Slate: Another Bloody Treasure Map moves to Wed afternoon at 6 players; DEAD AIR moves to Thu/Fri/Sat evenings at 6 players. Black Summer, The Favour and Mr Parker's Diary shift to the freed afternoons. Game folders renumbered to match. DEAD AIR reframed: an SS-Ahnenerbe unit built an acoustic chamber below the Fuehrerbunker to make one broadcast on the last night. The occult programme was not a regime finding power, it was something cultivating a regime that could build transmitters. Part One retitled Ash & Concrete. Bible gains a Handling the Nazi material section as a binding design constraint (no wonder-weapon glamour, victims named, bunker kept banal, no regalia in the art) and a six-player design section (Act Twos split 3+3). Flyer, Warhorn blurbs, schedule and production tracker rebuilt; flyer re-verified as a single A4 page. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
177 lines
11 KiB
Markdown
177 lines
11 KiB
Markdown
# DEAD AIR — Trilogy Bible
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*A Call of Cthulhu trilogy in three eras. The bunker, 1946 → the Urals, 1962 → Berlin, now.*
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> *They thought they were calling something. They were the call.*
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**Contingency 2027 · Slots 4, 6 and 8 — Thursday, Friday and Saturday evenings.**
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**6 players.** Same session slot on three consecutive nights so a player can take
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the whole arc without a clash. Each part stands alone; nothing essential to a
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single evening depends on having played the one before.
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---
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## The spine, in one paragraph
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Under the Reich Chancellery garden, below the shelter levels that appear on every
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captured plan, the SS-Ahnenerbe built a room. It is not a bunker. Its geometry is
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acoustic, its walls are wrong, and it was constructed to make one broadcast at
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the moment the Reich died — not a message to the German people but a **summons**,
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carried live over the Grossdeutscher Rundfunk network to every loudspeaker still
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standing in Europe. The broadcast went out on the last night. The network was
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already in pieces, so only fragments landed. But the pattern got its first
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audience, the lacquers survive, and every state that has found them since has
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responded exactly the way the Reich did: by building a bigger transmitter.
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## The truth (GM only, all three parts)
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- The Ahnenerbe unit catalogued its work as **die Folge** — *the Sequence*.
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Nobody involved has ever agreed what it is. It has no body, no location and no
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demands. Its only appetite is **simultaneous attention**.
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- **The inversion, and the point of the whole trilogy:** the occult programme was
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not a regime reaching for power and stumbling onto something. It was something
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cultivating a regime — because a regime is a thing that builds broadcast
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networks. The Ahnenerbe's researchers were not practitioners. They were an
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audience being taught to build a bigger room. Everything they believed they
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discovered was handed to them.
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- A mind that has held the Sequence long enough becomes a **carrier**: outwardly
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normal, occasionally producing the pattern unprompted — humming it, drawing it,
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tapping it. Carriers are not possessed and are not villains. Most are victims,
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and each part asks the players what to do about a person who has done nothing
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wrong.
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- The Sequence propagates but does not scheme. There is no surviving cult with a
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plan. What there is, in every era, is a **committee** — men in a room deciding
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the thing in the vault is an asset. The recurring antagonist of the trilogy is
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institutional confidence, not a monster.
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- **What happens if it completes:** not an eruption or a summoning. The world
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simply becomes a place where the Sequence is one of the things that is true,
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retroactively, and always was. Nobody notices. That is the horror, and it is
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why the win condition is always *keep the audience small* rather than *destroy
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the thing*.
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## Handling the Nazi material
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This is the part to get right, and it is a design constraint, not a disclaimer.
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1. **No wonder-weapon glamour.** The occult programme is depicted as a delusion
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that was itself being farmed. The Ahnenerbe men are credulous, careerist and
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frightened — never impressive, never cool, never competent-but-evil. The
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scenario gives them no victories and no good lines.
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2. **The victims are named.** The listening trials used people. The ledger of
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initials, durations and outcomes is the single most disturbing object in the
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trilogy, and Part One's first act is built so that the players read it before
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they see anything supernatural. The camps are historical context, present and
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never used as set dressing for spectacle.
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3. **No uniforms on screen as spectacle.** By February 1946 the men who did this
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are dead, missing, or in a queue being processed. What is left is paperwork,
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concrete and water.
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4. **The bunker is banal.** Damp, low, smelling of diesel and drains. Every
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description resists the mythic. The room *below* it is the only place the
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scenario allows to be strange.
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5. **Hitler is not a character.** He does not appear, is not the villain, and is
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not secretly anything. He was, in this scenario's terms, an audience member.
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Say that once, in Part One's Act Three, and never labour it.
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## Timeline
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| When | What |
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| 1937–44 | Ahnenerbe unit "Folge" runs listening trials on prisoners and patients. The ledger. |
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| Jan 1943 | Construction of the lower chamber begins under cover of the Führerbunker works. It appears on no plan. |
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| 29–30 Apr 1945 | **The broadcast.** Made from the lower chamber over a network already in pieces. Fragments reach an unknowable number of listeners. |
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| 2 May 1945 | The Soviets take the Chancellery. The lower levels flood. |
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| 1945–46 | Soviet investigators work the bunker complex for months, looking for a body. They are not looking for a room. |
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| **Feb 1946** | **PART ONE.** A room that is on no plan, under two metres of water, and two intelligence services above it who both want what is in it. |
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| 1947–61 | The Soviet share becomes a state programme. A closed city is built over the work. |
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| **Oct 1962** | **PART TWO.** The programme's own staff, sealed in, in the fortnight the world is closest to ending for entirely unrelated reasons. |
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| 1963–89 | The programme buried, its paperwork scattered into archives. Discs go missing individually rather than all at once. |
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| 1991–2010s | Archive dumps and private collectors. Lacquers surface at auction, mislabelled, cheap. |
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| **Jan 2027** | **PART THREE.** Berlin. A disc has been digitised, sampled, and is about to reach an audience no previous era could assemble. |
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## Arc rules
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1. **Each part stands alone.** Any part may be a player's only Dead Air game and
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must land completely on its own. No part ends on "to be continued".
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2. **Each part is a different genre of investigation.** One is a descent — a
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physical dig against a rival team on a deadline. Two is a closed-box
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procedural — no way out, the enemy is the institution. Three is an open-city
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sprint — too much information, no authority, a scheduled broadcast.
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3. **Each part escalates the audience, not the monster.** One room, then one
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city, then everyone. The Sequence never gets stronger. The speakers do.
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4. **Continuity is a reward, not a requirement.** Returning players get three or
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four specific payoffs per part — a name in a file, an object they handled, a
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person they spared. New players lose nothing but the shiver.
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5. **State hand-off explicitly.** Each Epilogue records what the table decided in
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a short carry-forward block. **Default if choices don't feed forward:** the
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Soviets take the material in 1946, the programme is shut down but not
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destroyed in 1962, and at least one disc reaches Berlin. Parts Two and Three
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each open with a one-line reconciliation note so a contrary result is
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absorbed, not contradicted.
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6. **Nobody gets to be right.** Every climax is a decision where each option
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costs something real, and all options are written.
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## Six players
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The trilogy runs at **6** — the largest table on the slate, and deliberately so:
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these are document-heavy investigations and more hands means more of the archive
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gets read. Design consequences, applied in all three parts:
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- **Built to split 3+3.** Every Act Two runs as two parallel tracks — paper and
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place — each holding half of a revelation, alternating in ~12-minute segments.
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- **Six pregens, no passengers.** Each has one lane nobody else covers and one
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seam into another PC. Drop order at 5 and 4 is stated in each part.
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- **The set-piece gives idle players jobs** — holding the countdown cards,
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voicing the rival team, reading the ledger aloud.
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- **More PCs, not more scenes.** Content stays at ~3h15; the extra players
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absorb into existing scenes as more voices, never as extra locations.
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## Recurring elements
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| Element | Part One | Part Two | Part Three |
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| **The object** | Twelve lacquers and the listening ledger, in a flooded chamber | The lacquers, transcribed to tape and fed to an antenna array | One surviving lacquer, digitised, in a sampler |
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| **The carrier** | A survivor of the wartime listening trials | A senior engineer who has been humming it for thirty years | A musician who doesn't know where the hook came from |
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| **The committee** | Two intelligence services who both want it | A ministry that wants the array switched on | A label, a festival and a streaming platform |
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| **The clock** | The rival team's pumps | The scheduled test | The scheduled broadcast |
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| **The choice** | Who gets it | Whether to end it or hide it | Whether to stop it publicly or quietly |
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## Tone and content
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Bleak, procedural, adult. Horror comes from paperwork and from decent people
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following instructions. Keep the supernatural sparse: in a 3h30 slot the Sequence
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should be directly *experienced* no more than three times, and the third is the
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climax.
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**Content warnings (stated at the top of each part):** Nazism and the Holocaust
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as historical fact and present context; human experimentation and its
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documentation; Soviet state violence and coerced labour; suicide; institutional
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cruelty to people who have done nothing wrong; in Part Three, self-harm and
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mass-casualty risk. Safety tools stated in 30 seconds at each table, no ceremony.
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## Art direction
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Ink and pencil, hand-drawn, never photorealistic — house style. Each era gets its
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own register: **1946** ruined-city line drawing, heavy blacks, wet concrete, a
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sectional diagram of a shelter with one room too many. **1962**
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technical-drawing precision, isometric plant schematics, Cyrillic labelling.
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**2027** cold flat vector and screen-grab textures. The Sequence itself is only
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ever drawn as a waveform or an oscilloscope trace — never given a face, in any
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era. **No swastikas, no eagles, no regalia** — the 1946 register is bureaucratic
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forms and engineering sections, which is both more disturbing and the right call
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for a public table.
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Asset IDs: `DA1-ART-##`, `DA2-ART-##`, `DA3-ART-##`; handouts `DA1-H1-A` etc.
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## Open questions
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1. Is the trilogy pitched on Warhorn as a series with booking priority for
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players taking all three, or as three unrelated CoC games with a quiet nod?
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2. Pregens: three fresh sets of six, or one institutional lineage carried through
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the eras (a name recurring across three generations)? The lineage option is
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stronger for returning players and more work.
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3. Does Part Three use modern-day CoC 7e straight, or lean on Delta Green-style
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handler structure? Straight 7e is the default until decided.
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4. How much of the real bunker's floor plan to reproduce as a handout? A genuine
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sectional drawing with one room added is a superb prop and needs a decision
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about how obviously the extra room reads.
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