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A WORLD OF
ADVENTURE FOR
Nicolas H0rnyak
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Arecibo
Copyright ©2018 Evil Hat Productions, LLC and Nicolas Hornyak.
All rights reserved.
That said, if you’re doing it for personal use, knock yourself out.
That’s not only allowed, we encourage you to do it.
For those working at a copy shop and not at all sure if this means
the person standing at your counter can make copies of this thing, they can.
This is “express permission.” Carry on.
The Blackout
It is a hot and sunny day in Puerto Rico when power goes out across the island.
While hospitals and a few lucky businesses run on generators, sleep turns into a
luxury without air conditioning. Food begins to go bad. Schools cancel classes,
while clean water is harder to come by.
The problem is localized to two sources—a fire at a major power plant in the
south, and equipment failure in the dam at Dos Bocas Lake, in the south of
Arecibo. As this information spreads by word of mouth and battery-powered
radios, Puerto Ricans grow uneasy in the midst of their problems. Coincidences
don’t come without trouble here, after all.
Three days pass, and the power is still out. Word gets out that US soldiers are
lending their assistance, but there’s clearly been no progress. Finally, a janitor at
the lighthouse in Arecibo spots naval ships on the horizon, and they belong to
the United States Armed Forces.
On that silent morning, warships move into position to blockade the island,
and when they do, everyone’s questions are met with radio silence.
The Blockade
When Puerto Rico is blockaded by the USAF, they order all inbound flights diverted.
A few remaining outbound flights are allowed to pass, but all airplanes on the
island are grounded. Finally, no boats are allowed through the blockade. On an
island where 75 percent of consumed goods are imported, its citizens face a crisis.
But as radio contact is established with the outside world, Puerto Ricans
slowly begin to learn about the global uproar around this event. Despite this, the
United States government isn’t giving clear answers, and since Puerto Rico is a
commonwealth of the country, any interference by another nation could lead to
open conflicts and war with one of the most powerful militaries in human history.
For now, Puerto Ricans are all alone.
ARECIBO 5
PART II: CHARACTER CREATION
In Arecibo, you don’t just play any character. You are charged to play Puerto Rican
children of all ages. None of them have learned any other language besides the
local dialect of Boricua Spanish, and almost half of all citizens on the island live
in poverty, so consider that this might be a fact of life for your character.
But keep in mind that poor does not mean unhappy. Many Puerto Ricans take
great joy in spending time with their friends and relatives, and most of them know
how to make the best of an unfortunate situation. Finally, remember that despite
the blackout and blockade, kids still have families, schoolmates, and friends. They
possess hopes and dreams, and while things can be very rough in Puerto Rico,
life is still present on the island, and they know how to live it.
PERMISSION TO PLAY
During the game, it isn’t unreasonable for a person to feel uncom-
fortable about playing a diverse character, especially if they feel that
it’s overstepping their privilege. If you feel this way, that’s perfectly
normal and speaks incredible lengths about your humbleness.
If it helps, Puerto Rico is very, very Americanized by consumerism,
and if you ever visit, you’ll find a lot of similarities to life in the States.
The Boricua also come in all colors and from all walks of life, so feel
free to play your character close to the chest. But if you’d like to go
into this game with a little more information, feel free to do some
research. Check out www.topuertorico.com or search for “Puerto Rico”
on reputable news sites like the Associated Press, CNN, or MSNBC.
High Concept
Your high concept is an aspect that sums up what kind of child you are. Most
of these will focus on your current role in life or your calling. Even in Puerto
Rico, kids can be anything from studious to athletic, hyper to insightful, and
everything in between. But they also have some pretty good ideas on what they
want to be when they grow up, and many are already learning the basic skills
for their futures. As such, define them with kid-friendly terms such as daredevils,
peacekeepers, troublemakers, and even sleuths.
Of note: since the characters in Arecibo are children, not a lot of them would
have a job. If a child is 12 or 13, they can work on a farm where their parent is
also employed. Starting at age 14, minors can get work permits, which have similar
restrictions as those obtained by high schoolers in the United States.
Don’t forget that the best aspects are double-edged and can work both to your
benefit and against you. Some examples are:
• Teenage Sailor of the Coast
• Little League Star
• Daughter of a Gas Station Owner
For more information on high concepts, check out page 32 in the Fate Core
System rulebook.
Trouble
Your trouble aspect represents an issue about something going wrong in your
life—and not just an upcoming event like a holiday you hate. It’s one of those
things that complicates everything else when you remember it or it becomes
relevant. It’s also not an aspect that you can easily solve or even address. Because
you’re playing a child, little problems can seem downright crushing, even though
adults might have simple solutions to them.
If you’re building your character without the Transmogrification rules on
page 18, make sure that your trouble is about mortal concerns. However, if
you are starting or joining a campaign with those rules in place, have a conversa-
tion with your GM about what kind of challenges the children have already faced
and how that affects your new character.
Some examples include:
• Straight-A Student or Bust
• Didn’t Make the School Team
• “The Heart Murmur Holds Me Back…”
More information about troubles can be found on page 34 in the Fate Core System.
ARECIBO 7
Parent/Guardian Aspect
This is a new aspect, and one of the rules that takes into account that you’re playing
children, not adults. When you’re a kid, you absolutely have a relationship with
your parent or guardian. It may not be a super good one, but usually it’s not a
super bad one. Furthermore, your children are either taking their first steps out
from under their parents’ wings, or beginning to outright defy and rebel against
them. It’s something that almost every kid goes through.
All that being said, your parent/guardian aspect is a summary of your character’s
relationship with their caretakers. It is a phrase that reminds you what kind of kid
you’re shaping up to be. It also reminds you that someone’s got your back in the
worst of times. That being said, if the forces of darkness lash out at these parents
or guardians, it will be up to you to defend them against US agents, eldritch
creatures, or even each other.
Some examples are:
• Scariest Abuelita on the Block
• The Good Sibling
• Papi Understands Me, I Think
Aspiration Aspect
This is also a new aspect about being a child. It relates most to your high concept,
except for one key difference. Your aspiration aspect is about what you could be if
given the chance. It’s a goal to strive for, a fleeting success story, or your ultimate
dream, and you always steer your course towards it. But when it seems unattain-
able, it is a haunting hope, if not a nightmare.
Like all folks, your character’s aspirations and dreams may change—sometimes
from day to day. Children see teachers, parents, and all sorts of role models do
amazing things in the world. As a result, this aspect does not require a milestone
to change. At the end of every session, you may take a minor milestone and
change this aspect if you so wish. You may not change this aspect at the begin-
ning of a session.
• Someday I’ll Have My Own Statue
• Future Firefighter in America
• A Salsa Star Is Born
ARECIBO 11
12
Arecibo, Puerto Rico
Also known as La Villa del Capitán Correa, Arecibo is the largest municipality
in Puerto Rico by area. Previously occupied by the native Taíno, the Spanish
arrived in 1556, after which the indigenous population declined sharply. Some
historians believe that the Taíno had already been warring with another tribe, and
so they were ill-prepared to resist the Spaniards. Conspiracy theorists speculate
that their decline broke an eldritch covenant of some sort, although there is no
evidence to prove this.
Arecibo earned its nickname after a man, Captain Antonio de los Reyes Correa,
who successfully defended the town from invasion back in 1702. At the time,
he led a small militia charged with protecting the settlement from pirates and
foreign enemies. Armed with only spears and machetes, they miraculously drove
back two British warships, and he was hailed as a national hero. Nobody has ever
questioned how he turned the tide in his favor.
Today, the city has a downtown area, a cathedral, barrios, beaches, forests, and
more. It possesses a tropical monsoon climate, meaning that any storm short of a
hurricane rarely lasts more than thirty minutes. Between April and November, these
sporadic downpours tend to happen during the afternoon and rarely last all day.
Puerto Rico also lies south of the Puerto Rico Trench, a fault line that gener-
ates daily tremors, although these are rarely felt on the island. While there is a
tsunami risk, an earthquake is felt across the island only once every few years. A
tsunami has not affected the island since 1918.
Arecibo Pueblo
The Blockade Has Doomed This Town; Too Many Tourists With Nowhere
to Go; Downtown Used to Be Cool
Arecibo Pueblo is the downtown district of the municipality. In addition to
buildings such as City Hall, you can find shopping plazas, government buildings,
universities, and of course, hospitals. This area is highly commercialized and a
center for both tourism and consumerism. It would not be unusual to run into
folks who only know English here, but opportunity is lacking for adults if they’re
not bilingual.
Of special note, a police command is based here, and the area rests on the
northern coast of Puerto Rico. While there aren’t particularly tall buildings, it
isn’t unreasonable for someone with a pair of binoculars on a clear day to spot the
naval blockade from here. Because of this, Arecibo Pueblo would be on the fast
track to a bad situation. Imported resources combined with the larger population
could make this area very dangerous during a crisis.
ARECIBO 13
Rio Grande de Arecibo
Sailing Paradise; Unclean Waters
The Rio Grande de Arecibo is a landmark and river in the municipality. It
originates in the mountains to the south about two municipalities away, and
flows north through the entire region before ending at Puerto Arecibo and the
Caribbean Sea. The river is also the source of the Dos Bocas Lake in the south.
While it is a little over thirty miles long, its waters are unclean, and both natives
and dwellers are advised not to drink it directly. It remains uncertain why this is
the case, although thankfully, the water can be treated.
Arecibo Observatory
Astronomy Lives On; “I Saw This Place in a Movie Once”
Located in the southwest corner of the municipality, the Arecibo Observatory
was the largest radio telescope in the world until July 2016. Inside is the Angel
Ramos Foundation Science and Visitor Center, a small but informative museum
for children. There is also a terrace to look at the telescope, although it’s a long
fall down to the dish itself.
Operated by Cornell University, many scientific discoveries have been made at
the Arecibo Observatory. It has been used for military intelligence purposes and
featured in movies such as GoldenEye and Contact. In recent years, earthquakes
have damaged parts of it, but repairs have always commenced, even when fund-
ing seems elusive.
It is also known for transmitting a radio broadcast known as the Arecibo
Message. While it was intended to demonstrate the capabilities of newly installed
equipment, it also contained basic information about humanity in binary format.
It still hasn’t reached its intended target, star cluster M13, but something else has
picked it up instead…
La Estatua de Colón
Statue of Ill Omens; Nobody Wanted This Here
Known in English as “The Birth of the New World,” this giant statue of
Christopher Columbus was built in 1991 and, at long last, dedicated in 2016,
becoming the tallest statue in the Western Hemisphere at 360 feet. Of course, it
faced controversy from activists who condemned Columbus’s role in enabling
indigenous genocide, but the estimated income it would generate won out in
the end.
Built of bronze and steel, bits of it rusted while it rested in storage. The local
opposition to it has also turned it into an eyesore and ill omen of sorts, with some
wondering if there weren’t other reasons for its construction.
ARECIBO 15
Local Beaches
Nice Day for the Beach; Surf ’s Up!; Cloudy with a Chance of Trouble;
It’s Too Hot!
In Arecibo, all of the beaches are located along the coast to the north. The
major beaches include the following:
• Los Morrillos
• Los Negritos
• Poza del Obispo
• Las Tunas
All of them are beautiful, although not incredibly special. They are great places
for kids to play or for US soldiers to make landfall.
Nearby Forests
The Forests Are Dangerous; Beautiful Foliage; Mystery Awaits; Lost!
In the municipality, there are two major forest reserves:
• Cambalache State Forest
• Rio Abajo State Forest
Both are tropical, although neither are proper jungles. The only animals that
would be a viable threat to children would be non-venomous snakes, scorpions,
and the caiman, which are a type of crocodilian. In addition, strange noises and
odd sightings have been reported by hikers and tourists alike. Indeed, there is
always something mysterious in these forests, waiting to be discovered.
The Barrios
This Barrio’s Coming Up; The Melting Pot of Revolution; Worried
Carnival; This Blockade is Ruining Us
Throughout Arecibo, different areas are divided into neighborhoods known as
barrios. Below is a list of all the barrios in this municipality. It is recommended
you pick one from the map for the characters to call home. The northern munici-
palities tend to be more suburban or urban, while rural areas lie to the south. If
you wish, you can expand your research from there.
• Arecibo Pueblo • Dominguito • Islote
• Arenalejos • Esperanza • Jarealitos
• Arrozal • Factor • Miraflores
• Bajadero • Garrochales • Río Arriba
• Cambalache • Hato Abajo • Sabana Hoyos
• Carreras • Hato Arriba • Santana
• Domingo Ruiz • Hato Viejo • Tanamá
ARECIBO 17
PART IV:
TRANSMOGRIFICATION
This is where things start to get a little odd.
You may have noticed it already, but
there’s something weird going on in
Arecibo. If you’ve ever gone hiking, you’ve
heard the crunch of leaves behind you,
only to turn and find nothing there. Or
perhaps you’ve stared into a nearby cave,
only to spot colors you have no name for.
Such is part of the mystery of life.
Smells you can’t find the source of, sen-
sations like radio waves on your skin—if
it happens every once in a while, it’s not
so strange.
But then the power goes out. Ships
patrol the ocean horizon. Life gets stress-
ful—but the kids aren’t distracted by
mundane woes. They stop hearing the
native coquí. They start seeing messages
in the stars at night.
Nothing is normal, but at least there’s
a name for what’s happening to the kids.
It’s called transmogrification.
WHAT’S THE
NAME, AGAIN?
It won’t be unusual for your char-
acters to never learn the name of
this process. In fact, they are en-
couraged to call transmogrification
by any name that makes sense to
them. No two transformations are
alike, after all.
18
What Is Transmogrification?
Transmogrification is the process of transforming a living creature into an instru-
ment of eldritch power. It can be done on both animals and humans, and even
certain plants and fungi. Anything that has been transmogrified can utilize new,
alien skills, although the effect depends on the mental capabilities of the subject.
In return, however, those people and creatures become part of a great cosmic
game, where two eldritch factions manipulate them into doing tasks important
to their causes.
While otherworldly and extradimensional forces have exerted their will on human
beings, they’ve come to learn that adult humans cannot be catalyzed in the process.
Some of them never notice anything different; others experience hallucinations.
Any story you’ve ever heard of alien abduction is a good example of such visions.
When it comes to children though, they’ve noticed a very different response.
They start to experience odd things while they’re awake, and it scares them deeply.
The Catalysis
With all that said, transmogrification is a two-step process. The first step could be
considered a sort of “infection” stage, but the methods and modes of transmis-
sion are currently unknown. To many kids, it’s like they woke up and didn’t even
know they had the flu until they’re in the infirmary at school—except weirder.
The second step is called the catalysis, in which the child experiences or remem-
bers something traumatic—usually by accident, sometimes on purpose. Maybe they
are hopelessly lost in the forest and beginning to panic. Or perhaps they needed
to sit down with a psychologist and address the death and funeral of a loved one.
There are a few ways to depict the catalysis. To start, the GM may narrate
something terrible happening, so long as it doesn’t involve the players directly
or take away their agency. Some examples include witnessing a stranger get hit
and killed by a car, or watching a classmate as they’re swarmed by spider wasps
(their stings are excruciating even if they haven’t been warped by eldritch powers).
Another way to depict it is to get the players involved and slowly start stacking
the odds against them. If a child is lost in the woods, run it as a contest against
the forest itself—but every time they fail, they have to beat a harder rating to
succeed. Ultimately, you can run it a little bit dirty, but the payoff is that the
players gain some awesome new powers in the story.
Alternatively, a simple overcome roll and permission to narrate the fate of a
character might be all you need. If your players trust you, it won’t be hard for
them to fail an Athletics roll and learn what happens. It’ll be even better if they
happen to fall into the Rio Grande de Arecibo and the current whisks them off.
Lost, short on air, and scared of death—it sounds like the perfect origin story
for a hero.
ARECIBO 19
The Alien Skills
Once the catalysis is complete, a child feels as if they have just awoken, refreshed
and ready for the day. As a result, they clear their stress and consequences.
From there, a couple accidents and some experimentation may reveal that they
are not normal human beings anymore. They have some pretty weird alien skills
now, as the Old Ones and the Strange attempt to bend the kids to their will.
After completing the transmogrification, you gain a skill pillar on your char-
acter sheet, next to your pyramid. On it, you pick two of the following new skills
and mark them down at an Average (+1) rating and Fair (+2) rating respectively.
The remaining skill is considered accessible at a Mediocre (+0) rating and can
still be rolled for.
This skill pillar breaks a couple of the normal rules. For one, you cannot take
a minor milestone to switch alien skills with the normal Fate skills. You may do
so to switch two alien skills—even the one that isn’t on your sheet. In short, it
works like a separate skill sheet.
Furthermore, the idea of skill columns do not apply to this pillar. You can
increase the rating of these skills without increasing the rank of a skill at a lower
rating. However, the catch is that you cannot have two alien skills at the same
rank. You will have to increase the rank of your highest alien skill before increas-
ing the ranks of the skills beneath it. But thankfully, they can still be switched
around with a minor milestone, just like normal skills.
For your pillar, you have three alien skills available to you.
BROADCAST STUNTS
Hopper: You can roll Broadcast against a passive Fair (+2) rating to create the
advantage Much Lighter Than Normal. If you succeed, you have it for the
rest of the scene, during which you can move two zones instead of one as an
additional action for your turn. This may be treated as a boost if you tie the roll,
reflecting the fact that your character’s concentration wasn’t enough to lighten
their own mass for very long.
System Overload: Once per session, you may take the consequence Worse
Than Brain Freeze and release a burst of psychic energy, throwing everyone
in the scene off their feet and inflicting one physical stress on all targets within
the character’s line of sight (be they friend or foe). This consequence fills in the
lowest available slot.
Watch Out, World: You gain a +2 bonus to your first attack in a scene by using
Broadcast when you initiate a surprise attack and get the drop on your target.
This attack must be physical in nature; you cannot use this stunt if it would deal
mental stress.
ARECIBO 21
Invigorate
Invigorate is the ability of transferring potential energy into devices or even people,
recharging and rejuvenating them. Since kids are an endless font of possibility,
Invigorate does not drain them of energy, turning it into a very efficient means
of supplying power in a jam.
When you use Invigorate to overcome, you’re powering machines
OOvercome:
that have little power or are simply lacking it altogether. You can also
use Invigorate on other people, infusing them with a better mood or increased
strength. However this is only an overcome roll if your target does not have alien
skills or is willing to be infused.
an Advantage: The transfer of energy goes both ways. You can create
CCreate
an advantage by supercharging a battery, which gives a bonus to alien skills
while someone holds it. You can also generate a collapsing field of energy over a
zone, which drains all power sources or sucks up potential energy. In the other
direction, you can also create a floating energy supply for your allies to invoke.
If you’re close enough to make physical contact with your oppo-
AAttack:
nent, you can use Invigorate to drain them of muscular energy, inflicting
physical stress. They can defend against this with Athletics, Physique, or Receive.
Invigorate cannot be used to defend by draining your opponent
DDefend:
of energy. Doing so should always be treated as an attack.
INVIGORATE STUNTS
Charged Up: Whenever you are in a contest and using Invigorate, you automati-
cally win the first exchange.
Energy Stitch: Once per session, you may roll to overcome with Invigorate in
order to clear a consequence. To succeed, your roll must beat the shift value of
the consequence you wish to remove. If you succeed with style, you can use this
stunt again during the same session. If you tie, you may inflict 1 mental stress
on yourself to succeed at a minor cost.
Outcast Knows Outcast: Instead of rolling against active opposition, you may
spend a fate point to overcome a passive Fair (+2) rating with Invigorate whenever
you’re trying to affect the mood or capabilities of someone with alien skills. This
includes other players.
RECEIVE STUNTS
Echolocation: You gain a +2 bonus to overcome with Receive when you use it
in the dark, such as in a cave or at night. In a pitch-black scene, you can navigate
without sight, no roll required.
Emissions Control: You can roll against a passive Good (+3) rating to create
the advantage Emissions Control. Until the end of the scene, you cannot be
affected by any alien skills, but you also cannot roll alien skills. You can still be
affected by other skills.
Right Back at You: When you roll Receive to defend and succeed against an
opponent, you may spend a fate point to reflect the attack and inflict the extra
shifts as stress, instead of taking additional benefits. So if you succeed with style,
you would inflict 3 or more stress as a result, but you don’t gain a boost.
ARECIBO 23
PART V: THE DIMENSIONS BEYOND
Here’s the secret, kid.
It might not feel like it, but Arecibo has been more than just a large town that
the Spanish colonized. For millions and millions of years, this planet has been
carefully monitored, even as the continents cracked and Puerto Rico became an
island in the Caribbean Sea. And humans? We’re infinitesimally small for the
universe. We have very little business in any of it, considering how big the stars
are and how vast the distances can be.
Quite frankly, the highest forms of life in our galaxy are not small at all.
They are huge, nebulous beings—gods even, except they hail from the dark
abyss between every star. They possess no central mass to strike at, and if they
even reached a finger into the Solar System, we’d be dead in an instant.
But here’s the irony. They don’t want to touch us.
Why? Because Earth is a prison, and Arecibo is the way out.
Las Alturas
High Trouble: Court of the Old Ones
Las Alturas is a term in Spanish with meanings that range from “heights” to
“skies” and, ultimately, “the heavens.” It is the name for a dimension in the deep
reaches of space, which is the only place where humanity can stand as equals to
the eldritch beings known as the Old Ones.
While thought does indeed travel faster than light, it cannot breach the vast
expanses of the cosmos without a significant delay. The workaround is that
dimensions can be smaller than our universe and more accessible than distances
of thousands of light-years. As a result, in the name of information, government
representatives and conspiracy theorists from around the globe have traveled to
Las Alturas in an effort to learn more about the Old Ones. Some have spied on
them, while others have directly asked for answers.
Every trip has resulted in the same conclusion: the Old Ones will wage an
apocalypse across Earth if their prison is compromised. As a result, the United
States has kept a close eye on Arecibo. But something has them spooked, and
that is why the island has been blockaded.
Appearance
To walk through Las Alturas is like walking over the stars. You can see yourself in
the dim light, but it appears as if you’re walking on an invisible floor, and beneath
you, nothing but stars in the vast distance. Above you, there is nothing but dark-
ness and the abyss, and the entire time, it feels like you’re standing upside down.
There are very few landmarks in this dimension, if any. Some travelers have
reported seeing a throne made out of a dying star. Others have seen abandoned
rosary beads and indigenous artifacts. A couple have heard a radio transmission
on repeat, played back and forth between the ethereal Old Ones.
ARECIBO 25
Fount of the Old Ones
ASPECTS
High Concept: Nebulous Knight-Commander For Earth Affairs
Trouble: “Earth Is just a Problem Child”
Other Aspects: Duty Like You’ve Never Known; Human Customs
Are Truly Foreign; A Real Stickler for Chivalry
NOTES
The Old Ones do not take physical stress from any source.
SKILLS
Legendary (+8): Deceive
Epic (+7): Broadcast
Fantastic (+6): Invigorate
Superb (+5): Contacts, Receive
Great (+4): Lore, Notice
Good (+3): Provoke, Rapport
Fair (+2): Empathy, Will
STRESS
Physical ∞ Mental [1][2][3]
CONSEQUENCES
Mild (2):
Moderate (4):
El Abismo
High Trouble: Prison of the Strange
Spanish for “The Abyss,” El Abismo is an inverted dimension painstakingly
crafted by the Old Ones. Upon doing so, it was folded into the confines of our
planet, when Earth was barely more than a molten rock in the cosmos.
El Abismo is also more than just a pocket dimension. The Old Ones crafted
it to serve as a prison for their eternal enemies, known to humans as the Strange.
As eldritch and alien as the Old Ones, these creatures have mass to their volume
and epitomize the monsters of our nightmares.
Very few people have traveled to El Abismo. Even fewer have conversed with
the Strange. But no one knows why the power is out across Puerto Rico, and
since some of the caves to El Abismo are not far from the hydroelectric dam, the
Strange might be involved if they’re trying to escape.
Appearance
Traveling through El Abismo is every bit at confusing as you’d expect when walk-
ing through bent space-time. In addition to the non-Euclidean hotspots, most of
this dimension looks like a craggy landscape in a gray fog, endlessly sprawling in
every direction. Furthermore, the surface curves up on itself, as if you’re inside a
giant sphere, and it always feels like you’re climbing upwards, never down.
At best, this place feels alien and forbidden. If you’re unlucky, it wears down on
your soul and acts like a prison really would. And if you’re really unlucky, you’re
climbing on one of the Strange, and you better hope they don’t notice.
ARECIBO 27
The Strange
The Strange are giant monsters. As adults, the smallest are the size of mountains.
At their largest, they can be bigger than the gas giant Jupiter. To humans, they
tend to look and feel like jagged, rocky surfaces, always eroding away, but never
enough. Of course, they have no place walking the Earth. They would crush cities
and swallow planets by accident. El Abismo is their prison. The Old Ones sealed
them away long ago, and they will never forgive their oppressors.
Because of this, the Strange want nothing more than the means to escape El
Abismo. With the power to transmogrify humans, they have learned the harsh
lesson that adults will ultimately betray them. But children? They make the perfect
pawns to help free the Strange from their prison.
While the Strange can be physically attacked, it might as well be on the micro-
scopic scale, and so attacks with Fight or Shoot rarely harm them. (A tank has a
slightly better chance of success.) Furthermore, they have difficulty with the human
language, preferring grunts that shake the ground or hums that summon the squalls.
As animalistic as they seem, they do not normally engage humans unless they
feel threatened. The alien skills may be used against them to a reasonable degree.
Like the Old Ones, these are not all-powerful beings before a transmogrified
child. They do have limitations, and they have been imprisoned after all. The
Strange should be designed like other characters, with the same amount of stress
and consequences. Fight and Shoot don’t normally deal them damage unless
military hardware is brought to the fight, and even then, it might be more trouble
than its worth.
The Truths
Long ago, the Old Ones and the Strange engaged in a cosmological conflict
that tore asunder space and time. Although they shared the traits of immortality,
eldritch appearances, and alien powers, the Strange emerged from primordial
planetoids, including the molten Earth, while the Old Ones have always existed,
as far as they themselves can understand it.
No one truly knows why they warred. Perhaps it was an ideological difference
over the physics of our very realm, or maybe they encountered the concept of
war, which neither could comprehend without engaging in it. This awesome
conflict ended with the Old Ones sealing away the Strange in El Abismo, an
extradimensional prison folded into the innards of our planet, Earth. The only
gateways in or out exist in Puerto Rico.
1702
Antonio de Los Reyes, also known as El Capitán Correa, defends the settlement
of Arecibo against a British invasion. With only thirty men in his militia, he leads
them to victory by striking a deal in the caverns of Puerto Rico. He offers to free
the Strange in exchange for their influence on the tides and undersea currents in
the area. He goes back on this deal, after which the Strange discover that adult
humans could not be warped. While no human can be forced to comply with
orders by the Strange, they learn that children can be transmogrified. Since kids are
more easily manipulated, the Strange start to transmogrify them instead, imbuing
them with powers so that they become just as capable as adults.
1787
The Cathedral of Saint Philip the Apostle is destroyed by an earthquake. This
tectonic shift is generated by one of the Strange attempting to take revenge after
a failed attempt to escape. In the days to follow, the colonial girl transmogrified
by the Strange contacts the Old Ones in Las Alturas, which is how they discover
that transmogrifying children is not only possible, but useful for their plans.
1846
A replacement for the cathedral is built, but four days after its completion, another
earthquake seriously damages it. No one knows if the earthquake was natural or not.
1918
Another earthquake damages the vault inside the cathedral. At this point, humans
believe that Puerto Rico does indeed have natural tectonic activity in the region.
ARECIBO 31
1974
The Arecibo Message, an interstellar radio message about humanity and Earth,
is sent as a demonstration for a remodeling ceremony at Arecibo Observatory. It
accidentally makes contact with the Old Ones, as the intention of one broadcaster’s
thoughts traveled faster than the actual broadcast.
1977
The Wow! Signal, a radio signal from outer space, is picked up by Ohio State
University’s Big Ear telescope in the United States. It is a broadcast from the Old
Ones, sent in response to the Arecibo Message. This is the only known instance
that a radio telescope has ever picked up a telepathic message. The study of the
signal is subsequently assigned to a SETI (Search for Extraterrestrial Intelligence)
project, but the Wow! Signal remains unintelligible for forty years.
2017
The Wow! Signal is finally translated. It is a prophecy of coming troubles, and
as a result, the United States attempts to act on it. Puerto Rico is blockaded by
naval forces after a strike force attempts to disable power across the island. But
the Strange, through unknown and uncertain means, beat them to it, attempting
to cut off any power sources which might be keeping them prisoner…
ARECIBO 33
A Signal From Space
Arecibo Observatory has continued operating on generator power. However,
during an ongoing program, its dish began to pick up strange signals from space.
It is likely that the Old Ones have seen humanity’s rapid progress as a species. As
a result, they’ve moved their gaze onto Earth itself and seek to destroy the birth-
place of the Strange by warping humans to turn on each other, neighbor versus
neighbor across the globe. This would involve discovering how to transmogrify
an adult into something worse than a human, which is a frightening proposition.
El Chupacabra
Around Arecibo, citizens have experienced an influx of goats and other livestock
perishing near the forest reserves. Hikers have heard mysterious noises, followed
by sounds that send them running for open sky. One witness account says it’s
green, another says it’s gray. It’s most likely a baby alien from El Abismo, and
would only motivate the Strange further if they discovered that something was
able to get out.
Creature Instinct
As children begin to notice the oddities in their hometown, wildlife acts strangely
around them. Whether they are transmogrified or have to potential to be trans-
mogrified, the coquís fall silent at night, while chickens attack and try to viciously
scare them off. Meanwhile, lizards are petrified and turn to stone, stray dogs lead
kids to dangerous places, and livestock panic without warning. Maybe animals
can be transmogrified too?
Act 1
For this adventure, everyone should build their own child. Encourage them to
develop connections as schoolmates, neighbors, family friends, etc. Explain to
them a bit about the setting itself—most specifically, the blackout and the block-
ade—and ask them to think about how it’s affecting the lives of their characters.
It is a clear and balmy Monday in the middle of April, the day after the naval
blockade began. Naturally, this is only escalating what might be considered a
national crisis, if Puerto Rico were an independent nation. As a result, the teach-
ers from the local public schools are going around the barrio, informing families
that classes are canceled. For the most part, every parent is preparing for the day
as if nothing is wrong, even as they eat less to feed their kids.
The canceled classes throws parents for a loop. Some of them have work. Some
don’t and are heading out to protest, or perhaps even to plan a revolution. However,
with very few backup plans, the parents are largely pressuring or ordering our
party to go out and play. The players can roll to convince their families to give
them the house key or perhaps let them stay home alone. If they do so, or are
otherwise separated from the party, they see or hear some very strange things,
such as herbivores chewing on meat or whispers from empty bushes.
In case it isn’t apparent yet, these children
are already undergoing transmogrification.
¡VIVA LA REVOLUCIÓN!
Once parents and siblings are out of
While long live the revolution is an
the picture, highlight the game’s aspects.
expression that originally referred to
Start with High Trouble: The Powerless
the Cuban Revolution or the French
Commonwealth and review what that
Revolution, it is also used jokingly
means if necessary. Then reveal the Current
in America, referring to the growth
Issue: Stray Dog To Care For.
of the Latino population and the
Before the blackout and blockade, they
possibility that they might be the
were spending an afternoon after school play-
majority demographic in the country
ing at a nearby playground when a stray dog
someday. Puerto Rico is not without
came begging for scraps. They’ve been feeding
its revolutionaries, although past
the mutt ever since. Ask them what they’ve
interference by the US government
named it, and once they come up with it, tell
has both dampened hopes and en-
them that they can usually find this dog near
raged citizens.
the local playground.
ARECIBO 35
The Playground
When they arrive at the playground, it’s empty. And quiet, too. No birds, no
music in the distance, nothing. There are some swings, a merry-go-round, and
lots of space to play tag in. If the children don’t find anything to be of reasonable
suspicion, they can absolutely play here for a while. If they want to find their
dog, though, ask for an Investigate or Notice roll. Give them a low difficulty of
either Average (+1) or Fair (+2) offer more details or even let them create a scene
aspect if someone rolls super high.
On an Investigate roll, they spot fresh dog tracks and can follow them. If they
roll for Notice instead, they can hear the sounds of yipping. Both lead them to
some brush at the corner of the playground, where they encounter a group of
kids from school cornering the stray dog.
They know the ringleader very well. His name is Manuel Garcia, the most
notorious bully of their grade. He has rocks in each hand, and his cohorts hold
some as well. And he’s speculating that breaking this dog’s legs might be good
for a laugh. Don’t be afraid to push for action here; defending this poor animal
is very much the moral choice.
A few different things can happen here. If the bullies beat our heroes into the
dirt, they are satisfied with their egos and the dog gets away. It may return later
if this occurs.
However, if the kids deliver a beating to the bullies instead, they send the bul-
lies scurrying off. The dog attempts to escape all of the kids, but in doing so, it
darts into the road and is hit by a passing car on the street. Thankfully, the dog
isn’t dead, but don’t tell the players quite yet.
There is another solution to the conflict. The children might be able to convince
Manuel Garcia and the Bully Goons that there’s no need for fighting. This is tough,
but easier if the players can reveal Manuel’s trouble aspect. At the end of this road,
the bullies all depart, although if Manuel is consoled, he can become a recurring
ally. Sadly, in this outcome the dog still runs into the road and is hit by a car.
ARECIBO 37
Act 2
Everything has changed in very little time—especially within the game itself.
First the blackout, then the blockade, and now this? Consider some compels
on the players to really get them pouring out their feelings on the matter, and
don’t shy away from stirring a little panic in the children from now on. Things
are about to get real.
The Marines
In the wake of their transmogrification, there is probably only one concern among
the party: the dog. Thankfully, the animal is still alive, although it is injured, and
the driver of the car that hit it is long gone. The dog currently has the severe
consequence Two Broken Limbs, but they can still be saved with reasonable
actions, such as finding a veterinarian or a kind soul who knows a thing or two
about what to do.
However, after the party figures out their best course of action, you should
eventually ask them to roll Notice against Good (+3). Successfully doing so
reveals the aspect Suspicious Van Nearby. If they don’t succeed, tell them how
it feels like they’re being watched and ask for someone to roll Receive against
Fair (+2). If they succeed on this roll, they sense the radio communications of
marines closing in on their targets, or a person’s thoughts as they’re monitoring
suspects, or a strange message about how alien activity has spiked. Something
that throws the kids off.
If the children try to leave the area and they know about the van, they will also
spot the vehicle following them through the barrio. It is possible to lose the van,
even with the dog in their arms, provided that the kids know about it. While the
GM has a free invoke on Suspicious Van Nearby, the players could create an
advantage like Homeland Advantage to balance the scales. Run it as a contest
against a Good (+3) rating for the van if they attempt to lose or stop the van.
But if the children don’t succeed or never notice it in the first place, the Marine
Raiders make a move and drop off three soldiers to collect them.
Of note, these Marines are serving their country and following orders, but
none of them want to actually hurt the children. Instead, they possess the means
to tranquilize them and are attempting a kidnapping. It doesn’t help that these
soldiers know Very Little Spanish, which works against the children on any
attempts to communicate.
If the Marines succeed at subduing the children, the children lose the dog
to the streets. In this scenario, skip to Act 3 and play it out as though they are
being detained. But kids are slippery, squirmy, and many a militant parent has
been fooled by their own offspring. Don’t doubt the players just because they’re
up against Marines.
Whatever the case may be, keep an eye out for the best chance to hit a beat and
start Act 3. Some perfect beats include accomplishing the first of the requests or
getting spotted and chased by a recon team.
ARECIBO 39
Act 3
It is near the end of a very odd day for the kids when it takes another strange
turn. As they go about their day, make their plans, or perhaps set off for home,
two vans and a fancy car pull up in front of the children. Rolling with Receive,
the kids can sense something about to happen from the radio signals, but there’s
less malice and force.
From the car emerges a woman in camouflage clothes and a very odd child,
along with a couple of soldiers from each van, and backups as needed. Try to
outnumber the player characters by at least one for the upcoming fight.
Escape!
If combat breaks out, the military can be fought off with the help of the Wow
Child. At this point, the children are up against four to six Marine Raiders and
Corporal Juanita Ramirez with reinforcements on the way, and the moment
Wow realizes it, they’re going to Broadcast about an imminent need for retreat.
In addition to conflict, the children may either split up or escape together, at
which point you should run contests. For each one, roll at least three times, but
not more than six.
If it is a chase between two big groups, roll Athletics at Good (+3) difficulty
against the children. If it’s between smaller groups or single kids, roll against them
at Fair (+2) instead and remind the players that they don’t have to run. They can
also hide somewhere, or break into a home and stay low there. They also possess
alien skills, which means that literally anything goes in these contests.
At the end of the chase, those who have escaped can use Broadcast in order to
regroup in the same place. Those who have not are now in the hands of the USAF,
and breaking them out will be a great way to continue the campaign. But for
now, brainstorm some secrets they might find in the jail at City Hall. Maybe the
cracks in this dimension have crept into their jail cell, or maybe there’s a rumor
among the guards that nuclear strikes aren’t off the table.
Once all is said and done, Wow explains themselves: when they were an infant,
the military abducted them from Indiana in the United States. They did so
because advanced radio equipment detected their abilities, and in captivity, they
eventually translated the Wow! Signal, an alien broadcast received in Ohio back
in 1977. When they did so, the government learned that the Old Ones intended
to pursue war against humanity, if only to prevent another occurrence like the
Strange from taking place in all of eternity.
Wow speculates that the USAF is going to focus their operations around Arecibo
Observatory. Now that they’re no longer on the same side, the military needs to
find a new way to monitor the aliens.
Let the kids start figuring out what to do about Wow in the meantime, as this
child needs a place to hide out and sleep. In the middle of this conversation, ask
for a Notice roll, but only to grab everyone’s attention. No matter what, a voice
hums from a shadow nearby, and every child hears the following:
“Do not defy the gods.”
ARECIBO 41
Corporal Juanita Ramirez
ASPECTS
High Concept: Trained Soldier, Trained Psychologist
Trouble: Invading Her Own Homeland
Other Aspects: I Got a Girlfriend Back Home
SKILLS
Great (+4): Deceive, Empathy
Good (+3): Athletics, Physique, Rapport
Fair (+2): Provoke, Shoot, Will
STRESS
Physical [1][2][3][4] Mental [1][2][3]
CONSEQUENCES
Mild (2):
Moderate (4):
Severe (6):
Marine Raiders
ASPECTS
Well-Trained Elite Soldiers; Powerless in the Face of
Aliens; Just Doing My Job; Very Little Spanish
ABILITIES
Good (+3) at: Combat, Capture, Reconnaissance
Bad (-1) at: Chases, Communication
STRESS
Physical [1][2]
ARECIBO 43
This adventure was made awesome thanks to our Patreon patrons at patreon.com/evilhat—thanks folks!
INSIDERS
__skwrl__ Chris Angelini Dustin Evermore Jeremy Tidwell Kevin Michael Dean Robert Hanz Tyler Hunt
A.D. Hardman Chris Flipse Edward MacGregor Joakim Andersson LilFluff Hannah Ryan Singer vargr1
Adrian Christian Becker Frank Joe Trzos Linda Larsson Michael Meriwn Sarah Vakos Will Goring
Arias-Palomo Christopher Frédéri POCHARD John Rogers MAINGUET Francois Mike Lavery Scott Vesely William J. White
Alan Bartholet Gunning Gavran John Rudd Malc Arnold Mitchell Evans Sean M. Dunstan William Lee
Andrew Pomfret Christopher Hatty George Harnish Jon-Pierre Gentil Mark Morgan Ellis Selene O'Rourke William McDuff
Andrew Turbott Christopher Vollick Graham Owens Joshua Forisha Mark Fentz Nathan Hare Shawn White Zach
Andy Arminio Colin Mills Graham Wills Joshua Lutz Mark Stevenson Nicolas Marjanovic Stephen Rider Zach Hunt
Arjun Comar Craig Foster Griffin Mitchell Justin Evans Marty Chodorek Peter Schumacher Tara Zuber
Arknon D.C. Upton Howard M KT Matt and Nykki Philippe Herve Teslan Kierinhawk
Arlo B Evans David Dorward Thompson Katie Baker Boersma Polyhedral Crew The Catholic Geeks
Ben Mullen David Fergman J Hunter Katie Berger Matt Anderson Rachael Hixon The Roach
Bob Ross David Hayes J Quincy Sperber Tremaine Mechizmo Rhel Tim N
brian allred Declan Feeney Jamie Smith Keith Mantell Michael Bowman Richard Bellingham Timothy Carroll
C.K. Lee Demian Buckle Jan Heitger Keith Stanley Michael Cambata Rick Tristan Smith
Charles Albrecht Don Arnold Jason Cotton Ken Ditto Rick Jakins Troy Ray
ADVENTURERS
A Person Carlos Martín Didier Bretin James Marston Jussi Räsänen Mike Vermont Rebecca Harbison Stephen Fleetwood
Adam Gutschenritter Cerity Dillard James O'Neill Justin Mirko Froehlich Rebecca Hubbard Stephen Waugh
Adrian Chaluppka Charles Evans Dirk Methner James Odom Kaarchin MirrorKhaos Red Dice Diaries Steve Discont
AJ Real Chet Gray Don Bisdorf James Pacheco Karl Thiebolt Mo Remy Sanchez Steve Kunec
Al Billings Chip Dunning Doug Blakeslee James Winfield Katherine Malloy Mook Renzo Crispieri Steve Perpitch-Harvey
Alan Phillips Chloe Wandler Doug Bolden Jamie Wheeler Keith R. Potempa My Humble Assault Richard Steve Radabaugh
Alan Timothy Rogers Chris Caporaso Duane Cathey Janet Oblinger Kent Snyen Nat Richard Greene Steven Code
Alan Twigg Chris Little Duncan Jared Hunt Kesh Nat Rick LaRue Steven D Warble
Alexander Gräfe Chris Matosky Dylan Green Jarrett Kevin L. Nault Natalie Ash Riggah Steven desJardins
Alexander R. Corbett Chris Newton Ebenezer Arvigenius Jason Bean Kevin Lindgren Nathan Barnes Rob Knop Steven K. Watkins
Alexandros Tsourakis Chris Nolen Edward Da Fonseca Jason Best Kevin McDermott Nathan Fritz Rob Meyers Steven Markley
Alistair Chris Stone-Bush Edward Sturges Jason Pasch Kevin Payne Neil Macbeth Robb Neumann Stu Adams
Alloyed Christian Eirch Mascariatu Jason Penney Kielo Maja Nichlas Dyhr Robert Bersch Stuart Dollar
Amanda Valentine Christoph Thill Elizabeth Creegan Jayna Pavlin Klaas Bock Hummelsberger Robert Huss Svend Andersen
Anders Jonsson Christopher Allen Elsa S. Henry Jeff Mahood Kris Herzog Nicholas Hopkins Robert Rees Ted Soper
Andrew Christopher Avery Emmanuel Jeff Pitrman Krista Nicholas Pilon Robert Rydlo Teppo Pennanen
Andrew Betts Christopher Mangum Enrique Esturillo Cano Jeff Vincent Krzysztof Chyla Nick Robert Slaughter Teresa O
Andrew Dacey Christopher Mason eric Jeffrey Boman Kyle Nick Daly Robinson Taylor Tevel Drinkwater
Andrew DeLorenzo Christopher W. Dolunt Erich Lichnock Jeffrey Collyer Larry Hollis Nick pater Rodrigo The Older Avocado
Andrew Grant Chuck Dee Erik Ingersen Jens Alfke Laura Nick Reale Roger Carbol Thomas
Andrew Horn Clemens Schmitz Ernie Sawyer Jeremiah McCoy Lester Ward Nicola Urbinati Ron Müller Thomas
Angus Clyde Clark Fabrice Breau Jeremy Glick Lore Graham Nicolas Decomble Roy Thomas Balls-Thies
Anthony Damiani Colin Matter FelTK Jeremy Hamaker Loren Nikkelitous Ruben Smith-Zempel Thomas Maund
arcadia666 Corey Johnston Fide Jes Jacobson Luca Agosto Nos Doughty Ryan C. Christiansen Tim Davis
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Benj Dain Gary Anastasio Johannes Oppermann Marcel Wittram Patrick Chapman Scott Dexter Travis Stodter
Benjamin Damon Richard Genevieve John Marcus Patrick Ewing Scott Greenleaf Trevor Crosse
Benjamin Cush Daniel Chapman Geoffrey Walter John Mario Dongu Patrick Fittkau Scott Millward Tsht
Benjamin Wandio Daniel Ellingsen Lund Gian Domenico Facchini John Beynon Mark A. Schmidt Paul Scott Puckett Tyson Monagle
Benjamin Welke Daniel Gallant Giuseppe D'Aristotile John Bogart Markus Haberstock Paul Arezina Sean Mulhern Urs Blumentritt
Bill Daniel Kraemer Glen E. Ivey John Fiala Markus Sauerbrey Paul Maanen Sean O'Dell Veronica Hamilton
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Bo Madsen Daniel M. Perez Glynn Stewart John Helmuth Martin Terrier Paul Rivers Sean Walsh Victor Serrano
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Brendan Conway Darin Henley Guillermo Calvo John T Matthew J. Hanson Peter James Burczyk Seth Hartley waelcyrge
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Brian S. Holt David Millians Hourousha Mokujin Jonathan Michael Bradford Phillip Webb Simon Streubel World's Okayest GM
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Bruce David Olson Imunar Jonathan Korman Michael D. Ranalli Jr. PK Sion Rodriguez y Z. Daniel Esgate
Bryan Botz David Reed Indi Latrani Jonathan Perrine Michael Drescher Pocket Meeple Gibson Zachary Deane
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Carl McLaughlin DiceForBrains James Husum Julianna Backer Micheal Elliott Raun Sedlock Stephen Figgins