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DRAFT VERSION 1.11


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Creature Feature
Written by Carl Stoelzel


Acknowledgements
Thanks to Graeme and Karl for their many
suggestions on the forums.

Table of Contents

Introduction Page 1
New Rules Page 2
New Heroes Page 4
New Villains Page 5
Special Effects Page 8
Events Page 10
Gadgets Page 11
Casting Couch Page 13
On Location: The Haunted House Page 21
Scenarios Page 27
Cards Page 34
Tokens Page 37
Game Terrain Page 39

Introduction

2:40 in the morning and nothing on TV. Well, almost
nothing, there is still that odd horror movie on cable.
But oh god who is that hosting it, and why does he
keep talking, just get on with the movie already.

Creature Feature is an unofficial expansion to Crooked
Dice Games Design Studios game 7TV which adds
elements from horror movies and television.
Specifically, this addition is designed to focus on early
and rather low budget horror media, the type which is
generally only shown on TV in the middle of the night,

Mallet Productions was a new studio founded by Andre
Hammerstein, and he was trying desperately to break
into the television market in the early 70s. Competition
was tight, and they were late arriving to the game. After
some success on the big screen, they figured it was best
to stick with what they know, and so they tried to bring
classic horror stories to the little screen. Their main
demographic of these shows were thirteen year old
boys... and thirteen year old buys dont buy stuff, at
least that what the advertisers said. As a result, most of
these shows had a shoestring budget and relied on
recycling old, tired and fairly abused movie props as well
as improvising effects from the most humble of
materials. Got bubble wrap, great, next week we have a
bubble monster. Got green paint, even better, we get
aliens next week.

During the seventies and early eighties, Mallet
productions brought us some of the greatest never seen
horror moments that no money could buy. Great
anthology shows such Monster Hunter, creature of the
week specials like the Deadwright Detective Agency,
and the B-movie syndication spot light known as Night
Terror all dotted the TV dial in the early hours of a new
day.

Sadly, too many companies discovered that horror films
could draw in a constant revenue stream with almost no
underlying investment, and this quickly led to a
saturation in the market. In the early eighties, Mallet
productions was on the decline. Facing bankruptcy, they
suffered a terrible fatal tragedy for the company when
their warehouse mysteriously caught fire. Since then,
old audio recordings of their shows and illegal copies
have become quite a commodity among the growing fan
base of aging nostalgics.



2:30 AM Color: Re-run
Monster Hunter
Staring Rex Stewart
Here comes the night
By Victor Vladztiski
Cantankerous old Otto is called upon again. A
local boy is blamed for the disappearance of
his girlfriend and begs Otto for help in finding
her. What does her disappearance have to do
with a local star cult?

Otto Van Beuren.Rex Stewart
The Boy.Billy Smiles
Random Girl #3.................Sue Alistair
Producer Adam Standish
Director Victor Vladztiski



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1
New Rules


Zombies

Models that have succumbed to the zombie infection
behave rather differently than most other models.

Activation:
During the Zombie players action phase: the player may
give one (1) movement action for all zombies in their
control (see movement section below). The zombie
player may then give 1 additional action for HALF
Zombies on table. Relentless!

Movement:
Their movement rates are unpredictable, Zombies move
1D6" each move action, are Slow, and never gain the
free charge attack. Shambling!

React to Movement
Roll 1D6 when a living model expends an action within
6" of a Zombie. On the roll of 13, you may move the
Zombie that many inches towards the model expending
the action. ON a roll of 4-6, the zombie does not react.

Heroic models can sneak (all movement counts double).
A successful Agi roll is required to successfully sneak,
and doesn't allow Zombies within 6" the free move roll.
Shhh!

Reaction to sound
Each time the heroic player shoots,
place a sound marker on ONE
Zombie on the table. This Zombie
will move at least 4" next move,
regardless of D6 roll. Brains!

Gotta get em in the head
Because they are already dead, Zombies are notoriously
difficult to kill. Whenever an infected zombie is reduced
to zero hits, the attacker should roll a 1d6. On a roll of
5+ the attacker managed to hit the zombie in the head,
and the model is removed from the table. Otherwise,
place the zombie model prone on the ground. On
subsequent turns, the controlling player may roll 1d6 for
each prone zombie on the table. A roll of 6 a prone
zombie stands again, gains 1 hit back and can continue
their turn as normal.

Ammo Conservation

Nothing makes a situation more dire
than unexpectedly running out of
ammunition and being surrounded by
enemy hordes. players should agree
if they are using the ammo
conservation rules prior to playing a A:E Horror game.
Under the Ammo conservation rules, if an attacker is
firing a firearm and roll an unmodified 1 on their to-hit roll
than they have experienced some for of weapon
malfunction, either an empty clip or casing stuck in the
ejection port. Whatever, the cause, the attacker cannot
use their firearm again until they have cleared and
reloaded their weapon.
Models carrying a jammed firearm can clear and re-load
their weapon, thus making it operational again, by using
a special action.
Hordes

Sometimes, 1 model per base is just not enough.
Zombies are especially known for forming large groups
or mobs that behave more or less in a collective manner.
While very weak individually, hordes are much stronger
than the sum of their parts. Hordes grow weaker when
members of the horde are killed off.

A horde gains + 1 strength for every Hit value above 1.
However, as the horde takes, their strength bonus is
reduced accordingly. For example, a horde with 3 Hits,
will receive a plus 2 bonus to their strength.

Barricades

Nowhere to go, and the horde of
nasties approaching? The only safe
thing to do is hold up, secure your
location, and hold out until help
arrives. Players may wish to use a
special action to declare barricading
actions during a turn to help prevent
the nasties from coming through windows or doors. The
model must be in base contact with the window or door
they wish to barricade, and may place a barricade token
next to the entry way for each special action they use for
barricading. Up to three barricade tokens may be placed
on a doorway, or up to two on a window.

A typical barricade made of left over furniture has 1 hit
per token.

Unlike buildings, Any model in base contact with
barricaded window may attempt to damage the
barricade. If the attacking model is on the inside of the
barricade, they may automatically remove a single
barricade token for each attack. If the model is on the
outside of the barricade, Simply figure out the damage
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caused and reduce the Hits of the section by that
amount. Do not use the Damage table. Barricade
Tokens are destroyed when they are reduced to 0 Hits,
and will collapse. If no further barricade tokens are on
located on the entrance point than models may move
freely across the entrance point as described on page 38
of the main rule book.

Stab in the Dark
Lets face it, most horror stories take place in dimly light
forests, or in buildings during a power outage. The
power of the darkness to enhance the heroes sense of
helpless and add tension to a story should not be
overlooked when playing Creature Feature. Here we
provide rules for playing games in the shroud of
darkness.

Effects of Darkness

Darkness has two main effects in a game of Creature
Feature. The first effect is that darkness limits all
models visibility. In game terms, darkness breaks line of
sight after 6 inches. The distance at which line of sight
is effectively broken can be extended by using light
sources, and this will be discussed in a moment.

The next principle effect of darkness is that it elevates
fear. Any models that are in the dark without a light
source near them will receive a minus 1 penalty to all
fear tests they might have to take..

Stationary Light sources

Stationary Light sources should be
marked on the terrain, either with a
suitable model, a sticker, or a token
of some form. An example light
token is provided here for
convenience. Light sources emit
light for a distance of 6 inches from
their marker.

If a player needs to determine line of sight while in the
dark, they simple take a rule from their model to the
target. Any nearby light sources may potentially extend
their visibility, so an 6 inch template should be placed to
see how much of the rule is covered by light. Any part of
the ruler that is not covered by a light source is counted
as being in darkness. If there are more than 8 inches in
darkness between the model and the target than line of
sight should be considered broken just as if by a piece of
terrain. Note that ranges, such as those for weapons
are determined as normal, and obviously both conditions
must be satisfied for the model to shot at the target.

As long as a character is within 3 inches of a stationary
light source at the time, than the minus one penalty on
horror tests caused by being in the dark is negated.
Mobile Light Sources.

Crafty players may want to equip their heroes with
flashlights or torches. These items function very similar
to stationary light sources, in that they cast a light source
template when attempting to determine line of sight.
Mobile light sources, being with the character at all
times, also negates the minus penalty on horror tests
caused by being in the dark.

Torches and Flashlights do differ from Stationary light
sources, and from each other in one respect, they case
a different size and shaped template than stationary
sources. Torches cast light for only 4 inches but do so in
a circular pattern around the carrier. Flash lights cast an
8 inch tear shaped template that extends only to the
front of the model. So, neighboring allies that are behind
or to the side the hero carrying a flashlight may not gain
its positive effects.



Example of determining Line of
sight in the dark


The bombshell spots a zombie off in the darkness
and decides to take a shot at it with her trusty pistol,
the player than measures the distance between the
zombie and bombshell to be 9 inches, so it is within
range, and there is no terrain blocking line of sight.
Off to the side is a stationary light source, so the
player takes out the six inch light source template,
places that over the table and sees that 4 inches of
the ruler is covered by the light source template.
Nine inches minus 4 is five, and is less that 6 inches
darkness needs to block line of sight, so the shot is
permissible. However, had the stationary light
source not been present, than line of sight would
simply have been broken after 6 inches from the
Bombshell.


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Monster
Hunter
Hero / STAR
45 RATING






Do you trust your eyes?
...and ears? Damn fool,
Boy! There are things
beyond this world that
your simple eyes, and ears
could never hope to
fathom.

-Otto Van Beuron,
Big Game Hunter











Attributes
Mov Def Hits Str Agi Int Mor
6 3 3 3 3 3 3
Adds
Basic: 5
Additional: 0-5 (+5 ratings each)
Adjust: Gain +1 Add if you allocate -1 to one attribute (-2 to move)

Special Effects
Basic: Luck(2), Sixth Sense
Additional: 6 from Combat, Physical or Knowledge
Disadvantage: 0-2 (one Additional special effect per Disadvantage)
Adjust: Gain one Additional special effect if you remove one Basic special
effect.

Attacks
Basic: Brawl 4+
New Attack: Any Basic 4+ (+5 ratings each)
Improved Attack: Improve the Hit number of one attack by 1 (+5 ratings
each)

Star Quality
I know thy weakness
The monster hunter is well verse in the occult and all things paranormal.
Their detailed studies grant them an understanding the weaknesses of any
monster they may encounter and they are likely to know the location of an
item to exploit the weakness. For every villain model that has a listed
vulnerability (for example: Fire, silver, or holy items), as long as at least one
Monster Hunter is present in the heroes cast, than the villain player should
place an appropriate item token (for example (Thermite rounds, sjilver
bullets, or a Holy Relic) somewhere on the game board during any scenario
setup. If the villain player has a Monster of the Week in their cast, than a
Weapon of the Week must be placed on the board as well. Tokens must be
at least 12 inches from any villain models starting location. Multiple Monster
Hunters, or Multiple monsters do increase the number of tokens spread
about.
The monster hunter is a season veteran when it comes to
confronting the creatures of the night. They have seen
zombies, Werewolves and Vampires and lived to tell the tale.
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Monster of
the week
VILLIAN / STAR
60 RATING





How could we have
known the consequences
of our actions? We
charged unwaveringly,
toward a goal of such
ambition. We wished to
change humanity: to ease
suffering, cure disease,
and end conflict, but in the
end we only hastened
their coming.

-The last American President











Attributes
Mov Def Hits Str Agi Int Mor
6 3 3 3 3 3 3
Adds
Basic: 5
Additional: 0-5 (+5 ratings each)
Adjust: Gain +1 Add if you allocate -1 to one attribute (-2 to move)

Special Effects
Basic: Alien(Monster), Fearsome, Choose either Phobia (select type) or
Vulnerability (select type)
Additional: 5 from Unexplained or Traits
Disadvantage: 0-2 (one Additional special effect per Disadvantage)
Adjust: Gain one Additional special effect if you remove one Basic special
effect (excluding Vulnerability)

Attacks
Basic: Brawl 4+
New Attack: Any Basic 5+ (+5 ratings each)
Improved Attack: Improve the Hit number of one attack by 1 (+5 ratings
each)

Star Quality
or is it?
Just when the heroes get comfortable in victory over the monster of week
(MOTW) is when the heroes are at their most vulnerable. A monster of the
week has any uncanny nature of returning from the dead, When a MOTW is
killed during a game, the model should be removed from the table. On any
subsequent turns, the player may roll 1d6, and on a roll of 5-6, the MOTW
returns to the game with 1 hit remaining, may be placed in the players starting
location. MOTW may return up to three times during an episode. Exception
to rule: If a MOTW is killed with a Weapon of the Week, then the player will
not roll for return anymore during the rest of the episode.

You may not be a regular on the show,
that depends on how the kids react.
We need something scary, something
to really get arise out of them.
Budget? No we dont have a
budget. We do have lots of
left over green paint from
the break room
renovation, duct tape,
and bubble wrap. What
can you do with that?
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Zombie
With a name

Villain/Co-Star/20 Ratings
Bubba want to eat your braaaiiiinnnnnsss.

Attributes
Mov Def Hits Str Agi Int Mor
3 2 1 2 1 1 1

Adds
Basic: 4
Additional: 0-2 (+5 ratings each)
Adjust: Gain +1 Add if you allocate -1 to one attribute (-
2 to Move)

Special Effects
Basic: Alien(Monster), Zombie Infection, sharp teeth,
slow
Additional: 3 from unexplained, traits
Disadvantage: 0-1 (+1 Additional special effect per
Disadvantage)
Adjust: Gain one Additional special effect if you remove
one Basic special effect

Attacks
Basic: Brawl 4+, Bite 5+
New Attack any Basic or Military attack 5+ (+5 ratings
each)
Improved Attack: Improve the Hit number of one
attacks by 1 to a maximum of 4+ (+5 ratings each)











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Extras profiles


















Un-named Zombie -/5 ponts

.. Braaaaiiiiiinnnnsssss!
Slow, dumb, and all messed up.

Move 3 Def 2 Hits 1 Str 2 Agi 2 Int 1 Morale 1

Special Effects: Alien(Monster), Zombie Infection,
Brain Dead, Slow, sharp teeth

Attacks: Brawl (4+), Bite (5+)

Upgrade Options: Upgrade to fast zombie (+3 Move)
and remove slow disadvantage for +10 ratings



Small Zombie Horde -/20 ponts

..mooooorrrrreee braaaaiiiiiinnnnsssss!
A small zombie horde generally consists of 5 zombies on
a single 30mm base..

Move 3 Def 2 Hits 3 Str 4 Agi 2 Int 1 Morale 1

Special Effects: Alien(Monster), Horde, Brain Dead,
sharp teeth, slow

Attacks: Brawl (4+), Bite (5+)

Upgrade Options: None



Large Zombie Horde -/40 ponts

.. Braaaaiiiiiinnnnsssss! Ack, too many of
them.
A large zombie horde is a terrifying sight to behold, and
may consist of 10-20 zombies on a single 50mm base.

Move 3 Def 2 Hits 5 Str 6 Agi 2 Int 1 Morale 1

Special Effects: Alien(Monster), Horde, Brain Dead,
sharp teeth, slow

Attacks: Brawl (3+), Bite (5+)

Upgrade Options: None

Zombie Herd -/100 ponts

.. Moooooooooo, errrr I mean,,
Braaaaiiiiiinnnnsssss
This represented a truly large and terribly frightening
zombie horde. The zombie herd may consist of 30-50
zombies on a single CD/DVD sized base.

Move 3 Def 2 Hits 9 Str 10 Agi 2 Int 1 Morale 1

Special Effects: Alien(Monster), Horde, Brain Dead,
sharp teeth, slow

Attacks: Brawl (3+), Bite (5+)

Upgrade Options: None


3:30 AM B&W: Re-run
Night Terror
Hosted by Zombie Bob and ghoulies
Mourning After
By David Krensler
Zombie Bob and his crew pull out another old
classic from his dusty collection in his
graveyard ditch. This time he is screening the
classic romantic zombie post-apocalyptic
thriller warning against the over indulgences of
microwaved food entitled Mourning After.


Producer Jeeves Patrick
Director David Krensler
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New Special Effects

Traits
Horns
Models with this trait gain a new basic melee attack type,
the horned charge. The model receives a further +2 to
their strength (for a total of +3) during successful
charges. The to-hit is determined like any other new
basic attack allotted to the character archetype.

Razor Sharp Claws
Models with this trait gain a new basic melee attack type,
the clawed attack. A clawed attack adds plus 1 to the
Str of the attacker when making an unarmed attack. The
to-hit is determined like any other new basic attack
allotted to the character archetype.

Sharp Teeth
Models with this trait gain a new basic melee attack type,
the bite. A bite has a strength equal to the user +2. The
to-hit is determined like any other new basic attack
allotted to the character archetype minus one.

Tentacle Crush
Many undulating tentacles protrude from this creature
body. Each capable of lashing out and striking any
enemy foolish enough to approach the beast.

Weapon Range Hit Str Notes
Tentacle
Crush
melee 5+ 4
1d6 attacks, roll
each turn

Unexplained
Alternate Form
The werewolf may choose to start the game in human
form. While in human form, they should use a different
miniature. The werewolf may spend 1 special action to
transform into or from their werewolf form. In human
form, the werewolf was an altered attribute profile, and
loses their basic special effects. Any damage sustained
to either form is carried over to the other.

Move 6 Def 3 Hits 3 Str 3 Agi 3 Int 3 Morale 3

A player may choose to assign special effects, or adds
to their alternate form, rather than use them on their
primary form.


Amorphous
The creature has an ever changing form. Like an
ameba, the creature moves about by stretching parts of
itself out, grabbing hold of something and pulling the rest
toward it. Amorphous creatures are somewhat unique in
that they do not have a single base holding their
miniature, but rather a collection of bases, each round
base representing a part of the creature. At all times,
each individual base MUST be in contact with the other
bases representing this particular amorphous creature.
The number of bases used, and by extension the size of
the creature, is determined by the creatures Hits. For
example, a creature with 5 hits, will use five round
bases, all in contact with one another, to represent the
beast. Any time the creature takes damage, a number
of bases equal to the damage is removed from play.
The attacker gets to choose which particular bases. The
creature may not willfully split into two, but if one base is
removed in such a way as to separate the beast into
two piles, then movement must be spent reforming into a
whole entity again.

Pyrokinesis
Pyrokinetics have the ability to spontaneously generate
fires. Pyrokinesis has a range of 8 inches. If a
pyrokinetic spends 1 special action generating fires they
may place up to 1 fire token on the game board within
their range (see page 39 of the main rulebook). If the
pyrokinetic uses this as an attack against a single model
it causes a strength 3 hit.

Organic Consumption
The Abomination is voracious and consumes all the
organic material it can find. As this happens, the
Abomination swells, and if left unchecked could grow to
cover the entire planet. Anytime the Abomination can
move part of itself into base-to-base contact with a fallen
enemy model it may spend one attack consuming the
corpse. Consuming a corpse restores/adds 1 hit and 1
base size to the abomination. Fire markers are provided
at the end of the summer special.

Zombie Infection
Models with that carry the zombie infection ability follow
a set of special rules that are described earlier in this
supplement. Zombies are slow, have unpredictable
movement rates, react instinctively to movement and
sound, and are notoriously difficult to kill unless you get
em in the head.
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Disadvantages
Brain Dead
Brain dead models do not learn from their experiences.
During a ratings war, players may not spend PP to
develop a model with the brain dead disadvantage.

Phobia (x)
The creature has a deep rooted dread that causes a
complete irrational and uncontrollable state of fear.
Typical phobias include: Fire, Sunlight and Holy
symbols. If a creature is attacked by a weapon with
causes damage of type they fear, or the creature is
within 6 inches of an enemy model which is brandishing
an item of a type they fear (for example a torch for a fire
phobia, or a UV flashlight for a sunlight phobia) than the
model must make a fear test. Failing this test forces the
creature to take an immediate retreat move, at the cost
of one of their regular actions.

Scaredy Cat
The creature or hero is so cowardly they high tail it out of
danger at the slightest fright. The model receives a
minus two (-2) penalty whenever rolling a fear test.

Vulnerability (x)
This disadvantage can be chosen more than once
each additional time it is chosen adds + 3 to the number
in the brackets. Additionally the nature of the
vulnerability must be chosen Silver, Fire, or Holy
Symbols.

If attacked by a weapon type indicated by the their
models, the model increases the Str of any attacks
against it by the number indicated in the brackets.
Vulnerability supersedes and cancels out the effect of
general invulnerability.


The Deadwright
Detective Agency









3:00 AM Color: Re-run
Deadwright Detective Agency
Staring ensemble cast
Here comes the knight
By Ashton Krutchly
The gang receives a call from the local
museum curator who pleads with them to
investigate strange occurrences in the
preservation room and the mysterious
disappearance of an intern. Are these things
related to an ancient Welsh curse? Tune in to
find out.

The Jock.Bob Thornbush
The brain.Sara Temple
The bombshell...................Betty Milner
The questionably hungry youth.Steve Aims
Producer Adam Standish
Director Ashton Krutchly

No dogs were harmed in the filming of this episode





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New Events
Much like the action shows of 7TV, the horror shows of
creature feature are choke full of strange and
unpredictable twists of fate. From wobbly sets, to
forgotten lines, it is these unexpected events that add a
real charm and appeal to the horror shows of the 70s.

Thats dead right baby,
dead right!
Event Effect(s)
The Surprise Reveal
(Heroic Player only,
Prologue Event)
The producers have been promising for some time in the trailers to finally reveal
the identity of the monster. The villain player must select one monster from
his/her cast (if they have one) who is the potential surprise reveal. If the heroes
manage to capture the potential reveal, than any heroic model in base contact
may spend 1 special action to remove their mask. Removing their mask instantly
transforms the model into a civilian for the rest of the scenario and grants the
heroic player an additional 3 VPs beyond those permitted by the scenario.
Peek-a-Boo
(Villains Only)
Monsters have the uncanny ability to pop out when the heroes least expect it.
Especially when they have been running full speed away from a gimped
mummified Mrs. Daisy. The villainous player may play this even card on one of
their monsters, and relocate their monster anywhere on the game board so long
as no heroic model has line of start with where they are placed. This may be
done before activating the monster model.
The worst possible
moment
(Villains Only)
Play when a hero is about to fire at one of your models. The shot automatically
missed and results in a jammed weapon.
Loners must die
(Villains Only)
Play when a monster is about to attack a hero. If the hero has no allied models
within 12 inches of them, then the monster receives a +2 to hit and a + 2 to
strength of the attack.
Ex-virgins must die
(Villains Only)
Play when a monster is about to attack a hero. If the hero has no allied models
within 12 inches of them with the exception of a single friendly model of the
opposite sex, then the monster receives a +2 to hit and a + 2 to strength of the
attack.
Dodgy Makeup
(Heroes only)
Nominate one heroic model. They immediately ignore all effects of fearsome
creatures for the next two turns.
Fake Scare
(Villains Only)
The hero lets down their guard for even a moment and BAMMMM. Out jumps
a cat. Play whenever a heroic model opens a new doorway on the table. The
model must make an immediate Morale check. Failing this check results in the
model being forced to retreat from the doorway.
Well camp here tonight
(Heroes Only)
A talented survivor can find building materials anywhere. Play this card to locate
building material for three barricade tokens.
Scream Queen
(Heroes Only)
The heroic player may play this card to ignore the effects of any single Morale
test, even after it is rolled. However, in order to benefit from these effects the
player must make the appropriate sound effects themselves.
Secretly Infected
(Villains Only)
Played during the prologue. The heroic player must select one of his/her stars or
co-stars at the start of the game. At the start of every round, the heroic player
must roll 1d6 for this model to see if the infection has taken over. When the
player rolls a 6, the heroic model turns into a zombie with a name (villain co-star)
and is turned over to their opponents control. Their profile is standard with no
additional adds beyond the basic.

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Event Effect(s)
Secret Passageway
The player may place this card to create a portal between two locations on the
game board. These two locations cannot be located more than 18 inches apart.
Any model may enter the secret pass away by being in base contact with the
entrance and spending all their actions of the turn to go through the tunnel.
Simply move the model to the other end of the passageway. Once discovered
the passageway remains on the board for the rest of the game and may be used
my any model.
Hidden Doorway
The character moves a book from the bookshelf and discovers a secret doorway.
This doorway must be placed on a wall that links two rooms, or a room with the
outside.

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New Gadgets

Cryogen Canister
Cost: 2
The model carries a small metal cylinder containing
liquid nitrogen. If the canister is thrown, it will break, and
leak into the air. The leak is slow, but enough to hurt
anyone who is sensitive to the cold.

Weapon Range Hit Str Notes
Cryo
Can
Thrown 4+ 2/4 *
Blast 3, Scatter
1D6, Thrown
* The Cryogen Canister causes extra damage to
monsters with a weakness to the cold.

Holy Symbol
Cost: 1
The hero carries a small holy relic with them, to ward off
evil spirits. The hero may spend one action to pull out
and display their holy symbol. Monsters with a phobia
for Holy symbols must pass a fear test if they are within
6 inches of the hero displaying a holy symbol. The
effects of displaying a holy symbol last for one round.

Holy Water
Cost: 1
The hero carries around a small glass vial of holy water
which they may throw upon the enemy. People do not
like being attacked with water, just look at Tom Cruise.

Weapon Range Hit Str Notes
Holy
Water
Thrown 4+ 0/4 *
Blast 3, Scatter
1D6, Thrown
* Holy water only causes damage to monsters with a
weakness to holy symbols

Neutron Detector
Cost: 3
Used by paranormal researchers when exploring a
haunted house. A model that holds a neutron detector
does not need to open a door and enter a new room
before rolling on the haunting experiences table, as long
as they are in an adjacent room. This means that they
can identify paranormal threats in neighboring rooms
without having to deal with them immediately.

Neutron Pack
Cost: 6
Models that are incorporeal are only harmed by
weapons with unexplained special effects. This weapon
was designed to deal exclusively with them. This
weapon effects listed only pertain to damaging
incorporeal beings while in their incorporeal form.
Values and abilities listed to the left of slash pertain to
physical beings.

Weapon Range Hit Str Notes
Neutron
Pack
8 6+ 2/0 None/Push-Pull

If the hero successful hits an incorporeal being with their
neutron pack, they may push of pull the being around.
Roll 1d6, and divide the result in half. The hero player
may move the incorporeal model that many inches on
the table. Multiple attacks will continue to move the
incorporeal being.

If the hero rolls a 1, than the opposing player may place
1 fire token within 8 of the attacker, but not in base-to-
base contact with any model unless unavoidable.

Neutron Trap
Cost: 6
Models that are incorporeal are only harmed by
weapons with unexplained special effects. This capture
trap was designed to deal exclusively with them. The
abilities of the Neutron trap have no effect on physical
beings. A being captures while incorporeal cannot revert
back to physical form while in the trap.

The neutron trap must be placed on the ground by a
hero, and they must spend 1 special action activating the
trap. Any beings in an incorporeal form that come into
base-to-base contract with the trap must make an agility
test or gain a captured status. The trap can only hold
one being at a time. The trap has a defense of 5 and 2
Hits.

Silver Ammunition
Cost: 2
Models equipped with a bow, crossbow or any type of
firearm may replace the ammunition used by the weapon
with rounds (arrows) tipped or made in silver. Attacks
which strike any monster with the weakness to silver will
benefit from a plus three to the weapons strength.

Page | 13
Smelling Salts
Cost: 1
For 1 special action, smelling salts allow a hero to
remove a confused status marker from any friendly
confused model that is in base-to-base contact.

Standard Flashlight
Cost: 2
The hero carries with them a basic run of the mill
flashlight. This flashlight may be used to cast an 8 inch
cone shaped template of light from the player when
determining line of sight in the dark. This template may
be used to aid allies, but must always be placed in facing
directly forward of the model carrying it. Additionally,
carrying this light source negates the horror test penalty
for being in the dark for the model carrying this flashlight,
and any allies that are directly in from the of flashlight
carrier who would fall under the light source template.

Thermite Ammunition
Cost: 2
Models equipped with a bow, crossbow or any type of
firearm may replace the ammunition used by the weapon
with rounds (arrows) tipped with a small themite
explosive. Attacks which strike any monster with the
weakness to fire will benefit from a plus three to the
weapons strength.

Torch
Cost: 2
Models carrying an open fire cast a 4 inch round light
template around their model. This template helps to
dispel the darkness when determining line of sight in the
dark and negates the horror test penalty for being in the
dark for the model carrying it and any other models
within 2 inches.

UV Flashlight
Cost: 3
The hero carries a full wavelength spectrum flashlight.
The hero may spend one action to pull out and shine
their flashlight on an enemy within six inches. Monsters
with a phobia for sunlight must pass a fear test if they
are within 8 inches of the hero displaying a UV flashlight.
The effects of shining the UV flashlight on a target are
immediate only.

The UV flashlight also casts a 8 inch cone shaped light
template to dispel darkness in the players are using the
darkness rules.

Weapon of the Week
Cost: Not for sale. Most be found in scenario
When combating the monsters of the darkness, a hero
needs a special weapon. Weapons of the week are
constructed by those who understand a monster of the
weeks most secret weaknesses, and use them to
hopefully destroy the beast forever. Anyone particular
W.O.T.W will only work against one particular M.O.T.W.
The weapon of the week has the following profile.

Weapon Range Hit Str
Basic melee 4+ user
The weapon of the week is +2 to hit, and +3 strength
against the monster of the week it was created to
destroy. Additionally, M.O.T.W. destroyed by a
W.O.T.W. can no longer use their star quality for the
remainder of the scenario. If the villains are fielding a
Monster of the Week in their cast, than for every Monster
Hunter the heroes have hired, the villains must place a
weapon of the week token on the board, no matter the
scenario.

Page | 14
THE DEADWRIGHT DETECTIVE AGENCY
Each week, these clever kids and mettlesome mutt
battle rubber masked monsters, and solve all sorts
of paranormal mysteries.

The Deadwright detective agency was formed four
unlikely friends while in high school. Most of them have
long since graduated, with the exception to the
questionably hungry youth, who were not quite sure
about. In the last few years they took to the road,
traveling from town to town and getting in all sorts of
adventures. The most loveable member of their cast,
the one who gets the most screen time, and gets the
most one liners, is also the one who is not quite human.
Though, he is also no quite an attack dog either.

Show Special Effects
McGuffin Snacks:
The brain, the bombshell and the jock each carry 1
serving of McGuffin Snacks, usable by Not quite an
attack dog, and the questionably hungry youth. Either of
these models may use 1 serving of the snacks to re-roll
a failed fear test. In order to gain this re-roll, at least 1 of
the three snack carriers must be within 6 inches of
scared model. Once a carrier has used his/her snacks
they are no longer available from that particular carrier
for the remainder of the episode.

Not quite an attack dog
Flamboyant Agent | Star | Ratings 45

Attributes
Mov Def Hits Str Agi Int Mor
9 5 3 3 4 2 4
Special Effects
Luck (2), Seduce, Scaredy Cat, Heroic Surge, Sharp
Teeth, I will return, Screamer, Infiltrator, Disarm, Rage

Star Quality
Making Their Own Luck

Attacks
Weapon Range Hit Str Notes
Brawl melee 4+ 3 Stuns
Bite melee 4+ 5


















The Questionably Hungry Youth
Plucky Assistant | Co-Star | Ratings 27

Attributes
Mov Def Hits Str Agi Int Mor
7 5 3 3 3 2 3
Special Effects
Luck (2), Concealment, Scaredy Cat, Heroic Surge,
Screamer, Drive, Vehicle (Van)

Attacks
Weapon Range Hit Str Notes
Brawl melee 5+ 3 Stuns
Sling 12 5+ 3 Primitive, 2 shots

Page | 15
The Brain
Crackpot Inventor | Co-Star | Ratings 36

Attributes
Mov Def Hits Str Agi Int Mor
6 3 3 2 3 5 5
Special Effects
Boffin (2), Gadgets, Medic, Repair, Leader (1)

Attacks
Weapon Range Hit Str Notes
Brawl melee 6+ 2 Stuns
Stun
Pistol
8 5+ 4 High Tech, Stuns

The Bombshell
Angel of Justice | Co-Star | Ratings 32

Attributes
Mov Def Hits Str Agi Int Mor
6 3 3 3 5 2 4
Special Effects
Luck (1), Disarm, Kung Fu Grip, Sixth Sense, seduce,
leader (1)

Attacks
Weapon Range Hit Str Notes
Brawl melee 3+ 3 Stuns
Pistol 12 4+ 3 pistol

The Jock
Investigative Academic | Co-Star |
Ratings 40

Attributes
Mov Def Hits Str Agi Int Mor
6 4 3 4 2 2 4
Special Effects
Heroic Surge, Inspirational, Luck (1), Leader(1), Blocker,
Drive

Attacks
Weapon Range Hit Str Notes
Brawl melee 4+ 4 Stuns
Pistol 12 4+ 3 pistol

Extras
The Deadwright detectives are always there to help
others out of a jam. They are almost always
accompanied by a small group of civilians.

Page | 16
Interdimensional Consortium of Monsters
The continue foibles of the those pesky kids of the
Deadwright detective agency and their dog, little do
they know that it is really old man Smithers.

The Deadwright detective agency battles a large host of
monsters and beasts every week. When those monsters
are not battling those pesky teenagers, they occasional
get recycled to other shows produced by mallet
production. The Interdimensional Consortium of
Monsters is sort of like their local union. Well, maybe
more like the union of the props guys.

Show Special Effects
Who turned off the lights
The villain player may decide if the scenario is played in
the dark or not.






Mummified Egyptian
M.O.T.W | Star | Ratings 85

Attributes
Mov Def Hits Str Agi Int Mor
4 5 5 4 3 7 4
Special Effects
Alien (Monster), Fearsome, Vulnerability (3 to Fire),
Psychic, Telekinesis, Mind Blast, Hypnotism

Star Quality
or is it?

Attacks
Weapon Range Hit Str Notes
Basic melee 4+ 4 Stuns


Re-animated Golem
M.O.T.W | Star | Ratings 85

Attributes
Mov Def Hits Str Agi Int Mor
4 5 5 7 3 3 4
Special Effects
Alien (Monster), Fearsome, Phobia (Fire), Blocker,
Mechanoid (Construct), Heroic Surge

Star Quality
or is it?

Attacks
Weapon Range Hit Str Notes
Basic melee 4+ 7 Stuns



Page | 17
Romantic Vampire
M.O.T.W | Star | Ratings 85

Attributes
Mov Def Hits Str Agi Int Mor
6 4 5 5 3 5 5
Special Effects
Alien( Monster), Fearsome, Vulnerability (3 to Holy
Symbols), Phobia (Holy symbols), Phobia (sunlight),
Hypnotize, Sharp Teeth, Regeneration, Incorporeal,
Invulnerable (1)

Star Quality
or is it?

Attacks
Weapon Range Hit Str Notes
Brawl melee 4+ 5 Stuns
Bite melee 5+ 7


Where-wolf?
M.O.T.W | Star | Ratings 85

Attributes
Mov Def Hits Str Agi Int Mor
8 4 5 4 5 3 4
Special Effects
Alien (Monster), Fearsome, Vulnerability (3 to Silver
weapons), Alternate Form, Razor sharp claws,
Regeneration, Roar, Daring Leap, Heroic Surge

Star Quality
or is it?

Attacks
Weapon Range Hit Str Notes
Brawl melee 4+ 4 Stuns
Claws melee 4+ 5

The See-Through Dude
Mad Scientist | Co-Star | Ratings 60

Attributes
Mov Def Hits Str Agi Int Mor
6 3 2 3 5 6 4
Special Effects
Boffin (2), Repair, Invisible, Saboteur

Attacks
Weapon Range Hit Str Notes
Brawl melee 6+ 3 Stuns
Alien
Pistol
16 4+ 4
High-Tech, laser,
Pistol





















Page | 18
Fish-Sticks
Failed Exper.| Co-Star | Ratings 60

Attributes
Mov Def Hits Str Agi Int Mor
6 4 3 3 6 3 5
Special Effects
Alien (Monster), Fearsome, Luck (1), Aquatic, Body
Armor, Razor sharp claws

Attacks
Weapon Range Hit Str Notes
Brawl melee 3+ 3 Stuns
Claws melee 4+ 4

Frank The Zombie Tank
Named Zombie / Co-Star / 30 Ratings

Attributes
Mov Def Hits Str Agi Int
Mor
3 3 3 4 1 1 0

Special Effects
Alien(Monster), Zombie Infection, Brain Dead, sharp
teeth, Great Strength

Attacks
Weapon Range Hit Str Notes
Brawl melee 4+ 4 stuns
Bite melee 5+ 6 None


Bubbles smart Zombie
Named Zombie / Co-Star / 30 Ratings

Attributes
Mov Def Hits Str Agi Int Mor
3 2 1 2 1 1 0

Special Effects
Alien(Monster), Zombie Infection, sharp teeth , Great
Strength

Attacks
Weapon Range Hit Str Notes
Brawl melee 4+ 2 stuns
Bite melee 5+ 4 None
SMG 16 4+ 3
Burst, Cant
Aim














Page | 19
The Master Vampire
The Master is oldest and most powerful
vampire to ever exist. He is the first, the
origin of vampire curse and the source
of source of our myths. An ancient
Romanian cursed with an everlasting
thirst for human blood.




















Villain Special Guest Star

Suggested Ratings: 150

Attributes
Mov Def Hits Str Agi Int Mor
6 6 8 8 6 6 6
Special Effects
Alien( Monster), Fearsome, Hypnotize, Sharp Teeth,
Regeneration, Incorporeal, Invulnerable (2)


Star Quality
or is it?

Entourage
The master will arrive on set with 3 Bat swarms (see
summer special for rules), or 2 attack dogs (page 84 of
main rule book).

Attacks
Weapon Range Hit Str Notes
Brawl melee 2+ 8 Stuns
Bite melee 3+ 10


Background
Allowing for cultural influences in the naming, stories of
the Master vampire appear to date as far back as 16
th

century with early descriptions of the Vrykolakas, and
the strigoi. No one is certain exactly how the Master
Vampire first became cursed, or if the his origins is even
shrouded in a curse at all, but rather a disease, or some
mutation.

Centuries of persistent life and his continued predation
upon humans have caused the master vampire to lose
touch with his humanity. He is a creature out of his time,
and forever alone. To assuage his loneliness, the
Master Vampire often seeks out companions and turns
them into one of his vampiric children. It is likely this
habit that has brought the heroic cast members into the
presence of the Master.

Page | 20
The Horror from Hoboken
A gelatinous voracious creature which
likely fell to earth in a meteor shower. It
has a voracious appetite for all things
organic, and will continue to devour
anything and everything in its path. .

Villain Special Guest Star

Suggested Ratings: 150

Attributes
Mov Def Hits Str Agi Int Mor
6* 3 10 4 2 3 5
* movement rate is for each independent base, but they
must remain in contact with one another.

Special Effects
Alien (Monster), Infiltrator, Fearsome, Vulnerability (3 to
Cold effects), Amorphous, Organic Consumption,
Tentacle Crush, Sharp Teeth

Star Quality
Unearthly Constitution

Attacks
Weapon Range Hit Str Notes
Brawl Melee 4 + 4 Stuns
Tentacle
crush
melee 4 + 4 1d6 attacks
Bite melee 5 + 6









Background
It is said that the horror from Hoboken originally rode a
comet to New Jersey in the 1950s. He was met with
much prejudice and continued refrigeration, which he did
not like. So, he, or rather it, found its way down into the
bowels of the water treatment center, where it has
stayed dormant for decades. There it stayed in hiding,
quietly eating our waste, and growing until the day it
could find acceptance. Or until the day it could sustain
itself from sewage alone.

Page | 21
Gila
A giant dinosaur-like beast covered in a
thick bumpy armor-like hide. She
stands upright like a t-rex, but with a
massively strong well developed upper
body. Gila stands many stories high
and is able to literally stomp across the
battlefield, leveling buildings, flattening
tanks, and otherwise ending an actors
career. Among her primary weapons is
her fiery breath with lays waste to all
before her.

Villain Special Guest Star

Suggested Ratings: 150

Attributes
Mov Def Hits Str Agi Int Mor
5 6 8 6 2 3 5
Special Effects
Massive, Alien (Monster), Body Armour, Fearsome,
Vulnerability (3 to Cold effects), Sharp Teeth, Energy
Blast (fire), Roar

Unique Ability
Are you my mommy?
Gila is a female of her species, and only comes to land
to lay new eggs Gila may spend one special action to lay
and egg, and may place an egg token directly behind the
models base. At the start of the villain players turn, they
may roll 1d6 for each of the egg tokens already on the
game board. On a roll of 5 or 6 the egg hatches, and
may be replaced with a with a little Godsmacka model.
These little Gila models may be moved as normal staring
that turn.

An unhatched egg has a Def of 4 and 2 hits. If the token
reduced to 0 hits it is removed from the table.

Attacks
Weapon Range Hit Str Notes
Brawl Melee 4 + 4 Stuns
Bite melee 5 + 8
Energy
Blast
Ranged 3 + 4
High Caliber, 1
Hit or Stuns

Background
No one knows exactly Gila came from. Some scientists
speculate that the monster is a mutation brought about
by underseas nuclear testing. The more fringe scientists
have postulated that the monster is not a mutation at all,
but rather a remnant of a long lost species that had
spent the better part of recorded history in hibernation,
only to be awoken by underseas nuclear testing. For
some reason, the underseas nuclear testing is the only
thing most scientists agree about.
Little Gila
Attributes
Mov Def Hits Str Agi Int Mor
8 4 3 4 3 3 3
Special Effects
large, Alien (Monster), Body Armour, Fearsome,
Vulnerability (3 to Cold effects), Sharp Teeth,


Page | 22

On Location: The Haunted House
Most stories have a fairly straight forward protagonist-
antagonist adversarial relationship. But what if the
heroes are not up against the machinations of some evil
individual? What if they are not against an individual at
all, but rather a structure. Haunted houses and other
haunted places represent a unique challenge in the 7TV
television lineup, in that they are not played by an actor,
but become a character in and of themselves. In this
section we will detail the special rules needed to create
your own haunted house or spooky location for your
monsters and other villains to creep about.
Haunted houses may be used to house an existing cast
of villains, or in small skirmishes may be the only villain.
Provided below are a set of random tables used to
generate the paranormal events that occur within a
house. Players may even find these tables useful in
generating a random house for use in solo adventures.
A word of caution however, given the random nature of
these tables it is highly likely that the difficulty of a
haunted house will be very unpredictable. If this is not
your cup of tea, and alternative idea is to take the
contents of tables and present them on cards. This will
allow for a pseudorandom presentation with a predicable
overall difficulty.
Every time a heroic player enters a new room in house,
the player should determine what type of paranormal
phenomenon the player is going to encounter. The
paranormal phenomenon are broken down into six broad
classes which increase according to spectral power of
the entity attempting to manifest. The lowest order are
simple residuals, which are little more than a psychic
recording being played back in a loop within the house.
At the other end of the spectrum you have personified
manifestations, entities that manage to maintain their
individuality. These are often the most dangerous
beings the heroes will confront in the house.
Random Haunting Type

1D6 Room Type
1 Residual Haunting / Playback
2 Shadow People
3 Poltergeist
4 Non human manifestation
5 Archetypal Manifestation
6 Personified Manifestation

Once the players determine the type of haunting within a
room, they should then roll to determine what type of
encounter they will deal with. There are three types of
encounters that individual heroes may come face to face
with regardless of the haunting type. These include:
haunted items left in the room, evidence of spiritual
charlatanism (fakes), or direct contacts with the unseen.
Each of these types of encounters has a sub-table with a
description of their effects and suggestions as to how to
avoid them All the remaining encounters are specific to
the individual haunting type, and represent an escalation
of apparent danger.







.
Page | 23
Random Haunting Experiences table
1D6 Residual
Shadow
People
Poltergeist
weak
manifestation
Archetypal
Manifestation
Personified
Manifestation
1 Haunted Item Haunted Item Haunted Item
Orbs and
Vortexes
Playful Child Fake
2 Haunted Item Haunted Item Knockings
Mists and
Vapors
Fake Vengeful Witch
3 Haunted Item Cold Spot Moans Fake Forlorn Lover Demon
4 Deja Vu Creakings Fake Misty apparition Lady in white Contact
5 Flashes Fake Levitations Black Dog The Trickster Contact
6 Fake Shadow Figure conflagration Contact Contact Contact

Dj vu
The heroes experiences a deep feeling of having been in
the house before, despite never having set foot in it
before this moment. The experience is so strong, that
the very activity the hero is doing at that moment feels
as it is memory.

Heroes in this room must make an intelligence check or
gain a confused status. Any confused models can
continue to test against their intelligence in subsequent
rounds to remove the status.

Flashes
The hero pauses for a moment and flashes on a memory
that is not their own. Like a television clip playing out in
their head, the hero experiences the painful moments of
the spirits last moral moments.

Heroes in this room must make an intelligence check or
gain a stunned status. Any Stunned models can
continue to test against their intelligence in subsequent
rounds to remove the status.

Cold Spot
As the heroes walk through the room they slowly feel a
chill creep up on them. As if from nowhere, the
temperature drops as much as 10 degrees in only a
small portion of the room. As the heroes continue
onward, the chill dissipates. Heroes are minus 1 Move,
and minus 1 Agility while in the room.

Creakings
The heroes are all together, and off in the distance they
hear an unexplained creaking. Perhaps that of a door
slowly closing, or someone walking along some loose
floorboards, but if everyone is here, who is responsible
for it?

The creaking sounds make the heroes very nervous.
Any fear checks made in the room suffer a minus one
penalty.

Shadow Figures
Off in the distance, at the limits of line of sight, the
heroes see a shadowy and hazy form dash out of sight

The sudden fright of a figure dashing in front of them
forces the heroes to make a fear check or run screaming
from the room. The heroes may re-enter the room in
subsequent rounds without re-checking.

Knockings
Loud slamming sounds which appear to have no known
visible cause seem to emanate from heroes current
room.

Suddenly, any closed doors leading from this room are
flung open. Players should determine the paranormal
activity for each of these attached rooms and deal with
them accordingly. Any summoned manifestations will
move toward the heroes current room.

Moans
That is not simply pipes, and floorboards in a old house.
Those sounds are distinctly human. Er humanish.

Heroes in this room must make an morale check or gain
a stunned status. Any Stunned models can continue to
test against their morale in subsequent rounds to
remove the status.

Levitations
Books, chairs, or candlesticks, it could be any small
item. What catches the heroes eyes is that item is
clearly floating around the room, without hand or sting
guiding it.

Page | 24
Any model that ends its turn in the room is attacked by
flying books. These hit on a roll of 4+ and books cause
a strength 2 attack.

Conflagration
The curtains spontaneously combust into flames, a thick
black smoke devours the rooms and begins to choke the
heroes before they can react. Place two fire markers in
the middle of the room. See page 39 of the main rule
book for details about fire.

Orbs
Rarely are they seen during an active experience, but
rather are caught on film with photographers left to
explain their presence later on. Every once in a while,
these willowisps are experienced firsthand, and are
described as brief flashes of white or greenish light,
appearing like a small flickering lantern that seems to
move about.

The flashes can be quite blinding. All models in the
room must make a defense check or gain a stunned
status. Stunned models may re-roll during subsequent
rounds to remove the status.

Mists
A thick fog rolls into the room, seeming to seep from
every architectural orifice. The fog makes if very difficult
to see, and any to-hit roll are at minus one penalty.

Misty Apparition
A hazy semi-formed person seems to appear and
disappear simultaneously from a thick fog ambling about
the room.

Attributes
Mov Def Hits Str Agi Int Mor
3 0 1 1 3 3 3
Special Effects
Incorporeal (permanent), Invisible, Telekinesis, Hover

Attacks
None

When The misty apparition appears it starts in its
incorporeal state and is incapable of reverting back to
solid form. As such it is formless and cannot by attacked
by conventional weapons, though unexplained special
effects work as normal. The only attack available to the
misty apparition is through its telekinesis.

Black Dog
A solid figure, the heroes spot a silent motionless dog at
the limits of the room. After a moment it will begin to
silently bark, and continue to do so as if warning the
heroes of some unknown danger. Seeing the black dog
is a bad omen which is thought to spell doom.

Attributes
Mov Def Hits Str Agi Int Mor
8 0 2 3 3 3 3
Special Effects
Incorporeal (permanent), Invisible, Telekinesis

Attacks
Weapon Range Hit Str Notes
Bite melee 5+ 7 Bite

The black dog begins play in its incorporeal state is
unable to maintain a physical form. The dog is capable
of making one focused physical attack (the bite) but
reverts to its incorporeal state almost immediately.

Playful Child
A small red rubber ball rolls past the heros feet.
Moments later, a small child runs past them in a blur.
Attributes
Mov Def Hits Str Agi Int Mor
6 0 2 2 3 3 3
Special Effects
Incorporeal (permanent), Invisible, Telekinesis, small

Attacks
Only from telekinesis.

The playful child begins play in its incorporeal state is
unable to maintain a physical form.

Page | 25
Forlorn Lover
The form of a wisplike delicate woman can be seen
overlooking a window, precipice, or painting of a
stunning young man. A nearly silent weeping is barely
audible.
Attributes
Mov Def Hits Str Agi Int Mor
6 0 2 2 3 3 3
Special Effects
Incorporeal (permanent), Invisible, Telekinesis, Energy
Blast

Attacks
Only from telekinesis and energy blast.

The forlorn lover begins play in its incorporeal state is
unable to maintain a physical form.

The Trickster
The remaining spirit of a mischievous soul. Perhaps a
robber, abuser, or murderer in life. The Trickster may
not make their malign intentions obvious to the heroes,
but they are certainly out to do the heroes considerable
harm.

Attributes
Mov Def Hits Str Agi Int Mor
6 3/0 3 3 5 5 5
Special Effects
Fearsome, Incorporeal, Invisible, Telekinesis, Flyer


Attacks
Weapon Range Hit Str Notes
Brawl melee 5+ 3 Stuns

The Trickster begins play in its incorporeal state but is
able to revert to a physical form if they wish.

Vengeful Witch
The spirit of former servant of the devil. The Witch
continues her work in the afterlife, perverting the souls of
man, and dooming them for eternity.

Attributes
Mov Def Hits Str Agi Int Mor
6 3/0 3 3 4 5 5
Special Effects
Fearsome, Incorporeal, Invisible, Telekinesis, Flyer,
Mind Blast

Attacks
Weapon Range Hit Str Notes
Brawl melee 5+ 3 Stuns
The Vengeful Witch begins play in its incorporeal state
but is able to revert to a physical form if they wish

Demon
Unlike most spirits, specters and lost-souls the heroes
encounter, the Demon was never human. They dont
understand human needs, and have no respect for
human life. They are jealous of humanity, and will do
everything in their power to torment, torture, and destroy
the heroes.

Attributes
Mov Def Hits Str Agi Int Mor
6 4 5 5 3 5 5
Special Effects
Alien( Monster), Fearsome, Vulnerability (3 to Holy
Symbols), Phobia (Holy symbols), Phobia Hypnotize,
Sharp Teeth, Invulnerable (1), Most Wanted, Pyrokinesis

Attacks
Weapon Range Hit Str Notes
Brawl melee 4+ 5 Stuns
Bite melee 5+ 7








Page | 26
Spiritual Charlatanism table

1D6
Haunted Item Suggested Effects Counter-Measure
1 Nothing
I was sure they were up to no good, ,but. None
2 Stage Makeup
The heroes begin to doubt the paranormal origins of the
haunting. They receive a plus one bonus to the next fear test
one of them makes.
None
3 Fortune Tellers Rigging
In the room are various items from a sance including a
crystal ball, smudge pots, They quickly realize the small
Jacobs ladder was use to make concealed clapping sounds
from beneath the fortune tellers gown, and that a small
projector was pointing at the crystal ball. The heroes are
reminded to keep their street smarts about them and not be
fooled by parlor tricks. They receive a plus one bone to the
next intelligence test one of them makes.
None
4 Pulleys and Rigging
Well that explains the flying effects. If the next manifestation
the players encounter has the flying special effect, than the
special effect is cancelled and the manifestation is grounded.
None
5 A random Clue
The heroes find the long lost will of the homeowner. Well, this
is curious, sure does provide some individuals with some
strange motivation to keep this document secret. Gives the
heroes + 1 VP.
None
6 Cheap Scare
The hero lets down their guard for even a moment and
BAMMMM. Out jumps a cat. Play whenever a heroic
model opens a new doorway on the table. The model
must make an immediate Morale check. Failing this
check results in the model being forced to retreat from
the doorway.
Pass a fear check

Haunting Contact table

1D6
Contact Suggested Effects Counter-Measure
1 Silence It is dead quiet!
None
2 Disembodied Whisper
A silent whisper only heard by a randomly selected hero really
freaks them out. Make a fear test for that hero or they must
flee the room.
Pass a fear test
3 Chilling Touch
A random hero is grasped on the shoulder by the coldest most
cadaver like hand one could imagine. The model is -1 move, -
1 agility for the next turn.
None
4 Deep Scratches
A randomly selected model is attacked from an unseen force.
The force hits on a roll of 2+ and causes a Strength 3 wound.
None
5 Pushed Back
A random model is selected. The model feels a strong push
against their chest. The model must pass an agility check or
suffer the effects of a level 3 fall.
Pass an agility check
6 Possession
The hero must make a moral check or be possessed by an
evil spirit. The villain control will control the hero as long as
the possessed status remains. The heroic player may re-roll
the moral every round until they pass. In a solo game, the
possessed model will start to attack any nearby allies and will
continue to do so until they shake the possession.
Pass a Moral check.
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Haunted Item table

1D6
Haunted Item Suggested Effects Counter-Measure
1 Mundane Doll
The well loved doll of a little girl. I was sure this doll was
haunted, oh well
None
2 Mirror into the soul
A strange mirror on the wall appears to not only reflect the
room and heroes, but back into the abyss. Any heroes who
walk by the mirror will be compelled to look into the mirror and
risks being trapped in the mirrors reflection. Any hero who
moves past the mirror must make a morale test. IF the model
fails this test, they gain a dominated status and will perform
NO actions until it removed. The model may test every turn to
remove it.
When moving past the
mirror, Pass a moral
test.
3 Cursed Treasure
The heroes locate an extremely valuable treasure and may
designate a hero to carry the treasure. While carrying the
treasure, any attacks against this hero are +1 to hit and + 1
strength to damage. If the hero survives the adventure, the
heroes gain +2 VP.
Survive the rest of the
game with increased
lethality against you, or
ignore the treasure.
4 Voodoo Dolls
The heroes locate a voodoo doll for the member of their cast
with the lowest ratings. There is reason to believe there are
others. The villain player may place voodoo doll tokens
around the haunted house, no more than one per room unless
all unexplored rooms already have at least one. Cursed
models attack and make attribute checks with a -1 penalty
until the curse is lifted
Each token represents
one of the heroes.
Locate the token, and
remove the pin to
remove the curse from
a model.
5 Weeping Statue
A porcelain statue of religious motif adorns the room. As the
heroes approach, they can see the statue is crying a tears of
blood. Make an immediate horror test. Failing this test will
result in the hero spending its action fleeing the room. They
may try again in subsequent turns.
Pass an immediate
horror test.
6 Ouija Board
A Ouija Board sits on a small table in the middle of the room.
The small planchette begins to move on its own as if some
unseen force is trying to communicate. The hero with the
highest rating in the room must make an intelligence test to
understand the message. If the hero deciphers the message
than the heroes gain + 1VP.
Pass an intelligence
test.



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Scenarios
The cabin in the woods
Synopsis
The heroes were just out for a weekend getaway in
woods. Little did they know that they were not alone.
Night has already set, and the woods are too dangerous
to attempt an escape in the dark. The only hope of the
heroes is to survive the night, and hope for help to arrive
in the morning.
Cast
This episode is intended for skirmish or raid size
gaming, up to 200 ratings per side. Suggested
antagonists: Zombies, no heroic extras on the stage
during filming.
Location
This episode should be played on a 4 by 4 table
representing lightly forested and isolated rural
homestead. A large farmhouse should be placed in the
middle of the board. The remaining of the board should
be lightly populated with trees and rocks.
Set Up
The hero player must set up all his heroic
models inside or within four inches of the
farmhouse located in the center of the
board (1). The villainous player may
set his models anywhere within
four inches of the game tables
perimeter (2).
And.Action!
Initiative is determined normal in all
turns.



Special Rules
Weak Barricading material with 1 Hit per token is found
without limit inside the farmhouse.
End Credits
This episode will end if all of one sides models are
Stunned, Dominated or are otherwise removed from
play. Game play will also end after the complete of
round 8, at which time the sun rises and heroic players
are assumed to have survived the night.
Victory Points
Not all of the standard VP rules are used in this
scenario. Only conditions listed below will award players
VPs during this scenario.
Victory Condition VP Award
Each Heroic Star or Co-star
without statuses at the end of the
game
+1 each to
heroes
Each Heroic Star or Co-star with
statuses at the end of the game
+1 each to
villains

Page | 29
The break down
Synopsis
The heroes find themselves stranded and alone on the
road beside their broken down ride. The nearest truck
stop was a mile down the road, and off in the distance, in
the direction they need to head, are moans and screams
of the danger they were trying to flee. The goal of the
heroes in to towards their biggest fears, secure gas for
their car and get back. Alive.
Cast
This episode is intended for skirmish or raid size gaming,
up to 200 ratings per side. Suggested antagonists:
Zombies, no heroic extras on the stage during filming.
Location
This episode should be played on a 4 by 4 table in a
desolate strip of road. The road should run through the
middle of the board. On one end of the road, six inches
from the edge of the table is located a gas station.
Set Up
The heroic player should place his broken down car (1)
on the road, six inches from the edge of the game board
opposite the gas station (2). All the heroic players
models must start within four inches of the broken down
car. The villainous player may place their models
anywhere within four inches of the game board
edges that are parallel to the road (3).
And.Action!
Initiative is determined normal
in all turns.
Special Rules
A gas can marker is located in the gas station.
Any heroic model, but not villainous, may pick up the
gas can marker coming into base contact and simply
declaring this as a free action If the model carrying the
gas can marker is killed, the marker will remain where
they fell until another heroic model picks it up.

End Credits
This episode will end if all of one sides models are
Stunned, Dominated or are otherwise removed from
play. Play will also end one round after the heroic player
manages to get the gas can marker from the gas station
back to their broken down car.
Victory Points
Not all of the standard VP rules are used in this
scenario. Only conditions listed below will award players
VPs during this scenario.
Victory Condition VP Award
Each Heroic Star or Co-star
without statuses at the end of the
game
+1 each to
heroes
Each Heroic Star or Co-star with
statuses at the end of the game
+1 each to
villains
Getting the Fuel
+1 VP for the
heroes
Getting the car started
+ 2 VP for the
heroes

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The Summoning
Synopsis
Little could the heroes have expected the villains were
attempting summon a greater demon of the elder times.
Arriving just in the nick of time, will they be able to stop
the cultists before it is too late.
Cast
This episode is intended for skirmish or raid size
gaming, up to 200 ratings per side. Suggested
antagonists: cultists and military types. This episode
promises the possible appearance of the Mega Star
The Horror from Hoboken (see casting couch section).
Location
This episode should be played on a 4 by 4 table. On
one corner of table is the casting area (1), a 12 open
circular area where the cultists are at work.
Set Up
The villainous player should place all his cultists within
the casting area, and may place any remaining forces up
to 6 inches from the edge of the casting area (1). The
heroic player must place all his models in the 12 inch
square of the opposite corner (2).
And.Action!
Initiative is determined normal in all turns. If the Mega
Star is summoned, he is not eligible for activation until
the turn following his arrival.
Special Rules
The villainous player must select
five models from his cast to serve
as Magi. The Magi may be stars,
co-stars or extras.
The summoning, each magi may declare
casting as a special action as long as they are
within the casting circle and without any status tokens,
doing so generates 1 casting token for the villainous
player. When the villain has gathered 20 casting tokens
he/she may trade those in for the Mega Star
appearance. If the Mega Star is summoned, place an
appropriate model in the center of the summoning circle
and move and move any necessary models a minimum
distance to make room for model. For the remainder of
the match, all villainous cast members fall into a
catatonic state. They may not be attacked, or perform
any action of their own. This catatonic status does not
confer VPs for the heroes.
End Credits
This episode will end if all of one sides models are
Stunned, Dominated or are otherwise removed from
play.
Victory Points
Not all of the standard VP rules are used in this
scenario. Only conditions listed below will award players
VPs during this scenario.
Victory Condition VP Award
Each Villainous Star or Co-star
with statuses at the end of the
game
+1 each to
heroes
Each Heroic Star or Co-star with
statuses at the end of the game
+1 each to
villains
Summoning the Great Beast
+3 VP for the
Villains
Preventing the summoning
+ 2 VP for the
heroes
Slaying the Great Beast
+ 6 VP for the
heroes

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Innocents Lost
Synopsis
The heroes stumble upon a wandering group of
unarmed, and untrained civilians who have little hope of
surviving without help.
Cast
This episode is intended for skirmish or raid size
gaming, up to 200 ratings per side. Suggested
antagonists: zombies.
Location
This episode should be played on a 4 by 4 table. On
the far edge of the table (from the heroes) is a helicopter
which can airlift the civilians and heroes out of the hot
zone
Set Up
The heroic player should place a helicopter model six
inches from the edge of the game board and center (1).
All the heroic players models must start within six inches
of the opposite game board edge (2). Additionally, 6
survivor models or tokens should be placed within the
heroic starting area. The villainous player may place
their models anywhere within four inches of the two
game board edges that are adjacent to both the
helicopter edge and heroic starting edge (3).
And.Action!
Initiative is determined normal in all turns.
Special Rules
The heroic player is given 6 unarmed innocent civilians
to temporarily add to their cast. Profiles are list on page
85 of the main rulebook.
Boarding the copter Any model that is in base contact
with the helicopter may board the craft immediately
during their activation. Only 4 models may board the
craft per turn.
End Credits
This episode will end if all of one sides models are
Stunned, Dominated or are otherwise removed from
play. Game will also end if all heroic models have
boarded the helicopter.
Victory Points
Not all of the standard VP rules are used in this
scenario. Only conditions listed below will award players
VPs during this scenario.
Victory Condition VP Award
Each survivor that boards the
helicopter
+1 each to
heroes
Each Heroic Star or Co-star with
statuses at the end of the game
+1 each to
villains


Page | 32
and none shall survive!
Synopsis
The heroes find themselves wandering into the middle of
a cemetery. Surrounded on all sides by the walking
dead, the only hope of the heroes is to find the missing
pages from the book of the dead.
Cast
This episode is intended for skirmish or raid size
gaming, up to 200 ratings for the heroes. Suggested
antagonists: zombies. The villain player may select no
extras, and may only have stars and co-stars totaling no
more than half that of the heroes starting total rating..
Location
This episode should be played on a 4 by 4 table.
Grave markers, crypts, small trees and funerary art
adorn the area.
Set Up
The Heroes start along one of the game board edges
(1). Four spawning markers should be placed on the
board, equidistant from each other and the middle and
edges of the game board (2). The villain player may
place their stars and co-stars within six inches of any
spawning marker. In the middle of the game board is an
altar. (3) Three page markers are placed in between the
spawn the markers (4): 1 centered between the two
furthest spawn markers, and 1 centered between the two
to the right, and another between the two to the left.
And.Action!
Initiative is determined normal in all turns.
Special Rules
Spawning Markers: During each turn, the
villain player may roll 1d6 for each of the four
spawning markers and consult the table below.
Any zombies spawned should be placed within 6
inches of their spawning marker, and may NOT be
placed in base contact with a hero model. These
zombies may be used in the turn they appear.
1D6 roll Result
1-2 None
3-4 1 Zombie without a name
5 2 Zombies without a name
6 3 Zombies without a name

The Book of the dead: The heroes must gather the
three book page tokens scattered across the board.
Then, the player must bring all three tokens to the altar
to assemble the book and recite the spell of un-doing. It
takes 1 special action to recite the spell.
End Credits
This episode will end if all of one sides models are
Stunned, Dominated or are otherwise removed from
play. Game will also end if heroic models have
assembled the book and recited the spell.
Victory Points
Not all of the standard VP rules are used in this
scenario. Only conditions listed below will award players
VPs during this scenario.
Victory Condition VP Award
Each Heroic Star or Co-star with
statuses at the end of the game
+2 each to
villains
Each page token in possession of
a heroic model without statuses.
+1 each to
Heroes
Reciting the spell +4 to Heroes

Page | 33
Resupply Drop
Synopsis
The heroes find themselves unarmed and stranded in
the middle of nowhere, and surrounded by monsters.
Their only hope is to seek out weapons, friends, and
maybe shelter.
Cast
This episode is intended for skirmish or raid size gaming,
up to 200 ratings for the heroes. The villain player may
select no extras, and may only have stars and co-stars
totaling no more than half that of the heroes cast rating.
Location
This episode should be played on a 4 by 4 table, and
may be an urban or rural setup.
Set Up
Three spawning markers should be placed on the board,
near three of the corners (1). The villain player may
place their stars and co-stars within six inches of any
spawning marker. The heroes may setup in the
remaining corner (2). The villainous player should place
a number of weapon cache tokens across the board
equal to the number of weapons the heroes have listed
on their cast sheet (3). No token may be placed within
six inches of another token, nor a spawning marker.
And.Action!
Initiative is determined normal in all turns.
Special Rules
Weapon Cache: The heroes start the
scenario without their weapons, and
may only use their brawl attacks. If the
heroes get to a weapon cache marker they
may give the weapon to the model who lands on
it. Coincidentally, the weapon corresponds to the
weapon the model originally forgot.
Spawning Markers: During each turn, the villain player
may roll 1d6 for each of the four spawning markers and
consult the table below. Any zombies spawned should
be placed within 6 inches of their spawning marker, and
may NOT be placed in base contact with a hero model.
These zombies may be used in the turn they appear.
1D6 roll Result
1-2 None
3-4 1 Zombie without a name
5 2 Zombies without a name
6 3 Zombies without a name

End Credits
This episode will end if all of one sides models are
Stunned, Dominated or are otherwise removed from
play.
Victory Points
Not all of the standard VP rules are used in this
scenario. Only conditions listed below will award players
VPs during this scenario.
Victory Condition VP Award
Each Heroic Star or Co-star
without statuses at the end of the
game
+1 each to
heroes
Each Heroic Star or Co-star with
statuses at the end of the game
+1 each to
villains




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