WHISPERS IN THE DOORSTEP OF THE MOUNTAIN OF MADNESS – A Dark Comedy MicroRPG

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WHISPERS IN THE DOORSTEP OF THE MOUNTAIN OF MADNESS

A Cosmic Horror Dark Comedy Micro RPG for 3-11 players

By Dave Seidman Joria

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RPGs are funny; even though players know they are playing fictional characters, and thus are not at risk themselves, they will still act cautiously. There is a strange paradox of embodying adventurous characters who live dangerous lives, yet they still want to shelter them and be cautious.

So I had a strange idea: what if player death wasn’t something to be avoided, but embraced.

Thus, I’ve made a MicroRPG using a new, untested system:


The Inevitable Doom System

Material

1d6s, paper, writing utensils. (The setting below also requires lots of slips of paper).

Characters

The players should collectively create a team of 5-10 playable characters. A small group of players (2-4) are encouraged to create 2 or 3 pcs each, while a large group of players (6-10) will only create one character each.

Each player creates a character with a name (don’t get too attached; they’ll be dead soon enough). They get to pick one stat to specialize in; this is the Specialty.

Examples: Mind, Body, Soul, Gut; Quick, Clever, Forceful, Flashy, Careful

Also, pick a Personality Flaw: ex. Vain; Too Curious; Never Back Down from a Fight

Equipment: Each player has two packs:

A basic pack, with generic things.

A specialty pack: filled with any special items related to their specialty.

Players don’t need to declare their items beforehand; they just naturally have them unless they are used up or lost.

Play

The game consists of multiple Encounters; each encounter includes some obstacle or threat facing the team. At each Encounter, the GM will ask: What does your character do?

Each player will pick at least one of their characters that they control. They will decide how they react, and share it; this may be said aloud, or written down and then said aloud, depending on the scenario (see below).

The GM decides the order of actions (use common sense) and asks the player to roll a specific number of one-sided dice (d6s).

  • If the action matches their specialty, they roll 1d6.
  • If the action does not match their specialty, they roll 2d6.
  • If the action is particularly dangerous (ex. Jumping off a cliff; Punching an Elder God), the GM may ask them to roll 3 or more d6.

Results:

  • No 6s: If a roll consists only of dice with the values 1-5 (no 6s), the character survives. Depending on how they roll (low good, high bad) or the difficulty of the action, the GM can decide if they succeed effortlessly, or at some cost (ex. Costs include: they use up their rations; they lose all specialty items; they’re injured; they trigger a random encounter).
  • At least one 6 is rolled: If the character rolls at least one natural 6, the character meets their Inevitable Doom.

If more than one character rolls a 6 in the same encounter, the PC that rolled highest dies. In case of a tie, they both die! Horribly. Or suffer something worse than death (let the player pick).

The player is encouraged to come up how the character dies; if a cause of death is not clear, the GM is encouraged to help. (If a good reason isn’t obvious, see “Stupid Deaths” below).

Sidebar – The “Me First” Rule! – If another player INSISTS their character die instead (as it fits they story better), they can volunteer to die instead.

If there’s at least one surviving member of the party, they managed to overcome or sidestep the obstacle of the Encounter and move on to the next Encounter.

Continue going through all encounters until all characters are dead. Bonus: Players pick the favorite death (not including their own).

Sidebar – Spread the Love – In some scenarios, a player with no surviving PCs may have nothing to do. If so, players with 2+ characters are encouraged to share their survivors. (This is not the case in the following scenario, where players without characters are still involved as Whispers).


SCENARIO – WHISPERS IN THE DOORSTEP OF THE MOUNTAIN OF MADNESS

The following scenario is half “man-vs-nature” struggle in the Antarctic, and half cosmic horror. It’s also a parody of Lovecraft (with hopefully none of the racism).

Material – 1d6s, slips of paper (or 1/2 or index cards)

Pre-game

Pass around the random question chart.

Each player rolls, picks that question, and writes a brief (1-2 word) answer.

  1. What’s a word that makes you squeamish?
  2. Name an animal whose name starts with the same letter as your last name?
  3. What’s the dirtiest word you would say in front of your grandmother?
  4. What did you eat for lunch?
  5. What is your favorite color?
  6. What’s something you feared as a child?

The GM keeps these slips and sets them aside, these the Back-up Suggestions.

Plot

Decades ago, a strange pyramid was reported in the Antarctic, hidden inside a mountainous crater. A team went to find it, and never came back. It was assumed to be an optical illusion and a fool’s errand.

But now, the year is 1980. New reports of the pyramid are circulating, captured by spy planes and fuzzy satellite pictures. It could be a natural phenomenon. It could be the breakthrough of the century. It could be your doom.

You are the team sent to find out if the pyramid is real. Oh, and by the end of the game, every one of you will die.

Character Creation

Players will create characters as above. Suggested Specialties for this scenario:

STANDARD EXTRA
Science! Wilderness
Action! Cowardice
Occult Greed
Heart Handiness

A basic pack: generic items for surviving the Antarctic: rations, flashlight, rope, radios, etc.

A specialty pack: filled with any special items related to their specialty (ex. Science has instruments and satellite phone; Action has a rifle and dynamite; Occult has dowsing rods and wards; Heart has med kits and pictures of family, etc.).

Play

1st Encounter

Sidebar – For suggestions on the Scenario, see the Suggested Encounters Table

During the first encounter, the GM will ask players to react to the Encounter. However, the players will write their reactions on slips of paper; these are called “Reaction Slips.” After everyone is done writing, the players reveal what they wrote and roll.

After the end of the first encounter, the GM collects all Reaction Slips to the side, but does NOT discard them.

2nd Encounter

Starting with the 2nd encounter, the teammates start hearing unearthly voices in their head.
The GM will describe the 2nd encounter as they did the 1st. The players will write their responses and keep them hidden.

The GM, however, will also submit a suggestion slip; this is called a Whisper. A Whisper can come from a discarded Reaction Slip, from a Backup Slip, or from the GM themselves.

The GM then picks a random player; they give that player the slip. The player shuffles their Reaction with the Whisper, picks one at random, and follows the action on it. If it is the Whisper, the PC must attempt to do the substituted action, rolling like normal. Once a “Whisper” has been used by a player, discard it completely.

If the PC’s action did not kill the PC but did not clear the obstacle, the GM may ask that the PC complete their original intended action, rolling as normal. Alternatively, the GM may just decide that the obstacle is cleared (ex. Another pc might have resolved it during their action).

Using the Backup Slips: A GM may give a Backup slip as a whisper. These are vaguer than normal; when these are revealed, the PC treats it as a dangerous threat, rolling 3d6. Using the slip as inspiration, the player and GM should work together describing the dangerous, compulsive action the PC took (if they survived), or the bizarre threat that killed them (if they died).

Ex. The PC reveals a Whisper Backup Slip that says “Red.”

If they live:

  • The player may decide that their character became enraged and ran off on their own.

If they died:

  • They might explain how they exploded (at some badly cooked shoggoth?)
  • They hallucinate the color red, causing them to walk into a chasm
  • They get crushed from a falling red Chevy Corvette (nothing’s too weird for this game.)

3rd + Encounters

The GM continues with the adventure. They may give out an increasing number of Whisper slips (i.e. 2, 3, 4) with each encounter until at least 1 player is dead. The GM should do their best to give out whispers evenly, avoiding hitting the same person multiple times in a row.

Special Scenario Rules – Voices from the Dead

When a player dies, they are not out of the game; just like the GM, they are now passing Whisper slips on to the players. They can do one of the following:

  1. Pass out a used Reaction Slip. (This can be a slip that was written by any PC; if it is from their dead character, it is quite flavorful).
  2. Roll a D6: on a roll of 1-3, they write a harmful action, inspired by the dark forces of the mountain. On 4-6, they write a helpful action (at least, what their dead character would think of as “a good action”)

The GM and dead players should distribute the slips as evenly as possible between the living players.

Suggested Encounters

The following are inspired by Lovecraft’s Mountains of Madness; however, do not be afraid to stray all you want.

  1. Lost in the Artic snowstorm – Your transport breaks down partway to the mountain.
  2. Climbing the mountain – Scaling the frozen icy mountain to the peak.
  3. Opening the Cyclopean Door – Before you stands a massive door, too large to be made by humans. It is covered in eldritch language. How do you open it? SHOULD you open it?
  4. Albino Cave Penguins – You encounter giant, flesh eating Albino Cave Penguins, with electric tentacles.
  5. Falling Stalactites – Your encounter with the penguins has loosened the ceiling, and you must run to avoid being impaled by falling icicles.
  6. Cave In – There’s a cave in, and the way before you and behind are blocked by rock and ice.
  7. Don’t Wake the Sleeping Elder Thing – You find a lair of sleeping elder beings, which looks like frilled cucumbers.
  8. Shoggoth Attack – A giant, indestructible Shoggoth, the slug-like rebel servant of the Elder Things
  9. Mental Barrage – You come to the realization that humans were crafted by Elder Ones to serve as a food stock for their Shoggoth workers. Everything you know is a lie!
  10. Albino Cave Penguin Cult – Turns out the Cave Penguins were secretly cultists all along! They are not happy you interrupted their summoning.
  11. Elder God Awakens Returns – An Old One has returned, risen from the frozen wastes! (Pick one: might be Yog-Sothoh, or Cthulhu; maybe both, and they’re having a slap fight. If any PCs aren’t dead by now, have them roll a fist full of d6s).

Random Encounters (To Throw in when Flavorful)

  • The Group is Split – How will you find each other?
  • Dark, Cold and Hunger – You have lost your rations and are starting to grow hungry and cold
  • Sudden but Inevitable Betrayal – One of you is Secretly a Mi-Go, come to collect your brains.
  • Lost Something Vital – You lose something vital to the mission (ex. A key, a map, your satellite phone to signal the rescue team). How will you recover it?
  • Injured – Someone’s leg is badly hurt. Can you save them?

 

Stupid Deaths

Need a Stupid Death that can be used anywhere? Here are a few:

  • Alien Possession – Your mind and body functions are taken over by a Yith. Sadly, the Yith doesn’t realize that you need to breath, and you suffocate to death.
  • Ghouls – A pit opens beneath your feet, and you fall into a cavern of ravenous ghouls. (I hate when that happens).
  • Existential Crisis – You suddenly remembered that you don’t exist. You instantly cease to be.
  • Glowing Rock from Out of Space – You are crushed by colorful meteor that happened to land on your exact location. You are dead (or, worse still, become mutated into a half-dead monstrosity that serves as the next Encounter).
  • Finally Caught You – The grizzly, ghoulish hound that has been tracking you for years finally catches up with you, tracking you all the way to Antarctica. It tears you apart in seconds. Guess you shouldn’t have stolen that Jade Amulet from that grave all those years ago!
  • Light Reading – You pull out your “Necronomicon – Pocket Edition” and read a few pages before your mind dissolves.
  • Grizzly End – By some strange compulsion, you pick a fight with a polar bear. You lose badly. How the polar bear wound up at the SOUTH pole shall remain a mystery.

Got a chance to try it out? Any feedback? Please let us know. Until then, Game on!

-Dave Seidman Joria

Fate World Tour – Secret of Cats

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Welcome back, readers! Sorry for the small hiatus, had a busy few months (including a belated honeymoon.)

Next up on the Fate world tour, we visit one of the most popular Fate Worlds:

Secret of Cats

Author: Richard Bellingham
Artist: Crystal Frasier

Genre: Animal; Urban Fantasy; Gothic; Supernatural

Elevator Pitch: The Aristocats meets Supernatural

Full DescriptionCats are magical; cats understand sacrifice and the power of names. A decapitated mouse left on the doorstep or pillow is a powerful ward, and a spell wailed by the cat chorus confers even greater protection. When evil is on the rise and the safety of the neighbourhood is at stake the Parliament of Cats is there to stand firm against the darkness. Take Silver Ford, for example, a sleepy tourist town near a played-out old silver mine. When kids messing around in the mine accidentally rouse an ancient evil on All Hallows’ Eve, the secret and magical cats of the neighbourhood are the only thing protecting their special people from the things that go bump in the night. This 50 page Fate Core adventure provides everything you need to play from character generation to plot and setting ideas, including a new feline magic system based on true names and sacrifices made to protect your human Burdens. The Secrets of Cats. Sharpen your claws and prepare to defend your territory!


Mechanics

Subsystem: Skills – 13 Fate Core skills, + 4 New Magic Skills

General Mechanics:

Magic System – Magic is divided into 4 areas.  Warding – Defense; Naming – manipulate others; Shaping – manipulate self; Seeking – Divination.

Masters and Dabblers – At creation (and at milestones), cats can choose to be a master in one of the four magic types. If they do, they can access exclusive “master only” stunts.

Scale rules –Larger targets are easier to hit, but harder to deal stress to; the opposite also is true (smaller = harder to hit, deal extra stress.)

Spirits – Spirit NPCs use approaches instead of skills.


REACTION

I’m gonna go ahead and say it; I’m not a cat person (I blame the allergies). Don’t get me wrong, I bear them no ill will, and wish every cat and cat owner long and happy days. However, roleplaying as a real-life cat doesn’t really grab me.

Which makes the following statement carry even more weight: this is a great world book, and you should definitely pick it up. Speaking as someone without pro-cat bias, I can see that this system is a perfect (purrfect?) gateway game for anyone wanting to hack Fate worlds of their own.

It has:

  • A skill list based on default Fate Core, but with minor alterations
  • Strong NPCs factions to play off of
  • Taboos that guide what steps a PC should / shouldn’t do (but no restrictions to keep a player from doing it)
  • A strong but simple adventure
  • Pre-gen tables for character creation.

Here are some more specific reactions:

Sapient vs. non-sapient: The setting establishes that all cats are sentient; however, not EVERY animal is sentient. I find this very clever and important; it lets the GM throw mindless beasts at them, with the occasional super intelligent ally / nemesis. However, it is especially important because cats power magic by “sacrificing” animals. If everything they sacrificed was sentient (or that they ate; cats are pure carnivores), they’d be absolute monsters, making them far less sympathetic protagonists.

Scale rules – I believe the scale rules were written previous to Secret of Cats, but I’ve never seen them better implemented. This really helps set the tone for smaller PCs living in a big world.


HACKS

4 Masters Roles – The game guides the PCs into being a master of one of the four magic areas. Without too much work, I suspect this setting could be ported over to the Powered by the Apocalypse Engine (i.e. the system used in Apocalypse World, Dungeon World). Given the Urban Fantasy setting, it might be a great hack for Evil Hat’s PbtA game, Monster of the Week.

 

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Courtesy Moribunt through CC License

Secret of Cars – While writing this blog post, I accidentally mistyped the title as “Secret of Cars.” As silly as it is, it’s hard to get the image out of your head. Picture it: benevolent compact cars and motorcycles saving their drivers from haunted hot-rods and gloom carts. It’s Herbie vs. Carrie: The RPG. Mechanically, it’d be easy: just reverse the scale rules, with cars interacting with smaller humans and appliances (which using “large scale” rules when attacking the occasional evil Big Rig).

 

Secret of Toys – This is a hack I’ve been wanted to do for years. One of these days, I’ll have to type it up. Same concept, except with toys and stuffed animals keeping children safe from nightmares (and worse).

Bunnicula – SoC seems the perfect setting for bringing your favorite childhood books to life.

More Animals? – Don’t want to play just cats? If so, you can use the Zootopia rules that only / mostly mammals are sentient.

Mash-Up – Merge with White Picket Witches. The Location settings for White Pickett is a great way to increase tension. You can even include human witch NPCs; maybe PCs are the cat familiars belonging to the Five Families?

Secret of Umdaar Cats – Merging Umdaar and SoC. (This idea came from Richard Bellingham himself, so I take no responsibility for it.) I’m not certain what this would look like; either feline humanoids surviving through magic, or the adorable cat sidekicks (a la Snarf and Kringer) being the real heroes behind the scenes.


That’s all for this post!

What world would you like to see next? Let us know!

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!

MANOR OF FACT – Supernatural Roleplaying with “Betrayal at House on the Hill.”

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In a previous blog, I looked a GM can take the Kill Doctor Lucky board game and adapt it for an RPG game map. This week, we’re looking at one of my favorite new games, “Betrayal at House on the Hill.”

Betrayal at House on the Hill is a horror-themed board game designed by Bruce Glassco and published by Avalon Hill Games (now a subsidiary of of Wizards of the Coast, which is owned by Hasbro). The 1st edition debuted in 2004 and is out of print, while the 2nd edition debuted in 2010. The premise is simple, the execution complex; 3-6 explorers are locked in an old haunted house, encountering the many twisted and dangerous rooms. At some random point in the game, the Haunt begins, turning one of the “heroes” into a traitor; no one knows who it will be until it happens, even the traitor himself! To say that “every game is different” is a bit of an exaggeration, but with 50 random end games to stumble across, it means that there’s ton of variety and replay. If you’ve never played it, I highly recommend you go to your local store or con and buy it.

Official Box Art from the Game, used without permission. Find it at http://www.wizards.com/default.asp?x=ah/prod/houseonthehill

How Does it Rate as a Game Mat?

Given that I’m looking for a spacious haunted mansion that the players are exploring for the first time, I’ll be ranking the game on the following scales:

Structured vs. Random

Creepiness & Surprise

Space

Extras

Structured vs. Random?: This first criteria is more of a spectrum, as Structure and Randomness are polar opposites. By default, the map you create is definitely random. If that’s what you want, wonderful. However, some of the rooms are designed to show up in more specific locations: you will only find the Bedroom in the Upper Floor, only find the Furnace Room in the basement, etc.
Can it be Structured?: If you want to go through the time of mapping each room by each room, recording it, and having the characters run through it, you can, but it is a bit of a hassle. The best way to handle this would be to build the entire house and then flip the tiles over- those, the players know where the next room is located, but not what’s in it. (Although, you’d still have to keep records yourself so you know without having to peek every few minutes).

I would recommend allowing a little bit of randomness; for example, have some important events in your adventure occur in specific rooms, and trim down the deck so players will stumble upon those rooms faster. Likewise, you can craft three “decks,” one for the ground floor, one for the upper, and one for the basement; this means you have strict control of which rooms will appear close to other rooms, even if their exact placement will shift about.

Random: 7, Structured:3

Monica Marier and a rulebook that's very clear (mostly)

Monica Marier and a rulebook that’s very clear (mostly)

Mood: This game is dripping with mood. Drip. ping. Be careful how you stack it on your shelf, as it will drip on to games underneath it, turning your edition of Candyland dark and spooky. Dripping ceilings? Check. Great art? Check. Even the font keeps me up at night. I give it a 9/10- about a 7 by itself, but the bonus cards pick it up to near perfection (more of those later). Mood: 9

Suspense: Whether you’re going with a randomly generated map or one that the GM has created and flipped over, it is very easy to keep the players in the dark over what is coming next. The only people who are likely to see what’s coming are the players who own the game and have memorized all of the room names. (On a side note, if you want to study game craft, the default game has great ways of building suspense on its own.) Suspense: 9

Space: This is the one place where Betrayal is poorly suited for RPGs: the space. Each tile is roughly 2.5” by 2.5” long, which is barely big enough to fit the six 20mm figures that come in the box, let alone any monster or larger size figures you might supply yourself. If you’re playing Fate Core, it’s hard to imagine any room being bigger than a single zone, making the conflict in one room nearly identical to a conflict in another. The exception is the entrance hall, which is three long rooms connected together, making it the most interesting location to have a conflict. With this is mind, it might be a good idea to have a “Betrayal” RPG adventure involve the characters exploring in and retreating back to the entrance; alternatively, you can have them wake up in the strange place and have them explore until they find the way out.

The only other option I see setting up complex multi-zone areas involves a partially pre-built the map: a GM could link together three separate room tiles and declare them as one space that’s split into three zones (ex. The characters start in on the Balcony, with slender Tower bridge which leads to the open air Chapel.)

The last issue comes from Movement. Fate Core is very loose with moving out side of a conflict (no limit) and very strict during a scene (one zone for free, nothing else). I recommend that outside of a conflict, a character can explore one new room a turn. Once explored, they may move one room OR one room for each Athletics point unless they’re in a conflict. If a fight breaks out, they can move one for free, or use their action to move several (must use Athletics, to an overcome a difficultly equal to the number of extra rooms you’re moving). For, tiles have special rules regarding movement (ex. The Tower, the Collapsed Room) treat those rooms having situation aspects, which make movement in the zone difficult and will block someone from running through several rooms that exchange. Space: 2

The game we played... as lightning crashed outside. Brrrr.

The game we played… as lightning crashed outside. Brrrr.

Extras: Almighty Jeebus, the extras in this game are fantastic. If you ever need inspiration for random events to occur in your game, look no further than the 13 omen cards and 45 event cards, which range from mildly creepy to Grade-A Nightmare Fuel. The game includes decent plastic figures, close to 145 tokens, and some decent mechanics. Some of the room tiles themselves have suggestions for obstacles and situation aspects. If you don’t mind spoilers, you can even read the scenarios themselves for ideas for adventures (but at that point, you might as well just play the game as is). I almost wonder, though, if the Omens and random tiles are enough to create a random adventure on the fly as it is (although, Fate Core might not be the system for that… I’m wondering if that would work better with an Apocalypse World game, like “Monster of the Week”). Space: 10

Total Score: 40 / 50

Comparison: Kill Doctor Lucky: 38/50

Even if the game was terrible (which it’s not), the tiles and extras make this game a great buy for any GM that loves running horror games. Snatch it up and break it out for a Halloween.