A Game of Cultists vs. Investigators by Steve Hickey
A Game of Cultists vs. Investigators by Steve Hickey
A Game of Cultists vs. Investigators by Steve Hickey
A game of
cultists vs. investigators
by Steve Hickey
Soth
Play cultists in small-town America
trying to summon the dark god Soth.
6 Preparing to Play
76 End Credits
81 Optional Rules
92 Keeper's Handouts
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Best,
Steve Hickey
11 June 2015
4
Structure Of This Book
Pages 7 to 11 cover how to prepare and set up a game of
Soth and how to introduce it to other players.
5
Preparing To Play Preparing To Play
Setting Up
Player Requirements
Soth requires three to seven players. A threeplayer game
will be fun but challenging.
evil cults
the noir genre—particularly thrillers and stories told
from the villain's perspective
the Call of Cthulhu roleplaying game or any fiction
by (or inspired by) H.P. Lovecraft.
Handouts
Print the following handouts for use and reference:
7
Optionally, print out one copy of each of these Keeper
handouts:
Materials
Choose a place to play where you feel comfortable
portraying evil cultists and describing what they do.
8
Explain The Game Explain The Game
Media Influences
Film and TV
American Gothic, Blood Simple, Breaking Bad, Dexter,
Hannibal, The Player, Psycho, the Saw movie series
(especially later entries), The Shield, True Detective.
9
Set The Tone
Read the following aloud:
10
The Game Is a
Conversation
If anyone hasn't played a roleplaying game before, read
the following aloud:
While most of us play cultists, one of us
will be the Keeper. The Keeper controls the
supporting characters in the cultists' small
town, and uses the rules to make sure that
whatever the cultists try to do, there are
consequences.
11
Creating Characters Creating Characters
and Situation
Create The Setting
As Keeper, you lead the following process. Read out the
steps and options, below.
1920s
1950s
1980s.
Kansas
Louisiana
Massachusetts
California.
13
Create The Cultists
Give each player a copy of the character sheet (Player
Handout A).
14
Choose Roles
Ask the group the following questions:
15
Read this to the group:
Each role has a Clarity score associated
with it. Write those down.
The cult leader can give each cultist an order they must
obey, once per cultist per game. This order cannot
involve the cultist killing themselves or putting
themselves into a position where their death is
inevitable.
16
Choose Reputations & Create
Occupations
Ask each player what their cultist’s reputation in the
town is:
Excellent
Average
Seedy.
Some examples.
17
Create Family Connections
Read the following to the group and wait for them to
make their choices:
Marriage
Relatives: parents.
If you have a seedy reputation, choose
one of the following relationships:
Create Obligations
Read the following to the group:
Some examples:
18
If someone can't come up with an idea, then use a more
generic Obligation, such as:
Choose Names
If they haven't already done it, ask the players to name
their cultists. Keeper Handout 6 (Names and Places) can
provide ideas.
19
There must be a relationship between the supporting
character and at least one of the cultists. If this
relationship hasn't been established by previous events,
define their relationship with one of the items from the
following list:
Family
Friend or Enemy
Work
Sex
History
School.
Situation
The Keeper and the players now decide what happened
during the first ritual to summon Soth.
As Keeper, ask the group these questions:
20
The cultist with the Tome of Soth will ask you what went
wrong enroute to the temple. Respond with an idea that
seems obvious to you—an idea that threatens to expose
the cultists.
Ask the players how their cultists dealt with that setback.
Tell them they were successful.
The leader of the cult will ask you give the victim a name
(if they don't already have one). Use Keeper Handout 6
(Names and Places), if you need ideas.
The leader of the cult will ask you what the victim's last
words were. Use your creativity and sense of the group's
mood to choose something with an emotional impact.
The victim doesn't need to say more than a few words.
These last words could do any of the following:
21
Assign Suspicion
Suspicion is a resource you gain by evaluating how
suspicious each cultist's actions are. It's explained in
detail on page 42.
22
Is the crime obviously linked to one or more of the
cultists? (+5 Suspicion)
Was a cultist caught redhanded? (+7 Suspicion)
23
Deal With The Sacrifice's Aftermath
Ask the cultists what they do. Let any ensuing actions or
conversations play out for an entertaining amount of
time.
24
If necessary, read this aloud:
Introduce A Witness
You can introduce someone who witnesses one or more
of the cultists doing something suspicious.
25
'The Mask of Sanity' rules
When a cultist with a Clarity of 1 (or higher) has a long or
intimate conversation with a noncultist, the cultist will
act suspiciously in some way.
26
Assign Suspicion Based On The
Outcomes Of Those Conversations
If a cultist deceived someone or covered something up
about the cult’s activities while speaking with the
supporting character(s), choose one of the following
options and assign Suspicion:
27
Randomly Assign Compulsions
Once you feel there's a natural pause in the game, read
the following aloud:
28
Read this aloud:
The Keeper selects someone who seems the best fit for
one or more of the following criteria:
29
Mark Off Any Time That's Elapsed
Keeper's Handout 3 (How To Run The Game) has a
calendar on the righthand side. You can use this to
mark off any time that's elapsed and track how long it is
until the next ritual.
Mark off any time that's elapsed so far during the game.
Keep doing this as you play.
An example.
30
Continuing The Game Continuing The
The preceding pages have set up the cultists' starting
situation and given them a clear goal: to complete the
remaining three rituals to summon Soth.
Moment‐By‐Moment
You can rely on the cultists to drive the action. The
cultists will prepare for the next ritual(s) and interact
with their neighbours and friends—creating the
following opportunities to appear suspicious:
32
Between rituals
Soth doesn't have a predetermined plot. However, here
are a few things that could happen as the cultists attempt
to summon Soth.
33
Between The Second and Third Rituals
Investigators (and unfulfilled Obligations) will make
it more difficult for the cultists to appear innocent
After the Sounding of the Bell ritual, a bright new
star appears in the sky. This star is a sign of Soth's
coming. As Keeper, describe how it changes in size,
intensity and colour.
If it's been publicly known since before the second
ritual that people have been murdered or have
disappeared, any further crimes will make the
townsfolk aware something highly abnormal is
occurring
It's possible one or more of the cultists will be
arrested or ambushed.
34
Between The Third and Final Rituals
The cultist who was sacrificed now portrays a
Servitor (a supernatural entity described in more
detail on page 71).
Hand the player of this cultist Player Handout G
(The Servitor of the Gate).
It's likely the Servitor will take actions that will alarm
the town
After the Opening of the Gate ritual, describe the
frequent earthquakes that are now occurring. These
quakes are a sign of Soth's coming. As Keeper,
describe how they change in frequency, intensity and
effect.
It's likely the Keeper will have spent Suspicion to
trigger one or both of the 'high alert' conditions that
last until the end of the game: 'the authorities are
everywhere' and 'the townsfolk are suspicious and
cautious'.
There will almost certainly be multiple Investigators
(and teams of Investigators) trying to uncover what
the cultists are doing.
35
What the What The Keeper
Keeper does
What The Keeper Does:
An Overview
The following 30 pages detail how the Keeper facilitates
a game of Soth. Here's the highlevel overview of what
that involves.
37
Everyone shares the authority for selecting scenes:
players will ask for scenes with their cultists and they'll
set scenes up all the time. As Keeper, you also select
scenes and you have two specific areas of responsibility:
38
Within A Scene
If you want, you can share responsibility with the other
players for the following aspects of facilitating a scene:
39
Apply The Rules
The Keeper has primary responsibility for applying
Soth's rules. You apply them in one of two ways:
The Keeper has eight specific invisible tasks. I'll list them
here, and explain them in more detail in the following
pages.
40
Evaluate Clarity
Clarity measures how difficult it is for each cultist to pass
as a normal citizen in their town. A cultist adds one point
of Clarity whenever any of the following is true:
41
Evaluate Suspicion
Suspicion is a resource you create by secretly evaluating
whether the cultists are covering up their crimes
effectively.
42
Commit A Crime or Murder Someone
When a cultist commits a crime or murders someone,
ask how they do it. Describe how the victim reacts and
what they do. Apply the rules on page 59 for resolving
murders, and (if necessary) the rules for resolving other
conflicts (page 61).
An example.
43
Deceive Someone or Cover Something Up
When a cultist deceives someone or covers something up
about the cult’s activities, choose one and assign
Suspicion.
Table Talk
During the game, the cultists will often split up to do
different things. In these situations, they will have no
obvious way to communicate with or advise each other.
Similarly, there may be moments where two or more
cultists are in the same location together but can’t speak
freely to give each other advice.
An example of tabletalk.
44
It's fine for players to nonverbally communicate in a
way their cultists could. Keep a close eye on how obvious
a player has to be in order to communicate their idea.
45
Create Investigators
As demonstrated on page 29, Suspicion is used to create
Investigators (and teams of Investigators) who try to
stop the cultists from summoning Soth.
Use Suspicion
You spend Suspicion to buy one of the actions listed on
pages 47 to 48. Typically, this represents an Investigator
taking actions against the cultists. It could also mean
that the town has become more hostile or paranoid.
46
Using Suspicion can be an invisible or a visible action.
Each member of a team of Investigators has to spend
Suspicion to perform the same action.
47
{3} Gain unauthorised access to a location (and
remain undetected)
{3} Call for help (in a noticeable way)
{4} Isolate a cultist
{4} Find a carefully hidden secret
{4} Seize the initiative in a conflict with a cultist
{5} Call for help (and remain undetected)
{7} The Investigator (or a specific Team) is now
convinced the cultists are responsible for
what's happening (trigger this when you
believe offscreen events have justified it.)
{7} Convince the authorities to take one cultist in
for questioning
{8} Escape, against the odds
{8} Find the Temple
{8} Survive a Servitor’s attack
{9} Every supporting character in the town is
suspicious and cautious. This lasts until the
endofthegame,makesmanipulatinga
supporting character impossible, and makes
every supporting character a viable
option for becoming an Investigator.
{10} Convince the authorities to arrest one cultist
{11} The authorities are everywhere. This lasts
until the end of the game, and means the
Keeper can introduce a police officer or other
official into any scene where it seems
possible.
{11} Convince the authorities to raid the Temple (if
its location is known).
48
If Events Happen Without Spending Suspicion
Situations may arise where an Investigator achieves
something on the Suspicion list without spending
Suspicion.
For example.
If An Investigator Dies
If the dead Investigator was part of a team, increase
Suspicion by 4. Otherwise, decrease Suspicion by 4.
49
Think About What's Happening Off‐
Screen
As Keeper, you need to imagine what other supporting
characters in the town are doing while the cultists aren't
keeping track of them. This helps you apply the 'Using
Suspicion' rules, above.
Example.
50
Lackeys and Minions
If a cultist gets a supporting character to do something
for them, give that supporting character a competency
rating:
Average
Mediocre
Useless.
Average: 2 Suspicion
Mediocre: 4 Suspicion
Useless: 6 Suspicion.
51
Conduct An End Of The Day Review
At the end of each day in the game, you should decide if
there are any offscreen actions you haven't accounted
for. You can retroactively spend Suspicion to have these
actions happen.
To help you track the passage of time over the first few
days of the game, you can refer to the calendar on
Keeper's Handout 3.
52
The player whose cultist possesses the Tome of Soth will
work through the following rules for creating a Servitor
and tell you the results.
53
The Keeper determines the effect of the Servitor's
actions. Consider the following:
54
What The Keeper Does:
Visible Actions Visible Actions
55
Skipping To The Next Ritual
If you elect to skip to the next ritual, tell the players how
many days you'll be moving forward and ask each player
whether their cultist neglected their Compulsion or their
Obligation during this time. They must neglect one or
the other. Apply the consequences for the full period of
time they've skipped.
56
The Realities Of SmallTown Life
The group's choices about the setting influence how you
describe the world:
57
Remember to apply the rockclimbing metaphor: the
Keeper is ‘gravity’: relentless, always present, and
making sure that mistakes have consequences. In this
case, gravity is working against the Investigators.
58
Resolve Conflicts By Adjudicating
Characters' Actions
In general, the game plays like a conversation—taking
turns describing what we do and selecting which scenes
and characters to focus on next.
59
If a cultist tries to murder another cultist (or if an
Investigator spends Suspicion to inflict harm or escape),
you play out the murder using the process described in
'Determining Success: Other Conflicts' (page 61).
60
Determining Success: Other conflicts
During a conflict, the Keeper leads the group through the
following process:
61
However, if the Keeper has understood a character's
intended action but the player wishes to radically change
it, the player has two options:
Example
62
3. Establish The Action Order
The Keeper establishes in which order the characters act
(the action order).
63
The Keeper determines the action order within each of
these two groups based on whether each character has:
64
4. Establish How Each Action Occurs
Each player narrates how their character's action occurs.
Example
65
The effect should be an injury or a result that's
consistent with the Keeper's understanding of what's
happening.
66
An action can have other effects aside from causing
Injuries. They can change the cultists' situation; they can
affect another character—making it less likely they will
achieve their effect, if they're acting next.
Cornering someone.
Putting someone in a headlock.
Getting to a knife first.
Unlocking a safe.
Example
67
Cultists will often try to avoid having conversations and
interactions with supporting characters. That's why it's
important for the Keeper to have supporting characters
push their way into the cultists' affairs—interrupting and
asking awkward questions, or 'helping' them meet their
Obligations.
Enforce Obligations
A cultist who meets their Obligation is likely to find
themselves in a conversation. This creates a situation
where Suspicion could be generated.
Example.
68
Death, Chaos &
Endgame:
Rules
Healing
The rules for injuring characters are on page 66.
70
Sacrificing A Cultist In The Third Ritual
Summons The Servitor of the Gate
If a cultist is sacrificed as part of the third ritual (the
Opening of the Gate), they now play a newlysummoned
Servitor, known as the Servitor of the Gate.
The player chooses one need for the Servitor of the Gate
from the following options:
71
The player takes a number of points equal to their now
dead cultist's Clarity + 1.
Obeying Commands
The Servitor of the Gate obeys one command at a time
Any cultist can command the Servitor, but the Servitor
gives priority to whoever currently holds the Tome of
Soth.
72
If they haven't been given a command for an hour, the
Servitor of the Gate can choose to:
Other Notes
The Servitor of the Gate automatically seizes the
initiative in a conflict, acting before cultists and
investigators.
73
Changing The Leader Of
The Cult
Circumstances can result in the leader of the cult
changing.
74
What Happens When
Soth Appears?
If the fourth ritual is successful, Soth appears.
75
Dedication End Credits
Thanks
Simon Carryer and Mike Sands: fellow members of the
Game Design Cabal.
Game Influences
Acts of Evil by Paul Czege, Apocalypse World by Vincent
Baker, Call of Cthulhu 3rd Edition (multiple authors,
published by Chaosium Press), Covenant by Matt
Machell, The Farm by Jared Sorenson, My Life with
Master by Paul Czege, Sex and Sorcery by Ron Edwards,
Simple World by Avery McDaldno, Stealing Cthulhu by
Graham Walmsley.
76
Soundtrack
Here's some of what I listened to while writing Soth:
Body in Georgia
Acknowledgements
'Lines and Veils' concepts (page 10) from Sex and
Sorcery with permission of Ron Edwards.
The term “Keeper” has been taken from the game Call of
Cthulhu, copyright Chaosium Press.
77
Images Image Credits
78
Optional Rules Optional Rules
Create A Map Of The
Town
You may find it useful to create a rough map of the town
and its roads and surroundings. Here's an easy way to do
this.
Roll the dice onto a blank sheet of paper (make sure all
the dice land on the page).
82
The number of roads you draw depends on the number
you rolled:
You may want more variety in the roads, other than just
straight lines that intersect at right angles. Here's an
optional rule:
83
Alternative Settings
Soth uses the specific setting of smalltown USA. I've
found this makes the game easy to pitch and set up
quickly.
84
Using Conflict Diagrams
It may be useful to draw a diagram to record who is
taking action—and who is trying to interfere with (or
prevent) those actions.
Diagram 1: No Conflict
A [1]
Each character
has a separate
B C
target
[2] [3]
85
Diagram 2: Partial Conflict
A [1]
Conflict between
A and C.
B C
B is unopposed
[2] and succeeds.
A A, B, and C
target each
B C other.
86
Advice for one‐shots
You may want to run Soth in a session that has a specific
duration (such as a threehour slot at a convention).
87
Before skipping to the second ritual, the Keeper asks
each player to choose whether their cultist neglects their
Obligation or their Compulsion.
88
If you reduce this time (see 'Advice for replaying the
game', below), the game will be shorter and easier. There
will be fewer characterbuilding and relationship
developing scenes. The tone of the game will be more
intense and overt.
If you want to make the game run longer, add the first
ritual and play it (and its preparations) through in full.
Define the first ritual using the components on the
following pages, then choose a starting point for the
game.
89
Adjust The Components
Each ritual says it requires:
Sacrifices
90
Time
Define a significant time of day (dawn, noon, sunset,
moonrise, midnight).
Location
Requirements
91
Keeper's Handouts
Keeper's Handouts
1. Introduce the Game 3. Create the Cultists 4. Create The Starting
Read the following to the players: Give each player a copy of Player 3c. Create Family Connections
Situation
• This game is about cultists in small Handout A (the character sheet). If you have an excellent or average Ask the players where their temple is
town America reputation, choose a family and what stops it from being
• The tone of the game is noir In the following steps, write down any relationship where you live with discovered.
• Most of us play cultists trying to supporting characters who are created someone:
summon the dark god, Soth or implied. Tell the players they are about to
• We play the game to put the cultists • Marriage perform the first of four rituals to
under pressure and to see if they can • Relatives: parents summon Soth: ‘The Lighting of the
succeed 3a. Choose Roles
Ask the group the following questions: Way’. The ritual is taking place in the
• Media influences include Breaking If you have a seedy reputation, choose temple right now, at midday. All of the
Bad, Dexter, Hannibal, the Saw one of the following relationships: cultists are there. As a group, you'll
series • Which one of you keeps hold of the
Tome of Soth? [Give them Player figure out how it went.
• Cultists murder innocent people • Marriage (live together)
• If you're ever uncomfortable about Handout B]
• Which one of you leads the cult? • Relatives: parents (live together) Ask the cultist with the Tome of Soth
any other violence or abuse that • Relatives: siblings to complete Player Handout D.
enters the game, anyone can call a [Give them Player Handout C]
• Divorced with children
timeout and we'll discuss it • Widower with children When prompted, say what went wrong
• Here are 2 techniques to help us Resolve ties with a dieroll: highest
result wins. Anyone who rolled the die • A strong nonfamily relationship en route, and asks how the cultists
• Lines are subjects we won't allow • Unmarried sex partner dealt with it. Assume they succeed.
• Veils allow us to describe an event increases their Clarity by one point.
less graphically The winner increases Clarity by one
additional point. Ask the cult leader to complete Player
3d. Create Obligations Handout E and share the results.
Each player invents a daily
Cultists without a role get Clarity = 0.
2. Create the Setting Obligation their cultist has to their When prompted, name the victim and
job, community or friends and family. describe their last words. Make their
3b. Choose Reputations & It must bring them into facetoface
• Group decides: 1920s, 1950s, 1980s last words problematic for one of the
• Group decides: Kansas, Louisiana, Create Occupations contact with a specific person.
Ask each player what their cultist’s cultists. You can:
Massachusetts, California
• Keeper decides on a town: Greenville reputation in the town is: Excellent,
Average, Seedy. 3e. Choose Names • emphasise an emotional connection
(near a lake or river), Ashland (near • make this death cause a problem
a former centre of industry), Milton Ask the players to name their cultists
Each cultist chooses their occupation (if they haven't done it already). Use • hint at a secret only the victim knew
(near an old railway line),
Winchester (near a large, effectively based on their reputation. Examples Keeper Handout 6 (Names and
on page 17. Places), if necessary. At any point, ask clarifying questions.
unmapped forest)
• Highlight time and state on Keeper's Add any new supporting characters to
Handout 3. the relationship diagram.
Suspicion 5
First Names by Decade Names of Roads
1920s 1920s 1950s 1950s 1980s 1980s A road named after ...
Albert Lottie Roy/Ray Evelyn Jason Alice • a surname or first name • something built by humans
Clarence Flora Joseph Blanche Jeremy Heather • a tree or natural feature • another state or city • a road you have lived on
Earl Ida/Irma Charles Ruth Tom/Tod Jennifer • a direction or a number • a religious or historical figure • a value or ideal
Oscar Nettie Frank Lucy/Lois Chris Molly
Eugene Dora Harold Marion Alex Nancy Types of Roads
Claude Viola Carl Vera Billy Lisa/Liz Alley, Avenue, Boulevard, Close, Court, Drive, Lane, Place, Route, Rue, Road,
Square, Street, Terrace, Way
Lester Agnes Jack Jean Dave Natalie
Clifford Esther George Dorothy Doug Blair Examples
Dewey Clara Edward Bettie Patrick Cindy Main Street, North Road, Oregon Way, Pine Avenue, Olson's Lane, Station
Percy Harriet Ralph Shirley Andrew Robin Place
Your cult has decoded this ancient tome of spells and knowledge. It has a rotting brownand
black leather cover, and is about 300 pages long. Some of the pages have been defaced by the
scrawls of people who have previously possessed and studied it. Two pages are missing.
Where do you keep the Tome? Write it down (and show the Keeper): ____________________________
If someone finds or takes the Tome from you, give them this card.
If multiple players want to seize the initiative: 1. Mention Soth or say something odd Dying
2. Hint at your superiority to the noncultist
• cultists go before Investigators 3. Say something that flags to the people you’re with You can take three points of injury before dying.
• the cultist with the lowest Clarity (closest to that all is not well with you The fourth point kills you.
zero)goes first 4. Perform a single action that demonstrates all is not
• If the cultists' Clarity scores are equal, these well with you To reduce from ...
players each roll a d6. Highest result wins. 5. Describe an aspect of Soth's glory or power ... 3 to 2 injuries requires two weeks of healing
6. Hint at the cult’s plans and care
7. Indirectly or subtly confess to a cultrelated crime ... 2 to 1 injuries requires 3 days of convalescence
Replace the Cult Leader 8. Menace the person you’re with ... 1 to 0 injuries requires a short recovery period.
You can replace the current cult leader with a vote If you forget to do this, you still did something If your cultist dies, you get to play other members
or by murdering them. There's a maximum of one suspicious—you just don't know what it is. The of the town, including the Investigators.`
vote per day. The cult leader can take an extra Keeper gains Suspicion equal to your Clarity.
point of injury (see 'Dying', on the right).
If your Clarity is higher than 8, choose 'Menace the
Summon a Servitor
person you're with'. 1 2 3
If you have the Tome of Soth, you can summon
and command a supernatural creature.
A
The Tome of Soth You are now the holder of the Tome of Soth! Gain one point of Clarity.
Your cult has decoded this ancient tome of spells and knowledge. It has a rotting brownand
black leather cover, and is about 300 pages long. Some of the pages have been defaced by the
scrawls of people who have previously possessed and studied it. Two pages are missing.
Where do you keep the Tome? Write it down (and show the Keeper): ____________________________
If someone finds or takes the Tome from you, give them this card.
1 The Lighting of the Way has been completed. To conduct the summoning ritual
Touch the Tome of Soth and neglect your daily Obligation.
If successful, ask the Cult Leader (or the NB: Servitors cannot speak but do understand.
person with Player Handout C) to start Soth may reward your faith with a servitor.
the epilogues. Anyone can command it—you must never
You gain the ability to take one You have the first epilogue. It's set one year after Soth
extra point of injury: was summoned.
The first ritual to summon Soth (The Lighting of the Way) had to Now I'll choose one of you to make the sacrifice.
happen urgently at midday at the temple.
That means we had to abduct the victim we are sacrificing without Choose one of the cultists to make the sacrifice. Say the
making any preparations. following to them:
Ask the group this question:
I choose you. Are you the victim's friend or their lover?
Which one of you helped me abduct them? Once the cultist has chosen, say the following:
You (the Holder) had to take the victim from somewhere you Because you're making the sacrifice, increase your Clarity by 1.
could have been observed. Tell the group where that was.
Ask the group for ideas, if necessary. Read the following information aloud to the group:
Ask every cultist (including yourself) to answer this: Any time you murder someone, you increase your Clarity by 1.
Each of us needs to answer this question: What did you do during the If the identity of the sacrifice hasn't already been established,
abduction or while travelling to the temple that could have drawn ask the Keeper to give them a first and last name.
attention to yourself?
Then, ask every cultist (including yourself) this question: Ask the Keeper to tell the group what the sacrifice's last
words were.
Each of us needs to answer this: Who did you have to ignore or E
disappoint in order to kidnap the victim? What's your close or
personal connection with them?
Compulsion Cards F
The Servitor of the Gate Your sacrifice summons a Servitor—who you'll play for the rest of the game.