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Copyright (C) 20l8

by James & Robyn George

Electronic Edition

All rights reserved. No


part of this book may be reproduced
or transmitted in any form or
by any means whatsoever without
express written permission
from the authors, except in the case of
brief quotations embodied in
critical articles and reviews. Please
refer all pertinent questions
to the publisher.

Printed in the United States of America

www.oldehouserules.com

First Printing, January 20l8


For my beautiful wife, Robyn, who
made my life less scary with her patience
and loving support while also creating
incredible things for this game which are...

Artwork by James S. George and,


where applicable, the Public Domain

Finally, with special thanks to the


writers of pulp horror. Lovecraft and his
followers called up cosmic things to
entertain and terrify us, and we appreciate it!
TABLE OF CONTENTS
Introduction...................................................... 1
Role-Play............................................................ 4
Dice and Dangers............................................. 5
Miniatures.......................................................... 6
One: Stalkers of the Dark............................. 7
Backgrounds....................................................... 8
Common Skills.................................................. 15
Skill Ranks......................................................... 21
Phobias................................................................ 21
Trauma................................................................ 22
Bodily Wounds................................................. 24
Family Fortunes............................................... 24
Equipment.......................................................... 25
Armor................................................................... 32
Explosives............................................................ 32
Guns and Reloads............................................. 32
Weaponry........................................................... 33
Combat Skills.................................................... 34
Load and Movement....................................... 34
Finishing Up...................................................... 34
Two: The Nameless Dread............................ 37
Time and Movement...................................... 38
Combat................................................................ 38
Seizing Initiative.............................................. 39
Bloodshed........................................................... 40
Healing................................................................ 41
Taking Cover..................................................... 43
Shellshock........................................................... 44
A Sample Combat............................................ 44
Madness............................................................... 45
Psychic Healing................................................ 46
Action Dice........................................................ 46
Experience Points............................................. 49
Three: Horrors from Beyond....................... 51
The Enemy......................................................... 52
Forbidden Works............................................. 69
Elder Signs......................................................... 75
Weird Science................................................... 75
Four: The Watcher at Night....................... 77
It Begins.............................................................. 78
Mapping the Dark........................................... 80
Building Horror................................................ 80
Hazards............................................................... 82
Timeline to Horror......................................... 85
About the Creators......................................... 86
Table 1: Academic Specialties...................... 10
Table 2: Bootlegger Specialties................... 10
Table 3: Creative Specialties........................ 10
Table 4: Explorer Specialties....................... 10
Table 5: Common Skills................................. 16
Table 6: Character Phobias.......................... 23
Table 7: Pricing Categories.......................... 26
Table 8: Alcohol Price List........................... 26
Table 9: Armor Price List............................. 26
Table 10: Clothing Price List....................... 26
Table 11: Entertainment Price List............ 28
Table 12: Explosive Price List...................... 28
Table 13: Firearm Price List......................... 28
Table 14: Misc. Item Price List................... 29
Table 15: Postage Price List.......................... 29
Table 16: Service Price List........................... 29
Table 17: Transport Price List.................... 30
Table 18: Vehicle Price List......................... 30
Table 19: Weapon Price List........................ 31
Table 20: Human Movement Rates........... 31
Table 21: Partial Cover.................................. 48
Table 22: Mental Breakdown...................... 48
Table 23: Experience Points......................... 48
Table 24: The Elder Ones............................ 53
Table 25: The Ordinary................................. 53
Table 26: The Servitor Races....................... 54
Table 27: The Opherian Mysteries............ 54
Table 28: Elder Signs...................................... 73
Table 29: Strange Technology..................... 73
Table 30: Hazards............................................ 83
Table 31: Historical Timeline...................... 83
INTRODUCTION
This is a game of cosmic horror. The stuff of pulp
fiction from the 1920s. Here, authors imagined a universe of
terrifying evil humanity was ill-prepared to face...
Until now. But first, and for the uninitiated, an
explanation of the genre. Cosmic horror, for all its
supernatural pretensions, was always naturalistic, doubling as a
cautionary tale in a new age of science. For humankind was
not alone in the universe. It shared its space with innumerable
alien races. Terrible races with unassailable intellects and
devious intentions towards our kind. And these, in turn, had
religion in the form of doubly alien gods. Elder things seeking
entry to our world and stopping at nothing to get there.
This is what scientific discovery had to offer humanity,
although the knowledge was nothing new. It was revealed in
foul books thought to drive their readers mad with revelation.

1
Stalkers of the Elder Dark is set in this world. Our
world. And the pulp writers who birthed the genre might live
there as well. They were on to something, even if they got
some details wrong. And perhaps they did this on purpose to
protect others (and themselves) from the truth...
This game sets things straight.
And, of course, the 1920s were the perfect time to
explore the terrible truth. The Great War was over, and the
world was getting better day by day. Airplanes buzzed
overhead while automobiles made the world a little smaller,
even if large areas were still uncharted. The phonograph
brought music into homes while magazines brought news and
stories to the masses. It was the best of times...
Except when it was not. For despite its scientific
advancements, there were still huge pockets of ignorance in
the world. A high fever could be deadly, and death came
calling with the regularity of a family friend. There was law
and order to be sure, but prohibition bred a new world of
crime, and corruption was everywhere to be found.
Indeed, many evils were left to simmer in suburban
homes and remote farmhouses, where the unspeakable
routinely played out. In the 20s, humanity looked out to the
future while inhabiting a dark and deeply troubled past.
2
Now, enter the cosmic horror...
The typical protagonist was an isolated antiquarian
seeker with time and money enough to learn the terrible
truth. Perhaps they inherited a family home and unearthed
something troubling about their ancestry. Or maybe they
bought a strange piece of art that revealed the cosmic powers
at work in the world. One way or another, darkness came
calling, and these stories usually ended badly.
At least until now, for this game imagines a pushback
of sorts, with characters from diverse backgrounds coming
together against the dark. Maybe they win out. Or perhaps
death (or worse) overtakes them, for the things they fight
possess incredible power and never sleep. This is humanity's
fight to win or lose, but by working together and pooling their
resources, victory (or at least a stalemate) is possible...

3
ROLE-PLAY
One player becomes the Watcher. This person is in
charge of the setting and supporting characters, which include
alien horrors from beyond. This takes time and should be
done well before the first game begins. Among other things,
the Watcher maps out important locations and keeps detailed
notes about the things to be found there.
Everyone else becomes a player. Up to five is best,
although friends can always make other arrangements. These
can be academics or explorers, gifted artists or bootleggers
running from the law. But while they all come from different
backgrounds, their terrible discoveries require them to work
together for the survival of everything they know.
During a game, the Watcher describes what the
characters see and hear around them, and the players decide
what, if anything, to do about it. Dice are rolled and the
rulebook consulted when difficult actions and/or combat with
enemies occurs, although these rules emphasize strategy and
decision-making over complicated mechanics.
This is role-playing. These rules matter, and they
contain a lot of content vital to the game. But ultimately, the
players matter more, and their choices rule everything.

4
In short, this is a game by the players and for the
players, who are free to be as creative as they need to be to
overcome the challenges of cosmic horror. Moreover, the
Watcher is always free to add or change anything and make
the game their own. This is the first rule...
And the adventures need not end. In fact, it will
probably take several sessions to complete a single mission, for
want of a better term. Each new session picks up where the
last one left off as part of an ongoing narrative, where success
is not assured. The characters may die or be driven mad by
exposure to cosmic monstrosities, and when this happens, the
player simply creates a replacement and the game goes on with
a new cast of heroes. But those who do survive earn valuable
experience and acquire new skills and abilities...
And with new skills comes new strategies against the
dark (but also new and more terrifying foes).

DICE AND DANGERS


For added fun, dice are rolled, although their use is
limited to only the most dangerous and/or difficult of
situations, for good strategy and role-playing should always be
more important. Even so, dice add an element of risk and
uncertainty, making them an essential part of the experience.

5
This game uses ordinary (six-sided) dice. When an
action requires two dice, this is written as 2d6, with 2 being
the number of (six-sided) dice to be rolled. Dice are used
when attempting difficult actions and in combat, for rolling
is a physical action that heightens the drama and creates a
sense of risk as the players roll and hope for the best.

MINIATURES
Finally, (25/28 mm) figures can be used to represent
characters and their enemies in battle. When this is done, one
inch on the tabletop equals ten feet in the game. This adds
spectacle and makes encounters all the more tactical, although
using miniatures remains completely optional.
And this is the game. Just as humanity begins to
master their world, cosmic horrors threaten existence itself...

6
- ONE -
STALKERS OF THE DARK

"And what is sin?' said Cotgrave.

'I think I must reply


to your question by another. What would
your feelings be, seriously,
if your cat or your dog began to talk
to you, and to dispute with you
in human accents? You would be overwhelmed
with horror. I am sure of it.
And if the roses in your garden sang
a weird song, you would go
mad. And suppose the stones in the road began
to swell and grow before your eyes,
and if the pebble that you noticed at night
had shot out stony blossoms
in the morning?

'Well, these examples


may give you some notion of what sin really is."

- Arthur Machen

7
Character creation is the first step for players,
although the following rules should apply to most supporting
characters run by the Watcher as well...

BACKGROUNDS
Consistent with the conventions of the genre, those
exploring the unknown need both the time and resources to do
so, which rules out many. The kindly small-town doctor has
obligations and perhaps a family, and the game is ill-equipped
to deal with this effectively. Therefore, most characters are
limited to the following, although the Watcher can flex their
creative muscles on a case-by-case basis here...

Academics include old professors and well-read


people of leisure who devote their (considerable) free time to
the study of some discipline. If actively employed, assume
most are guest lecturers with abundant time to travel and go
on adventures. Academics roll action dice to recall details
about the game world, adding +2 when citing facts related to
their area of expertise. This makes them very useful.

8
Of course, not every field of study lends itself to
cosmic revelation, so players must choose one specialty. These
include anthropology, history, and paleontology shown on
Table 1 and described as follows...
Anthropologists study human culture and
development, including religion and local myths, making this
an excellent way to stumble upon the supernatural truth
whispered of in ancient (and current) folklore.
Historians focus on written history and have ample
opportunity to follow clues about reputed supernatural
happenings. A quick survey of the literature suggests just how
relevant this specialty can be to a game.
Paleontologists study prehistory and are in an
excellent position to excavate Earth's supernatural antiquity.

9
Specialty Notes
Anthropology Cultural/physical
History Written only
Paleontology Prehistory/ancient life

Table 1 Academic Specialties

Specialty Notes
Appraisal Precious/stolen goods
Forgery Counterfeiting, etc.
Smuggling Moonshine/contraband

Table 2 Bootlegger Specialties

Specialty Notes
Literature Poetry/popular fiction
Music Any two instruments
Performance Burlesque/high culture

Table 3 Creative Specialties

Specialty Notes
Aeronautics Biplanes/zeppelins
Foraging Outdoor survival
Marine navigation Boating/sea navigation

Table 4 Explorer Specialties

10
11
Note that while anthropologists and historians
frequent libraries, paleontologists prefer archeological sites
and may come in direct contact with ancient (and deadly)
occult objects. This is the stuff of adventures.
Bootleggers are criminals, although probably
charming enough. These are always free agents unaffiliated
with any gang, although they enjoy underworld contacts,
moving freely and knowing how to locate (or avoid) important
criminal agents. Bootleggers can fence stolen goods within a
day, getting 25% of any item's value.
Like academics, bootleggers specialize in some illicit
enterprise from which they eke out a modest living...
Appraisal means evaluating the properties (and/or
resale value) of goods. This requires action dice.
Forgery involves the creation (and identification) of
clever reproductions. This requires action dice and usually
takes 1d6+1 days depending on the object. Bank notes can be
reproduced at a rate of 1d6 x $10 per game month, although
this is a full-time job leaving little free time.
Smuggling implies knowledge of contraband and
procedures for moving illegal goods past authorities or across
state or national borders. Again, action dice are required...

12
Obviously, criminals have contacts, whether crooked
cops or passport officials willing to "look the other way" for a
share of the profits. These details should be worked out by
role-playing all exchanges as per the Watcher.
Creatives specialize in some artistic endeavor,
performing or plying their trade and making a modest living
through their talents. Being sensitive and intelligent, they
automatically detect supernatural power within sixty feet and
may perform or sell their art for 1d6 x $10 dollars once per
game month in addition to their regular income.
Creative specialties do not normally require action dice,
although special (or dire) situations may call for this...
Literature includes poetry and fiction, even pulp
fiction and the cosmic horror so popular through the decade.

13
Music implies knowledge of any two instruments,
including voice. Opera singers can be popular celebrities with
access to high society, making them useful.
Performance can mean acting, dance, or both,
whether serious theater or rowdy vaudeville. The 20s were
roaring for a reason, and entertainment was vital.
Once again, artists are highly sought after and enjoy
unprecedented access to all levels of society.
Explorers are seasoned travelers with knowledge of
the places they have been and speak two additional languages
as a result. They choose from three specialties...
Aeronautics means the ability to pilot small aircraft,
possibly even zeppelins. Success is automatic, although
maneuvering under attack or in inclement weather requires
action dice to remain aloft. A very useful skill.

Foraging allows an explorer to live off the land and


procure food and fresh water enough for 1d6 additional
companions per day. Again, success is automatic, although it
might be hard to locate enough provisions for everyone.
Marine navigation implies the skills of a sailor,
with action dice required only in dire circumstances like
inclement weather. This includes piloting boats and vessels.
14
Absent here are scientists and other (often medical)
professionals, for while these have useful skills that may
reveal the supernatural, individuals of this sort are better left
as supporting characters of the Watcher...

COMMON SKILLS
Characters can fire pistols (including revolvers), use
simple hand-held weapons, and attempt any actions available
to an ordinary person. In addition, they enjoy two common
skills selected from Table 5 and explained below...

Archery is required if bows are to be used.


Ballistics grants skill with explosives, including how
to fabricate (and safely use) Molotov cocktails.
Clairvoyance means the character has a limited
psychic ability and may roll action dice to receive a vision of
future events. This may only be tried once per day, with
success dealing one wound to the character. Watchers can
introduce additional visions at any time to advance a scenario
at no wound cost. This is a rare and powerful gift.

Driving skill is needed to operate any motor vehicle,


with action dice rolled only in tough spots. Equestrian
training applies to horses and works under similar conditions.

15
Skill Notes Ranks
Archery Good with the bow --
Ballistics Explosive ordinance skill --
Clairvoyance Psychic premonitions 3
Driving Motor vehicle operation 3
Equestrian Experience with horses 3
First aid Handling of basic wounds --
Gymnastics Balance and acrobatics 3
Hunting Utility with various rifles --
Intimidation Coercion by presence --
Judo Eastern unarmed fighting --
Knife throwing Includes juggling, etc. --
Linguistics Another language known 6
Mesmerism Trained in hypnosis --
Numbers Gambling of all varieties 3
Psychoanalysis Psychiatric counseling --
Repartee Flirtation and schmoozing 3
Safecracking Lock-picking specialist 3
Thievery Pick pocketing and stealth 3
Unspeakable Exposure to a vile book --
Vitality Bodily strength and fitness 3
Willpower Guts and determination --

Table 5 Common Skills


16
First aid may only be attempted in the first few
minutes after combat is over. Action dice are required, with
success erasing one wound to a single target. This implies
medical (or military) training and requires concentration to
bind wounds or stop bleeding as per conditions.

Gymnastics enables balance and acrobatic feats,


although never when wearing armor of any kind. Action dice
may be necessary depending on conditions and/or the feat
attempted. Furthermore, gymnasts get one armor point per
rank taken as befits their ability to dodge blows.

Hunting is required to employ rifles.


Intimidation allows the character to "persuade"
others through sheer presence and/or threats. This requires
action dice and should be role-played for best results.
Judo includes any martial art. It allows the user to
inflict one die of lethal damage with their bare hands or feet,
as the case may be. An eastern fighting discipline.
Knife throwing is required to throw daggers and
other melee weapons. Optionally, it implies juggling ability as
well, which may come in useful in some situations. All such
characters are considered ambidextrous, although the combat
rules make no distinction except as the Watcher permits.
17
Linguistics means a character can speak (and write)
one additional language per rank taken.

Mesmerism allows the character to place another


into a deep trance, permitting them to recall important facts
or repressed memories. This takes 2d6 minutes and requires
action dice, with success extracting one important fact as per
the Watcher and/or the circumstances at hand.
Numbers refers to gambling in its many forms,
whether cards or the races. Once per game week, the character
can place a bet and roll action dice. Failure indicates a loss,
with success doubling the player's money.
Psychoanalysis works much like first aid, only
erasing a single mental trauma instead. This assumes talking a
traumatized character down after the fact.
Repartee includes witty banter and/or flirtation
meant to cajole a listener. The event must be role-played and
action dice rolled, although failure need not result in any
hostility unless the situation warrants it. This applies mainly
to exchanges in polite company, perhaps at a party, etc.
Safecracking means anything from being a
legitimate locksmith to actual thievery. Picking a lock usually
takes 1d6 game minutes and requires action dice to succeed.
18
Thievery includes stealing small objects and stealth
in all its forms. Obviously, this precludes the use of armor
save for gymnastics and/or cover as per the combat rules which
follow. This is not necessarily criminal.
Unspeakable means the character has prior
experience with one forbidden book selected by the Watcher
and may recall details like an academic. Success deals one
trauma owing to the disturbing knowledge gained.
Vitality indicates a character who is physically
powerful and may roll action dice to execute feats of strength
and/or acts of exceptional endurance, etc.
Willpower grants the equivalent of one armor
against mental trauma. This indicates a person of exceptional
fortitude, perhaps a heroic war veteran or tough survivor.

19
20
SKILL RANKS
Where indicated on the table, certain skills have
additional ranks, meaning they can be taken more than once to
increase their effectiveness. The first rank grants the skill,
with each subsequent one adding +1 to any action dice and/or
additional effects as per the skill's description.

PHOBIAS
Everyone has fears they ultimately manage to control,
even if just barely. Accordingly, each character starts with
one phobia rolled off the provided list (Table 6). Normally, a
character keeps their fears under control. Once they begin
accumulating traumas, however, exposure to their worst fears
requires action dice to avoid fleeing or freezing up.
Most phobias are self-explanatory (i.e., fear of tight
spaces). However, the following require additional explanation
and impose special challenges for the character...
Disposophobics may refuse to part with weaponry
or anything else that denotes security. Any result of 2 by the
player (critical failure) means they become violent when a
coveted item is threatened. This should interfere with normal
activities, sometimes comically, or perhaps with tragic ends
should well-meaning companions try to take something valued.
21
Hemophobics swoon at the sight of copious blood
with a critical failure. This lasts 1d6+1 rounds.

Spermatophobics have a morbid fear of microbes


such that they avoid filthy places and must actively resist the
urge to wash their hands compulsively.
Phobias work as a sort of post-traumatic stress, which
makes more sense than a victim spontaneously developing
schizophrenia when exposed to cosmic horror. They also offer
numerous role-playing challenges, which can be fun.
Optionally, players can choose (not roll) a second
phobia in exchange for a third skill. This choice is for those
who love role-playing and its many challenges.

TRAUMA
When exposed to certain cosmic horrors (and other
disturbing situations), characters accumulate mental traumas
which act as emotional wounds. Up to 15 traumas can be
sustained before mental breakdown occurs. The more traumas
are taken, the longer a victim is subject to their fears.
Optionally, mental traumas can be taken in place of
physical injury. This assumes fear in the face of danger,
which is realistic and promotes strategic choices. Traumas are
removed with rest or care from a psychiatric professional.

22
3d6 Phobia Is the Fear of...
3 Agora Open areas/public assembly
4 Bato Heights/nearby buildings
5-6 Claustro Confined/restrictive spaces
7 Disposo Surrendering possessions
8 Eoso Daylight/approaching dawn
9-10 Gnosio Knowledge/new discovery
11 Hemo Blood; may trigger fainting
12 Isolo Solitude/being left alone
13-14 Lygo Dark/approaching nighttime
15 Necro Corpses/corruption/death
16 Spermato Germs/microbial infestation
17-18 Techno Machines/modern firearms

Table 6 Character Phobias

23
BODILY WOUNDS
Throughout the game, characters will accumulate
physical wounds, whether from enemies in combat or at the
hands of natural (or manmade) hazards. Characters can
accumulate up to 15 wounds before death results, although
there are optional rules for unconsciousness.
Like traumas, wounds are recovered through rest or
under the care of a physician if mortally wounded.

FAMILY FORTUNES
By necessity, characters are heirs to a modest family
fortune or receive freelance income which leaves them time to
adventure. This is rolled at character creation and again at
the start of each new game month per the following formula,
noting that some backgrounds allow for additional money.

24
Monthly income is as follows...
2d6 x $10 (or applicable currency)
Characters are assumed to make enough to cover room
and board; making the above surplus income after all other
needs are met. This can be used to equip the character and/or
fund travel in the course of their adventures.
Remember, the traditional protagonist in the cosmic
horror genre was a gentleman (or woman) with abundant time
and money to conduct their occult investigations.

EQUIPMENT
Characters are assumed to live somewhere (lodging
appropriate to their background), have the clothing on their
backs, and a monthly surplus to start with. As prices vary
greatly from place to place, all equipment is assigned a price
range as per Table 7. In most cases, all characters are assumed
to have enough cash on hand to buy 0-cost items without
subtracting from any available funds. Everything else must be
purchased using Tables 8-19, where applicable.
For greater convenience, new characters pay the
minimum possible cost per item. Thereafter, the Watcher sets
costs or continues to charge the minimum price except when
supplies are scarce (a real possibility, especially overseas).

25
0 - Up to 99 cents I - 1d6 dollars
II - 1d6 x $10 III - 1d6 x $100 IV - 1d6 x $1,000

Table 7 Pricing Categories

Alcohol Cost Notes


Booze 0 Beer/cider/gin/rotgut/whisky
Booze, bottle I --
Wine I --
Wine, bottle II Vintage wines easily sell for III

Table 8 Alcohol Price List

Armor Cost AP Notes


Light II 1 Cotton-padded vests
Heavy III 2 Incorporates metal plates
Shield II 1 Often of archaic make

Table 9 Armor Price List

Clothing Cost Notes


Coat II Assumes luxurious furs, etc.
Day I Cheap suits/dresses/utility outfits
Dress II Tuxedos/ladies eveningwear
Shoes I All types; includes dress/utility

Table 10 Clothing Price List

26
27
Entertainment Cost Notes
Game 0 Baseball/boxing match
Movie 0 Nickelodeon seating
Theater I Ballet/opera/serious play
Vaudeville 0 Includes burlesque and the like

Table 11 Entertainment Price List

Explosive Cost Dice Range Reload


Dynamite, stick I 1 30' --
Grenade II 2 30' --
Landmine III 3 -- --
Molotov cocktail I 1 30' --

Table 12 Explosive Price List

Firearm Cost Dice Range Reload


Ammunition I -- -- --
Pistol, hand I 1 15' 1
Examples: Derringer/vest gun
Pistol, revolver II 1 30' 3
Examples: Browning 1910/22/Colt 1911/1911A/38/9mm
Rifle, auto III 1(2) 90' 3(1)
Examples: Thompson machine gun
Rifle, civilian II 1 60' 2
Examples: Remington M1917/Riverside/16-gauge shotgun
Rifle, military IV 2(3) 120' 3(1)
Examples: Browning M1917/18 (tripod-mounted weapon)

Table 13 Firearm Price List

28
Item Cost Notes
Commonplace 0-I Common items/tools
Specialty II Electronics/furniture, etc.
Unusual/luxurious III-IV Fine art/homes/jewelry

Table 14 Misc. Item Price List

Postage Cost Notes


Domestic 0 Delivery takes 2d6 days
International I Takes 1d6+6 weeks (by ship)

Table 15 Postage Price List

Service Cost Notes


Gas (gallon) 0 Average price, 15-20 cents
Lodging I Per night; service extra
Lodging, week II With services per conditions
Meal, gourmet I Exquisite fare may cost II
Meal, plain 0 Diner/family owned eatery
Medical care, day I Includes psychiatric care
Repair, auto II-III Various; service takes 1-2 days
Telegraph I For simplicity, 15-25 words

Table 16 Service Price List


29
Transport Cost Notes
Air I Domestic trips take 2d6 hours
Sea, luxury III Transatlantic cruises last 6-9 days
Sea, steerage II Limited access to upper decks
Train I Cross-country trips require 2-3 days

Table 17 Transport Price List

Vehicle Cost Notes


Auto III Ford (Model A/T) automobiles
Auto, luxury IV Buick/Chevrolet/Mercedes/Packard
Motorcycle II BMW/Harley-Davidson/Triumph
Truck III Ford (Model A/TT/Roadster Pickup)

Table 18 Vehicle Price List

30
Weapon Cost Dice Range Reload
Arrows/bolts I -- -- --
Bow, any I 1(2) 120' 2(1)
Examples: Crossbow/long/short bow
Blade, long II 1+1 -- --
Examples: Fencing foil/long sword/rapier
Blade, short I 1 30' --
Examples: Cane sword/dagger/knife
Bullwhip I 1 -- --
Examples: Pastoral/sporting weapon
Club I 1 -- --
Examples: Billy club/mace/primitive
Slingshot I 1 60' 1
Examples: Blowgun (may be poisoned)/sling
Spear I 1 30' --
Examples: Bayonet/hunting/primitive

Table 19 Weapon Price List

Conditions Movement
Unhindered movement 30'
Sneaking/wearing archaic armor 20'
Navigating obstacles, etc. 10'

Table 20 Human Movement Rates

31
ARMOR
By the 1920s, very simple body armors were being
developed. Light armor was padded clothing, with a heavier
variety (used by underworld figures) incorporating metal
plates or something similar. These possess armor points (AP
hereafter) that absorb and reduce damage taken.
Shields are an unusual design seldom used in everyday
life. These grant armor (AP) in addition to whatever the
character is wearing. Archaic armors are normally unavailable
and count as heavy in most cases. These are useless against
firearms, which can easily penetrate them all...

EXPLOSIVES
Landmines must be set and will only detonate once
stepped on or triggered. All others must be thrown and deal
damage per conditions and/or the applicable tables.

GUNS AND RELOADS


Firearms deal one or more dice of damage, operate out
to a maximum effective range, and must be reloaded at regular
intervals. Furthermore, automatic (or military) arms can be
fired as a burst which deals more damage but requires frequent
reloads in the heat of battle. These are explained below...

32
First, firearms deliver one or more dice of damage
specific to their type. Automatic and military weapons have a
one-shot mode dealing less damage but with a longer firing
interval. All burst data is given in parenthesis...
Furthermore, firearms must be reloaded at regular
intervals. This depends on the weapon and whether or not it
employs a chamber or magazine. Single shot weapons are
reloaded after each round, whereas revolvers and military arms
with a capacity can fire for two or even three rounds before
this is necessary. Reloading takes one round.
Once again, burst and reload data, where applicable, is
given in parentheses on Table 13 (firearms) as shown. For
example, a Tommy gun deals one die of damage or two when
used in burst mode. This is written as 1(2). These can go
three rounds before reload is necessary except when the entire
magazine is emptied (burst) for 3(1) on the table.

WEAPONRY
Hand-to-hand weapons deal a single die of damage,
although bows (except crossbows) can be spent in a rapid-fire
volley having a shorter reloading interval. Note also that
specific weapons, including knives and spears, may be thrown,
although only when the knife-throwing ability is taken.

33
For simplicity, players purchase reloads instead of
individual rounds. This ensures that play is not bogged down
with excessive calculations in the heat of battle.

COMBAT SKILLS
Gymnastics, judo, and thievery cannot be attempted
when wearing armor or shield of any kind. Furthermore,
characters cannot employ bows, rifles, or thrown hand-to-hand
weapons unless the right skills are taken. That said, superior
players will work to create characters who complement one
another. Having a good variety of skills is essential against the
supernatural forces that threaten humanity.

LOAD AND MOVEMENT


As a rule, characters may bear up to ten items small
enough to carry or fit in a pocket. Backpacks can also be
purchased for I, increasing load to fifteen. Combat movement
varies greatly by conditions as per Table 20, above...

FINISHING UP
Finally, the player names their character and maybe
writes down a simple back-story. This is best done in
coordination with the Watcher and the specifics of their own
narrative. A group can easily have an opera singer, two old
scholars (one a clergyman), and a charming moonshine runner.
34
Name: Phillip Loveland
Background: Creative
Specialty: Literature
Skills: Driving, Repartee
Phobia: Bato (heights)
Money: $37.00
Trauma: 0 Wounds: 0
-----------------------------------
Equipment: knife (in boot), Model T Ford (second hand),
padded vest (1 AP), Derringer pistol (20 reloads)
Back-story: Phillip Loveland is a writer of weird fiction,
although not a noted one. Even so, his more recent work has
garnered praise for its strange realism. He has, in fact,
encountered the supernatural when conducting research for
his short story "The Horror in the Water" and now keeps vigil
against the cosmic things threatening our world.
A quiet, reserved man, Phillip can nonetheless exploit his
knack for storytelling and be quite charming, often to the
shock of his friends. He has an almost morbid fear of heights,
however, and even nearby tall buildings, seeing them as evil
and oppressive. That said, he enjoys driving but dislikes bigger
cities owing to their crowds and fearful architecture...

35
Name: Ruby Lavolier
Background: Bootlegger
Specialty: Smuggling
Skills: Gymnastics, Hunting
Phobia: Necro (death)
Money: $23.00
Trauma: 0 Wounds: 0
-----------------------------------
Equipment: Browning 1910 revolver (15 reloads), flashlight,
knife (in garter), Remington M1917 rifle (15 reloads)
Back-story: Ruby Lavolier was born in New Orleans and
turned to smuggling because moonshine was the only means of
support her family knew. She stumbled upon a voodoo cult
while fleeing the authorities and was horrified to see that this
involved kidnapping and human sacrifice, although not any
supernatural manifestations she was aware of.
Precocious as a child, Ruby remains a fearless adult,
although she still has nightmares about the carcass she saw
floating upstream when she was ten. Her life has been
extremely hard, and she is rebellious and suspicious of the law
and authority figures in general. However, it is the fear of
death and corruption that marks her as a stalker of the dark...

36
- TWO -
THE NAMELESS DREAD

"I'm not going out


of my way looking for devils;
but I wouldn't step out
of my path to let one go by."

- Robert E. Howard

37
But character creation is only the beginning, for
terrifying adventures await these newcomers, and this section
explains how to face the evils therein...

TIME AND MOVEMENT


Characters do a lot. They visit libraries and explore
abandoned places, plunder cemeteries and do battle with
terrible things. And most of the time, it is enough to say that
an hour goes by or whatnot. This is called game time.
Sometimes, however, time is of the essence, and play
moves to danger time. This is divided into combat rounds used
in battle or when a precise reckoning of events is otherwise
called for, perhaps when outrunning hazards, etc.

COMBAT
Hostilities are unavoidable, although smart players
avoid unnecessary danger. Secret cultists will operate in plain
sight and sometimes manage to call up supernatural beings
from beyond the darkest Void. Short of this, there will be no
end to natural animals and criminal gangs to contend with...
38
Combat rounds are resolved as follows...

SEIZING INITIATIVE
When hostilities are imminent, both sides roll 1d6 for
initiative. One player rolls for the characters (taking turns
with each new encounter or making similar arrangements), and
the Watcher rolls for the enemy. The side with the higher
result moves and/or acts first each round thereafter, although
unusual circumstances may change things.
During a round, characters can move per Table 20,
normally, 30' unless sneaking (20'), or navigating some
difficult obstacle (10'). This is not a hard and fast rule, and
the Watcher can adjust for conditions. Of course, natural
animals and cosmic horrors move differently, perhaps flying or
passing through the ether to overtake their victims.

39
Finally, characters (and their enemies), can always
choose to move at less than maximum speed or forego
movement completely, and the use of miniatures can make
this easier to visualize in complex situations. Otherwise, good
narration and flexibility can make these choices easier and
create a compelling in-game narrative. Ultimately, the story is
the thing, and everyone must pull their weight.

BLOODSHED
If armed and within range, combatants can attack at
the end of their movement (if any is taken). Hand-held
weaponry has a range of ten feet, which assumes short bursts
of movement in combat. Firearms and other missiles have
range as indicated on the applicable tables, noting that this is
something of an abstraction and may be adjusted by groups
desiring greater accuracy and/or realism.
Once a target is identified, the attack is resolved by
rolling the applicable (damage) dice. Armor, if any, is
subtracted from this and the remainder applied to the target
as bodily wounds. In other words, attacks and damage are
combined into a single roll, with armor or gymnastics making
the target more difficult to hurt. Cover (explained later) has
a similar effect, although only against enemy firearms.

40
Note here that wounds are accumulated and not
subtracted from any "hit point" total, which makes tracking
injuries easier in the heat of battle as shown...

If the target survives an attack, the fight continues


until one side is killed, flees, or surrenders. But if the enemy
exceeds their maximum possible wounds (15 for characters,
variable for others), death results. Note, however, that it is
not necessary to fight every enemy so encountered.

HEALING
Optionally, any character (including supporting
characters per the Watcher) who exceeds maximum wounds
falls unconscious for three rounds and will perish soon
thereafter unless aided. As an additional option, those having
first aid might revive a companion up to six combat rounds
after falling, although this may require action dice as per the
Watcher and the desired mood of the adventure...
Once revived, the subject is mortally wounded, being
incapable of strenuous activity or anything more than assisted
movement (10') until healed. The character is locked at 15
wounds and must receive specialized treatment at a hospital.

41
42
Otherwise, wounded characters erase one wound per
each full day of rest taken, during which no strenuous activity
(meaning adventures) is possible. The Watcher can decide
whether or not this requires a visit to the doctor, noting here
that mortally wounded characters must always be admitted
for treatment requiring one month of inactivity.

TAKING COVER
Firearms pose a unique challenge (and risk) to mortal
targets, dealing extensive damage and over a considerable
distance. In addition to body armor or gymnastics, targets can
take cover against incoming gunfire...
Full cover here assumes a structure large enough to
conceal a target's body and strong enough to resist any incoming
shots. This negates all damage, although some cover is lost
when popping out to return fire. Partial cover (per Table 21)
provides up to 3 AP in addition to any armor worn, noting that
this is just a guide for the Watcher, who can assign coverage
spontaneously as the conditions of battle may require.
Note here that while bodily (worn) armor combines
with cover, gymnastics does not, for the latter requires enough
freedom to move and avoid enemy attacks. That said, the
Watcher can always make exceptions for specific encounters.

43
Of course, miniatures make this (and other) combat
situations that much easier to visualize in play...

SHELLSHOCK
As previously stated, players can choose to take any
physical wounds as trauma (explained below) instead. Coming
under attack is frightening and can easily trigger what we
would now refer to as post-traumatic stress.

A SAMPLE COMBAT
Ruby is investigating a strange altar in the cellars
beneath a speakeasy when a cultist ambushes from the
opposite end of the (thirty-foot long) chamber, pistol in hand
and ready for a fight. Hostilities are clearly imminent, so
both sides roll 1d6 for initiative. Ruby gets 3 and the cultist a
result of 5, meaning he acts first each round thereafter.

44
The first round begins, and the cultist takes full
movement (30') and fires, rolling one die for his Derringer and
delivering 3. Ruby enjoys half cover (2 AP) from standing
behind the altar and subtracts this, taking only one wound as
the bullet just grazes her. Now it is her turn. She rolls one
die for her own pistol and gets 5. The cultist is an unarmored
man with a 3-wound maximum and dies on the spot.
Of course, things might have happened differently if
reinforcements had arrived or either side had rolled something
else. The victor could easily become the victim.

MADNESS
Characters can choose to suffer mental traumas
(accumulated as wounds) in place of bodily injury. However,
some cosmic entities deal mental trauma just from seeing
them and for a variety of reasons. These are annotated much
like wounds, although this option comes at an immediate
price, for having even one makes the character susceptible to
their phobias, often at the worst possible moment...
Whenever a traumatized target is exposed to their
worst fear, they must roll action dice or either freeze in place
or flee, whichever befits the situation, noting here that it
takes 1d6 x 10 minutes to calm down any frightened character.

45
Like wounds, characters may suffer up to 15 traumas
before a mental breakdown occurs. When this threshold is
crossed, the Watcher rolls on Table 21 to determine how the
resulting breakdown manifests itself. Catatonic characters
perform as mortally wounded while the psychotic roll action
dice once per hour to avoid becoming a threat.
Any mental breakdown caps trauma at 15 and requires
special measures to ensure recovery, much like wounds.

PSYCHIC HEALING
For every day of rest and relaxation, characters can
erase one trauma. Like injury, no adventuring or similar
strenuous activities are possible during this time. Characters
experiencing a breakdown must be admitted to a sanitarium
(or similar facility) for one month until recovered.

ACTION DICE
Finally, characters will do many things outside of
combat, including their specialties and/or skills. For
simplicity and common sense, many of these are easy and do
not require dice. Success is automatic. Other things are
impossible, meaning they never succeed under any conceivable
circumstances. Everything else will require action dice...

46
47
Cover AP Notes
1/3 1 Door (car/home)/furniture
1/2 2 Partial cinderblock wall
2/3 3 Fallen log/upright tree/vehicle

Table 21 Partial Cover

2d6 Madness Notes


2-7 Catatonia Minimal movement/response
8-10 Mania Incoherent ramblings
11-12 Psychosis Hallucinations/violent outbursts

Table 22 Mental Breakdown

The Character... Experience Points


Participated in an adventure 1 (Base)
Was role-played well +1
Suffered mortal wound/breakdown +1
Defeated major (cosmic) enemy +2

Table 23 Experience Points

48
Action dice require the player to roll 7 or better (the
median value) on 2d6. There are no additional modifiers
except from skill ranks, because when it comes right down to
it, everything is a matter of yes, no, or maybe...
In a game that emphasizes good role-playing and
problem solving, it is important for the Watcher to adjudicate
actions very carefully. Having a skill should automatically
make certain things easy, with action dice being required only
in the most dire conditions. This is a judgment call on the
part of the Watcher and requires practice.
Ultimately, this is a game about solving mysteries, and
the players should be rewarded for their good ideas.

EXPERIENCE POINTS
As characters go on adventures, they gain valuable
experience and get better at what they do. This is reflected
by the accumulation of experience points acquired through
survival and victory (which is never a sure thing)...
At the end of a session, each character gets one point
just for participating. From here, they can earn more by
suffering a mortal wound (+1), role-playing exceptionally well
or making some singular contribution (+1), or overcoming a
major enemy (+2), up to a maximum of five points per session.

49
Experience points can be spent in a variety of ways,
some more abiding than others, but all of them flexible and
possibly life saving under the right conditions...
First, players can save seven experience points to
purchase a new skill (or additional ranks in an existing one),
maybe learning how to drive or speak a foreign language
appropriate to the narrative. Some Watchers may require a
waiting period, as learning new things takes time, while others
assume the character was developing skills already and let
them use an ability right away. Either approach is perfectly
acceptable, and this may vary with the group.
Short of acquiring new skills, players can spend one
experience point automatically "making" action dice in critical
situations or automatically scoring maximum damage against
an enemy. This can be a lifesaver, especially when dealing
with powerful foes. The point is lost, obviously, but is easily
replaced at the end of the session (possibly more).
Character advancement, like creation, is a strategic
process. But like any good story, the characters develop just as
much, if not more, from what they do during play, and their
clever choices in the face of death will define them more than
any skill on a record sheet. Again, the story is the thing...

50
- THREE -
HORRORS FROM BEYOND

"It is absolutely necessary,


for the peace and safety of mankind,
that some of Earth's dark,
dead corners and unplumbed depths be let
alone; lest sleeping abnormalities
wake to resurgent life, and blasphemously
surviving nightmares squirm
and splash out of their black lairs to
newer and wider conquests."

- H. P. Lovecraft

51
There are many things to threaten characters and,
possibly, the world. These range from purely natural animals
to supernatural horrors from beyond the Void.

THE ENEMY
The following list is far from all-inclusive, and the
Watcher is encouraged to add more lest their players become
overly familiar with the things they ought to fear and play
becomes stale. All potential foes are listed with the following
vital statistics for quick reference...
Armor is armor points (AP), where applicable.
Dice means damage dice per the rules.
Intellect indicates a foe's mental capabilities, being
non-intelligent (N), having animal intelligence (A), human
capacities (H), superior intellect (S), or being alien and totally
unknowable (U) by any conventional means.

Move is maximum movement speed per round.


Wounds are the maximum (physical) wounds possible.
52
Name Armor Dice Intellect Move Wounds
Az'oth 12 -- U -- 60
F'thangu 9 3(3) S 90' 45
G'gua 12 5 U 120' 60
Kt'oth 9 4(2) U 90' 50
N'yath'qa 9 -- S 120' 45
Tiltak'ii 12 3 U 90' 60

Table 24 The Elder Ones

Name Armor Dice Intellect Move Wounds


Bear 1 1+2 A 30' 15
Crocodile 2 1+1 A 20' 10
Dog 0 1 A 30' 5
Elephant 3 1+2(3) A 40' 25
Gorilla 2 1+1 A 30' 20
Horse 0 1 A 50' 15
Insect swarm 0 1 N 40' 10
Lion 1 1+1 A 30' 20
Man, common -- -- H -- --
Piranha, school 1 2 N 50' 15
Rhinoceros 2 1+1(2) A 20' 20
Shark 0 1+1 A 40' 10
Tarantula 0 --(1) N 10' 5
Viper 0 --(3) N 20' 10

Table 25 The Ordinary


53
Name Armor Dice Intellect Move Wounds
Abaloth 3 1+1 U 30' 10
Byluu 4 -- N 40' 15
Cultist -- -- H -- --
Dhol 5 3 S 90' 50
Gothaqua 2 1+1 H 30' 15
Host 3 2 H 40' 20
Inghuu 2 1 S 50' 10
L'lath 3 1+1 N 30' 15
Nu'rgai 4 2 U 40' 20
Obyxu 2 1 A 50' 10
Phy'kath 3 -- S 30' 15
Shuel 5 3 U 40' 10
Time eater 4 1 N 20' 20
Uhthylu 3 1 H 30' 10
Voohl 4 -- S 40' 15
Yen'ghu 5 2 A 30' 20

Table 26 The Servitor Races

Mystery Duration Range


Rhyme of Query One hour Self
Spoken Pain Instant 30'
Word to Pass the Void Instant (single movement) Self

Table 27 The Opherian Mysteries

54
The Elder Ones (Table 24) were born from the
outer Void, being the unspeakable gods of the Servitor Races
who demand sacrifice and impart dreams with visions of
destruction (and other ways to revel in awe). They may only
access the mortal realm when the stars are right, although
they can still exert a great influence from beyond.
To look upon an Elder One is to go instantly and
irrevocably mad. Fortunately, they are normally only seen as
pale manifestations of their true selves. Even so, they have
incredible power and defenses, not to mention the ability to
vanish at will should the tide of battle turn.
Furthermore, some are so weirdly terrifying as to
deliver one round of trauma (dice in parentheses) whenever
certain conditions are met as befits the encounter...
Az'oth appears as a towering pillar of eyes and
protoplasmic tendrils, easily extending upwards to a hundred
feet skyward, although usually less. It is an utterly alien
consciousness capable of summoning 1d6 Abaloths per combat
round as its sole (but effective) means of attack. Az'oth,
sometimes called The Womb, might be the progenitor of all
the Elder Ones. A grotesque parental demon of unknown aims
and intentions save to spawn never-ending waves of terror.

55
F'thangu manifests as a vaguely insectoid thing
composed of so many mandibles and pincers as to suggest no
known form. Targets within sixty feet will first "hear" a
telepathic buzzing that deals immediate mental trauma. Once
mental breakdown occurs, the target (always) falls catatonic
and becomes vulnerable to attack. Sometimes called The Night
Whisperer, F'thangu possesses (slightly) more conventional
intentions and oversees a highly organized cult.
G'gua is a great reptilian horror covering a mile or
more and dealing trampling dice to all beneath the span of its
incredible form. Woe be to the world if its cult somehow
manages its return, for it is rapacious. It is called The Walker
of the Void and with good reason. Worse still, G'gua often
comes invisibly, crushing all within its path and leaving a trail
of unexplained (and total) destruction.

Kt'oth appears as a rubbery and vaguely aquatic


behemoth, standing easily fifty feet in height (not including
its membranous wings) and inflicting mental trauma to all
looking upon it (assume within sixty feet). A titanic horror, it
divides wounds between up to ten opponents within close
range by its many tendrils. Kt'oth is called The Nameless One.

56
N'yath'qa always comes in human disguise and is
capable of normal communication, although his (its) actual
form is doubtless quite terrifying. While ostensibly least
among the Elder Ones, N'yath'qa knows all of the Opherian
Mysteries and may use them once per round without the
stated penalties, having an alien psychology. The Atlantean
sorcerer Nemodius is thought to be an early manifestation,
writing the terrible book that bears his name.
Tiltak'ii is an amoeboid horror covering all of the
outer Void and entering the material universe as a sort of leak
sprung using human sacrifice. That said, it always takes
initiative, attacking a single target from the other side such
that it can only be engaged by using a Word to Pass the Void
and bringing military firepower. Luckily, it only manifests
briefly (1d6+6 rounds). Tiltak'ii is The Cold One and had an
Aztec cult encountered by the Spaniards.
Note here that the appearance of any elder being
indicates a failure to thwart a succession of diabolical
ceremonies, for the arrangement of the stars is an impediment
to their entry into our universe. For this reason, they seek
mortal worshippers, who can exploit any cosmic breaches and
work the ancient rituals needed to summon them...

57
58
Of course, Ordinary Things also inhabit the
material world and pose a threat, with some getting special
damage in parenthesis as per Table 25...
Bears inhabit North America and parts of Asia and
Russia and are dangerous when protecting young.
Crocodiles here include alligators and monitor
lizards. If maximum damage is scored, the target must roll
action dice or be dragged; probably underwater to drown,
unless a timely (and successful) escape is made.
Dogs run in feral packs or serve as guards and/or
faithful pets to human masters. Feral dogs (and wolves) move
in packs and are capable of coordinated action. But even
domesticated varieties can be dangerous, especially when their
masters are threatened. They can be purchased for II.

59
Elephants live in family groups and behave
intelligently, trampling for three dice (or more moving in a
herd). Their ivory is valuable but often protected.
Gorillas include chimpanzees, orangutans and any
undiscovered great apes. They are intelligent, stronger than a
normal human, and capable of nimble climbing.
Horses can be ridden and, indeed, may be purchased
and housed in a stable at a cost of III (then I per month).
Insect swarms, whether bees or army ants, may
attack up to ten man-sized targets simultaneously depending
on their extent. These can be scattered by fire, etc.
Lions include any big cat. The former move in
efficient prides and are keen and capable ambushers, hiding
(with detection possible 1-2 in 1d6 of the time) and then
striking with their bite and death-dealing claws.

Men (and women) hail from all walks of life, some


competent and treated as characters and others less so, having
up to the maximum trauma and wounds and whatever skills
the Watcher (and the narrative) demands. Some, like a kindly
librarian, are peaceful while others, including criminal thugs
and evil cultists, comprise most foes encountered in the game...

60
Piranha are ravenous fish moving in schools and
behaving much like insect swarms, only faster and delivering
more damage. They can strip a carcass in minutes.
Rhinoceroses are smaller than elephants but capable
of using their horn or trampling for two dice.
Sharks are attracted to blood in the water (assume
here a 1 in 1d6 chance) and will attack relentlessly.
Tarantulas include black widows and any other
poisonous variety. Anyone bitten takes no wounds but must
roll action dice to avoid one die of poison. Their size lets
them hide anywhere and bite the probing hands of careless
explorers, especially in bookcases and old homes.
Vipers and similar poisonous serpents (including
cobras and rattlesnakes) operate like tarantulas but deal two
dice from their virulent toxin, possibly more. Deadlier
varieties may exist that deliver one wound per round unless
treated with a specialized (and very rare) anti-venom.
Obviously, natural enemies can be very dangerous,
especially when visiting foreign lands. Archeological digs and
dense jungles are full of dangers, but even a criminal gang
might keep guard dogs. Achieving the right atmosphere means
balancing cosmic horror with unexpected, but normal, things.

61
Finally, the Servitor Races represent various
otherworldly beings (per Table 26) so antithetical to human
understanding as to make concession impossible, although a
few will reach out and enter alliances. Some are native to our
world, others from distant stars, and all are terrible...
Abaloths are amorphous jellies capable of wingless
flight and survival in a vacuum. They are the spawn of Az'oth
and hunt the mortal realm as its eyes and ears.
Byluu appear as crablike humanoids. They attack by
vomiting blood (as a hand-held weapon), noting that while
this does no damage, the target must roll action dice to avoid
becoming an unwitting host being over 1d6+1 game days and
transforming into a Byluu (or some terrible hybrid form) with
no memory of its previous existence or former allegiances.

62
For added drama, the Watcher can roll in secret,
leaving players to wonder what happened.
Cultists are human worshippers of The Elder Ones,
perhaps in league with the Servitor Races. Most are just
regular people, although a few (1 in 1d6) will know one of the
Opherian Mysteries and may perform these once per round,
being quite mad and resistant to further trauma.
Dhol are enormous (mile-long) worms gestating
underground. These may be contacted via an ancient ritual,
after which they grant the seeker telepathic knowledge in
exchange for service. When the time is right, The Ceremony
is performed to awaken the being, who deals damage to all
targets falling within its considerable extent.
Gothaqua worship G'gua, appearing as froglike
humanoids and seeking human alliances to join them in their
revels, often around strange stones. Their scaly hides make
them tough opponents, although their intelligence and ability
to coordinate action is what really defines them.
Optionally, a few Gothaqua know the Opherian
Mysteries and work them as a cultist. They are native to our
world, having originated in some previous, long-forgotten
epoch and seeking ever since the return of their reptilian god.

63
Hosts are humans carrying a larval form, either
unwittingly (Byluu) or intentionally (as the Inghuu breeders),
having greatly enhanced speed and strength while gradually
transforming into the parent race. The gestation period varies
from days to months and involves a steady merging of alien
and human consciousness that seems to the individual to be a
spiritual awakening. There are few cures.
Once the transformation is complete, the enhanced
capabilities are lost, but the listed racial abilities (plus
whatever else the Watcher adds) are acquired, noting that this
removes all previous human loyalties (if any).
Inghuu come from the stars, being capable of
navigating the vacuum of space. A chitinous, insectoid people,
they are technologically advanced and seek to expand their
civilization to other worlds, being disdainful of humanity but
willing to work with subservient allies. They worship dark
F'thangu but are not actively involved with attempts to bring
it into the world, having their own dark designs.
Inghuu breeders use a proboscis to introduce alien
material into an intelligent vessel (recruited with the promise
of knowledge and power) who becomes a host organism and,
eventually, a full Inghuu over the course of 1d6 game months...

64
65
L'lath are the pale and translucent offspring of
Tiltak'ii, being just barely humanoid and impervious to all but
modern firearms. They are mindless hunters.
Nu'rgai look much like amorphous blobs. Their
protoplasmic forms shift constantly such that they can divide
damage among all attackers within ten feet as their bodies
generate (and reabsorb) any number of tendrils in a way that
should be described as visually unsettling.
Obyxu hounds come from the Void but can move
freely in the material world. They are drawn to supernatural
energies, usually from humans carrying cosmic artifacts or
performing one of the Opherian Mysteries, flying on leathery
wings and attacking their prey without mercy.
Phy'kath are a sentient vegetable race, appearing
much like vaguely humanoid mushrooms. They attack using
tendrils but seldom injure, passing their seed much like a
Byluu (and resolved in the same way) except that the Phy'kath
have a racial memory and reproduce by transferring these to
others. This takes 1d6 days, with a passing host state followed
by physical changes and the acquisition of knowledge.
If made to fight, they deal one die of damage or use
advanced fighting sticks dealing two dice from electrical shock.

66
Shuel appear as dancing spheres of light capable of
expanding enough to simultaneously attack up to three human
targets per round. They can materialize at will and absorb
living things to sustain themselves, having inscrutable motives
and no loyalties to any of The Elder Ones.

Time eaters can grow to the size of an elephant,


appearing as translucent amoebas and attacking with a single
pseudo-pod. If they inflict minimum damage (1), they "eat
time" and undo any actions undertaken in the previous round,
including wounds suffered by the characters and/or other
events as determined by the Watcher. Obviously, altering the
timeline can have far-reaching impacts in the game.
Uhthylu are also native to the Earth, appearing as
aquatic, fish-like humanoids. They have long since formed a
symbiotic relationship with isolated human communities,
interbreeding such that they have a juvenile life cycle (thirty
years) indistinguishable from humanity followed by a rapid
transformation into a mature (aquatic) stage...
Reproduction occurs while still in human form and
involves intimacy, with any children so produced being hybrid
Uhthylu with their characteristic life cycle. At the age of
thirty, the transformation is rapid (1d6+6 months) and final.

67
The Uhthylu worship Kt'oth. Their reproduction
seldom involves the characters directly unless some personal
relationship occurs, and this is left to the Watcher. Of
course, mature Uhthylu are natural water breathers and feel a
strong compulsion to enter the sea eventually.
Voohl serve N'yath'qa and work as its agents,
appearing as humanoids with all the emptiness of the Void
shining through their outlines. As ranking servants of an
Elder One, they know the Word to Pass the Void and may use
it with impunity at any time, calling forth an Obyxu hound
once per combat to aid them until slain, although they can use
their chilling touch (one die) as well.
Yen'ghu live in the cold northern reaches of the
world and may be a degenerate form of a prehistoric human,
although this is unknown. Humanoid giants, they easily
interbreed with humans to create hybrid offspring of variable
appearance and intelligence treated as having a permanent
host state. Legends speak of their cannibalistic rites.
Except where noted, Servitors are roughly man-sized,
enabling their infiltration of (and interaction with) humanity
through whatever means. All cosmic horrors are left to the
imagination of the Watcher, with only a minimal description.

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FORBIDDEN WORKS
The terrible truth about the universe is hinted at,
albeit vaguely, in a handful of forbidden books of which only a
few remain. Often, these are incomplete translations from
medieval sources kept under lock and key...
Simply reading from any of the following deals an
automatic 1d6 trauma, although, as a rule, only fragments of
knowledge should be gleaned from any one reading (which
itself requires 1d6 hours). Of course, accessing such a volume
requires vigilance and influence, for institutions having one
understand their danger and are mindful of any attempts to
plumb their mysteries, even for a worthwhile cause.
In short, even after locating a copy, bribery or even
threats may be needed to look upon their blasphemous words.

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Die Zeremonien is a German translation of an
earlier source (The Ceremonies) explaining how to contact the
Dhol dwelling in the Earth. Those who read it suffer 3d6
immediate traumas but learn the Word of Query to the Dhol,
being similar to the Opherian Mysteries but directed at any
nearby (within a hundred miles) creature...
Performing this Mystery establishes contact with the
Dhol, which has terrifying results, for the speaker takes 15
automatic wounds (no armor), dies, and is raised as a fanatical
servant of the thing. And then they wait, often for years,
until the stars are right to begin The Ceremonies necessary to
release the Dhol from its centuries-long slumber.
Leaves of the Worm is another translation,
originally from the Latin, which describes the various Servitor
Races, albeit in decidedly Judeo-Christian terms. It was set
down in the 15th century by the ill-fated John Mayfield, who
stole the original (Relinquit Vermis) from the Vatican and
perished horribly under strange circumstances.

Opherian Scrolls do not constitute any one book


but rather, disparate writings hailing from the near-mythical
and pre-Atlantean civilization of Pangea. These are always
difficult to translate, being written in a now-extinct language.

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Each scroll, little more than faded fragments, has a
small (1 in 1d6) chance of imparting knowledge of one of the
fabled Opherian Mysteries per Table 27...

The Rhyme of Query opens a caster's eyes to the


invisible/unseen world, exacting one die of trauma. For an
additional die, the character may ask one question of the dark
things dwelling there. The sight persists for up to an hour,
affecting only the one invoking its terrible power.
Spoken Pain does up to three dice in wounds to any
target within range (equal to a revolver), although dealing
equivalent injury to the caster, who may have to suffer trauma
just to survive wielding such terrifying power.
The Word to Pass the Void allows a caster to
instantly travel to any known location, although this is
disorienting and deals one die of mental trauma. Alternately,
the caster can linger in the Void for up to an hour, taking
additional trauma (one every ten minutes), noting that only a
single person is so transported. A powerful thing.
The Mysteries work by revealing the non-Euclidian
geometry of an adjacent dimension, allowing the user to
manipulate its reality. This is very much like drinking from a
stream, noting that each Mystery takes one round to cast.

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2d6 AP Notes
2-7 6 Short, written formula
8 6 Phylactery or magic charm
9 7 --
10 8 --
11 9 --
12 10 Strange, multi-faceted gem

Table 28 Elder Signs

Device Notes Origin


Brain carrier Holds a single live brain Alien
Examples: Metal cylinder with attachments
Converter Translates alien speech Alien
Examples: Belt-worn box/helmet/radio device
Medium box Speaks with the dead Human
Examples: Helmet/strange radio apparatus
Perception drug Reveals a hidden dimension Human
Examples: Imbibed/injected substance
Reversal serum Terminates impregnation Human
Examples: Imbibed/injected fluid/transfusion
Time viewer Displays historical events Alien
Examples: Crystal sphere/radio/television box

Table 29 Strange Technology


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Progenies of the Void is an obscure English
translation from the German (Nachkommenschaft der Leere),
which details the formation of the various host races in
mysterious terms and offers power and glory to those humans
who submit themselves to the process...
There is a 1 in 1d6 chance that reading this will
summon either the Inghuu (who probably authored it) or the
Phy'kath, who will make an offer of service and kill any
refusing to cooperate. Aside from this, it is an informative
guide to some of the most powerful Servitors.

The Nemodion was allegedly translated from a


black obelisk found in ancient Egypt, although its author is
said to be the Atlantean sorcerer Nemodius (an avatar of
N'yath'qa). This book holds knowledge of the Elder Ones and
the rituals needed to summon them, making it highly sought
after by cultists eager to exploit its power.
To preserve mystery, the exact procedures for
summoning The Elder Ones are left to the Watcher, who can
decide when (and if) the stars are aligned properly and give
fair warning of any coming preparations. As even the weakest
manifestation is a deadly foe, the players have little choice
but to succeed lest dark things overrun their world...

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In the end, these rules are just a guide, and the
Watcher has the final say as to how events play out in their
personal narratives. Mystery is the key to fear.

ELDER SIGNS
Elder Signs can be found on ancient scrolls in old
libraries (or locked away in crypts), being short incantations
meant to be recited, although sometimes, they appear as
curious fetishes or charms. These grant up to 10 AP against
supernatural foes, including Elder Ones, for ten combat
rounds. Once spoken (or presented, if an object) all power is
used up and/or the item crumbles to dust.
Speaking a sign or presenting a charm is virtually
instantaneous and takes effect immediately (within the same
combat round). These can be generated on Table 28.

WEIRD SCIENCE
The 20s stood at a threshold of scientific discovery
even as they fumbled in the dark with antiquated (and
unexamined) assumptions. Thus, some scientists on the fringe
of their professions may create technologies revealing the
supernatural in entirely new ways. Conversely, there are many
alien races who bring their technology to Earth for obscure
purposes, especially the ambitious Inghuu and alien Phy'kath.

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A list of potential devices is shown on Table 29, with
the following requiring further explanation...
Brain carriers are an Inghuu invention. These
transport a surgically removed brain through the dark of space
when carried by their makers and are normally mechanical
cylinders with sensory and speech devices.
Perception drugs work as a Rhyme of Query,
although questions cannot be asked. This lasts 1d6 hours and
may attract either an Abaloth or Obyxu hound (1 in 1d6 per
hour affected). These normally have to be imbibed, although
some may be injected instead. A powerful thing.
Reversal serums are capable of reversing any
impregnation by a Servitor, like the Inghuu, if adminsitered in
sufficient time (normally, within a day or two of an event).

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- FOUR -
THE WATCHER AT NIGHT

"The boundaries which divide


Life from Death are
at best shadowy and vague.
Who shall say where the one ends,
and where the other begins?"

- Edgar Allen Poe

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The Watcher is responsible for the setting and any
supporting characters, and this can be challenging without the
right preparation. Those already familiar with role-playing
games should be comfortable getting started. However, novice
players might need some practice, and this chapter works as
instant experience for anyone just starting out...

IT BEGINS
Each adventure should have a premise, whether going
after an evil cult posing as moonshiners or preventing the
rebirth of a sorcerer. This becomes easier over time, especially
once the players start doing things. The first adventure, on
the other hand, is more challenging because the Watcher must
bring the characters together as a team.
Obviously, those with similar backgrounds might
already know one another, perhaps as faculty at a local college
or whatnot. Diverse characters, on the other hand, can be
brought together by having everyone attend a formal banquet
(or something similar), where the supernatural shows itself...

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For instance, the characters might include a retired
professor, an opera singer, and an art critic who secretly fences
stolen goods. They come together at a banquet held by the
Geographic Society to honor a famed explorer and his finding
of a strange idol. The professor attends as a colleague, the
singer as entertainment, and the critic to evaluate the artifact
but really planning to steal it. So far, so good...
But when cultists crash the party and swipe the
mysterious idol, these personalities must come together, a task
which leads them to a speakeasy and, later, an underground
altar to The Elder Gods. And it all goes from there, for now
they have drawn attention to themselves. One thing leads
inevitably to another, and the cult, perhaps devoted to Kt'oth,
will no doubt seek their revenge, making future adventures
easier to prepare. This is usually how the best games happen.

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Of course, reading stories from the genre will help
immeasurably, as these are full of great ideas and inspiration
to get the ball rolling. Start here and go...

MAPPING THE DARK


The Watcher should map any locations where major
encounters are expected to occur. This can be done using
graph paper, with one square equaling ten feet. Alternately,
they can use real floor plans and draw a grid to the above
specifications, perhaps taking inspiration from old buildings
in their home town for added realism.
Likewise, important areas should be numbered and
detailed on a separate sheet of paper. This may include notes
about supporting characters and important enemies, making
sure the players never see this, for much of the challenge (and
the fun) comes from not knowing what evil lurks behind the
next corner. Horror is all about mystery, after all.

BUILDING HORROR
Roughly half of any session should consist of dark
discoveries and role-play. And when hostilities do occur, half
or more should be with natural enemies. The horror of the
supernatural comes from its rarity, for it is a terrible violation
of the natural order and one that easily loses its potency...

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81
Building fear may seem difficult; especially when
everything is make believe. However, the Watcher can employ
the following elements to make it all work...

Disgust is an involuntary response to the grotesque


and the easiest feeling to elicit. This can be blood and guts or
worms wriggling from a dead woman's eyes. Know what gets
people retching and exploit it at critical moments.
Shock occurs when the incredible intrudes on the
ordinary. Just when everything feels safe, a terrible revelation
proves there is no place to hide. This is a matter of pacing,
and it works best when it happens selectively.
Existential dread is the highest form, for it
threatens the foundation of reality. Discovering the world is
really a massive egg waiting to hatch makes everything feel
less safe and our very existence less abiding and sure.

HAZARDS
Of course, hazards exist out of combat. Some, like
falling off a narrow ledge, are natural while others, including
stumbling into a pit full of spikes, are decidedly manmade
problems. But both have two things in common. First, each is
triggered by some action, perhaps slipping on a loose rock or
stepping on a plate, etc. These should be avoidable with care.

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Moreover, both types deliver one or more dice of
damage per Table 30 and/or the size and scope of the danger,
with the following requiring some explanation...

Drowning deals a flat 3d6 wounds. If the victim


survives (or takes trauma instead), they somehow survive and
make it safely ashore as conditions permit.
Falling deals one die per fifteen feet dropped, with
additional dice assigned for pits lined with spikes.
Poison comes from venom sacks or certain plants,
dealing up to three dice. This can be ingested or delivered by
means of poisoned needles in a special lock, etc.
Note here that armor may not be effective against
drowning or poison and, indeed, the archaic type can actually
make the former worse owing to its greater weight...
Again, characters can be allowed to take trauma in
place of wounds, dividing this as they see fit (which is actually
realistic given how bodily danger can leave both mental and
physical scars). Only humans suffer from trauma.
Of course, the unexpected can and will happen in a
game, and the Watcher should be flexible and pass reasonable
judgment in cases of doubt. This gets easier with practice,
noting that players want (and need) a firm but fair Watcher.

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Hazard Dice Notes
Burn/crush 1-3 By size and/or extent
Drowning 3 In turbulent waters
Long-range fall 1 per 15' Based on distance dropped
Poison/venom 1-3 Ingested or otherwise

Table 30 Hazards

Year Events
1920 19th Amendment grants women's suffrage
1921 First World Series event broadcast over radio
1922 Congress passes Fordney-McCumber Tariff
1923 Yankee Stadium built in the Bronx, New York
1924 Ford Motor value exceeds one billion dollars
1925 Metropolis (silent film) premieres in Germany
1926 Fox Studios obtains patent for talking films
1927 Charles Lindbergh makes transatlantic crossing
1928 Herbert Hoover becomes 31st U.S. president
1929 Stock Market crash leads to Great Depression

Table 31 Historical Timeline


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But while dangers lurk everywhere, the adventure
should be survivable if played well. For while bad decisions
ultimately end in death, good strategy should always be
rewarded. Moreover, the enemies faced should balance with
the power and/or resources of the characters.

TIMELINE TO HORROR
Finally, while Stalkers of the Elder Dark deals with
supernatural themes, it plays out in the real 1920s and draws
much of its atmosphere from the fact. Prohibition lent a
cavalier, even criminal, air, and new discoveries opened up the
world to the same darkness it always knew.
To this end, Table 31 provides a guide to important
events; although one that emphasizes the United States
heavily. This can be supplemented with additional research,
including pulp fiction from the period. Of course, games
happening overseas can be similarly researched and brought to
life, noting that historical accuracy contrasts nicely against
supernatural events, helping to create tension...
And this is the cosmic horror genre. A turbulent
decade rife with violence and discovery threatened by an evil
from beyond. But with some dice and a little imagination,
humanity can prevail against the darkness that threatens it!

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ABOUT THE CREATORS
James George started gaming in 1978, and after a
twenty-year stint in the military, devoted himself to making
games as easy as possible. Robyn George partook in high
school drama, sang in the opera, and learned to love computer
games. Play is play, after all, whether it is done with toys,
performing on a stage somewhere, or rolling dice in someone's
basement. They live and work in Bellevue, Nebraska...

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