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Layers of Unreality - Pages
Layers of Unreality - Pages
By Josh Hittie
Ostrichmonkey Games
Touchstones
1
Video Influencer: Subs have been
Backgrounds on a steady decline. You need
something fresh, something big!
The following Backgrounds can be This livestream will be your
used during character creation magnum opus. Assuming you can
following the rules laid out in The make it out in one piece.
Bureau.
• Take: selfie camera rig, mobile
Terminally Online: You’ve been an hotspot (tenuous connection),
enthusiast of dark and scary laptop
stories spread through the web for
years. You shouldn’t have opened Liminal Resonant: Something
that link. You shouldn’t have within the Skein touched you,
followed those strange directions. drawing out your latent psychic
You shouldn’t be here. powers. Once you set foot into the
spaces between, it was like waking
• Take: Panasonic RR-DR60 up from a long, hazy, dream.
recorder, backpack (+2 inventory),
tactical flashlight (d6) • Take: occult journal, dream
memento (+1 stability), 1 magic
Wrong Turn: It was supposed to be spell
just a quick trip, and you thought it
was weird when there was a new Desperate Seeker: You lost
doorway on your way out of your someone to the Skein but no one
apartment. You should have believed you. After years of
trusted your gut. searching, you’ve finally found your
first real lead.
• Take: house keys, cellphone (low
battery), grocery list • Take: handgun (d6), photo of
loved one, flare
Amateur Sleuth: Following up on a
set of suspicious missing persons Corridor Addict: The Skein nearly
cases led you down a rabbit hole took everything from you, but you
you never imagined possible. Torn escaped. Or did you? You kept
between finding closure and your thinking, dreaming, of this place. It
instincts screaming at you to turn refuses to let you go. But this time,
around, you soldier onward. you came prepared.
• Take: taser (d6), leather jacket (1 • Take: Armored Vest (+1 armor),
armor), charged power bank sawed off shotgun (d6 blast,
bulky), 1 Skein Fallout
Urbex Junkie: The old factory had
been long abandoned and far too Naive Piranesi: Like a moth to a
tempting to pass up. It was flame, you were pulled here by
practically untouched, just waiting unknown forces. Something within
for you to enter. the Skein wants you to find it, to
never leave, to play a part in
• Take: headlamp, EDC multitool, something greater.
climbing rope
• Take: Strange knife (d6), ball of
Mirror Twin: You are from red twine, broken pocket watch
somewhere else. A stranger trying (+1 stability)
to blend into a world you do not
belong in.
2
The SKEIN Uncanny
The Skein is the backstage of Spaces
reality. Liminal spaces given
ominous shape. They cling to
the underside of reality like The Rooms
parasitic barnacles,
occasionally burrowing their Rooms are the base units of the Skein.
way through, opening up They are individual spaces chained
trapdoors for the hapless or together to create the endless expanse
foolhardy to fall through. of the Skein. The deeper into the Skein
you go, the stranger and more
dangerous the Rooms become. Some
Unraveling The Rooms may appear to have a function
or purpose, but it is always obscured
knots behind a strange logic. This nearness to
the familiar amplifies the uncanniness
Entering the Skein on that suffuses the Skein.
purpose is rare, but not
impossible. There are arcane Rooms can be more than just
rituals of old and dangerous rectangles. They can contain internal
procedures that push the twists, turns, passages, corners, niches,
human mind to their limit, archways and more. The Skein takes
that can unlock access to Rooms, that which is superficially
the Skein. Sometimes the familiar and understandable, and twists
Skein may open itself up to it into something alien and haunting.
an individual, seeking them
out for some inscrutable, When entering a new Room, roll to 1d6
larger purpose. determine its type, 1d6 to determine
how many doors or passages are
present in the Room, and 1d6 to
determine what encounter is present.
3
Zones 3. The Pools
The Skein is broadly broken up The Pools are humid, tile
into six types of Zones. When covered, and chlorine suffused.
exploring the Skein, PCs are Water laps at rounded concrete
typically moving between edges. A loud splash from
multiple Rooms all within the somewhere in the distance. The
same Zone. Zones are water is deep, the floors slick,
ecosystems within the Skein, and the air is heavy.
with their own sets of unique
encounters and oftentimes
unwritten rules. The Zone that a
Room is located in influences
the kinds of items that might be
4. The Lobby
found within that Room, as well The Lobby is a darkened blend
as its general aesthetic. A of every single front reception,
Cavern found within the Offices theater concession, airport,
will feel very different from a hotel lobby, or museum
Cavern found within the Pools. welcome desk. It is a place that
should be welcoming, but is
1. The Offices afflicted with uncanny stillness
and an air of unease.
The Offices are endless rows of
cubicles. Flickering CRT
computer screens cast a harsh
glow. The soft chitterings of a
distant fax machine interrupt
5. The Machine
the silence. The low drone of the The Machine is infected with
air conditioning coming from industrial fractals. It is rust and
above the slightly crumbling steel, sharp edges and burning
drop-ceilings. haze. Rooms within the Machine
are hostile, not out of
malevolence, but out of perfect
inhospitality. Something hints at
2. The Halls a greater greater purpose for the
mechanisms within.
The Halls are endless, stuffy
hallways. All the places that
would normally take you
somewhere else instead twist
and turn offering no relief.
6. The House
Empty rooms that feel as though The House is sinister. Its rooms
they should be filled. Fading take the forms of something so
wallpaper, threadbare carpet, familiar, but twists them ever so
and stiff metal chairs placed as slightly to make it all feel wrong.
though someone just left. Half-memories resurface,
triggered by familiar scents and
sounds, but cast a dark shadow.
4
Depth Bathyal depths
Progressing through Rooms and Depths 26-50
Zones forces PCs deeper and
deeper into the Skein. Descending Scale and distance begin to lose
through the Skein progressively meaning as it becomes more and
increases the party’s Depth as more difficult to judge how far you
outlined in Exploring the Skein: have traveled. The air is almost
Moving Forward (pg. 7). always still, static, not merely
unmoving, but arrested. There is an
Each new Room encountered omnipresent sense of déjà vu and
increases the depth by 1d6, and being watched that scrapes gently
entering a new Zone increases the at the back of the mind.
depth by 2d6. The deeper into the
Skein the PCs progress, the more
dangerously surreal the
environments become and the
more difficult it will be to return to
Abyssal Depths
their entrance. Depths 51-100
5
Hollow depths
6
There is 33% chance of the break
Exploring sealing up behind the PCs,
breaking continuity.
the Skein
When PCs enter the Skein, the first Escape
Room is generated at Depth Zero.
To create a Room; Quickly flee to a new location,
attempting to escape an
• Roll a Zone if no Zone is known. encounter. Escaping always ends in
a new Zone, breaking continuity,
• Roll a Room Type. and adding +2d10 Depth.
• Roll 1-2 Zone and/or Depth
Details. pausing
• Roll 1d6 to determine how many
doors there are. When PCs Pause, they take the
time to do something within the
• Roll for a Room Encounter. current Room.
Time spent exploring the Skein is
divided into abstract turns. During Explore the Room
a turn, the PCs together can
choose to Move Forward, Pause, When PCs want to spend time
Travel Backward, or Locate an Exit. exploring the Room, roll on the
Room Encounter Table to
determine if any encounter
Moving happens. Exploring a Room might
result in scavenging supplies,
Forward finding some sort of clue.
7
Something Else Locating
The previous options are not
exhaustive. If PCs choose to
Exits
remain in place for a specific If continuity has been maintained
purpose, explore that purpose. If with the original entrance, PCs may
appropriate, the GM may roll to see attempt to backtrack all the way
if there is an encounter. back to the entrance, escaping the
Skein. If continuity has been
Traveling broken, a new exit must be
located.
Backward Whenever a new Room is
encountered there is a chance that
PCs can retrace their steps to a an exit is nearby.
previous room so long as
continuity between the target • At depth 0, there is a 1% chance
location and the current location that one of the next 1d6 rooms
has been maintained. Once will contain an exit.
continuity has been broken, the
only ways to return to a previous • Increase the Exit Chance by 1%
location is for it to randomly for every 1 additional Room
emerge from the table results, or encountered.
through other player-devised
methods such as; • Increase the Exit Chance by 5%
for every new Zone encountered.
• Cobbling together odd bits of
technology, which always • Increase the Exit Chance by 5%
behaves in strange ways within for every Tangle encountered.
the Skein.
• Decrease the Exit Chance by 1%
• Conducting an arcane ritual for every 2 Skein Fallouts the
which requires a strong anchor PCs have in total.
to the previous location.
It is possible to summon an exit
• Following a local guide. Hopefully within the Skein. To do so is a
they are trustworthy. dangerous and unpredictable
undertaking. The method is
While backtracking through different for every group and every
previous Rooms, only empty Rooms manifestation of the Skein. If PCs
require a new encounter roll and wish to attempt to summon an
Depth is not increased. exit, the GM should draw
inspiration from the current
journey through the Skein to craft a
unique challenge.
8
Survival in the
Skein
While within the Skein, time passes unreliably, and
hunger and thirst come and go in waves. It takes twice
the usual amount of time for a PC to become
deprived. Those desperate for supplies can attempt to
scavenge for food or water in a Room, but anything
that originated within the Skein runs the risk of
introducing its corruption into those who consume it.
Corruption
As PCs descend through the Skein, they will be
changed.
9
Skein fallouts
Spiral Awakening: The ways in which you perceive reality
1 rearrange. It is confusing, disorienting, but opens up new sensory
paths untread by humans until now.
10
11
Room types
Cavern: Massive in scale, nearly impossibly so, this Room
1 stretches out in all directions. Caverns at deeper Zones have a
habit of exhibiting their own microclimate effects.
Room Encounters
Nothing: This Room is free from a specific encounter.
1 You are safe for now.
12
Cavern Moments Cavern Horrors
A massive shadow clouds the The titanic remains of some
1 far wall as something in the
distance grows closer 1
creature seemingly fused with
the floor. You must pass through
them to continue.
An unnatural gust of wind
2 carries a foul scent All sound echoes
cacophonously, it bores through
Distant scraping echoes from 2 skulls and scrapes away at the
3 the far end of the room senses.
The light sources are spread far Stricken by sudden agoraphobia,
4 apart, creating pockets of
darkness 3 the room zooms away from your
grasp.
The room appears to be rapidly All light is suddenly snuffed out
5 expanding as you move through
it 4 as something gigantic lumbers
close.
The furniture and decor in this The room takes on a mouth-like
room is repeated over and over terroir: the floor beneath you
6 and over and over and over 5 like a tongue, the distant walls
and… as teeth.
13
tunnel moments tunnel horrors
The walls gently sigh a hot The materials of this room are
1 exhalation from all directions 1 wet, fleshy, and peristaltic to
the touch.
Moving through this room is
2 like crawling through chilled, The walls move closer,
cramped, air ducts. 2 squeezing and constricting like
a massive serpent.
Scratches left behind on the
3 wall, as though something were The room seems to be
marking a path 3 repeating itself, looping like a
suddenly inescapable circle.
A heavily notated map is
4 pinned to the wall, most routes What was once a solid wall
crossed off with ragged X’s. 4 opens up into a gaping,
gnashing, bloodied mouth
A bell chimes from around a
5 nearby corner, welcoming your
approach. 5
A hot, wet, red liquid drips
from above.
A long, red thread winds
A strange cracking comes from
6 through the room, tangling its
behind the walls, as though the
way around your feet.
6 room were stretching out its
bones.
Threshold moments
The old floral wallpaper flakes
1 off with the faintest touch, Threshold Horrors
smelling of mildew and despair. Slits open up in the walls
14
Altar Moments Altar Horrors
A polygonal computing device An unblinking eye floats
1
sits atop a metal stand: its
chassis is made from age-
1 suspended in the perfect center
of the room.
yellowed textured plastic.
A human body, cleanly, but
A red bakelite phone rings. Its completely, butchered, is
2 ringing grows louder the longer 2 draped lovingly over a single
it goes unanswered. chair.
15
Office encounters
Faceless office drones mill
1 about, mannequin-like and
swaying gently.
Office details
1 Exposed fluorescent tube lighting flickers overhead.
2 The constant clicking and whining of a dying disk drive.
A low murmur of invisible office workers from all
3 directions.
A nearby water cooler gurgles, the liquid inside red and
4 viscous.
All the clocks in the room spin too slowly, too quickly,
6 mesmerizingly out of sync.
16
hall encounters
A shadow projected on the wall passes causally
1 by, but there is nothing around to have cast it.
Hall details
1 The air is stale and unmoving, both cloying and musty.
17
pool encounters pool details
The water of the pools A diving board slowly wags
suddenly retreats, back and forth, as though
exposing the hard cement 1 something just jumped from
1 bottoms. The roar of the it.
approaching tidal wave
overtakes all other sounds. The light reflects lazily off
the surface of the water,
The water begins to spill 2 casting a faint glow across
over the edge of the pool the walls.
2 and continues to steadily
rise. The air is thick with humidity
Captivating, enthralling
singing burbles up from
6 beneath the surface,
followed by gently
beckoning hands .
Creature
7-10 Encounter
depth
11-12 Encounter
18
lobby encounters
Faceless bellboys attempt to take your luggage
1 and items from you.
lobby details
1 Harsh geometric wallpaper that moves when you stare at it.
19
Machine
encounters
Whizzing conveyor belts
carpet the floor, snatching
up the unaware and
1 shepherding them toward
sharp toothed, gnashing,
industrial shredders.
Creature
3 making already sharp edges
almost serrated with corrosion.
7-10 Encounter A constant cacophonous
depth 4 clanging seems to come from
11-12 Encounter
every direction.
20
house encounters
Heaping and overflowing plates of grotesque
1 meats are artfully arranged across a long dining
room table. Placemats are set expectantly.
house details
A soft, melodic humming comes from somewhere deeper in
1 the room.
21
Photic Details
Spoken words are ever so
1 slightly muffled, as though by an
invisible mask. Photic encounters
Hastily scrawled coded A few wandering Freshly
Lost (page 31), they have a
2 markings are written off in the
corner of the room. 1-2 useful tool the PCs might
need.
Dead leaves rustle in an unseen
Worn supplies and nearly
3 breeze, as though just swept in
through an open door. expired rations are
mesopelagic
Mesopelagic encounters
A singular black cat walks
details past the PCs. It seems to
follow them between
Cast shadows move slightly out
1 of sync from their source. 1-2 rooms, growing a larger
and larger cheshire-esque
Chromatic aberrations plague grin the deeper it follows
2 the periphery of vision. the PC into the Skein.
22
bathyal Details bathyal
Solid, sturdy objects suddenly encounters
1 have an uncomfortably fleshy
give to them. The lights are suddenly
snuffed out, and a
Half-formed, shadowy scrabbling noise is heard
2 silhouettes watch you from the
darkened corners of the room. 1-2
around the PCs. When the
lights flicker back on, each
PC has had a black X
The room is decorated with marked somewhere on
arsenic-green floral wallpapers their body.
3 that exude a sweet yet acrid
scent. The shadows start to
rearrange memories and
All surfaces take on the same thoughts, elevating distrust
4 texture of crumbling drop- 3-4 and paranoia. Stress is
ceiling tiles. doubled for the next 1d6
Rooms.
The air is sharp and pricking. A
5 buzzing scent close to ozone is
nearly overwhelming.
A fist-sized mechanical
beetle drops down from
the ceiling, latching onto
The silhouette of a human-
shaped form hides in plain 5-6 the back of the neck of one
PC, and injecting them in
sight; In the shape of a piece of the spine. CTRL Save or
6 furniture, in the shadows of a gain a Skein Fallout.
doorframe, in the cutout of the
wainscoting.
Abyssal details
The temperature and climate of the room seems to shift with every
1 other step: freezing cold to blisteringly hot in mere moments.
Perception and causality are out of sync. Movement and action appear
4 to happen just before the thought to do so forms.
23
abyssal encounters
The air ripples and parts, the room
shakes and rumbles. The current
1-2 room is cut in half as a massive
fissure opens up, plunging deep into
the heart of the Skein.
hadal Details
Light and color streaks like
1 melting paint dripping through a hadal encounters
kaleidoscope. The Eye, that which is the
unending watcher, reveals
Sound becomes semi-tangible, 1-2 itself to the PCs. It readies
truth and lies emerging from the its silent judgment.
2 vibrations more clearly than
before. The red, wet, sinews of
reality become visible to
Movement conjures technicolor all. They vibrate with a high
3 eddies and riffles through the 3-4 pitched thrum. They are so
air. exposed, vulnerable, and
tempting.
The seams of reality bulge and
4 fray as the viscera of the
universe starts to seep in.
The PCs find an entrance
to the Executive Suite. This
is where the Powers That
Senses blend together, touch, 5-6 Be hold their board
5 sight, smell, taste, it all
becomes one.
meetings. You were not
invited.
The void whispers and caresses
6 you lovingly. You are so close,
just a few more steps.
24
25
26
Tangles in the skein
At depths 10 and below, it is possible to stumble into special, anchored
locations within the Skein called Tangles. These locations tend not to
take on characteristics of the current Zone, instead harboring their own
special properties.
tangles
The room is filled nearly to the brim with clear pneumatic tubes that
disappear into the floor, walls, and ceiling. Packages, letters, and
11 stranger items whiz through the tubing at dangerous speeds. Some
tubes seem just large enough for a person to squeeze into.
The still and empty waiting room of the local DMV. You did not bring
12 all the required forms.
This room has walls that are covered in grasping, mechanical arms.
14 They gesticulate desperately if any PC draws close. STR save or be
caught by the arms.
The interior of a large, hazily lit roller skating rink. Classic tunes pump
21 through a staticky sound system. A small horde of 2d10 Warped Lost
lazily skate laps around the day-glo rink.
27
The walls of this room are filled with rows and rows of hyper realistic
23 masks of all shapes, forms, and beings, including replicas of the PCs own
faces. Taking and wearing one of the masks grants a new face.
Entering this room is like stepping foot into a dark, fetid forest. The
canopy is thick and obscuring, no sky is visible though it is clearly night.
In the distance a hunting horn sounds.
The Hunter
32 • 10 HP, 1 Armor, 18 STR, 16 DEX, 12 CTRL
• Greatbow (d8)
• To pursue prey to the ends of existence. Nothing save its own
destruction will stop the Hunter for long.
This room is endless sky. Stepping through the door sends the PCs
33 plummeting into freefall. At irregular intervals doors to elsewhere within
the Skein whip past. Exiting this room adds 1d100 Depth.
Along an interior beach, salty waves lap against the mildewing carpet.
34 Chairs sit halfway submerged in the tides. The water fades out into the
distance. There is not telling how far this ocean goes.
28
This room is an identical copy of one of the PC’s childhood
bedrooms. Ability loss can be recovered as if it were HP while
41 resting in the bedroom. Something shifts from beneath the bed,
and rattles faintly from within the closet.
The front desk of a small, slightly rundown motel. All the shades
are drawn, and nearby a display is overstuffed with pamphlets of
51 tourist locations. A room key waits on the desk. The key unlocks
one of the nearby room doors, which can take the PCs back to one
previously revisited room, potentially restoring continuity.
29
A small corner of the Super Sargasso Sea. A cosmological
junkyard filled with detritus from all periods of history. With
53 enough effort, PCs can try to locate and scavenge useful items
from within the precariously towering heaps of junk.
The Skein has encountered an error. Roll again and combine the
62-66 rooms into a single twisted amalgam.
30
Creatures of the skein
Use the following table for determining Creature Encounters.
Long-fingers
6 HP, 1 Armor, 10 STR, 14 DEX, 12 CTRL
Covered in a dark, dripping liquid, its many-jointed fingers dart from the
shadows.
The Lost
4 HP, 12 STR, 10 DEX, 14 CTRL
• Victims of the Skein left to wander its endless rooms for far too long.
Usually travel in small groups. Roll to determine what kind of Lost.
2 1-3: Fresh: still desperately clinging to morsels of mundanity, they
might be reasoned with
4-5: Warped: their bodies are warped nearly beyond recognition after
spending too much time in the depths
The Observer
8 HP, 11 STR, 13 DEX, 18 CTRL
31
Doppelgangers
3 HP, 1 Armor, 10 STR, 10 DEX, 12 CTRL
• Critical Damage: Quickly swaps places with the target. Who is the real
one now?
Smiling Dogs
4 HP, 1 Armor, 12 STR, 12 DEX, 10 CTRL
7 • Teeth (D4, D4 Stress)
32
Haunted Doll
3 HP, 2 Armor, 13 STR, 11 DEX, 12 CTRL
• Lies still and waiting. When moving, its limbs articulate with too many
8 joints.
• Critical Damage: The spirit that possesses the doll will haunt the PC
after the doll-body is destroyed.
Doppelgangers
5 HP, 3 Armor, 12 STR, 12 DEX, 12 CTRL
33
Meat swarm
10 4 HP, 2 Armor, 14 STR, 10 DEX, 12 CTRL
• Slam (D6)
d6 Feature Goal
1 Covered in eyes To assimilate
34
Unwoven delves
Record your delve into the Skein here.
notes
denizens
rooms
Layers of
unreality
OSTRI�MONKEY
GAMES