Downtime in the Dark

My First Downtime

I’m taking a break from taking a break from Wednesday posts for this one. We had Session 2 of our Blades in the Dark campaign last week, and our first downtime. I also decided to start introducing a few elements from the latest Blades sourcebook, Deep Cuts, which came out earlier this year. So, I wanted to write about our experiences.

Deep Cuts Character Options

The head and shoulders of a person in portrait. They wear a metalic mask over the top half of their face and a hooded cloak. They are an Acolyte Spirit Warden
An Acolyte Spirit Warden by John Harper

Deep Cuts really expands on the options for your new scoundrels. It doesn’t replace what’s available in Blades, it just adds depth. For instance, if your PC is Akorosi, maybe your family served among the clergy for the Church of Ecstasy. If your scoundrel had a military background, maybe they were a Rifle Scout, serving in the Deathlands and harassing “enemies with sniper attacks.” Before we got into the session proper, I offered all of the players to not only select from these new options, but also to reassign any of the Action dots they had assigned to reflect their Heritages or Backgrounds. What I discovered was most of them had already formed a pretty solid image of their characters in their heads. Even the one player who did take me up on my offer, only took the two examples I laid out above for their Hound because they fit the picture they had imagined so well.

I’m still quite fond of a lot of these new Heritage and Background options. They might have been a lot more useful if I had offered them from the start.

Downtime by the Book

In Blades in the Dark, John Harper tells us there are two main purposes to having a separate downtime phase:

  • The first is that the players could do with a little break after the action of the score that just went down. To be honest, this one doesn’t ring very true for me, but that’s probably because it’s been six IRL weeks since the last session and the crew’s first score. I also get the impression that, once you get the hang of this game, you’re sometimes running a score and downtime in the one session, rather than a score session followed by a downtime session. If that were the case, I can see the advantage of breaking the action up.
  • Second, moving into downtime is a sign to all that we are changing the mechanics that will be needed in the game. To me, this seems like the more concrete of the two purposes. Blades in the Dark has tools for you to use during a score, and only during a score, and it has tools you only pull out during downtime. We don’t need to worry about divvying up the proceeds, dealing with the heat you’ve brought down on yourself or figuring out your long-term crew goals while you’re beating in some poor Red Sash’s head. Let that wait until you’ve got time and space for it.

Luckily for me, it’s easy to follow along with the Downtime chapter of BitD. Once again, I have to praise the usefulness and usability of the book. The layout of the chapter leads you by the hand through the phase, from one step to the next. Three of my players have taken responsibility for maintaining the various crew/campaign tracker/factions sheets without my even suggesting it so that made the job even easier.

Payoff was easy enough, just a simple matter of recording the Rep the Death Knells got and dividing up the 6 Coin they garnered from the last score. They took one each, popped one in the crew stash and paid their tithe to Lyssa, the new leader of the Crows, as their patron. I ran this moment as a scene. I don’t think I would have if it wasn’t for the fact that she was pissed off with them for raiding the Red Sashes’ drug dens on the Docks, and I wanted them to know. She also gave them the option to take a job to redeem themselves. The Hive have been a bit too active in Crow’s Foot for her liking. She wanted the Death Knells to do something about it.

I mentioned Deep Cuts earlier. New mechanics appear in the sourcebook for downtime. They make it diceless, and they would also definitely up the Coin our crew made from that score if we had been using them. In BitD, you are given a range from 2 Coin for a minor job to 10+ Coin for a major score. In Deep Cuts, the Coin the crew accrues is determined like this:

  • Score – 1 Coin per PC, plus Coin equal to the target’s Tier x3.
  • Seized Assets – 4-8 Coin for a vault of cash. Stolen items can be fenced for 1-8+ Coin, but you take Heat (see next page).
  • Claims – Collect payment from crew claims like a Vice Den.

Like I indicated above, we used the standard downtime rules from Blade in the Dark in this session. Now that we’ve experienced that, I’ll put it to the players to see if we want to make the switch. If and when we do that, I’ll come back and examine the other downtime changes then.

It was fun calculating Heat for that score. I’ll admit, I didn’t warn them that killing people on scores really hikes up the Heat. They started off the whole thing by murdering a bouncer, of course. In fact, I didn’t really explain the concept of Heat to them beforehand at all. This meant that they went in hard, loud and chaotic. I actually think this was for the best. The game is built on building up consequences, after all, as well as narrating big, exciting action sequences. Anyway, they ended up with 6 Heat, which was fast approaching a Wanted level. That put the shits up them.

In the book, the Heat section also includes the Incarceration section, which seems logical to me, but I didn’t need to refer to it, so I’m skipping it here.

Of course, due to all that Heat, they had to roll on the worst of the three Entanglements tables. These represent all the potential impacts of contacts, acquaintances, enemies and authorities getting wind of what the crew have been up to. Entanglements range from Gang Trouble, which can be dealt with internally, to Arrest! If you get that, it’s going to cost you Coin, a crew member or the effort to escape capture. The Death Knells rolled up Interrogation so our Hound was caught on her own and dragged down to the station for some “enhanced” questioning. We played this out in a fun scene where she went out to get beer to celebrate their big score and got ambushed out behind the pub by Sergeant Klellan and his boys. She wisely Resisted the level 2 Harm and the additional Heat, without incurring a single point of stress! All the others could do when she finally turned up was wonder where their beer was…

So then, we spent a bit of time going through what’s possible during the downtime phase in our last session. This can all be a little overwhelming the first time you do it. It can also take quite a while to get through each player’s turn as you talk through the possibilities and they negotiate amongst themselves to see who will spend their activities on reducing Heat for the whole crew. Sometimes it’s obvious who should do what. If a character has some Harm, it’s probably a good idea for them to get some treatment and Recover. If another scoundrel is a bit stressed out, they should go and Indulge their Vices to help them relax, but training, long term projects and acquiring assets are all more subjective. The chances are, they’ll turn out to be useful to the whole crew in the future, but they don’t feel quite as immediate in their effect as clearing Heat.

Anyway, I was gratified to see the PCs did all of the six possible downtime activities at least once. They managed to clear practically all their Heat. The Leech did this by studying the movements of the Bluecoats around the district so they could avoid them. The Whisper took an inventive approach, by losing a bar-room brawl in the King’s Salty Knuckles tavern, thus proving that he couldn’t be part of a crew of Bravos!

Our Cutter decided to acquire an asset, an old and worn-out little boat for use on a future score, perhaps. The players ad-libbed a scene in which they ribbed him about the state of the thing. But, of course, it only needs to be used once.

A person "walks" through the air above the darkened city,seemingly on lightning bolts emanating from their feet.
“I’m walking through the air!”

We had another scene when the Whisper’s strange friend Flint turned up on his canal boat with some electroplasm. Our Whisper needed it to build himself a lightning hammer as a Long Term Project. From Flint he also learned about the Sparkrunners, a gang of rogue scientists who are out there boosting government tech. This is one of the new factions from Deep Cuts, which “sparked” my imagination.

Just before we wrapped up for the evening, our Hound decided to deal with all her stress by visiting her local Temple of the Church of Ecstasy. She prayed and prayed, she prayed to hard and too much. She over-indulged in her vice and something bad happened. The bouncer she killed on the last score decided to haunt her!

Other Actions

Of course other actions are possible during downtime too. They decided to visit the ghost who had given them such good info during their Information Gathering phase in the previous session, because he said he would help them more if they really fucked those Sashes up good. From him, they discovered that Lyssa was responsible for the death of Roric, whose leadership of the Crows she then usurped. She had been backed up by the Red Sashes who had killed out ghost friend. He told them to go to Mardin Gull in Tangletown for the skinny on what all that was about. This wasn’t a downtime activity or an entanglement or anything. It was just something they wanted to do.

The Imperial Airship, the Covenant flies bove the darkened city streets, shining searchlights down to illuminate a meeting on a bridge.
Its the Fuzz!

I also introduced a few more Deep Cuts factions in a little news segment. They learned about the Sailors being press-ganged on the Docks, The Ironworks Labour-force pushing for unionisation, the arrival of the Imperial Airship, Covenant without her sister ship and the recent adoption of the new Unity calendar and maps. Any one of these could potentially lead the crew to their next score. Except, maybe for the calendar one, I suppose.

Conclusion

I was very happy to have left a full session aside for our first downtime. It needed it. In fact, I would say, we could have used even longer. They still haven’t decided on their next score. I will say, I am quite happy with how many potential score options I managed to sneak into the various scenes in the session. I was worried that I wouldn’t give them enough opportunities, but, in the end, they came up quite organically, much like the scenes themselves. These all proved to be fun and freeform, allowing us to dow some world-building and to introduce some fun new NPCs.

I’m now looking forward to the next session, and, hopefully, the Death Knells next score, the Big One.

The Sutra of Pale Leaves: Dream Eater

I think it’s interesting that each of the scenarios is styled as being possible to run as a one-shot but I can see Dream Eater’s potential in the context of the greater campaign.

Format of the Sutra

This is the second post in my exploration of the 1980s Japan Call of Cthulhu campaign, the Sutra of Pale Leaves. Go here for the first one, which deals with the overall premise and the Campaign Background chapter from Twin Suns Rising. Although the text suggests that you can play the constituent scenarios in any order, they are presented chronologically and I can’t imagine running them any other way. They are also presented in two different books, of which Twin Suns Rising is obviously the first, with its three scenarios taking place between July 1986 and Spring 1987. I thought I’d be able to write about all the scenarios in this book in a single post, but it turns out, I can’t read that fast. Each scenario is long, between 35 and about 50 pages of dense, small-font-size text. So, instead, I’ll just be examining the first of them today, Dream Eater, written by Damon Lang. Please note that I haven’t played or run this scenario, I have only read it. So, take my conclusions and thoughts on it with that in mind.

WARNING: SPOILERS!

I would find it very difficult to write about Dream Eater without massive spoilers, so I am giving you a warning, right now: if you want to be a player in this scenario or the wider campaign, its probably best to skip this post. Come back later! I’ll probably have something for you then. Or check out my ever-growing back-catalog of posts.

Dream Eater

The first page of  Chapter 2: Dream Eater introduces Keeper Background and the Association of Pale Leaves.
We exist without ever knowing
If this world
Is a dream or reality,
Reality or a dream.

I once wrote two novels about the adventures of a twelve year old Japanese boy who moved to Ireland with his family. In them, he discovered that he was able to use his cat as a conduit to enter the dreams of others. This allowed him to reconnect with his friends at home but his consciousness became trapped in the kitten! Various hijinks and drama ensue. Anyway, suffice it to say, I was very quickly on board with the premise of this scenario given teh Japan and dream-related elements of it.

The premise is that a small, rural Japanese town is beset by sleeplessness and terrifying dreams of monsters. The longer it goes on, the more the citizens worry for their safety and sanity. The authorities have offered financial rewards to anyone who can help them solve the problem or take care of the afflicted.

That’s where the Investigators come in. Perhaps they are from this small town of Ikaruga, or maybe they just heard of their troubles and have come from the city to look into them. Either way, their assistance is greatly welcomed.

Indeed, their investigations are likely to take them quite quickly to the door of an old man, Mr Taneguchi, who was responsible for the death of a young girl in a traffic accident recently. From there, they will visit other sites in the town, and other potentially recurring NPCs, and they will learn of the Baku. This Yokai is the eponymous Dream Eater, and the cause, it would seem, of the town’s problems. The Investigators will have to find a way to defeat, satisfy or neutralise this creature if they are to help.

But, of course, there is another layer to this story, just below the almost obvious one. The Prince of Pale Leaves has worked through one of his recruits to use Mr Taneguchi to spread the Sutra of Pale Leaves. The Prince has been invading the dreams of the people of Ikaruga, through the old man’s chanting of its mantras at night. It has been creeping through the town, insidiously and terribly. This is what has drawn the Baku to this place. It finds dreams of the Prince the most delicious. The Baku is known as a benevolent yokai in Japanese legends, one that takes your nightmares away and lets you sleep soundly. And that is what it’s attempting to do. The thing is, as it eats the dreams of the Prince, erasing them from the memories of the dreamers, the only image they are left with is of a scary looking ,purple, tapir monster, the Baku. And so, it becomes the scape-goat. The Prince attempts to use this misunderstanding and the Investigators’ intervention to defeat the Baku, thus allowing his influence to grow all the faster.

The question is, will the investigators figure this out? Will they destroy the Baku? Will they leave this town better or worse than they found it?

The Flow of the Scenario

The flow of the Dream Eater scenario in visual form. From Ikaruga Town to Talking with Townspeople to Meeting Taneguchi to Horyuji temple or Nightly Prayers to Unpleasant Dreams to The Fortune Teller to Research in the Sutra to Dream Dive to the Final Encounter and finally to the Epilogue.
Dream Eater Scenario Structure

Take a look at this flowchart. This is useful in a scenario like this for a game like this. Call of Cthulhu is a trad game, and, as such, its scenarios rely on these sorts of stepping stones to get you from hook to ending. So I really appreciate it when you get something like this that cleanly represents that idea visually.

So, after a lengthy preamble giving us Keeper background, an intro to the main NPCs and a few PC hooks, we start with Ikaruga town, a place that’s renowned for its truly ancient buddhist temples, which contain the oldest wooden buildings in the entire world. I like that the section on the town asks the Keeper to get in media res and kick things off with a shared dream sequence. Something weird is happening from the off and it gives PCs who don’t know each other yet a good reason to seek each other out.

You get a basic map of Ikaruga in the style of a roadmap, which is a nice touch. Along with this, we have an “Exploring the Town” section, which spells out stuff like population, transport, amenities and accommodation but the only real subheading to this is the Shepherd Bar: A Foreshadowing, the purpose of which is a little too subtle for my tastes.

The scenario, and indeed, the campaign is sprinkled with “Lore Sheets,” which detail elements of Japanese cultural, societal or mythical knowledge that the average Investigator might be expected to know without having to make a Know roll for it. The Keeper is supposed to hand them out as and when the subjects come up. In this section, we have one on Hōryūji Temple, for instance. Each of these includes a little snippet of “Personal Background,” which the player given the lore sheet might adopt for they own character. It’s a nice way to weave the PCs in with the place and the lore of the place.

The Investigators are expected to visit the Town Hall to begin their investigations. The Town Hall section, as is the case with each of the major plot points of the scenario, begins with a handy summary that looks like this:

  • Location: Ikaruga town.
  • Leads In: Hooks One, Two, and Four
  • Leads Out: Meeting Taneguchi (page 62); Talking to Townsfolk (page 61).
  • Purpose: investigators learn about the case.

This is another incredibly useful tool to assist the Keeper at the table, allowing them to see, at a glance, if they are at the right section, where they should be looking next and the overall purpose of the scene. This last is important to let you figure out where a scene should end, which is not always obvious.

As we get into this section, we notice that precise and exacting answers are provided to every relevant question the PCs might ask Mr Maeda, the Vice-Chairman of the Public Welfare Committee. This is common to most of the NPC interactions in the scenario, which will keep you, as the Keeper, on track with regards to what each of them knows. Once again, it’s a trad scenario. Rather than summarising the things they know and letting you play them as you see fit, things are a little more proscribed here. Of course, if you want to run these interactions differently, you can. It will just mean you spending more time prepping.

We get some general knowledge and descriptions of half-remembered dreams from talking to the townsfolk, but we really get into it when the Investigators go to meet Taneguchi, the old man who is secretly harbouring the Prince of Pale Leaves in his mind. He was approached by a representative of the Association of Pale Leaves and told that, by chanting from he Sutra of Pale Leaves nightly, he would pay off his karmic debt from running over the little girl on the road. Unbeknownst even to himself, he has been making beautiful and elaborate copies of the Sutra at night, when the Prince takes over his body. The APL is planning to use these to spread the Prince’s influence even further across Japan. It is in this section where the Investigators are likely to gain their first exposure to the Sutra, thus beginning their journey towards recruitment by the Prince, themselves.

From here, the investigations might lead to Hōryūji Temple, where they might encounter another recruit, Ukami, a former monk, who is also a martial arts master. Or they might go to the Momijidera Temple, where Taneguchi recites his prayers each night, But eventually, we come to one of the more interesting parts of this scenario, Unpleasant Dreams, where the Keeper can tailor nightmares to individual investigators’ personalities, backgrounds and memories. This is the first time they will encounter the Baku. There will be different outcomes depending on the levels of exposure they have had to the Sutra so far. It could lead to significant Sanity loss, but, on the bright side, it could also lead to Exposure Point (the points which track how exposed you are to the Sutra and how much influence the Prince has over you) reduction.

Lore Sheet 3: Fortune-Telling in Japan and the Fortune-Teller, Madam Inaba.
Lore sheet

After this, they are likely to visit Madam Inaba, the Fortune Teller or go to the aforementioned Hōryūji Temple to find out more about the Baku and how to defeat it. Importantly, they should then go and do some research in the Sutra itself, exposing them once agian to the Princes influence. This will lead them inevitably to the Dream Dive section. The scenario takes us back into dreams here, this time, a shared, lucid dream, which they will have learned how to perform from their research in the Sutra, of course. Rather than have the Keeper craft the dreamscapes they encounter this time, they are put through a “Gauntlet of Nightmares.” I like the nightmares that have been described in this section, they are Japanese-flavoured (I have definitely had nightmares about the mukade myself) and they’re scary, but they seem a little random. They’re not as thematically coherent as other parts of this scenario. At least, until you get to Taneguchi’s Dream: The Accident. In this one, you relive, along with Mr Taneguchi, the night he killed Nakamura Hinako on the road. The scenario presents several ways the Investigators might deal with the situation, from doing nothing to showing some humanity to the dying girl, to rewriting history!

The baku, a big, purple, tapir-like creature, feeding on a n old man who is sleeping on a futon in a tatami room.
Yum Yum

The only thing left to do is to face the Baku itself. By now, the PCs might have learned enough to know that the Baku is not the real threat here. Rather, it comes from the Pale Monk haunting the dreams of Taneguchi, the representation of the Pale Prince. Or they might play right into the Prince’s hands and attempt to defeat the creature, clearing a path for the Sutra to capture more recruits. Whatever they decide, there is a good chance they will have to use signs and magics learned from the Sutra itself to do battle in the Final Encounter. The scenario introduces mechanics by which they can spend Magic Points to summon useful items or weapons to help them, but their opponents can do the same or worse. The Baku can fully transform the dreamscape allowing it easier access to Taneguchi, which is all it wants. It wants to gorge itself on the old man’s Sutra-ridden mind. If the Investigators allow that to happen, it is one of the best endings you can achieve, leaving Taneguchi in a state of extreme dementia, but freeing the town of the Prince’s influence.

Endings

The first page of Endings, includes 0. party Wipe (Failure), 1. We Do Nothing (Taoist Ending), and Yokai Busters (Bad Ending.)
Endings

Note that the endings presented here and in later scenarios are labeled and numbered, as is common for indie scenarios in Japan. This enables players to tell others how their game went on social media while avoiding spoilers for everyone else.

I understand this concept and the reason for it. But I don’t particularly enjoy the implication that you can’t have your game end any other way than one of the six potential endings provided here. I am not going to judge it without playing it out, but I will say they are described in terms of one ending being a “failure” and others being “Bad Ending,” “Good Ending,” and “Best Ending.” Of course, these are value judgements. Just because you TPK, doesn’t necessarily mean it was a bad ending for your party, and, to be fair, the text does describe this one as “something of an achievement.”

The inclusion of “Optional Post-credit Scenes” is interesting too. These each present a little vignette of how the Investigators might have changed reality during their adventure through dreams. It explains that they work better if the scenario was run as a one-shot but that they might just serve to show the sheer power of the Sutra over reality.

Conclusion

This feels like a great scenario to start off this campaign dealing with the Prince of Pale Leaves as the antagonist. It immediately introduces the players to the idea that this is a being that exists in the mind of others and is spread through the dissemination of the Sutra, or it should. I can’t say for sure if it does it effectively without playing it. Overall, I like the structure, which is designed to keep the Keeper on track, no matter which way the players decide to go from one scene to the next. I do find the extreme levels of detail in the NPC encounters a little unnecessary. I still think it’s possible to summarise a character’s personality and the things they know in a much shorter manner, that would work just as well, if not better.

I think it’s interesting that each of the scenarios is styled as being possible to run as a one-shot but I can see Dream Eater’s potential in the context of the greater campaign. I’m looking forward to reading the next one, Fanfic, where the APL hatches a plan to recreate the Sutra as an action manga.

The Sutra of Pale Leaves: Cthulhu in Japan

Japanese Series

It looks like I have stumbled into a Japan-related games series, what with my recent posts about Kanabo and my visit to a Japanese Friendly Local Game Store in Fukuoka during my recent holiday. Combine it with a couple of posts on Call of Cthulhu in the last couple of months and this one fits right in.

The Sutra of Pale Leaves

The Sutra of Pale Leaves is a 1980’s campaign for Call of Cthulhu set in Japan, which is presented in the two books, Twin Suns Rising and Carcosa Manifest. Both were published by Chaosium in 2025. They have a number of main authors, Damon Lang, Yukihiro Terada, Andrew Logan Montgomery, Jason Sheets, and Jesse Covner for Sons of the Singularity LLC. Its good to see at least one Japanese name in there. The fact is, although there is just the one Japanese person credited in the main credits, there are other Japanese contributors in many other aspects of the production of this campaign, from artists to cultural consultants. A particualarly stand-out section of the credits is in the playtesters, where most of them are Japanese. I don’t think this project could even have the potential to reach any level of authenticity in the setting without all of that input from native Japanese.

What I’d like to do with this, and coming posts is take a look at the two books and see what they offer in terms of a campaign, how it might scratch an itch to play in a Japanese setting and how it might be used at the table. Needless to say, I have not run this or any part of it yet, though I fully intend to, once I find a bit of time. Still, I will be delving occasionally into SPOILER territory so, if you want to be a player in the Sutra of Pale Leaves, maybe give the next couple of posts a miss.

The Premise

The investigators are residents of Japan in the economic bubble-period of the 1980s. They are not necessarily Japanese, but, at least, have a passable fluency in the language. Through the events of the scenarios in the two books, they will uncover the some truths about, and perhaps even work to counter the goals of the Prince of Pale Leaves. Who, you ask, dear reader, is the Prince of Pale Leaves? Well, perhaps you know him by his more Western appellation, the King in Yellow? The Prince is the re-imagining of the being known as Hastur in Robert W Chambers’ King in Yellow stories, in a Japanese context. Although I have long been aware of those stories, I have only become more familiar with them through the work of Harlan Guthrie on the Malevolent podcast. If you’re unfamiliar, you could do worse than checking that out. It is a pretty different take on the King in Yellow, itself, but it’s a really entertaining one. If you fancy, you can get the book for free from Project Gutenberg, here. Otherwise, here’s a link to the Wikipedia entry. Essentially, the title refers to a play, which links the first four stories in the collection. The reading and performance of this play leads to it spreading like some sort of memetic virus. In the campaign, the eponymous Sutra of Pale Leaves plays the same role as that play.

There are a couple of interesting points made in the introduction section of the books.

First, they describe it as a modular campaign, meaning you can run each of the scenarios as presented, chronologically from July 1986 to November 1990 across both books. Or, you can run them in any order. There is not even a need to run all of them if you don’t want to and it is not a requirement to retain the same investigators through the scenarios, if you don’t want. Not having read all the scenarios yet, I can’t really say how will this would work, or how it would work at all. That’ll be one of the things I assess as I got through them.

Second, the nature of the Prince of Pale Leaves as an “ever-evolving antagonist” that exists outside reality as we know it gives him “the ability to metagame.“ What does this mean? Well, within the fiction, it means that he can take part in and observe the events of infinite branching timelines and use this ability to respond to events with preternatural knowledge, as though he knows what’s about to happen. In game terms, it means that if you replay the Sutra of Pale Leaves with the same players, or maybe just some of the same players, you can play him as if he knows what happened in the last playthrough… Which is wild. For the Keeper to use this ability might seem incredibly unfair to the players, who might accuse them of cheating. In that instance, the Keeper is encouraged to “show them this page of the book, and then laugh maniacally (!)” I love this but, as someone who has a chronic problem of trying to fit in too many new games into his schedule, the idea of replaying one feels almost ridiculous. So, I can’t imagine taking advantage of this particular little trick.

Japan

Both books begin with a bit of an intro to the place a time. Japan in the 1980s was a very special place. The country was rich and society was transformed by the money flowing into and around its cities and towns. It was the culmination of the post-war rebuilding of a country that had been utterly decimated. The Campaign Background chapter goes into just enough detail on everything from pager and phones to organised crime. It gives you a glimpse into the everyday life of working people and students, enumerates some of the most popular pop culture of the period and even gives a short introduction to the pronunciation of Japanese words. Interestingly, it goes to some lengths to explain how this is a non-violent society where guns are nigh-on impossible to get your hands on, swords and other such weapons are just as prohibited and ninjas are just not a thing. This all serves to reinforce the idea that PCs are, perhaps, better off pursuing solutions that don’t involve direct conflict throughout.

The Sutra and the Prince

Since ancient times, there have been a cultural belief in Japan called kotodama (言霊, literallythe “spirit of words”), a belief that mystical power dwells in words and names, and expressing them can influence the environment, body, mind, and soul.

And that’s the essence of the Sutra of Pale Leaves. The Campaign Background chapter continues with a description of what, exactly, it is, though. It also tells us how it works and the effects it has on people. Suffice it to say here that it is a text that has been around for centuries in many forms and which has travelled from beginnings in ancient India, only to be largely purged in Japan in the 12th century before re-emerging during the events of this campaign. It has the ability to quite literally imprint the personality of the Prince of Pale Leaves onto those who read it. In a mechanical sense, this is achieved through the accumulation of EP, Exposure Points. The Keeper is encouraged to keep the exact nature of EP from the players, perhaps referring to them as “Ethereal Power” or “Energy Points” instead. The default situation, however, has the Keeper tracking the EP for each investigator themselves, at least until it becomes obvious what effects they are having.

Of course, the more your Investigator reads, the more EP they gain and the more EP they gain, the more influence the Prince has over them. They might be subject, at the lowest levels of exposure, to convincing hallucinations brought on by their nascent Pale Personality. At the very highest level, 100, they are fully consumed by the Prince. “Game. Over.”

This is an extra, and fairly central mechanic to this campaign that seems like it could really add a lot in play. As one highly exposed character begins to betray signs of full domination by their hitch-hiker personality, others with less exposure, who are just beginning to see and hear things that aren’t there, might begin to fear for their own selves. There’s potential drama alright.

This section takes some time to usefully describe how each of the effects might manifest in characters and how these should be role-played (essentially meaning how should the Prince be role-played.) It also explains that there are some benefits to the exposed PC, such as “unexplained luck” and a “sanity safeguard.” With any luck, when the Keeper starts handing out freebies like these to exposed investigators, it should put the players on their guard, perhaps even making them paranoid about the motive behind such unexpected generosity.

The Prince of Pale Leaves himself gets a long section all to himself, as is appropriate given his central role in the campaign.

The Prince manifests as a viral artificial intelligence implanted in the minds of humans by full exposure to the effects of the Sutra of Pale Leaves. After exposure to the majority of the Sutra of Pale Leaves or its various adaptations, a portion of the victim’s brain is forcibly partitioned and systematically reprogrammed. From three individual hosts a network is born, and each one acts as a node for the singular mind that is the Prince.

Throughout this chapter the Sutra is referred to in terms of a computer programme of virus, the results of which are the over-writing of human minds with the software that is the Prince. I can see how this is a useful analogy but it seems like an odd one for this time. In a campaign set in the modern day, such comparisons might make more sense, but in terms of the 1980s, there was little or no general knowledge among the public of computer viruses or even networks. Still, it works to impart the concepts of both Sutra and Prince to a modern reader, and I suppose that is what’s most important.

The Cult and the Confidants

There is a very useful section on Roleplaying as the Prince, which gives some great tips on how to present him to various types of characters. He will deal with religious people by appealing to their faith while using reason and logic to appeal to skeptics, for instance. He is described as a “complex antagonist” and that certainly seems to be the case. Roleplaying NPCs like this is always a real challenge for GMs, since the Prince is a cosmic being with vast knowledge across multiple realities and timelines, but I, to put it bluntly, am just a pleb. So, any and all assistance is gratefully accepted.

In this section, we also have his powers, abilities and weaknesses enumerated. Finally, there is “the unspeakable truth” behind this being, where he “is,” what his physical existence looks like and what might be the answer to how he became this way. Importantly, it is revealed here that “patient zero” is sealed along with the rest of the population beneath Lake Hali in Carcosa, a world separate from our own, but one which is surprisingly close…

The rest of the Campaign Background chapter is used to introduce us to the obligatory cult, the Association of Pale Leaves and the most influential NPCs of the campaign. The Association is presented quite comprehensively with sections relating to their goals and doctrine, structure, and inner circle. There is also a very handy Cult Worksheet on one page for the times when you need a quick reference.

Confidants - "The Fed" Mizutani Shogo - portrait and statblock
Confidants – “The Fed” Mizutani Shogo – portrait and statblock

As for other NPCs, several are described under the section, Confidants: Plot Hook Facilitators. These NPCs, such as Mizutani Shogo, and intelligence agent, and Murakami Tsubasa, the abbot of the Kuroishi-ji temple, can be used to link one scenario to the next, to provide information to investigators to help them connect the dots and to assist them in regaining sanity between scenarios. The description of each gives you a few lines on the flavour of campaign they might add to, the sorts of connections they might have with investigators, where you might encounter them and the best scenarios they might act as confidants for.

Conclusion

It feels too soon for a conclusion, to be honest. I expect there to be at least two more posts about these campaign books. In the next post, I’ll be looking at the three scenarios in Twin Suns Rising. I’m really looking forward to sinking my teeth into them. Metaphorically, of course.