Blasphemous Knowledge, Forbidden
Secrets, and Handy Information
New to Call of Cthulhu? A battle-scarred veteran of many campaigns?
Here is essential guidance and background to help you host Call
of Cthulhu games more easily and skillfully.
13 suggestions for Keepers-Common sense and sly applications
to improve your games.
More than 60 occult books and references summarized, often including
titles of individual chapters.
A quick Guide to when languages and language forms existed.
More than 20 items and artifacts not gathered by the rule book,
taken from stories an scenarios. Background, pertinent stats,
mechanics.
Secret cults of Antagonists, allies, and scholars who know too
much for safety or sanity.
Forensic Medicine, the science and techniques of death investigation,
past and present, in cogent detail.
Alien races, mysterious places, two short chapters concerning
special mysteries of the Mythos, from deep ones and voormis to
Atlantis, Yuggoth, and beyond.
Skills, expansions, new skills, fresh discussion of skill applications,
coverages, and how some skills relate.
Plus good Cthulhu hunting, and alternate resistance table, feverish
study, law enforcement timeline, circumstances of death by state,
brainstorming, books and sanity: alternate rules, updated investigator's
sheet, etc...
The chapters "Forbidden Books," Secret Cults,"
"Alien Races," and Mysterious Places" originally
made up the Keeper's compendium and appear here in corrected or
revised form.
- From The Keeper's Companion -
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