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c oncept & writing

andre novoa

t
ar work
pipo kimkiduk

design & layout


lina&nando

oo
editing & pr freading
matthew pook

additional riting w
andre tavares
(Arachnid of Foetal Agony // Suicide Hopper)

ALL RIGHTS RESERVED


GAMES OMNIVOROUS © 2020

ISBN: 978-989-54641-6-6
PRINTED IN PORTUGAL // PRINTER: Papelmunde
DEP. LEGAL: 472189/20 [First Printing: 500 copies]
IN-
TRODUC-
TION
I have never been all that fond of insects.

One episode that my wife keeps telling about us is the time


I became paralysed with fear in the Amazonian jungle, when
our hotel room was invaded by big bad bold (emphasis on
big!) cockroaches during the night. This happened soon after
we met, it was our first travel abroad as a couple and it was
altogether very embarrassing, as you can imagine. Thanks
for sticking with me.

Other than that, the trip was majestic.

So, there you go: a collection of weird, vicious, nasty and


pestilent little bugs to annoy and paralyse your players with.
Just in case you need to.

Thanks,

Andre.

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HOW
DOES IT
WORK?
Insects are nasty little buggers that attack you during your
sleep or when you expect it the least. Or whenever the
referee wants them to attack, just because you are being
very annoying at the gaming table.

The rules
Whenever the referee sees fit, they may ask one or more
of their players to make an appropriate ability check or
saving throw (whatever makes the most sense according
to the rules system you are using) on behalf of their char-
acters. In case of failure, the character is either stung or
bitten – depending upon the insect type – and must endure
the effects as detailed in the description of the insect.It is
that simple.

Bugs are very annoying creatures.

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RANDOM
INSECT
GENERATOR:
The insect can be best described as...
1. Fly 1. of Doom
2. Bug 2. of the Many Legs
3. Flea 3. of the Bad Sting
4. Termite 4. of Infernal Pain
5. Ant 5. of the Foetid Tombs
6. Bee 6. of the Cannibal Night
7. Roach 7. of Obnoxity
8. Gnat 8. of Infinite Discomfort
9. Mosquito 9. of the Burning Woods
10. Tick 10. of the Agonising Bite

And its bite/sting causes...


1. Asphyxiation
2. Big bad rashes
3. Blindness
4. Cramps
5. Dizziness
6. Itches
7. Nausea
8. Swellings
9. Tachycardia
10. Wheezing
WHAT
NOISE
DOES IT DO?
Listen...
1. Buzzzzzzzzzzz
2. Zit zit zit
3. Gluhp
4. Flotckckckckckck
5. Bzzzz Bzzzz Bzzzz
6. ZzZZZzzzzZZZzzzZ
7. Ziiii Zoooooo Zooooo
8. BrrrrrBrrrrr
9. Prrrrrahhh Prrrrrrrrahhhh
10. Fluckkkkk U Fluckkkk U

If you need to describe one of the insects


to your players, just turn the book around and show them
the appropriate drawing. If they want to know more,
roll for a random noise and one or more colours. If they
want more after this, this counts as the players being
annoying, so just throw another bug at them.

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WHAT
COLOUR
IS IT?
The insect is...
1. Black
2. Red
3. Orange
4. Yellow
5. Green
6. Indigo
7. Blue
8. Purple
9. Pink
10. White

With spots and textures in...


1. Acid Green
2. Blue violet
3. Brink Pink
4. Caribbean Green
5. Deep Fuchsia
6. Electric Blue
7. Goldenrod
8. Metallic Bronze
9. Neon Silver
10. Opal
60%
ARACHNID
OF FOETAL
AGONY

Natural habitat: it lives in obnoxious caves.


Size: as big as an ostrich’s egg.

Bite effects: it implants one of its sixteen eggs into the


character’s body, causing abdominal pain and a reflexive
desire to curl oneself in a foetal position. For the next 2d12
hours, the character suffers penalties to all checks that
involve physical activity. Then, they simply shit
out an egg and die. The egg hatches into a new spider in
1d6 days. There is a 10% chance that its face resembles that
of the dead character.

- “Is that you, John?”

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ELECTRIC
SHOCK
MOTH

Natural habitat: it lives in wet grasslands and


flooded marshes.

Size: similar to a small bat.

Touch effects: produces an electric current that travels


through the entire nervous system of the afflicted character.
This not only causes extreme pain, it also makes all of their

lightning bolt
hairs stand up, due to static. Roll for damage as a medium
weapon or , if that exists in the system
you are using. If the roll results in max weapon damage,
the character short-circuits and must be revived.

- “Bzzzzzzzzzzzzzzzzz ZAP, Bzzzzz!”

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30%
EYEBALLGUZZLER
OF THE SCOR-
CHING SANDS

Natural habitat: it lives in sandy deserts


and oasis, preferably in tombs and crypts.

Size: like an average scorpion.

Pincer effects: causes disproportionate pain.


Roll for damage as a large weapon.

Stinger effects: causes paralysis for 1d6 rounds.


During this time, the character is only able to move
their eyes, which, coincidently, are the
creature’s favourite meal.

- “Noooooo, not my eyes. Not my eyes!”

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FAECES
SCAVENGING
SCARAB

Natural habitat: it lives inoak-tree forests and


woods, living off animal excrement.

Size: like that of an average beetle.

Bite effects: the bite releases a toxin that alters and affects
allof the bodily odours of the bitten character.
For 1d4 days, the character’s sweat smells of excrement.
The smell is so strong and penetrating that, every time
the character does any intense physical activity, all other
characters in their vicinity must make an ability test or
saving throw, or they become nauseous and vomit their
guts out.

- “Something smells funny.”

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5 500%
FLEA OF THE
UNCONTROLLABLE
ITCH

Natural habitat: it lives on mice


and stray animals
that dwell in and around unclean harbours.

Size: like a lit le flea


.

Bite effects: causes sudden and uncontrollable itches.


For 1d4 days after the bite, the character must pass an ability
test or a saving throw when under stressful situations,
otherwise they drop everything and spend two rounds
scratching those itches really hard. The character must roll
1d10 when finished. On an 8+, the itch starts to bleed and
there is a 10% chance of severe infection.

- “SCRATCH! SCRATCH! SCRATCH!”

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GARGANTUAN
LONG-BEAK
WASP

Natural habitat: it lives in rocky deserts under


large boulders. But easily adapts to other warm regions.

Size: the size of a dog. This is the only insect in the


entire ‘zine that can be attacked like a regular creature,
monster, or foe.

Stats: Armor Class (AC) as leather or equivalent, 2 Hit Dice

two
(HD), 12 Hit Points (HP), Movement (MOV) flies at twice the

attacks per round


speed of regular movement of humans, can make
, one with the sting (1d6 damage)
and one with the long beak (1d8 damage).

- “Oh shit, that’s big!”

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400%
333%
LADYBUG
OF
DOOM

Natural habitat: it lives in gardens and orchards.


Size: the size of a human fingernail.

Bite effects: causes rapid swelling and severe pain around


the area where the bite occurred. The swelling is so fast
that the affected area doubles
in size in 1d6 rounds. If the area is severed before
the number of rolled rounds is over, nothing else occurs.
Otherwise, two things can happen with a 50/50 chance: (1)
that part of the character’s body becomes abnormally and
permanently large, but there is no infection, (2) the character
dies of septicaemia in 2d12 hours.

- “Cut it! Cut it!”

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1000%
NE-
CRO-
TICK

Natural habitat: it lives in(un)dead animals. Finds


new host when these become decomposed.

Size: just big enough for the human eye to see.


Bite effects: causes rapid necrosis to spread along the
target’s body in order to create a new host for it to live and
feed off. If the process is not halted in 1d6 hours, it becomes
irreversible and the character dies in 1d6 days. The ne-
crotick follows the character around, waiting for them to die.
Lore says that stopping the process is only possible by either
severing the affected area, or by killing a close acquaintance
and drinking their blood.

- “I think we’re being followed.”

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SHRIEKING
CATER-
PILLAR

Natural habitat: it lives in cultivated


farmland, munching away at crops.

Size: usually small, but rumours claim that it can grow as big
as a corncob.

Shrieking effects: causes a high-pitched piercing sound


that does a small amount of damage and affects the auditory
cortex in the brain. From this moment on, and until the
character finds a cure, all high-pitched
sounds cause minor damage, bleeding from the ear,
and dizziness.

- “ARGHHHHHHHHHH!”

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65%
STIFF
STIFFENING
MILLIPEDE

Natural habitat: it lives in


technologically advanced ruins.
tool sheds and

Size: can be as long as a ten-foot pole


.

Bite effects: causes an abrupt and anomalous stiffness.


For the next 1d12 hours, the character’s joints (knees, elbows,
shoulders, wrists, etc.) become rigid
and attempting to bend them results in great pain. The
character can still walk, but the stiffness of their gain means
they either look like a robot or a zombie (whichever is appro-
priate or the most disturbing). Whilst under the effects of
the bite, the character suffers penalties to all tasks requiring
movement of any sorts.

- “Joe: you’re walking weird.”

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Natural habitat: it lives in steamy
swamps inside hollow trees.

Size: like an abnormally large fly.

Bite effects: its tiny, little and nasty jaws do 1 point


of damage on each bite. It continuously tries to bite until it is
satisfied, usually after four successful attempts.

Sting effects: if the stingblinder is driven off, repelled or


prevented from biting, it stings the character, causing the
them to go blind for 1d12 hours.

- “Oh my god! I can’t see, I can’t see!”

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120%
SUICIDE
HOP-
PER

Natural habitat: it lives in and around fruit


groves, camouflaged in the trees.

Size: smaller than the average orange.

Bite effects: causes an irrevocable will to jump from


heights. If the character is bitten near any location which
someone could jump off (like a rooftop, a cliff, a precipice,
etc.), they will do it. Surviving the fall
depends on the rules being used. On a luck roll, there is a
pile of leaves or full haycart into which they can land and
suffer no damage. The urge to jump lasts for 1d20 hours, at
which point the character must make another saving throw
or ability check. Failure means the urge remains. Repeat
the process until the character passes the roll.

- “WITNESS ME!”

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THE BUG
THAT CANNOT BE
PRONOUNCED

Natural habitat: it lives in the


setting you are using.
most alien region of the

Size: big enough to fill a human mouth whole.

Bite effects: causes speech impairment, constant drooling,


and numbness of the mouth. Eating is impossible without
the character chewing off bits of their
own flesh. This lasts for 1d20 hours, during which time the
character has penalties in all social interactions, or Charisma
checks, if such an attribute is used in your system.

- “Blargh, Wheee’re, Piii, Bloughhh, FFFFF, UU, CK!”

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THE

FLY
Natural habitat: it lives in your home .

Size: like a standard annoying fly.

Bite effects: causes the bitten character to slowly transform


into a fly themselves. The transformation happens over the
course of 1d6+6 days. The character will be covered in random
rashes, which develop into vesicles, whilst tiny hairs start to
spread on their body. Then, all hell breaks
loose, and the character develops extra legs, a pair of
transparent wings, and a chitinous shell on their back. The
process culminates in their eyes becoming multi-faceted and
bulging outwards as their eye sockets expand and the new
eyes dominate their face. They continue to process human
thoughts, but their natural instinct becomes that of a fly.

- “Help me be human.”

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250%
THE THOUSAND
LEGGED
HORROR

Natural habitat: it lives in moist deciduous


forests, mostly in subterranean environments.

Size: as long as a tree log.

Bite effects: causes uncontrollable disgust and fear of


insects. Until the character submits themselves to psychothe-
rapy or an equivalent form of treatment, they must pass an
ability check or saving throw every time they see an insect,
or they become paralysed by fear and
cannot perform any significant action, except mumbling as
long as the insect remains alive or within view.

- “-----------------------.”

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75%
80%
THE
WIDOW
MAKER

Natural habitat: it lives in cold and void mountains.

Size: can grow up to the size of a human femur.

Bite effects: the bite seems innocuous. There are no


symptoms, such as rashness, soreness, swelling, itching,
or the like. However, it secretes a toxic
enzyme into the character’s body that lodges itself
in their brain. The enzyme remains dormant and is only
activated by sexual encounters. If the character has a sexual
encounter, the enzyme will compel them to kill their partner
afterwards, or they become irreparably insane. The enzyme
works only once.

- “Honey, what are you doing?!”

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