“It is said that in Ulthar, which lies beyond the river Skai, no man may kill a cat; and this I can verily believe as I gaze upon him who sitteth purring before the fire. For the cat is cryptic, and close to strange things which men cannot see. He is the soul of antique Aegyptus, and bearer of tales from forgotten cities in Meroe and Ophir. He is the kin of the jungle’s lords, and heir to the secrets of hoary and sinister Africa. The Sphinx is his cousin, and he speaks her language; but he is more ancient than the Sphinx, and remembers that which she hath forgotten—H.P. Lovecraft, The Cats of Ulthar, 1920
Welcome to Cathulhu, the Call of Cthulhu alternative setting where feline sleuths investigate the horrors of the Cthulhu Mythos.
Cats are mysterious, self-contained creatures. Both wild and domestic in nature, they are silent observers of all that goes on around them.
In Cathulhu, discover the secret life of the cat as a Dreamlands warrior and a Waking World sleuth. Cats are the secret allies of humanity in the fight against cosmic horror; confronting overlooked machinations orchestrated from the sewers, tracking down sorcerers and cultists in the Waking World, and taking the fight to Nyarlathotep’s minions in the Dreamlands with the Cat Armies.
Cathulhu contains full character generation information for creating feline characters, feline abilities, background information on the cult of Bast, a short bestiary of feline opponents and an introductory adventure, ‘The Black Cat’.
Cathulhu is fully compatible with Call of Cthulhu sixth edition rules.
Cathulhu is intended as an interlude to mainstream Call of Cthulhu games, and provides a different POV to the horrors of the Cthulhu Mythos. It can be played light-heartedly or seriously. The opponents of the feline investigators can range from dastardly rat-kings or mutant sewer lizards, to lone mad sorcerers, or all the way to a full-blown confrontation with the Cthulhu Mythos.
Cathulhu is the English-language version of Katzulhu, which first appeared in the German-language Cthuloide Welten magazine, #1 and #2, in 2001/2002. The Katzulhu rules were reprinted in 2009 to accompany the release of Pegasus spiele’s Dreamlands sourcebook.
Cathulhu was developed by Ingo Ahrens, Adam Crossingham and Daniel Harms from Ingo’s original Katzulhu, and was published in Worlds of Cthulhu magazine #4 in 2006. This edition is revised from the Worlds of Cthulhu version and includes additional information about Sabbat cats, and the cult of Bast through the ages.
Sixtystone Press is looking for new investigator organisations for new investigators to join. In Seventh edition, an organisation is a reason for an investigator to belong and to investigate. Organisations rationalise character introductions and sometimes give benefits to their members.
The Seventh edition Investigators’ Book by Chaosium has some sample organisations; however Sixtystone’s Organisation Book will have more than 50 that you can use ‘as is’ or customise to suit your group’s requirements.
Sixtystone is looking for submissions for investigator-orientated organisations for this book. Sixtystone is throwing open the submission process to any one who is interested: whether experienced published author or fresh newbie.
We are looking for fresh new ideas and exciting ways of allowing investigators to work together. The organisations can be for any era: Invictus, Gaslight, Twenties or Modern; although we expect most submissions to be for the Twenties setting. We encourage authors to provide advice for use in different eras where possible.
Sixtystone welcome submissions from European authors so long as they are in English. We hope to present a number of non-Anglophone organisations if submissions are sufficient.
This project has successfully completed the submissions phase and is no longer accepting submissions or enquiries.
After Matthew Ruane’s excellent trail blazing efforts, Sixtystone are throwing Colonial Lovecraft Country open to playtesting.
We are looking for numerous groups to playtest the rules, the scenarios and the campaign. We would like you to playtest what is written, and critique that rather than rewrite or offer solutions.
You and your group must be willing to sign and return an NDA, and remain silent on your experience until publication or when given the all clear from Sixtystone. You may choose to playtest the rules and the scenarios; or the rules and the campaign; or the rules, scenarios and campaigns. The campaign is shorter than the scenario book.
Sixtystone want to aggressively playtest the product proceeding publication so you and your group should be willing to commit to the playtest for the next couple of months.
There is no pay for this, but you will receive a handsome credit in the final books and every member of your group will receive PDF copies of the Colonial Lovecraft Country books.
Playtest reviewers are not required at this moment; you must be part of a group to qualify.
If you wish to participate in this playtest, please send an email to Sixtystone.firstname.lastname@example.org with a subject line that starts [CoLoCo Playtest] by Wednesday 17 July 2013.
Thank you for your continued interest in Colonial Lovecraft Country.
VIVA LAS VEGAS!
Angelique Adams was a runaway coming home from Las Vegas. Only she never made it and her last text message said she had been trying to escape some “cult wackos”!
Tracking down the aspiring singer will take you on a journey into the seamy, steamy high-risk and surreal Sin City of today where what happens in Vegas, stays in Vegas…
Lost in the Lights presents a full description and history of the Keepers of the Primal Song, and ‘Invisible Sun’, a full-length investigative scenario and thoroughly researched background for Call of Cthulhu™…Right Now!
Plus add-on plot seeds, suggested viewing & listening, and conversion notes for the Delta Green setting. And Elvises. Lots and lots of Elvises.
Prepare to have your soul set on fire… figuratively and literally.
Casino security, cinematic capers, tech-savvy villains, underground night clubs, faded pop stars and celebrity cameos (real and not-so-real) all add up to a long, strange trip… Beyond.
Lost in the Lights is the first volume of ‘Neue Unaussprechliche Kulte’, a series detailing modern day cults that are ready to run for any Keeper of Arcane Lore.
Viva La Shabbith, baby!
You can get your copy of Lost in the Lights at DriveThruRPG, RPGNow right now, or e23 (soon).
• Lost in the Lights PDF
• Lost in the Lights Deluxe Interactive Handouts
• Lost in the Lights Combo Deal (best value – PDF and interactive handouts together)
Investigator Weapons for Call of Cthulhu in the Classic era is a comprehensive collection of weapons available to stalwart investigators of the Cthulhu Mythos and their crazed cultist opponents.
Investigator Weapons covers handguns, rifles, shotguns, submachine guns, machine guns, flamethrowers, melee weapons, explosives, and special ammunition; and gathers together all the spot rules for injury, environmental conditions, and firearms combat in one place, as well as introducing many optional rules for enhanced play.
Hans-Christian Vortisch (author of Cthulhu – Waffen-Handbuch, GURPS High-Tech, GURPS Martial Arts: Fairbairn Close Combat Systems, and GURPS Tactical Shooting) has selected several dozens of the most typical or iconic weapons available to the discerning shooter in the 1920s and 1930s. These range from the famous Colt M1911 and Thompson submachine gun to lesser known but more widespread firearms.
Each weapon is illustrated and described in detail, as are variant models. Significantly, each weapon’s operation is described, as are its typical malfunctions. Finishing each weapon description is the movie use of the weapon – so you can see it in action – and a comprehensive statistics bar.
Keepers are not forgotten either. Typical weapons for non-player characters are suggested, as are likely weapons for cultists from around the world. A Keeper’s chapter examines the consequences of magic on firearms and ammunition, and the effect of firearms on Mythos creatures.
Investigator Weapons – the essential weapons book for Keepers and players of all editions of Call of Cthulhu.
Not one book but three seperate volumes!!!!!
This sourcebook covers Colonial Lovecraft Country, with a default date of 1750, but discusses events throughout the 18th century. There are chapters on character creation and history, along with brief Lovecraft Country-styled chapters on Arkham, Boston, Dunwich, Kingsport, Providence and Salem, with normal locations and lots and lots of characters, creatures and situations from history, fiction, games, and Lovecraftiana.
There’s also a selection of sample NPCs, a brief overview of other New England colonies (with selected weird sites), an article on creating colonial adventures, a longish discussion of various Mythos entities and how they might be encountered in the setting, ditto for Mythos books, ditto for witches and witchcraft. Two intro adventures round out the book.
The second volume is tentatively entitled The Devil’s Wedding and Other Tales, and includes 8 separate adventures totalling about 100,000 words. The adventures were intended to flesh out the towns and villages discussed in the sourcebook, and include forays to Kingsport, Arkham, Boston, Dogtown, and other sites. There’s a ninth adventure written for this book that might end up as a web freebie or some such.
Volume 3 is a campaign set in the 1770s. The Curwen Conspiracies puts the investigators on the trail of HPL’s infamous necromancer and his even more nefarious colleagues. The action begins in Salem and moves on to Providence, England, and Prague, with a finale in Transylvania.
“if you liked Tim Burton’s Sleepy Hollow, or The Last of the Mohicans, or Brotherhood of the Wolf, or the historical bits of The Case of Charles Dexter Ward, I think you’re gonna love this stuff.” – Kevin Ross
By Kevin Ross
Edited by Adam Crossingham
CoverArt and interior illos TBC.
Format: Paperback & PDF
Status: Post playtest editing.
This is an entirely new sourcebook dealing exclusively with everyone’s favourite corpse-eating grave-robbing monsters. Written by Sixtystone’s resident Ghoul expert Dan Harms, this sourcebook contains such information as Ghoulish transformations, their diet, psychology and society, religion, magic, humans and ghoul relations as a well as a comprehensive set of handouts and a series of scenarios pitting the investigator against the ghouls or their agents in a number of different eras.
By Dan Harms and others
Edited by Adam Crossingham
Cover art and interior illustration by David Lee Ingersoll
Format: Paperback & PDF
Length: 150+ pages
Status: Post playtest editing.