TEXT: Greg Stanyer (order #6911982)
  
  Greg Stanyer (order #6911982)
  
  A Modern-day Scenario 
  for Call of Cthulhu
  by Paul Fricker
  “A cop sleeps inside each one of us. We must kill him.”
      — Grafﬁ ti, France 1968
  dockside
  dogs
  Greg Stanyer (order #6911982)
  
  2
  Th ank you for buying this scenario. 
  All money generated by sales of this PDF are going to the Relay for Life charity, 
  raising money for Cancer Research.
  If you come by this scenario by other means then please consider making a 
  charitable donation.
  I’d like to dedicate this scenario to my father, Henry Alec Fricker,
  who passed away at his home this morning, 19th May 2012.
  Paul Fricker
  CLEAR CREDIT
  This scenario was wri� en by Paul Fricker.
  Edi� ng by Sco�  Dorward
  Layout and cover art by Dean Engelhardt of Cthulhu Reborn (cthulhureborn.wordpress.com)
  Image of suited, headless men derived from a freely-available desktop wallpaper, downloaded from             
  dark.pozadia.org, Photo of VW Cra� er Panel van by user Lukas 3z on Wikimedia. Unless otherwise noted, 
  all these images are shared under a Crea� ve Commons A� ribu� on License which has no prohibi� on against 
  commercial usage or deriva� ve works. The Yellow Sign was originally drawn by Kevin A. Ross.
  Remaining images are sourced either from clipart, stock collec� ons or sources for which copyright has expired.
  This PDF Edi� on was published in May, 2012 by Paul Fricker.
  It is a copyrighted work © Paul Fricker, 2012
  Call of Cthulhu is Chaosium’s classic roleplaying game of Lovecra� ian horror in which ordinary peo-
  ple are confronted by the terrifying and alien forces of the Cthulhu Mythos. A free copy of the Call 
  of Cthulhu Quickstart rules can be downloaded from the Chaosium website: www.chaosium.com
  Greg Stanyer (order #6911982)
  
  3
  Introduction
  Th is is a one-off  scenario for three to six players. Th is 
  scenario is clearly infl uenced by a certain fi lm, in which 
  the characters argue about their pseudonyms and the 
  boss tells them that he has people on another job. Th at is 
  the starting premise for this scenario: another bunch of 
  well-dressed criminals arrive at a warehouse having just 
  committed a robbery.
  All is not as it seems, however:
  • 
  Th e warehouse seems to be haunted.
  • 
  Th e stolen loot is of a curious (perhaps occult) nature.
  • 
  Unbeknownst to the players, all the player characters 
  have the same real name.
  • 
  An NPC disappears and some members of the group 
  fail to remember he ever existed.
  Th ere are multiple levels of reality in this game. In the 
  game’s real world setting, a writer by the name of Robert 
  Meldrum is reading a fi lm script. Th e script is having 
  a strange eff ect on Robert, who is externalising the 
  characters within the play, lending them a level of reality. 
  It is this reality that the players inhabit. Ultimately 
  Robert Meldrum will be invited to the alien world of 
  Carcosa, an other-dimensional realm associated with 
  artists and decadence.
  Robert Meldrum
  Robert Meldrum is an actor and fi lmmaker. He lives 
  with his cat in a third-fl oor apartment. His agent recently 
  passed him a copy of a play or fi lm script titled ‘Dockside 
  Dogs’, which he is now reading. Th e manuscript tells the 
  story of this scenario as played by your players, with the 
  opening scene being that of the player characters arriving 
  at the warehouse. Th e words your players’ characters 
  speak will form the dialogue of the play; their actions 
  become stage directions.
  An overview of the scenario and 
  advice on running it
  Our story starts at the warehouse and the heist is not 
  played out. Inform the players that the player characters 
  have been instructed to stay in the warehouse from 
  arrival on Friday aft ernoon until midnight when a 
  man is due to collect them and take them in a boat 
  across the bay to meet the boss. Of course whether 
  they stay or not is up to them.
  Some of the scenes must come in order; others can 
  come out of sequence or not at all. Begin with the 
  Opening Scene, in which the player characters arrive at 
  the warehouse. Take time to paint a picture of the place, 
  tell them someone’s already injured, then play out 
  Flashback Number One to see who it was that arrived 
  already wounded at the warehouse.
  Aft er the fi rst fl ashback the direction of play falls into 
  the players’ hands. If your players are proactive, you 
  may allow them to take the lead and interject when 
  you wish to alter the pace of play. If your players are 
  passive you are advised to use any of the following 
  scenes to create drama and friction between the player 
  characters. Whilst the player characters are all part of a 
  group, the group is not the usual cohesive party, but a 
  criminal gang sitting on a pile of loot. Tensions are likely 
  to be high and you should stoke the fl ames of paranoia 
  and suspicion among the players to create excitement 
  and drama. It is quite likely in this game that one player 
  character will kill another.
  Carcosa and the King in Yellow
  The King in Yellow and Carcosa are ﬁ c� onal crea� ons 
  of Robert W. Chambers. Whilst they have become 
  associated with the Cthulhu Mythos, H.P. Lovecra�  
  made only oblique references to them in his works. 
  No knowledge of the King in Yellow stories is required 
  to run this scenario beyond that which is given 
  below. You are free to reinterpret and elaborate on 
  the material as you wish.
  The original King in Yellow was a nineteenth-century 
  French play that was rarely, if ever, performed, and 
  was reputedly associated with insanity and death. 
  In this scenario, the manuscript en� tled ‘Dockside 
  Dogs’ is analogous to the play ‘The King in Yellow’; a 
  modern-day version, if you like.
  Carcosa is a strange and dreamlike city, not of this 
  Earth; a haven for decadent ar� sts of all kinds. 
  Carcosa may be the ul� mate des� na� on for some 
  characters in this scenario. It will not be explored and 
  need only be loosely described in the ﬁ nal scene.
  The character of the King in Yellow is an enigma� c 
  ﬁ gure, some� mes of dread, other � mes held in 
  reverence, and is in� mately bound up with the 
  legends of Carcosa. He does not feature in person in 
  the play, but will be alluded to as residing in Carcosa.
  Greg Stanyer (order #6911982)
  
  4
  Th e scenes listed below do not have to come in strict 
  order, but are likely to follow this sequence:
  • 
  Random Events (for use in various scenes)
  • 
  Apparitions (for use in various scenes)
  • 
  Th e treasure in the van
  • 
  Th e vanishing Mr Grey
  • 
  Cop in the boot
  • 
  Flashback Number Two: Planning the heist
  • 
  Graffi  ti
  • 
  Meldrum
  • 
  Endgame
  • 
  Epilogues
  If the players decide to leave the warehouse before the end 
  of the game you’ll have to be creative. Th ere’s no reason to 
  railroad the players in to staying at the warehouse, but the 
  game is set up with the expectation of them staying there.
  Th e game features two fl ashbacks. Whatever happens, 
  events in the fl ashbacks will not prevent the characters 
  arriving (in one piece) with the loot at the warehouse. 
  Th e fl ashbacks are intended to break up the story and 
  provide colour.
  Ultimately a boatman will arrive and off er them passage 
  across the water, but it will be a lake, not a sea. Th e light 
  on the distant shore is not a lighthouse. Th is is a journey 
  from which there is no return. An audience with the King 
  who sits in his golden hall awaits those who choose to sail.
  Note that where the text refers to Robert, it is referring 
  to the Robert Meldrum in his apartment reading the 
  script. When referring to player characters, their 
  colour name will be used.
  Beginning the game: 
  Opening scene
  When you give out the character sheets tell the players 
  to read them thoroughly and to keep the information on 
  their background sheets hidden as some of it is personal 
  to them. Stress the need to play up their motivations and 
  personalities as this is an important element of this game. 
  Also state that what took place at the heist is largely up to 
  the players; what they say took place is what happened, 
  and you should step in only if they go way off  the mark.
  Picture an empty warehouse standing anonymously 
  amongst a row of similar buildings. Sea winds ruffl  e 
  seagulls’ feathers as they cry and stalk along the dockside. 
  Th e sea laps against barnacled concrete and crumbling 
  wooden piers. A blue sky meets the sea. A stretch of 
  land can be seen on the other side of the bay. Th e rusting 
  carcasses of several boats are moored along the quay. Th e 
  sound of a vehicle approaching can be heard. A van arrives 
  together with one car (the second car will follow shortly).
  Mr Beige arrives in his own car, with cop secreted in 
  the trunk. Some more player characters turn up along 
  with Mr Grey (an NPC) in the van. Let the characters 
  settle in. Lay out the map of the warehouse and ask 
  them where they park their vehicles.Record the 
  location of the vehicles on the map.
  Van: Mr Purple, Mr Silver and Mr Grey
  Car 1: Mr Beige (cop secreted in trunk)
  Th e warehouse is mostly empty. Th ere is a large roller 
  door at the front through which they enter. Th ere are 
  other rooms in the warehouse, offi  ces, toilets, a gantry, 
  but essentially it’s a big room. Feel free to insert whatever 
  abandoned junk you wish, perhaps the shell of an old 
  car beneath a sheet, empty crate, piles of old pallets, etc. 
  Th ere is a small door beside the roller door. Th ere is also 
  a fi re exit at the rear.
  Th e warehouse is situated at the docks and from the 
  gantry one can look through a grimy window and see 
  the sea, and in the distance, the other side of the bay. At 
  night a fl ashing light can be seen in the distance; perhaps 
  a lighthouse on the far shore, or a ship.
  Inside the warehouse, supplies have been laid down. 
  Cans of beer and soft  drinks, food, a radio, deck of cards 
  and whatever else the keeper wants to throw in.
  Explain the prior agreement to stay at the warehouse until 
  midnight, by which time a man will come and ferry them 
  across the bay to meet the boss. Once there, they are to 
  deliver the loot and get paid. At least that was the plan.
  Now Mr Green, Mr Red and Mr. Black turn up — announce 
  that one of them is wounded and bleeding over the back 
  seat (we’ll fi nd out who in Flashback Number One).
  Car 2: Mr Green, Mr Red and Mr Black (one of 
  whom is wounded)
  Greg Stanyer (order #6911982)
  
  5
  Greg Stanyer (order #6911982)
  
  6
  Scene: Flashback 
  Number One: The Escape
  (feat. Mr Green, Mr Red and Mr Black)
  Framing the scene
  Mr Red just saved Mr Black’s life on this job. It’s on their 
  background sheets. Ask the players, “So what happened to 
  the three of you that led to Mr Red saving Mr Black’s life?”
  Ask all players involved to roll percentage dice. Th is is 
  the order in which they are targeted by gunfi re, with the 
  highest roll going fi rst. Th e chance of a player character 
  getting hit is 10% on the fi rst shot, increasing by 10% 
  each time until one of them is shot, taking 1d6 damage 
  (it is not a serious wound). Once this has happened they 
  manage to escape without further harm.
  Here’s an example of how this scene it might go:
  Green and Red are driving away from the job when they 
  see Black on foot, pinned down by two cops behind some 
  bins in a back alley. Green and Red come to the rescue, 
  but who gets hit? Give them free rein from here on in, 
  but if they don’t attempt to save Black then he still gets 
  to the warehouse somehow.
  What’s at stake?
  What is at stake here is which one of the player characters 
  gets injured. Tell the players at the outset that one of 
  them is already wounded as they arrive at the warehouse. 
  Th e backseat of the car is covered in blood. Th e intention 
  is for the players to have fun describing the scene and 
  the cool stuff  their characters do, without much need for 
  rules. If they try something really diffi  cult, such as some 
  trick driving, put it to them that they can try it but if 
  they fail they’ll wreck the car and have to steal another —
  do they still want to try it? Don’t call for too many dice 
  rolls, remember this is a fl ashback to a gunfi ght with 
  the cops; you can’t strictly game it in the regular way or 
  you may end up with three dead player characters. Once 
  one player character is wounded somehow, just let the 
  players narrate how they gunned or drove their way out 
  (without the need for further dice rolls).
  First aid can be administered at the warehouse. Th e 
  player with the wounded character should be assured 
  that they are not debilitated by the wound and whilst 
  they should remember that they have been shot, it 
  should not impede their actions in the game.
  Scenes: Random 
  Events
  Th ese minor events can be inserted whenever you wish:
  • 
  Th e sound of sirens can be heard outside — are the 
  cops closing in?
  • 
  Th e electricity supply to the warehouse fails.
  • 
  Street kids or homeless people start snooping around.
  • 
  Plot errors in the script that Robert is reading. 
  Perhaps a dead person turns up for a line or two. 
  Th e loot might change. Th e position of a window 
  might be altered.
  • 
  Consider the continuity errors that might plague a 
  real fi lm. Use this as license to move the time on a 
  few hours if you wish.
  Scenes: Apparitions
  As Robert Meldrum reads the manuscript of Dockside 
  Dogs alone in his room, he identifi es with each of the 
  characters, and will fi nd his mind wandering from the 
  script as he idly daydreams of talking to each of them. Th e 
  characters in the manuscript are the player characters. 
  Robert’s daydreams impinge upon the scenario in the form 
  of ‘apparitions’. Th ese aspects are snapshots of diff erent 
  stages of Robert’s life, a kind of seven ages of man idea.
  Vary the feel of these encounters. Some should be outright 
  haunting, with blood on the walls, screaming and horror, 
  the fi gure becoming a zombie-like beast. Others can be 
  benign, simply a baffl  ed character wandering and lost. 
  It may not be necessary to use all seven apparitions, and 
  certainly not in order.
  How they are played is up to you; if you prefer them 
  subtle, ghostly and enigmatic go for that, if you prefer 
  brutal, visceral and in your face then that’s fi ne too.
  At some point throw in a reference to two sets of shadows 
  or twin beams of light coming through the windows 
  (Carcosa has two suns). Th is needn’t be constant, but 
  adds to the atmosphere. Th row in sanity checks as 
  you feel appropriate. Anyone seeing more than one 
  apparition and making an Idea roll will realise that these 
  are the same person, or if the player asks if they appear to 
  be related, tell them so. 
  When presenting apparitions, try to split the players. 
  When one player character goes off  alone, to the 
  bathroom or to explore, take the player to one side and 
  hit them with an apparition. When the player rejoins the 
  group, allow that player to explain or not as they choose.
  Greg Stanyer (order #6911982)
  
  7
  One of the apparitions could appear in the back of the 
  van and could even be rooting through the loot. Another 
  could be lurking in a bathroom cubicle. Another might 
  be in the kitchen or among the debris.
  • Th e baby: just the sound of a baby crying somewhere, 
  perhaps a baby in a cradle, perhaps crawling around, 
  maybe a toddler with a real gun.
  • Th e child: playing with a toy boat. Th e boat is a small 
  sailboat with people in it. If inspected carefully (Spot 
  Hidden roll) the fi gures in boat look like the player 
  characters, an extra one is dressed in yellow fi shing 
  waterproofs. A reference to the fi nal scene of the game.
  • Th e adolescent: angry teenager tries to scare the 
  player characters, screaming at them asking, “Will 
  you go?” (Will they go across the lake?)
  • Th e young man: reading ‘Th e Lord of the Rings’. 
  Specifi cally a section which tells of the elves going 
  across the sea to the western lands never to return, 
  alluding to their possible one-way trip to Carcosa.
  • Th e middle aged man: reading ‘Th e Great Gatsby’ 
  by F. Scott Fitzgerald, in which the characters are 
  looking across the bay. Th e man is reading aloud: 
  “I could have sworn he was trembling. Involuntarily I 
  glanced seaward – and distinguished nothing except a 
  single yellow light, minute and far way, that might have 
  been the end of a dock. When I looked once more for 
  Gatsby he had vanished, and I was alone again in the 
  unquiet darkness.”
  Th e title of the book may change to ‘Dockside Dogs’.
  • Th e old man: grey haired and infi rm, perhaps sitting 
  in an old armchair, he peers with misty eyes asking, 
  “Did you go?” (Did they cross the lake?)
  • Th e dying man: cloudy-eyed and wheezing with 
  a death-rattle. He will ask anyone nearby to place 
  two coins on his eyes to pay the ferryman. If the 
  player character agrees the old man will hold out 
  his hand to them, giving them two French gold 20 
  franc coins known as ‘Angels’, dated 1895 (the year 
  of the publication of Chambers’ King in Yellow). 
  He will then collapse, dead.
  • Th e cat: in addition to the above apparitions, 
  Meldrum’s cat may appear, or the sound of meowing 
  might be heard.
  Scene: The treasure 
  in the van
  Th e van, white and unmarked, contains four metal 
  chests, each of which is locked. Th ey are heavy, but no 
  one yet knows what they contain. Th e player characters 
  hope the boxes contain a collection of precious jewellery. 
  Th e locks can be picked or the boxes can be levered open 
  with appropriate dice rolls. Th is should be a challenge 
  but by no means impossible. If they do get the crates 
  open they fi nd well-packed, fi ne gold jewellery, tiaras, 
  necklaces, large pearls and gold.
  Th e intention here is to mislead players. Th e proximity 
  of the sea and presence of curiously-fashioned gold 
  tiaras may lead some to suspect the presence of sea 
  monsters, such as Deep Ones.
  It is quite likely that no one will wish to open the loot at 
  this point in the game. Th ere is no need to push it; allow 
  it to play on their minds and bring it up later.
  Greg Stanyer (order #6911982)
  
  8
  Scene: The vanishing 
  Mr Grey
  Mr Grey is present at the heist but not before, though 
  the players will not be aware of this. He will not appear 
  in Flashback Number Two. He has a notebook which 
  he occasionally checks or writes in. Partway through 
  the game, aft er a couple of scenes, Grey asks for a quiet 
  chat with either:
  • 
  the player character who has lost most sanity points
  • 
  the player who has said the least
  Allow the two of them to wander off  together. Take the 
  player to one side to do this scene, out of earshot of the 
  other players. Other player characters may choose to 
  follow or spy on Grey and the chosen player character if 
  they are aware of what is happening.
  Grey will talk with the chosen player character briefl y —
  a few enigmatic words about life and work — then give 
  his notebook to the player character. A prop notebook 
  would be useful at this point. It doesn’t need to contain 
  writing, but a physical representation of the item will 
  allow everyone to be clear who is holding it at any given 
  moment. If the notebook is opened by the player character 
  to whom it was given, the book, entitled ‘Dockside Dogs’, 
  contains everything that has happened in the game so 
  far, and as people speak or act their words and actions 
  appear on the page. It is all written in the form of a play 
  script, with dialogue and stage instructions (Sanity roll 
  1/1D6). Grey then leaves. In fact he will vanish altogether, 
  though the chosen player will not realise this.
  Leave the chosen player away from the main group and 
  return to the other players. Explain that they have no 
  memory whatsoever of a Mr Grey; it is as if he never 
  existed. Tell them that Mr Grey is simply a product of 
  the chosen player character’s insanity. Make it clear to the 
  players that it is not that their characters have forgotten 
  Mr Grey, but that he never even existed. Tell them that the 
  deluded player character has been muttering to himself 
  and making notes in a small book from time to time.
  Now invite the chosen player with the notebook to re-
  enter. Sit back and allow the players to do the talking. 
  If the chosen player character is tight-lipped, allow the 
  other players’ characters to see the book he is concealing 
  and to observe his distress. Th e intent here is to instil a 
  sense of madness and paranoia. Impossible things are 
  happening; whose memory is correct? Was Grey real?
  If anyone spied on Mr Grey giving the book to the chosen 
  player character, they too can read the book, but have 
  no memory of Mr Grey. To anyone else it appears to be 
  a mess of scribbles and smudges, with some intelligible 
  words that make no sense. As the game progresses and 
  sanity is lost the words will become more legible to all.
  If anyone insists on being present while the book is 
  handed over by Mr Grey to the chosen player character, 
  treat them in the same manner as the chosen player 
  character (they also remember Mr Grey).
  Scene: Cop in the boot
  Unless Mr Beige takes action to prevent it, the cop will 
  be heard banging around in the boot of his car at an 
  opportune moment. He is beaten up and has no gun. He 
  may recognise two of the player characters:
  • 
  Mr Green (his brother-in-law); the cop didn’t 
  realise he was a criminal and probably won’t be 
  too pleased about it. He may be too frightened to 
  make the relationship public knowledge.
  • 
  Mr Silver (a fellow cop); the cop will do what 
  he can to protect Silver’s identity, but he is soft , 
  fl eshy and fallible.
  Whether he divulges any of this, or gives false information, 
  depends on what the players choose to do.
  If Beige chooses to park his car outside the warehouse, 
  have one of the characters spot (perhaps from a window) 
  a fi sherman approaching Beige’s car. He has heard the 
  knocking and is about to investigate.
  Greg Stanyer (order #6911982)
  
  9
  Scene: Flashback  
  Number Two: Planning 
  the Heist
  Th is scene involves all the players and the boss, talking in 
  a restaurant about the forthcoming job. Th e boss sets out 
  the rules as stated on the character sheets. Tell the players 
  that this scene allows them to ask questions about the 
  job. Th is is a time for the players to set up the heist and 
  the ground-rules for what happens during and aft er. It is 
  a time for questions and answers, all done in character.
  One thing the boss will tell them is that they are to 
  keep all their cell phones turned off  and not make 
  any calls, as these may be traced. Pick your moment 
  to start this scene, perhaps at a lull, or perhaps at a 
  cliffh  anger action moment as two player characters 
  are pointing guns at each other.
  Set the scene in a cafe, two weeks ago, with all the player 
  characters and the boss (Mr Grey is not present and the 
  boss knows nothing of him).
  Establish yourself as the boss by asking questions of the 
  player characters. Ask a player what password is to be 
  used with the ferryman. Whatever the player answers, 
  slap your hand on the table and insult them (in the 
  character of the boss), then and ask someone else. Accept 
  their answer as the correct one and compliment them.
  When people are done asking questions, wrap the scene 
  up with the boss ordering some tacos and cut straight 
  back to what was happening in the warehouse.
  Scene: Graffiti
  Somewhere, maybe on a bathroom wall, maybe 
  written large on the wall in the main area, some writing 
  appears. Ensure it is somewhere the player characters 
  have been already, so they realise the writing wasn’t 
  there earlier. Th e words read: “A cop sleeps inside each 
  one of us. We must kill him.”
  Pass the graffi  ti hand-out to the players. Tell any player 
  who looks at the hand-out that they know for certain (as 
  a player not just as a player character) that one of the 
  player characters is an undercover cop. Allow events to 
  unfold as they will.
  Scene: Meldrum
  As you come toward the end of the game, so Robert 
  Meldrum comes to the end of the script, and loses 
  himself completely in the fi ction.
  Robert manifests as a man in his mid-thirties, pacing up 
  and down while reading the script. At this point if one of 
  the player characters is dead you can allow that player to 
  take on the role of Robert. Th e hand-out should tell the 
  player all that he or she needs to know. Neither the player 
  nor Robert really know what is going on, so having a 
  player take on the role of Robert can work very well.
  If real names have not yet been divulged then make sure 
  Robert gives his real name when asked. If possible have 
  him tell just one player initially. Th at player will wonder 
  why the two of them share the same name, not realising 
  at that point that all the player characters have the same 
  name. Don’t off er any explanation.
  Greg Stanyer (order #6911982)
  
  10
  If anyone hurts Robert the Reader, they risk hurting 
  themselves and all the other player characters. Whenever 
  Robert takes damage ask every player to make a sanity 
  roll — anyone who fails takes the same damage roll as 
  Robert just took (re-roll the dice for damage in each 
  case). In this way some player characters may end up 
  suff ering greater damage than Robert, but those who 
  have the strongest sense of their own identity (using 
  sanity as a gauge) manage to diff erentiate themselves as 
  individuals and will not be harmed.
  For example: Robert the Reader is punched in the face 
  for 1D3 damage. Th e player rolls a 2, the Keeper marks 
  off  2 damage, then asks everyone to roll a sanity check. 
  Everyone who fails feels pain in their face and 1D3 
  damage is rolled for each individual.
  If Robert the Reader is killed, the surroundings will 
  change to Robert’s lounge, his body laid on the fl oor, 
  the manuscript alongside it. From that point on nothing 
  new will appear in the manuscript, Robert’s story being 
  fi nished. Th e player characters have become truly real, 
  independent human beings at this point.
  Scene: Endgame
  A man in yellow plastic waterproofs and hat arrives, 
  either at the warehouse or Robert’s apartment, depending 
  on the player character’s present location. If your players 
  have hightailed it out of the warehouse and are driving 
  across town, you’ll have to pull some weirdness to get 
  them all together; maybe Mr. Grey will be a guy who 
  squeegees their windscreen clean at an intersection. 
  Remember the player characters are in Robert’s world; 
  you can simply have them all appear in Robert’s fl at.
  Th e man in the yellow waterproofs will give the 
  password if asked. Strangely he looks just like Mr 
  Grey. Was he real or wasn’t he real? It doesn’t matter 
  now. Play out the endgame in whatever way suits what 
  is happening in your game.
  Grey invites the player characters (including Robert) to 
  join him in his boat. He will ferry them across the bay 
  to meet with the boss. He will remind them to bring the 
  loot. If at the warehouse, his boat is moored at the end 
  of the pier. If at the apartment, it is fl oating curiously 
  outside the lounge window (yes, several fl oors up). No 
  one is compelled to go.
  If the player characters ask for an explanation, Mr 
  Grey will tell them, “I cannot tell you the truth, for I 
  am only a phantom of truth”.
  Th rough the mist, a distant light can be seen shining. Th e 
  sea is no longer a sea, but a mass of roiling fog. Silver 
  sails billow as Mr Grey raises his arms and the boat drift s 
  across the lake towards Carcosa.
  Epilogues
  Treat the players to a brief epilogue.
  Any who take the boat will fi nd themselves landing on a 
  far shore and walking through the streets towards a palace 
  and a meeting with the ‘boss’, AKA Mr Yellow, AKA Th e 
  King in Yellow, who awaits their presence. Th ere is no 
  need to explore it further: just describe enough to inspire 
  thoughts of strange cities, exotic palaces and another life.
  Ask any who stay behind what they will do. Follow 
  their plan; at some point they will inevitably have to 
  interact with other people. Fast-forward to a scene in a 
  petrol station or supermarket and have strangers recoil 
  at the player characters’ touch. Perhaps fi ngers touch as 
  purchases are made or they shake hands with someone. 
  Make it clear to them that they are like Mr Grey in 
  one respect; they are as cold as a side of pork in a meat 
  locker, and they always will be. Th eirs will be a sad life 
  devoid of human company.
  Greg Stanyer (order #6911982)
  
  11
  Supplementary
  Mr Grey, The Phantom of Truth, 
  Herald of the King in Yellow
  Mr Grey is as cold as a corpse; his skin is sof and pale. 
  When he frst appears at the robbery, all the player 
  characters believe him to have been a part of their group 
  all along. Te boss has no knowledge of Mr Grey if asked 
  in the fashback. Mr Grey cannot be killed permanently 
  in this game. Bullets will only take out chunks of his fesh.
  The cop in the boot
  You probably don’t need any game statistics for this guy. 
  He is at the mercy of the player characters. Feel free to 
  improvise should you need to.
  Number of players
  By default the game is designed for six players.
  If you have fve players: have Mr Red just not show up at 
  the warehouse. Don’t explain what happened to him, he 
  simply got lost. Tis may be a concern for the players. He 
  might appear as an apparition.
  If you have four players: as above, but lose Mr Red 
  and Mr Purple.
  If you only have three players: allow Mr Black to be 
  killed in the frst fashback, with the possibility that Mr 
  Green is also wounded.
  Mr Silver (23, looks 18)
  •	
  Goatee and his frst suit.
  •	
  Undercover cop.
  •	
  Strongest / Ugliest.
  Mr Beige (41)
  •	
  Hard-man and the image to match, with a scar on 
  his face, a chunky gold chain and tobacco-stained 
  fngers.
  •	
  Has been in prison and didn’t grass up Mr Purple.
  •	
  On a previous job with Mr Green he made a run 
  for it.
  •	
  Believes they were set up on this job.
  •	
  Has a cop in his car boot.
  •	
  Cleverest/unluckiest.
  Mr Green (47)
  •	
  Has a reputation as a veteran gangster.
  •	
  Greying hair and fading knuckle tattoos.
  •	
  Avoids doing violence, for whatever reason.
  •	
  Cop in Beige’s boot is his brother in law.
  •	
  Good-looking/smallest.
  Mr Black (23)
  •	
  A friend of boss’s son.
  •	
  Dark curly hair and wears a shell-suit.
  •	
  He watched Mr Silver’s back recently and he 
  seems glad of it.
  •	
  Tis was his frst job with this team.
  •	
  Toughest/dumbest.
  Mr Purple (31)
  •	
  Of Italian descent.
  •	
  Well-tailored suit and has a manicure regularly. 
  He can take the pressure.
  •	
  Luckiest/slowest.
  Mr Red (23)
  •	
  New to the group
  •	
  Nice suit and trendy haircut.
  •	
  He saved Mr Black’s life on the job just now.
  •	
  Fastest/weakest.
  Greg Stanyer (order #6911982)
  
  12
  Mr Black
  You are a friend of the boss’s son. You’re 23, have dark curly hair and wear a shellsuit.
  You watched Mr Silver’s back recently and he seems glad of it. Th is was your fi rst job 
  with this team. Your real name, which you’ve not divulged to anyone (for security), is 
  Robert Meldrum, or Bob to your friends.
  You are not sure all these guys can be trusted. No one knows quite what the loot consists 
  of. Perhaps you should inspect it all and catalogue it before someone decides to help 
  themselves.
  Other team members:
  Mr Red
  Youngster (early twenties), new to the group, with an off -the-peg suit and trendy 
  haircut. He’s fastest. He’s also the weakest.
  You can probably trust this guy, especially since he just saved your life on this job.
  Mr Green
  Reputed to be a veteran gangster (middle-aged). He has greying hair and fading knuckle 
  tattoos. He’s the best-looking. He’s also the smallest.
  You’ve never seen him hurt anyone, and he seems to shy away from doing violence.
  Can you trust him?
  Mr Purple
  Italian guy (thirties), wears a well-tailored suit and has manicured nails. He’s the luckiest 
  son of a bitch, which makes up for him being the slowest.
  Mr Beige
  Scar-faced guy (middle-aged), wears a chunky gold chain, has tobacco-stained fi ngers. 
  He’s the cleverest, but he’s also the unluckiest.
  Mr Silver
  Scruff y kid (around eighteen), with a meagre goatee and a suit that looked better on the 
  hanger. He’s the strongest, but boy, is he ugly.
  Greg Stanyer (order #6911982)
  
  Characteristics & Rolls
  Insanity 0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10 11 12 13 14
  15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31
  32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48
  49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65
  66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82
  83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99
  Accounting (10%)
  Anthropology (01%)
  Archaeology (01%)
  Art (05%)
  _Play Harmonica__
  ________________
  Astronomy (01%)
  Bargain (05%)
  Biology (01%)
  Chemistry (01%)
  Climb (40%)
  Conceal (15%)
  Credit rating (15%)
  Cthulhu Mythos (00%)
  Dodge (DEX x 2)
  Drive Auto (20%)
  Electrical repair (10%)
  Fast talk (05%)
  First Aid (30%)
  Forensics (01%)
  Geology (01%)
  Hide (10%)
  History (20%)
  Jump (25%)
  Law (05%)
  Library Use (25%)
  Listen (25%)
  Locksmith (01%)
  Martial Arts (01%)
  Mechanical repair (20%)
  Medicine (05%)
  Natural History (10%)
  Navigate (10%)
  Occult (05%)
  Operate Hvy. Mach (01%)
  Other Language (01%):
  _French_________
  ___________________
  ___________________
  Own Language (EDU x 5):
  _English_________
  Persuade (15%)
  Pharmacy (01%)
  Photography (10%)
  Physics (01%)
  Pilot (01%):
  ___________________
  ___________________
  ___________________
  Psychoanalysis (01%)
  Psychology (05%)
  Ride (05%)
  Sneak (10%)
  Spot Hidden (25%)
  Swim (25%)
  Throw (25%)
  Track (10%)
  Zoology (01%)
  _________________
  _________________
  _________________
  _________________
  _________________
  Firearms
  Handgun (20%)
  Machine Gun (15%)
  Rifle (25%)
  Shotgun (30%)
  Submachine Gun (15%)
  Investigator Skills
  Investigator Name _Mr Black_____________
  Occupation _Gangster_______
  Sex M Age ___ Birthplace ______________
  Colleges, Degrees ________________________
  Dead
  -2
  -1
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10 11 12 13
  14 15 16 17 18 19
  20 21 22 23 24 25
  Hit Points
  Unconscious
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10 11 12 13
  14 15 16 17 18 19
  20 21 22 23 24 25
  Magic Points
  Sanity Points
  Attack or
  Weapon
  Fist/Punch (50%)
  Head Butt (10%)
  Kick (25%)
  Grapple (25%)
  ______________
  Current
  skill%
  _60_
  ____
  ____
  _35_
  ____
  Attack
  Damage
  1D3+db
  1D4+db
  1D6+db
  special
  ______
  Attacks
  /Rnd
  1
  1
  1
  1
  ___
  Hit
  Points
  n/a
  n/a
  n/a
  n/a
  ___
  Firearm
  Current
  Attack
  Base
  Shots per
  Shots in
  Malfunct.
  Hit
  Skill %
  Damage Range
  Round
  Gun
  Number
  Points
  Colt 380 Automatic
  _47_
  _D10_
  _15_
  __2__
  ___7_
  _98__
  ____
  ___(.38 pistol)_______
  ____
  _____
  ____
  _____
  _____
  _____
  ____
  ___________________
  ____
  _____
  ____
  _____
  _____
  _____
  ____
  ___________________
  ____
  _____
  ____
  _____
  _____
  _____
  ____
  ___________________
  ____
  _____
  ____
  _____
  _____
  _____
  ____
  Firearms
  Hand-To-Hand Weapons
  STR
  CON
  SIZ
  _9
  _11
  _45
  DEX
  APP
  SAN
  INT
  POW
  EDU
  _10
  _17
  _12
  _12
  _9
  _12
  _65_
  _45_
  _95_
  Idea
  Luck
  Know
  99 - Cthulhu Mythos _99_
  Damage bonus _N/A_
  __75_
  _____
  _____
  __53_
  _____
  _____
  _____
  _____
  _____
  _____
  _____
  _35_
  _____
  _25__
  _30__
  _56__
  _____
  _____
  _____
  _____
  _____
  _____
  _____
  _54__
  _35__
  _45__
  _____
  _____
  _50__
  _____
  _____
  _____
  _____
  _____
  _45__
  _____
  _____
  _60__
  _38__
  _____
  _____
  _____
  _____
  _____
  _____
  _____
  _21__
  _____
  _30__
  _52__
  _60__
  _45__
  _____
  _____
  _____
  _____
  _____
  _____
  _____
  _____
  _47__
  _____
  _____
  _____
  _____
  O
  Ouutt ooff M
  Miinndd
  Greg Stanyer (order #6911982)
  
  14
  Mr Red
  You are 23, new to the group, with a nice suit and trendy haircut. You saved Mr Black’s 
  life on the job just now. Th ere’s no doubt about it, you were set up on this job.
  Th e cops seemed to know you were coming, but still, you got away with the goods.
  Your real name, which you’ve not divulged to anyone (for security), is Robert Meldrum.
  If this is a set-up, the police may be watching this place. Th ere may be surveillance 
  devices hidden from view, or your vehicles might be bugged. You can’t be too careful.
  Even the loot might have some kind of tracking device in it.
  Other team members:
  Mr Black
  Friend of the boss’s son (early twenties), has dark curly hair and a shell-suit. He’s the 
  toughest, but he’s also the dumbest.
  Mr Green
  Reputed to be a veteran gangster (middle-aged). He has greying hair and fading knuckle 
  tattoos. He’s the best-looking. He’s also the smallest.
  You instincts tell you to trust him because he reminds you of your father.
  Mr Purple
  Italian guy (thirties), wears a well-tailored suit and has manicured nails.
  He’s a loose cannon, you over heard him discussing plans with a girl on the phone.
  He’s the luckiest son of a bitch, makes up for him being the slowest.
  Mr Beige
  Scar-faced guy (middle-aged), wears a chunky gold chain, has tobacco-stained fi ngers. 
  He’s the cleverest, but he’s also the unluckiest.
  Mr Silver
  Scruff y kid (about eighteen), with a meagre goatee and a suit that looked better on the 
  hanger. He’s the strongest, but boy, is he ugly.
  Greg Stanyer (order #6911982)
  
  Characteristics & Rolls
  Insanity 0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10 11 12 13 14
  15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31
  32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48
  49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65
  66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82
  83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99
  Accounting (10%)
  Anthropology (01%)
  Archaeology (01%)
  Art (05%)
  ________________
  ________________
  Astronomy (01%)
  Bargain (05%)
  Biology (01%)
  Chemistry (01%)
  Climb (40%)
  Conceal (15%)
  Credit rating (15%)
  Cthulhu Mythos (00%)
  Dodge (DEX x 2)
  Drive Auto (20%)
  Electrical repair (10%)
  Fast talk (05%)
  First Aid (30%)
  Forensics (01%)
  Geology (01%)
  Hide (10%)
  History (20%)
  Jump (25%)
  Law (05%)
  Library Use (25%)
  Listen (25%)
  Locksmith (01%)
  Martial Arts (01%)
  Mechanical repair (20%)
  Medicine (05%)
  Natural History (10%)
  Navigate (10%)
  Occult (05%)
  Operate Hvy. Mach (01%)
  Other Language (01%):
  ___________________
  ___________________
  ___________________
  Own Language (EDU x 5):
  __English___________
  Persuade (15%)
  Pharmacy (01%)
  Photography (10%)
  Physics (01%)
  Pilot (01%):
  ___________________
  ___________________
  ___________________
  Psychoanalysis (01%)
  Psychology (05%)
  Ride (05%)
  Sneak (10%)
  Spot Hidden (25%)
  Swim (25%)
  Throw (25%)
  Track (10%)
  Zoology (01%)
  __Demolitions__
  _________________
  _________________
  _________________
  _________________
  Firearms
  Handgun (20%)
  Machine Gun (15%)
  Rifle (25%)
  Shotgun (30%)
  Submachine Gun (15%)
  Investigator Skills
  Investigator Name _Mr Red_____________
  Occupation _Gangster_______
  Sex M Age ___ Birthplace ______________
  Colleges, Degrees ________________________
  Dead
  -2
  -1
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10 11 12 13
  14 15 16 17 18 19
  20 21 22 23 24 25
  Hit Points
  Unconscious
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10 11 12 13
  14 15 16 17 18 19
  20 21 22 23 24 25
  Magic Points
  Sanity Points
  Attack or
  Weapon
  Fist/Punch (50%)
  Head Butt (10%)
  Kick (25%)
  Grapple (25%)
  ______________
  Current
  skill%
  ____
  ____
  ____
  ____
  ____
  Attack
  Damage
  1D3+db
  1D4+db
  1D6+db
  special
  ______
  Attacks
  /Rnd
  1
  1
  1
  1
  ___
  Hit
  Points
  n/a
  n/a
  n/a
  n/a
  ___
  Firearm
  Current
  Attack
  Base
  Shots per
  Shots in
  Malfunct.
  Hit
  Skill %
  Damage Range
  Round
  Gun
  Number
  Points
  S&W M12 Airweight
  ____
  _____
  ____
  _____
  _____
  _____
  ____
  .38 Revolver
  _68_
  _D10_
  _15_
  __2__
  __6__
  _00__
  ____
  M24 Sniper Rifle 7.62
  ____
  _____
  ____
  _____
  _____
  _____
  ____
  bolt action
  _78_
  2D6+4
  _110
  _0.5_
  __1__
  __00_
  ____
  ___________________
  ____
  _____
  ____
  _____
  _____
  _____
  ____
  Firearms
  Hand-To-Hand Weapons
  STR
  CON
  SIZ
  18_
  10_
  60_
  DEX
  APP
  SAN
  INT
  POW
  EDU
  _9_
  13_
  14_
  13_
  12_
  16_
  _65_
  _60_
  _80_
  Idea
  Luck
  Know
  99 - Cthulhu Mythos _99_
  Damage bonus N/A_
  _____
  _____
  _____
  _____
  _____
  _____
  _____
  _____
  _____
  _50__
  _25__
  _25__
  _____
  _36__
  _60__
  _____
  _20__
  _____
  _____
  _____
  _____
  _____
  _____
  _31__
  _34__
  _____
  _____
  _____
  _____
  _____
  _____
  _____
  _____
  _____
  _____
  _____
  _____
  _75__
  _____
  _____
  _____
  _____
  _____
  _____
  _____
  _____
  _15__
  _____
  _43__
  _46__
  _____
  _15__
  _____
  _____
  _25__
  _____
  _____
  _____
  _____
  _____
  _68__
  _____
  _78_
  _____
  _____
  O
  Ouutt ooff M
  Miinndd
  Greg Stanyer (order #6911982)
  
  16
  Mr Green
  You have a reputation as a veteran gangster. You are 47, with greying hair and fading 
  knuckle tattoos. You avoid doing violence yourself, for whatever reason (you decide 
  why). Your sister is married to a cop, who does not know your line of work. At this 
  moment you are blissfully unaware of the fact, but your brother-in-law will be the fi rst 
  uniformed offi  cer to enter the story (and not as part of a fl ashback). Th at cop is father to 
  your nephew, Mikey, who you love very much. Would you want Mikey to have to grow 
  up without a father, like you did?
  Your real name, which you’ve not divulged to anyone (for security), is Robert Meldrum, 
  or Bobby to your friends.
  If this all goes wrong then the loot could be lost. Would it really do any harm to secretly 
  hide some in this old warehouse? Th e others are probably planning to rip you off  anyway.
  Other team members:
  Mr Black
  Friend of the boss’s son (early twenties), has dark curly hair and a shell-suit. He’s the 
  toughest, but he’s also the dumbest.
  Mr Red
  Youngster (early twenties), new to the group, with off -the-peg suit and trendy haircut. 
  He’s fastest. He’s also the weakest.
  Mr Purple
  Italian guy (thirties), wears a well-tailored suit and has manicured nails.
  He’s cool and you’ve never seen him lose his nerve; attributes that might inspire some 
  confi dence and trust. He’s the luckiest son of a bitch, which makes up for him being the 
  slowest.
  Mr Beige
  Scar-faced guy (middle-aged), wears a chunky gold chain, has tobacco-stained fi ngers.
  He lost his nerve once and ran off  while on a job. Can you trust him? He’s the cleverest, 
  but he’s also the unluckiest.
  Mr Silver
  Scruff y kid (around eighteen), with a meagre goatee and a suit that looked better on the 
  hanger. He’s the strongest, but boy, is he ugly.
  Greg Stanyer (order #6911982)
  
  Characteristics & Rolls
  Insanity 0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10 11 12 13 14
  15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31
  32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48
  49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65
  66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82
  83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99
  Accounting (10%)
  Anthropology (01%)
  Archaeology (01%)
  Art (05%)
  ________________
  ________________
  Astronomy (01%)
  Bargain (05%)
  Biology (01%)
  Chemistry (01%)
  Climb (40%)
  Conceal (15%)
  Credit rating (15%)
  Cthulhu Mythos (00%)
  Dodge (DEX x 2)
  Drive Auto (20%)
  Electrical repair (10%)
  Fast talk (05%)
  First Aid (30%)
  Forensics (01%)
  Geology (01%)
  Hide (10%)
  History (20%)
  Jump (25%)
  Law (05%)
  Library Use (25%)
  Listen (25%)
  Locksmith (01%)
  Martial Arts (01%)
  Mechanical repair (20%)
  Medicine (05%)
  Natural History (10%)
  Navigate (10%)
  Occult (05%)
  Operate Hvy. Mach (01%)
  Other Language (01%):
  ___________________
  ___________________
  ___________________
  Own Language (EDU x 5):
  __English_______
  Persuade (15%)
  Pharmacy (01%)
  Photography (10%)
  Physics (01%)
  Pilot (01%):
  ___________________
  ___________________
  ___________________
  Psychoanalysis (01%)
  Psychology (05%)
  Ride (05%)
  Sneak (10%)
  Spot Hidden (25%)
  Swim (25%)
  Throw (25%)
  Track (10%)
  Zoology (01%)
  _________________
  _________________
  _________________
  _________________
  _________________
  Firearms
  Handgun (20%)
  Machine Gun (15%)
  Rifle (25%)
  Shotgun (30%)
  Submachine Gun (15%)
  Investigator Skills
  Investigator Name _Mr Green_____________
  Occupation _Gangster_______
  Sex M Age 47_ Birthplace ______________
  Colleges, Degrees _School of Hard Knocks_
  Dead
  -2
  -1
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10 11 12 13
  14 15 16 17 18 19
  20 21 22 23 24 25
  Hit Points
  Unconscious
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10 11 12 13
  14 15 16 17 18 19
  20 21 22 23 24 25
  Magic Points
  Sanity Points
  Attack or
  Weapon
  Fist/Punch (50%)
  Head Butt (10%)
  Kick (25%)
  Grapple (25%)
  ______________
  Current
  skill%
  _55_
  ____
  _30_
  _35_
  ____
  Attack
  Damage
  1D3+db
  1D4+db
  1D6+db
  special
  ______
  Attacks
  /Rnd
  1
  1
  1
  1
  ___
  Hit
  Points
  n/a
  n/a
  n/a
  n/a
  ___
  Firearm
  Current
  Attack
  Base
  Shots per
  Shots in
  Malfunct.
  Hit
  Skill %
  Damage Range
  Round
  Gun
  Number
  Points
  Ruger Super Redhawk
  ____
  _____
  ____
  _____
  _____
  _____
  ____
  Revolver (.44 Magnum)
  _51_ D10+D4+2 _15_
  __1__
  __6__
  _00__
  ____
  ___________________
  ____
  _____
  ____
  _____
  _____
  _____
  ____
  ___________________
  ____
  _____
  ____
  _____
  _____
  _____
  ____
  ___________________
  ____
  _____
  ____
  _____
  _____
  _____
  ____
  Firearms
  Hand-To-Hand Weapons
  STR
  CON
  SIZ
  _10
  _12
  _50
  DEX
  APP
  SAN
  INT
  POW
  EDU
  _12
  _9
  _10
  _13
  _10
  _17
  _65_
  _50_
  85
  Idea
  Luck
  Know
  99 - Cthulhu Mythos _99_
  Damage bonus _N/A
  _____
  _____
  _____
  _____
  _____
  _____
  _55__
  _____
  _21__
  _____
  _____
  _20__
  _____
  _25__
  _30__
  _____
  _45__
  _____
  _____
  _____
  _____
  _____
  _____
  _43__
  _35__
  _____
  _____
  _____
  _____
  _____
  _____
  _____
  _____
  _____
  _____
  _____
  _____
  _85__
  _75__
  _____
  _____
  _____
  _____
  _____
  _____
  _____
  _30__
  _____
  _____
  _60__
  _40__
  _39__
  _____
  _____
  _____
  _____
  _____
  _____
  _____
  _____
  _____
  _____
  _____
  _____
  _____
  O
  Ouutt ooff M
  Miinndd
  Greg Stanyer (order #6911982)
  
  18
  Mr Purple
  You are 31 years old and of Italian descent.You wear a well-tailored suit and have a 
  manicure regularly. You can take the pressure. Your real name, which you’ve not 
  divulged to anyone (for security), is Roberto Meldrum, or Robbo to your girlfriends.
  Is this place really a safe hideout? Surely it would be better if there were some booby 
  traps around the place to catch anyone sneaking in, or for that matter, to catch anyone 
  double-crossing you and sneaking out with the loot. Th ere’s a lot of loot in that van, and 
  a lot of people all too eager to get their hands on it. Best it stays sealed until the boss 
  opens the boxes and shares it out fairly.
  Other team members:
  Mr Black
  Friend of the boss’s son (early twenties), has dark curly hair and a shell-suit. He’s the 
  toughest, but he’s also the dumbest.
  Mr Red
  Youngster (early twenties), new to the group, with off -the-peg suit and trendy haircut. 
  He’s fastest. He’s also the weakest.
  Mr Green
  Reputed to be a veteran gangster (middle-aged), with greying hair and fading knuckle 
  tattoos. He’s the best-looking. He’s also the smallest.
  Mr Beige
  Scar-faced guy (middle-aged), wears a chunky gold chain, has tobacco stained fi ngers. 
  He’s the cleverest, but he’s also the unluckiest.
  He did time and didn’t grass you up when he could have, so you can probably trust him.
  Mr Silver
  Scruff y kid (about eighteen), with a meagre goatee and a suit that looked better on the 
  hanger. He’s the strongest, but boy, is he ugly.
  He’s just a kid, too young for this job. Can he be trusted?
  Greg Stanyer (order #6911982)
  
  Characteristics & Rolls
  Insanity 0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10 11 12 13 14
  15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31
  32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48
  49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65
  66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82
  83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99
  Accounting (10%)
  Anthropology (01%)
  Archaeology (01%)
  Art (05%)
  ________________
  ________________
  Astronomy (01%)
  Bargain (05%)
  Biology (01%)
  Chemistry (01%)
  Climb (40%)
  Conceal (15%)
  Credit rating (15%)
  Cthulhu Mythos (00%)
  Dodge (DEX x 2)
  Drive Auto (20%)
  Electrical repair (10%)
  Fast talk (05%)
  First Aid (30%)
  Forensics (01%)
  Geology (01%)
  Hide (10%)
  History (20%)
  Jump (25%)
  Law (05%)
  Library Use (25%)
  Listen (25%)
  Locksmith (01%)
  Martial Arts (01%)
  Mechanical repair (20%)
  Medicine (05%)
  Natural History (10%)
  Navigate (10%)
  Occult (05%)
  Operate Hvy. Mach (01%)
  Other Language (01%):
  __English___________
  ___________________
  ___________________
  Own Language (EDU x 5):
  __Italian____________
  Persuade (15%)
  Pharmacy (01%)
  Photography (10%)
  Physics (01%)
  Pilot (01%):
  ___________________
  ___________________
  ___________________
  Psychoanalysis (01%)
  Psychology (05%)
  Ride (05%)
  Sneak (10%)
  Spot Hidden (25%)
  Swim (25%)
  Throw (25%)
  Track (10%)
  Zoology (01%)
  _________________
  _________________
  _________________
  _________________
  _________________
  Firearms
  Handgun (20%)
  Machine Gun (15%)
  Rifle (25%)
  Shotgun (30%)
  Submachine Gun (15%)
  Investigator Skills
  Investigator Name _Mr Purple_____________
  Occupation _Gangster_______
  Sex M Age 31_ Birthplace ______________
  Colleges, Degrees ________________________
  Dead
  -2
  -1
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10 11 12 13
  14 15 16 17 18 19
  20 21 22 23 24 25
  Hit Points
  Unconscious
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10 11 12 13
  14 15 16 17 18 19
  20 21 22 23 24 25
  Magic Points
  Sanity Points
  Attack or
  Weapon
  Fist/Punch (50%)
  Head Butt (10%)
  Kick (25%)
  Grapple (25%)
  ______________
  Current
  skill%
  ____
  ____
  ____
  ____
  ____
  Attack
  Damage
  1D3+db
  1D4+db
  1D6+db
  special
  ______
  Attacks
  /Rnd
  1
  1
  1
  1
  ___
  Hit
  Points
  n/a
  n/a
  n/a
  n/a
  ___
  Firearm
  Current
  Attack
  Base
  Shots per
  Shots in
  Malfunct.
  Hit
  Skill %
  Damage Range
  Round
  Gun
  Number
  Points
  Colt Delta Elite Pistol
  _25_
  D10+1
  _15_
  __1__
  _7___
  _98__
  ____
  (semi automatic 10mm)
  ____
  _____
  ____
  _____
  _____
  _____
  ____
  ___________________
  ____
  _____
  ____
  _____
  _____
  _____
  ____
  ___________________
  ____
  _____
  ____
  _____
  _____
  _____
  ____
  ___________________
  ____
  _____
  ____
  _____
  _____
  _____
  ____
  Firearms
  Hand-To-Hand Weapons
  STR
  CON
  SIZ
  _7_
  _11
  _90
  DEX
  APP
  SAN
  INT
  POW
  EDU
  13_
  13_
  15_
  12_
  18_
  16_
  _60_
  _90_
  _80_
  Idea
  Luck
  Know
  99 - Cthulhu Mythos _99_
  Damage bonus +D4
  _____
  _21__
  _____
  _____
  _____
  _____
  _____
  _____
  _26__
  _____
  _____
  _44__
  _____
  _14__
  _25__
  _____
  _55__
  _____
  _____
  _____
  _22__
  _____
  _____
  _37__
  _____
  _____
  _16__
  _____
  _____
  _21__
  _____
  _____
  _40__
  _____
  _50__
  _____
  _____
  _80__
  _68__
  _____
  _____
  _18__
  _____
  _____
  _____
  _60__
  _____
  _____
  _20__
  _70__
  _37__
  _____
  _____
  _____
  _____
  _____
  _____
  _____
  _____
  _____
  _____
  _____
  _____
  _____
  _____
  O
  Ouutt ooff M
  Miinndd
  Greg Stanyer (order #6911982)
  
  20
  Mr Beige
  You are a hard-man (aged 41) and have the image to match, with a scar on your face, a 
  chunky gold chain and tobacco-stained fi ngers. You’ve been in prison and didn’t grass 
  up Mr Purple. On a previous job with Mr Green you made a run for it; the boss had told 
  you that job was every man for himself.
  Th ere’s no doubt about it; you were set up on this job. Th e cops seemed to know you 
  were coming, but still, you got away with the goods. Your real name, which you’ve not 
  divulged to anyone (for security), is Robert Meldrum, Robby to your friends.
  You are an experienced mechanic and ought to ensure your vehicle is in ready in case you 
  need to make a quick getaway. Sabotaging the other vehicles might be an idea, to slow the 
  others down so they get caught rather than you. Th ere is always the chance that someone 
  will get impatient and try to drive off  with the loot. Should it all be in one vehicle?
  No one else knows you’ve got a cop in the boot of your car.
  Other team members:
  Mr Black
  Friend of the boss’s son (early twenties), has dark curly hair and a shell-suit.
  He’s new and unproven. Can he be trusted? He’s the toughest but he’s also the dumbest.
  Mr Red
  Youngster (early twenties), new to the group, with off -the-peg suit and trendy haircut. 
  He’s fastest. He’s also the weakest.
  Mr Green
  Reputed to be a veteran gangster (middle-aged), with greying hair and fading knuckle 
  tattoos. He’s the best-looking. He’s also the smallest.
  Mr Purple
  Italian guy (thirties), wears a well-tailored suit and has manicured nails. He’s the luckiest 
  son of a bitch, makes up for him being the slowest.
  Mr Silver
  Scruff y kid (around eighteen), with a meagre goatee and a suit that looked better on the 
  hanger. He’s the strongest, but boy, is he ugly.
  He reminds you of yourself when you were that age, like the son you never had, perhaps 
  you feel empathy with him.
  Greg Stanyer (order #6911982)
  
  Characteristics & Rolls
  Insanity 0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10 11 12 13 14
  15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31
  32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48
  49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65
  66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82
  83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99
  Accounting (10%)
  Anthropology (01%)
  Archaeology (01%)
  Art (05%)
  ________________
  ________________
  Astronomy (01%)
  Bargain (05%)
  Biology (01%)
  Chemistry (01%)
  Climb (40%)
  Conceal (15%)
  Credit rating (15%)
  Cthulhu Mythos (00%)
  Dodge (DEX x 2)
  Drive Auto (20%)
  Electrical repair (10%)
  Fast talk (05%)
  First Aid (30%)
  Forensics (01%)
  Geology (01%)
  Hide (10%)
  History (20%)
  Jump (25%)
  Law (05%)
  Library Use (25%)
  Listen (25%)
  Locksmith (01%)
  Martial Arts (01%)
  Mechanical repair (20%)
  Medicine (05%)
  Natural History (10%)
  Navigate (10%)
  Occult (05%)
  Operate Hvy. Mach (01%)
  Other Language (01%):
  ___________________
  ___________________
  ___________________
  Own Language (EDU x 5):
  ___________________
  Persuade (15%)
  Pharmacy (01%)
  Photography (10%)
  Physics (01%)
  Pilot (01%):
  ___________________
  ___________________
  ___________________
  Psychoanalysis (01%)
  Psychology (05%)
  Ride (05%)
  Sneak (10%)
  Spot Hidden (25%)
  Swim (25%)
  Throw (25%)
  Track (10%)
  Zoology (01%)
  _________________
  _________________
  _________________
  _________________
  _________________
  Firearms
  Handgun (20%)
  Machine Gun (15%)
  Rifle (25%)
  Shotgun (30%)
  Submachine Gun (15%)
  Investigator Skills
  Investigator Name _Mr Beige_____________
  Occupation _Badass_______
  Sex M Age 41
  Birthplace ______________
  Colleges, Degrees ________________________
  Dead
  -2
  -1
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10 11 12 13
  14 15 16 17 18 19
  20 21 22 23 24 25
  Hit Points
  Unconscious
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10 11 12 13
  14 15 16 17 18 19
  20 21 22 23 24 25
  Magic Points
  Sanity Points
  Attack or
  Weapon
  Fist/Punch (50%)
  Head Butt (10%)
  Kick (25%)
  Grapple (25%)
  ______________
  Current
  skill%
  _65_
  ____
  _30_
  _38_
  ____
  Attack
  Damage
  1D3+db
  1D4+db
  1D6+db
  special
  ______
  Attacks
  /Rnd
  1
  1
  1
  1
  ___
  Hit
  Points
  n/a
  n/a
  n/a
  n/a
  ___
  Firearm
  Current
  Attack
  Base
  Shots per
  Shots in
  Malfunct.
  Hit
  Skill %
  Damage Range
  Round
  Gun
  Number
  Points
  _Switchblade________
  _40__
  _D4_
  ____
  _____
  _____
  _____
  ____
  Pair of Smith & Wesson
  ____
  _____
  ____
  _____
  _____
  _____
  ____
  Model 4006 Pistols
  _51_
  _D10_
  _15_
  __2__
  _11__
  _98__
  ____
  Using both guns at once _31_
  _____
  ____
  __4__
  _____
  _____
  ____
  ___________________
  ____
  _____
  ____
  _____
  _____
  _____
  ____
  Firearms
  Hand-To-Hand Weapons
  STR
  CON
  SIZ
  _15
  _9
  _35
  DEX
  APP
  SAN
  INT
  POW
  EDU
  _14
  _10
  _14
  _16
  _8
  _17
  _80
  _40
  _85
  Idea
  Luck
  Know
  99 - Cthulhu Mythos _99_
  Damage bonus _N/A
  _____
  _____
  _____
  _____
  _____
  _____
  _____
  _____
  _____
  _60__
  _42__
  _20__
  _____
  _40__
  _30__
  _20__
  _15__
  _____
  _15__
  _____
  _39__
  _____
  _44__
  _25__
  _38__
  _51__
  _63__
  _____
  _45__
  _____
  _____
  _____
  _15__
  _____
  _____
  _____
  _____
  _85__
  _30__
  _____
  _____
  _____
  _____
  _____
  _____
  _____
  _____
  _____
  _43__
  _31__
  _____
  _____
  _____
  _____
  _____
  _____
  _____
  _____
  _____
  _____
  _51__
  _____
  _____
  _40__
  _____
  O
  Ouutt ooff M
  Miinndd
  Greg Stanyer (order #6911982)
  
  22
  Mr Silver
  You are the youngest here at 18. You sport an impressive goatee and your fi rst suit.
  You’re actually 23 and an undercover cop. Your job is to be undercover and stay with 
  the gang. Th e objective is to catch Mr Big with the goods.
  You are unaware of the fact at present, but a uniformed cop will enter the story soon 
  (not in a fl ashback). You will recognise him, (but probably can’t recall his name) and 
  chances are he’ll recognise you too.
  Your real name which, you’ve not divulged to anyone (for security), is Robert Meldrum.
  It’s your life on the line here. How far will you break the law and transgress your own 
  moral code to prevent everyone else realising you are a cop? Not every cop plays it by 
  the book and how you play it is up to you. Be warned: at some point everyone will know 
  that there is a cop in the group, but not who it is.
  Your trainers taught you to keep the criminals busy; if they sit still for too long they get 
  itchy and paranoid. You may have to be creative.
  Other team members:
  Mr Black
  Friend of the boss’s son (early twenties), has dark curly hair and a shell-suit.
  He watched your back recently. Of course you couldn’t trust him if he knew you were a cop, 
  but until he fi nds out you can probably trust him. He’s the toughest but he’s also the dumbest.
  Mr Red.
  Youngster (early twenties), new to the group, with off -the-peg suit and trendy haircut. 
  He’s fastest. He’s also the weakest.
  He reminds you of your bastard older brother; you know his kind.
  Mr Green
  Reputed to be a veteran gangster (middle-aged), with greying hair and fading knuckle 
  tattoos. He’s the best-looking. He’s also the smallest.
  Mr Purple
  Italian guy (thirties), wears a well-tailored suit and has manicured nails. He’s the luckiest 
  son of a bitch, makes up for him being the slowest.
  Mr Beige
  Scar-faced guy (middle-aged), wears a chunky gold chain, has tobacco stained fi ngers. 
  He’s the cleverest, but he’s also the unluckiest.
  Greg Stanyer (order #6911982)
  
  Characteristics & Rolls
  Insanity 0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10 11 12 13 14
  15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31
  32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48
  49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65
  66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82
  83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99
  Accounting (10%)
  Anthropology (01%)
  Archaeology (01%)
  Art (05%)
  ________________
  ________________
  Astronomy (01%)
  Bargain (05%)
  Biology (01%)
  Chemistry (01%)
  Climb (40%)
  Conceal (15%)
  Credit rating (15%)
  Cthulhu Mythos (00%)
  Dodge (DEX x 2)
  Drive Auto (20%)
  Electrical repair (10%)
  Fast talk (05%)
  First Aid (30%)
  Forensics (01%)
  Geology (01%)
  Hide (10%)
  History (20%)
  Jump (25%)
  Law (05%)
  Library Use (25%)
  Listen (25%)
  Locksmith (01%)
  Martial Arts (01%)
  Mechanical repair (20%)
  Medicine (05%)
  Natural History (10%)
  Navigate (10%)
  Occult (05%)
  Operate Hvy. Mach (01%)
  Other Language (01%):
  ___________________
  ___________________
  ___________________
  Own Language (EDU x 5):
  __English___________
  Persuade (15%)
  Pharmacy (01%)
  Photography (10%)
  Physics (01%)
  Pilot (01%):
  ___________________
  ___________________
  ___________________
  Psychoanalysis (01%)
  Psychology (05%)
  Ride (05%)
  Sneak (10%)
  Spot Hidden (25%)
  Swim (25%)
  Throw (25%)
  Track (10%)
  Zoology (01%)
  _________________
  _________________
  _________________
  _________________
  _________________
  Firearms
  Handgun (20%)
  Machine Gun (15%)
  Rifle (25%)
  Shotgun (30%)
  Submachine Gun (15%)
  Investigator Skills
  Investigator Name _Mr Silver_____________
  Occupation _Gangster_______
  Sex M Age 23_ Birthplace ______________
  Colleges, Degrees ________________________
  Dead
  -2
  -1
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10 11 12 13
  14 15 16 17 18 19
  20 21 22 23 24 25
  Hit Points
  Unconscious
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10 11 12 13
  14 15 16 17 18 19
  20 21 22 23 24 25
  Magic Points
  Sanity Points
  Attack or
  Weapon
  Fist/Punch (50%)
  Head Butt (10%)
  Kick (25%)
  Grapple (25%)
  ______________
  Current
  skill%
  _60_
  ____
  _48_
  _31_
  ____
  Attack
  Damage
  1D3+db
  1D4+db
  1D6+db
  special
  ______
  Attacks
  /Rnd
  1
  1
  1
  1
  ___
  Hit
  Points
  n/a
  n/a
  n/a
  n/a
  ___
  Firearm
  Current
  Attack
  Base
  Shots per
  Shots in
  Malfunct.
  Hit
  Skill %
  Damage Range
  Round
  Gun
  Number
  Points
  Colt 380 Pistol (.38)___
  _42_
  _D10_
  _15_
  __2__
  __7__
  _98__
  ____
  ___________________
  ____
  _____
  ____
  _____
  _____
  _____
  ____
  ___________________
  ____
  _____
  ____
  _____
  _____
  _____
  ____
  ___________________
  ____
  _____
  ____
  _____
  _____
  _____
  ____
  ___________________
  ____
  _____
  ____
  _____
  _____
  _____
  ____
  Firearms
  Hand-To-Hand Weapons
  STR
  CON
  SIZ
  _17
  _7
  _55
  DEX
  APP
  SAN
  INT
  POW
  EDU
  _15
  _8
  _14
  _12
  _11
  _20
  _70
  _55
  100
  Idea
  Luck
  Know
  99 - Cthulhu Mythos _99_
  Damage bonus _+D4
  _____
  _16__
  _____
  _____
  _____
  _____
  _____
  _46__
  _66__
  _____
  _25__
  _40__
  _____
  _46__
  _45__
  _25__
  _50__
  _40__
  _26__
  _____
  _25__
  _____
  _40__
  _41__
  _35__
  _35__
  _10__
  _15__
  _30__
  _____
  _____
  _____
  _____
  _____
  _____
  _____
  _____
  _80__
  _40__
  _____
  _28__
  _66__
  _____
  _____
  _____
  _____
  _15__
  _____
  _25__
  _45__
  _____
  _____
  _____
  _____
  _____
  _____
  _____
  _____
  _____
  _____
  _50__
  _____
  _____
  _40__
  _____
  O
  Ouutt ooff M
  Miinndd
  Greg Stanyer (order #6911982)
  
  24
  I’m sorry to hear that your 
  character just died . . .
  You now take on a new role; that of Robert Meldrum, an independent fi lmmaker and 
  actor. Yes, that is the same name as your last character. Read on.
  Robert is a single man who is alone (except for his cat) in a fl at reading through a script 
  entitled ‘Dockside Dogs’. Th e script tells the story of everything that has happened in 
  the game up to this point, from the opening scene to this moment.
  You’ve been reading for a couple of hours now. At times your concentration has drift ed 
  and you’ve found yourself talking to the characters in the story, even imagined yourself 
  there in the warehouse with them.
  Your agent, Anthony Grey, supplied you with the script.
  You can no longer tell what’s real and what’s not, so much so that everything in the 
  script seems to be becoming real. Th is is one hell of a script You really need to meet the 
  author and make a deal with him. Grey has arranged a meeting already. Apparently the 
  guy, Mr King (not the Mr King surely?) lives across the bay.
  Th ese characters around you (the other player characters) are great; don’t lose them, as 
  they would be wonderful in the fi lm you hope to make. In fact they should come with 
  you to the meeting too.
  Greg Stanyer (order #6911982)
  
  Characteristics & Rolls
  Insanity 0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10 11 12 13 14
  15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31
  32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48
  49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65
  66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82
  83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99
  Accounting (10%)
  Anthropology (01%)
  Archaeology (01%)
  Art (05%)
  ___Acting_____
  ___Painting______
  Astronomy (01%)
  Bargain (05%)
  Biology (01%)
  Chemistry (01%)
  Climb (40%)
  Conceal (15%)
  Credit rating (15%)
  Cthulhu Mythos (00%)
  Dodge (DEX x 2)
  Drive Auto (20%)
  Electrical repair (10%)
  Fast talk (05%)
  First Aid (30%)
  Forensics (01%)
  Geology (01%)
  Hide (10%)
  History (20%)
  Jump (25%)
  Law (05%)
  Library Use (25%)
  Listen (25%)
  Locksmith (01%)
  Martial Arts (01%)
  Mechanical repair (20%)
  Medicine (05%)
  Natural History (10%)
  Navigate (10%)
  Occult (05%)
  Operate Hvy. Mach (01%)
  Other Language (01%):
  _French_______
  _Italian__________
  ___________________
  Own Language (EDU x 5):
  _English____________
  Persuade (15%)
  Pharmacy (01%)
  Photography (10%)
  Physics (01%)
  Pilot (01%):
  ___________________
  ___________________
  ___________________
  Psychoanalysis (01%)
  Psychology (05%)
  Ride (05%)
  Sneak (10%)
  Spot Hidden (25%)
  Swim (25%)
  Throw (25%)
  Track (10%)
  Zoology (01%)
  _________________
  _________________
  _________________
  _________________
  _________________
  Firearms
  Handgun (20%)
  Machine Gun (15%)
  Rifle (25%)
  Shotgun (30%)
  Submachine Gun (15%)
  Investigator Skills
  Investigator Name _R Meldrum__________
  Occupation _Actor and director_______
  Sex M Age 38 Birthplace ______________
  Colleges, Degrees __Drama Graduate____
  Dead
  -2
  -1
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10 11 12 13
  14 15 16 17 18 19
  20 21 22 23 24 25
  Hit Points
  Unconscious
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10 11 12 13
  14 15 16 17 18 19
  20 21 22 23 24 25
  Magic Points
  Sanity Points
  Attack or
  Weapon
  Fist/Punch (50%)
  Head Butt (10%)
  Kick (25%)
  Grapple (25%)
  ______________
  Current
  skill%
  ____
  ____
  ____
  ____
  ____
  Attack
  Damage
  1D3+db
  1D4+db
  1D6+db
  special
  ______
  Attacks
  /Rnd
  1
  1
  1
  1
  ___
  Hit
  Points
  n/a
  n/a
  n/a
  n/a
  ___
  Firearm
  Current
  Attack
  Base
  Shots per
  Shots in
  Malfunct.
  Hit
  Skill %
  Damage Range
  Round
  Gun
  Number
  Points
  ___________________
  ____
  _____
  ____
  _____
  _____
  _____
  ____
  ___________________
  ____
  _____
  ____
  _____
  _____
  _____
  ____
  ___________________
  ____
  _____
  ____
  _____
  _____
  _____
  ____
  ___________________
  ____
  _____
  ____
  _____
  _____
  _____
  ____
  ___________________
  ____
  _____
  ____
  _____
  _____
  _____
  ____
  Firearms
  Hand-To-Hand Weapons
  STR
  CON
  SIZ
  9
  14
  35
  DEX
  APP
  SAN
  INT
  POW
  EDU
  11
  13
  14
  15
  7
  20
  _75_
  _35_
  100
  Idea
  Luck
  Know
  99 - Cthulhu Mythos _99_
  Damage bonus +D4
  __23_
  _____
  _____
  __49_
  __62_
  _____
  _____
  _____
  _____
  _____
  _____
  _____
  _____
  _22__
  _____
  _____
  _20__
  _____
  _____
  _____
  _____
  _65__
  _____
  _25__
  _55__
  _30__
  _____
  _____
  _____
  _____
  _35__
  _____
  _____
  _____
  _56__
  _65__
  _____
  _100_
  _37__
  _____
  _48__
  _____
  _____
  _____
  _____
  _____
  _15__
  _23__
  _____
  _30__
  _____
  _____
  _____
  _____
  _____
  _____
  _____
  _____
  _____
  _____
  _____
  _____
  _____
  _____
  _____
  O
  Ouutt ooff M
  Miinndd
  Greg Stanyer (order #6911982)
  
  26
  Handout Number 1: Graffiti
  Greg Stanyer (order #6911982)
  
SOURCE: textdata/thevault/Call of Cthulhu/Cthulhu Now/Modern Day Adventures/CoC - Now Adv - Dockside Dogs.pdf