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and Mysterious Places" originally made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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