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  Foreign Policy 
   
  A One-Round Call of Cthulhu d20 Adventure 
   
   
  by Tom Gosselin 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  CALL OF CTHULHU is a registered trademark of Chaosium, Inc. The Call of Cthulhu d20 
  Roleplaying Game is a product of Wizards of the Coast, Inc. RPGA is a registered 
  trademark of Wizards of the Coast, Inc. Scenario detail copyright 1994 by Tom Gosselin. 
  ALL RIGHTS RESERVED. This scenario is intended for tournament use only and may not 
  be reproduced without approval of the RPGA Network.  
   
  
  This is a RPGA Network adventure game. A 
  four-hour time block has been allocated for playing 
  the game (or this round of the game), but the actual 
  playing time will be about three hours.  
   
  Some of the text in this scenario is written so 
  that you may present it as written to the players, 
  while other text is for your eyes only. Text for the 
  players will be in bold italics. It is strongly 
  recommended that you paraphrase the player text, 
  instead of reading it aloud, as some of the text is 
  general and must be adapted to the specific 
  situation or to actions of the player characters.  
   
  It is a good idea to ask each player to put a 
  name tag in front of him or her. The tag should have 
  the player's name at the bottom, and the character's 
  name, race, and gender at the top. This makes it 
  easier for the players to keep track of who is playing 
  which character. 
   
   
  Adventure Summary and 
  Background 
   
  Pass out the player characters based on class, 
  gender, and/or race. Do not let the players read 
  their character sheets until after the introduction. 
   
  Scoring the game for RPGA points: The 
  RPGA has three ways to score this game. Consult 
  your convention coordinator to determine which 
  method to use: 
  This is a one round Call of Cthulhu adventure set 
  in the present day. The characters are: 
  • 
  Megan Webster, PhD, Psychologist. 
  • 
  Holly O'Donnell, Linguist/Anthropologist. 
  1. No-vote scoring: The players write their names 
  and numbers on the scoring packet grid, you fill 
  in the top of the grid. That is all. No one is rated. 
  This method is used for people who are just 
  playing for fun. 
  • 
  Reisha Lord, MD. 
  • 
  Lang Anderson, Sociologist. 
  • 
  Michael Cooper, Intelligence Operative, Team 
  Leader. 
  • 
  Gordon 
  Macyntire, 
  Pilot/Navigator, 
  Field 
  Operative. 
  2. Partial scoring: The players rate the game 
  master and the scenario on their player voting 
  sheet, and provide personal information, but 
  don’t vote for other players. The game master 
  rates the scenario and completes personal and 
  event information, but does not rate the players 
  as a team or vote for players. This method is 
  used when there is no competition, but the 
  convention coordinator wants information as to 
  how the game masters are performing, or the 
  game master wants feedback on his or her own 
  performance. 
   
  At the beginning of the round, the investigators will 
  be pulled from their jobs and hauled off in a very 
  cloak and dagger style to a secret meeting with a 
  high level member of the CIA. All of the 
  investigators are specialist reserves for said 
  Agency and have just been reactivated for a 
  special mission. 
   
  The investigators will be given a short and 
  uninformative briefing and then shipped off to Sri 
  Lanka (just east of the southernmost tip of India) 
  where they will get a spy boat and other goodies. 
  They will then go to the island of Car Nicobar 
  where the adventure takes place. Their mission is 
  to seek out and recover the missing pair of Indian 
  delegates and members of Delta Foxtrot (the CIA 
  team that went ahead of them and was never 
  heard from again). 
  3. Voting: Players and game masters complete 
  the entire packet, including voting for best 
  player. If this method is used, be sure to allow 
  about 15-20 minutes for the players to briefly 
  describe their characters to the other players, 
  and about 5-10 minutes for voting. This method 
  is used when the players want to know who 
  played the best amongst them, or when the 
  adventure is run in tournament format with 
  winners and prizes. Multi-round adventures 
  usually required advancing a smaller number of 
  players than played the first round, so voting is 
  required for multi-round adventures. 
   
  Car Nicobar is the largest in a chain of islands 
  approximately 
  1,300 
  miles 
  east 
  of 
  the 
  southernmost tip of India. The governmental body 
  of Car Nicobar has recently been overturned and 
  taken over by the head bad guy in this module, an 
  NPC by the name of Kindo Goll. He is also the 
  High Priest of worshipers of Deep Ones and 
  Father Dagon. 
   
  When using Voting, rank the players in 
  order of your voting choice while they are 
  completing their forms, so that you are not 
  influenced by their comments on your abilities. 
   
  Recently, Kindo Goll has gathered enough 
  strength and supporters that he going to attempt to 
  summon Father Dagon to the island. He has a 
  demented notion of getting Father Dagon to help 
  them take over the world. What Goll doesn't know, 
  is that if he does succeed in summoning Father 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. 
  Foreign Policy 
   
  Page 2 
  
  Dagon to the island, the beast will destroy the 
  island and everyone on and around it, and go on a 
  killing rampage over the rest of the islands in the 
  area, then return home. 
  Judge's Notes: 
  The Walden Pond has a number of high tech 
  goodies, but, true to life, Uncle Sam has neglected 
  to put in a few "obvious" necessities. For example, 
  there is no air compressor to recharge air tanks. 
   
  The investigators will find a hole in the deep 
  end of their arrival area. This hole leads into an 
  underwater tunnel that reaches a few miles inland 
  and terminates at a hidden grotto. The hidden 
  grotto is where each night for the past few weeks; 
  a trio of Deep Ones meets an assembly of 
  villagers in an offering ritual. A man is sacrificed to 
  the Deep Ones and is killed quickly. Then, a 
  woman is sacrificed to deep ones, who use them 
  for breeding then return them to the village 
   
  The undersea sleds run on batteries that have 
  a usage life of 3 hours each. If the investigators 
  wish to recharge them, they will have to jury-rig a 
  power hookup from a power outlet onboard the 
  ship. There is a 30% chance that doing this will 
  cause the battery in the sled to explode, causing 
  1d8 points of damage to all within 5 feet. 
   
  There is only fiberglass and sheet aluminum 
  sealing the engine compartment. Due to the high 
  tech nature of the engine itself, if there is a hull 
  breach in the engine compartment while it is not 
  running, and water gets in, the sensitive workings 
  of the engine will be ruined and the engine WILL 
  NOT RUN even if the breach is sealed and the 
  water drained. 
   
   The Indian delegates (both male) and two out 
  of the three male members of Delta Foxtrot are 
  already dead. Two of the three females from Delta 
  Foxtrot are being kept to give to the Deep Ones. 
   
  The investigators arrive at the island at 5 a.m. 
  on the 16th of August, 1995. At 1 a.m. on the 17th, 
  unless the investigators find a way to stop it from 
  happening, the last male and female members 
  from Delta Foxtrot will be given to the Deep Ones 
  in the grotto. 
   
  In addition, if the engine IS RUNNING and the 
  hull is breached, there is a 10% cumulative 
  chance per round that the engine will explode, 
  causing 3d6 damage to anyone on board. This 
  explosion will obviously cause massive flooding. In 
  this event, the main deck of the Walden Pond will 
  be at the waterline 3 minutes after the engine has 
  exploded. 
   
  At the halfway mark between the ocean 
  entrance of the underwater tunnel and the hidden 
  grotto 
  rest 
  the 
  bodies 
  of 
  all 
  those 
  poor 
  unfortunates that have been turned over to the 
  Deep Ones. Their necks have been snapped and 
  the Deep Ones use them for food. 
   
  Give the investigators hints, though. The 
  engine will smoke, make bad grinding sounds, 
  etc., which will also cause the Walden Pond to 
  become more sluggish. For every minute that the 
  Walden Pond is operating with a damaged engine, 
  the maximum speed is reduced by 20 knots. If the 
  engine hasn't exploded by the time the ship's 
  movement rate reaches zero, the engine will die 
  and the Walden Pond will begin to sink. This being 
  the case, it will take 3 minutes before the main 
  deck of the ship is at the waterline. 
   
  If the investigators decide to confront Kindo 
  Goll, a trek to the Presidential Building in the 
  capital city of Kakana will offer a spectacular view 
  of a number of people suffering from the Insmouth 
  Taint. Sixty percent of the villagers are Deep One 
  Hybrids. The rest freely worship Dagon and Deep 
  Ones. 
  The 
  village 
  population 
  numbers 
  approximately 200. 
   
  When the investigators ask politely for the 
  prisoners back, Goll will politely refuse and ask the 
  investigators to leave. There are plenty of 
  wide-and-glassy 
  eyed 
  guards 
  around 
  the 
  Presidential Building ready to open fire on the 
  investigators if they do something unwise... like try 
  to use force. 
   
  In case the investigators get really inventive, 
  treat an exploding scuba tank as 6d6 points of 
  damage taken if within 10 feet, and the person is 
  launched 3d4 feet away. If someone is within 20 
  feet, he or she takes 3d6 points of damage and is 
  launched 2d4 feet away. In both cases, making a 
  successful Reflex save DC 12 will reduce the 
  damage to half. No damage is taken if a person is 
  over 20 feet away, but anyone less than 40 feet 
  away must make a Dex check DC 10 to stay on 
  their feet. 
   
  On the evening of the 16th, a pair of Deep 
  Ones will visit the investigator's ship. The 
  creatures will board the ship and check above and 
  below decks. If they are spotted by the 
  investigators, a combat will result. If not spotted, 
  the creatures will find the weaponry on board and 
  attempt to scuttle the ship. 
   
  The concealed machine gun is bolted to the 
  deck. A platform rises from the back of the boat 
  exposing the machine gun when it is being used. It 
  is NOT meant to be removed and toted around (a 
  la Rambo). Keeper’s discretion on the efforts 
   
  The vessel that the investigators have access 
  to during this adventure is described in Handout 
  #2. 
   
  Foreign Policy 
   
  Page 3 
  
  needed to remove the gun from its perch. It's 
  possible, but it should be mighty tough. 
   
  Let the investigators read and prepare their 
  characters. 
   
  If the flares are launched from the Walden 
  Pond, any creature directly touching one takes 
  4d4 points of damage. Anyone attempting to hold 
  the "cool" end of the flare takes 1d4+1 points of 
  damage. Anyone within 5 feet automatically takes 
  1d3 points of damage. Flares have a rate of fire of 
  two per round. 
   
   
  Encounter A - Who's On 
  First? 
  Just then, another man in a dark gray suit 
  emerged from a side door. Briskly he strode to 
  the head of the conference room and took up a 
  position 
  behind 
  a 
  small 
  podium. 
  After 
  arranging some papers he removed from a 
  manila folder, he looked up and beamed a 
  warm disarming smile. 
   
  This adventure is written in a free-form style to 
  accommodate the unpredictability of the average 
  investigator, which necessitates a modicum of 
  spontaneous "on-the-fly" game mastering. Some 
  encounters have specific times that actions and 
  events will occur. Be aware of these timed events. 
   
   
  At that point, a small voice in the back of 
  your mind whispered to you that your life had 
  just gotten a lot more complex. 
   
  Player Introduction 
   
  The man blinked once and spoke. "Good 
  Morning, Agents. I'm glad you could all make it 
  to our little gathering. My name is Whittemore 
  and I'm the Second Assistant to the Chief 
  Director to the CIA. I'll also be your contact 
  person for the duration of this mission. 
  When you got to your desk this morning, your 
  calendar said it was Monday, August 14, 1995. 
  It was the start of a normal day at work. Traffic 
  wasn't that bad, and the coffee was even a 
  little better than usual. You had every intention 
  of having a good day. All that changed, 
  however, when you were called into your 
  boss's office. 
   
  "Last week, on the 10th, on the island of 
  Car Nicobar, a religious cult calling themselves 
  The People Of Dagon proved to be the 
  successors in a revolt against the island's 
  political body. 
   
  Inside you found not only your boss, but a 
  man in a dark gray suit wearing mirrored 
  sunglasses. He didn't give his name, but just 
  said that he was with the Central Intelligence 
  Agency. He also stated that you had been 
  reactivated as a CIA operative for an indefinite 
  period of time. Neither your boss, your family, 
  nor you had anything to say about it. It seemed 
  that once again you would be Uncle Sam's 
  property for the duration. 
   
  "Renouncing all ties with India, the island's 
  controlling 
  governmental 
  influence, 
  the 
  inhabitants of Car Nicobar, led by a man 
  named Kindo Goll, declared themselves a 
  reformed independent nation and demanded, 
  via a reporter associated with the API/UPI 
  news network, that their territory was to be left 
  strictly alone, and that violation of this decree 
  would be met with unpleasant retribution. They 
  refused to divulge any reason for this 
  ultimatum. 
   
  You were then led to a black limousine that 
  took you to the airport. There, you were the 
  only passenger on a sleek white lear jet bound 
  for parts unknown. Three hours later, you were 
  ushered from the jet into another limo. This 
  one, however, had darkened windows so that 
  you could not see out. 
   
  "So far our resources have not been able 
  to come up with much on this Kindo Goll. All 
  we know is that he's been in two protests 
  marches in the last ten years. One for religious 
  freedom, and one for the independence of the 
  Nicobar Islands. We have little else on him. 
   
  From an empty underground parking 
  garage you were led through a series of 
  corridors and finally into a small room where 
  you sat alone and waited. A few minutes later, 
  you were escorted into a large board room and 
  motioned to sit around a conference table with 
  five other people. Taking in the scene, you 
  realized that you had worked with all of these 
  people on past CIA missions. 
   
  "On the 11th a pair of Indian political 
  moderators went to Car Nicobar by seaplane in 
  order to talk some sense into the inhabitants 
  of the island. We decided that one of the 
  moderators should be an undercover operative 
  of ours. His name is Mickey Lamba. 
   
  “The Indian team reported arriving at the 
  island and tethering their seaplane in a small 
  inlet on the Northwestern side of the island. 
   
  Then you saw looks of recognition on the 
  other's faces. Apparently they remembered 
  you as well. 
  Foreign Policy 
   
  Page 4 
  
  There 
  they 
  made 
  contact 
  with 
  a 
  local 
  fisherman by the name of G'Muk Bunta. 
   
  "Their 
  last 
  message 
  said 
  that 
  the 
  fisherman would escort them into the capital 
  city of Kakana. The capital is a really a large 
  village. The entire Island is less than 40 miles 
  across at the widest point. Once there, they 
  had plans to attempt to gain access to the 
  island leader and discuss political options. 
  India has had no contact with them since. 
   
  "On the 12th, the Director of the CIA took a 
  active interest in events. We sent in a team of 
  covert reserves like yourselves to extract the 
  Indian delegates. That team was designated 
  Delta Foxtrot and dispatched on that morning.  
   
  "On the evening of the 13th, Delta Foxtrot 
  approached Car Nicobar from the North and 
  decided to enter the same small cove that the 
  Indian delegates used. They anchored there 
  and 
  radioed 
  in 
  that 
  they 
  would 
  begin 
  reconnaissance of the area and report back 
  every four hours. That was the last we heard 
  from them. 
   
  "Just over five hours later, automated 
  telemetry and transponder signals from their 
  ship ceased abruptly and without explanation. 
  No distress calls or other transmissions of any 
  kind have originated from the island or its 
  vicinity. The Agency has decided to take a 
  more serious attitude with Car Nicobar and Mr. 
  Goll. 
   
  "Yesterday's satellite photos of the area 
  have been compared to ones on file from last 
  year. They show a marked decline in the 
  population of the island. A drop of 20% in 
  population has been registered where the 
  average family bears 5 children per household, 
  which steadily increases the population. We 
  have 
  no 
  intelligence 
  as 
  to 
  why 
  this 
  phenomenon has occurred. 
   
  "Scanning wave-shift photography of the 
  area has located what we believe to be Delta 
  Foxtrot's vessel, the Henry David and the 
  Indian sea plane. The wreckage of the Henry 
  David appears to be approximately one half 
  mile Northwest of the coast under about 120 
  feet of water. The sea plane is three miles 
  northeast of the Henry David in approximately 
  75 feet of water. 
   
  "At this point, we are considering the 
  Indian 
  delegate, 
  Agent 
  Lamba 
  and 
  the 
  members of Delta Foxtrot Missing, Presumed 
  Dead. 
   
  "Once on the island, you will pose as an 
  American arbitration team and negotiate for 
  the release of the captive delegates. Your 
  primary mission is to seek and recover the six 
  members of Delta Foxtrot, Agent Lamba and 
  the Indian delegate, one, Mr. Mohammedan 
  Zepp. Your secondary mission is to gather 
  intelligence on the island locals and attempt to 
  discover how they succeeded in the takeover 
  of Car Nicobar. 
   
  "If 
  you 
  encounter 
  any 
  opposition, 
  neutralize it quietly, using only as much force 
  as 
  needed 
  to 
  resume 
  a 
  productive 
  investigation. 
   
  "The documents that I'm releasing to you 
  have the names of Delta Foxtrot personnel, a 
  map of the general area that you will be in on 
  Car Nicobar and statistics on the vessel you 
  will be issued for the duration of this mission. 
  At the completion of this briefing, you will be 
  air-lifted 
  to 
  a 
  drop 
  off 
  point 
  on 
  the 
  south-eastern edge of Sri Lanka. You will 
  reach those coordinates some 20 hours from 
  now. 
   
  “There, you will board your ship, the 
  Walden Pond, and spend 10 hours en route to 
  the island of Car Nicobar. When you have 
  closed to within 50 Nautical Miles of Car 
  Nicobar you will approach at no greater than 
  1/4 speed. You will approach the island from 
  the Northwest and will anchor in the same 
  portion of the inlet as Delta Foxtrot. From 
  there, you will start your investigation. 
   
  “Upon completion of your mission, you are 
  to rendezvous with Field Operative Newman 
  who will be aboard aircraft carrier USS Ranger, 
  which will be stationed in the Bay of Bengal. At 
  that point, your team and whatever and 
  whoever you bring back will be air lifted back 
  to the States. Your designation for the duration 
  of his mission will be Sierra Echo. 
   
  “Are there any questions before you 
  depart, agents?” 
   
  Give the investigators Handouts #1 and #2. 
  Answer any reasonable questions, but the more 
  specific and unpredictable questions should be 
  answered with "Disclosure of that information is on 
  a need to know basis." or "We have no information 
  on that yet." In other words, keep them in the dark. 
   
  After you call an end to the briefing, read the 
  following: 
   
  Leaving Whittemore, you were escorted en 
  mass to a waiting limousine, again with 
  blocked windows. Unable to see where you 
  Foreign Policy 
   
  Page 5 
  
  were going left you to a little time to get 
  re-acquainted with your fellow agents. 
   
  It wasn't long however, before the limo 
  came to a halt inside a small hanger. You were 
  then ushered into another sleek lear jet. Once 
  inside you changed into the beige jumpsuits 
  that you'll be wearing for this mission and 
  settled in for the long voyage ahead. 
   
  Twenty hours later you were dropped off at 
  a small airport on the coast of Sri Lanka. A 
  man in a small inboard boat then ferried you to 
  your ship, the Walden Pond. Together you 
  boarded the vessel and started the last leg of 
  your journey to the Nicobar Islands. The 
  consensus was to make quick work of this 
  ocean 
  voyage 
  and 
  facilitate 
  an 
  early 
  completion of your mission. 
   
  Opening the throttle to full gave you the 
  proscribed zing of exhilaration when you 
  reached a speed of sixty knots, a speed worthy 
  of almost any military attack craft. Pushing the 
  throttle forward to flank gave you an even 
  bigger thrill as the entire ship rose out of the 
  water another five feet to facilitate the 
  transition to hydrofoil mode. Traveling at 80 
  knots, over 92 miles per hour over water, you 
  were confident that you would make this trip 
  quickly and find a hasty solution to the 
  problem on Car Nicobar. 
   
  True to Whittemore's word, approximately 
  10 hours later, at about 4:30 a.m., local time, 
  you were approaching the Nicobar Islands. 
  Decelerating 
  to 
  a 
  lazy 
  15 
  knots, 
  you 
  approached the island chain with practiced 
  ease. Now, just after 5:00 a.m. on the 16th, you 
  reach the inlet where contact was lost with 
  Delta Foxtrot. 
   
   
  Encounter B - Hole In The 
  Bottom Of The Sea 
  The investigators are now in the spot where Delta 
  Foxtrot was originally anchored. There are very 
  steep cliffs going 60 feet up to a plateau on the 
  outer perimeter of the small inlet where Delta 
  Foxtrot first made their landing and the Indian 
  delegates met G'Muk Bunta.  
   
  The northeastern wall of the cliffs house a 
  large hole hidden about 30 ft. under the waterline. 
  This is where the Deep Ones go in to get to the 
  hidden grotto that is discussed in greater length in 
  Encounter E - Thirteen O'clock. 
   
  The underwater tunnel will eventually slope up 
  after 100 feet and it will gradually level off. The 
  tunnel is about 10 ft. in diameter, and when the 
  water line levels off, about three feet will be left 
  between the water and the ceiling. The air here is 
  fetid and stale with the growth of fungus and 
  lichen. Some of the lichen is phosphorous, lending 
  an eerie green-yellow light to the area. 
   
  The tunnel continues for about four miles in a 
  fairly straight line. It terminates in a hidden grotto 
  where the sacrifices to Father Dagon are held. 
  Between the hours of 12:30 a.m. and 1:00 a.m., 
  and between the hours of 2:00 a.m. and 2:30 a.m., 
  there will be 3 Deep Ones in the tunnel. In the 
  former time slot, the creatures will be on their way 
  to the hidden grotto. In the latter time slot, the 
  beasts will be on their way back to the sea. All 
  other times, there will be one Deep One is lurking 
  inside. Combat will result immediately when a 
  Deep One sees an investigator in the tunnel. 
   
  Also, at a point halfway between the 
  entrances to the tunnel (close to 2 miles either 
  way), there will be a depository of severely 
  mutilated corpses, containing the male islanders, 
  Wolcot and Slater from Delta Foxtrot, and the two 
  Indian 
  delegates. 
  These 
  gentlemen 
  were 
  unfortunate enough to be sacrificed to the Deep 
  Ones. Sanity checks (1d3/1d6) are required here, 
  for all of their heads have been separated from the 
  bodies. 
   
  At the point where the bodies are deposited, 
  the water is disgusting, and the air is almost 
  unbreathable due to the smell of death in the air. 
  Investigators must make Fort saves DC 12 to 
  avoid becoming sick to their stomachs (-1 to all 
  actions and saves for one hour). 
   
   
  Encounter C - Leader Of The 
  Pack 
  Entering the village of Kakana, you are curious 
  as you notice that the majority of the people of 
  the large village have a common strange, 
  unblinking, glassy stare and monotone vocal 
  pattern. As you walk, theories of some form of 
  mass mental illness or bodily disfunction are 
  suggested by various members of your group. 
  Puzzled, you walk on. 
   
  Give the investigators a few minutes to watch the 
  villagers. The majority of them are Deep One 
  Hybrids with signs of the Insmouth Taint. The 
  Hybrids are uglier than your average person, and 
  balding. If provoked into combat, a large number 
  of them will attack with farming implements or 
  tooth 
  and 
  nail, 
  seeking 
  to 
  pummel 
  the 
  Foreign Policy 
   
  Page 6 
  
  investigators 
  into 
  unconsciousness. 
  Each 
  investigator will have perhaps as many as 5 or 6 
  villagers on him. 
   
  "I am Kindo Goll. By what right do you 
  invade our island?" 
   
   
  Deep One Hybrids have the same stats as 
  deep ones, but no claw or bite attacks. These use 
  garden implements that do 1d3 points of damage. 
  Kindo will give them the once over, saying that the 
  investigators should be wary of diplomatic 
  relations enough not to go trespassing on foreign 
  soil, etc. Kindo will also have this to say to the 
  investigators:  
   
  If this happens and the investigators are 
  beaten unconscious by the villagers sheer 
  numbers, the investigators awake in the presence 
  of Kindo Goll. Continue from that point listed later 
  in this encounter. Otherwise, continue reading to 
  the investigators: 
   
  • 
  The eight people that arrived a few days 
  earlier have been tried and convicted as 
  criminals and are under arrest. The charge is 
  Trespassing on Foreign Soil after being asked 
  to leave. 
   
  Approaching the front gate of the Presidential 
  Building, you are noticed by the four guards 
  standing at the entrance. As you draw closer, 
  you see a familiar glassy covering in their 
  unblinking eyes. 
  • 
  Their term of incarceration is 5 years. 
  • 
  No, you may not see them. It is against the 
  law for prisoners to accept visitors. 
  • 
  Please leave this island at once. When their 
  sentence is up, they will be released. 
   
  In a curt monotone voice, one speaks to 
  you in Hindi. 
  • 
  We will open Diplomatic Relations with your 
  country when we are ready. Until then, I must 
  ask you to leave our island. In an effort to 
  make sure you don't get lost, I will have two of 
  my staff escort you back to your ship. When 
  you arrive there, please leave at once. If you 
  return, you will be arrested, charged as 
  criminals and incarcerated. 
   
  The guards want to know the usual (Who are you? 
  What do you want?, etc.) After a modicum of 
  monotone questioning, two guards will bring the 
  investigators into the Presidential Building and 
  deposit them in a receiving lounge. One guard will 
  stay with them and the other will leave to fetch 
  Kindo Goll. Five minutes later, Goll will arrive. 
   
   
  The investigators will most likely opt for this 
  Encounter early in the game since their objective 
  was to recover the Indian delegates and the 
  members of Delta Foxtrot. There are four guards 
  at the front gate and all are armed with .30 caliber 
  lever-action carbines. They are all also showing 
  signs of the Insmouth Taint (so use deep one 
  hybrid stats with rifles). 
  At this point, the pair of guards will come over as a 
  show of strength. Unless the investigators turn this 
  into a combat, read them the following: 
   
  With the two strong, silent unblinking types 
  behind you, you are escorted back to the 
  Walden Pond. Reluctantly, you board the 
  vessel and start the engine. 
   
  If the investigators decide to make this a 
  combat encounter, it will take 3 rounds for the 
  Presidential Building's reinforcements to arrive. 
  Including the four guards at the gate; there are 24 
  men total. These are Deep One hybrids as well. In 
  the case of combat, they will shoot to kill. 
   
  Piloting out into open sea, you are 
  discouraged, but not beaten yet. The air is 
  thick with humidity as it rushes by you. What 
  makes the air even thicker is the unanswered 
  question that hangs suspended around you 
  all... Will you go back? 
   
   
  Keeper's Note: Pull no punches here. The 
  investigators are vastly outnumbered and they 
  should already know it. 
  If the investigators continue their mission, the time 
  line remains unbroken. Let the characters dictate 
  how and when they wish to re-insert themselves 
  onto the island, and of course, ignore the rest of 
  the text listed in this encounter. 
   
  If, however, the investigators play it smart, and 
  DON'T start shooting up the place, read them the 
  following: 
   
  If, for some reason they don't want to 
  continue, read them the following: 
   
   
  Leading the second guard back into the room 
  is middle aged man with short graying hair. As 
  the guards take positions next to the doors, 
  the man in front of you speaks in clear English, 
  with only a slight Indian accent. 
  It's 
  been 
  three 
  days 
  since 
  you 
  were 
  permanently removed from the CIA's payroll. 
  Your last mission, a colossal failure on your 
  Foreign Policy 
   
  Page 7 
  
  Encounter E - Thirteen 
  O'clock 
  part, was taken over by another group of 
  operatives. 
   
  It will be a long time before you forget that 
  little fiasco. Your ego, especially will take a 
  long time to heal, still sore from the bruises 
  caused by the severe tongue lashing and 
  tearing down that Whittemore gave you during 
  your debriefing. 
  This encounter will take place in the hidden grotto. 
  The sacrifice of a man to Father Dagon takes 
  place at 1:00 a.m., or as referred to by the natives, 
  thirteen o'clock. These nightly ceremonies will be 
  conducted by Kindo Goll and his two henchmen. 
  Watching this horror are 20 other worshipers of 
  Father Dagon. 
   
  Ah, well. Water under the bridge you say to 
  yourself as you stride to the newsstand to pick 
  up 
  this 
  afternoon's 
  paper. 
  Seeing 
  the 
  headlines, however, you stop short, stiffening 
  slightly. In deep, black, bold letters, the papers 
  read: "Nicobar Islands Ravaged By Beast! 
  Pentagon Cover-up In India! Hundreds Killed 
  On Car Nicobar!" 
   
  Each morning at 1 a.m., three Deep Ones will 
  enter the grotto from the underground tunnel and 
  participate in the nightly ritual. The creatures will 
  take the man and snap his head off. Sanity checks 
  (1/1d6) are required for seeing a person sacrificed 
  to the Deep Ones. 
   
  As you feel the lump in your throat become 
  steadily dwarfed by the growing heaviness of 
  your stomach, you realize that if you had 
  stayed on the island and attempted to 
  complete your mission, you might have been 
  able to solve whatever problem seems to have 
  arisen there. 
   
  Following this, they will drag the body into the 
  water and later drag it back with them into the 
  underground tunnel. They will drag the body to a 
  point about halfway between the ocean entrance 
  and the hidden grotto. There, they will deposit the 
  body to feed on at a later time. 
   
  Women of the island are also given to the 
  Deep Ones for the creatures’ pleasure. After the 
  man is killed, a female will be offered. All three 
  Deep Ones will mate with the woman unless the 
  investigators stop them. If Investigators witness 
  this, Sanity checks (1/1d6) rolls must also be 
  made. 
   
  Somewhere in the back of your mind, that 
  same little voice that spoke to you just over a 
  week ago pipes up again. Only a single word it 
  has to say... "Oooops." 
   
  This is the alternate end of Foreign Policy. 
   
   
  The Deep Ones have a lust for mating with 
  human women. Two of the three women from 
  Delta Foxtrot have already been given to the Deep 
  Ones. They are all currently kept hostage in the 
  dungeon of the island jail. 
   
  Encounter D - Something 
  Fishy This Way Comes 
   
  Laura Stern and John Mitchell from Delta 
  Foxtrot will be bought to the grotto for 1:00 a.m. on 
  the morning of the 17th. If the investigators do not 
  reach the grotto by this time, Mitchell will die and 
  Stern will be given over to the Deep Ones. 
  During the night the investigators are on the 
  island, at about 11:30 p.m. a pair of Deep Ones 
  will board the Walden Pond. The creatures are 
  there to search the ship. If they find anything that 
  leads them to believe that they or their island 
  brethren are in jeopardy (i.e., a locker full of 
  automatic weapons, etc.) they will attempt to sink 
  the ship by going overboard and tearing out huge 
  chunks of the hull with tooth and claw. 
   
  Combat will be initiated by the Deep Ones or 
  the Islanders if they notice the investigators. In the 
  event of combat, Kindo Goll's bodyguards will act 
  as shields while he casts spells. 
   
   
  If the creatures come across any sleeping 
  investigators, they will opt to leave them alone, 
  preferring not to be seen. Combat will instantly 
  result if the Deep Ones see that the investigators 
  have noticed their intrusion. 
  THE FOLLOWING WILL OCCUR AFTER THE 
  INVESTIGATORS HAVE DEFEATED MOST OF 
  THEIR OPPOSITION IN THE HIDDEN GROTTO, 
  OR ONE OR BOTH OF THE BODYGUARDS 
  HAVE BEEN KILLED. THE FOLLOWING WILL 
  ALSO 
  HAPPEN 
  AT 
  ANY 
  TIME 
  IN 
  THIS 
  SCENARIO WHEN KINDO GOLL IS IN SERIOUS 
  DANGER OF BEING KILLED OR HIS PLANS 
  BEING RUINED: 
   
  Deep One stats can be found in the Appendix. 
   
   
   
  One way or the other, Kindo Goll will escape 
  whatever problem has arisen. He will then go 
  Foreign Policy 
   
  Page 8 
  
  directly to his Presidential Building and alert his 
  guards that if the investigators come back to town, 
  they must be killed on sight. 
   
  Kindo will then take two bodyguards and go to 
  the East shore of the Island and use his spell 
  Summon Servitor of the Outer Gods. Father 
  Dagon will appear 2d10 minutes later. For 
  purposes of this adventure, Kindo Goll will fail his 
  Wisdom check and lose control over Dagon. The 
  great beast will then start to rampage over the 
  Island, destroying everything in his path including 
  Goll, his goons, the village, etc. The investigators 
  will hear Dagon's great roar of rage from wherever 
  they are. Stats for Dagon can be found in the 
  Appendix. 
   
  If either Stern or Mitchell are saved, they will tell 
  the investigators that what has happened to the 
  other members of Delta Foxtrot. Also, they will tell 
  the investigators that Kindo Goll confessed to 
  sacrificing Mickey Lamba and Mohammedan Zepp 
  to the Deep Ones. Stern and Mitchell have been 
  abused, beaten, malnourished and are absolutely 
  of no physical use to the investigators. They will 
  barely be able to walk, let alone do anything 
  strenuous. 
   
   
   Encounter F - The Rescue 
  Entering the utilitarian boxed in floor space 
  which serves as the Island's jail, you take in 
  the scene. A lone desk is pressed off into one 
  corner of the small room, next to an arms 
  locker. Behind the desk, sits a man with a 
  badge pinned loosely to his shirt. Across the 
  room from him sitting in a chair is what seems 
  to pass for a deputy of sorts, also adorned 
  with a simple badge. 
   
  They stand as you enter. They look at you 
  with those same enlarged, unblinking eyes that 
  most of the villagers have. As with the other 
  villagers, these two men are quite homely, the 
  Chief, especially. 
  A 
  monotone 
  string 
  of 
  syllables 
  flows 
  haphazardly from the Police Chief's tongue. He 
  looks at you expectantly. 
   
  The Police Chief said "What is it you want?" Any 
  of the investigators having a Speak Hindi skill may 
  converse with the Chief. 
   
  The investigators’ primary mission is to 
  "recover" the remaining members of Delta Foxtrot, 
  Micky Lamba and Mohammedan Zepp. As 
  mentioned in Encounter E - Thirteen O'clock 
  only the three female members and John Mitchell 
  of Delta Foxtrot are still alive. They are kept in the 
  lower level of the village jail. 
   
  There will be one guard downstairs with the 
  prisoners, one guard upstairs with Car Nicobar's 
  Police Chief. The Chief and the two guards are 
  Deep One Hybrids, and are showing the Insmouth 
  Taint rather strongly. They do not need sleep or 
  food, and will remain constantly in the jail area, 
  guarding the prisoners. 
   
  All three Policemen have .38 revolvers 
  (damage 1d10), and there is an arms locker with 
  three .30 caliber lever action rifles. The locker 
  holds 200 shells for the rifles and the Chief's desk 
  holds 300 shells for the pistols. 
   
  If the PCs ask to see the prisoners, the Chief 
  will instruct them to go see Kindo Goll. The Police 
  will not let investigators see the prisoners without 
  a fight. The prisoners’ cell door is old, but sturdy. 
  There are no windows in the lower level of the jail. 
   
  Downstairs are Brenda Rubin, John Mitchell, 
  Laura Stern and Paige Allen of Delta Foxtrot. If it 
  is before midnight on the 16th (the day the 
  investigators 
  arrive), 
  these 
  four 
  remaining 
  members of Delta Foxtrot will be locked in the jail. 
  Kindo Goll and his bodyguards come to collect the 
  offerings for the Deep Ones every night at about 
  midnight. If it is after midnight, only Rubin and 
  Allen are left. Kindo Goll and his goons took the 
  other two to the hidden grotto. 
   
  If any of Delta Foxtrot members are saved, 
  they will tell the investigators what has happened 
  to the others members of their team and at that it 
  happened at 1:00 a.m. each time. Also, they will 
  tell the investigators that Kindo Goll confessed to 
  sacrificing Mickey Lamba and Mohammedan Zepp 
  to the Deep Ones, and in what general direction 
  the hidden grotto is located. 
   
  All of the remaining Delta Foxtrot agents have 
  been abused, beaten, malnourished and are of 
  absolutely no physical use to the investigators. 
  They will barely be able to walk, let alone do 
  anything strenuous. Rubin and Allen will also 
  confess to having been turned over to three large 
  green creatures (Deep Ones) for breeding and say 
  that the same is in store for Stern, and that 
  Mitchell will be killed if the investigators don't act 
  quickly. 
   
   
  Encounter G - Underwater 
  Junkyard 
  This 
  encounter 
  is 
  in 
  the 
  event 
  that 
  the 
  investigators decide they want to explore the 
  Foreign Policy 
   
  Page 9 
  
  downed seaplane and Delta Foxtrot's ship, the 
  Henry David. 
   
  The investigators will find the wreckage of 
  these vessels under water as described in 
  Encounter A - Who's On First. Diving under 
  water and exploring the Henry David and the 
  seaplane will uncover that both vessels sank due 
  to large rips in the hulls by what appear to have 
  been caused by large claws and sets of fangs. 
   
  It was the Deep Ones that scuttled these 
  vessels, but if a investigator makes a successful 
  Int check DC 15, the closest thing they can think of 
  that could do something like this would be a large 
  bear or a VERY large tiger, etc... But this far out in 
  the water? Let the investigators stew on this. 
   
  If the investigators go poking around the 
  seaplane or the Henry David between the hours of 
  9:00 p.m. and 4:00 a.m. they will meet up with a 
  Deep One. The creature will instantly attack. 
   
  In the Henry David's wall safe, a VHS 
  videotape and a roll of 35mm film sit patiently. The 
  investigators have no way to develop the film, but 
  if they remove the safe from the ship (a job that 
  takes 30 minutes and requires mechanics tools) 
  and get the contents out safe and dry, the 
  videotape can be played back on the Walden 
  Pond. 
   
  Delta Foxtrot found the hidden grotto and 
  photographed it and videotaped it from the upper 
  entrance. Someone in Delta Foxtrot made a noise 
  and they were found out. After they realized they 
  were outnumbered, the agents ran for their ship. 
   
  Upon reaching the ship, they put the 
  videotape and the roll of film that were used to 
  capture the hideous ritual that occurred at Thirteen 
  O'clock, into the safe and started their escape. 
  They would have made it, were not for the Deep 
  Ones rending the hull from underneath. 
   
  The Cultists do not know that their ritual was 
  filmed. That's why the tape and film are still in the 
  safe. If they knew of the evidence they would take 
  every measure to get it. 
   
  If investigators watch the videotape, have 
  them make the Sanity checks that are called for in 
  Encounter E - Thirteen O'clock. They will also 
  hear the voice of Paige Alan narrating sporadically 
  through the taping. In the narration, investigators 
  listening will get directions to the hidden grotto by 
  an overland route. 
   
  The End 
   
  Foreign Policy 
   
  Page 10 
  
  Appendix: Monster Stats 
   
  Deep One and Deep One Hybrid: Medium-sized Aberration (Lesser Servitor Race); HD 2d8+4; hp 13; 
  Init +2, Spd 20 ft., swim 40 ft.; AC 16 (+2 Dex, +4 natural); Atks 2 rakes (water) or 2 claws (land) +5 
  melee (2d4+4 rakes, or 1d4+4 claws) and +0 melee (2d4+2, bite), +3 ranged; SQ low-light vision; SV Fort 
  +2, Ref +2. Will +3; Str 19, Dex 15, Con 14, Int 11, Wis 10, Cha 6. Sanity loss 0/1d6. 
   
  Skills and Feats: Climb +10, Hide +7*, Listen +7*, Move Silently +5, Spot +7*; Alertness. 
   
  *Deep Ones get a +4 racial bonus to Hide, Listen, and Spot checks when underwater 
   
  Those with rifles do 2d10 damage, critical threat x3. 
   
  Kindo Goll, Grandmaster Cultist: Medium-size Human; HD 10d6+20; hp 58; Init +3 (-1 Dex, +4 
  Improved Initiative); Spd 30 ft.; AC 9 (-1 Dex); Atks +6/+1 ranged (1d10/x3, pistol); SA spells; SQ Mad 
  certainty; SV Fort +9, Ref +2, Will +6; Str 12, Dex 8, Con 15, Int 14, Wis 13, Cha 15. 
   
  Skills and Feats: Bluff +8, Cthulhu Mythos +10, Diplomacy +9, Innuendo +8, Intimidate +9, 
  Knowledge (biology) +15, Knowledge (occult) +10, Knowledge (history) +9, Knowledge (religion) +9, 
  Listen +8, Move Silently +6, Search +9, Sense Motive +9, Spot +11; Point Blank Shot, Precise Shot, 
  Improved Initiative, Iron Will. 
   
  SA Spells— Shriveling, Dominate Person, Deflect Harm, Summon Servitor Of The Outer Gods, 
  Contact Deep One 
   
  SQ: Mad Certainty—Can act in spite of temporary insanity. 
   
  Father Dagon: Huge Outsider (Demigod); HD 18d8+90; hp 234; Init +3 (-1 Dex, +4 Improved Initiative); 
  Spd 100 ft., swim 50 ft.; AC 31 (-2 size, -1 Dex, +22 natural, +2 divine); Atks 2 claws +27 melee (2d4+9, 
  claw), +22 melee (2d6+4, bite), 2 rakes +22 melee (1d6+2, rake); SA spell-like abilities, water spout, 
  divine far shot; SQ Divine qualities, Damage Reduction 37/+4, SR 34, fire and cold resistance 22, 
  darkvision 60 ft.; SV Fort +18, Ref +12, Will +17; Str 28, Dex 9, Con 21, Int 24, Wis 18, Cha 29. Sanity 
  loss 1/1d10. 
   
  Skills and Feats: Alchemy +27, Animal Empathy +29, Balance +1, Concentration +25, Cthulhu 
  Mythos +27, Diplomacy +11, Hide +11, Jump +11, Knowledge (arcane) +27, Listen +26, Move Silently 
  +19, Ride (shark) +19, Search +27, Sense Motive +14, Spot +6, Swim +29, Tumble +19, Use Magic 
  Device +29; Alertness, Cleave, Improved Critical (claw), Improved Initiative, Power Attack. 
   
  SA: Spell-like abilities—may cast spells relating to summoning and binding lesser servitor races. 
   
  See page 289 and 305 for descriptions of Dagon’s abilities, should you need them. 
   
  Generic Cultist, Novitiates (qty 20): Medium-sized Human; HD 1d6+2, hp 8; Init –1; Spd 30 ft.; AC 9 (-1 
  Dex); Atks +1 melee (1d6, club), –1 ranged (1d10/x3, pistol); SV Fort +4, Ref –1. Will +1; Str 12, Dex 8, 
  Con 15, Int 14, Wis 12, Cha 13. Sanity 65. 
   
  Skills and Feats: Bluff +4, Gather Information +5, Intimidate +5, Knowledge (occult) +6, Knowledge 
  (history) +5, Knowledge (religion) +5, Listen +4, Move Silently +2, Search +5, Sense Motive +5, Spot +4; 
  Point Blank Shot, Precise Shot. 
   
  The cultists will attack as soon as the Deep Ones do. 
   
  Foreign Policy 
   
  Page 11 
  
  Player Handout #1 
   
   
  The six members of Delta Foxtrot: 
   
   
  a.  Dr. Henry Wolcot, Sociologist, Project Leader. 
   
  b.  Dr. Paige Alan, Environmental Specialist 
   
  c.  Dr. Brenda Rubin, Psychologist 
   
  d.  Prof. John Mitchell, Expert in Foreign Affairs 
   
  e.  Dr. Laura Stern, Specialist in Political Arbitration 
   
  f.  Ed Slater, Pilot/Navigator, Field Operative, CIA 
   
  The two members of the Indian Delegation: 
   
   
  g.  Mickey Lamba, undercover agent, CIA 
   
  h.  Mohammedan Zepp, International Attache 
  Foreign Policy 
   
  Page 12 
  
  Player Handout #2 
   
  Vessel: 
  USS Walden Pond  (serial number c15-h90-kse-61h-91) 
  Class/Type: 
  Pegasus Hydrofoil (covert, grade 3, no frills) 
  Designation: 
  PHM watercraft, variant L-3 
   
  Height: 
  14.5 ft from waterline to top of radar (non-hydrofoil) 
   
  19.9 ft from water surface to top of radar (hydrofoil) 
   
  21.8 ft from bottom of foils to top of radar (drydock) 
  Beam: 
  22.1 ft (Maximum width) 
  Length: 
  55.3 ft total length 
   
  Displacement:   8.6 tons 
  Powerplant:     General Dynamics augmented step-down turbojet, model L4 
   
  Speed:          
  1/4        
  15 knots  (Non-hydrofoil) 
                  
  1/2        
  30 knots  (Non-hydrofoil) 
                  
  3/4        
  45 knots  (Non-hydrofoil) 
                  
  Full  
  60 knots  (Non-hydrofoil) 
                  
  Flank      
  80 knots  (Hydrofoil) 
   
  Acceleration:   20 knots/round 
  Deceleration:   40 knots/round 
   
  Weapons: 
  Mounted:      *concealed 5.56mm belt-fed machine gun. 
   
   
  Ammo: 200 rounds 
   
   
  Arms Locker: 
   
  sidearms,      9mm Beretta (qty 6) 
         
   
  ammo: 500 rounds 
                       
   
  magazines: 18 (15+1 shot capacity each) 
   
   
  rifles,        M-16 auto (qty 3) 
     
   
  ammo: 300 rounds 
                
   
  magazines: 9 (15+1 shot capacity each) 
   
   
  speargun,      single shot (qty 1) 
   
   
  ammo: 20 5mm x 50mm spears 
    
   
  quiver: 1 (20 spear capacity) 
   
   
  combat knives, (qty 6) 
   
  Defenses 
  Mounted):  Sunburst Flares.  Long burning, high output magnesium flares that are fired 
  vertically to act as a distracting counter-measure against heat seeking missiles. 
   
   
  Qty 10, all mounted on upper hull, aft of control cabin. 
   
  Other Equipment:   
   
  VCR and Camcorder. 
  Mounted Low-Light security cameras, on and below deck. 
   
  Two-way short-wave radio.   
  Wet suits, Qty 6. 
   
  Small wall safe.   
  Undersea sleds, speed 10 kts, Qty 3.   
   
  Underwater diving lights, Qty 6. 
  Air tanks, 2 hr capacity each, Qty 12 
   
  Binoculars, Qty 3.   
  Medical Kit.   
   
  Civilian duty clothes and boots, Qty 12. 
   
  Foreign Policy 
   
  Page 13 
  
  Gordon Macyntire, Police Officer 
   
  Gender: Male 
  Age: 33 
  Offensive Option 
  Level: 7 
   
  Ability 
  Score Mod  
  Saving Throws  
   
   
  Strength 
  18 
  +4 
   
  Type 
  Total = Base 
  Ability 
  Mod 
  Misc 
  Mod 
  Dexterity 
  9 
  -1 
   
  Fortitude +6 
  +5 
  +1 
   
  Constitution 13 
  +1 
   
  Reflex 
  +1 
  +2 
  -1 
   
  Intelligence 16 
  +3 
   
  Will 
  +3 
  +2 
  +1 
   
  Wisdom 
  12 
  +1 
   
   
   
   
   
   
  Charisma 
  14 
  +2 
   
  Sanity: 
  60 
   
   
   
   
  Armor 
  Class 
   
  Base 
  Defense 
  Bonus 
  Dex 
  Mod 
  Misc. 
  Mod 
  10    = 
  10 
  +1 
  -1 
   
   
  Hit Points: 37 
   
  Initiative: -1 (Dex) 
   
  Melee 
  Attack = 
  Base 
  Attack 
  + Str 
  Mod 
   
   
  Ranged 
  Attack = 
  Base 
  Attack 
  + Dex 
  Mod 
   
  +11/+6 
  +6/+1 
  +4 
  +1 
   
  +6/+1 
  +6/+1 
  -1 
  +1 
   
  Skill 
  Total 
  = Ranks 
  + Ability 
  Mod 
  + Misc 
  Mod 
  Bluff (Cha)  (cc) 
  +4 
  = 
  2 
  +2 
   
  Climb (Str) 
  +14 
  = 
  10 
  +4 
   
  Drive (Dex) 
  +9 
  = 
  10 
  -1 
   
  Gather 
  Information 
  (Cha) 
  +10 
  = 
  8 
  +2 
   
  Hide (Dex) 
  +9 
  = 
  10 
  -1 
   
  Intimidate (Cha)  
  +10 
  = 
  8 
  +2 
   
  Jump (Str)  (cc) 
  +7 
  = 
  3 
  +4 
   
  Listen (Wis) 
  +2 
  = 
  1 
  +1 
   
  Move Silently  (Dex)  
  +6 
  = 
  7 
  -1 
   
  Open Lock  (Dex) 
  +4 
  = 
  5 
  -1 
   
  Pilot Boat (Dex)  (cc) 
  +2 
  = 
  3 
  -1 
   
  Repair (Int)  (cc) 
  +9 
  = 
  3 
  +3 
  +3 
  Search (Int) 
  +13 
  = 
  10 
  +3 
   
  Sense Motive (Wis) 
  +9 
  = 
  8 
  +1 
   
  Spot (Wis) 
  +2 
  = 
  1 
  +1 
   
  Swim (Str) 
  +14 
  = 
  10 
  +4 
   
   
  Languages: English 
   
  Feats: Skill Emphasis (repair), Weapon Focus (combat knife), 
  Weapon Focus (handgun), Weapon Focus (rifle) 
   
  Roleplaying Information/Background: 
  Nationality: Irish-American  
  Residence: Miami, FL 
   
  You were in the army when you were younger. That's how you 
  got hooked up with the CIA. As an M.P. for Uncle Sam, you 
  made quite a name for yourself with the troops as being a 
  "cooler". You were the guy they called to break up fights in the 
  barracks, out in the field, etc. You were also a prime candidate 
  for special training under the Company's hardest drill instructor. 
  He taught you how to fight to subdue as well as how to fight for 
  "keeps". 
   
  After ten years in the Army, however, you called it quits and 
  opted for a full time job as a policeman and a part time job 
  teaching self defense at a local martial arts school. You were 
  pleasantly surprised when your old drill instructor called saying 
  that they had openings in a special branch of the CIA. On a 
  whim you took his advice and tried it out. It was challenging, but 
  you made it through all right. You were a covert agent for four 
  years and then opted to change your status to "reserve". 
   
  You went back to being a policeman, and everything has 
  been going well in your life until now. This unexpected 
  reactivation has unsettled you to a large degree, but you're sure 
  you can get through it all right. 
   
  MEGAN WEBSTER: An expert psychologist and one tough lady. 
  You can tell she's done a lot of fighting in her life. She's got the 
  look of someone who knows her business and how to take care 
  of herself. 
   
  HOLLY O'DONNELL: This lady is morale personified. She'll go 
  out of her way to cheer up anyone. She's also really short and 
  thin, but somehow she can drink anyone under the table. She 
  can't be beat as your team's Linguist/Anthropologist. She's also 
  got a winning smile... 
   
  REISHA LORD: She's a Doctor. You also remember seeing her 
  on syndicated television as being a professional combatant. 
  Among the other gladiators, her name was "Singe." You've seen 
  her fight once or twice. She's good. You appreciate her being on 
  your side. 
   
  LANG ANDERSON: Team Sociologist. He's a good man, but 
  there's something strange about him, like he knows something 
  he shouldn't... it's hard to explain. He's always looking around, 
  searching for something he never finds. 
   
  MICHAEL COOPER: A full-time CIA operative. He likes the spy 
  business a little too much. One of these days he's going to find 
  out that life isn't always fun and games. For the short time you 
  worked with him, he didn't do anything to endanger the team or 
  it's mission. You plan to keep it that way. 
   
  Foreign Policy 
  Characters 
  Page 14 
  
  Megan Webster, Psychologist 
   
  Gender: Female 
  Age: 37  
  Defensive Option 
  Level: 8 
   
  Ability 
  Score Mod  
  Saving Throws  
   
   
  Strength 
  10 
  +0 
   
  Type 
  Total = Base 
  Ability 
  Mod 
  Misc 
  Mod 
  Dexterity 
  14 
  +2 
   
  Fortitude +2 
  +2 
  +0 
   
  Constitution 11 
  +0 
   
  Reflex 
  +8 
  +6 
  +2 
   
  Intelligence 15 
  +2 
   
  Will 
  +10 
  +6 
  +4 
   
  Wisdom 
  18 
  +4 
   
   
   
   
   
   
  Charisma 
  13 
  +1 
   
  Sanity: 
  90 
   
   
   
   
  Armor 
  Class 
   
  Base 
  Defense 
  Bonus 
  Dex 
  Mod 
  Misc. 
  Mod 
  15    = 
  10 
  +3 
  +2 
   
   
  Hit Points: 34 
   
  Initiative: +2 (Dex) 
   
  Melee 
  Attack = 
  Base 
  Attack 
  + Str 
  Mod 
   
   
  Ranged 
  Attack = 
  Base 
  Attack 
  + Dex 
  Mod 
   
  +4 
  +4 
  +0 
   
   
  +6 
  +4 
  +2  
   
  Skill 
  Total 
  = Ranks 
  + Ability 
  Mod 
  + Misc 
  Mod 
  Bluff (Cha) 
  +12 
  = 
  9 
  +1 
  +2 
  Diplomacy (Cha) 
  +12 
  = 
  9 
  +1 
  +2 
  Gather 
  Information 
  (Cha)  
  +10 
  = 
  7 
  +1 
  +2 
  Heal (Wis) 
  +12 
  = 
  8 
  +4 
   
  Knowledge 
  (history) 
  (Int) 
  +6 
  = 
  4 
  +2 
   
  Knowledge (medicine) 
   (Int)  
  +3 
  = 
  1 
  +2 
   
  Knowledge 
  (Local—
  India)  (Int) 
  +4 
  = 
  2 
  +2 
   
  Knowledge 
  (psychology)  (Int) 
  +16 
  = 
  11 
  +2 
  +3 
  Listen (Wis) 
  +7 
  = 
  3 
  +4 
   
  Psychoanalysis (Wis) 
  +15 
  = 
  11 
  +4 
   
  Research (Int) 
  +11 
  = 
  9 
  +2 
   
  Sense Motive (Wis) 
  +15 
  = 
  11 
  +4 
   
  Speak Spanish (Int) 
  +9 
  = 
  7 
  +2 
   
  Speak Hindi (language 
  of India) (Int)  (cc) 
  +6 
  = 
  4 
  +2 
   
  Spot (Wis)  (cc) 
  +8 
  = 
  4 
  +4 
   
   
  Languages: English, Spanish Hindi 
   
  Feats: Persuasive, Skill Emphasis (psychology), Trustworthy, 
  Weapon Focus (combat knife) 
   
  Roleplaying Information/Background: 
  Nationality: American 
  Residence, New York City, NY 
   
  You grew up in New York City, so you learned early how to 
  express yourself vocally. Later on, you learned that being so 
  vocal can get you into more problems than what you might have 
  had. Being so strong willed made it hard at times to keep your 
  cool. You always try to maintain a high level of professionalism. 
   
  You did a lot of fighting in a gang in your spotted 
  adolescence, and you learned to use a knife rather well. You 
  always keep one close at hand in case you need it... you live in 
  New York, after all. 
   
  Being street smart and having the ability to figure out people 
  as well as you did, led you down the career path of a 
  psychologist. These sciences intrigued you and you excelled in 
  your studies to such a high degree as to warrant special notice 
  from a government recruiter. After College, Uncle Sam offered 
  you a chance to go on to get your PhD with the catch that you 
  would work for the government. You accepted... You're no fool! 
   
  After a six year stint with the CIA, you elected to go to 
  reserve status. It was a good way to keep the doors open on 
  career possibilities, as well as remain on the payroll. 
   
  HOLLY O'DONNELL: This lady is morale personified. She'll go 
  out of her way to cheer up anyone. She's also really short and 
  thin, but somehow she can drink anyone under the table. She 
  can't be beat as your team's Linguist/Anthropologist. 
   
  REISHA LORD: She's a Doctor. You also remember seeing her 
  on syndicated television as being a professional combatant. 
  Among the other gladiators, her name was "Singe." You've seen 
  her fight once or twice. She's good. You appreciate her being on 
  your side. 
   
  LANG ANDERSON: Team Sociologist. He's a good man, but 
  there's something strange about him, like he knows something he 
  shouldn't... it's hard to explain. He's always looking around, 
  searching for something he never finds. 
   
  MICHAEL COOPER: A full-time CIA operative. He likes the spy 
  business a little too much. One of these days he's going to find 
  out that life isn't always fun and games. For the short time you 
  worked with him, he didn't do anything to endanger the team or 
  its mission. You plan to keep it that way. 
   
  GORDON MACYNTIRE: A cop. You didn't like cops when you 
  were younger. You know better now. Gordon's a good man. He 
  really knows his stuff and is a bonus on having on your team. 
  He's kind of good looking too. 
   
  Foreign Policy 
  Characters 
  Page 15 
  
  Holly O’Donnell, Linguist/Anthropologist 
   
  Gender: Female 
  Age: 29 
  Defensive Option 
  Level: 7 
   
  Ability 
  Score Mod  
  Saving Throws  
   
   
  Strength 
  11 
  +0 
   
  Type 
  Total = Base 
  Ability 
  Mod 
  Misc 
  Mod 
  Dexterity 
  15 
  +2 
   
  Fortitude +8 
  +2 
  +4 
  +2 
  Constitution 18 
  +4 
   
  Reflex 
  +7 
  +5 
  +2 
   
  Intelligence 11 
  +0 
   
  Will 
  +7 
  +5 
  +2 
   
  Wisdom 
  14 
  +2 
   
   
   
   
   
   
  Charisma 
  13 
  +1 
   
  Sanity: 
  70 
   
   
   
   
  Armor 
  Class 
   
  Base 
  Defense 
  Bonus 
  Dex 
  Mod 
  Misc. 
  Mod 
  15    = 
  10 
  +3 
  +2 
   
   
  Hit Points: 58 
   
  Initiative: +2 (Dex) 
   
  Melee 
  Attack = 
  Base 
  Attack 
  + Str 
  Mod 
   
   
  Ranged 
  Attack = 
  Base 
  Attack 
  + Dex 
  Mod 
   
  +3 
  +3 
  +0 
   
   
  +6 
  +3 
  +2 +1 
   
  Skill 
  Total 
  = Ranks 
  + Ability 
  Mod 
  + Misc 
  Mod 
  Bluff (Cha) 
  +5 
  = 
  4 
  +1 
   
  Concentration (Con) 
  +12 
  = 
  8 
  +4 
   
  Diplomacy (Cha) 
  +4 
  = 
  3 
  +1 
   
  Gather 
  Information 
  (Cha)  
  +9 
  = 
  8 
  +1 
   
  Intuit Direction (Wis) 
  (cc) 
  +5 
  = 
  3 
  +2 
   
  Knowledge (linguistics) 
   (Int)  
  +10 
  = 
  10 
  +0 
   
  Knowledge 
  (anthropology)  (Int) 
  +10 
  = 
  7 
  +0 
  +3 
  Knowledge 
  (archaeology) (Int) 
  +4 
  = 
  4 
  +0 
   
  Knowledge 
  (history) 
  (Int) 
  +5 
  = 
  5 
  +0 
   
  Performance 
  (sing) 
  (Cha) 
  +6 
  = 
  5 
  +1 
   
  Research (Int) 
  +10 
  = 
  10 
  +0 
   
  Speak Arabic (Int)  (cc) 
  +3 
  = 
  3 
  +0 
   
  Spot (Wis) 
  +6 
  = 
  4 
  +2 
   
   
  Languages: English, Arabic 
   
  Feats: 
  Great 
  Fortitude, 
  Martial 
  Artist, 
  Skill 
  Emphasis 
  (Knowledge—anthropology), Weapon Focus (rifle) 
   
  Roleplaying Information/Background: 
  Nationality: Irish American  
  Residence: Boston, MA 
   
  You are a wide-eyed, partying Irish girl, through and through. You 
  are petite to say the least, but manage to amaze all those who 
  don't know you when you sit down and drink them all under the 
  table. You only drink socially, never alone. You just seem to have 
  a very large tolerance for alcohol. 
   
  You are always the life of the party... cheerful, vibrant, funny. 
  The world is your playground, and you're out to have a good time! 
  You are the first one to tell a joke to those who seem down. You 
  help people feel better about themselves. 
   
  To cheer up as many people as possible, you became a 
  student of languages and how people behave. You knew the 
  government paid some students’ way through college if you did 
  well enough, so you hooked up with Uncle Sam, specifically, the 
  CIA. You got a chance to go to many countries and visit many 
  cultures. You worked for the Agency for three years, then decided 
  to get a job teaching in Boston. Only just now has the Agency 
  called you back to active status. 
   
  REISHA LORD: She's a Doctor. You also remember seeing her 
  on syndicated television as being a professional combatant. 
  Among the other gladiators, her name was "Singe." She's a little 
  sensitive about that time in her life, also about the fact that she's 
  easily the biggest and strongest one of the group, so you don't 
  give her a lot of grief about it. 
   
  LANG ANDERSON: Team Sociologist. He's a good man, but 
  there's something strange about him, something kind of funny. 
  He's always looking around, searching for something he never 
  finds. He talks about different cultures he's seen and 
  experienced. Some of his stories leave you unnerved. 
   
  MICHAEL COOPER: A full-time CIA operative. He's really gung 
  ho for the spy business. He likes to introduce himself as Cooper, 
  Michael Cooper and drink vodka martinis... shaken not stirred. 
  He's a little left of center, but you like his style. 
   
  GORDON MACYNTIRE: A policeman and a real sweetheart. 
  He's firm but fair and you think that's just the greatest 
  combination. You know he enjoys your company. Maybe 
  something can develop on this mission. 
   
  MEGAN WEBSTER: An expert psychologist and one tough lady. 
  You can tell she's done a lot of fighting in her life. She's got the 
  look of someone who knows her business and how to take care 
  of herself. 
   
  Foreign Policy 
  Characters 
  Page 16 
  
  Reisha Lord, Doctor (Medical) 
   
  Gender: Female 
  Age: 35 
  Offensive Option 
  Level: 8 
   
  Ability 
  Score Mod  
  Saving Throws  
   
   
  Strength 
  14 
  +2 
   
  Type 
  Total = Base 
  Ability 
  Mod 
  Misc 
  Mod 
  Dexterity 
  15 
  +2 
   
  Fortitude +6 
  +6 
  +0 
   
  Constitution 11 
  +0 
   
  Reflex 
  +4 
  +2 
  +2 
   
  Intelligence 16 
  +3 
   
  Will 
  +5 
  +2 
  +3 
   
  Wisdom 
  17 
  +3 
   
   
   
   
   
   
  Charisma 
  16 
  +3 
   
  Sanity: 
  85 
   
   
   
   
  Armor 
  Class 
   
  Base 
  Defense 
  Bonus 
  Dex 
  Mod 
  Misc. 
  Mod 
  13  = 
  10 
  +1 
  +2 
   
   
  Hit Points: 34 
   
  Initiative: +2 (Dex) 
   
  Melee 
  Attack = 
  Base 
  Attack 
  + Str 
  Mod 
   
   
  Ranged 
  Attack = 
  Base 
  Attack 
  + Dex 
  Mod 
   
  +8/+3 
  +6/+1 
  +2 
   
   
  +9/+4 
  +6/+1 
  +2 +1 
   
  Skill 
  Total 
  = Ranks 
  + Ability 
  Mod 
  + Misc 
  Mod 
  Bluff (Cha) 
  +11 
  = 
  8 
  +3 
   
  Climb (Str)  (cc) 
  +6 
  = 
  4 
  +2 
   
  Diplomacy (Cha) 
  +13 
  = 
  10 
  +3 
   
  Heal (Wis) 
  +14 
  = 
  11 
  +3 
   
  Knowledge 
  (biology) 
  (Int)  
  +12 
  = 
  9 
  +3 
   
  Knowledge (chemistry) 
  (Int) 
  +11 
  = 
  8 
  +3 
   
  Knowledge (medicine) 
  (Int) 
  +14 
  = 
  11 
  +3 
   
  Knowledge 
  (occult) 
  (Int)  (cc) 
  +6 
  = 
  3 
  +3 
   
  Knowledge (pharmacy) 
  (Int) 
  +11 
  = 
  8 
  +3 
   
  Knowledge 
  (physics) 
  (Int)  (cc) 
  +4 
  = 
  1 
  +3 
   
  Knowledge 
  (psychology) (Int) 
  +11 
  = 
  8 
  +3 
   
  Listen (Wis) 
  +9 
  = 
  6 
  +3 
   
  Research (Int) 
  +17 
  = 
  11 
  +3 
  +3 
  Speak Latin (Int) 
  +10 
  = 
  7 
  +3 
   
  Speak Italian (Int)  (cc) 
  +6 
  = 
  3 
  +3 
   
  Spot (Wis) 
  +5 
  = 
  2 
  +3 
   
   
  Languages: English, Latin, Italian 
   
  Feats: Dodge, Martial Artist, Skill Emphasis (research), Weapon 
  Focus (rifle) 
   
  Roleplaying Information/Background: 
  Nationality: Italian American 
  Residence: Oakland, CA 
   
  Ever since you were a little girl, you wanted to be a doctor. You 
  thought the idea was fantastic. You studied hard and made all of 
  the grades. There was a problem though. By high school you 
  stood nearly 6' 6" and were stronger than most of the boys on the 
  football team. To this day, you're very self-conscious about it. 
   
  No one took you seriously about being a doctor. Your father 
  didn't mind the idea, but was skeptical about you succeeding 
  because your family didn't have a lot of money. Finally at your 
  high school graduation, your father told you that he was genuinely 
  sorry, but if you wanted to go to college, you'd have to send 
  yourself through. 
   
  You did. You got a part time job posing in spandex for 
  athletic magazine, and before you knew it, you were being 
  approached by a TV network executive. You spent a good part of 
  your college career working as a professional combatant on a 
  nationally syndicated television show that pitted the average 
  ordinary person against professional gladiators with catchy 
  names. Your name was "Singe". 
   
  You didn't feel very comfortable in that job. Unlike your 
  former co-workers, there is not an arrogant bone in your body. 
  Through it all, you managed to stay compassionate and your 
  head has remained just the right size. But that was many years 
  ago, and you're still trying to lose the old image. Most people still 
  remember you in your red, white and blue, star spangled leotard, 
  which you find embarrassing. 
   
  After you got your certification as M.D., Uncle Sam paid you 
  a visit. They wanted people with your skill and drive to work for 
  them overseas. You accepted and worked for them for four years. 
  You soon wound up wanting a practice of your own, so you 
  changed your status to "reserve" and moved to California. 
   
  MEGAN WEBSTER: An expert psychologist and one tough lady. 
  She doesn't take garbage from anyone. She's someone who 
  knows her business and knows how to take care of herself. You 
  also admire the level of professionalism she maintains and still 
  remains personable. 
   
  HOLLY O'DONNELL: This lady a great Linguist/Anthropologist. 
  She'll go out of her way to cheer up anyone. She's also really 
  short and thin, but somehow she can drink anyone under the 
  table. 
   
  GORDON MACYNTIRE: A policeman and a real nice guy. He's 
  firm but fair and you think that combination suits him well. He's 
  got a brave and cavalier side that even he doesn't recognize. 
   
  LANG ANDERSON: Team Sociologist. He's a good man, but he 
  seems a little off the wall sometimes. Funny, but he's always 
  looking around, searching for something he never finds. Maybe 
  that's just as well.  
   
  MICHAEL COOPER: A full-time CIA operative. He really likes the 
  spy business. Maybe a little too much. He places too much 
  emphasis on the aggrandized version of what the Agency is. 
  Sooner or later, he's in for a rude awakening.  
   
  Foreign Policy 
  Characters 
  Page 17 
  
  Lang Anderson, Sociologist 
   
  Gender: Male 
  Age: 31 
  Defensive Option 
  Level: 7 
   
  Ability 
  Score Mod  
  Saving Throws  
   
   
  Strength 
  14 
  +2 
   
  Type 
  Total = Base 
  Ability 
  Mod 
  Misc 
  Mod 
  Dexterity 
  17 
  +3 
   
  Fortitude +6 
  +5 
  +1 
   
  Constitution 12 
  +1 
   
  Reflex 
  +8 
  +5 
  +3 
   
  Intelligence 16 
  +3 
   
  Will 
  +3 
  +2 
  +1 
   
  Wisdom 
  12 
  +1 
   
   
   
   
   
   
  Charisma 
  11 
  +0 
   
  Sanity: 
  50 
   
   
   
   
  Armor 
  Class 
   
  Base 
  Defense 
  Bonus 
  Dex 
  Mod 
  Misc. 
  Mod 
  16  = 
  10 
  +3 
  +3 
   
   
  Hit Points: 37 
   
  Initiative: +3 (Dex) 
   
  Melee 
  Attack = 
  Base 
  Attack 
  + Str 
  Mod 
   
   
  Ranged 
  Attack = 
  Base 
  Attack 
  + Dex 
  Mod 
   
  +5 
  +3 
  +2 
   
   
  +7 
  +3 
  +3 +1 
   
  Skill 
  Total 
  = Ranks 
  + Ability 
  Mod 
  + Misc 
  Mod 
  Concentration (Con) 
  +6 
  = 
  5 
  +1 
   
  Craft 
  (photography) 
  (Int) 
  +8 
  = 
  5 
  +3 
   
  Cthulhu Mythos 
  +2 
  = 
  2 
  +0 
   
  Diplomacy (Cha) 
  +9 
  = 
  9 
  +0 
   
  Gather 
  Information 
  (Cha)  
  +3 
  = 
  3 
  +0 
   
  Hide (Dex)  (cc) 
  +6 
  = 
  3 
  +3 
   
  Knowledge 
  (anthropology) (Int) 
  +9 
  = 
  6 
  +3 
   
  Knowledge 
  (archaeology) 
  (Int) 
  (cc) 
  +5 
  = 
  2 
  +3 
   
  Knowledge (chemistry) 
  (Int)  
  +7 
  = 
  4 
  +3 
   
  Knowledge 
  (history) 
  (Int)  
  +16 
  = 
  10 
  +3 
  +3 
  Knowledge (medicine) 
  (Int)  (cc) 
  +6 
  = 
  3 
  +3 
   
  Knowledge 
  (occult) 
  (Int) 
  +10 
  = 
  7 
  +3 
   
  Knowledge 
  (psychology) (Int) 
  +8 
  = 
  5 
  +3 
   
  Listen (Wis)  (cc) 
  +4 
  = 
  3 
  +1 
   
  Move 
  Silently 
  (Dex) 
  (cc) 
  +6 
  = 
  3 
  +3 
   
  Research (Int) 
  +13 
  = 
  10 
  +3 
   
  Speak French (Int) 
  +11 
  = 
  8 
  +3 
   
  Spot (Wis) 
  +11 
  = 
  10 
  +1 
   
   
  Languages: English, French 
   
  Feats: Dodge, Martial Artist, Skill Emphasis (Knowledge—
  history), Weapon Focus (handgun) 
   
  Roleplaying Information/Background: 
  When you were in college, the women called you a flirt. The guys 
  called you a voyeur. Your sociology teacher recognized you for 
  what you are. She called you a people-watcher. You were always 
  interested in the ways people interact with others. You followed 
  your instincts and studied sociology and went to college for it. 
   
  Finishing college, but lacking practical experience in your 
  field, you approached the government. You landed a job with the 
  CIA as a trainee in covert observation. You impressed your 
  superiors, and finally made it to some really good assignments in 
  the Middle East, the Caribbean, and Europe. Some of them were 
  rather disturbing, though. Some of the smaller cultures you 
  studied worshiped various inhuman gods. It was all very hush, 
  hush. Just as well. The whole thing shook you up pretty bad. But 
  you're O.K., now... really! Everything is o.k... and those things 
  that those people worshiped didn't follow you like you thought 
  they would... or did they? 
   
  Anyway, last year you changed your status to "reserve", 
  moved to Arizona and got a position with a State-funded research 
  facility there. Everything has been going smoothly since then. It 
  surprised you that the Agency came calling you again so soon. 
  You'll just have to wait and see what all the commotion is about. 
   
  REISHA LORD: She's a Doctor. You also remember seeing her 
  on syndicated television as being a professional combatant. 
  Among the other gladiators, her name was "Singe." You watched 
  the show all the time. She was your favorite. You love to talk 
  about the old days with her 
   
  MEGAN WEBSTER: An expert psychologist and one tough lady. 
  Someone would have to be pretty crafty to put one over on her. 
  You can tell she's done a lot of fighting in her life. She's knows 
  her business and how to take care of herself. 
   
  MICHAEL COOPER: A full-time CIA operative. He's really gung 
  ho for the spy business. He doesn't understand how serious it is 
  being involved with the Agency. You can see a potential problem 
  with his careless attitude. 
   
  HOLLY O'DONNELL: The team's Linguist/Anthropologist. This 
  petite lady will go out of her way to cheer up anyone. She can 
  also drink anyone under the table. She also doesn't treat things 
  serious enough. 
   
  GORDON MACYNTIRE: A policeman. He's firm but fair. He'll 
  probably be the best one to keep Cooper and O'Donnell in line. 
  He's the more serious type. He'll be a great asset to the team. 
   
  Foreign Policy 
  Characters 
  Page 18 
  
  Michael Cooper, CIA Intelligence Operative 
   
  Gender: Male 
  Age: 34 
  Offensive Option 
  Level: 8 
   
  Ability 
  Score Mod  
  Saving Throws  
   
   
  Strength 
  16 
  +3 
   
  Type 
  Total = Base 
  Ability 
  Mod 
  Misc 
  Mod 
  Dexterity 
  18 
  +4 
   
  Fortitude +2 
  +2 
  +0 
   
  Constitution 10 
  +0 
   
  Reflex 
  +10 
  +6 
  +4 
   
  Intelligence 14 
  +2 
   
  Will 
  +4 
  +2 
  +2 
   
  Wisdom 
  15 
  +2 
   
   
   
   
   
   
  Charisma 
  12 
  +1 
   
  Sanity: 
  85 
   
   
   
   
  Armor 
  Class 
   
  Base 
  Defense 
  Bonus 
  Dex 
  Mod 
  Misc. 
  Mod 
  15 = 
  10 
  +1 
  +4 
   
   
  Hit Points: 38 
   
  Initiative: +4 (Dex) 
   
  Melee 
  Attack = 
  Base 
  Attack 
  + Str 
  Mod 
   
   
  Ranged 
  Attack = 
  Base 
  Attack 
  + Dex 
  Mod 
   
  +10/+5 
  +6/+1 
  +3 
  +1 
   
  +11/+6 
  +6/+1 
  +4 +1 
   
  Skill 
  Total 
  = Ranks 
  + Ability 
  Mod 
  + Misc 
  Mod 
  Climb (Str) 
  +13 
  = 
  10 
  +3 
   
  Heal (Wis)  (cc) 
  +4 
  = 
  2 
  +2 
   
  Hide (Dex) 
  +17 
  = 
  11 
  +4 
  +2 
  Jump (Str)  
  +11 
  = 
  8 
  +3 
   
  Knowledge 
  (occult) 
  (Int) 
  +8 
  = 
  6 
  +2 
   
  Listen (Wis) 
  +10 
  = 
  8 
  +2 
   
  Move Silently (Dex)  
  +16 
  = 
  10 
  +4 
  +2 
  Repair (Int) 
  +6 
  = 
  4 
  +2 
   
  Ride (Dex) 
  +12 
  = 
  8 
  +4 
   
  Sleight of Hand (Dex) 
  (cc) 
  +8 
  = 
  4 
  +4 
   
  Spot (Wis) 
  +10 
  = 
  8 
  +2 
   
  Swim (Str) 
  +13 
  = 
  10 
  +3 
   
  Use Rope (Dex) 
  +10 
  = 
  6 
  +4 
   
  Wilderness Lore (Wis) 
  +11 
  = 
  9 
  +2 
   
   
  Languages: English 
   
  Feats: Martial Artist, Stealthy, Weapon Focus (combat knife), 
  Weapon Focus (handgun) 
   
  Roleplaying Information/Background: 
  Throughout your entire school career, you were an Athletics 
  major. You appreciated the values of art, history, the sciences, 
  etc., but nothing did anything more for you than working out. You 
  were of average build and height, but wanted to be like the heavy 
  hitters at the gym. So you worked out... a lot. 
   
  You got to be very strong for your size and decided to put it 
  to good use. Fresh out of high school, you got a job working for a 
  postal carrier, heaving big boxes in and out of trucks. Then you 
  worked for a moving company, heaving big couches in and out of 
  trucks. After a while, you got tired of heaving big things in and out 
  of trucks. It was then that you made your break from mundane 
  life. 
   
  You lived in Washington, D.C. and had heard and seen a lot 
  of things about Uncle Sam, and all the Government goodies, and 
  you liked the James Bond movies, anyway, so you found your 
  way to the recruiting office of the CIA. After you were accepted, 
  you went through a rigorous training procedure and were 
  ultimately trained to perform just like the guys in the movies. The 
  Agency calls you Intelligence Operative Cooper. You call yourself 
  Cooper, Michael Cooper. So what if it's corny... You like it. 
   
  You've seen a whole bunch of the world, and you expect to 
  see more. The spy business is great! You are the only one of 
  your party that is still working for the Agency full time. The others 
  are reservists now, just recently re-activated.  
   
  MEGAN WEBSTER: An expert psychologist and one tough 
  lady... your kind of woman. She's done a lot of fighting in her life. 
  That's a given. She's knows her business and how to take care of 
  herself. 
   
  HOLLY O'DONNELL: This lady is morale personified. She'll go 
  out of her way to cheer up anyone. She's also really short and 
  thin, but somehow she can drink anyone under the table. She 
  can't be beat as your team's Linguist/Anthropologist. She's loads 
  of fun. 
   
  REISHA LORD: She's a Doctor. You also remember seeing her 
  on syndicated television as being a professional combatant. 
  Among the other gladiators, her name was "Singe." You've seen 
  her fight once or twice. She's good... but not as good as you. 
   
  LANG ANDERSON: Team Sociologist. He's a good man, but 
  there's something strange about him. He's always looking 
  around, searching for something he never finds. Just so long as 
  he doesn't freak on you, he'll be o.k. 
   
  GORDON MACYNTIRE: A policeman. He's way too serious and 
  should lighten up. He'd really be o.k. if he realized that with the 
  Agency behind you, you can't lose.  
   
   
  Foreign Policy 
  Characters 
  Page 19 
  
SOURCE: textdata/thevault/Call of Cthulhu (CoC) (BRP) [multi]/Call of Cthulhu (d20)/CoC d20 - Foreign Policy.pdf