The Cthulhu Hack From Unformed Realms v2
The Cthulhu Hack From Unformed Realms v2
The Cthulhu Hack From Unformed Realms v2
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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
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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
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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
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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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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.
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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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Nightmares?
People (or investigators) who sleep at or
near the location might experience
strange and disturbing dreams?
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MOTIVATION: _________________________________________
TRAITS: [Record your roll, the Trait and the additional detail]
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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
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