TEXT: Masks of
  NYARLATHOTEP
  Dark Schemes Herald the End of the World
  KEEPER REFERENCE BOOKLET
  
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  2
  KEEPER REFERENCE BOOKLET
  CHARACTERS AND 
  MONSTERS: PERU
  For ease of reference, the Keeper may wish to copy or print out 
  these pages of statistics as a a handy reference when running 
  this chapter (saving flicking between pages). NPCs, monsters, 
  and others are gathered by type or distinct groupings.
  Note: certain NPCs have alternative combat profiles, as well 
  as talents for pulp games.
  ALLIES OR INDEPENDENTS
  Jackson Elias, 41, fearless investigator
  STR 70 
  CON 85 
  SIZ 65 
  DEX 65 
  INT 80                                       
  APP 55 
  POW 80 
  EDU 70 
  SAN 76 
  HP 15
  DB: +1D4 Build: 1 
  Move: 6 
  MP: 16 
  Luck: 80
  Combat
  Attacks per round: 1
  Brawl 
   
  60% (30/12), damage 1D3+1D4  
   
   
  or weapon
  .45 revolver  
  60% (30/12), damage 1D10+2
  Dodge 
   
  50% (25/10)    
  Pulp Combat
  Brawl 
   
  80% (40/16), damage 1D3+1D4  
   
   
  or weapon
  .45 revolver  
  80% (40/16), damage 1D10+2
  Dodge 
   
  60% (30/12)    
  Pulp Talents
  Alert: never surprised in combat.
  Tough Guy: soaks up damage, may spend 10 Luck points to 
  shrug off up to 5 hit points worth of damage taken in one 
  combat round.
  Skills
  Art/Craft (Writing) 70%, Charm 45%, Climb 60%, Credit 
  Rating 40%, Cthulhu Mythos 4%, Drive Auto 50%, Fast Talk 
  70%, Library Use 65%, Listen 55%, Mechanical Repair 50%, 
  Natural World 45%, Occult 70%, Persuade 40%, Psychology 
  50%, Spot Hidden 60%, Stealth 65%, Survival (Mountains) 
  25%, Throw 35%.
  Languages
  Chinese (Cantonese) 20%, English 85%, French 40%, 
  Hindustani 40%, Portuguese 45%, Spanish 50%.   
  Special
  Although Elias has some Cthulhu Mythos skill, he is not a 
  believer before the events of this scenario. Until presented with 
  incontrovertible proof, he is quick to dismiss any Mythos-
  related knowledge as folklore or nonsense.
  Professor Nemesio Sánchez, 35,  
  academic archaeologist
  STR 50 
  CON 55 
  SIZ 60 
  DEX 65 
  INT 75                                          
  APP 65 
  POW 50 
  EDU 85 
  SAN 50 
  HP 11
  DB: 0 
  Build: 0 
  Move: 8 
  MP: 10 
  Luck: —
  Combat
  Attacks per round: 1
  Brawl 
   
  30% (15/6), damage 1D3 or weapon
  Dodge 
   
  32% (16/6)    
  Pulp Combat
  Brawl 
   
  50% (25/10), damage 1D3 or weapon
  Dodge 
   
  45% (22/9)    
  Pulp Talents
  Keen Vision: gains a bonus die to Spot Hidden rolls.
  Skills
  Archaeology 80%, Anthropology 40%, Credit Rating 40%, 
  Fast Talk 70%, History 65%, Library Use 65%, Persuade 40%, 
  Spot Hidden 60%, Throw 40%.
  Languages
  English 40%, Spanish 80%.
  Trinidad Rizo, 19, enthusiastic undergraduate
  STR 55 
  CON 65 
  SIZ 50 
  DEX 65 
  INT 70                                           
  APP 55 
  POW 50 
  EDU 65 
  SAN 50 
  HP 11
  DB: 0 
  Build: 0  
  Move: 9 
  MP: 10 
  Luck: —
  Combat
  Attacks per round: 1
  Brawl 
   
  25% (12/5), damage 1D3 or weapon
  Dodge 
   
  32% (16/6)    
  Skills
  Archaeology 50%, Anthropology 20%, Credit Rating 20%, 
  History 45%, Library Use 65%, Listen 40%, Spot Hidden 
  60%, Stealth 35%, Throw 30%.
  Languages
  English 10%, Spanish 70%.
  
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  KEEPER REFERENCE BOOKLET
  Petronila Cupitina, 71, no-nonsense hotelier
  STR 30 
  CON 55 
  SIZ 45 
  DEX 35 
  INT 65                                        
  APP 45 
  POW 70 
  EDU 50 
  SAN 70 
  HP 10
  DB: –1 
  Build: –1 
  Move: 3 
  MP: 14 
  Luck: —
  Combat
  Attacks per round: 1
  Brawl 
   
  25% (12/5), damage 1D3–1
  Walking stick 
  25% (12/5), damage 1D6–1
  Dodge 
   
  17% (8/3)    
  Skills
  Credit Rating 50%, Intimidate 55%, Listen 55%, Psychology 
  40%, Spot Hidden 50%, Throw 30%, Wave Walking Stick 
  Threateningly 55%.
  Languages
  Spanish 65%.
  Nayra, 76, healer and wise woman
  STR 40 
  CON 55 
  SIZ 50 
  DEX 50 
  INT 65                                          
  APP 50 
  POW 80 
  EDU 65 
  SAN 80 
  HP 10
  DB: 0 
  Build: 0 
  Move: 3 
  MP: 16 
  Luck: —
  Combat
  Attacks per round: 1
  Brawl 
   
  25% (12/5), damage 1D3
  Dodge 
   
  25% (12/5)    
  Pulp Talents
  Psychic Power: Divination 60%.
  Psychic Power: Clairvoyance 50%.
  Skills
  Clairvoyance and Divination* 55%, Cthulhu Mythos 2%, First 
  Aid 70%, History 50%, Listen 40%, Lore (Peruvian folklore) 
  70%, Medicine 50%, Occult 65%, Persuade 55%, Psychology 
  60%, Spot Hidden 50%.
  Languages
  Aymara 65%, Spanish 40%.
  *Nayra’s psychic skills are applicable in both classic and pulp play.
  Julio Céspedes, 38, protective father
  STR 65 
  CON 65 
  SIZ 65 
  DEX 55 
  INT 50                                           
  APP 40 
  POW 45 
  EDU 45 
  SAN 45 
  HP 13
  DB: +1D4 Build: 1 
  Move: 8 
  MP: 9 
  Luck: —
  Combat
  Attacks per round: 1
  Brawl 
   
  40% (20/8), damage 1D3+1D4
  Rifle 
   
  40% (20/8), damage 2D6+4
  Dodge 
   
  30% (15/6)    
  Skills
  Listen 35%, Psychology 45%, Spot Hidden 40%.
  Languages
  Spanish 45%.
  Domingo Céspedes, 15, gravely injured son
  STR 60 
  CON 55 
  SIZ 55 
  DEX 65 
  INT 60                                           
  APP 60 
  POW 55 
  EDU 50 
  SAN 55 
  HP 11 (3*)
  DB: 0 
  Build: 0 
  Move: 9 (0*)MP: 11 
  Luck: —
  *Currently hit points and movement are reduced due to injury
  Combat
  Attacks per round: 1
  Brawl 
   
  40% (20/8), damage 1D3
  Dodge 
   
  10% (5/2) (normally 27% (13/5)) 
  Skills
  Listen 35%, Psychology 30%, Spot Hidden 40%.
  Languages
  Spanish 55%.
  ADVERSARIES AND MONSTERS
  Augustus Larkin, 32, vessel of Nyarlathotep
  This profile is for Larkin in human form. Should he 
  become fully possessed, see Augustus Larkin Possessed by 
  Nyarlathotep, following.
  STR 45 
  CON 35 
  SIZ 65 
  DEX 45 
  INT 60                                           
  APP 45 
  POW 50 
  EDU 65 
  SAN 09* 
  HP 10
  DB: 0 
  Build: 0 
  Move: 7 
  MP: 10 
  Luck: 50
  *Larkin still possesses a shred of humanity.
  Combat
  Attacks per round: 1
  Brawl 
   
  25% (12/5), damage 1D3 or weapon
  Dodge 
   
  22% (11/4)    
  Pulp Combat
  Brawl 
   
  45% (22/9), damage 1D3 or weapon
  Dodge 
   
  35% (17/7)    
  
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  KEEPER REFERENCE BOOKLET
  Pulp Talents
  Psychic Power: Divination 90%.
  Skills
  Charm 45%, Credit Rating 60%, Cthulhu Mythos 27%, Fast 
  Talk 70%, Intimidate 25%, Library Use 25%, Listen 55%, 
  Persuade 40%, Psychology 40%, Spot Hidden 40%, Stealth 
  50%, Throw 30%.
  Languages
  English 65%, Kikuyu 15%, Spanish 30%, Swahili 25%.
  Augustus Larkin Possessed by Nyarlathotep, 
  herald of darkness
  STR 60 
  CON 95 
  SIZ 65 
  DEX 95 
  INT 430                               
  APP 45 
  POW 500 EDU — 
  SAN — 
  HP 16
  DB: +1D4 Build: +1 
  Move: 7 
  MP: 100 
  Luck: —
  Combat
  Attacks per round: 1 
  Brawl 
   
  90% (45/18), damage 1D3+1D4  
   
   
  or weapon
  Dodge 
   
  60% (30/12)    
  Pulp Combat
  Pulp Talents: 
  Alert: never surprised in combat.
  Skills
  Intimidate 99%, Listen 99%, Psychology 90%, Spot Hidden 
  99%, Throw 80%.
  Armor: none; Larkin can be slain by normal physical means. 
  Unlike other vessels possessed by Nyarlathotep, Larkin does 
  not transform into monstrous form upon dying.
  Spells: Nyarlathotep knows all Mythos spells, uses Mental 
  Suggestion where necessary. 
  Sanity loss: none.
  Luis de Mendoza, undead conquistador
  STR 100 
  CON 90 
  SIZ 65 
  DEX 75 
  INT 30                                           
  APP 50 
  POW 50 
  EDU 20 
  SAN — 
  HP 15
  DB: +1D6 Build: 2 
  Move: 7 
  MP: 10 
  Luck: 25
  Combat
  Attacks per round: 1 (grab/bite, scratch, battering fists)
  Grab (mnvr): holds and pins a victim, ready to suck the life 
  out of them. On following round his mouth attaches to the 
  body of his victim and sucks the fat, blood, and other fluids 
  out, devouring 1D10 STR, 1D10 CON, and 1D4 SIZ per 
  round until satiated or stopped (at zero CON the victim dies). 
  The victim may attempt to break free with an opposed STR 
  roll. If the attack is survived, the victim regains STR and 
  CON at the rate of 1D10 points per week, and 1 SIZ per 
  week, until restored to normal values; however, the attack 
  leaves a hideous scar.
  Combat
  Fighting 
   
  60% (30/12), damage 1D3+1D6
  Grab (mnvr) 
  60% (30/12), holds then suck the life  
   
   
  out of victim in subsequent rounds
  Dodge 
   
  35% (17/7)    
  Pulp Combat
  Fighting 
   
  75% (47/15), damage 1D3+1D6
  Grab (mnvr) 
  75% (47/15), holds then suck the life  
   
   
  out of victim in subsequent rounds
  Sword* 
   
  50% (25/10), damage 1D8+1D6
  Dodge 
   
  60% (30/12) 
  *When he is expecting trouble, de Mendoza carries his sword from 
  his days as a conquistador. It is old, but well maintained and sharp.
  Pulp Talents
  Rapid Attack: may spend 10 Luck points to gain one further 
  attack in a single combat round.
  Note: regenerates 2 hit points per round (see Armor).
  Skills
  Intimidate 70%, Listen 60%, Spot Hidden 60%, Stealth 70%.
  Armor: regenerates 1 hit point per round after reaching 0 
  hit points. Can only be killed by complete dismemberment 
  or burning. Even a kharisiri who has been decapitated may 
  recover if they can find their head and reattach it. If the 
  kharisiri’s connection to the Father of Maggots is cut off by 
  the restoration of the ward, it loses the ability to regenerate, 
  withering away by 1 hit point every 10 minutes as it ages and 
  crumbles to dust.
  Spells: Contact Father of Maggots (Nyarlathotep).
  Sanity loss: 0/1D6 Sanity points to see a kharisiri in its 
  monstrous form or in the process of transformation. No Sanity 
  loss if encountered in human form. 
  
  5
  KEEPER REFERENCE BOOKLET
  KHARISIRI, DEATHLESS LIFE-SUCKERS
  Use these profiles for any other kharisiri the investigators may encounter.
  1
  2
  3
  4
  STR
  90
  95
  100
  95
  CON
  85
  95
  90
  85
  SIZ
  60
  70
  75
  65
  DEX
  65
  55
  60
  50
  POW
  45
  50
  55
  40
  HP
  14
  16
  16
  15
  DB
  +1D4
  +1D6
  +1D6
  +1D4
  Build
  1
  2
  2
  1
  Move
  7
  7
  7
  7
  Combat
  Attacks per round: 1 (grab/bite, scratch, battering fists)
  Grab (mnvr): holds and pins a victim, ready to suck the life 
  out of them. On following round, its mouth attaches to the 
  body of its victim and sucks the fat, blood, and other fluids out, 
  devouring 1D10 STR, 1D10 CON, and 1D4 SIZ per round 
  until satiated or stopped (at zero CON the victim dies). The 
  victim may attempt to break free with an opposed STR roll. If 
  the attack is survived, the victim regains STR and CON at the 
  rate of 1D10 points per week, and 1 SIZ per week, until restored 
  to normal values; however, the attack leaves a hideous scar.
  Brawl 
   
   
  60% (60/15), damage 1D3+DB
  Dodge 
   
   
  kharisiri do not dodge 
  Pulp Combat
  Brawl 
   
   
  70% (35/14), damage 1D3+DB
  Dodge 
   
   
  kharisiri do not dodge 
  Armor: regenerates 1 hit point per round after reaching 0 
  hit points. Can only be killed by complete dismemberment 
  or burning. Even a kharisiri who has been decapitated may 
  recover if they can find their head and reattach it. If the 
  kharisiri’s connection to the Father of Maggots is cut off by 
  the restoration of the ward, it loses the ability to regenerate, 
  withering away by 1 hit point every 10 minutes as it ages and 
  crumbles to dust.
  Spells: Contact Father of Maggots (Nyarlathotep).
  Sanity loss: 0/1D6 Sanity points to see the kharisiri in its 
  monstrous form or in the process of transformation. No Sanity 
  loss if encountered in human form. 
  
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  Animated Mummy, seeming bundle of rags
  These wasted forms are the remains of the kharisiris’ victims, 
  animated by one of the god’s larvae (see Kharisiri Larva, 
  following). Unlike the kharisiri, they are mindless.
  STR 80 
  CON 80 
  SIZ 40 
  DEX 35 
  INT —                                            
  APP — 
  POW 05 
  EDU — 
  SAN — 
  HP 12
  DB: 0 
  Build: 0 
  Move: 6 
  MP: 1 
  Luck: —
  Combat
  Attacks per round: 1 (punch, tear, or the larva may attempt 
  to move from the mummy to another victim)
  Enter body (mnvr): a larva may enter a target’s body via any 
  orifice or wound, provided it spends at least one round crawling 
  into position. As this is not a normal combat maneuver, the 
  larva is not subject to the normal penalties for its small build. 
  The slime exuded by the larva inflicts 1 hit point of damage 
  per round if it comes into contact with bare skin.
  Brawl 
   
  30% (15/6), damage 1D3
  Dodge 
   
  mummies do not dodge   
  Pulp Combat
  Brawl 
   
  45% (22/9), damage 1D4
  Dodge 
   
  mummies do not dodge   
  Skills
  Look Like Pile of Rags 90%, Stealth 40%.
  Armor: major wounds delivered to the body result in loss 
  of a limb; otherwise, ignore damage except to the head (one 
  penalty die on rolls to target the head).
  Spells: none.
  Sanity loss: 0/1D8 Sanity points to see an animated mummy.
  Kharisiri Larva, seed of a god
  Although these creatures appear to be living entities, each 
  is actually a fragment of flesh discharged by the Father of 
  Maggots. By entering a human body, a larva can merge 
  with it, transforming its host into a kharisiri, ready to serve 
  its progenitor.
  Each larva is approximately the size of a human fist, made 
  up of a shapeless mass of white protoplasm resembling 
  congealed, rancid fat. This substance smells strongly of 
  rotten meat and is slick and tacky to the touch. The fluids 
  exuded by a larva are caustic to human skin, causing chemical 
  burns and blistering (1 hit point of damage per round 
  of exposure). The larvae leave the waxy residue of their 
  secretions wherever they go.
  Normally, a larva is implanted directly into a human host 
  by one of the kharisiri. If a larva is encountered outside of 
  a host—after being removed from a victim, for example—it 
  immediately tries to find a new host. These little lumps of 
  jelly are nimble, able to slide quickly across most surfaces 
  and to climb walls, furniture, and other vertical surfaces. It is 
  easiest for the larvae to enter a potential host via the mouth, 
  but they are capable of using other orifices or wounds if 
  this proves expedient. Once inside a human host, the larva’s 
  secretions stop inflicting damage, although the victim will 
  experience intolerable levels of pain. A recently infected 
  host must pass an Extreme CON roll to remain conscious, 
  lucid, and capable of communicating in any way. Unless the 
  larva is removed from the host they are doomed to become a 
  kharisiri (see Converting Humans into Kharisiri, page 67).
  STR 10 
  CON 45 
  SIZ 05 
  DEX 85 
  INT 10                                           
  APP — 
  POW 50 
  EDU — 
  SAN — 
  HP 5
  DB: –2 
  Build: –2 
  Move: 9 
  MP: 10 
  Luck: —
  Combat
  Attacks per round: 1
  Enter body (mnvr): may enter a target’s body via any orifice or 
  wound, provided the larva spends at least one round crawling 
  into position. As this is not a normal combat maneuver, the 
  larva is not subject to the normal penalties for its small build. 
  The slime exuded by the larva inflicts 1 hit point of damage 
  per round if it comes into contact with bare skin.
  Fighting 
   
  25% (12/5), damage 1D3–2  
   
   
  (minimum 1)
  Enter body (mnvr) 
  25% (12/5)
  Dodge 
   
  75% (37/15)    
  Pulp Combat
  Fighting 
   
  45% (22/9), damage 1D3–2  
   
   
  (minimum 1)
  Dodge 
   
  95% (47/19) 
  Skills
  Climb 70%, Squeeze into Small Places 90%, Stealth 60%.
  Armor: none.
  Spells: none.
  Sanity loss: 0/1D3 Sanity points to see a larva.
  
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  KEEPER REFERENCE BOOKLET
  Father of Maggots,  
  imprisoned avatar of Nyarlathotep
  This monstrous, seething mass appears to be made entirely 
  of rancid fat, roiling with unnatural life. Its iridescent surface 
  writhes with maggots and larvae crawling in and out of its 
  substance. It extrudes unstable pseudopods that drip festering 
  white fluid, or sprays fluid out in exploding pustules.
  Although a lesser avatar of Nyarlathotep—largely 
  immobile and lacking the superhuman intelligence of 
  most of the Crawling Chaos’ other forms—the Father 
  of Maggots is still a maddening and potentially deadly 
  presence. It is, however, very unlikely that the investigators 
  will encounter the Father of Maggots directly. As long 
  as the ward and pyramid remain relatively intact, the 
  entity is contained. If the investigators either destroy a 
  significant amount of the warding around the base or drop 
  large amounts of explosives into the crack on top of the 
  pyramid, however, they will undo the forces imprisoning 
  it (Larkin and the kharisiri have declined to use explosives 
  to open the crack wider, as they fear damaging the Father 
  of Maggots). Releasing the god in this way is unlikely to 
  end well for anyone present. It is more probable that one 
  or more of the investigators may find a way to peer within 
  the pyramid and see the thing in all its horror, although 
  this would still involve the investigators performing a series 
  of unwise actions and ignoring the warnings of Jackson 
  Elias, should he be present.
  STR 200 
  CON 150 SIZ 450 
  DEX 65 
  INT 01                                           
  APP — 
  POW 500 EDU — 
  SAN — 
  HP 60
  DB: +7D6 Build: +8 
  Move: — MP: 100 
  Luck: —
  Combat
  Attacks per round: 1 (pseudopod lash, pustule explosion)
  Fighting attacks: although the avatar is unable to move, 
  sections of its body may reach out up to 20 feet (6 m) as 
  great, formless pseudopods. It may also attack using exploding 
  pustules, the resulting shockwaves and gobbets of decaying 
  flesh pummeling those who get too close.
  Exploding pustule: those within 100 yards (91 m) are subject 
  to 2D10 damage from corrosive burns. Soft cover (umbrellas, 
  clothing, etc.) affords no protection, while hard cover (stone, 
  brick, wood) may negate or halve damage, dependent on the 
  situation (at the Keeper’s discretion).
  Special: the stench of decay surrounding the Father of 
  Maggots is so overwhelming that investigators in its presence 
  must pass a CON roll or be incapacitated by nausea and 
  vomiting.
  Fighting 
   
  85% (42/17), damage 7D6
  Exploding pustule 
  100% (50/20), damage 2D10  
   
   
  corrosive burns to those within range
  Dodge 
   
  The Father of Maggots does not dodge
  Skills
  Emit Foul Odors 100%.
  Armor: none
  Spells: none; this idiot avatar lacks the magical power 
  normally associated with Nyarlathotep.
  Sanity loss: 1D6/1D20 Sanity points to see the Father of 
  Maggots.
  
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  8
  KEEPER REFERENCE BOOKLET
  CHARACTERS AND 
  MONSTERS: AMERICA
  Statistical profiles are gathered here to enable the Keeper to 
  copy or print out these pages separately from the campaign to 
  provide a handy reference when running this chapter. NPCs, 
  monsters, and others are gathered by type or distinct groupings.
  Note: certain NPCs have alternative combat profiles, as well 
  as talents for pulp games.
  THE POLICE
  Lt. Martin Poole, 43, homicide detective
  STR 60 
  CON 65 
  SIZ 65 
  DEX 45 
  INT 50  
  APP 45 
  POW 40 
  EDU 55 
  SAN 55 
  HP 13
  DB: +1D4 Build: 1 
  Move: 6 
  MP: 8 
  Luck: —
  Combat
  Attacks per round: 1
  Brawl 
   
  60% (30/12), damage 1D3+1D4  
   
   
  or blackjack 1D8+1D4
  Colt .38 revolver 
  55% (27/11), damage 1D10
  Dodge 
   
  22% (11/4) 
  Skills
  Charm 45%, Climb 50%, Credit Rating 40%, Drive Auto 60%, 
  Fast Talk 75%, Intimidate 25%, Jump 40%, Law 50%, Library 
  Use 25%, Listen 55%, Persuade 30%, Psychology 50%, Spot 
  Hidden 40%, Track 15%, Throw 40%.
  Languages
  English 55%.
  Captain Walter Robson, 52, corrupt cop
  STR 70 
  CON 70 
  SIZ 75 
  DEX 40 
  INT 70  
  APP 40 
  POW 65 
  EDU 65 
  SAN 65 
  HP 14
  DB: +1D4 Build: 1 
  Move: 5 
  MP: 13 
  Luck: 35
  Combat
  Attacks per round: 1
  Brawl 
   
  65% (32/13), damage 1D3+1D4  
   
   
  (brass knuckles +1) 
  Colt .38 revolver 
  65% (32/13), damage 1D10
  Dodge 
   
  40% (20/8) 
  Skills
  Appraise 45%, Art/Craft (Acting) 45%, Charm 45%, Climb 
  35%, Credit Rating 60%, Drive Auto 50%, Fast Talk 60%, 
  Intimidate 75%, Law 65%, Psychology 60%, Firearms (Rifle/
  Shotgun) 45%, Sleight of Hand 50%, Spot Hidden 45%, 
  Throw 60%.
  Languages
  English 65%. 
  Junior Detective, 26, corrupt police officer
  Use this profile for all junior detectives (corrupt or otherwise).
  STR 70 
  CON 65 
  SIZ 60 
  DEX 65 
  INT 70  
  APP 75 
  POW 35 
  EDU 65 
  SAN 35 
  HP 12
  DB: +1D4 Build: 1 
  Move: 9 
  MP: 7 
  Luck: —
  Combat
  Attacks per round: 1
  Brawl 
   
  55% (27/11), damage 1D3+1D4
  Colt .38 revolver 
  50% (25/10), damage 1D10
  12-g sawn-off shotgun 45% (22/9), damage 4D6/1D6
  Dodge 
   
  35% (17/7) 
  Skills
  Climb 40%, Disguise 45%, Drive Auto 50%, Jump 40%, Law 
  45%, Listen 50%, Persuade 60%, Psychology 45%, Sleight 
  of Hand 35%, Spot Hidden 50%, Stealth 45%, Throw 35%.
  Languages
  English 65%.
  Beat Cop, 24, NYC patrol
  Use this profile for all beat cops.
  STR 65 
  CON 70 
  SIZ 85 
  DEX 60 
  INT 65  
  APP 60 
  POW 55 
  EDU 60 
  SAN 55 
  HP 15
  DB: +1D4 Build: 1 
  Move: 7 
  MP: 11 
  Luck: —
  Combat
  Attacks per round: 1
  Brawl 
   
  65% (32/13), damage 1D3+1D4
  Colt .38 revolver 
  45% (22/9), damage 1D10
  Dodge 
   
  40% (20/8) 
  Skills
  Climb 50%, First Aid 50%, Intimidate 75%, Jump 50%, Law 45%, 
  Listen 50%, Psychology 50%, Spot Hidden 55%, Throw 60%.
  Languages
  English 60%.
  
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  KEEPER REFERENCE BOOKLET
  ALLIES OR INDEPENDENTS
  Jonah Kensington, 48, owner/editor Prospero Books
  STR 50 
  CON 60 
  SIZ 50 
  DEX 30 
  INT 80  
  APP 65 
  POW 50 
  EDU 70 
  SAN 50 
  HP 11
  DB: 0 
  Build: 0 
  Move: 7 
  MP: 10 
  Luck: 25
  Combat
  Attacks per round: 1
  Brawl 
   
  35% (17/7), damage 1D3
  Dodge 
   
  20% (10/4) 
  Skills
  Accounting 60%, Anthropology 25%, Art/Craft (Photography) 
  20%, Climb 35%, Credit Rating 55%, Drive Auto 25%, 
  Intimidate 50%, History 67%, Library Use 50%, Occult 50%, 
  Persuade 55%, Psychology 75%, Spot Hidden 80%, Throw 40%.
  Languages
  English 90%, French 65%, Greek 54%, Latin 33%.
  Carlton Ramsey, 54,  
  lawyer and executor of Elias’ estate
  STR 50 
  CON 50 
  SIZ 45 
  DEX 60 
  INT 75  
  APP 45 
  POW 60 
  EDU 80 
  SAN 60 
  HP 9
  DB: 0 
  Build: 0 
  Move: 7 
  MP: 12 
  Luck: —
  Combat
  Attacks per round: 1
  Brawl 
   
  25% (12/5), damage 1D3
  .32 revolver  
  45% (22/9), damage 1D8
  Dodge 
   
  30% (15/6) 
  Skills
  Accounting 75%, Charm 65%, Credit Rating 64%, Drive Auto 
  55%, Fast Talk 75%, Law 80%, Library Use 60%, Listen 60%, 
  Persuade 65%, Psychology 70%, Spot Hidden 55%, Throw 60%.
  Languages
  English 80%.
  Willa Sligh, 20, legal secretary
  STR 60 
  CON 65 
  SIZ 75 
  DEX 50 
  INT 80  
  APP 55 
  POW 65 
  EDU 60 
  SAN 65 
  HP 14
  DB: +1D4 Build: 1 
  Move: 7 
  MP: 13 
  Luck: —
  Combat
  Attacks per round: 1
  Brawl 
   
  25% (12/5), damage 1D3+1D4
  .32 revolver  
  45% (22/9), damage 1D8
  Dodge 
   
  40% (20/8) 
  Skills
  Accounting 45%, Art/Craft (Shorthand) 55%, Art/Craft (Typing) 
  55%, Climb 55%, Fast Talk 65%, Law 35%, Library Use 50%, 
  Listen 60%, Persuade 60%, Psychology 60%, Stealth 70%.
  Languages 
  English 60%.
  Erica Carlyle, 26, millionaire businesswoman
  STR 40 
  CON 60 
  SIZ 40 
  DEX 55 
  INT 85  
  APP 80 
  POW 65 
  EDU 80 
  SAN 65 
  HP 10
  DB: –1 
  Build: –1 
  Move: 8 
  MP: 13 
  Luck: 35
  Combat
  Attacks per round: 1
  Brawl 
   
  25% (12/5), damage 1D3–1
  Fencing foil  
  70% (35/14), damage 1D6–1  
   
   
  (sharp tip)
  .25 Derringer 
  40% (20/8), damage 1D6
  Dodge 
   
  50% (25/10) 
  Pulp Talents
  Strong Willed: gains a bonus die when making POW rolls.
  Skills
  Accounting 70%, Charm 75%, Credit Rating 95%, Drive Auto 
  35%, Intimidate 65%, Law 35%, Persuade 60%, Psychology 
  35%, Ride 60%, Swim 30%.
  Languages
  English 85%, French 45%, German 50%, Italian 60%.
  
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  Carlyle Estate Guard Dogs, German Shepherds
  Rex
  Zoltan
  STR
  40
  55
  CON
  40 
  55
  SIZ
  40 
  40
  DEX
  70
  85
  POW
  50
  45
  HP
  8
  9
  DB
  –1
  0
  Build
  –1
  0
  Move
  12
  12
  Combat
  Attacks per round: 1
  Fighting 
   
  60% (30/12), damage 1D6+DB
  Dodge 
   
  45% (22/9)
  Skills
  Jump 70%, Listen 75%, Scent Something Interesting 90%, 
  Spot Hidden 75%.
  Miriam Atwright, 47,  
  Harvard University librarian
  STR 55 
  CON 60 
  SIZ 50 
  DEX 50 
  INT 70  
  APP 60 
  POW 65 
  EDU 70 
  SAN 61 
  HP 11
  DB: 0 
  Build: 0 
  Move: 7 
  MP: 13 
  Luck: —
  Combat
  Attacks per round: 1
  Brawl 
   
  25% (12/5), damage 1D3
  Dodge 
   
  25% (12/5) 
  Skills
  Accounting 45%, Anthropology 60%, Charm 60%, Credit 
  Rating 35%, Cthulhu Mythos 02%, History 65%, Library 
  Use 90%, Occult 45%, Persuade 55%, Psychology 60%, Spot 
  Hidden 65%.
  Languages
  English 80%, Latin 60%, Spanish 50%.
  Joe Corey, 37, Erica Carlyle’s bodyguard 
  STR 85 
  CON 75 
  SIZ 80 
  DEX 70 
  INT 60  
  APP 45 
  POW 40 
  EDU 40 
  SAN 40 
  HP 15
  DB: +1D6 Build: 2 
  Move: 8 
  MP: 8 
  Luck: 40
  Combat
  Attacks per round: 1
  Brawl 
   
  85% (42/17), damage 1D3+1D6  
   
   
  (brass knuckles +1) 
  Baseball bat  
  65% (32/13), damage 1D8+1D6
  .45 revolver  
  75% (37/15), damage 1D10+2
  Dodge 
   
  60% (30/12) 
  Pulp Talents
  Heavy Hitter: may spend 10 Luck points to add an additional 
  damage die when dealing out melee combat.
  Tough Guy: may spend 10 Luck points to shrug off up to 5 
  hit points of damage taken in one combat round.
  Skills
  Climb 45%, Drive Auto 90%, Fast Talk 65%, Intimidate 75%, 
  Jump 65%, Listen 50%, Locksmith 30%, Mechanical Repair 50%, 
  Psychology 60%, Stealth 50%, Spot Hidden 55%, Throw 70%.
  Languages
  English 40%.
  Bradley Grey, 41, Erica Carlyle’s counselor
  STR 45 
  CON 50 
  SIZ 45 
  DEX 50 
  INT 85  
  APP 70 
  POW 55 
  EDU 90 
  SAN 55 
  HP 9
  DB: 0 
  Build: 0 
  Move: 7 
  MP: 11 
  Luck: —
  Combat
  Attacks per round: 1
  Brawl 
   
  25% (12/5), damage 1D3
  Dodge 
   
  25% (12/5) 
  Skills
  Accounting 70%, Charm 50%, Credit Rating 85%, Drive Auto 
  30%, Fast Talk 50%, Law 90%, Library Use 70%, Persuade 
  80%, Pilot (Boat) 10%, Psychology 40%, Ride 10%.
  Languages
  English 90%, French 60%, Latin 25%.
  
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  CARLYLE ESTATE GUARDS
  1
  2
  3
  4
  5
  6
  STR
  65
  75
  70
  65
  80
  70
  CON
  75
  65
  70
  60
  70
  65
  SIZ
  60
  60
  65
  70
  75
  60
  DEX
  65
  60
  55
  50
  60
  50
  INT
  55
  50
  60
  55
  60
  65
  APP
  45
  55
  65
  45
  55
  60
  POW
  55
  50
  65
  40 
  45
  40
  EDU
  55
  60
  50
  65
  55
  60
  SAN
  55
  50
  65
  40
  45
  40
  HP
  13
  12
  13
  13
  14
  12
  DB
  +1D4
  +1D4
  +1D4
  +1D4
  +1D4
  +1D4
  Build
  1
  1
  1
  1
  1
  1
  Move
  9
  8
  8
  7
  8
  8
  MP
  11
  10
  13
  8
  9
  8
  *Guards 5 and 6 are accompanied by guard dogs (see following).
  Luck: —
  Combat
  Attacks per round: 1
  Brawl 
   
  55% (27/11), damage 1D3+1D4
  .45 automatic pistol 
  50% (25/10), damage 1D10+2
  12-g shotgun 
  45% (27/9), damage 4D6/2D6/1D6
  Dodge 
   
  35% (17/7) 
  
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  Professor Anthony Cowles, 46,  
  professor of anthropology
  STR 50 
  CON 60 
  SIZ 65 
  DEX 55 
  INT 65  
  APP 60 
  POW 70 
  EDU 90 
  SAN 53 
  HP 12
  DB: 0 
  Build: 0 
  Move: 7 
  MP: 14 
  Luck: —
  Combat
  Attacks per round: 1
  Brawl 
   
  35% (17/7), damage 1D3
  Dodge 
   
  35% (17/7) 
  Skills
  Anthropology 60%, Archaeology 45%, Charm 25%, Credit 
  Rating 50%, Cthulhu Mythos 15%, Drive Auto 50%, Fast Talk 
  55%, History (Polynesian Cultures) 70%, Law 15%, Library 
  Use 80%, Listen 50%, Lore (Aboriginal) 65%, Natural World 
  30%, Occult 15%, Persuade 55%, Psychology 45%, Ride 25%, 
  Spot Hidden 30%, Swim 30%, Throw 30%.
  Languages 
  English 90%, Greek 35%, Latin 20%.
  Ewa Cowles, 20,  
  student and dutiful daughter
  STR 65 
  CON 70 
  SIZ 50 
  DEX 75 
  INT 80  
  APP 90 
  POW 70 
  EDU 65 
  SAN 70 
  HP 12
  DB: 0 
  Build: 0 
  Move: 9 
  MP: 14 
  Luck: —
  Combat
  Attacks per round: 1
  Brawl 
   
  45% (22/9), damage 1D3
  .32 revolver  
  40%, (20/8), damage 1D8
  Dodge 
   
  45% (22/9) 
  Skills
  Anthropology 40%, Archaeology 20%, Charm 25%, Climb 50%, 
  Credit Rating 40%, Drive Auto 30%, Fast Talk 35%, First Aid 
  55%, Jump 40%, History (Polynesian Cultures) 55%, Library 
  Use 30%, Listen 45%, Medicine 20%, Photography 25%, Ride 
  70%, Science (Astronomy) 20%, Spot Hidden 70%, Throw 35%.
  Languages
  Arabic 15%, English 90%. 
  Arthur Emerson, 53,  
  unwitting cult associate and importer
  STR 65 
  CON 65 
  SIZ 70 
  DEX 40 
  INT 75  
  APP 45 
  POW 55 
  EDU 60 
  SAN 55 
  HP 13
  DB: +1D4 Build: 1 
  Move: 5 
  MP: 11 
  Luck: —
  Combat
  Attacks per round: 1
  Brawl 
   
  65% (32/13), damage 1D3+1D4
  .38 revolver  
  40%, (20/8), damage 1D10
  Dodge 
   
  25% (12/5) 
  Skills
  Accounting 65%, Credit Rating 40%, Drive Auto 50%, Fast 
  Talk 45%, Intimidate 65%, Law 55%, Listen 40%, Mechanical 
  Repair 40%, Operate Heavy Machinery 50%, Persuade 60%, 
  Psychology 50%.
  Languages
  English 60%. 
  Murray Hill Hotel Doorman,  
  ex-soldier and gatekeeper
  STR 70 
  CON 70 
  SIZ 70 
  DEX 55 
  INT 60  
  APP 70 
  POW 65 
  EDU 55 
  SAN 65 
  HP 14
  DB: +1D4 Build: 1 
  Move: 8 
  MP: 13 
  Luck: —
  Combat
  Attacks per round: 1
  Brawl 
   
  70% (35/14), damage 1D3+1D4
  Dodge 
   
  50% (25/10) 
  Skills
  Climb 40%, First Aid 50%, Firearms (Handgun) 55%, 
  Intimidate 60%, Jump 50%, Listen 50%, Persuade 50%, 
  Psychology 60%, Spot Hidden 55%, Stealth 50%, Throw 45%.
  Languages
  English 55%.
  Dr. Mordecai Lemming, 62, eccentric folklorist
  STR 50 
  CON 35 
  SIZ 45 
  DEX 55 
  INT 60  
  APP 60 
  POW 50 
  EDU 70 
  SAN 50 
  HP 8
  DB: 0 
  Build: 0 
  Move: 6 
  MP: 10 
  Luck: —
  Combat
  Attacks per round: 1
  Brawl 
   
  25% (12/5), damage 1D3
  Dodge 
   
  27% (13/5) 
  
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  Skills
  Anthropology 65%, Appraise 65%, Credit Rating 70%, History 
  75%, Library Use 65%, Natural World 45%, Occult 45%, 
  Persuade 40%, Science (Astronomy) 40%, Science (Botany) 
  40%, Spot Hidden 45%.
  Languages
  English 70%, Latin 60%, Greek (Classical) 45%.
  Rebecca Shosenburg, 27,  
  reporter at New York Times
  STR 70 
  CON 45 
  SIZ 45 
  DEX 65 
  INT 90  
  APP 55 
  POW 55 
  EDU 65 
  SAN 55 
  HP 9
  DB: 0 
  Build: 0 
  Move: 9 
  MP: 11 
  Luck: 25
  Combat
  Attacks per round: 1
  Brawl 
   
  35% (17/7), damage 1D3
  Dodge 
   
  50% (25/10) 
  Skills
  Art/Craft (Acting) 45%, Climb 45%, Credit Rating 30%, 
  Fast Talk 55%, History 45%, Jump 40%, Law 25%, Library 
  Use 60%, Listen 60%, Persuade 60%, Psychology 60%, Spot 
  Hidden 65%, Stealth 60%, Throw 35%.
  Languages
  English 85%, Hebrew 20%.
  Millie Adams, 27,  
  desperate but determined wife
  STR 50 
  CON 60 
  SIZ 60 
  DEX 60 
  INT 75  
  APP 75 
  POW 75 
  EDU 60 
  SAN 75 
  HP 12
  DB: 0 
  Build: 0 
  Move: 8 
  MP: 15 
  Luck: 35
  Combat
  Attacks per round: 1
  Brawl 
   
  35% (17/7), damage 1D3
  .32 revolver  
  30% (15/6), damage 1D8
  Dodge 
   
  30% (15/6) 
  Skills
  Art/Craft (Piano) 65%, Art/Craft (Sing) 65%, Charm 60%, 
  First Aid 60%, Listen 60%, Persuade 65%, Psychology 60%, 
  Spot Hidden 65%, Throw 60%.
  Languages
  English 60%.
  Hilton Adams, 29, an innocent man
  STR 75 
  CON 65 
  SIZ 85 
  DEX 65 
  INT 65  
  APP 65 
  POW 50 
  EDU 60 
  SAN 50 
  HP 15
  DB: +1D4 Build: 1 
  Move: 7 
  MP: 10 
  Luck: —
  Combat
  Attacks per round: 1
  Brawl 
   
  65% (32/13), damage 1D3+1D4
  Dodge 
   
  55% (27/11) 
  Skills
  Art/Craft (Blacksmith) 65%, Charm 70%, Climb 50%, Drive 
  Auto 40%, Firearms (Rifle/Shotgun) 55%, First Aid 60%, 
  Handgun 65%, Jump 45%, Mechanical Repair 55%, Operate 
  Heavy Machinery 35%, Persuade 60%, Spot Hidden 65%, 
  Stealth 50%, Throw 50%.
  Languages
  English 60%, French 35%.
  THE FRIENDS  
  OF HILTON ADAMS
  Needham Johnson, 30,  
  reporter at the New York Age
  STR 65 
  CON 50 
  SIZ 65 
  DEX 40 
  INT 75  
  APP 80 
  POW 65 
  EDU 70 
  SAN 55 
  HP 11
  DB: +1D4 Build: 1 
  Move: 8 
  MP: 13 
  Luck: —
  Combat
  Attacks per round: 1
  Brawl 
   
  55% (27/11), damage 1D3+1D4
  Dodge 
   
  40% (20/8) 
  Skills
  Art/Craft (Photography) 45%, Art/Craft (Writing) 75%, 
  Credit Rating 25%, Firearms (Rifle/Shotgun) 45%, History 
  55%, Intimidate 50%, Library Use 60%, Persuade 60%, 
  Psychology 60%, Spot Hidden 65%, Stealth 60%, Throw 30%.
  Languages
  English 80%, French 40%.
  Douglas Fells, 31, sculptor
  STR 60 
  CON 80 
  SIZ 65 
  DEX 70 
  INT 80  
  APP 40 
  POW 35 
  EDU 65 
  SAN 25 
  HP 14
  DB: +1D4 Build: 1 
  Move: 8 
  MP: 7 
  Luck: —
  
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  Combat
  Attacks per round: 1
  Brawl 
   
  45% (22/9), damage 1D3+1D4
  Dodge 
   
  40% (20/8) 
  Skills
  Art/Craft (Fine Art) 55%, Art/Craft (Sculpture) 75%, Credit 
  Rating 35%, Drive Auto 50%, Firearms (Rifle/Shotgun) 75%, 
  Natural World 40%, Persuade 50%, Psychology 40%, Spot 
  Hidden 80%, Throw 50%.
  Languages
  English 65%, French 60%.
  Art Mills, 29, jazz musician
  STR 55 
  CON 70 
  SIZ 70 
  DEX 75 
  INT 65  
  APP 65 
  POW 80 
  EDU 55 
  SAN 70 
  HP 14
  DB: +1D4 Build: 1 
  Move: 8 
  MP: 16 
  Luck: —
  Combat
  Attacks per round: 1
  Brawl 
   
  65% (32/13), damage 1D3+1D4
  Dodge 
   
  50% (25/10) 
  Skills
  Appraise 45%, Art/Craft (Trumpet) 75%, Credit Rating 15%, 
  Fast Talk 65%, Firearms (Rifle/Shotgun) 45%, Listen 70%, 
  Psychology 50%, Sleight of Hand 60%, Spot Hidden 60%, 
  Stealth 60%, Throw 45%.
  Languages
  English 55%, French 40%.
  Jackie Wallace, 30, hospital orderly
  STR 75 
  CON 85 
  SIZ 55 
  DEX 75 
  INT 70  
  APP 55 
  POW 70 
  EDU 60 
  SAN 61 
  HP 14
  DB: +1D4 Build: 1 
  Move: 9 
  MP: 14 
  Luck: —
  Combat
  Attacks per round: 1
  Brawl 
   
  65% (32/13), damage 1D3+1D4
  Dodge 
   
  50% (25/10) 
  Skills
  Charm 65%, Credit Rating 10%, Electrical Repair 30%, 
  Firearms (Rifle/Shotgun) 65%, First Aid 70%, Listen 60%, 
  Mechanical Repair 30%, Psychology 70%, Spot Hidden 65%, 
  Stealth 60%, Throw 65%.
  Languages
  English 60%, French 30%.
  ADVERSARIES
  The three cultists sent to murder Jackson Elias (Elias’ 
  Murderers) each have their own profile (following). A 
  range of Average Bloody Tongue Cultists (NYC) who the 
  investigators may “meet” while in New York are also provided.
  Elias’ Murderers
  Iregi Kipkemboi (Cultist #1), 23,  
  member of the Bloody Tongue
  STR 80 
  CON 75 
  SIZ 70 
  DEX 50 
  INT 40  
  APP 30 
  POW 60 
  EDU 40 
  SAN 00 
  HP 14
  DB: +1D4 Build: 1 
  Move: 8 
  MP: 10 
  Luck: 30
  Combat
  Attacks per round: 1
  Brawl 
   
  50% (25/10), damage 1D3+1D4  
   
   
  or panga 1D8+1D4
  Dodge 
   
  40% (20/8) 
  Pulp Combat
  Brawl 
   
  70% (35/14), damage  
   
   
   
  1D3+1D4 or panga 1D8+1D4
  African throwing knife  30% (15/6), damage 1D4+2,  
   
   
  plus 1D4†
  Dodge 
   
  50% (25/10) 
  † Tearing damage when removing the weapon; negated by a 
  successful Medicine or Hard First Aid roll.
  Pulp Talents
  Heavy Hitter: may spend 10 Luck points to add an additional 
  damage die when dealing out melee combat.
  Skills
  Climb 75%, Cthulhu Mythos 03%, Intimidate 25%, Jump 
  90%, Listen 65%, Sleight of Hand 50%, Stealth 60%, Swim 
  60%, Track 10%, Throw 25%.
  Languages
  English 30%, Kikuyu 50%, Nandi 35%, Swahili 35%.
  
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  Colm Doyle (Cultist #2), 24,  
  member of the Bloody Tongue
  STR 60 
  CON 60 
  SIZ 60 
  DEX 65 
  INT 35  
  APP 35 
  POW 40 
  EDU 55 
  SAN 00 
  HP 12
  DB: 0 
  Build: 0 
  Move: 8 
  MP: 8 
  Luck: 20
  Combat
  Attacks per round: 1
  Brawl 
   
  60% (30/12), damage 1D3 or  
   
   
  panga 1D8+1D4
  Dodge 
   
  65% (32/13) 
  Pulp Combat
  Brawl 
   
  80% (40/16), damage 1D3 or  
   
   
  panga 1D8+1D4
  African throwing knife  30% (15/6), damage 1D4+2,  
   
   
  plus 1D4†
  Dodge 
   
  85% (42/17) 
  † Tearing damage when removing the weapon; negated by a 
  successful Medicine or Hard First Aid roll.
  Pulp Talents
  Keen Hearing: gains a bonus die to Listen rolls.
  Skills
  Climb 60%, Cthulhu Mythos 04%, Drive Auto 35%, 
  Intimidate 20%, Jump 65%, Listen 75%, Locksmith 25%, 
  Sleight of Hand 55%, Stealth 60%, Swim 30%, Track 15%, 
  Throw 30%.
  Languages
  English 55%, Swahili 15%.
  Jomo “Jimmy” Jepleting (Cultist #3), 26, 
  member of the Bloody Tongue
  STR 75 
  CON 65 
  SIZ 60 
  DEX 80 
  INT 50  
  APP 20 
  POW 50 
  EDU 55 
  SAN 00 
  HP 12
  DB: +1D4 Build: 1 
  Move: 9 
  MP: 8 
  Luck: 25
  Combat
  Attacks per round: 1
  Brawl 
   
  50% (25/10), damage 1D3+1D4  
   
   
  or panga 1D8+1D4
  Dodge 
   
  65% (32/13) 
  Pulp Combat
  Brawl 
   
  70% (35/14), damage 1D3+1D4  
   
   
  or panga 1D8+1D4
  African throwing knife  35% (17/7), damage 1D4+2,  
   
   
  plus 1D4†
  Dodge 
   
  75% (37/15) 
  † Tearing damage when removing the weapon; negated by a 
  successful Medicine or Hard First Aid roll.
  Pulp Talents
  Rapid Attack: may spend 10 Luck points to gain one further 
  melee attack in a single combat round.
  Skills
  Climb 55%, Cthulhu Mythos 05%, Intimidate 25%, Jump 
  55%, Listen 75%, Sleight of Hand 60%, Stealth 55%, Swim 
  25%, Track 65%, Throw 35%.
  Languages
  English 35%, Kikuyu 60%, Nandi 25%, Swahili 40%.
  Silas N’kwane, 73, manager of Ju-Ju House
  STR 30 
  CON 85 
  SIZ 40 
  DEX 50 
  INT 75  
  APP 45 
  POW 65 
  EDU 30 
  SAN 00 
  HP 12
  DB: –1 
  Build: –1 
  Move: 5 
  MP: 13 
  Luck: 35
  Combat
  Attacks per round: 1
  Brawl 
   
  25% (12/5), damage 1D3–1  
   
   
  or panga 1D8–1
  Dodge 
   
  35% (17/7) 
  Skills
  Anthropology 15%, Archaeology 10%, Charm 60%, Credit Rating 
  23%, Cthulhu Mythos 11%, Fast Talk 45%, Listen 35%, Occult 
  50%, Psychology 45%, Stealth 65%, Spot Hidden 65%, Throw 30%.
  Languages
  English 45%, Kikuyu 70%, Nandi 20%, Swahili 20%.
  
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  Mukunga M’Dari, 36, high priest 
  STR 80 
  CON 100 SIZ 75 
  DEX 65 
  INT 65  
  APP 85 
  POW 85 
  EDU 40 
  SAN 00 
  HP 17
  DB: +1D4 Build: 1 
  Move: 8 
  MP: 17 
  Luck: 85
  Combat
  Attacks per round: 1
  Brawl 
   
  85% (42/17), damage 1D3+1D4  
   
   
  or large club 1D8+1D4,   
   
   
  lion’s claws 1D4+1D4,   
   
   
  switchblade 1D4+1D4
  Panga 
   
  75% (37/15), damage 1D8+1D4
  Dodge 
   
  85% (42/17) 
  Pulp Combat
  Brawl 
   
  95% (47/19), damage 1D3+1D4  
   
   
  or large club 1D8+1D4,  
   
   
  lion’s claws 1D4+1D4,  
   
   
  switchblade 1D4+1D4
  Panga 
   
  85% (42/17), damage 1D8+1D4
  African throwing knife  50% (25/10), damage 1D4+2,  
   
   
  plus 1D4†
  Dodge 
   
  95% (47/19) 
  † Tearing damage when removing the weapon; negated by a 
  successful Medicine or Hard First Aid roll.
  Pulp Talents
  Tough Guy: may spend 10 Luck points to shrug off up to 5 
  hit points of damage taken in one combat round.
  Heavy Hitter: may spend 10 Luck points to add an additional 
  damage die when dealing out melee combat.
  Skills
  Art/Craft (Sing) 55%, Climb 70%, Credit Rating 07%, 
  Cthulhu Mythos 26%, Intimidate 60%, Jump 75%, Listen 
  65%, Natural World 40%, Occult 45%, Sleight of Hand 55%, 
  Spot Hidden 55%, Stealth 75%, Track 20%, Throw 50%.
  Languages
  English 35%, Kikuyu 30%, Nandi 90%, Swahili 55%. 
  Spells: Bind Byakhee, Clutch of Nyogtha, Contact 
  Nyarlathotep, Create Ciimba*, Dread Curse of Azathoth, 
  Mindblast, Power Drain*, Shrivelling, Summon/Bind Hunting 
  Horror.
  *See Appendix B: Spells.
  MONSTERS
  Chakota, spirit of many faces
  The chakota is created by a magical ritual involving a willing 
  person, who is consumed in the process, and whose face 
  becomes the first face of the creature. At first, the cultists must 
  help the newly-made thing feed, but soon it takes care of itself.
  A chakota’s characteristics are a function of the number 
  of its faces. Each face yields 5 STR and 5 SIZ points. The 
  creature’s CON equals its STR. The DEX is always 15, 
  and its MOV is always 4. The chakota in the pit has 36 
  faces. If it ate two investigators, then it would have 38 
  faces, and its STR and SIZ would increase accordingly 
  (as would all of its associated derived statistics).
  STR 180 
  CON 180 SIZ 180 
  DEX 15 
  INT 0  
  APP — 
  POW 180 EDU — 
  SAN — 
  HP 36
  DB: n/a 
  Build: +4 
  Move: 4 
  MP: 36 
  Luck: —
  Wails of the Chakota: automatically affects everyone who can 
  hear its mouths weeping and shrieking; provoking a Sanity roll 
  for 1/1D6 loss of points when hearing them for the first time.
  Combat
  Attacks per round: 1D8 bites per target
  Fighting (Bite): kills by biting and devouring with its myriad 
  faces. May only attack one target at a time (this increases 
  to three targets in pulp games), seeking to devour the first 
  target before turning to the second. Each target is attacked 
  by 1D8 faces per round; roll to bite for each face. A successful 
  bite clamps down on the victim, drawing them closer to the 
  chakota. The target may make an opposed STR roll to break 
  free (inflicting the automatic loss of 1 damage per set of 
  clamped teeth): assume each bite has STR 5; total the number 
  of bites and use that sum as the total STR for the opposed roll 
  (do not use the chakota’s bodily strength). Note that those held 
  by the chakota’s mouths gain a bonus die to attacks against it. 
  Each successful bite attack inflicts 1 damage. 
  Bite 
   
  30% (15/6), damage 1 point per  
   
   
  successful bite
  Dodge 
   
  n/a 
  Armor: the chakota is immune to firearms and mundane 
  melee weapons, but fire, magic, and electricity can harm it. 
  If all the mouths are covered (perhaps submerged in water, 
  covered in tar, thick molasses, etc.), it can suffocate.
  Spells: none.
  Sanity loss: 1D4/2D4 Sanity points to see the chakota. An 
  additional 1D4 Sanity points are lost if an investigator sees 
  the face of a person known to them in the chakota, increasing 
  to 1D6 points if the person was a close friend or loved one. 
  
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  AVERAGE BLOODY TONGUE CULTISTS (NYC) ASSORTED THUGS
  1
  2
  3
  4
  5
  6
  7
  8
  STR
  60
  50
  70
  70
  75
  55
  45
  55
  CON
  75
  65
  60
  85
  55
  60
  70
  90
  SIZ
  60
  70
  50
  40
  45
  60
  70
  65
  DEX
  85
  75
  65
  55
  50
  50
  45
  40
  INT
  65
  40
  70
  50
  50
  75
  50
  55
  APP
  70
  50
  55
  40
  45
  65
  60
  30
  POW
  50
  50
  55
  75
  60
  55
  65
  45
  EDU
  30
  60
  55
  40
  60
  50
  25
  45
  SAN
  00
  00
  00
  00
  00
  00
  00
  00
  HP
  13
  13
  11
  12
  10
  12
  14
  15
  DB
  0
  0
  0
  0
  0
  0
  0
  0
  Build
  0
  0
  0
  0
  0
  0
  0
  0
  Move
  8
  8
  9
  9
  9
  7
  7
  7
  Luck: —
  Combat
  Attacks per round: 1 
  Brawl 
   
  45% (22/9), damage 1D3  
   
   
  or small knife/straight razor 1D4
  Panga  
   
  45%, damage 1D8
  .22 revolver*  
  30% (15/6), damage 1D6
  Dodge 
   
   
  40% (20/8) 
  Pulp Combat
  Brawl 
   
  65% (32/13), damage 1D3  
   
   
  or small knife/straight razor 1D4
  Panga 
   
  65% (32/13), damage 1D8
  .22 revolver*  
  50% (25/10), damage 1D6
  African throwing knife** 35% (17/7), damage 1D4+2,  
   
   
  plus 1D4†
  Dodge 
   
  60% (30/12) 
  *Only cultists 3 and 4 are armed with handguns 
  **Only cultists 1, 5, and 8 are armed with throwing knives.
  †Tearing damage when removing the weapon; negated by a 
  successful Medicine or Hard First Aid roll.
  Skills
  Climb 60%, Cthulhu Mythos 05%, Jump 55%, Listen 50%, 
  Occult 10%, Stealth 60%, Spot Hidden 35%, Track 35%, 
  Throw 35%.
  Languages
  English 35%, Kikuyu 60%, Nandi 35%, Swahili 50%.
  
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  CIIMBA, MONSTROUSLY STRONG UNDEAD HORRORS
  1
  2
  3
  4
  STR
  90
  110
  105
  120
  CON
  95
  35
  65
  50
  SIZ
  60
  45
  50
  65
  DEX
  65
  55
  50
  20
  POW
  05
  05
  05
  05
  HP
  15
  8
  11
  11
  DB
  +1D4
  +1D4
  +1D4
  +1D6
  Build
  1
  1
  1
  2
  Move
  6
  6
  6
  6
  Luck: —
  Combat
  Attacks per round: 1 
  Fighting 
   
  30% (15/6), damage 1D4+DB
  Dodge 
   
  n/a (ciimba do not dodge)
   
  Armor: major wounds delivered to a ciimba result in the loss 
  of a limb; otherwise, ignore damage except to the head (one 
  penalty die on rolls to target the head).
  Sanity loss: 0/1D8 Sanity points to see the ciimba. If the 
  ciimba was known in life to the investigator and is still 
  recognizable, the investigator loses an additional 1D2 Sanity 
  points whether the Sanity roll succeeds or fails. 
  
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  HIRELINGS
  The following hirelings are provided should the investigators 
  decide to hire one or more criminals or to break into the 
  Carlyle Mansion. If desired, the players could take on these 
  roles temporarily to play through such a burglary—possibly 
  more fun than watching from the sidelines.
  In addition, by changing the names and a few details, 
  these NPCs could be utilized later in any of the campaign’s 
  other locations, should the need arise.
  Solomon “Solly” Reznik, 29, safecracker and thief
  A Jewish Russian immigrant from the Lower East Side 
  who turned to crime after he lost everything in a fire at the 
  family’s cabinetmaking business.
  STR 40 
  CON 55 
  SIZ 75 
  DEX 75 
  INT 80  
  APP 80 
  POW 60 
  EDU 65 
  SAN 60 
  HP 13
  DB: 0 
  Build: 0 
  Move: 8 
  MP: 12 
  Luck: 30
  Combat
  Attacks per round: 1
  Brawl 
   
  55% (27/11), damage 1D3  
   
   
  or crowbar 1D8
  Dodge 
   
  40% (20/8) 
  Pulp Combat
  Brawl 
   
  75% (37/15), damage 1D3  
   
   
  or crowbar 1D8
  Dodge 
   
  60% (30/12) 
  Pulp Talents
  Resourceful: may spend 10 luck points to find a certain useful 
  piece of equipment
  Skills
  Appraise 55%, Art/Craft (Cabinetmaking) 45%, Climb 40%, 
  Credit Rating 20%, Listen 70%, Locksmith 70%, Mechanical 
  Repair 50%, Persuade 40%, Sleight of Hand 60%, Spot Hidden 
  75%, Stealth 60%, Throw 45%.
  Languages
  English 65%, Russian 20%.
  Gino Fabbri, 30,  
  former soldier and explosives expert
  A second-generation Italian-American who learned his 
  skills with explosives on the frontlines during the Great War.
  STR 80 
  CON 65 
  SIZ 85 
  DEX 80 
  INT 70  
  APP 55 
  POW 50 
  EDU 60 
  SAN 50 
  HP 15
  DB: +1D6 Build: 2 
  Move: 7 
  MP: 10 
  Luck: 25
  Combat
  Attacks per round: 1
  Brawl 
   
  65% (32/13), damage 1D3+1D6
  Colt .45 automatic 
  60% (30/12), damage 1D10+2
  Dodge 
   
  40% (20/8) 
  Pulp Combat
  Brawl 
   
  85% (42/17), damage 1D3+1D6
  Colt .45 automatic 
  75% (32/15), damage 1D10+2
  Dodge 
   
  60% (30/12) 
  Pulp Talents
  Alert: never surprised in combat.
  Skills
  Climb 40%, Credit Rating 20%, Demolitions 70%, First Aid 
  50%, Intimidate 65%, Jump 40%, Mechanical Repair 60%, 
  Stealth 50%, Survival (Desert) 40%, Throw 60%.
  Languages
  English 60%, Italian 60%.
  Clodagh Bannon, 36,  
  piano teacher, security expert, and occult dabbler
  The daughter of a long line of policemen, who would be horrified 
  if they knew of Clo’s sideline as a criminal mastermind. 
  STR 50 
  CON 65 
  SIZ 60 
  DEX 85 
  INT 85  
  APP 70 
  POW 70 
  EDU 65 
  SAN 70 
  HP 12
  DB: 0 
  Build: 0 
  Move: 8 
  MP: 17 
  Luck: 42
  Combat
  Attacks per round: 1
  Brawl 
   
  45% (22/9), damage 1D3
  .32 revolver  
  40% (20/8), damage 1D8
  Dodge 
   
  45% (22/9) 
  Pulp Combat
  Brawl 
   
  65% (32/13), damage 1D3
  .32 revolver  
  60% (30/12), damage 1D8
  Dodge 
   
  65% (32/13) 
  Pulp Talents
  Sharp Witted: bonus die to INT (but not Idea) rolls.
  Skills
  Appraise 55%, Art/Craft (Piano) 55%, Charm 65%, Credit 
  Rating 25%, Drive Auto 30%, Listen 70%, Occult 35%, 
  Persuade 60%, Spot Hidden 75%, Stealth 70%, Throw 50%.
  Languages
  English 65%.
  
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  Jessica Templeton, 26,  
  conwoman and pickpocket
  You’d never know it to look at the fine “lady” she’s become, but 
  “Little Jessie” grew up in one of the poorest neighborhoods 
  in Yonkers. 
  STR 60 
  CON 65 
  SIZ 50 
  DEX 90 
  INT 85  
  APP 80 
  POW 50 
  EDU 60 
  SAN 50 
  HP 11
  DB: 0 
  Build: 0 
  Move: 9 
  MP: 10 
  Luck: 25
  Combat
  Attacks per round: 1
  Brawl 
   
  25% (12/5), damage 1D3
  .25 Derringer 
  40% (20/8), damage 1D6
  Dodge 
   
  45% (22/9) 
  Pulp Combat
  Brawl 
   
  35% (17/7), damage 1D3
  .25 Derringer 
  60% (30/12), damage 1D6
  Dodge 
   
  65% (32/13) 
  Pulp Talents
  Master of Disguise: may spend 10 Luck points to gain a 
  bonus die to Disguise or Art/Craft (Acting) rolls.
  Skills
  Appraise 65%, Art/Craft (Acting) 65%, Charm 65%, Climb 
  60%, Credit Rating 30%, Fast Talk 70%, Law 15%, Listen 
  60%, Psychology 60%, Sleight of Hand 70%, Spot Hidden 
  60%, Stealth 50%, Throw 45%.
  Languages
  English 75%.
  Beauford Jones, 21, muscle and getaway driver
  Formerly from San Juan Hill (now known as Lincoln 
  Square) and currently resident in Harlem, Jones was once 
  a chauffeur for a wealthy Manhattan family before he was 
  fired for an illicit affair with his boss’ son.
  STR 75 
  CON 80 
  SIZ 70 
  DEX 70 
  INT 75  
  APP 75 
  POW 60 
  EDU 60 
  SAN 60 
  HP 15
  DB: +1D4 Build: 1 
  Move: 8 
  MP: 12 
  Luck: 30
  Combat
  Attacks per round: 1
  Brawl 
   
  65% (32/13), damage 1D3+1D4
  Colt .45 revolver 
  40% (20/8), damage 1D10+2
  Dodge 
   
  35% (17/7) 
  Pulp Combat
  Brawl 
   
  85% (42/17), damage 1D3+1D4
  Colt .45 revolver 
  60% (30/12), damage 1D10+2
  Dodge 
   
  55% (22/11) 
  Pulp Talents
  Heavy Hitter: may spend 10 Luck to add an additional 
  damage die during melee combat.
  Skills
  Climb 35%, Credit Rating 15%, Drive Auto 70%, Intimidate 
  65%, Mechanical Repair 60%, Navigate 60%, Operate Heavy 
  Machinery 50%, Persuade 50%, Psychology 40%, Spot Hidden 
  65%, Stealth 50%, Throw 40%.
  Languages
  English 60%.
  Fearghal Wong, 24, boxer and muscle for hire
  As a half Chinese-half Irish child growing up in Chinatown, 
  Fearghal soon learned to be handy with his fists.
   
  STR 70 
  CON 80 
  SIZ 60 
  DEX 85 
  INT 65  
  APP 60 
  POW 60 
  EDU 50 
  SAN 60 
  HP 14
  DB: +1D4 Build: 1 
  Move: 9 
  MP: 12 
  Luck: 30
  Combat
  Attacks per round: 1
  Brawl 
   
  75% (37/15), damage 1D3+1D4  
   
   
  or pickaxe handle 1D8+1D4
  Dodge 
   
  60% (30/12) 
  Pulp Combat
  Brawl 
   
  95% (47/19), damage 1D3+1D4  
   
   
  or pickaxe handle 1D8+1D4
  Dodge 
   
  75% (37/15) 
  Pulp Talents
  Tough Guy: may spend 10 points of Luck to shrug off 5 
  points of damage per combat round.
  Skills
  Climb 50%, Credit Rating 15%, First Aid 45%, Intimidate 
  75%, Jump 60%, Psychology 40%, Spot Hidden 65%, Stealth 
  50%, Throw 50%.
  Languages
  Chinese (Mandarin) 50%, English 50%.
  
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  CHARACTERS AND 
  MONSTERS:  
  THE CHELSEA SERPENT
  Miles Shipley, 37, insane artist
  STR 65 
  CON 70 
  SIZ 45 
  DEX 75 
  INT 65 
  APP 30 
  POW 50 
  EDU 50 
  SAN 08 
  HP 11
  DB: 0 
  Build: 0 
  Move: 9 
  MP: 10 
  Luck: —
  Combat
  Attacks per round: 1
  Brawl 
   
  65% (15/6), damage 1D3 
   
   
  or butcher’s knife 1D4+2
  Dodge 
   
  40% (20/8) 
  Skills
  Art/Craft (Fine Art) 75%, Cthulhu Mythos 15%, Fast 
  Talk 60%, First Aid 40%, Jump 35%, Occult 35%, Persuade 
  45%, Spot Hidden 55%, Stealth 50%, Throw 30%.
  Languages
  English 50%, Naacal 20%.
  Ssathasaa, serpent person 
  STR 60 
  CON 55 
  SIZ 55 
  DEX 75 
  INT 90
  APP —  
  POW 120 EDU —  
  SAN —  
  HP 11
  DB: 0 
  Build: 0 
  Move: 8 
  MP: 24 
  Luck: 90
  Ssathasaa, as Bertha Shipley
  STR 20 
  CON 40 
  SIZ 40 
  DEX 30 
  INT 45 
  APP 45 
  POW 40 
  EDU 30 
  SAN —  
  HP 11
  DB: 0 
  Build: 0 
  Move: 8 
  MP: 24 
  Luck: 90
  Combat
  Attacks per round: 1 (claw, bite, weapon)
  Bite: highly poisonous; victim must succeed in an Extreme 
  CON roll; if failed, suffers additional 1D8 damage.
  Fighting 
   
  60% (30/12), damage 1D3  
   
   
  or meat cleaver 1D4+2
  Knitting Needle  
  60% (30/12), damage 1D3 
  Bite 
   
  35% (17/7), damage 1D8 + poison  
   
   
  (see above)
  Dodge 
   
  37% (18/7) 
  Pulp Combat
  Fighting 
   
  80% (40/12), damage 1D3  
   
   
  or large meat cleaver 1D8
  Knitting Needle  
  80% (40/12), damage 1D3 
  Bite 
   
  45% (17/7), damage 1D8 + poison  
   
   
  (see above)
  Dodge 
   
  37% (18/7) 
  Pulp Talents
  Fleet Footed: spend 10 Luck to avoid being outnumbered 
  for one combat encounter.
  Rapid Attack: spend 10 Luck to gain one further melee attack 
  in a single round.
  Skills
  Art/Craft (Knitting) 45%, Charm 60%, Cthulhu Mythos 50%, 
  Intimidate 70%, Jump 65%, Lore (Brew Plutonian Drug) 
  80%, Natural World 60%, Science (Biology) 60%, Science 
  (Chemistry) 80%, Spot Hidden 40%, Stealth 85%, Swim 85%, 
  Throw 55%, Track 60%.
  Languages
  Arabic 50%, English 60%, Naacal 90%.
  Armor: 1-point skin and scales.
  Spells: Cloud Memory, Consume Likeness, Dread Curse of 
  Azathoth, Dominate, Enthrall Victim, Mental Suggestion, 
  Time Gate, Wrack. Other spells, such as Contact Yig (see the 
  Grand Grimoire of Cthulhu Mythos Magic for further details), 
  are at the Keeper’s discretion.
  Sanity loss: 0/1D6 Sanity points to see a serpent person.
  
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  CHARACTERS AND 
  MONSTERS: THE 
  DERBYSHIRE MONSTER
  LESSER EDALE RESIDENTS
  Hubert Tumwell, age 43, police constable 
  STR 60 
  CON 65 
  SIZ 50 
  DEX 50 
  INT 45 
  APP 45 
  POW 40 
  EDU 45 
  SAN 40 
  HP 11
  DB: 0 
  Build: 0 
  Move: 7 
  MP: 8 
  Luck: 40
  Combat
  Attacks per round: 1
  Brawl 
   
  40% (20/8), damage 1D3  
   
   
  or truncheon 1D6
  12-g Shotgun 
  50% (25/10), damage  
   
   
   
  4D6/2D6/1D6
  .303 Lee-Enfield rifle  50% (25/10), damage 2D6+1
  Dodge 
   
  25% (12/5) 
  Skills
  Charm 40%, Climb 35%, Credit Rating 22%, Drive Auto 20%, 
  Fast Talk 45%, First Aid 60%, Intimidate 35%, Jump 30%, 
  Law 30%, Listen 45%, Navigate 50%, Psychology 45%, Ride 
  (Bicycle) 65%, Spot Hidden 50%, Stealth 35%, Track 30%.
  Languages
  English 45%.
  Reverend Jeremy Stratton, age 67, vicar
  STR 35 
  CON 50 
  SIZ 60 
  DEX 60 
  INT 75
  APP 45 
  POW 50 
  EDU 80 
  SAN 50 
  HP 11
  DB: 0 
  Build: 0 
  Move: 5 
  MP: 10 
  Luck: 50
  Combat
  Attacks per round: 1
  Brawl 
   
  25% (12/5), damage 1D3 
  Dodge 
   
  30% (15/6) 
  Skills
  Accounting 15%, Archaeology 15%, Art/Craft (Sing) 15%, 
  Charm 40%, Credit Rating 49%, First Aid 60%, History 70%, 
  Law 15%, Library Use 35%, Listen 45%, Lore (Druidism) 20%, 
  Lore (Theology) 75%, Medicine 20%, Natural World 40%, 
  Occult 30%, Persuade 60%, Psychology 45%, Stealth 30%. 
  Languages
  English 80%, Greek 11%, Latin 15%.
  THE VANE FAMILY
  Lord Arthur Gordon Fitzhugh Vane, 67,  
  peer of the realm 
  STR 40 
  CON 40 
  SIZ 55 
  DEX 50 
  INT 75
  APP 60 
  POW 45 
  EDU 80 
  SAN 41 
  HP 9
  DB: 0 
  Build: 0 
  Move: 4 
  MP: 9 
  Luck: 45
  Combat
  Attacks per round: 1
  Brawl 
   
  30% (15/6), damage 1D3
  20-g shotgun (2B) 
  40% (20/8), damage 2D6/1D6/1D3
  Dodge 
   
  25% (12/5) 
  Skills
  Accounting 60%, Charm 25%, Credit Rating 92%, History 35%, 
  Intimidate 35%, Law 65%, Library Use 35%, Listen 25%, Natural 
  World 35%, Occult 10%, Persuade 60%, Psychology 55%.
  Languages
  English 80%, Greek 10%, Latin 35%.
  Lawrence Arthur Ponsonby Vane, 23, son and heir
  STR 65 
  CON 80 
  SIZ 70 
  DEX 75 
  INT 70 
  APP 50 
  POW 50 
  EDU 80 
  SAN 46 
  HP 15
  DB: +1D4 Build: 1 
  Move: 8 
  MP: 10 
  Luck: 50
  Combat
  Attacks per round: 1
  Brawl 
   
  60% (30/12), damage 1D3+1D4
  Fencing Foil (sharp tip) 50% (25/10), damage 1D6+1D4
  12-g shotgun (2B)  
  45% (22/9), damage 4D6/2D6/1D6
  Dodge 
   
  40% (20/8)
  Skills
  Charm 45%, Climb 60%, Credit Rating 90%, Drive Auto 70%, 
  Fast Talk 40%, History 35%, Jump 40%, Law 40%, Library 
  Use 40%, Listen 50%, Persuade 50%, Psychology 45%, Ride 
  55%, Spot Hidden 35%, Stealth 40%, Track 25%, Throw 45%.
  Languages
  English 80%, French 60%, Greek 10%, Latin 30%.
  
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  AVERAGE TOWNSFOLK OF LESSER EDALE
  1
  2
  3
  4
  5
  6
  7
  8
  STR
  60
  45
  50
  70
  65
  55
  35
  80
  CON
  50
  40
  45
  60
  75
  65
  60
  90
  SIZ
  55
  65
  70
  50
  55
  60
  50
  50
  DEX
  80
  75
  65
  60
  55
  50
  65
  40
  INT
  70
  45
  55
  60
  45
  50
  80
  35
  APP
  65
  60
  65
  45
  55
  60
  65
  40
  POW
  60
  35
  50
  70
  65
  50
  45
  55
  EDU
  40
  45
  30
  45
  40
  40
  50
  35
  SAN
  60
  35
  50
  70
  65
  50
  45
  55
  HP
  10
  10
  11
  11
  13
  12
  11
  14
  DB
  0
  0
  0
  0
  0
  0
  0
  +1D4
  Build
  0
  0
  0
  0
  0
  0
  0
  1
  Move
  9
  8
  7
  9
  8
  7
  8
  8
  Luck: —
  Combat
  Attacks per round: 1
  The majority of villagers have access to farm tools, kitchen knives, 
  and so on. Servants are more likely to find candelabra, kitchen 
  knives, or garden tools. A few will have access to a shotgun.
  Brawl 
   
   
  40% (20/8), damage 1D3+DB
  Kitchen knife 
   
  40% (20/8), damage 1D4+2+DB
  Candelabra 
   
  40% (20/8), damage 1D6+DB
  Spade 
   
   
  40% (20/8), damage 1D8+DB
  12-g shotgun 
   
  30% (15/6), damage  
   
   
   
  4D6/2D6/1D6
  Dodge 
   
   
  35% (17/7) 
  Villager Skills
  Charm 35%, Climb 40%, Fast Talk 40%, First Aid 45%, 
  History 15%, Intimidate 40%, Jump 35%, Listen 40%, 
  Locksmith 35%, Mechanical Repair 50%, Natural World 
  35%, Navigate 50%, Occult 25%, Operate Heavy Machinery 
  40%, Psychology 25%, Ride 40%, Spot Hidden 30%, Stealth 
  35%, Throw 40%, Track 45%.
  Servant Skills
  Charm 40%, Climb 25%, Fast Talk 25%, First Aid 30%, 
  History 20%, Intimidate 45%, Jump 30%, Listen 35%, Natural 
  World 30%, Navigate 25%, Psychology 40%, Spot Hidden 
  35%, Stealth 45%, Throw 35%.
  
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  Eloise Gwendolak Eldreda Vane, 21,  
  heiress to the curse
  A separate profile for Eloise in ghoul form follows.
  STR 35 
  CON 40 
  SIZ 60 
  DEX 45 
  INT 60 
  APP 70 
  POW 50 
  EDU 70 
  SAN 46 
  HP 10
  DB: 0 
  Build: 0 
  Move: 7 
  MP: 10 
  Luck: 50
  Combat
  Attacks per round: 1
  Brawl 
   
  25% (12/5), damage 1D3
  Dodge 
   
  30% (15/6)
  Skills
  Art/Craft (Piano) 65%, Charm 40%, Climb 40%, Credit 
  Rating 80%, Drive Auto 30%, First Aid 40%, Jump 35%, 
  Library Use 40%, Listen 40%, Natural World 55%, Persuade 
  50%, Psychology 45%, Ride 60%, Spot Hidden 30%, Stealth 
  40%, Throw 30%.
  Languages
  English 70%, French 65%. 
  Eloise in Ghoul Form
  STR 85 
  CON 80 
  SIZ 80 
  DEX 90 
  INT 60 
  APP — 
  POW 50 
  EDU — 
  SAN — 
  HP 16
  DB: +1D6 Build: 2 
  Move: 10 MP: 8 
  Luck: 50
  Combat
  Attacks per round: 3 (claws, bite, hold) 
  Bite and hold (mnvr): with success, Eloise’s jaws bite and 
  hold, worrying the target. Her fangs inflict 1D4 damage 
  automatically per round thereafter, in addition to her other 
  attacks. The held target may attempt an opposed STR roll to 
  free themselves. Eloise has not been feeding on carrion (yet), 
  so wounds do not become infected. 
  Fighting  
   
  40% (20/8), damage 1D6+1D6
  Bite and hold (mnvr)  
  40% (20/8), damage 1D6+1D6,  
   
   
  1D4+1D6 thereafter
  Dodge  
   
  60% (30/12)
  Pulp Combat
  Fighting  
   
  80% (40/16), damage 1D6+1D6
  Bite and hold (mnvr)  
  80% (40/16), damage 1D6+1D6,  
   
   
  1D6*+1D6 thereafter
  Dodge  
   
  70% (35/14)
  *Increased from 1D4.
  Pulp Talents
  Tough Guy: soaks up damage, may spend 10 Luck points to 
  shrug off up to 5 damage taken in one combat round. 
  Heavy Hitter: may spend 10 Luck points to add +1D6 melee 
  damage.
  Fleet Footed: may spend 10 Luck to avoid being outnumbered 
  in melee combat for one combat encounter. 
  Skills
  Climb 90%, Jump 80%, Listen 70%, Spot Hidden 60%, Stealth 90%.
  Armor: firearms and projectiles inflict only half rolled damage 
  (round down).
  Sanity loss: 0/1D6 Sanity points to see a ghoul.
  
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  PULP OPTION: GHOUL PACK
  If introducing these optional pulp opponents, assume 2 
  ghouls per hero. Use the following generic profile for each 
  of the ghouls.
  STR 80 
  CON 70 
  SIZ 70 
  DEX 70 
  INT 60 
  APP — 
  POW 60 
  EDU — 
  SAN — 
  HP 14
  DB: +1D4 Build: 1 
  Move: 9 
  MP: 8 
  Luck: 
  —
  Combat
  Attacks per round: 3 (claws, bite, hold) 
  Disease: carrion feeders, wounds may become infected if 
  target fails a Luck roll.
  Bite and hold (mnvr): with success, the ghoul’s jaws bite 
  and hold, worrying the target. Its fangs inflict 1D4 damage 
  automatically per round thereafter, in addition to its other 
  attacks. The held target may attempt an opposed STR roll 
  to free themselves. 
  Fighting   
   
  65% (32/13), damage 
  1D6+1D4
  Bite and hold (mnvr)  
  65% (32/13), damage 1D6+1D4,  
   
   
   
  1D4+1D4 thereafter
  Dodge   
   
  50% (25/10)
  Skills
  Climb 85%, Jump 75%, Listen 70%, Spot Hidden 50%, Stealth 
  70%.
  Armor: firearms and projectiles inflict only half rolled damage 
  (round down).
  Sanity loss: 0/1D6 Sanity points to see a ghoul.
  
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  CHARACTERS AND 
  MONSTERS: ENGLAND
  Statistical profiles are gathered here to enable the Keeper to 
  copy or print out these pages separately from the campaign 
  to provide a handy reference when running this chapter. 
  NPCs, monsters, and others are gathered by type or distinct 
  groupings.
  Note: certain NPCs have alternative combat profiles, as well 
  as talents for pulp games.
  ALLIES OR INDEPENDENTS
  Mickey Mahoney, 43, editor of The Scoop
  STR 55 
  CON 65 
  SIZ 40 
  DEX 50 
  INT 70 
  APP 70 
  POW 45 
  EDU 65 
  SAN 45 
  HP 10
  DB: 0 
  Build: 0 
  Move: 8 
  MP: 9 
  Luck: 45
  Combat
  Attacks per round: 1
  Brawl 
   
  60% (30/12), damage 1D3
  .303 Enfield rifle 
  55% (27/11), damage 2D6+4
  Dodge 
   
  30% (15/6) 
  Pulp Talents
  Strong Willed: bonus die to POW rolls.
  Skills
  Accounting 65%, Climb 30%, Credit Rating 38%, Drive Auto 
  55%, Fast Talk 75%, History 35%, Jump 25%, Law 95%, Library 
  Use 55%, Mechanical Repair 55%, Occult 10%, Persuade 65%, 
  Psychology 60%, Spot Hidden 50%, Throw 30%.
  Languages
  English 65%.
  Inspector James Barrington,  
  53, by-the-book policeman
  STR 50 
  CON 70 
  SIZ 55 
  DEX 60 
  INT 75 
  APP 55 
  POW 50 
  EDU 80 
  SAN 50 
  HP 12
  DB: 0 
  Build: 0 
  Move: 6 
  MP: 10 
  Luck: 50
  Combat
  Attacks per round: 1
  Brawl 
   
  60% (30/12), damage 1D3  
   
   
  or nightstick 1D6
  .38 revolver  
  50% (25/10), damage 1D10
  Dodge 
   
  30% (15/6) 
  Pulp Talents
  Nimble: does not lose next action when “diving for cover” 
  versus firearms. 
  Skills
  Accounting 40%, Climb 30%, Credit Rating 45%, Drive 
  Auto 30%, First Aid 60%, Fast Talk 60%, History 25%, Jump 
  25%, Law 45%, Library Use 60%, Mechanical Repair 30%, 
  Navigate 50%, Persuade 40%, Psychology 60%, Spot Hidden 
  75%, Stealth 35%, Track 20%, Throw 40%.
  Languages
  English 80%.
  Miss Jasmine Pink, 36, psychic medium
  STR 45 
  CON 80 
  SIZ 40 
  DEX 75 
  INT 70 
  APP 65 
  POW 75 
  EDU 60 
  SAN 72 
  HP 12
  DB: 0 
  Build: 0 
  Move: 9 
  MP: 15 
  Luck: —
  Combat
  Attacks per round: 1
  Brawl 
   
  40% (20/8), damage 1D3
  Dodge 
   
  45% (22/9) 
  Pulp Talents
  Psychic Power: Medium 70%.
  Nimble: does not lose next action when “diving for cover” 
  versus firearms. 
  Skills
  Charm 55%, Credit Rating 32%, First Aid 50%, Fast Talk 
  70%, Medium 70%, Occult 50%, Psychology 65%, Sleight 
  of Hand 45%, Spot Hidden 60%, Stealth 45%, Throw 30%.
  Languages
  English 60%, French 15%.
  ADVERSARIES
  Bigger-Than-Average Brotherhood Cultists 
  (England), Gavigan’s henchmen
  Use this profile for all tougher cultists.
  STR 80 
  CON 85 
  SIZ 85 
  DEX 65 
  INT 55 
  APP 50 
  POW 60 
  EDU 45 
  SAN 00 
  HP 17
  DB: +1D6 Build: 2 
  Move: 7 
  MP: 12 
  Luck: 20
  Combat
  Attacks per round: 1
  Brawl 
   
  70% (35/14), damage 1D3+1D6  
   
   
  or large knife/club 1D6+1D6
  Dodge 
   
  35% (17/7) 
  
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  STEADFAST CONSTABLES, TRUSTWORTHY OFFICERS
  1
  2
  3
  4
  5
  6
  7
  8
  STR
  80
  75
  85
  60
  65
  55
  60
  90
  CON
  80
  90
  75
  60
  65
  70
  50
  70
  SIZ
  80
  85
  75
  80
  60
  60
  70
  65
  DEX
  70
  70
  75
  65
  60
  70
  60
  50
  INT
  55
  60
  70
  65
  55
  70
  75
  60
  APP
  50
  55
  60
  65
  70
  65
  60
  85
  POW
  50
  60
  65
  75
  55
  60
  60
  80
  EDU
  50
  60
  45
  50
  55
  70
  50
  55
  SAN
  60
  35
  50
  70
  65
  50
  45
  55
  HP
  16
  17
  15
  14
  12
  13
  12
  13
  DB
  +1D4
  +1D4
  +1D4
  +1D4
  +1D4
  0
  +1D4
  +1D4
  Build
  1
  1
  1
  1
  1
  0
  1
  1
  Move
  8
  7
  8
  7
  8
  8
  7
  8
  MP
  10
  12
  13
  15
  11
  12
  12
  16
  Luck: —
  Combat
  Attacks per round: 1
  Brawl 
   
  65% (32/13), damage 1D3+DB  
   
   
  or nightstick 1D6+DB
  Dodge 
   
  35% (17/7) 
  Skills
  Climb 60%, Drive Auto 25%, First Aid 40%, Fast Talk 40%, 
  Intimidate 45%, Jump 40%, Law 20%, Mechanical Repair 
  25%, Navigate 55%, Psychology 30%, Spot Hidden 50%, 
  Stealth 45%, Track 20%, Throw 50%.
  Pulp Combat
  Attacks per round: 1
  Brawl 
   
  85% (42/17), damage 1D3+1D6  
   
   
  or knife/club 1D6+1D6
  Dodge 
   
  40% (20/8) 
  Skills
  Climb 50%, Cthulhu Mythos 4%, Drive Auto 30%, Fast Talk 40%, 
  Intimidate 70%, Jump 60%, Listen 40%, Locksmith 30%, Operate 
  Heavy Machinery 60%, Stealth 40%, Swim 40%, Throw 40%.
  Languages
  (Varies, own at 60%, others at 20% or 30%) Arabic, English, French.
  
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  PULP: DETECTIVE INSPECTOR JOHN CRAIG, 69, RETIRED POLICEMAN
  STR 60 
  CON 55 
  SIZ 65 
  DEX 30* 
  INT 70 
  APP 60 
  POW 65 
  EDU 79 
  SAN 59 
  HP 12
  DB: +1D4 Build: 1 
  Move: 4* 
  MP: 13 
  Luck: 65
  *Confined to a wheelchair, unable to walk.
  Combat
  Attacks per round: 1
  Brawl 
   
  70% (35/14), damage 1D3+1D4
  .45 revolver  
  55% (27/11), damage 1D10+2
  Dodge 
   
  15% (7/3) 
  Pulp Talents
  Beady Eye: does not suffer penalty die when “aiming” at a 
  small target (Build –2), and may also fire into melee without 
  a penalty die. 
  Rapid Fire: ignores penalty die for multiple handgun shots. 
  Skills
  Charm 40%, Credit Rating 49%, First Aid 45%, Fast Talk 
  60%, History 30%, Law 80%, Navigate 60%, Persuade 60%, 
  Psychology 50%, Spot Hidden 55%, Stealth 30%, Throw 60%.
  Languages
  English 75%, Polish 20%.
  
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  AVERAGE BROTHERHOOD CULTISTS (ENGLAND) ASSORTED THUGS
  Use these profiles for run-of-the-mill cultists, as well as for Zahra Shafik’s cadre of loyal cultists.
  1
  2
  3
  4
  5
  6
  7
  8
  STR
  45
  50
  55
  60
  65
  70
  80
  90
  CON
  50
  50
  75
  60
  70
  70
  50
  70
  SIZ
  60
  50
  50
  70
  75
  60
  80
  80
  DEX
  70
  70
  80
  65
  60
  70
  60
  50
  INT
  55
  60
  70
  65
  55
  75
  75
  60
  APP
  50
  40
  45
  65
  55
  65
  60
  85
  POW
  50
  60
  65
  75
  55
  60
  60
  70
  EDU
  50
  60
  45
  50
  55
  70
  50
  55
  SAN
  00
  00
  00
  00
  00
  00
  00
  00
  HP
  11
  10
  12
  13
  14
  13
  13
  15
  DB
  0
  0
  0
  +1D4
  +1D4
  +1D4
  +1D4
  +1D6
  Build
  0
  0
  0
  1
  1
  1
  1
  2
  Move
  8
  8
  9
  7
  7
  9
  8
  8
  MP
  10
  12
  13
  15
  11
  12
  12
  14
  Luck: —
  Combat
  Attacks per round: 1
  Brawl 
   
  45% (22/9), damage 1D3+DB  
   
   
  or large knife/club 1D6+DB
  Dodge 
   
  40% (20/8) 
  Pulp Combat
  Attacks per round: 1
  Brawl 
   
  65% (32/13), damage 1D3+DB  
   
   
  or large knife/club 1D6+DB
  Dodge 
   
  40% (20/8) 
  Skills
  Climb 45%, Cthulhu Mythos 4%, Drive Auto 40%, Fast Talk 
  30%, Intimidate 45%, Jump 40%, Listen 50%, Sleight of Hand 
  30%, Spot Hidden 50%, Stealth 70%, Throw 40%, Track 10%.
  Languages
  (Varies, own at 60%, others at 20% or 30%) Arabic, English, 
  French.
  
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  Edward Gavigan, 55, high priest
  STR 65 
  CON 85 
  SIZ 65 
  DEX 80 
  INT 90 
  APP 70 
  POW 115 EDU 90 
  SAN 00 
  HP 15
  DB: +1D4 Build: 1 
  Move: 6 
  MP: 23 
  Luck: 80
  Combat
  Attacks per round: 1
  Brawl 
   
  50% (25/10), damage 1D3+1D4  
   
   
  or club 1D6+1D4
  Saber 
   
  30% (15/6), damage 1D8+1+DB
  12-g shotgun (2B)  
  40% (20/8), damage 4D6/2D6/1D6
  Dodge 
   
  40% (20/8) 
  Pulp Talents
  Tough Guy: spend 10 Luck to shrug off up to 5 points of 
  damage taken in one combat round. 
  Fleet Footed: spend 10 Luck to avoid being outnumbered in 
  melee combat for one combat encounter. 
  Skills
  Accounting 30%, Anthropology 20%, Archaeology 60%, Charm 
  45%, Credit Rating 85%, Cthulhu Mythos 39%, Drive Auto 
  50%, History (Egyptian) 90%, Intimidate 40%, Listen 55%, 
  Occult 65%, Persuade 80%, Psychology 90%, Ride 55%, Science 
  (Astronomy) 40%, Spot Hidden 35%, Stealth 45%, Throw 60%.
  Languages
  Arabic 80%, English 90%, Egyptian Hieroglyphs 80%, French 
  80%, Greek 60%, Hebrew 40%, Hindustani 25%, Latin 70%.
  Special
  Gavigan has a pair of magic scepters (see Appendix D: 
  Artifacts, page 651); normally kept at Misr House, Gavigan 
  may have these nearby if he fears an attack is forthcoming.
  Spells: Cloud Memory, Contact Nyarlathotep, Dread Curse 
  of Azathoth, Enchant Knife, Enchant Whistle, Flesh Ward, 
  Mindblast, Pharaoh’s Breath*, Pharaoh’s Wrath*, Power Drain*, 
  Quicken Fog-Spawn, Send Dream*, Shrivelling, Steal Life, 
  Summon/Bind Byakhee, Summon/Bind Dimensional Shambler, 
  Summon/Bind Hunting Horror, Summon/Bind Servitor of the 
  Outer Gods, Voorish Sign, and others as the Keeper wishes.
  *See Appendix B: Spells.
  Armor: none, but the Two Scepters absorb 1D10 points of 
  magical damage (e.g. if three Shrivelling spells were cast at 
  Gavigan, the scepters would absorb 1D10 points of damage from 
  each spell, each rolled separately). There is no limit to the duration 
  of this defense but Gavigan must keep the scepters crossed.
  Thomas Kinnery, 36, Gavigan’s private secretary 
  STR 45 
  CON 55 
  SIZ 45 
  DEX 80 
  INT 70 
  APP 50 
  POW 45 
  EDU 75 
  SAN 00 
  HP 10
  DB: 0 
  Build: 0 
  Move: 8 
  MP: 9 
  Luck: —
  Combat
  Attacks per round: 1
  Brawl 
   
  40% (20/8), damage 1D3 or club 1D6
  Dodge 
   
  50% (25/10) 
  Skills
  Accounting 80%, Archaeology 20%, Charm 10%, Credit 
  Rating 40%, Cthulhu Mythos 7%,  Fast Talk 70%, History 
  (Egyptian) 35%, Listen 55%, Persuade 35%, Psychology 30%, 
  Spot Hidden 40%, Stealth 50%, Throw 30%. 
  Languages
  English 75%.
  Zahra Shafik, 36, spice dealer and high priestess
  STR 60 
  CON 70 
  SIZ 70 
  DEX 90 
  INT 90 
  APP 85 
  POW 100 EDU 80 
  SAN 00 
  HP 14
  DB: +1D4 Build: 1 
  Move: 8 
  MP: 20 
  Luck: 60
  Combat
  Attacks per round: 1
  Brawl 
   
  60% (30/12), damage 1D3+1D4,  
   
   
  knife 1D4+1D4, or club 1D6+1D4
  .32 auto 
   
  30% (15/6), damage 1D8
  Dodge 
   
  50% (25/10) 
  Pulp Talents
  Rapid Attack: may spend 10 Luck points to gain one further 
  attack in a single combat round. 
  Quick Draw: does not need to have their firearm “readied” 
  to gain +50 DEX for combat order. 
  Skills
  Accounting 60%, Archaeology 30%, Charm 90%, Climb 70%, 
  Credit Rating 65%, Cthulhu Mythos 29%, History (Egyptian) 
  40%, Fast Talk 60%, Intimidate 30%, Jump 70%, Listen 70%, 
  Occult 40%, Persuade 40%, Psychology 60%, Sleight of Hand 
  70%, Spot Hidden 60%, Stealth 80%, Throw 60%.
  Languages
  Arabic 80%, English 65%, Egyptian Hieroglyphs 50%.
  Special: Shafik has a pair of magic scepters (see Appendix D: 
  Artifacts, page 651); normally kept in her flat, she takes these 
  to rites at Misr House. In addition, Shafik is the keeper of the 
  Mirror of Gal (page 650), which may be used as a weapon.
  
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  Spells: Body Warping of Gorgoroth, Cloud Memory, Contact 
  Nyarlathotep, Flesh Ward, Mental Suggestion, Mindblast, 
  Power Drain*, Steal Life, Shrivelling, Summon/Bind Byakhee, 
  Summon/Bind Hunting Horror, Voice of Ra*, and others as 
  the Keeper wishes.
  *See Appendix B: Spells.
  Armor: none, but the Two Scepters absorb 1D10 points of 
  magical damage (e.g. if three Shrivelling spells were cast at Shafik, 
  the scepters would absorb 1D10 points of damage from each spell, 
  each rolled separately). There is no limit to the duration of this 
  defense but Shafik must keep the scepters crossed.
  Edjo, 26, fanatical devotee of Zahra Shafik
  STR 90 
  CON 60 
  SIZ 75 
  DEX 50 
  INT 25 
  APP 40 
  POW 30 
  EDU 30 
  SAN 00 
  HP 13
  DB: +1D6 Build: 2 
  Move: 8 
  MP: 6 
  Luck: —
  Combat
  Attacks per round: 1
  Brawl 
   
  70% (35/14), damage 1D3+1D6  
   
   
  or club 1D6+1D6
  Dodge 
   
  25% (12/5) 
  Skills
  Climb 80%, Credit Rating 10%, Cthulhu Mythos 08%, 
  Intimidate 50%, Jump 40%, Listen 35%, Psychology 20%, 
  Spot Hidden 40%, Stealth 30%, Throw 70%.
  Languages
  Arabic 40%, English 5%.
  BLUE PYRAMID CLUB
  Abdul Nawisha, 48,  
  owner of the Blue Pyramid Club
  STR 70 
  CON 70 
  SIZ 75 
  DEX 50 
  INT 75 
  APP 35 
  POW 40 
  EDU 30 
  SAN 36 
  HP 14
  DB: +1D4 Build: 1 
  Move: 6 
  MP: 8 
  Luck: —
  Combat
  Attacks per round: 1
  Brawl 
   
  60% (30/12), damage 1D3+1D4  
   
   
  or switchblade 1D4+1D4
  Blackjack (small) 
  60% (30/12), damage 1D6+1D4
  Dodge 
   
  25% (12/5) 
  Skills
  Accounting 60%, Charm 40%, Cthulhu Mythos 01%, Drive 
  Auto 45%, Electrical Repair 15%, Fast Talk 60%, Gamble 
  Recklessly 70%, Listen 60%, Psychology 60%, Sleight of Hand 
  60%, Stealth 35%.
  Languages
  Arabic 80%, English 45%, French 25%.
  Bouncers, Blue Pyramid Club 
  Use this profile for all club bouncers.
  STR 75 
  CON 60 
  SIZ 80 
  DEX 50 
  INT 45 
  APP 40 
  POW 45 
  EDU 35 
  SAN 45 
  HP 14
  DB: +1D4 Build: 1 
  Move: 7 
  MP: 9 
  Luck: —
  Combat
  Attacks per round: 1
  Brawl 
   
  65% (32/13), damage 1D3+1D4 
  Chair Leg (club) 
  65% (32/13), damage 1D6+1D4 
  Dodge 
   
  25% (12/5) 
  Skills
  Climb 40%, Intimidate 70%, Jump 45%, Listen 40%, 
  Psychology 40%, Spot Hidden 45%, Stealth 30%. 
  Languages
  Arabic 60%, English 35%.
  Yalesha Essam, 19, Blue Pyramid Club dancer
  STR 45 
  CON 50 
  SIZ 40 
  DEX 85 
  INT 55 
  APP 85 
  POW 55 
  EDU 40 
  SAN 55 
  HP 9
  DB: 0 
  Build: 0 
  Move: 9 
  MP: 11 
  Luck: —
  Combat
  Attacks per round: 1
  Brawl 
   
  40% (20/8), damage 1D3
  Dodge 
   
  60% (30/12) 
  Skills
  Art/Craft (Dancing) 95%, Art/Craft (Sing) 75%, Charm 
  70%, Climb 70%, Credit Rating 28%, Jump 65%, Listen 
  60%, Psychology 45%, Spot Hidden 40%, Stealth 70%. 
  Languages
  Arabic 70%, English 45%.
  
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  LIMEHOUSE DOCKS
  Puneet Chaudhary, 44, warehouse owner
  STR 50 
  CON 60 
  SIZ 60 
  DEX 50 
  INT 70 
  APP 50 
  POW 40 
  EDU 30 
  SAN 40 
  HP 12
  DB: 0 
  Build: 0 
  Move: 6 
  MP: 8 
  Luck: —
  Combat
  Attacks per round: 1
  Brawl 
   
  60% (30/12), damage 1D3  
   
   
  or knife 1D4+1
  Garrote 
   
  50% (25/10), damage 1D6,  
   
   
  successful mnvr to break free.
  Dodge 
   
  25% (12/5) 
  Skills
  Accounting 55%, Charm 35%, Credit Rating 65%, Cthulhu 
  Mythos 02%, Fast Talk 80%, Law 10%, Listen 65%, Sleight 
  of Hand 50%, Spot Hidden 50%, Stealth 40%.
  Languages
  English 50%, Hindustani 75%.
  Lascars
  Use this profile for all of the Lascars.
  STR 50 
  CON 55 
  SIZ 55 
  DEX 60 
  INT 50 
  APP 50 
  POW 40 
  EDU 25 
  SAN 40 
  HP 11
  DB: 0 
  Build: 0 
  Move: 8 
  MP: 8 
  Luck: —
  Combat
  Attacks per round: 1
  Brawl 
   
  50% (25/10), damage 1D3  
   
   
  or knife 1D4
  Dodge 
   
  40% (20/8) 
  Skills
  Climb 40%, Jump 45%, Listen 50%, Spot Hidden 40%, Stealth 50%.
  Languages
  English 20%, Hindustani 60%.
  THE IVORY WIND
  Lars Torvak, 54, captain of the Ivory Wind
  STR 80 
  CON 65 
  SIZ 70 
  DEX 50 
  INT 60 
  APP 50 
  POW 35 
  EDU 40 
  SAN 35 
  HP 13
  DB: +1D4 Build: 1 
  Move: 6 
  MP: 7 
  Luck: —
  Combat
  Attacks per round: 1
  Brawl 
   
  45% (22/9), damage 1D3+1D4  
   
   
  or knife 1D4+1D4
  .30-06 rifle   
  50% (25/10), damage 2D6+4
  Dodge 
   
  25% (12/5) 
  Skills*
  Accounting 25%, Climb 30%, Credit Rating 52%, Fast Talk 
  40%, Intimidate 45%, Jump 35%, Mechanical Repair 35%, 
  Navigate 70%, Operate Heavy Machinery 40%, Pilot (Ship) 
  65%, Psychology 40%, Stealth 30%, Swim 70%, Throw 45%.
  Languages
  Arabic 15%, Chinese (Mandarin) 20%, Chinese (Shanghainese) 
  15%, English 40%, French 40%, Norwegian 70%.  
  * Torvak is drunk most of the time; impose a penalty die to skill rolls.
  Sailors of the Ivory Wind
  Use this profile for all of the sailors.
  STR 55 
  CON 60 
  SIZ 65 
  DEX 60 
  INT 50 
  APP 50 
  POW 45 
  EDU 35 
  SAN 45 
  HP 12
  DB: 0 
  Build: 0 
  Move: 7 
  MP: 9 
  Luck: —
  Combat
  Attacks per round: 1
  Brawl 
   
  50% (25/10), damage 1D3,  
   
   
  knife 1D4, or club 1D6
  Dodge 
   
  30% (15/6)
  Skills
  Climb 65%, Jump 55%, Listen 50%, Operate Heavy Machinery 
  40%, Spot Hidden 50%, Stealth 35%, Swim 30%, Throw 50%.
  Languages
  Chinese (Mandarin) 20%, English 40%, Norwegian 50%.
  
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  HENSON MANUFACTURING
  Frank Marshall, 36, foreman and cultist
  STR 70 
  CON 60 
  SIZ 70 
  DEX 65 
  INT 70 
  APP 55 
  POW 70 
  EDU 45 
  SAN 00 
  HP 13
  DB: +1D4 Build: 1 
  Move: 8 
  MP: 14 
  Luck: 35
  Combat
  Attacks per round: 1
  Brawl 
   
  70% (35/14), damage 1D3+1D4
  Metal pipe (club) 
  70% (35/14), damage 1D8+1D4
  Dodge 
   
  35% (17/7)
  Skills
  Accounting 35%, Climb 55%, Credit Rating 40%, Fast Talk 
  40%, Intimidate 70%, Jump 45%, Mechanical Repair 55%, 
  Operate Heavy Machinery 45%, Psychology 50%, Stealth 
  50%, Throw 60%.
  Languages
  English 50%.
  Spells: Cloud Memory, Mindblast, Pharaoh’s Wrath*, 
  Shrivelling.
  *see Appendix B: Spells.
  Henson Manufacturing Employees,  
  innocent workers
  Use this profile for all of the workers (adjust down for Gordon 
  “the Boy” Stuart).
  STR 55 
  CON 65 
  SIZ 60 
  DEX 55 
  INT 75 
  APP 60 
  POW 50 
  EDU 50 
  SAN 50 
  HP 12
  DB: 0 
  Build: 0 
  Move: 7 
  MP: 10 
  Luck: —
  Combat
  Attacks per round: 1
  Brawl 
   
  50% (25/10), damage 1D3
  Dodge 
   
  27% (13/5)
  Skills
  Climb 35%, Credit Rating 47%, Electrical Repair 60%, Fast 
  Talk 50%, Jump 30%, Mechanical Repair 80%, Operate Heavy 
  Machinery 60%, Psychology 45%, Stealth 35%, Throw 50%.
  Languages
  English 60%.
  MONSTERS
  Fog-spawn (Thing in the Fog),  
  other-dimensional life form
  STR 150 
  CON 150 SIZ 150 
  DEX 90 
  INT 05  
  APP — 
  POW 125  EDU — 
  SAN — 
  HP n/a*  
  DB: n/a 
  Build: n/a Move: 10 MP: 25 
  Luck: —  
  Combat
  Attacks per round: 6 tentacles, each with a reach of 35 feet.
  Fighting: inserts pliable tentacles into nostrils and mouth 
  of the target—up to six victims simultaneously—inflicting 
  choking damage, which increases each round: 1 damage in 
  first round, 2 damage in second round, 3 damage in third 
  round, and so on. If the target is able to win an opposed STR 
  roll versus the STR of the tentacles, they may break free and 
  escape. Each tentacle has STR 25, multiplied by the number of 
  tentacles attacking the individual; thus, if the Thing performs 
  three successful attacks on one target, the opposed roll is versus 
  STR 75, and so on. 
  Investigators suffer a penalty die to all attempts to hit the 
  monster (they must essentially make wild attacks) and fumbles 
  mean they have hit an ally or the Thing’s victim instead. In 
  suitable light, the monster might be seen (see Insubstantial); 
  thus, the penalty may be ignored at the Keeper’s discretion.
  Insubstantial: immune to physical attacks. It may be seen 
  (momentarily) in bright light as a sparkling gray cloud with 
  thin, whip-like tentacles. Direct sunlight dispels the fog-spawn 
  back to its native dimension (transition takes a minute or 
  two), from whence it cannot return on its own. If it can find 
  a perpetually dark place, such as a deep sewer or a cave, the 
  fog-spawn might stay on Earth for some time. It is immortal 
  in Earthly terms, with no need to feed. Its motives or instincts 
  are unknown.
  Fighting 
   
  50% (25/10), treat as surprise  
   
   
  attack, damage (see note)
  Dodge 
   
  n/a
  Armor: none—the fog-spawn is insubstantial and nothing 
  material can harm it. Bright light (such as a flashlight) is the 
  only defense against the Thing—if cornered by strong bright 
  light or trapped in the sun when a thick fog suddenly lifts, 
  the fog-spawn returns to its native dimension, from whence it 
  cannot return on its own. The transition takes a minute or two. 
  Skills: Hunt for Victim 65%, Stealth 95%.
  Sanity loss: if seen, 1/1D10; otherwise, 1D8 loss (total) from 
  being first attached by the invisible fog-spawn.
  
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  Hunting Horror
  Enormous ropy black serpents or worms possessing bat-like or 
  umbrella-like wings, the form of a hunting horror continually 
  shifts and changes, twitching and writhing, making it hard 
  to look at them.
  STR 145 
  CON 50 
  SIZ 205 
  DEX 65 
  INT 75  
  APP — 
  POW 105  EDU — 
  SAN — 
  HP 25  
  DB: +3D6 Build: 4 
  Move: 7/11* MP: 21 
  Luck: — 
  *Flying.
  Combat
  Attacks per round: 2 (bite, grasp, tail bash)
  Grasp (mnvr): the tail can wrap around the victim, preventing 
  movement. The hunting horror may then fly off with its victim 
  or keep fighting. The victim can only break loose as the result 
  of a successful opposed STR roll. When a victim is caught 
  in the tail, the hunting horror may only make a bite attack, 
  nibbling at the dangling victim with a bonus die to hit, since 
  the victim’s arms are usually pinned.
  Fighting  
   
  65% (32/13), damage 1D6+3D6
  Grasp (mnvr) 
  65% (32/13), target immobile  
   
   
  and must win an opposed STR  
   
   
  roll to escape.
  Dodge  
   
  35% (17/7)
  Armor: 9-point skin.
  Spells: none.
  Sanity loss: 0/1D10 Sanity points to see a hunting horror.
  Million Favored Ones: The Dead
  Counted among those named as the “Million Favored Ones,” 
  these decaying and reanimated remants of humanity, who 
  in life were devotees of Nyarlathotep, continue to serve the 
  Crawling Chaos. 
  STR 80 
  CON 40 
  SIZ 60 
  DEX 55 
  INT 05  
  APP — 
  POW 10  EDU — 
  SAN — 
  HP 10  
  DB: +1D4 Build: 1 
  Move: 5  
  MP: 2 
  Luck: — 
  Combat
  Attacks per round: 1 (bite, tear, or crush)
   
  Crush: investigator may attempt a STR or DEX roll opposed 
  by the Dead’s STR to break or wriggle free once per round.
  Fighting  
   
  40% (20/8), damage 1D4+1D4
  Crush (mnvr)  
  40% (20/8), held, crush on  
   
   
  following round, damage  
   
   
  1D6+1D4
  Dodge  
   
  n/a
    
  Armor: none; major wounds indicate a limb or head has fallen 
  off (which continue to “live” unless completely destroyed). 
  Spells: none.
  Sanity loss: 0/1D6 Sanity points to see the dead. 
  Shantak
  Enormous bird-like creatures, with wings encrusted with rime 
  and nitre. Noisome and loathly.
  STR 170 
  CON 65 
  SIZ 250 
  DEX 50 
  INT 15  
  APP — 
  POW 50  EDU — 
  SAN — 
  HP 31  
  DB: +4D6 Build: 5 
  Move: 6/18* MP: 10 
  Luck: — 
  *Flying.
  Combat
  Attacks per round: 1 (claw, bite, wing/tail bash)
  Bite and hold (mnvr): use a bite attack to grab hold of 
  their prey.
  Fighting  
   
  45% (22/9), damage 1D6 + 4D6
  Bite and hold (mnvr)  
  45% (22/9), damage 2D6+2 plus  
   
   
  held for 1D6 damage per round
  Dodge  
   
  25% (12/5)
  Armor: 9-point hide.
  Spells: none.
  Sanity loss: 0/1D6 Sanity points to see a shantak.
  
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  CHARACTERS AND 
  MONSTERS: THE BLACK CAT
  Janwillem Van Heuvelen, 39,  
  hapless archaeologist and alcoholic
  STR 55 
  CON 55 
  SIZ 70 
  DEX 60 
  INT 70 
  APP 60 
  POW 60 
  EDU 85 
  SAN 50 
  HP 12
  DB: +1D4 Build: 1 
  Move: 7 
  MP: 12 
  Luck: 25
  Combat
  Attacks per round: 1
  Brawl 
   
  25% (12/5), damage 1D3+1D4
  Dodge 
   
  30% (15/6) 
  Pulp Combat
  Brawl 
   
  45% (22/9), damage 1D3+1D4
  Dodge 
   
  40% (20/8) 
  Pulp Talent
  Quick Study: halves time needed to read tomes, Mythos or 
  otherwise.
  Skills
  Anthropology 30%, Archaeology 45%, Climb 30%, Credit 
  Rating 01%, Fast Talk 65%, History (Egyptian) 40%, Jump 
  40%, Listen 35%, Ride (Camel) 25%, Stealth 50%.
  Languages
  Arabic 35%, Dutch 85%, Egyptian Hieroglyphs 40%, English 
  61%, German 70%. 
  Neris, appears 22, were-panther Priestess of Bast 
  Human Form
  STR 60 
  CON 70 
  SIZ 55 
  DEX 95 
  INT 80 
  APP 90 
  POW 90 
  EDU 90 
  SAN 45 
  HP 12
  DB: 0 
  Build: 0 
  Move: 9 
  MP: 18 
  Luck: 45
  Combat
  Attacks per round (human): 2 (sharp fingernails and kick)
  Brawl 
   
  70% (35/14), damage 1D4
  Dodge 
   
  45% (22/9) 
  Pulp Combat
  Brawl 
   
  85% (42/17), damage 1D4+1
  Dodge 
   
  55% (27/11) 
  Pulp Talent 
  Quick Healer: natural healing increased to +3 hit points per day.
  Panther Form
  STR 90 
  CON 75 
  SIZ 90 
  DEX 120 INT 80 
  APP — 
  POW 95 
  EDU — 
  SAN — 
  HP 16
  DB: +1D6 Build: 2 
  Move:12 
  MP: 19 
  Luck: —
  Combat
  Attacks per round: 2 (bite, claw, grab)
  Grab (mnvr): if the panther successfully grabs its opponent, 
  it continues to hang on, biting and raking with its hind claws 
  in each subsequent round. A successful opposed STR roll is 
  required to tear the panther away (may be carried out by either 
  the victim or their associates).
  Fighting 
   
  50% (25/10), damage 1D10+1D6
  Grab (mnvr) 
  50% (25/10), damage 1D6, then  
   
   
  2D6+1D6 rake damage each  
   
   
  round thereafter unless dislodged  
   
   
  by opposed STR roll
  Dodge 
   
  60% (30/12) 
  Pulp Combat
  Fighting 
   
  70% (35/14), damage 1D10+1D6
  Grab (mnvr) 
  70% (35/14), damage 1D6, then  
   
   
  2D6+1D6 rake damage each  
   
   
  round thereafter unless dislodged  
   
   
  by opposed STR roll
  Dodge 
   
  60% (30/12) 
  Pulp Talent 
  Quick Healer: natural healing increased to +3 hit points per day.
  Skills (human)
  Climb 75%, Jump 75%, Listen 70%, Persuade 35%, Spot 
  Hidden 80%, Stealth 75%, Track 40%.
  Skills (Panther Form)
  Climb 95%, Jump 95%, Listen 90%, Spot Hidden 95%, Stealth 
  100%, Track 100%.
  Languages
  Arabic 90%, English 35%. 
  Spells: Blessing of Bast*, Contact Bast*, Implant Fear, Bind 
  Cat*.
  *See Appendix B: Spells.
  Armor: 1-point skin and muscle in panther form.
  Sanity loss: 0/1D6 Sanity points to see Neris change between 
  forms.
  
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  Miscellaneous Cats
  Use this profile for all “house” cats. Keeper determines the 
  number of cats. Multiple cats may attack the same target at 
  the Keeper’s discretion.
  STR 10 
  CON 35 
  SIZ 05 
  DEX 75 
  INT 60 
  APP — 
  POW 65 
  EDU — 
  SAN — 
  HP 4
  DB: –2 
  Build: –2 
  Move:9 
  MP: 13 
  Luck: —
  Combat
  Attacks per round: 2 (bite, claw)
  Grab (mnvr): if a cat successfully grabs its opponent, it 
  continues to hang on, biting and scratching causing automatic 
  damage in each subsequent round. A successful opposed STR 
  roll is required to tear the cat away (may be carried out by 
  either the victim or their associates).
  Fighting 
   
  40% (20/8), damage 1D3–2 (min 1)
  Grab (mnvr) 
  40% (20/8), damage 1D3–2 (min 1),  
   
   
  then automatic damage each round  
   
   
  thereafter until dislodged by an  
   
   
  opposed STR roll
  Dodge 
   
  40% (20/8) 
  Pulp Combat
  Fighting 
   
  80% (40/16), damage 1D3-2 (min 1)
  Grab (mnvr) 
  80% (40/16), damage 1D3–2 (min 1),  
   
   
  then automatic damage each round 
   
   
  thereafter until dislodged by an 
   
   
  opposed STR roll
  Dodge 
   
  50% (25/10) 
  Skills
  Spot Hidden 80%, Stealth 80% (95%), Track 65%.
  Armor: none.
  Sanity loss: special (see text).
  Lions and Big Cats
  Including lions (Panthera leo), tigers, mountain lions, pumas, 
  and cougars. Use the values listed below, adjusting as necessary 
  —a tiger or panther is a little stronger (STR 110), while 
  cheetahs are lighter and faster (SIZ 60, DEX 100).
  char. 
  averages rolls
  STR 
  95 
  (2D6+12) ×5
  CON 
  50 
  (3D6) ×5
  SIZ 
  80  
  (3D6+6) ×5
  DEX  
  95  
  (2D6+12) ×5
  POW  
  65  
  (2D6+6) ×5
  HP: 13
  Average Damage Bonus: +1D6
  Average Build: 2
  Move: 10
  Luck: —
  Combat
  Attacks per round: 2 (claws and teeth)
  Fighting 
   
  60% (30/12), damage 2D6 + DB
  Dodge  
   
  25% (12/5)
  Skills
  Stealth 30%, Track 25%.
  Armor: 2-point fur and skin.
  
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  CHARACTERS AND 
  MONSTERS: EGYPT
  Statistical profiles are gathered here to enable the Keeper to 
  copy or print out these pages separately from the campaign 
  to provide a handy reference when running this chapter. 
  NPCs, monsters, and others are gathered by type or distinct 
  groupings.
  Note: certain NPCs have alternative combat profiles, as well 
  as talents for pulp games.
  GUIDES AND ROBBERS
  Ibi Moussa, 20, hotel gang lieutenant
  STR 45 
  CON 50 
  SIZ 80 
  DEX 50 
  INT 70 
  APP 60 
  POW 75 
  EDU 60 
  SAN 75 
  HP 13
  DB: +1D4 Build: 1 
  Move: 7 
  MP: 15 
  Luck: 35
  Combat
  Attacks per round: 1
  Brawl 
   
  45% (22/9), damage 1D3+1D4  
   
   
  or knife 1D4+1D4
  Dodge 
   
  40% (20/8) 
  Skills
  Art/Craft (Acting) 55%, Charm 70%, Climb 50%, Fast Talk 
  55%, Jump 50%, Listen 50%, Psychology 60%, Sleight of Hand 
  50%, Stealth 45%.
  Languages
  Arabic 65%, English 50%, French 40%.
  Robbers, various troublemakers
  Use this profile for both Ibi Moussa’s accomplices and Hakim’s 
  friends.
  STR 45 
  CON 50 
  SIZ 55 
  DEX 50 
  INT 60 
  APP 50 
  POW 40 
  EDU 25 
  SAN 40 
  HP 16
  DB: 0 
  Build: 0 
  Move: 7 
  MP: 15 
  Luck: —
  Combat
  Attacks per round: 1
  Brawl 
   
  45% (22/9), damage 1D3  
   
   
  or knife 1D4
  Garrote 
   
  35% (17/7), mnvr to escape or  
   
   
  suffer 1D6 damage per round
  Dodge 
   
  45% (22/9) 
  Skills
  Climb 50%, Fast Talk 35%, Intimidate 40%, Jump 50%, Listen 
  40%, Persuade 25%, Sleight of Hand 50%, Spot Hidden 40%, 
  Stealth 45%.
  Languages
  Arabic 40%, English 20%, French 20%.
  Hakim, 20, disreputable dragoman
  STR 70 
  CON 50 
  SIZ 65 
  DEX 55 
  INT 60 
  APP 70 
  POW 45 
  EDU 20 
  SAN 40 
  HP 11
  DB: +1D4 Build: 1 
  Move: 8 
  MP: 9 
  Luck: —
  Combat
  Attacks per round: 1
  Brawl 
   
  55% (27/11), damage 1D3+1D4  
   
   
  or knife 1D4+1D4
  Garrote  
   
  45% (22/9), mnvr. to escape  
   
   
  or suffer 1D6 damage per round
  Dodge 
   
  45% (22/9)
  Skills
  Charm 45%, Climb 50%, Fast Talk 35%, Jump 40%, Navigate 
  50%, Persuade 25%, Spot Hidden 40%, Stealth 50%.
  Languages
  Arabic 40%, English 30%.
  Saleem Naziz, 25, professional tourist guide
  STR 60 
  CON 65 
  SIZ 50 
  DEX 55 
  INT 70 
  APP 60 
  POW 55 
  EDU 65 
  SAN 55 
  HP 11
  DB: 0 
  Build: 0 
  Move: 9 
  MP: 11 
  Luck: —
  Combat
  Attacks per round: 1
  Brawl 
   
  40% (20/8), damage 1D3  
   
   
  or dagger 1D4+2
  .22 bolt-action rifle 
  35% (17/7), damage 1D6+1
  Dodge 
   
  30% (15/6) 
  Skills
  Archaeology 15%, Climb 60%, Fast Talk 65%, History 40%, 
  Natural World 15%, Navigate 80%, Persuade 60%, Ride 40%, 
  Stealth 55%, Track 20%.
  Languages
  Arabic 70%, English 30%, French 25%, German 25%.
  
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  Mahmoud, 11, beggar boy
  STR 45 
  CON 70 
  SIZ 35 
  DEX 75 
  INT 80 
  APP 65 
  POW 60 
  EDU 15 
  SAN 60 
  HP 10
  DB: –1 
  Build: –1 
  Move: 9 
  MP: 12 
  Luck: —
  Attacks per round: 1
  Brawl 
   
  50% (25/10), damage 1D3–1
  Dodge 
   
  65% (32/13) 
  Skills
  Climb 70%, Fast Talk 30%, Jump 65%, Listen 45%, Persuade 45%, 
  Psychology 10%, Spot Hidden 50%, Stealth 70%, Throw 40%.
  Languages
  Arabic 45%, English 30%.
  ALLIES OR INDEPENDENTS
  Faraz Najjar, 45, antiquities dealer
  STR 35 
  CON 80 
  SIZ 45 
  DEX 45 
  INT 70 
  APP 20 
  POW 65 
  EDU 40 
  SAN 10 
  HP 12
  DB: –1 
  Build: –1 
  Move: 7 
  MP: 13 
  Luck: 30
  Combat
  Attacks per round: 1
  Brawl 
   
  40% (20/8), damage 1D3–1
  .38 revolver  
  45% (22/9), damage 1D10
  Dodge 
   
  45% (22/9) 
  Special
  Wears the Amulet of the Night Beasts, granting limited 
  protection against hunting horrors (see Appendix D: Artifacts, 
  page 652).
  Skills
  Accounting 50%, Archaeology 30%, Credit Rating 20%, 
  Cthulhu Mythos 10%, Fast Talk 65%, History (Egyptian) 60%, 
  Law 15%, Listen 55%, Occult 25%, Persuade 45%, Psychology 
  30%, Spot Hidden 65%, Stealth 55%.
  Languages
  Arabic 90%, English 40%, French 45%.
  Warren Besart, 35, hashish addict
  STR 20 
  CON 40 
  SIZ 60 
  DEX 35 
  INT 65 
  APP 30 
  POW 50 
  EDU 75 
  SAN 25 
  HP 10
  DB: –1 
  Build: –1 
  Move: 7 
  MP: 10 
  Luck: 25
  Combat
  Attacks per round: 1
  Brawl 
   
  35% (17/7), damage 1D3–1
  Dodge 
   
  20% (10/5) 
  Skills
  Accounting 45%, Appraise (Hashish) 65%, Archaeology 55%, 
  Climb 35%, Credit Rating 5%, Cthulhu Mythos 11%, Drive 
  Auto 30%, Handgun 35%, Jump 30%, Law 30%, Persuade 
  55%, Psychology 30%, Stealth 40%.
  Languages
  Arabic 55%, English 55%, French 75%.
  Nigel Wassif, 43,  
  proprietor of the Cairo Bulletin and British spy
  STR 55 
  CON 65 
  SIZ 65 
  DEX 55 
  INT 75 
  APP 65 
  POW 75 
  EDU 60 
  SAN 75 
  HP 13
  DB: 0 
  Build: 0 
  Move: 6 
  MP: 15 
  Luck: 35
  Combat
  Attacks per round: 1
  Brawl 
   
  50% (25/10), damage 1D3
  Polo mallet  
  50% (25/10), damage 1D6
  Dodge 
   
  40% (20/8) 
  Skills
  Accounting 20%, Archaeology 5%, Charm 70%, Credit Rating 
  95%, Drive Auto 30%, History 80%, Law 15%, Library Use 
  35%, Persuade 60%, Psychology 55%, Ride 50%, Spot Hidden 
  65%, Stealth 60%, Tennis 35%.
  Languages
  Arabic 70%, English 80%, French 70%. 
  Dr. Ali Kafour, 63, curator and ritual magician
  STR 35 
  CON 70 
  SIZ 50 
  DEX 65 
  INT 90 
  APP 75 
  POW 80 
  EDU 90 
  SAN 50 
  HP 12
  DB: 0 
  Build: 0 
  Move: 5 
  MP: 16 
  Luck: 40
  Combat
  Attacks per round: 1
  Brawl 
   
  25% (12/5), damage 1D3
  Dodge 
   
  35% (17/7) 
  Skills
  Anthropology 35%, Archaeology 95%, Credit Rating 75%, 
  Cthulhu Mythos 15%, Drive Auto 30%, History (Egyptian) 
  95%, Law (Antiquities) 90%, Library Use 95%, Occult 80%, 
  Persuade 60%, Psychology 50%, Science (Astronomy) 40%, 
  Science (Geology) 25%, Spot Hidden 50%, Stealth 40%.
  
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  Languages
  Arabic 90%, Coptic 25%, Demotic Egyptian 65%, Egyptian 
  Greek 40%, Egyptian Hieroglyphs 90%, English 65%, French 
  80%, Hebrew 60%, Latin 40%.
  Spells: Chant of Thoth, Enchanted Dust of Anubis*, Flash of 
  Ra*, Seal of Isis*, Voice of Ra*, Ward of Anubis*, other spells 
  at the Keeper’s discretion.
  *See Appendix B: Spells.
  Dr. Emile Vabreaux, 39, police forensics expert
  STR 65 
  CON 60 
  SIZ 60 
  DEX 65 
  INT 80 
  APP 50 
  POW 65 
  EDU 90 
  SAN 65 
  HP 12
  DB: +1D4 Build: 1 
  Move: 9 
  MP: 13 
  Luck: 35
  Combat
  Attacks per round: 1
  Brawl 
   
  45% (22/9), damage 1D3+1D4
  .38 service revolver 
  50% (25/10), damage 1D10
  Dodge 
   
  45% (22/9) 
  Skills
  Library Use 60%, Persuade 60%, Psychology 50%, Science 
  (Chemistry) 60%, Science (Forensics) 70%, Science 
  (Pharmacy) 65%, Spot Hidden 65%.
  Languages
  Arabic 30%, English 60%, French 90%. 
  Egyptian Policeman/Guard, steadfast professionals
  Use this profile for reputable law enforcement and guards.
  STR 75 
  CON 55 
  SIZ 85 
  DEX 50 
  INT 60 
  APP 40 
  POW 60 
  EDU 60 
  SAN 50 
  HP 14
  DB: +1D4 Build: 1 
  Move: 7 
  MP: 12 
  Luck: —
  Combat
  Attacks per round: 1
  Brawl 
   
  55% (27/11), damage 1D3+1D4
  .38 service revolver 
  50% (25/10), damage 1D10
  Dodge 
   
  55% (27/11) 
  Skills
  Climb 40%, First Aid 50%, Intimidate 55%, Jump 40%, Law 
  45%, Spot Hidden 55%, Stealth 50%.
  Languages
  Arabic 60%, English 35%, French 40%. 
  IBN TULUN MOSQUE
  Ahmed al-Dhahabi, 73, nazir of Ibn Tulun
  STR 25 
  CON 35 
  SIZ 50 
  DEX 50 
  INT 80 
  APP 70 
  POW 50 
  EDU 90 
  SAN 40 
  HP 8
  DB: –1 
  Build: –1 
  Move: 4 
  MP: 10 
  Luck: 25
  Combat
  Attacks per round: 1
  Brawl 
   
  25% (12/5), damage 1D3–1
  Dodge 
   
  25% (12/5) 
  Skills
  Archaeology 35%, Cthulhu Mythos 10%, First Aid 75%, 
  History 55%, Law (Muslim) 90%, Lore (Qur’an) 99%, Occult 
  25%, Persuade 50%, Science (Astronomy) 25%, Spot Hidden 
  70%, Stealth 40%, Throw 30%.
  Languages
  Arabic 90%, Egyptian Hieroglyphs 15%, English 40%, French 75%. 
  Nessim Efti, 90, bearer of the Sword of Akmallah
  STR 50 
  CON 50 
  SIZ 50 
  DEX 40 
  INT 90 
  APP 30 
  POW 60 
  EDU 90 
  SAN 50 
  HP 10
  DB: 0 
  Build: 0 
  Move: 2 
  MP: 12 
  Luck: 30
  Combat
  Attacks per round: 1
  Brawl 
   
  35% (17/7), damage 1D3
  Sword of Akmallah  
  55% (27/11), damage 1D8+1 
   
   
  (magical weapon*)
  Dodge 
   
  30% (15/6) 
  *Sword is able to injure creatures resistant to mundane weapons.
  Pulp Talents
  Rapid Attack: spend 10 Luck points to gain an additional 
  melee attack for one combat round.
  Skills
  Archaeology 10%, Cthulhu Mythos 10%, History 80%, Law 
  (Muslim) 95%, Lore (Qur’an) 95%, Medicine 25%, Persuade 
  50%, Science (Astronomy) 15%, Spot Hidden 70%, Stealth 60%.
  Languages
  Arabic 95%.
  
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  Martin Winfield, 24,  
  archaeologist, sadist, and cultist
  STR 65 
  CON 60 
  SIZ 70 
  DEX 75 
  INT 75 
  APP 70 
  POW 60 
  EDU 80 
  SAN 00 
  HP 13
  DB: +1D4 Build: 1 
  Move: 8 
  MP: 12 
  Luck: 30
  Combat
  Attacks per round: 1
  Brawl 
   
  80% (40/16), damage 1D3+1D4  
   
   
  or large club 1D8+1D4
  Riding crop  
  80% (40/16), damage 1D2+1D4  
   
   
  (five minutes of continued thrashing)
  .38 revolver  
  45% (22/9), damage 1D10
  20-g shotgun 
  55% (27/11), damage 2D6/1D6/1D3
  Dodge 
   
  45% (22/9) 
  Pulp Talents
  Heavy Hitter: spend 10 Luck points to add additional damage 
  die in melee combat.
  Skills
  Archaeology 40%, Credit Rating 50%, Cthulhu Mythos 16%, 
  Drive Auto 80%, Fast Talk 40%, History (Egyptian) 55%, 
  Intimidate 50%, Occult 10%, Ride 45%, Stealth 60%.
  Languages
  Arabic 70%, Egyptian Hieroglyphs 30%, English 80%, French 
  65%, German 29%.
  Spells: Call the Black Sphinx*, Clutch of Nyogtha, Contact 
  Ghoul, Contact Nyarlathotep, Dominate, Enchant Whistle, 
  Summon Byakhee.
  *See Appendix B: Spells.
  James Gardner, 40, archaeologist
  STR 60 
  CON 65 
  SIZ 60 
  DEX 50 
  INT 75 
  APP 55 
  POW 35 
  EDU 80 
  SAN 30 
  HP 12
  DB: 0 
  Build: 0 
  Move: 7 
  MP: 7 
  Luck: —
  Combat
  Attacks per round: 1
  Brawl 
   
  25% (12/5), damage 1D3
  .32 automatic pistol 
  35% (17/7), damage 1D8
  Dodge 
   
  25% (12/5) 
  Skills
  Anthropology 70%, Archaeology 35%, Charm 30%, Credit 
  Rating 30%, Cthulhu Mythos 5%, Dreaming 35%, Dream 
  Lore 10%, History (Egyptian) 40%, Library Use 60%, Occult 
  10%, Persuade 25%, Psychology 20%, Stealth 40%.
  Guardian Ulama, learned scholars
  Use this profile for the ulama.
  STR 55 
  CON 45 
  SIZ 60 
  DEX 70 
  INT 70 
  APP 50 
  POW 65 
  EDU 70 
  SAN 50 
  HP 10
  DB: 0 
  Build: 0 
  Move: 7 
  MP: 13 
  Luck: —
  Combat
  Attacks per round: 1
  Brawl 
   
  35% (17/7), damage 1D3
  Scimitar 
   
  45% (22/9), damage 1D6+2
  Dodge 
   
  35% (17/7) 
  Skills
  Cthulhu Mythos 5%, Law (Muslim) 55%, Lore (Qur’an) 65%.
  Languages
  Arabic 70%.
  MEMBERS OF  
  THE CLIVE EXPEDITION
  Dr. Henry Clive, 58, archaeologist and cultist
  STR 50 
  CON 75 
  SIZ 45 
  DEX 60 
  INT 80 
  APP 65 
  POW 95 
  EDU 90 
  SAN 00 
  HP 12
  DB: 0 
  Build: 0 
  Move: 7 
  MP: 19 
  Luck: 45
  Combat
  Attacks per round: 1
  Brawl 
   
  45% (22/9), damage 1D3  
   
   
  or large club 1D8
  .38 revolver  
  35% (17/7), damage 1D10
  Dodge 
   
  40% (20/8) 
  Skills
  Anthropology 40%, Archaeology 80%, Credit Rating 65%, 
  Cthulhu Mythos 20%, Fast Talk 30%, First Aid 65%, History 
  (Egyptian) 90%, Intimidate 40%, Law 15%, Library Use 
  65%, Occult 40%, Persuade 40%, Psychology 20%, Science 
  (Astronomy) 35%, Spot Hidden 75%, Stealth 50%.
  Languages
  Arabic 50%, Demotic Egyptian 45%, Egyptian Hieroglyphs 
  85%, English 90%, French 45%. 
  Spells: Call the Black Sphinx*, Contact Ghoul, Contact 
  Nyarlathotep, Contact Sand-Dweller, Enchant Pipes, 
  Mindblast, Summon/Bind Hunting Horror, Summon Servitor 
  of the Outer Gods, Wrack.
  *See Appendix B: Spells.
  
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  Languages
  Arabic 45%, Aramaic 45%, Assyrian 15%, Egyptian 
  Hieroglyphs 15%, English 90%. 
  Johanna Specht, 32, archaeologist and mystic
  STR 65 
  CON 80 
  SIZ 60 
  DEX 80 
  INT 80 
  APP 50 
  POW 85 
  EDU 85 
  SAN 50 
  HP 14
  DB: +1D4 Build: 1 
  Move: 9 
  MP: 17 
  Luck: 40
  Combat
  Attacks per round: 1
  Brawl 
   
  45% (22/9), damage 1D3+1D4  
   
   
  or knife 1D4+2+1D4
  9mm automatic pistol 
  65% (32/13), damage 1D10
  Dodge 
   
  40% (20/8) 
  Pulp Talents
  Linguist: identify spoken/written language, plus bonus die 
  to Language rolls.
  Skills
  Archaeology 60%, Credit Rating 25%, Cthulhu Mythos 6%, 
  Drive Auto 40%, History 20%, Intimidate 40%, Jump 40%, 
  Listen 30%, Occult 70%, Persuade 40%, Pilot (Aircraft) 20%, 
  Psychology 15%, Ride 30%, Science (Astronomy) 20%, Science 
  (Cryptography) 50%, Spot Hidden 50%, Stealth 50%, Swim 
  50%, Throw 45%.
  Languages
  Arabic 70%, Egyptian Hieroglyphs 85%, English 55%, French 
  35%, German 85%. 
  Spells: Augury*, Curse*, Empty Mind*.
  *See Appendix B: Spells.
  Agatha Broadmoor, 67, psychic
  STR 20 
  CON 40 
  SIZ 45 
  DEX 45 
  INT 65 
  APP 45 
  POW 80 
  EDU 60 
  SAN 35 
  HP 8
  DB: –1 
  Build: –1 
  Move: 5 
  MP: 16 
  Luck: —
  Combat
  Attacks per round: 1
  Brawl 
   
  25% (12/5), damage 1D3–1
  Dodge 
   
  22% (11/4) 
  Pulp Talents
  Psychic Power, Medium: able to communicate with spirits 
  (see Pulp Cthulhu, page 84).
  Skills
  Archaeology 10%, Charm 45%, Credit Rating 45%, History 
  (Egyptian) 35%, Medium 75%, Occult 25%, Persuade 50%, 
  Science (Astronomy) 40%.
  Languages
  Arabic 25%, Egyptian Hieroglyphs 5%, English 70%, French 20%. 
  ADVERSARIES 
  Omar al-Shakti, appears 55,  
  plantation owner and high priest 
  STR 65 
  CON 125 SIZ 50 
  DEX 85 
  INT 100 
  APP 80 
  POW 165 EDU 60 
  SAN 00 
  HP 17
  DB: 0 
  Build: 0 
  Move: 8 
  MP: 33 
  Luck: 90
  Combat
  Attacks per round: 1
  Brawl 
   
  75% (37/15), damage 1D3  
   
   
  or large club 1D8
  Webley revolver 
  35% (17/7), damage 1D10
  Dodge 
   
  60% (30/12) 
  Special
  Hetep the cat-demon (see following); al-Shakti has a pair 
  of magical scepters similar to those of Edward Gavigan and 
  Zahra Shafik, except that al-Shakti’s add 5D20 magic points. 
  He can call his scepters to his hands so long as he can see 
  them, and only he can wield them. Tied to his life force, they 
  crumble if he dies.
  Skills
  Accounting 65%, Animal Handling 50%, Archaeology 80%, 
  Cthulhu Mythos 45%, History 85%, Intimidate 70%, Law 
  65%, Listen 70%, Occult 95%, Persuade 75%, Psychology 90%, 
  Science (Pharmacy) 95%, Spot Hidden 90%, Stealth 75%.
  Languages
  Arabic 95%, Aramaic 70%, Classical Greek 98%, Chinese 
  (Mandarin) 90%, Chinese (Shanghainese) 70%, Coptic 90%, 
  Demotic Egyptian 80%, Egyptian Hieroglyphs 95%, English 
  90%, French 95%, Hebrew 98%, Hindustani 80%, Latin 98%, 
  Swahili 45%.
  Armor: none, but al-Shakti’s Two Scepters absorb 1D10 points of 
  magical damage (e.g. if three Shrivelling spells were cast at him, 
  the scepters would absorb 1D10 points of damage from each spell, 
  each rolled separately). There is no limit to the duration of this 
  defense but al-Shakti must keep the scepters crossed.
  
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  Spells
  Call the Black Sphinx*, Contact Nyarlathotep, Dominate, Evil 
  Eye, Fist of Yog-Sothoth, Flesh Ward, Implant Fear, Mindblast, 
  Pharaoh’s Breath*, Pharaoh’s Wrath*, Summon/Bind Fire 
  Vampire, Wither Limb, and others as the Keeper wishes. 
  *See Appendix B: Spells.
  Hetep, cat-demon
  Omar al-Shakti’s pretty white cat is more than something to 
  hold in his lap. In one combat round it can transform itself into 
  a cat-demon, which walks on its hind legs, looking something 
  like a horrible, hairless, wrinkled lion. Hetep understands 
  al-Shakti’s messages (and vice versa), and is always near to to 
  him (if not actually carried by al-Shakti). If slain, the mummy 
  of a cat dead for over a thousand years is all that remains.
  Cat Form
  STR 30  
  CON 20 
  SIZ 05 
  DEX 80 
  INT 75
  APP — 
  POW 125 EDU — 
  SAN — 
  HP 2
  DB: –2  
  Build: –2 
  Move: 9 
  MP: 25 
  Luck: —
  Demon Form
  STR 105 
  CON 100 SIZ 60 
  DEX 90 
  INT 75
  APP — 
  POW 125 EDU — 
  SAN — 
  HP 16
  DB: +1D6 Build: 2 
  Move: 10 MP: 25 
  Luck: —
  Combat
  Attacks per round: 2 (claw, bite, tongue lash)
  Tongue Lash (mnvr): consists of a whiplash of a 6 foot (2 
  m) long scratchy tongue, which first loops around the throat 
  of the target before beginning to choke them (1D6 damage 
  per round). Once attached, Hetep usually then transforms 
  into its demon form while continuing the choke, reeling itself 
  onto the horrified victim’s torso, and ripping out the target’s 
  stomach with its claws. An opposed DEX roll is required to 
  slip free from the tongue, or an opposed STR roll to break free. 
  The tongue can also be severed by 5 points of damage from 
  an edged weapon (held by someone other than the victim).
  Cat form attacks
  Fighting 
   
  35% (17/7), damage 1D4–2  
   
   
  (min 1)
  Tongue Lash (mnvr) 
  65% (32/13), damage 1D6 per round
  Dodge 
   
  65% (32/13)
  Cat-Demon form attacks
  Fighting  
   
  70% (35/14), damage 1D6+1D6
  Tongue Attack (mnvr) 
  65% (32/13), damage 1D6 per round
  Dodge 
   
  45% (22/9)
  Skills
  Arabic 30%, Climb 85%, Coptic 30%, Demotic Egyptian 30%, 
  English 30%, Jump 95%, Stealth 95%, Track 75%.
  Armor: none.
  Spells: none.
  Sanity loss: 2/1D6+1 Sanity points to see Hetep in cat-demon form; 
  0/1D3 Sanity points to see the cat-demon’s desiccated mummy.
  Sharifa Rawash (a.k.a. Nitocris), appears 29, 
  the revivified queen
  These statistics represent Nitocris/Sharifa after about six 
  months of life in the 20th century. In her rejuvenated form, 
  she is a beautiful woman.
  STR 60 
  CON 75 
  SIZ 60 
  DEX 65 
  INT 80 
  APP 90 
  POW 80 
  EDU 60 
  SAN 00 
  HP 13
  DB: 0 
  Build: 0 
  Move: 8 
  MP: 16 
  Luck: 80
  Combat
  Attacks per round: 1
  Poison: Sharifa brews a Strong poison, which she coats her 
  fingernails and weapons in. The poison takes effect after ten 
  combat rounds, inflicting 2D10 damage; if the victim succeeds 
  in an Extreme CON roll the poison damage is halved.
  Brawl 
   
  60% (30/12), damage 1D3 or  
   
   
  dagger 1D6 + poison damage (2D10)
  Fingernails  
  60% (30/12), damage 1D3 +  
   
   
  poison damage (2D10)
  Dodge 
   
  35% (17/7) 
  Pulp Talents
  Smooth Talker: bonus die to Charm rolls.
  Tough Guy: spend 10 Luck points to shrug off up to 5 hit 
  points of damage in one combat round.
  Skills
  Archaeology 30%, Charm 65%, Cthulhu Mythos 40%, History 
  (Egyptian) 60%, Fast Talk 75%, Intimidate 60%, Occult 60%, 
  Persuade 60%, Psychology 50%, Science (Pharmacy) 45%, 
  Spot Hidden 80%, Stealth 75%, Throw 55%.
  Languages
  Arabic 60%, English 20%, French 10%, Sixth Dynasty 
  Egyptian 95%.
  Armor: if worn, her Crown, Necklace, and Girdle (combined) 
  provide 15 armor points of magical protection over her entire 
  body.
  
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  Spells: Call the Black Pharaoh (Contact Nyarlathotep), 
  Clutch of Nyogtha, Gate, Implant Fear, Seal of Nephren-Ka*, 
  Shrivelling, Wrack, and others as the Keeper wishes. 
  Sanity loss: none for seeing Nitocris’ rejuvenated appearance; 
  at the Keeper’s discretion, if killed, her appearance decays 
  rapidly into that of a centuries-old mummy, provoking the 
  loss of 1/1D6 Sanity points.
  *See Appendix B: Spells.
  MONSTERS 
  Million Favored Ones:  
  Leeches, horrendous bloodsuckers
  These large, multiple-mouthed leeches are among 
  Nyarlathotep’s “Million Favored Ones.” These horrific leeches 
  are capable of articulating and maneuvering the bones and 
  corpses of sacrificial victims, using their muscular bodies to 
  parody human movement. When they open their fanged 
  mouths, their songs of praise to their god have a piercing, 
  ululating tone that set the nerves on edge.
  Statistics are provided for an individual leech and for when 
  multiple leeches are animating a host form (corpse or skeleton).
  char. 
  Leech 
  Host 
  rolls (for host form)
  STR  
  5 
  50  
  (3D6) × 5
  CON  
  5 
  55  
  (3D6) × 5
  SIZ  
  5 
  65  
  (2D6+6) × 5
  POW  
  35 
  35  
  (2D6) × 5
  DEX  
  80  
  65  
  (2D6+6) × 5
  HP:  
  4 
  12
  Average Damage Bonus: 0
  Average Build: 0  
  Move: 8 (leech) / 6 (animated host) 
  Luck: —
  Combat
  Attacks per round: 1 (single leech) or 1/1D3 (animated host) 
  Fighting: an individual leech bite inflicts 1D3 damage. A 
  successful bite means the leech holds on and automatically 
  inflicts 1D3 points of damage per round. Alternatively, rather 
  than continue biting, it may worm its way to the victim’s mouth 
  (taking one round, no damage), causing 1D3 choking damage 
  per round. A successful Hard STR roll is required to pull the 
  leech off/out; reduced to a Regular roll if another person helps. 
  Animated Form: multiple (1D3) leeches may jump from the 
  host to attack (per Fighting, above), or the “host” performs a 
  single bash attack (e.g. punch), inflicting 1D6 damage.
  Bite 
   
  35% (17/7), damage 1D3 per  
   
   
  round (bite or choke)
  Bash 
   
  50% (25/10), damage 1D6 per round
  Dodge 
   
  40% (20/8) 
  Armor: 1-point slimy skin.
  Spells: none.
  Sanity loss: 0/1D3 Sanity to see a leech, 1/1D4+1 to see a 
  corpse or skeleton animated by leeches.
  Children of the Sphinx
  I would not look at the marching things. That I desperately 
  resolved as I heard their creaking joints and nitrous wheezing 
  above the dead music and the dead tramping. It was merciful 
  that they did not speak ... but God! their crazy torches began 
  ... to cast shadows on the surface of those stupendous columns. 
  Hippopotami should not have human hands and carry torches ... 
  men should not have the heads of crocodiles....
  —H. P. Lovecraft, Under the Pyramids
  These horrors come in many varieties; Lovecraft speaks of 
  them with the heads of bulls, ibises, falcons, and cats, and of 
  objects walking with nothing above the waist. Children of the 
  Sphinx may come as any human-animal composite.
  Except for “objects walking with nothing above the 
  waist,” all children of the Sphinx can attack in some form 
  or another. These creatures should only be found beneath 
  the Great Sphinx in this campaign but, beyond that, could 
  certainly be found anywhere that dynastic Egypt left traces.
  char. 
  average 
  rolls 
   
  STR  
  70 
  (4D6) ×5 
   
  CON  
  65 
  (2D6+6) ×5 
  SIZ  
  50 
  (3D6) ×5 
   
  INT  
  50 
  (3D6) ×5 
   
  POW  
  50 
  (3D6) ×5 
   
  DEX  
  35 
  (2D6) ×5 
   
  Hit Points: 11
  Average Damage Bonus: 0
  Average Build: 0
  Move: 8
  Luck: —
  
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  Combat
  Attacks per round: 1 
  Fighting: most of these bizarre creatures lack melee weapons 
  and tend to strike with either their hands and feet or their 
  bite/gore/peck attack (depending on the creature). Children 
  of the Sphinx charge in groups, knock down their victims, 
  and inflict damage.
  Fighting 
   
  55% (27/11), damage see below
  Dodge 
   
  20% (10/4) 
  Attacks and Damage by Creature Type
  Creature Type (Attack)
  Damage
  Cheetah (Bite)
  1D6+DB
  Bull (Gore)
  2D4+DB
  Crocodile (Bite)
  1D10+DB
  Hippopotamus (Bite)
  2D6+DB
  Falcon (Peck or Claw)
  1D4+DB
  Ibis (Peck)
  1D3+DB
  Armor: none.
  Spells: none.
  Sanity loss: 0/1D8 Sanity points to see a child of the Sphinx.
  Sand-dwellers, Stalkers of the Wastes
  Humanoid, sand-encrusted servants of the Great Old Ones.
  STR 50 
  CON 65 
  SIZ 80 
  DEX 65 
  INT 50 
  APP — 
  POW 50 
  EDU — 
  SAN — 
  HP 14
  DB: +1D4 Build: 1 
  Move: 8 
  MP: 10 
  Luck: —
  Combat
  Attacks per round: 2 (claws, other unarmed attacks)
  Fighting  
   
  30% (15/6), damage 1D6+1D4
  Dodge 
   
  30% (15/6)
  Skills
  Stealth 55%, Listen 60%, Spot Hidden 50%.
  Armor: 3-point rough hide.
  Spells: sand-dwellers have a 30% chance of knowing 1D6 
  spells (suggested: Flesh Ward, Implant Fear, Mindblast, 
  Shrivelling, Wither Limb, Wrack).
  Sanity loss: 0/1D6 Sanity points to see a sand-dweller.
  The Black Pharaoh, avatar of Nyarlathotep
  Tall and handsome, haughty and magnificent, full-voiced 
  and exuding an aura of glittering malice. The Black Pharaoh 
  may wear a tailored suit of dark fabric, or the full regalia of 
  a pharaoh. 
  STR 105 
  CON 75 
  SIZ 75 
  DEX 90 
  INT 430 
  APP — 
  POW 500 EDU — 
  SAN — 
  HP 15
  DB: +1D6 Build: 2 
  Move: 9 
  MP: 100 
  Luck: —
  Combat
  Attacks per round: 1 per two rounds (energy blast)
  Fighting: the Black Pharaoh prefers to utilize two hunting 
  horrors that accompany him, rather than engage in combat 
  himself. If the hunting horrors cannot take care of the 
  situation, the Black Pharaoh takes a hand, using the rod 
  and ring of his office as foci through which he casts energy 
  blasts. Each blast inflicts an automatic 20 points of damage 
  to a random target. Nyarlathotep inflicts such damage every 
  other combat round by means of a casual gesture. Victims are 
  horrifically seared and withered.
  Energy Blast 
  Automatic, damage, 20 points
   
  Armor: none, although may regenerate hit points at a rate of 
  1D6 per magic point expended. However, if his adversaries 
  inflict 15 or more points of damage to the Black Pharaoh, 
  his body splits open and an indescribably monstrous, mind-
  wrenching form squeezes its way out of the human shell 
  before departing (refer to the Bloody Tongue aspect, page 
  447, Africa).
  Spells: the Black Pharaoh knows all Mythos spells.
  Sanity loss: 0/1D2 Sanity points to see the Black Pharaoh in 
  his human aspect, 1D10/1D100 to see his monstrous form.
  
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  The Black Sphinx, spawn of Nyarlathotep
  A monstrous spawn and herald, the Black Sphinx is immense, 
  powerful, savage, and near-mindless. From time to time, for 
  reasons passing understanding, Nyarlathotep takes this form 
  (known as The Faceless God or The Beast). This profile deals 
  with the Black Sphinx as Nyarlathotep’s spawn, rather than 
  an avatar.
  STR 800 
  CON 400 SIZ 1,750 DEX 45 
  INT 05 
  APP — 
  POW 375 EDU — 
  SAN — 
  HP 85
  DB: +15D6 Build: 16 
  Move: 8 
  MP: 75 
  Luck: —
  Combat
  Attacks per round: 3 (forepaw smash, tentacle grab, or munch)
  Tentacle Grab (mnvr): the Black Sphinx first grabs its victim 
  with its tentacles; the target may attempt to wriggle free with 
  a DEX roll (as their next action). If they fail to escape, the 
  Black Sphinx automatically inflicts “munch” damage on the 
  next turn. The victim can continue to attempt to escape each 
  round (if they are still alive). 
  SAMPLE CHILDREN OF THE SPHINX
  Cheetah
  Bull
  Crocodile
  Hippo
  Falcon
  Ibis
  STR
  40
  60
  90
  80
  105
  75
  CON
  75
  75
  65
  75
  90
  60
  SIZ
  70
  70
  65
  65
  35
  35
  DEX
  50
  40
  50
  30
  50
  25
  INT
  30
  15
  15
  15
  20
  30
  POW
  55
  55
  50
  60
  55
  55
  HP
  14
  14
  13
  14
  12
  9
  DB
  0
  +1D4
  +1D4
  +1D4
  +1D4
  0
  Build
  0
  1
  1
  1
  1
  0
  Move
  7
  7
  8
  8
  9
  8
  MP
  11
  11
  10
  12
  11
  11
  Attack
  Bite
  Gore
  Bite
  Bite
  Peck or Claw
  Peck
  Fighting 
   
  60% (30/12), damage 15D6
  Tentacle Grab (mnvr) 
  40% (20/10), allows a munch
  Munch 
   
  automatic if grabbed,  
   
   
  damage 15D6 per round
  Skills
  Sense Prey 35%.
  Armor: 19-point unearthly hide. 
  Spells: Contact Nyarlathotep.
  Sanity loss: 1D4/1D8 Sanity points to see just the Black 
  Sphinx’s monstrous paw, 1D8/1D20 Sanity points to see the 
  Black Sphinx in its entirety.
  
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  AVERAGE BROTHERHOOD CULTISTS (EGYPT) ASSORTED THUGS
  Use these profiles for run-of-the-mill cultists, as well as for Zahra Shafik’s cadre of loyal cultists.
  1
  2
  3
  4
  5
  6
  7
  STR
  55
  60
  55
  50
  45
  50
  60
  CON
  45
  35
  45
  50
  55
  50
  90
  SIZ
  55
  65
  50
  65
  65
  50
  60
  DEX
  60
  50
  50
  65
  65
  60
  55
  INT
  50
  60
  55
  65
  65
  65
  55
  APP
  35
  40
  45
  40
  30
  45
  40
  POW
  20
  35
  35
  40
  50
  55
  45
  EDU
  20
  45
  60
  15
  75
  50
  15
  SAN
  00
  00
  00
  00
  00
  00
  00
  HP
  10
  10
  9
  11
  12
  10
  15
  DB
  0
  +1D4
  0
  0
  0
  0
  0
  Build
  0
  1
  0
  0
  0
  0
  0
  Move
  8
  7
  8
  8
  8
  8
  8
  MP
  4
  7
  7
  8
  10
  11
  9
  Luck: —
  Combat
  Attacks per round: 1
  Brawl 
   
  35% (17/7), damage 1D3+DB  
   
   
  or large knife/club 1D6+DB
  Short sword  
  35% (17/7), damage 1D6+1+DB
  Dodge 
   
  30% (15/6) 
  Pulp Combat
  Attacks per round: 1
  Brawl 
   
  55% (27/11), damage 1D3+DB  
   
   
  or large knife/club 1D6+DB
  Short sword  
  55% (27/11), damage 1D6+1+DB
  Dodge 
   
  40% (20/8) 
  Skills
  Climb 35%, Cthulhu Mythos 11%, Fast Talk 35%, Jump 30%, 
  Listen 45%, Spot Hidden 45%, Stealth 45%.
  Languages
  Arabic 60%, English 15%.
  
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  KEEPER REFERENCE BOOKLET
  ADDITIONAL CULTISTS OF THE BROTHERHOOD (RESURRECTION CEREMONY)
  Use these profiles for those at Nitocris' resurrection ceremony.
  1
  2
  3
  4
  5
  6
  7
  8
  STR
  85
  75
  80
  60
  45
  50
  55
  70
  CON
  35
  35
  40
  50
  55
  50
  90
  50
  SIZ
  80
  60
  90
  50
  55
  40
  55
  50
  DEX
  80
  50
  50
  65
  65
  60
  55
  60
  INT
  70
  45
  40
  55
  50
  50
  40
  45
  APP
  75
  40
  45
  40
  30
  45
  30
  20
  POW
  70
  35
  35
  40
  50
  55
  45
  50
  EDU
  20
  15
  15
  15
  20
  25
  15
  15
  SAN
  00
  00
  00
  00
  00
  00
  00
  00
  HP
  11
  9
  13
  10
  11
  9
  14
  10
  DB
  +1D6
  +1D4
  +1D6
  0
  0
  0
  0
  0
  Build
  2
  1
  2
  0
  0
  0
  0
  0
  Move
  8
  8
  7
  9
  8
  9
  8
  9
  Luck: —
  Combat
  Attacks per round: 1
  Brawl 
   
  40% (20/8), damage 1D3+DB  
   
   
  or large knife/club 1D6+DB
  Short sword  
  40% (20/8), damage 1D6+1+DB
  Dodge 
   
  30% (15/6) 
  Pulp Combat
  Attacks per round: 1
  Brawl 
   
  60% (30/12), damage 1D3+DB  
   
   
  or large knife/club 1D6+DB
  Short sword  
  60% (30/12), damage 1D6+1+DB
  Dodge 
   
  50% (20/8) 
  Skills
  Climb 45%, Cthulhu Mythos 10%, Fast Talk 30%, Jump 40%, 
  Listen 45%, Spot Hidden 35%, Stealth 35%.
  Languages
  Arabic 60%, English 10%.
  
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  CHARACTERS AND 
  MONSTERS: THE GAME 
  LODGE
  Colonel Henry Endicott, 62,  
  troubled lodge owner
  STR 70  
  CON 60  
  SIZ 80  
  DEX 45  
  INT 55 
  APP 50  
  POW 50 
  EDU 65  
  SAN 20* 
  HP 14
  DB: +1D4 Build: 1 
  Move: 4 
  MP: 10 
  Luck: —
  *Endicott is suffering from indefinite insanity.
  Combat
  Attacks per round: 1
  Brawl 
   
  85% (42/17), damage 1D3+1D4,  
   
   
  or knife 1D6+1D4
  Mrs. Carruthers 
  (elephant gun)  
  75% (37/15), damage 3D6+4
  Dodge 
   
  30% (15/6)
  Skills
  Bluster 90%, Credit Rating 25%, Intimidate 60%, Leer 90%, 
  Stealth 60%, Track 75%.
  Languages
  English 70%, French 40%, Kikuyu 30%, Swahili 20%.
  Pulp Talents
  Iron Liver: may spend 5 Luck to avoid the effects of drinking 
  excessive amounts of alcohol (negating penalty applied to 
  skill rolls).
  Beady Eye: does not suffer penalty die when “aiming” at a 
  small target (Build –2), and may also fire into melee without 
  a penalty die.
  Silent Joe, 53, put-upon assistant to Endicott
  STR 50  
  CON 55  
  SIZ 55  
  DEX 65  
  INT 75  
  APP 60  
  POW 70 
  EDU 50  
  SAN 70 
  HP 11
  DB: 0 
  Build: 0 
  Move: 6 
  MP: 14 
  Luck: 35
  Combat
  Attacks per round: 1
  Brawl 
   
  50% (25/10), damage 1D3, 
   
   
  or knife 1D4+2
  Hammer  
   
  50% (25/10), damage 1D8
  .303 Lee-Enfield rifle  55% (27/11), damage 2D6+4
  Skills
  Cook and Clean 70%, Credit Rating 10%, Drive Truck 30%, 
  Listen 90%, Mechanical Repair 55%, Natural World 85%, 
  Operate Heavy Machinery 60%, Persuade 55%, Science 
  (Chemistry) 15%, Stealth 65%, Track 90%.
  Languages
  English 40%, Kikuyu 85%, Nandi 35%, Swahili 30%.
  Revenants, murderous dust devils
  STR 70 
  CON 60 
  SIZ 60 
  DEX 90 
  INT 30
  APP — 
  POW 60 
  EDU — 
  SAN — 
  HP 12
  DB: +1D4 Build: 1 
  Move: 7 
  MP: 12 
  Luck: —
  Combat
  Attacks per round: 2 (sandblast)
  When attacking, the surface of the revenant erupts in a tumult 
  of debris, sandblasting its opponent. 
  Special: opponents in close proximity to a revenant must 
  make a successful combined DEX and Spot Hidden roll 
  each round. Those who fail are partially blinded by the dust 
  churning through the air, and must apply a penalty die to all 
  combat rolls that round. 
  Fighting  
   
  40% (20/8), damage 1D3+1D4
  Dodge  
   
  25% (12/5)
  Pulp Combat
  Fighting  
   
  60% (30/12), damage 1D3+1D4
  Dodge  
   
  50% (25/10)
  Skills
  Spot Hidden 50%, Stealth 70%,  
  Track 50%.
  Armor: firearms and projectiles inflict only half rolled damage 
  (round down); the revenants are unharmed by fire. Explosive 
  damage has full effect.
  Spells: none.
  Sanity loss: 0/1D6 Sanity points to see a revenant.
  
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  CHARACTERS AND 
  MONSTERS: KENYA
  Statistical profiles are gathered here to enable the Keeper to 
  copy or print out these pages separately from the campaign 
  to provide a handy reference when running this chapter. 
  NPCs, monsters, and others are gathered by type or distinct 
  groupings.
  Note: certain NPCs have alternative combat profiles, as well 
  as talents for pulp games.
  ALLIES OR INDEPENDENTS
  Ahja Singh, 63, art dealer and exporter
  STR 40 
  CON 60 
  SIZ 40 
  DEX 65 
  INT 75                                       
  APP 55 
  POW 45 
  EDU 65 
  SAN 45 
  HP 10
  DB: –1 
  Build: –1 
  Move: 5 
  MP: 9 
  Luck: —
  Combat
  Attacks per round: 1
  Brawl 
   
  30% (15/6), damage 1D3–1 
  Dodge 
   
  30% (15/6)    
  Skills
  Accounting 65%, Credit Rating 55%, Fast Talk 75%, Listen 
  45%, Persuade 65%, Psychology 50%, Spot Hidden 35%.
  Languages
  English 55%, Hindustani 65%, Kikuyu 15%, Punjabi 65%, 
  Swahili 35%.
  Natalie Smythe-Forbes, 48,  
  publisher of the Nairobi Star
  STR 30 
  CON 40 
  SIZ 35 
  DEX 55 
  INT 70
  APP 60 
  POW 65 
  EDU 70 
  SAN 65 
  HP 7
  DB: –1 
  Build: –1 
  Move: 7 
  MP: 13 
  Luck: 30
  Combat
  Attacks per round: 1
  Brawl 
   
  30% (15/6), damage 1D3–1
  Dodge 
   
  30% (15/6)
  Pulp Talents
  Psychic Power: Medium 60%. If the investigators seek to 
  engineer it, she could contact the spirits of Colonel Endicott’s 
  dead family or, perhaps, that of a deceased investigator (or 
  former colleague—see Séances, page 213, England, for 
  further details). 
  Skills
  Accounting 50%, Art/Craft (Editorial) 70%, Art/Craft 
  (Printing) 40%, Charm 45%, Credit Rating 85%, Drive Auto 
  30%, Fast Talk 55%, History 45%, Intimidate 35%, Law 25%, 
  Persuade 50%, Psychology 25%, Ride 50%, Spot Hidden 45%.
  Languages
  English 80%, Swahili 50%.
  Bertram “Nails” Nelson, 36, soldier of fortune
  STR 75 
  CON 65 
  SIZ 75 
  DEX 65 
  INT 55
  APP 35 
  POW 30 
  EDU 20 
  SAN 20 
  HP 14
  DB: +1D4 Build: 1 
  Move: 8 
  MP: 6 
  Luck: —
  Combat
  Attacks per round: 1
  Brawl 
   
  70% (35/14), damage 1D3+1D4  
   
   
  or medium knife 1D4+2+1D4
  Small Club   
  70% (35/14), damage 1D6+1D4
  .303 Lee Enfield rifle  
  55% (27/11), damage 2D6+4
  20-g shotgun (2B) 
  55% (27/11), damage 2D6/1D6/1D3
  Dodge 
   
  65% (32/13)
  Skills
  Act Before Thinking 55%, Climb 55%, Credit Rating 43%, 
  Demolitions 25%, Electrical Repair 15%, Fast Talk 20%, Jump 
  40%, Listen 25%, Mechanical Repair 40%, Spot Hidden 50%, 
  Stealth 60%, Swim 35%, Throw 35%.
  Languages
  English 45%, Kikuyu 18%, Luo 19%, Maasai 15%, Nandi 
  10%, Swahili 25%.
  Pulp Talents
  Quick Healer: natural healing increased to +3 hit points 
  per day. 
  Heavy Hitter: may spend 10 Luck points to add an additional 
  damage die when dealing out melee combat (die type depends 
  on the weapon being used).
  
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  Johnstone Kenyatta, 32, political activist
  STR 70 
  CON 65 
  SIZ 70 
  DEX 50 
  INT 85
  APP 65 
  POW 90 
  EDU 70 
  SAN 90 
  HP 13
  DB: +1D4 Build: 1 
  Move: 8 
  MP: 18 
  Luck: 90
  Combat
  Attacks per round: 1
  Brawl 
   
  30% (15/5), damage 1D3+1D4
  Dodge 
   
  50% (25/10)
  HIRELINGS OF AHJA SINGH, EQUAL-OPPORTUNITY THUGS
  Indian
  African
  Irish
  Arabian
  STR
  70
  80
  75
  75
  CON
  65
  60
  70
  90
  SIZ
  70
  70
  65
  55
  DEX
  70
  65
  60
  55
  INT
  50
  55
  55
  70
  APP
  45
  50
  65
  50
  POW
  60
  50
  50
  55
  EDU
  25
  25
  40
  30
  SAN
  60
  50
  50
  55
  HP
  13
  13
  13
  14
  DB
  +1D4
  +1D4
  +1D4
  +1D4
  Build
  1
  1
  1
  1
  Move
  8
  8
  8
  9
  MP
  12
  10
  10
  11
  Luck: —
  Combat
  Attacks per round: 1
  Brawl 
   
  55% (27/11), damage 1D3+1D4 
  Blackjack/Med. knife 
  55% (27/11), damage 1D4+2+1D4
  Dodge  
   
  50% (25/10)
  Skills
  Climb 60%, Fast Talk 25%, Jump 45%, Listen 45%, Psychology 
  40%, Spot Hidden 55%, Stealth 50%, Throw 55%.
  Languages
  Varies, assume Arabic 35%, English 35%, Hindustani 35%, 
  Swahili 35%.
  Skills
  Charm 60%, Credit Rating 42%, Cthulhu Mythos 05%, 
  History 70%, Law 65%, Library Use 45%, Occult 15%, 
  Persuade 80%.
  Languages
  English 70%, Kikuyu 80%, Luo 35%, Swahili 60%.
  Pulp: Option for Johnstone Kenyatta?
  Johnstone Kenyatta is a real-world person and, as such, it 
  seems inappropriate to turn him into a pulp action hero. 
  However, he is allocated a high Luck score, which should be 
  sufficient to keep him safe.
  
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  Neville Jermyn, 31, barrister and oddball
  STR 40 
  CON 30 
  SIZ 50 
  DEX 40 
  INT 65
  APP 50 
  POW 50 
  EDU 80 
  SAN 25 
  HP 8
  DB: 0 
  Build: 0 
  Move: 7 
  MP: 10 
  Luck: 25
  Combat
  Attacks per round: 1
  Brawl 
   
  35% (17/7), damage 1D3
  Dodge 
   
  30% (15/6)
  Skills
  Anthropology 25%, Archaeology 35%, Credit Rating 64%, 
  Cthulhu Mythos 03%, Fast Talk 45%, History 20%, Law 35%, 
  Library Use 45%, Occult 15%, Persuade 40%, Ride 50%.
  Languages
  English 80%, Swahili 70%.
  Dr. Horace Starret, 61,  
  Anglican rector and medical doctor
  STR 30 
  CON 60 
  SIZ 50 
  DEX 60 
  INT 65
  APP 45 
  POW 25 
  EDU 90 
  SAN 25 
  HP 11
  DB: –1 
  Build: –1 
  Move: 5 
  MP: 5 
  Luck: —
  Combat
  Attacks per round: 1
  Brawl 
   
   25% (12/5), damage 1D3–1
  Dodge 
   
  30% (15/6)
  Skills
  Anthropology 10%, Credit Rating 53%, Drive Auto 15%, 
  First Aid 95%, History 50%, Law 25%, Lore (Christianity) 
  60%, Medicine 55%, Persuade 60%, Psychology 20%, Science 
  (Chemistry) 40%, Science (Pharmacy) 35%, Spot Hidden 40%.
  Languages
  English 90%, Swahili 50%. 
  Sam Mariga, 53, gardener and nationalist
  STR 80 
  CON 75 
  SIZ 90 
  DEX 65 
  INT 65
  APP 65 
  POW 85 
  EDU 20 
  SAN 85 
  HP 16
  DB: +1D6 Build: 2 
  Move: 5 
  MP: 17 
  Luck: —
  Combat
  Attacks per round: 1
  Brawl 
   
  60% (30/12), damage 1D3+1D6  
   
   
  or medium knife 1D4+2+1D6
  Garden Spade 
  60% (30/12), damage 1D8+1D6
  Dodge 
   
  55% (17/7)
  Skills
  Art/Craft (Sing) 50%, Climb 70%, Credit Rating 34%, 
  Cthulhu Mythos 10%, First Aid 60%, Listen 65%, Natural 
  World 70%, Occult 25%, Persuade 50%, Psychology 65%, 
  Stealth 40%, Swim 50%, Track 80%, Throw 70%.
  Languages
  English 35%, Kikuyu 65%, Luo 35%, Swahili 50%.
  Pulp Talents
  Keen Vision: gain a bonus die to Spot Hidden rolls.
  Alert: never surprised in combat.
  Old Bundari, 80, elder tribal magician 
  STR 15  
  CON 90  
  SIZ 35  
  DEX 60  
  INT 65  
  APP 70  
  POW 125 EDU 75  
  SAN 50 
  HP 12
  DB: –2 
  Build: –2 
  Move: 3 
  MP: 25 
  Luck: 90
  Combat
  Attacks per round: 1
  Brawl 
   
  20% (10/4), damage 1D3–2
  Dodge  
   
  30% (15/6)
  Pulp Combat
  Attacks per round: 2
  Brawl 
   
  60% (30/12), damage 1D3  
   
   
  (ignore penalty from DB)
  Dodge  
   
  80% (40/16)
  Pulp Talents
  Psychic Power: Psychometry 70%; sense the emotional 
  connections of inanimate objects. 
  Strong Willed: gains a bonus die when making POW rolls.
  Skills
  Cthulhu Mythos 45%, Foretell The Future 90%, Listen 75%, 
  Medicine 40%, Occult 80%, Persuade 65%, Psychology 80%, 
  See Past as Though Still Present 80%, Stealth 65%, Spot Hidden 
  75%, Track 50%, Travel to Other Planes of Existence 80%.
  Languages
  English 24%, Kikuyu 85%, Swahili 55%.
  Spells: Cast Out The Devil*, Command Animal*, Earthly 
  Serenity*, Healing*, Journey to the Other Side*, Power of 
  Nyambe*, Seek the Lost*, and other spells as the Keeper sees fit.
  *See Appendix B: Spells.
  
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  Okomu, 23, assistant to Bundari
  STR 75  
  CON 60  
  SIZ 55  
  DEX 80  
  INT 75  
  APP 75  
  POW 65 
  EDU 55  
  SAN 65 
  HP 11
  DB: +1D4 Build: 1 
  Move: 9 
  MP: 13 
  Luck: 30
  Combat
  Attacks per round: 1
  Brawl 
   
  50% (25/10), damage 1D3+1D4
  Dodge  
   
  50% (25/10)
  Pulp Combat
  Attacks per round: 1
  Brawl 
   
  80% (40/16), damage 1D3+1D4
  Dodge  
   
  70% (35/14)
  Pulp Talents
  Linguist: able to determine what language is being spoken (or 
  what is written); gains a bonus die to Language rolls.
  Alert: never surprised in combat.
  Skills
  Charm 40%, Cthulhu Mythos 15%, Occult 40%, Psychology 
  70%, Stealth 65%, Spot Hidden 60%, Track 60%.
  Languages
  English 60%, Kikuyu 70%, Swahili 50%.
  AFRICAN ANIMALS
  Generic profiles follow for wildlife that could trouble the 
  investigators.
  Bush Pig & Wild Boar
  STR 55  
  CON 65  
  SIZ 55  
  DEX 35  
  POW 35 
  HP 12 
  DB: 0 
  Build: 0 
  Move: 10 
  Combat
  Attacks per round: 1 (kick, bite, bash)
  Fighting 
   
  40% (20/8), damage 1D3 
  Gore  
   
  40% (20/8), damage 1D8
  Dodge 
   
  20% (10/4)
  Skills
  Scent Enemy 50%.
  Armor:3-point hair, hide, and muscle.
  African Elephant
  STR 275  CON 130  SIZ 315  
  DEX 50  
  POW 65 
  HP 44 
  DB: +6D6 Build: 7 
  Move: 10
  Combat
  Attacks per round: 1 (bash, trample, kick)
  Fighting 
   
  50% (25/10), damage 4D6+6D6 
  Trunk grab (mnvr) 
  50% (25/10), held/pinned
  Rear & Plunge  
  50% (25/10), damage 8D6+6D6  
  Tusk Gore   
  50% (25/10), damage 6D6
  Dodge 
   
  25% (12/5)
  Skills
  Listen 80%, Scent Something Interesting 95%. 
  Armor: 8-point skin. 
  Black Rhino
  STR 205  CON 100  SIZ 205  
  DEX 35  
  POW 50 
  HP 30 
  DB: +4D6 Build: 5 
  Move: 15
  Combat
  Attacks per round: 1 (bash, charge, trample)
  Fighting 
   
  50% (25/10), damage 4D6
  Charge  
   
  50% (25/10), damage 1D10+4D6 
  Trample  
   
  75% (37/15), damage 3D10+4D6  
   
   
  against a downed foe 
  Dodge 
   
  20% (10/4)
  Skills
  Be Annoyed 70%, Scent Danger 60%.
  Armor: 10-point hide.
  
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  ADVERSARIES
  M’Weru’s Bodyguards, superior cultists
  Use this profile for all tougher cultists, as well as those 
  protecting M’Weru.
  STR 85  
  CON 80  
  SIZ 80  
  DEX 80  
  INT 50  
  APP 50  
  POW 65 
  EDU 30  
  SAN 00 
  HP 16
  DB: +1D6 Build: 2 
  Move: 8 
  MP: 13 
  Luck: —
  Combat
  Attacks per round: 1
  Brawl 
   
  60% (30/12), damage 1D3+1D6
  Panga  
   
  60% (30/12), damage 1D8+1D6
  African throwing knife  55% (27/11), damage 1D4+2+1D3,  
   
   
  plus 1D4†
  Club  
   
  60% (30/12), damage 1D8+1+1D6
  Spear  
   
  60% (30/12), damage 1D8+1D6
  Bow  
   
  60% (30/12), damage 1D6
  Dodge 
   
  45% (22/9)
  † Tearing damage when removing the weapon; negated by a 
  successful Medicine or Hard First Aid roll.
  Skills
  Art/Craft (Sing) 25%, Art/Craft (Tribal Dance) 55%, 
  Climb 65%, Cthulhu Mythos 14%, Jump 70%, Listen 60%, 
  Psychology 45%, Spot Hidden 60%, Stealth 70%, Throw 55%, 
  Track 85%.
  Languages
  Fluent in the language of their own tribe plus a smattering of 
  Kikuyu 40%, Maasai 40%, Nandi 40%, Swahili 30%.
  Taan Kaur, 45,  
  tea-seller and agent of the Bloody Tongue
  STR 40 
  CON 50 
  SIZ 45 
  DEX 75 
  INT 75
  APP 60 
  POW 95 
  EDU 30 
  SAN 00 
  HP 9
  DB: 0 
  Build: 0 
  Move: 7 
  MP: 19* 
  Luck: 50
  *Has access to up to 30 additional magic points—see Taan’s Ring, 
  page 653, Appendix D: Artifacts.
  Combat
  Attacks per round: 1
  Brawl 
   
  50% (25/10), damage 1D3  
   
   
  or dagger 1D4
  Club  
   
  50% (25/10), damage 1D8+1
  Dodge 
   
  60% (30/12)
  Pulp Talents
  Tough Girl: soaks up damage, may spend 10 Luck points to 
  shrug off up to 5 hit points worth of damage taken in one 
  combat round. 
  Master of Disguise: may spend 10 Luck points to gain a 
  bonus die to Disguise.
  Skills
  Accounting 35%, Chess 50%, Climb 50%, Credit Rating 
  25%, Cthulhu Mythos 19%, Disguise 50%, Fast Talk 35%, 
  Intimidate 70%, Jump 50%, Listen 55%, Persuade 75%, 
  Psychology 20%, Science (Pharmacy) 35%, Stealth 65%, Spot 
  Hidden 35%, Throw 35%.
  Languages
  Chinese 20%, English 35%, Hindustani 35%, Kikuyu 15%, 
  Punjabi 65%, Swahili 35%.
  Spells: Contact Small Crawler (Nyarlathotep), Strike Blind*, 
  Summon/Bind Fire Vampires.
  *See Appendix B: Spells; Kaur can use this spell once, but doing so 
  will cause her physical harm, as she lacks the required magic points.
  Avtar Singh, 19, nephew of Taan Kaur
  STR 60 
  CON 70 
  SIZ 55 
  DEX 85 
  INT 55
  APP 80 
  POW 35 
  EDU 35 
  SAN 35 
  HP 12
  DB: 0 
  Build: 0 
  Move: 9 
  MP: 7 
  Luck: —
  Combat
  Attacks per round: 1
  Brawl 
   
  50% (25/10), damage 1D3  
   
   
  or dagger 1D4
  Dodge 
   
  70% (35/14)
  Skills
  Charm 60%, Chess 70%, Climb 40%, Credit Rating 15%, Fast 
  Talk 25%, Jump 40%, Listen 55%, Psychology 20%, Stealth 
  85%, Spot Hidden 55%, Throw 60%.
  Languages
  English 45%, Hindustani 55%, Kikuyu 10%, Punjabi 55%, 
  Swahili 35%.
  Pulp Talents
  Shadow: reduces difficulty by one level or gains bonus die 
  (at the Keeper’s discretion) to Stealth rolls, and if currently 
  unseen is able to make two surprise attacks before his location 
  is discovered. 
  Endurance: gain a bonus die when making CON rolls 
  (including to determine MOV rate for chases). 
  
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  AVERAGE BLOODY TONGUE CULTIST (KENYA), ASSORTED THUGS
  Use these profiles for run-of-the-mill cultists; see M’Weru’s Bodyguards for superior and tougher types.
  1
  2
  3
  4
  5
  6
  7
  8
  STR
  40
  50
  40
  55
  55
  65
  75
  60
  CON
  35
  50
  45
  80
  70
  60
  50
  70
  SIZ
  45
  50
  45
  50
  65
  40
  40
  60
  DEX
  80
  80
  80
  65
  65
  65
  50
  50
  INT
  55
  55
  60
  40
  45
  25
  40
  65
  APP
  40
  40
  50
  15
  25
  25
  20
  35
  POW
  45
  45
  30
  35
  30
  25
  45
  40
  EDU
  25
  30
  15
  20
  20
  30
  35
  25
  SAN
  00
  00
  00
  00
  00
  00
  00
  00
  HP
  8
  10
  9
  13
  13
  10
  9
  13
  DB
  0
  0
  0
  0
  0
  0
  0
  0
  Build
  0
  0
  0
  0
  0
  0
  0
  0
  Move
  8
  8
  8
  9
  8
  9
  9
  8
  MP
  9
  9
  6
  7
  6
  5
  9
  8
  Luck: —
  Combat
  Attacks per round: 1
  Brawl 
   
  30% (15/6), damage 1D3
  Panga  
   
  30% (15/6), damage 1D8
  Club  
   
  30% (15/6), damage 1D8+1
  Spear  
   
  40% (20/8), damage 1D8
  Bow  
   
  40% (20/8), damage 1D6
  Dodge 
   
  30% (15/6)
  Pulp Combat
  Attacks per round: 1
  Brawl 
   
  45% (22/9), damage 1D3
  Panga  
   
  45% (22/9), damage 1D8
  Club  
   
  45% (22/9), damage 1D8+1
  Spear  
   
  55% (27/11), damage 1D8
  Bow  
   
  55% (27/11), damage 1D6
  Dodge 
   
  35% (17/7)
  Skills
  Art/Craft (Sing) 25%, Art/Craft (Tribal Dance) 45%, 
  Climb 60%, Cthulhu Mythos 10%, Jump 60%, Listen 60%, 
  Psychology 40%, Spot Hidden 45%, Stealth 60%, Track 75%.
  Languages
  Fluent in the language of their own tribe plus a smattering of 
  Kikuyu 40%, Maasai 40%, Nandi 40%, Swahili 30%.
  
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  M’Weru, 26, high priestess
  STR 50  
  CON 100  SIZ 50  
  DEX 80  
  INT 85  
  APP 90  
  POW 95 
  EDU 75  
  SAN 00 
  HP 15
  DB: 0 
  Build: 0 
  Move: 8 
  MP: 19 
  Luck: 90
  Combat
  Attacks per round: 1
  Brawl 
   
  50% (25/10), damage 1D3  
   
   
  or dagger 1D4
  Panga  
   
  50% (25/10), damage 1D8
  African throwing knife  30% (15/6), damage 1D4+2,  
   
   
  plus 1D4†
  Dodge  
   
  40% (20/8)
  †Tearing damage when removing the weapon; negated by a 
  successful Medicine or Hard First Aid roll.
  Skills
  Charm 70%, Cthulhu Mythos 38%, Climb 80%, Disguise 80%, 
  Fast Talk 70%, Incite Frenzy 95%, Intimidate 55%, Jump 60%, 
  Occult 50%, Persuade 80%, Psychology 45%, Stealth 95%, 
  Spot Hidden 50%, Throw 40%.
  Languages
  English 55%, Kikuyu 90%, Luo 58%, Maasai 54%, Nandi 
  58%, Swahili 95%.
  Spells:
  Bind Animal* (inc. Driver Ant Column, Green Mamba, 
  Leopard, Monkey Spider, and Rat), Call Cthugha, Contact 
  Nyarlathotep, Create Ciimba*, Dominate, Clutch of Nyogtha, 
  Dread Curse of Azathoth, Enchant Whistle, Fist of Yog-
  Sothoth, Hands of Colubra*, Mindblast, Power Drain*, Send 
  Dream*, Shriveling, Summon/Bind Byakhee, Summon/Bind 
  Hunting Horror, Voorish Sign, and others as the Keeper desires.
  *See Appendix B: Spells.
  PULP: M'WERU
  M’Weru is a major adversary; much of her might is vested 
  in her repertoire of spells, powered by either her stockpile 
  of magic points in the altar (Mountain of the Black 
  Wind) or, if she’s not near the altar, she may call upon 
  Nyarlathotep (via the amulet that she wears around her 
  neck) to mainline her a stream of magic points—while in 
  contact with the amulet, she may burn 10 Luck points to 
  fully refresh her personal magic points or hit points. 
  Pulp Combat
  Attacks per round: 2 
  Brawl 
   
  80% (40/16), damage 1D3  
   
   
  or dagger 1D4
  Panga  
   
  75% (37/15), damage 1D8
  Dodge  
   
  80% (40/16)
  Pulp Talents
  Master of Disguise: may spend 10 Luck points to gain a 
  bonus die to Disguise or Art/Craft (Acting) rolls; includes 
  ventriloquism. Note that if someone is trying to detect the 
  disguise their Spot Hidden or Psychology roll’s difficulty 
  is raised to Hard.
  Fleet Footed: may spend 10 points to avoid being 
  “outnumbered” in melee combat for one combat encounter.
  
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  MONSTERS
  Fire Vampires, in two varieties
  Red Fire Vampire
  STR —   
  CON 30  
  SIZ 01  
  DEX 60  
  INT 60  
  APP —   
  POW 75 
  EDU —  
  SAN — 
  HP 6
  DB: —  
  Build: —  Move: 11* MP: 15 
  Luck: —
  Blue Fire Vampire
  STR —   
  CON 40  
  SIZ 01  
  DEX 80  
  INT 60  
  APP —   
  POW 50 
  EDU —  
  SAN — 
  HP 8
  DB: —  
  Build: —  Move: 11* MP: 15 
  Luck: —
  *Flying.
  Combat
  Attacks per round: 1 (heat-shock by touch)
  Fighting Attacks: touches the victim (heat-shock), causing 
  2D6 damage; if target passes a CON roll, only half damage 
  is taken. May set flammable objects on fire through contact, 
  determined by victim making a Luck roll to see if their 
  clothing is set alight (1D6 burn damage per round until flames 
  are extinguished).
  Magic Point Drain: in the same attack, a fire vampire tries 
  to steal magic points from its target. Use an opposed POW 
  roll: if the fire vampire wins, it steals 1D10 magic points from 
  the victim; if the target wins, the fire vampire loses 1 magic 
  point. Thus, in each attack by a fire vampire, roll twice—once 
  to determine attack heat damage and once to determine magic 
  point loss.
  Fighting  
   
  85% (42/17), damage 2D6 + burn  
   
   
  + magic point drain
  Dodge 
   
  40% (20/8)
  Armor: standard material weapons do no harm (blades, bullets, 
  etc.). Water costs a fire vampire one hit point per half-gallon 
  poured over it; a typical handheld fire extinguisher inflicts 
  1D6 damage to it, while a bucket of water causes 1D3 damage. 
  Other substances also can have an effect; let the investigators 
  be ingenious.
  Spells: none.
  Sanity loss: 0/1D6 Sanity points for seeing a fire vampire.
  Who-Is-Not-What-She-Seems  
  (monstrous form)
  An apparently far from normal chameleon, Who transforms 
  into a gug-like monster: twice the height of a man, both arms 
  extending into two forearms, each equipped with taloned paws, 
  and a vertical mouth running down the center of its head from 
  which a long, thick tongue extends.   
  STR 225  CON 140  SIZ 285  
  DEX 55  
  INT 65  
  APP —   
  POW 50 
  EDU —  
  SAN —  
  HP 42
  DB: +5D6 Build: 6 
  Move: 10 MP: 10 
  Luck: —
  Combat
  Attacks per round: 2 or 1 (punch, smash, or 1 tongue lash) 
  Sticky Tongue Lash (mnvr): Who’s long, prehensile, sticky 
  tongue can lash out, with a range of 40 feet (12 m). Being 
  stuck and rolled up in the tongue inflicts an additional 1D6 
  damage, and takes one combat round. The target has one 
  chance to work free, requiring an Extreme STR roll. On the 
  next round, the victim goes into Who’s mouth and stomach 
  and automatically dies. Thus, each Sticky Tongue Lash attack 
  actually takes two rounds to complete.
  Brawl 
   
  60% (30/12), damage 1D6+5D6
  Sticky Tongue Lash (mnvr)  90% (45/18), damage 1D6,  
   
   
  Extreme STR roll to break free  
   
   
  before being pulled into jaws
  Dodge 
   
  25% (12/5) 
  Skills
  Spot Two-Legged Flies 80%.
  Armor: 8-point hide.
  Spells: none.
  Sanity loss: 1/1D8 Sanity points to see Who.
  
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  SPAWN OF NYARLATHOTEP 
  (THREE ASPECTS)
  Spawn of Nyarlathotep:  
  Hypatia Masters Aspect, 32, mutated mother to be
  Here, the Spawn is unborn. Prior to its birth, if the Hypathia 
  Masters Aspect is killed, the half-formed creature breaks out of 
  her corpse, transforming into The Spawn Taking After Father 
  (use that profile). Ask for a group Luck roll: if successful, the 
  Spawn has only half its full hit points (for an hour) following 
  its untimely birth. If killed, the Spawn dies permanently.
  STR 45  
  CON 45  
  SIZ 200  
  DEX 05  
  INT 55  
  APP —  
  POW 40 
  EDU 75  
  SAN 00  
  HP 24
  DB: +2D6 Build: 3 
  Move: 1 
  MP: 8 
  Luck: —
  Combat
  Attacks per round: 1
  Brawl 
   
  20% (10/4), damage 1D3+2D6  
   
   
  (if target is in reach)
  Dodge 
   
  n/a
  Skills
  Art/Craft (Photography) 70%, Charm 55%, Drive Auto 45%, 
  Spot Hidden 40%. 
  Languages
  English 75%, French 60%, German 55%, Italian 55%, Spanish 
  60%.
  Pulp Talents
  Linguist: able to determine what language is spoken (or 
  written); gains a bonus die to Language rolls.
  Armor: none.
  Spells: none.
  Sanity loss: 1D3/2D10 Sanity points to see Hypatia Masters' 
  horribly mutated form.
  Spawn of Nyarlathotep:  
  Father Aspect, monstrous thing
  In this form, the Spawn’s horrific monstrosity is evident.
  STR 200  CON 125  SIZ 220  
  DEX 50  
  INT 215 
  APP —   
  POW 250 EDU —  
  SAN —  
  HP 34*
  DB: +4D6 Build: 5 
  Move: 9 
  MP: 50 
  Luck: —
  *If group Luck roll is successful: half hit points (17) if the Spawn 
  is “birthed” by the death of Hypatia Masters.
  Combat
  Attacks per round: 5 or 1 (pound, thrash, eye ray, and/or 
  crimson tentacle grab, or 1 bulk smash)
  Fighting Attacks: the Spawn’s tentacles whip, pound, and 
  thrash, while claws can rend and tear. 
  Eye Ray: the ray emerges only from its left eye, as seen from 
  the front. The ray gives the appearance of jetting liquid, for 
  the obscene energy drips and evaporates as it gushes out. The 
  energy has a pinkish cast, has a range of 30 feet (9 m), and 
  inflicts 1D10 damage.
  Crimson Tentacle Grab (mnvr): grabs, inflicts 1D10 damage, 
  and holds victim up against its terrible, sucking maws on the 
  following round. While held, the maws can suck flesh from 
  bones, causing 2D10 damage per round thereafter. To break 
  free from a tentacle requires an Extreme STR or DEX roll. 
  Bulk Smash: if using this option, it is the Spawn’s only 
  attack that round, causing 4D6 damage + 1D10 damage from 
  radiation burns to 1D4 targets within 10 feet (3 m).
  Fighting 
   
  80% (40/16), damage 4D6
  Eye Ray  
   
  50% (25/10), damage 1D10,  
   
   
  range 30 feet
  Crimson  
  Tentacle Grab (mnvr)  80% (40/16), damage 1D10 when  
   
   
  held; in following round the  
   
   
  sucking maws inflict automatic  
   
   
  damage
  Five Sucking Maws  
  automatic following a Crimson  
   
   
  Tentacle Grab, damage 2D10 per 
   
   
  round unless victim breaks free  
   
   
  with an Extreme STR or DEX roll
  Bulk Smash  
  90% (45/18), damage 4D6 + 1D10  
   
   
  radiation burn 
  Dodge 
   
  25% (12/5)
  Skills
  Listen 30%, Spot Hidden 35%.
  Armor: 2-point blubbery hide.
  Spells: Contact Nyarlathotep (cost 1 magic point).
  Sanity loss: it costs 1D6/1D20 Sanity points to see this 
  monstrous aspect of the spawn.
  
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  Spawn of Nyarlathotep:  
  Mother Aspect, 30, resembles Hypatia Masters
  In this form, Masters appears more beautiful and never ages.
  STR 45  
  CON 95  
  SIZ 50  
  DEX 75  
  INT 215 
  APP 100 
  POW 250 EDU —  
  SAN —  
  HP 14
  DB: 0 
  Build: 0 
  Move: 8 
  MP: 50 
  Luck: 50
  Combat
  Attacks per round: 1
  Brawl 
   
  60% (30/12), damage 1D4
  Fencing foil (sharpened) 65% (32/13), damage 1D6
  Dodge 
   
  40% (20/8)
  Pulp Talents
  Shadow: reduces difficulty by one level or gains bonus die 
  (at the Keeper’s discretion) to Stealth rolls, and if currently 
  unseen is able to make two surprise attacks before their 
  location is discovered. 
  Endurance: gain a bonus die when making CON rolls 
  (including to determine MOV rate for chases). 
  Skills
  Climb 80%, Intimidate 90%, Jump 70%, Listen 40%, Persuade 
  35%, Spot Hidden 60%, Stealth 50%, Throw 45%.
  Languages
  English 75%, Kikuyu 75%. 
  Armor: none.
  Spells: the Spawn’s spells can be chosen by the Keeper. They 
  should be varied by the length of time since the birth of 
  the Spawn, at the rate of one new spell per month after the 
  first month.
  Sanity loss: none.
  The Bloody Tongue, avatar of Nyarlathotep. 
  The Bloody Tongue is an enormous monster; a giant black 
  humanoid with three legs, a pair of clawed arms, and a single 
  enormous blood-red tentacle in place of a face. Consider this 
  Nyarlathotep’s avatar of rage and murder.
  STR 400   CON 250  SIZ 450  
  DEX 95  
  INT 430  
  APP —   
  POW 500 EDU —  
  SAN — 
  HP 70
  DB: +10D6 Build: 11  Move: 16 MP: 100 
  Luck: —
  Combat
  Attacks per round: 1 per target, to possible targets within 35 
  feet (9 m) (crushing, rending, slamming)
  Fighting Attacks: its hands grasp and crush victims, or rends 
  them with its massive claws, while its face-tentacle slams and 
  crushes.
  Howl: a blood-curdling howl, which inflicts 1 point of Sanity 
  loss upon any who hear it. The Bloody Tongue may howl 
  once a round.
  Fighting             
  85% (42/17), damage 1D6+10D6
  Claw                 
  85% (42/17), damage 3D6+10D6
  Face-tentacle   
  85% (42/17), damage 10D6
  Howl                 
  automatic, 1 point Sanity loss to  
   
   
  all who can hear
  Armor: none, but if brought to zero hit points it collapses on 
  the ground, changes form (always to a more monstrous one, 
  which causes its viewers to lose a further 1D10/1D100 Sanity 
  points), and then flies into interstellar space.
  Spells: Nyarlathotep knows all Mythos spells; it can summon 
  monsters at the rate of 1 magic point per 5 POW points the 
  monster has; it may summon a shantak, hunting horror, or 
  servitor of the Outer Gods at the cost of a single magic point.
  Sanity loss: 1D10/1D100 to see the Bloody Tongue avatar.
  
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  CHARACTERS  
  AND MONSTERS:  
  BUCKLEY’S GHOST
  Vern Slattery, 45,  
  miner with murder on his conscience
  STR 60 
  CON 75 
  SIZ 65 
  DEX 65 
  INT 55
  APP 50 
  POW 55 
  EDU 50 
  SAN 30 
  HP 14
  DB: +1D4 Build: 1 
  Move: 7 
  MP: 11 
  Luck: — 
  Combat
  Attacks per round: 1
  Brawl 
   
  50% (25/10), damage 1D3+1D4  
   
   
  or dagger 1D4+1D4
  .30-06 bolt-action rifle  60% (30/12), damage 2D6+4
  Dodge 
   
  40% (20/8)
  Skills
  Climb 40%, Intimidate 50%, Listen 30%, Lore (Aboriginal 
  Australian) 20%, Spot Hidden 40%, Stealth 60%, Swear Like 
  a Trooper 90%.
  Languages
  English 50%.
  Frank Slattery, 13, the older son
  STR 40 
  CON 60 
  SIZ 45 
  DEX 65 
  INT 60
  APP 70 
  POW 75 
  EDU 25 
  SAN 70 
  HP 10
  DB: 0 
  Build: 0 
  Move: 9 
  MP: 15 
  Luck: — 
  Combat
  Attacks per round: 1
  Brawl 
   
  55% (27/11), damage 1D3  
   
   
  or dagger 1D4
  .30-06 bolt-action rifle  45% (22/9), damage 2D6+4
  Dodge 
   
  60% (30/12)
  Skills
  Climb 60%, Intimidate 50%, Lore (Aboriginal Australian) 
  20%, Mechanical Repair 50%, Sneer 89%, Spot Hidden 
  45%,Stealth 60%, Track 55%.
  Languages
  English 50%.
  Jacko Slattery, 10, the younger son
  STR 35 
  CON 60 
  SIZ 40 
  DEX 55 
  INT 15
  APP 50 
  POW 50 
  EDU 20 
  SAN 50 
  HP 10
  DB: –1 
  Build: –1 
  Move: 9 
  MP: 10 
  Luck: — 
  Combat
  Attacks per round: 1
  Brawl 
   
  55% (27/11), damage 1D3–1  
   
   
  or switchblade 1D4–1
  .30-06 bolt-action rifle  35% (17/7), damage 2D6+4
  Dodge 
   
  30% (15/6)
  Skills
  Art/Craft (Play Harmonica) 20%, Lore (Aboriginal 
  Australian) 10%, Stealth 40%.
  Languages
  English 30%.
  Bill Buckley’s Ghost, vengeful spirit
  STR —  
  CON —  
  SIZ —  
  DEX —  
  INT 50
  APP —  
  POW 70 
  EDU —  
  SAN —  
  HP — 
  DB: —  
  Build: —  Move: 9 
  MP: 14 
  Luck: — 
  Combat
  Attacks per round: 1
  Possession (special): both ghost and target make an opposed 
  POW roll: if ghost wins, the target is possessed for 1D3 
  rounds. 
  Sanity loss: 0/1D3 Sanity points to see Buckley’s ordinary 
  form; 2/1D8+1 Sanity points to see Buckley’s angry form.
  
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  CHARACTERS AND 
  MONSTERS: AUSTRALIA 
  Statistical profiles are gathered here to enable the Keeper 
  to copy or print out these pages separately from the 
  campaign to provide a handy reference when running this 
  chapter. NPCs, monsters, and others are gathered by type 
  or distinct groupings.
  Note: certain NPCs have alternative combat profiles, as well 
  as talents for pulp games.
  ALLIES OR INDEPENDENTS
  Prof. David Dodge, 46,  
  assoc. professor of archaeology
  STR 80 
  CON 85 
  SIZ 85 
  DEX 65 
  INT 85
  APP 60 
  POW 55 
  EDU 90 
  SAN 55 
  HP 17
  DB: +1D6 Build: 2 
  Move: 6 
  MP: 11 
  Luck: 25
  Combat
  Attacks per round: 1
  Brawl  
   
  65% (32/13), damage 1D3+1D6
  .45 revolver   
  60% (30/12), damage 1D10+2
  War boomerang  
  40% (20/8), damage 1D8+1D3
  Dodge  
   
  55% (27/11)
  Skills
  Anthropology 40%, Archaeology 65%, Climb 35%, Credit 
  Rating 20%, Drive Auto 40%, Fast Talk 45%, First Aid 40%, 
  History 25%, Jump 40%, Listen 60%, Library Use 50%, Lore 
  (Aboriginal Australian) 50%, Lore (Australian Outback) 70%, 
  Navigate 45%, Persuade 40%, Psychology 20%, Spot Hidden 
  40%, Stealth 30%, Survival (Desert) 55%, Throw 25%.
  Languages
  Arabic 30%, Australian Aboriginal English 10%, English 90%, 
  Greek 20%.
  Billy Burraglong, 29, put-upon laborer
  STR 75 
  CON 80 
  SIZ 50 
  DEX 85 
  INT 45
  APP 45 
  POW 50 
  EDU 20 
  SAN 50 
  HP 13
  DB: +1D4 Build: 1 
  Move: 9 
  MP: 10 
  Luck: —
  Combat
  Attacks per round: 1
  Brawl 
   
  70% (35/14), damage 1D3+1D4  
   
   
  or knife 1D4+1D4
  Dodge 
   
  80% (40/16)
  Skills
  Climb 40%, Drive Auto10%, Jump 45%, Listen 60%, Lore 
  (Aboriginal Australian) 30%, Psychology 20%, Spot Hidden 
  40%, Stealth 50%, Survival (Desert) 55%, Throw 70%, Track 40%.
  Languages
  Australian Aboriginal English 40%, English 30%, 
  Ngaanyatjarra (Western Desert Language) 50%.
  Jeremy Grogan, 36, insane miner and dreamer
  STR 60 
  CON 65 
  SIZ 55 
  DEX 60 
  INT 60
  APP 55 
  POW 60 
  EDU 45 
  SAN 00 
  HP 12
  DB: 0 
  Build: 0 
  Move: 9 
  MP: 12 
  Luck: 30
  Combat
  Attacks per round: 1
  Brawl 
   
  30% (15/6), damage 1D3
  .30 06 bolt-action rifle  45% (22/9), damage 2D6+4
  Dodge  
   
  40% (20/8)
  Pulp Talents
  Animal Companions: faithful animal companions (the dingoes); 
  gains a bonus die when making Animal Handling rolls.
  Skills
  Animal Handling 80%, Cthulhu Mythos 03%, Demolitions 30%, 
  Dreaming 20%, Fast Talk 35%, First Aid 50%, Jump 50%, Listen 
  60%, Mechanical Repair 45%, Operate Heavy Machinery 50%, 
  Psychology 25%, Science (Geology) 30%, Spot Hidden 60%, 
  Stealth 75%, Survival (Desert) 40%, Track 20%, Throw 45%.
  Languages
  English 50%.
  Robert B. F. Mackenzie, 40, mining engineer
  STR 70 
  CON 75 
  SIZ 65 
  DEX 60 
  INT 80
  APP 35 
  POW 50 
  EDU 85 
  SAN 50 
  HP 14
  DB: +1D4 Build: 1 
  Move: 7 
  MP: 10 
  Luck: —
  Combat
  Attacks per round: 1
  Brawl 
   
  30% (15/6), damage 1D3+1D4
  Dodge  
   
  30% (15/6)
  Skills
  Charm 50%, Credit Rating 55%, Demolitions 60%, Electrical Repair 
  30%, First Aid 40%, Listen 30%, Mechanical Repair 55%, Operate 
  Heavy Machinery 60%, Psychology 45%, Science (Geology) 90%, 
  Spot Hidden 60%, Survival (Desert) 60%, Track 55%.
  Languages
  English 85%.
  
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  Kakakatak, physical age 2644 years,  
  researcher of the Great Race
  STR 200 
  CON 110 SIZ 300 
  DEX 65 
  INT 130
  APP —  
  POW 65 
  EDU —  
  SAN —  
  HP 41
  DB: +5D6 Build: 6 
  Move: 7 
  MP: 13 
  Luck: —
  Combat
  Attacks per round: 2 (if she has a lightning gun, she may use 
  it only once each round)
  Fighting attacks: may use her pincers to attack. She also 
  possesses great size that may be used to crush or hit an 
  opponent; however, she avoids melee combat, preferring to 
  use a lightning gun—especially when facing the flying polyps.
  Fighting  
   
  40% (20/8), damage 1D6+5D6 
  Lightning gun  
  45% (22/9), damage 2D8 per charge
  Dodge  
   
  25% (12/5)
  Skills
  Cthulhu Mythos 30%, Electrical Repair 95%, Electronics 99%, 
  Future of the Universe 70%, History (Yithian) 90%, Library 
  Use (Yithian) 90%, Mechanical Repair 95%, Natural World 
  (Primordial) 95%, Occult 06%, Science (Astronomy) 90%, 
  Science (Biology) 99%, Science (Chemistry) 85%, Science 
  (Geology) 90%, Science (Physics) 90%.
  Armor: 8-point skin.
  Spells: none.
  Sanity loss: 1/1D6 Sanity points to see Kakakatak.
  AUSTRALIAN ROWDIES, DRUNKEN AGITANTS
  Bernard
  Herbert
  Roy
  Lloyd
  Wallace
  STR
  50
  65
  45
  60
  70
  CON
  70
  55
  50
  80
  60
  SIZ
  50
  55
  60
  65
  70
  DEX
  45
  50
  55
  60
  50
  INT
  50
  45
  70
  65
  55
  APP
  50
  55
  60
  45
  55
  POW
  45
  50
  60
  50
  55
  EDU
  45
  55
  65
  70
  45
  SAN
  45
  50
  60
  50
  55
  HP
  12
  11
  11
  14
  13
  DB
  0
  0
  0
  +1D4
  +1D4
  Build
  0
  0
  0
  1
  1
  Move
  8
  8
  7
  7
  8
  Luck: —
  Combat
  Attacks per round: 1
  Brawl 
   
  50% (25/10), damage 1D3+DB
  Dodge 
   
  30% (15/6)
  *The Keeper should decide how drunk these men are: if thoroughly, 
  apply a penalty die to their combat rolls.
  Skills
  Climb 40%, Jump 45%, Listen 45%, Psychology 30%,  
  Spot Hidden 40%, Stealth 30%, Swear Like a Trooper 90%, 
  Throw 45%.
  Languages
  English 55%.
  
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  ANIMALS
  Brown Snake
  STR 35 
  CON 40 
  SIZ 15 
  DEX 75 
  INT — 
  APP —  
  POW 40 
  EDU —  
  SAN —  
  HP 5
  DB: –2 
  Build: –2 
  Move: 8 
  MP: —  
  Luck: — 
  Combat
  Attacks per round: 1
  Venom: a lethal poison; victim suffers 4D10 damage, which 
  may be halved with a successful Extreme CON roll. A 
  successful Medicine roll also halves the damage; use of the 
  correct antivenin grants a bonus die to the Medicine roll 
  (unless they brought it with them, it is very unlikely antivenin 
  will be available—a successful Luck roll might mean some is 
  available, at the Keeper’s discretion).
  Fighting 
   
  50% (25/10), damage 1D4–2 +  
   
   
  venom
  Dodge  
   
  40% (20/8)
  Skills
  Stealth 90%.
  Death Adder
  STR 35 
  CON 30 
  SIZ 10 
  DEX 90 
  INT — 
  APP —  
  POW 40 
  EDU —  
  SAN —  
  HP 4
  DB: –2 
  Build: –2 
  Move: 8 
  MP: —  
  Luck: — 
  Combat
  Attacks per round: 1
  Venom: a strong poison; victim suffers 2D10 damage, 
  which may be halved with a successful Extreme CON roll. 
  A successful Medicine roll also halves the damage; use of 
  the correct antivenin grants a bonus die to the Medicine roll 
  (unless they brought it with them, it is very unlikely antivenin 
  will be available—a successful Luck roll might mean some is 
  available, at the Keeper’s discretion).
  Fighting 
   
  50% (25/10), damage 1D4–2 +  
   
   
  venom
  Dodge  
   
  50% (25/10)
  Skills
  Stealth 95%.
  Grogan’s Dingoes, eight hounds
  STR 50 
  CON 70 
  SIZ 35 
  DEX 85 
  INT — 
  APP —  
  POW 30 
  EDU —  
  SAN —  
  HP 10
  DB: 0 
  Build: 0 
  Move: 12 MP: —  
  Luck: — 
  Combat
  Attacks per round: 1
  Fighting 
   
  80% (40/16), damage 1D6
  Dodge  
   
  50% (25/10)
  Skills
  Do What Grogan Wants 100%, Spot Hidden 85%, Track 95%.
  ADVERSARIES
  Average Cultist of the Sand Bat, assorted thugs
  Use this profile for run-of-the-mill cultists out and about in 
  Australia. See the Cultist Squads A to D for those encountered 
  at Huston’s camp in the City of the Great Race, as well as the 
  profile for Alan and Thomas and their Zombie Miners.
  STR 70 
  CON 60 
  SIZ 50 
  DEX 65 
  INT 40
  APP 40 
  POW 50 
  EDU 20 
  SAN 00 
  HP 11
  DB: 0 
  Build: 0 
  Move: 9 
  MP: 10 
  Luck: —
  Combat
  Attacks per round: 1
  Brawl 
   
  55% (27/11), damage 1D3
  Club  
   
  55% (27/11), damage 1D8
  .45 revolver   
  50% (25/10), damage 1D10+2
  Dodge  
   
  30% (15/6)
  PULP: DREAM DINGOES
  STR 80 
  CON 90 
  SIZ 90 
  DEX 120 INT — 
  APP —  
  POW 30 
  EDU —  
  SAN —  
  HP 18
  DB: +1D6 Build: 2 
  Move: 14 MP: —  
  Luck: — 
  Pulp Combat
  Attacks per round: 1
  Fighting 
   
  80% (40/16), damage 1D8+1D6
  Dodge  
   
  50% (25/10)
  
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  Skills
  Climb 40%, Cthulhu Mythos 11%, Jump 45%, Listen 60%, 
  Spot Hidden 40%, Stealth 50%, Throw 40%.
  Languages
  English 40% or Australian Aboriginal English 40%. 
  Aboriginal Australians may speak additional languages, such 
  as Ngaanyatjarra (Western Desert Language) 40%.
  Acolyte of the Sand Bat (Superior Cultist)
  These acolytes can be found in Australia’s cities, administering 
  Huston’s “aptitude test” to prospective cult members. This 
  profile may also be used for pulp games, when a few tougher 
  cultists may be required.
  STR 70 
  CON 60 
  SIZ 70 
  DEX 65 
  INT 60
  APP 40 
  POW 70 
  EDU 25 
  SAN 00 
  HP 13
  DB: +1D4 Build: 1 
  Move: 8 
  MP: 14 
  Luck: —
  Combat
  Attacks per round: 1
  Brawl 
   
  75% (37/15), damage 1D3+1D4
  Club  
   
  75% (37/15), damage 1D8+1D4
  .45 revolver   
  50% (25/10), damage 1D10+2
  Dodge  
   
  30% (15/6)
  Skills
  Climb 40%, Cthulhu Mythos 11%, Jump 45%, Listen 60%, 
  Psychology 30%, Spot Hidden 40%, Stealth 50%, Throw 50%.
  Languages
  English 50%, 
  Spells: Contact Nyarlathotep (Sand Bat aspect), Implant Fear, 
  Power Drain*, Shrivelling.
  *See Appendix B: Spells.
  Cultist Squad A 
  Use these profiles for cultists encountered in the City of the 
  Great Race.
  A1
  A2
  A3
  A4
  A5
  STR
  60
  65
  60
  60
  60
  CON
  70
  55
  50
  50
  60
  SIZ
  50
  55
  55
  50
  45
  DEX
  60
  60
  60
  60
  60
  INT
  65
  45
  55
  50
  45
  APP
  50
  55
  60
  65
  70
  POW
  70
  45
  20
  45
  50
  EDU
  30
  25
  35
  30
  30
  SAN
  00
  00
  00
  00
  00
  HP
  13
  11
  10
  10
  10
  DB
  0
  0
  0
  0
  0
  Build
  0
  0
  0
  0
  0
  MOV
  9
  9
  9
  9
  9
  MP
  14
  9
  4
  9
  10
  Luck: —
  Combat
  Attacks per round: 1
  Brawl 
   
  40% (20/8), damage 1D3  
   
   
  or club 1D8
  .45 revolver   
  50% (25/10), damage 1D10+2
  Lightning gun*  
  50% (25/10), damage 2D8 per charge
  Dodge 
   
  25% (12/5)
  *Lightning gun for cultist A3 only.
  Skills
  Climb 40%, Cthulhu Mythos 10%, Jump 45%, Listen 60%, 
  Psychology 25%, Spot Hidden 40%, Stealth 50%, Throw 40%.
  Languages
  English 40%.
  Spells: (for cultist A1 only) Dominate.
  
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  Cultist Squad B 
  Use these profiles for cultists encountered in the City of the 
  Great Race.
  B1
  B2
  B3
  B4
  B5
  STR
  55
  65
  55
  65
  60
  CON
  55
  65
  55
  45
  50
  SIZ
  75
  65
  85
  75
  70
  DEX
  55
  55
  55
  55
  55
  INT
  60
  45
  55
  50
  45
  APP
  50
  55
  60
  65
  70
  POW
  60
  60
  45
  40
  55
  EDU
  30
  25
  35
  30
  30
  SAN
  00
  00
  00
  00
  00
  HP
  13
  13
  14
  12
  12
  DB
  +1D4
  +1D4
  +1D4
  +1D4
  +1D4
  Build
  1
  1
  1
  1
  1
  MOV
  7
  8
  7
  7
  7
  MP
  12
  12
  9
  8
  11
  Luck: —
  Combat
  Attacks per round: 1
  Brawl 
   
  40% (20/8), damage 1D3+1D4  
   
   
  or club 1D8+1D4
  .45 revolver   
  50% (25/10), damage 1D10+2
  Lightning gun*  
  50% (25/10), damage 2D8 per charge
  Dodge 
   
  25% (12/5)
  *Lightning gun for cultist B3 only.
  Skills
  Climb 40%, Cthulhu Mythos 10%, Jump 45%, Listen 60%, 
  Psychology 30%, Spot Hidden 40%, Stealth 50%, Throw 45%.
  Languages
  English 40%.
  Spells: (for cultist B1 only) Contact Nyarlathotep (Sand Bat 
  aspect), Shrivelling.
  Cultist Squad C 
  Use these profiles for cultists encountered in the City of the 
  Great Race.
  C1
  C2
  C3
  C4
  C5
  STR
  75
  85
  75
  90
  65
  CON
  75
  75
  75
  80
  85
  SIZ
  55
  55
  55
  55
  40
  DEX
  50
  50
  50
  50
  50
  INT
  55
  45
  50
  55
  40
  APP
  50
  55
  60
  65
  70
  POW
  55
  45
  50
  55
  40
  EDU
  30
  25
  35
  30
  30
  SAN
  00
  00
  00
  00
  00
  HP
  13
  13
  13
  13
  12
  DB
  +1D4
  +1D4
  +1D4
  +1D4
  +1D4
  Build
  1
  1
  1
  1
  1
  MOV
  8
  8
  8
  8
  9
  MP
  11
  9
  10
  11
  8
  Luck: —
  Combat
  Attacks per round: 1
  Brawl 
   
  40% (20/8), damage 1D3+1D4  
   
   
  or club 1D8+1D4
  .45 revolver   
  50% (25/10), damage 1D10 + 2
  Lightning gun*  
  50% (25/10), damage 2D8 per charge
  Dodge 
   
  25% (12/5)
  *Lightning gun for cultist C3 only.
  Skills
  Climb 40%, Cthulhu Mythos 10%, Jump 45%, Listen 60%, 
  Psychology 40%, Spot Hidden 40%, Stealth 50%, Throw 60%. 
  Languages
  English 40%.
  Spells: (for cultist C1 only) Contact Nyarlathotep (Sand Bat 
  aspect), Shrivelling.
  
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  Cultist Squad D 
  Use these profiles for cultists encountered in the City of the 
  Great Race.
  D1
  D2
  D3
  D4
  D5
  STR
  50
  55
  60
  55
  50
  CON
  50
  55
  50
  55
  50
  SIZ
  60
  65
  60
  55
  50
  DEX
  45
  45
  45
  45
  45
  INT
  55
  55
  50
  50
  50
  APP
  50
  55
  60
  65
  70
  POW
  50
  60
  40
  35
  55
  EDU
  30
  25
  35
  30
  30
  SAN
  00
  00
  00
  00
  00
  HP
  11
  12
  11
  11
  10
  DB
  0
  0
  0
  0
  0
  Build
  0
  0
  0
  0
  0
  MOV
  7
  7
  8
  8
  8
  MP
  10
  12
  8
  7
  11
  Luck: —
  Combat
  Attacks per round: 1
  Brawl 
   
  40% (20/8), damage 1D3  
   
   
  or club 1D8
  .45 revolver   
  50% (25/10), damage 1D10+2
  Lightning gun*  
  50% (25/10), damage 2D8 per charge
  *Lightning gun for cultist D2 only.
  Skills
  Climb 60%, Cthulhu Mythos 20%, Jump 45%, Listen 60%, 
  Psychology 50%, Spot Hidden 40%, Stealth 50%, Throw 50%.
  Languages
  English 40%.
  Spells: (magic for cultist D1 only) Contact Nyarlathotep 
  (Sand Bat aspect), Power Drain*, Shrivelling.
  *See Appendix B: Spells.
  Toddy Randolph, 46, alcoholic businessman
  STR 65 
  CON 60 
  SIZ 70 
  DEX 65 
  INT 60
  APP 55 
  POW 50 
  EDU 30 
  SAN 24 
  HP 13
  DB: +1D4 Build: 1 
  Move: 6 
  MP: 10 
  Luck: —
  Combat
  Attacks per round: 1
  Brawl 
   
  65% (32/13), damage 1D3+1D4  
   
   
  or knife 1D4+1D4
  Dodge  
   
  30% (15/6)
  Skills
  Accounting 35%, Credit Rating 20%, Fast Talk 40%, Fill Out 
  Documents 55%, Intimidate 40%, Listen 09%, Persuade 50%, 
  Stealth 20%. 
  Languages
  English 50%.
  Mortimer Wycroft, 48, supply agent for Huston
  STR 50 
  CON 50 
  SIZ 60 
  DEX 55 
  INT 45
  APP 25 
  POW 25 
  EDU 50 
  SAN 02 
  HP 11
  DB: 0 
  Build: 0 
  Move: 6 
  MP: 5 
  Luck: 25
  Combat
  Attacks per round: 1
  Brawl 
   
  30% (15/6), damage 1D3
  20-g shotgun (2B)  
  45% (22/9), damage  
   
   
   
  2D6/1D6/1D3
  Dodge 
   
  30% (15/6)
  Skills
  Accounting 25%, Climb 20%, Credit Rating 15%, Cthulhu 
  Mythos 06%, Drive Auto 30%, Electrical Repair 15%, Jump 
  25%, Listen 40%, Operate Heavy Machinery 20%, Psychology 
  25%, Spot Hidden 40%, Stealth 20%, Survival (Desert) 30%, 
  Throw 25%.
  Languages
  Australian Aboriginal English 30%, English 50%.
  
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  Gertie Wycroft, 25, Wycroft’s eldest daughter
  STR 65 
  CON 60 
  SIZ 50 
  DEX 80 
  INT 30
  APP 35 
  POW 60 
  EDU 40 
  SAN 00 
  HP 11
  DB: 0 
  Build: 0 
  Move: 9 
  MP: 12 
  Luck: 30
  Combat
  Attacks per round: 1
  Brawl 
   
  70% (35/14), damage 1D3  
   
   
  or dagger 1D4+2
  Club  
   
  70% (35/14), damage 1D10
  Dodge 
   
  40% (20/8)
  Skills
  Climb 40%, Cthulhu Mythos 05%, Dodge 55%, Drive Auto 
  30%, Jump 45%, Listen 60%, Psychology 30%, Spot Hidden 
  40%, Stealth 50%, Survival (Desert) 40%, Throw 65%, Track 
  65%.
  Languages
  Australian Aboriginal English 25%, English 40%.
  Shula Wycroft, 23, Wycroft’s second daughter
  STR 75 
  CON 60 
  SIZ 50 
  DEX 50 
  INT 40
  APP 65 
  POW 50 
  EDU 20 
  SAN 00 
  HP 11
  DB: +1D4 Build: 1 
  Move: 8 
  MP: 10 
  Luck: 30
  Combat
  Attacks per round: 1
  Brawl 
   
  65% (32/13), damage 1D3+1D4  
   
   
  or dagger 1D4+2+1D4
  Club  
   
  65% (32/13), damage 1D8+1D4
  Dodge 
   
  35% (17/7)
  Skills
  Climb 40%, Cthulhu Mythos 04%, Jump 45%, Listen 60%, 
  Psychology 30%, Spot Hidden 40%, Stealth 90%, Survival 
  (Desert) 35%, Throw 45%, Track 35%.
  Languages
  Australian Aboriginal English 25%, English 50%.
  Janice Wycroft, 18, Wycroft’s youngest daughter
  STR 55 
  CON 50 
  SIZ 45 
  DEX 35 
  INT 45
  APP 75 
  POW 45 
  EDU 20 
  SAN 00 
  HP 9
  DB: 0 
  Build: 0 
  Move: 8 
  MP: 9 
  Luck: 25
  Combat
  Attacks per round: 1
  Fighting (Brawl) 
  55% (27/11), damage 1D3  
   
   
  or dagger 1D4+2
  Club  
   
  55% (27/11), damage 1D8
  Dodge 
   
  25% (12/5)
  Skills
  Climb 80%, Cthulhu Mythos 05%, Jump 65%, Listen 60%, 
  Psychology 30%, Spot Hidden 40%, Stealth 50%, Survival 
  (Desert) 30%, Throw 45%, Track 20%.
  Languages
  Australian Aboriginal English 15%, English 55%.
  Alan and Thomas, 29, cultist overseers
  Use this profile for both overseers.
  STR 60 
  CON 50 
  SIZ 50 
  DEX 65 
  INT 40
  APP 40  
  POW 50 
  EDU 50  
  SAN 00  
  HP 10
  DB: 0 
  Build: 0 
  Move: 9 
  MP: 10 
  Luck: —
  Combat
  Attacks per round: 1
  Brawl 
   
  55% (27/11), damage 1D3  
   
   
  or club 1D8
  Whip  
   
  65% (32/13), damage 1D3
  Dodge  
   
  30% (15/6)
  Skills
  Climb 40%, Cthulhu Mythos 14%, Jump 45%, Listen 60%, 
  Psychology 40%, Spot Hidden 40%, Stealth 50%, Throw 60%.
  Languages
  Australian Aboriginal English 20%, English 50%.
  
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  Zombified Miners
  Use these profiles for both Alan and Thomas’ zombie 
  workforces.
  1
  2
  3
  4
  5
  STR
  60
  75
  70
  70
  85
  CON
  70
  60
  65
  70
  75
  SIZ
  60
  50
  55
  60
  65
  DEX
  35
  35
  35
  35
  35
  INT
  05
  05
  05
  05
  05
  APP
  50
  55
  60
  65
  70
  POW
   40
  40
  35
  40
  45
  EDU
  —
  —
  —
  —
  —
  SAN
   8
  8
  7
  8
  9
  HP
  13
  11
  12
  13
  14
  DB
  0
  +1D4
  +1D4
  +1D4
  +1D4
  Build
  0
  1
  1
  1
  1
  MOV
  8
  8
  8
  8
  8
  MP
  8
  8
  7
  8
  9
  Combat
  Attacks per round: 1 (scratch, lunge, grab, and choke)
  Choke: after a successful Grab maneuver, the target is held 
  around the throat; on each successive round the target is 
  choked for 1D3+DB damage. The target may break loose if 
  they succeed in an opposed STR roll.
  Brawl 
   
  60% (30/12), damage 1D3 + DB
  Grab (mnvr) 
  60% (30/12), held, then choke  
   
   
  1D3+DB on following rounds
  Dodge 
   
  n/a
  Skills
  Follow Orders 95%.
  Armor
  The miners do not feel pain or shock.
  Dr. Robert Huston, 56, high priest 
  STR 50 
  CON 75 
  SIZ 60 
  DEX 65 
  INT 90
  APP 70  
  POW 175 EDU 90  
  SAN 00  
  HP 13
  DB: 0 
  Build: 0 
  Move: 6 
  MP: 35 
  Luck: 90
  Combat
  Attacks per round: 1
  Brawl 
   
  30% (15/6), damage 1D3  
   
   
  or club 1D8
  .45 revolver   
  55% (27/11), damage 1D10+2
  Lightning gun  
  40% (20/8), damage 2D8 per charge
  Dodge  
   
  32% (16/6)
  Pulp Combat
  Brawl 
   
  50% (25/10), damage 1D3  
   
   
  or club 1D8
  .45 revolver   
  60% (30/12), damage 1D10+2
  Lightning gun  
  50% (25/10), damage 2D8 per charge
  Dodge  
   
  40% (20/8)
  Pulp Talents
  Strong Willed: gains a bonus die when making POW rolls.
  Smooth Talker: gain a bonus die to Charm rolls. 
  Skills
  Anthropology 40%, Archaeology 45%, Charm 60%, Climb 
  40%, Credit Rating 89%, Cthulhu Mythos 50%, Drive 
  Auto 30%, Electrical Repair 50%, Fast Talk 40%, First Aid 
  35%, Jump 30%, Library Use 60%, Listen 30%, Mechanical 
  Repair 40%, Medicine 25%, Persuade 40%, Psychoanalysis 
  55%, Psychology 80%, Science (Astronomy) 15%, Science 
  (Chemistry) 15%, Science (Geology) 25%, Stealth 30%, 
  Survival (Desert) 30%, Throw 50%.
  Languages
  Australian Aboriginal English 50%, English 90%, Read 
  Yithian 40%.
  Spells: Contact Nyarlathotep, Dominate, Implant Fear, 
  Mindblast, Raise Dead✝, Send Dream*, Summon Hunting 
  Horror, Time Trap*, others at the Keeper’s discretion.
  *See Appendix B: Spells.
  ✝Huston’s Raise Dead is a flawed version of the Resurrection spell 
  (see The Game Lodge, page 413, Kenya).
  
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  MONSTERS
  Flying Polyps
  1
  2
  3
  4
  5
  STR
  240
  255
  235
  235
  215
  CON
  120
  125
  135
  110
  150
  SIZ
  260
  255
  275
  240
  280
  DEX
  65
  70
  60
  70
  65
  INT
  55
  70
  60
  50
  75
  POW
  75
  85
  80
  60
  95
  HP
  38
  37
  41
  35
  43
  DB
  +5D6
  +5D6
  +5D6
  +5D6
  +5D6
  Build
  6
  6
  6
  6
  6
  MOV
  8/12 
  flying
  8/12 
  flying
  8/12 
  flying
  8/12 
  flying
  8/12 
  flying
  MP
  15
  17
  16
  12
  19
  Luck: —
  Invisibility: by spending 1 magic point per round, a polyp 
  can turn totally invisible. It can still be roughly located by the 
  constant, nauseating piping sound that always accompanies it. 
  Anyone trying to hit an invisible polyp must make a successful 
  Listen roll to tell where it is, and if located, any rolls to hit it 
  are made with one penalty die. Polyps naturally phase in and 
  out of visibility, so a Luck roll must be made with each attack 
  made upon it. If the Luck roll is failed, the Polyp phases just 
  at that moment and the attack is made with one penalty die. 
  When a polyp is invisible, it does not attack with its tentacles, 
  but may still use one of the wind attacks or cast spells.
  Combat
  Attacks per round: 2D6 (each round, roll 2D6 to determine 
  how many tentacles form) or may use 1 wind-based attack 
  per round.
  Fighting Attacks: polyps continually form and dissolve 
  tentacles from their bodies. Tentacle damage is always 1D10 
  (no damage bonus). Because of the partially nonmaterial nature 
  of these entities, the tentacle’s damage is dealt directly to the 
  target’s hit points, ignoring any armor (unless magical). The 
  wound takes the form of a windburn or desiccation of tissue. 
  Note: each of the following wind-based abilities costs the 
  polyp 1 magic point per round to use.
  Wind Blast: base range of 20 yards (18 m) and a 10-yard-
  diameter (9m) cylinder of effect emanating from the polyp, 
  dealing damage equal to the polyp’s damage bonus. The 
  cylindrical blast can extend further than 20 yards but loses 
  1D6 damage for each multiple of the base distance—thus, 
  a target at 39 yards would take 4D6 (damage bonus 5D6 
  minus 1D6), and a target at 41 yards would take 3D6 damage. 
  Victims of the wind blast have their flesh stripped from their 
  bones and their skin dehydrated and wind-burned. In addition, 
  the target(s) are blown backwards for a number of yards equal 
  to the hit points they have lost.
  Fixing Attack: a mysterious method used by the polyps for 
  capturing prey. In this mode, the wind attack has a range of 
  1,000 yards (914 m) and can blow without diminishment 
  around corners or up through winding corridors. Although 
  the wind emanates from the polyp, it has a peculiar sucking 
  effect on the target, slowing them down and forcing the 
  target to make an opposed STR roll versus the polyp’s POW. 
  Beyond 200 yards (183 m), this becomes less effective and 
  one bonus die is granted to the target. If the polyp wins, the 
  victim cannot move away that round; if the target wins, they 
  may move normally. The flying polyp can move at full speed 
  while using this ability, so it may be both chasing interesting 
  prey and slowing it. This technique may be used on multiple 
  targets within 30 yards of one another. Each additional target 
  gains one bonus die on the STR roll to oppose the polyp. The 
  polyp may choose its targets.
  Windstorm Attack: can generate a wind in conjunction 
  with its fellows. The windstorm has a speed of half a mile 
  per hour per point of POW of the participating polyps. This 
  windstorm is local, losing 5 mph (8 kph) of force for every 
  200 yards (183 m) it travels. A group of polyps can generate 
  hurricane-force winds within an area of a few square miles. 
  Targets take 1D4 damage for every 20 mph (32 kph) above 
  100 mph (160 kph) of wind speed; those that succeed with 
  a Luck roll take half damage.
  Fighting  
   
  85% (42/17), damage 1D10
  Wind blast   
  70% (35/14), damage DB  
   
   
  (see note above)
  Dodge  
   
  30% (15/6)
  Armor: 4 points, plus invisibility (see note above). The extra-
  terrene polyp takes only minimum damage from physical 
  weapons, which is reduced again by 4 points due to the 
  monster’s skin armor. Enchanted weapons deal full damage, 
  as do forces such as heat or electricity.
  Spells: none.
  Sanity loss: 1D3/1D20 Sanity points to see a flying polyp.
  
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  Guardian of the Sand Bat
  Use this profile for all of the guardians.
  STR 180* CON 200 SIZ 120 
  DEX 50 
  INT 15
  APP —  
  POW 60 
  EDU —  
  SAN —  
  HP 32
  DB: +3D6 Build: 4 
  Move: 6/12** MP: 12 
  Luck: —
  *Can carry a person whose SIZ is half the monster’s STR or less.
  **Flying.
  Combat
  Attacks per round: 1 (wing bash, bite, or grasp)
  Drain: once grasped, on the following round, the guardian’s 
  wings extrude countless small needle-like projections that 
  enter the body of the victim and systematically drain body 
  fluids, costing 1D3 hit points per round plus lowering the 
  victim’s current highest characteristic (STR, CON, etc.) by 5 
  points per round. The victim may attempt to break free with 
  an opposed STR roll.
  Fighting  
   
  50% (25/10), damage 3D6 (DB)
  Grasp (mnvr) 
  50% (25/10), held, drain on  
   
   
  following round
  Dodge 
   
  35% (17/7)
  Skills
  Stealth 60%, Track 30%.
  Armor: 2 points of thick fur.
  Spells: none.
  Sanity loss: 1/1D10 Sanity points to see a guardian of the 
  Sand Bat. 
  Haunter of the Dark, Father of All Bats, 
  avatar of Nyarlathotep
  A horrific three-lobed, burning eye sits atop its bat-like body, 
  from which tattered wings trail a mass of tentacles, as well as 
  a smoky bubbling vapor. This semi-material entity is able to 
  travel through solid objects at will.
  STR 140 
  CON 110 SIZ 120 
  DEX 115 INT 100
  APP —  
  POW 110 EDU —  
  SAN —  
  HP 23
  DB: +2D6 Build: 3 
  Move: 10/20* MP: 22 
  Luck: —
  *Flying.
  Combat
  Attacks per round: 1 (engulf, grab, devour)
  Engulf and Burn (mnvr): envelops the target in its wings, 
  burning the target for 2D6 damage per round. The embrace 
  is powerful, although the target may attempt to wriggle free 
  with an opposed DEX roll.
  Tendril Grab (mnvr): swoops low and makes a grab with one 
  or more of its tendrils. Each target within its 50 foot (15 m) 
  wingspan can be attacked by one tendril. Those grabbed may 
  then be carried off and perhaps dropped from a great height, 
  or have their brain devoured; those captured may attempt to 
  escape with an opposed STR or DEX roll.
  Vulnerable to Light: while it can endure extremely dim light 
  (starshine), stronger light may cause damage. A strong light 
  (powerful flashlight) kept trained on the creature delivers 1D6 
  points of damage—if it stands still for the treatment. Even a 
  large candle held aloft inflicts one point of damage for each 
  round it is within 50 feet (15 m) of the flame. If suitably 
  equipped, an arc light causes the loss of 3D6 hit points, while full 
  daylight inflicts 10D6 hit points per round; the light of the full 
  moon deals 2D6 loss. Steady light for an appropriate number 
  of rounds can dissolve the horror, causing it to disintegrate into 
  nothingness until its next summoning. Brief, powerful flashes of 
  light, such as lightning or flash bulbs, repel it but do little harm. 
  The Keeper should decide the intensity of the light brought by 
  the investigators, using the damage noted as a guide. 
  Engulf and Burn (mnvr) 100% (50/20), damage 2D6 per  
   
   
  round; opposed DEX to escape
  Tendril Grab (mnvr) 
  95% (47/19), carried off, dropped  
   
   
  from a great height, or devoured 
  Devour Brain  
  automatic after being grabbed,  
   
   
  damage 1D6 per round
  Armor: none; however, no physical weapons can harm the 
  Haunter of the Dark. Cold, fire, chemicals, and electricity also 
  do not harm it. Only light and magic affect the Haunter of 
  the Dark (see note above). If reduced to zero hit points, the 
  Father of All Bats changes into the loathsome, gargantuan 
  form of the Bloody Tongue (see Characters and Monsters: 
  Kenya, page 438), and then disappears.
  Spells: any, as desired by the Keeper. 
  Sanity loss: 1D6/1D20 Sanity points to see the Haunter of 
  the Dark. 
  
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  CHARACTERS  
  AND MONSTERS:  
  DEMON CABINET 
  Mr. Lung Yun, 44, demon-haunted astrologer
  STR 45 
  CON 70 
  SIZ 40 
  DEX 65 
  INT 80                                           
  APP 65 
  POW 95 
  EDU 75 
  SAN 40 
  HP 11
  DB: 0 
  Build: 0 
  Move: 8 
  MP: 19 
  Luck: —
  Combat
  Attacks per round: 1
  Brawl 
   
  40% (20/8), damage 1D3  
   
   
  or butcher’s knife 1D4+2
  Dodge 
   
  35% (17/7)    
  Skills
  Jump 40%, Lore (Astrology) 92%, Lore (Cast Horoscope) 90%, 
  Occult (Chinese) 70%, Persuade 50%, Science (Astronomy) 
  40%, Spot Hidden 75%, Stealth 85%, Throw 40%.
  Languages
  Chinese (Cantonese) 75%, Chinese (Mandarin) 65%, Chinese 
  (Shanghainese) 80%, English 44%. 
  Wu the Cat-Demon, malevolent entity
  Siamese Cat Form
  STR 10 
  CON 40 
  SIZ 05 
  DEX 75 
  INT 60                                           
  APP — 
  POW 95 
  EDU — 
  SAN — 
  HP 4
  DB: –2 
  Build: –2 
  Move: 9 
  MP: 19 
  Luck: —
  Combat
  Attacks per round: 3 (claw and bite)
  Fighting 
   
  50% (25/10), damage 1D3–2 (min 1)
  Dodge 
   
  80% (40/16)     
  Skills
  Be Cute 70%, Climb 90%, Jump 90%.
  Armor: if injured, it changes instantly to cat-demon form, 
  even if the injury is enough to kill a normal cat.
  Cat-Demon Form 
  STR 200 
  CON 100 SIZ 90 
  DEX 55 
  INT 60                                           
  APP — 
  POW 95 
  EDU — 
  SAN — 
  HP 19
  DB: +3D6 Build: 4 
  Move: 8 
  MP: 19 
  Luck: —
  Combat
  Attacks per round: 2 (claws)
  Fighting 
   
  60% (30/12), damage 1D4+3D6
  Dodge 
   
  40% (20/8)   
  Skills
  Climb 70%, Jump 90%, Persuade 70%, Taunt Victim 85%.
  Armor: ignores physical weapons and natural damage.
  Sanity loss: 1D3/1D10 Sanity points to see Wu in cat-
  demon form.
  
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  CHARACTERS AND 
  MONSTERS: CHINA 
  Statistical profiles are gathered here to enable the Keeper to 
  copy or print out these pages separately from the campaign 
  to provide a handy reference when running this chapter. 
  NPCs, monsters, and others are gathered by type or distinct 
  groupings.
  Note: certain NPCs have alternative combat profiles, as well 
  as talents for pulp games.
  ALLIES OR INDEPENDENTS
  Li Wen-Cheng, 22, youthful librarian
  STR 70 
  CON 65 
  SIZ 50 
  DEX 60 
  INT 70 
  APP 70 
  POW 75 
  EDU 65 
  SAN 75 
  HP 11
  DB: 0 
  Build: 0 
  Move: 9 
  MP: 15 
  Luck: —
  Combat
  Attacks per round: 1
  Brawl 
   
  25% (12/5), damage 1D3
  Dodge 
   
  35% (17/7) 
  Skills
  Charm 30%, Climb 50%, Credit Rating 10%, Fast Talk 25%, 
  First Aid 35%, Jump 35%, Library Use 45%, Listen 40%, Lore 
  (Theology: Methodism) 60%, Medicine 20%, Persuade 10%, 
  Science (Biology) 15%, Science (Chemistry) 15%, Science 
  (Physics) 25%, Spot Hidden 35%, Stealth 25%.
  Languages
  Chinese (Mandarin) 65%, Chinese (Shanghainese) 60%, 
  English 45%. 
  Fergus “McChum” Chum,  
  40, owner of the Stumbling Tiger Bar
  STR 50 
  CON 55 
  SIZ 50 
  DEX 80 
  INT 65 
  APP 60 
  POW 75 
  EDU 40 
  SAN 45 
  HP 10
  DB: 0 
  Build: 0 
  Move: 7 
  MP: 15 
  Luck: 30
  Combat
  Attacks per round: 1
  Brawl 
   
  55% (27/11), damage 1D3  
   
   
  or medium knife 1D4+2
  Dodge 
   
  45% (22/9) 
  Pulp Combat
  Brawl 
   
  70% (35/14), damage 1D3  
   
   
  or medium knife 1D4+2
  Dodge 
   
  65% (32/13) 
  Pulp Talents
  Iron Liver: spend 5 Luck points to avoid effects of excessive 
  alcohol.
  Fleet Footed: may spend 10 Luck points to avoid being 
  outnumbered during one melee encounter.
  Skills
  Accounting 25%, Charm 40%, Credit Rating 20%, Cthulhu 
  Mythos 05%, Drive Auto 15%, Fast Talk 75%, Intimidate 55%, 
  Law 20%, Listen 55%, Occult 15%, Persuade 65%, Psychology 
  55%, Spot Hidden 35%, Swim 40%, Throw 60%.
  Languages
  Chinese (Shanghainese) 65%, English 25%, Japanese 20%.
  Isoge Taro, 34,  
  Agent and Captain in the Imperial Japanese Navy
  STR 65 
  CON 80 
  SIZ 60 
  DEX 90 
  INT 90 
  APP 75 
  POW 60 
  EDU 80 
  SAN 60 
  HP 14
  DB: +1D4 Build: 1 
  Move: 9 
  MP: 12 
  Luck: —
  Combat
  Attacks per round: 1
  Brawl 
   
  55% (27/11), damage 1D3+1D4 
  or knife 1D4+2+1D4
  Ceremonial Katana 
  25% (12/5), damage 1D8+1+1D4
  8mm automatic pistol 
  55% (27/11), damage 1D8
  6.5mm rifle   
  35% (17/7), damage 2D8 
  Dodge 
   
  50% (25/10) 
  Pulp Combat
  Brawl 
   
  75% (37/15), damage 1D3+1D4  
   
   
  or knife 1D4+2+1D4
  Ceremonial Katana 
  35% (17/7), damage 1D8+1+1D4
  8mm automatic pistol 
  75% (37/15), damage 1D8
  6.5mm rifle   
  55% (27/11), damage 2D8 
  Dodge 
   
  65% (32/13) 
  Pulp Talents
  Alert: never surprised in combat.
  Fast Load: ignores penalty die for loading and firing in same 
  round with handguns.
  
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  Skills
  Charm 40%, Climb 55%, Credit Rating 25%, Demolitions 
  50%, Disguise 45%, Drive Auto 45%, Electrical Repair 50%, 
  Fast Talk 30%, History 25%, Intimidate 60%, Library Use 
  35%, Listen 75%, Mechanical Repair 40%, Persuade 50%, 
  Psychology 50%, Science (Cryptography) 25%, Spot Hidden 
  60%, Stealth 70%, Swim 35%, Throw 45%.
  Languages
  Chinese (Mandarin) 55%, Chinese (Shanghainese) 50%, 
  English 30%, Japanese 90%, Korean 15%, Tagalog 15%.
  Anthony Chang (Chang Pao), 24, 
  inexperienced editor and spy
  STR 60 
  CON 60 
  SIZ 65 
  DEX 30 
  INT 70 
  APP 50 
  POW 60 
  EDU 70 
  SAN 60 
  HP 12
  DB: +1D4 Build: 1 
  Move: 7 
  MP: 12 
  Luck: —
  Combat
  Attacks per round: 1
  Brawl 
   
  50% (25/10), damage 1D3+1D4 
  .38 revolver  
  50% (25/10), damage 1D10
  Dodge 
   
  30% (15/6) 
  Skills
  Art/Craft (Acting) 55%, Charm 65%, Disguise 55%, History 
  55%, Listen 50%, Persuade 65%, Psychology 50%, Sleight 
  of Hand 40%, Spot Hidden 55%, Stealth 50%, Throw 35%.
  Languages
  Chinese (Mandarin) 30%, Chinese (Shanghainese) 70%, 
  English 60%.
  Auntie Gee’s Goons
  Use this profile for both of the goons.
  STR 80 
  CON 65 
  SIZ 85 
  DEX 45 
  INT 65 
  APP 50 
  POW 50 
  EDU 45 
  SAN 50 
  HP 15
  DB: +1D6 Build: 2 
  Move: 7 
  MP: 10 
  Luck: —
  Combat
  Attacks per round: 1
  Brawl 
   
  70% (35/14), damage 1D3+1D6  
   
   
  (+1 with brass knuckles) 
  Dodge 
   
  60% (30/12) 
  Skills
  Hard Stare 80%, Intimidate 65%, Psychology 30%.
  Languages
  Chinese (Shanghainese) 40%, Korean 50%.
  Lin Yenyu, 65, wealthy aesthete and madam
  STR 40 
  CON 75 
  SIZ 60 
  DEX 55 
  INT 75 
  APP 65 
  POW 70 
  EDU 80 
  SAN 32 
  HP 13
  DB: 0 
  Build: 0 
  Move: 4 
  MP: 14 
  Luck: 35
  Combat
  Attacks per round: 1
  Brawl 
   
  25% (12/5), damage 1D3  
   
   
  (+1 sharpened fingernails*)
  Dodge 
   
  45% (22/9) 
  *Unless backed into a corner with no other option, Lin prefers not 
  to fight—that’s one of the many things servants are for, after all. 
  Or gorillas...
  Pulp Combat
  Brawl 
   
  45% (22/9), damage 1D3  
   
   
  (+1 sharpened fingernails*)
  Dodge 
   
  60% (30/12) 
  Pulp Talents
  Animal Companion: bonus die to Animal Handling rolls.
  Strong Willed: bonus die to POW rolls.
  Skills
  Animal Handling (Apes) 95%, Anthropology 35%, 
  Archaeology 30%, Charm 80%, Credit Rating 92%, Cthulhu 
  Mythos 35%, Intimidate 70%, Fast Talk 60%, History 60%, 
  Library Use 45%, Occult 80%, Persuade 80%, Psychology 
  60%, Spot Hidden 60%, Stealth 60%. 
  Languages
  Arabic 35%, Chinese (Cantonese) 75%, Chinese (Mandarin) 
  90%, Chinese (Shanghainese) 75%, Classical Greek 20%, 
  English 45%, Japanese 45%, Russian 20%, Sanskrit 40%, 
  Tibetan 40%.
  Spells: Cloud Memory, Create Mist of R’lyeh, Deflect Harm*, 
  Elder Sign, Implant Fear, plus any others at the Keeper’s 
  discretion.
  *See Appendix B: Spells.
  
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  NEFARIOUS HIRELINGS OF LIN YENYU
  1
  2
  3
  4
  5
  6
  7
  8
  STR
  75
  70
  60
  80
  65
  65
  75
  70
  CON
  65
  75
  55
  40
  80
  70
  60
  50
  SIZ
  45
  50
  55
  40
  55
  50
  45
  50
  DEX
  75
  70
  60
  65
  80
  50
  45
  60
  INT
  45
  40
  50
  50
  50
  50
  55
  60
  APP
  30
  15
  50
  45
  15
  35
  40 
  25
  POW
  50
  55
  60
  45 
  40
  45
  15
  35
  EDU
  30
  25
  30
  35
  20
  30
  25
  35
  SAN
  50
  55
  60
  45
  40
  45
  15
  35
  HP
  11
  12
  11
  8
  13
  12
  10
  10
  DB
  0
  0
  0
  0
  0
  0
  0
  0
  Build
  0
  0
  0
  0
  0
  0
  0
  0
  Move
  9
  9
  9
  9
  9
  8
  8
  9
  MP
  10
  11
  12
  9
  8
  9
  3
  7
  Luck: —
  Combat
  Attacks per round: 1
  Blackjack: due to their training, a successful hit with this 
  weapon inflicts 1D4+1 damage and renders the target 
  unconscious if a Hard CON roll is failed.
  Brawl 
   
  55% (27/11), damage 1D3
  Blackjack 
   
  55% (27/11), damage 1D4+1 +  
   
   
  unconsciousness (if Hard CON  
   
   
  roll failed)
  Hatchet (thrown) 
  40% (20/8), damage 1D6+1,  
   
   
  base range 8 yards
  Dart (thrown) 
  40% (20/8), damage 1D3 + poison**
  Dodge 
   
  45% (22/9) 
  **Krait snake venom or Fragile Silver (see Madam Lin’s Poisons 
  box, nearby)
  Pulp Combat
  Attacks per round: 1
  Brawl 
   
  80% (40/16), damage 1D3
  Blackjack 
   
  80% (40/16), damage 1D4+1 +  
   
   
  unconsciousness (if Hard CON  
   
   
  roll failed)
  Hatchet 
   
  65% (32/13), damage 1D6+1,  
   
   
  base range 8 yards
  Dart (thrown) 
  55% (27/11), damage 1D3 + poison**
  Dodge 
   
  70% (35/14) 
  Skills
  Climb 60%, Fast Talk 45%, Intimidate 70%, Jump 70%, Listen 
  65%, Psychology 40%, Spot Hidden 50%, Stealth 65%, Track 
  50%, Throw 40%.
  Languages
  Chinese (Shanghainese) 55%, English 20%.
  
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  MADAM LIN YENYU'S WHITE GORILLAS
  Tun-Tun, the larger gorilla
  STR 150 
  CON 75 
  SIZ 100 
  DEX 90 
  INT 35                                           
  APP — 
  POW 40 
  EDU — 
  SAN — 
  HP 17
  DB: +2D6 Build:3 
  Move: 8 
  MP: 8 
  Luck: —
  Ping, the smaller gorilla
  STR 125 
  CON 85 
  SIZ 90 
  DEX 80 
  INT 15                                           
  APP — 
  POW 25 
  EDU — 
  SAN — 
  HP 17
  DB: +2D6 Build:3 
  Move: 8 
  MP: 5 
  Luck: —
  Combat
  Attacks per round: 3 (punch, bite, grab)
  Grab and hold (mnvr): if the same target is hit with both 
  hands in the same round, target is held. Each round thereafter, 
  target suffers 2D6 damage unless a successful opposed STR or 
  DEX roll versus the gorilla’s STR is made to break or struggle 
  free. Target may also be bitten while held (1D4 damage), or 
  another opponent may be bitten. 
   
  Ping 
  Tun-Tun
  Fighting 
  45% (22/9) 65% (32/13),damage 1D6+2D6 
  Grab and  
  hold (mnvr) 45% (22/9) 65% (32/13), automatic 2D6 damage  
   
   
  per round once held
  Bite 
  30% (15/6) 40% (20/8), damage 1D4
  Dodge 
  50% (25/10) 60% (30/12) 
  Skills
  Climb 65%, Jump 70%, Stealth 70%.
  Armor: 2-point skin.
  MADAM LIN'S POISONS
  Krait snake venom: (Mild poison) made from the venom of 
  the krait snake. Extreme CON roll: if failed, the target suffers 
  1D10 damage and is extremely ill for several hours, increasing 
  all skill rolls by one level of difficulty (or apply penalty die); if 
  successful, illness is less severe and damage is halved. 
  Fragile Silver: (Mild poison) a sleep drug. Extreme 
  CON roll: if failed, puts victim to sleep in one minute; 
  if successful, it effectively halves DEX for 1D6 minutes 
  and leaves them groggy.
  Note: each henchman carries 10 darts, tipped either with poison or a sleeping drug. Guards at Lin’s home always apply 
  sleeping drug to their darts; hirelings elsewhere have poisoned darts if the investigators fail a Group Luck roll.
  
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  Mu Hsien, 63, wise scholar 
  STR 25 
  CON 30 
  SIZ 50 
  DEX 45 
  INT 90 
  APP 50 
  POW 75 
  EDU 90 
  SAN 60 
  HP 8
  DB: –1 
  Build: –1 
  Move: 4 
  MP: 15 
  Luck: —
  Combat
  Attacks per round: 1
  Brawl 
   
  25% (12/5), damage 1D3-1
  Dodge 
   
  22% (11/4) 
  Skills
  Art/Craft (Calligraphy) 85%, Cthulhu Mythos 15%, History 
  (Chinese) 90%, Library Use 75%, Lore (Taoist Magic and 
  Tradition) 80%, Lore (Theology: Confucianism) 75%, Natural 
  World 35%, Occult 70%, Persuade 65%, Psychology 60%, 
  Science (Astronomy) 25%, Science (Botany) 30%. 
  Languages
  Chinese (Mandarin) 90%, Chinese (Shanghainese) 95%, 
  English 65%, Tibetan 50%.
  Spells
  Command Ghost* (see Talking to the Dead box, nearby), 
  Create Barrier of Naach-Tith, Dust of Suleiman, Eye of Light 
  and Darkness*, Find Gate, Wrack.
  *See Appendix B: Spells.
  Choi Mei-Ling, 23, unfortunate flower girl
  STR 55 
  CON 65 
  SIZ 45 
  DEX 70 
  INT 70 
  APP 80 
  POW 80 
  EDU 60 
  SAN 60 
  HP 11
  DB: 0 
  Build: 0 
  Move: 9 
  MP: 16 
  Luck: 40
  Combat
  Attacks per round: 1
  Brawl 
   
  40% (20/8), damage 1D3
  Dodge 
   
  60% (30/12) 
  Skills
  Art/Craft (Dance) 45%, Art/Craft (Sing) 45%, Charm 65%, 
  Occult 05%, Persuade 60%, Psychology 60%, Sleight of Hand 
  50%, Stealth 60%, Throw 60%.
  Languages
  Chinese (Shanghainese) 65%, English 60%.
  Jack “Brass” Brady, 41,  
  last sane member of the Carlyle Expedition
  STR 85 
  CON 80 
  SIZ 85 
  DEX 90 
  INT 65 
  APP 40 
  POW 80 
  EDU 55 
  SAN 24 
  HP 16
  DB: +1D6 Build: 2 
  Move: 7 
  MP: 16 
  Luck: 80
  Combat
  Attacks per round: 1
  Brawl 
   
  70% (35/14), damage 1D3+1D6**  
   
   
  or fighting knife 1D4+2+1D6
  Nightstick  
  70% (35/14), damage 1D6+1D6
  Thompson SMG 
  60% (30/12), damage 1D10+2
  Dodge 
   
  65% (32/13) 
  ** If he has a moment to slip on his brass knuckles, Brady delivers 
  1D3+2+1D6 damage instead.
  Pulp Combat
  Brawl 
   
  90% (45/18), damage 1D3+1D6**  
   
   
  or fighting knife 1D4+2+1D6
  Nightstick  
  90% (45/18), damage 1D6+1D6
  Thompson SMG 
  60% (30/12), damage 1D10+2
  Dodge 
   
  95% (47/19) 
  Pulp Talents
  Lucky: regains +1D10 Luck on recovery rolls.
  Tough Guy: spend 10 Luck to shrug off up to 5 hit points 
  damage in one round.
  TALKING TO THE DEAD
  The version of the Command Ghost spell known by 
  Mu Hsien is a variant: while it works best if the ashes 
  or the deceased’s grave are involved, the spell functions 
  if a personal item belonging to the dearly departed is, 
  instead, used as the spell’s focus. As a result, if the spell is 
  not cast over the grave or ashes, each question asked of 
  the summoned ghost now costs two magic points, rather 
  than one, and the ghost departs after 30 minutes, rather 
  than one hour. See Contacting Jackson Elias’ Spirit, 
  page 213, England, for sample comments that the ghost 
  of Jackson Elias might make if called forth by Mu Hsien.
  
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  Skills
  Charm 70%, Climb 70%, Cthulhu Mythos 28%, Demolitions 
  85%, Drive Auto 50%, Fast Talk 60%, First Aid 65%, 
  Intimidate 70%, Jump 70%, Listen 75%, Mechanical Repair 
  65%, Operate Heavy Machinery 50%, Psychology 35%, Spot 
  Hidden 85%, Stealth 75%, Swim 65%, Throw 75%, Track 50%.
  Languages
  Arabic 15%, Chinese (Cantonese) 35%, Chinese 
  (Mandarin) 30%, Chinese (Shanghainese) 30%, English, 
  55%, Turkish 22%.
  Armor: the brass plate given to Brady by his mother can 
  deflect one impaling weapon attack per round if Brady makes 
  a successful Luck roll; the attack must come from the front, 
  not the rear. Any attack made against Brady’s back is subject 
  to normal combat and damage rules.
  NEW CHINA: FIRM ACTION
  Chu Min, 31, leader of the New China to Come
  STR 75 
  CON 90 
  SIZ 65 
  DEX 80 
  INT 65 
  APP 60 
  POW 40 
  EDU 80 
  SAN 40 
  HP 15
  DB: +1D4 Build: 1 
  Move: 9 
  MP: 8 
  Luck: 20
  Combat
  Attacks per round: 1
  Brawl  
   
  70% (35/14), damage 1D3+1D4  
   
   
  or medium knife 1D4+2+1D4 
  Nightstick   
  70% (35/14), damage 1D6+1D4 
  .45 C96 automatic pistol* 70% (35/14), damage 1D10+2
  Thompson SMG 
  75% (37/15), damage 1D10+2
  Dodge 
   
  50% (25/10) 
  *Chu’s Mauser has a silencer (suppressor), which halves the base 
  range; anyone over 30 feet (9 m) away must succeed at a Listen 
  roll to hear the shot.
  Pulp Combat
  Brawl 
   
  90% (45/18), damage 1D3+1D4  
   
   
  or medium knife 1D4+2+1D4
  Nightstick  
  90% (45/18), damage 1D6+1D4
  .45 C96 automatic pistol* 90% (45/18), damage 1D10+2
  Thompson SMG 
  75% (37/15), damage 1D10+2
  Dodge 
   
  60% (30/12) 
  Pulp Talents
  Nimble: doesn’t lose next action when "diving for cover" 
  versus firearms.
  Tough Guy: spend 10 Luck to shrug off up to 5 hit points 
  in one combat round.
  Skills
  Climb 70%, Demolitions 30%, Fast Talk 40%, First Aid 55%, 
  Intimidate 60%, Jump 65%, Listen 75%, Mechanical Repair 
  45%, Persuade 50%, Spot Hidden 65%, Stealth 75%, Swim 
  65%, Throw 55%.
  Languages
  Chinese (Shanghainese) 65%, English 10%.
  Firm Action Warehouse Guards
  Use this profile for all of the warehouse guards: a mix women 
  and men, all committed to the cause.
  STR 75 
  CON 55 
  SIZ 50 
  DEX 65 
  INT 70 
  APP 45 
  POW 45 
  EDU 35 
  SAN 45 
  HP 10
  DB: +1D4 Build: 1 
  Move: 9 
  MP: 9 
  Luck: —
  Combat
  Attacks per round: 1
  Brawl 
   
  55% (27/11), damage 1D3+1D4  
   
   
  or medium knife 1D4+2+1D4
  Thompson SMG 
  50% (25/10), damage 1D10+2
  Dodge 
   
  40% (20/8) 
  Skills
  Climb 55%, Firm Action Doctrine and Drill 75%, History 
  (Han Glories) 70%, Intimidate 55%, Jump 50%, Listen 70%, 
  Psychology 35%, Spot Hidden 55%, Stealth 60%, Throw 60%.
  Languages
  Chinese (Shanghainese) 40%.
  
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  Green Gang Member, 16+, criminal
  Use this profile for average Green Gang members.
  STR 65 
  CON 85 
  SIZ 75 
  DEX 45 
  INT 55 
  APP 60 
  POW 65 
  EDU 45 
  SAN 65 
  HP 16
  DB: +1D4 Build: 1 
  Move: 7 
  MP: 13 
  Luck: —
  Combat
  Attacks per round: 1
  Brawl 
   
  55% (27/11), damage 1D3+1D4  
   
   
  or medium knife 1D4+2+1D4
  FIGHTERS FOR THE NEW CHINA TO COME
  1
  2
  3
  4
  5
  6
  7
  8
  STR
  70
  65
  75
  70
  75
  60 
  65
  70
  CON
  65
  55
  70
  60
  50
  75
  45
  50
  SIZ
  60
  65
  65
  55
  60
  75
  70
  65
  DEX
  65
  65
  65
  65
  60
  60
  60
  60
  INT
  70
  80
  65
  65
  60
  65
  75 
  70
  APP
  45
  50 
  55
  60
  55
  40
  25
  50
  POW
  70
  65 
  80
  55
  50 
  45
  85
  40
  EDU
  50
  45
  50
  40
  60
  55
  50
  60
  SAN
  65
  50
  45
  49
  35
  30
  95
  80
  HP
  12
  12
  13
  11
  11
  15
  11
  11
  DB
  +1D4
  +1D4
  +1D4
  +1D4
  +1D4
  +1D4
  +1D4
  +1D4
  Build
  1
  1
  1
  1
  1
  1
  1
  1
  Move
  9
  8
  8
  9
  8
  7
  7
  8
  MP
  14
  13
  16
  11
  10
  9
  17
  8
  Luck: —
  Combat
  Attacks per round: 1
  Brawl  
   
  60% (30/12), damage 1D3+1D4  
   
   
  or medium knife 1D4+2+1D4 
  Nightstick   
  60% (30/12), damage 1D6+1D4 
  .45 automatic pistol 
  45% (22/9), damage 1D10+2
  Thompson SMG 
  45% (22/9), damage 1D10+2
  Dodge 
   
  35% (17/7) 
  Skills
  Climb 45%, Firm Action Doctrine and Drill 75%, History 
  (Han Glories) 70%, Jump 50%, Listen 70%, Spot Hidden 
  55%, Stealth 65%, Throw 60%.
  Languages
  Chinese (Shanghainese) 60%.
  .38 automatic pistol 
  50% (25/10), damage 1D10
  Dodge 
   
  45% (22/9) 
  Skills
  Drive Auto 40%, Fast Talk 55%, Intimidate 65%, Jump 50%, 
  Law 25%, Psychology 45%, Spot Hidden 45%, Stealth 45%, 
  Throw 45%.
  Languages
  Chinese (Shanghainese) 45%, English 30%. 
  
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  ADVERSARIES
  Sun Ch’unhua, 24,  
  Ho Fang’s private secretary 
  STR 60 
  CON 50 
  SIZ 45 
  DEX 50 
  INT 65 
  APP 65 
  POW 75 
  EDU 65 
  SAN 73 
  HP 9
  DB: 0 
  Build: 0 
  Move: 9 
  MP: 15 
  Luck: —
  Combat
  Attacks per round: 1
  Brawl 
   
  25% (12/5), damage 1D3
  Dodge 
   
  40% (20/8) 
  Skills
  Accounting 70%, Art/Craft (Shorthand) 80%, Charm 60%, 
  Library Use 50%, Listen 50%, Persuade 50%, Psychology 55%, 
  Spot Hidden 40%, Throw 30%.
  Languages
  Chinese (Mandarin) 60%, Chinese (Shanghainese) 65%, 
  English 55%.
  Ho Fang, 57, high priest 
  STR 35 
  CON 65 
  SIZ 50 
  DEX 60 
  INT 95 
  APP 70 
  POW 105 EDU 60 
  SAN 00 
  HP 11
  DB: 0 
  Build: 0 
  Move: 6 
  MP: 21 
  Luck: 60
  Combat
  Attacks per round: 1
  Brawl 
   
  65% (32/13), damage 1D3  
   
   
  or knife 1D4+2
  Cult sickle  
  65% (32/13), damage 1D4+3 
  Dodge 
   
  40% (20/8) 
  Pulp Combat
  Brawl 
   
  85% (42/17), damage 1D3  
   
   
  or knife 1D4+2
  Cult sickle  
  85% (42/17), damage 1D4+3
  Dodge 
   
  55% (27/11) 
  Pulp Talents
  Arcane Insight: halves time to learn spells, plus bonus die 
  on casting rolls.
  Sharp Witted: bonus die for INT rolls.
  Skills
  Accounting 75%, Archaeology 25%, Charm 45%, Credit 
  Rating 95%, Cthulhu Mythos 45%, Fast Talk 60%, Intimidate 
  70%, Listen 65%, Natural World 60%, Persuade 80%, 
  Psychology 50%, Science (Pharmacy) 60%, Spot Hidden 70%, 
  Stealth 70%, Swim 35%, Throw 55%.
  Languages
  Chinese (Classical) 75%, Chinese (Mandarin) 95%, Chinese 
  (Shanghainese) 90%, Dutch 30%, English 60%, French 30%, 
  Japanese 50%. 
  Spells: Contact Deep Ones, Contact Nyarlathotep, Grasp of 
  Cthulhu*, Hands of Colubra*, Implant Fear, Power Drain, 
  Powder of Ibn Ghazi, Summon Byakhee, Summon/Bind 
  Hunting Horror, Wave of Oblivion.
  *See Appendix B: Spells.
  Ho Tzu-hsi, 13, insane daughter of Ho Fang
  STR 25 
  CON 35 
  SIZ 25 
  DEX 50 
  INT 50 
  APP 55 
  POW 20 
  EDU 35 
  SAN 00 
  HP 6
  DB: –2 
  Build: –2 
  Move: 8 
  MP: 4 
  Luck: —
  Combat
  Attacks per round: n/a
  Brawl 
   
  n/a
  Dodge 
   
  n/a
  Skills
  Catch Crawling Food 55%.
  Languages
  Chinese (Shanghainese) 35%.
  Carl Stanford, appears 47, 
  immortal sorcerer and fanatic
  STR 70 
  CON 80 
  SIZ 60 
  DEX 70 
  INT 90 
  APP 90 
  POW 200 EDU 99 
  SAN 00 
  HP 14
  DB: +1D4 Build: 1 
  Move: 8 
  MP: 40 
  Luck: 90
  Combat
  Attacks per round: 1
  Brawl 
   
  35% (17/7), damage 1D3+1D4
  Sword cane*  
  65% (32/13), damage 1D6+1D4
  Dodge 
   
  50% (25/10) 
  Pulp Combat
  Brawl 
   
  60% (30/12), damage 1D3+1D4 
  Sword cane*  
  95% (47/19), damage 1D6+1D4
  Dodge 
   
  65% (32/13) 
  *Sword cane currently holds 60 magic points. 
  Pulp Talents
  Arcane Insight: half time to learn spells, bonus die to casting rolls.
  Rapid Attack: may spend 10 Luck points to gain one further 
  attack in a single combat round. 
  
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  Skills
  Archaeology 75%, Credit Rating 68%, Cthulhu Mythos 50%, 
  Fast Talk 85%, History 55%, Intimidate 70%, Library Use 
  95%, Persuade 90%, Science (Astronomy) 20%, Stealth 90%, 
  Throw 60%.
  Languages
  Arabic 80%, Chinese (Mandarin) 80%, Classical Greek 95%, 
  English 95%, various Mythos languages 40%.
  Special: has a magical Gate Box, linked to its twin—the 
  whereabouts of its twin should be determined by the Keeper. 
  Stanford may use this to escape if events conspire against him 
  (provided he can get to the box in time).
  Spells*: any spells as the Keeper wishes. Suggested spells: 
  Breath of the Deep, Contact Cthulhu, Contact Deep One, 
  Dread Curse of Azathoth, Gate, Mindblast, Shrivelling, Steal 
  Life*, Summon/Bind Byakhee, Wrack, Wither Limb.
  *See Appendix B: Spells.
  Jules Savoyard, 39, ship’s captain 
  STR 40 
  CON 50 
  SIZ 75 
  DEX 45 
  INT 50 
  APP 15 
  POW 60 
  EDU 50 
  SAN 00 
  HP 12
  DB: 0 
  Build: 0 
  Move: 7 
  MP: 12 
  Luck: —
  Combat
  Attacks per round: 1
  Brawl 
   
  25% (12/5), damage 1D3 or club 1D6
  .38 automatic pistol 
  45% (22/9), damage 1D10
  Dodge 
   
  22% (11/4) 
  Skills
  Cthulhu Mythos 15%, Drink Like a Sailor 90%, Intimidate 
  55%, Jump 35%, Law (Maritime) 20%, Navigate 65%, Pilot 
  (Boat) 65%, Spot Hidden 50%, Stealth 40%, Throw 60%.
  Languages
  Chinese (Shanghainese) 20%, English 35%, French 75%. 
  Spells: Wave of Oblivion.
  Sir Aubrey Penhew, appears 55,  
  peer of the realm and callous sorcerer
  STR 75 
  CON 90 
  SIZ 60 
  DEX 80 
  INT 96 
  APP 90 
  POW 105 EDU 90 
  SAN 00 
  HP 15
  DB: +1D4 Build: 1 
  Move: 9 
  MP: 21 
  Luck: 90
  Combat
  Attacks per round: 1
  Brawl 
   
  45% (22/9), damage 1D3+1D4 
  Cult sickle  
  45% (22/9), damage 1D4+3
  .38 revolver  
  35% (17/7), damage 1D10
  Dodge 
   
  40% (20/8) 
  Pulp Talents
  Quick Healer: natural healing increased to +3 hit points 
  per day.
  Weird Science: build and repair weird science gadgets.
  Skills
  Anthropology 55%, Archaeology 75%, Credit Rating 92%, 
  Cthulhu Mythos 36%, Electrical Repair 35%, History (Egyptian) 
  75%, Intimidate 60%, Mechanical Repair 45%, Occult 70%, 
  Persuade 75%, Psychology 55%, Science (Astronomy) 25%, 
  Science (Physics) 35%, Stealth 45%, Throw 45%.
  Languages
  Arabic 40%, Chinese (Mandarin) 50%, Chinese 
  (Shanghainese) 35%, Deep One Speech 35%, Egyptian 
  Hieroglyphs 85%, English 90%, Read Yithian 50%. 
  Spells: Contact Deep One, Contact Nyarlathotep, Dread 
  Curse of Azathoth, Fist of Yog-Sothoth, Mindblast, Power 
  Drain, Raise Dead✝, Shrivelling, Steal Life*, Wave of Oblivion, 
  Wrack, others as desired.
  *See Appendix B: Spells.
  ✝Penhew’s Raise Dead is a flawed version of the Resurrection spell 
  (see The Game Lodge, page 413, Kenya).
  
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  AVERAGE CULTIST OF THE BLOATED WOMAN (CHINA), ASSORTED THUGS
  Use these profiles for Ho Fang’s cultists.
  1
  2
  3
  4
  5
  6
  7
  8
  STR
  80
  85 
  90
  75
  85
  80
  50
  80
  CON
  65
  50 
  60 
  70
  80
  45
  50
  40
  SIZ
  55
  45
  40
  65
  50
  50
  90
  60
  DEX
  85
  80 
  75
  65 
  65
  45 
  55
  50
  INT
  50
  45
  40
  50
  40
  40
  60
  70
  APP
  15
  15
  20 
  30 
  25 
  35
  20
  35
  POW
  45 
  30
  65 
  20
  75
  45
  50 
  70
  EDU
  40
  20
  20
  40
  25
  15
  30
  60
  SAN
  00
  00
  00
  00
  00
  00
  00
  00
  HP
  12
  9
  10
  13
  13 
  9
  14 
  10
  DB
  +1D4
  +1D4
  +1D4
  +1D4
  +1D4
  +1D4
  +1D4
  +1D4
  Build
  1
  1
  1
  1
  1
  1
  1
  1
  Move
  9
  9
  9
  8
  9
  8
  7
  8
  MP
  9
  6
  13
  4
  15
  9
  10
  14
  Luck: —
  Combat
  Attacks per round: 1
  Brawl 
   
  45% (22/9), damage 1D3+1D4 
  Jo (wooden) staff 
  45% (22/9), damage 1D6+1D4
  Cult sickle  
  45% (22/9), damage 1D4+3+1D4
  Dodge 
   
  55% (27/11) 
  Skills
  Art/Craft (Singing) 25%, Climb 50%, Cthulhu Mythos 08%, Fast 
  Talk 25%, Jump 55%, Listen 50%, Persuade 20%, Pilot (Boat) 
  30%, Spot Hidden 35%, Stealth 55%, Swim 65%, Throw 50%.
  Languages
  Chinese (Cantonese, Hakka, Mandarin, Shanghainese, etc.) 
  60%, English 10%.
  
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  MONSTERS
  Sand Crab Swarm, mutated monsters
   
  Average  
  Rolls
  STR  
  45  
  (1D6+6) ×5
  CON  
  65  
  (2D6+6) ×5
  SIZ  
  55  
  (2D6+4) ×5
  POW  
  35  
  2D6 ×5
  DEX  
  45  
  (2D6+2) ×5
  HP: 12
  Average Damage Bonus: 0
  Average Build: 0  
  Move: 7 
  Luck: —
  Combat
  Attacks per round: 2 (slashing, stabbing pincers)
  Swarm (mnvr): like rats, a group of sand crabs can overwhelm 
  a much larger individual. Such a swarm gains a bonus die 
  on their attack roll due to outnumbering their target, and 
  collectively deals 2D6 damage.
  Fighting 
   
  45% (22/9), damage 1D3
  Swarm (mnvr) 
  45% (22/9), damage 2D6 
  Dodge 
   
  n/a
  Armor: 3-point shell.
  Sanity loss: none, unless the witness has kabourophobia—a 
  fear of crabs and crustaceans (then 0/1D3 loss).
  Shoggoth-Twsha,  
  deep one shoggoth controller
  STR 120 
  CON 90 
  SIZ 120 
  DEX 90 
  INT 90 
  APP — 
  POW 120 EDU — 
  SAN — 
  HP 21
  DB: +2D6 Build: 3 
  Move: 8/10* MP: 24 
  Luck: —
  *Swimming. 
  Combat
  Attacks per round: 1 (uses the shoggoth it controls as a 
  weapon, but may attack if necessary)
  Fighting 
   
  25% (12/5), damage 1D6+2D6 
  Dodge 
   
  45% (22/9) 
  Skills
  Climb 10%, Cthulhu Mythos 22%, Deep One Speech 70%, 
  Listen 40%, Spot Hidden 40%, Stealth 10%, Swim 90%.
  Armor: 1-point skin and scales.
  Spells: Contact Father Dagon, Contact Mother Hydra, 
  Contact Star-spawn of Cthulhu, Grasp of Cthulhu, Summon 
  Deep Ones, Wave of Oblivion.
  Sanity loss: 1/1D6 Sanity points to see a shoggoth-twsha.
  Twsha-Controlled Slave, unfortunate humans
  Use this profile for all controlled slaves.
  STR 55 
  CON 40 
  SIZ 65 
  DEX 50 
  INT 00 
  APP 50 
  POW 30 
  EDU 50 
  SAN 00 
  HP 10
  DB: 0 
  Build: 0 
  Move: 7 
  MP: 6 
  Luck: —
  Combat
  Attacks per round: 1
  Brawl 
   
  35% (17/7), damage 1D3
  Dodge 
   
  30% (15/6) 
  The Bloated Woman, avatar of Nyarlathotep
  Resembles a 600-pound (270 kg), 7 foot (2 m) tall monstrous 
  yet human woman, with tentacles in place of arms, and more 
  tentacles sprouting from rolls of sickly yellow-gray flesh. Below 
  her eyes waves another tentacle, and below and beside that 
  are four lumpy chins, each sporting a mouth; each a perfect 
  rosy bow made hideous by clusters of fangs. Multiple smaller 
  tentacles sprout from the rest of her body. 
  STR 155 
  CON 220 SIZ 170 
  DEX 95 
  INT 430 
  APP — 
  POW 500 EDU — 
  SAN — 
  HP 39
  DB: +3D6 Build: 4 
  Move: 8 
  MP: 100 
  Luck: —
  Combat
  Attacks per round: 2 (main tentacles) + 1D6 smaller tentacles
  Fighting Attacks: can attack with both arm tentacles each round, 
  dealing 3D6 points of damage. Alternatively, the target may be 
  held, gripped by the tentacle and, on the following round, mouthed 
  by one of the slobbering maws. This mouthing, the “Kiss” of the 
  Bloated Woman, destroys the victim’s INT at a rate of 3D10 points 
  per round. As long as the victim has INT remaining, they can try 
  to escape by an opposed STR or DEX roll versus the Bloated 
  Woman’s SIZ. When a victim’s INT is reduced to 0, their skull 
  bursts open under the Woman’s slobbering lips and the entity slurps 
  down their living brains (the “gray lilies” of the poem).
  The Bloated Woman has a thicket of smaller tentacles 
  with which she may also attack. Each round, roll 1D6 for the 
  number of smaller tentacles which attack; each wields a small, 
  sharp sickle, and inflicts 1D4 damage plus damage bonus.
  Fighting 
   
  85% (42/17), damage 3D6
  Tentacle Grasp (mnvr)  85% (42/17), damage held for Kiss  
   
   
  on following round 
  Kiss  
   
  automatic when grasped, damage  
   
   
  destroys 3D10 points of INT per  
   
   
  round 
  Sickle  
   
  50% (25/10), damage 1D4+3D6
  
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  Armor: none. If reduced to zero hit points, becomes a mass 
  of reflexively writhing tentacles that bore into the earth 
  and disintegrate. The Bloated Woman rises again from this 
  tentacular ruin in 1D6+2 months (this apparent death and 
  eventual rebirth has no bearing on Nyarlathotep or his other 
  avatars). Alternatively, at Nyarlathotep’s whim, her body splits 
  open and an indescribably monstrous, mind-wrenching form 
  squeezes its way out of the human shell before departing (refer 
  to the Bloody Tongue aspect, page 447, Africa).
  Spells: the Bloated Woman knows all Mythos spells. She can 
  summon monsters at the rate of 1 magic point per 5 POW of 
  the monster. She may summon shantaks, hunting horrors, or 
  servitors of the Outer Gods at the cost of 1 magic point per 
  10 POW of the monster.
  Sanity loss: 1D8/1D20 Sanity points to see the Bloated 
  Woman; no loss if beguiled by the beautiful young woman 
  behind the Black Fan.
  MUTANT CRAB-CLAWED DEEP ONE, 
  WARPED ABOMINATION
  Use this profile for all mutated deep ones.
  STR 90 
  CON 60 
  SIZ 105 
  DEX 40 
  INT 60 
  APP — 
  POW 40 
  EDU — 
  SAN — 
  HP 16
  DB: +1D6 Build: 2 
  Move: 8/10*MP: 8 
  Luck: —
  *Swimming. 
  Combat
  Attacks per round: 1 (smash, pinch, bash)
  Fighting 
   
  70% (35/14), damage 1D8+1D6
  Dodge 
   
  30% (15/6) 
  Skills
  Jump 30%, Listen 40%, Spot Hidden 45%, Stealth 35%, Swim 
  80%, Throw 25%.
  Armor: 1-point cracked, leathery skin.
  Spells: none.
  Sanity loss: 1/1D6 Sanity points to see a mutant crab-clawed 
  deep one.
  THE SHOGGOTH, REASSEMBLED HORROR 
  STR 300 
  CON 210 SIZ 400 
  DEX 15 
  INT 30 
  APP — 
  POW 50 
  EDU — 
  SAN — 
  HP 61
  DB: +7D6 Build: 8 
  Move: 7/10 MP: 10 
  Luck: —
  *Swimming. 
  Combat
  Attacks per round: 2 (whack, crush, squeeze, engulf)
  Fighting attacks: in combat, a shoggoth covers an area 5 yards 
  (4.6 m) square and is able to produce tentacles, claws, or any 
  manner of appendages at will with which to perform attacks. 
  An attack may either inflict damage or engulf the target.
  Engulf: each person engulfed within the shoggoth is attacked 
  separately and each must make a successful opposed STR roll 
  or be sucked apart (per round while engulfed). If the shoggoth 
  attacks more than one target, it must divide its STR among 
  all targets. Those held within the shoggoth’s black bulk can 
  strike back only on rounds in which they successfully make 
  a STR roll. Each round a victim is held within a shoggoth, 
  they lose hit points equal to the shoggoth’s damage bonus; 
  the damage describable as rupturing, crushing, and being 
  sucked into pieces. A shoggoth can engulf any number of 
  enemies; however they may not exceed a total SIZ greater 
  than its own SIZ.
  Fighting 
   
  80% (40/16), damage 9D6 or it  
   
   
  can choose to engulf the target  
   
   
  (see note)
  Dodge 
   
  8% (4/1) 
  Skills
  Track 50%.
  Armor: none, but (1) fire and electrical attacks deal only 
  half damage; (2) physical weapons, such as firearms and 
  knives, deal only 1 point of damage per hit; (3) a shoggoth 
  regenerates 2 hit points per round.
  Spells: none.
  Sanity loss: 1D6/1D20 Sanity points to see a shoggoth.
  
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  CRAZED CREW OF THE DARK MISTRESS
  These hybrids eventually degenerate into deep ones. They attack intruders upon sight and fight ferociously; they are all thoroughly 
  insane. On board ship, there is not much for them to do, and they imitate their inebriated captain in endless bouts of drinking 
  and sleeping. They are not much more alert at sea than at anchor.
  1
  2
  3
  4
  5
  6
  STR
  50
  55
  45
  45
  55
  65
  CON
  45
  40
  50
  35
  75
  60
  SIZ
  60
  65
  50
  45
  55 
  45
  DEX
  65
  60
  60
  50
  45
  45
  INT
  45
  45
  40
  40 
  40
  40
  APP
  20
  20
  25
  15
  15
  15
  POW
  25
  20
  65
  40
  35
  50
  EDU
  30
  25
  40
  40
  35
  45
  SAN
  00
  00
  00
  00
  00
  00
  HP
  10
  10
  10 
  8
  13
  10
  DB
  0
  0
  0
  0
  0
  0
  Build
  0
  0
  0
  0
  0
  0
  Move
  8
  7
  8
  8
  8
  8
  MP
  5
  4
  13
  8
  7
  10
  Luck: —
  Combat
  Attacks per round: 1
  Fighting 
   
  65% (32/13), damage 1D3 
  Cult sickle  
  65% (32/13), damage 1D4+3
  Club 
   
  65% (32/13), damage 1D6
  Dodge 
   
  45% (22/9) 
  Skills
  Fishing 65%, Listen 45%, Pilot (Boat) 40%, Spot Hidden 
  40%, Swim 90%, Throw 40%.
  Languages
  Chinese (Shanghainese) 25%, Deep One Speech 25%.
  Armor: none.
  Spells: none.
  Sanity loss: 0/1D4 Sanity points to see a deep one hybrid.
  
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  VILLAGER HYBRIDS ON GRAY DRAGON ISLAND
  1
  2
  3
  4
  5
  6
  7
  8
  STR
  55
  50
  40
  40
  55
  70 
  60
  55
  CON 
  45
  40
  50 
  35
  75
  60
  50
  45
  SIZ 
  60
  60
  50
  45
  55 
  45
  60 
  65
  DEX 
  65
  60 
  60 
  50
  45
  45
  45
  40
  INT
  45 
  45 
  40
  40
  40
  40
  45 
  45
  APP 
  20
  20
  25
  15
  15
  15
  30
  40
  POW
  25
  20
  65
  40
  35
  50
  55
  30
  EDU
  30
  15
  20
  35
  30
  40
  30
  35
  SAN
  00
  00
  00
  00
  00
  00
  00
  00
  HP 
  10
  10
  10
  8
  13
  10
  11
  11
  DB
  0
  0
  0
  0
  0
  0
  0
  0
  Build
  0
  0
  0
  0
  0
  0
  0
  0
  Move
  8
  8
  8
  8
  8
  8
  8
  7
  MP
  5
  4
  13
  8
  7
  10
  11
  6
  Luck: —
  Combat
  Attacks per round: 1
  Fighting 
   
  45% (22/9), damage 1D3 
  Cult sickle  
  45% (22/9), damage 1D4+3
  Club 
   
  45% (22/9), damage 1D6
  Dodge 
   
  30% (15/6) 
  Skills
  Art/Craft (Fishing) 65%, Listen 45%, Pilot (Boat) 40%, Spot 
  Hidden 45%, Stealth 55%, Swim 90%, Throw 35%.
  Languages
  Chinese (Shanghainese) 60%, Deep One Speech 25%.
  
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  DIRE DEEP ONES OF GRAY DRAGON ISLAND
  1
  2
  3
  4
  5
  6
  7
  8
  STR
  50
  65
  55
  60
  65
  80
  100
  80
  CON
  30 
  85 
  70 
  35 
  55 
  80
  75 
  55
  SIZ
  95 
  75
  105
  80
  95
  60
  50
  75
  DEX
  80
  75
  75
  70
  60
  50
  40
  25
  INT
  65 
  65
  45
  80
  55
  55
  80
  75
  POW
  30
  70
  50
  40
  45
  65
  55
  45
  HP
  12
  16
  17
  11
  15
  14
  12
  13
  DB
  +1D4
  +1D4
  +1D4
  +1D4
  +1D4
  +1D4
  +1D4
  +1D4
  Build
  1
  1
  1
  1
  1
  1
  1
  1
  HP
  7/10
  8/10
  7/10
  7/10
  7/10
  8/10
  8/10
  8/10
  MP
  6
  14
  10
  8
  9
  13
  11
  9
  *Land/Water
  Luck: —
  Combat
  Attacks per round: 1 (claw, bite, weapon)
  Fighting 
   
  45% (22/9), damage 1D4+1D4
  Trident 
   
  45% (22/9), damage 1D6+1+1D4
  Dodge 
   
  45% (22/9) 
  Skills
  Jump 40%, Listen 40%, Spot Hidden 45%, Stealth 35%, Swim 
  95%, Throw 25%.
  Armor: none.
  Spells: Deep One #2 knows Shrivelling.
  Sanity loss: 0/1D6 Sanity points to see a deep one.
  
SOURCE: textdata/thevault/Call of Cthulhu (CoC) (BRP) [multi]/Adventures/1920s/Masks Of Nyarlathotep/5th Edition/Masks of Nyarlathotep - Keeper Reference Booklet {CHA23153}.pdf