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World War Cthulhu: Cold War for the Call of Cthulhu RPG
Posted By Flames On July 3, 2015 @ 9:47 am In Features | No Comments
“The Americans were passing Intel to the Israelis, hoping that they’d act fast to grab the artefacts as a cultural priority, mainly to snub the Russians. They didn’t know about the Stasi mole funnelling everything back to Moscow, or that their Damascus network was wide open. We had some agents in place throughout, but I didn’t for a minute think we weren’t compromised in some way or another. And my code N sources were feeding back whispers from the cultists that they’d got a solid lead on the origins of the pieces and were getting ready to move. The whole thing was a murky mess, and I needed to clean it up. The only thing I knew for sure was that we needed to neutralise half a dozen people in the next 24 hours… but who?”
World War Cthulhu: Cold War throws you into one of the most paranoid and chaotic conflicts of the 20th century. The tangled webs of the spymasters tear and rejoin, double and triple agents make their moves and counter-moves, and it’s hard to be sure which side you’re really working for. Nuclear destruction hangs over everyone, and a few people at the heart of western intelligence continue their personal battle against the insidious influence of a much older enemy…
World War Cthulhu: Cold War – the Setting
“Every now and again I’d hear whispers about Section 46, but in our line of work paranoia, mistrust and conspiracy are part of the landscape. I don’t know you, apart from N’s recommendation, so I don’t know what you’ve picked up about us before now, but I solemnly promise that whatever you’ve heard, the truth is infinitely worse.”
Western intelligence is possessed. Very few have heard of Section 46, and even fewer actually believe it exists, a loose cabal of agents drawn from across the western powers’ intelligence and military apparatus. Agents who have had a brush with something unworldly, alien and evil. Agents like you.
You work for the shadowy spymaster N against the insidious influence of the Mythos, but the enigmatic H also haunts the dreams of many agents. Active players in the Cold War, you need to maintain the confidence of your ‘home’ agency amid an atmosphere of distrust and suspicion. At any one time you might be engaged in multiple missions for multiple agencies, but not really clear as to where any of them have come from. Which mission objectives are valid and which must be kept deniable? Which are right, which are wrong? And can you really tell the difference?
You are forced to deal with forces the human mind cannot comprehend – the balance of power, the threat of nuclear war, and the ever-present danger posed by the Mythos. You don’t know who to trust any more – least of all yourself.
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 Silent Legions, a game of modern-day Lovecraftian horror : http://www.flamesrising.com/silent-legions-rpg/
 The Lovecraftian ABC’s : http://www.flamesrising.com/the-lovecraftian-abcs/
 Cthulhu Mythos Encyclopedia from Arc Dream : http://www.flamesrising.com/cthulhu-mythos-encyclopedia/
 Usurped, an exclusive excerpt from Black Wings of Cthulhu : http://www.flamesrising.com/usurped-black-wings-of-cthulhu/
 Adamant Entertainment Receives Call of Cthulhu License : http://www.flamesrising.com/adamant-coc-license/
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