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A Horror RPG

By Ribston « Ribsie » Pippin


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Writing, Layout and Illustrations
Ribston «Ribsie» Pippin

Cover Art and «Fears and Fathoms» Logo by


Sarah Carapace

Contents
Playtesters
Altar, Ange, Eliott, Enarys, Lyn, Maxime, Oriel, Youiou Before we Start 4
Shape your Character 6
Build relationships 8
Special thanks Understand your Fate and the Rules 10
My friends and lovers, for being there, always, through everything, Items and how to use them 12
with special mentions to: Example of Play 14
Lolv Peregrin, for inspiring me every day to write Wounds and Downtime 22
Enora, for making me roar with laughter Trauma and Curses 24
Puchu, for keeping me grounded through it all
Kleme, for helping me understand a whole lot of design things Trauma table 26
Guillaume, for keeping me nice and fed with memes and games Curses table 28
And Mum, for teaching me so much So, you want to be a Keeper of Fates 30
Aknowledgements The Murder of Joan Becker 32
This game was inspired by various media, especially: Random generators 42
Character Sheet 48
The writings of Octavia Butler and Robert W. Chambers
Blades in the dark and the games that followed suit
The video game Phasmophobia
Jay Dragon’s Sleepaway

This game is dedicated to


Ange, my dear adelph, who made me want to write it

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BEFORE WE START
What is this game? About emotional safety
Nothing much really. I was supposed to be making myself something to This is a horror game. The book itself gives you hints on how to build
eat and clean my house. I was too tired to do any of this. So I started your own horror, but to me, horror is something deeply personal, and this
making this, and kept at it. Here we are now, I guess. is why you need to discuss with your players how exactly you want to be
spooked, because there are fears that are fun to experience, such as
The world outside is scary and cruel. Somehow, in these trying times, rollercoasters, and others that aren’t, so I’m not going to risk making
I’ve found solace in role playing games that are about horrible things someone uncomfortable by naming them.
happening to good people.
I think it’s something about being isolated like this that makes facing
horrible trauma appealing as long as it’s with friends. So before playing this game, the referee, whom we will call the Keeper
of Fates or Keeper for short, should take the time to discuss with each
player to make sure their favorite spooks and shivers are in, and their
So here we are. What is this? potential triggers and traumas are out.

This is a game.
This is a game about people who have been hurt by something no one You should always communicate at the start of a session what kind of
else wants to see. horror will be the focus of your game this time, because preferences and
squeamishness can fluctuate over time and as life goes on, taste changes.
This is a game about horrors that lurk just below the surface of the
mundane world.
This is a game about a universe full of wonderful and sublime forces that Do not hesitate to use safe words: one for when you want things to slow
wish for many things. down, and one to indicate you need care, right now.

This is a game about the Strange, a power that shapes and warps
everything it touches. Do not hesitate either to use signals in order to communicate that you can
This is a game, there are many like it, but this one’s mine. take it and want the person speaking to just go to town and not hold back
anything.

I hope someone else has fun with it and that ya’ll can live some This game is all about the conversation, keep in mind that you should
wonderful stories together. always tell your friends if something is too much or not enough.

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Shape Your Character You have three attributes: Mind, Body, and Soul
Mind is for finding things, understanding the Strange and
I am many things, but they know me as a: messing with stuff.
1. Scholar, curious, cultured, reclusive and secretive. Body is for breaking things, fighting the Strange and running
2. Caretaker, kind, thoughtful, loving and caring. away from stuff.

3. Sinner, edgy, transgressive, cunning and dangerous. Soul is for being nice to things, withstanding the Strange and
bargaining for stuff.
4. Faithful, transcendant, mystical, aware and determined.
One starts at d10, one at d8 and one at d6.
5. Fighter, passionate, unyielding, powerful and volatile
Pick four skills from this list or make up your own. Skills are
6. Weirdo, strange, unpredictable, different and erratic. not tied to attributes: medicine is as much about understanding
sickness as it is about caring for people, for example.
Sample skills: Architecture, Arson, Barter, Blades, Biology,
Criminology, Cyphers, Guns, History, Fists, Locks, Medic,
Ever since I encountered the Strange, I seek: Painting, Photography, Politics, Psychology, Running, Search,
Tarot Reading, Tax Evasion, Zoology.
1. Answers to my questions about the things I have seen.
2. Justice for all the harm it has done to me.
3. Power from beyond, to protect me and those I care about.
4. Forgiveness for what I have let it do in the past. Each session, pick your stuff:
Every character has a smartphone and their wallet, as well as
5. Belonging with these that have been touched like I have. the kind of random shit one has in their pockets (chewing gum,
cigarettes, loose change...) and you pick three useful items from
6. Thrills and shivers, because I have never felt more alive. this list any time you embark on a mystery:
First aid kit Electrician toolbox Parabolic
Microphone
Painkillers Crucifix
On my investigations, I always bring: High quality
Baseball bat Carton of salt Camera
1. A powerful weapon, as a reminder of past mistakes.
Small gun Alcohol (good) Cam-recorder
2. A trained animal, my oldest friend and trusted ally.
Knife Alcohol (medical) Night vision
3. A strange tome which I don’t fully understand.
Crowbar Recreational drugs goggles
4. A suitcase full of classified information for my eyes only.
Sledge hammer Anxiety Diving gear
5. A gnarled keepsake gifted by someone I lost. medication
Military-grade Climbing gear
6. An old car or boat, with a tankful of gas and memories. flashlight Holy water Camping supplies
Electro-magnetic Locksmith kit Food for everyone
field reader (EMF)
Tarot deck
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Build Relationships
When rolling for character, you can use this. Pick two people and
ask them one question from the list that corresponds to your
character. Build from the answers. Play what feels right and true.

Scholars Faithful
What book have you not given me back? Do I scare you or do I make you feel safe?
What about you fascinates me? What does my faith remind you off?
What have you taught me? Why do you put up with my weirdness?
What dream of yours have you shared only with me? What secret of youts do I keep safe?
Why did you sit next to me in class? How did you save me during a crisis of faith?
Do you know that I care? How did we mend our relationship?

Caretakers Fighters
Do you like it when I sing to you? Who have I hurt for you?
What wound have you shared only with me? How did you keep my fire burning on a cold day?
What is your favorite meal that I always cook? Why are you worried about me?
How did I give you hope when you were ready to give up? How did I save you from harm?
How much do you know about the burden I carry? Why do I keep falling for you?
When did we realise our friendship was built to last? What passion do we share?

Sinners Weirdos
How much do you know about my past? How have I rubbed off on you?
How did I deserve your love? What did you make me see?
Why do you still believe there is hope for me? How did you help me love myself?
How did you learn about my special skills? What do people say about our friendship?
What do you secretely admire about me? What have I made you see?
When did we stop fighting? Do you believe me?

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Understand Your Fate
And the Rules Consequences are inflicted upon all those that
participated in the action and anyone who wishes to
take it in their friend’s place
The Keeper of Fates describes the world, and sometimes, you will
wish to act upon this world. Whenever you try to do something
hard but doable and you might suffer dire consequences, the Fairly Safe:
Keeper will announce the Circumstances, that being the overall You are now In Danger.
danger represented by a failed roll, then you roll with the
appropriate attribute. Things don’t exactly work like you intended.
Depending on your skills, equipment, or various circumstances, You get winded and do not gain a bonus from this skill for a few
you may gain additional dice to roll. minutes.
You take longer than anticipated.
Gain one more dice if:
You have a skill that applies to the situation In Danger:
Someone is helping you You are now Doomed.
This action will get you what you Seek You or a friend suffer a minor wound to the stat you rolled.
You have an object that gives you an exceptional advantage Things don’t go as planned, at all.
Retract one dice if: You are exhausted and do not gain a bonus from this skill until
you get some rest in a fairly safe place.
You lack the appropriate tools
You gain a trauma, the Keeper either rolls or picks one.
You’ve just been wounded
You deplete or damage the object you were using
You’re drunk or inconvenienced in some way

Doomed:
You can roll between 0 and 3 dice. If you roll 2 or 3 dice, keep
the highest. If you would roll 0 dice, roll 2 and keep the worst The Strange claims you. You are dead, maybe worse.
result. You or a friend suffer a major wound to the stat you rolled.
If penalties reduce your dice to 0, roll twice and keep the worst A minor wound becomes a major one.
result.
You suffer a curse, the Keeper either rolls or picks one.
On a 1-3 you fail and suffer the consequences. On a 4-5 you
succeed but still suffer consequences. On a 6+ you manage to pull The object you were using is now broken beyond repair
through without harm.
Consequences depend on the Circumstances, described by the
Keeper. Whenever you suffer consequences, the Keeper picks
which one (or ones, up to three)

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All together now! Magic?
When a group of characters bands together to act in concert, each Magic exists, this should come as no surprise, but as a Keeper, it is
character taking part makes their own pool. As long as any one up to you to decide how it works and how it relates to human
character makes a successful roll, the action will be succesful, but understanding of it. A modern witch might play with crystals and
for each character that does not manage to get a 6+, the group tarot cards, but she doesn’t usually expect it to make firebolts
suffers a consequence. If a character rolls more than one 6+, they spew forth from her fingers.
cancel one of the consequences that might befall the group.
Human magic is subtle, so don’t hesitate to have a character draw
cards or cast bones to get a glimpse of how things are going to
Steeling yourself happen. You should also take this opportunity to make the power
of the Strange felt, as it warps the humans’ tools for magic.
When faced with something harrowing or dangerous, characters
may need to make a roll in order to be able to act without losing Perhaps the cards change, perhaps once silent crystals glow eerily
their cool or avoid consequences. When faced with a situation and sing with a thousand agonizing voices, perhaps the crystal ball
that’s unusually gory or strange, or when they activate a trap that actually starts to glow and the mind of the fake medium fills with
is about to be sprung on them, they should announce how they voices that are not their own.
deal with things. At this point they’re either doomed or in danger. What matters is that human magic is safe but subtle and easily
If they rationalize, they roll with Mind. dismissed by rationalisation, but once the Strange gets ahold of it,
it becomes wild and dangerous.
If they dodge or endure through pain, it’s Body.
If your players start to dabble in the arcane you should consider
If they rely on guts and instinct, use Soul. draining their mind and soul as minor wounds for minor things
like tracing and activating an simple ward, or cursing them for the
truly weird stuff when drawing tremendous power from the Weird.
Combat You can also state, for some powerful magic event, that whatever
Sometimes, the only way out is through. There is no initiative in happens, they WILL suffer a consequence. After all, mere contact
combat, discuss amongst yourselves who might react first and with arcane artifacts might already yeald such consequences.
how. Some monsters will let the initiative to the players, some What matters in the end is that the players understand what they
might attack first, requiring the characters to Steel Themselves get into. Establish rules, stick by them. You, as a Keeper, are not
before they can act. Ennemies are designated by their level of here to trick them, instead you should think of yourself as a
Circumstances. Cultists with shotguns put the investigators In mystical tax collector, making sure the Strange what is owed to it,
Danger, but bigger monsters make them Doomed. and if the players find a way to evade these taxes, let them
Protection celebrate that victory before sending them the magic IRS to pay
their late fees to Fate.
Mystical wards and armor found or made may prove useful in They may have to run forever, but then again, is that not a fun
surviving the horrors of the strange. Such objects reduce the thing to play?
Circumstance by one as long as they hold out. As long as they’re
not depleted or damaged.

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Items and How to Use them
This game is all about discussing what does and what does not help Ammunition and durability
you try to manage the situation you find yourself in. Maybe a knife
is not the best way to deal with a Deep One, but at least you have Nothing lasts forever, but you should not run out without reason. As
something. A fireman’s axe however as an example of «powerful a Keeper, you don’t need to be harsh about supplies. After all, you
weapon» is great for cutting deep into the flesh through the scales. have an entire rogues’ gallery of creepy crawlies, hoorded weirdos
Always keep in mind that human craftsmanship and technology is and things that go bump in the night for that. The characters’ own
what gives us a fighting chance in real life, and it’s the same here. tools should always be reliable and work as intended, but that doesn’t
mean that they should last forever. If your players come out alive
Sticks, guns and blades from a run in with the police, they might be bruised and battered, and
have fired a few shots, but you don’t have to count the bullets (your
The gun, knife and baseball bat are things many people can have easy players can if they’re into that, but you, my friend, have better things
access to and might not raise too much suspicion. They have many to do). After a second fight, you might want to let your players know
uses, not all deadly, but they might hurt a person or small beast, and that even if they made only 6+, that doesn’t mean they have magical
might at least slow down the bigger, meaner things. Crowbars and bottomless magazines, and from there you can tell them something
sledge hammers might be used as weapon, but they’re quite like «you think you have enough for no more than one encounter like
unwieldly, so while they might be better than nothing, they rarely that».
will offer any bonuses. Powerful weapons might have history, but
they’re rarely supernatural. They will prove dangerous to most fleshy The results that deplete or damage objects should advance this
things out there however, natural or otherwise, and should provide invisible, ticking clock in your head, but whatever you do, don’t play
bonus die in most cases. gotcha with your players by hiding the state of their tools. Don’t make
them feel dumb because you made them unable to plan for something.
Practical gear and supplies
Loadout, stocking up and carrying things
Tools and especially kits are meant to be broad, and while you don’t
have to be precise about the contents they are assumed to fit a Depending on how you play this game, the characters might have
purpose, and should always contain what makes sense. Your players occasions to stop at home to resupply, or to go shopping for specific
might not think to stock up on a specific kind of screw, but the gear before raiding the haunted house. The limit of three objects from
character probably would, so don’t worry about being too specific the loadout might seem arbitrary then, but keep in mind that these
about contents or uses. A good example is the EMF reader, as a characters are probably limited by finances (they might not all own all
staple of the genre, often used as a thing that goes bleep when there the items on the list nor have the money to buy them right now) and
are ghosts around: it is up to the Keeper to decide what does and by the requirements of your endeavour (keeping your weight on the
doesn’t make it tick, but it should always tell you something useful light side, having space in your bags for looting, et caetera.
regarding the weird electromagnetic currents from ghosts or other
things. As with other things, be open and clear. If you feel that a player is
carrying a lot, or that an object is heavy even in a backpack, tell your
Meds, drugs, alcohol and other chems players just that. Give them concrete and tangible examples too. Tell
them that this statue is clearly made of lead and will weigh a ton, so
It’s very important for you to discuss as a group how you all want to scaling the walls might prove harder than when you came in, for
deal with intoxicants and meds. Bear in mind that not everyone reacts example.
to drugs in the same way, and it is interesting to discuss the variety
of effects a single item will have on different characters. Weed might Objects found on site
help one to pillow away the horror, giving a bonus dice to stomach
it, while it might just make other people sluggish and slow on the From the dawn of gaming, one truth has held fast: looting is fun. Not
uptake, for example. It might do both or something else entirely. Try all find it fun, but many do. The thing is, objects found in the hands
as a table to bear in mind who is under the influence of what, be open of cultists or in a haunted manor might be less reliable, having been
and honest about how you handle the Good Stuff, and when in doubt, touched by the Strange. You can be meaner about these items, but as
discuss, and maybe look up what a drug does before roleplaying its always, be open: let the players know about their shoddy make, or the
effects if you like authenticity. strange feelings they awaken within the characters. Let them know
that these items might be useful, but risky.
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Example of play: Entering the Cottage Jade: A 3 and a 5? What?! I have a d10!
Jade and Diego have been tasked by their paranormal investigations’ Keeper: The Random Number Gods are cruel this eve. Welp. Describe to
club in high school to inspect the old house by the lake. Rumor has it that me how you inspect that window, I’ll tell you what goes wrong and what
people have seen strange shadows inside during the day, even though the you learn.
owners have been dead for a few days now, with no relatives ever
coming to check on them.. Jade: [expletive] me, well, I guess I go up to the window and look
inside… Then I follow the hinges and stuff to make sure it’s well set into
– the wall? I think I look inside and tap on the glass as well.
Keeper: As you approach the house, Diego, your pet rat suddenly rushes Keeper: Well, that’ll do it missy, you draw attention to yourself, and for
to your pocket, cowering. a few seconds, your EMF reader goes crazy inside your pocket.
Diego: Aw, poor thing what’s the matter? Jade: What do I see inside?
Jade: Isn’t he super scared all the time though? Keeper: Your reflection seems to lack a face.
Diego: No! Tik’s a brave rat! Jade: What?
Keeper: Indeed, this is unusual, but the rat won’t come out. Diego: What?
Diego: Can I try to like, cajole him into getting back on my shoulder? Keeper: What?
Keeper: Sure, I’d say you roll with Soul, you’re Fairly Safe, as in you’re Jade: Okay, no really, I shake my head, what do I see?
not in danger but you might miss something.
Keeper: It’s a nice, if dusty, lakeside cottage, really, it’s disenhearting to
Diego: Can I add a dice from my Rat Tricks skill? realise you’re as twitchy as a rat. You do notice something weird: this
window was replaced recently. Like, a few days ago. Probably right
Keeper: Hm. No, it’s not really about tricks here, but you do have a before the owners died.
special bond, as Bertram is your ‘oldest friend and trusted ally’.
Jade: Well Diego, Guess we need to get inside. People have been here.
Diego: Nice! That’s a 4 and a 7 can I like, give him some rat treats?
Digeo: I don’t like this.
Keeper: Sure, yeah that’ll do it, you fish some rat treats and the rat
gigngerly peeks his head out. You notice that he seems especially scared Jade: Yeah me neither but if we don’t get some solid pics the seniors are
about one window in particular, but you don’t see anything out of the going to be up our asses for the rest of the year and call us scaredy rats
ordinary out or through it. for the rest of our lives.
Diego: Huh. Well I’m not really the most observant here. Hey Jade, do Diego: There’s a life beyond high school Jade.
you see anything weird about that window?
Jade: Source?
Jade: Good question! Hey Keeper, I have Architecture as a skill, could I
use it to maybe look at this window like a home inspector would? Diego: Ugh, forget it. Keeper, I push the door, does it open?
Keeper: Interesting! Yeah, I think you could and should! Roll with Mind Keeper: Surprisingly, it does…
then, you get your bonus die. You’re still Fairly Safe

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Example of play: The Faceless Ones Diego: Wait what. Are the other pictures like this?
Jade and Diego have entered the cottage and things do not add up. Keeper: You fish them out of your pocket, and yeah, same. Meticulous
They’ve been finding ore and more strange things. red strokes. You can’t even begin to understand this. So many pictures
so much blood. It makes no sense. You take a minor wound to Mind.
Diego: I think I start gibbering incoherently as the realisation sinks in,
Keeper: You fish through Ms Callum’s notes, oh, what’s this? and can only manage to point the fact out to Jade.
Jade: Let me guess, another picture where the faces have been crossed Jade: Do I get a wound too?
over?
Keeper: No, you’re not the one who spent minutes going through
Keeper: You’re a fast learner. Yep, among the scribbles on yellow paper extremely disturbing notes only to find out someone decided that
you find a picture. Like all the others, it’s a picture of Ms Callum and scribbling in blood on picture would make fun christmas decorations.
her husband with their faces crossed out. As you trace your finger against
the picture, you feel a shiver down your spine. Jade: Oh, cool. Sorry Diego, not sorry. Oh and if this takes him minutes,
I think I’m going to try and force open that hidden door we found with a
Jade: I turn around! crowbar. I don’t suppose my home inspection skills will serve me this
Keeper: Diego’s there. time?

Diego: Oh so I came back alive from the toilets? Keeper: What the hell. What’s one more right? That’ll be Body though.

Keeper: Against all odds. Jade: Do I get a bonus from the crowbar?

Diego: Sweet. Hey, can I see that picture? I want to confirm something. Keeper: No, it’s the appropriate tool, but not a super duper good one.
Keeper, can I compare the pictures and the writing? I want to know if I You’d get a penalty if you didn’t have it.
can maybe guess if the crossing out was done by the same hand. Jade: [expletive] that’s a 2 and a 5.
Keeper: Hm. That sounds hard to do. You’ll have one less dice. Keeper: You jam your heavy tool in the side of the door to break it open.
Diego: That’s okay. Do I get a bonus from my Penmanship skill? It takes some doing, a few minutes, but then the door flies off its’ hinges
and you’re showered in splinters, revealing a hidden staircase. As you
Keeper: You have a what skill. Oh. Right. Heh, nice one, yes. Roll with look away from you handywork, you see Diego looking up from the
Mind. You’re In Danger now though: the EMF suggests something is notes and pictures to explain them to you, and you barely have time to
close by. register what he’s trying to explain as a tall, emaciated creature without
a face bursts into the room from the mirror behind the bed. You are now
Diego: So that’s just the one d8. Ech, 5, could be worse. Doomed.
Keeper: But it could be so much better. Diego, as you take the pictures, Jade: Shit I grab Diego and barrel down the staircase! That’s still body
you take a few minutes to compare. The contents of the notes are deeply right?
disturbing however. It’s like Ms Callum was losing her grip on reality,
and one thing is sure: the crossing out was quite meticulous, not the work Keeper: Yes, and you have that track and field skill right?
of a woman who suspected her husband of being the devil and consorting Jade: Yeah! Okay that’s a 1 and a 6!
with Beelzebub because he watched movies at 5 in the morning. More
disturbing still: the crossing out… It’s dried blood. Keeper: You bolt through the door with your friend in tow…

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Example of play: The Ultimate Showdown Keeper: I did announce it, and you did go through with it. You rat runs
across the cave, and here and there, a crooked arm out of a puddle
Jade and Diego have been chased by a strange creature without a face for attempts to grab him, but he manages to nick the dagger. An arm finally
a while now, running and hiding through strange corridors under the manages to stomp him just as he’s about to give you the dagger. As he
lake. manage to rush back into your pocket, you realise he’s badly beaten, and
this in turn gives you a minor wound to your Soul, and as the creature
finally get out of a puddle and into your world, you realise you are now
Keeper: As you huddle behind a stalag… Mite? If it goes up it’s mite, Doomed.
yeah. As you huddle there, you hear the heavy breathing of the creatures Jade: Not so fast! I have the dagger now, and Mr Callum’s heart. I stab
through the reflection cast by the puddles of lakewater. It’s trying to sniff it and try to remember the incantation!
you out. You’re still in danger.
Diego: I hate this. Are we in the main cave though? The Mr Callum’s Keeper: The dagger glows in silence in your hand. There is nothing but
notes mention something about a main cave? the knife. In that instant, feel that whatever happens, this moment will
mark you.
Keeper: Do you peek out from your cover? Jade: Was that supposed to scare me?
Diego: Nope. Keeper: Attagirl, roll with Mind. Remember, you have a wound there.
Jade: I do! Jade: Come on, I just need a 4. 6! Yes!
Keeper: You do. It does look like some of his drawing. The place does Keeper: Great! But you’re still grappling with forces you can’t fathom.
have «Main Cave Energy» what with the Altar and giant faceless bone You stab the heart. As you do, blood start’s flowing from it once again,
mask towering above, taunting you with it’s perfect smoothness. As you and it animates with new life as the old words drift out of your mouth, all
observe this, you can’t help but stare at the perfection of this sublime reflective surfaces start shining brightly. The creature breathes with rage
work of art. You can guess the beginning of a face here. It could be and pain it tries to grab you along with it but…
anyone’s. It could be yours. You could be the face they worship.
Jade: Where does THAT thought come from? Diego: I kick it! I try to drive it back!

Keeper: Somewhere else. From here, you see the dagger on the altar, but Keeper: Hm. Actually yeah! You do just that. Your foot smashes the
it’s about fifty feet from your hiding spot. creature’s face repeatedly, it loses purchase, the only thing he manages
to grab is Jade’s shadow…
Diego: Okay. Could a rat pick it up? Diego: Oh no.
Keeper: He could. You may roll with Soul and Rat Tricks to order him Jade: Wicked.
around. You realise you’re In Danger right? That means him too.
Diego: Yeah, but he’s more sneaky than us. Oh no. Keeper: Jade, as you banish this foul creature, you feel a tearing in your
soul get a glimpse of the god-shaped void that once inhabited this cave
Keeper: With a 5 as your highest dice my friend, that’s not sneaky before this creature made it its’ lair. As the faceless desperately grabs
enough. your shadow, you feel something being ripped away from you. As it is
sealed back into the nowhere from whence it came, you catch your
Diego: Please, Keep, no, not him. breath, and soon realise, looking down a puddle, that you no longer have
a reflection.

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Wounds And Downtime The end of a session is a moment
to reflect on what you’ve learned and patch up wounds.
Wounds reduce one of your stats by one level from d10 to d8, It is assumed you take some downtime, explain away
to d6, to d4, to 0. If an attribute reaches d4, you become unable the stranger parts of your injuries, et caetera.
to interact with the world in a certain way:
If you have learned something important about the Strange, gain
Body: you're beaten, bruised, bleeding. You need someone to one new skill to reflect that, if any are appropriate.
help you move around and cannot do anything exhausting or
you'll make your wounds worse. If you have found something very valuable and sell it, next
session everyone can pick one more object before going out
Mind: there are to many variables and my unknowable adventuring thanks to the extra cash.
parameters to this conundrum. You don't notice things that are
out of the ordinary or hidden and lose all of your focus, as If your you were called out on your shitty coping mechanism for
you're completely overwhelmed. trauma and go to therapy, you may erase that trauma

Soul: you feel like there's no hope, and can't even properly If you have made use of an object more than any other, you may
communicate it. You refuse to be alone and can barely form a spend some time tinkering with it in order to make it better,
sentence without sobbing in a shrill voice. adding one of the following tags to it: Cool, Deadly, Precise,
Sneaky, Waterproof, Well stocked.
If you think your character has had enough, retire them, it’s
okay, they pass the torch to another character. Create this new
character with four skills plus one of the old one’s skills (what
If it goes below that, you are out of commission and on the they taught them) and one object they tinkered with (a
brink of death, which ensues very quickly if no one is there to heirloom). Do the same if they died, they had a scion, even if
help you. they might not have realised it.
Body: you need medical help stat. Your blood and bones are in
all the wrong places and the pain is unbearable.
Mind: none of this makes sense, there's something missing,
your senses are overflowing and your thoughts are racing, you At the end of any session, the group should vote on a scene to
can't move or talk or perceive as your mind attempts to deal be played out:
with the horrors it's facing.
The passing of the torch to somebody new
Soul: you're hyperventilating, crying, shouting, probably
relieving yourself and are seconds away from a heart attack. A moment of remembrance for those we lost
A hard phone call to someone who doesn’t know
The silent ride home
All wounds are healed at the end of the session A long-awaited breakfast at a waffle house
Minor wounds last until you can be treated with a first aid kit, A strange dream that will never leave you
painkillers, recreational drugs or a heartwarming moment with
your friends. Major wounds can only be recovered from in a Minutes that feel like hours in a hospital’s waiting room
hospital. A confession out of the blue
The new life of someone who retired
22 23
Trauma and Curses
Trauma Curses
When you suffer through something harrowing, sometimes, it Honestly, what the fuck did you expect. You thought the
changes you. We all have our ways of dealing with it. That Strange would just let you go? You thought you could walk
doesn’t mean they’re good ways. away? Even if you manage to seal the Gibbering Madness,
even if you slay the Ones That Crawl, even if you leave the
In fears and fathoms, trauma doesn’t make you stronger, it just house on Deathgallow Isle, the Strange is always there,
means you tend to react differently to horrible things. When somewhere.
you gain a trauma, what actually happens is more that you gain
a way to deal with how shitty this world is. And sometimes, it leaves its mark on someone.
You may only have one trauma at a time. If you’ve had it for It’s never pretty.
more than two sessions, you may recover from it during
downtime with therapy or help from your friends. Curses change you in ways you can never recover from. It
makes you alien to all that you know. It fundamentally changes
Whenever you suffer consequences, once per scene, you may how you interact with the world, warping your body and giving
replace the consequence by the one proposed by your trauma at you one bonus dice in weird situations or at a cost, but taking
the appropriate circumstance level. one away in more mundane ones.

How to use Trauma as a Keeper How to use Curses as a Keeper


Trauma can be gained as a consequence of a failed roll, but that Curses are trickier than trauma. It should be used carefuly.
doesn’t mean it should be the first thing that happens whenever While having your whole crew being traumatized is fine and
the deep ones show up. Give your players some close calls, and makes sense, you might find that curses will affect the tone of
chose it when the character seems to be about to break. your campaign if you do not use caution when attributing them.
Now as for what actually happens whenever you gain that As for who gets what, I’m a fan of dice rolls myself, but it’s is
trauma, leave that to the player. The one thing to keep in mind up to you to decide weether the Strange is completely random,
is that traumas are designed to leave the choice up to the or if it has a will and shapes characters with a purpose in mind,
player, regarding how they deal with how trauma can or if on the contrary its’ manifestation shows up as an unlocked
sometimes make you into a pretty shitty person to be around. potential within the character. All three are fun to use.

Making your own Making your own


Maybe my list doesn’t offer anything that really vibes with The Curses you’ll find in this book are made with various kinds
your player’s character. Maybe some of them hit way too close of Mythos in mind, but as you write your own canon and
to home. That’s okay. The guideline to make your own is to campaigns, you should not hesitate to make curses that are right
remember the the aim is to give the players alternatives in how for you. What you should keep in mind is that curses make
they deal with bad shit. That means that it might be a good mundane life pretty much impossible for the character, they
choice and sometimes it might be a bad choice. It’s up to you have to rely on their friends for anything that involves talking
when you write it to make sure that whatever it is, it sparks to a human that is out of the loop.
conflict and keeps the story tense.

24 25
TRAUMA TABLE
1 - Toughen them up 4 - We’re all in this together right?
Pain makes you stronger, as they say. All of your friends are too This happened because they’ve left you alone, again. Well, you’re
weak to stand before the strange. You need to make them shape up. not going to let this happen anymore. From now on, you’re all in
this together, and you’re going to make sure everyone gets their
Fairly safe: You demonstrate your superiority in an ostentatious share of the pain.
and aggravating way
Fairly Safe: you and another character each reveal something
In Danger: You blame your friend’s weakness, making them doubt about yourselves to the world.
themselves, their next action will have a one dice penalty.
In Danger: you and another friend draw some unwanted attention
Doomed: You reveal why one of your friend will never be good to yourselves.
enough at something they love, they can’t use that skill for the rest
of the session. Doomed: you and another friend suffer a minor wound.

2 - Listen to the voices 5 - quiet


You find it easier to deal with the world by being nice to Let’s just stop. silence. It can’t find you in the silent dark, so
everything, and start talking to inanimate objects as if they were become the silent. It’s not that you have nothing to say, but your
talking back to you. It makes you feel better, or perhaps you really words simply won’t come out. It’s ok. You prefer the quiet.
hear them?
Fairly safe: You struggle with words and have a hard time
Fairly safe: You become overly attached to an object for the next explaining what you have learned.
hour.
In Danger: Everything seems so loud. Speaking becomes painful
In Danger: You become obsessed with an object, your next roll for you, inflicting worse circumstances on your next roll
must involve using this object. involving talking.
Doomed: You now hate an object forever. No one can gain any Doomed: You fall into a semi-catatonic state. You become
bonus from it in your presence for the rest of the session. unable to speak and move sluggishly for the rest of the scene.

3 - Drink away the Pain 6 - Watch it!


It’s just way easier to deal with stuff when you’re not exactly Always keep on your toes, always look out, always be ready.
there. Drugs and booze help with that. Just numb it away buddy, You’ve seen too much shit to let anything catch you by surprise.
just numb it away… The problem with that is that you tend to go tunnel vision at the
worst possible time.
Fairly Safe: You leave a trace of your passage in the form of a
cigarette but, or alcohol spill, making you easy to track. Fairly safe: You notice something unrelated, but you’re sure it’s
important.
In Danger: You spend the next minute puking your guts out or
having a bad trip. In Danger: You obsess over a minor detail and miss something
important
Doomed: You chug some alcohol, drugs, meds or painkillers,
stealing them from a friend if need be, and spend the next minutes Doomed: You refuse to leave the problem out of your sight unless
absolutely zoned. Whatever you take, it’s completely spent. you’re a hundred percent sure it’s dealt with.
26 27
Curses TABLE

1 - A Hunger from the Grave 4 - A Call from the Deep


So hungry. So very very hungry. You need to eat, but water tastes You feel it calling to you. There’s something for you within the
like ashes, meat tastes like soot. Deep within your soul, you know salty, briny depths. You dreams are filled with thoughts that seem
what you need. You need to feed on humans. All your Body rolls to be that of a deep sea beast. Your nights taste of fish, and you
have one more dice if you have eaten human flesh within the last sometimes wake up lost in the middle of the closest body of water,
three hours, one less if you haven’t fed in the past 12 hours. Your so you’re not sure if those are dreams or memories. You gain gills,
jaw grows wider, your teeth more pointy, and each day without that are growing out of your neck, fleshy and pulsating. All your
feeding it becomes a little harder to hold back, a little harder to Body rolls have one more dice when you’re immersed in sea water,
tolerate humans, especially when your mind keeps calling them and one less when you’re not drenched.
«cattle».

5 - A Blast from the Past


2 - A Light from the Stars
You are not always when you think you are. You blink in and out
They are here to protect you, as long as you follow their command. of the current timeline. You disappear, here and there, only to find
When you listen, you hear the strange commands of a will beyond yourself for a few days or years in the past. All your Mind rolls
your own. Obeying it fills you with bliss. You gain one more dice have one more dice to understand what has happened in the past
on all Soul rolls when you are pursuing your protector’s plans, and thanks to you having been there, and one less to understand what is
one less if you are actively opposing it. Your eyes become currently happening or might happen in the future, as you
completely white and glow brightly in the dark, yet you seem to see sometimes get lost in timelines. Sometimes, you get transported to
everything more clearly. Here and there, you catch glimpses of the past, as if some strange power wished for you to bear witness to
Them, smiling at you. You hope that’s a good thing. certain happenings.

3 - A Voice from the Beyond 6 - A Gift from the Void


You see dead people everywhere now. They’re actually quite nice. You have glimpsed a shapeless god. You see it in the dark. In your
They understand stillness and peace. No one else does. All your dreams. It follows you. When you are in complete darkness, it gives
Soul rolls have one more dice when dealing with ghosts, and one one more dice to your Mind rolls, as it dispenses wisdom in a
less when dealing with living humans. Your skin becomes papery language you don’t know but still understand on a deep level.
and pale in some places, and whenever something a ghost says When there is bright light, your Mind rolls have one less dice, as
really sticks wih you, their words appear as ink on your skin. The you are distracted by distant weeping. You feel your days marked
more you talk to them, the more the paper gains you. by a creeping loneliness. Maybe it has something to do with the
loss of your shadow and reflection. Indeed, you never show up on
mirrors or film and lack a shadow.

28 29
So, you want The Location

To be A Keeper of Fates
You are stone, and wood, and wind, and water, and so, so much
more. You exist before and after everything. You are. Everything
else is fleeting and changing. You were always a labyrinth and are
I'm going to get personal here, Keeper: bound by no law. Always ask yourself: what do you want from
them? What do you want from everything else? What is the one
Thank you. You, who reads these lines, because odds are that thing you fear?
you either bought my book or had it offered to you, and if you
read this, well, you probably intend to play my game, and for - Threaten harm through unsure footing, a confusing layout, or
that, know that you've made a small french weirdo happy as isolation
can be. - Separate characters with sudden changes and alluring apparitions
- Take away something or someone they rely on, put it behind bars
You've chosen to be a Keeper and thought my game would be or walls.
a good way for you and your friends to have fun for an evening - Hint at hidden riches and lore through strange sounds and old
or two or twelve, and that makes me very happy. wounds in your skin.
- Offer an impossible dilemma between knowledge and safety.
So I want you to have everything you need to run a cool game
that will make these pizzas taste somehow even better.
These pages are for you, and for you only. The Locals
You are many faces, vibrant and alive, that humans see as one. You
are many, you are legion, you are home. You exist as a dark mirror
As a Keeper, there are three main things that you will play: of their failings and prey on their fear. A gal’s got to eat, after all.
Always ask yourself: what do you want from them? How will you
The location, the inhabitants and the power that rules over both. punish their trespassing? What is the one thing you fear?
I suggest you to think of them as characters all of their own,
with their own wants and needs. - Threaten harm with weapons and teeth and tongues and strange
songs
In any scene, ask yourself some of these questions: what is the - Take their friends away, make them work to stay together
main thing opposing the characters, is it the environment, with - Observe from the shadows, waiting for a moment of weakness
strange waters, unsafe staircases, crumbling archs? Is it the - Paralyze them with fear, pain and disgust
locals, as they try to intimidate, outright kill, or simply exist in - Appear suddenly, revealing a new path
a way that is dangerous and unnerving? Or is it something
weirder, that seeps into each and every crack of unreality into
the material world?
The Strange Power
In any case, your duty is to use that antagonist to create drama,
keep them on their toes, keep them in danger. You are a moody force of chaos. You exist in glimpses and flashes,
never staying for long, but mark people forever. Always ask
So in the following sections, I will give you moves that these yourself: what do you want from them? Do you want to take it, or
characters can use to take the story in another direction and make them give it to you? What is the one thing you fear?
threaten the players in new and unexpected ways.
- Make your presence felt, but not known, with pain, sickness or
sudden emotion
- Take away their senses in a violent display of force
- Mark someone for greatness, make greatness alien and
horrifying.
- Show them things through invasive visions.
- Invest their possessions and make things act in strange ways.
30 31
THE MURDER OF JOAN BECKER
A sample mistery Roll or pick for each player
The following is a simple scenario I used in my playtests. It 1. The character knew Jonas as a benefactor and prepares to
contains descriptions of self harm, body horror, and go to his funeral. On the way there, you spot crows,
mentions domestic violence. peering at you ominously. They feel peckish, for some
reason.
2. They go to their local donut shop to get their morning
Timeline dunk on only to find it closed, police taped and with the
In 2014, the monster hunter and occultist Terrence Drake owner’s husband crying in front of all of it. Having
finds the trace of the nazi piece of shit that killed his parents, encountered the strange before, they feel in your skin a
Joan Becker, hiding in the US as Jonas Martin. He sets up familiar sensation as you approach this place.
home in the small city of Dunnsmaw, Oregon and starts 3. They a strange dream where you are a crow, having fun
gathering occult supplies right under his enemy’s nose. doing crow things and suddenly the world seems to swirl,
On Saturday 16th of april 2019, he is ready. Terrence takes they feel pulled away from their body as it escapes their
advantage of the fact his first floor tenant is away to control and take a diving swoop at someone in a back
accomplish a ritual. From there on, Joan Becker suffers from alley (they are seeing, through a crows’ eyes, Armin’s
harrowing nightmares. attack).
On the next Friday, in a last ditch attempt at paranormal 4. As they drive through the city early in the morning, a
defense, Joan curses Joan with his dying breath. His nurse flock of crazy birds goes to town on their car and the tires
finds him the next morning in bed, dead of what looks like a burst as a result, leaving them stranded here for a while as
heart attack. the garage is, alas, closed. Luckily they are here to see
some friends.
A week later, at 6pm on Saturday April 30, Armin 5. As they do their daily morning routine, they get horrible
Wartmann dies behind his donut shop, pecked to death by visions, terribly vivid, of Jonas being murdered in a
crows. It is on this day that the story unfolds. If the players thousand ways. They are, in fact, experiencing a flash of
do nothing, two other people will die (Pamela at 12am and the nightmares he felt before he died.
Katherin Bronwyn at 6pm) before Joan’s dying curse finds
Terrence and kills him as well, at 2am in the night before 6. The discreet and ominous government agency that they
sunday. have been in contact with calls them in the morning. They
This will not bring him peace, the botched curse will linger want them to keep an eye out for “disturbances” and
and every April 16th from there on, the crows will kill four report as soon as possible.
people within 6th hours of each other. The ghost of Joan will
keep haunting his house until the curse is lifted.

Characters
The players take the roles of concerned townspeople that
have seen the Strange before, and might find the Strange to
be at work here.

32 33
Joan’s Curse Joan Becker, A.K.A Jonas Martin
The curse is a debatably sentient force known as the Jonas was a kindly old man who got to live to the ripe old
Harrowed Hunger. It is slowly spreading to the surrounding age of 90. At least that’s what his birth certificate states.
country, imposing itself upon the mind of crows and Truth be told, Joan Becker was his real name, and he was
bringing them here to find and kill Terrence. It hungers for born in 1904. He was one of Hitler’s Hexenkommandos, and
eyes, for what they have seen and will see. through abject means, he obtained a longer life.
Thankfully for Terrence, Joan has botched the curse, which He committed countless atrocities and ruined countless lives
is why it eats the eyes of three wrong persons before it gets to have his way, and completely got away with it.
to him.
He retired in wealth in the lovely city of Dunnsmaw,
Still, it is a powerful force from a dimension beyond our own Oregon, and lived happy, until Terrence found him.
that has agreed under contract to shape reality. If the players
seem to want to stop it, it’ll try to stop them. Before his death, he had a week of horrifying nightmares that
grew worse and worse, torturing him into becoming a broken
As a consequence of a failed roll, you may bring in the birds shell of a man. He desperately tried to search for a good
to creep the characters out defence but the drugs given by his nurse didn’t vibe well
with the mystic assault. In the end, he was only able to
Fairly safe: The characters attract the attention of the birds. bumble his way into cursing his killer, but botched it, which
Some perch on things and clearly eye them, menacingly. is why the curse needs to attack persons near Terrence before
They listen. it can get to him.
In Danger: The crows suddenly become aggressive and caw When he dies, the town mourns him. He was a benefactor of
to call more of them. sorts. Many people show up to his funeral, which is on the
Doomed: The crows that are here decide to make you their day where the session happens, at 9pm.
next victim and will not cease to attack until they’re dead or Ask your players if their characters show up.
you are.
The funeral is a sober affair, and the nazi is laid to rest
The crows do not linger or feed, once the person is eyeless besides his late wife.
and unmoving, they leave. It is possible to survive by
feigning death if you’re not a person that is close to The priest says a few words, then the mayor announces whe
Terrence, because the birds do not really need your eyes in will name a street after him and mentions offhand that the
this case. police chief couldn’t come but his wife Kathryn says a few
words for him about how good friends they were. Joan has
The characters won’t be the only ones to notice, or even to no living relatives, but well, there are flowers. Dude was
have nightmares about them, don’t hesitate to use the hooks rich, gave a lot of his money to the city, didn’t really pay
for inspiration as to what the random people of the streets taxes and smiled at white kids on the street, so of course
might know or have seen. everyone is devastated.
The cancelling ritual requires the curses’ thirst to be sated by As far as anyone knows, he died of a heart attack in his sleep.
the willing sacrifice of a human eye, and a catalyst in the
form of a geode of amethyst, which can be found among the This a good moment to introduce Terrence as a face in the
decorations of Joan’s living room. Then, the caster must crowd, chatting with Kathryn after her speech, mayhaps.
offer one of their deepest shames to the Curse. Whatever
happens, anyone taking part will then suffer the curse of
Hunger from the Grave.

34 35
Terrence Drake The Authority
The descendant of a long line of occultists. He’s an old, tired The town is led by Alyzee Jones, a shrewd yet kind person.
hunter. The bottle is all he has now beside very few friends, She hated Jonas’ guts but couldn’t say shit. Only her and her
but he knows he can die happy, as he has avenged the death secretary, Kevin Goodkind, really know why: even with all
of his parents. the polish, even with the smiles and nods and kindly white
hair, a nazi is still a nazi. You can smell it when someone
He’s a shifty individual. Aloof and guarded. He casts no sees you as subhuman. She will grow increasingly worried
shadow, and has no reflection in mirrors. as victims pile up and will blow the police chief’s phone
The death of his parents left him a broken child who grew up about it.
into a broken man. After a life consumed by revenge, he Said Chief is Clarence Bronwyn, a donut cop who got where
barely speaks. He rarely forms full sentences, and when he he is through good old nepotism and shining police brutality.
doesn, it is as if the sound of his own voice hurts him. He He beats his wife Katherine and covers for his officers who
will accept to answer most questions but has no plan to do the same. Lazy, but not stupid, he keeps an affable air, in
reveal anything. front of his constituents and keeps the workplace harassment
Terrence spends his hours since Joan’s death reading and of minorities at a minimum. He also scrupulously observes
staying away from the public. He has no idea what is going inclusivity guidelines so no one looks too deep into the fact
on. He doesn’t really care. He gets some news because him that his wife seems to keep falling down the stairs.
and Katherin Bronwyn are actually quite good friends. She’s He has put Helene Shackleton on the case. Helene is by the
the only person he has anything nice to say about. Her book as they come. She believes in regulations, law and
presence soothes him somewhat. order. She’s also very proud of sharing a common ancestor
To kill Joan, he used a very complex ritual that took him with Ernest Shackleton (look him up he’s a riot) and likes to
months of preparation. All that is left of it now is ash, dust, boast that where he broke the ice and when on to explore like
and blood residue from the circle (all his, he drained himself no one before him, she breaks the glass ceiling like a total
meticulously through the months and kept the blood fresh so #girlboss. She’s extremely excited about this case, because a
he wouldn’t have to actually sacrifice or hurt anyone). He serial killer is the occasion to prove herself. She will
has burned the many scrolls used to write down runes, and completely discard any possibility of paranormal
the precious stones and gems all were consumed. The spell’s involvement and is persuade the bird thing is just a gimmick
effect meant that old Joan suffered from many harrowing of the killer to make himself look cool, and she’s not alone
nightmares that drained his sanity over a week until it caused in this. If the players try to say “okay but the birds though”
him a heart attack during his sleep. she’ll dismiss it as “well I too would be weirded out is a bird
dressed as a man used man hand-shaped tools to kill other
Terrence is present at the Funeral. He is somber, like birds, they are probably just agitated.”
everyone else, but the players might know him as a loner, so If the players get on her good side and seem capable enough
it makes sense for them to take notice at his presence. It she will also give them her phone number. Her partners on
might inspire some to say “aw, even him doesn’t that much the case are Jake and Jill Loughfry, but everyone calls them
of a heart of stone.” the Jekylls. They’re twins, and while Jake is a human
If they speak with Terrence here, he will appear visibly labrador that would take a bullet for anyone, Jill is
uncomfortable (he is after all here because he assumes that disillusioned by her job and is the most likely to cooperate
is what a normal person would do, although he’s not quite with less law-abidding characters if she thinks it’ll make her
sure how he should behave) and say that he loved that he was job easier.
a benefactor to the local hospital. If pressed, he will
understandably get angry, and require people to back off,
this is a funeral for pete’s sake.

36 37
The Murders Hitting the streets
The first victim and local donut shop owner, Armin At any point, a player might make a roll to “talk to people
Wartmann. He sees Terrence almost every day (the man has they know”. If they’re basically trying to just talk to random
a thing for sweets). He is pecked to death and has his eyes people, on a 6+ give them a hint about people having seen
plucked out. more birds in the streets around Terrence’s place or the
Martin estate, or have them express suspicion at that Drake
He dies at 6 am: the birds get him as he takes out the trash weirdo (he’s weird and lives nearby). On a 4-5 you might
in the alley behind his bakery. The cops quicly bag him and want people to be about to tell that kind of stuff until they
cart him away. notice that there’s an uncomfortable number of birds around,
The second victim is Pamela Starr. She dies at 12 o’clock and they somehow, they get the feeling that they’re listening.
during her lunch break as she is eating fries behind the
Fiddlesticks Dinner where she works, pecked to death, eyes
plucked out. As the birds surround her she barely has time to Witnesses
scream, completely taken by surprise, and passes out from
the pain before prompty bleeding to death. The male nurse in charge of Jonas, Gregory «Greg»
Dudemeister will freely discuss his death. A week ago, when
The third victim, Kathryn is the closest person to Terrence. he went to visit Jonas, the old nazi made the error of
He helps her with the pain. He tried to convince her to tell complaining about nightmares and Greg spotted various
everyone about Clarence but she can’t bring herself to. signs of stress and insomnia. As a result, he drugged the
Instead he tries to get her to leave him, but she’s terrified. bastard into deeper sleep, which only made him weaker to
the attacks. Greg is an excellent nurse and agonises over this:
She dies on her way out of Terrence’s place, in sight of while his dosage were perfect, you can’t dose for killer
everybody, pecked to death with her eyes plucked out, just nightmares from hell. The autopsy report found him
like the other two. absolutely 100% not guilty of any kind of mistreatment but
he still feels like it’s somehow his fault. He’s also genuinely
confused as to why the old man refused to be taken to the
The Ticking of the Clock hospital and insisted on remaining in his estate, even though
that is quite common in old people.
As time marches on the curse grows bolder her hold on the
city and the region becomes manifest. First, there are more Armin’s husband is called Jim Wartman, he woke up at 6 to
and more birds as the hours come and go. At 10am you have cries of help, ran down and found his husband’s eyes gouged
small murders on every other powerline, and by 2pm the out and pecked to death. Their bedroom’s window is right
skies are almost black with birds. above the alleway’s dumpster, and he did see a few crows
flying away.
It’s also a very rainy day.
Pamela’s manager, Herman, is the one who finds her body 5
After Pamela’s murder some cops and locals take to the minutes after her death. He thinks she’s taking too long a
streets with shotguns loaded with birdshot, and might be pause, so he goes out and finds her like Armin. When he
convinced to give one to the plauers. They do not initiate finds her, he immediately calls the cops, who get there in ten
anything however, most of them are scared stiff and minutes, as the police station is quite near.
extremely nervous.
Pretty much everyone on the street is a witness to Kathryn’s
death. They see her get pecked to death by a swarm of birds
and scatter as some birds scramble to get them too.

38 39
Dunnsmaw Sights and places Terrence lives in a 2-stories house. He used to rent the
ground floor to one Pamela Starr, but, well. Pamela’s floor
There isn’t much to do in Dunnsmaw, it’s mostly a stain of is clearly the student dream home. Terrence needed the
concrete in the middle of the woods. The main attraction income, so he rents her the ground floor on the cheap. He
here is the statue of the founder, defaced so long ago that no was somewhat of a patron to her, as he does quite enjoy her
one but the archives know about him. paintings. There were several rooms on her floor but now it’s
pretty much all a workshop for her various art projects.
Terrence’s floor is austere to say the least. It has its own
Incidentally, the town archives, in the library, is a great place bathroom and kitchen on the second floor. His library is
to learn about Jonas. They might find that Terrence has only notable however: full of occult texts, although most of these
come here a few years ago, but that’s it. About Jonas are just charlatanism (one must go through the trash to find
however, a few things do not add up, the main thing being treasure).
that according to pictures of him, he’s been 90 for a long,
long time.
He lives a few houses away from the Donut shop, which is a
small but cute place, where one can grab a good pastry and
The police station is quite small, and the morgue is not far. a warm drink. Of course at the moment of the scenario, it’s
When not on a crime scene, Helene and the Jekylls can be completely cordonned off by the cops.
found there as well as Chief Bronwyn. Is is a sober, single
floor buiding. The morgue where the bodies will be stored is
right down the street.

Not far from here is the Fiddlesticks Dinner, the familly-


style restaurant where Pamela works. It has the classic
«Grease» look, complete with a roller rink that no one ever
uses anymore, alas. It still has some pretty great music, albeit
loud, which is why no one inside hears Pamela’s cries for
help.

40 41
The Martin Estate A grand stairway leads into the second floor, which is all
bedrooms and a grand bathroom. In Joans’ room, it is quite
A farming house up the hill near the city. Although it is not easy to find his journals, which are full of the confessions of
that easy to spot, there are always quite a bit more birds here. the death camp scientist Joan was. There is also, on the
The farm is quite big, it takes a few minutes to get from the nightstand, a strange book bound. It contains the instructions
gate (or walls) to the house proper. It’s mostly an orchard for for the curse, and on the opposite page, instructions for
apples and a barn. The birds are everywhere on the trees. calling off the curse, if one knows where to look. It is written
in simplistic “dog latin”.
The ground floor is mostly for receptions: there is a
ballroom, a kitchen, a dining room, a washing room, a In the basement, a hastily drawn blood circle sits. It crackles
garage (where the fuses are), a library and a servant dining with occult energies as crystals float in the air. Many books
room. The library is quite extensive, and one shelf is a secret are scattered on the floor. On the wall, a gaping, shifting
passage to the basement. It is quite a cliché library (after all, maw waits, breathing without closing. This is where the
the nazis are nothing is not cliché) with a lot of german characters must make the sacrifices. Characters in this room
history mostly told by people who are uncomfortably okay start feeling hungry, very hungry, and might catch
with the whole murder stuff. In his last days Joan had sent themselves drooling when they get close to their friends. The
his servants away as he was becoming quite insufferable and hair here is extremely damp and smells faintly of sulfur.
as a result most of the library is dusty, except of course the
single book in the trick-bookcase. The bookcase can only be
activated if the power is on, but it isn’t and must be turned
back on at the garage’s fusebox.

The spirit of Joan stalks these walls, raving and crying and
howling. It will attack anything that comes into his home by
throwing stuff around like a poltergeist. It can’t be seen aside
from glimpses, and can be disrupted with salt. It makes
EMF’s go crazy, which allows people to brace themselves,
and will appear in mirrors, scowling, before striking.

42 43
RANDOM GENERATORS
We are to investigate...
1. An old manor
2. A small keep
3. A ruined church
4. A secluded village
And we’ve heard that…
5. An abandoned asylum
1. Ghostly lights hover and linger above this place at night, where
6. A derelict gas station do they go at sunrise?
2. The owner died recently, where did they die?
Next to… 3. There are some pretty interesting caves underneath, where do
they lead?
1. A road no one ever takes, where did it use to lead?
4. Some pretty rare and interesting birds are nesting there, are
2. A creepy graveyard, why are there no names on the those actually birds though?
graves?
5. People who go there never return, who was the last to go?
3. An ancient forest, what do the trees whisper?
6. The beach is breathtaking this time of the year, why is there no
4. A quiet cove, who used to hide stuff here? lifeguard?
5. A monastery full of silent monks, why are they so nice to
us?
But we should keep an eye out for…
6. The oldest tree we’ve ever seen, who’s bodies hang from
the branches? 1. The people from the nearby town, who’s smile is just a bit too
wide
2. The dogs, who roam in strange packs
Because…
3. The rats, who live there as kings
1. We were invited, by whom?
4. The windows, which are not wha they seem
2. Our friend hasn’t come back, is it the first time though?
5. The books, which only contain lies, hopefully
3. One of us saw it in a dream, does this happen often?
6. The statues, which start walking when you’re not looking.
4. A map says there’s something to be found, is it precious
or powerful?
5. Someone we knew died here, what is the official reason
the case was closed?
6. Someone dared us to go, what are the exact terms of the
dare?

44 45
The Locals have a name:

1. Day 1. Stealers They fear only:


2. Night 2. Lurkers 1. Salt
3. Dream 3. Eaters 2. Consecrated items
4. Death 4. Drinkers 3. Sunlight
5. Bone 5. Breakers 4. Moonlight
6. Flesh 6. Screamers 5. Fire
6. Silver
They come from: They want:
1. The past 1. Peace, from what? They move slowly, but:
2. The future 2. Flesh, from who? 1. Not in water
3. Stars beyond our own 3. Vengeance, for what? 2. They pass through walls
4. Strange waters 4. Chaos, in what form? 3. They can fly
5. Our dreams 5. Pain, how? 4. Only when you can see them
6. A forgotten forest 6. To serve, who? 5. They never give up
6. They can crawl anywhere
They know: Something weird about them:
1. Who we are 1. They can’t be seen, only heard They kill you with:
2. What we want 2. They’re intangible, only an EMF 1. Tooth and claw
detects their presence
3. What we need 2. Old, rusted weapons
3. They hunt in packs and kill for fun
4. What this place is 3. Strange rays
4. They come wrapped in mists
5. Everything 4. Deafening screams
5. They smell of death and carrion
6. Nothing 5. Thousands of crawlies
6. They never back down from a
challenge 6. Thrown objects

46 47
The power has no name, but manifests itself as: It grows stronger when:
1. Sounds of a thousand feet, marching far away 1. Blood is spilled
2. A sudden cold that makes us shiver 2. Relationships break apart
3. Shapes on the walls, twisted and strange 3. Lies are spoken
4. Voices in chorus, chanting gently 4. Things are taken from it
5. A sudden sinking feeling, like at the top of a rollercoaster 5. People feel alone
6. Dancing lights, right around the corner 6. People suppress their wants and needs

It wants to: It fears only:


1. Rip, tear and destroy 1. Genuine love
2. Understand and study 2. Sincerity
3. Be alone 3. Light of a certain colour
4. Be attended 4. The words of a long dead tongue
5. Protect its children 5. Promises
6. Remain unknowable 6. The death of its’ children

It makes our stuff go haywire:


1. Lights flicker and shut off at the worst possible time
2. Service is patchy or dead, we can’t call for help
3. Strange words appear on paper
4. We get calls that are just breathing
5. Everything tastes like ash
6. Clocks, watches and even our phones don’t give proper time

48 49
My name: I’m a… Seeking… I will freely describe my skills here:

My nickname: Scholar Answers


My pronouns: Caretaker Justice
My age: Sinner Power
My looks: Faithful Forgiveness
My voice: Fighter Belonging
My reputation: Weirdo Thrills

My Body is My Mind is My Soul is If I ever suffer trauma or a curse, I will describe them here:
D10 Vigorous Sharp Burning
D8 Steady Clear Warm
D6 Soft Unfocused Faint
D4 Bruised Confused Cold
Broken Fractured Cracked

On my investigations, I always bring:


I also have a smartphone, my wallet, loose change and:
First aid kit Electrician toolbox High quality Camera I will use this space to take note of things I notice and / or loot:
Painkillers Crucifix Cam-recorder
Baseball bat Carton of salt Night vision goggles
Small gun Alcohol (good) Diving gear
Knife Alcohol (medical) Climbing gear
Crowbar Recreational drugs Locksmith kit
Sledge hammer Anxiety medication Tarot deck
Food for everyone Camping supplies Military-grade flashlight
Holy water Electro-magnetic field Parabolic Microphone
reader (EMF)
Make them see
Make them believe
Make them pay
3

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