to convince 
  people of a particular idea or concept, whether the ideas 
  and concepts are correct or not. Unlike Fast Talk, the 
  effects of Persuade can last for a considerable length of 
  time (perhaps even years) until events result in a change 
  in the person’s beliefs. While the effects can be long 
  lasting, it does require a fair amount of time to use the skill, 
  depending on the topic and the target. The skill chance 
  should be modified based on factors such as the 
  conditions, the persons current beliefs, the relation 
  between the individuals, etc. For example, an atheist who 
  hates a person is unlikely to be persuaded by him to 
  accept God as his savior. The base skill level is 15%. 
  Pharmacy: A person with this skill can recognize, compound, 
  and dispense a wide variety of drugs and medical 
  supplies. Such a person has an understanding of drugs as 
  well as their side effects and interactions and has a good 
  understanding of poisons and antidotes. Unlike Medicine 
  skill, this skill provide no ability to diagnose medical 
  conditions, although the person would have a general 
  knowledge of what drugs are used to treat various 
  conditions. For example, a person with pharmacy skill 
  would know that drug x was used to treat a cancer, but 
  she probably would not be able to diagnose a person to 
  determine if they had that cancer. This skill is useful in 
  conjunction with Medicine and First Aid. The base skill level 
  is 00%. 
  Photography: This skill reflects the investigator’s ability to 
  operate still and motion picture cameras, such as digital 
  image recorders(DIRs) and PDAs with DIRs. While anyone 
  can point and click, this skill enables a person to take 
  artistic 
  photographs, 
  develop 
  special 
  photography 
  procedures, and perform various special effects. A user 
  with a high level of skill would be very adept at digital 
  image manipulation and would be capable of producing 
  movie grade special effects (or image forgeries). The base 
  skill level is 10%. 
  Physics: This is a science skill. An investigator with this skill has an 
  understanding 
  of 
  pressure, 
  materials, 
  magnetism, 
  electricity, optics, radioactivity, and other aspects of the 
  physical universe. Such an individual also has the ability to 
  use and perhaps construct instruments for use in research 
  (complex 
  instruments 
  would 
  require 
  Electronics 
  or 
  Electrical Repair and Mechanical Repair). Individuals may 
  choose to specialize in certain areas of physics (such as 
  quantum theory). If a player wishes to specialize, such 
  details are best worked out by the player and Keeper. 
  Physics skill is also useful in gaining an understanding of 
  alien energies, regions, or effects (provided they can be 
  examined using scientific methodology). The base skill 
  level is 00%. 
  Psychoanalysis: Unlike in earlier areas, this skill has developed 
  into a scientific discipline aimed at repairing injured minds. 
  Treatment involves both traditional counseling methods as 
  well as advanced chemical treatments and virtual reality 
  therapy to help re-order and repair the patient’s psyche. 
  This skill may be employed in two manners. First, it may be 
  used as a form of psychic first aid. In this case, successful 
  use can add Sanity points during indefinite insanity and 
  perhaps speed recovery. See the section on Sanity. 
  Second, it may be employed in a long term treatment. In 
  this case, each week of regular treatment (about 2-4 
  hours a day) will restore 1D3 lost Sanity. An individual may 
  only regain and not increase their Sanity in this manner. 
  For example, an investigator who had an initial Sanity of 
  65 who lost ten points could only return to a Sanity of 65. In 
  no case may use of this skill increase a person’s Sanity 
  points beyond POWX5, not above 99-Cthulhu Mythos skill. 
  Base skill level is 00%. 
  Psychology: This skill enables an investigator to study an 
  individual and form a theory regarding her motives and 
  characters. It is not an exact science, so the Keeper 
  should make the skill rolls in secret and provide the player 
  with information in accord with the skill roll. This skill can be 
  useful for penetrating deceit, provided a proper set up is 
  used to test the person’s reactions. It is also useful in 
  diagnosing an individual’s mental well being (or lack 
  thereof). This skill has a base level of 05%. 
  Ride: This skill governs the use of saddle animals, such as horse, 
  donkeys and mules. Since there are no such animals on 
  Mars, there is no use for this skill. Should the investigators 
  manage to find or create some animal (such as some 
  Mythos being) to ride, this skill enables them to ride the 
  animal under normal conditions. In dangerous or unusual 
  conditions (like combat), the investigator would need to 
  make a Ride skill roll. If the roll fails, the investigator is 
  thrown and takes 1D6 hit points. A successful Jump roll 
  reduces the damage by 1D6. If an investigator wishes to 
  fight mounted, they need a skill in Ride and the weapon 
  of at least 50%, and the attack and Ride rolls can be 
  modified at the Keeper’s discretion.The base skill level is 
  00%. 
  page 61 
  
  END TIME 
  Rifle: This skill governs the use of firearms which fire a single 
  projectile (as opposed to a shotgun like weapons). This skill 
  enables a person to fire any sort of rifle (bolt action, semi-
  automatic, gyro-jet, shotguns firing a single slug, etc.). This 
  skill also governs the use of automatic weapons in the rifle 
  class (such as assault rifles and battle rifles). The base skill 
  level is 25%. 
  Shotgun: This skill governs the operation of firearms which fire 
  multiple projectiles at once, such as shotguns and 
  flechette firing weapons. Since since projectiles spread 
  out over a distance, the chance to hit does not decrease 
  with range, but the damage does. At 10-20 meters, 1D3 
  close-together targets can be hit with one shot and from 
  20-50 meters, 1D6 targets can be hit. The Keeper 
  determines which targets are close enough to count as 
  being close-together targets. Use this skill for any weapon 
  that fires multiple projectiles when it is so firing. For 
  example, the Constitution Arms weapons used on the 
  colony can fire special rounds that act like shotgun shells 
  and hence are governed by this skill when fired in this 
  manner. The base skill level is 30%. 
  Sneak: This skill represents the investigators ability to move 
  quietly, without drawing the attention of those who might 
  hear. This skill can be used in combination with Hide for 
  remaining unseen and unheard. If the Hide roll fails, the 
  person is seen and if the Sneak roll fails, the person is 
  heard. Successful use of this skill may require special 
  equipment. For example, some audio sensors are capable 
  of detecting heartbeats. To Sneak past such sensors would 
  require some sort of electronic scrambling or masking 
  device. The base skill level is 10%. 
  Spot Hidden: This skill governs the ability of the investigator to 
  detect secret doors, concealed portals, hidden intruders, 
  concealed vehicles, and so forth. A skill roll may be 
  modified based on the conditions as well as the 
  equipment used by the person searching. For example, an 
  investigator equipped with a thermal sensor who is looking 
  for another human hiding in a cold are would have a 
  substantial bonus. The base skill level is 25%. 
  Submachine Gun: This skill governs the use of small machine 
  weapons, such as machine pistols and submachine guns 
  when fired in full automatic (burst) mode. Machine pistols 
  and submachine guns that can be fired one handed are 
  governed by the Handgun skill when fired in single shot 
  mode. The base skill level is 15%. 
  Swim: This skill reflects the investigators ability to stay afloat and 
  moving in liquid. When an investigator is in liquid, a swim 
  roll is required to keep from drowning or to move through 
  the medium, if conditions warrant such rolls (bad weather, 
  turbulence, or the nature of the fluid). Failing a Swim roll 
  begins the drowning procedure. A person who begins 
  drowning may make a swim roll each round. On a 
  successful roll, the reach the surface and they may roll 
  next round to begin moving. If the second roll fails, they 
  begin to drown again. Since there are no real 
  opportunities on Mars to swim, colonists have no 
  experience with it. The base skill level is 00% (humans are 
  not instinctive swimmers). 
  Throw: This skill governs striking a target with an object, such as a 
  rock or throwing knife. A palm sized object of reasonable 
  balance may be thrown three meters for every STR point 
  of the investigator that exceeds the objects SIZ. An object 
  designed to be thrown (like a ball or knife) can be thrown 
  up to six meters for every STR point that the investigator 
  has in excess of the objects SIZ. Keepers should modify the 
  range for various other factors. For example, a ball could 
  bounce for quite some distance. If the throw roll fails, 
  randomly determine where the object lands. The closer 
  the roll is to the number needed, the closer it will be to the 
  target. In the case of low gravity, the range will increase. 
  Where the gravity is 1/n of earths, the investigators 
  strength is multiplied by n to determine throwing distance. 
  Alternatively, scientifically inclined Keepers may choose to 
  work out the actual physics of the situation. 
  Track: This skill represents an investigators ability to follow a 
  person, vehicle, or creature across a medium that can 
  support lasting tracks (such as soft earth), or follow signs 
  (such as trash or a heat signature) left by the object of the 
  tracking. Subtract 10% from the chance of success for 
  each day that passes since the tracks were made. 
  Weather conditions may obliterate tracks and beings 
  cannot be tracked across certain mediums. For example, 
  a human being doesn’t leave tracks when walking across 
  concrete. The use of special equipment might enhance 
  the skill or simply enable it to be used. For example, a 
  chemical sniffer could detect the chemicals emitted by a 
  human body which would enable a person to be tracked. 
  The base skill level is 10%. In most cases it will be difficult to 
  track things on Mars. 
  Pilot: This skill is now Pilot Aircraft. 
  Swim: There is no standing water on Mars as the colony does 
  not have a swimming pool. As such, there is not likely to 
  be any opportunity to gain this skill.  
   
  page 62 
  
  END TIME 
  Colonist Base Chances 
   
  The base chances for various weapons are provided in the 
  equipment section. 
  Skill 
  Base Chance 
  Accounting 
  00% 
  Anthropology 
  00% 
  Astronomy 
  05% 
  Bargain 
  05% 
  Biology 
  00% 
  Chemistry 
  00% 
  Climb 
  40% 
  Computer Use 
  05% 
  Conceal  
  15% 
  Credit Rating 
  00% 
  Cthulhu Mythos 
  00% 
  Dodge 
  Dex X2% 
  Drive Auto 
  20% 
  Electrical Repair  
  15% 
  Electronics: 
  00% 
  Fast Talk 
  05% 
  First Aid 
  35% 
  Geology 
  00% 
  Hide 
  10% 
  History 
  30% 
  Jump 
  25% 
  Law 
  00% 
  Library Use 
  35% 
  Listen 
  25% 
  Locksmith 
  00% 
  Low/Zero Gravity Operations 
  10% 
  Martial Arts 
  00% 
  Mechanical Repair 
  25% 
  Medicine 
  05% 
  Natural History 
  10% 
  Navigate 
  10% 
  Occult 
  05% 
  Operate Heavy Machinery 
  00% 
  Other Language 
  EDU X2% 
  Own Language 
  EDU X5% 
  Persuade 
  15% 
  Pharmacy 
  00% 
  Photography 
  10% 
  Physics 
  00% 
  Pilot 
  00% 
  Pilot OV 
  00% 
  Pilot Shuttle 
  00% 
  Planetary Engineering 
  00% 
  Psychology 
  05% 
  Psychoanalysis 
  00% 
  Ride 
  00% 
  Remote Vehicle Operations 
  05% 
  Ride 
  00% 
  Science Skills 
  00% 
  Sneak  
  10% 
  Spot Hidden  
  25% 
  Space Engineering 
  00% 
  Swim 
  00% 
  Throw 
  25% 
  Track 
  10% 
  Handgun 
  20% 
  Machine Gun 
  15% 
  Rifle 
  25% 
  Shotgun 
  30% 
  Submachine Gun 
  15% 
  Fist/Pinch 
  50% 
  Head Butt 
  10% 
  Kick 
  25% 
  Grapple 
  25% 
   
  page 63 
  
  END TIME 
  k 
  Equipme nt a nd 
  Vehicles 
   
  Introduction: 
  This section details the current technology of the Mars 
  colony. Most of the equipment, weapons, and vehicles are 
  about a century old and have been subjected to hard use and 
  numerous repairs. Most items, even those which were very 
  common on earth, are available only in very limited 
  quantities.As such, each listing contains information regarding 
  the availability of the items in question as well as the typical 
  condition of the items. 
   
  Equipment 
  Comm Headset 
  A simple headset radio with a range of 20 km which can 
  be plugged into a belt unit to give it a range of 100 km. 
  Typically used for long distance communication  since the PDAs 
  have to use weaker transmitters to avoid interference. Battery 
  life is about 40 hours of use or longer. 
   
  Availability: Very common. Most vehicles have at least two on 
  board and most people operating on the surface wear 
  one as a backup for their PDAs. 
  Typical Condition: Due to their simple construction Comm 
  Headsets almost never breakdown. As such most of them 
  will be in excellent condition. 
  Mars Surface Suit 
  A MSS is designed to protect its 
  wearer from the extreme temperatures and 
  low pressure of Mars. Each suit is equipped 
  with a helmet and a standard eight hour 
  oxygen supply backpack. The suit has a built 
  in battery pack designed to power the suit’s 
  environmental control system which serves to 
  keep the wearer warm (or cool) and a 
  standard pack is good for eight hours of 
  normal use.  
   
  Availability: Locally made MSSs are extremely 
  common on Mars since each colonist 
  owns at least one such suit. Original, 
  earth made suits are rarer and these versions are self 
  sealing, have a twelve hour oxygen and power supply 
  and provide two points of armor protection. 
   
  Typical Condition: The locally made suits tend to be well made, 
  but lack the refinement of the earth made suits. Earth 
  made suits, being over a century old, are prone to system 
  failures and leaks. As such, most colonists prefer their own 
  suits. There are still a few earth made MSSs that are stored 
  away on the colony vessels and these suits are in mint 
  condition.  
  Medical Kit 
  A medical kit is about the size of a book and contains a 
  variety of basic medical supplies that are suitable for first aid 
  use (tape, splints, antibiotics, pain killers, and so forth). Larger 
  versions of the kit (more supplies, minimal surgical kit, and so 
  forth) are stored on vehicles and are carried by medical 
  personnel. 
   
  Availability: Very common. Everyone has a medical kit with their 
  gear and every colonial vehicle has at least two kits. 
  Typical Condition: Since the kits are checked regularly they are 
  almost always in excellent condition. 
  PDA 
  A PDA is a small (on the average 20 cm long, 10 
  cm wide and 5 cm thick) device that combines 
  the 
  functions 
  of 
  a 
  20th 
  century 
  notebook 
  computer with the functions of an integrated 
  communication system. While PDAs vary greatly, 
  every PDA has a powerful microprocessor, a 
  substantial amount of RAM, a large capacity optical hard drive,  
  several user configurable ports  (for connecting to other PDAs, 
  larger computers, input and output devices etc.), and a 
  communications system. The communication system includes a 
  voice activated headset microphone which enables the user to 
  use his PDA as a radio transmitter and receiver. The PDA can 
  also exchange data through radio transmissions which enables 
  anyone with a PDA to stay in contact with the main computers 
  from anywhere within broadcast range (which is hundreds of 
  kilometers) and to send data within the PDAs transmission range 
  (typically at least 15 km).The communication system can also 
  be outfitted with a variety of microphones and cameras which 
  enables a PDA to serve as a full capacity media devices. In 
  addition to the communication peripherals, a PDA can be 
  outfitted with external hard drives, external floppy drives, 
  displays, scanners, and many other devices. PDAs are battery 
  powered and can also run off almost any power supply with 
  their universal power adaptor. Battery life is fifteen hours of 
  average usage for a PDA with only a headset microphone and 
  no other peripherals drawing power from the battery. 
   
  Availability: Every adult colonist has at least one PDA. The 
  commonly available  PDAs are rather limited in their 
  capacities (they are about as powerful as a typical top of 
  the line 20th century desktop system) and are used 
  primarily as personal productivity and communication 
  devices. The more powerful PDAs (those designed for 
  engineers, computer programmers, and so forth) are 
  considerably rarer that the common PDAS and the top of 
  the line models (such as those used by the scientists) are 
  extremely rare. PDAs are typically referred to as “Apples” 
  because one of the first primitive PDAs was manufactured 
  by an earth based corporation with the name of that fruit. 
  Typical Condition: About 30% of the PDAs in use (typically the 
  more powerful ones) were manufactured on earth and 
  brought to Mars aboard the ships. These PDAs are mostly 
  in good to excellent condition, though some have 
  become quite  temperamental. The colony built PDAs are 
  very reliable and are generally sturdier than the earth 
  made models (since they were designed to be used on 
  the surface of Mars, whereas the earth built models were 
  intended for use only inside ships or colony structures). It 
  should be noted that PDAs vary greatly in their quality and 
  their capacities. Some models (those used by children) 
  are little more than a basic computer with a built in radio 
  while others would rival the power of a workstation. PDAs 
  also tend to be heavily customized by their owners. 
  Scientific Scanner 
  The scientific scanner is a device slightly larger than a 
  typical PDA that has been packed with a wide variety of 
  scientific detection equipment. A scientific scanner is designed 
  to scan for a wide variety of radiation types (and locate the 
  source of the emission and determine it nature), perform basic 
  substance 
  analysis 
  (soil 
  and 
  air, 
  for 
  example), 
  record 
  information (using its built in camera and microphone) , and 
  serve as a general aid for scientific operations in the field. 
  Scanners are also equipped with a large data base (which can 
  be tailored for particular missions). In game terms, the use of a 
  scientific scanner will give the user a 10% skill bonus in certain 
  page 64 
  
  END TIME 
  circumstances. For example, a character with geology skill 
  would receive a 10% skill bonus on her chemistry skill when trying 
  to determine the chemical composition of a sample using the 
  scanner. A variety of customized scanners exist that have been 
  optimized for certain tasks. For example, a scanner has been 
  developed that is optimized for detecting the presence of life 
  forms. Colonial maintenance teams also carry scanners that are 
  optimized for their jobs, but these are limited to maintenance 
  work. 
  It should not be surprising that the colonists have taken to 
  calling the Scientific Scanners “Tricorders.”  
   
  Availability: Scientific Scanners are fairly uncommon and their 
  use is restricted to scientific and exploration teams for the 
  most part. 
  Typical Condition: Almost all (96%) of the Scientific Scanners are 
  of earth manufacture. Despite their age, most Scientific 
  Scanners are  in good repair, but some are starting to 
  wear down and sometimes give odd results. These 
  malfunctioning units will give a reduced skill bonus (+1-6% 
  instead of the usual 10%) fifty percent of the time and the 
  other fifty percent f the time they will malfunction and 
  actually give a negative modifier  (minus 1-6%).  
  Standard Vacuum Suit 
  A SVS protects its wearer from radiation, heat, cold and 
  vacuum. Each suit is equipped with an environmental 
  backpack which contains the suit’s oxygen supply, its power 
  pack, and the environmental control system. A SVS can sustain 
  its wearer for twelve hours, less if the wearer is engaged in 
  stressful activities or if the environmental conditions severely tax 
  the suit. The suit helmet is equipped with an audio and video 
  transmitter-receiver (800 km range), polarized visor, and lights. 
  An SVS is typically equipped with a CO2 gun, 200 meters of high 
  strength cable (with a grappling hook one one end and a 
  strong magnet on the other), and a patch kit. A SVS provides its 
  wearer with six points of armor and is self sealing. The Keeper 
  may wish to penalize attempts at certain tasks that are made 
  while wearing a SVS suit.  
   
  Availability: These suits are fairly rare and are almost all located 
  in various vessels and facilities in space. Space suits are 
  assigned on a need-only basis and only space workers 
  and vessel crew have regular access to them. 
  Typical Condition: Almost all (95%) of the suits are of earth 
  manufacture. While the original suits are over a century 
  old, they have been meticulously cared for and in some 
  cases outperform their original design specifications. Of 
  course, some of the suits have broken down due to age 
  and accident and these suits will have somewhat 
  dysfunctional systems. For example, a particularly old and 
  damaged suit may have half of the normal air supply, due 
  to leakage and may have a environmental control system 
  that alternates between too cold and too hot. Suits that 
  are too dangerous are scrapped for parts.Locally 
  manufactured suits vary greatly in their capabilities. For 
  example, certain local made suits have less endurance 
  and are not self sealing. Since these suits are literally hand 
  made, the Keeper has a great deal of discretion in 
  determining the exact characteristics of a local suit. There 
  is a collection of mint condition original suits that are 
  being stored for the return to earth. 
  Vacuum Work Suit 
   A  VWS is very much like a SVS, except the suit is of heavier 
  construction and can support its wearer for fourteen hours. A 
  SWS provides the wearer with eight points of armor. A SWS has 
  the equipment of a standard SVS, in addition it has a toolkit 
  (with various tools that are specific to the operator’s mission) as 
  well as a power pack for  tools that require power. Some 
  models are equipped with on board computers (primarily those 
  used in precision construction which requires accurate 
  mathematical calculations). As with the SVS suit, the Keeper 
  may chose to penalize attempts at certain tasks that are made 
  while wearing a VWS. A VWS is self sealing. 
   
  Availability: VWSs are even rarer than SVSs. These suits are 
  restricted to those who work in space and are assigned on 
  a need only basis. 
  Typical Condition: Approximately 98% of all VWSs are of earth 
  manufacture and hence over a century old. Like the SVSs, 
  these suits are well maintained but a few have broken 
  down 
  considerably. 
  However, 
  due 
  to 
  the 
  strong 
  construction of the suits, most of them are still working fine. 
  The locally made suits vary greatly in the capacities, 
  though they are typically inferior to the earth made suits. 
  There is a small storage of mint condition earth original 
  suits that are being kept in reserve. 
  Heavy Vacuum Work Suit 
  A HVWS is very much like the SVS and LWS suits, except it is 
  practically a suit of armor. A HVWS  can support its wearer for 
  sixteen hours and is equipped with a food supply of 
  concentrates (not tasty, but very nutritional). HVWS have an 
  armor value of twelve. HVWSs are equipped with an extensive 
  tool kit and have a high output power supply for running power 
  tools and other equipment. Some models are equipped with 
  onboard computers for handling various tasks. As with the other 
  suits, a Keeper may wish to penalize certain skills used by a 
  character  wearing a HVWS. A HVWS is self sealing. 
   
  Availability: HVWSs are extremely rare and are assigned only in 
  very special conditions. In such cases, these suits are 
  drawn from a special stock. All HVWSs are earth made. 
  Typical Condition: HVWS are rarely used and are carefully 
  maintained. As such they are almost all in mint condition. 
  A few suits have been damaged in accidents and 
  repaired and these suits are typically the ones used. The 
  mint suits are kept in storage. 
  CO2 Gun 
  A standard piece of equipment that comes with all space 
  suits, a CO2 gun looks like an oversized automatic pistol. The 
  handle contains a CO2 cartridge good for 20 one second 
  bursts. Each burst is powerful enough to propel a object with 
  the mass of an average human (including a human, of course) 
  and  alter  its flight vector. C02 guns are typically used only in 
  emergencies and the heavy duty thruster packs are used for 
  normal EVA operations requiring extensive flight. 
   
  Availability: Being useful, cheap and easy to make, CO2 guns 
  are fairly common in space vessels and installations. They 
  are rarely found on the colony, since they are useless in 
  the high gravity (except as emergency fire extinguishers). 
  Anyone with access to a mechanical tool kit could make 
  one in a few hours. 
  Typical Condition: The simple mechanism of the CO2 guns 
  means that they are almost all in very good condition, 
  except those which have been damaged in accidents. 
   Thruster Pack 
  A thruster pack is essentially a personal rocket engine. It 
  attaches to the operator’s suit and enables him to maneuver at 
  speeds up to 150 KM/hour. A thruster pack fuel tank is good for 
  about an hour of normal activity, considerably less for high fuel 
  consumption activities, such as using it within the moon’s gravity 
  field (use on the moon cuts its endurance nearly in half).Thruster 
  packs are not powerful enough to propel an object with the 
  mass of a human within a substantial gravity field, such as that 
  of Mars. A thruster pack can be used (on a low setting) as a 
  weapon with a base chance of 35% and a damage rating of 
  2D6 (burn damage). Used as a weapon, it has an effective 
  range of half a meter. Normal use of a thruster pack is 
  governed by Low/Zero Gravity Operations skill and any 
  character with this skill can operate a thruster pack in normal 
  conditions.  
  page 65 
  
  END TIME 
   
  Availability: Thruster packs are not uncommon on space vessels 
  and installations. Typically, each small space craft holds at 
  least two and larger installations hold several. Generally, if 
  a person has a legitimate need for a pack, they can get 
  one easily. They are typically not available in the colony, 
  since they are only useful in space. 
  Typical 
  Condition: 
  Thruster 
  packs 
  are 
  very 
  simple 
  technologically and are very easy to repair using simple 
  tools. As such, they are all in very good condition and 
  failures are unlikely during normal use. 
  Patch Kit 
  A patch kit is used to repair damage to non self-sealing 
  suits and to repair badly damaged self-sealing suits.They can 
  also be used to patch holes in base or vessel hulls. The kit 
  consists of four small patches (10 cm diameter ), four medium 
  patches (20 cm diameter) and 2 large patches (30 cm 
  diameter), and a spray cannister of solvent. Using a patch 
  consists of peeling of the protective covering on the “sticky” 
  side and pressing it against the hole. The chemical adhesive will 
  bond to almost any surface (living tissue included) instantly, 
  forming an air tight seal. Successful use of a patch, in the 
  typical emergency situation, will generally require a Low/Zero 
  Gravity Operations skill roll, or perhaps a luck roll, depending on 
  the circumstances. Most space suits come equipped with 
  patch kits and all colony vessels and colony structures are 
  equipped with larger kits which contain various sized metal 
  patches for repairing serious damage. 
   
  Availability: Patch kits are extremely common and are available 
  in every human structure on Mars. 
  Typical Condition: The simple and easy to make nature of the 
  patch kits and the fact that are checked regularly means 
  that patch kits are always in excellent condition. Of 
  course, a kit may be missed in an inspection or the 
  investigators may forget to check theirs leading to trouble 
  at some critical point... 
  s 
   
  Weapons 
  Constitution Arms Advanced Laser Sight 
  The CAALS is a advanced version of the basic laser sight 
  developed in the late 20th century. A built in microcomputer 
  controlled feedback mechanism provides the user with the 
  visual data needed to shoot with precision. Used in look-through 
  mode (like a standard optical scope), a CAALS yields a +10% 
  on the users chance to hit with the equipped weapon. Used in 
  pointer (used as an old style laser scope) mode it provides the 
  user with a +5% chance to hit with the equipped weapon. 
  Constitution Arms Advanced Gyro Rifle  
  Shots Per Round: 3 
  Damage: varies   Base Range: 75  
  Ammo: 16  
  Malfunction #: 99 
   
   
  Developed for the US Air Force from the previous CA 
  Gyro Rifle, the CAAGR is designed for combat in zero and low 
  gravity situations. This bullpup configured weapon fires a variety 
  of special two stage ammunition. The first stage is a gas 
  propellant cartridge which fires the round out of the barrel, 
  while the second stage is a small, yet extremely powerful, 
  chemical rocket that brings the projectile to full speed. There 
  are four types of ammunition for the CAAGR: Armor Piercing 
  Rod, Shotshell, Safety, and Explosive. An APR round is cadmium 
  “needle” which inflicts 1D10, but treats all armor as a quarter of 
  its normal value. It is designed to punch holes through space 
  suits and vehicle hulls. The Shotshell round functions as a 12 
  Gauge shotgun shell (use range stats,and so forth for a twelve 
  gauge shotgun), while the Safety Round is made of material 
  designed to shatter against hard surfaces (like base walls and 
  vessel hulls). This type of round inflicts 1D8 and treats all armor as 
  double normal value. The Explosive Round consists of an 
  explosive device which inflicts 1D10 on the target and 1D3 
  points of fragmentation damage to everything within half a 
  meter.The primary advantage of the CAAGR is that its light 
  recoil and integral stabilization mechanism  gives on a -4% 
  adjustment when fired (-2% when braced) in low/zero gravity 
  combat situations. The ammunition types can be mixed in the 
  magazine, but they can only be fired in order. Advanced Laser 
  Sights are standard on all CAAGRs. 
  Constitution Arms Advanced Gyro Pistol 
  Shots Per Round: 2  
  Damage: varies   Base Range: 30  
  Ammo: 8  
  Malfunction #: 99 
   
  Like the CAAGR, the CAAGP is designed for combat in 
  zero and low gravity situations. This oversized pistol weapon fires 
  scaled down versions of the CAAGR rounds. The APR rounds 
  inflict 1D8 and half the armor value of the target, the Shotshell 
  rounds are treated as a 20 gauge rounds (base range is 8 
  yards), and the safety rounds inflict 1D6, and the target’s armor 
  value is doubled. Explosive rounds inflict 1D8 on the target and 
  inflict no fragmentation damage. The CAAGP’s recoil is 
  extremly low and the weapon has a special integral stabilizer , 
  giving a -2% adjustment when fired, and -1% when braced in 
  low/zero gravity combat situations. Advanced Laser Sights are 
  standard on CAAGPs. 
  Weapon Availability and Typical Condition: 
  The CAAGPs and CAAGR are fairly rare and less than fifty 
  CAAGRs and seventy five CAAGPs were shipped to Mars over 
  the course of the exodus. These advanced weapons are limited 
  to colony security personal and are carefully regulated. The 
  typical colonist relies on locally built weapons (roughly 
  equivalent to firearms of the late 20th century in quality) for 
  defense. While these weapons have been used by the security 
  teams for over a century they were well built to begin with and 
  have been well maintained. However, the ravages of time 
  have had their effect on the weapons and a particular 
  weapon will have a failure rate 0-5% (1D6-1) greater than the 
  standard rate. The special ammunition types  for the weapons 
  are very uncommon and have to be specially manufactured. 
  Security teams typically have only slug rounds. These slugs have 
  the same range as the APR rounds and inflict the same 
  damage, but armor counts full against them. The special 
  ammunition types must be requisitioned and are provided only 
  in cases of clear and definite need. 
  The locally manufactured weapons are typically light 
  sidearms (equivalent to a .38), submachine guns (equivalent to 
  a Ingram Mac 10), and assault rifles (equivalent to a M16A1). 
  They will typically have a malfunction number 0-9% (roll 1d10, 
  treat 10 as 0) greater than their 20th century equivalents. Due to 
  the short supply of materials, even locally manufactured 
  firearms are not common and are typically restricted to 
  individuals operating outside of the inhabited areas (such as 
  Ohto farmers and those assigned to search for more ruins). Not 
  only are firearms in short supply, but the ammunition for them is 
  also in very short supply. Most ammunition is manufactured from 
  scratch and hand loaded. As such shots are fired only when 
  absolutely necessary. Of course non-firearm weapons such as 
  knifes and clubs are easy to come by. 
  page 66 
  
  END TIME 
  s 
   
  Vehicles 
  Hummingbird Vectored Thrust Vehicle 
  The Hummingbird is a vehicle about the size of a 20th 
  century mini-van which uses four vectored thrust engines to 
  provide it with lift (and steering) and two jet engines for its main 
  propulsion system (the engines are equipped with an oxygen 
  supply system). The vectored thrust engines enable the 
  Hummingbird to hover and to maneuver with great precision. A 
  hummingbird can carry up to two crew and six passengers or it 
  can carry a comparable amount of cargo. Hummingbirds are 
  equipped with a fairly extensive electronics array which 
  includes radar, ladar,  night vision and other navigation 
  equipment. Hummingbirds are used as fast personnel and 
  cargo transports. Hummingbirds are fully enclosed and are 
  capable of supporting a full compliment of passengers for 
  twelve hours. Hummingbirds are also equipped with an 
  emergency air lock device which can turn the crew hatch into 
  a crude but functional air lock.Piloting a Hummingbird requires 
  the skill of Pilot Aircraft. With a full fuel load and a standard 
  cargo or passenger load, a Hummingbird is capable of a top 
  speed of 300 miles per hour and has a range of 1000 miles (1500 
  miles burning aviation fuel instead of the fuel produced by 
  tailored microorganisms).  
   
  Availability: There are a total of six operating Hummingbirds on 
  Mars. Their use is typically restricted to situations in which 
  speed is vital (such as rescue operations) primarily 
  because of their high fuel consumption.  
  Typical Condition: Though over a hundred years old (all of them 
  were built on earth)t he remaining Hummingbirds are kept 
  in  top condition by constant care and maintenance. 
  They all have their own particular quirks, but are quite 
  reliable. 
  Land Rover 
  The Land Rover is six wheeled ground vehicle designed for 
  hauling cargo and passengers. A Land Rover can carry up to 
  twelve passengers (in addition to the two crew seats) or a 
  comparable amount of cargo. Land Rovers are equipped with 
  a fair amount of electronic navigation equipment and have full 
  environmental control. Land Rovers also have small airlock 
  system (large enough for one person to crawl through) . Land 
  Rovers modified for scientific or exploration work are often 
  equipped with limited living quarters (basically fold down cots , 
  a small food preparation area, and bathroom facilities) and a 
  slightly larger airlock. Land Rovers run on a highly efficient 
  electrical engine which can move them at speeds up to 35 
  miles per hour with an endurance of about ten hours. Land 
  Rovers have a solar array as standard and can recharge from it 
  at about a 5 to 1 ratio (eight hours of charging yields one hour 
  of use). They can recharge from a colonial power source (such 
  as the main colony’s reactor) at a 1/4 to 1 ratio. 
   
  Availability: There are thirteen operational  Land Rovers on 
  Mars. Two are assigned to scientific and exploratory use 
  while the rest are used to haul cargo or passengers. Land 
  Rovers, like other colony resources, are asigned on the 
  basis of need. 
  Typical Condition: All of the Land Rovers are over a hundred 
  years old and they all show their age. They have been 
  worked hard over the years and most have at least some 
  leaks in their hulls and a few other minor problems. The 
  council has already begun plans to produce replacement 
  vehicles using a newly designed engine. 
  Mini-Buggy 
  A mini-buggy is a small, balloon tired vehicle designed to 
  carry up to four people across the rough Martian landscape. 
  These vehicles are little more than wheels, engines, and limited 
  controls and they are open to the Martian atmosphere. As 
  such, the use of some sort of protective suit is required when 
  using a mini-buggy. Mini-buggies run of a engine similar to that 
  used in the Land Rover and are capable of a top speed of 25 
  miles per hour and have a endurance of twelve hours. They do 
  not have a solar array and need to charge off a colonial power 
  supply.   
   
  Availability: Mini-Buggies are fairly common and are typically 
  available should the need arise.  
  Typical Condition: About 70% of the existing mini-buggies are of 
  earth manufacture and most of them are begging to 
  wear down. For example, some of them have shorter 
  battery lives and others have a top speed of only 15 miles 
  per hour.  The other mini-buggies are of colonial 
  manufacture and vary greatly in quality. Some employ 
  prototypes of the new engines and have battery lives of 
  twenty four hours and a top speed of 40 miles per hour, 
  while others use patchwork engines that have a battery 
  life of around four hours. 
  “Flying Sparrow” Class Spaceplane 
  The Flying Sparrow class spaceplane is a small spaceplane 
  that was designed through a joint US-Korean venture for use on 
  the Mars mission space vessel. The spaceplanes were originally 
  intended to serve as landing craft for the Mars mission vessel, 
  but they have been pressed into use as general personal and 
  cargo transports. The spaceplanes are capable of taking off 
  from and landing on a surprisingly short runway and are 
  remarkably sturdy craft. A Flying Sparrow has room for four crew 
  and twenty passengers, ten more if a passenger module is put 
  into the cargo bay. The spaceplanes are fully designed for both 
  space and atmospheric operations and are considered to be 
  small craft for skill purposes. 
   
  Availability: There are five operational “Flying Sparrows” on 
  Mars. Their use is restricted and access to them is 
  controlled by the colony council. 
  Typical Condition: Four of the five spaceplanes are in good 
  condition, despite their age and the hard work they have 
  suffered through over the years. The fifth spaceplane was 
  involved in a bad landing some time ago and has been 
  suffering from repeated systems failures. The council has 
  slated this vehicle for cannibalization and its parts will go 
  to keeping the other fur operational. 
  Victory Class Orbital Vehicle 
  The Victory  Class Boat is a typical orbital vehicle . While the 
  description “orbital vehicle” would indicate that the OVs are 
  used only in orbit, they are actually used to transport cargo and 
  passengers to many places outside of Mar’s atmosphere, such 
  as the space station and the bases that have been set up on 
  Mar’s moons. A Victory class OV has room for thirty six people 
  (thirty two passengers and four crew). Eighteen more people 
  can be carried if a passenger module is placed within the 
  cargo bay.  
  While an OV could make an emergency re-entry (this is 
  extremely dangerous under the best of conditions), they are not 
  designed to enter atmospheres. All OVs were assembled in orbit 
  and are intended to remain in space for the duration of their 
  existence. OVs are considered small, non-atmospheric space 
  craft for skill purpose. 
   
  Availability: There are currently two OVs at Mars, the Hope and 
  the Destiny. They are under the control of the colony 
  council and access to them is restricted. 
  Typical Condition: Though over a century old, the two OVs are 
  in good condition due to the constant maintenance they 
  are given. Of course, time has not been entirely kind to 
  page 67 
  
  END TIME 
  the vessels and they have accumulated various system 
  quirks over the years. For example, when the Destiny 
  powers up, her running and interior lights flash on and off 
  for several minutes, which is rather annoying to the 
  passengers. Despite various minor quirks, both vessels are 
  still space worthy. 
  page 68 
  
  END TIME 
  p 
  I NDEX 
   
  INTRODUCTION 
  2 
  LEGAL INFORMATION 
  2 
  KEY POINTS IN THE FUTURE HISTORY 
  3 
  KEEPER'S VERSION 
  3 
  KEY POINTS IN THE FUTURE HISTORY: PLAYERS’ VERSION 
  5 
  PLANETARY INFORMATION 
  8 
  END TIME LUNA: 
  8 
  PHYSICAL DATA: 
  8 
  CURRENT CONDITIONS: 
  8 
  DEATH ON THE MOON AND IN SPACE 
  8 
  THE PHYSICAL ENVIRONMENT: 
  8 
  COMBAT: 
  8 
  END TIME MARS: 
  8 
  PHYSICAL DATA: 
  8 
  HUMAN PRESENCE: 
  9 
  POINTS OF INTEREST: 
  9 
  DEATH ON MARS: 
  9 
  THE PHYSICAL ENVIRONMENT 
  9 
  COMBAT: 
  9 
  END TIME EARTH: 
  9 
  PHYSICAL DESCRIPTION: 
  9 
  HUMANITY: 
  10 
  THE MYTHOS: 
  10 
  END TIME EARTH MYTHOS 
  10 
  COLONY INFORMATION 
  13 
  INTRODUCTION: 
  13 
  HOPE COLONY MAIN MAP 
  13 
  ALIEN DOMES 
  14 
  MEDICAL/QUARTERS DOME 
  16 
  BRADBURY COLONY 
  16 
  ENGINEERING AND TANKS 
  17 
  DENIZENS OF MARS 
  18 
  CTHUNUND ULETHS, LESSER INDEPENDENT RACE 
  18 
  MARTIANS, TRUE, LESSER INDEPENDENT RACE 
  18 
  VULTHOOM (GSARTHOTEGGA, THE DEVOURER OF WORLDS), GREAT OLD ONE
   
  19 
  END TIME SANITY AND INSANITY RULES 
  20 
  PSYCHOANALYSIS 
  20 
  SANITY AND INSANITY 
  20 
  GETTING USED TO AWFULNESS 
  21 
  INCREASING SANITY POINTS 
  21 
  INSANITY 
  22 
  INDEFINITE INSANITIES 
  24 
  PERMANENT INSANITY 
  31 
  PREVENTATIVE MEDICINE 
  33 
  KEEPERS LORE 
  35 
  THE SANITY RULES 
  35 
  THE KERCEZ FRAGMENTS 
  37 
  SPELLS 
  37 
  MYTHOS BEINGS 
  37 
  COLONY GOVERNMENT 
  39 
  COLONY COUNCIL 
  39 
  HOPE COLONY OFFICERS 
  39 
  BRADBURY COLONY OFFICERS 
  40 
  SECRETS: KEEPER INFORMATION 
  41 
  EXECUTIVE DIVISIONS 
  41 
  SECRETS: KEEPER’S INFORMATION 
  43 
  BELIEF AND MADNESS ON MARS 
  44 
  MET COLONY RELIGIONS 
  44 
  DEATH IN THE MARS COLONY 
  48 
  MARTIAN DREAMLANDS 
  50 
  INTRODUCTION 
  50 
  ENTERING THE MARTIAN DREAMLANDS 
  50 
  LEAVING THE DREAMLANDS OF MARS 
  51 
  DREAM REALITY 
  52 
  MARTIAN DREAM LORE 
  53 
  ABOUT THE DREAMLANDS OF MARS 
  53 
  END TIME MARS INVESTIGATORS SKILLS AND 
  OCCUPATIONS 
  54 
  AVAILABLE OCCUPATIONS 
  54 
  AIR CRAFT PILOT 
  54 
  COMPUTER SPECIALIST 
  54 
  DOCTOR OF MEDICINE 
  54 
  FARMER 
  54 
  INSTRUCTOR 
  54 
  ORBITAL ENGINEER 
  54 
  PLANETARY ENGINEER 
  54 
  SCIENTIST 
  54 
  SECURITY OFFICER 
  54 
  SMALL CRAFT PILOT 
  55 
  SPACE SHIP PILOT 
  55 
  CHAPLAIN/PSYCHOTHERAPIST 
  55 
  FIFTH EDITION CALL OF CTHULHU  AND CTHULHU NOW OCCUPATIONS 
  55 
  MODIFIED/REPLACED OCCUPATIONS 
  55 
  UNAVAILABLE OCCUPATIONS: 
  55 
  END TIME SKILLS (COMPLETELY NEW) 
  55 
  LOW/ZERO GRAVITY OPERATIONS 
  55 
  PILOT AIRCRAFT 
  55 
  PILOT OV 
  55 
  PILOT SHUTTLE 
  56 
  PLANETARY ENGINEERING 
  56 
  SCIENCES 
  56 
  REMOTE VEHICLE OPERATIONS 
  56 
  SPACE ENGINEERING 
  56 
  FIFTH EDITION CALL OF CTHULHU AND CTHULHU NOW SKILLS (REVISED FOR 
  MARS END TIME) 
  57 
  COLONIST BASE CHANCES 
  63 
  EQUIPMENT AND VEHICLES 
  64 
  page 69 
  
  END TIME 
  INTRODUCTION: 
  64 
  EQUIPMENT 
  64 
  COMM HEADSET 
  64 
  MARS SURFACE SUIT 
  64 
  MEDICAL KIT 
  64 
  PDA 
  64 
  SCIENTIFIC SCANNER 
  64 
  STANDARD VACUUM SUIT 
  65 
  VACUUM WORK SUIT 
  65 
  HEAVY VACUUM WORK SUIT 
  65 
  CO2 GUN 
  65 
  THRUSTER PACK 
  65 
  PATCH KIT 
  66 
  WEAPONS 
  66 
  CONSTITUTION ARMS ADVANCED LASER SIGHT 
  66 
  CONSTITUTION ARMS ADVANCED GYRO RIFLE 
  66 
  CONSTITUTION ARMS ADVANCED GYRO PISTOL 
  66 
  WEAPON AVAILABILITY AND TYPICAL CONDITION: 
  66 
  VEHICLES 
  67 
  HUMMINGBIRD VECTORED THRUST VEHICLE 
  67 
  LAND ROVER 
  67 
  MINI-BUGGY 
  67 
  “FLYING SPARROW” CLASS SPACEPLANE 
  67 
  VICTORY CLASS ORBITAL VEHICLE 
  67 
  INDEX 
  69 
   
  page 70 
  
SOURCE: textdata/thevault/Call of Cthulhu (CoC) (BRP) [multi]/3rd Party (Unoffical Content)/CoC - End Time Corebook.pdf