TEXT:  
  Collin Terrell 2009 
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  Cthulhu Vice 
  Neon Nightmares in a Neo-Noir Pastel Paradise 
   
   
  Version 1.0 
  Collin Terrell 
   
   
   
   
  
   
  Collin Terrell 2009 
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  This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at 
  www.peginc.com. Savage Worlds and all associated logos and trademarks are copyrights of Pinnacle 
  Entertainment Group. Used with permission. Pinnacle makes no representation or warranty as to the 
  quality, viability, or suitability for purpose of this product. 
   
   
  Acknowledgements: 
  Thanks to Michael Mann and Miami Vice.  Also thanks to the great H.P. Lovecraft and the awesome 
  people at Fantasy Flight Games who made Arkham Horror.  It was a session of that board game that 
  initially inspired this idea and there are a number of things in here that have been adapted from it.  Oh, 
  and beer.  I should thank beer. 
   
  Setting & Flavor: 
  This is an alternate reality version of the popular 1980’s television show “Miami Vice”.  While drug lords 
  and narcotics trafficking are still major problems in this setting, so too are the occult influences of the 
  Great Old Ones.  The players are all part of an elite task force in the Metro-Dade Police Department.  This 
  team, called OCB (Occult Crimes Branch), is chartered with investigating all supernatural disturbances in 
  the greater Miami area. 
   
  The Elevator Pitch: 
  It’s Crockett and Tubbs meets Shub-Niggurath and Gugs. 
   
  Races: 
  Humans are the only playable race in this setting.  They behave just as they do in the core Savage Worlds 
  rules, gaining one free edge at creation.   
   
  Character Creation: 
  All characters begin play with two new statistics: Sanity and Wealth.  Sanity starts off at zero and Wealth 
  begins at a d6.  See the “Gameplay” and "Gear" sections below for more details on how these statistics 
  work. 
   
  Character Concepts: 
  There is a very wide range of characters you can play in this setting.  Some sample archetypes are listed 
  below.  The “Recommended Edges” and “Starting Kit” entries are just suggestions for how you could build 
  a character to fit these archetypes.  New edges are italicized and can be found in the "Edges" section 
  below. 
   
  The Arcane Contractor:  The Force sometimes hires you out to consult on really weird crimes they can’t 
  solve themselves.  They just think of you as some kind of occult expert but the truth is you’re a practicing 
  Magician who has decided to use your powers to hinder the encroachment of the Great Old Ones.  You try 
  your best to be careful with your abilities but you sometimes get the nagging feeling that your sanity is 
  already starting to slip away by degrees. 
  Recommended Edges: Arcane Background: Black Magic (N); New Power (N); Arcane Resistance (N) 
  
   
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  Starting Kit: Temporary ID badge on Metro-Dade lanyard, a piece of chalk, an Elder Seal amulet 
   
  By-the-Numbers Guy:  In your opinion, the Department is too full of hot shots who think driving fast cars 
  and hooking up with mob boss mistresses is the point of law enforcement.  You play things straight, by 
  the book, and firmly believe that it’s good police work that solves crimes, not shootouts and car chases.  
  When presented with the unknown, you seek to gather facts before drawing guns or conclusions. 
  Recommended Edges: Investigator (N); Grounded (N); Strong Willed (N) 
  Starting Kit: A dog-eared copy of the Police Regulations Handbook, a service revolver, a black notebook 
   
  The Confidential Informer:  You’re not a member of the Department but you have a long history of 
  working with the Cops.  Your underworld connections allow you to see and hear things that the Police 
  would totally miss.  Vice turns a blind eye to your shady business deals and in exchange you lend an 
  occasional hand to OCB. 
  Recommended Edges: Connections: Street (N); Fleet Footed (N); Thief (N) 
  Starting Kit: A roll of quarters (for using the pay phone), a 9mm gat, gang colors 
   
  The Detective:  For you, the real joy of being a cop is case-work.  You like nothing better than burning the 
  midnight oil searching for clues, gathering data and exploring leads.  Your personal life is kind of a wreck 
  from all the hours you put in, but its people like you that put the "work" in police work.  It’s not at all 
  unusual to find you flipping through the cold case files in your free time. 
  Recommended Edges: Investigator (N); Scholar (N); Danger Sense (N) 
  Starting Kit: A coffee mug, a service revolver, a magnifying glass 
   
  The Flatfoot:  When you joined the force, you were just a regular blue uniform working the usual 
  domestic disputes and misdemeanor offenses.  You longed for more serious work but never had the right 
  connections or education to be a rising star.  Your buddies think you’re nuts for volunteering to work in 
  OCB – scuttlebutt around the Department is that OCB is for weirdos and burnouts only – but ever since 
  you got here you really felt like you were doing something important for the first time. 
  Recommended Edges: Alertness (N); Investigator (N); Woodsman (N) 
  Starting Kit: A badge, a 9mm pistol, a maglite 
   
  The Forensics Doctor:  You are practically nocturnal these days after working night shift in the Coroner’s 
  Office for a few years.  In that time you’ve seen a lot of crazy shit.  You’re never quite prepared for the 
  new horrors that are brought in by the Meat Wagon nightly.  Whenever the opportunity for some field 
  work comes up you jump at the chance; sitting in a lab all the time can get tedious. 
  Recommended Edges: Healer (N); Scholar (N); Elastic Mind (N) 
  Starting Kit: A scalpel, rubber gloves, a camera 
   
  The Former Gangbanger:  When you were a kid you ran with a gang and pulled a few minor crimes.  Some 
  major event in your life caused you to re-evaluate the path you were on and you decided to join the Force.  
  Now you work on the street, using your knowledge to bust dealers and prevent felonies.  Your old homies 
  call you a narc but you know you’re making a better life now. 
  Recommended Edges: Connections: Street (N); Ghetto Roots (N); Thief (N) 
  Starting Kit: A 9mm pistol, a kevlar vest, brass knuckles 
   
  The Headcase:  Sometimes there’s things that happen in this job that you wish you could unsee but 
  simply can’t.  You’ve gone on one Gug hunt too many and have started to go around the bend.  The Union 
  won’t let the Department kick you out; they keep you on so that you can draw medical benefits but 
  they’re careful not to entrust you with anything too sensitive.  Who knows when you might snap for 
  good? 
  Recommended Edges: Mysterious Past (N); Danger Sense (N); Arcane Resistance (N) 
  Starting Kit: A bottle of pills and a Magnum revolver 
   
  
   
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  The Liaison:  You don’t work directly for the Force, but you have been sent by some other Agency to help 
  OCB put a stop to any extra-dimensional intrusions.  You have great political connections and access to 
  lots of cash and material but don’t like to talk about your superiors.  For you it’s all about getting the job 
  done even if that means losing a few good people along the way. 
  Recommended Edges: Connections: Government (N); Rich (N); Charismatic (N) 
  Starting Kit: Agency badge (FBI, ATF, INS, etc.), a 9mm pistol, a brick-sized mobile phone 
   
  The Renegade Cop:  You have steely eyes and a sense of fashion that could etch diamonds.  The Captain is 
  always on your case because you have a nasty habit of breaking all the rules.  You don’t care as long as 
  you bring down your man at the end of the day.  The others in the department are wary of you because 
  your partners have a disturbing tendency to become Shoggoth-food. 
  Recommended Edges: Ace (N); Luck (N); Quick Draw (N) 
  Starting Kit: White blazer, skin-tight T-shirt, Ray-Ban sunglasses, a non-regulation hand gun 
   
  The Rookie: The department is full of total rock stars like Detective Burnett.  You feel honored just to 
  hang out in the same room as that guy.  Every day you come to work anxious, hoping Rico or Burnett will 
  call your number to come help out on a bust.  When that day comes, you swear you’ll never let them 
  down! 
  Recommended Edges: Quick (N); Investigator (N) 
  Starting Kit: Police Academy T-shirt, a night stick, a regulation hand gun 
   
  The Sidekick:  You’re not one of the big shots in the Department, but you’re reliable – a perfect back-up 
  guy.  Every once in a while Burnett pulls you and your buddies out for a couple mojitos.  He’s a pretty 
  awesome guy, that Burnett.  He can rest assured that when he goes kicking in the door of a Byakhee lair in 
  his sockless Italian loafers, you’ll be right behind him sweeping the room with a 12 gauge. 
  Recommended Edges: Common Bond (N); Hard to Kill (N); Trademark Weapon: Trusty Shotgun (N) 
  Starting Kit: Pump-action shotgun, hawaiian shirt, white jeans 
   
  S.W.A.T:  You are either a former S.W.A.T. team member or are on indefinite loan to OCB to help them 
  with their bizarre cases.  Your specialty is weaponry, urban warfare and intrusion tactics.  You believe that 
  there isn’t a monster out there that can’t be brought down so long as you have the right guns. 
  Recommended Edges: Quick Draw (N); Marksman (S); Nerves of Steel (N) 
  Starting Kit: Kevlar vest, combat shotgun, regulation 9mm, a flashbang grenade 
   
  The Undercover Cop:  You’ve been immersed in deep cover for so long you barely remember who you 
  used to be.  Whether it’s posing as a foot soldier in one of the local mafias or working your way into the 
  esoteric ranks of a Hastur cult, you are committed to taking the bad guys down from the inside.  If your 
  work should happen to bleed over into your normal life a bit, so be it – it comes with the territory for guys 
  like you. 
  Recommended Edges: Connections: Street or Occult (N); Charismatic (N); Luck (N) 
  Starting Kit: A cunning disguise, a cipher (for coded messages), an audio recorder 
   
  Edges, Skills & Hindrances: 
   
  Edges 
   
  Arcane Background: Black Magic 
  There’s only one kind of magic in this setting and it’s the dark kind.  Every time you attempt to perform 
  magic you are taking your life and your sanity into your own hands.  You know how to cast 2 spells.  See 
  the "Magic" section below for more details on casting Black Magic spells. 
   
   
  
   
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  Arcane Background: Psychic 
  Psychics in this setting cannot perform any magic but anyone who takes this Arcane Background will gain 
  a special sensitivity toward magical and occult energies – a sort of “sixth sense” that will alert them to the 
  approach of Elder Powers.  You are automatically aware when an occult presence is nearby and can make 
  a Notice Check to discern some basic facts about the source and strength of any supernatural force.  
  Unlike most Arcane Backgrounds, this one does not have spells or power points. 
   
  Arcane Journeyman (Seasoned; Prerequisite: Arcane Background: Black Magic) 
  You’ve survived long enough to learn a thing or two about bargaining with the Ancient Ones.  You gain an 
  extra card every time you engage in a Spell Bargain. 
   
  Arcane Master (Veteran; Prerequisite: Arcane Journeyman) 
  You are a truly powerful Mage.  Gain 2 extra cards every time you engage in a Spell Bargain. 
   
  Arcane Resistance (Background Edge) 
  You gain 1 extra card when resisting the effects of a spell. 
   
  Arcane Resistance, Improved (Prerequisite: Arcane Resistance) 
  You gain 2 extra cards when resisting the effects of a spell. 
   
  Archmage (Heroic, Prerequisite: Arcane Mastery) 
  When you are dealt a red Joker during a Spell Bargain you do not suffer the effects of spell failure; black 
  Jokers still affect you normally. 
   
  Blood Magic (Prerequisite: Arcane Background: Black Magic) 
  You are versed in the secret rites of Sanguinomancy, an essential element of Haitian Voodoo.  You can 
  suffer Fatigue loss instead of Sanity loss when you fail to cast a spell.  Gaining 4 levels of Fatigue causes 
  you to lose consciousness. 
   
  Cuban Heritage (Background Edge) 
  You are a proud Cuban-American or Cuban immigrant.  You gain a +2 Charisma bonus whenever you are 
  dealing with Cuban people.  You speak fluent Spanish. 
   
  Elastic Mind (Background Edge) 
  You are able to put bad things behind you more readily and easily than most folks.  Any time you would 
  lose Sanity you can make a Spirit check to ignore 1 point of Sanity loss.  You also respond to psychiatric 
  treatment in half the time of normal people. 
   
  Ghetto Roots (Background Edge) 
  You came up hard in one of the many ghettos around Miami, but have managed to turn your life around.  
  You still retain a tie to the streets and gain a +2 bonus to all Streetwise checks.  You can also pass yourself 
  off as a gangster with ease. 
   
  Grounded (Background Edge) 
  You are especially level-headed and are in firm control of your mental faculties.  You begin play with a +4 
  Sanity score. 
   
  Haitian Heritage (Background Edge) 
  You are a proud Haitian-American or Haitian immigrant.  You gain a +2 Charisma bonus whenever you are 
  dealing with Haitians.  You speak fluent French. 
   
   
   
  
   
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  Mysterious Past (Background Edge) 
  There are some serious skeletons in your closet.  Your co-workers know better than to ask too much, but 
  they always give you funny looks when you suddenly bust out some bit of knowledge or flash of skill that 
  you’ve never shown before.  Once per game session you can make any single Skill Check or Knowledge 
  Check at a d12, citing some vague or cryptic past experience. 
   
  Narcotics Tolerance 
  Drugs don’t bother you that much.  You can drink your body weight in mojitos and snort coke by the bag 
  full.  In any situation where you are forced to make a Vigor check to avoid the negative effects of drugs, 
  you get a +2 to the roll. 
   
  Rich (Background Edge) 
  You come from old money or made off with a few bricks of benjamins on a raid gone bad.  Whatever the 
  reason your starting Wealth die is a d8.  See the Gear section for more information on how Wealth works. 
   
  Scarface (Prerequisite: Narcotics Tolerance, Coke Fiend Hindrance) 
  You not only love cocaine, but you feel like a freaking Superman when you’re high.  While under the 
  influence of coke you can ignore all Wound penalties for 3 rounds and gain the benefits of the Berserk 
  edge.  After a binge you suffer 1 Fatigue point until you can get a night’s rest. 
   
  Seventh Son of a Seventh Son (Background Edge) 
  You were born under a dark and powerful sign.  You gain 1 extra card in all Spell Bargains. 
   
  Super Rich (Prerequisite: Rich) 
  You are Super Rich – you probably have relatives with expensive condos in Brickell and villas on Miami 
  Beach.  Your starting Wealth die is a d12.  See the Gear section for more information on how Wealth 
  works. 
   
  Skills 
   
  Occult Knowledge (Smarts):  Possessing knowledge of folklore, legends and myths can mean the 
  difference between life and death in this setting.  Characters who successfully use this skill can research 
  the powers and capabilities of monsters, magic spells, relics and mysterious locales. 
   
  The Guts skill is important in this setting and all characters should take at least one rank in it. 
   
  The Healing skill is used to perform any medical task, including the administration of medications, surgery 
  and psychoanalysis. 
   
  Hindrances 
   
  Coke Fiend (Major) 
  More than just a simple recreational user, you are a full-blown cocaine addict.  You suffer a Fatigue level 
  every day unless you have a fix.  Your Wealth die is permanently decreased by 1 level since you’re always 
  in debt to pay for your habit (but you’re also almost always holding).  If you are in the presence of cocaine, 
  you will do just about anything to get your hands on it. 
   
  Dementia (Minor/Major) 
  Characters afflicted with Minor Dementia suffer a -2 to their Sanity score.  They are slightly delusional and 
  claim to see and hear things that aren’t there.  Characters with Major Dementia suffer a -4 Sanity score 
  and have full blown imaginary friends, claim to have lived in Atlantis, believe they will be reincarnated as a 
  Great Old One, etc. 
  
   
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  Gear: 
  The Miami of this time period is awash with money.  This is a town on the way up; a haven for both 
  criminal trade and the dilettante rich. 
   
  Since very large sums of money can come into play in this game, wealth is handled in an abstract fashion 
  so that people don’t have to worry about keeping track of every last bill.  Wealth is measured by a die 
  type and the cost of goods is also expressed in die types.  It is assumed you can obtain anything within 
  your die type given enough time and opportunity.  If you need a lot of cash for an emergency situation, 
  you can make a Wealth Check by rolling your wealth die and seeing how many successes you get.  
  Generally on a success you can either make a fast purchase on credit or purchase something above your 
  price range with a loan.  Raises are required for truly extravagant purchases. 
   
  This table describes the different Wealth levels in the game: 
  Wealth Die 
  Description 
  d4-1 
  Poverty line:  You can barely afford a shitty place to live, a junk food diet and flimsy Crap-
  Mart appliances.  Your weapon of choice is a baseball bat that you found in a dumpster. 
  d4 
  Poor:  You make an honest, service-industry income.  It’s not great, but you can get an OK 
  apartment and can dream of saving up for a house.  You probably have a beater car and a 
  pawned 9mm. 
  D6 
  Decent:  Most folks would consider your job a good one.  You have a simple house, a nice 
  car and can afford some toys.  Your treat yourself to the occasional luxury. 
  D8 
  Well Off:  You’ve never had to worry about money too much.  You like to buy nice things 
  that you don’t really need.  Expensive dinners are a regular thing for you and you buy 
  rounds at the hottest clubs without thinking about it. 
  D10 
  Executive Rich: You are a jet-setter.  You’ve got more than one house and more than a few 
  millionaire friends.  If you wanted to you could roll like James Bond. 
  D12 
  Celebrity Rich: You are a member of America’s aristocratic class, the mega-rich.  You go to 
  all the right parties, know famous people, buy a new top end car every year and can travel 
  the world without a second thought. 
  d12+1 
  Bill Gates:  You buy islands, sports franchises and souls. 
   
  All players begin with a d6 Wealth.  Rich Characters begin with a d8 and Super Rich characters begin with a 
  d12.  It is possible for a character’s Wealth level to temporarily fluctuate depending upon situational 
  circumstances (i.e. finding a large sum of money, getting robbed, etc.) 
   
  The Wealth cost of an item doesn’t solely indicate its monetary value, it also considers how rare or 
  difficult to obtain an item may be. 
   
  Weapons 
  Item 
  Cost 
  Damage 
  Range 
  Notes 
  Baseball Bat 
  d4-1 
  STR+d4 
   
   
  9mm Pistol 
  d6 
  2d6 
  12/24/48 
  AP: 1; Semi-Auto; ROF: 1; 15 shots 
  .45 caliber Revolver 
  d6 
  2d6+1 
  12/24/48 
  AP: 1; ROF: 1; 6 shots; Single Action 
  Pump-Action Shotgun (12 g) 
  d6 
  1d6-3d6 
  12/24/48 
  ROF: 1; 6 shot; Cone AoE 
  Hunting Rifle 
  d6 
  2d10 
  30/60/120 
  AP: 2; ROF: 1; Snapfire Penalty 
  Desert Eagle (.50 caliber) 
  d8 
  2d8 
  15/30/60 
  AP: 2; ROF: 1; Semi-Auto; 7 shots; 
  Heavy Weapon 
  Submachine Gun (Uzi, MAC-
  10,  etc.) 
  d8 
  2d6 
  12/24/48 
  AP: 1; ROF: 3; Full Auto 
  Assault Rifle (M-16, etc.) 
  d10 
  2d8 
  24/48/96 
  AP: 2; ROF: 3; Full Auto; 3 round burst 
  Grenade 
  d10 
  3d6 
  5/10/20 
  Medium Blast Template; Heavy 
  
   
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  Weapon 
  Rocket Launcher (RPG, etc.) 
  d10 
  4d8+2 
  24/48/96 
  Med. Blast Temp.; ROF: 1; AP: 30; 
  Snapfire; Heavy Weapon 
  Barrett .50 cal Sniper Rifle 
  d10 
  2d12 
  45/90/180 
  AP: 4; ROF: 1; Snapfire Penalty; Heavy 
  Weapon 
   
  Miscellaneous 
  Item 
  Cost 
  Notes 
  Silver Bullets 
  d6 
  Effective against some Supernatural enemies; enough 
  bullets for a day’s worth of fighting 
  Brick-sized Satellite Phone 
  d10 
  Mobile communication device 
  EMF Detector 
  d10 
  Detects Electro-Magnetic Signatures (Ghosts) 
  Personal Computer 
  d10 
  Clunky spreadsheet cruncher; not portable 
  Flashlight 
  d4-1 
  10’ beam 
  Camera 
  d6 
  Canon, Nikon, etc. 
  Rolex 
  d10 
  Tells the time of day with style 
  Hawaiian Shirt & Jeans 
  d4 
  Regular clothes 
  Hawaiian Shirt & White Pants 
  d6 
  NOW you look like a cop! 
  Kevlar Vest 
  d8 
  +2 Armor; +4 vs. Bullets 
  Business Suit & Pastel Dress Shirt 
  d8 
  Nice threads!  +1 Charisma 
  Stylish Blazer & Italian Shoes 
  d10 
  You shop at the same stores Burnett does! +2 Charisma 
  Armani, Bling and Don’t Eff with 
  Me 
  d12 
  You look like a million bucks…  Hey wait!  +3 Charisma 
   
  Vehicles 
  Item 
  Cost 
  Notes 
  Economy Car 
  d4 
  Toughness: 10(7); Speed: 36; Acceleration: 10 
  Motorcycle 
  d4 
  Toughness: 8(6); Speed: 36; Acceleration: 20 
  Squad Car/Sedan 
          d6 
  Toughness: 11(8); Speed: 40; Acceleration: 20 
  Jeep/Pickup Truck 
  d6 
  Toughness: 14(11); Speed: 40; Acceleration: 20; 4WD 
  Cadillac Coupe de Ville 
  d8 
  Toughness: 12(9); Speed: 40; Acceleration: 20 
  Chevrolet Corvette 
          d8 
  Toughness: 10(7); Speed: 50; Acceleration: 25 
  Shelby Mustang GT 
  d10 
  Toughness: 12(9); Speed: 45; Acceleration: 25 
  BMW 7 Series 
  d10 
  Toughness: 11(8); Speed: 45; Acceleration: 25 
  Mercedes 500SEL 
  d10 
  Toughness: 11(8); Speed: 45; Acceleration: 25 
  Porsche Carrera 
  d10 
  Toughness: 10(7); Speed: 50; Acceleration: 30 
  Scarab 38KV Jet Boat 
  d10 
  Twin 440 HP engines 
  Ferrari Testarossa 
  d12 
  Toughness: 10(7); Speed: 56; Acceleration: 30 
  Lamborghini Countach 
  d12 
  Toughness: 10(7); Speed: 56; Acceleration: 30 
  Ferrari Daytona Spider 
  d12 
  Toughness: 10(7); Speed: 56; Acceleration: 30 
  Maserati GranTurismo 
  d12 
  Toughness: 9(6); Speed: 60; Acceleration: 30 
  Note: Vehicle collision damage is 1d6 per 5” of speed 
   
  Relics 
  There are countless sorts of magically imbued items available in this setting.  A Relic can take any form.  It 
  could be a staff, a sword, a skull, an amulet, a book – virtually any object can become a vessel for arcane 
  energy.  Relics typically provide permanent bonuses to their wielders.  Examples would include a Wizard’s 
  Tome that grants a +1 card bonus to Spell Bargains, a Holy Sword that inflicts +2 damage to Zombies, or a 
  Monkey’s Paw that gives its wearer a +1 Toughness. 
   
  Any character with Occult Knowledge can work out the benefits of a relic with a successful skill check. 
  
   
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  Gameplay: 
  This section outlines some new rules unique to this setting: 
   
  Blaze of Glory: 
  Heroes don’t go out like chumps.  If your character ever experiences the misfortune of dying in the line of 
  duty (which happens more often than you think when battling the minions of Cthulhu) they can opt to go 
  out in a Blaze of Glory.  Basically what this entails is that the character doesn’t die right away.  They may 
  be grievously wounded but they’re fighting through the pain to help their buddies complete the 
  assignment.  While under the influence of Blaze of Glory you ignore all Wound penalties, get back your full 
  complement of Bennies, have double your normal Toughness and increase your Wild Card die to a d8.  If 
  you are wounded again while in this state, that’s it – you’re dead for good.  Once the battle or action 
  sequence is complete, you immediately drop dead in dramatic fashion.  The Game Master should make 
  sure you have the chance for some choice, heartfelt parting words with your crew before giving up the 
  ghost. 
   
  Don’t worry though, if you bite it during a mission the Producers will pump Phil Collins’ “In the Air 
  Tonight” at your funeral while Detective Burnett plays saxophone on your tombstone, an empty bottle of 
  Jack Daniels near at hand. 
   
  Episodic Scripting: 
  Imagine each game session in this setting like an individual episode of a long running television program.  
  Ideally an episode has a certain structure to it: a clear beginning that sets up the action to come, a middle 
  passage that raises the stakes and puts the protagonists through a series of trials, and a grand finale that 
  ends the session with a bang.  Cliffhanger endings are encouraged because they provide a natural hook 
  for the next session.  It is ok to link episodes together into a campaign framework, but make sure each 
  episode stands alone in terms of having plenty of heroic moments and definite break points so that 
  players can join and leave freely between scenarios.  Think of it this way, if your game was an actual T.V. 
  show, would people want to watch it?  If not, kick the action up a notch and keep the storylines tight and 
  focused. 
   
  Fear & Sanity: 
  In this campaign setting, fright can cause very real psychological damage.  Any time a character 
  encounters a new monster, a gruesome situation, or alien magic they must succeed a Guts check or roll 
  on the “Insanity Table”.  Additionally, any character who fails a Spell Bargain must also consult this table.  
  The roll on the Insanity table is modified by the character’s Sanity statistic. 
   
  Insanity Table 
  D20 Roll 
  Result 
  -3+ 
  Psychotic Episode: you go temporarily insane and attack the nearest target (friend or foe) 
  until you are incapacitated. 
  -2-0 
  Heart Attack: make a Vigor check at -2.  If the roll succeeds you are Shaken and incapacitated 
  for 1d4 rounds.  If the roll fails you are incapacitated and will die in 2d6 rounds unless you 
  receive emergency medical treatment. 
  1 
  Major Dementia: you go loony.  You become very difficult to relate to since you spend most 
  of your time talking to your imaginary friends and multiple personalities.  Charisma is reduced 
  by -2 and you suffer a -1 penalty to any Smarts or Spirit roll.  The exception to this is the 
  Occult Knowledge skill.  You gain a +2 bonus to all Occult Knowledge checks. 
  2-3 
  Mark of Fear: you sustain some form of physical trauma (i.e. hair turns white, involuntary 
  twitch, etc.) and your Sanity score is reduced by 2 
  4-6 
  Major Phobia: you gain the Major Phobia Hindrance 
  7-9 
  Minor Phobia: you gain the Minor Phobia Hindrance 
  
   
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  10-15 
  Traumatic Experience: your Sanity score is reduced by 1 
  16-17 
  Flight: you flee at your fastest possible movement rate away from the source of your fear and 
  are Shaken 
  18-19 
  Shivering with Fright: you are Shaken 
  20+ 
  Fight: your instinct to survive overrides your fear and you gain a +2 bonus to your next Trait 
  and damage roll 
   
  Treatment:  
  Psychological treatment is available to fix sanity loss and fright-induced mental illnesses.  Most major 
  cities will have at least one hospital with the staff and equipment to treat psychosis. 
   
  For every month that a character spends in hospital, they can increase their Sanity score by 1 or remove a 
  single mental illness (phobia or dementia).  A character's Sanity score can never be increased higher than 
  its starting value by medical intervention.  Hospital time is expensive if the character doesn’t have medical 
  coverage or highly placed medical connections.  Make a Wealth check each month to see if you can afford 
  treatment.  The Wealth check is made at -1 for each consecutive month that you seek treatment.  
  Characters who can't afford treatment are turned out to the streets; they can try to seek treatment again 
  after a month has passed. 
   
  Alternatively, a character can choose to suppress their symptoms using pharmaceuticals.  Drugs won’t 
  cure mental illness, but they can mitigate the negative effects.  Anti-psychotic drugs will negate the 
  penalties associated with psychosis, dementia and phobias for a full 24 hour period.  In addition, any rolls 
  made on the Insanity Table while under the influence of anti-psychotics are made at +1. 
   
  Gun Jams: 
  Any time a player rolls "double 1's" on a Shooting roll (1 on both the main die and the Wild Card die), their 
  gun jams.  The player must spend a full round action clearing the jam before firing again.  Weapons with 
  automatic firing properties may experience a higher likelihood of jamming. 
   
  Hollywood Bullets: 
  The lead flies freely in this setting.  Characters do not need to keep track of ammo used provided there 
  isn’t a story reason for their ammo to be depleted (such as the bad guys disarming the heroes). 
   
  Narcotics: 
  The Miami club scene is swimming in party drugs.  It would be very easy for a character to overindulge, 
  have too much fun, and pay the consequences.  Drug use will probably be a persistent theme in this game 
  and should be understood as a normal part of a Vice cop’s life.  Some cops maintain discipline around 
  drugs and the pushers who move them; others get too close. 
   
  Magic: 
  All magic in this setting is Black Magic.  It is dangerous to use and, if abused, can cause the practitioner to 
  go insane.  To become a Magician, a character simply needs to take the Arcane Background: Black Magic 
  edge.  Magicians don’t have any inherent Power Points.  In order to cast any sort of spell, they must 
  conduct a Spell Bargain with Elder Powers. 
   
  At creation, a Magician learns 2 powers.  Black Magicians learn new incantations by taking the New Power 
  edge.  Black Magicians can learn any incantation they want regardless of rank.  They can only attempt to 
  invoke powers they are familiar with. 
   
  The process of Spellcasting is simple.  Every time the Black Magician wishes to cast a spell they announce 
  which Power they would like to invoke and how many Power Points that will cost.  Then the Game Master 
  
   
  Collin Terrell 2009 
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  deals 5 cards to the Magician.  The Magician tries to form the best poker hand they can out of those cards 
  and consults the table below to see if they have sufficient mojo.  The Spellcasting skill is not required. 
   
  Spell Bargain Results 
  Hand 
  5-Card 
  Odds 
  7-Card 
  Odds 
  Result 
  Ace High 
  30% 
  37% 
  1 Power Point 
  Pair  
  42% 
  43.8% 
  2 Power Points 
  Jacks or 
  Better 
  12.8% 
  14% 
  3 Power Points 
  Two Pair 
  4.7% 
  23.5% 
  4 Power Points 
  3 of a Kind  
  2% 
  4.8% 
  5 Power Points 
  Straight 
  0.4% 
  4.6% 
  6 Power Points 
  Flush 
  0.2% 
  3% 
  7 Power Points and Spell Duration is doubled (if applicable) 
  Full House 
  0.1% 
  2.5% 
  8 Power Points and Spell Duration is multiplied by 10 (if applicable) 
  4 of a Kind 
  0.0002% 
  0.1% 
  9 Power Points and Spell Effect is doubled 
  Straight 
  Flush 
  0.0% 
  0.0002% 
  10 Power Points and Spell Effect is quadrupled 
  Royal Flush 
  0.0% 
  0.0% 
  Unlimited Power Points and spell can be invoked at will for 24 hours 
   
  Failure to generate sufficient Power Points results in a loss of Sanity (as indicated by the spell description) 
  and a forced roll on the Insanity Table (see above).  Excess Power Points are lost but can be used in some 
  cases to raise the power of the spell being cast. 
   
  Jokers are wild, but if the Magician uses a Joker to complete their hand, they suffer the results of a failure 
  in addition to the result of the hand.  As with initiative, when a Joker appears the deck gets reshuffled. 
   
  There are a few ways to “stack the deck” in the Magician’s favor.  Certain Edges will give the Magician 
  extra cards and the Magician can always spend a Benny to redraw any card in their hand. 
   
  It is also possible to make offerings to the Elder Gods to try and curry additional favor.  Magicians can gain 
  extra cards in their hand for a single spell if they make an appropriate sacrifice within 1 round of casting.  
  Here are some examples: 
   
  Offering Table 
  Offering Type 
  Benefit 
  Human Sacrifice 
  +1 card per Spirit rank of victim.  (Example: a victim with a d8 Spirit would 
  give 3 extra cards).  By the way, this isn’t a very nice thing to do   Sacrificing 
  a victim is a declared action; you can’t retroactively say, “oh I sacrificed that 
  guy I just killed.” 
  Maiming 
  +2 cards if caster puts out his or her own eye, ear, or cuts off a hand or foot. 
  Voluntary Madness 
  Gain 1 extra card for every 2 points of Sanity you voluntarily surrender 
  Esoteric Ritual 
  +1 card per 10 minutes spent chanting, meditating and invoking infernal 
  powers (maximum +3 cards) 
  Sacrificed Relic 
  Bonus to Spellcasting rolls depending on the power of the relic being 
  destroyed.  (Example: a +2 card bonus for a relic that grants a +2 to some 
  skill or trait) 
   
  Cooperative Casting 
  It is possible for multiple characters with the Arcane Background: Black Magic edge to assist each other.  
  To do this, the Magicians must be able to join hands and concentrate.  One Magician is designated as the 
  “leader” of the joining.  The leader decides what shall be cast and at what cost.  All participants in the 
  
   
  Collin Terrell 2009 
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  joining conduct independent Spell Bargains but subordinate Magicians must give 1 card from their hand 
  to the leader of the joining (subordinate’s choice).  The subordinates must still succeed their individual 
  Bargains to avoid suffering the consequences of failure. 
   
  Resisting Spells 
  Some spells give the target an opportunity to oppose the effect.  If a spell can be resisted, the target is 
  dealt 5 cards of their own – if their poker hand is greater than the caster’s they are immune to the spell.  
  Characters with the Arcane Resistance Edge gain additional cards to resist the effects of magic. 
   
  Officially, Magic Use is banned by the Metro-Dade Police Department.  It is the general belief that magic 
  just leads to madness which leads to more problems for the city.  Unofficially, OCB makes heavy use of 
  magic when and where it can, especially since there are times when it is the only effective weapon against 
  the Great Old Ones.  You won’t see any open Magicians carrying a badge, but there are a number of 
  officers on the payrolls who keep their gifts secret. 
   
  Monsters: 
  This setting is full of monsters of all descriptions.  Feel free to add whatever sort of beasts you’d like to 
  this world.  Included below are examples of some of the more common nasties you may encounter in this 
  setting.  All stat blocks include a section for “Guts Modifier”.  This is the penalty to the Guts check that a 
  character needs to make when they encounter a monster for the first time.  Once a character has survived 
  a run in with a particular type of monster, they don't need to roll Guts checks against them anymore. 
   
  Black Wizards:   
  These are wizards bent and twisted by madness. 
   
  Black Wizard 
  Strength: d4 
  Smarts: d8 
  Agility: d4 
  Spirit: d10 
  Vigor: d4 
  Pace: 6 
  Parry: 4 
  Toughness: 4 
   
  Guts Mod: 0 
  Gear & Weapons:  Dagger (STR+d4); 9mm Pistol (2d6); $1d10x10 
  Powers: Hellfire (Range: Smarts x2; 2d6 Magic Damage; Small Blast Template); Arcane Resistance 
   
  Black Archmage (WC) 
  Strength: d6 
  Smarts: d12 
  Agility: d6 
  Spirit: d12+1 
  Vigor: d6 
  Pace: 6 
  Parry: 5 
  Toughness: 5 
   
  Guts Mod: 0 
  Gear & Weapons:  Dagger (STR+d4); 9mm Pistol (2d6); $1d10x200 
  Powers: Hellfire (Range: Smarts x2; 3d6 Magic Damage; Medium Blast Template); Improved Arcane 
  Resistance 
   
  Byakhee: 
  The Byakhee are small, winged reptilian humanoids that serve the whims of Hastur, the King in Yellow.  
  The sound of their shrill cries echoing in the night air can freeze the entire city with fear. 
   
  Byakhee (WC) 
  Strength: d8 
  Smarts: d8 
  Agility: d8 
  Spirit: d8 
  Vigor: d6 
  Pace: 12 
  Parry: 6 
  Toughness: 9 
  Fighting: d8 
  Guts Mod: -2 
  Gear & Weapons:  Claws (STR+d4) 
  Powers: Flight; Fearsome Shriek (Cone effect; make Guts check or be Shaken) 
   
  Criminals: 
  Not all enemies are supernatural in nature.  Some of the worst problems you can encounter are just 
  regular, evil crooks. 
   
  
   
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  Criminal 
  Strength: d6 
  Smarts: d6 
  Agility: d6 
  Spirit: d6 
  Vigor: d6 
  Pace: 6 
  Parry: 5 
  Toughness: 5 
  Fighting: d6 
  Guts Mod: 0 
  Gear & Weapons:  9mm Pistol (2d6); $1d10x10 
  Powers: none  
   
  Cthonian: 
  This general term refers to a whole species of alien beasts who came from Outer Space to wreak havoc on 
  the sanity of humankind.  Most Cthonians bear a resemblance to aquatic animals such as fish, sea 
  cucumbers and octopi. 
   
  Cthonian (WC) 
  Strength: d8 
  Smarts: d6 
  Agility: d6 
  Spirit: d6 
  Vigor: d8 
  Pace: 6 
  Parry: 5 
  Toughness: 8(6) 
  Fighting: d6 
  Guts Mod: -2 
  Gear & Weapons:  Claws (STR+d4) 
  Powers: Aquatic; Immune to Cold, Gravity, Radiation and Vacuum; Frenzy (2 Claw attacks at -2); Rubbery 
  Hide (Armor +2) 
   
  Cultists: 
  The number of bizarre, monster-loving cults in the world is legion.  The most common threat most 
  monster hunters will encounter are the sad, deluded human thralls that serve the darkness. 
   
  Cultist 
  Strength: d6 
  Smarts: d4 
  Agility: d6 
  Spirit: d8 
  Vigor: d6 
  Pace: 6 
  Parry: 5 
  Toughness: 5 
  Fighting: d6 
  Guts Mod: 0 
  Gear & Weapons:  Dagger (STR+d4); 9mm pistol (2d6 damage; 12/24/48 range) $1d10 
  Powers: Berserk (-2 Parry; +2 Strength, Fighting & Toughness) 
   
  High Priest (WC) 
  Strength: d6 
  Smarts: d4 
  Agility: d6 
  Spirit: d8 
  Vigor: d6 
  Pace: 6 
  Parry: 5 
  Toughness: 5 
  Fighting: d6 
  Guts Mod: 0 
  Gear & Weapons:  Dagger (STR+d4); $1d10 
  Powers: Horrific Transformation (Can sacrifice self to turn into 1 random Monster; 3 round activation)  
   
  Dark Young: 
  The chosen spawn of Shub-Niggurath, the Dark Young are horrifying to behold; amorphous blobs of arms, 
  legs, mouths and tentacles encased in rubbery black skin.  Their hunger for blood and flesh is near 
  insatiable. 
   
  Dark Young (WC) 
  Strength: d10 
  Smarts: d6 
  Agility: d6 
  Spirit: d6 
  Vigor: d10 
  Pace: 6 
  Parry: 5 
  Toughness: 7 
  Fighting: d6 
  Guts Mod: -4 
  Gear & Weapons:  Bite (STR+d8) 
  Powers: Regenerate (Recovers 1 Wound per round with a successful Vigor check); Nightmarish 
  (immediately lose 1 Sanity upon viewing); Heavy Armor (can only be harmed by Heavy Weapons or 
  Magic); Wall Walker; Reach +1 
   
  Dimensional Shambler: 
  
   
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  These vaguely humanoid looking creatures exist between dimensions.  They have a hazy, wavering 
  appearance that is painful to look upon.  If a Dimensional Shambler hits a target that is in the Prime 
  Reality, it automatically banishes them to one of the Outer Realms. 
   
  Dimensional Shambler (WC) 
  Strength: NA 
  Smarts: d6 
  Agility: d6 
  Spirit: d10 
  Vigor: d6 
  Pace: 6 
  Parry: 5 
  Toughness: 5 
  Fighting: d6 
  Guts Mod: -2 
  Gear & Weapons:  None 
  Powers: Banish (Touch sends target to Outer Realms on an Opposed Spirit check); Immune to Physical 
  Weapons; Incorporeal (can pass through solid objects) 
   
  Elder Thing: 
  Looking something like a cross between a sea cucumber and a bat, the Elder Things are the spawn of 
  some sailor’s nightmare.  The Elder Things are not overtly hostile, they will only fight if provoked.  Some 
  speculate that these creatures played a role in the imprisonment of Cthulhu. 
   
  Elder Thing (WC) 
  Strength: d6 
  Smarts: d8 
  Agility: d8 
  Spirit: d10 
  Vigor: d12 
  Pace: 6 
  Parry: 6 
  Toughness: 10(8) 
  Fighting: d8 
  Guts Mod: -6 
  Gear & Weapons:  Tentacle (STR+d4) 
  Powers: Destructive Touch (Touch destroys common items); Flight; Reach +1 
   
  Fire Vampire: 
  These bizarre, flying humanoids appear wreathed in smoldering flames.  They sustain themselves by 
  sucking the heat out of living bodies. 
   
  Fire Vampire (WC) 
  Strength: d10 
  Smarts: d8 
  Agility: d8 
  Spirit: d8 
  Vigor: d10 
  Pace: 6(12) 
  Parry: 6 
  Toughness: 9 
  Fighting: d8 
  Guts Mod: -2 
  Gear & Weapons:  Claws (STR+d4) 
  Powers: +2 to recover from being Shaken; Frenzy (make 2 claw attacks at -2); Flight; Level Headed (act on 
  the best of 2 initiative cards); Death Proof (+2 Toughness); Entropic Aura (Adjacent targets suffer 2d6 
  damage per round) 
   
  Ghouls: 
  These grotesque eaters of the dead resemble zombies in appearance but are much fleeter of foot and 
  sneakier.  They are the result of a human corpse becoming possessed by a demonic spirit. 
   
  Ghoul  
  Strength: d6 
  Smarts: d4 
  Agility: d6 
  Spirit: d4 
  Vigor: d6 
  Pace: 8 
  Parry: 5 
  Toughness: 7 
  Fighting: d6 
  Guts Mod: 0 
  Gear & Weapons:  Bash/Bite (STR) 
  Powers: Ambush (gain a +2 attack bonus when they “get the Drop”); Feast (Recover 1 Wound for every 
  full round they spend eating human flesh); Undead (Immune to Wound penalties; +2 to recover from 
  Shaken; ½ damage from piercing) 
   
  Ghosts: 
  Ghosts are the free-willed phantoms of the deceased who remain tied to the material world because of 
  the circumstances of their death.  They are usually filled either with unquenchable rage or inconsolable 
  sadness; in any case they are intensely jealous of the living and will seek to lash out at anyone who 
  disturbs their haunts. 
   
  
   
  Collin Terrell 2009 
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  Ghost 
  Strength: d6 
  Smarts: d6 
  Agility: d6 
  Spirit: d10 
  Vigor: d6 
  Pace: 6 
  Parry: 5 
  Toughness: 5 
  Fighting: d6 
  Guts Mod: -2 
  Gear & Weapons:  Thrown Objects (STR+d4) 
  Powers: Can only be harmed by magic; Incorporeal (can pass through solid objects); Fear (Ghosts can 
  force a Guts check as a standard action)  
   
  Golems: 
  Animated by powerful black magic, these nigh indestructible constructs are mindless, soulless killing 
  machines.  Golems can be made out of a wide range of substances, including stone, metal, wood and even 
  dead flesh.  In any form, Golems are incredibly hard to hurt or stop. 
   
  Golem (WC) 
  Strength: d12+3 
  Smarts: d4 
  Agility: d6 
  Spirit: d6 
  Vigor: d10 
  Pace: 4 
  Parry: 6 
  Toughness: 14(10) 
  Fighting: d8 
  Guts Mod: -2 
  Gear & Weapons:  Bash (STR+d6) 
  Powers: Fearless; Immune to Called Shots & Magic; Dense Hide (Armor +4); Large Size 
   
  Gug: 
  Gugs were once normal humans who have become transformed by the power of Cthulhu into vaguely 
  fish-like humanoids with clammy skin, bulging eyes and large, fang-filled mouths. 
   
  Gug 
  Strength: d6 
  Smarts: d6 
  Agility: d6 
  Spirit: d6 
  Vigor: d6 
  Pace: 6 
  Parry: 5 
  Toughness: 5 
  Fighting: d6 
  Guts Mod: -1 
  Gear & Weapons:  Claws (STR+d4) 
  Powers: Aquatic; Immune to Cold 
   
  Hound of Tindalos: 
  These skeletal quadrupeds have large, snapping alligator like jaws, oddly jointed limbs and long, scabrous 
  blue tongues.  They are powerful servitors who are only brought forth into the Prime Reality to track 
  down and kill someone who has specifically displeased an Elder God. 
   
  Hound of Tindalos (WC) 
  Strength: d10 
  Smarts: d6 
  Agility: d6 
  Spirit: d6 
  Vigor: d10 
  Pace: 10 
  Parry: 5 
  Toughness: 9 
  Fighting: d6 
  Guts Mod: -4 
  Gear & Weapons:  Bite (STR+d8) 
  Powers: Physical Immunity; Track; Reach +1; Large Size 
   
  Mask of Nyarlathotep: 
  These Avatars of Nyarlathotep are incredibly powerful; they contain a share of Nyarlathotep’s own 
  immense power.  These beings are black as midnight and have a spidery appearance, with multiple 
  shadowy limbs sprouting from an amorphous central body.  Their silvery eyes regard the world around 
  them with alien detachment. 
   
  Mask of Nyarlathotep (WC) 
  Strength: d12+2 
  Smarts: d8 
  Agility: d8 
  Spirit: d10 
  Vigor: d12+2 
  Pace: 6 
  Parry: 6 
  Toughness: 10 
  Fighting: d8 
  Guts Mod: -6 
  Gear & Weapons:  Bash (STR+d6) 
  Powers: Nightmarish (immediately lose 1 Sanity upon viewing); Overwhelming (make a Guts check on 
  sight or be Shaken); Improved Frenzy (2 attacks per round); Reach +2; Large Size; Heavy Armor (can only 
  
   
  Collin Terrell 2009 
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  be harmed by Heavy Weapons or Magic); Improved Arcane Resistance (Receives 2 cards to resist spells) 
   
  Mi-Go: 
  The chitinous, insect-like Mi-Go are the alien servitors of Hastur.  They fly on transparent wings and 
  possess multiple grappling claws. 
   
  Mi-Go (WC) 
  Strength: d6 
  Smarts: d8 
  Agility: d8 
  Spirit: d8 
  Vigor: d6 
  Pace: 6 (12) 
  Parry: 6 
  Toughness: 7(5) 
  Fighting: d8 
  Guts Mod: -2 
  Gear & Weapons:  Claws (STR+d4); $1d6x100 
  Powers: Flight; Chitin (Armor +2); Frenzy (make 2 claw attacks at -2) 
   
  Nightgaunt: 
  Looking something like faceless gargoyles, Nightgaunts are harbingers of nightmares who usually lurk in 
  the Realm of Dreams.  Anyone struck by a Nightgaunt falls into a deep slumber.  A Nightgaunt will usually 
  transport themselves to the Dreamlands to torment their sleeping target's nightmares. 
   
  Nightgaunt (WC) 
  Strength: d8 
  Smarts: d8 
  Agility: d8 
  Spirit: d8 
  Vigor: d6 
  Pace: 6 (12) 
  Parry: 6 
  Toughness: 9 
  Fighting: d8 
  Guts Mod: -2 
  Gear & Weapons: Bash (STR)  
  Powers: Flight; Slumbering Strike (Touch puts target into a deep slumber on an Opposed Spirit check; can 
  only be awakened by pain); Plane Shift (can fade into the Dreamlands with a full round action) 
   
  Shoggoth: 
  A Shoggoth is madness incarnate.  These completely amorphous blobs of bubbles, slime, tentacles and 
  weepy eyes can lay entire city blocks to waste if not contained.  Their stench is a horrible combination of 
  rotting flesh and sewage. 
   
  Shoggoth (WC) 
  Strength: d12 
  Smarts: d8 
  Agility: d8 
  Spirit: d10 
  Vigor: d12 
  Pace: 4 
  Parry: 6 
  Toughness: 11 
  Fighting: d8 
  Guts Mod: -6 
  Gear & Weapons:  Bash (STR) 
  Powers: Nightmarish (immediately lose 1 Sanity upon viewing); Overwhelming (make a Guts check on 
  sight or be Shaken); Immune to Physical Weapons; Untrammeled Growth (Every time a Shoggoth kills, it 
  grows by 1 step; each growth step adds +2 Toughness and +1 STR die); Acidic Touch (touch destroys 
  common items) 
   
  Star Spawn: 
  Formed in the image of Cthulhu, these dreadful octopus-headed humanoids are extremely tough in a fight.  
  Summoning one of these beings drains a lot of Cthulhu’s already strained resources so he is loath to do so 
  unless the need is truly great. 
   
  Star Spawn (WC) 
  Strength: d12 
  Smarts: d8 
  Agility: d8 
  Spirit: d10 
  Vigor: d12 
  Pace: 6 (12) 
  Parry: 6 
  Toughness: 11(9) 
  Fighting: d8 
  Guts Mod: -4 
  Gear & Weapons:  Bash (STR+d6) 
  Powers: Tough Hide (+2 Armor); Flight; Insane Influence (Touch causes target to lose 1 Sanity); Random 
  Vulnerability; Random Immunity; Large Size 
   
  Vampire: 
  
   
  Collin Terrell 2009 
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  True vampires are humans who have been corrupted by the power of the Great Old Ones and must feed 
  on mammalian blood to survive. 
   
  Vampire (WC) 
  Strength: d12+1 
  Smarts: d8 
  Agility: d10 
  Spirit: d8 
  Vigor: d10 
  Pace: 8 
  Parry: 6 
  Toughness: 9 
  Fighting: d10 
  Guts Mod: -2 
  Gear & Weapons:  Claws/Bite (STR+d4); $1d6x100 
  Powers: +2 to recover from being Shaken; Frenzy (make 2 claw attacks at -2); Vulnerable to Sunlight and 
  Stakes; Level Headed (act on the best of 2 initiative cards); Death Proof (+2 Toughness); Life Drain 
  (Successful Bite heals 1 Wound) 
   
  Zombies: 
  The risen dead take on many forms, but perhaps the most common form is your garden-variety zombie.  A 
  mummy would just be a zombie that happens to be wrapped in linen bandages. 
   
  Zombie 
  Strength: d6 
  Smarts: d4 
  Agility: d6 
  Spirit: d4 
  Vigor: d6 
  Pace: 4 
  Parry: 5 
  Toughness: 7 
  Fighting: d6 
  Guts Mod: 0 
  Gear & Weapons:  Bash (STR) 
  Powers: Undead (Immune to Wound penalties; +2 to recover from Shaken; ½ damage from piercing); 
  Fearless 
   
  Great Old Ones: 
  The Great Old Ones are the major villains of this setting.  They are the forces behind the monsters that the 
  OCB is forced to deal with.  Below are some outlines of the different powers.  Currently they are all 
  sleeping or banished.  The cults of the Great Old Ones strive to release their slumbering masters.  If any 
  one of these should ever manage to get out, the world would almost certainly be doomed. 
   
  Azathoth: 
  The mighty Azathoth is not really a “who” it’s a “what”.  It is a massive, non-sentient entity that simply 
  destroys everything it touches.  Those rare scholars who managed to glimpse Azathoth in antiquity 
  described it as a colossal black cloud punctuated with thousands of flaming red eyes.  If Azathoth 
  possessed any real intelligence, it would probably be able to unravel reality.  Azathoth is currently trapped 
  in a parallel dimension that resembles Earth.  In this mirror-realm, Azathoth has scorched the planet bare.  
  Azathoth’s followers (such as they are) are all obsessed with annihilation.  They pray for the day that their 
  chaotic master will bring blissful destruction to all, scourging away the wickedness of mankind.  The Cult 
  of Azathoth is trying to figure out how to open a portal to Azathoth’s dimensional prison.  The smallest 
  gateway would allow his destructive energies to pour through with disastrous consequences. 
   
  Cthulhu: 
  It is debatable whether or not Cthulhu is the most powerful of the Great Old Ones but it is unquestionable 
  that Cthulhu is the most well-known of the lot.  Stories tell of a time, eons ago, when Cthulhu ruled the 
  Earth from his extra-dimensional palace of Ry’leah.  His Cthonian thralls harvested humankind, using them 
  both as a source of food and slave labor.  For reasons that remain unclear to this day, an uprising of some 
  sort took place and, with the aid of powerful magics, Cthulhu was imprisoned behind an Elder Seal, an 
  artifact of tremendous warding energy.  Severed from his followers, Cthulhu’s cult was soon eradicated.  
  Still, the Dreamer in Madness was not truly defeated, simply weakened.   For the last several millennia he 
  has been plotting his return, building up a powerful cult to try and break the Seal that imprisons him.  
  Cthulhu is depicted as a gargantuan humanoid with bat-like wings and the head of an octopus.  His 
  portfolio includes all the creatures of the deep sea. 
   
  Hastur, The King in Yellow: 
  
   
  Collin Terrell 2009 
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  The King in Yellow is the King of Insanity.  Every madman in every asylum on Earth has heard the babbling 
  voice of Hastur in their minds.  This alien god came from outer space and might very well have been one 
  of the rivals who battled Cthulhu for control of Earth.  A number of Egyptian relics make reference to 
  Hastur, indicating that at one time he physically ruled the Kingdom of the Pharaohs.  A giant being, Hastur 
  is shown in certain hieroglyphs as a titan in yellow robes with a strange, fungus like appearance.  Hastur 
  looks more like something grown than something born.  While it is unclear why Hastur’s dominion ended, 
  researchers speculate that the same uprising that brought down Cthulhu also cast down Hastur.  Hastur’s 
  chosen servitors, the Mi-go and the Byakhee, still lurk in the shadows of Earth, scheming to release their 
  master. 
   
  Nyarlathotep, Lord of a Thousand Masks: 
  It is said that Nyarlathotep has a thousand tendrils that can reach into the dreams of a thousand men and 
  control their wills.  Nyarlathotep is a puppet master who always works through other beings to achieve its 
  ends.  It dwells in a twilight dimension that intersects with countless other realities, spinning a web of 
  influence that touches what mankind is, was and will be.  When Nyarlathotep wishes to exercise its power 
  in a particular plane, it creates Avatars called “Masks” that serve as mortal receptacles of its power.  
  These Masks are extraordinarily hard to kill and can take a wide range of forms.  Nyarlathotep’s insidious 
  whispers have corrupted a legion of followers on Earth, who obey the sibilant commands of their spidery 
  king without question.  While Nyarlathotep’s true motives may never be known, it is clear that this being 
  thrives on control and prefers to steer things from the background rather than the forefront. 
   
  Shub-Niggurath, The Black Goat of the Woods: 
  Shub-Niggurath is a fertility goddess gone horribly, horribly wrong.  She is the Mother of Monsters, a 
  chaotic abomination that spews forth chimaeras and mutants wherever she goes.  Images of her in 
  forbidden tomes depict a blob-like, amniotic sac covered with hundreds of snapping mouths and bristling 
  with slick, red tentacles.  It is said that wherever Shub-Niggurath’s blood falls, creatures sprout from the 
  earth.  Shub-Niggurath only wants to spread itself and grow.  It wants to cover all realities with its bloody 
  children.  Shards of Shub-Niggurath periodically make it through to Earth, the product of dark rituals gone 
  astray.  When this happens, the shards quickly grow like a ravenous cancer and spew forth foul creations 
  until they can be purged by magic and fire. 
   
  Yig the Venemous: 
  Throughout the eons, Yig has been worshipped by a number of cultures in a number of different guises.  It 
  is always depicted as a reptilian humanoid with scaly skin, jet black eyes and a long snake-like tongue.  
  The Catholic Church has conflated Yig with Satan in its myths; the Greeks believed that Yig was the 
  ouroboros, the World Serpent; to the Aztecs, it was Quetzalcoatl.  Yig still commands a large cult of 
  followers today, all of whom are obsessed with snakes and poison in all of its forms.  There are countless 
  backwoods faith healers in the swamps of Florida who swear by the cleansing properties of cottonmouth 
  venom; most are unwitting followers of the Venemous One.  Yig’s goal is not to manifest in our reality; it 
  gains sustenance from worship and only seeks to subjugate all other religions under the One True Church 
  of Yig. 
   
  Yog-Sothoth: 
  Many practitioners of magic testify that Yog-Sothoth is the source of all magical power on Earth.  It is 
  believed that Yog-Sothoth’s insane ramblings served as the primers for the first wizards, back in the dawn 
  of humanity.  Generations of shamans, witch doctors and holy men would indulge in drugs, privation and 
  physical distress to achieve the proper state of mind to hear Yog-Sothoth’s eldritch words.  Little did these 
  children know what mischief they were introducing to the world.  Yog-Sothoth maintains a large and 
  dedicated cult in the magic using community.  Its followers are almost all diabolically intelligent and half-
  mad. 
   
   
  
   
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  Notable Personalities: 
   
  Captain Eduardo Casanegros: 
  Quite possibly the most laconic man alive, Captain Casanegros is the stern and serious leader of OCB.  He 
  used to work for the DEA and CIA in Southeast Asia’s Golden Triangle as an interdiction specialist, but he 
  grew dissatisfied with the rampant corruption he experienced in that job.  His superiors, who were all on 
  the take, got him transferred into Delta Six, a government-military cooperative program set up to 
  investigate reports of occult activities.  The other agencies looked down their noses at Delta Six, but 
  during his time there Eduardo got wise to the threat that the Great Old Ones posed to humanity and 
  rededicated himself to fight the supernatural.  When he was discharged from Delta Six, Eduardo returned 
  home to Miami and joined the force, using his past experiences as a government spook to set up the OCB. 
   
  Detective Colt Burnett:   
  Burnett is something of a legend on the force.  This former Florida State football star and 2-tour Vietnam 
  vet has taken down more dealers and otherworldly monsters than any other cop in Metro-Dade history.  
  He would’ve risen up through the ranks long ago were it not for his rebellious and contrarian nature.  
  Always exquisitely turned out in his pastel colored shirts and white suits, Burnett’s slightly-edgy but 
  manicured good looks make him quite a hit with the ladies – at least as far as he’s concerned.  Burnett 
  lives on a boat in Miami’s harbor and cherishes his prized possessions: a Ferrari Daytona Spider, a Scarab 
  power boat and his custom made Bren Ten semi-automatic pistol.  Burnett still works special cases with 
  his long-time partner, Philip Rico. 
   
  Detective Philip Rico: 
  Originally from New York, Detective Philip Rico has been Colt Burnett’s partner for many years.  Where 
  Burnett is bombastic and flashy, Rico is cool and reserved.  Rico has a personal vendetta against Sergio 
  Calavera and will go out of his way to try and bring the drug lord down, often recruiting others to help him 
  when Department politics interfere with his mission.  Rico is a popular fixture in South Beach’s night club 
  scene and is never found in anything less than an Armani suit.  In spite of all he’s seen, Rico is still a 
  skeptic when it comes to the supernatural.  He acknowledges that there’s a lot out there that Man doesn’t 
  understand, but he thinks it’s drugs and hallucinations that lie at the root of the ‘evils’ people report to 
  OCB. 
   
  Pierre “Petit-Mamba” Malvais: 
  This accomplished voodoo witch doctor is a popular community leader in Miami’s Little Haiti 
  neighborhood.  People come to him for potions and cures to address a broad range of physical and 
  spiritual maladies.  Some think it’s just a front for dealing drugs, but those who claim to know him best 
  swear that he is a true Medicine Man and Spiritwalker.  Pierre does seem to have a special sensitivity for 
  the supernatural and has proven to be a valuable resource for OCB in the past. 
   
  Patron Hector Caballo de Noche: 
  Patron Hector is an illegal immigrant from Cuba and leader of Miami’s largest Church of Santeria.  He is 
  surrounded by a throng of loyal followers who swear by his faith healing and his ability to exorcise 
  demons.  El Patron doesn’t trust the police or White America in general; he harbors constant fears that 
  the government will try to deport him.  Still, if one could manage to gain his confidence, they would find 
  Patron Hector to be a valuable ally against the Great Old Ones. 
   
  Sergio Calavera: 
  Miami’s drug kingpin is Sergio Calavera.  He commands a literal army of gunmen.  Calavera has a 
  stranglehold on Miami’s cocaine trade which makes him a big-time player in every other racket you can 
  think of.  Club 966, a notorious nightclub in South Beach, is a known hangout for Calavera’s people.  In the 
  past he has been known to set aside his contempt for the law to form temporary alliances against 
  
   
  Collin Terrell 2009 
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  supernatural threats.  Calavera isn’t directly associated to any street gangs but he will often employ them 
  as foot soldiers when he doesn’t want to risk his own men. 
   
  Top 6: 
  One of the most infamous street gangs in the greater Miami area is Top 6, a gang of Haitian immigrants.  
  In addition to having the reputation as Miami's most violent gang, Top 6 has also been accused of using 
  voodoo magic to try and break into Sergio Calavera's drug business.  They won't hesitate to use any 
  means at their disposal to tip the scales of power in their favor.  Collateral damage means nothing to 
  these criminal soldiers. 
   
  Campaign Setting: Miami 
  The City of Miami and its surrounding regions serves as the focal point for this campaign.  Below is an 
  outline of some of the key points of interest: 
   
  Brickell: 
  Pronounced BRICK-uhl, this neighborhood is the financial center of the city.  Packed with skyscrapers, 
  Brickell is home to all of Miami’s major banks.  Brickell’s “Millionaires Row” offers exclusive condominium 
  living for Miami’s richest residents. 
   
  Cuba: 
  The island nation of Cuba lies about 300 miles south of Miami.  Relations between Cuba and the United 
  States are still frosty – Fidel Castro’s Communist party rules from Havana with absolute authority.  In spite 
  of this, a great amount of illegal commerce is transacted between Cuba and Miami’s underworld.  Anyone 
  with a fast boat can reach Cuba’s shores under cover of darkness, so long as they take care to avoid US 
  Coast Guard patrols. 
   
  Hialeah: 
  This suburb outside of Downtown Miami is home to the largest concentration of Cuban-Americans in the 
  city.  Santeria is still actively practiced here and the large church of El Patron, Hector Caballo de Noche, is 
  a dominant fixture.  The locals are generally suspicious of outsiders, preferring to deal only with people of 
  Cuban heritage.  This suburb is economically depressed; prostitution and drug abuse are rampant issues. 
   
  Key West: 
  About 150 miles from Miami along a thin archipelago of islands is Key West, a quaint tropical getaway.  
  The Keys are popular with smugglers; anyone with a fast, low-draft boat can find thousands of small inlets 
  down here to conduct illegal transactions.  It's a good place to lie low but is also very susceptible to 
  seasonal storms.  And every once in a while, things creep out of the Gulf to terrorize the residents of the 
  Florida Keys. 
   
  Little Haiti/Liberty City: 
  This northern neighborhood is home to a large segment of Miami’s Caribbean population.  The gang Top 6 
  pretty much runs wild here.  Anyone who gets in their way will become the target of a drive-by -- even the 
  police.  The locals in Little Haiti still practice the Old Magic from their homeland; it is possible to find a 
  wide range of voodoo cures and magical charms in the bodegas of Liberty City.  Popular belief states that 
  the spirits of departed voodoo priests keep this part of Miami safe from the Old Ones and their minions.   
   
  Port of Miami: 
  Miami’s port and harbor district is huge and bustling.  As one of the Top 5 cities in the United States and a 
  major partner in International trade, Miami sees a tremendous amount of freight come through its docks 
  annually.  So much legitimate commerce serves as a perfect cover for the illegal smuggling that is rampant 
  here.  The Port Authority is extremely corrupt; kingpins such as Calavera regularly bribe freight inspectors 
  with cash and cocaine. 
  
   
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  South Beach: 
  The most happening night spots in Miami are in South Beach.  Here the young and the filthy rich blow 
  their nights away in a ceaseless orgy of drugs, dancing and sex.  Most of Miami’s super-rich maintain 
  coastal villas here and in Miami Beach.  The drug kingpin Sergio Calavera has a number of semi-legitimate 
  interests operating down here, and it is not uncommon to find him in the VIP room of the hottest club 
  surrounded by bodyguards.  The Metro-Dade cops know better than to hassle Calavera when he's out on 
  the town and will sometimes meet here with his people under flag of truce when they need to discuss 
  mutual business. 
   
  The Outer Environs 
  The forces of madness lurk just beyond the thin veil of reality.  The areas that are both physically and 
  metaphysically outside of Miami are hiding places for great dangers. 
   
  The Bermuda Triangle: 
  Located just off the coast of South Florida, this notorious stretch of ocean is a nexus of otherworldly 
  activity.  Also called The Devil’s Triangle, this area is circumscribed between the three points of Miami, 
  Bermuda and Puerto Rico.  Some scholars believe that the reason behind the strange disappearances of 
  planes and ships in this area is due to electro-magnetic interference caused by the awakening of the Great 
  Old Ones.  Some half-mad researchers even believe that Cthulhu Himself might be slumbering under the 
  waves of the Triangle, locked under Elder Seals. 
   
  The Dreamlands: 
  This dimension closely mirrors the Prime Reality of Earth, albeit cloaked in a hazy white and gray fog.  It is 
  a realm of possibilities, formed out of the psychic energy produced by dreaming humans.  In and of itself 
  the Dreamlands isn't an especially dangerous place, but its perpetual mists rob the traveler of their senses 
  making them susceptible to ambush and misadventure.  It is said that those who are properly attuned can 
  hear the innermost thoughts of dreamers while meditating in the Dreamlands. 
   
  The Everglades: 
  This massive saltmarsh and nature preserve occupies the entire southern tip of Florida and lies about 40 
  miles southwest of Miami.  Filled with cloying vegetation and shallow water, open travel is only possible 
  here by air boat.  The sheer size and inaccessibility of the Everglades makes it a popular place for 
  smugglers to hide cargo.  It is also a perfect place for Beings from the Beyond to lay low and hatch their 
  plots. 
   
  Lake Okeechobee: 
  100 miles north of Miami is Lake Okeechobee, the second largest freshwater lake in the United States.  It’s 
  a very popular fishing spot and vacationing area, but it also has its dark reputation.  Criminals from Miami 
  will sometimes come out here to conduct business or to hide bodies.  Also, rumors of a “Lake Okeechobee 
  Monster” persist to this day, though no one has been able to produce any evidence of this beast. 
   
  Ry’leah: 
  Before his imprisonment, Ry’leah was the home of Cthulhu.  Now this dimension is masterless; in 
  Cthulhu’s absence it has become a chaotic place.  The entire plane is filled with a massive city designed for 
  beings of cyclopean stature.  The buildings all share an exotic construction style that merges the ancient 
  techniques of Babylon, Rome and Egypt in a wild pastiche.  Cthulhu's minions roam freely here, making 
  casual visitations highly inadvisable.  Great troves of forbidden lore can be unearthed here by those brave 
  and foolish enough to dig them out. 
   
  
   
  Collin Terrell 2009 
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  Appendix A: Magic Spells 
   
  Ancestral Warrior 
  Cost:2  
  Duration: 3 Rounds 
  Range: Self 
  Trappings: The ghostly image of a soldier in outdated battle dress appears briefly superimposed over your 
  body 
  Success: You can substitute either your Smarts or your Spirit die for your Fighting and Shooting dice 
  Fail: -1 Sanity 
   
  Arcane Insight 
  Cost:1  
  Duration: Instant 
  Range: Line of Sight 
  Trappings: Your eyes momentarily flash with witch-light 
  Success: You are able to discern the identity of any single Mythos creature you can see.  This includes 
  creatures that are disguised in some way.  You know the name of the creature. 
  Fail: -1 Sanity 
    
  Astral Travel 
  Cost:5  
  Duration: Instant 
  Range: NA 
  Trappings: Falling into a meditative trance you slowly fade from view and find yourself in a world full of 
  dark shapes obscured by gray mist. 
  Success: You transport yourself to any of the Outer Worlds. 
  Fail: -3 Sanity 
    
  Banishment 
  Cost: Special [Opposed] 
  Duration: Instant 
  Range: 12 square 
  Trappings: Tracing eldritch symbols in the air that flash to life like fiery snakes you thunder the target’s 
  Truename and consign them to their home plane. 
  Success: [Opposed] Your target, if of extra-dimensional origin, is immediately transported back to its 
  home realm. 
  Fail: -2 Sanity 
   
  Binding 
  Cost: Special [Opposed] 
  Duration: 3 Rounds 
  Range: 12 squares 
  Trappings: Shouting Words of Power, you wrap your target's muscles in invisible bands of force 
  Success: [Opposed] Target is immobilized and cannot make any physical attacks (but can still work magic). 
  Fail: -1 Sanity 
    
  Blessing 
  Cost:3  
  Duration: 3 Rounds 
  Range: 12 squares 
  
   
  Collin Terrell 2009 
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  Trappings: A golden nimbus crowns the head of your target, suffusing them with a warm radiance. 
  Success: Target gains an additional d6 Wild Card die 
  Fail: -1 Sanity 
    
  Call Ancient One 
  Cost:8  
  Duration: Instant 
  Range: 12 squares 
  Trappings: Uttering names not meant for human ears, a gray mist appears above you and pulls back, 
  revealing an enormous, alien eye. 
  Success: Good job, you've attracted the attention of an Ancient One.  For your temerity it will probably 
  send some minions to attack you.  While it dispatches you, the Ancient One is distracted from whatever 
  other tasks it may have been involved in. 
  Fail: -X Sanity.  Draw one card and lose that many sanity points.  King = 13, Ace = 1, Joker = 0 
   
  Call of the Azure Flame 
  Cost:4  
  Duration: 3 Rounds 
  Range: Touch 
  Trappings: An aurora of blue fire surrounds your body 
  Success: You gain a +2 to all melee damage rolls.  The top two numbers on any combat die will Ace, not 
  just the highest number. 
  Fail: -1 Sanity.   
    
  Clairvoyance 
  Cost: 2  
  Duration: 3 Rounds 
  Range: Unlimited 
  Trappings: Striking a small tuning fork, you immediately drop into a meditative state and recall the 
  memories of home 
  Success: You may remotely view any location you are familiar with 
  Fail: -1 Sanity 
   
  Enchant Weapon 
  Cost:1  
  Duration: 3 Rounds 
  Range: Touch 
  Trappings: Your weapon glows with a pearlescent sheen as if coated with a glossy varnish. 
  Success: You grant the "magical" descriptor to any physical weapon.  This allows you to harm creatures 
  that are immune to physical attacks.  Enchanted ranged weapons impart this benefit to their ammunition.   
  Raise: For every 2 Power Points above the minimum cost (i.e. 3, 5, etc.) you can either extend the spell's 
  duration by 3 rounds or enchant 1 additional weapon. 
  Fail: -1 Sanity.   
    
  Find Gate 
  Cost:1  
  Duration: Instant 
  Range: Tabletop 
  Trappings: You raise a finger and feel unseen energies pull it in the direction of an otherwise 
  unremarkable looking door.  It must be a dimensional nexus! 
  
   
  Collin Terrell 2009 
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  Success: You know the precise direction (as a crow flies) to the nearest dimensional gateway.  You can 
  also detect recently closed, sealed or disguised gates. 
  Fail: -1 Sanity.   
    
  Fist of Yog-Sothoth 
  Cost:2  
  Duration: Instant 
  Range: 12 
  Trappings: A glowing green ball of force erupts from your outstretched fist, flying unerringly toward your 
  target. 
  Success: Your bolt inflicts 2d6 points of magical damage. 
  Raise: For every 2 Power Points above the minimum cost, you can increase your range by 12 squares or 
  your damage by 1d6 
  Fail: -1 Sanity.   
    
  Flesh Ward 
  Cost:5  
  Duration: 3 Rounds 
  Range: Touch 
  Trappings: Your skin glows with a white energy that seems to emanate from within 
  Success: You completely absorb all damage received by the next attack that strikes you. 
  Fail: -1 Sanity.   
   
  Healing 
  Cost:3  
  Duration: Instant 
  Range: Touch 
  Trappings: A warm sensation emanates from your hands imbuing your target with a sunny glow. 
  Success: You can remove 1 Wound and the Shaken condition but gain 1 level of Fatigue in the process.  If 
  you obtain 4 levels of Fatigue you fall unconscious. 
  Raise: For every 2 power points above the minimum cost (i.e. 5, 7, etc.) you can heal 1 additional wound. 
  Fail: -1 Sanity 
   
  Hellfire 
  Cost: 3 
  Duration: Instant 
  Range: Spirit x2 
  Trappings: A ball of bright red fire launches from your outstretched fingers, turning the room into a 
  furnace. 
  Success: Inflict 2d6 points of Magic Damage over a Small Blast Template area 
  Raise: For every 2 power points above the minimum cost (i.e. 5, 7, etc.) you can increase the area of effect 
  by 1 category or add 1d6 to the damage. 
  Fail: -2 Sanity 
   
  Implant Suggestion 
  Cost: Special [Opposed]  
  Duration: 3 Rounds 
  Range: Line of Sight 
  Trappings: With a hard stare you project a shrouded compulsion into the mind of the target, pushing past 
  the elastic layers of their ego. 
  
   
  Collin Terrell 2009 
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  Success: [Opposed] If the target fails to resist, they are overcome with the powerful urge to do whatever 
  the caster wishes, short of self-destruction or doing harm to loved ones. 
  Fail: -1 Sanity 
   
  Lure Monster 
  Cost:2  
  Duration: Instant 
  Range: Unlimited 
  Trappings: Consulting your grimoires, you produce the Truename of the beast and by calling it out set a 
  psychic bell tolling that should lead the creature right to you. 
  Success: You alert a single type of creature to your presence and cause it to come moving toward you at 
  the best possible speed. 
  Fail: -1 Sanity 
   
  Mark of Isis 
  Cost:3  
  Duration: Until Triggered 
  Range: Touch 
  Trappings: Tracing the image of an ankh upon the target’s brow, a quietude comes over their nervous 
  features. 
  Success: You can ignore the next Guts check you have to make to resist the effects of fear. 
  Fail: -1 Sanity 
   
  Mists of Ry’leah 
  Cost: 3  
  Duration: 3 Rounds 
  Range: Touch 
  Trappings: An invisible fog seems to obscure your form, distorting the shape of your body  
  Success: Gain a +4 bonus to all Stealth checks. 
  Fail: -1 Sanity 
   
  Plague of Locusts 
  Cost: 5  
  Duration: Instant 
  Range: Tabletop 
  Trappings: Calling upon the ancient gods of vermin you summon a swarm of flying insects that blot out 
  the sky. 
  Success: All targets on the board (friend and foe) sustain 1 Wound and are Shaken. 
  Fail: -1 Sanity 
   
  Red Sign of Shudde M’ell 
  Cost: Special [Opposed]  
  Duration: 3 Rounds 
  Range: 12 squares 
  Trappings: Coating your palm with animal’s blood you raise your outstretched hand to your foe and will its 
  vitality toward you. 
  Success: [Opposed] The target’s Toughness is reduced by 2 and you can suppress a single Immunity it 
  possesses. 
  Fail: -1 Sanity 
    
   
  
   
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  Restore Sanity 
  Cost:3 
  Duration: Instant 
  Range: Touch 
  Trappings: A sense of sublime well-being suffuses your consciousness, smoothing out the dark memories 
  of past traumas. 
  Success: You can restore 1 Sanity point but gain 1 level of Fatigue in the process.  If you obtain 4 levels of 
  Fatigue you fall unconscious.  For every 2 Power Points above the minimum cost (i.e. 5, 7, etc.) you can 
  restore 1 additional Sanity point. 
  Fail: -1 Sanity 
    
  Revelation 
  Cost: 1  
  Duration: 3 Rounds 
  Range: Self 
  Trappings: You close your eyes of flesh and blood and slow your breathing to coax your third eye open. 
  Success: Gain a +6 bonus on all Knowledge checks 
  Fail: -1 Sanity 
   
  Spectral Razor 
  Cost: 2  
  Duration: 3 Rounds 
  Range: Self 
  Trappings: A short blade of pure green energy springs to being in your hand 
  Success: This spirit blade inflicts STR+d6 magical damage and ignores all physical armor. 
  Fail: -1 Sanity 
   
  Speed 
  Cost: 2  
  Duration: 3 Rounds 
  Range: Target 
  Trappings: You seize upon the adrenal gland with magical force and stimulate it with a burst of pure 
  energy. 
  Success: The target’s pace is increased by +2, their sprint die is increased to d8 and they gain an extra 
  action per round (target cannot repeat actions). 
  Fail: -1 Sanity 
   
  Steal Life 
  Cost: 3  
  Duration: 3 Rounds 
  Range: Self 
  Trappings: An intensely dark, almost unseen aura of red light surrounds your hands 
  Success: Every Wound the caster inflicts in melee restores 1 Wound to the caster 
  Fail: -1 Sanity 
   
  Stolen Memories 
  Cost:2  
  Duration: 1 Round 
  Range: Touch 
  Trappings: A moment of light-headedness quickly passes and you suddenly have a crystal clear notion of 
  how to complete the task at hand. 
  
   
  Collin Terrell 2009 
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  Success: The target gains a d12 in any skill for 1 round. 
  Fail: -1 Sanity   
   
  Summon Ally 
  Cost:5  
  Duration: Instant 
  Range: Unlimited 
  Trappings: Fixing an image of your friend in your mind's eye, you call their Truename and summon a mist 
  around them that pulls them toward you. 
  Success: Any ally is transported to any square adjacent to you, from any distance.  This cannot be used on 
  hostile targets. 
  Fail: -2 Sanity.  If you fail, your ally also suffers Sanity loss. 
    
  Summon Monster 
  Cost: 4  
  Duration: Special 
  Range: 12 Squares 
  Trappings: Scattering silver filings on the ground before you, you tear open a brief rift to the Outer Worlds 
  and pull through the first thing your compulsion ensnares. 
  Success: You summon a random beast from the Outer Worlds.  It is bound to fight for the caster for 3 
  Rounds, after which it will act in accordance with its nature until slain. 
  Fail: -1 Sanity 
   
  Summon the Beast Within 
  Cost: 3  
  Duration: 3 Rounds 
  Range: Self 
  Trappings: Your eyes roll back into your head and your face becomes twisted into a vicious snarl as feral 
  spirits temporarily take hold of your body. 
  Success: Gain a +1 die increase to Strength and Vigor and a +2 bonus to Fighting rolls. 
  Fail: -2 Sanity 
   
  The Yellow Mist 
  Cost: Special [Opposed]  
  Duration: 3 Rounds 
  Range: 12 Squares 
  Trappings: Making a small offering to Hastur, you cause a bilious yellow vapor to rise up around your 
  targets, filling their nostrils with alien spores 
  Success: [Opposed] All targets in a Large Blast Template area suffer -2 Sanity and must make a roll on the 
  Fright table 
  Fail: -2 Sanity 
   
  Wither 
  Cost: 2  
  Duration: Instant 
  Range: Touch 
  Trappings: Intoning the words of the Mad Arab you weave an elemental charm that coaxes the water out 
  of your target’s body. 
  Success: Inflict 3d6 damage on the target 
  Fail: -1 Sanity 
   
  
   
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  Wrack 
  Cost: Special [Opposed]  
  Duration: Instant 
  Range: 12 Squares 
  Trappings: Fixing your target with a fierce stare, you invoke an ancient gypsy curse that causes intense 
  joint and muscle pains 
  Success: [Opposed] You cause a single target to become Shaken 
  Fail: Caster is Shaken 
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/_Fan/Savage Worlds - Cthulhu Vice (Modern Horror).pdf