The Cthulhu Hack From Unformed Realms v2

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As a Gamemaster, you just can’t

INTRODUCTION have something planned for every


eventuality. Perhaps you have to
A system-free supplement for a step in to run something on short
Gamemaster running games notice or the normal group can’t
involving creatures of alien horror meet so you want something to
for role- playing games of all genres, change the pace. The Cthulhu
fantastical or horrific Hack offers a simple system for
investigative horror, but where to
get the horror?
Above the waist it was semi-
From Unformed Realms offers
anthropomorphic; though its chest… had
you a gathering of random tables
the leathery, reticulated hide of a
to provide a springboard for your
crocodile or alligator. The back was
creativity just when you need it
piebald with yellow and black, and dimly
most.
suggested the squamous covering of
certain snakes. As well as generating horrors, the
back of the book contains random
Below the waist… all human resemblance tables for story details, a complete
left off. The skin was thickly covered with summary of traits, and a blank
coarse black fur, and from the abdomen horror log to record your creations.
a score of long greenish-grey tentacles
with red sucking mouths protruded
limply. Their arrangement was odd, and CREDITS
seemed to follow the symmetries of some
cosmic geometry unknown to earth or Written by
the solar system. On each of the hips,
deep set in a kind of pinkish, ciliated
Paul Baldowski
orbit, was what seemed to be a © June 2016
rudimentary eye; whilst in lieu of a tail
Cover art by
there depended a kind of trunk or feeler
with purple annular markings, and with Apolonis
many evidences of being an http://apolonis.deviantart.com/
undeveloped mouth or throat. The Attribution-ShareAlike 3.0 Unported
limbs… terminated in ridged-veined pads (CC BY-SA 3.0)
that were neither hooves nor claws. creativecommons.org/licenses/by-
sa/3.0/
Of genuine blood there was none; only
the foetid greenish-yellow ichor which… Published by
left a curious discoloration behind it. Just Crunch Games
The Dunwich Horror, H P Lovecraft http://www.justcrunch.com
(1929)

Gustavo Pereira (Order #22781335)


1
FROM UNFORMED EXTREMITIES
Survival of the fittest demands
REALMS the development of the most
basic features into something
The following pages contain many destructive:
random tables. You should roll six-sided
dice to suit your tastes and generate 1-2 LIMBS
enough detail to give you a satisfying
horror. Most of the time rolling three 1 Pseudopods – The
different colored dice at once will get creature possesses thick, strong
you to a final result quicker – so, if you pseudopodia, grasping extrusions of
roll 2, 5 and 3, you know immediately flesh that appear and disappear as
your horror has Linked Vision. needed. The horrors flesh pulses and
ripples as it moves, the vestigial
For example, you might roll a half dozen tentacles simmering beneath the
times to generate a customized surface. The pseudopodia may replace:
aggressive horror, then another half 1-2 – arms, 3-4 – legs, 5 – both, 6 –
dozen to sketch out the situation in the none, the pseudopodia supplement the
Appendix. existing limbs, sprouting from spaces in-
between. The thrashing and prehensile
Adapting to The tentacles may strike out suddenly, slice
Cthulhu Hack or whip cross ways. They also have: 1-2 -
fine motor control suited to handle
From Unformed Realms makes no specific objects, 3-4 – powerful suckers, 5-6 –
assumptions about the specific abilities or Hit writhing worm-like fingers.
Dice of the entities generated. In many cases, the
elements randomly generated will lack function 2 Tendrils – The monster
but present a suitable sense of the alien or
horrific. Any entity generated using the tables
has limbs like ribbons of flesh. The
here will require a Sanity Save on first
strips of skin may serve as a means of
appearance. In a general sense, you may choose sensing the creature’s surroundings,
to roll a number of dice on these tables up to the intercede as a layer of additional armor,
Hit Dice of the horror – but should not feel or have a means of feeding or extracting
constrained to roll that amount precisely. A nourishment from anything touched.
horror might feel sufficiently terrifying and Unlike pseudopods, the creature has no
sanity destroying after just a couple of rolls – in direct control over the tendrils.
which case, stop right there and run with your
creation as is. 3 Roots – The horror boils
around on a convulsing bed of snake like
Dice Conventions roots. The roots: 1-2 – appear like
The basic tables require that you roll a six-sided
genuine plant roots, leaving a fetid green
dice to get a result. Some require additional
ichor trail, 3-4 – look like an
rolls. Where the sentence includes several externalized vascular system, veins and
number ranges – e.g. 1-2, 3-4, 5-6 – you should arteries pulsing with an unhealthy glow,
roll a further six-sided die and choose that 5-6 – appear like a twisted and thorn
option. As well as xD6 references (meaning roll a covered briar, snaking and coiling
number of six-sided dice equal to X), you may around the creature’s legs. The roots
also see D3 – which means roll a six-sided and pulse and squirm, keeping the creature
take 1-2 as 1, 3-4 as 2 and 5-6 as 3 – and xDx% - aloft and surging forward.
which means roll the dice indicated as use the
number as if it were a percentage.

Gustavo Pereira (Order #22781335)


4 Spines – The creature crystalline. The creature may have
possesses limbs like spikes, horns or fingers or feet at the base of the ‘scythe’
bony spines. The creature seems to or the weapon may replace the entire
balance precariously on needle tips of end of the limb, making it impractical
bone. Every step skewers the ground. for pretty much anything but slaughter.
Where the spines replace arms, the
horror has enough dexterity and control 2 Pincers – Monstrous
to manipulate objects – though nothing pincers, like a lobster or crab, replace
small or delicate. If the use weapons or either just the end or the whole of the
devices at all, they have a form like a creature’s arms (or legs). The pincers
sheath or receptacle openings. The have a frightening snap like a steel
creature stabs with its spines, impaling mantrap and saw-toothed edging liable
targets and leaving gaping wounds. to slice through anything not adequately
protected. As the creature moves, the
5 Acquired – The entity pincers click and snap with a sound like
absorbs or subsumes the limbs of bones breaking.
victims. Like some experiment from the
lab of Doctor Frankenstein, limbs 3 Metallic – The entities skin
appear sutured or secured with raw and glimmers or gives off a dull sheen, the
oozing scar tissue. None of the limbs surface spattered with a patina of what
look alike and sometimes will retain might be rust. The metallic luster might
recognizable features, like jewelry, be armor or the natural hide, but either
clothing or tattoos. The creatures may way, the surface has razor sharp edges.
also retain other features, like screaming The entity seeks to grasp and wrestle
mouths and staring eyes. opponents, inflicting harm through
direct contact with its horny hide. Melee
6 Multiple – The entity has attacks ring as they strike and the entity
far too many limbs to have any practical parries blows with bare hands or kicks
purpose or evolutionary need, but it can them aside with its feet.
manage just the same. If a pair of
specific limbs makes sense, the horror 4 Diamond Sharp – As
has them in sufficient quantities to make the horror moves, the air around it
a character feel positively queasy (and glimmers with flecks of light. Sunlight
somewhat inadequate). The entity glitters off the creature’s skin and the
thrashes and cartwheels with ease, effect causes strange after-images or
grappling and gliding over surfaces like visual echoes. When the horror claws at
a body horror movie nightmare. Sheer flesh, it slices like a paper cut, deep and
quantity of limbs means the life form painless until the victim moves.
doesn’t even seem to care about losing a
few, flesh shredding and bones snapping 5 Mutation – The creature
sickeningly. possesses some organic or perversely
horrific adaptations of a common
3-4 WEAPONS weapon. Swords made from bone, guns
that throw viscous gobbets of spittle, or
1 Scything Claws – The missile launches veined and pulsing like
entity’s arms (or legs) terminate in hideous phalluses. The weapons appear
vicious, impractical looking scythes. The like sickening extensions of the horror’s
claws look like: 1-2 – elongated rhino body or they might be life forms in their
horns, 3-4 – splintered pieces of bone or own right – pets, slaves, or parasites.
wood, 5-6 – frighteningly thin slivers of Whatever, the mutation never needs to
something glistening and almost reload, or perhaps it draws some sort of

Gustavo Pereira (Order #22781335)


sustenance from the creature itself. across the surface. Akin to an Electric
Maybe, when an enemy falls, the Eel, the creature’s body generates a
creature draws fresh ammunition from defensive energy that it expels through
bones, blood, flesh, or simply the whole blisters on the surface of its tail. The
lifeless carcass. energy shocks and burns on discharge,
followed by a short period of recovery.
6 Prehensile extremity
– A part of the horror serves as a 5 Hollow – The light and
weapon and a manipulator, the creature quick tail delivers a fluid on impact
clearly exerting complete and delicate through dozens of serrated openings in
control over every movement. The the surface, or possibly something akin
horror has prehensile: 1 – Genitalia, 2 – to a scorpion’s sting. Roll again on the
Crest, 3-4 - Tongue, 5-6 – Tail (roll on Extra - Nature table in the Fluids
the next table for additional benefits, section, p11, to discover the side effects
with greater control of movement). The of the delivered fluid.
extremity has biological adaptations that
make it suited for causing damage – 6 Barbed – Tough, curved
whether through sharpness, weight, nails stick out of the surface of the
serration or whatever. creature’s tail, which catch in flesh and
material, tearing and rending. The barbs
5-6 TAIL inflict messy wounds, the flesh chewed
up as the curved points tug and pull. A
1 Scything – The creature’s character struck by a barbed tail suffers
tail has a serrated spine running all the automatic ongoing damage from
way to the end, where it terminates in a bleeding and shock.

2
blade at almost a 90-degree angle. The
creature can thrash the tail with
considerable force, although without
SENSES
much fine control, with great potential The horror possesses sensory
for slashing and tearing damage. or communication qualities
that give it an edge:
2 Punching – The knobbly
skin of the horror’s tail ends in a bony 1-2 SOUND
mass the size of a football, dotted with
knobs or dulled spikes. The horror can 1 Wail – The horror emits a
strike with random twitches of the tail, banshee wail that creates confusion and
like a blow with a flail or club, with a disorientation. Those exposed to the
force sufficient to pummel flesh and wail can feel the sound reverberating
shatter bone. through their skeleton, filling them with
a horrible sense of nausea and unrest.
3 Horned – The thick horny
skin of the entity’s tail, along with the 2 Shout/Whisper – The
considerable length, makes it a viable entity either expels a single sharp pulse
shield. The tail coils and swirls around of sound, a snapping shriek that causes
the entity as it moves and attacks, every those nearby to flinch, duck, and cover
spasm and twitch putting up a unprotected ears. Or, the horror emits a
constantly moving barrier. pervasive and disorientating sibilance
that sounds as if coming from
4 Strange Energy – The everywhere, inciting confusion, unease
monster’s tail glows with a foul and and paranoia.
unearthly energy, flickering fire rippling
4

Gustavo Pereira (Order #22781335)


3 Vision – The creature sees 2 Scent Chatter – The
with sound, uttering a constant and creature communicates by emitting and
irritating chatter, hum or buzz that sniffing odoriferous scents. The
permeates and echoes in every direction. physiology of the creature makes such
While the creature can make perfect scents: 1 – undetectable, 2-3 – offensive,
sense of the noise, it has a tendency to 4-5 – pleasant, 6 – arousing – to
distract and confuse those not adapted humans smelling the passing
to sonic vision. communications. The creature has a
keen sense of smell, but scent chatter
4 Blast – The brutish horror can become disrupted by overpowering
emits a pulse of sound outside the odors, especially artificial ones.
normal hearing spectrum of humans,
with such precision and force that it 3 Sonic Chatter – The
shatters glass, masonry and bone. creature communicates through a super-
or sub-sonic chatter. As well as a means
5 Quake – The horror of communicating, the chatter
appears to pulse and vibrate from supplements the creature’s senses with
within, channeling a sickening thud of echolocation (like a bat). Creatures with
sound through its feet into the ground. this ability favor cavernous, but
As the sound quickens, the floor begins ultimately enclosed, spaces for hunting
to shudder and quake, vibrating with and nesting, avoiding the damping
such violence that those without effects of the open air or the disruptive
something to hold on to stand every confines of tight passageways.
chance of falling over flat on their faces,
unable to get up. Intentionally falling 4 Kaleidoscope – The
prone helps, but limits field of vision entity communicates through a complex
and fire. light display, flickering pinpricks like a
swarm of fireflies conveying a wealth of
6 Disrupt – The creature information. The entity may have keen
emits a screeching sound on the limits of vision, but also might have a specialized
hearing that progressively degenerates receptor – like a large Cyclops-like eye
the structural integrity of living matter. or a gem-like extrusion in the flesh of its
Cells begin to break down, causing torso. Flares or flash bombs blind the
surface and sub-dermal bleeding, pain, chatter and cut off all communications,
disorientation, blindness, vomiting and, possibly temporarily overloading any
ultimately, death. specialized receptors as well (although
even horrors of animal intelligence will
3-4 VOICE get wise to this tactic and ‘close’ their
eyes, cutting their chatter, when in the
1 Heat Chatter – The presence of pesky meddling prey).
horror communicates by altering, and
perceiving, changes in the pattern of 5 Spray Signal – The
heat in the skin. As a positive side effect, horror communicates through a close-
this makes it far more effective at seeing range vapor-spraying gland. The vapor
differences in heat signatures amongst appears to have no scent, but the
non-horror targets. Potentially, a horrors understand the signals when it
character could mimic heat signals with comes into contact with their skin. A
some jury-rigged contraption or blind horror on the run can leave a message
heat reading by setting fire to everything cloud in its wake that any horrors
in the vicinity. coming after will pass through and pick

Gustavo Pereira (Order #22781335)


up. The spray is: 1-2 – benign, 3-4 – dimensional view of their environment.
mildly acidic, 5 – sticky, 6 – toxic. The link may extend to all senses or to
just one – erring on the side of the latter
6 Mimic – The horror mimics as the former opens up too great a
the noises around them, whether vulnerability for a species faced with a
machinery, the environment, animals, clever prey who identifies the weakness
or prey. Within the mimicked sound of this otherwise helpful ability.
they layer a sub-harmonic that carries
their message, though an intelligent 4 Compound – The entities
creature might double-up on the value eye contains hundreds or thousands of
of chatter to both inform colleagues and individual lenses that create a
frighten enemies. The fact they mimic kaleidoscopic image of their
and echo the surroundings can make environment. While low in detail
listening a disorientating and difficult overall, the image makes for excellent
experience, with odd echoes and sources detection of movement. The entity can
of repetition. see the slightest shift or twitch, making
any attempt at stealth far harder to pull
5-6 VISION off.

1 Heat – Similar to Heat 5 360 Degree – The


Chatter, but the horror literally only creature goes one step better than a
sees the variations of heat in the world common owl with the ability to see in
around it. The levels of perception make every direction. It can either swivel its
it far more granular and specific than a head in a complete circle or has sensory
Heat Chatterer; this makes it far harder organs spread evenly all around its
to fool with other sources of heat like body, supporting a total sphere of vision.
fires or explosives, as the horror can see
the slightest variations even within the 6 Roaming – The horror
searing heat of a flame to pick out the possesses free-roaming sight organs that
movements and signals behind it. The allow it to see ‘remotely’. The eyes
horrors can pick out their own kind connect via tendrils, nerve filaments, or
through their specific signature and may some other organic means. If not
have pads on their extremities that allow connected, the eyes can ‘gather’
them to leave clear trails or signs. information and then return home to
download it – the horror guiding the eye
2 Phased – The creature has with a fragment of brain function in a
a complex vision that sees through the separate body, like a snake, rat, or small
cracks between atoms, allowing them to bird.

3
grasp the shapes and movements of
things beyond solid surfaces like walls
and floors. The sheer complexity of SKELETON
Phased Vision means that the creatures The evolution of the horror
falls back on other senses as well. Those has led to quite drastic
seeking to block the vision can do so physical mutations of their
with certain ultra dense minerals or skeletal structure:
through massive heating of surfaces to
cause disruptive molecular agitation. 1-2 SPINAL MUTATIONS
3 Linked – The horrors share 1 Spines – The creature has
a common sense across a hive fine splinters or needles of bone
consciousness, giving them a multi- standing vertically outward, piercing the

Gustavo Pereira (Order #22781335)


flesh. If attacked or attacking, the spines anyone in the radius of the gooey
become completely rigid and hard. explosion.
When attacked, the creature can curl up
and set the spines outward to catch 5 Sacs – The horror has
unprotected flesh. On the offensive, the amber colored sacs of thick fluid
creature tends to whirl and spin around attached to the spinal column and
opponents, using the spines for their visible through over-stretched skin. The
possible extra damage potential. sacs link in to a network of hollow bones
and vessels throughout the entity’s body.
2 Thorns – The horror’s Damage causes the sacs to release their
spine sports hooked thorny growths that viscous load, filling and sealing wounds
it can: 1-2 – fire like projectiles, 3-4 – with a regenerative and pain-damping
shed like biological caltrops, 5-6 – resin.
remove and regenerate, providing an
endless stock of vicious blades. The 6 Parasite – The horror’s
thorns drip with some vile and spinal column is a symbiotic parasite
sickeningly colored fluid (roll again on and the intellectual core of its being. At
the Extra - Nature table in the Fluids some point in the past, the horror
section, p11). suffered a personal invasion as the
parasites attached themselves and
3 Sockets – The entity has became one with their hosts. Now, the
odd sucker like sockets along the spine, two live off and with each other, sharing
and expanding out along limbs. The their key attributes – one the fighter, the
strange mutation allows multiple other the thinker. Damage to the horror
entities to merge and connect into an may cause it to slow down and back off,
increasingly enhanced and progressively but – like a zombie – only in the
robust mega-entity. The process takes a destruction of the spinal ‘brain’ can you
matter of moments and looks like some be certain of destroying it.
body horror reworking of a popular
transforming robot franchise. Once 3-4 BONE MUTATIONS
plugged together, the entity becomes a
coordinated whole with increasing 1 Chitin Frag – The
offensive and defensive potential. creature possesses thick layers of fragile
Unplugging takes more time and tends bone, heaped up in plates, ridges and
to happen after the entity has dealt with horns across its body surface. While the
any immediate threat. thickness protects the creature from
harm, attacks have the effect of
4 Ooze – The creature has generating something like a natural
pockets of oozing fluid visible along the fragmentation grenade. Sharp slivers
length of its spine and running along the and fragments of bone fly off at the
belly. If struck a fatal blow, death point of impact, shooting off in every
spasms rupture the spine and cause the direction with the potential to pierce,
ooze to explode in all directions. The cut, or blind.
mildly acidic liquid fuses non-horror
tissue, causing it to melt and bond – 2 Armor – The horror
something like the effect of spilling possesses a thick external skeleton, layer
Super Glue on naked flesh or upon layer of intermeshed and
polystyrene. The ooze seeps into the skin interlocking bones that provide
of any doused target, as well as adhere incredible protection from harm.
dripping pieces of the dead creature to

Gustavo Pereira (Order #22781335)


3 Blowfish – The entity has to size, form and reach. It can become
a largely defensive mechanism that snake-like by disconnecting everything,
allows it to expel the content of its lungs or reach distant targets by shifting more
into cavities around its body. By puffing bones into its arms, for example. The
the air from lungs to cavities, it expands creature’s skin might hang loose about
to three or four times its normal size and its body, or it might have an equally
parts of its skeleton poke sharply adaptive scale-like skin layer.
through the surface. While somewhat
damaging to itself, the sharp bones can 3 Liquid – The entity has
pierce attackers, while the expanding bones made from a viscous fluid that
mass shoves them away. holds together to maintain structure, but
can give under impact and cannot break.
4 Blades – The creature can Something can, however, pierce them
extrude and extend blades of bone, and cause them to ooze out...
keratin, or enamel from joints, limb tips,
facial tissue, or pretty much anywhere 4 Sickening – The horrors
such growth would be nauseating or every movement generates horrible
dangerous. sound effects, as the weird intermeshing
of bones grinds inside it. The creatures
5 Roller – The horror constantly makes a sound like bones
possesses interlocking scales of semi- popping in and out of their sockets, or
flexible bone and cartilage. It can the wet sound of splintered bone gliding
effectively roll up, like an armadillo, and through yielding flesh. Humans find the
in that state move around, go on the sound nauseating and intensely
defensive or shrug off a potentially killer disturbing.
impact or explosion.
5 Boneless – The entity
6 Pliable – Much of the lacks any sort of internal skeletal
creature’s bone is more like cartilage, structure, like some massive amoeba
bending and flexing, but very strong.
The creature moves with incredible 6 Artificially Enhanced
bounce and flexibility, and can squeeze – Whether a development by the
through narrow gaps, vents and pipes horrors or some masterful manipulation
with ease. of their species in the past, they now
have a highly modified and enhanced
5-6 SKELETON bone structure made: 1-2 – from
ADAPTATIONS adaptive, self-regenerating micro-
entities, 3-4 – from a nearly
1 Cage – The horror has a indestructible metal-plastic polymer, 5-
massively distended rib cage or belly, 6 – from star-heart dense super
made from thick, arcing bones. It can materials that generate an unsettling
keep prisoners trapped inside this micro-gravity field that draws prey
containing cage, ideally subdued. The toward the horror without any thought
horror can open and close the bars of or compulsion.

4
the cage at will, and less subdued
prisoners or rescuers will find the bones FLUIDS
tough but breakable.
The trouble with horrors is
2 Adaptive – The creature the weird and insidious fluids
has a loosely connected skeletal they always seem to secrete.
structure that allows it to make changes Once you have rolled on the Voluntary
8

Gustavo Pereira (Order #22781335)


or Involuntary table, follow it up with a The horror may place itself in a situation
roll on the Extra - Nature (p11) to where this might more readily happen,
determine the hazardous side effects the but cannot voluntarily generate or exude
fluids have (or don’t if you just want to this fluid otherwise.
work out the horror’s favorite fluid or
preferred medium of liquid attack): 1 Semen – The horror
ejaculates, whether due to excitement or
1-3 VOLUNTARY the accidental slicing of the
extraterrestrial version of a testicle.
1 Spittle – The horror drools
and expels strings of glistening spittle. 2 Tears – Pain, fear or
anguish causes the horror to cry tears of
2 Urine – The creature a strange and insidious fluid.
urinates freely as it battles or
purposefully aims it into the faces of 3 Pus – Attacks that tear or
opponents in an attempt to blind them. puncture the creature’s skin cause sub-
dermal reservoirs of thick, bubbling pus
3 Feces – The horror leaves to ooze or spray out.
disgusting mounds of steaming manure
in its wake, peppered with fragments of 4 Blood – If you prick us, do
dismembered victims and thick with: 1-2 we not bleed? Better yet, do we not
– strange iridescent maggots, 3-4 – spray slow-mo arcs of frothing ichor in
buzzing and biting flies, 5-6 – a foul every direction?
colored mucus that stinks like rotting
flesh and causes burning irritation if 5 Bile – The entity coughs and
touched. wretches up gouts of bile from deep
down inside.
4 Ink – The creature possesses
a defensive mechanism like an octopus 6 Milk – Fear for young or
or squid, expelling a cloud of sticky, feeding juveniles means the lactating
blinding ink into the faces of enemies members of the horror swarm hang
and attackers. heavy with nourishing milk.

5 Sweat – The entities skin EXTRA - NATURE


shimmers and steams with a glistening
layer of iridescent sweat. When it strikes 1 Corrosive – The fluid
or moves about, gobbets of sweat slather breaks down or reacts with other
off and linger as a mist in the air. substances on contact. The fluid
contains:
6 Vomit – The entity can 1 – acid: blinding, mutagenic,
voluntarily disgorge partially digested damaging to organs, corrosive to flesh,
food in a spray or as a particularly rank
2 – caustics: slippery, caustic to
projectile.
flesh, potentially explosive in reaction to
4-6 INVOLUNTARY water,
3 – oxidizers: causes strong
Involuntary fluids tend to arise from burning to skin, irritating to eyes and
attacks on the horrors or other mucus membranes, and in
interactions that cause the liquid to exit concentration can be quite explosive,
through wounds or by way of instinctive 4 – electrophilic halogens:
reaction to external stimuli, like pain, burns skin and eyes (rather like bleach),
birth, or arousal.

Gustavo Pereira (Order #22781335)


5 – organic halides: creates rapid loss of coordination, and – when
thick, acidic smoke on contact with air, severe – death from respiratory
6 – anhydrides: affects and paralysis. Movement of the extremities
decomposes plastics becomes increasingly difficult, and fine
movement absolutely impossible –
2 Extreme Temperatures including aim with a weapon.
– The metabolism of the horror involves
internal fluids maintained at an extreme 3 Muscular Atrophy –
of temperature, above or below that The toxin degrades and dissolves muscle
normally tolerated by humans. The tissue, resulting in muscle weakness.
substance either scalds or causes freeze The limbs weaken, akin to the
burns, both causing damage to exposed progressive onset of exhaustion.
flesh.
4 Nerve Signal
3 Tranquilizing – The fluid Inhibitor – The neurotoxins
contains a powerful neuroleptic negatively alter the signal thresholds for
component, which causes muscular neural energy, which makes it harder
weakness, trembling, apathy, impotence, and harder for the body to react. The
and lowered resistance to toxins, disease effect of this is loss of motor and sensory
and infection. The substance may also function, terminating in complete
cause mild hallucinations and paralysis and death without medical
weariness. The fluid effectively makes attention.
the victim a big, easy target for further
attacks… 5 Brain Toxicity – The
substance breaks down the facility of the
4 Neurotoxin – Roll again blood brain barrier in protection of the
on the Extra - Neurotoxins table. brain from ingested toxins.

5 Unclean – Roll again on 6 Cellular Destruction –


the Extra - Unclean table, below. The toxin breaks down the membranes
that hold cells together, unraveling the
6 Psychotropic – The fluid basic structure leading to increasing
alters the: 1 – mood, 2 – perceptions, 3 toxicity and rapid cell death. The target
– behavior, 4 – state of consciousness, 5 suffers muscular pain, internal bleeding,
– memory, 6 – decision making, of those searing headaches, loss of coordination,
exposed to it. The measure of effect on and a rapid decline toward total cell
the facet of the individual’s personality death.
varies wildly. Roll D6 – with low
numbers indicative of minor change, a EXTRA - UNCLEAN
high number of an extreme reaction.
1 Diseased – The fluid
EXTRA - NEUROTOXINS contains abnormal organisms that have
no effect on the horror, but infect those
1 Muscular Contraction who come into contact with it. Wounds
– The toxin causes the painful and suffered or fluid ingested causes: 1-2 –
debilitating contraction of musculature, pain, 3 – sensory dysfunction, 4 –
causing the whole body to tense in mental distress, 5 – chronic organ
violent spasms. failure, 6 – death. The disease has a
gestation period of 2D6 [1: minutes, 2-3:
2 Motor Control Loss – hours, 4: days, 5: weeks, 6: months].
The toxin causes twitching, convulsions,
10

Gustavo Pereira (Order #22781335)


2 Zombification – Anyone more common forms of cancer known to
exposed to the fluid, through: 1-2 – man, the horror’s neoplasm spreads
wounds, 3-4 – digestion, 5 – respiration, incredibly fast and overwhelms the
6 – skin contact, suffers from nausea, target in a period of 2D6 [1-2 – hours, 3-
sensory disconnection, headaches and 5 – days, 6 – weeks]. Practical treatment
then black-outs. After a period of 2D6 varies in form / effectiveness, potentially
[1-2: minutes, 3-5: hours, 6: days], the causing more damage to healthy cells in
exposed fall unconscious and then on the process and reducing the
revival lose all control and any remnant individual’s resistance to illness or
of intelligence. A slathering, infection.
psychopathic, flesh-hungry zombie
remains, riddled with cysts and 6 Petrifaction – The fluid
abscesses, oozing with a vile black triggers a state change at the atomic
liquid. level, causing carbon to transform into
silicon, turning the infected into a
3 Necrotic – The fluid helpless statue over a period of 2D6 [1-2
causes premature cell death, skin and – hours, 3-5 – days, 6 – weeks]. As with
flesh sloughing off in expanding chunks previous states of Unclean fluids, the
as the condition worsens and spreads. A character might halt the process through
character might avoid the ultimate application of strong, damaging
medication or by amputation.

5
degeneration of their body into a
steaming puddle of liquid flesh through
amputation of the infected area(s). APPEARANCE
4 Transmogrification – While the horror might wear
Exposure to the fluid causes the affected armor or arrive dressed in the
areas to adopt the horrors DNA and flayed skin of the fallen,
transform, akin to the classic horror underneath it has natural features that
movie The Fly. Elements of the horror set it apart:
begin to appear – like skin texture and
color, malformation of limbs, growth of 1-2 SKIN
new sensory apparatus and organs, and
so forth. The changes bring: 1-2 – no 1 Thorny – Sharp and dark
benefit, as the horrors DNA seems prickles of some kind of resinous
incompatible with the human nervous secretion stick out of the horror’s skin.
system, 3-4 – partial enhancement of Any melee blows from or against the
faculties like senses or control of creature may break off these wicked
additional limbs, 5-6 – a variant of split barbs, causing additional damage,
brain syndrome, where the horror- bleeding and increasing potential for
infected parts of the body work against infection (reducing the chance the
the human parts, whether through character can resist future attacks with
malfunction or active attempt to damage unclean or poisonous aspects).
or control.
2 Horny – Curved, bony
5 Cancerous – Once knobs poke through the skin of the
introduced into the victim, the creature, slightly increasing its armor
substance causes the spontaneous and the damage inflicted when
generation of irregular cellular growth. delivering a crushing concussive blow.
The cancerous cells divide and grow
without control, all tumors showing 3 Bioluminescent –
evidence of the horror’s DNA. Unlike Hideous blisters and boils on the surface

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Gustavo Pereira (Order #22781335)


of the monster’s skin glow with a pale: 1- 3 Victims – Tortured faces
2 – blue, 3-4 – yellow, 5-6 – red and clawing fingers poke through the
luminescence. Oddly, this seems to work stretched and hideous flesh of the entity.
against them, making them easier to Little prospect exists of saving victims in
target from a distance, though the this state, even with the immediate
creatures may adopt a strategy of destruction of the horror – though
running in single-file packs if intelligent characters with some means to expend
or guided by an intellect. ‘luck’ might have a fortuitous escape if
rescued.
4 Leprous – The entity’s
skin looks diseased and pale, hunks of 4 Detritus – Random bits of
sickened and dying flesh falling away as rubbish adhere or stick out of the
it moves. Roll again on the Unclean spongy or gooey flesh of the monster,
table, in the previous Fluids section, to which might include weapons, weird
see what side effects exposure to the artifacts or odd personal possessions.
sickly flesh of the entity might have.
5 Digestion – Through the
5 Sickening – The horror surface of the horror’s skin, you can see
wears the torn and blooded remains of recently, and not so recently, consumed
past victims, like ears, eyeballs, fingers food (or victims) passing through phases
or genitals. While attacking, the horror of digestion.
takes pleasure in inflicting grievous and
horrible wounds, and bathes in gore of 6 Augmentation – The
its victims. surface of the creature’s skin bears the
scars and evidence of strange and
6 Someone Else’s – The artificial augmentation. Rubbery,
creature wears the flayed skins of past metallic or ceramic devices stick out
victims, like a mask or disguise. From a through or just under the stretched and
distance, the tattered remnants of skin scarred flesh of the creature, though
might pass the creature off as a without clear evidence of purpose.
wounded human, long enough for it to Devices might serve as nodules or
close range for a melee attack. mounts intended to support the
insertion of some other object of artifact.
3-4 PROTUBERANCES
5-6 THAT LOOKS LIKE
1 Young – The horror carries
the partially matured or half-formed 1 Petals – The creature has
young of its species on, in, or skin like fleshy petals or features that
underneath its skin. Slashing or piercing appear petal-like. The petals may serve
the skin of the horror will cause the as disposable armored plates, with their
young to spill out: 1-2 – dying instantly, fleshy thickness absorbing impacts and
3-4 – attacking in the final throes of life, ablating bullets. Under the right sort of
5-6 – attacking as juvenile, semi-capable conditions the petals may provide an
combatants angered by their sudden advantage in stealth and hiding. The
eruption into the world. petals may also provide a lure or conceal
something. The creature exudes a foul
2 Organs – The creature has but intoxicating odor that causes: 1-2 –
translucent or opaque skin that allows nausea and light-headedness, 3-4 –
onlookers to see the gruesome function drossiness and poor concentration, 5-6
of every organ in its body. – confusion and disorientation.

12

Gustavo Pereira (Order #22781335)


2 Leaves – The horror looks 6 Ooze – The creature’s skin
like it might have just rolled down a hill glistens with a strange slime, allowing it
in the autumn or dragged itself out of a to squeeze through narrow spaces and
bush. In natural environments, the leafy glide across the ground, like skating on
surface of the horror allows it to blend in ice. The oozing makes the creature near
and employ incredible feats of stealth. silent while moving and fiendishly hard
The thick leafy layer cushions impact to grab hold of or grapple in melee. The
attacks against it. Engaged in a ooze also: 1-2 – makes it impervious to
grappling attack, the leafy skin makes it water, 3-4 – makes it impervious to gas
possible for the horror to stifle and attacks and loss of breathable air, 5-6 –
surround prey, cutting off their ability to makes it impervious to flame or heat.
breathe with mechanical assistance.

6
3 Scales – The entity has an OTHER FEATURES
interlocking carapace of scales, like a Something essential to the
dragon or a salamander. The squamous culture or existence of the
carapace provides protection from horror sets it apart and gives
physical attack, as well as some measure it purpose:
of environmental harm (e.g. fire
resistance). 1-2 BIRTHING
4 Living Hair – The surface In all cases, unless stated, an egg or eggs
of the horror’s body looks like a mass of have a gestation period of 2D6 [1:
wafting tentacles, like an anemone. The minutes, 2-3: hours, 4: days, 5: weeks, 6:
hair on the surface moves as if buffeted months]. The egg may have a
by currents or possessed by some mechanism to camouflage, hide, merge
fiendish follicular intelligence. The hair: or latch on to preserve itself from
1-2 – forms an additional passive sense detection or removal before completion
that the horror doesn’t need to control of the gestation cycle.
to get valuable feedback from about its
environment, 3-4 – captures a static 1 Sac – The horror has a form
charge that the creature can expel in of gestation that involves an extended
bolts of crackling energy, 5-6 – detects birthing sac. The sac: 1-2 – contains the
and adjusts to surroundings providing a early stages of their young in vital fluids
measure of natural camouflage, allowing needed for growth, 3-4 – contains
the horror to blend in like a chameleon. victims of the horror in a conscious state
while the fetal youths grow and mature
5 Molten Slag – The inside them, 5-6 – contains thousands
entity’s surface gives off a dull glow and (or millions) of immature horrors in a
a wash of heat haze. Somehow, the state of bio-stasis awaiting a time when
entity draws heat from the ground or the plentiful food supplies make it viable for
air around it, and that heat pushes out the sac to erupt and the young to flow
through the surface of its silicon-based out.
body. Touching the surface causing
Rupturing the sacs with weapons
burns and flammable material may
might destroy the young or prematurely
catch fire. The heat draw from around it
trigger their ‘birth’. Application of heat,
might effectively surround it with a
flame or corrosives might suffice to
sphere of biting cold, to which the heat
destroy the sacs outright.
renders it immune.

13

Gustavo Pereira (Order #22781335)


2 Grasp – The entities spread genetic material (and not necessarily
by grasping hold of their prey and just females), 5-6 – spermatozoa
inserting fertilized eggs directly into capable of mutating human DNA with
their bodies, usually through an existing horror nuclear genetic information
orifice, but opting, if necessary, for open capable of transforming all future
wounds. After the gestation period the progeny of that individual into human-
young: 1-2 – claws its way out, 3-4 – horror hybrids. The potential may exist
consumes the carrier from within, 5 – to stop the process with deep cleaning,
latches on to and controls the carriers chemical scouring, burning or
nervous system until maturity, then something even more invasive and
‘sheds’ the shell, 6 – infects the carrier painful.
with a biological mutation that causes
psychopathic rage and spreads larvae 6 Haunt – The creature ejects
through tainted bodily fluids. a semi-sentient, grasping, desperate
homing ‘sperm’ – an embryonic hellion
3 Puncture – The creature seeking out a host or a rivulet of self-
punches through the surface of the skin guided gunk. The incomplete wretch
and leaves eggs in the: 1-2 – wound, 3-4 may possess vestigial limbs or sensory
– blood, 5-6 – sub-dermal layer. As part faculties, trailing amniotic fluid and
of the gestation period, the presence of slime in its wake, or simply manifest as a
the horror causes: 1-2 – nausea, noisome genetic porridge.
convulsions, death, 3-4 – itching,
biological mutation, rampage, death, 5-6 3-4 FORM
– rash, sores, buboes, blood poisoning,
While the rest of the tables highlight key
death. On death, the fledgling horror
features and unusual mutations in the
emerges from the twisted and mutilated
abominable entities, Form defines a
corpse ready to continue the cycle of
general and pervasive set of features
destruction.
suggesting a subsumed animal.
4 Grenade – The horror 1 Insectoid – The horrors
launches whole eggs or larval ‘grabbers’
possess six legs and a body segmented
from an orifice or bio-weaponry
into three parts. They breathe through
extension of its body. The ‘grenade’ form
spiracles, holes in their sides that
of horror: 1-2 – shatters on impact and
puncture the surface of their armor or
covers the target with invasive and many
skin, and have no internal skeletal
toothed spermatozoa, 3-4 – grapples on
structure. They have mandibles that
impact and attempts to either insert
gather and draw food into their mouths
genetic material or assume direct
and have antennae somewhere on their
control, 5-6 – explodes on impact
bodies that provide them with extra
infecting the target like a virus, with the
sensory input. Some Insectoid horrors
same potential to combat it whether
possess wings or at least vestigial
with strong medication or potentially
evidence of their existence. The
harmful therapies.
simplistic nature of Insectoid horror can
make them hard to kill.
5 Spray – The monstrous
beast ejects a shower of liquid, through 2 Arachnoid – The entities
one of many orifices, showering anyone
have eight legs, or limbs, and bodies
within range with ‘birthing’ fluid. The
segmented into two parts. They have an
fluid contains: 1-2 – parasitic larval
external skeleton, which may extend to a
young, 3-4 – spermatozoa capable of
thick protective armor-like covering.
fertilizing human bodies with animal
14

Gustavo Pereira (Order #22781335)


Arachnoids secrete substances suited to floor, crushing them flat. Most have
building nests, traps, containment prominent horns and tusks, suited to
webbing and climbing lines. They have goring and impaling. Like wild boar,
methods of injecting poison or vomiting Pachyderm horrors maintain an
corrosive bile. The entities have extra omnivorous diet.
senses that can detect motion and
vibration. 6 Rattus – Opportunistic
survivors, displaying an unsettling level
3 Lupoid – The creatures of intelligence and sense of society
have the appearance of hunting animals, amongst brethren, the Rattus entity
low, long and narrow, with sharp always finds a way. Capable of adapting
features and sharper teeth. They possess to almost any climate or environment,
great speed and short-term endurance they can swim, tunnel, climb, and travel
to catch up on and overcome any prey, at considerable speed, fitting into small
with clamping jaws that close with holes and spaces. They have very keen
puncturing force and hold fast. They eyesight and sense of smell. They often
have keen senses, including acute carry and transmit disease and infection
hearing and vision adapted to both light without suffering any serious side effects
and darkness. They hunt in packs, themselves.
effectively using their numbers to
outnumber, outflank and overcome. 5-6 SPECIALISTS
4 Ophidian – The horrors The characters have encountered a
have thin, limbless bodies – or at least specific and specialized caste of the
bodies with retractable limbs, with horror. The specialist may be the key
linear organs running the length of its component of a mixed group or the sole
body and an internal skeleton. As well as type uncovered – in which case the more
normal senses, the Ophidian horror can general population might lie elsewhere.
detect heat, with fleshy membranes For example, the Sentries might appear
about its face, and taste odors with its far removed from the core group as they
tongue. Cold blooded, it seeks out serve as shock troops against a perceived
warmth and hunts warm-blooded prey. threat, whereas a group of Workers
Ventral scales on the belly allow it to might be discovered foraging or
grip and propel itself forward at speed. gathering a great distance from the
Many Ophidians have means of venom central ‘nest’.
delivery, whether through fangs, spit or
some other medium, and expandable 1 Workers – The horror is of
jaws, allowing them to swallow prey a class solely suited to menial tasks or
whole. feats of great strength and endurance.
They may travel long distances or move
5 Pachyderm – These through dangerous ground and carry
monstrous creatures possess massive back supplies, food, or prisoners.
bulk and considerable strength, with Workers tend to be dull witted, but with
dense musculature and skeletons. They enough commonsense to get the job
have thick limbs and heavy hides, done right regardless of the difficulties
sometimes leathery and armored, other and obstacles. They opt for the most
times layered with thick, bristling fur direct route, even where physically
rank with musk and sweat. While they damaging or hazardous to their
may appear ponderous, they gather existence. If encountered before any
speed quickly and prefer to bull rush, other type, the experience of meeting a
trample and generally barrel prey to the Worker might lure the unwitting to

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Gustavo Pereira (Order #22781335)


completely underestimate the threat 5 King – The entities have a
potential of the horror – or they might controlling influence, like a bull of
be the worst of their kind. fearsome power or perhaps an intellect
weak in body but incredibly cunning.
2 Movers – The horror is of a The King may coordinate the whole
caste with a specialized means of drive of the horrors, or may simply serve
locomotion not known amongst the as a central means of control, like a node
others. The Movers have: 1 – wings, 2 – or heart for the greater masses. If a
tunneling claws, 3 – muscular leaping Queen exists, the King may serve as a
limbs, 4 – gliding flaps, 5 – gills and fins mate, and might also be entirely
for swimming, 6 – hooks or suckers for disposable as a result.
wall-crawling or for scampering across
ceilings. The Movers often serve as 6 Food – The horror
shock troops, scouts, or decoys, vital for encountered was maintained as a source
gathering information, softening up the of food for something more horrible, or
enemy, or spreading doubt and breaking serves as a strange feast for witless
morale. human worshipper. The creatures
engage in a cannibalistic phase: 1-2 –
3 Sentries – The horror is of when they’re hungry, 3 – after sex, 4 –
a warrior caste solely responsible for the before sex, 5 – before hunting, 6 –
defense of the group. While general before transforming into something else
horror physiology supports a flexible more gruesome. The Food exists in a: 1-
range of faculties and tools intended to 2 – state of bliss, cared and waited on
serve in completion of various tasks, the until the time of consumption, 3-4 –
Sentry has only one function and its docile and dull-witted state, doing little
body makes this clear. A Sentry might more than sleep and consume until the
lack many sensory, reproductive and fateful day of feeding, 5-6 – battling and
digestive features. In place of these competitive state where only the most
unnecessary extras, the Sentry has worthy and able Food can expect to feed
armor and a dominant weapon – the other horrors, the less able killed
something that defines it and shapes it, and consumed by the victor only.
like an impractically massive gun or
body spanning blade.
NOTES
4 Queen – The monsters
have one or more Queens responsible
for the continuation of the species. The
Queen may have total control over
everything, or might simply serve as a
birthing vessel, tied to a complex
biological mechanism producing the
next generation. One Queen might
nurture a batch of her own
replacements, before she is banished,
consumed or destroyed on their
maturity. Alternatively, more than one
Queen might serve a splinter of the
whole group, the core of several ‘cells’
encroaching upon or invading the world
about them.

16

Gustavo Pereira (Order #22781335)


SUMMARY OF TRAITS
1 EXTREMITIES 4 Ooze 3 Necrotic
1-2 LIMBS 5 Sacs 4 Transmogrification
1 Pseudopods 6 Parasite 5 Cancerous
2 Tendrils 3-4 BONE MUTATIONS 6 Petrification
3 Roots 1 Chitin Frag 5 APPEARANCE
4 Spines 2 Armor 1-2 SKIN
5 Acquired 3 Blowfish 1 Thorny
6 Multiple 4 Blades 2 Horny
3-4 WEAPONS 5 Roller 3 Bioluminescent
1 Scything Claws 6 Pliable 4 Leprous
2 Pincers 5-6 SKELETON ADAPTATIONS 5 Sickening
3 Metallic 1 Cage 6 Someone Else’s
4 Diamond Sharp 2 Adaptive 3-4 PROTUBERANCES
5 Mutation 3 Liquid 1 Young
6 Prehensile Extremity 4 Sickening 2 Organs
5-6 TAIL 5 Boneless 3 Victims
1 Scything 6 Artificially Enhanced 4 Detritus
2 Punching 4 FLUIDS 5 Digestion
3 Horned 1-3 VOLUNTARY 6 Augmentation
4 Strange Energy 1 Spittle 5-6 THAT LOOKS LIKE
5 Hollow 2 Urine 1 Petals
6 Barbed 3 Feces 2 Leaves
2 SENSES 4 Ink 3 Scales
1-2 SOUND 5 Sweat 4 Living Hair
1 Wail 6 Vomit 5 Molten Slag
2 Shout 4-6 INVOLUNTARY 6 Ooze
3 Vision 1 Semen 6 OTHER FEATURES
4 Blast 2 Tears 1-2 BIRTHING
5 Quake 3 Pus 1 Sac
6 Disrupt 4 Blood 2 Grasp
3-4 VOICE 5 Bile 3 Puncture
1 Heat Chatter 6 Milk 4 Grenade
2 Scent Chatter EXTRA - NATURE 5 Spray
3 Sonic Chatter 1 Corrosive 6 Haunt
4 Kaleidoscope 2 Extreme Temperatures 3-4 FORM
5 Spray Signal 3 Tranquilizing 1 Insectoid
6 Mimic 4 Neurotoxin 2 Arachnoid
5-6 VISION 5 Unclean 3 Lupoid
1 Heat 6 Psychotropic 4 Ophidian
2 Phased EXTRA - NEUROTOXINS 5 Pachyderm
3 Linked 1 Muscular Contraction 6 Rattus
4 Compound 2 Motor Control Loss 5-6 SPECIALISTS
5 360 Degree 3 Muscular Atrophy 1 Workers
6 Roaming 4 Nerve Signal Inhibitor 2 Movers
3 SKELETON 5 Brain Toxicity 3 Sentries
1-2 SPINAL MUTATIONS 6 Cellular Destruction 4 Queen
1 Spines EXTRA - UNCLEAN 5 King
2 Thorns 1 Diseased 6 Food
3 Sockets 2 Zombification

17

Gustavo Pereira (Order #22781335)


preservation investment firm

The Obligatory 5
group
Local 5 Inventor

Appendix 6
government
Aspiring 6 Artist
troublemaker
While you might have used the tables
that make up the bulk of this
supplement just to excite some ideas on Reason?
the nature of a new horror, you might The organization’s purpose in funding
need further nudging. The following the location:
tables can offer you a sort of ‘mission
statement’ for your adventure, although 1-3: Roll again 4-6: Roll again
you’re free to choose or ignore anything 1 Tax reasons 1 Scam
that doesn’t suit. 2 Medical research 2 Removing
[THE HOOK] leads to a [LOCATION] competition
owned by [ORGAN-ISATION] for the 3 Searching for 3 The voices told
last [D6 x D6 x D6] [1-2: years, 3-4: something lost them so…
months, 5-6: weeks] for the purpose of 4 Government 4 Influential
[REASON], which has become the directive benefactor
target of the horror because 5 Controlled 5 Playing a hunch
[MOTIVATION].
experiment
6 Site once 6 Accidental
The Hook?
occupied
How did the investigators get roped in
to this whole affair? Location?
1 Strange stories 4 Inexplicable Depending on the sort of game you’re
experience playing, the location might involve
2 Newspaper 5 Visited by chance significant travel for the characters to
report reach and explore, or it might be a quick
hop across a local or country border.
3 Intriguing 6 Unexpected
Tweak the specifics or re-roll where an
artifact in the invitation anachronistic outcome arises (i.e. the
mail result suggests an environment
unsuited to your current campaign
Organization? setup):
This organization backed, funded and 1: Roll again 2: Roll again
may currently occupy the location now
1 Mine 1 Inhospitable scrub
under threat:
2 Foundry 2 Scientific
1-3: Roll again 4-6: Roll again establishment
1 The 1 National 3 Dead lands or 3 Wooded hills
(Predominant) government desert
Church 4 Remote 4 Bank reserve
2 Wealthy Cult / 2 Scientific research camp
Sect research group 5 Crumbling old 5 Hospital
3 Front for a Crime 3 Cover for building
Syndicate anarchists 6 Cave or tunnel 6 Warehouse
4 Heritage 4 Bank or network

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Gustavo Pereira (Order #22781335)


3: Roll again 4: Roll again catastrophe enslaved
1 Slaughterhouse 1 Sprawling slum 3 Feasting upon 3 Insignificance of
2 Fort / Castle 2 Farm humanity humanity
3 Boot camp 3 Holiday resort 4 Disturbing chant 4 Stupidity of
4 Ship 4 Ancient ruins humanity
5 Border outpost 5 Ghost town 5 Reflection of 5 Hunted
6 War zone 6 Remote villa deformity
6 Watched from 6 Sanity-shredding
5: Roll again 6:Roll again
space experiment
1 Church 1 Natural cavern
2 Penal colony 2 Lost city Strange Discovery?
3 Place of exile 3 Ancient tomb
4 Pilgrimage site 4 Partially
Searching around a location the
discovery of something quite out of the
drowned village
ordinary leads to questions or a hint of
5 Corporate 5 Heritage site more.
headquarters
6 Drifting wreckage 6 Primitive 1-3: Roll again 4-6: Roll again
settlement 1 Scratched design 1 Desiccated
or symbol corpse
Horror’s Motivation? 2 Severed 2 Stained altar
What does the horror want? Of course, appendage
it might not have any motivation – or at 3 Sealed container 3 Weird footprints
least nothing comprehensible to 4 Disturbing 4 Mutated wildlife
humans. artwork
5 Inexplicable 5 Unsettling
1-3: Roll again 4-6: Roll again
skeleton landscape
1 Protecting their 1 Attracted by radio
6 Forgotten 6 Lingering
young signals
stairway presence
2 Protecting their 2 Drawn by heat or
birthing site light
3 Protecting an 3 Ancient NOTES
artifact programming
4 Built on their 4 Basic Fight or
food source Flee response
5 Periodic 5 Slaughter the
breeding cycle “animals”
6 Hungry 6 Summoned

Nightmares?
People (or investigators) who sleep at or
near the location might experience
strange and disturbing dreams?

1-3: Roll again 4-6: Roll again


1 World overrun 1 Bloody sacrifice
of dreamer
2 Weird 2 Humanity

19

Gustavo Pereira (Order #22781335)


HORROR LOG
NAME: _________________________________________________

MOTIVATION: _________________________________________

TRAITS: [Record your roll, the Trait and the additional detail]

!!!

!!!

!!!

!!!

!!!

NOTES:

DESCRIPTIVE SUGGESTIONS:

Accursed, Amorphous, Ancient, Angular, Bestial, Blasphemous, Bloated, Brutish, Cadaverous, Cancerous, Dank,
Dead-Eyed, Deathless, Demonic, Depraved, Elastic, Eldritch, Emaciated, Faceless, Fecund, Fetid, Flowing,
Furtive, Gaunt, Gibbering, Glutinous, Heaving, Hideous, Horrific, Ichorous, Indescribable, Iridescent, Leprous,
Loathsome, Lumpy, Lurking, Malevolent, Malformed, Membranous, Misshapen, Monstrous, Nameless, Non-
Euclidean, Obscene, Oozing, Pallid, Profane, Puckered, Putrid, Quivering, Repellent, Rubbery, Rugose, Scabrous,
Swarthy, Tenebrous, Ululating, Unholy, Unmentionable, Unnameable, Unspeakable, Unutterable, Viscous

20

Gustavo Pereira (Order #22781335)

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