Horror—Ways to Make Your Adventures More Terrifying

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The following was a portion of the RPG based on our original comic, Skeleton Crew, that’s currently on the back-burner. In the meantime, I thought I’d share this section you on how to make your adventures a little more terrifying.


Unknown Threat

It’s easy to think of a dozen different types of monsters out there (ghouls, ghosts, vampires, etc.), but you have to remember—tales of monsters existed centuries before monsters had any names. It is common for gamers to label creatures into neat little categories—but to name something is to understand it, and the root of suspense comes from NOT knowing. When writing a creepy adventure, it might pay off to create a horror of your own. You might hint at the name through a local legend, but leave only vague stories as to what it could really be. In terms of skills and aspects, it might resemble other monsters, but the players will no idea how strange or tough the creature they are facing is. Or, make them think they know what it is, until you decide to switch it up on them—have them encounter a normal vampire, only to have his head sprout crab legs and walk off of his shoulders.

Naming Your Monsters (English and American)

Personally, I think folksy or childish sounding names often have the creepiest feel—better still if they have onomatopoeia in them. For example, why not the Tailypo, the Snickercatch, the Moggytom, the Nibblegnaw, the Cindergrim? Author Neil Gaiman wrote an amazing short ghost story called “Click Clack the Rattlebag”…little is known about the “Click Clack” monster, except it drinks the victim’s insides, leaving only a clattering “Rattlebag” of skin and bones. Brrr!

Nursery rhymes work great in there, too. Think of nonsense/old words like “eeny” and “winkum”, find a good meter, and add in some vaguely creepy stuff to the verse.

Ragged-Man

Ten little fingers, nine little toes
Ragged Man comes, and the Ragged Man goes
Eight little fingers, little toes seven
Keeps you from hell and he keeps you from heaven
Six little fingers, little toes five
Ragged Man steals you, a bit at a time.
Four little fingers, three little hairs
Ragged Man’s coming, up up the stairs
Two little eyes, and one little thumb
Nothing can help you, the Ragged Man’s come!

Naming Your Monster (Bilingual Version)

Of course, the above works best with English speaking threats—for exotic creatures, go with exotic names. Look up local monsters, and mash them around—the Indian Vyala becomes a Vylkara. Or, use an internet translator, and keep translating random dark words until you have a name that sounds neat. For example, Babelfish.com says “death forest” in German translates into “Tod-Wald”… not a bad creature name for 3 seconds of research.

Creating Monsters—Letting the Players Do the Work

There’s no reason that you can’t force your players to do the hard work for you. Don’t have a name for them? Let the characters come up with a nickname all their own—this helps if you give the creature a very distinct appearance—Example: , spiders for hands, three red eyes, etc. You probably won’t need to ask them—by the second time they see them, the characters will probably start tossing names around themselves as they communicate. Likewise, if they have a Mythos-heavy character in the group, he or she might declare that he or she has heard some of the legends concerning the creature, and come up with a neat new aspect to include in the origin story. An example of this shows up in the movie The World’s End, which features the heroes desperately trying to name the eerie villains—they use “the blanks” as a placeholder while the argue over the perfect name. Only then do they realize that “the Blanks” IS the perfect name for them!

Apparent Danger

Many of your adventures, humorous or horrifying, might start off the same way. However, once secondary characters start dropping dead or your group uncovers mass graves, the mood will change quite quickly. You have to get the players into the frame of mind that their characters are in legitimate danger—someone or something is here, just out of sight, and is fully capable of picking them off one by one. A few NPCs can be sacrificed to get this mood across—likewise, if the NPC Ranger Bob was the only with knowledge of the mountain (and with keys to the truck), your safe one-hour drive just became a 6 hour game of survival in the dark woods. Also, don’t be afraid to ignore dice and stats and tease the group with an impossible threat—maybe they can’t hurt the Moggytom during its first encounter, but learning its secret will allow them to physically hurt it. A helpless group will be more likely to fear the threat. If your group is a little virtuous, leave them a living NPC alive that they have to escort out—his vulnerability becomes THEIR vulnerability.

Get Gruesome

Not advised for queasy groups, but rather than just having NPCs disappear, have them be found again—in a barely recognizable state. Give them bloody scenes, slashed corpses, and guts galore. If you want to make it dark and still confusing, maybe the only way to know the number of victims is, (to quote the They Might Be Giants song), to “count the arms, the legs and heads, and then divide by five.” The primary function of such gruesomeness is to make the characters realize that danger can befall themselves (or the few remaining NPCs under their protection.) Secondly, any patterns might lead your characters to the origin of the monster—if all the victims are impaled with ancient railroad spikes, maybe researching into the old, abandoned railroad line will reveal a horrible tragedy left unavenged. Thirdly, if you like a bit of mystery, maybe you can hide the real threat amongst the victims—at first, it seems that all five of the grad students were liquefied in the dorm room, but close analysis shows that only four died in that mess. Was the killer hiding amongst you the whole time?

For further

Evil = Intelligence

All great monsters, but especially werewolves, focus on the idea that a normal human can be turned into a beast. Underneath our suits and ties, each of us has a hungry animal, waiting to lose control. This is a common trend, and will (and probably should) show up during your campaign. However, nowadays, we occasionally see traditional monsters as civil and intelligent—our zombies eat pizza, our vampires read the paper and only drink animal blood, etc. However, if you want to add a creepy twist, introduce a former-human-turned-monster that’s in control and yet still a man-eater—a civil, reasoning monster that does unspeakable things. For example, Jonathan Coulton wrote the song, “Re: Your Brains,” about a group of humans barricaded in a mall. One of the attacking zombies (and the singer of the song) is a former coworker turned brain-eater, trying to convince them to surrender. On the surface, it’s hilarious—a zombie is throwing around business buzz-words like “FYI” and “table it for now.” When you analyze it, though, it features a zombie that remembers his previous life, can empathize with the survivors, but still feels NO REMORSE for trying to bash their skulls open and devour them. That’s all kinds of sick.

Ticking Clock

A convention of suspense that easily carries over into horror. Make the heroes race a proverbial clock—if they fail to do something by a certain time, something horrendous will happen. This is common enough in most stories already, but the way to make it clearer still to the group is to have an actual escalation—a bogey that feeds in the darkness is creepy. Why not have the rain start coming in, along with clouds that darken the moon? Worse still, the city blocks are suffering blackouts, one after the other, getting closer and closer still…This can also be done with aspects—maybe they are each given a negative aspect representing a strange mental influence, such as On Edge, and when you get really close to the climax, replace it with more and more sinister aspects, such as Violent Rage, or Murderous Instincts—suddenly, they are not their own masters, and they have only a short time before their humanity is lost!

Further Reading

One last recommendation: for further reading, I recommend Steven King’s “Three Categories of Terror“.


That’s it for now… Until next time, Game On!

-Dave Seidman-Joria

Monster Showcase – The Guardian Bell

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This week on Tangent Artists Tabletop, we showcase a new monster for your Fate Game: The Guardian of the Bell!

The Guardian is intended to be a boss or mini-boss for the party to face solo. The players will face it in a conflict, but it’s special rules will force the players to act in ways they wouldn’t normally.

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GUARDIAN OF THE BELL

Thousands of years ago, a forgotten tribe of mountain dwelling people built a temple. Their names and the name of the god has been forgotten, but it is clear that they consecrated the ground with a blood sacrifice of some beast.

 

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Art courtesy of Gennifer Bone. For a full-sized version, become a patron of her Patreon.    (Warning: some images NSFW).

A great time later, a group of monks tore down the paleolithic temple, and founded a temple, dedicated to a more peaceful religion. They blessed the shrine, and wrapped the perimeter with sacred writings meant to ward off attackers.

 

On the hundred year anniversary of the shrine’s founding, the shrine was attacked by robbers.
To the monks astonishment, the sacred temple bell arose and began attacking the bandits, driving them away; but soon the strange guardian started hunting down the monks as well. The sacrificial beast of old and the prayers of the new had, instead of counteracting each other, merged into something entirely other.

The Temple of Osha-Rin still stands on the clifftop, abandoned. No doubt the overbearing guardian is still haunting it, slaughtering any pillager or pilgrim that comes near. 

RULES

 

High Concept: Reanimated Spirit Beast

Aspects: Beastlike mind; Holy terror; Territorial; Here and Gone Again.

Core Skills*

+5: Fight
+4: Provoke/Intimidate**, Will
+3: Physique, Notice,
+2: Athletics, Stealth

FAE Approaches

+4: Forceful
+3: Quick, Flashy
+2: Clever, Sneaky

*Core Skill Level – The Skill levels are based on a game with a Great (+4) cap. If playing with a higher or low starting cap, the guardian’s level should be +1 above the PCs.

**Intimidate: Tangent Artist’s upcoming “Skeleton Crew RPG” will feature the skill “Intimidate.”

 

Special Rules

Stunt / Extra – Indestructible: The Temple Guardian does not have a stress track. For all intents and purposes, it is indestructible, and players cannot use the attack action. (Note: Fight and Shoot can still be used to attempt overcome rolls and create advantages.)

Ring the Bell: The temple guardian will only disappear if the PCs can get the bell to ring five times. This can be done by making the spirit over exert itself (see below), or by besting the beast in an overcome roll (See “Shall Not Ring!” below).

Stunt – Shall Not Ring! The Guardian Beast gains a +3 to any skill/approach when defending against any overcome rolls to ring the bell. (Ex. If attempting to use Fight to ring the bell, the beast defends with a +8 before rolling; if using Athletics, it defends with +5.)

Stunt/Extra – Exerting: The beast thinks like a wild animal, and will spend its turn attacking if possible. If it cannot attack (ex. it is pinned to the floor by an obstacle,) it takes any appropriate action it needs to free itself, and then will exert itself. Whenever it exerts itself, it may take an additional action, but this causes the bell to ring. The beast will continue exerting itself until the bell has been rung a total of 5 times, or until it made an attack against a character (it doesn’t have to succeed). GM’s: As an exception, the beast will not exert itself to death in the first round.


GM Tips

Handling Indestructible – There are a few ways to let the players know that the players cannot use the indestructible action.

  1. Warn Them – Let the players know at the beginning of the combat that the attack action won’t work. This prevents them from wasting their time. (Of course, you can offer a compel to any players for PCs that would be a little too slow to realize this).
  2. Surprise Them – You can wait until someone attempts an attack, and tell them it doesn’t work; treat this as a compel, with the player getting a free fate point. This is less friendly, but matches the normal flow of the fight. The downside is, this will often make players upset. As a consolation, considering giving two fate points instead of one, or let the player take an extra action next turn / at the end of this turn. Also, if the player spend any fate points or special one-use stunts during the attack, make sure they get them back at the end of the turn / conflict.

 

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Speaking of creepy stuff, Tangent Artist’s comic “Skeleton Crew” is now on Web Toon! The first issue is up, with more to follow. Read it online or on the Web Toon app!

Masters of Umdaar – The Scorpotaurs

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Inspired by ‘s challenge, the Villains of Umdaar, I’m present my own submission: the Scorpotaurs!

It was inspired by one of Gennifer Bone’s Monsters of the Week. Support her patreon, you can get access to more images like the one below. https://www.patreon.com/ladyredfingers (Warning: some images NSFW).

THE SCORPOTAURS

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Bioform: Bellicose Scorpion Centaurs

Motivation: I’M the strongest

Aspects: Big and Mean; Poor Jumpers; Ranged Weapons are for Weaklings

Approaches:

Forceful: Good +3

Quick: Fair +2

All others: Mediocre +0.

Stress: 2 stress each

Stunts:

Scorpion Legs: Scorpotaurs can climb up vertical surfaces with ease. They also  gain +2 Quick when overcoming any climbing rolls.

Weapon: Scorpotaurs are armed with one weapon from the Umdaar weapons chart (reroll any range weapons).

 

SCORPOTAUR ALPHA

The alpha is the leader of the clan or the hunting party. They are the toughest fighters, but their position in society is fragile; they fact that they already pledge allegiance to an outside Master has made them weak in the eyes of their followers.

 

Bioform: Bellicose Scorpion Centaur Chieftain

Motivation: I Must Remain in Charge

Aspects: Bigger and Meaner; Poor Jumpers; Ranged Weapons are for Weaklings

Ranged Weapons are for Weaklings

I Serve the Master… For Now

Approaches:

Forceful: Superb +5

Quick: Great +4

Clever: Good +3

All others: Average +1.

Stress: 3 stress, plus one condition (2 stress)

Stunts:

Scorpion Legs: Scorpotaurs can climb up vertical surfaces with ease. They also  gain +2 Quick when overcoming any climbing rolls.

Weapon: Scorpotaurs are armed with one weapon from the Umdaar weapons chart (reroll any range weapons).

Venom Tail – The Alpha has the BIG tail. Instead of making a weapon attack, the Alpha may use Quick to make a Tail attack. If the attack is successful, the victim gains the aspect “Poisoned.” While poisoned, the character cannot use the Approach “Quick.” The venom is caustic, and will even affect non-organic bioforms! The aspect can be overcome by a healer (or, for androids, a mechanic), or will drop off at the end of the NEXT scene.