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born of a

BLOODY FILM
is an RPG supplement
by Jordan Boschman
(@JayEmBosch // ATypicalFaux.com)

containing four monsters inspired by horror


movies for you to use in your OSR-style games.

This supplement may be freely reproduced for personal use, in whole or in part. For any
purposes other than personal use, see the licensing information below.

“Born of a Bloody Film” is an independent production by Jordan Boschman and


AtypicalFaux and is not affiliated with Ockult Örtmästare Games or Stockholm Kartell.
It is published under the MÖRK BORG Third Party License. MÖRK BORG is copyright
Ockult Örtmästare Games and Stockholm Kartell.

All original text content is a product of Jordan Boschman. It is presented here under the
Creative Commons Attribution 4.0 License (https://creativecommons.org/licenses/by/
4.0/) for others to use if they give appropriate credit, provide a link to the license, and
indicate if changes were made. You may not in any way suggest that Jordan Boschman or
ATypicalFaux endorses you or your use of this material unless separate approval has been
secured. The ATypicalFaux and ATF logos are © Jordan Boschman, all rights reserved.
All other included artwork is either reproduced or modified from commercially licensed
and/or public domain works and not covered by the Creative Commons license described
above. Sigils in the Dread Eater and Always There art are from Oleg Dolya’s (watabou’s)
sigil generator (https://watabou.itch.io/sigil-generator).
Thank you for
supporting my products
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bit.ly/atfml
Eternally sleeping
in the center of
its domain,
marked along
its perimeter
at each
entrance
with the
same
Dreamer’s
Glyph that
also adorns
its tongue.
Anyone
crossing
such a
threshold is
painlessly
branded over
their heart
with the
glyph and has
their mind
intertwined
with that Dream
of the Dread Tongu er’s
Eate r, who torn e,
feeds on the night from a
fear of those 80s mare
held captive
in its
nightmare-
scape. No
matter where
they sleep,
the Eater will
find them in their
dreams as long as
it survives.

HP 20 Morale 9 Dream reality -d3


Dread
Slash d6
Oneiromancy d4, test Presence DR14 to avoid Eater
’s Glyph
Night feast Each time a character branded with the DreamerEater before
sleeps, they will have d3 rounds of combat with the Dreadape based on
they can wake up, facing the creature alone in a dreamsc and nightmares. If
their real-world surroundings but painted by their fears
they can each
multiple branded characters are sleeping at the same time,another by testing
try once per sleep to join their nightmare with that of
and they can
Presence DR 14. Succeeding means their nightmares are merged,
wake again.
face the creature together in the dreamscape until they
’s Glyph, they are
Heavy eyelids Once a character is branded by the Dreamer test Presence DR
more susceptible to sleep. When catching a breath to rest,
16 to stay awake.
to resist sleep
Warmth of slumber The DR for branded characters’ tests
effects from all other sources is +2.
Thief
A tangle of seven
faces and seven HP 18 Morale 8 (doesn’t
limbs. Eyes surrender)
crying, lips Layers of flesh -d2
begging and Exchangeant
mumbling, hands touch d2 +
grasping. A swap
pathetic but
resilient
creature that
crawled from some
dark pit of
trash, hoping and
praying to
become
something else,
something
better. Never
satisfied.
There’s no
telling how
many of them
are now
possessed by
the souls of
their
victims,
of
once drawn
by their
sorrows Swap
echoing The Thief
from the steals the
shadows and target’s body
now trapped and imprisons the
within a victim in the Thief’s
Thief of body. Test Presence
Selves’s DR16 every round the
twisted Thief remains in the
body, the presence or eyesight of
mournful victim to undo the swa the
beast The Thief gains full p.
elated, control and use of the
for the victim’s abilities and
time equipment in addition
being, their own exchangeant to
to have Soulless Fa
ce touch (which only a Thi
a new 8s can use). If the Thief ef
form. leaves a character’s
to inhabit another’s, body
the

Selves
previous character ret
body if they are still urns to their
body falls lifeless if alive (or the
and the new character they are not),
Thief’s body. enters the
HP 30 Morale — No
Hooks d6 + pierce armor
Painmonger Midnight’s stare d2 +

Pierce Painmonger hea


abyss

HP. Then, restraine ls 2


d
hooks’ chains, targetby the
tests
Toughness DR14 each rou
to break free. nd

Abyss Waste an omen,


forever burn up a scr
oll,
or suffer -1 to a random
ability for d3 days.

Bound Unless the


Merchant’s Sorrow is
found and solved
(succeed at
testing Presence
DR11 3 rounds
in a row),
Painmonger
Once, a mortal will return
seeking with 20 HP
enlightenment by after d4 days,
pushing their and then again
human form beyond with 10 HP
the boundaries of after another
agony and ecstasy. d4 days.
Then, stolen from the Solving the
physical plane by the Hellt Merchant’s
very forces they Heart orn Sorrow
sought to contact. Now, 50s immediately
bound to the cursed banishes
gift, the Merchant’s t them, but they
Sorrow, as an evangelis nd
will return at full hea
lth
for the rapture to be fou when another poor sou
in pain, for the freeing and begins the puzzle bui l
lt into
nature of woe, anguish, spilled the device.
lost hope. If blood is ancient,
in the vicinity of the its
intricate puzzle or if a
mechanisms are moved, ead
Painmonger manifests to yspr find.
their gospel to all the can
The Merchant’s Sorrow 150 s
A handcrafted puzzle box.gol Carved from
fine wood and inlaid wit h d, it
ethele ss thu mps lik e a hea rt when
non . Its
in the han ds of the liv ing
cleanliness and elegant sim plicity
defies its incredible age and pieces
durability. Moving the puzzle mon s a
along the ir mec han ism s sum
gui de the use r thr ough
Painmonger to Anyone holding
the pleasures of torture. empt the
it and not intending to att DR 10 or
puzzle must tes t Pre sen ce
mov e one of its mechanisms.
accidentally
HP 26 Morale —
Stalker’s Hand 40s
Unbending will -d6
Hack and slash d8
Choke If hit, d6/round +

A l w a y s squeeze

T h e r e
A silent figure from a forgotten
Squeeze Each round, test
Strength DR13 to break free or
take damage.

tragedy, seeking vengeance on those Stalk When an Always There is


long passed. Tall, broad, and not in any character’s line of
presumably human. Stalks and
pursues at a slow but steady pace. sight, roll d3 to see whether
Disappears when not watched and it disappears and immediately
appears when feared most. An Always heals d6 HP (1–2) or remains
There observes and waits, still and (3). If it disappears, roll d3
unresponsive, until its unblinking
eyes see a vulnerability, or about every five minutes to see
whatever it is that tempts its if it reappears behind its
bloodlust, to begin its unflinching prey (1–2) or not (3).
stride toward its next victim.

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