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Vinicius Lima da Silva (order #12687005)

As a Gamemaster, you just can’t have something


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

Vinicius Lima da Silva (order #12687005)


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

Vinicius Lima da Silva (order #12687005)


4 Spines – The creature possesses limbs like of bone or wood, 5-6 – frighteningly thin slivers of something
spikes, horns or bony spines. The creature seems to balance glistening and almost crystalline. The creature may have
precariously on needle tips of bone. Every step skewers the fingers or feet at the base of the ‘scythe’ or the weapon may
ground. Where the spines replace arms, the horror has enough replace the entire end of the limb, making it impractical for
dexterity and control to manipulate objects – though nothing pretty much anything but slaughter.
small or delicate. If the use weapons or devices at all, they
have a form like a sheath or receptacle openings. The creature 2 Pincers – Monstrous pincers, like a lobster or
stabs with its spines, impaling targets and leaving gaping crab, replace either just the end or the whole of the creature’s
wounds. arms (or legs). The pincers have a frightening snap like a steel
mantrap and saw-toothed edging liable to slice through
5 Acquired – The entity absorbs or subsumes the anything not adequately protected. As the creature moves, the
limbs of victims. Like some experiment from the lab of Doctor pincers click and snap with a sound like bones breaking.
Frankenstein, limbs appear sutured or secured with raw and
oozing scar tissue. None of the limbs look alike and sometimes 3 Metallic – The entities skin glimmers or gives off
will retain recognizable features, like jewelry, clothing or a dull sheen, the surface spattered with a patina of what might
tattoos. The creatures may also retain other features, like be rust. The metallic luster might be armor or the natural hide,
screaming mouths and staring eyes. but either way, the surface has razor sharp edges. The entity
seeks to grasp and wrestle opponents, inflicting harm through
6 Multiple – The entity has far too many limbs to direct contact with its horny hide. Melee attacks ring as they
have any practical purpose or evolutionary need, but it can strike and the entity parries blows with bare hands or kicks
manage just the same. If a pair of specific limbs makes sense, them aside with its feet.
the horror has them in sufficient quantities to make a
character feel positively queasy (and somewhat inadequate). 4 Diamond Sharp – As the horror moves, the air
The entity thrashes and cartwheels with ease, grappling and around it glimmers with flecks of light. Sunlight glitters off the
gliding over surfaces like a body horror movie nightmare. creature’s skin and the effect causes strange after-images or
Sheer quantity of limbs means the life form doesn’t even seem visual echoes. When the horror claws at flesh, it slices like a
to care about losing a few, flesh shredding and bones snapping paper cut, deep and painless until the victim moves.
sickeningly.
5 Mutation – The creature possesses some organic
3-4 WEAPONS or perversely horrific adaptations of a common weapon.
Swords made from bone, guns that throw viscous gobbets of
1 Scything Claws – The entity’s arms (or legs) spittle, or missile launches veined and pulsing like hideous
terminate in vicious, impractical looking scythes. The claws phalluses. The weapons appear like sickening extensions of
look like: 1-2 – elongated rhino horns, 3-4 – splintered pieces the horror’s body or they might be life forms in their own right

Vinicius Lima da Silva (order #12687005)


– pets, slaves, or parasites. Whatever, the mutation never 4 Strange Energy – The monster’s tail glows
needs to reload, or perhaps it draws some sort of sustenance with a foul and unearthly energy, flickering fire rippling across
from the creature itself. Maybe, when an enemy falls, the the surface. Akin to an Electric Eel, the creature’s body
creature draws fresh ammunition from bones, blood, flesh, or generates a defensive energy that it expels through blisters on
simply the whole lifeless carcass. the surface of its tail. The energy shocks and burns on
discharge, followed by a short period of recovery.
6 Prehensile extremity – A part of the horror
serves as a weapon and a manipulator, the creature clearly 5 Hollow – The light and quick tail delivers a fluid
exerting complete and delicate control over every movement. on impact through dozens of serrated openings in the surface,
The horror has prehensile: 1 – Genitalia, 2 – Crest, 3-4 - or possibly something akin to a scorpion’s sting. Roll again on
Tongue, 5-6 – Tail (roll on the next table for additional the Extra - Nature table in the Fluids section, p11, to
benefits, with greater control of movement). The extremity has discover the side effects of the delivered fluid.
biological adaptations that make it suited for causing damage
– whether through sharpness, weight, serration or whatever. 6 Barbed – Tough, curved nails stick out of the
surface of the creature’s tail, which catch in flesh and material,
5-6 TAIL tearing and rending. The barbs inflict messy wounds, the flesh
chewed up as the curved points tug and pull. A character
1 Scything – The creature’s tail has a serrated struck by a barbed tail suffers automatic ongoing damage from
spine running all the way to the end, where it terminates in a bleeding and shock.
blade at almost a 90-degree angle. The creature can thrash the
tail with considerable force, although without much fine
control, with great potential for slashing and tearing damage. SENSES
The horror possesses sensory or communication
2 Punching – The knobbly skin of the horror’s tail 2 qualities that give it an edge:
ends in a bony mass the size of a football, dotted with knobs or
dulled spikes. The horror can strike with random twitches of 1-2 SOUND
the tail like a blow with a flail or club, pummeling flesh and
shattering bone. 1 Wail – The horror emits a banshee wail that
creates confusion and disorientation. Those exposed to the
3 Horned – The thick horny skin of the entity’s wail can feel the sound reverberating through their skeleton,
tail, along with the considerable length, makes it a viable filling them with a horrible sense of nausea and unrest.
shield. The tail coils and swirls around the entity as it moves
and attacks, every spasm and twitch putting up a constantly
moving barrier.

Vinicius Lima da Silva (order #12687005)


2 Shout – The entity expels a single sharp pulse of targets. Potentially, a character could mimic heat signals with
sound, a snapping shriek that causes those nearby to flinch, some jury-rigged contraption or blind heat reading by setting
duck or spontaneously cover unprotected ears. fire to everything in the vicinity.

3 Vision – The creature sees with sound, uttering a 2 Scent Chatter – The creature communicates by
constant and irritating chatter, hum or buzz that permeates emitting and sniffing odoriferous scents. The physiology of the
and echoes in every direction. While the creature can make creature makes such scents: 1 – undetectable, 2-3 – offensive,
perfect sense of the noise, it has a tendency to distract and 4-5 – pleasant, 6 – arousing – to humans smelling the passing
confuse those not adapted to sonic vision. communications. The creature has a keen sense of smell, but
scent chatter can become disrupted by overpowering odors,
4 Blast – The brutish horror emits a pulse of sound especially artificial ones.
outside the normal hearing spectrum of humans, with such
precision and force that it shatters glass, masonry and bone. 3 Sonic Chatter – The creature communicates
through a super- or sub-sonic chatter. As well as a means of
5 Quake – The horror appears to pulse and vibrate communicating, the chatter supplements the creature’s senses
from within, channeling a sickening thud of sound through its with echolocation (like a bat). Creatures with this ability favor
feet into the ground. As the sound quickens, the floor begins to cavernous, but ultimately enclosed, spaces for hunting and
shudder and quake, vibrating with such violence that those nesting, avoiding the damping effects of the open air or the
without something to hold on to stand every chance of falling disruptive confines of tight passageways.
over flat on their faces, unable to get up. Intentionally falling
prone helps, but limits field of vision and fire. 4 Kaleidoscope – The entity communicates
through a complex light display, flickering pinpricks like a
6 Disrupt – The creature emits a screeching sound swarm of fireflies conveying a wealth of information. The
on the limits of hearing that progressively degenerates the entity may have keen vision, but also might have a specialized
structural integrity of living matter. Cells begin to break down, receptor – like a large Cyclops-like eye or a gem-like extrusion
causing surface and sub-dermal bleeding, pain, disorientation, in the flesh of its torso. Flares or flash bombs blind the chatter
blindness, vomiting and, ultimately, death. and cut off all communications, possibly temporarily
overloading any specialized receptors as well (although even
3-4 VOICE horrors of animal intelligence will get wise to this tactic and
‘close’ their eyes, cutting their chatter, when in the presence of
1 Heat Chatter – The horror communicates by pesky meddling prey).
altering, and perceiving, changes in the pattern of heat in the
skin. As a positive side effect, this makes it far more effective 5 Spray Signal – The horror communicates
at seeing differences in heat signatures amongst non-horror through a close-range vapor-spraying gland. The vapor

Vinicius Lima da Silva (order #12687005)


appears to have no scent, but the horrors understand the 3 Linked – The horrors share a common sense
signals when it comes into contact with their skin. A horror on across a hive consciousness, giving them a multi-dimensional
the run can leave a message cloud in its wake that any horrors view of their environment. The link may extend to all senses or
coming after will pass through and pick up. The spray is: 1-2 – to just one – erring on the side of the latter as the former
benign, 3-4 – mildly acidic, 5 – sticky, 6 – toxic. opens up too great a vulnerability for a species faced with a
clever prey who identifies the weakness of this otherwise
6 Mimic – The horror mimics the noises around helpful ability.
them, whether machinery, the environment, animals, or prey.
Within the mimicked sound they layer a sub-harmonic that 4 Compound – The entities eye contains
carries their message, though an intelligent creature might hundreds or thousands of individual lenses that create a
double-up on the value of chatter to both inform colleagues kaleidoscopic image of their environment. While low in detail
and frighten enemies. overall, the image makes for excellent detection of movement.
The entity can see the slightest shift or twitch, making any
5-6 VISION attempt at stealth far harder to pull off.
1 Heat – Similar to Heat Chatter, but the horror 5 360 Degree – The creature goes one step better
literally only sees the variations of heat in the world around it. than a common owl with the ability to see in every direction. It
The levels of perception make it far more granular and specific can either swivel its head in a complete circle or has sensory
than a Heat Chatterer; this makes it far harder to fool with organs spread evenly all around its body, supporting a total
other sources of heat like fires or explosives, as the horror can sphere of vision.
see the slightest variations even within the searing heat of a
flame to pick out the movements and signals behind it. The 6 Roaming – The horror possesses free-roaming
horrors can pick out their own kind through their specific sight organs that allow it to see ‘remotely’. The eyes connect
signature and may have pads on their extremities that allow via tendrils, nerve filaments, or some other organic means. If
them to leave clear trails or signs. not connected, the eyes can ‘gather’ information and then
return home to download it – the horror guiding the eye with a
2 Phased – The creature has a complex vision that fragment of brain function in a separate body, like a snake, rat,
sees through the cracks between atoms, allowing them to or small bird.
grasp the shapes and movements of things beyond solid
surfaces like walls and floors. The sheer complexity of Phased
Vision means that the creatures falls back on other senses as SKELETON
well. Those seeking to block the vision can do so with certain The evolution of the horror has led to quite drastic
ultra dense minerals or through massive heating of surfaces to 3 physical mutations of their skeletal structure:
cause disruptive molecular agitation.

Vinicius Lima da Silva (order #12687005)


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

Vinicius Lima da Silva (order #12687005)


3 Blowfish – The entity has a largely defensive into its arms, for example. The creature’s skin might hang
mechanism that allows it to expel the content of its lungs into loose about its body, or it might have an equally adaptive
cavities around its body. By puffing the air from lungs to scale-like skin layer.
cavities, it expands to three or four times its normal size and
parts of its skeleton poke sharply through the surface. While 3 Liquid – The entity has bones made from a
somewhat damaging to itself, the sharp bones can pierce viscous fluid that holds together to maintain structure, but can
attackers, while the expanding mass shoves them away. give under impact and cannot break. Something can, however,
pierce them and cause them to ooze out...
4 Blades – The creature can extrude and extend
blades of bone from joints. 4 Sickening – The horrors every movement
generates horrible sound effects, as the weird intermeshing of
5 Roller – The horror possesses interlocking scales bones grinds inside it. The creatures constantly makes a sound
of semi-flexible bone and cartilage. It can effectively roll up, like bones popping in and out of their sockets, or the wet
like an armadillo, and in that state move around, go on the sound of splintered bone gliding through yielding flesh.
defensive or shrug off a potentially killer impact or explosion. Humans find the sound nauseating and intensely disturbing.

6 Pliable – Much of the creature’s bone is more like 5 Boneless – The entity lacks any sort of internal
cartilage, bending and flexing, but very strong. The creature skeletal structure, like some massive amoeba
moves with incredible bounce and flexibility, and can squeeze
through narrow gaps, vents and pipes with ease. 6 Artificially Enhanced – Whether a
development by the horrors or some masterful manipulation
5-6 SKELETON ADAPTATIONS of their species in the past, they now have a highly modified
and enhanced bone structure made: 1-2 – from adaptive, self-
1 Cage – The horror has a massively distended rib regenerating micro-entities, 3-4 – from a nearly indestructible
cage or belly, made from thick, arcing bones. It can keep metal-plastic polymer, 5-6 – from star-heart dense super
prisoners trapped inside this containing cage, ideally subdued. materials that generate an unsettling micro-gravity field that
The horror can open and close the bars of the cage at will, and draws prey toward the horror without any thought or
less subdued prisoners or rescuers will find the bones tough compulsion.
but breakable.

2 Adaptive – The creature has a loosely connected FLUIDS


skeletal structure that allows it to make changes to size, form The trouble with horrors is the weird and insidious
and reach. It can become snake-like by disconnecting fluids they always seem to secrete. Once you have
everything, or reach distant targets by shifting more bones
4
rolled on the Voluntary or Involuntary table, follow it up with

Vinicius Lima da Silva (order #12687005)


a roll on the Extra - Nature (p11) to determine the hazardous 4-6 INVOLUNTARY
side effects the fluids have (or don’t if you just want to work
out the horror’s favorite fluid or preferred medium of liquid Involuntary fluids tend to arise from attacks on the horrors or
attack): other interactions that cause the liquid to exit through wounds
or by way of instinctive reaction to external stimuli, like pain,
1-3 VOLUNTARY birth, or arousal.

1 Spittle – The horror drools and expels strings of The horror may place itself in a situation where this might
glistening spittle. more readily happen, but cannot voluntarily generate or exude
this fluid otherwise.
2 Urine – The creature urinates freely as it battles
or purposefully aims it into the faces of opponents in an 1 Semen – The horror ejaculates, whether due to
attempt to blind them. excitement or the accidental slicing of the extraterrestrial
version of a testicle.
3 Feces – The horror leaves disgusting mounds of
steaming manure in its wake, peppered with fragments of 2 Tears – Pain, fear or anguish causes the horror to
dismembered victims and thick with: 1-2 – strange iridescent cry tears of a strange and insidious fluid.
maggots, 3-4 – buzzing and biting flies, 5-6 – a foul colored
mucus that stinks like rotting flesh and causes burning 3 Pus – Attacks that tear or puncture the creature’s
irritation if touched. skin cause sub-dermal reservoirs of thick, bubbling pus to
ooze or spray out.
4 Ink – The creature possesses a defensive
mechanism like an octopus or squid, expelling a cloud of 4 Blood – If you prick us, do we not bleed? Better
sticky, blinding ink into the faces of enemies and attackers. yet, do we not spray slow-mo arcs of frothing ichor in every
direction?
5 Sweat – The entities skin shimmers and steams
with a glistening layer of iridescent sweat. When it strikes or 5 Bile – The entity coughs and wretches up gouts of
moves about, gobbets of sweat slather off and linger as a mist bile from deep down inside.
in the air.
6 Milk – Fear for young or feeding juveniles means
6 Vomit – The entity can voluntarily disgorge the lactating members of the horror swarm hang heavy with
partially digested food in a spray or as a particularly rank nourishing milk.
projectile.

Vinicius Lima da Silva (order #12687005)


EXTRA - NATURE 5 Unclean – Roll again on the Unclean table,
below.
1 Corrosive – The fluid breaks down or reacts
with other substances on contact. The fluid contains: 6 Psychotropic – The fluid alters the: 1 – mood,
1 – acid: blinding, mutagenic, damaging to organs, 2 – perceptions, 3 – behavior, 4 – state of consciousness, 5 –
corrosive to flesh, memory, 6 – decision making, of those exposed to it. The
2 – caustics: slippery, caustic to flesh, potentially measure of effect on the facet of the individual’s personality
explosive in reaction to water, varies wildly. Roll D6 – with low numbers indicative of minor
change, a high number of an extreme reaction.
3 – oxidizers: causes strong burning to skin, irritating
to eyes and mucus membranes, and in concentration can be EXTRA - NEUROTOXINS
quite explosive,
4 – electrophilic halogens: burns skin and eyes 1 Muscular Contraction – The toxin causes
(rather like bleach), the painful and debilitating contraction of musculature,
5 – organic halides: creates thick, acidic smoke on causing the whole body to tense in violent spasms.
contact with air,
6 – anhydrides: affects and decomposes plastics 2 Motor Control Loss – The toxin causes
twitching, convulsions, rapid loss of coordination, and – when
2 Extreme Temperatures – The metabolism severe – death from respiratory paralysis. Movement of the
of the horror involves internal fluids maintained at an extreme extremities becomes increasingly difficult, and fine movement
of temperature, above or below that normally tolerated by absolutely impossible – including aim with a weapon.
humans. The substance either scalds or causes freeze burns,
both causing damage to exposed flesh. 3 Muscular Atrophy – The toxin degrades and
dissolves muscle tissue, resulting in muscle weakness. The
3 Tranquilizing – The fluid contains a powerful limbs weaken, akin to the progressive onset of exhaustion.
neuroleptic component, which causes muscular weakness,
trembling, apathy, impotence, and lowered resistance to
4 Nerve Signal Inhibitor – The neurotoxins
toxins, disease and infection. The substance may also cause negatively alter the signal thresholds for neural energy, which
mild hallucinations and weariness. The fluid effectively makes makes it harder and harder for the body to react. The effect of
the victim a big, easy target for further attacks… this is loss of motor and sensory function, terminating in
complete paralysis and death without medical attention.
4 Neurotoxin – Roll again on the Neurotoxins
table, below.

10

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5 Brain Toxicity – The substance breaks down ultimate degeneration of their body into a steaming puddle of
the facility of the blood brain barrier in protection of the brain liquid flesh through amputation of the infected area(s).
from ingested toxins.
4 Transmogrification – Exposure to the fluid
6 Cellular Destruction – The toxin breaks causes the affected areas to adopt the horrors DNA and
down the membranes that hold cells together, unraveling the transform, akin to the classic horror movie The Fly. Elements
basic structure leading to increasing toxicity and rapid cell of the horror begin to appear – like skin texture and color,
death. The target suffers muscular pain, internal bleeding, malformation of limbs, growth of new sensory apparatus and
searing headaches, loss of coordination, and a rapid decline organs, and so forth. The changes bring: 1-2 – no benefit, as
toward total cell death. the horrors DNA seems incompatible with the human nervous
system, 3-4 – partial enhancement of faculties like senses or
EXTRA - UNCLEAN control of additional limbs, 5-6 – a variant of split brain
syndrome, where the horror-infected parts of the body work
1 Diseased – The fluid contains abnormal against the human parts, whether through malfunction or
organisms that have no effect on the horror, but infect those active attempt to damage or control.
who come into contact with it. Wounds suffered or fluid
ingested causes: 1-2 – pain, 3 – sensory dysfunction, 4 – 5 Cancerous – Once introduced into the victim,
mental distress, 5 – chronic organ failure, 6 – death. The the substance causes the spontaneous generation of irregular
disease has a gestation period of 2D6 [1: minutes, 2-3: hours, cellular growth. The cancerous cells divide and grow without
4: days, 5: weeks, 6: months]. control, all tumors showing evidence of the horror’s DNA.
Unlike more common forms of cancer known to man, the
2 Zombification – Anyone exposed to the fluid, horror’s neoplasm spreads incredibly fast and overwhelms the
through: 1-2 – wounds, 3-4 – digestion, 5 – respiration, 6 – target in a period of 2D6 [1-2 – hours, 3-5 – days, 6 – weeks].
skin contact, suffers from nausea, sensory disconnection, Practical treatment varies in form / effectiveness, potentially
headaches and then black-outs. After a period of 2D6 [1-2: causing more damage to healthy cells in the process and
minutes, 3-5: hours, 6: days], the exposed fall unconscious reducing the individual’s resistance to illness or infection.
and then on revival lose all control and any remnant of
intelligence. A slathering, psychopathic, flesh-hungry zombie 6 Petrifaction – The fluid triggers a state change
remains, riddled with cysts and abscesses, oozing with a vile at the atomic level, causing carbon to transform into silicon,
black liquid. turning the infected into a helpless statue over a period of 2D6
[1-2 – hours, 3-5 – days, 6 – weeks]. As with previous states of
3 Necrotic – The fluid causes premature cell Unclean fluids, the character might halt the process through
death, skin and flesh sloughing off in expanding chunks as the application of strong, damaging medication or by amputation.
condition worsens and spreads. A character might avoid the

11

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APPEARANCE genitals. While attacking, the horror takes pleasure in
inflicting grievous and horrible wounds, and bathes in gore of
While the horror might wear armor or arrive its victims.
5 dressed in the flayed skin of the fallen, underneath
it has natural features that set it apart: 6 Someone Else’s – The creature wears the
flayed skins of past victims, like a mask or disguise. From a
1-2 SKIN distance, the tattered remnants of skin might pass the creature
off as a wounded human, long enough for it to close range for
1 Thorny – Sharp and dark prickles of some kind a melee attack.
of resinous secretion stick out of the horror’s skin. Any melee
blows from or against the creature may break off these wicked 3-4 PROTUBERANCES
barbs, causing additional damage, bleeding and increasing
potential for infection (reducing the chance the character can 1 Young – The horror carries the partially matured
resist future attacks with unclean or poisonous aspects). or half-formed young of its species on, in, or underneath its
skin. Slashing or piercing the skin of the horror will cause the
2 Horny – Curved, bony knobs poke through the young to spill out: 1-2 – dying instantly, 3-4 – attacking in the
skin of the creature, slightly increasing its armor and the final throes of life, 5-6 – attacking as juvenile, semi-capable
damage inflicted when delivering a crushing concussive blow. combatants angered by their sudden eruption into the world.
3 Bioluminescent – Hideous blisters and boils 2 Organs – The creature has translucent or opaque
on the surface of the monster’s skin glow with a pale: 1-2 – skin that allows onlookers to see the gruesome function of
blue, 3-4 – yellow, 5-6 – red luminescence. Oddly, this seems every organ in its body.
to work against them, making them easier to target from a
distance, though the creatures may adopt a strategy of running 3 Victims – Tortured faces and clawing fingers
in single-file packs if intelligent or guided by an intellect. poke through the stretched and hideous flesh of the entity.
Little prospect exists of saving victims in this state, even with
4 Leprous – The entity’s skin looks diseased and the immediate destruction of the horror – though characters
pale, hunks of sickened and dying flesh falling away as it with some means to expend ‘luck’ might have a fortuitous
moves. Roll again on the Unclean table, in the previous escape if rescued.
Fluids section, to see what side effects exposure to the sickly
flesh of the entity might have. 4 Detritus – Random bits of rubbish adhere or
stick out of the spongy or gooey flesh of the monster, which
5 Sickening – The horror wears the torn and might include weapons, weird artifacts or odd personal
blooded remains of past victims, like ears, eyeballs, fingers or possessions.

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5 Digestion – Through the surface of the horror’s carapace provides protection from physical attack, as well as
skin, you can see recently, and not so recently, consumed food some measure of environmental harm (e.g. fire resistance).
(or victims) passing through phases of digestion.
4 Living Hair – The surface of the horror’s body
6 Augmentation – The surface of the creature’s looks like a mass of wafting tentacles, like an anemone. The
skin bears the scars and evidence of strange and artificial hair on the surface moves as if buffeted by currents or
augmentation. Rubbery, metallic or ceramic devices stick out possessed by some fiendish follicular intelligence. The hair: 1-
through or just under the stretched and scarred flesh of the 2 – forms an additional passive sense that the horror doesn’t
creature, though without clear evidence of purpose. Devices need to control to get valuable feedback from about its
might serve as nodules or mounts intended to support the environment, 3-4 – captures a static charge that the creature
insertion of some other object of artifact. can expel in bolts of crackling energy, 5-6 – detects and
adjusts to surroundings providing a measure of natural
5-6 THAT LOOKS LIKE camouflage, allowing the horror to blend in like a chameleon.

1 Petals – The creature has skin like fleshy petals. 5 Molten Slag – The entity’s surface gives off a
The petals effectively function like disposable armored plates, dull glow and a wash of heat haze. Somehow, the entity draws
their fleshy thickness absorbing impacts and ablating bullets. heat from the ground or the air around it, and that heat pushes
Under certain conditions the petals provide an advantage in out through the surface of its silicon-based body. Touching the
stealth and hiding. The creature exudes a foul but intoxicating surface causing burns and flammable material may catch fire.
odor that causes: 1-2 – nausea and light-headedness, 3-4 – The heat draw from around it might effectively surround it
drossiness and poor concentration, 5-6 – confusion and with a sphere of biting cold, to which the heat renders it
disorientation. immune.

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

3 Scales – The entity has an interlocking carapace


of scales, like a dragon or a salamander. The squamous

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psychopathic rage and spreads larvae through tainted bodily
OTHER FEATURES fluids.
Something essential to the culture or existence of
the horror sets it apart and gives it purpose: 3 Puncture – The creature punches through the
surface of the skin and leaves eggs in the: 1-2 – wound, 3-4 –
6
1-2 BIRTHING blood, 5-6 – sub-dermal layer. As part of the gestation period,
the presence of the horror causes: 1-2 – nausea, convulsions,
In all cases, unless stated, an egg or eggs have a gestation death, 3-4 – itching, biological mutation, rampage, death, 5-6
period of 2D6 [1: minutes, 2-3: hours, 4: days, 5: weeks, 6: – rash, sores, buboes, blood poisoning, death. On death, the
months]. The egg may have a mechanism to camouflage, hide, fledgling horror emerges from the twisted and mutilated
merge or latch on to preserve itself from detection or removal corpse ready to continue the cycle of destruction.
before completion of the gestation cycle.
4 Grenade – The horror launches whole eggs or
1 Sac – The horror has a form of gestation that larval ‘grabbers’ from an orifice or bio-weaponry extension of
involves an extended birthing sac. The sac: 1-2 – contains the its body. The ‘grenade’ form of horror: 1-2 – shatters on
early stages of their young in vital fluids needed for growth, 3- impact and covers the target with invasive and many toothed
4 – contains victims of the horror in a conscious state while spermatozoa, 3-4 – grapples on impact and attempts to either
the fetal youths grow and mature inside them, 5-6 – contains insert genetic material or assume direct control, 5-6 –
thousands (or millions) of immature horrors in a state of bio- explodes on impact infecting the target like a virus, with the
stasis awaiting a time when plentiful food supplies make it same potential to combat it whether with strong medication or
viable for the sac to erupt and the young to flow out. potentially harmful therapies.

Rupturing the sacs with weapons might destroy the 5 Spray – The monstrous beast ejects a shower of
young or prematurely trigger their ‘birth’. Application of heat, liquid, through one of many orifices, showering anyone within
flame or corrosives might suffice to destroy the sacs outright. range with ‘birthing’ fluid. The fluid contains: 1-2 – parasitic
larval young, 3-4 – spermatozoa capable of fertilizing human
2 Grasp – The entities spread by grasping hold of bodies with animal genetic material (and not necessarily just
their prey and inserting fertilized eggs directly into their females), 5-6 – spermatozoa capable of mutating human DNA
bodies, usually through an existing orifice, but opting, if with horror nuclear genetic information capable of
necessary, for open wounds. After the gestation period the transforming all future progeny of that individual into human-
young: 1-2 – claws its way out, 3-4 – consumes the carrier horror hybrids. The potential may exist to stop the process
from within, 5 – latches on to and controls the carriers with deep cleaning, chemical scouring, burning or something
nervous system until maturity, then ‘sheds’ the shell, 6 – even more invasive and painful.
infects the carrier with a biological mutation that causes

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6 Haunt – The creature ejects a semi-sentient, 3 Lupoid – The creatures have the appearance of
grasping, desperate homing ‘sperm’ – an embryonic hellion hunting animals, low, long and narrow, with sharp features
seeking out a host or a rivulet of self-guided gunk. The and sharper teeth. They possess great speed and short-term
incomplete wretch may possess vestigial limbs or sensory endurance to catch up on and overcome any prey, with
faculties, trailing amniotic fluid and slime in its wake, or clamping jaws that close with puncturing force and hold fast.
simply manifest as a noisome genetic porridge. They have keen senses, including acute hearing and vision
adapted to both light and darkness. They hunt in packs,
3-4 FORM effectively using their numbers to outnumber, outflank and
overcome.
While the rest of the tables highlight key features and unusual
mutations in the abominable entities, Form defines a general 4 Ophidian – The horrors have thin, limbless
and pervasive set of features suggesting a subsumed animal. bodies – or at least bodies with retractable limbs, with linear
organs running the length of its body and an internal skeleton.
1 Insectoid – The horrors possess six legs and a As well as normal senses, the Ophidian horror can detect heat,
body segmented into three parts. They breathe through with fleshy membranes about its face, and taste odors with its
spiracles, holes in their sides that puncture the surface of their tongue. Cold blooded, it seeks out warmth and hunts warm-
armor or skin, and have no internal skeletal structure. They blooded prey. Ventral scales on the belly allow it to grip and
have mandibles that gather and draw food into their mouths propel itself forward at speed. Many Ophidians have means of
and have antennae somewhere on their bodies that provide venom delivery, whether through fangs, spit or some other
them with extra sensory input. Some Insectoid horrors possess medium, and expandable jaws, allowing them to swallow prey
wings or at least vestigial evidence of their existence. The whole.
simplistic nature of Insectoid horror can make them hard to
kill. 5 Pachyderm – These monstrous creatures
possess massive bulk and considerable strength, with dense
2 Arachnoid – The entities have eight legs, or musculature and skeletons. They have thick limbs and heavy
limbs, and bodies segmented into two parts. They have an hides, sometimes leathery and armored, other times layered
external skeleton, which may extend to a thick protective with thick, bristling fur rank with musk and sweat. While they
armor-like covering. Arachnoids secrete substances suited to may appear ponderous, they gather speed quickly and prefer
building nests, traps, containment webbing and climbing to bull rush, trample and generally barrel prey to the floor,
lines. They have methods of injecting poison or vomiting crushing them flat. Most have prominent horns and tusks,
corrosive bile. The entities have extra senses that can detect suited to goring and impaling. Like wild boar, Pachyderm
motion and vibration. horrors maintain an omnivorous diet.

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6 Rattus – Opportunistic survivors, displaying an others. The Movers have: 1 – wings, 2 – tunneling claws, 3 –
unsettling level of intelligence and sense of society amongst muscular leaping limbs, 4 – gliding flaps, 5 – gills and fins for
brethren, the Rattus entity always finds a way. Capable of swimming, 6 – hooks or suckers for wall-crawling or for
adapting to almost any climate or environment, they can scampering across ceilings. The Movers often serve as shock
swim, tunnel, climb, and travel at considerable speed, fitting troops, scouts, or decoys, vital for gathering information,
into small holes and spaces. They have very keen eyesight and softening up the enemy, or spreading doubt and breaking
sense of smell. They often carry and transmit disease and morale.
infection without suffering any serious side effects themselves.
3 Sentries – The horror is of a warrior caste solely
5-6 SPECIALISTS responsible for the defense of the group. While general horror
physiology supports a flexible range of faculties and tools
The characters have encountered a specific and specialized intended to serve in completion of various tasks, the Sentry
caste of the horror. The specialist may be the key component has only one function and its body makes this clear. A Sentry
of a mixed group or the sole type uncovered – in which case might lack many sensory, reproductive and digestive features.
the more general population might lie elsewhere. For example, In place of these unnecessary extras, the Sentry has armor and
the Sentries might appear far removed from the core group as a dominant weapon – something that defines it and shapes it,
they serve as shock troops against a perceived threat, whereas like an impractically massive gun or body spanning blade.
a group of Workers might be discovered foraging or gathering
a great distance from the central ‘nest’. 4 Queen – The monsters have one or more Queens
responsible for the continuation of the species. The Queen
1 Workers – The horror is of a class solely suited may have total control over everything, or might simply serve
to menial tasks or feats of great strength and endurance. They as a birthing vessel, tied to a complex biological mechanism
may travel long distances or move through dangerous ground producing the next generation. One Queen might nurture a
and carry back supplies, food, or prisoners. Workers tend to be batch of her own replacements, before she is banished,
dull witted, but with enough commonsense to get the job done consumed or destroyed on their maturity. Alternatively, more
right regardless of the difficulties and obstacles. They opt for than one Queen might serve a splinter of the whole group, the
the most direct route, even where physically damaging or core of several ‘cells’ encroaching upon or invading the world
hazardous to their existence. If encountered before any other about them.
type, the experience of meeting a Worker might lure the
unwitting to completely underestimate the threat potential of 5 King – The entities have a controlling influence,
the horror – or they might be the worst of their kind. like a bull of fearsome power or perhaps an intellect weak in
body but incredibly cunning. The King may coordinate the
2 Movers – The horror is of a caste with a whole drive of the horrors, or may simply serve as a central
specialized means of locomotion not known amongst the means of control, like a node or heart for the greater masses. If

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a Queen exists, the King may serve as a mate, and might also 1 Strange stories 4 Inexplicable experience
be entirely disposable as a result. 2 Newspaper report 5 Visited by chance
3 Intriguing artifact in the mail 6 Unexpected invitation
6 Food – The horror encountered was maintained
as a source of food for something more horrible, or serves as a Organization?
strange feast for witless human worshipper. The creatures
engage in a cannibalistic phase: 1-2 – when they’re hungry, 3 – This organization backed, funded and may currently occupy
after sex, 4 – before sex, 5 – before hunting, 6 – before the location now under threat:
transforming into something else more gruesome. The Food
1-3: Roll again 4-6: Roll again
exists in a: 1-2 – state of bliss, cared and waited on until the
time of consumption, 3-4 – docile and dull-witted state, doing 1 The (Predominant) Church 1 National government
little more than sleep and consume until the fateful day of 2 Wealthy Cult / Sect 2 Scientific research group
feeding, 5-6 – battling and competitive state where only the 3 Front for a Crime Syndicate 3 Cover for anarchists
most worthy and able Food can expect to feed the other 4 Heritage preservation group 4 Bank or investment firm
horrors, the less able killed and consumed by the victor only. 5 Local government 5 Inventor
6 Aspiring troublemaker 6 Artist
The Obligatory Appendix Reason?
While you might have used the tables that make up the bulk The organization’s purpose in funding the location:
of this supplement just to excite some ideas on the nature of a
new horror, you might need further nudging. The following 1-3: Roll again 4-6: Roll again
tables can offer you a sort of ‘mission statement’ for your 1 Tax reasons 1 Scam
adventure, although you’re free to choose or ignore anything 2 Medical research 2 Removing competition
that doesn’t suit. 3 Searching for something lost 3 The voices told them so…
4 Government directive 4 Influential benefactor
[THE HOOK] leads to a [LOCATION] owned by [ORGAN-
ISATION] for the last [D6 x D6 x D6] [1-2: years, 3-4: months, 5 Controlled experiment 5 Playing a hunch
5-6: weeks] for the purpose of [REASON], which has become 6 Site once occupied 6 Accidental
the target of the horror because [MOTIVATION].
Location?
The Hook? Depending on the sort of game you’re playing, the location
How did the investigators get roped in to this whole affair? might involve significant travel for the characters to reach and
explore, or it might be a quick hop across a local or country

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border. Tweak the specifics or re-roll where an anachronistic 1-3: Roll again 4-6: Roll again
outcome arises (i.e. the result suggests an environment 1 Protecting their young 1 Attracted by radio signals
unsuited to your current campaign setup): 2 Protecting their birthing site 2 Drawn by heat or light
1: Roll again 2: Roll again 3 Protecting an artifact 3 Ancient programming
1 Mine 1 Inhospitable scrub 4 Built on their food source 4 Basic Fight or Flee response
2 Foundry 2 Scientific establishment 5 Periodic breeding cycle 5 Slaughter the “animals”
3 Dead lands or desert 3 Wooded hills 6 Hungry 6 Summoned
4 Remote research camp 4 Bank reserve
5 Crumbling old building 5 Hospital
Nightmares?
6 Cave or tunnel network 6 Warehouse People (or investigators) who sleep at or near the location
might experience strange and disturbing dreams?
3: Roll again 4: Roll again
1 Slaughterhouse 1 Sprawling slum 1-3: Roll again 4-6: Roll again
2 Fort / Castle 2 Farm 1 World overrun 1 Bloody sacrifice of dreamer
3 Boot camp 3 Holiday resort 2 Weird catastrophe 2 Humanity enslaved
4 Ship 4 Ancient ruins 3 Feasting upon humanity 3 Insignificance of humanity
5 Border outpost 5 Ghost town 4 Disturbing chant 4 Stupidity of humanity
6 War zone 6 Remote villa 5 Reflection of deformity 5 Hunted
6 Watched from space 6 Sanity-shredding experiment
5: Roll again 6: Roll again
1 Church 1 Natural cavern Strange Discovery?
2 Penal colony 2 Lost city
Searching around a location the discovery of something quite
3 Place of exile 3 Ancient tomb out of the ordinary leads to questions or a hint of more.
4 Pilgrimage site 4 Partially drowned village
5 Corporate headquarters 5 Heritage site 1-3: Roll again 4-6: Roll again
6 Drifting wreckage 6 Primitive settlement 1 Scratched design or symbol 1 Desiccated corpse
2 Severed appendage 2 Stained altar
Horror’s Motivation? 3 Sealed container 3 Weird footprints
What does the horror want? Of course, it might not have any 4 Disturbing artwork 4 Mutated wildlife
motivation – or at least nothing comprehensible to humans. 5 Inexplicable skeleton 5 Unsettling landscape
6 Forgotten stairway 6 Lingering presence

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NOTES

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