Douglas Lincaster

Rich playboy with many interests


Douglas is often taken at first meeting to be some sort of dandy. His clothing is always impeccable, and fashionable. He now keeps his light brown hair tightly cut and his face clean shaven. Obsessed with cleanliness one can see where his hands and the skin that peaks out of his cuffs or above the neckline of his suit is often scrubbed raw. Slight of frame and average of height Douglas would blend well into a crowd but for his strict posse and obvious wealth. Thought his clothing changes with the style of the season he wouldn’t be caught anywhere without his signature top hat and cane-sword.


His beginning, leading into the feast of fish

Douglas’ original bio can be found on his Feast of Fish bio

Born with a silver spoon in his mouth, Douglas, never had to want for anything. Always an inquisitive child he would drive his teachers mad with questions and poke his nose into anything and everything. Despite his bookworm ways he stayed very active and engaged in fencing as a hobby.

More recently Douglas has started working on earning a degree in Anthropology via correspondence courses. Part of his work for this degree has been collecting German folk lore from the emigrant population in Fairfield and Bridgeport.

His life up to the incident at the Barnum Institute of Science and Horror

See Douglas’ Feast of Fish epilogue for the complete story.

Douglas was instrumental in the defeat of the Bunyip that was bent on destroying all of mankind for the murder of his mate. The events that took place drove him to the brink of insanity, which only served to strengthen his desire to dabble in occult practices. Somehow with luck, restraint, and frequent psychiatric treatments Douglas remained sane with only a bit of eccentricity.

The primary delusional parasitosis, the belief that there are insects under his skin, and entomophobia after contact with a demonic entity that appeared as a collective of bugs that took human form that plagued him following the Feast of Fish are mostly under control, but not completely banished by his psychiatrist.

How the years have treated Douglas in the years leading up to this new campaign

Seeing yet another friend die while saving him affected Douglas greatly. After seeking out treatment for Haphephobia, which started from the events of Dr. Scott Everest’s death, Douglas embraces the temperance movement. Feeling he needs to make more of his life, he abandons alcohol and spends the next few years in a hectic schedule of schooling and work.

After completing his degree by mail in anthropology, Douglas starts another mail degree in geology. He starts with research into where the fields meet. How folklore, occultism and geology interact with each other. Working with a tutor, and the Leprechaun, he begins to learn Gaelic. The leprechaun is a source of new inspiration in his continued studies of the occult and careful search for true spells.

With the events of two friends deaths in mind Douglas seeks out a teacher of Savate and Canne d’Arme after witnessing a boxing match featuring the unique style. A martial art that emphasizes the type of fencing he already practices has toned his body and helped him to control the fears he increasingly finds gripping him.

Spells Known

Contact Hastur’s Servant: cost 4 MP + 1d3 Sanity. Mentally transports the caster to Carcosa and summons The King in Yellow. It does not in any way make the King friendly toward the caster, and therefore could result in terrible consequences.
Summon Bug Beast: cost 4 MP + 1d3 Sanity, and requires gem of summoning. Summons forth a Bug Beast to “protect” an area defined by distinguishable physical barriers (e.g., interior of a house). The Bug Beast feeds on fear, and will attack anyone in the area indiscriminately. (Monster details below)
Summon Night Gaunts: cost 1d3 Sanity + MP (Success= MP spent x 10% to a maximum of 90%). Depending on the level of success, summons 1 to 3 Night Gaunts that will obey a single simple instruction from the caster. Upon completion of the instruction, the Night Gaunts will return to their own plane.
Call/Dismiss Shub-Niggurath: cost varies (MP + sanity). Calls the Outer Goddess Shub-Niggurath to a consecrated stone altar. The altar is consecrated by bathing the stone in blood, to the amount of 200 SIZ or more. Each call of the dark goddess requires fresh blood. (pg 223 – core book).
Breath of the Deep: cost 8 MP + 1d6 Sanity. The target’s lungs fill with sea water, causing drowning. The caster must be able to see the target. Target must succeed on opposed POW checks for 1d6 rounds; each failure costs the target 1d8 HP.
Appease the Dead: cost 1d3 Sanity + 6 MP plus 1 MP per each additional minute. Calms a spirit and entices it to answer questions. Forcing the spirit to answer a questions that the spirit does not want to answer requires a POW resistance check – if the spirit wins, the spell ends; in either case, the spirit will be angered and not want to answer any more questions – thus requiring another check for each subsequent question.
Circle of Concealment: cost 1d3 Sanity + 4 MP; duration 5 minutes. Creates a 5’ radius circle of distorted light around the caster that helps to conceal any within from view. It in no way muffles sound, and is useless to conceal anything but slow movement.
Eye of Despair: cost (see description). Causes a character to suffer an increasing sense of dread and despair that slowly builds over the course of several days. The caster must obtain a single hair from the victim, and then engage them in direct eye contact while holding the hair and expend 4 MP. If the victim fails a POW resistance check, they suffer 1 despair point and the spell can continue. If the victim succeeds, the hair becomes useless. Upon success, the caster must begin the ritual within 12 hours and repeat every 24 hours (repeat earlier does not increase the spell’s efficiency, but later dispels the spell). The ritual costs 4 MP and involves sitting in a quiet place, holding and staring at the hair, and chanting the incantation repeatedly for a minimum of 5 minutes. If interrupted, the caster can attempt the ritual again, provided it is within the required time period. Each day the victim must roll a (POW – Despair) resistance check; on failure they suffer 1d3 additional Despair points. As the victim’s (POW – Despair) dips decreases, they go through ever more debilitating depressive states: 9-10 despondent; 6-8 discouraged, depressed, and begin losing hope in all things; 3-5 uncontrollable fits of anxiety and major depression; 1-3 agoraphobia and paranoia; 0 = suicidal. At negatives, they become crazed, manic, paranoid schizophrenic, and violent. Depair points can only be removed through exorcism or remove curse.
Touch the Mind: Cost 1d4 Sanity + 4 MP + POW resistance. Reveals the most prevalent thought of the target. If the POW resistance fails, the target knows they have been psychically attacked (and must make a Sanity Check for 0/1d2).
Walk on the Wind: Cost 1d6 Sanity + 8 MP. As long as there is any kind of breeze, the caster can walk through the air upon the breeze as if walking upon the ground. Walking straight up, of course, is not possible; and a steep incline slows movement as normal. Caster can walk 60’ plus 60’ per additional 1 MP spent.
Dream Reality: 5 MP + 3 minutes of meditation. Allows the caster to enter a dream-like state, temporarily ignoring all sanity loss penalties. The caster enters a dream-like trance: the world seems unreal, and objects appear cloudy and ill-defined. While in this state, the effects of all sanity loss are deferred. The trance lasts until the caster chooses to dismiss it, or becomes unconscious (including sleep) and awakens. Upon cessation of the trance, all accumulated sanity loss is suffered as a single blow to the subject’s psyche.

Items of Interest

Ancient book Indescribable Entities, their Kin, Kind, and Powers Revealed:
- Baron Samedi, Avatar of Nyarlathotep and Lord of the Dead
- Cthulhu, The Great Old One and Master of R’lyeh
- Lloigor, the twin of Zhar, Great Old One of the Plateau of Sung and god of the Tcho-Tcho
- Shub-Niggurath, the Black Goat of the Woods
- Tsathoggua, the Sleeper of N’kai and god of the Blasphemous Serpent People
- Yog-Sothoth, the All-in-One, traveler of the planes
- Zhar, the twin of Lloigor, Great Old One of the Plateau of Sung and god of the Tcho-Tcho

Mythos Creatures

Bug Beast

Char Rolls Avg
Str n/a n/a SanityLoss 1/1d4 per attack
Con n/a n/a DamBonus n/a
Siz 3d6+2 12 Weapon n/a
Int 3d6+4 15 Skills Sense Fear 90%
Pow 3d6+2 13 MP 13
Dex n/a n/a
HP 10 – only harmed by magic Transform At will: bugs disperse and reform up to 30’ away
Move human; fly human+6 Armor
Extinguish/diminish Light: cost 2 magic; time instant
Cause Panic: cost 7 magic; creates a circle of despair with 15’ radius from caster. POW vs. POW to resist. If fail, temporary insanity that causes appropriate “flight” actions for d3+2 rounds (but no lingering effects); after which, Sanity check 1/1d4.
The Bug Beast will continue to attack an individual, until they suffer Temporary Insanity. It prefers to move between victims, making a show of dispersing and reforming, along with violating the mouth, nose, ears, and eyes on each attack.

Douglas Lincaster

Sleepy Little Township magicismylemur