There are things out there, in the weirder reaches of space-time where reality is an optional extra. Horrible things, usually with tentacles. Al-Hazred glimpsed them, John Dee summoned them, HP Lovecraft wrote about them, and Alan Turing mapped the paths from our universe to theirs. The right calculation can call up entities from other, older universes, or invoke their powers. Invisibility? Easy! Animating the dead? Trivial! Binding lesser demons to your will? Easily doable!
Opening up the way for the Great Old Ones to come through and eat our brains? Unfortunately, much too easy.
That’s where the Laundry comes in – it’s a branch of the British secret service, tasked to prevent hideous alien gods from wiping out all life on Earth (and more particularly, the UK). You work for the Laundry. The hours are long, the pay is sub-par, the co-workers are… interesting (in the Chinese curse sense of the word), and the bureaucracy is stifling – but you do get to wave basilisk guns and bullet wards around, and to go on challenging and exciting missions to exotic locations like quaint, legend-haunted Wigan, cursed Slough and Wolverhampton where the walls are thin.
You may even get to save the world.
Just make sure you get a receipt.
The Laundry Files Roleplaying Game is based on the best-sellingnovels by Charles Stross. In the game, you play officers of the Laundry, that eccentric and underfunded agency dedicated to protecting the United Kingdom from unthinkable horrors. The Laundry uses the Basic Roleplaying System - the same system that powers the classic Call of Cthulhu roleplaying game (so you can easily convert adventures from one game to the other). As Laundry staff, you're trained to deal with the weird and ghastly spawn of the Mythos, you're equipped with the best equipment your committee-approved mission budget can buy, and you've got back-up on call from the SAS.
All of that means you're only terrifyingly underprepared, as opposed to completely screwed, when the shoggoth hits the fan.
The Laundry Files core rulebook contains:
* Rules for creating your Laundry agents
* Equipment, computational sorcery, magic items, budgeting and infernal bureaucracy
* Dossiers on topics from other UK agencies and international OCCINTEL groups to cults, monsters and the inevitable end of the world codenamed CASE NIGHTMARE GREEN
* Extensive advice on playing and running The Laundry
* Cynical deconstructions of the roleplaying genre
* Three scenarios - Going Down To Dunwich, A Footnote and The Greys