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Mists of the Aeons
Literature
Call of Cthulhu
Delta Green
Arcana
Visions
Evil Schemer
E-Mail
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The Hunter Out of Time
a scenario for Call of Cthulhu
by Christian Conkle
e-mail: conkle@mecha.com
http://www.mecha.com/~conkle
(Time: Febuary, 1922. Place: Forestview Asylum, Vermont)
Scenario: Dr. Phillip Heinrich Gauss has studied victims of a
peculiar amnesia. After extensive interviews and research, he
has come upon the startling realization that they are possessed
by otherworldly entities from beyond time. Using notes gleaned
fr om the translation of the Eltdown Shards, he feels he can artificially
create an occurence of possession. His motives are unclear. Perhaps
he can cure his patients if he fully understands the circumstances,
but he makes no secret of the fact that he hop es to use the limitless
knowledge gained from his own possession for professional advancement.
On a cold Febuary weekend he invites several friends and professional
colleagues to hear his theories and view his newly completed asylum,
Forestview. He will debate with any dissenters then allow them
all to stay in the asylum overnight as the roads are too icy to
drive home on.
That night, he will approach each guest individually and invite
them to aid him in an experiment to reproduce a possession in
his laboratory. He has constructed a device to help summon the
time travellers. He needs several minds to be linked together
to serve as a psychic beacon for the travellers or his mind will
be lost in the infinite void.
During the summoning, all of the participants are granted a view
of ancient earth 250 million years ago. Unfortunately, the experiment
goes awry and the participants make contact with a Hound of Tindalos.
The vision drives Gauss mad, one of the partic ipant's minds is
accidently transferred with that of a Yithian and, finally, the
Hound begins it's journey to hunt down and devour each of the
participants of the experiment individually. Only the Yithian
mind can save the remaining witnesses if they can be assimilated
into Earthling culture in time!
Event 1: The Trip. Each character receives an invitation to
visit Forestview Sanitarium in Vermont, run by Dr. Phillip Heinrich
Gauss, a noted alienist. If they don't have a car, transportation
will be provided to them in the form of a car and driv er. As
they make their journey, it begins to snow heavily. Travel becomes
difficult (A few driving rolls may be necessary to stay in control,
if a car goes off the road, only use it to point out that driving
is becomng treacherous, the car can be pushed back onto the road
and the journey can continue). Forestview is deep in the hilly
woods of Vermont. Along a forested country road, there is a cobblestone
driveway to the right that leads up a hill into the woods with
a small iron sign indicating the arrival to Forestview. The little
side road goes through the woods for nearly a quarter of a mile
and through a short tunnel to the grounds of the magnificient
asylum.
Event 2: The Tour. The group is met at the turnaround by Randolf
Cole, one of the orlderlies of the asylum. It is getting dark
(around 5pm) and the lights are on, casting an eerie yellow glow
on the wintry grounds. The snow has covered everything, providing
a hushed silence that should be emphasized by the Keeper with
long periods of quietness. The Asylum is a large brick building
resembling a library or shool or an English manor. Two stone lions
sit atop pedestals along the sides of the steps le ading up to
the main entrance. Faux battlements adorn the top of main building
and tall windows line both wings. Across the grounds are snow-covered
hedges and small trees. A large wrought-iron fence stretches across
the entire front of the grounds. T he forest encircles the grounds,
completely separating the asylum fromt the outside world. Once
inside, the visitors are greeted by Dr. Gauss and are given a
tour of the facilities. They are shown the dining hall, the patient's
common room, the observa tion room, the orderly's station, the
fountain and pillar outside the back of the asylum. They are taken
by the patient's rooms to be introduced, individually, to each
one (There are currently 20 patients, but only three are important
to this scenario):
Christopher Humphrey, the student (see NPC's), "Why am I
being held here! I have important work to do! I am running out
of time!"
Derek Sable, the black field worker (see NPC's), "They will
find us! We are unprotected here! They know we are not safe! You
must take care!"
Doreen McCulloch, the middle-aged housewife (see NPC's), "You
fools! He has no idea what he is doing! Gauss will kill us all!
He is dangerous! You must flee!"
Upon ariving at the library, Gauss prepares everyone a brandy
and has Nurse Stewart bring some dinner. He explains his intentions
for the asylum, to cure people afflicted with a strange sort of
schizophrenia he calls Peaslee's Syndrome, whereby they beli eve
they are from another time. The malady comes on suddenly and without
warning causing catatonia followed by amnesia. The victims have
to be taught basic motor skills such as speech and walking but
they learn quickly and re-adapt to their amnesiac sit uation usually
with a completely different personality. This period is followed
by a wanderlust and an incredible thirst for knowledge, history,
and current events. The victims often leave home entirely and
travel the world, recording everything they come across in journals,
often written in some form of code. After a few months or years
of this behavior, with the victim inexplicably disappearing for
weeks at a time, the victim suffers another period of catatonia
then reawakens to their former personality, seemingly as if no
time has passed since they went away. After that happens, the
victim's life returns to a relative sense of normality.
His goal at Forestview is to study people with this particular
form of ailment and perhaps help cure them. If a cure cannot be
found, and one hasn't yet, then he can at least provide them with
a restful place to stay while the affliction runs it's course
(Any successful Psychoanalysis roll at -20% plus a successful
Idea roll will reveal he is partially lying. He has no intention
of finding a cure, he is making too much money keeping the patients
here pretending to help them. He is, in fact, using th em as guinea
pigs for his research. Gauss will deny this, of course, and will
vehemently defend his ideas (Debate, Oratory, or even Fast Talk
rolls can be made). After a debate or discussion, he will amiably
defer any further discourse to a later date, citing the late hour.
Unfortunately, the weather has ruled out any possibility of going
home now, so some of the vacant rooms will be made up for their
comfort. A Snowplow has been called but it will not arrive until
morning.
The orderlies, Randolf Cole and John Parker, show each visitor
to their rooms, patient rooms whose unconfortable beds have been
dressed and turned down. Each room is rather small and spartan.
An overhead electric light, controlled from the outside, is t
he only source of illumination. The doors may be locked from outside,
but the orderlies insist that they will remain open for their
comfort. Otherwise, the rooms are somewhat stuffy and bare. It
is late and a good time for sleep.
Event 3: The Proposition. (For this event, take each player
aside to a private location, each character is in seperate rooms
and shouldn't overhear Gauss's secret request, each player will
have to opprotunity to make their own decision) Soon after th
e guests go to bed, Gauss approaches each one individually to
offer them a proposition. He reveals that he has indeed been doing
research on the patients, but no patient has ever been harmed
or mistreated in any way. He has, however, come across an amaz
ing discovery. The notebooks of each patient encountered, the
notebooks in code, are all in the same code! They are all inexplicably
linked!
It is his contention, based on his study of the translations of
the ancient Eltdown Shards, and the writings of Professor Wingate
Peaslee of Miskatonic U., that all of the patients are being possessed
by otherworldly intelligences! That their minds are s omehow being
transferred with beings from some other world for unknown purposes!
Perhaps they are simply explorers, which would explain their thirst
for contemporary knowledge and history, or, more sinister perhaps,
they are scouts of an iminent invasion of the minds of humanity!
He knows they are helped by a cult of Earthling followers! That
is why he has spirited them away here. Forestview is remote and
secluded and safe from their helpers... and their enemies.
It's true, the people possessed by these entities are hunted by
an unknown group. He knows little of this group save their symbol:
a dot with three curling lines radiating outward like tentacles
scrawled in yellow paint. From captured devices belonging to his
patients, he has constructed what he believes is a mind-transfer
initiator! He plans to use it to initiate his own mind transfer!
To send his mind to the land of these alien beings, to learn more
about them, and to protect Earth (Psychoanalysis rolls reveal
there is more to his story, he plans to learn what he can and
make a bundle off of the knowledge). He needs several minds to
initiate the transfer, to act as a psychic beacon so that his
own mind will not be lost in the aether. He needs the investigator's
help, if they are willing to give it. They are to meet by the
entrance to the boiler room in one hour. If not, just remain here
and sleep, they will not be bothered, but they will have no part
in this amazing exploration either. It is their choice.
(Special Note- Allow each player to make a choice, those who agree
can continue the next event, those who opt out must wait in another
room until they are needed in Event 5. Separating the players
keeps the suspense up as no one knows what is happening t o the
other player or character. It also allows them to make a decision
without the kibbitzing of the other players.)
Event 4: The Experiment. After an hour has passed, each guest
who chooses to help in the experiment meets at the large locked
metal door to the boiler room. After a few moments, Gauss opens
the door from inside and invites them all downstairs. The basement
boiler room is hot and muggy and dark. It is filled with the sounds
of the thrumming furnace. On a wood table in the center of the
large cellar among the reams of shuffled papers and rolled parchments,
is a tall cylindrical mechanism with many wires and knobs. Large
thick cables, attached to wing nuts on the mechanism, snake out
across the floor and are connected to a knife-switch on the furnace/generator.
Gauss explains that the mechanism on the table is the mind transferrence
initiator and it use electricity generated by the furnace. When
activated, most power in the asylum will dim temporarily. He instructs
each participant to don a special headpiece w ith small wires
attached to the mechanism. These will precipitate the psychic
linkage. Once all of the devices are suitably adorned, he will
step near the mechanism, adjusting knobs and flipping switches.
He checks to see if everyone is prepared, and tells Randolf to
throw the switch.
The room goes black but is soon illuminated by a vibrantly glowing
swirling mist eminating from the mechanism. It surrounds and envelops
the participants, replacing the dim glow of the cellar walls with
a panoramic vista of pre-human Earth. Before them lies a vast
stone city, built not of blocks or walls, but spires of stone
risen from the very bedrock itself! The spires are spotted with
black windows and ledges and balconies. The sky is a hazy pinkish
color and a calm green sea stretches forth to th e horizon. Amphibious
creatures flop languidly on the shores of the alien sea. Strange
palm-like plants sprout from cracks in the black rock (a successful
Botany or Biology roll will recognize the plants and animals as
belongingto the Pre-Cambrian perio d of Earth's pre-history, a
Geology roll will recognize the landscape as that of Earth of
the same period, the city is unrecognizable, an Idea roll may
establish that the entities are not from an alien world at all,
but may, in fact, be from Earth's lost history).
Gauss is giddy with excitement! He begins exclaiming that he's
done it, he's done it! Suddenly, all of the participants see waddling
up to them on a single large sucker encrusted base, a conical
lifeform about 20 feet hight with two sinewy arms snaking out
of it's apex. It is a member of the Great Race of Yith (0/1D6
SAN loss). It is seems startled by the appearance of these trespassers
and begins making shrill whistling noises and honking sounds.
Others begin to emerge from the spire-like structures (additional
SAN loss).
Suddenly, through a series of several strobe-like flashes of light,
the scene changes to a different landscape entirely! After a few
moments of disorientation, the party sees a landscape of barren
grey ash. All around are large geometric stones and what appear
to be grotesque statues of alien monsters and creatures. Large
twisting spirals of black marble curl up to the inky black sky
above. All light comes from a dim grey sun above. This place seems
totally alien, and somehow, very sinister.
Just as the party begins to look around and acclamate themselves
to the new environment, a swirling mass of vapors effuse from
a nearby rock, heralding the approach of a malignant HOUND OF
TINDALOS! (1D3/1D20 SAN loss)
The loathsome creature considers each intruder carefully, making
what appears to be eye contact with each. It exhales a throaty
snarl, extending a long ribbed tongue or glossus dripping with
a putrescient ichor from an orifice at it's tip. It lunges men
acingly at Dr. Gauss, who goes mad, ripping the headpiece from
his cranium and breaking the psychic link.
All of the participants now find themselves alone in a dark cellar.
The thrumming of the generator has stopped, leaving them all in
eerie silence.
(Special Note- Now is a good time to take a break and secretly
select either a random player or one you consider to be the best
role-player and inform them that they are to be possessed by Yakthoob,
see NPC's, a member of the Great Race of Yith. The play er may
have a description of the Great Race, provided later, and must
read it carefully for the effect to work. The player's character
must assume a new personality after a period of catatonia and
amnesia. The other players must not know this, they must figure
this out on their own. When I ran this adventure, Dr. MacTavish
was the one chosen to be the victim. His player was warned ahead
of time and given details about who he was to play. He agreed
and didn't let the other players in on a thing. It t ook them
forever to realize that he was a Yithian. It was great!)
Event 5: The Visitor. Aside from the obvious shock and horror
of the experience, no one is physically damaged. However, there
are two apparent casualties of the encounter. Dr. Gauss has gone
into a state of catatonic shock, drooling and babbling un controllably,
and one of the visitors is apparently in a similar form of shock,
looking around dumbfounded and amnesiac, unable to walk, talk
or control themsevles biologically. The shocked participant eventually
becomes attentive and begins to be able t o awkwardly stand and
walk. After a few moments of overhearing speech, the victim can
communicate in a broken and limited vocabulary. The victim will
be disoriented and confused but will otherwise have no knowledge
of their identity or proper modes of b ehavior. Everything will
be new to them. The orderlies will take Dr. Gauss up to his room
to rest. He will be of no help to anyone now.
Anyone who chose to sleep though the experiment is awakened by
the orderlies and asked to join the group.
Any competent psychoanalyst (successful Psychoanalysis roll) will
reveal that the victim is suffering from the same malady that
has afflicted the patients at the asylum. If confronted, the victim
will deny at first, but after feeble arguments will reveal that
it is true. He admits, in broken english, that his name is Yakthoob,
a member of the Great Race of Yith (+2% Cthulhu Mythos). The creature
they encountered is called a Tindlosi, it will return. Soon.
(Special Note- This is a good time to role-play any unforseen
insanities that may have occured during the time exploration.
The orderlies and the nurse will have to split up from the party
to attend to the other patients and Dr. Gauss. Dr. Gauss' room
s hould be left alone. Dr. Gauss must be alone to rest or something
like that. When I ran this adventure, Bob Thorn was driven mad
by the vision of the beast. He became psychotic and paranoid.
He was convinced that the other members of the party were ou t
to get him, to feed him to the beast. After attacking and injuring
one of the orderlies with a shovel, he was confined to his room.
He devised a clever escape and was soon roaming the building causing
havoc, sneaking out through the coal chute in the cellar, etc.
His player was particularly clever and an excellent role-player.)
Event 6: The Attack. Two hours of silence and waiting pass.
From Dr. Gauss' room one can hear Nurse Stewart scream in horror.
Upon racing to Dr. Gauss' room, they see sickly green vapors swirl
about the corner of the room and the gruesome Hound-thi ng with
it's tongue orifice attached to Nurse Stewart's forhead. It is
draining her of her essence, leaving her a husk. It has already
killed Dr. Gauss, who currently lies on his bed, wrinkled and
brittle. If attacked in any way, the Hound simply vanis hes into
it's corner unharmed, leaving a swirling mist in it's wake.
Yakthoob may describe the ecological habits of the Tindlosi to
his companions (+2% Cthulhu Mythos). It has merely left this plane
to digest it's meal. It will return to get the rest, and no one
who makes eye-contact with it is safe! He figures it will be two
hours before it returns. Two hours to devise a plan and to construct
the only weapon known to be able to permanently harm a Hound of
Tindalos: A Yithian Lightning Gun!
Event 7: The Plan. It will take 1-6 hours to construct a crude
but working Lightning Gun (1d6 hours) out of pieces of the generator
(which means no heat), a dismantled electroshock applicator (in
the observation room), an alternator and voltage regul ator from
the car (which means no transportation), lots of wiring (downstairs),
and a strong source of electricity (again, downstairs). (Construction
depends on successful Electrical Repair and Mechanical Repair
rolls with a secret modifier of -1d20% to simulate the Swiss Cheese
Brain effect of Yithian time travel, otherwise an additional 1d3
hours will be necessary for repair and an ADDITIONAL skill roll
to rebuild it properly ).
(A true lightning gun does 1d10 damage per charge and has 32 charges.
Damage can be done a little at a time or all at once for 32d10
points of damage! The crude simulacrum created by Yakthoob will
also do 1d10 damage per charge, but will only have 3d6 c harges,
determined secretly by the Keeper, before the electric generator
blows up.)
Event 8: The Return. Without warning, the Hound will return,
whether the group is ready or not. When it re-appears, it will
attack the closes individual (roll Luck scores, the largest difference
of failure loses). It will continue attacking unless injured.
If injured, it will return to Limbo for 1-3 hours (1d6/2) and
heal (1d10 damage per trip). There are only 6 hours until dawn,
as dawn approaches, it's attacks will become more frequent, returning
every few minutes. Within 2 hours of dawn, it w ill no longer
have the capacity to heal itself and will continue attacking until
either it is dead, it has killed everyone who has seen it, or
dawn breaks, driving it back into the distant corners of time.
If the beast is killed, it will explode, sending pieces of it's
blubbery grey flesh flying about the room, covering it with slime.
If dawn breaks, it will leave, but will return someday, somewhere.
Event 9: The Rescue. The next morning, the snow-plow arrives,
announcing that the road is now safe to travel. Assuming that
the car is now undrivable, they will offer to give every survivor
a ride back to the nearest town.
The Aftermath: Yakthoob discusses his situation at length
with the other lucid inmates. They inform the guests that they
are going get in touch with members of their cult on Earth. They
will all be safely returned to their own times and the displac
ed minds will be none the worse for wear. They thank the group
for any assisstance they may have rendered and offer warning:
Beware the Yellow Sign! (This adventure leads right into the sequels
The Horror at Black Rock and the Mystery from the Depths)
Alternate Outcomes: If the group decided to try to make a
getaway in the car, the snow would have made travel impossible.
The car could not even make it down the drive without hitting
a tree and becoming inoperable. If the group had decided to flee
on foot through the forest, they would have been safe. The Hound
could not have manifested itself there. If they run from a manifest
Hound, it simply slowly follows them until they tire out from
exhaustion or cold, then devours them (raise difficulty of Resistance
vs. Constitution by 1 every minute, each failure means the Hound
gains 6 units). Once outside the Hound flies quite fast (at 41
units per round), able to chase any car or prey. The Hound cannot
cross a curved or organic line, therefore it is contained in the
circular meadow of the grounds of the Asylum. However, in the
cold Vermont night, the prey will die soon (1d6 damage per hour
unless protected, even then 1d6 damage per night). If the group
survives until dawn, they are safe. The Houn d returns to it's
time at dawn (but the players don't have to know that, a truly
ruthless Keeper would keep the Hound coming back forever until
killed, I didn't feel like running a Tindlosi campaign at that
time however).
Forestview Asylum
1. Entrance and Reception
2. Dr. Gauss' office
3. Orderlies' station
4. Library
5. Common room (patients)
6. Supply closet
7. Stairs to roof and basement
8. Patients' rooms
9. Orderly's room
10. Dr. Gauss' room
11. Orderly's room
12. Orderly's room
13. Dining hall
14. Kitchen
15. Observation room
16. Common room and classroom
17. Fountain and Pillar
Dr. Phillip Heinrich Gauss, noted Alienist.
Str=12 Con=15 Siz=14 Int= 18 Pow= 18 Dex=17 App=11 Edu=18
San=44 HP= 13
Skills: Biology 70%, Credit 65%, First Aid 90%, Latin 55%, Medicine
80%, Pharmacy 89%, Psychoanalysis 95%, Psychology 90%, Occult
25%, History 70%, Philosophy 70%, Debate 45%, Mythos 30%.
Damage Bonus= +1d4
Fist 55%, 1d3+1d4
Dr. Gauss is a noted psycho-analyst who has always had a special
interest in history and philosophy. He pretends that his reasons
for his asylum and his experiment are noble endeavors that need
to be done for the greater good of society and science, but he
secretly only wants the fame and status that will come from such
an enormous breakthrough. He is an amiable gentlemen of German
ancestry but born and raised in America.
Nurse Louise Stewart, Head Nurse.
Str=14 Con=15 Siz=17 Int= 14 Pow= 9 Dex=10 App= 8 Edu=12 San=45
HP= 16
Damage Bonus= +1d4
Fist 60%, 1d3+1d4
Nurse Stewart is a moose of a woman. She must deal with uncooperative
patients every day and has created a gruff cynical exterior to
deal with the world. She is definitely someone to have a conversation
with.
John Barker, Orderly.
Str=18 Con=18 Siz=18 Int= 8 Pow= 7 Dex=12 App=13 Edu=12 San=35
HP= 18
Damage Bonus= +1d6
Fist 70%, 1d3+1d6
Sap 30%, 1d8+1d6
Orderly Barker is a large man with few words. He's a former wrestler
in college.
Randolf Cole, Orderly.
Str=18 Con=18 Siz=18 Int= 6 Pow= 6 Dex= 9 App= 9 Edu= 8 San=30
HP= 18
Damage Bonus= +1d6
Fist 70%, 1d3+1d6
Derringer 20%, 1d6
Randolf Cole is, bluntly, a brick. He's not very bright and dropped
out of school. He's had a few unsavory jobs since then and has
wound up here with Dr. Gauss.
Doreen McCulloch, Patient.
Str= 4 Con= 4 Siz= 8 Int=40 Pow=14 Dex=10 App= 6 Edu=4 San=70
HP= 6
Doreen McCulloch was a middle-aged housewife from Massachussetts
who had the misfortune of being the receptacle of a Yithian mind
transfer. She left her family and home and travelled to Europe.
It is unknown how she managed to get to Paris with no money ,
nor how she received new clothes and a false passport. She was
deported to America and institutionalized by her family. She was
moved to Forestview at Dr. Gauss' request. Doreen knows what is
happening and detests Gauss for keeping her here. She wil l be
belligerent and unresponsive.
Derek Sable, Patient.
Str=13 Con=16 Siz=14 Int=30 Pow= 3 Dex=12 App=18 Edu= 8 San=15
HP= 15
Derek Sable was a share-cropper in Mississippi. One day, he fell
into a catatonia. Soon afterwards, he disappeared from the hospital
under mysterious circumstances. His travels have led him to Easter
Island, Polynesia, Tibet, and Japan. He was found i n Seattle
and brought back. He was institutionalized by his employer and
moved to Forestview at Dr. Gauss' request. He shows a remarkable
intellect and an affinity for languages. He is aware that the
Brotherhood of the Yellow Sign must be closing in on him. He fears
for his life here.
Christopher Humphries, Patient.
Str=10 Con=11 Siz=10 Int=30 Pow= 3 Dex=15 App=12 Edu= 13 San=15
HP= 11
Christopher Humpries was a geology student at Miskatonic University.
He was a Senior when he suddenly left school and took up an interest
in anthropology. He began to travel the arctic studying various
indigenous peoples and their beliefs. He had amass ed a great
body of knowledge when he was recognized by a fellow student in
Toronto. Not being recognized, the student notified his parents
who had him found and apprehended. After institutionalization,
he was moved to Forestview at Dr. Gauss' request. There are 17
other patients at Forestview but most are in a state of catatonia
or are unresponsive.
Yakthoob, Yithian Engineer.
Yakthoob is a member of the Great Race of Yith who fled their
dying world half-a-billion years ago. They accomplished this by
disincorporating their minds from their bodies and transferring
them with those of the inhabitants of Antedilluvian Earth. Thei
r new bodies were cone-shaped with four sinewy appendages at the
apex. The uderside was lined with suction cups that allowed locomotion.
Two claws allwoed for strong, but clumsy, lifting and a set of
four small suction cups provided manual dexterity. F our glossy
eyes placed on a round appendage allowed full 360 degree vision.
The eye-stalk was lined with feelers for tactile manipulation
and to hold small items for cloer inspection.
The Great Race were nearly immortal and their technologically
advanced civilization flourished on Earth for nearly 350 million
years.. Their race died along with the cataclysm that destroyed
the dinosaurs and most life on Earth. To escape this catastro
phre the Yithians, who had long ago mastered the ability to transmit
their minds through time, exchanged places once again. This time
they exchanged with the beetle-like race that will succeed mankind,
leaving the original minds to perish in the past.
The Yithians were able to transmit their minds forward into time
for relatively brief periods, barring the death of their bodies
back in the past. They would exchange minds with a random, unwilling
host for 5 years or more. While in the future, the trav elling
Yithian tries to learn everything they can about history, culture
and science. This new lifestyle often disrupts the former one
of their hosts. The Yithians care little for that when knowledge
is at stake. They are highly intelligent, however, a nd know that
it is wise to assume the identity of their host and to keep their
knowledge a secret lest they endager themselves or their safe
return. The visiting members of the Great Race have throughout
history maintained a small secret cadre of attenda nts who, in
exchange for bits of insight and technology, aid the Yithian in
assimilation and eventually prepare them for their departure and
return of the amnesiac host.
Yakthoob is by no means an extraordinary Yithian. Although his
knowledge of technical matters dwarfs even the most advanced human
technology, he is but a minor technician in the city ov C'L'Shiak
on the northern sub-continent. He has complete understand ing
of the Electric Lightning guns used in the subjugation of the
Polyps and mind-transfer devices. He has never had the urge to
extend his mind into the future, preferring instead to live in
the Permian Period of 250 million years ago. At this time, th
ere were two continents. There were no flowering plants as of
yet. The Serpent Man Kingdom of Valusia was at it's height in
what is now called the Mediterranean. The only animals were primitive
lizards, amphibians, myriad fish life, and other aquatic l ife-forms.
Yakthoob is only two-thousand years old, relatively young for
a Yithian, but his wisdom and knowledge is incomprehensible to
a terrestial human.
Unfortunately, Dr. Gauss' experiment has yanked Yakthoob out of
his own mind and thrust him into that of an unwitting participant
in his experiment. Yakthoob is confused and disoriented upon his
arrival. The new brain, biologically speaking, is severely limited.
After a few hours of assimilation, Yakthoob will be able to recall
some of his technological understanding and memories. He will
not have the same mental faculties as he once did but he will
be able to remember only fragments.
The host mind, on the other hand, is equally disoriented and confused.
They, too, must acclimate themselves to their new biology and
environment. However, they will find the problem inverse. Their
mental faculties and powers of comprehension have incre ased a
thousandfold. They will be able to learn things and comprehend
knowledge their pitiful previously human brain could not begin
to grasp. However, when the transfer is over and Yakthoob returns
to his own time (barring any unforseen inury or death, of either
party, resulting in a permanent transfer) Yakthoob will bring
back all he has learned as a human, while the host mind will lose
all knowledge that their weakly human brain could not comprehend
or assimilate, which is 99.9%.
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