Author Archives: Gareth Ryder-Hanrahan

The Zone Jaune

The Zone Jaune is a region in north-eastern Europe that was deemed “inhospitable to human life” in the wake of the Continental War. The widespread deployment of Carcosan ‘yellow science’, not to mention conventional artillery and chemical weapons, rendered the region – some 2,000 square kilometres of forest and former farmland – utterly hostile and […]

A Cthulhu Almanac

April 30th rolls ‘round again, season of doors and frightful manifestations. You may know it as Walpurgisnacht, the Witches’ Sabbath – at least according to poor Walter Gilman, the ill-fated protagonist of Dreams in the Witch House. Now he was praying because the Witches’ Sabbath was drawing near. May-Eve was Walpurgis-Night, when hell’s blackest evil […]

Interpersonal Reality Hacks

(For context, see the Reality Hacking rules) Interpersonal Hacks The Truth Will Out (Bullshit Detector): The target of this hack become violently, explosively ill should they attempt to utter a lie. If the victim’s lucky, it’s just vomiting. The hack’s effects last for a few minutes. Carbon Ghost (Bureaucracy): Given a set of personal documents […]

Technical Reality Hacks

(For context, see the Reality Hacking rules) Technical Hacks See The Membrane (Astronomy): This hack enables the Agent to judge local Membrane conditions by observing the stars. The Agent can tell how strong the Membrane is, and the safest direction back to ‘normal’ reality. Magic Bullet (Ballistics): Activate this hack after missing with a Firearms […]

Reality Hacks for the Esoterrorists

The Ordo Veritatis works to thwart the ghastly schemes of the Esoterrorists, who seek to undermine humanity’s sense of a rational, secure universe by playing on our fears and paranoias until reality collapses and the Membrane protecting us from the forces of the Outer Dark is forever torn. The Esoterrorists believe that destroying the Membrane […]

Academic Reality Hacks

(For context, see the Reality Hacking rules) Academic Hacks Primal Hunter (Anthropology): You gain a 6-point Scuffling pool for the next scene, but you can only use this pool when armed with melee weapons you have made yourself. A sharpened stick or just a nicely balanced stone works. You deal +1 damage with these primal […]

Run Away!

Both Trail of Cthulhu and Fear Itself feature protagonists who are comparatively (or cosmically!) feeble compared to the foes they encounter. By no coincidence whatsoever, both games also incorporate the Fleeing ability, an ability that’s used only for running away. To make Fleeing a bit more complex and combat-like, here are some optional expanded Fleeing […]

Operation YANKEE IREM

In the autumn of 1967, a highway patroller radios in a report of a multi-vehicle automobile collision just outside of Ipswich, Massachusetts, on the Great Arkham Highway. There’s no such road. Over the next few days – before DELTA GREEN closes down the area – there are more reports of strange incidents. A motorist is […]

Campaign Wins

This idea was suggested to me by the Chatty DM, although in doing due diligence I found that Rob already mentioned it in a “Rob says” sidebar in the 13th Age GM’s Screen & Resource Book. So, the first piece of useful, actionable advice in this article is “go read the Resource Book in detail, […]

The GM Screen of Narcissus

I ran a 13th Age one-shot for some wonderful authors as a part of the online TBRCon (check out the full set of panels), and the fact that it was recorded gives a chance to talk about one of the most important but most ephemeral aspects of rpg play – gamemastering decisions. As a GM, […]

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