The Bronze Mask

A scenario-seed for Mysterium Weird Fiction Roleplaying.

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A trio of ruthless opportunists are taking advantage of homeless people to profit from the dangerous powers of a cursed object, the Mask of Zamyazaoth.

The Mask of Zamyazaoth

A large bronze mask, polished to shine like gold. It depicts a cruel, semi-human face with large eyes and a grinning mouth. The mask is equipped with a cap so that it can rest supported on your head. There are thin slits for the eyes and mouth allowing you to see and speak.

The Mask of Zamyazaoth has the following properties:

  • If your skin is in direct contact with the mask, you must make a Major Mind check or become tempted to put it on.
  • When you are donning the mask, a powerful presence falls like a cold, dark shadow over your mind. This incurs a Stress check for level 5 Paranormality. To resist the presence and remove the mask, you must make a Major Mind check with a -30 modification.
  • As the presence of Zamyazaoth takes hold, you become passive and docile but gain access to an all-encompassing awareness of all that there is, all that was, and all that will ever be. Fragmentary glimpses from across the cosmos cross your mind’s eye: the death throes of a lonely star in the intergalactic void, the relentless crawl of tectonic plates beneath your feet, alien microbes multiplying in the shallow oceans of a far-away planet, and the beauty and horror of humanity’s descendants ten thousand generations into the future. If asked questions about any subject whatsoever, you will give a succinct and correct answer.
  • For each question answered, you must make a Major Body check to resist suffering a stroke. On a critical success you are unharmed, an ordinary success means you only suffer hand-to-hand damage, while a failure deals firearms damage, and a critical failure is fatal.

The unscrupulous three

A trio of ambitious and avaricious men who have no qualms about harming others if it will bring them worldly riches. They are friends from school who support each other’s quest for status, wealth, and power. They use the Mask of Zamyazaoth to gain information that gives them an upper hand in business decisions. To avoid the dangers of wearing the mask themselves, they recruit subjects for the task by enticing desperate individuals among the city’s homeless population with money or drugs. Typically, the trio will ask 2d5 questions, and most of the time, their victim will not survive the session.

Adrian Ekdahl: A 36-year-old blond, white man who works as a solicitor and likes expensive cars. He is married and has two little girls. Adrian inherited the mask from his grandmother, Sigbritt, who got it from her father, Gustav, who practiced archeology in the Middle East during the 1930s. Adrian always wears black gloves while handling the mask.

Body 60, Athletics 45, Stealth 30, Struggle 30; Speed 65, Dodge 35, Drive 45, Initiative 40; Mind 60, Conceal 45, Education 55, Notice 45; Psyche 45, Charm 30, Lying 40, Read person 35; Mental Stability Failed 1, Hardened 5; Paranormality Failed 1, Hardened 3

Lukas Bergvall-Axelsson: A 35-year-old white man with dark brown hair who works as a financial strategist for a large bank. He is married and has a son. Lukas is very vain about his looks and wears an expensive white suit. He is something of a sadist and enjoys watching others suffer.

Body 70, Athletics 55, Stealth 35, Struggle 40; Speed 70, Dodge 45, Drive 40, Initiative 50; Mind 50, Conceal 30, Education 45, Notice 40; Psyche 60, Charm 55, Lying 50, Read person 40; Mental Stability Failed 1, Hardened 6; Paranormality Failed 0, Hardened 3

William Cederberg: A 35-year-old white man with light brown hair who is a day trader in stocks and currencies. He lives with his girlfriend. William is a cocaine addict and is prone to giggling and moving about a lot when he gets nervous. Once, he got a bit too curious and donned the mask himself. His friends removed it from him, but the experience made him cautious of the object.

Body 60, Athletics 40, Stealth 30, Struggle 35; Speed 60, Dodge 40, Drive 35, Initiative 45; Mind 45, Conceal 25, Education 40, Notice 35; Psyche 50, Charm 45, Lying 40, Read person 35; Mental Stability Failed 2, Hardened 4; Paranormality Failed 2, Hardened 3

Suggested player character concepts:

  • Homeless persons or their friends and family. They hear rumours about the mask, and other homeless individuals they know are preyed upon by the trio, until finally they are approached themselves.
  • Social workers, volunteers, journalists, or police who hear rumours about the mask and meet persons whose friends or family have gone missing after being approached by the trio until they become convinced something is very wrong.
  • Criminals who are hired to track down and steal the mask for an unscrupulous occultist.
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The Laboratory for Empirical Metaphysics

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An organization for Mysterium Weird Fiction Roleplaying.

Martin Forsberg is a psychologist who was forced to leave the academic world after several scandals involving experiments deemed pseudoscientific and gravely unethical. He now runs a private research laboratory on a farm in the Skåne countryside in sourthernmost Sweden. Forsberg lives at the farm with his wife and assistant, Gunilla Mårtensson-Forsberg, a former psychiatric nurse who shares her husbands passion for exploring the outer limits of human experience.

Forsberg makes contact with potential test subjects through web forums for alternative spirituality. The subjects are told that they will learn to reach higher states of consciousness and develop extrasensory perception, and pay for their room and board while staying at the Laboratory. Through fasting, sleep deprivation, cooling, electric shocks, and hallucinogenic drugs, the test subjects are pushed beyond their mental limits. Everything is meticulously documented, and Forsberg interviews the participants to learn about their experiences. The testimonies are compared to find common denominators that could indicate objective phenomena beyond the individual psyche.

Some participants find the experience exciting and return, but many have been traumatized, and in some cases, Forsberg has been forced to pay to keep former subjects from pressing charges or going to the media. In at least one instance, the experience triggered a psychosis, and the person relapsed into a previous addiction. No deaths have occurred so far, but it is probably only a matter of time.

The experiments have had limited success. The many hours of video recordings and volumes of journal notes accumulated on hard drives mostly contain incoherent babbling from people pushed to their breaking point. However, those knowledgeable about such things can see that here and there are fragments of genuine contact with otherworldly realms and Non-Human Intelligences. Most of this has escaped Forsberg, but he has caught on to one thing: in some recordings, there is glossolalia (speaking in tongues) in which certain sounds have recurred independently among different test subjects. Primarily, there is one phrase he has identified as a possible fragment of an unknown language: “Zacare, ca, od zamran; odo cicle qaa; zorge, lap zirdo noco mad, hoath Iaida.” What these words mean is still unknown, but the Institute for Empirical Metaphysics is now focusing its work on exploring this language and establishing contact with the forces that communicate it.

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Strange books: Rebirth of the Living God

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A strange book to be found by Player Characters in Mysterium Weird Fiction Roleplaying.

Rebirth of the Living God is an essay that presents a mystical revelation on the true nature of divinity, the cosmos, and the place of humanity therein. It begins with a discussion of metaphysics, cosmology, and theogony before focusing on a detailed description of ritual practices. Much of the text is steeped in an unconventional use of terminology from astrology and astronomy as well as both physics and biology, making it rather dense and difficult to follow.

The essay is first known to have been shared in November 2013 on the now-defunct message board Stellar Gnosis, by the user Dorje Hyperboreus (who may or may not be the author of the text). It was cited in the manifesto of the Third-I Collective whose compound outside Fremont, Nebraska was destroyed by a fire that killed five people in 2016. A Russian translation, Тайная Мудрость Живого Бога (Taynaya Mudrost’ Zhivogo Boga), was distributed in both print and digital form in 2019 by Истинные Поклонники Высочайшего (Istinnyye Poklonniki Vysochayshego, The True Worshippers of the Highest) in Magnitogorsk, Russia. This group was outlawed by the Putin government in a 2022 crackdown on separatist and seditious organizations.

The following quotes from the opening pages give a basic understanding of the central ideas:

“This is the ultimate apocalypse that Dr. Dee was too timid to utter unless shrouded in the garments of commonplace piety, and that the so-called Master Therion withheld from his disciples lest they shrink in fear from the Great Work.

The True God, who is beyond all gods, is like a formless mist of radiant darkness, a fecund void gravid with all that is and is not, a churning abyss that destroys all and creates everything, a dream in a mind that is not. 

The Ancient Ascended Ones, the angels of the Lord Most High, are countless and multiform. They dwell on worlds beyond the farthest stars and in spheres unseen and unknown but coterminous with ours. They are older than the night and the future is their heirloom. Humans are to Them like the microbes in the soil upon which we tread. The foolish one will call upon the lowliest of Their kind only to find that the gnat does not command the tempest. But there is a ladder to ascend for the one who is prepared to take leave of all things human. Herein is the map for that journey beyond death, the tools for that labor of absolute transformation.”

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Strange books: The Book of Seven Nights

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A strange book to be found by Player Characters in Mysterium Weird Fiction Roleplaying.

The Book of Seven Nights was originally printed in a small edition in Leipzig in 1757 under the German title Das Buch der Sieben Nächte. The anonymous author claims to have bought a cipher manuscript from an Ottoman trader. Upon deciphering the document, a text in ancient Hebrew was revealed that the writer translated into German. Neither the cipher manuscript, nor the Hebrew text has ever been found, and the book is generally believed to have been written in German by the anonymous author.

The original edition made little impact and only a few copies remain in European libraries and archives. In 1983 Astro Verlag in Bonn published a cheap pocket edition marred by spelling errors, missing text, and bad reproductions of the sigils. Hermetic Books of San Francisco published an English edition in 1992 that reproduced all the errors of the 1983 edition, but made it even worse as the translation made many linguistic mistakes and preserved very little of the poetry of the German text.

The Book of Seven Nights claims to be a record made by Cain, son of Adam and Eve, of what he was told by “a Child of Old Night” whom he met when walking the wilderness after having been cursed by the Lord. The text is then supposed to have been preserved in a secret Hebrew tradition until it fell into the hands of the unnamed German writer. The first part of the text is a poem of mythological and philosophical nature that can be summarized as follows:

The unformed was without beginning or end, eternal and infinite. When the first light was born from the darkness it created a limit, shattering infinity into shards of Here and There, Inside and Outside, and thus a Before and After so that the circles of time began revolving like a mill, grinding eternity into Years and Days and Hours. But the unbounded survived in the cracks between This and That, between Here and There, and eternity seeped between the edges of Now and Then.

As the first night fell, a yearning was born in the non-mind of the unformed: The light must be extinguished, the borders and distinctions must be broken and dissolved; that which has been separated must be regained and reintegrated into one undivided whole again.

During the following nights, the forces of primal chaos and darkness give birth to anti-creations that oppose and negate the creations described in Genesis. Finally, on the seventh night as the Lord rested, the darkness whispered in the ear of the angel that was called Lucifer, Lightbringer: “Why should you, a being of pure light, bow before those molded from clay?”

The second part of the book concerns a method for communicating with the Children of Old Night. Dr. Franz Kunrath, a German scholar of the history of Western Esotericism, has shown how this procedure differs from those found in such grimoires as The Key of Solomon, The Book of the Sacred Magic of Abra-Melin, or the pseudo-epigraphic Fourth Book of Agrippa. A number is calculated based on the current date, one’s natal horoscope, and the number of letters in a randomly selected line of scripture. This is then used to reveal the name and sigil of the entity by reading the number alphanumerically and plotting it into a matrix. Finally, the name and sigil are meditated upon to achieve contact through dream incubation.

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Review: Mischievous Malady

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Disclosure: I was given a digital copy of this adventure module in exchange for a review.

Andreas Sölvebring lives in Sweden, works as a librarian, and is a tattoo connoisseur, artist, and role-playing game writer. His latest creation is a 16-page adventure module for Dungeons & Dragons called Mischievous Malady (available at DrivethruRPG). It includes maps and some illustrations by Andreas himself and Henrik Rosenborg.

The basic concept of this little adventure scenario is that the PCs arrive at a small village stricken by a terrible malady. The village elder has an idea of where to look for a cure and asks the PCs for help. The adventure consists of the site where the cure is to be found (and also the source of the malady). Of course, dangers are waiting there but also treasures to be found.

Mischievous Malady could be a short one-shot adventure but is probably best as a little detour to throw in as an event when the party is on a journey in a bigger campaign.

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Strange books: Cosmic Teratoma

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Cosmic Teratoma: The Metastasis Of The Hypostasis

A strange book to be found by Player Characters in Mysterium Weird Fiction Roleplaying.

This is a 120-page booklet with soft covers and a glued spine, printed on cheap paper. The cover is black with the title in white and red. There is no information about the author or place of publication, the only details given say “Issued by the Institute for Organic Cosmology, 1979”. It was printed in a small edition and is now very obscure and hard to come by.

The text posits a dynamic and evolving universe, in which the hypostasis (the cosmic principle or divine essence constituting the essential nature of existence) is not fixed but can undergo transformation and growth, developing into new hypostases or substances, giving rise to unique and distinct forms of being.

According to this bio-metaphysics, the universe is subject to the same forces of sickness and disease as any other organic system. The hypostasis undergoes a pathological transformation that metastasizes and spreads uncontrollably like a malignancy throughout the cosmos. The diseased hypostases manifest as malformed and grotesque cosmic teratomas, aberrant growths, and tumors that disrupt the natural order of the universe.

In this metaphysical doctrine, the ultimate goal is to eliminate these malignant growths and heal the sick hypostasis. This can only be accomplished through a process of purification and transformation that involves confronting the cosmic teratomas and purging them from the universe. Only then can the hypostasis be restored to health and the universe be made whole again.

The booklet outlines a program for purification and spiritual hygiene that includes dietary restrictions, gymnastic exercises, breathing techniques, mantras, and meditation for the cultivation of a sound spirit in a sound body. Upon completion, the student will not only be able to heal any damage to their own body and withstand any illness, but they will also gain the ability to identify any object, creature, person, or other phenomena that is a cosmic teratoma that must be purged.

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The Great Ones of the Land of Shadows

Notes for a new campaign frame for Mysterium Weird Fiction Roleplaying.

Death is not the end of existence, it is only a transformation into another state of being. Humans are but the larval stage of the species. After death, as the mortal body is allowed to return to the dust from which it was made, the immortal essence of the individual constitutes itself in a body created out of that etheric substance that science is grasping for under the name of “dark matter”.

The post-mortal entity is as strange to its former self as the butterfly is to the caterpillar. After shedding its mortal husk, the immortal soul of man is a perfect sphere of dark matter. It is invisible to the eyes of the living, but if it could be glimpsed, it might be perceived as black mercury, utterly dark and resplendent. After death, the immortal soul retains all memories and knowledge of life but has an entirely new and different identity and agenda. Life as human beings of flesh and blood is nothing more than a lesser developmental stage on the path to the true and eternal state of mankind.

 The immortal souls can merge and join into entities of greater mass and power, and more powerful entities can force themselves on smaller and weaker souls and absorb them against their will. This has been the dominant tendency among the post-mortal since before the advent of anatomically modern Homo Sapiens. The land beyond the gates of death is dominated by a few immense entities that are many hundreds of thousands of years old and who have absorbed billions of individual souls into themselves. 

These Great Ones of the Land of Shadows view pre-mortal humanity as cattle to be bred, herded, and harvested for the needs of the immortals. For tens of thousands of years, the immortal lords of mankind have bred more humans, using their influence over the pre-mortals to further agriculture and technology to sustain ever greater numbers and ever greater harvests. The immortal dead can influence the living subtly by sending notions and impulses, or more overtly by appearing in dreams and visions, or even through possession (voluntary or not). They will often exploit their memories from pre-mortal existence to manipulate the living. The reason for this effort is the advent of the Fuligin Flame, an alien menace that threatens to engulf and devour the realm of post-mortal humanity.

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Enter Chapel Perilous

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The most significant change in the revised and expanded version of Mysterium (if you have bought the game, check your drivethru library for the new files!) is that made to the rules for mental stress. Instead of the five meters nicked from UA there are now simply two: Mental Stress and Paranormality. This is kind of like Stability and Sanity in ToC, where Mental Stress is about all kinds of mundane pressure and traumas, while Paranormality deals with shocks to the character’s sense of reality. The mundane stress can cause a PC to become indifferent, distancing themself from their emotions, or suffer mental disorders. The stress caused by high strangeness can cause the same kind of difficulties, but is also part of an initiation into cosmic mysteries. When a PC reaches ten hardened notches or five failed ones in Paranormality they enter into a crisis since their concepts of existence and reality no longer function as useful maps to the world of their experiences.

This state of crisis is called the Chapel Perilous, borrowing a term that Robert Anton Wilson used in his autobiographical account of high strangeness, Cosmic Trigger, and which originally comes from Sir Thomas Malory’s Le Morte d’Arthur. For a deep dive into the concept of the Chapel Perilous, check out this essay by Matt Cardin: https://www.teemingbrain.com/2012/08/13/initiation-by-nightmare-cosmic-horror-and-chapel-perilous/

Basically, the PC can exit the Chapel Perilous either by embracing the Weird, Strange and Eerie at the heart of existence, or by loosing themself in delusions where nothing or everything is magical. Now, this will naturally look quite different depending on the particular cosmology and mythos of the campaign, and the specific experiences of the PC. Mysterium is a weird fiction game about people having close encounters with unexplained anomalous phenomena, and these rules are the scaffolds for constructing the scene where we play to find out how this encounter unfolds.

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Mysterium Weird Fiction Roleplaying – Revised edition

So, in December I was thinking about converting the Mysterium material to good old Call of Cthulhu to reach more gamers. But, in the end I didn’t, partly because I’m not sure the Mysterium campaign frames would fit the expectations of most CoC players, and partly since I did not enjoy the thought of trying to adapt things to that system. Even if I don’t reach many players this way, the point of the game was to find something that fit how I wanted to play.

But, as you might have deducted from the character I posted in January I’ve made some changes to the game, namely:

  • Redone the layout (with two columns)
  • Added rules for drugs
  • Expanded some of the scenarios (especially Lost and Found, and Angel Tears)
  • Changed the system for mental stress so that it is more in line with the specific themes of Mysterium

The revised edition is now live at DrivethroughRPG and all you blessed souls who have previously bought the game should have gotten a message with the updated pdf (if not, reach out!).

However, from now on, I’ll let this book rest. Any new material for Mysterium will be published in a series of modules with the tentative title Borderland Encounters.

Stay weird!

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Character Creation Challenge 31: Mysterium – The New Gods

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For this last post for the Character Creation Challenge, you will have to forgive me for being a bit self-indulgent and doing a PC for my own game Mysterium Weird Fiction Roleplaying. Specifically, I’ll be doing a character for the campaign frame The New Gods which is about the meeting between humanity and a kind of god-like aliens, the asymmetrical power relations between the two species, what humans do to gain access to the services of the alien entities and how this changes them. These alien organisms, the Zothyrians, have transmigrated to a higher-dimensional state of being, but still need to anchor their existence to the primary matrix of matter and energy and find a sort of nourishment in the attention of conscious entities, which is why they reach out to and make contact with humans. These blessed or cursed few who are chosen by the Zothyrians are the main protagonists and antagonists of the campaign.

The first step in making a Mysterium PC is to come up with a concept. If I was going to play a campaign, this would be done collaboratively in the group, but for the sake of this challenge, I’ll just roll on the random table for occupations. I roll 23 (!), which gives me “Taxi driver”. Hmm, ok, let’s say the campaign is set in Berlin. My cab driver PC will be Emre Özdemir, a young German-Turkish man working for a popular app-taxi company. I’ll let the die roll be the age of this guy as well. Then I choose four personality traits, that not only describe my PC but give advantage on die rolls in situations where they are applicable (each can be used once per session). Emre has strong principles and is friendly, but he’s got a habit of seeking excitement through gambling and owes a few thousand euros to a local gangster. Next, we have stats. My attributes (body, speed, mind, psyche) start at 10, and I get 220 points to distribute. For skills, I get to distribute as many points among one set of skills as I’ve got in their governing attribute. And then I get another 200 points to divide among the skills as I like. Each attribute has also three basic skills that start at 15% for free (except Initiative which begins at half the Speed value). For stress meters, I’ll use a new rules version where the four I had originally cribbed from Unknown Armies are exchanged for two inspired by Delta Green. As a new and fresh PC, Emre starts with no failed or hardened notches in either meter and no mental issues. He’ll have two bonds, important relationships that help him through tough times. I choose his mother, Defne, and Hannes, his secret boyfriend (Emre has not yet come out to his family). They both start with the same value as Psyche.

Then we get to the campaign-specific stuff. How was Emre first contacted by the Zothyrians, who is this entity he communes with, and what does it want? To begin with, I roll for the title of the entity and get “Hand” and “Eye” (perhaps implying action and perception?), lets call this being “The Mystery of the Hand and the Eye”. It will use a symbol reminiscent of the well-known “Hand of Fatima”. Then I roll twice for the entity’s objectives, and get “Experience carnal pleasure. Extreme, inventive, and transgressive” and “Accumulate knowledge. Research a particular subject or discover someone’s deepest-held secrets”. Fittingly, one could be related to the hand, and the other to the eye. The entity has dominion over the spheres of Space-Time (distance and proximity, change and causality) and Matter-Energy (mass and substance, force and potential).

Name: Emre Özdemir

Background and description: 23 year old man, german-turkish, grew up in Berlin, works as an app-taxi driver. Tall, short black hair, neatly trimmed mustache, glasses.

Personality traits: The strong must protect the weak, Thrillseeker, Friendly, In debt to Jürgen Koch (gambling).

Body 60, Athletics 45, Stealth 45, Struggle 35

Speed 60, Dodge 45, Drive 55, Initiative 50

Mind 60, Conceal 35, Education 45, Turkish 55, German 55, English 30, Notice 45

Psyche 80, Charm 55, Lying 35, Read people 55, Rituals 40

Mental stability: Failed 0, Hardened 0

Paranormality: Failed 0, Hardened 0

Bonds: 1 Dephne (mother) 80, 2 Hannes (boyfriend) 80

Mental issues: None (yet).

Contact and initiatory experience: 

While in bed with a bad fever, he is awakened by a high-pitched buzzing sound and sees how the ceiling of his apartment is removed to reveal a strange multi-dimensional space filled with what is not quite complex industrial machinery, but neither really a busy insect hive. 

Up becomes down, and Emre falls into the kaleidoscopic domain of the Zothyrians. The insectoid machine-beings gather around him, examining him with great curiosity, but with a weirdly sensual, almost erotic tension. With a sharp incision, they split him open and placed a crystal shard, crackling with electrical charge, into his chest. All of a sudden Emre is capable of understanding the cybernetic hivemind that introduces itself as “The Mystery of the Hand and the Eye”. He is shown the many chambers and activities of the bio-mechanical realm and learns the secret of how to initiate communication with the entity (the Rituals skill). The being can grant Emre miraculous power over Space and Time and Matter and Energy. In exchange, it wants two things: to experience carnal pleasure (extreme, inventive, and transgressive), and to accumulate knowledge (research a particular subject or discover someone’s deepest-held secrets). 

When Emre comes to, and the fever abides, he tries to forget the whole thing as a strange dream, but within him, he can feel a shard of alien energy calling out to its trans-cosmic home.

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