Out of This World Flavour - 06 - 04 - 23 - Compress PDF
Out of This World Flavour - 06 - 04 - 23 - Compress PDF
Out of This World Flavour - 06 - 04 - 23 - Compress PDF
S
Cryptid Research and Esoteric Experiments
in the Paranormal Society
THIS WEEK
OUT OF THIS WORLD
EXPERIENCE
From extraterrestrial
shepherds, to subliminal fitness
regimes - do they come in
peace? Or do they take pieces?
CLOSE ENCOUNTERS
OF THE BIRD KIND
Why do these feathery dino-
decendants always act so
shifty?
IT COULD HAPPEN
TO YOU!
Our expert in chaos-fields
talks you through having
a safe trip to the deli, with
minimal thought-theft!
PRESENTS
OUT OF THIS
WORLD FLAVOUR
A C.R.E.E.P.S. ISSUE
ILLUSTRATED BY
BEN ALEXANDER
No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form or by
any means, electronic, mechanical, photocopying, recording or otherwise, without the prior permission of the
publishers.
This is a work of fiction. All the characters and events portrayed in this book are fictional, and any
resemblance to real people or incidents is purely coincidental.
SHIVER: C.R.E.E.P.S. - Out of This World Experience © 2023, Parable Games LTD. All Rights Reserved.
Parable Games LTD, the Parable Games logo, SHIVER, are registered trademarks of Parable Games LTD.
Designed in the UK
THE MULCHER..................................................................................................... 10
MULCHER FLOOR............................................................................................... 13
THE ROOMS........................................................................................................... 16
THE MOTHERSHIP............................................................................................. 20
ENDINGS................................................................................................................. 21
DOOM EVENTS..................................................................................................... 21
ALLIES...................................................................................................................... 26
3
HOW TO USE THIS What the Director knows
Doom Events
horrible time, so make sure to discuss these with environments can be difficult to navigate through
4
Key Clues & Story Text BIGFOOT BATTLER - WARRIOR
Uncovering the secrets of the story have players Claiming to have punched Bigfoot and survived,
investigating, looking for information that may they now hunt their newfound nemesis itching for
help them survive. When investigating a scene, a rematch.
sometimes there will be a series of Key Clues. Clues
CRYPTID HUNTER - MAVERICK
don’t just rely on Smarts Checks, there’s a broad
range of Core Skills which can uncover clues, from Obsessed with collecting physical evidence of
finding secret passageways to twitchy witnesses various cryptids, this hunter will stop at nothing
with something to hide. They are highlighted in the to catch one of these critters.
below manner.
UFOLOGIST - SCHOLAR
A former space radar operator who encountered
► A Clue! (Smarts CR1): When a piece of text
a signal they couldn’t explain. Now a UFO
is formatted this way, it is a clue. The bold text
specialist, they are trying to crack the code from
summarises what the clue is and in brackets the
the stars.
Check required. If a player succeeds, you can
read them the non bold text that follows. DISGRACED NEWS ANCHOR - SOCIALITE
When filming a puff-piece segment for a local
Sometimes its not the mystery that needs setting
news station, they caught sight of something weird
up its the story and tone of the place the characters
on film. Fired for trying to air the footage, now
are entering, or a key character description. This
they are in search of more cryptid news.
manifests as Story Text.
ENTHUSIAST - FOOL
Story text is formatted like this. Text that appears This individual has never seen anything odd, they
in this manner is to be read aloud to the players at just love the stories and hope wistfully they are
appropriate story moments. This can be when the true. Along for the ride, they are always open to
players enter the room, solve a puzzle or trigger a the unknown.
large narrative moment. Chop, change and add to
these sections as you wish to make them yours and DISGUISED CRYPTID - WEIRD
suit your tone as the Director. Where better to hide than with those who are
hunting you? Hoping to find some kin, this lonely
Cryptid is searching for others like them.
Running a C.R.E.E.P.S Story
THE FORMER AGENT - SURVIVOR
Intrepid reporters and enthusiasts, the employees
of C.R.E.E.P.S are not the most professional bunch, Working up the ranks in a prestigous law
but make up for it in their abundance of passion for enforcement agency, this character encountered a
all things paranormal. Here are some ideas for what case where the anwers just didn’t line up. Unable
could have set them off on their journalistic path to let go of the search, they were relegated to file
into the unknown. duty in the basement and now hunt Cryptids off
the clock, lending what little resources they have.
5
Greetings true believers! Welcome to the newest issue of C.R.E.E.P.S., the journal dedicated
to finding the truths hidden in the weird, wonderful and terrifying corners of our world. The
work conducted by the Cryptid Research and Esoteric Experiments in the Paranormal Society
(C.R.E.E.PS) has been uncovering secrets since its first publication in 1954. Independently owned
by the Graves family, they have ensured that curiosity is never dampened, exploration of the
natural world and beyond is continued, and questions, no matter how strange, are still asked.
“I weep for the day that humanity loses its curiosity. When we believe we have found all, seen all and
know all we will have lost something precious. I for one hope the world continues to surprise me, with its
emerging cast of oddities and unexplainable phenomena till my dying day.”
In this Special Report we interview survivors of alien abduction - that oh-so-rare Fourth Kind of Close
Encounter. Buckle your seatbelts and hold on to your cattle, it’s going to be a bumpy flight!
6
OUT OF THIS her - you know, like doctors I guess. Then they saw
me and came running. Anyway next thing I know I’m
WORLD waking up next week in the pig sty with a sore head
and a craving for low-fat yoghurt and greens - and I
EXPERIENCE used to be a burger man!”
7
OUT OF THIS
WORLD FLAVOUR
A C.R.E.E.P.S SHIVER Story of Alien
Abduction
SHIVER BOARD OF
CLASSIFICATION
Number of players: 2 - 6
Recommended Ability Level: 4 (5
for teams of three or less)
Sub-Genre: Sci-Fi, Aliens
SCB Age Rating: 15
Content Warning: Body
Horror, Experimentation, Gore,
Cannibalism
Watchlist: Fire in the Sky, Aliens,
Nope
8
of peace of humanity. They come for pieces of on the table below. The aliens have cryogenic
humans - of your players to be exact. Their ship technology aboard their ship (think of it as a snack
is an abattoir, and Earth is like a service station, refrigerator), so you can have characters from
a fast food restaurant on their journeys through different stages of history all appear together.
space - and your player’s characters are on the
menu. Directors Note
9
Player Character Death in this Story
THE MULCHER
Your players, having rolled for the manner of their
abduction (or determined it with you), are ready to
start this story right in the action aboard the alien
space craft. They’ll be waking from a type of cryo-
stasis (like frozen beef being thawed), in a strange
room you’ll know as The Mulcher.
10
In the centre of the room is a large, mechanical the Mulcher. After each player has resolved their
pillar. It’s formed almost entirely of cables and check, the Meat Thermometers will recede back
sharp obsidian edges and a clear digital screen in into the walls.
the centre. When your characters have awoken and
had a chance to interact a tiny bit, this screen will Mulcher Phase Two
turn on: Announcement Phrase: Gleck Zeek, Blorgum Goo
“The screen in the pillar turns on - images of Translation (CR1 Smarts): Phase Two, Tenderize
serene clouds and the sounds of calming winds fill Flesh
the room. A robotic voice speaks to you soothingly
but in a broken manner: Greetings Earthlings. The Meat Thermometers re-emerge, but with
Please remain collected. We are determining your blunted pincers on the ends instead of piercing
level of health and succulence.” prods. This will be a simple Combat to warm your
players up. The amount of Meat Thermometers
Have your players make a CR1 Strange check here to fight will vary based on the number of players
- if they fail, they’ll have Minor Disadvantage on you have. This guide recommends 1 per player
their next roll as they are subdued by the calming character minus 1, to a minimum of 1.
display.
Combat: Meat Thermometers
When the Mulcher begins a new phase, it will
When a Meat Thermometer is defeated, it
announce something in an alien language - this
will detach from the wall and writhe around
will require your players to make a CR1 Smarts
mechanically before falling still - and becoming
check to understand what it’s saying. It will then
a weapon for players to acquire: the Pincer Whip.
do something mechanical that your players will
After they have all been defeated, any remaining
have to deal with.
wire segments will recede into the wall - making
way for the final phase.
Mulcher Phase One
Translation (CR1 Smarts): Phase One, Meat Check Announcement Phrase: Zun Gleck! Mulcher
Boof!
The walls begin to shake, and long wire like
Translation (CR1 Smarts): Final Phase! Mulcher
tubes come out of the walls reaching towards
Activated!
you - their ends sharp and pointy. These are
Meat Thermometers. They will attempt to jab
This is the big one, where the entire room changes
your players unless they make a CR1 Wit check.
and becomes a death trap. Saws and horrible
If they fail, they will suffer 1 Pierce damage. If
mechanical instruments designed to grind your
they succeed, they’ll avoid taking damage and
players to pulp emerge from the walls and begin to
also gain Minor Advantage on their next roll in
close in.
11
The screen zips down into the floor, leaving ► Grit: Jam the walls with debris (CR1 = slows
a clear space around you. There’s a horrible the wall, granting Minor Advantage to other
grinding sound - like gears of a machine players rolls. CR2 = jams the wall temporarily,
chomping and gnashing together. From the granting Major Advantage.)
grimy, layered mechanical mess of the walls
► Wit: Search for an exit (CR1 = an air vent,
comes forth rotating saw blades - spinning tools
buried in exposed wiring. Will require another
of death - and the walls themselves begins to close
CR1 Wit check to cut through, or CR1 Grit to
in on you.
tear through. CR2 = The vent will be cleared
If your players get too close to the wall they’ll by sharp debris sent flying by the Mulcher’s
suffer 3 Sharp damage - it is designed to mulch blades. Other players will have to make a CR1
them up, after all. If they attempt to stop the Wit check to dash through unharmed.)
machinery or escape, a suitable consequence of
► Smarts: Investigate the machinery (CR1
failure will be a portion of this damage (from the
= Some exposed wiring is sparking badly, by
blades themselves or catapulted debris), rather
tampering with it the machine will slow -
than outright failing their escape attempts.
granting Minor Advantage to other players.
To add to the tension here, give your players just CR2 = Same as the previous check, but they
one action each (for groups of three or more), or also find access to an air vent as in the CR1 Wit
two actions (for groups of two or fewer) as the check.)
walls close in - creating a sense of creeping death.
► Hearts: Inspire others to keep calm and
After they’ve taken this round of actions, they’ll
get out (CR1 = Grants Major Advantage to
all need to make a CR2 Wit check to dodge 2
all other players. CR2 = same as the previous
Sharp damage from the walls or debris. After three
check, but you can also give them a hint as to
rounds of actions, they will be mulched up - dead
a viable escape option that they stumble across
as disco, baby.
during their speech.)
13
Mulcher aboard the ship. They can be human or Players must make a CR1 Wit check to sprint away
of a different alien species to the captors. They’ll - before taking 1 Sharp damage from the beast’s
crawl out of a vent in the corridor in-front of your claws.
players, covered in blood and grime, and then get
killed almost immediately: OBSTACLE: Mince Meat
14
15
THE MAIN CORRIDOR
Your players will arrive here after using the first
teleporter. This corridor is shaped like a ring,
with six rooms accessible through it. The floor
and ceiling are grated, but the spaces above and
below are inaccessible to the players (because the
Shepherd will be stalking them from there).
THE ROOMS
OBSERVATION ROOM
LIQUIDATION ROOM
“There’s a serving tray in the centre of the room
This room is like the inside of a milkshake - it looks like an autopsy table. In front of that is
machine, only with more meaty products. Your a big screen. An animated alien dances around
players will find horrible sights in here, along with on it, speaking a language you don’t understand.
some questionable beverages. It looks like training video of some kind, like
you might find at a fast-food restaurant back on
“Stepping into this room you’re overcome by a earth. The little alien is demonstrating how to
chill. Standing on a platform overlooking an safely season a whole human with three spices. A
enormous room, you see familiar tubes lined up scanner situated above the table scans it with blue
against the walls some distance away. A large light periodically, and afterwards a red cross is
mechanical arm retrieves tubes from the wall - shown on the screen.”
like a freezer vending machine - and hold them
out over a strange blender like construct. The arm PUZZLE: SECRET SPICES
shakes the tubes violently and -pop- out drops There are 4 jars of various spice-like condiments
a human being, down into the blender. This is by the table, though your players won’t know what
where the humans who weren’t selected for the they are on a glance - they’ll have to test them.
Mulcher go. From the cryo-tube to the milkshake When players have the seasoning on themselves,
cup. The machine blends away, and a dispensary they’ll have to sit on the table and get scanned.
to your right lights up green - some cartons of This will reveal to them which spices were correct,
human juice ready for supping.” and what is wrong with the ones they can’t have.
Your players will need to make a CR1 Fear check A CR1 Smarts Check reveals a spices true nature, a
to avoid being affected by the horrific sights of failure results in the player taste testing it:
human liquidation.
18
vomiting, and then keeling over dead - a hint that “One sliding space-age door leads out of this
Turmeric is poisonous to the aliens. room. It’s broken and won’t close the final inch.
On the other side you hear bickering alien voices
PUZZLE SOLUTION - likely the strange creatures you saw on the
Players will simply need to season themselves with monitors earlier.”
Iron Ore, Salt and Arsenic and sit on top of the
scanner table in order to trigger a green tick on the Players will find some Culinary Scientist Apron
screen and solve the puzzle. (one per player character), an Autopsy Glove, and
a Thresher here (see pg 25). You can also include
This will earn the Seasoner weapon (see pg 25), any alien weaponry from the Shiver Core book
which will rise up on a platform as the cartoon or other adventures here, as well as some extra
alien celebrates on screen. This weapon will healing items if your players need them.
currently be empty and needs to be filled with a
spice - this will change what effect the weapon has When your players are ready, it’s time or the final
The last pass code fragment that can be found will THE SLAUGHTERHOUSE
be here, on top of the autopsy table. KITCHEN
In the main control area of the ship, players will
ZIP ZAP ZOOM -
have to fight their captors - the Vivisectors (see pg
TELEPORTING AWAY! 24) - as well as the Shepherd (or a new one if the
When all fragments of the pass code have been last one has been defeated):
assembled, players can power up the teleporter in
the main corridor. When they’ve used it, they’ll “Three Aliens with mechanical implants
progress to the final area of the ship they’ll need embedded in their biology stand around a human
to access. It will also remove any teleporter subject strapped to a table. They work at the
mutations they acquired from the first (faulty) flesh with horrific gloves - each finger a different
teleporter. tool to slice, dice and serve its victim. This is the
control room for the ship - and the heart of the
CULINARY CONFLICT slaughterhouse. These monsters turn to you, and
in a voice you can’t understand, scream - but not
AND GALACTIC
a scream of fear. They are ravenous.”
GOURMETS
COMBAT: Alien Scientists x3
Your players will teleport to the final area of the
ship - an alien changing area. They’ll find some When the first Alien Scientist is defeated, a
armour and items here to tool-up, and to give Shepherd enemy will join the fight - bursting
them a clearer indication that this is the time to through the ships air vents and into the room.
prepare:
19
It’ll be a violent and bloody ordeal, but there’s
some environmental elements that they can work Before the last creature hits the floor, the alarms
to their advantage if they just look around. on the ship start with a new warning sound. You
feel the entire ship start to shake, and all screens
Main Control Deck shine with a red glare. A self-destruct warning?
Something worse coming? It’s hard to tell - but
A tempting collection of glowing buttons and
it’s certainly not good. Rising from concealed
levers. If players meddle with this, it’ll take a
holes in the floor are several pods - they look like
CR1 Luck check to temporarily tilt the ship
the cryo-tubes you’ve seen throughout the ship,
- causing some chaos. Everyone (Enemy and
but combined with some sort of rocket.
Player Character alike) will have to make a CR2
Wit Check - but the Enemies will have Minor An explosion from the decks below rocks the floor
Disadvantage. If they partially succeed (1 Success), beneath your feet, but before you can run towards
they will be Stunned for one turn. If they fail the escape pods the walls of the room begin to
completely, they will be Stunned and suffer 1 Blunt recede revealing a clear glass pane surrounding
damage. After a player has successfully performed you. Looking out into the dark void of space, you
this action twice, the Aliens will disable it as an see something that makes your stomach drop.
Interact Action on their turn. Another ship in the distance. Even from so far
away, you can see it’s larger than this one. If these
Autopsy Machinery aliens were chopping you up for lunch, then the
ones on the Mothership over there are the ones
Around the autopsy table are two, large and
who placed the order.
dangerous machines - the Searer and the Cryo-
Later. They both have tubes which can be They’ll need to choose whether or not to make
manipulated and aimed with a GR1 Grit Check - a run for the escape pods or take this self-
dealing 3 Fire or 3 Cold damage at the enemy the destructing ship straight to the heart of the
wielder targets. Players who wield the machines enemy - the Mothership - by using the ship’s main
must use their interact to pass a CR1 Grit to control panel.
maintain their control of the weapon each Combat
turn. They will also be prime targets for Aliens, Running to the escape pods requires a CR1 Wit
who will have Minor Advantage to hit these players check to sprint and avoid a coming explosion,
unless they are blocked by another character. dealing 2 Blunt damage if they fail (they’ll be able
to continue and escape afterwards, but this is just
THE MOTHERSHIP for dramatic tension). When they hit the pods,
they can seal them up and jettison from the ship.
When the Aliens are defeated (Scientists and
Shepherd), your players route of escape will appear
Driving the ship into the Mothership will
- and they’ll also be faced with a dangerous choice:
prevent future abductions (sadly this ship has no
weapons). It’ll require a CR1 Grit check to power
the ship controls - failure will result in taking 1
20
Shock damage from them, but they’ll still be able
to continue. Once triggered they won’t be able to mysteries of the universe, and one of them landed
take their hands off it and still fly into the enemy on your doorstep looking for an easy meal. One
ship, rendering this action a suicide run. thing is for certain - these aliens weren’t counting
on a doorstep delivery with this much spice.
The ultimate choice here comes down to how your When the ships collide, the resulting explosion
players want to end their story, and how they want rains down debris on the Earth. In some ways, it’s
their characters to go out. If they split up, then like you finally made it home.”
you can tweak the following endings to include
the whole scene. DOOM EVENTS
The Doom events should contribute to the
ENDINGS worsening situation the players find themselves in,
If your players survived and return to Earth: and to that end each Event will change the alarm
lighting state aboard the ship:
“It takes mere moments before you are jettisoned
out into the void space - hoping that you are 00:15 - Blue Alert
headed towards your home. You see the lights “A soft blue light radiates around you - it’s like a
of a thousand stars around you, and the glare moderate warning emanating aboard the ship. A soft
from the alien ships stalking above the Earth’s jingle plays over unseen speakers - it’s like a lullaby.
atmosphere. It’s hard to keep your eyes open, as a It’s too soothing…”
deep chill fills your senses…”
Players need to make a CR1 Strange check to
Give your surviving players a few jumping off avoid becoming subdued - and suffering Minor
upset them now. Red lights bathe the walls, where you A long sharp metal spike looking to prod and poke
human meat to make sure its cooked all the way
see threatening metal arms emerge and shoot towards
through. Aliens want to avoid food poisoning as
you with sharp pincers.” much as any other sentient being.
MIDNIGHT - Techno-Rave 3 3 2 1 3 2
any language on Earth has a word for how angry the Temp Check: The lions jaws open wide as
their fangs clamp down on you.
aliens are with you right now. There’s a gentle hiss
underneath the sirens, and you realise they’re sucking 2 SHARP NEAR (15 FT)
ENEMIES
Travellers from distant galaxies, these
extraterrestrial beings shoot across the stars intent
on infiltrating and abducting lifeforms onto their
ships. Their motivations can range from scientific
curiosity to invasion strategies, or even just being
hungry whilst on the way to Mars.
22
THE SHEPHERD
ALIEN
HP: 46 CR: 1 SPEED: Fast SIZE: Large
6 5 3 2 2 5
ATTACKS:
IMMUN: Holy
RESIST: Cold, Blunt
BRUISER
WEAK: Shock
23
THE FRY COOK VIVISECTOR
ROBOT ALIEN
HP: 16 CR: 1 SPEED: Average SIZE: Large HP: 18 CR: 1 SPEED: Average SIZE: Humanoid
Built to automate the cooking process, this robotic One part alien scientist, one part intergaltic
Fry Cook is an immense machine built into the butcher, the Vivisectors lead the operation upon the
centre of a horrifying alien kitchen. It can cook slaughterhouse ship from beyond that stars. Armed
anything to perfection but specialises in tenderising, with special gloves designed to slice, dice and extract
spicing and cooking human flesh. A grisly machine the perfect cuts of meat.
for sure, but it has killer presentation skills.
4 4 5 2 3 4
3 4 4 2 2 3
ATTACKS: ATTACKS:
Flash Fry: A burst of ignited foul oil. Vivisect: A swift slice and dice.
Sauce Gun: A blast of acrid alien sauces. On a Needle Fingers: On a successful Strike, target
successful Strike, target must make a CR 1 Wit must make a Contested Smarts Check or
Check or be Stunned for 1 Combat Round. become Poisoned (1).
ABILITIES: ABILITIES:
24
PINCER WHIP FRY-INATOR
A detached robotic appendage - useful for cutting Like most “Inators”, this one does what it says on
deep into the meat. the label. Caution - hot contents.
ABILITY:
2 SHARP NEAR (15 FT) Fuel (10): This weapon runs out of fuel and cannot
be used when empty. Each Strike with this weapon
ABILITY: uses 1 fuel.
Pincer Manouevre: Using this weapon to Grapple Hot Contents: Due to the oily nature of this
an enemy deals half damage rounded up, and grants weapons ammunition, Enemies will have Minor
Minor Advantage on the Grapple contest to the Disadvantage to any checks to avoid Burning.
Attacker.
AUTOPSY GLOVE
THRESHER
This tool connects with the wearer directly, it’s like
Spinning blades of gorefilled death! grafting on knife hands.
ABILITY: ABILITY:
Tool of Gore: Attacks with this weapon make nearby Like a Glove: Critical Hits with this Weapon roll on
enemies take a CR 1 Fear check. a unique table:
Grit - Knockback 5ft
Wit - +2 Sharp Damage
Smarts - Stun (1)
Heart - Bleed (2
Luck - Extra Attack
Strange - Pick 2 Effects
SEASONER
A flexible multi-purpose galactic gourmet culinary
tool - training required.
ABILITY:
Spice Rack: Depending on what the Seasoner is
loaded with, it’s damage and effects will change:
Salt OR Arsenic OR Iron Ore: The Weapon deals 2
Soul Damage, and enemies have to pass a CR1 Wit
check to not become Blinded.
Turmeric: The Weapon deals 3 Poison damage.
Spice Blend: See Seasoning Room (p.18). The
Weapon deals 2 Soul Damage, and all enemies
within Medium range of the target must pass a CR2
Smarts check to avoid attacking this tasty target.
25
SAUCIFIER WHEELY
ROBOT
When things need to get saucy, this backpack
weapon has got you (and them) covered. HP: 15 CR: 1 SPEED: Average SIZE: Smal
Smalll
A little robo-buddy, who helps clean up spills and
2 SOUL MEDIUM (50 FT)
carve through grime with its sprays, sponges and
strangely sharp scourer.
ABILITY:
Slippery When Saucy: Enemies hit by this weapon
will need to make a CR1 Wit check, or become Slow
for 1 Turn.
6 5 3 2 2 5
ATTACKS:
ABILITIES:
26