Orders
This document is your briefing. Read it before the first session. It covers the world, the mechanics you'll need, how to build an agent, what to expect at the table — no adventure spoilers.
The Secret War
It is World War II. The whole world is burning. But behind the headlines, a Secret War rages — between Allied occult intelligence services and Axis cultists, sorcerers, and mad scientists who have learned the truth of what lurks at the edges of reality.
You are an agent: a soldier, scholar, spy, mechanic, or occultist recruited because you saw something you weren't supposed to see, survived something nobody else did, or asked the right question in the wrong library. You fight for Section M (British) or Majestic (American), alongside French resistance and the brave peoples of every occupied nation.
The enemy is not just Nazis. It's the Black Sun, a sorcerous arm of the SS. It's Nachtwölfe, their weird-science rivals. It's the Deep Ones in the Atlantic. It's the alien Mi-Go in the mountains. It's Nyarlathotep, the Crawling Chaos, and behind him, dread Cthulhu himself.
This is pulp horror. The odds are stacked, but your agent is brave, clever, and lucky. Heroes make a difference here. Embrace the cliches. Deliver the one-liner. Make the once-in-a-million shot. Then punch evil right in the tentacles.
Factions
Allies
Section M — Britain's occult intelligence. Answers to the highest levels; operates globally.
Majestic — US counterpart. Newer, better-funded, still finding its feet.
Resistance cells — French, Norwegian, Polish, Yugoslav and more. Local, fractured, brave.
Contacts & guest stars — Alec Towton, Prof. Richard Deadman, Gopal's Gurkhas, Foley's Furies, the Flaming Salamanders.
Axis
Black Sun — occult SS, sorcerers, cultists. Hierarchy: Troopers → Novices → Masters → Canons → Priors.
Cthulhu cults — Deep Ones, Serpent Folk worshippers, other Mythos-aligned cells.
Mi-Go — fungoid aliens with their own inscrutable agenda.
How The Game Works
The 2d20 System is designed to feel like a pulp movie. You and your fellow players collaborate on a story. The GM presents situations, plays all NPCs, and decides when the dice come out. You roll dice whenever success is uncertain and interesting.
There are only a few concepts to remember to play:
Skills (0–5): trained ability — Academia, Athletics, Fighting, etc.
Focuses: specialisations inside a skill (e.g. Handguns, Occultism, Urban Survival).
Truths: short phrases describing who you are or the scene around you.
Talents: special rules-bending abilities your agent has earned.
Three currencies: Momentum (yours), Threat (the GM's), Fortune (personal luck).
The Dice
You will use two kinds of dice:
d20 — Skill Dice
Twenty-sided dice. You roll 2d20 to resolve most tests. You can buy up to 3 more d20s (max pool 5d20).
Challenge Dice (CD) — Damage & Effect
Challenge Dice are specially-marked six-sided dice. If you only have normal d6s, read them like this:
d6 shows
Challenge Die result
1
1 stress
2
2 stress
3 or 4
0 (miss)
5 or 6
1 stress + Effect
An Effect triggers every special ability listed on a weapon or spell.
Making a Test
The GM tells you which Attribute + Skill to use. Add them together — that's your Target Number (TN).
The GM sets a Difficulty (0–5). Most are 1.
Roll 2d20 (or more if you've bought extra).
Count successes:
Each die ≤ TN = 1 success.
If you have a relevant focus: each die ≤ your skill value = 2 successes.
Each natural 1 = 2 successes.
Each natural 20 = a Complication.
If successes ≥ Difficulty → you pass. Any leftover successes become Momentum.
Your agent has Coordination 9 and Fighting 2, with the Handguns focus. TN is 11.
You roll 2 and 9. The 2 is ≤ your skill of 2 and you have the focus → 2 successes. The 9 is ≤ TN but above your skill → 1 success. Total: 3 successes. Difficulty was 1 → you pass, and generate 2 Momentum.
Buying Extra Dice
Before you roll, you can buy up to 3 extra d20s. Each one costs Momentum:
First extra d20: 1 Momentum
Second: 2 Momentum
Third: 3 Momentum
You can also pay Threat to the GM to buy dice instead. The GM loves this — it gives them ammo later — but sometimes it's the right call.
Assisting
Another agent can roll 1d20 at their own TN to help. Their successes stack with yours if you score at least one. Describe how you're helping — a hand up a cliff, a word of encouragement, a cover fire burst.
Momentum — Your Resource
Momentum is a group pool shared by all players. Max 6 at any time.
You earn Momentum from excess successes on passed tests (one per extra success). You can spend it on any test, on anyone's turn.
Common Spends
Spend
Cost
Effect
Extra d20 on your next test
1 / 2 / 3
Up to 3 extra dice, escalating cost.
Obtain Information
1 per question
Ask the GM a question — they answer truthfully.
Create Truth
2
Introduce a narrative fact (a handy crate, a distracted guard).
Reduce Time
varies
Your action takes less time.
Bonus Challenge Die
1 each
Add 1 CD to your attack damage (max 3).
Knockdown
2
Target falls prone.
Disarm
2 / 3
Knock a weapon from a target's hands (one/two-handed).
Secondary Target
2
Hit a second target within Reach with full effect.
Think Like a Team
Momentum is shared. Your hoarded Momentum might save the occultist's life next round. Trust your team, spend boldly, talk at the table.
Threat — The GM's Resource
Opposite to Momentum, the GM has Threat. They start each session with 2 Threat per player and gain more when:
You choose to pay Threat instead of Momentum (to buy dice, or to buy off a complication).
The scene becomes dangerous or an alarm is raised.
An NPC generates unspent Momentum — it converts 1:1 to Threat.
The GM spends Threat to empower NPCs, summon reinforcements, change truths, or make scenes worse. It's a natural tension mechanic — sometimes the right move is to feed the GM in exchange for a critical advantage now.
Fortune — Pulp Luck
Each agent starts each mission with 3 Fortune (max 5). You may spend 1 per non-combat scene and 1 per round in combat.
Spend
Effect
Critical Success
Before rolling, set one d20 to a 1 (= 2 successes automatically). Roll the rest normally.
Reroll
After rolling, reroll any dice in your pool.
Extra Major Action
Take a second major action on your turn.
Avoid Defeat
If you'd be taken out, return later in the scene.
Make It Happen
Introduce a new Truth about the scene (must relate to your agent).
Use Fortune for moments that matter. Don't hoard all of them.
Truths
A Truth is a short phrase that describes something about your agent, an NPC, or the scene. Your agent starts with at least four — drawn from Archetype, Background, Language, and Nationality.
Mechanically, a Truth can:
Lower a test's Difficulty by 1 when it clearly helps.
Raise it by 1 when it clearly hinders.
Make something possible or impossible.
Your agent's truth is Veteran Commando Captain. Parachuting into France? The GM reduces the Agility + Athletics difficulty from 1 to 0. You skip the roll. (You may still roll for Momentum, at the risk of complications.)
You can create new truths during play — by spending 2 Momentum, by spending Fortune (Make It Happen), or when the narrative clearly supports it. Truths can also change or be removed over time.
Combat in a Nutshell
Combat is tense but fast. The GM picks who starts. Turns alternate PC ↔ NPC until all have acted, then the round resets.
Zones & Range
Range
Means
Reach
Arm's length — melee range.
Close
Same zone (pistols, SMGs).
Medium
Next zone over (rifles, thrown).
Long
Two zones away.
Extreme
Three or more.
On Your Turn
1 Major action (the big thing — Attack, Cast a Spell, Rush, Create Truth, etc.).
1 Minor action (Aim, Draw Item, Move, Prepare).
You can spend 1 Momentum for an extra Minor, or 1 Fortune (once/scene) for an extra Major.
Attacking
Declare target + weapon.
Roll the skill test:
Melee — Agility + Fighting, opposed by target's same roll.
Ranged — Coordination + Fighting.
Mental — Will + Academia, opposed by target's Will + Resilience.
If you hit, roll the weapon's Challenge Dice for stress.
Use it. A sturdy object gives Cover 2 (stacked with Armour). Rolling behind something is usually a minor action.
Ammo
You don't count bullets. You have 3 Ammo as a currency used for Salvo shots that add special effects (Area, Stun, Vicious…). Regular shots never run out.
Stress, Injuries & Healing
Your agent has a stress track. Take damage, fill it up.
Injuries Trigger When
You take 5+ stress from a single source (after Armour/Cover).
Your stress track fills up.
You take more stress while already full.
Each injury raises your Complication Range by 1. 3 injuries (in any combination of physical/mental) → you are Defeated and out of the scene. If your injuries are mostly physical, you're also dying until stabilised.
Healing
Stress heals at the end of each scene with time to rest.
Injuries persist until treated — someone with Medicine skill can heal you.
Defeat can be avoided by spending Fortune.
Pulp Not Punishment
This isn't Call of Cthulhu. The stress economy refreshes often. Take risks. Be dramatic. If your character falls — spend Fortune for Avoid Defeat and keep fighting.
Magic in the Mythos
If your agent is a spellcaster, you have a Power rating and a tradition:
Traditional — inherited folk magic (e.g. Celtic, Runeweaver). Uses Insight.
Researcher — self-taught from forbidden tomes. Uses Reason. Powerful but dangerous.
Dabbler — you stumbled into it. Uses Will. Flawed spells, limited knowledge.
Casting a Spell
Prepare your mantle at the start of a day (Diff 0 test) — hold spells up to your Power.
In combat: Prepare (minor action), then Cast a Spell (major action).
Roll the spell's skill test. Pay the cost (mental stress) after, whether you succeed or not.
Warning
Complication range on spells = normal + the spell's Difficulty. Magic goes wrong dramatically. Every caster can also Counterspell an enemy spell, at the cost of their own next turn.
Building Your Agent
Your agent — "agent" is the in-world term for a PC — is built from ABC + details:
Archetype
The core class. Pick one:
Boffin — Scientists, inventors, mechanics with Ph.Ds. Brains, gadgets, prototypes.
What you did before the war: Academic, Athlete, Criminal, Entertainer, Journalist, Physician, Police, Spiritual Leader, etc. Shapes your skills and contacts.
Characteristic
A wildcard trait that marks you out: Bookworm, Dilettante, Dreamwalker, Street Kid, The Lucky One, Young at Heart… Often ties to how you got pulled into the Secret War.
Putting It Together
Pick an Archetype first. Add a Background — even an unexpected one. Add a Characteristic that contradicts or colours them. The interesting agents are the ones whose pieces don't obviously fit.
Soldier + Bookworm + Street Kid. A commando who reads forbidden tomes on the bus to the front, who grew up stealing bread. How did a street urchin get into ancient literature? What put them in uniform? The answers are your biography — and your roleplaying hooks.
Truths & Name
Derive at least four truths from your ABC + nationality + language. Pick a name, a look, a voice, quirks. How does your agent move, talk, dress? What do they carry that they'd never lose?
Pregens
If your GM hands you a pregen — great. Read the truths and talents. Read the quotes. Picture the person. Then make them yours: give them a voice, a phrase, a habit. The sheet is a starting point, not a cage.
At The Table
Session Zero
Before you play, the group talks about tone, limits, and comfort. Achtung! Cthulhu involves WWII, cultists, body horror, and psychological dread. Not every table wants every topic. Be honest about what you want and don't.
Safety Tools
Veils — content that happens "off-camera." Fade to black.
Lines — topics that are completely off-limits.
X-Card — tap the card (or a hand, or say "pause") to cut a scene. No justification needed.
Collaboration & Pulp Tone
The Rule of Cool
If you propose something awesome — the GM tries to say yes. Pulp thrives on daring, improvised, slightly-ridiculous plans. Take the shot. Quip while you do it.
Spotlight Etiquette
Everyone gets a moment to shine. If you've been rolling all scene, toss the ball to someone else.
Describe what your agent is doing, not just the mechanical result.
Use Momentum for the team. Pay Threat sparingly but dramatically.
When you roll a complication, volunteer what goes wrong. You know your agent best.
Quick Cheat Sheet
Skill Test in 30 seconds
TN = Attribute + Skill · Diff default 1 · Roll 2d20 (up to 5d20) · ≤ TN = 1 success · ≤ Skill with focus = 2 successes · Natural 1 = 2 successes · Natural 20 = complication · Excess successes → Momentum.
Fortune in 30 seconds
You have 3 (max 5). Spend 1 per non-combat scene / 1 per combat round. Critical (set die to 1), Reroll, Extra Major, Avoid Defeat, Make It Happen.
Momentum Quick Spends
Buy d20 (1/2/3) · Bonus CD (1) · Extra Minor (1) · Obtain Info (1/question) · Create Truth (2) · Knockdown (2) · Disarm (2/3) · Secondary Target (2).
Achtung! Cthulhu uses Modiphius's 2d20 System, a cinematic, pulp-driven engine designed for fast decisions and two-fisted action. Unlike strict simulationist systems, 2d20 leans on narrative currencies — Momentum, Threat, Fortune — that let players and the GM push scenes in dramatic directions.
Your agent (PC) is defined by six attributes, twelve skills, optional focuses for specialisation, truths that describe who they are, and talents that bend the rules.
ToneThis is a pulp game first, horror second. Punch evil in the tentacles. Don't take things too seriously. Embrace the cliches, the cliffhangers, and the Rule of Cool.
A focus is a narrower specialisation inside a skill (e.g. Fighting (Handguns), Academia (Occultism), Observation (Sight)). When the focus applies, dice that roll at or under the skill value score two successes instead of one — effectively crits on your skill ranks.
Truths, Talents & Power
Truths — short phrases that describe the agent (Veteran Commando Captain, Searching for Arcane Knowledge). Truths can raise or lower difficulty, or make things possible/impossible. Start with at least four from Archetype, Background, Language, Nationality.
Talents — special rules-bending abilities granted by training, class, or experience.
Power — spellcaster rating (1–3). Only spellcasters have this.
Skill Tests
Whenever an outcome is in doubt, make a skill test.
GM picks the appropriate Attribute + Skill. The sum is the Target Number (TN).
GM sets a Difficulty (0–5). Most ordinary tests are Difficulty 1.
Player rolls 2d20 (up to 5d20 if they buy extra dice).
Every die ≤ TN = 1 success.
If a relevant focus applies: every die ≤ the skill value = 2 successes.
Every natural 1 = 2 successes (automatic crit).
Every natural 20 = a complication.
If successes ≥ Difficulty → pass. Excess successes become Momentum.
GM narrates outcome. Player may spend Momentum to enhance. Then apply complications.
Jordan Ash shoots a pistol. Coordination 8 + Fighting 3 = TN 11. Focus: Handguns. She rolls 3 and 10 — both ≤ 11 (success). The 3 is ≤ Fighting 3 and focus applies → 2 successes. The 10 is between skill and attribute → 1 success. Total: 3 successes vs Difficulty 2 → pass, 1 Momentum generated.
Improving the Odds (Buying Extra d20s)
Method
Cost / Rule
Assistance
An ally rolls 1d20 at their own TN. Successes stack, as long as the lead scores ≥ 1. Assisters never roll more than 1d20.
Momentum
Buy up to 3 extra d20s: first costs 1, second 2, third 3 Momentum.
Threat
Instead of Momentum, add to the Threat pool (same scale 1 / 2 / 3).
Fortune
Spend 1 Fortune to set one die to a 1 without rolling (= 2 successes).
Talents
Some grant bonus d20s in specific circumstances.
Maximum dice pool: 5d20.
Difficulty & Success
Difficulty
Label
Examples
0
Trivial
Auto-success, no roll. No Momentum unless player rolls voluntarily.
1
Standard
Most common tests.
2
Challenging
Aiming at a moving target; unfamiliar terrain.
3
Difficult
Noticeable pressure, adverse conditions.
4
Daunting
Expert-level task under stress.
5
Epic
Almost impossible.
Success at Cost
For tests where failing outright doesn't fit the story, the GM may allow success at cost: the test passes, but adds one automatic complication. No Momentum can be spent on a test resolved this way.
Momentum
Momentum is the players' shared currency. Every excess success above Difficulty becomes 1 Momentum. The group pool caps at 6; excess is lost.
Common Momentum Spends
Spend
Cost
Effect
Buy d20 on next test
1 / 2 / 3
Up to 3 extra dice; costs escalate.
Buy Challenge Dice (attack)
1 each
+1 CD to damage pool, max 3.
Create Truth
2
Introduce a narrative fact (light a flare, spot a gap).
Obtain Information
1 per question
Ask the GM a question they must answer truthfully.
Reduce Time
varies
Shorten how long an action takes.
Confidence
1
+1 Morale until start of next turn (max 4).
Extra Minor Action
1
One more minor action this turn.
Knockdown
2
Target goes prone.
Disarm (1h / 2h weapon)
2 / 3
Weapon falls to ground.
Secondary Target
2
Second target within Reach of primary suffers full attack.
Bonus MomentumSome items/talents grant bonus Momentum. Bonus Momentum can't be saved — use it on the triggering test or lose it.
Threat
Threat is the GM's currency. The GM starts each adventure with 2 Threat per player.
Trigger environmental effects or narrative changes.
Fortune
Each agent starts each mission with 3 Fortune, max 5. One Fortune spend per non-combat scene; one per round in combat.
Fortune Spend
Effect
Critical Success
Before rolling, set one d20 to a 1 (= 2 successes). Roll the rest normally.
Reroll
After rolling, reroll any dice in your pool (d20s or CDs).
Additional Major Action
Take a second major action this turn (or skill test outside combat).
Avoid Defeat
When defeated, return later in the scene.
Make It Happen
Introduce a new Truth about the scene. Must relate to your agent.
NPCs do not have Fortune.
Truths & Complications
Truths
A Truth is a short phrase — a fact about a character, scene, or environment. It can:
Reduce or increase a test's Difficulty by 1 (or more with a numeric rating like Smoke 2).
Make an action possible or impossible.
Give the GM flexibility to bridge rules and narrative.
Complications
A Complication is a negative truth introduced by:
Rolling a natural 20 on a test.
GM spending Threat.
Choosing Success at Cost.
Buying off: players may pay 2 Threat to cancel a complication before it fires.
Complication Range
Normally complications trigger on a 20. The GM can raise the range (e.g. 19–20, up to +4) for especially risky situations. Injuries also increase a character's complication range by 1 until treated.
Opposed Tests
Both sides roll an appropriate skill test (base Difficulty 1). Resolve by:
Active succeeds, Reactive fails → Active wins.
Active fails, Reactive succeeds → Only Reactive's effect resolves.
Both fail → Active fails, Reactive gains nothing extra.
Both succeed → Compare Momentum. Highest wins, but loses 1 Momentum per point the opponent scored. Loser spends nothing. Ties go to the Active — but Active loses all their Momentum.
Action & Conflict
Zones & Distances
Range
Zones
Notes
Reach
Arm's length
Melee range. Non-melee/mental tests within Reach of a hostile: +2 Difficulty.
Close
0 zones (same zone)
Ideal for pistols, SMGs.
Medium
1 zone away
Rifles, thrown weapons.
Long
2 zones
Scoped weapons.
Extreme
3+ zones
Outside most weapons' effective range.
Firing outside a weapon's ideal range adds +1 Difficulty per band off.
Rounds & Turns
The GM picks who starts (usually a player).
Play alternates sides (PCs ↔ NPCs) until all have acted, then a new round begins.
Each turn: 1 major + 1 minor action (plus free talk/small gestures).
Ammo
Each agent starts with 3 Ammo. Ammo is currency for Salvo attacks (which add Area, Stun, Vicious, etc. on the weapon profile). Regular shots don't deplete Ammo.
Major & Minor Actions
Minor Actions (1 per turn, +1 for 1 Momentum)
Minor
Effect
Aim
Reroll 1d20 on your attack this turn.
Draw Item
Pick up/draw an item within Reach.
Move
Move up to Medium range; stand/drop prone. Not usable if you Rushed or are within Reach of an enemy.
Prepare
Set up a major action (required for Cast a Spell).
Major Actions (1 per turn; +1 via 1 Fortune, once/scene)
Major
Effect
Assist
Aid an ally's test with 1d20 at your own TN.
Attack
Melee, ranged, or mental attack. See §Attacks.
Cast a Spell
Requires Prepare minor action first.
Catch Breath
Will + Resilience Diff 2. Remove stress = Resilience (+1/Momentum), or remove a weapon effect.
Command
Order an allied NPC under your control to take a major action.
Create Truth
Diff 2 skill test appropriate to how you're changing the scene.
Go Prone
Drop to ground. Ranged attackers >Reach: +1 Difficulty. Melee/Close attackers: –1 Difficulty against you.
Pass
Skip major action.
Ready
Hold a major action until a specified trigger (lost if not triggered before your next turn).
Rush
Agility + Athletics Diff 2. Move up to Long range. Can't also Move minor.
Stabilise
Coordination + Medicine Diff 2. Stops a dying ally's death clock.
Ranged — Coordination + Fighting, Diff 1 (+ range modifiers).
Mental — Will + Academia, Diff 1, opposed by target's Will + Resilience Diff 1.
Inflict stress: roll the weapon's Challenge Dice (CD).
Subtract Armour + Cover (physical) or Courage + Morale (mental).
Apply remainder to target's stress track; check for injuries.
If target won an opposed melee, they may inflict stress back OR move within Close range.
Challenge Dice (CD)
d6 rolled
CD result
1
1 stress
2
2 stress
3
0
4
0
5
1 stress + Effect
6
1 stress + Effect
Injuries
You suffer 1 injury if:
A single attack/hazard deals 5+ stress after reduction.
Your stress track is filled.
You take more stress with a full track.
Multiple conditions at once = multiple injuries.
Each injury: +1 Complication Range until treated.
3 injuries total (any mix) → Defeated.
Defeated + more physical than mental injuries → Dying. Roll 1 CD per dying turn (+1 each subsequent turn); if 2+ Effects ever roll on a single roll, you die.
Attribute Bonus Challenge Dice
When rolling damage, some attacks add CDs based on a relevant attribute:
Cover — terrain-based rating (Cover 1, Cover 2…). Stacks with Armour against physical attacks.
Courage — the character's intrinsic resolve. Reduces mental stress.
Morale — temporary boost from allies/inspiration. Reduces mental stress.
Jordan Ash has Armour 3, hides behind a vehicle (Cover 1). Shot deals 5 stress → 5 − 3 − 1 = 1 stress taken.
Going Prone
Ranged attackers at >Reach: +1 Difficulty against you.
Attackers within Reach: –1 Difficulty against you.
You can't Rush until you stand up (a minor action).
Weapon Effects
Triggered when a CD rolls an Effect (5 or 6). All listed effects of the weapon apply when any Effect rolls.
Effect
What it does
Area
Hits one extra target within Close range of primary per Effect rolled. Full damage.
Backlash X
Attacker takes X stress per Effect (physical or mental, GM's call).
Drain
Target suffers 1 Fatigue per Effect.
Intense
If any Effect & attack causes injuries → +1 injury.
Persistent X
Target takes X stress at start of their turn for rounds = Effects rolled.
Piercing X
Ignore X Resistance (Armour/Cover) per Effect rolled.
Snare
Target can't act (of the appropriate type) except to break free — skill test at Diff = Effects rolled.
Stun
If Effects rolled ≥ target's Resilience skill, they lose next turn.
Vicious
+1 stress per Effect.
Fatigue & Healing
Fatigue
Each point of Fatigue reduces maximum stress by 1. At 0 max stress: unconscious (defeated). More Fatigue while unconscious: death.
Remove with Brawn + Resilience or Will + Resilience Diff 1 — removes 1 Fatigue plus 1 per Momentum spent.
End-of-Scene Healing
Unless defeated, agents recover all stress at the start of a new scene with sufficient rest. Someone with Medicine can also run a Reason + Medicine test — pick the difficulty; on a success, heal X CDs of stress where X = chosen Difficulty.
NoteStress heals between scenes. Injuries do not. Treat injuries with Medicine tests or rest over longer timespans.
Magic
Magic comes in two flavours:
Battlefield magic — shorter, combat-oriented spells stored in the caster's mantle.
Ritual magic — larger, more potent; used to summon, communicate with, or permanently shape reality.
Types of Spellcaster
Type
Tradition
Prep skill
Starting Power
Traditional
Inherited occult tradition.
Insight + Survival
2
Researcher
Self-taught from forbidden tomes.
Reason + Academia
2
Dabbler
Stumbled into fragmentary knowledge.
Will + Resilience
1
A caster can push Power to 3 by adding 1 Threat per Effect rolled.
Preparing the Mantle
Before using battlefield spells, the caster prepares a mantle holding spells equal to their Power rating. Preparing is a Diff 0 test, taking minutes = sum of chosen spells' difficulties. Mantle holds until the caster sleeps or is knocked unconscious.
Casting a Battlefield Spell
Prepare (minor action).
Cast a Spell (major action) — roll the test; attribute depends on caster type (Insight / Reason / Will).
Pay the spell's cost (CDs of mental stress) after resolving the test, whether or not it succeeded.
Complication range increases by the spell's Difficulty — Diff 2 spell suffers a complication on 19 or 20. Complications on spells can be spectacular; but if the spell succeeded, the effect still triggers.
Counterspell (Free Reaction)
Once per round, when an enemy you can see casts a spell: roll your Power in CDs. Each Effect rolled raises their spell's Difficulty by +1. A caster who counterspells may not cast a spell on their own next turn.
Ritual Magic (Simplified)
Rituals have a stress track and steps. Each successful casting test rolls Power-many CDs as "damage" to the ritual track. Injury-triggering conditions (5+ stress in one roll; track filled; etc.) complete a step. When all steps are complete, the ritual fires. Cost is paid after every roll, pass or fail.
Fortune (3/mission, max 5)
Set a die to 1 · Reroll any dice · Extra major action · Avoid defeat · Make It Happen (new truth).
Part III — Pregenerated Agents
Soldiers · 3 AGENTS
Julia Sharp
Soldier
Anglo-French mechanic's daughter born in London. Volunteered for the BEF, discovered a knack for marksmanship and demolitions. Section M recruits her to solve complex problems with ingenuity or main force.
"It's a job, like others, most of the time a lot more terrifying than my wife would prefer."
British commando veteran of Section M. Has fought the Black Sun before and expects to again. Calm under fire. Wants nothing more than to go home to his family — throws himself into the line of fire to make the world they live in safer.
Draw Their Fire — After an attack, spend 2 Momentum: enemies attacking your allies get +1 Diff.
Defensive — Ranged attacks against you: +1 Difficulty.
Foreboding Survival — Once/mission, generate 3 Threat to avoid an injury.
Weapons
Name
Focus
Range
Stress
Salvo
Qualities
Enfield No.2 Revolver
Handguns
Close
4 CD
Vicious
Close Qtr, Reliable
Thompson SMG
Close Quarters
Close
4 CD
Stun
—
Mills Bomb ×3
Throwing
Close
6 CD
Area, Stun
Inaccurate, Munition
Equipment
Ammo Belt (+3 Ammo), First Aid Kit (3 bonus d20 for Medicine, 3 uses).
Cpl. Sarah Walker + CROOK
Soldier
Australian commando raised on remote sheep farms. Deadly close-quarters operator, first into the fight. Quiet and reticent in peace, fierce in action. Beloved companion dog Crook.
Keen Senses (Scent) — Diff to detect smells reduced by 2.
Good Boy — +2 courage while Walker is in the scene; if she's defeated, moves to her side and defends her.
Commanders · 3 AGENTS
Agent Frank Bailey
Commander
Raised in Harlem, survived a fatal bus crash that killed his brother. All-star Notre Dame line-backer turned US Intelligence officer. Cool head, imposing presence, inspiring leader.
Born Leader — Spend 1 Fortune to give an ally 1 Fortune.
Second Wind — On his turn, 1 Fortune = remove all stress.
Might Makes Right — Use Brawn + Athletics on opposed melee. Ignore Heavy quality on weapons.
Weapons
Name
Focus
Range
Stress
Salvo
Qualities
Fighting Knife
Melee
Reach
2 CD
Piercing
Hidden, Subtle
M1911A1 Pistol
Handguns
Close
4 CD
Vicious
Close Qtr, Hidden
MX SMG (Grease Gun proto.)
Close Quarters
Close
4 CD
Stun
Inaccurate
Equipment
Special: can requisition one additional item of Restriction ≤2 for free before each mission. Photo of his dead brother James. American Football.
Marta Archambaud
Commander
Head of the Ardennes Resistance. Clear-headed strategist — not a fanatic. Weighs every decision coldly. Will seize opportunities as the Allies close in.
Opportunist — As a reaction when an enemy has a complication or fails Diff ≥3, spend 2 Momentum to create a tactical Truth for the scene.
Exploit Weakness — Attacks vs unaware or weakness-Truth enemies gain Piercing 2.
Rousing Speaker — –1 Diff on Persuasion speeches. Major action: Will+Persuasion Diff 1 → all allies gain +2 Morale (+1 per Momentum).
Weapons
Name
Focus
Range
Stress
Salvo
Qualities
Luger P08 9mm
Handguns
Close
5 CD
Vicious
Close Quarters
Equipment
Medical Kit, Suppressor.
Capt. James Swann
Commander · Soldier
Special Forces veteran from Trinidad. Served as private in WWI with the British West Indian Regiment, now an experienced commando officer in jungle and urban warfare. Diffident off-duty, decisive under fire.
Direct — Major action: an ally takes a Major immediately; Swann assists with Tactics.
Cool Under Pressure (Survival) — Spend 1 Fortune: auto-succeed a Survival test (no Momentum).
Weapons
Name
Focus
Range
Stress
Salvo
Qualities
Unarmed Strike
H2H
Reach
2 CD
—
Subtle
Fighting Knife
Melee
Reach
2 CD
Piercing
Hidden, Subtle
Enfield Revolver
Handguns
Close
4 CD
Vicious
Reliable
Sten Mk IIS (Suppr. SMG)
Close Quarters
Close
3 CD
Area, Stun
Inaccurate, Subtle
Equipment
Ammo Belt (+3 Ammo), Old Service Revolver, Helmet (+1 Armour included), 6 Ammo.
Occultists · 5 AGENTS
Annapurna Bakshi Researcher · Power 2
Occultist
"All I want is to understand the ancient, fathomless secrets of the universe… shouldn't prove too challenging."
Raised by grandparents after her parents died at sea. Found her parents' Mythos tome — obsessed with Yog-Sothoth. Calculating officer's mind since her teens.
Truths
Calculating StrategistSearching for Arcane Knowledge
Band of Brothers — If at scene start group pool < agents with this talent, add 1 Momentum.
Bizarre Insight — Once/scene, generate 1 Threat to Obtain Information without a test.
Occult Scholar — Researcher spellcaster.
Weapons
Name
Focus
Range
Stress
Salvo
Qualities
Enfield Service Revolver
Handguns
Close
5 CD
Vicious
Close Qtr, Reliable
Kris
Melee
Close
4 CD
Vicious
—
Equipment
Ritual Tools (3 bonus Momentum), Notes from an occult tome, Leather armour, First aid kit.
Spells
Spheres of Yog-Sothoth
Skill: Fighting. Diff varies (1–3 spheres). Cost 5 CD Drain (+1 Threat per Effect). Attack. Each sphere hits a different enemy at Medium for Power+4 CD Drain & Stun. 2 Momentum: +Piercing 2.
Binding of Yog-Sothoth
Skill: Persuasion. Diff 2. Cost 5 CD Drain. Control spell: all enemies within Close suffer Power+2 mental stress + Snare. Injured enemies are paralysed instead (break: Will+Resilience Diff 3). Momentum: +Piercing 1 / Persistent 3 with Snare.
Helene Abadie Caster
Occultist · Dreamwalker
French North African tormented by lucid prophetic dreams. Black-market operator who hates the Black Sun — not a crusader for Algerian freedom, but someone who's seen enough to know they must be stopped.
Skill: Persuasion, Diff 2 (opposed: Will + Resilience). Cost 5 CD Drain, Stun. Attack spell: single enemy within Medium, Power+2 mental stress, Intense. 2 Momentum: adds Drain (1 Fatigue per Effect).
Gemma Janus Researcher · Power 2
Occultist · Circus Star
"I have gazed upon the beings of the outer dark, and they have gazed back."
Irish-Czech circus prodigy (knife-throwing, lion taming). Inherited an ancient Atlantean grimoire from her mother. Recruited by Section M in London in the mid-30s.
Truths
Circus StarOwns an Occult GrimoireGlimpsed What Mortals Should Not Know
Languages: English, Czech, Gaelic, Atlantean. Power 2.
Vitals
Courage1
Armour2
Stress—
Injuries—
Fortune3
Talents
Summoner — Researcher spellcaster. On summoning spell: 2 Momentum to secure obedience (minutes/rounds = Persuasion).
Star of the Ring — On Persuasion distract/hold attention, 1 Momentum: +1 Diff on enemy Observation.
Mystical Power — When casting, +2 Power; allies within Close take 1 mental stress per Effect on cost.
Weapons
Name
Focus
Range
Stress
Salvo
Qualities
Whip
Exotic
Close
3 CD
Snare
Subtle
Throwing Knives
Throwing
Close
2 CD
Piercing, Vicious
Subtle
Equipment
Ritual Tools. Contact: Vlodimir Rossof (her former ringmaster, esoteric order). Fabulous Beasts of Unknown Lands — Atlantean grimoire, contains 2 spells, guide to Mythos creatures.
Spells & Rituals
Ritual: Summon Mythos Creature
Has contacted Deep Ones, Mi-Go, Sheehad.
Stream of Consciousness
Skill: Survival, Diff 2. Cost 4 CD Drain, Stun. Blessing: caster + allies within Close (total = Power/2 up) transform to water, reappear anywhere in sight within Long. Targets Stunned next turn.
Isaac's Binding
Skill: Persuasion, Diff 2. Cost 5 CD Drain. Control: all enemies within Close take Power+2 mental stress + Snare. Injured enemies paralysed (break: Will+Resilience Diff 3).
Sven Nilsen Traditional · Power 2
Occultist · Norwegian Runeweaver
Young Norwegian traditional caster raised in old ways by a sorceress mother. Fisherman and hunter. When Black Sun desecrated Viking burial sites near his village, he hunted them down and sacrificed their leader's heart to Odin — becoming one of Norway's fiercest occult adepts.
Truths
Norwegian Resistance LeaderRuneweaverGlimpsed What Mortals Should Not KnowAccess to Runeweaver contacts
A Price to Pay — Successful spell: 2 bonus Momentum for spell; +2 CD cost as physical stress.
Bizarre Insight — Once/scene, 1 Threat to Obtain Information.
Mystical Power — +2 Power when casting; allies within Close take 1 mental stress per Effect on cost.
Weapons
Name
Focus
Range
Stress
Salvo
Qualities
Bow
Exotic
Medium
3 CD
Piercing, Vicious
Reliable, Subtle
Welrod Mk.IIA Pistol
Handguns
Close
3 CD
—
Subtle
Mills Bomb
Throwing
Close
6 CD
Area, Stun
Inaccurate
1½/3 lb Standard Charge
Demolition
Close
10 CD
Area, Stun, Vicious
Inaccurate
Equipment
Ritual Tools, 3 Ammo.
Spells
Hammer of Thor (Thurisaz)
Skill: Fighting, Diff 2. Cost 3 CD Drain, Piercing 1. Attack: single enemy/object within Medium, Power+4 CD, Area. Momentum: 1 = swap Area→Piercing 2; 2 = Vicious; 2 = Stun.
Blessing of Eir (laguz)
Skill: Medicine, Diff 3. Cost 4 CD Drain. Ward: removes Power stress from all allies within Close; defeated allies recover. Flawed version: heals everyone (including enemies). Momentum: 2 = heal 1 injury; 2 = extend to Medium.
Wisdom of Frigg (Kaunaz)
Skill: Observation, Diff 1. Cost 3 CD Drain. Oracular: target a creature within Medium; caster gains 3 bonus Momentum (Obtain Info / Create Weakness Truth only). Momentum: 2 = strip Invulnerable for Power rounds; 2 = ally attacks vs target gain Intense or Vicious.
Agent Daphne Rogers Dabbler · Power 1
Occultist · Investigator
Brilliant 22-year-old Section M researcher from Durham. Blue eyes, blond hair, post-grad in ancient history and the occult. Eager to leave the cloisters for the field.
Truths
BritishA Brilliant MindFascinated with Forbidden Knowledge
Attributes
COO8
BRA9
AGI10
WIL6
REA10
INS8
Skills & Focuses
Academia 4 (History, Linguistics, Occultism), Engineering 1, Medicine 3, Observation 4 (Sight), Persuasion 2, Resilience 1, Stealth 1, Vehicles 1.
Languages: English, German. Power 1. Max mantle: 1.
Vitals
Courage—
Armour0
Stress—
Injuries—
Fortune3
Talents
Polymath — Once/scene, 2 Momentum: extra focus for the scene (any skill ≥ 2).
Booksmart — After Obtain Information in a scene: reduce 1 bonus d20 cost by 1 later in the scene.
Occult Dabbler — Dabbler spellcaster (uses Will).
Weapons
Name
Focus
Range
Stress
Salvo
Qualities
Unarmed Strike
H2H
Reach
2 CD
—
Subtle
Colt Detective Special
Handguns
Close
5 CD
Vicious
Hidden 1, Reliable
Equipment
First Aid Kit (3 medical resources), Access to a Library (10 research resources), Personal notes on an occult tome, Ritual Tools, 3 Ammo, Binoculars.
Spells
Healing (ritual)
Skill: Will + Medicine, Diff 2. Stress track 6, Steps 2, Cost 1 CD per test. Heals physical or mental stress = Power per completion. Momentum: 2 = heal 1 injury; 1 = defeated allies recover; 2 = affects Medium range.
Counterspell
Once/round when an enemy you can see casts: roll Power CDs. Each Effect = +1 Diff to enemy's spell. Caster can't cast next turn.
Investigators · 2 AGENTS
Det. Giraud Mansour
Investigator
"To see this happen a second time is the greatest tragedy."
Belgian detective, French Army vet of WWI, interwar cop, married, moved far from Germany. When France surrendered, something snapped — moved his family to the US and joined the Free French within days. Older, cynical, with a fierce need to do something.
Ricardo Loman — Italian-German private eye who fled to the UK after avenging his father's murder by Brownshirts. Works Brighton and London; has contacts in both police and criminal networks. A cultist case alerted Section M to his talents.
Truths
Cynical Private InvestigatorFascist hater
Attributes
COO9
BRA10
AGI8
WIL8
REA10
INS6
Skills & Focuses
Academia 2, Engineering 1, Fighting 2 (Handguns), Medicine 3, Observation 4 (Instincts, Sight), Persuasion 3 (Deceive), Stealth 2.
Languages: German, Italian, English.
Vitals
Courage—
Armour0
Stress—
Injuries—
Fortune3
Talents
Constantly Watching — Reduce detection Diff by 1 (min 0).
Polymath — 2 Momentum: extra focus (any skill ≥ 2).
Fists Full of Lead — Ambidextrous pistol dual-wield: 2 separate attacks OR concentrate fire (+2 stress, Intense). Not a Salvo, no Ammo cost.
Weapons
Name
Focus
Range
Stress
Salvo
Qualities
Fighting Knife
Melee
Reach
2 CD
Piercing
Hidden, Subtle
2× Walther P Series
Handguns
Close
3 CD
Vicious
Close Qtr, Hidden, Reliable
Equipment
His father's pocket watch, Analytical Tools, Burglar's Tools, Covert Clothing, ID documents.
Boffins / Engineers / Grease Monkey · 4 AGENTS
Cpl. Andrew Collins
Boffin
"I grew up learning how to fix things because we couldn't afford anything new. I never knew those skills would still be useful half a world away."
Grew up poor on the fringes of a US city. Mechanic and electrician before the draft. Unnatural ability for languages got Majestic's attention — can read a Nachtwölfe field manual on the fly. Can be indecisive: 30 minutes to pick a diner meal.
"There's nothing mad about science, only the discovery of the wonders of the universe."
Daughter of the eminent Prof. Simon Carrington. PhD in her mid-20s, recruited by Section M as a weapons specialist. Electronics + explosives enthusiast. Bookish in person, hares around Kent in Alec Towton's vintage sports cars.
Truths
British BoffinScientific visionary, Explosives Enthusiast
Attributes
COO7
BRA10
AGI11
WIL6
REA10
INS7
Skills & Focuses
Academia 4 (Science), Engineering 3 (Electronics, Explosives), Medicine 2, Observation 2, Persuasion 1, Resilience 1, Tactics 1, Vehicles 2 (Cars).
Languages: English, German, Spanish.
Vitals
Courage—
Armour0
Stress—
Injuries—
Fortune3
Talents
Did the Reading — Once/scene, use Academia instead of any other skill (with focus).
Prototype — Same as Collins'.
Saboteur — Attacks on objects/structures/stationary vehicles: use Engineering over Fighting, Reason bonus CD. 2 Momentum: convert any CD to Effect (up to Engineering rank).
Weapons
Name
Focus
Range
Stress
Salvo
Qualities
Enfield No.2 Revolver
Handguns
Close
4 CD
Vicious
Close Qtr, Reliable
6× Mills Bombs
Throwing
Close
6 CD
Area, Stun
Inaccurate, Munition
Equipment & Contacts
Academic Contact: Prof. Frank Travers (her former professor). Explosives Contact: Major Davina Wilson (Section M ordnance). Electrician's Tools, Demolition Kit.
Armand Cappelle
Boffin · Resistance
Marta Archambaud's right-hand man. Older, stalwart, loyal. Decades of French/Belgian railway engineering experience. Would follow Marta to hell and back.
Saboteur — Attacks on objects: Engineering over Fighting, Reason bonus CD, 2 Momentum → convert CD to Effect.
Demolitions — First bonus d20 free on explosive Engineering; ignore first complication/scene.
Dilettante — May declare small useful items on his person at GM's discretion.
Weapons
Name
Focus
Range
Stress
Salvo
Qualities
Welrod Mk.IIA Pistol
Handguns
Close
3 CD
Vicious
Close Qtr, Subtle
Equipment
Demolition Kit, Electrician's tools.
Pvt. Dan Gregg
Grease Monkey / Boffin
25-year-old rangy mechanic — small Spiv's moustache, unlit Woodbine in his lips. Pre-war engineering firm, doesn't consider himself much of a soldier. Shady side, mafia connections. Adept at sneaking and getting the thing you need right now.
Truths
AmericanTechnical ProdigyMafia Connections
Attributes
COO8
BRA10
AGI10
WIL7
REA9
INS7
Skills & Focuses
Academia 2, Engineering 4 (Electronics, Explosives, Mechanical Eng.), Fighting 1, Medicine 2, Observation 3 (Instincts), Stealth 2, Vehicles 3.
Languages: English, Italian.
Vitals
Courage—
Armour1
Stress—
Injuries—
Fortune3
Talents
Prototype — Create device with a truth; anyone using applies the truth; durability CDs after each use.
Jury Rig — Generate 2 Threat to –1 Diff on a machine repair (min 0). Repair lasts the scene; fails after (GM spends 2 Threat).
All the Best Hiding Spots — Enemies Stealth tests in sight of Gregg: +1 Diff.
Never gets comfortable anywhere. Thief, spy, killer-for-hire, now Section M's agent behind enemy lines. The lines on the map keep changing, which suits him.
German national who escaped the Nazis. Sharp-witted journalist and stage performer, writes scathing critiques of fascism. Equally at home behind a typewriter or searching an apartment for leads.
Truths
German National Who Escaped the NazisAward-Winning Journalist
Chameleon — Spend 1 Fortune in disguise: establish an appropriate alias with papers already in place.
Cool Under Pressure (Stealth) — 1 Fortune: auto-succeed a Stealth test (no Momentum).
Ransack — Observation search: 2 Threat to –1 Diff and halve the time.
Weapons
Name
Focus
Range
Stress
Salvo
Qualities
Walther P Series
Handguns
Close
5 CD
Vicious
Close Qtr, Hidden, Reliable
Equipment
Disguise kit (3 bonus Momentum), Camera, Poignant memento from a fallen friend.
Marie-France Bardon
Con Artist · Nurse-Spy
Brave nurse from Etellbruck. Plays the naïve young woman to extract information from German officers. Her nursing occupation gives her freedom of movement across the Ardennes. Behind the façade: an intelligent, wily operator.
Truths
Resistance FighterMistress of Disguise
Attributes
COO10
BRA7
AGI7
WIL9
REA9
INS10
Note: OCR rendered Insight as "1"; assumed typo for 10 (consistent with Con Artist profile).