TEXT:  
   
   
  BLACK BOOKS 
  TOMES OF THE OUTER DARK 
   
  
  - 1 - 
   
   
  BLACK BOOKS 
  TOMES OF THE OUTER DARK 
   
  A role playing game of the Cthulhu Mythos 
   
  By Simon Washbourne 
   
  Inspired by the works of H. P. Lovecraft 
   
  Thanks to Mike Hill 
   
  Black Books, based upon: Swords & Wizardry: Whitebox By Marv Breig 
   & Swords & Wizardry: Core Rules by Matthew J. Finch 
   
  Map of Lovecraft Country by Hoodinski - Own work, CC BY-SA 3.0, 
  https://commons.wikimedia.org/w/index.php?curid=15255916  
   
  Map of Arkham by Joseph Morales  
  http://baharna.com/cmythos/arkham.htm) [FAL], via Wikimedia Commons 
   
  Flying Polyp illustration by Dagonweb (Own work) CC BY 3.0 
  http://creativecommons.org/licenses/by/3.0 
   
  Other illustrations in the public domain 
   
   
  Published by Beyond Belief Games 
   
  First Edition – May 2016 
   
  Beyond Belief Games ™ 
   
  Swords & Wizardry Copyright © 2008 Matthew J. Finch 
   
  Black Books RPG: © 2016 Simon Washbourne 
   
   
  
  - 2 - 
  Contents 
   
  Table of Contents 
  2 
  Introduction 
  3 
  Chapter 1: Getting Started 
  4 
  Chapter 2: Backgrounds 
  13 
  Chapter 3: Character Classes  
  20 
  Chapter 4: Possessions 
  26 
  Chapter 5: Playing The Game  
  30 
  Chapter 6: Running the Game  
  40 
  Chapter 7: Dark Tomes & Other Things 
  43 
  Chapter 8: Spells 
  50 
  Chapter 9: Dark Cults 
  57 
  Chapter 10: Dark Places 
  59 
  Chapter 11: Monsters 
  65 
  OGL 
   
   
   
   
   
  
  - 3 - 
  Introduction 
  Black Books is a horror role-playing game where the player characters (also 
  called PCs and investigators) are ordinary people (historians, detectives, 
  scholars, artists etc.) drawn into a dark and horrific version of our world. As the 
  investigators learn more of the true horrors of the world and the irrelevance of 
  humanity, their sanity inevitably withers away. The rules are biased towards 
  playing in the 1920’s although there is no reason these rules can’t be adapted to 
  other time periods. 
   
  This is a game about investigation more than about physical action; the 
  investigators will probably start with a seemingly minor mystery, to 
  discovering mind-numbingly awful, global conspiracies to destroy the world. It 
  is assumed that most investigators will not survive (at least with their sanity 
  intact) and that the only safe way to deal with the vast majority of indescribable 
  horrors they come up against is to run away.  
   
  The game is about the veil that separates frail humanity from the terror that 
  lurks beyond space and time. The characters sometimes see beyond this veil as 
  they investigate forgotten ruins, haunted woods, and nameless menaces – even 
  sometimes venturing (or being dragged) to other moons or into the voids of 
  space. Investigations will lead characters to days of research in musty old 
  libraries, visits to long lost ritual sites and interactions with all sorts of dubious 
  individuals along the way.    
    
  A well-run Black Books campaign should engender a sense of foreboding and 
  inevitable doom in its players. The style and setting of the game, in a relatively 
  modern time period, creates an emphasis on real-life settings, character 
  research, and thinking one's way around danger. 
   
  You are free to publish your own adventures, house-rules, and any other sort of 
  materials designed for this game. Guidelines and requirements are at the end of 
  the book. 
   
  If you enjoy this game, why not download the other three games in this 
  line: Ancient Mysteries & Lost Treasures, Blood & Bullets and Sabres & 
  Witchery. Even better, you can pick up all three rpgs in print from 
  LULU.COM, where you’ll also find many other great games from Beyond 
  Belief Games. 
   
   
   
  – Simon Washbourne 
   
  
  - 4 - 
      
  CHAPTER 1: GETTING STARTED 
  Black Books, like most role playing games requires one person to run the game, 
  called the Keeper and (preferably) two or more players. For players, the first 
  step in playing the game is to create a player character. This is a simple matter 
  of rolling some dice to determine your character’s strength and other basic 
  attributes, picking an investigator class, and buying in-game equipment. If 
  you’re the Keeper, however, you’ve got a bit more preparation to do—that’s 
  covered later in these rules. 
   
  Rule Number One 
  The most important rule in Black Books is that the Keeper always has the right 
  to modify the rules. In fact, it’s encouraged! This is your game, after all. There 
  are gaps in the rules—holes left open on purpose—because much of the fun of 
  “old school” gaming is being able to make up rules as needed. 
   
  Dice 
  Black Books uses several different types of dice, and they are abbreviated 
  according to the number of sides they have. For example, a four-sided die is 
  noted as “d4.” If this text requires a player to roll “3d4” that means to roll three 
  (3) four-sided dice and add the results together. Other die types (six-sided, 
  eight-sided, ten-sided, twelve-sided, and twenty-sided) follow in the same 
  manner. However, there is no die with 100 sides. When asked to roll d100, 
  instead roll two (2) ten-sided dice, treating the first roll as the “tens” and the 
  second as the “ones.” So, if one were to roll a “7” and then a “3”, the result 
  would be “73.” Please note that rolling two zeroes is treated as “100.” 
   
  Remember 
  Throughout this text are suggestions, explanations, and ideas presented in 
  textbox format; feel free to use or discard them at leisure. New rules for 
  governing certain situations can range from simple guidelines like “grab some 
  dice, roll them, and tell me the number” to a complex series of tables for the 
  smallest of details. 
  
  - 5 - 
  The core system 
  Whenever you attempt an action that has some chance of failure, you roll a 20-
  sided die (D20). To determine if your investigator succeeds at a task (such as 
  attacking a monster or using class abilities), you do this: 
   
   
  Roll a D20. 
   
  Add any relevant modifiers. 
   
  Compare the result to a target number. 
   
  If the result equals or exceeds the target number, your character 
  succeeds. If the result is lower than the target number, you fail. 
   
  The target number for saves and abilities is normally 10 to 15. 
  However, the GM might modify this for harder or easier tasks. See the 
  Table 1: Target Numbers (TN) below. Opposed rolls are modified by 
  the level (or Hit Dice (HD)) of the opponent. 
   
  The target number when shooting or attacking is the Defence Rating 
  (DR) of the opponent. 
   
  A natural 1 always fails. 
   
  A natural 20 always succeeds.  
   
  Table 1: Target Numbers 
   
  Target Numbers  
  Example 
  Very easy (0) 
  Notice something large in plain sight, leap over 1-foot wall 
  Easy (5)  
  Climb a knotted rope, leap over a 2-foot wall  
  Average (10)  
  Hear an approaching cultist, shoot to hit an average cultist 
  Tough (15)  
  Read a Mythos Tome, pick an average lock without the key 
  Challenging (20)  
  Swim in rapids or stormy seas, leap across a 25-foot chasm 
  Formidable (25)  
  Leap across a 30-foot chasm 
  Grueling (30)  
  Track a deep one across marshy ground after 24 hours of rainfall 
   
   
   
  
  - 6 - 
  Character Sheets 
  A character sheet is a piece of paper designed to organize and contain any and 
  all necessary PC information, for the benefit of both the Keeper and player. For 
  Black Books, the character sheet could be something as simple as a 3x5” index 
  card – maybe with class abilities, equipment and other notes written on the 
  back: 
   
  NAME   Dr Honor Kildaire           
   
  BACKGROUND Academia 
   
  STR        6 (-2)                         
  CLASS  Scholar 
  INT       15 (+2)                        
  LEVEL  1                      
  WIS       14 (+2)                       
  # COMPLETED SCENARIOS   0 
  CON      11                                  
  HP        4 
  DEX      11                                  
  DR        10 
  CHA      12 (+1)                      
  STARTING SAN     60 
                                                      
  CURRENT SAN      60 
  CR   +1                                        
  SAVES:   Fort  +1     Ref  +1     Will +4 
  ML    0 
   
   
   
   
  Attribute scores 
  The basic abilities are numbers which represent the Strength, Intelligence, 
  Wisdom, Constitution, Dexterity and Charisma of a character.  
   
  Rolling Attributes 
  In the world of Black Books, the PCs are ordinary individuals. Accordingly, 
  characters are created by rolling 3D6 a total of six times and writing the scores 
  down in the order they are rolled, starting with strength and finishing with 
  charisma. It doesn’t matter so much in a game of Black Books if your attributes 
  aren’t all good; your character isn’t expected to last that long however high 
  they are. In fact, if you roll poor attributes you might last longer because you 
  are more likely to be ultra careful with your character - having said that if the 
  results are terrible, the Keeper can give the go-ahead to roll up a new character. 
   
  Prime Attribute 
  This is the attribute that is most useful to characters of a particular class. In all 
  cases, the character must have a minimum of 10 in the prime attribute of that 
  class. 
   
  Attribute Modifier 
  Each attribute has the potential to modify what you can do. Refer to the 
  following table to see the bonuses (or penalties) that apply from high or low 
  
  - 7 - 
  attributes. Humans don’t go above 19, but some monsters are likely to have 
  much higher attributes. 
   
  Table 2: Attribute Modifiers 
   
  Attribute Roll 
  Description 
  Bonus/Penalty 
  0-1 
  Deficient 
  -5 
  2-3 
  Abysmal 
  -4 
  4-5 
  Very Poor 
  -3 
  6-7 
  Poor 
  -2 
  8-9 
  Below Average 
  -1 
  10-11 
  Average 
  – 
  12-13 
  Above Average 
  +1 
  14-15 
  Good 
  +2 
  16-17 
  Very Good 
  +3 
  18-19 
  Exceptional 
  +4 
  20-21 
  Unnatural 
  +5 
  22+ 
  Other-worldly 
  …and so on 
   
  Strength (STR) 
  A high strength lets a character carry more weight and will give him bonuses to 
  attacks and damage when attacking with a melee weapon or his fists. STR is the 
  prime attribute for an Enforcer. 
   
  Add your STR modifier when: 
   
  Rolling to hit in melee combat 
   
  Rolling weapon damage 
   
  Fighting using fists, grappling, throwing and wrestling 
   
  Checking if your character is overburdened 
   
  Breaking down doors, pulling lifting or dragging heavy objects 
   
  Intelligence (INT) 
  Intelligence represents IQ, reasoning, and the ability to solve puzzles or 
  understand difficult concepts. Every character in Black Books is assumed to be 
  able to read and write in his native language (unless the player decides 
  otherwise). A high INT score gives a character an additional language (spoken 
  and written) for each point of bonus they have (so a PC with INT 18 would 
  have 5 starting languages). INT is the prime attribute for a Scholar. 
   
  Add your INT modifier when: 
   
  Rolling to recall a fact or information your character might know 
   
  Determining the number of languages your character knows 
   
   
  
  - 8 - 
  Wisdom (WIS) 
  Wisdom determines a character’s insight, perception, good judgment and 
  willpower. WIS is the prime attribute for a Spiritualist.  
   
  Add your WIS modifier when: 
   
  Making will (& SAN) saves, for negating the effect of fear, sanity loss 
  and resisting the mind-invasive attacks of horrors and spells  
   
  Using certain class-based abilities, such as when seeing if you notice 
  things that are hidden or for following tracks in the wilderness 
   
  Constitution (CON) 
  Constitution refers to the health and endurance of a character. A high CON 
  score gives characters additional hit points per hit die. 
   
  Add your CON modifier when: 
   
  Calculating your character’s Hit Points 
   
  Rolling to avoid death and the effects of poisons, illnesses, diseases 
  and other effects that have a negative effect on your character’s 
  physical health (called fortitude saves) 
   
  Dexterity (DEX) 
  Dexterity is a combination of coordination and quickness. A high DEX score 
  gives a character a bonus on their “to-hit” roll when attacking with a firearms 
  or other ranged weapons. DEX is the prime attribute for a Sneak. 
   
  Add your DEX modifier when: 
   
  Rolling to hit with firearms and other ranged weapons in combat 
   
  Calculating your character’s Defence Rating. 
   
  Rolling to avoid traps, falling into pits and avoiding the effects of 
  certain spells (called reflex saves) 
   
  Using certain class-based abilities, such as when sneaking, climbing 
  and lock picking 
   
  Charisma (CHA) 
  A highly charismatic character has a better chance to talk his way out of trouble 
  and has a higher starting sanity than a character with a lower CHA. CHA is the 
  prime attribute for a Charmer. 
   
  Add your CHA modifier when: 
   
  Rolling to influence others 
   
   
   
  
  - 9 - 
  Secondary attributes 
  These are other characteristics that help give you an idea of your character’s 
  strengths and weaknesses. Most are derived from some other aspect of your 
  character. 
   
  Hit Points (HP) 
  Hit points (HP) represent the amount of “damage” a character can take before 
  dying and are determined by the amount of Hit Dice (HD) a character has at 
  their particular class level. It doesn’t solely represent the character’s ability to 
  absorb injury – it also represents the experience of the character to turn what 
  might have been a mortal wound into a flesh wound, by correct positioning, 
  general awareness, use of cover, distractions etc. 
   
  Each time a PC advances in level, you get to roll another HD and add the result 
  to the character’s previous total until your character reaches 4th level. After that 
  you add either your CON modifier or 1 HP at each new level, whichever is 
  higher.   
   
  Some Keepers will allow characters to have the maximum HP at 1st level to 
  give their characters a little more survivability although this is less necessary in 
  an investigative rpg like Black Books, where it is usually best to avoid getting 
  into a fight. 
   
  Class Ability 
  Each Investigator Class in Black Books has a number of skills for which they 
  receive a bonus to their attribute rolls. This bonus increases as the character 
  increases in level. Characters of other classes can usually attempt these skills 
  too – they just don’t receive the level bonus. Some class abilities are not 
  available to characters of other classes – this is up to the Keeper. 
   
  Credit Rating (CR) 
  In Black Books, actual money isn’t tracked – instead character money is 
  represented by their Credit Rating (CR). It is used as a measure of wealth, 
  which in many situations leads to a measure of influence. This is the 
  investigator’s ability to panhandle or get a loan from a bank or business, and it 
  is also the chance for the investigator to pass a bad check or to bluff their way 
  past a demand for credentials - money talks. Your background determines your 
  modifier to your D20 rolls to obtain credit. Your CHA can sometimes be used 
  in combination with your CR to influence people or, if you are writing a letter 
  to obtain credit, you might use your INT modifier instead. Generally though, 
  you use your CR as it is. 
   
   
  
  - 10 - 
  Defence Rating (DR) 
  Armour isn’t an important consideration in Black Books because it is rarely 
  worn in the 1920’s. Accordingly, characters have a Defence Rating (DR) 
  (instead of an armour class as seen in other old school games) which is set at 
  10, modified by a character’s DEX modifier. Your choice of class also provides 
  a bonus to your DR. 
   
  Sanity Points (SAN) 
  This statistic represents the PC’s descent from a stable and healthy mental state 
  into confusion and mental instability. As investigators encounter abnormal 
  creatures, witness horrific events and master forbidden knowledge, their sanity 
  score, and their ability to function as a normal member of the human race, 
  deteriorates. 
   
  A PC’s starting sanity (SAN) is CHA x 5. This score represents a starting PC’s 
  current SAN, as well as the upper limit of SAN that can be restored by medical 
  treatment. After creation, a character’s current SAN often fluctuates 
  considerably and might never again match starting sanity. A change in a 
  character’s CHA score changes his or her starting SAN in terms of what 
  treatment can restore. Current SAN, however, does not change if CHA rises or 
  falls. 
   
  Each time an investigator advances in level he or she recovers 1 SAN and 
  raises starting SAN by 1 point. 
   
  Saving Throws (saves) 
  From time to time, a hazard requires you to make a saving throw (save). Saving 
  throws are similar to abilities, only they tend to be reactive rather than active. 
  They are rolled as a result of something happening to the character, rather that 
  the character attempting to do something. Making a saving throw generally 
  does not take the character’s turn to perform. The type of throw depends on the 
  threat: 
   
  Fort Save: This would be against death, poisons, disease, paralysis and similar 
  effects that are hazards to physical health and well-being.  
  Ref Save: This would be against slips and falls, keeping hold of or catching 
  small items, dodging landslides and rock-falls and other similar situations, 
  where quickness and agility are helpful.   
  Will Save: This type of save is where mental strength is crucial; it is 
  particularly important for resisting the effects of SAN loss. 
   
  Your character has one good save; based on investigator class and the other two 
  are normal saves. A save is made on a single D20, adding the attribute modifier 
  and the level-based bonus, depending on whether it is the character’s good save 
  
  - 11 - 
  or normal save. E.g. A 3rd level Enforcer with CON 14 is poisoned (TN 15). 
  His save against the poison is made rolling a D20 and adding +2 for his CON 
  and +3 for his good save, for a total of +5. 
   
  Mythos Lore 
  No character begins the game with any knowledge of the Cthulhu Mythos. 
  However, as they encounter mythos entities and read books of lore, they will 
  begin to gain an understanding of the subject. Once they have at least a +1 in 
  Mythos Lore, they can start to make rolls to figure things out when they 
  encounter mythos creatures, tomes, artifacts and places. Mythos Lore never 
  becomes a class ability – it is only ever increased by encounters with the 
  mythos. 
   
   
   
  
  - 12 - 
  Levels 
  As characters resolve problems and learn more about the old ones, they 
  improve at what they do. This is represented by level advancement. At each 
  level, the character is more resilient and learns how to avoid the worst in 
  combat situations, to make what would be deadly hits into glancing blows or 
  grazes (receives more HP). He or she is also more accurate (increased To Hit 
  Bonus) and more alert to dangers that might otherwise kill him or her (better 
  Saving Throw or Class Abilities). 
   
  Table 3: Level Advancement  
   
   
   
   
   
  Level 
   
   
   
   
  HD 
   
  Good  
  Save/Main 
  Class 
  Abilities 
  Normal 
  Save/ 
  Secondary 
  Class 
  Abilities 
   
   
  Tertiary 
  Class 
  Abilities 
   
   
  # of 
  Completed 
  Investigations 
   
   
  Total # of 
  Completed 
  Investigations 
  1 
  1 
  +2 
  +1 
  +0 
  0 
  0 
  2 
  2 
  +3 
  +2 
  +1 
  +1 
  1 
  3 
  3 
  +3 
  +2 
  +1 
  +2 
  3 
  4 
  4 
  +4 
  +3 
  +1 
  +3 
  6 
  5 
  +1 
  +5 
  +3 
  +2 
  +4 
  10 
  6 
  +1 
  +5 
  +4 
  +2 
  +5 
  15 
  7 
  +1 
  +6 
  +4 
  +3 
  +6 
  21 
  8 
  +1 
  +7 
  +5 
  +3 
  +7 
  28 
  9 
  +1 
  +7 
  +5 
  +3 
  +8 
  36 
  10 
  +1 
  +8 
  +6 
  +4 
  +9 
  45 
   
  HD: Characters gain a hit dice each level to 4th and then 1 hit point per level 
  thereafter  
  Good Save: This is determined by investigator class 
  Normal Save: This is for the other saving throws that aren’t the character’s 
  primary save  
  Main Class Abilities: Each class has a number of class abilities for which they 
  receive this bonus to their rolls for success. 
  Secondary Class Abilities: Some classes’ combat skills aren’t as good as those 
  of Enforcers. They might have this bonus for their rolls to hit in combat or to 
  their DR. 
  Tertiary Class Abilities: Some classes’ combat skills are poor; they might 
  have this bonus for their rolls to hit in combat or to their DR. 
  # of Completed Investigations: Characters gain experience, represented by 
  advancing levels by completing investigations. To advance to the next level, 
  characters must complete a number of adventures equal to their current level.  
  
  - 13 - 
  CHAPTER 2: BACKGROUNDS 
  The first thing the player must do is decide their character’s background. This 
  gives an indication of the character’s upbringing or the main influences on his 
  or her life to early adulthood. 
   
  There are 10 backgrounds detailed here for a player to choose from. Once 
  selected, there are two or three immediate benefits from their background. This 
  is usually a bonus or penalty to CR, a bonus to an attribute and one investigator 
  class ability. Then a player has a choice of one additional ability. If a player 
  can’t decide, he or she can roll a D10 to determine the character background. 
   
  Some benefits become class 
  abilities for the character and these 
  will therefore increase as the 
  character advances in his or her 
  class. Where the character’s class 
  also provides the same or similar 
  ability, the background ability adds 
  +2 to the class ability where it is 
  applicable to the situation or task 
  in hand.  
   
  Academia 
  You spent your early years in the 
  hallowed halls of the university; as 
  a student and possibly later as a 
  lecturer or teacher. You attained high grades in your studies and feel at home in 
  museums, libraries and places of learning. 
   
  Credit Rating +1 
   
  INT or WIS +1 
   
  Library Use: Library Use enables an investigator to find a given book, 
  newspaper, or reference in a library or collection of documents, 
  assuming that the item is there. Each use of this ability marks four 
  hours of continuous search. An investigator rarely gets more than two 
  tries per day. 
  Choose one of: 
   
  Mentor (CHA): Your college professor or some other well-placed and 
  knowledgeable individual has a particular interest in you and your 
  activities. He or she will always try to make him or herself available if 
  you need help. The person will be able to answer questions that are 
  within his or her realms of knowledge, open doors to places of 
  
  - 14 - 
  academia, such as libraries, museums and archeological sites and 
  might even be able to help with finances.  
   
  Museum Pass (WIS): You are a member of a respected museum, 
  university, or other organization that preserves relics of ages past. You 
  can gain access to the facilities where such antiquities are stored and 
  can participate in their study. You may be allowed to accompany 
  expeditions seeking to explore ruins or retrieve items of historical 
  interest, if your area of expertise is relevant to the task at hand.  
   
  Personal Library (INT): You own a small collection of rare and 
  informative books on a range of subjects. You might even own a book 
  shop. You can recognize and date rare books. Your personal collection 
  gives an additional +2 to any knowledge rolls you make whilst you 
  have access to it. Roll a D20. If you get a 20 there is also a rare 
  mythos book in your collection. 
   
  Big Business 
  You come from the world of big business and big deals and you’re on your way 
  up the corporate ladder.Taking this background means your character comes 
  from a family of professional people – maybe company bosses, bureaucrats, 
  lawyers, accountants or bankers. 
   
  Credit Rating: +4 
   
  INT or CHA +1 
   
  Paperwork (INT): You are used to dealing with legal papers, accounts 
  ledgers and other official documents and you can find discrepancies or 
  connections if given time for study. Even a quick scan might reveal 
  some useful pieces of information. You might even be able to draw up 
  some documents to requisition an item or to gain access to an 
  establishment that would fool someone on a cursory examination.  
  Choose one of: 
   
  Criminal Contact (CHA): You have defended someone in court or do 
  the accounts for a disreputable individual and can generally rely on 
  them for help with anything slightly shady when needed.  
   
  Good Business (WIS or CHA): Your business or investments are 
  doing very well and make you an income far above the norm and it 
  just keeps getting better. Credit Rating therefore becomes a main class 
  ability.  
   
  Legalese (CHA): you are an expert in lawyer-speak and can quote 
  chapter and verse of the law without pause. This can be used as a 
  distraction or to get you and your friends out of jail or to talk court 
  officials or the police into giving you access to legal papers, arrest 
  records or to prisoners. 
   
  
  - 15 - 
  Big City 
  You grew up in the big city, learning to navigate the complex geography and 
  social interactions therein. Your character was born into a “blue-collar” family 
  of shopkeepers, labourers, craftsmen, artisans or other similar workers. 
   
  Credit Rating: +0 
   
  DEX or INT +1 
   
  Craft (DEX or WIS): Your character has a professional trade, craft or 
  skill. Examples would be carpentry, blacksmithing, jeweler, cooking, 
  mechanical repair, electrical repair, book-binding, bartender, glass-
  blower etc. 
  Choose one of: 
   
  Antiquarian (INT): You have an antique shop or auction house with a 
  range of antiques for sale. You can recognize and date antique items 
  and value them accurately. You have come across mythos items in the 
  past and possibly have one in your shop (Roll 20 on D20). 
   
  Good Business (WIS or CHA): For some reason your business is 
  doing very well and makes you an income far above expectations for 
  your background and it just keeps getting better. Credit Rating 
  therefore becomes a secondary class ability.  
   
  Practical Mind (WIS): Your character takes a pragmatic view of the 
  world and tries to fit any supernatural events and sightings into what 
  he or she knows as reality. This gives a +2 to any Will saves made to 
  prevent SAN loss when observing and experiencing supernatural 
  events and cosmic horrors. 
   
  Entertainment 
  You were born to a theatrical family or early on in your life you took to the 
  stage. You might be a singer, musician, actor or comedian. Perhaps you are 
  already quite famous. Or maybe your rise to stardom is just beginning. 
   
  Credit Rating: -2 
   
  DEX or CHA +1 
   
  Perform (CHA or DEX): Choose two forms of entertainment as class 
  abilities e.g. singing, acting, playing an instrument, comedy, mime, 
  magic tricks, poetry or whatever. If you decide to be an all-round 
  entertainer, you simply add +2 to any performance roll you make.  
  Choose one of: 
   
  Disguise (CHA): You are an expert actor and make-up artist and you 
  are skilled at mimicking people; both specific individuals and general 
  types of people. 
   
  Fame (CHA): You are a well-known personality and people generally 
  like you and react well to you. Even your critics might have a 
  grudging respect. Your fame can be used to open doors, get the best 
  
  - 16 - 
  seat at the table or even give you a free night in a hotel. You might be 
  able to get tight-lipped individuals to open up where others fail. Also 
  add +4 to your Credit Rating. 
   
  Prestidigitation (DEX): You are a master of magic tricks and 
  legerdemain. This can be combined with the Sneak class ability of 
  sleight, if relevant.  
   
   High Society 
  You’ve grown up among the rich and powerful, so you know how to move in 
  social circles and you know influential people. You could be a member of the 
  aristocracy, a dilettante or a wealthy entrepreneur. 
   
  Credit Rating: +6 
   
  CHA +1 
   
  Additional Income: You receive a regular income from investments or 
  a family fortune. Credit Rating becomes a main class ability. 
  Choose one of: 
   
  Manservant/Maid: You have a loyal and well-paid family retainer who 
  looks after your needs and is at your beck and call. He or she makes 
  sure you are dressed properly for every occasion, greets visitors to 
  your door, acts as a chauffeur and personal bodyguard. He or she is 
  not likely to investigate cases with you, but will be back in the hotel 
  room or waiting round the corner in the car or ready to give advice 
  when you’re at a dinner party. It’s up to you and the Keeper to define 
  the abilities and limitations of your manservant/maid.     
   
  Privileged Position (CHA): Thanks to your wealthy background, 
  people are inclined to think the best of you. You are welcome in high 
  society and people assume you have the right to be wherever you are. 
  The common folk make every effort to accommodate you and avoid 
  your displeasure, and other people of high status treat you as a 
  member of the same social sphere. You can secure an audience with a 
  local dignitary if you need to. 
   
  Property: You own several (D3+1) houses both in and out of the 
  country. These are staffed (if desired). You can work with the Keeper 
  to either predetermine where they are located or to determine during 
  the game where they are depending on where the investigations take 
  you.  
   
  Law Enforcement 
  You served in the police force, the Pinkerton detective agency, the Bureau of 
  Investigation or some other agency tasked with criminal investigation. 
   
  Credit Rating: +0 
   
  INT or WIS +1 
  
  - 17 - 
   
  Search (WIS): You are skilled at examining crime scenes and other 
  locations generally finding the most important of what there is to be 
  found with an initial search. A more thorough search could still reveal 
  more information. 
  Choose one of: 
   
  Police Rank (CHA): You have a rank from your career in the police or 
  whatever agency you worked for. Officers loyal to your former 
  organization still recognize your authority and influence, and they 
  defer to you if they are of a lower rank. You can invoke your rank to 
  exert influence over other officers and requisition simple equipment or 
  vehicles for temporary use. You can also usually gain access to 
  friendly police station or agency office where your rank is recognized. 
   
  Practical Mind (WIS): Your character takes a pragmatic view of the 
  world and tries to fit any supernatural events and sightings into what 
  he or she knows as reality. This gives a +2 to any saves made when 
  observing and experiencing supernatural events and cosmic horrors. 
   
  Hunch: When lost for what to do next during an investigation, your 
  character gets a feeling or guess based on intuition rather than fact. 
  Once per two levels (round in character’s favour) per investigation the 
  player can ask the Keeper for a clue or a direction that will be correct. 
   
  Military 
  You served in the army, the marines or navy in the Great War; therefore you’ve 
  seen action and are trained to use military equipment and weapons. 
   
  Credit Rating: +0 
   
  STR, DEX or CON +1 
   
  Military Weapon Training: You can use military weapons, whatever 
  your chosen investigator class. 
  Choose one of: 
   
  Arsenal (INT): You have your own arsenal of weapons, secreted away 
  from your days in the military. Just about any weapon in the weapon 
  section is available to you as long as you can retrieve it from where it 
  is stored.  
   
  Military History (INT): You have an extensive knowledge of military 
  affairs and the details of battles, equipment and uniforms in use. 
   
  Military Rank (CHA): You have a military rank from your career in 
  the military. Soldiers loyal to your former military organization still 
  recognize your authority and influence, and they defer to you if they 
  are of a lower rank. You can invoke your rank to exert influence over 
  other soldiers and requisition simple equipment or horses for 
  temporary use. You can also usually gain access to friendly military 
  bases where your rank is recognized. 
  
  - 18 - 
   
  Pilot (DEX): You have trained to fly a biplane, possibly flying one 
  during the war. This becomes a class ability for you. 
   
  Organized Crime 
  Whether through family ties or your own initiative, you’ve managed to find a 
  place among the criminal gangs. This means you were primarily involved in 
  unlawful activities and have possibly spent some time in prison. 
   
  Credit Rating -4 
   
  STR, DEX or INT +1 
   
  Choose any Sneak Class Ability 
  Choose one of: 
   
  Avenues & Alleyways (INT): You know the secret patterns and flow 
  to cities and can find passages through the urban sprawl that others 
  would miss. You know where the seediest parts of town are and can 
  obtain illicit items, find dodgy people or places and acquire 
  information not available to decent people. When you are not in 
  combat, you (and companions you lead) can travel between any two 
  locations in the city twice as fast as your speed would normally allow. 
   
  Criminal Contact (CHA): You have a reliable and trustworthy contact 
  who acts as your liaison to a network of other criminals. You know 
  how to get messages to and from your contact, even over great 
  distances and can obtain information from him if it is out there to be 
  found. 
   
  False Identity (CHA or INT): You have created a second identity that 
  includes documentation, established acquaintances, and disguises that 
  allow you to assume that persona. Additionally, you can forge 
  documents including official papers and personal letters, as long as 
  you have seen an example of the kind. Your Credit Rating is 0. 
   
  Religious 
  Your character had a devout upbringing; perhaps because they were born into, 
  or at an early age entered into, a religious community. Whether or not you still 
  have your faith, the religious foundation will stay with you. 
   
  Credit Rating: +0  
   
  WIS or CHA +1 
   
  Occult Knowledge (INT): 
  Choose one from: 
   
  Discovery (WIS): You were a hermit for some time and cut yourself 
  off from normal society. This seclusion gave you access to a unique 
  discovery. It might be a great truth about the cosmos, the deities, the 
  powerful beings of the outer darkness, or the forces of nature. It could 
  be a site that no one else has ever seen. You might have uncovered a 
  
  - 19 - 
  fact that has been long-forgotten or unearthed some relic of the past 
  that could rewrite history. Work with your DM to determine the 
  details of your discovery and its impact on the campaign. 
   
  Shelter (CHA): As one of the faith, you command the respect of those 
  who share your beliefs and you can perform the religious ceremonies 
  of your faith. You and can expect to receive free care at a temple, 
  shrine, or other established presence of your faith. You might also 
  have ties to a specific temple or monastery dedicated to your chosen 
  faith and you have a free residence there and can sometime call upon 
  the community for assistance if not too hazardous to them. 
   
  Symbol of Faith: You have a religious or insightful book, a relic or 
  artifact of faith or some other item that is important to you. As long as 
  this item is available to you, you can put your trust in it for inspiration 
  and re-roll any failed D20 roll once per scenario per level.  
   
  Small Town 
  Your character grew up in a small rural town. Your education was pretty basic 
  and the styles of the big city are foreign to you. But you’re tough and you know 
  your way around in the great outdoors.  
   
  Credit Rating: -6 
   
  STR, CON or WIS +1 
   
  Animal Handling (WIS): You are used to dealing with animals and 
  livestock from your outdoor upbringing. You can ride horses, train 
  dogs and know how to deal with wild animals to pacify them or scare 
  them away.   
  Choose one of: 
   
  Roughneck (STR): You are a bit of a rowdy and can handle yourself in 
  unarmed combat. You gain +2 to hit in brawls and your fists cause D4 
  damage instead of the usual D3. You also have an intimidating manner 
  and can sometimes get people to talk when your “softer” friends fail.  
   
  Survival (CON or WIS): In the wilderness, the character can obtain 
  enough food and sufficient safe shelter by hunting and foraging to 
  keep alive himself plus a number of additional people equal to his or 
  her level. If there are more people in the group than this, a roll is 
  required. You can also follow a trail across almost any ground, can 
  recognize the prints and number of critters that made the tracks and 
  never lose your sense of direction in the outdoors (cities are another 
  matter).  
   
  Tough Cookie (CON): Your life in the outdoors has toughened you up 
  and you are rarely sick. Even when you are, you are never in your 
  sickbed for too long. You receive +2 to any Fort saves made and in 
  addition, you recover HP at twice the rate of others. 
   
  
  - 20 - 
  CHAPTER 3: CHARACTER CLASSES 
  There are five character classes in Black Books; the Charmer, Enforcer, 
  Scholar, Sneak and Spiritualist. Backgrounds suggest your character’s 
  upbringing or early life – classes represent broadly your character’s approach to 
  investigations. You can choose a class that is totally removed from your 
  background if you wish; this creates good back story material for your 
  character. The Keeper is free to invent other character classes or may allow 
  optional classes from other games.  
   
  Charmer (CHA) 
  The Charmer is an enterprising person who uses his or her persuasiveness and 
  personality to gather information and get things done. The character could be 
  an expert gambler, a street hustler, spy, politician, dilettante, gentleman, an 
  expert salesman or simply a scoundrel with the gift of the gab. 
   
  Charmer class features 
  Hit Dice:  
  D6 
  Weapons:  
  Charmers can use any non-
  military weapons 
  Primary Save:  
  Will (+2 at first level) 
  Normal saves: 
  Ref, Fort (+1 at 1st level) 
  To Hit Rolls:  
  Secondary Class Ability (+1 at 1st 
  level) 
  Defence Rating: Secondary Class Ability (+1 at 1st 
  level) 
   
  Charmer main class abilities 
   
  Affability: (CHA): The Charmer has the 
  gift of the gab – they are very persuasive 
  and can use their charm and influence to 
  get what they want, sometimes by deceit, 
  bluff or seduction. They can use this skill 
  to get out of tricky situations or to trick the 
  gullible into doing something they 
  wouldn’t normally do. 
   
  Contacts (CHA): The Charmer has met a 
  range of people from all walks of life in 
  his or her travels. In any major city there is 
  a chance that the Charmer knows someone 
  who can be called upon to help when 
  needed. 
  
  - 21 - 
   
  Information Gathering (CHA): Your character is sociable and able to 
  make friends in bars and other establishments to get a general idea of a 
  locality’s major news items, assuming there are no obvious reasons 
  why the information would be withheld. The higher your roll; the 
  better the information gained. 
   
  Read Person (INT): This allows the Charmer to weigh up someone 
  they have been talking to for a few minutes to determine their class (if 
  they have one) or profession, whether they are lying or hiding 
  something. 
   
  Enforcer (STR) 
  Black Books isn’t a game where you 
  fight your way through the scenario. 
  However, there is always room for a 
  character who can handle a bunch of 
  fanatical cultists braying for blood. An 
  Enforcer is a tough guy, whose primary 
  way of dealing with dangerous 
  situations is through physical action, 
  particularly combat. The character is 
  trained to use weapons and is likely to 
  be ex-military or ex-law enforcement, 
  though this doesn’t have to be the case 
  and mobsters or bodyguards are also enforcers. 
   
  Enforcer class features 
  Hit Dice:  
  D10 
  Weapons:  
  Enforcers can use any weapons 
  Primary Save:  
  Fort (+2 at 1st level) 
  Normal saves: 
  Ref, Will (+1 at 1st level) 
  To Hit Rolls: 
  Main Class Ability (+2 at 1st level) 
  Defence Rating: Main Class Ability (+2 at 1st level) 
   
  Enforcer main class abilities 
   
  Assess Opponent (INT): This allows the Enforcer to weigh up the 
  opposition at the start of a gunfight and make a roll to see if they can 
  determine the strengths and weaknesses of the opposition (i.e. their 
  level and/or HD). 
   
  Hardboiled (CON): The Enforcer is a tough guy and has a highly 
  cynical attitude due to witnessing violence and the results of crime on 
  a daily basis. This allows the Enforcer to use his Fort save to save 
  against SAN loss from violent scenes and cosmic horrors rather than 
  Will. 
  
  - 22 - 
   
  Combat Training: You are trained to be ready for action at any 
  moment. This makes initiative rolls into a class ability for Enforcers. 
   
  Weapon Specialist: This gives a +1 bonus to hit and damage using one 
  type of firearm, chosen at outset (see the equipment section). 
   
  Scholar (INT) 
  The Scholar is a learned or erudite 
  person; someone who has profound 
  knowledge of a range of subjects 
  although they typically have a 
  specialty. The character could be a 
  historian, a college professor, a well-
  read book dealer, a librarian, a doctor 
  or some other intellectual who believes 
  in depth research is the best way of 
  countering the outer darkness.  
   
  Scholar class features 
  Hit Dice:  
  D6 
  Weapons:  
  Scholars can use any 
  non-military weapons 
  Primary Save: 
  Will (+2 at 1st level) 
  Normal saves:  
  Ref, Fort (+1 at 1st level) 
  To Hit Rolls:  
  Tertiary Class Ability (+0 at 1st level) 
  Defence Rating: Tertiary Class Ability (+0 at 1st level) 
   
  Scholar main class abilities 
   
  Languages (INT): The Scholar has double the normal number of 
  starting languages based on his or her intelligence. The scholar can 
  also learn one new language each time she goes up a level. 
   
  Library Use (INT): This ability enables the Scholar to find a given 
  book, newspaper, or reference in a library or collection of documents, 
  assuming that the item is there. Each use of this skill marks four hours 
  of continuous search. An investigator rarely gets more than two tries 
  per day. If this ability has already been gained from the character’s 
  background, the scholar can re roll any failed roll, once per scenario.  
   
  Scholarly Specialty (INT): All scholars are academically qualified. 
  Therefore they have knowledge and understanding of most fields of 
  academia. Each PC has a specific proficiency in three fields of study. 
  Choose from (but not limited to) the following: Anthropology, 
  Archaeology, Astronomy, Astrology, Biology, Botany, Chemistry, 
  Cryptology, Criminology, Cultures, Geology, Geography, History, 
  Law, Linguistics, Mathematics, Medicine, Physics, Zoology. 
  
  - 23 - 
   
  Occult Lore (INT): The scholar has knowledge involving or relating to 
  mystical, supernatural or magical powers, practices, or phenomena. 
  The scholar can understand and utilize books of occult and Mythos 
  Lore. This means they can learn and cast spells from any books they 
  find. 
   
  The scholar can exchange one or two fields of study and/or occult lore for one 
  or both of the following: 
   
   
  Medical (INT): The PC is especially effective at using the contents of 
  a doctor’s bag. As long as he has his medical bag, he can restore up to 
  2HP per level per day to injured characters (there is 20HP worth of 
  medicines/bandages etc in a full doctor’s bag).  He or she also enables 
  another character that has fallen to below 0 HP to make another Fort 
  save vs. death if the first one is failed and the medic reaches the 
  injured person within 1 round per level. Both uses of this ability take 
  several rounds of work. 
   
   
  Psychoanalysis (WIS): 
  1. Immediate Care 
  When someone suffers an episode of temporary insanity, a 
  therapist can bring the patient out of it - calming the terror, 
  snapping him or her out of their stupor, or doing whatever else is 
  needed to restore the patient to the state she was in before the 
  temporary insanity. This takes about a round. A therapist can also 
  use immediate care to stabilize the sanity score of a character 
  whose current sanity is below 0. On a successful ability roll 
  (requiring a full-round) the character’s sanity score improves to 0.  
  2. Long-Term Care 
  Providing long-term care means treating a mentally disturbed 
  person for a day or more in a place away from stress and 
  distractions. A therapist must spend 1D4 hours per day doing 
  nothing but talking to the patient. If the therapist makes a 
  successful check at the end of this time, the patient recovers 1D6 
  sanity points. A therapist can tend up to six patients at a time; 
  each patient beyond the first adds 1 hour to the total time per day 
  that must be devoted to therapy. The check must be made each 
  day for each patient. A roll of 1 on any of these checks indicates 
  that the patient loses 1 point of sanity that day, as he or she 
  regresses mentally due to horrors suddenly remembered.  
   
  
  - 24 - 
  Sneak (DEX) 
  The sneak is a character who primarily 
  uses his or her skills of subtlety and 
  stealth to help in the fight against the 
  horrors that beset humankind. The 
  character could be an expert cat burglar, a 
  trained military reconnaissance expert, a 
  gumshoe or even a street urchin small 
  enough to not be noticed.  
   
  Sneak class features 
  Hit Dice:  
  D8 
  Weapons:  
  Sneaks can use any 
  non-military weapons 
  Primary Save:  
  Ref (+2 at 1st level) 
  Normal saves:  
  Fort, Will (+1 at 1st 
  level) 
  To Hit Rolls:  
  Secondary Class Ability 
  (+1 at 1st level) 
  Defence Rating: Main Class Ability (+2 
  at 1st level) 
   
  Sneak main class abilities 
   
  Climb (DEX): The sneak can 
  climb walls and drainpipes, 
  quickly and efficiently. 
   
  Lock Picking (DEX): The art of 
  unlocking a lock by analyzing 
  and manipulating the mechanism 
  without the original key. This 
  ability is also useful for 
  safecracking. 
   
  Sleight (DEX): The character has 
  superb manipulation skills and is able to perform tricks like pulling 
  coins out of the air, pocketing small items, picking pockets and similar 
  feats of deftness. 
   
  Stealth (DEX): The PC is especially skilled at using the terrain, cover, 
  shadows and so on to move without being noticed by his prey or his 
  enemies. 
   
   
  
  - 25 - 
  Spiritualist (WIS) 
  The spiritualist is a person who is concerned with or insists on the spiritual side 
  of things. The character is sensitive to influences or forces of a supernatural 
  nature and uses the powers of his or her faith and conviction to battle the 
  enemies of humankind. The character could be a priest or holy man of any 
  denomination but equally could be a medium, witch or psychic.  
   
  Spiritualist class features 
  Hit Dice:  
  D6 
  Weapons:  
  Spiritualists are often pacifists and rarely use weapons. 
  However, if pushed they can use any non-military weapons. 
  Primary Save: 
  Will (+2 at 1st level) 
  Normal saves: 
  Ref, Will (+1 at 1st level) 
  To Hit Rolls:  
  Tertiary Class Ability (+0 at 1st level) 
  Defence Rating: Secondary Class Ability (+1 at 1st level) 
   
  Spiritualist main class abilities 
   
  Awareness (WIS): You have an extraordinary sense for the unnatural 
  and can sense the presence of evil lurking nearby. Any dark presence 
  normally comes to you as a prickling or tingling feeling rather than 
  anything specific. You may need to remind the Keeper that you have 
  this ability from time to time because sometime she will want to make 
  the roll for you (to keep you in the dark if the roll fails). 
   
  Calming influence (WIS): The spiritualist is has a serene manner and 
  can help heal troubled minds. This can be used to help characters that 
  have lost SAN spending D4 hours with them and making a successful 
  roll. This ability will restore D3 lost SAN to the character.  This only 
  works once per episode of sanity loss.      
   
  Non-Combatant (CHA): In combat spiritualists are not taken as a 
  threat and, as long as they are not fighting, any (human) enemy will 
  tend to ignore them and go for the more competent looking types. If 
  necessary, the spiritualist can make a save to avoid being attacked.  
   
  Occult Lore (INT): The spiritualist has knowledge involving or 
  relating to mystical, supernatural or magical powers, practices, or 
  phenomena. The spiritualist can understand and utilize books of occult 
  and  Mythos  Lore. This means they can learn and cast spells from any 
  books they find. 
   
  Religious Specialty (INT): You have knowledge and understanding of 
  one field learning due to your religious studies. Choose from (but not 
  limited to) the following: Astronomy, Astrology, Biology, Botany, 
  Chemistry, Cultures, History, Linguistics, Mathematics, Medicine, 
  Physics, and Zoology. 
  
  - 26 - 
  CHAPTER 4: POSSESSIONS  
  Starting characters in a Black Books campaign can have a number of items  
  from these following lists. The player can choose a number of items equal to 10 
  + CR, with a value equal to or less than 10 + CR. 
   
  Acquiring new items during play is a matter of having the opportunity and 
  making an appropriate CR die roll (d20 plus current CR). If the roll equals or 
  exceeds the value of the item, it can be obtained in a timely fashion. On the roll 
  of exactly “1” the character's credit history has caught up with them and no 
  further purchases may be attempted until a new level is gained. 
    
  If the player considers the item to be more easily obtained than its value would 
  indicate - because of a relevant background, class or ability - and the Keeper 
  agrees, add +6 to the character's credit rating for this one purchase. 
  Additionally, if circumstances warrant, the Keeper may allow the die roll to be 
  modified by CHA (or other relevant ability), a background or class ability. 
    
  Items valued at 15 + the character's CR or greater are a drain on the resources; 
  if the character wishes to acquire such an item and successfully makes the CR 
  roll, reduce the character's CR by 2 until a new class level is gained. 
    
  Finally, the Keeper may arbitrarily increase or decrease a character's CR to 
  account for a financial downturn, maintenance and repairs or locating valuable 
  artifacts. 
   
   
   
  
  - 27 - 
  Table 5: Assorted goods, items and possessions   
   
  Item 
  CR 
  Item 
  CR 
  Item 
  CR 
  Bicycle 
  2-4 
  Handcuffs 
  2 
  Pants, quality 
  5+ 
  Binoculars 
  2-3 
  Hat, flat cap 
  1 
  Pick axe 
  1 
  Boots, worker’s 
  2 
  Hat, gent’s flat cap 
  2 
  Pocket watch, plain 
  2 
  Boots, outdoors 
  3-4 
  Hat, straw boater 
  2 
  Pocket watch, silver 
  4 
  Boots, riding 
  4+ 
  Hat, panama 
  3 
  Pocket watch, gold 
  6 
  Box Camera 
  3-4 
  Hat, bowler 
  2 
  Radio 
  8 
  Blouse, poor 
  1 
  Hat, fedora 
  3 
  Rucksack 
  1 
  Blouse, everyday 
  1-2 
  Hat, trilby 
  4 
  Shirt, worker’s 
  1 
  Blouse, ladies’ 
  3 
  Hat, top 
  5 
  Shirt, everyday 
  2 
  Blouse, elegant 
  4 
  Hat, cloche (ladies) 
  2 
  Shirt, gent’s 
  3 
  Cigarettes 
  1 
  Hat, flapper (ladies) 
  3 
  Shirt, quality 
  4 
  Cigars 
  1-3 
  Horse, nag & saddle 
  3 
  Shoes, poor 
  1 
  Coat, poor 
  2 
  Horse, good & saddle 
  5 
  Shoes, everyday 
  2 
  Coat, everyday 
  3 
  Horse, racing 
  8+ 
  Shoes, gent’s 
  3 
  Coat, ladies or gents 
  4-5 
  Jacket, everyday 
  2-4 
  Shovel 
  1 
  Coat, elegant 
  6+ 
  Jacket, dress 
  5+ 
  Smoking pipe 
  1-2 
  Coffin, basic 
  2 
  Jewelry, plain 
  1 
  Suit, poor 
  2 
  Coffin, everyday 
  3-5 
  Jewelry, everyday 
  2-4 
  Suit, everyday 
  3-4 
  Coffin, quality 
  6+ 
  Jewelry, good 
  5-8 
  Suit, gent’s 
  5-6 
  Dog, mutt 
  1 
  Jewelry, desirable 
  9-14 
  Suit, quality 
  7+ 
  Dog, guard 
  2-3 
  Jewelry, quality 
  15+ 
  Suitcase, everyday 
  2-3 
  Dog, pedigree 
  4+ 
  Lantern 
  3 
  Suitcase, quality  
  4 
  Dress, poor 
  1 
  Lighter, cigarette 
  2 
  Tent 
  2-6 
  Dress, everyday 
  2-3 
  Matches 
  1 
  Travel Trunk 
  2-5 
  Dress, party 
  4-5 
  Pants, worker’s 
  1 
  Typewriter 
  6-9 
  Dress, elegant 
  6+ 
  Pants, everyday 
  2 
  Violin & case, basic 
  3-4 
  Flashlight 
  1 
  Pants, gent’s 
  3 
  Violin & case, good 
  5-9 
   
  Table 6: Services 
   
  Service 
  CR 
  Airline Ticket 
  8-12 
  Local cable car, subway or bus fare 
  1 
  Local cab fare 
  2 
  Train Ticket 
  1-4 
  Transatlantic liner passage 
  15 
  Funeral Service 
  6-15 
  Flophouse 
  1 
  Board & lodgings 
  3 
  Basic hotel room 
  2-3 
  Average hotel room 
  3-5 
  Good hotel room 
  6-9 
  Quality hotel suite 
  10+ 
  
  - 28 - 
  Table 7: Motor Vehicles 
   
  Type 
  Country 
  Produced 
  Mph 
  Seats 
  CR 
  Austin 7 
  England 
  1922-1939 
  40 
  4 
  15 
  Bentley 3 Litre Speed 
  England 
  1921-1929 
  90 
  6 
  25 
  Buick 4-door Sedan 
  USA 
  1924-1928 
  60 
  6 
  21 
  Cadillac Coupe 
  USA 
  1927-1930 
  90 
  6 
  23 
  Chrysler Imperial Sedan 
  USA 
  1926-1954 
  65 
  6 
  21 
  Chrysler B-70 
  USA 
  1924-1931 
  70 
  6 
  20 
  Citroen 5CV Torpedo 
  France 
  1922-1926 
  37 
  2 
  14 
  Crossley 25/30 
  England 
  1919-1925 
  65 
  4 
  19 
  Crossley 20/70, sport 
  England 
  1922 
  75 
  2 
  17 
  Duesenburg Model A 
  USA 
  1921-1926 
  50 
  6 
  22 
  Ford Model A 
  USA 
  1927-1931 
  65 
  4 
  16 
  Ford Model T 
  USA 
  1908-1927 
  45 
  4 
  15 
  Lancia Lambda 
  Italy 
  1922-1931 
  60 
  4 
  18 
  Morris Oxford Bullnose 
  England 
  1913-1919 
  50 
  2 
  13 
  Nash Advanced 6 Coupe 
  USA 
  1928-1934 
  70 
  4 
  17 
  Oakland 6-54A 
  USA 
  1924 
  60 
  4 
  17 
  Packard Six 
  USA 
  1925-1928 
  60 
  6 
  20 
  Peugeot 201 
  France 
  1929-1937 
  50 
  4 
  16 
  Renault 6 CV NN 
  France 
  1924-1930 
  40 
  4 
  14 
  Rolls-Royce Phantom 
  England 
  1925-1931 
  90 
  6 
  27 
  Rolls-Royce Silver Ghost 
  England 
  1906-1926 
  70 
  6 
  20 
  Studebaker Big Six 
  USA 
  1918-1926 
  60 
  7 
  18 
  Studebaker Light Six 
  USA 
  1918-1927 
  55 
  5 
  18 
  Whippet Roadster 
  USA 
  1926-1928 
  55 
  2 
  17 
   
  Note: There are many different makes and models of motor cars in the period and many 
  of these motor cars were built in a range of body styles – Sedans, Coupes, Sports, 
  Convertibles, 2-door, 4-door and so on. Prices varied massively dependent on the date 
  and the body style; treat the above as a very rough and quick guide.  
   
   
   
  
  - 29 - 
  Table 8: Melee Weapons 
   
  Weapon 
  Damage 
  CR 
  Axe 
  1D8 
  2-3 
  Baton/Truncheon 
  1D6 
  1-2 
  Bowie knife* 
  1D4+1 
  1-3 
  Cane 
  1D4 
  2-5 
  Dagger* 
  1D4 
  1-2 
  Fists** 
  1D3 
  - 
  Sword 
  1D8 
  3-7 
  * Can be thrown 
  ** Temporary damage 
   
  Table 9: Firearms 
   
  Weapon 
  Damage 
  Range 
  CR  
  Elephant Gun 
  3D6+2 
  long 
  8-11 
  Hunting Rifle 
  2D6 
  long 
  7-9 
  Pistol, derringer 
  1D4+1 
  close 
  2-3 
  Pistol, heavy 
  1D10+1 
  medium 
  4-6 
  Pistol, light 
  1D6+1 
  close 
  3-5 
  Pistol, medium 
  1D8+1 
  medium 
  3-6 
  Double-Barrel Shotgun 
  4D4 
  short 
  3-5 
   
  Table 10: Military Firearms 
   
  Weapon 
  Damage 
  Range 
  CR  
  Anti-tank Rifle*** 
  4D6+4 
  medium 
  12-15 
  Machinegun** 
  3D8+3 
  long 
  13-16 
  Service Rifle 
  2D6 
  long 
  9-11 
  Tommy Gun** 
  3D6+3 
  medium 
  7-9 
  **Tommy guns and machine guns can be fired at up to three targets in a round, with a -
  2 to hit per target after the first (so firing at three target gives -4 to each roll). Damage 
  dice are divided as evenly as possible between all those targets hit.  
  Machine Guns and Anti-Tank rifles are very heavy, usually requiring at least two men to 
  carry the weapon, tripod or bipod and the ammunition. 
   
  Encumbrance 
  There are no specific rules for how much your character can carry because for 
  most players it is dull to track this sort of thing. No person in the world of 
  Black Books is going to be carrying so much as to encumber him or herself 
  anyway. Just have your character carry about with her what is reasonable. If the 
  Keeper thinks your character is trying to lift too much then you can make a 
  strength roll. 
   
   
  
  - 30 - 
  CHAPTER 5: PLAYING THE GAME 
  Once characters have been created, the Keeper will describe where the 
  characters are and what they can see. The game might start in a university in 
  England, a dig site in Peru, a cultist lair in Dunwich, a bar in downtown Boston, 
  a museum in Paris or on a boat heading down the Nile. From that point on, 
  players describe what their characters do. Digging through old books in the 
  university library, examining unusual symbols on the temple wall, challenging 
  the guy at the bar who is seemingly watching you, talking to other player 
  characters (PCs) or non-player characters (NPCs) controlled by the Keeper —
  all of these kinds of actions are decided by the players. The Keeper then 
  describes what happens as a result. Or the Keeper could throw an event at you; 
  there is a gunshot further down the train and a woman screams – what do you 
  do? In the museum, an alarm goes off, a man runs past, thrusts something into 
  your hand and then runs out of the main door pursued by guards. What do you 
  do? The rules below are guidelines handling events like combat, gaining 
  experience, movement, healing, madness, dying, and other important parts of 
  the game. 
   
  Basically, you and the Keeper work together, with the Keeper handling the 
  details of a world full of hardships and fear, and you handling what your 
  character does in it. The grim story of your character’s descent into madness 
  and eventual demise is yours to create in the Keeper’s world. 
   
  Gaining Levels 
  Characters gradually become more competent as they complete their adventures 
  successfully and gain experience of the game world around them. They begin at 
  1st level, having had no investigations (although they might start out as people 
  that have seen a bit of the world – this depends how on individual players view 
  their own character). Once the first scenario has been completed successfully 
  the characters advance to 2nd level; gaining all the HD, DR, saves and class 
  ability improvements that go with advancement. The Keeper decides whether 
  the investigation was successful or not, as well as exactly what constitutes an 
  “investigation”.  A single investigation could be over in two hours or it could 
  take several sessions. Sometimes a very long scenario (called a campaign) 
  should be broken down into smaller sections, each of which constitutes one 
  single investigation, even though the scenario itself won’t have been 
  completed. To attain 3rd level, characters need to complete another two 
  investigations (three in total). See Table 3: Experience Level on page 11 for 
  more details of level advancement. 
   
  When your character has advanced to a new level, you will roll your additional 
  HP for your new level. Your combat skills and other abilities may also increase. 
  
  - 31 - 
  In other words, you’ve become more competent and can pursue greater 
  challenges! 
   
  Time 
  There will be times when the PCs are travelling between cities or resting up 
  somewhere and nothing much is happening. When this is the case, you don’t 
  necessarily want to play out every minute or even hour of that passing of time. 
  In that case, the Keeper will simply rule that an hour, a week or even a month 
  (or longer) passes in the lives of the PCs. At other times, during a gunfight 
  scene in particular, more specific rulings on the passage of time are required - 
  the “turn” and “combat round.” A turn (lasting ten minutes) is used to track and 
  measure actions, movement and resources when our intrepid investigators are 
  in dangerous situations. The shorter round (lasting about 10 seconds) is used in 
  the midst of a fight or when you need to focus on a particular event where time 
  is precious to allow for a faster blow-by-blow account of the action or to create 
  a sense of dread. There are 60 rounds in a turn. 
   
  Attribute and ability rolls 
  Normally the Keeper will just allow characters to do things as described by the 
  players and, if they seem reasonable, they will happen as stated. This is 
  particularly true where the character is of a class that should be assumed to be 
  able to complete the task naturally or where the thing they are doing is fairly 
  straightforward. Sometimes, however, a roll will be required.  
   
  Target Numbers 
  The Keeper sets the TN, which is normally in the range of 10 - 15+.  Harder 
  tasks can be 20, 25 and so on. See Table 1: Target Numbers on page 5. 
   
  Rolls are made on a single D20. To the result, you add any modifiers. Modifiers 
  can be from the character’s attributes, class and level or from any equipment 
  the character has to help in the task. 
   
  20’s and 1’s 
  A “natural” 20 is always a success and a 1 is always a failure.  
   
  When not to allow a roll 
  Whilst the GM should normally allow characters to attempt things wherever 
  possible, there may be legitimate reasons why a GM may not allow a character 
  to even make a roll. This is especially the case where characters are stepping on 
  the toes of another player whose character has the relevant class ability. Here 
  are some examples: 
  Sometimes the best person to do something is a character of the appropriate 
  class and if that character fails to do it, it wouldn’t make sense to allow another 
  
  - 32 - 
  character to make a roll. For example, a Scholar player has asked the Keeper if 
  he has some knowledge of a certain occult rite. The Keeper believes it is 
  reasonable for the Scholar to make a roll to see what he knows. If the Scholar 
  fails it would be reasonable to disallow the Enforcer to even make a roll as he’s 
  unlikely to know anything that the Scholar doesn’t. 
   
  In some instances one character can assist another in a task. If the assisting 
  character has the appropriate class ability, she can give the acting character +2 
  to his roll. If the assisting character doesn’t have the appropriate class ability, 
  but has a positive bonus in an appropriate attribute (12+) she just provides +1 to 
  the acting character’s roll. If the assisting character has a negative attribute 
  bonus there is a chance that his or her intervention will actually hinder the 
  attempted task. This is at the Keeper’s discretion. 
   
  Sanity and insanity 
  Sanity is the natural mental state of ordinary life. Normal mental balance in 
  endangered when characters confront the horrors of the Cthulhu Mythos – their 
  entities and activities are shocking, unnatural and bewildering. Such encounters 
  cause the investigators to lose SAN, which in turn risks temporary or 
  permanent insanity. 
   
  Whenever you encounter a gruesome, unnatural or supernatural situation that 
  requires a SAN roll, you must make a Will save to resist losing SAN (usually 
  called a SAN save). The TN of the situation or horror indicates the SAN save 
  needed to resist the effects when you are initially exposed to it. Sometimes, 
  even if you make the roll you lose some SAN, but not as much as you would if 
  you had failed. Potential SAN loss is shown as two numbers separated by a 
  slash, e.g. 1/1D6. In this case, if you fail the roll you lose 1D6 SAN and if you 
  succeed you lost just one point. The monster descriptions set out the TN and 
  how much SAN you lose when you encounter them. 
   
  An investigator’s SAN is also 
  at risk when the character reads 
  certain books, learns the spells 
  contained within and when he 
  attempts to cast those spells. 
  These losses are usually 
  automatic (no SAN save). 
   
   
   
  
  - 33 - 
  Table 11: Sanity loss examples  
    
  Situation 
  TN 
  SAN lost 
  Surprised to find a mangled animal carcass 
  5 
  0/1D2 
  Surprised to find a human corpse 
  10 
  0/1D3 
  Surprised to find a human body part 
  10 
  0/1D3 
  Finding a stream flowing with blood 
  15 
  0/1D4 
  Finding a horribly mangled human corpse 
  15 
  1/1D4 
  Awakening trapped in a coffin 
  15 
  0/1D6 
  Witnessing a friend’s violent death 
  15 
  0/1D6 
  Seeing a ghoul 
  20 
  0/1D6 
  Meeting someone you know to be dead 
  20 
  1/1D6+1 
  Undergoing severe torture 
  20 
  0/1D10 
  Seeing a corpse rise from the grave 
  25 
  1/1D10 
  Seeing a gigantic severed head fall from the sky 
  25 
  2/2D10+1 
  Seeing Great Cthulhu 
  30 
  1D10/4D10 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Temporary insanity 
  If an investigator loses 5 or more SAN as the consequence of a single SAN 
  save, he or she has suffered major emotional trauma. The player must then 
  make an INT ability roll; success means the investigator fully understands what 
  has been seen and goes temporarily insane for 1D10 hours. 
   
  If your investigator is temporarily insane, the Keeper gets to add a temporary 
  phobia or mania to your sheet, most likely being something related to what 
  drove you mad in the first place (such as “fear of the dark”, “fear of confined 
  spaces” or “fear of loud noises”). 
    
  Here is a small list that you can roll on if stuck for an idea, but Keepers should 
  not confine themselves to just these: 
  
  - 34 - 
  Table 12: Fear of… 
   
  A certain number 
  Injury 
  Bats 
  Loud noises 
  Being alone/solitude 
  Mirrors/own reflection 
  Being touched 
  Old people 
  Birds 
  Open spaces 
  Blood 
  Pain 
  Books 
  Rats 
  Cemeteries 
  Snakes 
  Churches 
  Sleep 
  Confined spaces 
  Speaking 
  Crowds 
  Spiders or bugs 
  Darkness 
  The opposite sex 
  Daylight/sunshine 
  Thunderstorms 
  Dust and grime 
  Toads or frogs 
  Fire 
  Ventriloquist’s dummies/puppets 
  Heights 
  Water 
   
  During your character’s period of temporary madness, the Keeper may present 
  you r investigator with tricks of the mind – he or she hears noises that aren’t 
  there, sees things in the shadows etc. You can make a “reality check” by 
  making another SAN save) - if you’re successful, you see through the 
  hallucination, but if you fail you fall deeper in to the madness, losing another 
  1D4 SAN. 
   
  Getting used to the horror 
  Within a single session of the game, or other duration determined by the 
  keeper, characters should lose no more SAN for seeing monsters of a particular 
  sort, or encountering the same or similar situation, than they would for 
  encountering one such monster or situation. So, seeing a ghoul has a SAN cost 
  of 1D6 for failing the save (a maximum of 6). Therefore, an investigator will 
  not lose more than 6 SAN on encountering several ghouls within the same 
  game session. Learning or casting spells never becomes a normal thing to do so 
  a character always loses SAN.  
   
  The descent into insanity 
  Even if an investigator has only one point of SAN remaining, the player has 
  control. However, the investigators player should role-play the effects of this 
  fall towards insanity. If an investigator has ten or fewer SAN, he or she 
  certainly knows the situation is serious. Let the players work out the effects of 
  their own fall towards madness. Maybe they develop a phobia, start wearing 
  unusual clothing, can’t step on the cracks in the pavement or, maybe they won’t 
  
  - 35 - 
  go anywhere without their “pet” begonia or maybe they start talking to 
  inanimate objects. There are loads of possibilities – the players should get 
  imaginative. However, their descent to insanity shouldn’t get completely in the 
  way of the game and they should stay mostly functional and mostly sane until 
  their SAN falls to zero. 
   
  Permanent insanity 
  A character whose SAN falls below zero has become permanently insane; the 
  character becomes a NPC under the control of the Keeper. Such a character can 
  never become sane again – they will probably be taken away by the authorities 
  to be locked in a padded cell never to see the light of day again. 
   
  Recovering sanity 
  The primary way you can recover sanity is through psychoanalysis (a Scholar 
  class ability) or the calming influence of a Spiritualist. 
   
  Long periods of rest in a quiet and safe location can help – a character can 
  recover SAN for months spent doing nothing other than resting, being around 
  friends and family and carrying out their favourite hobbies or activities 
  (painting, reading, fishing etc) that completely take their minds off the horrors 
  they’ve experienced. However, this only restores one SAN point for the first 
  month, another point for the next two, and one more point for the next three 
  months (a maximum of three points for six months spent in recovery). 
   
  Otherwise, one point of lost SAN is recovered when an investigator goes up a 
  level. 
   
   
   
  
  - 36 - 
  Combat 
  Combat is something to be 
  avoided in Black Books, if at all 
  possible. However, sometimes 
  it is inevitable. When the party 
  of investigators comes into 
  contact with enemies, the order 
  of events in the combat round is 
  as follows:  
   
  1. The Keeper determines 
  if one side or the other is entitled to a free attack or move as a result of 
  surprise - this is either a judgment or a die roll of some kind, 
  depending on the circumstances. 
  2. Determine initiative. One roll is made for each PC. The Keeper rolls 
  for a whole group of NPCs. However, important NPCs get a separate 
  roll, just like PCs. 
  3. The character (or NPCs) with initiative acts first (shooting, movement, 
  melee attacks, etc.) and results take effect. 
  4. Then the next highest initiative acts and so on down the line. 
  5. Individuals can withhold their initiative and wait for an opportunity to 
  act at any time after they were due to act. NPCs can’t do this. 
  6. The round is complete; keep turn order for the next round if the battle 
  has not been resolved. 
   
  Determine Initiative 
  At the beginning of the first combat round, each character rolls initiative on a 
  D20, with any modifiers for DEX or any class abilities. The Keeper rolls for all 
  of the NPCs as a whole, with a separate roll for important NPCs or particularly 
  tough creatures. The highest acts first, shooting, moving, attacking, hiding, 
  running away etc. then the next highest, and so on. Actions can be withheld 
  until any time later in the combat round (interrupting another individual’s 
  action even).  
   
  Initiative rolls may result in a tie. When this happens, the individual with the 
  highest DEX acts first (or the order can be decided between PCs). If they are 
  still equal, the highest level or HD determines who goes first. Otherwise they 
  act at exactly the same time.  
   
  The Keeper may handle this situation in any way he chooses - with one caveat. 
  The damage inflicted by combatants during simultaneous initiative is inflicted 
  even if one of the combatants dies during the round. It is possible for two 
  combatants to kill each other in this situation. 
  
  - 37 - 
  Movement 
  If you are using miniatures then movement rate is as set out below, per round. 
   
  Table 13: Movement Rate 
   
  Action 
  Move 
  Running 
  12 
  Normal 
  9 
  Cautious 
  6 
  Crawling 
  3 
   
  The Attack Roll 
  To attack with a weapon, the player rolls a D20 and adds any bonuses to the 
  result. These “to-hit” bonuses may include a STR bonus (for attacks with hand 
  held weapons) or a DEX bonus (for attacks with firearms) and a bonus for class 
  and level. The player then subtracts any 
  “to-hit” penalties they might have from 
  their roll. 
   
  If the attack roll is equal to or higher than 
  the DR of the opponent, the attack hits. 
   
  20’s and 1’s 
  A “natural” roll of 20 is always a hit and 
  always causes maximum damage. So, if 
  using a dagger, damage is 4 modified by 
  any STR bonus. 
   
  A “natural” roll of 1 is always a miss and can be regarded as a potential fumble. 
   
  If the Keeper feels the situation warrants it, the investigator must make a REF 
  save. Failure means the investigator has dropped her weapon, tripped on an 
  obstruction or something similar has happened to put the character into a 
  difficult position. 
   
  Specific Situations 
  The following are a compilation of guidelines and instructions for handling 
  certain, specific situations that might arise during combat: 
   
  Damage 
  If an attack hits, it inflicts damage. Roll the weapon’s damage die (which will 
  normally be a single die but sometimes more and/or sometimes with a + or – to 
  
  - 38 - 
  the result) and add any STR modifiers for melee weapons. The damage is 
  subtracted from the defender’s hit point total. 
   
  Death 
  When a character (or creature) is hit, the amount of damage taken is deducted 
  from her hit points. When HP reaches 0, the character gets a Fort save to see 
  whether she dies. There is a modifier of -1 to the roll for every HP the character 
  is below 0. If the character fails the roll, she is dead. If the character succeeds, 
  she is just unconscious and requires medical help. 
   
  Healing 
  A character will recover 1 full HP per level per day of uninterrupted rest. 
   
  Damage from fists is classed as temporary damage and heals per hour rather 
  than per day. When you hit 0 or less and the damage that took you below zero 
  is temporary (even if you took normal damage too) then you are only 
  unconscious, not dead and a death save isn’t required. 
   
  Binding Wounds 
  Keepers can allow any characters to bind 1D3 HP worth of wounds following 
  an encounter. There are extra rules for PCs with the Medic ability. 
   
  Note that the character can only recover HP lost during this particular 
  encounter. Recovered HP cannot exceed the uninjured maximum amount.   
   
  Cover 
  An opponent may be using cover to shoot from. This will give an attacker a 
  negative modifier to the roll, from -1 to -4 on their “to-hit” check, determined 
  by the Keeper.   
   
  Melee Attack 
  A melee attack is an 
  attack with a hand-
  held weapon such as a 
  sword, cane or dagger. 
  A character’s STR 
  bonuses “to-hit” and 
  damage are added to 
  melee attacks. Two 
  combatants within five 
  feet of each other are 
  considered to be “in 
  melee”. 
   
  
  - 39 - 
  Ranged Attack 
  Ranged attacks are attacks with ranged weapons such as guns, crossbows, or 
  thrown knives. A character’s DEX bonus for missile attacks is added to the “to-
  hit” roll when the character is using such weapons. When using guns to fire into 
  melee, it is not possible to choose which opponent (or friend!) will receive the 
  brunt of the attack, so roll randomly to see who the shot could hit. 
   
  Burst & Auto fire 
  Some weapons are capable of shooting short bursts (3 bullets per squeeze of the 
  trigger) or full auto fire (a constant spray of bullets until the trigger is released 
  or the magazine is emptied). 
   
  If doing this, the character takes a -2 penalty to all rolls to hit per additional 
  target shot at (maximum of three targets). The damage dice for the weapon are 
  spread as evenly as possible between targets hit.  
   
  For example, a 1st level investigator firing his tommy gun at a group of three 
  cultists. He aims at all of them, taking a -4 penalty to his three rolls. He 
  manages to hit two of them, so applies 2D6+2 against the first one and 1D6+1 
  against the other. 
   
  Optional 
  If using burst or auto fire and you roll a natural 1, the Keeper can decide that 
  your gun has jammed and will take a round to clear or you are out of ammo. 
   
  Morale 
  The majority of NPCs will not continue to fight a hopeless battle and will seek 
  to retreat, surrender, or flee. The Keeper will decide when NPCs abandon battle 
  and retreat, based upon the situation and the situation. Keepers should also use 
  morale to determine the actions and loyalty of hirelings or other companion 
  NPCs. 
   
  Remember 
  Black Books is a free-form roleplaying game, meaning that there aren’t very 
  many rules. The Keeper is responsible for handling situations that aren’t 
  covered by the rules, making fair evaluations of what the characters do and 
  deciding what happens as a result. This is not a game in which the players are 
  “against” the Keeper, even though the Keeper is responsible for setting the tone 
  of the game and trying to create that feeling of impending doom that should 
  permeate each session of Black Books. The players should be aware that their 
  characters’ lives may be very short-lived and the characters that last any longer 
  should feel they are on borrowed time and that their eventual demise or insanity 
  is just around the corner. 
  
  - 40 - 
  CHAPTER 6: RUNNING THE GAME 
  Running a game of Black Books is in some ways easier than running most 
  other role-playing games; simply because there are not as many rules and your 
  own discretion overrides them anyway. Most situations are handled by making 
  “common sense” decisions concerning what happens next.  
   
  For example, if there are a bunch of cultists around the next corner and the 
  players decide not to go around that corner, it’s up to the Keeper to determine 
  whether or not it makes sense for the cultists to rush around the corner and 
  attack—or whether their orders are to simply stay where they are. If a player 
  decides that his character is going to jump through a wall of fire, with several 
  sticks of dynamite in his pockets, it’s up to the Keeper to determine whether or 
  not they explode. 
   
  This means “making up” a lot of stuff on the spot. If you’re not a good 
  storyteller or if you’re not up to doing a lot of creative thinking on the fly, it 
  might be better that you try a different game - one that provides more rules and 
  guidance for every little situation that might arise. But if you’re a good 
  storyteller, creative and fair, Black Books’ small, spartan rule-set frees up your 
  creativity to create a role-playing experience completely different from the type 
  of game that depends on a multitude of rules. 
   
  Black Books also frees up your creativity in terms of customizing the game. 
  Unlike a more complex game, you can add house rules wherever you want to 
  without accidentally messing up something else buried in the rules. If you want 
  to use critical hits and fumbles, add ‘em in. You won’t break anything—there’s 
  not that much to break! 
   
  Designing an adventure 
  An adventure in Black Books usually starts with some sort of a mystery or a 
  puzzle. Usually, it will start with a fairly simple premise and then become more 
  mysterious as the investigators dig deeper and deeper into the scenario. Maybe 
  at an archaeological dig one of the PCs comes across some sort of abnormal 
  artifact that appears to be a creature that has never existed, or a tablet with 
  writing or designs etched onto it that don’t match any known language. Perhaps 
  a professor friend of one of the characters is driven to madness after returning 
  home with a book he bought in a bazaar in Cairo. Possibly the investigators are 
  looking into something unconnected with the actual adventure and then one or 
  more events occur that gradually lead them into another mystery. There are all 
  sorts of ways to start the adventure and you should try to vary the introduction 
  to each new one as far as you can so you don’t become predictable.  
      
  
  - 41 - 
  As the characters investigate the mystery, they should be drawn further and 
  further into the plot and deeper and deeper into danger. Don’t try to plan for all 
  contingencies - it’s guaranteed that the players will do something unexpected 
  during the adventure and you’ll just have to roll with it, thinking on your feet 
  and making up new things as you go. Just as you challenge the players with 
  adventure, they challenge you to keep up with their collective creativity. You 
  may want to have a handy world atlas available for those occasions when the 
  characters want to take a cruise ship to somewhere you hadn’t considered but 
  you can direct them to some degree by giving them enough clues and leads.  
   
  Whilst Black Books isn’t an action thriller, you do need to keep an eye on the 
  pacing of the game. Things should continue to happen so that the players don’t 
  become bored although there can be quieter periods whilst characters are 
  researching the strange symbols on the ruins, or they are at the library going 
  through old archives. Sooner or later, you’ll want to push the pace a little; let 
  the players know they are under pressure; make them feel their character’s are 
  in danger and don’t let them feel too comfortable.  
   
   
   
  
  - 42 - 
  Creating a campaign 
  Concluding one adventure may lead the investigators into the next adventure. 
  Friends or enemies from previous adventures might show up again to help or 
  hinder. They will go to and meet up in familiar places; places they treat as “safe 
  houses” where they can rest and talk. They will have a restaurant in town or a 
  museum where the curator can be trusted and where the characters can drop off 
  stuff they’ve found or examine other artifacts. The PCs will build on their 
  character’s backgrounds and their lives beyond just the numbers on their 
  character sheets.  
     
  A campaign is the world beyond the adventure – from the high-rise cities of the 
  USA to dusty pyramids in the Sahara; from shipwrecks on the seabed off the 
  Greek coast to remote villages in the mountains of Nepal; from Mayan ruins in 
  the jungles of South America to the libraries of Paris, Oxford and Arkham. The 
  players will almost certainly want their characters to travel the world exploring, 
  tracking down adversaries, following up on leads, evading powerful foes and 
  doing all sorts of exciting things in the world. 
   
  It’s up to you whether the fictional New England of H.P Lovecraft or the 
  worlds of the other Cthulhu authors are real in your world or whether you just 
  stick to the real world.  
   
   
   
  
  - 43 - 
  CHAPTER 7: DARK TOMES & OTHER THINGS 
  Mythos tomes might look like old leather-bound volumes, typeset books with 
  metal clasps, handwritten notebooks with loose leaves and notes scribbled in 
  the margins; ancient stone tablets carved with hieroglyphs or faded parchments 
  ready to crumble to dust at the slightest touch. Each one contains a wealth of 
  mythos knowledge and magical secrets, tinged with nonsensical raving and 
  seemingly meaningless sketches, diagrams and equations. 
   
  Studying tomes 
  Studying these tomes is a lengthy process and the investigator must be able to 
  read the language. Scholars are clearly the best at this sort of thing and even if 
  they don’t know the language when they get the book, they can study it and 
  spend time learning to read it (when the scholar goes up a level, she can take 
  the language as known).  
   
  It takes a week of examination of a mythos tome at the end of which an 
  investigator can make the appropriate INT roll to understand what the book 
  contains. Failure means they have failed to grasp it and need to continue their 
  studies for a further week. The TN for reading tomes is generally 15 but some 
  are 20 or more. 
    
  Some books grant a bonus to your Mythos Lore ability, the bonus only applies 
  once you have successfully read the book. 
   
  Once you have read a book, learning to cast a spell within it takes a further 1D4 
  weeks of study. Once this time has been spent you know the spell and can cast 
  it whenever you wish, suffering any side-effects each time. The Keeper assigns 
  spells to each tome to suit the particular campaign, although some are noted 
  already. 
   
   
   
  
  - 44 - 
  Mythos tomes 
  More than through any other means, the terrible secrets of the Cthulhu Mythos 
  have become known to the human race through ancient books. Forbidden tomes 
  like the Necronomicon and the impossibly old Pnakotic Manuscripts tell the 
  truth of a world hostile to humanity, but they also offer humans insight into the 
  true powers of the universe. The histories and rituals contained in these books 
  are often too much for the mundane human mind to comprehend, so readers 
  may forfeit their sanity in payment for their curiosity. The contents provided in 
  these book descriptions are merely a starting point, and the Keeper should feel 
  free to change the details to suit. If your investigators desperately need the spell 
  to banish an entity, then maybe the book they just found should contain it, even 
  if it’s not noted here. You can also use these descriptions as a guide for creating 
  entirely new ancient books for your adventures. Where the description 
  mentions different versions (in brackets), these will usually have lower TN, 
  SAN loss and Mythos Lore and fewer spells (at the Keeper’s discretion). 
   
  Celaeno Fragments 
  This is a transcript of what Professor Laban Shrewsbury remembered of his 
  translations of the books in the Great Library of Celaeno, when he travelled 
  there to escape Cthulhu’s minions. 
  Date: 1915, Language: English, TN: 15, SAN: 1/1D6, Mythos Lore +1, Spells: 
  1D4 
   
  Cthat Aquadingen 
  This text, by an unknown author, deals with Cthulhu and other sea-horrors. 
  Date: C4th, Language: Elder Script (Latin, English, French), TN: 20, SAN: 
  1D3/2D6, Mythos Lore +3, Spells: 1D4+1 
   
  Cultes des Goules 
  Cultes des Goules is a book on black magic written by Francois-Honore 
  Balfour (Comte d'Erlette) in 1702. 
  Date: 1702, Language: French (Italian), TN: 15, SAN: 1/1D8, Mythos Lore +1, 
  Spells: 1D4+1 
   
  Dhol Chants  
  These are alluded to in passing as a semi-mythical collection of chants 
  attributed to the almost-human people of Leng. Author unknown. 
  Date: ? Language: Elder Script, TN: 25, SAN: 1/1D8, Mythos Lore +2, Spells: 
  1D4+1 
   
   
   
  
  - 45 - 
  Eibon Fragment 
  The full book is supposed to have been written by Eibon, a wizard in the land 
  of Hyperborea. It was an immense text of arcane knowledge. Unfortunately, 
  only one complete fragment of the original is known to exist. Date: ? 
  Language: Elder Script, Greek, Egyptian, French, Latin, English), TN: 25, 
  SAN: 1/1D6, Mythos Lore +2, Spells: 1D3+1 
   
  Eltdown Shards  
  These are mysterious pottery fragments found in 1882 and named after the 
  place where they were discovered, Eltdown in southern England. The shards 
  date to the Triassic period, are covered with strange symbols and thought to be 
  untranslatable. Several authors have penned their own interpretations of the 
  markings, including Gordon Whitney and his The Eltdown Shards: A Partial 
  Translation. Date: ? Language: Unknown (English), TN: 25, SAN: 1/1D6, 
  Mythos Lore +1, Spells: 1D3 
   
  G’harne Fragments 
  These are a set of miraculously preserved shards of obsidian that record the 
  history of G'harne; a lost pre-human city located somewhere in the Sahara 
  Desert. The two main translators of the fragments are Sir Amery Wendy-Smith 
  and Gordon Walmsley. Date: ? Language: Unknown (English), TN: 25, SAN: 
  1D2/1D10, Mythos Lore +2, Spells: None 
   
  Necronomicon 
  The Necronomicon was written in the early 8th century by Abdul Alhazred. 
  Alhazred was a poet in the court of a minor nobleman in the city of Sanaá. For 
  reasons unknown he left the city and spent ten years wandering in the deserts. 
  During this time he visited many strange and ancient places. In his old age 
  Alhazred lived in the great city of Damascus, where he wrote the book. In the 
  long years that followed many translations of this great work have been made. 
  Date: 8th C, Language: Arabic (Greek, Latin, German, English, French, Spanish 
  and others), TN: 25, SAN: 1D4/3D6, Mythos Lore +4, Spells: 3D6 
   
  Pnakotic Manuscripts (Fragments) 
  The Pnakotic Manuscripts is named after the place where it was kept, the city 
  of Pnakotus, a primordial metropolis built by the Great Race of Yith. Date: ? 
  Language: Pnakotic (Greek, English), TN: 20, SAN: 1D3/2D6, Mythos Lore 
  +2, Spells: 1D6 
   
  Pnom Parchments 
  The Parchments of Pnom is a manuscript written by Hyperborea's leading 
  soothsayer. Contains a detailed account of the lineage of the Hyperborean gods. 
  
  - 46 - 
  Date: ? Language: Hyperborean, TN: 20, SAN: 1D2/2D4+1, Mythos Lore +3, 
  Spells: None 
   
  Ponape Scripture 
  The Scripture was found in the Caroline Islands by Captain Abner Exekiel 
  Hoag sometime around 1734. The book was written in Naacal (the language of 
  Mu). The book contains details of Mu. With the help of his servant Yogash 
  (hinted to be a Deep One hybrid), Hoag managed to write a translation. Date: ? 
  Language: Naacal (English), TN: 25, SAN: 1D4/2D6+1, Mythos Lore +3, 
  Spells: 2D6 
   
  Book of Iod 
  The Book of Iod contains details about two evil entities and how to summon 
  them. The book’s origins are unknown. Date: ? Language: Greek/Coptic 
  (Latin), TN: 15, SAN: 1D2/1D10, Mythos Lore +2, Spells: 2 
   
  Tarsioid Psalms 
  The Tarsioid Psalms are a collection of writings dating back the early Cenozoic 
  Era, probably attributed to a primate-folk which lived in North America during 
  Paleocene/Eocene times. They describe a number of evil destructive entities. 
  Date: ? Language: Cenozoic, TN: 15, SAN: 1/1D6, Mythos Lore +1, Spells: 
  None 
   
  Unspeakable Cults (“The Black Book”) 
  Unaussprechliche Kulten is believed to have been written by Friedrich Wilhelm 
  von Junzt. Original editions in German have a heavy leather cover and iron 
  hasps. The text contains information on cults that worship pre-human deities. 
  Date: 1839 Language: German (English), TN: 20, SAN: 1D4/2D6, Mythos 
  Lore +3, Spells: 1D8 
   
   
  
  - 47 - 
  Non mythos tomes 
  None of these books provide any Mythos Lore or cause SAN loss. They can 
  contain spells however or some other useful information (maybe a bonus to a 
  Scholar class ability – this is up to the Keeper). 
   
  Table 14: Non-Mythos Tomes 
   
  Title 
  Date 
  Languages 
  TN 
  Spells 
  The Emerald Tablet 
  6th C 
  Arabic (Latin, English, French 
  15 
  1D4 
  Picatrix 
  10th C 
  Arabic (Spanish) 
  20 
  2D4 
  Turba Philosophorum 
  900AD 
  Arabic 
  20 
  1D6+1 
  Liber Investigationis 
  1531 
  Arabic (Greek) 
  15 
  1D3 
  Key of Wisdom 
  12th C 
  Arabic (Greek) 
  20 
  2D6 
  Naturalis Historia 
  79AD 
  Latin 
  15 
  None 
  Remigius' Dæmonolatreia 
  1595 
  Latin (German, English) 
  15 
  None 
  The Malleus Maleficarum 
  1487 
  German 
  10 
  None 
  The Discoverie of Witchcraft 
  1584 
  English 
  15 
  2D4 
  The Golden Bough 
  1890 
  English 
  10 
  None 
  Heptameron 
  1496 
  Italian 
  15 
  1D4 
  Zohar 
  1558 
  Hebrew 
  10 
  None 
   
   
   
  
  - 48 - 
  Mythos Artifacts 
  Many artifacts also survive that leave evidence of the pre-human deities that 
  once ruled the earth. There is a sampling of these artifacts here but Keepers are 
  free to create their own; maybe by borrowing ideas from Mythos or other 
  literature or even from other rpgs. 
   
  Amulet of the Ghoul Cult 
  This green jade amulet is carved with a crouching, winged hound with a 
  human-like face. It has many glyphs carved along its perimeter, in a language 
  long-forgotten. The amulet is prized for its power to allow the wearer to see as 
  if through the Voorish Sign. In addition, it keeps at bay the infection of ghouls.  
   
  The Mirror of the Serpent People 
  The mirror is a small triangular tablet. One side is blank acting like a mirror, 
  and the other has rows of lettering in an unknown pre-human language, cut into 
  the metal with some sort of acid. The tablet is some sort of dense metal. The 
  mirrored side is said to distort the person's image, to look as if dead.  The text is 
  some sort of summoning spell that brings forth an invisible entity of unknown 
  origin that attacks and possesses the summoner. 
   
  The Black Stone 
  The Stone is a black block situated near Stregoicavar, in Hungary. It has been 
  the altar of a cult that lived there and may be part of an ancient city in that area.  
  A similar stone has been found in the Yucatan, though the two are not identical.  
  It appears as a hexagonal block about sixteen feet high and about a foot and a 
  half thick. It is of some shiny black stone and is covered with as yet 
  untranslatable hieroglyphs. The Stone is said to cause constant nightmares in 
  anyone who has slept near it. 
   
  Cthulhu Idol 
  These statues are 8” tall and bear the hideous squatting visage of this Cthulhu 
  and are made from soft, green-black alien mineral with flakes and swirls of 
  gold within it. These idols were brought with the Old Ones from space, and are 
  actually pieces of Old One technology, attuned to Cthulhu’s psyche. Through 
  the idol, any worshipper with CHA of 14 or higher may concentrate and 
  communicate with Cthulhu in the form of images and feelings. However, they 
  must also make a WILL save (TN 20) each time the idol is used, to resist a 
  psychic attack from Cthulhu, that will seek to possess the user. These idols are 
  highly coveted by cultists, and should they learn of the location of one, no 
  effort is too great to acquire it. No one knows how many of these idols exist. 
   
   
   
  
  - 49 - 
  Silver Key of Zaggeroth 
  All Silver Keys are large, 1’ long and covered in ancient glyphs. Each silver 
  key acts as a portal to another world, and no two keys lead to the same 
  destination. In order to be activated, the glyphs on a key must be uttered, and 
  the key thrust into a blank expanse of natural stone. A doorway appears, which 
  the key is able to open, revealing a portal to another world. The particular 
  world should be determined by the Keeper, and can be another dimension or 
  another planet. What or who Zaggeroth is isn’t known. 
   
  Souvara 
  Souvara appears as a grey powder with pearly granules. Chemical analysis 
  simply shows the presence of an alkaloid unknown to Western science. It is 
  very rare and can only be found in Asia. Besides being an addictive narcotic 
  souvara causes the user to experience past lives. After several usages the effect 
  will occur even without the use of the drug. The drug is taken dissolved in a 
  glass of pure water. At first visual perception is increased. Then objects seem to 
  extend unexpectedly. After this they begin to become transparent. Once these 
  have vanished a series of scenes will flash by showing the users past lives.  
  If a past life contains a profound shock, especially contact with the Mythos, the 
  user will re-live that life completely, not noticing their future life until the scene 
  is over. This effect will happen again during subsequent usages of the drug, and 
  can occur even after usage has stopped.  
   
  
  - 50 - 
  CHAPTER 8: SPELLS 
  Black Books takes place in a world where people don’t believe supernatural 
  powers exist. Stories of healing powers, psychic communication and alien 
  technology are the domain of imaginative fantasy writers or the truly crazy. Yet 
  secret powers do exist for those aware of the Mythos. In the hidden corners of 
  the world, ancient cults cast ritual spells, hideous charms transform whole 
  families into carnivorous ghouls, and advanced science allows instant travel to 
  other worlds. 
   
  An investigator must study a spell in a book to understand it and then to be able 
  to use it. When casting a spell, characters may risk their sanity. Each spell 
  description below includes the required saves for using each spell, and the 
  consequences of failure. Most of the casting times and so forth are up to the 
  Keeper; those that banish or destroy or cause harm are usually immediate or 
  very nearly immediate, whereas those that summon or create often require 
  longer periods of preparation. Whether special materials are required is 
  normally also up to the Keeper, although in some cases this is mentioned in the 
  description. 
   
  Absorb Harm 
  This spell allows the caster to negate various physical attacks. The caster 
  invokes the Outer Gods and stretches out a hand toward the attacker. Until 
  dropping the hand, the caster may absorb damage received. The caster may 
  absorb damage from a succession of attacks, but can only absorb damage from 
  one attack in a round. The caster absorbs D4+2 damage from the attack.  
  SAN: 1 
   
  Banish Yog-Sothoth 
  This ritual forces the removal of Yog-Sothoth fully back into the dimensions 
  from which he came. Yog-Sothoth is permanently banished, unless or until 
  properly summoned forth again. SAN: 1D3 
   
  Bind Dimensional Shambler  
  This spell is designed to bind a Dimensional Shambler to the will of the caster. 
  Note that Dimensional Shamblers are notoriously free willed creatures and 
  dislike being bound in service. The sorcerer had better be prepared when the 
  spell's duration runs out....SAN: 1 
   
  Bind Hunting Horror  
  This spell is designed to force a Hunting Horror to obey the spell's caster's 
  commands. Needless to say one should be careful how they phrase commands 
  
  - 51 - 
  to these beasts. As children of the Crawling Chaos they are clever at 
  'interpreting' their orders in ways that are baneful to the spell's casters.  
  SAN: 1D3 
   
  Bind Star Vampire 
  This spell is designed to bind an invisible horror form beyond the stars should 
  the need to do so ever occur...SAN: 1 
   
  Call the Outer Dark 
  Casting this spell creates a sphere of absolute darkness around a particular a 
  point or object. It lasts an hour, before fading away. SAN 1 
   
  Chant of Thoth 
  This spell increases the caster's chance to solve a particular intellectual 
  problem. The spell gives the caster a +4 bonus to any one knowledge-based 
  scholar class ability. SAN: 1 
   
  Contact Deep One  
  This spell will contact the nearest Deep Ones in the range of the spell. The 
  Deep Ones nearest to the caster and in 
  range of the spell will be aware of the 
  spell being cast, where it was cast and, if 
  curious, will send an envoy to investigate. 
  If the spell is ever used to bait an ambush 
  the Deep Ones will likely not respond to 
  this spell for a while if they expect 
  another ambush- or send a maddened 
  Shoggoth instead. SAN: 1 
   
  Control Shoggoth  
  Derived from the ancient formula used by 
  the Elder Things that created Shoggoths, 
  Control Shoggoth is a magical ritual that 
  allows a sorcerer to control these 
  abhorrent monstrosities. Shoggoths 
  dislike being under another’s control and 
  will at the next opportunity seek to 
  destroy the caster of this spell.  
  SAN: 1D3 
   
  Corpse Barrier 
  This spell creates a barrier which animated dead cannot cross. The spell caster 
  draws a line on the ground with chalk or charcoal and adds some drops of 
  
  - 52 - 
  human blood. This prevents anything that is no longer alive from crossing the 
  line. SAN: 1 
   
  Create Zombies 
  This spell requires a human corpse which retains sufficient flesh to allow 
  mobility after activation. The caster puts an ounce of his or her own blood in 
  the mouth of the corpse, then kisses the lips of the corpse and 'breathes part of 
  himself' into the body. Once the spell is cast, the corpse awakes ready to obey 
  simple commands from its creator. Should the caster die, the zombie becomes 
  inactive. The number of zombies than can be created is unlimited (as long as 
  the caster can pay the SAN cost). Part of the invocation refers collectively to 
  the Outer Gods - every caster knows such entities exist, though no names are 
  used. These zombies stay useful indefinitely. SAN: 1D2 
   
  Decay 
  When this spell is uttered, it causes all food and drink nearby to perish or 
  become spoiled and nauseating. SAN 1 
   
  Elder Sign 
  This spell freezes a single monster in place, unable to act or move. Each turn 
  roll 1D6, 1 or 2 the creature breaks the ward. SAN: 1 
   
  Hands Of Colubra 
  This spell turns the arms of the caster into venomous snakes. It can only be 
  used on the caster. The effect lasts 1D3 + 3 rounds. The transformed snakes can 
  bite targets up to 10’ away. Each snake receives a +4 bonus to hit, and does 
  1D3 damage per bite, plus paralyzing poison. A successful FORT save TN 10 
  means the victim avoids being paralyzed). SAN: 1D2 
   
  Heal 
  This spell maximizes the target's healing rate (healing rate x3). The recipient 
  must be touched by the caster or the spell cannot take effect, and must be 
  reapplied each day to have effect for that day.  SAN: 1 
   
  Levitate 
  This spell allows the caster or a chosen target to float slowly through the air. 
  The caster must be able to see the target properly to levitate it. The effect lasts 
  1D4 minutes. The spell levitates the caster or target up to 20’ off the ground. 
  SAN: 1 
   
  Mist of Ry’leh 
  The caster can create a dense mist to appear within 20’ of himself. This cloud is 
  
  - 53 - 
  about 30’ or so in diameter and obscures vision within it. It is also very creepy 
  and unnatural and deadens sounds within it. SAN: 1 
   
  Nightmare 
  This spell causes the target to experience a horrible nightmare and awake with a 
  scream. The target must make a SAN save (TN 15) or lose D8 SAN. It affects a 
  single sleeping individual, whose name must be known to the caster. The spell 
  can take effect at any range. The shaken victim awakes in a cold sweat, but 
  cannot remember the contents of the dream. SAN: 1 
   
  Red Sign of Shudde-M'ell 
  The caster paints a mystical symbol into the air with his fingers. If formed 
  correctly, a dull, red symbol glows ominously in the air. The sign's sinister 
  effects manifest the round after its creation. Once formed, the sign must be 
  maintained by concentration. All those within 20’ of the sign's presence 
  automatically lose 2D6 HP, as their bodies quake and spasm, and their internal 
  organs and blood vessels convulse. This damage occurs per round that the 
  caster concentrates. SAN: 1D4 
   
  Shrivelling 
  This powerful spell of attack requires the right words to be intoned and then the 
  caster must touch his intended victim. The spell causes the target’s flesh to 
  shrivel and blacken, causing D8 HP immediately and an additional 2 HP per 
  round that the caster continues to touch the target.  SAN: 1D3 
   
  Song of Hastur 
  This song is a wailing ululation costing the caster 1D3 HP each round of the 
  spell, but a successful Cha roll (Perform (sing) ability roll) is needed for the 
  weird melody to be effective. Though anyone present can hear the song, it must 
  be directed against a specific target. The spell causes the skin and flesh of the 
  victim to bubble and fester, causing 1D6 HPs per round. After two rounds, 
  scarring reduces the victim's Cha by 1D6. After four rounds, internal ruptures 
  lowers the victim's CON by 1D6. The victim continues to lose 1D6 CON per 
  round until he reaches zero. Once this happens, the victim's body swells up and 
  then bursts with a sickening pop as steam and gore spill onto the floor. SAN: 
  1D4. 
   
  Speak with Dead 
  This spell enables the caster to speak with the dead. He must be in the vicinity 
  of the corpse and the longer the person has been dead, the longer it is to recall 
  the dead spirit. The caster must be able to speak the language of the dead 
  person. The corpse will answer up to three questions truthfully. SAN: 1 
   
  
  - 54 - 
  Summon Byahkee  
  This spell is designed to summon a Byakhee from the Outer Dark. It is taught 
  to all of Hastur’s sworn adepts but over the centuries enough copies of this 
  spell have been made that the spell is no longer their exclusive domain. SAN: 
  1D2 
   
  Summon Deep Ones 
  A magic-user may summon 2D4 Deep Ones with this ritual, but there must be 
  Deep Ones within 50 miles. They will rise from the nearby sea once the chant 
  has finished.  They will not ordinarily react with aggression when summoned in 
  this manner, unless attacked, but they will expect to have been summoned for 
  the purposes of negotiation. If the caster is acting on the behalf of a community 
  the Deep Ones may make agreements to help them increase their fishing catch, 
  and arrange other blessings from the sea, but at the cost of allowing 
  human/deep one matings and eventually in establishing churches for the Order 
  of Dagon. SAN: 1 
   
  Summon Dimensional Shambler  
  This spell is designed to summon a Dimensional Shambler to the caster's 
  presence. The Shambler is allowed a Will save to resist the summons. If the 
  spell is successful the Shambler will appear at a spot designated by the caster 
  and within his immediate vicinity. SAN: 1D2 
  
  - 55 - 
  Summon Hunting Horror 
  This spell is designed to summon forth one of the elder horror of the Outer 
  Dark known as a Hunting Horror. Dealing with such creatures is unclean and 
  dangerous to the soul though deters few of the practitioners of the dark arts.  
  SAN: 1D3 
   
  Summon Star Vampire 
  This spell allows a person to summon an invisible ravening horror within close 
  proximity of themselves should they ever feel the need to do so. Anyone 
  feeling the need to do and who doesn't want to lose every drop of blood in their 
  body this had better have the next spell or other precautions ready to go. SAN: 
  1D2 
   
  Summon Yog-Sothoth 
  This is a major ritual that requires special preparations before it can be cast. A 
  permanent summoning area should be made of stone, either a large room or 
  outdoors where large stone pillars should be erected and an altar positioned. 
  The lengthy ritual requires a blood sacrifice on the altar. Yog-Sothoth may 
  remain in this dimension for only 2 turns. The summoner has no special power 
  or ability to coerce this being, but requests that further his goals may be 
  honoured. SAN: 1D4 
   
  Unspeakable Oath 
  This spell establishes a binding oath made to He Who Is Not To Be Named and 
  costs the caster 2D4 HP, in blood sacrifice. Hastur grants the caster some 
  benefit - an important ancient tome as the R'lyeh Text or +2 to an attribute each 
  year, for the rest of the recipient's life. Additionally, however, there is a chance 
  that the caster gradually transforms into a gruesome humanoid monster totally 
  under Hastur's sway. SAN: 1D4 
   
  Voice of Ra 
  This spell temporary increases the caster's Cha and related skills. The spell 
  requires 1 HP. The ritual takes two hours to complete and a variety of herbal 
  components are burned during the casting. For 24 hours, the spell adds 2D4 to 
  the caster’s Cha and increases any Cha related ability rolls with a +4 bonus. 
  SAN: 1 
   
  Voorish Sign 
  When the proper gestures of the Voorish sign are made, the magic-user is able 
  to see and detect all extra-dimensional presences or influences within range. 
  This includes beings that are invisible in the magic-user’s dimension, or people 
  who may have extra-dimensional beings within them. The sign also allows the 
  caster to see gateways to other dimensions. SAN 1 
  
  - 56 - 
   Walk Among Angles 
  This ritual alters the consciousness of the spell-caster, granting him unusual 
  spatial understanding and sight. It allows him to walk and navigate through 
  areas constructed of non-Euclidian geometry. In effect, the character can step 
  into an alternate dimension, and step back out somewhere else on Earth that the 
  caster knows. The spell-caster may lead one additional human-sized person by 
  taking an additional SAN point loss per person. SAN: 1 
   
  Ward against Deep Ones 
  By inscribing a glyph of the Old Ones on a small crystal and performing a 
  ritual, a ward against Deep Ones is created. Deep Ones may not enter within 
  10’ of a creature carrying the ward, but they may attack from a distance.   
  SAN: 1 
   
  Wrack 
  This spell temporarily incapacitates a single target. It costs 1 HP to cast. It 
  causes intense wracking pains; the target is incapacitated, the face and hands 
  blister and drip fluid, the eyes cloud with blood and become temporarily 
  sightless. The effect lasts 1D6 rounds, after which sight returns. After 10 + 
  1D20 minutes, the target fully recovers and resumes normal activity. SAN: 1 
   
   
   
  
  - 57 - 
  CHAPTER 9: DARK CULTS 
  Many of Lovecraft’s writings 
  feature cults, and little 
  distinguishes one cult from 
  another, except that they all 
  worship otherworldly beings. 
  Cultists may feature prominently 
  in Black Books, as they serve as 
  good plot devices and antagonists. 
  The referee is encouraged to 
  develop cults of the various Old 
  Ones, as needed in the campaign. 
   
  Black Brotherhood 
  The Black Brotherhood is a group of international terrorists dedicated to 
  hastening the return of the Great Old Ones. The Brotherhood is made up of 
  people from all ethnicities and ways of life, and, believing that the Old Ones 
  will awaken soon, conduct covert operations, such as attempted political 
  assassinations. Few of its members are taken alive for interrogation, however, 
  as most die shortly after carrying out their operations. 
   
  Brotherhood of the Beast 
  The Brotherhood of the Beast is a cult that worships Nyarlathotep in his aspect 
  as The Beast. The Brotherhood is dedicated to fulfilling the prophecies of its 
  founder, Nephren-Ka, an Egyptian high priest of Nyarlathotep in the 14th 
  Dynasty. 
   
  Brothers of the Yellow Sign  
  The Brothers of the Yellow Sign (or Cult of the Yellow Sign) worship Hastur 
  in his aspect as the King in Yellow. The cult is led by a group of human 
  immortals from the technologically and physically advanced realm of K'n-yan 
  (the cult probably originated in this subterranean land, though others trace it to 
  the serpent people of Valusia). 
   
   Chesuncook Witch Coven 
  The Chesuncook Witch Coven, or the Cult of the Skull, worships the Outer 
  God Shub-Niggurath. They hold their ceremonies in the deep woods near the 
  village of Chesuncook, Maine. Their rites supposedly include entering a 
  subterranean cavern and descending six thousand steps to a pit filled with 
  hungry shoggoths. 
   
  
  - 58 - 
   Chorazos Cult 
  The Chorazos Cult is a sect dedicated to the Outer God Yog-Sothoth. The cult 
  was founded in the mountains of Romania in the late 16th century, but later 
  moved to England and then Scotland. The cult developed an unwholesome 
  reputation and was eventually disbanded by locals although it has resurfaced 
  recently. 
   
  Church of Starry Wisdom 
  The Church of Starry Wisdom, or Starry Wisdom Cult, is a cult that worships 
  Nyarlathotep in his aspect as the Haunter of the Dark. The cult was founded in 
  Providence, Rhode Island circa 1844 by the archaeologist and occultist 
  Professor Enoch Bowen after he returned from Egypt having found the tomb of 
  the unknown pharaoh Nephren-Ka. The cult used an age-old sacred relic known 
  as the Shining Trapezohedron to summon the Haunter of the Dark, who 
  demanded outrageous sacrifices in return for limitless knowledge of the 
  universe. 
   
  Esoteric Order of Dagon 
  The Esoteric Order of Dagon is the primary religion of the town of Innsmouth, 
  Massachusetts, at the present time. Its members are dedicated to the worship of 
  Dagon, Mother Hydra, and Cthulhu and consist primarily of Deep Ones. 
  
  - 59 - 
  CHAPTER 10: DARK PLACES 
  The fiction of the Cthulhu Mythos is filled with disturbing ancient places that 
  challenge the human race’s view of history, the universe, and themselves. This 
  section describes some of the places that are most significant to the Mythos or 
  appear frequently throughout Mythos stories. 
   
  Arkham & Miskatonic University 
  Arkham is a colonial settlement in north-eastern Massachusetts. It is home of 
  Miskatonic University, an institution which finances various  expeditions to 
  ancient Mythos sites. The research carried out by the university and the field 
  work it funds is so groundbreaking that many local residents feel they are 
  delving into things that should be left alone. Other notable institutions are the 
  Arkham Historical Society and the Arkham Sanitarium. Arkham's main 
  newspaper is the Arkham Advertiser (previously called the Arkham Gazette), 
  which has a circulation that reaches as far as Dunwich. Arkham's most notable 
  characteristics are its gambrel roofs and the dark legends that have surrounded 
  the city for centuries. The disappearance of children (presumably murdered in 
  ritual sacrifices) at May Eve and other "bad doings" are accepted as a part of 
  life for the poorer citizens of the city. The town was devastated by a typhoid 
  outbreak in 1905, although there are persistent rumours about this too. 
   
  Dreamlands 
  The Dreamlands is a vast, alternate dimension that can be entered through 
  dreams, similar to astral projection. Experienced dreamers are among the most 
  
  - 60 - 
  powerful inhabitants of the Dreamlands and may become its permanent 
  residents after their physical deaths.  
   
  To reach the Dreamlands, a sleeper must find an unusual stairway in a 
  conventional dream and walk down the Seventy Steps of Light Slumber to the 
  Cavern of Flame, where they face the judgment of powerful gatekeepers named 
  Nasht and Kaman-Tha. If judged worthy the dreamer is allowed to descend the 
  Seven Hundred Steps of Deeper Slumber and emerges in the Enchanted Wood. 
  From here, the dreamer can travel to the city of Ulthar on the river Skai, the 
  shining Cerenean Sea, and the valley of Ooth-Nagai wherein lies the fabulous 
  city of Celephias. Here the dreamer will find Zar, land of forgotten dreams and 
  beauty, and Mighty Thalarion, city of wonders from which no dreamer returns. 
  Far to the south lies Xura; land of pleasure unattained, Sona-Nyl, the Land of 
  Fancy, marked by a great crystal arch rising out of the sea, and the huge Basalt 
  Pillars through which a strong current is said to lead to Cathuria, the Land of 
  Hope.  
   
  Time flows at a different rate in the Dreamlands; consequently, a traveller can 
  spend months in the Dreamlands during a single night's sleep on earth. 
  Fortunately for dreamers, inhabitants of the Dreamlands are either long-lived or 
  immortal, provided they avoid injury or disease. Despite its accelerated time, 
  the Dreamlands rarely experiences change. Its geography, politics, and 
  population remain fairly static. Dreamers, however, can exert great change over 
  the topography, such as by creating entire cities with accompanying 
  populations.  
   
  A complete description of the Dreamlands is beyond the scope of this book, but 
  there is no better introduction to them than H.P. Lovecraft’s short novel, 
  TheDream-Quest of Unknown Kadath. 
   
  Dunwich 
  Dunwich is located in north central Massachusetts, a lonely and curious country 
  broken with ravines and stretches of unpleasant marshlands. The few 
  farmhouses around the region are aged, squalid and dilapidated. The locals are 
  furtive and suspicious of outsiders. The village itself is reached across a 
  covered wooden bridge and is huddled between a stream and the slope of 
  Round Mountain. The houses have gambrel roofs and are of an earlier 
  architectural period than those of the neighbouring region. Most are deserted 
  and falling into ruin. The broken-steepled church now houses the one slovenly 
  mercantile establishment of the hamlet. There is a faint, malign odour about the 
  village street, as of the massed mould and decay of centuries. 
   
  
  - 61 - 
  Hyperborea 
  Hyperborea is a legendary continent in the Arctic, written about by ancient 
  Greek scholars . Before it was overwhelmed by the advancing ice sheets of the 
  Pleistocene age, Hyperborea was warm and fertile with lush jungles inhabited 
  by the last remnants of the dinosaurs. A race of yeti-like bipeds known as the 
  Voormi once populated Hyperborea, but were wiped out by the pre-human 
  settlers that migrated here from the south. These pre-humans built the first 
  capital of Hyperborea at Commoriom – a grand city built of marble and granite 
  whose skyline was marked by a multitude of spires. Later the inhabitants 
  moved to Uzuldaroum when prophesies foretold of Commoriom's destruction. 
  The toad-god Tsathoggua, dwells in Mount Voormithadreth, a four-coned 
  extinct volcano in Hyperborea, which is also the dwelling place of a host of 
  other horrors. The sorcerer Eibon wrote his great book of spells in his great 
  tower made of a strange black stone.  
   
  Kingsport 
  The town was founded in 1639 by colonists from southern England and the 
  Channel Islands. It soon became a thriving seaport and centre for shipbuilding. 
  Influenced by the Salem Witch Trials the town hanged four alleged witches in 
  1692. During the American Revolutionary War, the port was briefly blockaded 
  by the British when the town's merchants turned to privateering against the 
  British fleet. In the 19th century, sea trade dwindled and the town turned to 
  fishing as the main industry. It has been an insular and isolated community for 
  so long that its residents have taken on a peculiar squat and wide-faced look, 
  not unlike the residents of Innsmouth up the coast. There are rumours of 
  strange rituals performed in Kingsport on pagan holidays, drawing participation 
  from the entire population and involving ancient rites in caves below the town. 
  The same rumours speak of contact with unwholesome minions of the abyss. 
   
  Innsmouth 
  Innsmouth is a small Massachusetts coastal town founded in 1643, tucked 
  around a small harbour beneath inland cliffs. Its buildings are old and poorly 
  kept, and it has maintained little of the colonial charm that has made the nearby 
  town of Kingsport a tourist destination. In fact, the people in the towns around 
  Innsmouth avoid it if they can, and they also avoid the only public 
  transportation that passes through Innsmouth - an old private bus that makes the 
  circuit between Arkam and Innsmouth a few times a day.  
   
  In 1840, Obed Marsh started a cult in Innsmouth known as the Esoteric Order 
  of Dagon, basing it on a religion practiced by certain Polynesian islanders he 
  had met during his travels. Shortly thereafter, the town's fishing industry 
  experienced a great upsurge. Obed Marsh had entered into a contract with Deep 
  
  - 62 - 
  Ones, offering them sacrifices in exchange for plentiful gold and fish. There 
  was a period of interbreeding resulting in numerous deformities and giving 
  many of the locals a singular look, with wide faces and bulging eyes. Records 
  indicate that in 1846 a mysterious plague struck the town, causing mass 
  depopulation. The town has faded ever since, and ended up with only three or 
  four hundred residents.  
   
  The people of Innsmouth now make a living selling strange artwork and 
  jewellery made of gold, presumably left over from some hidden pirate’s cache.  
   
  Leng, The Nightmare Plateau 
  The Plateau of Leng is a dark, foreboding, cold and arid place where different 
  realities converge. It’s location is described variously as to the far north of the 
  Dreamlands, central Asia or Antartica. Maybe it touches on all three locations 
  and possibly others too. Little is known about it, although rumours suggest that   
  it is inhabited by the High Priest Not to Be Described, who dwells alone in a 
  prehistoric monastery, whose walls are covered by detailed frescoes that are 
  disturbing to read. There is also an abandoned city seemingly built by Elder 
  Things and now inhabited by a race of degenerate, goatish humans (possibly 
  ghouls) who are feared by all other men. 
   
   
  
  - 63 - 
  Pnakotus, Library City of the Great Race 
  A vast, abandoned underground city lies below Western Australia’s Desert. 
  This was the library city of Pnakotus, where the great race lived 150 million 
  years ago. It was a city of wide roads and giant buildings, curving up to rooftop 
  gardens overlooking cavernous plazas. The chambers of the largest buildings 
  were lined with metal cases containing large books of celluloid paper. In these 
  books the great race recorded historical and cultural details from the past and 
  future of the Earth and other nearby planets. In other parts of the city, enormous 
  cylindrical towers, black and windowless, stood guard over doorways that led 
  down to the vast subterranean chambers of the ancient and terrible enemy of the 
  great race, the flying polyps. Many of its buildings still stand, and many of the 
  ancient books still rest in their cases ready to be discovered. 
   
  R’lyeh 
  R’lyeh is the city of Great Cthulhu. It rests on the ocean floor of the far South 
  Pacific, approximately 3,000 miles west of Cape Horn and 3,500 miles east of 
  New Zealand. Cthulhu and his minions slumber in a colossal, monolith-capped 
  vault beneath this city’s dark, ooze-covered, non-euclidean architecture. When 
  the stars are right, Cthulhu will stir from his dormancy and the entire city of 
  R’lyeh will rise above the ocean. Great Cthulhu’s call of nightmares and 
  visions will go out to the world, and cults of his followers, will come to R’lyeh 
  to draw him forth from his vault. 
   
  Yoggoth 
  In ancient pre-human writings the planet we know as Pluto is referred to as 
  Yoggoth. It is inhabited by the fungoid mi-go race of crab-like aliens. The mi-
  go live in great cities with multiple tiers and terraced towers of black stone and 
  ice, built by an even more ancient race that abandoned the planet long before 
  man walked upright. Yoggoth is so far beyond anything in human experience 
  that just seeing it causes a loss of sanity (TN 15, SAN loss 1D6/1D10). 
   
  Y’ha-Nthlei 
  The cyclopean and many-columned undersea metropolis of Y’ha-Nthlei lies 
  below Devil’s Reef off the coast of Massachusetts, near the town of Innsmouth. 
  The oldest Deep Ones have lived in its phosphorescent palaces and terraced 
  gardens of strange coral for tens of thousands of years. In 1928 the U.S. 
  government torpedoed Devil's Reef in 1928 as part of a raid on the town of 
  Innsmouth, and Y'ha-nthlei was presumably destroyed. 
   
   
  
  - 64 - 
   
   
  
  - 65 - 
  CHAPTER 11: MONSTERS 
  NPCs are all generic versions of the types of folk the characters may meet in 
  their investigations. You can create tougher versions of these folk by giving 
  them experience levels and extra HD.  
   
  The following is a quick reference guide for how to read monster and NPC 
  descriptions: 
   
  Defence Rating 
  DR is similar to DR for the PCs. A small fast critter may have a higher DR than 
  a larger slower critter.  
   
  Attacks 
  “Attacks” lists the number of attacks an opponent has and the damage they 
  inflict.  
   
  Hit Dice 
  “Hit Dice” is the number of dice (D6) rolled to determine an individual 
  creature’s HP. If there is a plus or minus after the number, add or subtract that 
  number once from the total rolled. 
   
  Note: In Black Books, the monster’s normal “to-hit” bonus is equal to its hit 
  dice. For example, a monster with 3 HD attacks with a +3 “to-hit” bonus. 
   
  Move 
  “Move” is the monster’s movement rate and is handled like it is for PCs. 
   
  Saving Throw (Save) 
  All creatures and NPCs have only one saving throw. It is equal to the HD of the 
  creature. 
   
  Special 
  “Special” is just a “flag” of sorts for the Keeper that serves as a reminder that a 
  monster has a special ability. 
   
  The Outer Gods & Great Old Ones all have spells and powers at their disposal, 
  so that even if characters don’t go insane immediately on encountering them, 
  they are likely to suffer some sort of psychic or spell effect. Any such abilities 
  are at the Keeper’s discretion. The physical attacks of these deities will cause 
  so much damage that any hit on an investigator is likely to result in immediate 
  death.  If it is ever necessary to assign attributes to them, they are all above the 
  human maximum of 19. 
   
  
  - 66 - 
  Mythos Monsters 
  The Cthulhu Mythos includes races of 
  sentient creatures that pre-date 
  humanity by eons, mindless beasts that 
  slip through the cracks between 
  dimensions, and powerful gods that 
  would quickly destroy us if we ever 
  drew their attention. 
   
  This is by no means a complete list of 
  creatures in the Mythos, nor does it 
  contain every creature type or power 
  represented in Lovecraftian literature. 
   
  The Outer Gods &  
  Great Old Ones 
  The Outer Gods and Great Old Ones are, collectively, either members of 
  several different alien races or are unique and powerful alien creatures. All of 
  them came to the planet at different points in the distance past, long before 
  humans where more than ape-like creatures in the trees. Some Great Old Ones 
  accept human (or inhuman) worshippers for reasons that no one fathoms.  
   
  These creatures or gods used to rule the earth but lost their hold millions of 
  years ago and were either scattered across the galaxy or hidden in remote areas.  
   
  There are no stats included for these horrors – they cannot be killed by any 
  means currently (in the 1920’s) known to man. The best you can hope for is to 
  learn a spells to banish them from Earth for a while. 
   
  Azathoth (Outer God) 
  Azathoth exists as a chaotic intelligence that is completely and utterly alien to 
  the human mind. Its form is of a swirling chaos floating in the outer reaches of 
  space, in another dimension of existence. The deity is not matter or “living” in 
  any familiar way. Encounters with Azathoth will almost certainly be through 
  intermediaries or through some dark ritual that taps into just a fraction of the 
  entities’ mind or being. SAN save: 30; SAN loss: 1D8/3D10. 
   
  Cthulhu (Great Old One) 
  Cthulhu is a dark god that lives in the sunken city of R’yleth and communicates 
  with his worshippers telepathically.  He is a large, grotesque, green-scaled 
  aquatic humanoid creature with numerous tentacles above the mouth, 
  resembling a squid. He has rudimentary black reptilian wings. Cthulhu’s 
  
  - 67 - 
  intentions are to return to the world as the ruler of Earth and subjugate the 
  human race. SAN save: 30; SAN loss: 1D10/4D10. 
   
  Dagon (Great Old One) 
  Dagon (and his mate Hydra) is one of the last of the deep one/Great Old One 
  hybrids. Dagon resembles a deep one in all ways, except that he is massive and 
  extremely loathsome. He will rarely be encountered above the sea, as he spends 
  most of his time in slumber awaiting the return of Cthulhu. Dagon is 
  worshipped by Deep Ones. SAN save: 25; SAN loss: 1D8/2D10 
   
  Hastur (Great Old One) 
  (The Unspeakable, He Who is Not to be Named, The King in Yellow, The 
  Feaster From Afar) 
  A vast, black and shriveled, flying monstrosity, vaguely octopoid with tentacles 
  tipped with razor-sharp talons that can pierce a victim's skull and siphon out the 
  brain. SAN save: 30; SAN loss: 1D10/4D10 
   
  Hydra (Outer God) 
  Hydra is Dagon’s mate. Like Dagon, she resembles a deep one in all ways, 
  except that she is vast, has large membranous wings that allow her to fly and 
  she is equally hideous to look upon. She too slumbers awaiting the return of 
  Cthulhu, but appears among Deep Ones with greater frequency than Dagon. 
  Like Dagon, Hydra is worshipped among Deep Ones as a descendent of 
  Cthulhu and is an intermediary to his power. SAN save: 25; SAN loss: 
  1D8/2D10. 
   
  Mordiggian (Great Old One) 
  (The Charnel God, The Great Ghoul) 
  Mordiggian is worshipped by ghouls. When he appears, all fire and heat is 
  sucked into his swirling void-like body, instantly filling the area with a deathly 
  cold and still air. All within the presence of the Great Ghoul, are blinded by the 
  weird changing and dazzling form of the necromantic god. SAN save: 25; SAN 
  loss: 1D10/3D10 
   
  Nyarlathotep (Outer God) 
  Of all the gods, Nyarlathotep is the most active and he frequently walks the 
  Earth in the guise of a human being, usually a tall, slim, joyous man, although 
  he has a thousand forms. Whilst most of the other gods use strange alien 
  languages, Nyarlathotep uses human languages and can be mistaken for a 
  human being (in this form, there is no SAN loss). Unlike the other mythos 
  deities, causing madness is more important and enjoyable than death and 
  destruction to Nyarlathotep. SAN save: 20; SAN loss: 1D8/2D10 
   
  
  - 68 - 
  Shub-Niggurath (Great Old One) 
  (The Black Goat of the Woods with a Thousand Young) 
  Shub-Niggurath is a perverse fertility deity said to appear as an enormous 
  cloudy mass which extrudes black tentacles, slime-dripping mouths, and short, 
  writhing goat legs. Small creatures are spat forth, which are either re-consumed 
  into the miasmatic form or escape to some monstrous life elsewhere. Of all the 
  mythos deities, Shub-Niggurath is probably the most extensively worshipped. 
  SAN save: 25; SAN loss: 1D8/2D10 
   
  Ubbo-Sathla (Outer God) 
  Ubbo-Sathla is a huge protoplasmic mass resting in a grotto deep beneath the 
  frozen earth. It guards a set of tablets believed to contain the secrets of the 
  Elder Gods. SAN save: 25; SAN loss: 1D10/3D10 
   
  Yog-Sothoth (Outer God) 
  (The Lurker at the Threshold, The Key and the Gate)  
  Yog-Sothoth  is a cosmic entity that takes the form of a conglomeration of 
  glowing spheres. It is co-terminus with all space-time, and yet is locked outside 
  of the universe we inhabit. It is possibly the most widely-worshipped deity in 
  the Cthulhu Mythos. Yog-Sothoth cannot remain in our dimension for long 
  periods, so he works primarily through his cults, servitors and spawn. 
  Supposedly, Yog-Sothoth knows all and sees all and to "please" this deity could 
  bring knowledge of many things. SAN save: 25; SAN loss: 1D10/3D10. 
   
  
  - 69 - 
  Other Mythos Monsters 
  Animated Corpse 
  Defence Rating: 10 
  Hit Dice: 2 
   
   
   
  Save: +2 
  Attacks: By weapon 
   
   
  To Hit: +2 
  Special:  
  Move: 9 
  SAN save: 10 
  SAN loss: 0/1D4 
  Animated corpses are dead human bodies that have been brought back to life 
  with their memories and skills intact, though they often acquire a serious 
  psychotic disorder in the process. Animated corpses retain all their traits from 
  life, but they no longer have a constitution score. These are not mindless 
  zombies, but intelligent beings restored to the living and often able to resume 
  their place in society. 
   
  Beings of Ib 
  Defence Rating: 14 
  Hit Dice: 4 
   
   
   
  Save: +4 
  Attacks: Claws x2, Bite (D6 each attack) 
  To Hit: +4 
  Special: Dimensional Travel 
  Move: 12 
  SAN save: 15 
  SAN loss: 1/1D8 
  Beings of Ib are named for the legendary city from which they originated, 
  which is rumored to have descended from outer space. These humanoid 
  creatures are revolting to human sensibilities, with skin the color of seaweed, 
  large puffed lips, large bulging eyes, and low hanging ears. They are equally at 
  home above and below water, but their communities are formed on land near 
  freshwater lakes. They may have the ability to travel back and forth from our 
  reality to another; whether this other reality or universe is the Dreamlands is 
  unknown. They worship Bokrug, a large aquatic lizard-like creature that is 
  believed to have followed the Beings of Ib from the stars. 
   
  Byakhee (Winged Servitors) 
  Defence Rating: 14 
  Hit Dice: 4+1 
   
   
   
  Save: +4 
  Attacks: Claws x2, Bite (D6 each attack) 
  To Hit: +4 
  Special: Blood Drain 
  Move: 12/24 
  SAN save: 10 
  SAN loss: 1/1D6 
   
  
  - 70 - 
  Byakhees are pitch black and bipedal, with ant-like limbs, great bat-like wings, 
  and a head like a vulture or crow. Their hands and feet are armed with razor-
  sharp claws, and their long, pointed tongues can pierce any flesh to suck blood. 
  Some appear almost undead, with patches of missing or pealing flesh and 
  gaping holes in their wings. The Byakhee’s ability to fly is partially 
  supernatural, allowing their seemingly slight frames to carry riders up to 
  medium size. If a Byakhee successfully bites an opponent, it remains attached 
  and drains blood each subsequent round, doing 1 point of Strength damage. 
   
  Deep Ones 
  Defence Rating: 15 
  Hit Dice: 3 
   
   
   
  Save: +3 
  Attacks: Claws x2 (D4 each attack)  
  To Hit: +3 
  Special: See below 
  SAN save: 15 
  SAN loss: 0/1D3 
  Deep Ones are an ancient race of human sized amphibians with fish-like heads 
  and scales. They have large webbed feet and are a deep greeny-brown colour. 
  They have long arms and long-clawed fingers and move with a combination of 
  hops and ape-like knuckle walking; in the water they are fast and graceful. 
  Deep Ones live in vast cities under the sea. When a group of 20 or more Deep 
  Ones are found, there will be a leader with 5 HD. When 40 or more are 
  encountered, there will be an additional leader with 7 HD. Groups found 
  outside their communities will be accompanied by a 6 HD deep one with D6 
  spells.  
  
  - 71 - 
  Dholes 
  Defence Rating: 16 
  Hit Dice: 9+6 
   
   
   
  Save: +8 
  Attacks: Tentacles x8 (D4 each attack) 
  To Hit: +8 
  Special: Soporific chant 
  SAN save: 20 
  SAN loss: 1D4/2D6 
  Dholes are immense squids, with elongated worm-like bodies coated with 
  slime. Despite their squid-like appearance, Dholes are actually land-dwellers 
  and are even harmed by water. Dholes are powerful burrowers which can live 
  for more than a thousand years.  A low chanting sound accompanies every 
  chthonian; this can cause a listener to fall into a deep slumber – a Will save is 
  required to resist.  
   
  Dimensional Shamblers 
  Defence Rating: 17 
  Hit Dice: 3+3 
   
   
   
  Save: +3 
  Attacks: Claws x2 (D6 each attack)  
  To Hit: +3 
  Special: Hypnosis, incorporeal form 
  SAN save: 15 
  SAN loss: 1/1D8 
  These creatures appear as short crouching humanoids with tight grey mummy-
  like skin. They have ape-like heads with crooked fangs and deeply recessed 
  eyes, with long arms with huge claws. Dimensional Shamblers appear solid, but 
  can become incorporeal in our world at will; making them unable to touch or be 
  touched. Shamblers can be called to our dimension with certain spells to hunt a 
  victim. When they have chosen (or been directed to) a victim they will attempt 
  to suck them into their own dimension calling as many of their cohorts as 
  needed. While they do seem to grab at the victim they actually use a form of 
  hypnosis too – the save TN is 15. 
   
  Elder Things 
  Defence Rating: 18 
  Hit Dice: 5+3 
   
   
   
  Save: +5 
  Attacks: Tentacles x5 (D4 each attack) 
  To Hit: +5 
  Special: Superior intelligence 
  SAN save: 15 
  SAN loss: 1/1D6 
  Elder things are a race of highly intelligent aliens that seem to be roughly 
  amphibian and vegetable in biology. They are very different from humans in 
  physique, standing about 8’ tall and being roughly barrel-shaped with starfish-
  like appendages at each end. They have five leathery, fan-like retractable wings 
  and five sets of branching tentacles that sprouted from their torsos. Elder 
  
  - 72 - 
  Things came from the stars using some form of technology that was later lost to 
  them as their society degenerated. They can hibernate for long periods of time 
  and can survive the pressures deep under the oceans. 
   
  Flying Polyps  
  Defence Rating: 19 
  Hit Dice: 6+3 
   
   
   
  Save: +6 
  Attacks: Bite (D10) 
   
   
  To Hit: +6 
  Special: Invisibility, incorporeal form, alien senses, control winds 
  SAN save: 15 
  SAN loss: 1D2/1D10 
  Flying polyps appear as flying masses of nauseating matter covered in eyes, 
  mouths, and dangling tentacles. Their bodies shift form, growing, splitting, 
  changing, and sometimes vanishing 
  altogether suggesting they do not exist 
  completely within our dimension. In spite 
  of their eyes, flying polyps are blind and 
  have no concept of light, instead sensing 
  their surroundings through unnatural air 
  currents which constantly swirl around 
  their being. A howling distinctive wind 
  surrounds them always, allowing creatures 
  to hear them even if they cannot be seen. 
  They attack with blasts of desiccating hot 
  wind, and tentacles which seem to phase 
  through matter. Strange five-toed 
  footprints are sometime left on the ground 
  beneath their bodies as they move. Flying 
  polyps are intelligent but possess such 
  alien minds and thoughts that their 
  motives and language is impossible to 
  understand. They seem to possess a telepathy between each other, but otherwise 
  do not speak nor respond to any attempts at speaking with them, even with 
  magic. 
   
  Ghoul 
  Defence Rating: 13 
  Hit Dice: 1+1 
   
   
   
  Save: +1 
  Attacks: By weapon or bite (D4) 
   
  To hit: +1 
  Special: Infectious bite 
  SAN save: 15 
  SAN loss: 0/1D6 
  
  - 73 - 
  Ghouls are blasphemous human sized creatures that have dog-like visages and 
  drooling lips. Their diet is almost exclusively limited to human corpses, which 
  they obtain by raiding graveyards. When very hungry they may attack living 
  beings. Ghouls prefer to move about at night or underground. Their bite can 
  infect the victim with ghoulishness; the Fort save against this is TN 10 +1 for 
  every HP taken from being bitten. Initially, an infected person may develop 
  unusual cravings for raw and rotting flesh, but as time goes on the infected 
  character will gradually develop canine features until the transformation is 
  complete after 2D4 weeks.  
   
  Hounds of Tindalos 
  Defence Rating: 15 
  Hit Dice: 5 
   
   
   
  Save: +5 
  Attacks: claws x2, bite (D6 x2, D8)  
  To Hit: +5 
  SAN save: 15 
  SAN loss: 1/1D8 
  There is a place spoken of called Tindalos, a red planet of horrors unspeakable. 
  It is from this place that it is believed the hounds of Tindalos come. They are 
  large, hairless creatures that have leathery hides, long reptilian tails, and eyes of 
  a frightening ophidian nature. Their snouts are filled with long fangs and their 
  paws end in sharp talons. They hunt in packs and seek to devour with an 
  insatiable hunger. 
   
  Hunting Horror, The Haunter of the Dark 
  Defence Rating: 18 
  Hit Dice: 9 
   
   
   
  Save: +9 
  Attacks: claws x2, bite (D8 x2, D10) 
   
  To Hit: +9 
  Special: Aging gaze, incorporeal form 
  SAN save: 20 
  SAN loss: 1D3/1D10 
  The hunting horror is a giant black winged creature that can take incorporeal 
  form as a dense black cloud. It has claws and teeth to rend with, but its victims 
  often die of fear when faced with the terrible realities this creature can conjure 
  in their minds. Hunting Horrors speak the language of those who called them. If 
  any creature looks into the hunting horror’s face while it is in corporeal form, 
  the hunting horror may inflict premature aging (2D6 years) on that creature 
  (Difficulty 25 FORT save). 
   
  Mi-go, The Fungi From Yoggoth 
  Defence Rating: 14 
  Hit Dice: 3 
   
   
   
   
   
  Save: +3 
  Attacks: Electric weapon or pincers x2 (D6 each attack) 
  To Hit: +3 
  Special: Flight, electrical weapon 
  
  - 74 - 
  SAN save: 20 
  SAN loss: 1/1D8 
  Long before the human race evolved, mi-go came to Earth from their colony on 
  the planet Yoggoth, known today as Pluto. They are plant-like in many ways, 
  but behave more like intelligent flying crustaceans. Though they vary widely in 
  appearance, a typical mi-go is a pink crustacean about five feet long, with a 
  large pair of membranous wings extending from the centre of its back. It has 
  many pairs of chitinous limbs ending in pincers, and a tapering tail used for 
  balance in flight and when walking upright on only the hindmost limbs. Its 
  head is an oblate spheroid covered with short antennae that glow different 
  colors when communicating with other mi-go. The electrical weapon is like 
  some sort of weird gun that causes 2D6 electricity damage. 
   
  Nightgaunts 
  Defence Rating: 14 
  Hit Dice: 2+1 
   
   
   
  Save: +2 
  Attacks: By weapon or tail (1D8)  
  To Hit: +2 
  Special:  
  SAN save: 15 
  SAN loss: 0/1D6 
  Nightgaunts dwell in the Dreamlands and have a vaguely human shape, but are 
  thin, black, and faceless. Their skin is slick and rubbery. They sport a pair of 
  inward-facing horns on their heads, a long barbed tail, and prehensile paws. 
  They can fly using a set of membranous wings but make no sound. 
   
   
  
  - 75 - 
  Rat Things 
  Defence Rating: 13 
  Hit Dice: 1 
   
   
   
  Save: +1 
  Attacks: Bite (D4)  
   
   
  To Hit: +1 
  Special: None 
  SAN save: 10 
  SAN loss: 0/1D3 
  Rat things are twisted combinations of humans and rats. They are the size of a 
  large rat and the same basic shape, but they have elongated human faces and 
  tiny human hands at the ends of all four of their legs. Rat things live for 
  hundreds of years and often serve wizards and priests as familiars. 
   
  Shoggoths 
  Defence Rating: 16 
  Hit Dice: 7+3 
   
   
   
  Save: +7 
  Attacks: Psuedopods  x2 (2D4 each attack)  To Hit: +7 
  Special: swallow 
  SAN save: 15 
  SAN loss: 1D3/1D10 
  These are large amorphous creatures, originally created by Elder Things. They 
  are capable of changing their shape and extruding pseudopods to undertake 
  tasks or to attack with. They built vast underwater cities for their masters, 
  before they evolved intelligence and rebelled against their masters. They are 
  equally at home above or below water. If they grab their victim (by hitting with 
  both pseudopods in the same round) they can attempt to “swallow” their victim, 
  who must make a REF save of TN 15 to avoid being dragged completely into 
  their masses. Otherwise, victims are digested in 2d4 rounds. Fire or heat-based 
  attacks cause double damage and they get no bonus to their save against fire.  
   
  Star Vampires 
  Defence Rating: 18 
  Hit Dice: 5+5 
   
   
   
  Save: +5 
  Attacks: Talons x4 (1D6 each attack)  
  To Hit: +5 
  Special: bite 
  SAN save: 15 
  SAN loss: 1/1D8 
  These loathsome, hovering things are six-foot orbs of writhing claw-and-mouth 
  tipped tentacles.  They are normally invisible but sometimes give themselves 
  away with a ghoulish tittering before feeding. After feeding, star vampires 
  become visible; suffused and bloated with the blood of their victim. They are 
  gluttons for blood and often haunt hillsides where there are herds of cows or 
  sheep. They attack by swooping down invisibly from the night sky. If they hit 
  with at least one talon, they can bite in the same round at +8 to hit. The bite 
  
  - 76 - 
  does D4 damage and D3 strength drain. Powerful wizards and other beings who 
  possess the hubris or lore needed to control them summon star vampires from 
  the depths of space to slay their enemies. Such as, say, meddling Investigators.  
   
  Zombies 
  Defence Rating: 10 
  Hit Dice: 2 
   
   
   
  Save: +2 
  Attacks: claws x2 (1D3 each attack)  
  To Hit: +2 
  Special: infectious bite 
  SAN save: 10 
  SAN loss: 0/1D4 
  If the zombie hits with both claws it has grabbed its victim and can bite them 
  next round at +4 to hit, if they fail to free themselves from the zombie’s grasp. 
  The bite causes D4 damage and, if the victim is killed as a result of a bite, will 
  infect the victim. This infection turns the victim into a zombie in 1D6 hours. 
  Zombies cannot cross salt, so laying a line across a doorway or similar will 
  prevent he zombie passing. In addition, throwing a handful of salt at a zombie 
  will cause 2D4 damage to it. 
   
  
  - 77 - 
  Mundane Critters 
  This is just a bunch of ordinary wild animals that PCs might come across in 
  their travels, which might resent some unexpected dangers.  
   
  Bear, Black 
  Defence Rating: 13 
  Hit Dice: 3+6   
   
   
   
  Save: +3 
  Attacks: Claws x2, Bite (D6 each attack) 
  To Hit: +3 
  Special: Grapple 
  Move: 14 
  If it hits with both claws it can then start to grapple, where it does automatic 
  damage of 2D6 per round. The PC needs to make a STR or DEX roll of 15 to 
  escape. 
   
  Bear, Grizzly or Polar 
  Defence Rating: 14 
  Hit Dice: 5+6 
   
   
   
  Save: +5 
  Attacks: Claws x2, Bite (D6 each attack) 
  To Hit: +5 
  Special: Grapple 
  Move: 14 
  If it hits with both claws it can then start to grapple, where it does automatic 
  damage of 2D6 per round. The PC needs to make a STR or DEX roll of 15 to 
  escape. 
   
  Cougar (or Jaguar) 
  Defence Rating: 14 
  Hit Dice: 3+1 
   
   
   
  Save: +3 
  Attacks: Claws x2, Bite (D4 each attack) 
  To Hit: +3 
  Special: Pounce 
  Move: 14 
   
  Crocodile 
  Defence Rating: 16 
   
  Hit Dice: 4+2, 5+2, 6+2   
   
  Save: +4, +5 or +6 
  Attacks: Bite (D6, D8 or D10) 
   
  To Hit: +4, +5 or +6 
  Special:  
  Move: 9/16 (swim) 
   
   
  
  - 78 - 
  Shark 
  Defence Rating: 15 
  Hit Dice: 3+3, 5+5 or 7+7   
   
  Save: +3, +5 or +7 
  Attacks: Bite (2D6, 3D6 or 4D6) 
   
  To Hit: +3, +5 or +7 
  Special: Track (blood) 
  Move: 18 (swim) 
   
  Snake, Constrictor 
  Defence Rating: 13 
  Hit Dice: 3  
   
   
   
  Save: +3 
  Attacks: Bite (D3) 
   
   
  To Hit: +3 
  Special: Constriction 
  Move: 9 
  If it hits with its bite it can then start to constrict, where it does automatic 
  damage of 2D6 per round. The PC needs to make a STR or DEX roll of TN15 
  to escape. 
   
  Snake, Rattler 
  Defence Rating: 14 
  Hit Dice: ½  
   
   
   
  Save: +0 
  Attacks: Bite (D2) 
   
   
  To Hit: +0 
  Special: Venomous bite 
  Move: 9 
  The PC must make a FORT save of TN 10 or become nauseous and start 
  vomiting, if bitten. This continues for an hour after which another save is 
  required or the PC becomes paralyzed. After another hour, another save is 
  required – success means the PC recovers over the course of the next hour. 
  Failure means the character will die within the hour unless aid is received. At 
  any stage, if the victim receives proper medical attention the character will 
  recover within an hour. 
   
  Wolf 
  Defence Rating: 13 
  Hit Dice: 1+1 
   
   
   
  Save: +1 
  Attacks: Bite (D6) 
   
   
  To Hit: +1 
  Special: Track (scent) 
  Move: 16 
   
   
  
  - 79 - 
  NPC Types 
  Here are stats for a few sample NPC types – feel free to adjust to suit. 
   
  Cop 
  DR: 11 
  HD: 1D6 
   
  Save: +0 
  Attacks: By weapon 
  To Hit: +1 
  Special:  
  Move: 12 
  This is a beat cop. He will carry a truncheon and a hand gun.  
   
  Cultist 
  DR: 10 
  HD: 1D6 
   
  Save: +1 
  Attacks: Dagger D4 
  To Hit: +0 
  Special: 1 in 6 chance of a spell (roll 6 on D6) 
  Move: 12 
  This is a worshipper of the Great Old Gods. He or she has probably started the 
  descent into madness. 
   
  Cultist High Priest 
  DR: 10 
  HD: 3D6 
   
  Save: +3 
  Attacks: Dagger D4 
  To Hit: +0 
  Special: 2D4 spells 
  Move: 12 
  This is a leader of a cult that worships the Great Old Gods. Some can have 
  more HD and a wider array of spells. Most have been driven to insanity by their 
  researches. 
   
  Goon 
  DR: 11 
  HD: 1D6+1 
   
  Save: +1 
  Attacks: By weapon 
  To hit: +1 
  Special: None 
  Move: 9 
  This guy has been around a bit and knows the score. This type is usually hired 
  just to fill out the ranks. He’s not expected to think for himself. 
   
   
   
  
  - 80 - 
  “Joe” Average 
  DR: 10 
  HD: 1D6 
   
  Save: +0 
  Attacks: Fist D3   
  To Hit: +0 
  Special: None 
  Move: 12 
  These are just your ordinary everyday folk; shop assistants, parking attendants, 
  businessmen, office workers, bar tenders, farmers and so on. They aren’t 
  usually armed. 
   
  Mobster 
  DR: 12 
  HD: 2D6+2 
   
  Save: +2 
  Attacks: Weapon  
  To Hit: +2 
  Special: +1 initiative 
  Move: 12 
  This guy is a tough guy who is part of a large outfit of organized criminals. He 
  has seen his fair share of violence. He’s likely to have a few goons with him 
  and probably has a tommy gun. 
   
   
   
   
  
  - 81 - 
  Open Game Content may only be Used under and in terms of the Open Game 
  License Version 1.0a (OGL). 
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  - 82 - 
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  aware of the breach. All sublicenses shall survive the termination of this 
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  COPYRIGHT NOTICE  
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.  
  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy 
  Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, 
  Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and 
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  Swords & Wizardry Core Rules, Copyright 2008, Matthew J. Finch 
  Swords & Wizardry: White Box, Marv Breig 
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