TEXT: Nyarlathotep’s Printing Press
  This supplement helps Keepers randomly 
  determine Mysteries on the fly that need no 
  preparation and just a little inspiration.
  Its design owes a lot to the Mythos collectible 
  card game and five of the categories are drawn 
  directly from that, and in a small way to Central 
  Castings Heroes of Now character history 
  generator.
  Putting together a mystery will require a little 
  intuition in linking plot elements, but this should 
  not be a problem for an experienced Keeper. 
  Even with seemingly unuseable results (say 5 of 
  a similar element, like locations), some story 
  should proffer itself.
  It can also be used to develop story lines from 
  scratch using a collection of results if the Keeper 
  has a bit of time beforehand. I would suggest 
  using between 6 and 10 results (01 – 20: six, 21 
  – 40: seven, 41 – 60: eight, 61 – 80: nine, 81 –
  100: ten) to build a story on.
  Using the Tables
  At the start of the session roll five times on the 
  Main Circumstance Table, noting the elements 
  generated. Choose one result as the hook that 
  will involve the investigators further into the 
  mystery. Other results will support the hook, 
  lending it locations to explore, items to find, 
  people to meet and creatures to defeat.
  Whenever a result is used, roll another to replace 
  it so that there are always five to choose from.
  Example
  The Keeper of tonight’s game makes five rolls 
  on the Main Circumstance Table getting a 46, 
  52, 07, 93, and 34. That’s three Events, an Ally, 
  and a Monster.
  Going to the Allies Table he rolls a 25 for a 5th
  level Artist/Musician. On the Events Table he 
  gets a 50, 96, and a 47. The 50 nets the result 
  Jinx, the 96 is Trap, and the 47 Inheritance. At 
  the Monster Table he rolls a 62 for a mutated 
  animal followed by an 85 for a shark, the 
  mutations he will roll later.
  As he thinks that Inheritances are always a good 
  start he rolls on the Location Table getting a 69 
  for a result of Museum which he thinks is 
  strange but not right out there.
  Thinking quickly the Keeper decides that a 
  selected investigator has just been informed of 
  his Inheritance of a small museum from a 
  relative living on the other side of the continent. 
  Having used this circumstance he now rolls a 
  replacement getting a 96 for another monster, 
  this time a level 1 cultist. He belongs to a group 
  called “Nights Arm” who worship Hastur (see 
  Cults).
  The Keeper has decided that it is a small 
  museum, needing a staff of about 6 and checking 
  on the description of a museum rolls an 86 
  noting that there is an item from the Artifacts & 
  Tomes Table there. A result of 19 determines 
  that it is an artifact, a Mi-go Mist Projector.
  The keeper decides to utilise the cultist result 
  when he tries to break into the museum and steal 
  the Mist Projector and have him return to his 
  hideout near the wharf, perhaps where a mutated 
  shark could hang out.
  So with just a few rolls and a little thought you 
  can see how a mystery starts to fall into place. 
  Eventually you can wrap up a Mystery at any 
  convenient spot or continue as needed.
  Main Circumstance Table
  Die roll
  Result
  01 – 20
  Ally
  21 – 30
  Artifact or Tome
  31 – 60
  Event
  61 – 90
  Location
  91 – 100
  Monster
  Assigning Difficulties
  The easiest method is to decide how hard the 
  action should be going by descriptions given in 
  the Call of Cthulhu rulebook page 19 as
  reproduced below.
  
  Difficulty Class Table
  DC
  Example
  0
  Very Easy
  5
  Easy
  10
  Average
  15
  Tough
  20
  Challenging
  25
  Formidable
  30
  Heroic
  Allies
  The ally table provides the investigators with 
  characters who can help them further their goals. 
  During the initial encounter make a Charisma 
  Check for the spokesperson (assuming an 
  Attitude of Indifferent) and compare it on table 
  10-1, page 226). If the investigators want to 
  improve this they can make a Diplomacy check.
  Ally Table
  Die roll
  Result
  01
  Agent, Level 1
  02
  Agent, Level 3
  03
  Agent, Level 5
  04
  Agent, Level 7
  05
  Agent, Level 9
  06 – 07
  Antiquarian, Level 1
  08 – 09
  Antiquarian, Level 3
  10
  Antiquarian, Level 5
  11
  Antiquarian, Level 7
  12
  Antiquarian, Level 9
  13 – 14
  Archaeologist, Level 1
  15 – 16
  Archaeologist, Level 3
  17 – 18
  Archaeologist, Level 5
  19
  Archaeologist, Level 7
  20
  Archaeologist, Level 9
  21 – 22
  Artist/Musician, Level 1
  23 – 24
  Artist/Musician, Level 3
  25 – 26
  Artist/Musician, Level 5
  27
  Artist/Musician, Level 7
  28
  Artist/Musician, Level 9
  29
  Blue-Collar Worker, Level 1
  30
  Blue-Collar Worker, Level 3
  31
  Blue-Collar Worker, Level 5
  32
  Blue-Collar Worker, Level 7
  33
  Blue-Collar Worker, Level 9
  34
  Criminal, Level 1
  35
  Criminal, Level 3
  36
  Criminal, Level 5
  37
  Criminal, Level 7
  38
  Criminal, Level 9
  39
  Detective, Level 1
  40
  Detective, Level 3
  41
  Detective, Level 5
  42
  Detective, Level 7
  43
  Detective, Level 9
  44
  Dilettante, Level 1
  45
  Dilettante, Level 3
  46
  Dilettante, Level 5
  47
  Dilettante, Level 7
  48
  Dilettante, Level 9
  49 – 50
  Doctor/Nurse. Level 1
  51 – 52
  Doctor/Nurse. Level 3
  53
  Doctor/Nurse. Level 5
  54
  Doctor/Nurse. Level 7
  55
  Doctor/Nurse. Level 9
  56
  Parapsychologist, Level 1
  57
  Parapsychologist, Level 3
  58
  Parapsychologist, Level 5
  59
  Parapsychologist, Level 7
  60
  Parapsychologist, Level 9
  61 – 62
  Priest/Clergyman, Level 1
  63 – 64
  Priest/Clergyman, Level 3
  65
  Priest/Clergyman, Level 5
  66
  Priest/Clergyman, Level 7
  67
  Priest/Clergyman, Level 9
  68 – 69
  Professor, Level 1
  70 – 71
  Professor, Level 3
  72 – 73
  Professor, Level 5
  74 – 75
  Professor, Level 7
  76 – 77
  Professor, Level 9
  78
  Soldier, Level 1
  79
  Soldier, Level 3
  80
  Soldier, Level 5
  81
  Soldier, Level 7
  82
  Soldier, Level 9
  83
  Technician, Level 1
  84
  Technician, Level 3
  85
  Technician, Level 5
  86
  Technician, Level 7
  87
  Technician, Level 9
  88
  White-Collar Worker, Level 1
  89
  White-Collar Worker, Level 3
  90
  White-Collar Worker, Level 5
  91
  White-Collar Worker, Level 7
  92
  White-Collar Worker, Level 9
  93 – 94
  Writer/Reporter, Level 1
  95 – 96
  Writer/Reporter, Level 3
  97 – 98
  Writer/Reporter, Level 5
  99
  Writer/Reporter, Level 7
  100
  Writer/Reporter, Level 9
  
  Artifacts
  The artifact table will be used to determine items 
  that are found on persons or in locations. 
  Generally they are not hidden.
  Item Table
  Die roll
  Result
  01 – 40
  Artifact
  41 – 100
  Tome
  Artifact Table
  Die roll
  Result
  01 – 05
  Carafe of Space Mead
  06 – 10
  Deep One Breather
  11 – 15
  Elder Thing Crystal
  16 – 20
  Glass from Leng
  21 – 25
  GM choice Item
  26 – 30
  Jar of Powder of Ibn-Gazi
  31 – 35
  Jar of Baneful Dust of Hermes 
  Trismegistus
  36 – 40
  Lamp of Alhazred
  41 – 45
  Lightning gun
  46 – 50
  Mi-Go Brain Cylinder
  51 – 55
  Mi-Go Electric Weapon
  56 – 60
  Mi-Go Living Armor
  61 – 65
  Mi-Go Mist Projector
  66 – 70
  Plutonian Drug Pellets
  71 – 75
  Shaggai Nerve Whip
  76 – 80
  Shining Trapezahedron
  81 – 85
  Ultraviolet Projector
  86 – 90
  Yithian Stasis Cube
  91 – 95
  Yithian Tabula Rasa
  96 - 100
  Yithian Temporal Communicator
  Tome Table
  Die roll
  Result
  01 – 03
  Al Azif
  04 – 06
  Azathoth and Others
  07 – 08
  Book of Eibon
  09 – 10
  Celaeno Fragments
  11 – 13
  Cthaat Aquadingen
  14 – 16
  Cthulhu in the Necronomicon
  17 – 19
  Cultes des Ghoules
  20 – 22
  De Vermis Mysteriis
  23 – 25
  Eltdown Shards
  26 – 27
  G’Harne Fragments
  28 – 37
  GM choice Tome
  38 – 40
  The King in Yellow
  41 – 44
  Liber Ivonis
  45 – 48
  Livre D’Ivon
  49 – 52
  Massa Di Requiem Per Shuggay
  53 – 55
  Monsters and their Kynde
  56 – 57
  Nameless Cults, English 1845
  58 – 60
  Nameless Cults, English 1909
  61 – 64
  Necronomicon, Greek
  65 – 68
  Necronomicon, Latin
  69 – 70
  Necronomicon, English
  71 – 73
  People of the Monolith
  74 – 76
  Ponape Manuscript
  77 – 78
  Pnakotic Manuscripts
  79
  Revelations of Glaaki
  80 – 82
  R’lyeh Text
  83 – 87
  Seven Cryptical Books of Hsan
  88 – 90
  The Sussex manuscript
  91 – 92
  Thaumaturgical Prodigies in the 
  New-England Canaan
  93 – 95
  True Magick
  96 – 97
  Unausprechlichen Kulten
  98 - 100
  Zanthu Tablets
  Spells can be randomly generated using 
  Appendix D: Spells
  
  Events
  The events table will be used to determine 
  random events that affect the investigators that 
  may or may not have relevance to current the 
  mystery.
  Events Table
  Die roll
  Result
  01 – 02
  Accident – One investigator needs to 
  make a Reflex save (DC 15+1d10) 
  or suffer 1d4 x 1d6 damage
  03 – 05
  Benefactor – Create an Ally that has 
  the maximum amount of wealth for 
  his profession and the Wealth feat.
  06 – 07
  Blackmail – Someone has the goods 
  on an Investigator and wants money 
  in return for silence (for this to be 
  worthwhile the investigator needs to 
  have done something).
  08 – 10
  Chills – An investigator with the 
  Sensitive Feat feels chills associated 
  with a passing Location or nearby 
  Artifact. Non-psychic characters can 
  make a Charisma check (DC 20).
  11 – 13
  Crime – A crime wave hits the 
  streets the Investigators are in. Late 
  night antics will be viewed with 
  suspicion.
  14 – 15
  Cripple – After catching a disease, 
  one of the investigators suffers from 
  a defect. Treat this as a Feat that 
  subtracts from the allotted skills.
  16 – 17
  Death – A close family member dies 
  (lose 1d3 Sanity).
  18 – 19
  Disease – Investigators are exposed 
  to a disease selected from table 5-13, 
  page 83.
  20 – 21
  Disaster – The investigators are 
  trapped in an area of danger, be it 
  from fire, a multi-care pile-up, or act 
  of terrorism.
  22 – 23
  Doctor 
  – 
  The 
  next 
  time 
  an 
  investigator needs to go to hospital, 
  the doctors perform unnecessary 
  surgery on him.
  24 – 26
  Dreams – An investigator has 
  recurring dreams about a past life. 
  Push him to investigate them.
  27 – 30
  Fame – An investigator is lauded for 
  a particular action (add 1d6 Sanity).
  31 – 32
  Family Secret – One investigator 
  discovers a shocking family secret 
  (generally with associated Sanity 
  loss).
  33 – 34
  Fired – An investigator is retrenched 
  from his occupation cutting off all 
  monetary benefits.
  35 – 37
  Gift – One investigator receives an 
  Item (roll on the Artifact & Tome 
  table) as a gift from an obscure 
  source.
  38 – 41
  Humanity – The next monster 
  encountered is weakened by CR 2.
  42 – 43
  Hunted – A monster is after an 
  investigator (roll on the monster 
  table).
  44 – 45
  Infamy – An investigator is reviled 
  for a particular action.
  46 – 48
  Inheritance 
  – 
  One 
  investigator 
  receives 
  a 
  location 
  (roll 
  on 
  Locations table) as a gift or reward 
  from a third party.
  49 – 51
  Jinx – An action of the investigators 
  causes the painful (but sudden) 
  death of an NPC (it is obviously an 
  accident but others might not see it 
  that way).
  52 – 54
  Mentor – An ally teaches an 
  investigator a skill, allowing him to 
  take a cross-class skill as a class 
  skill.
  55 – 57
  Murder 
  – 
  Someone 
  that 
  an 
  investigator knows is murdered.
  58 – 59
  Nightmares – The investigator starts 
  to lose sleep over disturbing dreams 
  (as nightmare spell).
  60 – 61
  Police Raid – Actions of the 
  investigators 
  come 
  under 
  the 
  scrutiny of the police, this could be a 
  speeding 
  violation, 
  or 
  firearms 
  abuses.
  62 – 64
  Premonition 
  – 
  An 
  investigator 
  receives a warning about the future.
  65 – 68
  Promotion – An investigator is 
  offered a new job with a higher pay 
  scale that fills him with confidence 
  (add 1d6 Sanity).
  69 – 71
  Red Herring – An investigator is 
  offered a false trail to a current 
  mystery.
  72 – 75
  Rumor – Investigators discover a 
  lead for a current mystery.
  76 – 79
  Solace – A particularly happy event 
  revolves around one investigator 
  granting them 1d6 Sanity.
  80 – 81
  Stars Change – The next monster 
  has more power, improve its power 
  by CR 2.
  
  82 – 89
  Synchronicity – reroll on this table 
  twice more, the events are connected 
  somehow.
  90 – 92
  Terror – A Monster is reported in 
  the area (determine on the Cthulhoid 
  Creature Table).
  93 – 94
  Thieves – An investigators home is 
  ransacked.
  95 – 96
  Trap – An investigator discovers a 
  clue for a current mystery that leads 
  to a deadly trap.
  97 – 98
  Witness – The investigators are 
  privy to a violent crime. Now the 
  criminal is after them.
  99 - 100
  Wrong Place – An investigator 
  stumbles upon a Cult ceremony. If 
  he can make some Hide and Move 
  Silently checks (DC 10 + 1d10) then 
  they haven’t discovered him yet.
  Locations
  The location table will provide the investigators 
  with places to explore when looking for clues to 
  solve a mystery. Expanded descriptions of 
  locations will be found in Appendix C: 
  Locations.
  Location Table
  Die roll
  Result
  5
  Ancient Ruins
  8
  Cave/Mine
  5
  Cemetery
  7
  Church
  5
  Dreamlands
  3
  Factory
  5
  Farm
  5
  Forest
  Hospital
  12
  House
  5
  Island
  5
  Library
  12
  Museum
  5
  Office Building
  5
  Park/Grove
  3
  Restaurant
  5
  Sanatorium
  5
  Shop
  5
  University
  Monsters
  The monster table provides foils against which 
  the investigators can prove themselves. Often 
  they are trying to stop the investigators from 
  finding or discovering something. Some may be 
  sent as assassins and others may have pacts with 
  the characters family line.
  Cthulhoid Creature Table
  Die roll
  Result
  01 – 40
  Cultist
  41 – 60
  Independent Race
  61 – 80
  Mutated Animal
  81 – 100
  Servitor Race
  Cultist Table
  Die roll
  Result
  01 – 50
  Cultist
  51 – 70
  Cult Sorceror
  71 – 75
  Grand Master*
  76 – 100
  Novitiate
  * Roll on ally table to determine profession
  
  Independent Race Table
  Die roll
  Result
  01 – 03
  Colour out of Space
  04 – 06
  Chthonian
  07
  Dhole
  08 – 14
  Dimensional Shambler
  15 – 21
  Elder Thing
  22
  Flying Polyp
  23 – 29
  Ghoul
  30 – 32
  Gnoph-Keh
  33 – 35
  Great Race of Yith
  36 – 38
  Gug
  39 – 45
  Hound of Tindalos
  46 – 52
  Insect from Shaggai
  53 – 57
  Lloigor
  58 – 64
  Mi-go
  65 – 73
  Serpent People
  74
  Shoggoth Lord
  75 – 79
  Spider of Leng
  80 – 86
  Star Vampire
  87 – 95
  Terror from Beyond
  96 - 100
  The Worm that Walks
  Mutated Animal Table
  Die roll
  Result
  01 – 10
  Ape
  11 – 15
  Bat
  16 – 20
  Bear
  21 – 30
  Boar
  31 – 40
  Crocodile
  41 – 45
  Dog
  46 – 50
  Elephant
  51 – 55
  Horse
  56 – 60
  Leopard
  61 – 65
  Lion
  66 – 70
  Lizard, Giant
  71 – 80
  Rat
  81 – 85
  Shark
  86 – 90
  Snake, Small Viper
  91 – 100
  Wolf
  Roll 1d4+3 points worth of mutations.
  Servitor Race Table
  Die roll
  Result
  01 – 13
  Byahkee
  14 – 18
  Dark Young of Shub-Niggurath
  19 – 31
  Deep One
  32 – 44
  Fire Vampire
  45 – 49
  Formless Spawn
  50 – 51
  Hunting Horror
  52 – 59
  Nightgaunt
  60 – 77
  Rat-thing
  78 – 85
  Servitor of the Outer Gods
  86 – 87
  Shoggoth
  88 - 100
  Spectral Hunter
  Appendix A: NPC Skills & Feats
  Use the following tables if you want to randomly 
  select skills appropriate for an NPC. The first 
  three skills rolled with the result 91 – 100 are 
  considered class skills, any after that are cross-
  class. For quick Ally creation just add 3 to the 
  Allies level for the pertinent amount of skills.
  Agent Skills
  Die roll
  Skill
  01 – 10
  Bluff
  11 – 20
  Computer Use
  21 – 30
  Forgery
  31 – 40
  Gather Information
  41 – 50
  Hide
  51 – 60
  Innuendo
  61 – 70
  Move Silently
  71 – 80
  Open Lock
  81 – 90
  Sense Motive
  91 - 100
  Determine on All skill chart
  Antiquarian Skills
  Die roll
  Skill
  01 – 10
  Appraise
  11 – 20
  Forgery
  21 – 30
  Gather Information
  31 – 40
  Knowledge (history)
  41 – 50
  Knowledge (any one)
  51 – 60
  Knowledge (any one)
  61 – 70
  Knowledge (any one)
  71 – 80
  Research
  81 – 90
  Speak Other Language
  91 - 100
  Determine on All skill chart
  
  Archaeologist Skills
  Die roll
  Skill
  01 – 10
  Appraise
  11 – 20
  Climb
  21 – 30
  Knowledge (archaeology)
  31 – 40
  Knowledge (history)
  41 – 50
  Knowledge (any one)
  51 – 60
  Research
  61 – 70
  Search
  71 – 80
  Speak Other Language
  81 – 90
  Spot
  91 - 100
  Determine on All skill chart
  Artist/Musician Skills
  Die roll
  Skill
  01 – 10
  Bluff
  11 – 20
  Craft (any one)
  21 – 30
  Disable Device
  31 – 40
  Drive
  41 – 50
  Gather Information
  51 – 60
  Operate Heavy Machinery
  61 – 70
  Repair
  71 – 80
  Spot
  81 – 90
  Use Rope
  91 - 100
  Determine on All skill chart
  Blue-Collar Worker Skills
  Die roll
  Skill
  01 – 10
  Climb
  11 – 20
  Craft (any one)
  21 – 30
  Disable Device
  31 – 40
  Drive
  41 – 50
  Gather Information
  51 – 60
  Operate Heavy Machinery
  61 – 70
  Repair
  71 – 80
  Spot
  81 – 90
  Use Rope
  91 - 100
  Determine on All skill chart
  Criminal Skills
  Die roll
  Skill
  01 – 10
  Bluff
  11 – 20
  Disable Device
  21 – 30
  Escape Artist
  31 – 40
  Forgery
  41 – 50
  Hide
  51 – 60
  Innuendo
  61 – 70
  Move Silently
  71 – 80
  Open Lock
  81 – 90
  Sleight of Hand
  91 – 100
  Determine on All skill chart
  Detective Skills
  Die roll
  Skill
  01 – 10
  Gather Information
  11 – 20
  Hide
  21 – 30
  Intimidate
  31 – 40
  Listen
  41 – 50
  Move Silently
  51 – 60
  Open Lock
  61 – 70
  Search
  71 – 80
  Sense Motive
  81 – 90
  Spot
  91 – 100
  Determine on All skill chart
  Dilettante Skills
  Die roll
  Skill
  01 – 10
  Diplomacy
  11 – 20
  Drive
  21 – 30
  Gather Information
  31 – 40
  Innuendo
  41 – 50
  Knowledge (art)
  51 – 60
  Knowledge (local)
  61 – 70
  Pilot
  71 – 80
  Ride
  81 – 90
  Speak Other Language
  91 - 100
  Determine on All skill chart
  Doctor/Nurse Skills
  Die roll
  Skill
  01 – 10
  Computer Use
  11 – 20
  Diplomacy
  21 – 30
  Heal
  31 – 40
  Knowledge (biology)
  41 – 50
  Knowledge (medicine)
  51 – 60
  Knowledge (any one)
  61 – 70
  Listen
  71 – 80
  Research
  81 – 90
  Spot
  91 - 100
  Determine on All skill chart
  Parapsychologist Skills
  Die roll
  Skill
  01 – 10
  Bluff
  11 – 20
  Gather Information
  21 – 30
  Knowledge (history)
  31 – 40
  Knowledge (occult)
  41 – 50
  Knowledge (religion)
  51 – 60
  Listen
  61 – 70
  Search
  71 – 80
  Sense Motive
  81 – 90
  Spot
  91 - 100
  Determine on All skill chart
  
  Priest/Clergyman Skills
  Die roll
  Skill
  01 – 10
  Concentration
  11 – 20
  Diplomacy
  21 – 30
  Knowledge (religion)
  31 – 40
  Knowledge (any one)
  41 – 50
  Knowledge (any one)
  51 – 60
  Listen
  61 – 70
  Sense Motive
  71 – 80
  Speak Other Language
  81 – 90
  Spot
  91 - 100
  Determine on All skill chart
  Professor Skills
  Die roll
  Skill
  01 – 10
  Concentration
  11 – 20
  Diplomacy
  21 – 30
  Gather Information
  31 – 40
  Knowledge (any one)
  41 – 50
  Knowledge (any one)
  51 – 60
  Knowledge (any one)
  61 – 70
  Research
  71 – 80
  Speak Other Language
  81 – 90
  Spot
  91 – 100
  Determine on All skill chart
  Psychologist Skills
  Die roll
  Skill
  01 – 10
  Bluff
  11 – 20
  Diplomacy
  21 – 30
  Gather Information
  31 – 40
  Heal
  41 – 50
  Knowledge (medicine)
  51 – 60
  Knowledge (psychology)
  61 – 70
  Psychoanalysis
  71 – 80
  Research
  81 – 90
  Sense Motive
  91 - 100
  Determine on All skill chart
  Soldier Skills
  Die roll
  Skill
  01 – 10
  Climb
  11 – 20
  Hide
  21 – 30
  Jump
  31 – 40
  Listen
  41 – 50
  Move Silently
  51 – 60
  Spot
  61 – 70
  Swim
  71 – 80
  Use Rope
  81 – 90
  Wilderness Lore
  91 - 100
  Determine on All skill chart
  Technician Skills
  Die roll
  Skill
  01 – 10
  Computer Use
  11 – 20
  Craft (any one)
  21 – 30
  Disable Device
  31 – 40
  Knowledge (any one)
  41 – 50
  Open Lock
  51 – 60
  Operate Heavy Machinery
  61 – 70
  Repair
  71 – 80
  Research
  81 – 90
  Search
  91 - 100
  Determine on All skill chart
  White-Collar Worker/Businessman Skills
  Die roll
  Skill
  01 – 10
  Bluff
  11 – 20
  Computer Use
  21 – 30
  Diplomacy
  31 – 40
  Forgery
  41 – 50
  Intimidate
  51 – 60
  Knowledge (any one)
  61 – 70
  Listen
  71 – 80
  Sense Motive
  81 – 90
  Spot
  91 - 100
  Determine on All skill chart
  Writer/Reporter Skills
  Die roll
  Skill
  01 – 10
  Craft (photography)
  11 – 20
  Craft (writing)
  21 – 30
  Diplomacy
  31 – 40
  Gather Information
  41 – 50
  Innuendo
  51 – 60
  Knowledge (any one)
  61 – 70
  Knowledge (any one)
  71 – 80
  Research
  81 – 90
  Sense Motive
  91 - 100
  Determine on All skill chart
  
  All Skills Chart
  Die roll
  Skill
  01 – 02
  Animal Empathy
  03 – 04
  Appraise
  05 – 06
  Bluff
  07 – 08
  Climb
  09 – 10
  Computer Use
  11 – 12
  Concentration
  13 – 22
  Craft
  23 – 24
  Demolitions
  25 – 26
  Diplomacy
  27 – 28
  Disable Device
  29 – 30
  Disguise
  31 – 32
  Drive
  33 – 34
  Escape Artist
  35 – 36
  Forgery
  37 – 38
  Gather Information
  39 – 40
  Handle Animal
  41 – 42
  Heal
  43 – 44
  Hide
  45 – 46
  Innuendo
  47 – 48
  Intimidate
  49 – 50
  Jump
  51 – 60
  Knowledge
  61 – 62
  Listen
  63 – 64
  Move Silently
  65 – 66
  Open Lock
  67 – 68
  Operate Heavy Machinery
  69 – 70
  Performance
  71 – 72
  Pilot
  73 – 74
  Psychoanalysis
  75 – 76
  Read Lips
  77 – 78
  Repair
  79 – 80
  Research
  81 – 82
  Ride
  83 – 84
  Search
  85 – 86
  Sense Motive
  87 – 88
  Sleight of Hand
  89 – 90
  Speak Other Language
  91 – 92
  Spot
  93 – 94
  Swim
  95 – 96
  Tumble
  97 – 98
  Use Rope
  99 - 100
  Wilderness Lore
  Add extra feats
  Feats Chart
  Die roll
  Skill
  01 – 02
  Acrobatic
  03 – 04
  Alertness
  05 – 06
  Ambidexterity
  07 – 08
  Animal Affinity
  09 – 10
  Athletic
  11 – 12
  Blind-Fight
  13 – 14
  Cautious
  15 – 16
  Combat Casting
  17 – 18
  Dodge
  19 – 27
  Drive-By Attack
  (01 – 50)
  Mobility
  (51 – 100)
  Spring Attack
  28 – 29
  Endurance
  30 – 31
  Expertise
  32 – 33
  Gearhead
  34 – 35
  Great Fortitude
  36 – 37
  Improved Critical
  38 – 39
  Improved Initiative
  40 – 41
  Iron Will
  42 – 43
  Lightning Reflexes
  44 – 45
  Martial Artist
  46 – 47
  Nimble
  48 – 49
  Persuasive
  50 – 61
  Point Blank Shot
  (01 – 30)
  Far Shot
  (31 – 60)
  Precise Shot
  (61 – 100)
  Rapid Shot
  {01 – 40}
  Multi-shot
  {41 – 70}
  Shot on the Run
  {71 – 100}
  Rolling Shot
  62 – 70
  Power Attack
  -
  Cleave
  71 – 72
  Quick Draw
  73 – 74
  Run
  75 – 80
  Sensitive
  (01 – 14)
  Biofeedback Trance
  -
  Remote Viewing
  (15 – 28)
  Dowsing
  (29 – 42)
  Mind Reading
  -
  Mind Probe
  (43 – 56)
  Psychokinesis
  (57 – 70)
  Psychometry
  (71 – 86)
  Second Sight
  (87 – 100)
  Telepathy
  81 – 82
  Sharp-Eyed
  83 – 84
  Skill Emphasis
  85 – 86
  Stealthy
  87 – 88
  Toughness
  89 – 90
  Track
  91 – 92
  Trustworthy
  93 – 94
  Two-Weapon Fighting
  95 – 96
  Wealth
  97 – 98
  Weapon Finesse
  99 - 100
  Weapon Focus
  When a cascade feat is rolled a second time, roll 
  for the next feat below.
  
  Appendix B: Building a Cult
  For cults it is a good idea to keep the same one 
  running till disposed of or their shock value is 
  running low. First determine the cults name 
  using the tables below.
  Die roll
  Grouping
  01 – 20
  ‘Adjective’ ‘Noun’
  21 – 40
  ‘Noun’ of ’Pronoun’
  41 – 60
  ‘Noun’ of ‘Adjective’ ‘Pronoun’
  61 – 80
  ‘Pronoun’s ‘Noun’
  81 – 100
  ‘Pronoun’s ‘Adjective’ ‘Noun’
  Cult Name Table
  Die roll
  Noun
  Adjective
  Pronoun
  01 – 10
  Arm
  Ancient
  Blood
  11 – 20
  Children
  Creeping
  Darkness
  21 – 30
  Church
  Everlasting
  Death
  31 – 40
  Eyes
  Eldritch
  Doom
  41- 50
  Fist
  Esoteric
  God*
  51 – 60
  Hand
  Fetid
  Hatred
  61 – 70
  Order
  Hermetic
  Night
  71 – 80
  Path
  Illimitable
  Terror
  81 – 90
  Society
  Obscuring
  Vengeance
  91 – 100
  Voice
  Shadowy
  Worship
  *Place the name of the deity worshipped in here.
  Then decide on the being worshipped. The being 
  worshipped generally provides motives for the 
  cultists, but as these are insane individuals don’t 
  stop there, there is nothing wrong with 
  worshippers of Cthulhu trying to ritually cleanse 
  the world in flame (thus releasing him!).
  Deity Table
  Die roll
  Result
  01 – 05
  Azathoth
  06 – 11
  Chaugnar Faugn
  12 – 18
  Cthulhu
  19 – 24
  Cthugha
  25 – 30
  Eihort
  31 – 36
  Father Dagon, Mother Hydra
  37 – 42
  Glaaki
  43 – 49
  Hastur
  50 – 55
  Ithaqua
  56 – 61
  Mordiggian
  62 – 66
  Nodens
  67 – 71
  Nyarlathotep
  72 – 77
  Shudde M’ell
  78 – 82
  Shub-Niggurath
  83 – 89
  Tsathoggua
  90 – 95
  Yig
  96 - 100
  Yog-Sothoth
  Appendix C: Locations
  Below is a description of the various Locations 
  mentioned in these tables. Each location may 
  generate an extra roll on a specific table without 
  a result needing to be present.
  Wizards of the coast is an excellent resource for 
  maps of all kinds. More can be found in 
  Dungeon and Polyhedron magazines.
  Ancient Ruins: whether a forgotten Roman 
  temple, or something harkening back to Mu or 
  Lemuria, 
  ruins 
  always 
  contain 
  something 
  special.
  Die roll
  Contents
  01 – 40
  Item, roll on the Item table
  41 – 80
  Monster, roll on the Monster table
  81 – 100
  Both, roll on both tables
  Cave/Mine: Generally naturally formed, these 
  depressions in the earth are known for hiding 
  things that don’t want to be presented in the clear 
  light of day. Investigators may discover a 
  mutated animal (01 – 70) or a Monster (71 –
  100).
  Die roll
  Contents
  01 – 70
  Mutated Animal
  71 – 100
  Monster
  Cemetery: Just the place to find ghouls and other 
  unsavoury creatures.
  Die roll
  Contents
  01 – 60
  Buried Item (probably in grave)
  61 – 80
  Ghoul warren
  81 – 100
  Both
  Church: Vaulted cloisters, shadowy belfries, 
  churches offer the character a peek into the 
  ecclesiastic world, sometimes tainted by the old 
  ones sometimes struggling to survive in a world 
  of madness.
  Die roll
  Contents
  01 – 40
  Place of peace, regain 1 San
  41 – 60
  Hidden knowledge, not a tome.
  61 – 80
  Secreted item kept from public
  81 – 100
  Depraved cultist worship hall
  Dreamlands: The characters manages to find 
  their way into the dreamlands, perhaps through 
  the use of a drug, artifact, or strange gate. What 
  they find there is too complex to tabulate.
  
  Factory: The machinations have many uses for 
  the modern day factory. Since the industrial 
  revolution the gears of society have been oiled 
  by the sweat and blood of the innocent. The 
  Mythos just adds another edge of horror to the 
  equation.
  Die roll
  Contents
  01 – 30
  Importing cult items
  31 – 50
  Illegal sweat shop
  51 – 70
  Monster processing, making them 
  appear normal
  71 – 100
  Place adding 1d6 mutations to 
  normal animals
  Farm: Located away from the hustle and bustle 
  of the city, it is also secreted away from prying 
  eyes. Strange things can happen in unwatched 
  places.
  Die roll
  Contents
  01 – 30
  Earthy location, regain 1d4 San per 
  week
  31 – 50
  Abandoned
  51 – 70
  Backward occupants with Item
  81 – 100
  Incestuous family with 1d10 points 
  of mutations and/or defects
  Forest: This is a large location with many a nook 
  and cranny where people can get lost. Any 
  length of time (more than a few hours) in the 
  forest will require Wilderness Lore checks unless 
  the way is specifically marked.
  Die roll
  Contents
  01 – 30
  Grove dedicated to older beings 
  (Pan or worse)
  31 – 50
  Grove with guardians (Monster)
  51 – 60
  Hiding place of Ancient Ruins (see 
  above)
  61 – 80
  Hiding place of cave (see above)
  81 – 100
  Hiding place house (see below)
  Hospital: Not an uncommon place to end up 
  when one dabbles with the machinations of the 
  mythos. This hospital may have some hidden 
  extras.
  Die roll
  Contents
  01 – 40
  New research +2 to Treat Injury 
  checks
  41 – 60
  Unnecessary 
  surgery, 
  add 
  1d6 
  mutations or defects to a patient.
  61 – 80
  Strange bedfellows, the maternity 
  ward hides an immature Monster
  81 – 100
  Doctors notes hides a Tome
  House: Now how many haunted houses have we 
  seen? Hiding in plain sight, houses are scary 
  because of the veneer of normality that they so 
  often portray, yet everyone knows of one 
  rambling, cobweb ridden house reputed to house 
  the unquiet sprits of the dead.
  Die roll
  Contents
  01 – 20
  Haunted by ghost
  21 – 50
  Ghost guarding an Item
  51 – 60
  Monster
  61 – 80
  Monster guarding an Item
  81 – 100
  Sinister figure (as Ally)
  Island: Located out to sea, the remote location 
  could hold many a secret without anyone ever 
  discovering it.
  Die roll
  Contents
  01 – 30
  Primitive tribe (see Appendix B: 
  Building a Cult)
  31 – 50
  Resting place of Ancient Ruins (see 
  above)
  51 – 100
  A cult with Ancient Ruins
  Library: This institution holds much information 
  that can be good and wholesome, though some 
  bibliophiles like to sneak in a few secrets 
  between Huckleberry Finn and Little Women
  Die roll
  Contents
  01 – 80
  Place of solace, regain 1 San
  81 – 100
  Tome, Research check (DC 15 
  +1d10) to locate.
  Museum: Like the library this institution usually 
  holds items that testify to man’s creativeness and 
  strength of spirit. All too often though we dig up 
  things we don’t understand and misclassify 
  them.
  Die roll
  Contents
  01 – 80
  Place of Solace, regain 1 San
  81 – 100
  Artifact, Spot check (DC 15 +1d10) 
  to notice)
  Office Building: Not a common place to find 
  Cthulhoid revelations, yet today’s cult needs to 
  blend in more with society. It is unlikely that an 
  office that characters are directed to in a Cthulhu 
  campaign has no sign of the Mythos, in fact they 
  can be excellent places to hide the evil of the Old 
  Ones.
  Die roll
  Contents
  01 – 30
  Closed shop of cultists
  31 – 50
  Closed shop with monster guardian
  51 – 80
  Brainwashing facility
  81 – 100
  Brainwashing facility with monster
  
  Park/Grove: Much like a small forest except that 
  no Wilderness Lore check is required to 
  manoeuvre its paths. City bound cultists may use 
  this as a place to hide their atrocities.
  Die roll
  Contents
  01 – 40
  Small grove to elder gods (Pan or 
  worse)
  41 – 60
  Small grove with monster guardian
  61 – 100
  Idyllic environment, regain 1 San
  Restaurant: This includes fast food outlets and 
  bars. Characters can get way from it all here, or 
  maybe be caught up with it.
  Die roll
  Contents
  01 – 40
  Good meal and environment, regain 
  1d4 hit points
  41 – 50
  Eat someone you don’t know (1d3 
  San, I wouldn’t complain if I were 
  you)
  51 – 70
  Encounter an Event
  71 – 100
  Encounter an Ally
  Sanatorium: A place where Investigators usually 
  end up not by choice. As many who dabble with 
  the Mythos end up in these astute halls, the 
  sanatorium can be a great place for information.
  Die roll
  Contents
  01 – 30
  Information in a fevered brain 
  (bypass admin to talk to patient, 
  calm patient to get information)
  41 – 60
  Hidden experiments in fear (no ones 
  getting cured tonight)
  61 – 100
  Lore culled form diseased minds (ad 
  hoc tome of disparate knowledge)
  Shop: A place where strange things can be 
  purchased. Investigators can go to an ordinary 
  shop anytime, these ones have something 
  special.
  Die roll
  Contents
  01 – 35
  Bookshop
  36 – 45
  Bookshop with strange Tome
  46 – 80
  Curio shop
  81 – 90
  Curio shop with Artifact
  91 – 100
  Your choice store with a hidden 
  Monster
  University: Almost a small city unto itself, an 
  university can have any other building it 
  requires, theatre, bookshop, restaurant, plus 
  dorms for the students and lecture theatres. Roll 
  to determine how many other locations are 
  present.
  Die roll
  Contents
  01 – 20
  One location
  21 – 40
  Two locations
  41 – 60
  Three locations
  61 – 80
  Four locations
  81 – 100
  Five locations
  Appendix D: Mutations and Defects (use d20 
  future)
  First of all let me say that these two tables are 
  unabashedly ripped off from Jonathan Tweets 
  d20 mini-game Omega World. I haven’t gotten 
  around to asking for his permission to use them 
  in this supplement but I’m sure he won’t mind 
  too much.
  So why mutations? Really, why not. It just seems 
  very Cthulhu. Hatching Colours out of Space 
  may 
  cause 
  a 
  bizarre 
  growth 
  spurt 
  in 
  investigators, Elder Things may want to conduct 
  interesting experiments with humans, Lloigor are 
  well known for causing cancerous tentacular 
  growths, and the list goes on.
  This table can also have other abuses. In my 
  campaigns using Mythos magic is inherently 
  dangerous. Not only does it erode you sanity 
  making you less human, but there is a 10% 
  chance per attribute point lost (each, not 
  cumulative) when casting a spell of causing a 
  mutation or defect (50/50 for either), making you 
  physically less human as well.
  Whenever you need to find a mutation or defect 
  simply roll on the appropriate table up to the 
  amount of points required.
  
  In Omega World each point of mutation was 
  balanced with a point of Defects, so if a mutant 
  had 5 points of mutations he would roll on the 
  defect table until he had 5 or more points of 
  defects. If he rolled an 8 point defect first up, 
  well ain’t that a shame. We don’t have to be that 
  neat, use defects as required.
  If working out the CR of a beast is important to 
  you then go by the rule of thumb that 10 points 
  of mutations and defects increase the EL of a 
  creature by 1.
  d%
  Mutation
  Summary
  Value
  01
  Amazing Fortitude
  +10 on all Fortitude saves
  1
  02
  Amazing Reflexes
  +10 on all Reflex saves
  1
  03
  Amazing Will
  +10 on all Will saves
  1
  04
  Blindsense
  Pinpoint (but don’t “see”) creatures within 30 ft.
  1
  05
  Chameleon Skin
  +20 Hide
  1
  06
  Climbing Hooks
  10 ft. climb speed
  1
  07
  Disease Immunity
  Immune to disease
  1
  08
  Double Healing
  Recover from damage at the rate of 2 hit points per level per day of rest
  1
  09
  Fleet Feet
  +10 ft. Speed
  1
  10
  Keen Ears
  +20 Listen
  1
  11
  Keen Eyes
  +20 Spot
  1
  12
  Keen Nose
  Scent
  1
  13
  Low-light Vision
  Ability to see in without light
  1
  14
  Psychic Immunity
  Immunity to psychic powers
  1
  15
  Padded Feet
  +10 Move Silently
  1
  16
  Poison Immunity
  Immunity to poison
  1
  17
  Swimmer
  5 ft. swim
  1
  18
  Tail
  +4 Balance, Jump, Swim
  1
  19
  Tentacles
  Improved grab
  1
  20
  Tremorsense
  Detect creatures contacting the ground within 30ft
  1
  21
  Uncanny Dodge
  Retain Dex modifier to AC, can’t be flanked
  1
  22
  Blindsight
  Not impeded in total darkness within 10ft.
  2
  23 – 24
  Claws
  Natural weapon, 1d6 damage
  2
  25
  Darkvision
  Black and white vision in darkness within 60 ft.
  2
  26
  Dual Brain
  +2 Int, Wis, Cha; two Will saves
  2
  27
  Empathy
  Sense other’s feelings within 30ft.
  2
  28 – 29
  Fur
  +2 natural armor, cold resistance 5
  2
  30 – 31
  Horns
  2d4 damage, double damage on a charge
  2
  32
  Leech Damage
  Touch, remove 1d6 damage from target to yourself
  2
  33
  Overpowering Stench
  Adjacent creatures suffer –2 to attacks and skill checks
  2
  34
  Quills
  Extra attack (no penalty) for 1d6 damage when grappling
  2
  35
  Spring Legs
  +10 ft. speed, +30 Jump
  2
  36 – 37
  Tougher
  +2 hit points per level
  2
  38
  Acidic Bite
  1d6 bite +1d6 acid
  3
  39
  Carapace
  +6 natural armor, -2 Dexterity
  3
  40
  Great Reserves
  Treat all damage as subdual.
  3
  41
  Haste Self
  +30 ft. round, +2 attacks, +2 AC bonus, 1 extra attack, 6 rounds/day
  3
  42
  Heightened Charisma
  +10 Charisma
  3
  43
  Heightened Intelligence
  +10 Intelligence
  3
  44 – 45
  Pincers
  2 pincers, 1d6 damage, hit with both = 2d6 + Str x 1.5
  3
  46 – 47
  Regeneration
  Regenerates 5 hit point a round
  3
  48 – 49
  Scales
  +3 natural armor
  3
  50
  Shaper
  Alter self, 10 minutes, does not affect clothing, 1/day
  3
  51
  Telepathy
  As Telepathy and Mind Reading Feats
  3
  52
  Force Field
  As create self ward
  4
  53
  Heightened Wisdom
  +10 Wisdom
  4
  54 – 55
  Light Warp
  As blur for 5 rounds, 3/day
  4
  56 – 57
  Lightning Touch
  Touch attack for up to 6d6 electrical damage, 1/day
  4
  58
  Psychic Double
  While comatose, create incorporeal double, 10 minutes, 1/day
  4
  59 – 60
  Psychic Healing
  Cure 2d6, 3/day
  4
  61 – 62
  Rage
  +4 Str, +4 Con, +2 Will, -2 AC, 3 + Con bonus rounds, 1/day
  4
  63
  Dimension Slip
  Ethereal for 6 rounds, 1 day
  5
  64
  Extra Arm
  1 extra one-handed attack (at –5)
  5
  65
  Levitate Self
  Self only, 3/day
  5
  66 – 67
  Poison Bite
  1d6 damage + poison
  5
  68 – 69
  Telekinesis
  25 lbs and 1 round per level, 3/day
  5
  
  70
  Time Slip
  Disappear up to 5 rounds, then two of you reappear for that many rounds, at 
  the end of which one remains.
  5
  71
  Wings
  Flight, 6 rounds per hour
  5
  72 – 73
  Brain Bite
  Psychic Focus vs. Will, 2d4 damage, close range
  6
  74 – 75
  Cryogenesis
  Psychic Focus vs. Will, 1d6 cold damage
  6
  76
  Displacement
  Appear 2 feet away, 50% miss chance, 5 rounds, 3/day
  6
  77
  Exoskeleton
  +5 natural armor
  6
  78
  Heightened Constitution
  +10 Constitution
  6
  79
  Heightened Dexterity
  +10 Dexterity
  6
  80
  Heightened Strength
  +10 Strength
  6
  81
  Life Leech
  Deal 1d6 damage to all within 30 ft., gain that damage as temporary hit 
  point, 1/day
  6
  82 – 83
  Bigger
  Increase size by one category
  7
  84 – 85
  Energy Drain
  Touch, skill vs. Will save, gain 5 hp/success, 6/day
  7
  86
  Leech Strength
  Touch, deal 1d4 Strength damage and gain same (multiple attacks don’t 
  stack)
  8
  87
  Extra Arms
  1 extra two-handed, or two extra one-handed attacks
  8
  88
  Light Slip
  Invisible for 5 rounds/days
  8
  89 – 90
  Sonic Blast
  30 ft. cone, 1d6 sonic damage, no save
  8
  91 – 100
  Multiple Mutations
  Roll on this table twice, ignoring results above 90
  v
  Acidic Bite: Natural weapon deals 1d6 damage 
  +1d6 acid damage. The Character can bite in 
  addition to making other attacks (at –5 as a 
  secondary attack).
  Feat: +1 acid damage, repeatable.
  Bigger (V): The mutant is one size category 
  larger. For a Medium-Size creature, apply these 
  bonuses: +8 Str, -2 Dex, +4 Con, +2 natural 
  armor, -1 size modifier to AC and attack 
  bonuses. For other sizes, see page 157 in the Call 
  of Cthulhu rulebook
  Mutations that have damage dice and other dice 
  related to hit points are increased. For example, 
  Psychic Healing heals 2d6 damage. For a large 
  mutant, it would heal 3d6. The mutant’s speed 
  goes up. If the mutant also has mutations or 
  defects that affect its speed, apply these 
  modifications before adjusting the speed for 
  being bigger.
  The mutant can use bigger weapons, as normal 
  for a creature of its new size.
  Base Speed
  New Speed
  Encumbered 
  Speed
  20 ft.
  30 ft.
  20 ft.
  30 ft.
  45 ft.
  30 ft.
  40 ft.
  60 ft.
  40 ft.
  Blindsense: Like a weak form of blindsight, 
  Blindsense lets a mutant know the locations of 
  creatures within 30 ft. regardless of darkness, 
  fog, invisibility, etc (though it’s blocked by solid 
  obstacles).
  Feat: +30 ft. range.
  Brain Bite: As a standard action, the mutant 
  projects harmful bio-energy into the brain of it’s 
  target. The “brain bite” deals 2d4 damage to a 
  nearby living creature. Range 30 ft. The target’s 
  Will save (versus the mutant’s Psychic Focus 
  check) negates.
  Uses: 1/round.
  Feat: +1 damage.
  Carapace (V): This provides the investigator 
  with chitinous plates over his body providing +6 
  natural armor, -2 Dexterity.
  Chameleon Skin: +20 Hide when not wearing 
  armor or more than a little clothing.
  Feat: +2 Hide, repeatable.
  Claws (V): Each claw deals 1d6 damage. The 
  claws are natural weapons, so the Character is 
  always considered armed.
  Feat: Flurry of blows.
  Climbing Hooks (V): The mutant has hooks that 
  make climbing certain, if not fast. It has a climb 
  speed of 10 ft. (or +10 ft. if it already has a climb 
  speed). The mutants free climb ranks are 1/level.
  Feat: +5 ft. climb speed (not more than 
  normal speed).
  Cryogenesis: As a standard action, the mutant 
  uses bio-energy to slow the molecules in a small 
  space, about the size of a soccer ball. Used as an 
  attack, it deals 1d4 damage. Range 30 ft. The 
  target’s Reflex save (versus the mutant’s Psychic 
  Focus Attack check) halves the damage.
  Uses: 1/round
  Feat: +1 damage.
  
  Darkvision: The mutant can see in the dark, 
  range 60 ft.
  Feat: +20 ft.
  Dimension Slip: As a free action, the mutant can 
  become ethereal (as with ethereal jaunt). During 
  the slip the mutant is invisible and insubstantial, 
  and capable of moving in any direction, albeit at 
  half speed. An ethereal creature can see the 
  material plane, though everything appears gray 
  and hazy. Travel in this dimension exposes the 
  mutant to possible observation by other beings 
  like dimensional shamblers or terrors from 
  beyond. The state lasts for up to 6 rounds and 
  can be dismissed as a free action.
  Uses: 6 rounds/day
  Feat: +2 rounds/day, repeatable
  Displacement: As a displacement spell granting 
  a 50% miss chance, activates as a free action, 
  lasts 5 rounds.
  Uses: 3/day
  Feat: +1 use/day, repeatable.
  Double Healing: The mutants rate of healing is 
  double normal: 2 hit points per day of rest.
  Feat: +2 Wound points healed per day.
  Dual Brain: The mutant has a second brain (but 
  not necessarily a second head, 10% chance). It 
  gets +2 Int, +2 Wis, +2 Cha. It gets two Will 
  saves when it would normally get one, and it 
  uses the better result. (a 1 on a single save is not 
  automatically a failure but a 1 on both is). It also 
  receives 2 Sanity checks that could very well 
  muck things up if one becomes insane and the 
  other is fine.
  Empathy: The mutant can sense others’ brain 
  waves within 30 ft., picking up the presence of 
  minds and their basic emotional states (but not 
  their thoughts). Using the mutation is automatic.
  Feat: +10 ft. range, repeatable.
  Energy Drain: The mutant drains the life energy 
  from those it touches. This touch attack is 
  equivalent to an undead energy drain, draining 1 
  level with each attack. The mutant gains 5 
  temporary hit points per successful drain.
  The victim’s Will save (versus the mutant’s 
  Psychic check) negates.
  Remember: the temporary hit points from energy 
  drain stack with each other.
  A person completely drained of life dies but then 
  returns from the grave as an animated corpse 
  with double hit die and the energy drain ability. 
  The mutant can try to command the new creature 
  by making a command check rolling 1d20 + his 
  Charisma modifier to see how many levels of 
  creature he can command.
  Command check 
  Result
  Most Powerful Creature 
  Affected (Max Hit Die)
  Up to 0
  Level –4
  1 – 3
  Level –3
  4 – 6
  Level –2
  7 – 9
  Level –1
  10 – 12
  Level
  13 – 15
  Level +1
  16 – 18
  Level +2
  19 – 21
  Level +3
  22+
  Level +4
  A creature not commanded is immune to 
  command attempts from that character for 24 
  hours. Only creatures with this power can 
  command the energy draining animated corpses.
  Uses: 6/day.
  Feat: +1 use per day.
  Exoskeleton (V): The mutant’s bones protrude 
  from his flesh providing a +5 natural armor 
  bonus.
  Extra Arm (V): Each round, the mutant gets 
  one extra one-handed attack at –5 (this can be 
  reduced with the Multiattack feat. Alternatively, 
  it can use a shield in that extra hand, for an extra 
  shield bonus to AC.
  Extra Arms (V): Each round, the mutant gets to 
  make one extra two-handed attack or an extra 
  one-handed attack plus the ability to use a shield.
  Fleet Feet: Bone changes in the mutant grant 
  him +10 ft. base speed.
  If the mutant is larger or smaller than Medium-
  size, add the +10 ft. before applying the 
  proportion for size category.
  Force Field: The mutant can generate a 10-point 
  force field around its body similar to the create 
  self ward spell. The mutant must be conscious 
  for the force field to be active. A force field can 
  be detected with a Spot check (DC 20) but is 
  immediately obvious when one is hit.
  If the mutant is smaller or larger than Medium-
  size, its force field strength is different (as is 
  standard for mutations that have to do with hit 
  points and damage).
  
  Size
  Force Field
  Fine
  2 points
  Diminutive
  3 points
  Tiny
  5 points
  Small
  7 Points
  Medium-size
  10 points
  Large
  15 points
  Huge
  20 points
  Gargantuan
  30 points
  Colossal
  40 points
  Feat: +2 points, repeatable.
  Fur (V): The mutant is covered in a pelt that 
  grants +2 natural armor and cold resistance 5.
  Great Reserves: The mutant treats all wounds 
  as subdual damage. If he is reduced to 0 hit 
  points he can be dispatched normally.
  Feat: +1 subdual Point/hour.
  Haste Self: The mutant can speed himself up. 
  Since activating Haste Self is a free action, he 
  benefits from it on the same round that he starts 
  it. The mutant gains the following benefits while 
  hasted:
  
  +30 ft. unencumbered speed (but not 
  more than double your unencumbered 
  speed).
  
  +2 haste bonus to melee attack rolls (not 
  ranged attack rolls).
  
  +2 haste bonus to Armor Class (which 
  you would lose if you lose your Dexterity 
  bonus to Armor Class).
  
  1 extra attack physical attack at your 
  normal attack bonus each turn.
  Uses: 6 rounds/day
  Feat: +2 rounds/day.
  Heightened Ability: The mutant gains +10 to 
  the named ability score.
  Horns (V): The mutant has developed bony 
  horns on his head. These do 2d4 damage, double 
  on a charge.
  The mutant can make an additional horn attack 
  in addition to its other attacks, but this is at –5 
  unless it has the Multiattack feat.
  Feat: +2 damage on charge, repeatable.
  Immunity 
  – 
  Disease/Poison/Psychic: 
  The 
  mutant is immune to diseases, poisons or Psychic 
  effects. The mutant can’t suspend its immunity, 
  even if it wants to. Among other things, this 
  means that a mutant who’s immune to poison 
  can’t get drunk.
  Keen 
  Ears/Eyes: 
  Enhancements 
  in 
  the 
  structures of these organs grants a +20 bonus to 
  Listen/Spot.
  Keen Nose: The mutant with this enhancement 
  gains the Scent ability with a 30 ft. range.
  Feat: +5 ft. range.
  Leech Damage: As a standard action, remove 
  1d6 wound points of damage from the touched 
  subject. The mutant then suffers the amount of 
  damage healed.
  Uses: 1/round.
  Feat: +1d6 points of damage leeched.
  Leech Strength: With a touch attack, the mutant 
  can deal 1d4 Strength damage to another living 
  creature. The mutant gains an enhancement 
  bonus to Strength of the same amount. Multiple 
  bonuses to Strength don’t stack; only the biggest 
  one counts.
  A creature drained of Strength dies and becomes 
  a shadow. The mutant can try to command the 
  new shadow by making a Charisma roll (DC 20).
  Levitate Self: As a free action, the mutant can 
  physically lift himself into the air. It works like 
  the levitate spell, but with personal range. Caster 
  level =5th.
  Uses: 3/day.
  Feat: +1 use day.
  Life Leech: As a standard action, the mutant 
  drains vital energy from living beings within 30 
  ft., friend and foe alike. Use a single die roll for 
  damage and a single Psychic Focus Attack check 
  for the DC of the Fortitude saving throw. Those 
  who fail the saving throw suffer 1d6 hit points of 
  damage. The mutant gains as many temporary hit 
  points as it deals to the other creatures put 
  together. Temporary hit points from multiple 
  uses of Life Leech do not stack. The temporary 
  points fade after 1 hour.
  Creatures completely drained of Wound points 
  (to –10), become animated corpses 1d6 rounds 
  later which cannot be controlled.
  Uses: 1/day.
  Feat: +1 use/day, repeatable.
  
  Light Slip: The mutant bends light around itself, 
  making it invisible. The effect lasts 5 rounds. 
  (attacking doesn’t make the mutant visible).
  Uses: 1/day.
  Feat: +1 use per day, repeatable.
  Light Warp: The mutant warps light around 
  itself, creating an effect equivalent to blur. The 
  effect lasts 5 rounds.
  Uses: 3/day.
  Feats: +1 per day, repeatable.
  Lightning Touch: Once per day, the mutant can 
  deliver 6d6 points of electricity damage with a 
  touch attack. If the attack misses, the electricity 
  isn’t expended.
  Once the attack is used, the capacity to use it 
  again returns to full in 24 hours. (It actually 
  returns one die at a time, pro-rated over 24 
  hours, so that’s one d6 per 4 hours for the 
  standard 6d6 
  capacity). 
  The mutant 
  can 
  voluntarily deal less damage to save some of the 
  dice for a later attack.
  Uses: 6d6/day.
  Feat: Additional d6 capacity, repeatable; the 
  mutant can still deal only up to 6d6 damage 
  with a single strike.
  Low-light Vision: Eye enhancements allow the 
  mutant low-light vision.
  Overpowering Stench: When the mutant’s 
  adrenaline kicks in, it can let off a powerful 
  stench. All living creatures within 5 ft. of the 
  mutant suffer –2 on attack rolls and skill checks.
  Padded Feet: While barefoot, the mutant is 
  granted a +10 Move Silently bonus.
  Pincers (V): Two natural weapons deal 1d6 
  damage each. The mutant can make a normal 
  attack with one pincer. It can strike with the 
  second pincer at –5 unless it has multiattack feat. 
  If both pincers hit the same target, the mutant 
  “rends” the target for additional damage of 2d6 + 
  1.5 x the mutant’s Strength bonus (as if wielding 
  a two-handed weapon).
  Poison Bite: The mutant has fangs with which it 
  can bit for 1d6 damage + poison. The poison’s 
  primary and secondary damage is 1d6 Strength 
  (01 – 20 on d%), Dexterity (21 – 40), or 
  Constitution (41 – 100). The primary Fortitude 
  save DC is 10 + the mutant’s Constitution 
  modifier.
  The mutant can use the bite as a single or 
  primary attack. If used as a secondary attack, it is 
  at –5 unless he has the multiattack feat, and the 
  mutant only gets half it’s Strength bonus on 
  damage with the bite.
  Feat: +1 DC on Fortitude save.
  Psychic Double: As a standard action, the 
  mutant can slip into a trance and project itself as 
  a “psychic double.” The effect lasts 10 minutes. 
  As a double, the mutant is incorporeal, appearing 
  as a translucent shimmering “ghost” (and 
  likewise causing Sanity checks). It can use its 
  mystic abilities but can’t interact bodily with the 
  environment or other creatures. (it can react 
  bodily with incorporeal creatures).
  Uses: 1/day.
  Feat: +1 use/day.
  Psychic Healing: As a standard action, cure up 
  to 2d6 Wound damage per touch, up to 8d6 total 
  per day.
  Feat: One additional d6 per day capacity, 
  repeatable.
  Quills (V): If grappling, the mutant can make a 
  quill attack as a free action. The quills deal 1d6 
  damage + half the mutant’s Strength bonus. 
  Making this extra attack does not incur attack 
  penalties, as with many other natural attack 
  mutations.
  Rage: The mutant gains +4 to Strength, +4 to 
  Constitution, +a 2 morale bonus to Will saves 
  and a –2 penalty to Armor Class for a number of 
  rounds equal to 3 + plus the mutants new 
  Constitution bonus.
  The increase in Constitution gives the mutant 2 
  extra temporary hit points per hit die. While 
  raging the mutant can’t use skills or abilities that 
  require patience and concentration.
  Uses: 1/day.
  Feat: +1 round duration
  Scales (V): The mutant is covered with scales 
  similar to a snake’s allowing it a +3 natural 
  armor bonus.
  Shaper: As a free action, the mutant can cast 
  alter self. It does not affect gear or other objects, 
  only the mutants body itself. The new shape does 
  not have a different natural armor rating or 
  ability scores, but it can have camouflaged 
  
  colouring, (+10 Hide), longer limbs (+10 ft. 
  unencumbered 
  speed), 
  wings 
  (see 
  wings 
  mutation), gills, a tail (see Tail mutation), or 
  climbing hooks (see Climbing Hooks mutation).
  Uses: 1/day.
  Feat: +1 use/day.
  Sonic Blast: The mutant with enhanced vocal 
  cords can deal 1d6 points of sonic damage in a 
  30 ft. cone. There is no save for half damage.
  Uses: 1/round.
  Feat: +1 damage, repeatable.
  Spring Legs (V): Altered leg physiognomy 
  allows +10 ft, base speed, and a +30 Jump 
  bonus.
  Swimmer: Webbed hands and feet allow a 
  Swim speed of 5 ft.
  Feat: +5 ft.
  Tail (V): A continuation of the backbone, this 
  projection allows +4 Balance, Jump, and Swim 
  checks.
  Telekinesis: As a standard action, the mutant 
  can use telekinesis (as the spell at 5th level 
  casting). Will saves to negate telekinesis are 
  made with the mutant’s Psychic Focus result as 
  the DC.
  Uses: 3/day.
  Feat: +1 use/day, repeatable: or +2 caster 
  level, repeatable.
  Telepathy: As a standard action, the mutant can 
  use the Mindreading and Telepathy feats, 
  incurring whatever costs come with them.
  Uses: 1/round.
  Feat: +10 ft. range.
  Tentacles (V): The ultimate sign of the Mythos, 
  the mutant has tentacles that allow him the 
  Improved Grab feat with natural weapons.
  Feat: +1 grapple checks, repeatable.
  Time Slip: The mutant can slip forward several 
  seconds in time. To those left behind, the mutant 
  seems to disappear. Then, two copies of the 
  mutant appear, one from “now” and one form 
  several seconds ago. The two “selves” act as a 
  duplicate of the original, and at the end of the 
  slip’s duration one copy, determined randomly 
  disappears “back” to several seconds ago.
  The slip’s duration is up to 5 rounds. The mutant 
  and his equipment disappear for up to 5 rounds 
  (the duration chosen when the mutant first slips), 
  then two appear and fight (or whatever) for the 
  same number of rounds, and at the end of those 
  rounds one of the two selves (along with his 
  equipment) disappears.
  The mutant time slips as a free action at any 
  point in its turn. The amount of its turn that it 
  “gives up” on the round that it time slips is how 
  much of a turn it can take when it time slips back 
  in. If the mutant time slips at the start of a turn, 
  for example, it (or both of it) gets to take a whole 
  turn when it come back. If it time slips at the end 
  of its turn, it can’t take a turn when it slips back 
  and must wait until the following round to act.
  Uses: 5 rounds/day.
  Feat: +1 round duration.
  Tougher: The mutant gains +2 hit points per hit 
  die.
  Tremorsense: Enhanced senses allow the 
  mutant the tremorsense ability, which grants him 
  the ability to detect creatures in touch with the 
  ground to a range of 30 ft.
  Feat: +30 ft.
  Uncanny Dodge: The mutant can retain his 
  Dexterity bonus to Armor Class when flat-footed 
  or attacked by an invisible attacker, and can’t be 
  flanked.
  Wings: The mutant has wings (in addition to 
  other limbs) and can fly at its normal ground 
  speed for up to 6/rounds per hour (the mutant is 
  too heavy to fly as easily as a hollow-boned 
  bird). The wings are useful for getting to the tops 
  of cliffs or getting a good view of the 
  surroundings, but not for travel.
  Bigger and smaller mutants have different flight 
  limits.
  Size
  Flight time
  Fine
  12 hours/day
  Diminutive
  10 minutes/hour
  Tiny
  3 minutes/hour
  Small
  1 minute/hour
  Medium-size
  6 rounds/hour
  Large
  3 rounds/hour
  Huge
  2 rounds/hour
  Gargantuan
  1 round/hour
  Colossal
  1 round/day
  Feat: +1 round/hour.
  
  d%
  Defect
  Summary
  Value
  01 – 04
  Distinctive Odour
  Smells horrible, doubles creatures scent range
  1
  05 – 06
  Reduced Charisma
  -4 Charisma
  1
  07 – 10
  Poor Respiratory
  System fatigued after 5 rounds of combat, lasts one hour
  2
  11 – 14
  Slow
  -5 ft. Speed
  2
  15 – 16
  Reduced Intelligence
  -4 to Intelligence
  2
  17 – 18
  Reduced Wisdom
  -4 to Wisdom
  2
  19
  Sensitivity to Acid
  Double damage from acid
  2
  20
  Sensitivity to Cold
  Double damage from cold
  2
  21
  Sensitivity to Electricity
  Double damage from electricity
  2
  22
  Sensitivity to Fire
  Double damage from fire
  2
  23
  Sensitivity to Poison 
  Double damage from poison
  2
  24
  Sensitivity to Psychics
  Double damage from Psychic attacks
  2
  25
  Sensitivity to Sonics
  Double damage from sonics
  2
  26 – 29
  Heightened Metabolism
  Needs water after 5 rounds of combat, -5 save vs. poison, disease 
  3
  30 – 33
  Stiff Motion
  Always flat-footed
  3
  34 – 35
  Terrible Fortitude
  -10 on all Fortitude saves
  3
  36 – 37
  Terrible Reflex
  -10 on all Reflex saves
  3
  38 – 39
  Terrible Will
  -10 on all Will saves
  3
  40 – 43
  Real Slow
  One “step” slower
  4
  44 – 46
  Poor Dual Brain
  10% chance/round that you make a confused action
  4
  47 – 49
  Frenzy
  10% chance/round to go bonkers
  6
  50 – 53
  Fits
  10% chance/round of being paralysed with fits
  7
  54 – 57
  Smaller
  1 size category smaller
  7
  58 – 59
  Reduced Strength
  -4 to Strength
  7
  60 – 63
  Partial Action Only
  Applies in combat, not in daily life
  8
  64 – 66
  Weapon Incompetent
  Never proficient with weapon (other than natural ones)
  8
  67 – 68
  Reduced Dexterity
  -4 to Dexterity
  8
  69 – 72
  Fear Response
  Shaken in combat (or other danger)
  9
  73 – 75
  Bleeder
  -1 hit point per round per wound until stopped
  9
  76 – 79
  Crude Hands
  -4 with all handheld items (weapons, etc) and manipulation (e.g. Disabling 
  Device)
  10
  80 – 83
  Fragile
  Double damage from all weapons
  10
  84 – 86
  Terrible Vision
  50% miss chance within 30 ft., can’t pinpoint creature with sight beyond 30 
  ft.
  12
  87 – 88
  Reduced Constitution
  -4 to Constitution
  15
  89 – 90
  No Arms
  Hard to pick nose
  20
  91 – 100
  Multiple Defects
  Roll on this table twice, ignoring results above 90
  V
  Bleeder: Each time the mutant losses hit points, 
  it suffers a bleeding wound and loses 1 
  additional hit point per round (like being hit by a 
  weapon of wounding). Bleeding takes place at 
  the start of the mutant’s turn, and all the bleeding 
  can be stopped with a single DC 15 Treat Injury 
  check.
  Crude hands (V): The mutant’s hands are not as 
  articulate as a human’s. It suffers –4 on all attack 
  rolls using handheld weapons and skill checks 
  that require fine manipulation (such as Disable 
  Device and spell casting).
  Distinctive Odour: The mutant’s odour is easier 
  for creatures with Scent to detect and follow. 
  Such creatures can detect the mutant if within 60 
  ft. If the mutant is downwind the range drops to 
  30 ft. If the mutant is upwind, the range 
  increases to 120 ft.
  Even creatures without Scent can recognise the 
  mutant’s presence and even identify the mutant 
  by scent alone.
  Fear Response: The mutant’s flight instincts are 
  too strong. In combat or other dangerous 
  situations, it is shaken (-2 on attack rolls, weapon 
  damage, and saving throws).
  Fits: The mutant has a 10% chance each round 
  to be overcome by involuntary motions and fall 
  to the ground. Doing so keeps the mutant from 
  doing anything else that round, and it draws 
  attacks of opportunity.
  Fragile: The mutant’s body and bone structure 
  are faulty. It suffers double damage from weapon 
  damage. It does not suffer double damage from 
  energy damage, magic or psychic damage, etc.
  Frenzy: When in combat, the mutant sometimes 
  gets so worked up that it momentarily forgets 
  
  who is friend and who is foe. Every round of 
  combat, the mutant has a 10% chance to attack a 
  random creature instead of acting normally. If 
  the mutant is in melee, it attacks one of the 
  creatures it could attack (with or without a 5-ft. 
  step). If the mutant is out of melee, it attacks a 
  random creature that it can hit with a ranged 
  weapon (if it has a ranged weapon in hand) or 
  advances on a random creature that it could get 
  to and attack this round (with a regular move or a 
  charge).
  Heightened Metabolism: The mutant consumes 
  twice as much food, water, and oxygen as 
  normal. After 5 rounds of combat or other 
  intense physical activity, the mutant must spend 
  a round drinking water to replenish itself. Until it 
  does so, it’s winded. The mutant can “reset” by 
  replenishing early, such as fighting 3 rounds, 
  replenishing, and then fighting 5 more rounds.
  The mutant also always suffers a –5 penalty on 
  saves against poison and disease because its 
  body spreads toxins and disease organisms 
  throughout its system so quickly.
  No Arms (V): The mutant has no arms, or any 
  arms it has are too defective to function (like a 
  tyrannosaurus). It can handle things with its feet, 
  but it can’t wield weapons and such with them. It 
  can make unarmed attacks normally (kicks). 
  With time it will become adept at manuevering 
  its body without arms, suffering only a –2 
  penalty on skill checks that involve arms (such 
  as climbing and swimming). It can even use its 
  toes (or possibly lips and teeth) to manipulate
  small tools, so it can make skill checks that 
  require fine manipulation (albeit at a -4 penalty).
  Partial Action Only: Combat and other 
  dangerous events overexcite the mutant, making 
  it hesitate. It can only take partial actions on its 
  turn.
  Poor Dual Brain: The mutant has a second 
  brain, which is defective. Each round of combat, 
  there’s a 10% chance that the second brain 
  (desperate because of the life-and-death situation 
  that its in) wrests control of its body from the 
  first brain for that one round. If it does so, roll on 
  this table to see what it does.
  Roll
  Action
  01 – 40
  Look around, do nothing
  41 – 60
  Wander in a random direction 
  (single move)
  61 – 90
  Attack a random creature (as with 
  frenzy)
  91 - 100
  Flop onto floor (as with fits)
  Poor Respiratory System: After 5 rounds of 
  combat, the mutant is fatigued for 1 hour. If the 
  mutant has been fighting but hasn’t reached 5 
  rounds yet, a round spent resting sets the count 
  back one round. For example, the mutant could 
  fight 3 rounds, rest 2 rounds, and then fight 4 
  more rounds. At the end of its turn on that 9th
  round, the mutant would be fatigued.
  Real Slow: The mutant is one step slower than 
  normal (like a Character that gets one size 
  category smaller or puts on medium armor).
  Base Speed
  New Speed
  20 ft.
  15 ft.
  30 ft.
  20 ft.
  40 ft.
  25 ft.
  50 ft.
  35 ft.
  Reduced Ability: The mutant suffers a –4 
  penalty to the listed ability.
  Sensitivity to Attack: The mutant suffers double 
  damage from the listed energy type, poison, or 
  from psychic-energy.
  Slow: The mutant’s unencumbered speed is 5 ft. 
  slower than normal. Encumbered speed is about 
  70% of unencumbered speed.
  Normal 
  Speed
  Unencumbere
  d Speed
  Encumbered 
  Speed
  20 ft.
  15 ft.
  10 ft
  30 ft.
  25 ft.
  15 ft.
  40 ft.
  35 ft.
  25 ft.
  50 ft.
  45 ft.
  30 ft.
  Smaller (V): The mutant is one size category 
  smaller. For a Medium-size creature, apply these 
  bonuses: 
  -4 
  Strength, 
  +2 
  Dexterity, 
  -2 
  Constitution, +1 size modifier (to attack and 
  Defence). For other sizes see the size table on 
  page 157 of the Call of Cthulhu rulebook.
  Mutations that have damage dice and other dice 
  related to hit points are decreased.
  It’s harsh to make a mutant’s Character power 
  weaker just because the mutant is smaller. But 
  
  that way mutated rats don’t deal out damage out 
  of proportion to their size, and the Mythos is a 
  hard taskmaster.
  The mutant is also “one step” slower than 
  normal.
  Base Speed
  New Speed
  Encumbered 
  Speed
  20 ft.
  15 ft.
  10 ft
  30 ft.
  20 ft.
  15 ft.
  40 ft.
  25 ft.
  15 ft.
  50 ft.
  35 ft.
  25 ft.
  Stiff Motion: The mutant’s coordination is 
  jerky. It is always flat-footed. This means it 
  never gets it’s Dexterity bonus to Armor Class, 
  and that it can’t make attacks of opportunity 
  (even with the Combat Reflexes feat).
  Terrible Save: The mutant suffers a –10 penalty 
  on saves of the listed type.
  Terrible Vision: The mutant can see well 
  enough to pinpoint other creatures within 30 ft. 
  That is, it knows where those creatures are, but 
  they are effectively “concealed” to the mutant, so 
  the mutant suffers a 50% miss chance against 
  them. Beyond 30 ft., the mutant sees light, 
  motion, and possible texture, but it can’t pinpoint 
  creatures with sight.
  As a bonus a mutant with this defect can forego 
  Sanity checks that depend on sight. Corrective 
  lenses can be made with Character properties 
  learned from insight into the mythos.
  Weapon Incompetent: The mutant’s brain loses 
  the ability to comprehend certain devices 
  (specifically weapons other than natural ones) 
  and thus suffers a –4 penalty on attack rolls with 
  weapons.
  Appendix E: Spells
  Use this table to determine 
  cultists and sorcerer’s spells 
  as well as those contained in 
  tomes that the investigators 
  find.
  Determine the spells required 
  by rolling 1d500. This is 
  achieved by rolling 1d10 plus 
  1d100. 
  The 
  1d10 
  roll 
  determines 
  how 
  many 
  hundreds are needed. 1 & 2 is 
  001 to 100, 3 & 4 is 101 to 
  200, 5 & 6 is 201 to 300, 7 & 
  8 is 301 to 400 and 9 & 10 is 
  401 to 500.
  Die Roll
  Spell
  01 – 02
  Animal Form
  03 – 05
  Augury
  06 – 08
  Banishment of 
  Yde Etad
  09 – 11
  Become Spectral 
  Hunter
  12 – 16
  Bind Byakhee
  17 – 21
  Bind Dark Young
  22 – 26
  Bind 
  Dimensional 
  Shambler
  27 – 29
  Bind Enemy
  30 – 34
  Bind Fire 
  Vampire
  35 – 39
  Bind Hunting 
  Horror
  40 – 44
  Bind Loup Garou
  45 – 49
  Bind Nightgaunt
  50 – 54
  Bind Servitor of 
  the Outer Gods
  55
  Bind Soul
  56 – 60
  Bind Star 
  Vampire
  61 – 63
  Black Binding
  64 – 66
  Bless Blade
  67 – 69
  Blind/Deafen
  70 – 71
  Body Warping of 
  Gorgoroth
  72 – 73
  Breath of the 
  Deep
  74 – 76
  Brew Space 
  Mead
  77 – 78
  Bring Pestilence
  79 – 83
  Call Azathoth
  84 – 88
  Call Cthugha
  89 – 93
  Call Hastur
  94 – 98
  Call Ithaqhua
  99 – 103
  Call Nyogtha
  104 – 108
  Call Nyarlathotep
  109 – 113
  Call Shub-
  Niggurath
  114 – 118
  Call Yog-Sothoth
  119
  Candle 
  Communication
  120 – 121
  Cast out Devil
  122 – 123
  Cast out Shan
  124 – 126
  Cause Fear
  127 – 128
  Chant of Thoth
  129 – 130
  Circle of Nausea
  131
  Cloak of Fire
  132 – 133
  Cloud Memory
  134 – 135
  Clutch of 
  Nyogtha
  136 – 137
  Consume 
  Likeness
  138 – 142
  Contact Chaugnar 
  Faugn
  143 – 147
  Contact Cthonian
  148 – 152
  Contact Cthulhu
  153 – 157
  Contact Deep 
  One
  158 – 162
  Contact Eihort
  163 – 167
  Contact Elder 
  Thing
  168 – 172
  Contact Flying 
  Polyp
  173 – 177
  Contact Formless 
  Spawn
  178 – 182
  Contact Ghoul
  183 – 187
  Contact Gnoph-
  Keh
  188 – 192
  Contact Hound of 
  Tindalos
  193 – 197
  Contact Mi-Go
  198 – 202
  Contact 
  Nyarlathotep
  203 – 207
  Contact Rat-
  Thing
  208 – 212
  Contact Sand-
  Dweller
  213 – 217
  Contact Star-
  
  Spawn of 
  Cthulhu
  218 – 222
  Contact 
  Tsathoggua
  223 – 228
  Contact 
  Y’golonac
  229
  Control Weather
  230 – 232
  Create Bad 
  Corpse Dust
  233 – 235
  Create Baneful 
  Dust of Hermes 
  Trismegistus
  236 – 237
  Create Barrier of 
  Naach-Tith
  238 – 239
  Create Gate
  240 – 242
  Create Glass 
  from Leng
  243 – 245
  Create Powder of 
  Ibn-Gazi
  246 – 248
  Create Plutonium 
  Drug
  249 – 251
  Create Scrying 
  Window
  252 – 253
  Create Self-Ward
  254 – 255
  Create Time Gate
  256
  Curse of 
  Chaugnar Faugn
  257
  Curse of the 
  Putrid Husk
  258 – 259
  Curse of the Rat-
  Thing
  260 – 261
  Curse of the 
  Stone
  262 – 263
  Dark 
  Resurrection
  264
  Darkness
  265
  Death by Flames
  266 – 268
  Dedicate 
  Sacrificial Knife
  269 – 270
  Deflect Harm
  271
  Detect Life
  272
  Detect Magic
  273 – 277
  Dismiss Azathoth
  278 – 282
  Dismiss Cthugha
  283 – 287
  Dismiss Hastur
  288 – 292
  Dismiss Ithaqua
  293 – 297
  Dismiss Nyogtha
  298 – 302
  Dismiss 
  Nyarlathotep
  303 – 307
  Dismiss Shub-
  Niggurath
  308 – 312
  Dismiss Yog-
  Sothoth
  313 – 315
  Dismisal
  316 – 318
  Diviniation
  319 – 321
  Dominate Animal
  322 – 324
  Dominate Person
  325 – 326
  Dread Curse of 
  Azathoth
  327 – 328
  Eibon’s Wheel of 
  Mist
  329 – 331
  Elder Sign
  332 – 334
  Enchant Bullet
  335 – 337
  Enchant Fetch 
  Stick
  338 – 340
  Enchant Pipes
  341 – 342
  Evil Eye
  343
  Eye of Light & 
  Darkness
  344
  Eyes of the 
  Zombie
  345 – 347
  Find Gate
  348 – 349
  Fist of Yog-
  Sothoth
  350 – 351
  Flesh Ward
  352
  Frozen Tracks
  353 – 354
  Grasp of Cthulhu
  355
  Hands of Colubra
  356 – 358
  Healing Touch
  359 – 360
  Hide from the 
  Eye
  361 – 362
  Hypnotism
  363 – 364
  Identify Spirit
  365 – 366
  Imprison Mind
  367 – 368
  Insect Plague
  369 – 370
  Invisibility Purge
  371 – 372
  Levitate
  373 – 374
  Locate Creature
  375 – 376
  Locate Object
  377
  Look to the 
  Future
  378 – 379
  Magic jar
  380 – 382
  Magic Weapon
  383 – 384
  Message
  385 – 386
  Mindblast
  387 – 388
  Mind Transfer
  389 – 390
  Mirror of 
  Tarkhun Atep
  391 – 392
  Nightmare
  393 – 394
  Obscuring Mist
  395 – 396
  Pipes of Madness
  397 – 398
  Pose Mundane
  399 – 400
  Power Drain
  401 – 402
  Power of 
  Nyambe
  403 – 404
  Raise Night Fog
  405 – 406
  Red Sign of 
  Shudde M’ell
  407 – 408
  Return to Rest
  409 – 410
  Seal of Isis
  411 – 412
  Sekmenkenhep’s 
  Words
  413 – 414
  Shrivelling
  415 – 416
  Siren’s Song
  417 – 418
  Skin of Sedefkar
  419 – 420
  Snare Dreamer
  421 – 422
  Song of Hastur
  423 – 424
  Soul Singing
  425 – 426
  Soul Trap
  427 – 429
  Speak with Dead
  430 – 431
  Spectral Razor
  432 – 433
  Steal Life
  434 – 435
  Suggestion
  436 – 440
  Summon 
  Byakhee
  441 – 445
  Summon Dark 
  Young
  446 – 450
  Summon 
  Dimensional 
  Shambler
  451 – 455
  Summon Fire 
  Vampire
  456 – 460
  Summon Hunting 
  Horror
  461 – 465
  Summon 
  Nightgaunt
  466 – 470
  Summon Servitor 
  of the Outer Gods
  471 – 475
  Summon Star 
  Vampire
  476 – 477
  True Strike
  478 – 479
  Unmask Demon
  480 – 481
  Unspeakable 
  Oath
  482 – 483
  View Gate
  484 – 485
  Voice of Ra
  486 – 487
  Voorish Sign
  488 – 489
  Wandering Soul
  490 – 491
  Ward Against 
  Psychics
  492 – 493
  Warding the Eye
  494 – 495
  Wave of Oblivion
  496 – 497
  Wither Limb
  498 – 499
  Word of Recall
  500
  Wrack
  
SOURCE: textdata/thevault/Call of Cthulhu (CoC) (BRP) [multi]/EXTRA/Resources/CoC - Nyarlathotep's Printing Press.pdf