Goodbye Carcosa
Dear reader, last week, we took a look at the final part of the Sutra of Pale Leaves campaign. Today, we’re looking at the Fixer, the final scenario in Carcosa Manifest, the second book in the series. Its part of the Sutra of Pale Leaves, but its not necessarily part of a campaign. You could play it as a stand-alone module, but you could also play it as a coda to your SoPL game. It makes as much sense as the very loose way the campaign is presented, if not the way you might actually find yourself playing it.
The Repairer of Reputations
he Fixer is based on the short story by Robert W Chambers, the Repairer of Reputations. I’ve just listened to it on Youtube. It’s a story of insanity, ambition and murder, which is told from the point of view of a man who has come under the influence of the King in Yellow and a deformed, yellow Repairer of Reputations named Mr Wilde. Go listen to it or read it here. It’s not very long and I think it’s worth reading. The story and the scenario share a few major scenes and themes, but the Fixer is resembles the Repairer of Reputations only loosely. For one thing, the original was set in a then future New York City, while the scenario is based in 1990s Tokyo. The main thing, of course, is that it’s an RPG scenario for a number of players, and that necessitates a few things. The PCs need to have something to do, there has to be room for all of them to be the “main character” and it has to have enough meat on its bones to keep them going for a few sessions of play. I think the Fixer is quite successful at doing these things.
Beginnings
There is an interesting conceit here, that the investigators are down on their luck. They are members of Tokyo’s growing homeless community and are lacking money and respect. It’s possible that they are the same investigators that played through the full Sutra of Pale Leaves campaign. In fact it’s suggested that that’s the reason for their current predicament. Perhaps the things they were forced to do to fight the Pale Prince got them arrested or sent to a psych ward. Maybe they became social outcasts due to their talk about mind viruses and Carcosa and faceless people. Whatever the reason, they have ended up on the streets.
But then they’re given an opportunity by Mr Nomura to make some good money and repair their reputations, restoring their lot in life. Nomura is a strange man with terrible disfigurements and an ever-increasing number of cats. He acts as a wakaresaseya, a breaker-upper, if you will. This is a real business in Japan, and it fits in the scenario perfectly. In fact, in the short story, we never discover what it is that Mr Wilde actually does to Repair Reputations and I’m not sure that such a job ever truly existed in history. So, I like this logical adaptation in the scenario. He calls on the PCs to target several “wrong-doers who have made it into his ledgers.” These include a politician, a dirty cop, a buddhist abbott, a yakuza gangster and a fashion CEO. These are known as the Strawmen. He doesn’t want them killed or physically harmed. Rather, he would like the investigators to humiliate and humble them in particular ways.
Episodic

This scenario bucks the trend when it comes to format. Rather than simply following leads from location to location as the other SoPL scenarios, the investigators need to deal with each of the Strawmen one by one. Now, these people are all assholes in one way or another, even the buddhist abbott is a drug-addict who tricked his way into inheriting his title from his father by convincing the old man that his brother was actually the junkie. So, the investigators are unlikely to feel too bad about bringing them down. In fact, each of the strawman sections details the exact kind of shitheel each one is, their background, their weaknesses and where they’re most likely to be found. For instance, the politician can usually be intercepted at the National Diet (Japanese parliament) or on the golf course. Most useful is the “possible approaches” part in each strawman section. Obviously, this is Keeper-facing information, but it can be used to confirm that the investigators are on the right track. Generally, they are going to have to overcome things like getting onto a golf course or into parliament buildings while being homeless person. But once they get there, they get to do fun things like blackmail, or just straight-up releasing blackmail material to destroy them.
I can see each of the strawmen maybe taking a single session, with an episodic, strawman of the week type game. This would be interspersed with the results of the investigators’ efforts. You see, the truth is that targeting these individuals is essential to the completion of a ritual that will succeed in bringing Carcosa into our world. Nomura wants to overwrite Akihabara with the home of the Prince of Pale Leaves. They will start to see changes such as the police station being turned into changed into a castle looming over the town market square of Carcosa, or the National Diet transforming into the Royal Ballroom. As the city changes, so too does Nomura himself. His simple silicone prosthetic fingers become a cybernetic arm, and eventually he wears a porcelain mask and he is completely subsumed in some sort of cloak of scales with odd protuberances. I really like the gradual change in this villain and in the world. The investigators must assume their actions have something to do with these changes. The become more extreme with each strawman they bring low. And yet, the scenario assumes they continue to do what they have been employed to do.
Endings

Once Carcosa has been fully unlocked by the actions of the PCs, Nomura will attempt to fulfil their bargain by offering them positions of authority in his new city. The scenario provides us with a number of lore sheets, which the Keeper can give to any investigators that agree to this. These include, the Rightful Crown Prince, the Royal Matchmaker and the Judge of the Star Chamber. These are to be assigned to particular investigators, not randomly. For instance, the Rightful Crown Prince is supposed to be given to a PC with a good reason to despise the politician strawman so that they can rightfully exceed his level of political power. Even if the PCs don’t want to take on these roles in Nomura’s new world, they might anyway, if they enter into a period of underlying insanity, or if their Exposure Points get high enough, which is fun.
As a truly standalone scenario, we are told that the Fixer is not proscriptive on how it might end. It provides a couple of potential climaxes but it could really go any way. It does, however, still have the numbered Endings common to all these scenarios. I don’t know how we square that circle, to be honest. Anyway, here are the Endings:
- Party Wipe (Failure)
- Carcosa Manifests (Bad Ending)
- Reality prevails (Good Ending)
- Split Decision (Umwelt Ending)
Conclusion
I like this scenario. It’s weird and contains some potentially amazing scenes and revelations for the players. The NPCs are well drawn and the events are memorable. I think it would be a perfect way to wrap up your time with the Sutra of Pale Leaves and would act as a fun epilogue to the campaign.
All in all, I’m happy I took this deep dive into these books. I haven’t all that much experience running Call of Cthulhu but I think I would run this full campaign because it resonates with me personally. I think the Prince of Pale Leaves is an insidious and threatening unbeatable villain. The setting is one that I think will fascinate many people and the themes revolving around elements of Japanese culture and society work really well. The variety in the scenarios would, I think, keep it compelling and interesting for both Keeper and players. But I don’t think I would take their advice on running the scenarios in any order other than the one they are presented in and I can’t imagine myself playing it more than once, as they suggest is possible in the intro.




































