TEXT: 12 Hours
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  12 Hours©1993, 2002
  Michael C. LaBossiere
  Call of Cthulhu
  Legal Information
  This adventure is copyright 1993,2002 by Dr. Michael C. LaBossiere. It may be freely
  distributed for personal use provided that it is not modified and no fee above the normal cost of
  distribution is charged for it. Visit my web site at www.opifex.cnchost.com. Call of Cthulhu is
  Registered Trademark of Chaosium Inc. http://www.chaosium.com/cthulhu/. Chaosium Inc.  900
  Murmansk Street  Suite 5  Oakland, CA  94607.
  Introduction
  This adventure was originally written as part of a planned anthology of adventures that would
  set the stage for the End Time. Alas, like the main End Time project this work never saw the
  light of day.
  This adventure is set after the events that take place in "Blood Moon" (published in Chaosium's
  Strange Eons). However, this adventure does not require "Blood Moon" and it can be run on its
  own as standalone adventure.
  This two player, one time adventure is set in the year 2055 and takes place in the ICCM
  launch Station #4 of the McKerna Missile Base. The adventure begins with four soldiers locked
  within a missile launch station on full alert. Over the course of the adventure, the two player
  characters will be exposed to threats and horrors and will be forced to make the most important
  and terrible decision of their lives: to start an exchange of nuclear death which will certainly kill
  millions or leave those hapless souls to a fate that may be even worse.
  McKerna Missile Base and ICCM Launch Station #4
  ICCM LS #4 is one of six intercontinental cruise missile stations at the United States
  McKerna Missile Base in Alaska. The main base consists of a variety of reinforced structures
  such as the barracks, the mess, the motor pool, and the offices. While these structures are
  important for day to day life, the most important structures of the base are the undeground ICCM
  launch stations. Each launch station is a self contained environment capable of sustaining a four
  person crew for up to thirty days without access to external food, air, power, and water sources.
  Each station  is armed with six Lance ICCMs which are capable of striking deep into the territory
  of the former Soviet Union, should the need arise. These ICCMs are capable of carrying a wide
  range of payloads, but they are typically loaded with either nuclear or biological warheads.
  Conditions at McKerna Missile Base in 2055
  The McKerna Missile Base was constructed in 2024 as a sort of  “Cuban Missile Crisis”
  erupted when US spy satellites detected what were believed to be missile launch sites being set
  up just across form Alaska. To make matters worse, while a UN inspection team was on its way
  to the republic (to verify the claim that the launch sites were for space launches and not for
  ICBMs) a civil war broke out in the former republic, leaving the US with no single authority to
  deal with. Rumors abounded that one radical Marxist faction intended to launch missile at the
  United States and in the confusion and fear that followed, the US began the hasty construction of
  offensive and defensive millitary bases in Alaska and the US begin readying its forces for a
  
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  showdown. Fortunately, one faction soon emerged victorious and UN inspection teams were able
  to safely enter the country and verify that the missile sites had been launch sites for space rockets
  and not ICBMs. With this revelation, the world breathed a collective sigh of relief and the
  military bases, many of which were barely under construction when the crisis ended,  were
  abandoned or turned over to local communities for their use.
  The McKerna base was nearly finished during the course of the crisis and was latter taken
  over by a nearby town, also name McKerna, and the main structures were used as school
  buildings. The small town continued to grow until it surrounded the base. The small city that
  grew out of the town continued to have a fairly peaceful existence until 2040. There had been
  incidents of coastal flooding around the world as well as an alarming increase in crime and
  insanity rates around the world. The small city had been largely unaffected by these events, at
  least until 2044 when the government reclaimed the McKerna missile base.
  Without explaining anything to the city leadership, military engineers arrived and reclaimed
  the buildings. Over the course of a few months, the base was returned to operational status,
  houses and other structures were cleared off the base grounds with bulldozers and a heavy fence
  was put up. Finally, heavy trucks bearing mysterious cargoes arrived before the sun rose one
  morning.
  While at first the local people were outraged at the government, in the years 2046 to 2054
  they became very glad that the base was in their city. During these years madness and crime
  went through the city like wildfire and there were reports of things coming out of the see and
  down from the sky. Fortunately for the inhabitants of the city, the troops at the base were able to
  keep order through these years. Over these eight years, the population of MCkerna swelled as
  other cities and towns more or less ceased to exist as civilized areas. Streams and later torrents of
  refugees flowed into McKerna from nearby communities and were housed in hastily built
  barracks. Finally, in 2054 all contact was lost with Washington and the base commander
  declared martial law in McKerna.
  In 2055, McKerna is an island of relative sanity and stability in an otherwise mad world.
  Surrounding most of the city are barricades and walls made from everything from old cars to
  mounds of trash. The perimeter of the city is patrolled by a mix of soldiers and armed civilians.
  Inside the city, strict and well armed military police maintain order. Conditions are harsh within
  the city as the food and medical supplies are nearly exhausted. Disease is very common, due to
  the crowded conditions and lack of medical supplies. In short, McKerna is very much like a
  medieval city under siege. Unfortunately, no one really knows what is sieging the city (and the
  entire world, it would seem).However, condition within McKerna are far better than those
  outside.
  Maps
  The following details the map used in the adventure.
  ICCM Launch Station #4
  The  ICCM Launch Station #4 is buried under several meters of earth to protect it from
  attack. Access to it is via an elevator. On the surface, only the squat, concrete elevator pill box
  and the air shaft are visible. The interior of the station is somewhat cramped, as the station was
  not originally designed to contain a living quarters. The station itself consists of two main
  sections. The first section consists of the control and quarters section and the second section
  contains the power plant as well as the missile systems.  ICCM Launch Station #4 has four
  
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  human officers and one robot as its crew. The S200AR robot is a highly advanced, autonomous
  robot which serves as a general purpose robot as well as a backup in case the human crew
  perishes or is unable (or unwilling) to follow orders. The robot has been named “Robbie” by
  Parsons.
  Control: The control room contains two control stations. One is dedicated to communication
  functions (the station is designed to serve as a back up command center) and contains the
  controls for monitoring and directing the station robot. and the other is dedicated to missile
  control and monitoring. However, the main system of each station is a rather innocuous looking
  launch system consisting of a key hole, a series of switches, and a single button. to launch the
  stations missiles, the switches must be set to the proper codes and the two keys turned at about
  the same time. After that, pushing either button launches the missiles. There are always two
  officers on duty in the control room and each officer is armed, in case the other officer should
  decide not to do his/her duty.
  Quarters: The quarters room contains bunk beds, a bathroom, a desk, and a equipment locker.
  The bathroom is in fairly good shape, but the water supply is limited by the station’s tank size.
  The desk is equipped with a video phone as well as a small computer (dedicated mostly to
  entertainment programs). The equipment locker contains clothing, survival kits, spare parts for
  the equipment, as well as two Colt Tactical Pistols (there are four Colt Tactical Pistols in the
  base, but two are worn by the officers on duty) and one Constitution Arms Eagle IV Combat
  Rifle. There are two full clips for each weapon as well as a box of one hundred rounds of
  Constitution Arms Eagle IV Combat Rifle ammunition ( advanced armor piercing ammunition)
  and a box of one hundred rounds of  Colt Tactical Pistol ammunition (armor piercing).
  Elevator: A heavy duty elevator. The elevator becomes non operational when the base is on full
  alert and can only be re-activated by a special command code (or by cracking the code).
  Access Tube: The access tube’s doors are reinforced and are treated as having a strength of 45.
  The doors are also airtight and treated to block radiation (in case of an accident).
  Access Chamber: This area is used primarily to store fuel for the power plant, spare oxygen
  tanks and water.
  Power Plant Control: This room contains the station’s emergency power plant and its controls.
  The power plant has enough fuel to operate the base for thirty days.
  Storage and Missile Access: This area contains spare parts (including spare and alternative
  warheads) for the missiles as well as fuel tanks for the power plant. The base robot typically
  stays in this room when it is not undertaking tasks.
  Secondary Control: This room contains back up controls fro the main control room. While most
  people do not know this, the station’s missiles can be launched from this room by one person, or
  the robot, with the proper codes and command card (a card imprinted with a chip).This
  secondary control is a fairly recent addition and each missile team has one individual, selected
  for their stability and loyalty, who has the command key (but not the code, which would be sent
  by a superior officer in the event of an emergency).
  
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  Launch Systems: This is the machinery for controlling the launch of the missiles as well as
  access to the missiles themselves. Typically, only the robot goes into this area.
  Action
  The following information guides the action that takes place during the adventure.
  Adventure Start
  There are two player characters in this adventure, both of whom are officers in what is left of
  the United States Army. Both officers are veterans and have been stationed at McKerna Missile
  Base for some time. Hence, they will be familiar with the events in the area. While they are
  aware that something wrong is going on, they have only been told that the moon’s orbit has
  shifted and this alteration is having profound effects on the earth.
  The adventure takes place entirely within ICCM Launch Station #4. The player characters
  have been in the launch station for four days and they are to be relieved a few minutes after the
  adventure begins. Both characters expect to be returning to the surface. Captain Summers is
  looking forward to seeing his wife and child, while the young Lieutenant Chambers is looking
  forward to being anywhere but buried underneath meters of earth.  However, they are in for a
  rather large and unpleasant surprise. At the start of the adventure the following (or something
  resembling it) should be read to the players:
  “You have been on station for the past four days and your relief crew is just minutes away. In
  a few minutes, you’ll be out of this whole in the ground and back on the surface. True, McKena
  is in pretty bad shape, but it will be good to breathe some fresh air and see some people. You sit
  around the control room with Larken and Parson, waiting to hear the distinct hum of the elevator
  coming down. As usual, Parsons is telling off color jokes and saying repeatedly how  he can’t
  wait to get to one of the local places where the girls are real friendly to soldiers. Major Larken is
  looking anxious to get back to her new husband, but she looks a lot better than she did a few
  months ago. You both remember how she had told you some crazy story about her first husband
  getting torn apart by something horrible from the sky. At the time, you had all been hammered
  out of your minds on the finest from the local stills, so you had chalked her story up to the
  drunken ramblings of a very sad and lonely person. However, the deep lines in her young face,
  and the terrible haunted look in her eyes had awakened some primal fear in you as she told the
  story. You were both happy and relieved when she met a pilot and married him, primarily
  because it dimmed the madness that seemed to lurk deep in her eyes.
  When the time for your relief to show up arrives, the room becomes quiet as you all wait for
  the hum of the elevator. Minutes go by, and you hear nothing. Parson makes a joke, but nobody
  laughs. Not even Parson. Larken scoots her chair over to the communication station, just as the
  sirens go off.”
  Adventure Timeline
  The adventure is under a rather serious time constraint: twelve hours after the adventure
  begins, a United States orbital battle station will fire a small nuclear weapon at Mckenna. The
  base defense systems will not engage it, because they will be overridden by Orbital Defense
  Command, and Mckenna, the base and ICCM Launch Station #4 will be destroyed when it
  detonates.
  
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  Hour Minus One:Patrols around McKenna report a strange fog rolling towards the city. Twenty
  minutes after the fog is sighted, the city in completely enveloped. After the fog arrives, many
  citizens and soldiers report seeing “strange shapes” moving in the fog. Several people are found
  dead in the streets, their bodies drained of blood. twenty minutes after the fog arrives, contact is
  lost with ICCM Launch Station #8. In fact, what is going on is that mythos beings, aided by a
  magically generated alien fog, are attacking McKenna.
  Hour One: McKenna base is put on full alert.  All ICCM Launch Stations are sealed for the
  duration of the crisis. Fighting is reported between local forces and “things” all around the city.
  Parsons and Larken go back on duty and Larken orders the player characters to get some sleep,
  in case they have to take the next watch. Reports continue to come in through the stations
  communication system, and none of them are good. Communication is lost with other ground
  bases and all command functions are taken over by Orbital Defense Command. Thirty minutes
  into the first hour, Larken receives an emergency call from her new husband who is trapped with
  his crew in the fog shrouded airport. The call is interrupted by the sound of tearing metal,
  gunfire, and screams. The last Larken sees of her husband, after he is decapitated and his body is
  torn to shreds by some horrid winged thing (a Byakhee), is his blood head filling the view
  screen.
  After seeing her husbands head, Larken goes insane and decides to cleanse the world with
  nuclear missiles. After shooting out the video screen, she tells Parsons to help her launch the
  missiles and when he refuses, she shoots him. The sound of the shot will alert the player
  characters that something is going wrong. Larkem then locks the door to the quarters to keep the
  player characters out. While Chambers has the skill to open the door, the players should be
  delayed long enough for the following events to happen. Unable to launch the missiles by
  herself, she will go into a fit of rage and start destroying control panels in a rather noisy manner.
  The player characters will probably find this disturbing. What will probably disturb them more is
  the sudden silence that follows a period of insane laughter and gunfire. During this time, Larken
  is reprogramming the robot to kill anything it encounters. Just as Larken is completing her work,
  Parsons will regain consciousness long enough to shoot and kill her. The player characters will
  hear one last shot and then silence. At this point, the player playing Chambers should finally
  make his lock pick roll and open the door.
  When the player characters enter the room, they will see a horrible mess. Larken’s body is
  lying up against one of the control banks, with a bullet hole in the back of her head. Her face and
  brains are splattered all over the control panel in front of her body. Seeing this gruesome sight
  requires a SAN roll. On a successful roll, no SAN is lost. Parsons is lying in a pool of blood on
  the floor with a nasty bullet wound in his abdomen. Parsons is obviously dying and nothing the
  player characters can do will save him. However, with his last few breaths he will say “Damn
  spooky bitch...finally snapped...you’re in command now Summers...take this card...it’ll let you
  launch the missiles...if they send the code...tell them...the foxbat has flown over the
  moon...they’ll...give you...the code...launch from secondary...” Parsons will then die. The card
  Parsons gives Summers will enable the missiles to be launched, provided the players get the
  launch code. In order to get the code,  the code phrase (“the foxbat has flown over the moon”)
  must be given when the players receive the order to launch. After given the code phrase, the
  players will be given the launch code for the missiles.
  After the players tend to Parsons, they will surely notice what a mess the controls are. Larken
  has shot up many of the panels and many others have been door apart. Larken’s key is jammed
  into one of the launch panels and all of the launch buttons have been pushed in and then broken
  
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  off. After a quick inspection, the player characters will know that they can’t launch missiles, or
  even communicate with the outside world, from this room.
  If the players check Larken’s body, there is a chance they will notice something rather
  important. If the players are just checking the body, they should make luck rolls to notice that
  Larken has tampered with the robot. If they specify they are checking the controls, they will
  notice automatically. The information on the screen indicates that Larken reprogrammed the
  robot to kill anything it encountered. In order to learn the extent and the viability of Larken’s
  programming, a player needs to make a successful computer use skill roll. On a successful roll,
  the players will learn that the robot has been moved out into the access chamber and has been
  reprogrammed to attack and pursue any moving thing it encounters. However, it will only do so
  when it sees a moving thing and it will simply stop all activity when it no longer sense motion.
  The players will also learn that Larken has put numerous command lockouts and passwords on
  the reprogramming job. With a second successful computer use roll, the players will know it will
  take them at least twenty four hours to bypass the lockouts and passwords. However, they will
  also find that they can shut down the robot’s weapons. This will make it somewhat easier to deal
  with. Further details are provided about the robot below.
  If the players attempt to communicate with the outside, they will find that all the channels are
  dead.
  Hour Two: The second hour will be spent with the players doing as they will.
  Hour Three: The video phone in the quarters will become full of static and will signal that a call
  is incoming. Briefly, an image of Colonel Ling, the base commander will appear and then fade
  away in a static snow storm. If the players try to call people they know, they will find the
  channels to be out of service. If they set the video phone to call at random with a military
  override (which causes the video phone to answer automatically), it will run through many out of
  service channels, but occasionally scenes of horror will be visible. Some examples are as
  follows: A small apartment, with the mutilated bodies of two people strewn about within sight of
  the phone. A phone booth with a woman’s head sitting, upside down, in front of the phone. A
  room of a house which has a thick pool of blood on the floor. Horrible screaming can be heard.
  A small apartment with a woman repeatedly beating the dead body of a man with a monkey
  wrench while yelling “I love you” over and over to the corpse. A man carving his body with a
  kitchen knife, a look of intense concentration on his face. A room with a group of dead soldiers
  who have obviously turned their weapons on each other. Other scenes are left up to the Keeper’s
  imagination, as is possible SAN loss. The scenes should all be rather horrible, as the mythos
  creatures have all but taken the city at this point. Also, many of the inhabitants have gone insane.
  After a while, all channels will go dead.
  Hour Four: The video phone will come back to life and Summers wife will call in. She will be
  in tears and have cuts all over her arm in face. Behind her can be seen a heavily barricaded door
  and she has a pistol in her hand. At first, there will be no sound then it will suddenly come on at
  full volume: “...help us!  People have gone mad! They are killing and raping! There are things in
  the streets! Help us! Help Us!” The connection is only one way. While the players can see
  Summers’ wife, she cannot see or here them. After his wife yells one last “Help Us!” the line
  will go dead.
  
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  Hour Five: The video phone will come back to life. It will be an officer with a clawed up face
  and missing eye. He will shout nonsense orders and then hang up. A few minutes later, a young
  girl will appear on the screen, asking for help. A dark shape will become visible behind her and
  then the screen will be tinted red with a sudden gush of blood. The connection will then be
  broken.
  About ten minutes after the last call, Summers wife will appear on the screen. The blood has
  dried on her arms and face and she is holding her son. For a brief second, she will be able to see
  Summers on her video phone. She will start screaming “Oh god, help us! Help us! They’re at the
  door! Help us John!” Just then, the door will be smashed open and a group of three men and two
  women will run into the room. Most of them are armed with clubs and knifes and two of them
  are soldiers, armed with assault rifles. The men will drag Summers wife into the center of the
  room and hit her a few times. They will then rape her in front of the phone and kill her by driving
  a jagged hunk of wood through her throat. The women, who have been holding Summers’s son,
  will then kill the boy while chanting “the Black Goat...the Black Goat...” One of the soldiers will
  start crying in front of the phone and turn to look directly into it and say “God help us...god help
  us all...” He will then take out a grenade, pull out the pin, and drop it to the floor as he weeps.
  The connection will be broken by the explosion. This experience will cost Summers 1D8 SAN.
  Exactly what he does if he goes insane is up to the Keeper. However, it is recommended that he
  reacts by running around in the base screaming and shooting the walls, finally attacking
  Chambers with his fists. After a few punches, he will collapse and weep for an hour. After that,
  he will be in a rage for revenge and will want to “destroy the whole f-ing planet.”
  Hours Six to Nine: During this time there will be no more incoming transmission and the
  players may do as they will.
  Hour Ten: Halfway through the tenth hour, the video phone will come to life: “This is Orbital
  Defense Command to ICCM Launch Station Four. Come in please.” If the players answer, they
  will receive the following message: “Your orders are as follows: you will launch all missiles
  upon receiving the launch signal. Targeting data is being fed into your computers.” If the players
  think to give the code phrase, they will be given the code to launch the missiles. If not, they are
  out of luck. If the players ask how things are, the officer will say “Pretty bad.” The transmission
  will then end.
  Hour Eleven: Forty minutes into this hour, the video phone will come to life again. “Come in
  ICCM Launch Station Four.” If the players respond, they will be ordered to launch all missiles in
  one hour and ten minutes.
  Hour Twelve: Fifty minutes into the hour, the players should be launching the missiles. Nine
  minutes later, they will receive one last transmission, voice only: “I’m sorry.” One minute later,
  McKenna will be vaporized by a nuclear detonation.
  The Robot
  The players’ main adversary is the reprogrammed robot. It is currently located in the access
  chamber and it will attack anything that enters the chamber and will pursue an moving thing as
  long as the thing is still moving. While the robot is a powerful opponent, it can be defeated if its
  weaknesses can be exploited. First, the players can shut of its guns, making it less of a threat.
  Second, the robot will attack anything that moves, including doors, balls, papers, or whatever. It
  has no targeting priority (which can be learned with a successful computer use skill roll) so the
  
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  Keeper should roll randomly to see what it will go after should it be confronted with many
  moving object. Third, the robot will not attack a non moving object. If a PC gets trapped by it, it
  won’t attack as long as the PC stays still (this can be difficult, depending on what position the PC
  is in when he freezes). Fourth, a program can be written in about an hour (using a computer use
  skill roll) that will send commands to the robot. It won’t obey the commands, but each round the
  robot is active, one of the following can happen when the program is running:
  Robot Behavior Modification Chart (Roll 1D10)
  1-3 No effect.
  4-6 Robot takes no action for the round.
  7-8 Robot attacks the nearest non moving object (usually a wall).
  9 Robot moves randomly around without attacking.
  10 Robot attacks itself with one arm. Hits automatically, roll for damage.
  Launching the Missiles
  To launch the missiles, the PCs need Parsons’ card, the code from Orbital Defense
  Command, and access to the secondary control room. Once they have all of these, they can
  launch the missiles by inserting the card, entering the code, and pushing the launch button. Both
  men know that launching will result in immediate retaliation and hence their deaths. However,
  they do not know that they will be dead whether they launch or not. While Summers will want to
  die after his wife is killed, Chambers won’t, so there may be a conflict (and a good Keeper will
  work to create one, of course). While the PCs will die no matter what, if they launch their
  missiles they will give several thousands of people a quick death and prevent these people from
  being used by mythos beings in their attempt to make the stars right. Being blasted to atoms is
  actually preferable to having one’s soul devoured by an alien god.
  Equipment
  Constitution Arms Advanced Laser Sight
  The CAALS is a advanced version of the basic laser sight developed in the late 20th
  century. A built in microcomputer controlled feedback mechanism provides the user with the
  visual data needed to shoot with precision. Used in look-through mode (like a standard optical
  scope), a CAALS yields a +10% on the users chance to hit with the equipped weapon. Used in
  pointer (used as an old style laser scope) mode it provides the user with a +5% chance to hit with
  the equipped weapon.
  Constitution Arms Eagle IV Combat Rifle
  Shots Per Round: 4 or burst
  Damage: 2D8+5   Base Range: 150  Ammo: 40 Malfunction #: 99
  This bullpup configured weapon is the latest in Constitution Arms Eagle combat rifle
  series. Constructed in the latest in ultralight ceramic, the Eagle IV fires advanced, caseless
  ammunition specifically designed to penetrate modern body armor. This advanced armor
  piercing ammunition (AAA) treats the target’s  armor as being half its actual value. The CAE IV
  standard (and much cheaper) ammunition. Standard ammunition inflicts full damage, but does
  not half the armor of the target.  Eagle IVs come standard with a CAAL.
  Colt Tactical Pistol
  Shots Per Round: 1
  Damage: 2D6+4  Base Range: 30  Ammo: 12 Malfunction #: 99
  
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  The Colt Tactical Pistol is the standard US Army sidearm and is designed for maximum
  stopping power. Like most modern combat arms, the CTP fires high velocity caseless
  ammunition that is available in both armor piercing and standard version. CTP armor piercing
  ammunition treats the target’s  armor as being half its actual value. Standard CTP ammunition
  inflicts normal damage and does not half the armor of the target. CTPs can be fitted with laser
  sights.
  Adrek Corporation Series 200 Autonomous Robot
  Produced by Adrek Corporation, S200ARs are stationed in many US military installations. In
  normal operations, S200ARs do minor repair work, heavy lifting, and hazardous cargo handling.
  For example, S200ARs handle the task of switching chemical and biological warheads on
  missiles. While these tasks could easily be handled by a smaller, less complex, and cheaper
  robotic unit, the S200ARs are designed to operate and defend US installations should the crews
  be unable to continue their duties. In order to do the sort of work assigned to it, S200ARs are
  equipped with two strong lifting arms, multiple, retractable small arms for fine repairs, a highly
  complex computer “brain”, as well as two internally mounted machine guns. In order to survive
  attacks or accidents, S200ARs are heavily armored, have multiple backup systems, and are
  hardened against EMP.
  While the S200ARs have highly advanced computer brains, they are not intelligent and are
  fairly limited when compared with a trained human soldier. While they will plan and make use
  of effective strategy, they lack the imagination and creative initiative of the human mind.
  However, they are rather formidable. Typically, they are programmed with a series of orders that
  are activated as conditions are met. For example, a S200AR may be programmed to launch all of
  a base’s missiles upon receiving a fire command and also programed to kill all unauthorized
  intruders.
  STR
  50
  CON
  50
  SIZ
  20
  DEX
  10
  Move 6
  HP
  35
  Damage Bonus: 3D6
  Armor: 20 -point armor plating
  Weapons: Punch 35%, 1D6+3D6
  Two Thompson K47 50% Shots per round: 3 or burst Damage: 2D10 +4 Base Range (yards):
  140 Ammunition 200 Malfunction number: 99
  Skills: Electrical Repair 60%,  Mechanical Repair 60%,  Computer Use 30%
  NPCS and PCs
  This section details the NPCs and PCs. The PCs may be altered at the Keeper’s discretion,
  should the players desire to do so. However, it is suggested that they not be significantly altered
  in order to avoid radically changing the dynamics between the two characters. Additional
  psychological information is provided in the main adventure text to aid the Keeper in running the
  adventure.
  
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  Non Player Characters
  There are two NPCs in the adventure. Since they die at the start of the adventure only brief
  descriptions are provided.
  Major Tina Larken
  Description: Major Larken followed her mother’s footsteps in joining the United States Army
  and she has been a professional soldier all of her adult life. Prior to her assignment in Alaska, she
  was in a special operations unit in New England. During one mission, her husband (also a
  soldier), was killed in a particularly horrible manner. After killing what was responsible for his
  death, Larken suffered a nervous breakdown and went on medical leave. With the shortage of
  experienced officers, she was brought back on duty (over the protests of her doctor)and assigned
  to McKenna. Most of those who have served found her frightening and disturbing until she met a
  young pilot. After her life took a turn for the better, she became much happier and those around
  her found her company more enjoyable.
  Sergeant Bill Parsons
  Description: Parsons is the oldest soldier at the McKenna base and he has been in the service
  since he was old enough to enlist. While Parsons is an extremely dedicated soldier, he seems to
  regard his duty and the military and general, as a fit subject for his off color humor. Parsons, a
  confirmed bachelor, is also known to visit various “friendly” women in town. Despite his
  behavior, the command at McKenna regard him as the most trustworthy and loyal soldier, a fact
  which annoys Summers greatly.
  Player Characters
  Captain John Summers, United States Army
  Second Officer, McKena ICCM Launch Station #4
  STR:
  15
  CON: 16
  SIZ:
  14
  INT:
  15
  POW: 14
  DEX: 13
  APP:
  12
  EDU: 18
  SAN: 67
  HP:
  15
  Damage Bonus: +1D4
  Skills:  Computer Use 85%, Dodge 35%, Electrical Repair 25%, Electronics 15%, First Aid
  40%, Martial Arts 25%, Mechanical Repair 15%, Persuade 35%, Psychology 25%, Handgun
  60%, Rifle 45%
  Languages: English 85%
  Stereotype: Clean cut, responsible family and professional man of the sort that existed in the
  1950s American television mythos.
  Physical Description: Summers is a moderately good looking man who is in good shape. He has
  light brown hair, which is just beginning to get a little gray, and blue eyes.
  Description: Summers received his commission in the army and his degree in computer science
  from Florida State. Because of his skill with computers, he was assigned to Full Quiver, the
  army’s project to re-arm the United States with an extensive missile capacity. Summers was
  eventually assigned to McKenna base in Alaska. Although he originally hated his assignment
  (Summers likes warm climates), his mind soon change when he met Dr. Janet Linhart, a civilian
  medical doctor. After a year of dating, they were married and soon had a young son, James
  (named after Janet’s father). Summers loves his family greatly and his wife and child and the
  
  12 Hours
  Page 11 of 13
  most important part of his life. The second most important part of his life is his duty to God and
  country. Summers takes his responsibilities very seriously and is nearly obsessed with doing the
  right thing at all times. Because of these aspects of his personality, he doesn’t like Parsons, who
  he considers too flippant and jovial. Summers also doesn’t like Chambers very much, primarily
  because Summers is a racist (even though he doesn’t even realize it).
  Lieutenant David Chambers, United States Army
  STR:
  16
  CON: 17
  SIZ:
  9
  INT:
  18
  POW: 15
  DEX: 12
  APP:
  14
  EDU: 16
  SAN: 74
  HP:
  15
  Damage Bonus: +1D4
  Skills:  Computer Use 75%, Dodge 55%, Electrical Repair 75%, Electronics 75%, First Aid
  40%, Hide 85%, Locksmith 45%, Martial Arts 50%, Mechanical Repair 55%, Persuade 25%,
  Psychology 15%, Sneak 75%, Handgun 80%, Rifle 55%
  Languages: English 80%
  Stereotype: An intelligent and experienced individual , but with little formal education, crossed
  with a stereotypical street gang member.
  Physical Description: Chambers is a short, heavily built individual with dark hair and skin. He
  has brown eyes.
  Description: Chambers grew up in a “fallen” city in the south and survived by scavenging from
  abandoned buildings and avoiding “monsters” that haunted the ruins. Because of his early life,
  Chambers is a survivor and can be quite ruthless and even vicious, should the situation require it.
  When he was sixteen, he was rescued by an army patrol. being intelligent, Chambers realized
  that his best chance of survival was to join the army. After serving for a while as a foot soldier,
  Chambers received training in electronics and turned out to have a natural gift in the area. Using
  his skill and intelligence, Chambers worked his way up through the ranks and eventually made
  the transition from enlisted man to officer. Shortly after his promotion to lieutenant, Chambers
  was assigned to McKenna. He like Alaska and most of the people he works with. He thinks
  Larken is insane and is afraid of what she might do. He likes Parsons a great deal, but doesn’t
  like Summers and considers him a stuck up, racist with no sense of humor. Chambers is terribly
  afraid of dying, but his greatest fear is being taken by “the monsters.” Chambers doesn’t really
  remember his parents, but he occasionally has nightmares of people being dragged out of
  windows and doors by horrible things.
  
  12 Hours
  Page 12 of 13
  Michael C. LaBossiere
  "Twelve Hours"
  Missile Complex Map
  Control
  Quarters
  Elevator
  Access
  Tube
  Power
  Plant
  Control
  Storage and Missile
  Access
  Secondary
  Control
  Launch Systems
  Access Chamber
  
SOURCE: textdata/thevault/Call of Cthulhu (CoC) (BRP) [multi]/Call of Cthulhu (BRP)/End Time/CoC - End Time - Adv - 12 Hours.pdf