Yellow Dawn (The Age of Hastur) is a creation of David J Rodger.
This document is Copyright 2012 David J Rodger, all rights reserved.
Visit davidjrodger.com for more free downloads, and to preview or buy his books of cyber fiction and mythos horror. 1 of 19
~The Age of Hastur~ MONS TERS OF THE MYTHOS Author: Djr Release Date: March 2012 Rule Version: 2.5
This supplement has been written as part of the RPG Yellow Dawn The Age of Hastur. It expands upon the concept of the Cthulhu Mythos, introducing a raft of new entities for characters to encounter. This is a living document, in the sense it will grow as I expand the notes and backgrounds over time. Theres a separate download that details the classic entities of the Cthulhu Mythos, couching them in the system rules of Yellow Dawn. Its called Classic Mythos and available (free) via www.davidjrodger.com/yellowdawn.htm. If you want to be notified of updates to this document and other free supplements and bolt-on rules for Yellow Dawn, you can follow me on Twitter (@davidjrodger) or subscribe to my Wordpress blog (davidjrodger.wordpress.com)
THE COSMIC HORROR of the Mythos and the insignificance that humankind has within it was first described by the American writer, H.P.Lovecraft, best known for his fictionalisation of the sanity-shredding knowledge he received. The true nature of our reality can never be fully defined or described because humans do not have the innate ability or sensory organs to perceive and comprehend it; a very simplistic analogy is to see our reality as a bubble of form, structure and order within the Outer Chaos of the Mythos. We, as humans, share that bubble with all living things of the Universe and every other universe - from the animals of the sea and land on Earth, to the organisms that pulse, crawl, fly, flutter and stampede through landscapes and atmospheres of astronomically distant planets. We also share it with the new minds that have formed through computer evolution, true AIs that have gained some of the Divine Spark that fuels and feeds all Intelligence, and the subsequent robot Minds that those AIs have engendered. Likewise, as humans we share our reality with the things that are less seen and more felt and feared: the entities of the higher-planes, spirits, ghosts and elementals, and further, deeper into the recesses of human reality, Demonic forms and Angelic beings part of the God-complex that pervades all human thought, whether we choose to accept it or not. There are other Things, creatures and minds that have nothing to do with the human condition, technically a part of the Mythos from the Outer Chaos but not bound by it and so able to penetrate, travel and occupy our reality; some people know of these Things, some call them monsters, others call them aliens or simply non-human species. Inside this bubble the laws of physics, quantum mechanics and overarching mathematical theories hold true until stronger forces bend them out of shape. And, within this bubble is the domain of the Occult. This is where Magick is merely a science that humans do not yet fully understand (although the advent of Road Mages and Schools of Magick are drawing those dark days of ignorance nearer to a close). The power of the Mind is key to this, as is an understanding of elemental systems (Fire, Water, Air, Earth) and the duality of Nature and those forms that thrive off it: Angels and Demons.
The Occult allows you to shape thought into energy that can be directed, either as a weapon, a tool or a shield. It allows you to manipulate the fabric of space and time, to warp it (but not permanently change it) to your Will you can create illusions, starts fires, make howling winds blow with freezing frenzy, call in giant Tsunami or flood rivers to bursting point. You can detach your mind from your physical body and travel via the Astral Plane. You can sense the location of things far from physical sight by tuning in to the vibrations. You can call upon Demonic Circles for diabolical assistance and command these dangerous forms with words of Angelic Power - at the Yellow Dawn (The Age of Hastur) is a creation of David J Rodger. This document is Copyright 2012 David J Rodger, all rights reserved. Visit davidjrodger.com for more free downloads, and to preview or buy his books of cyber fiction and mythos horror. 1 of 19 peril of your eternal life force, what some would call your soul, for these are entities that excel in trickery and manipulation. Throughout human history these feats have been available to all of us but very few have ever taken up the mantle to do so. The reason is simple: fear. Manipulating these energies requires great mental fortitude, a strength of Will that most humans do not posses, and the ability to transcend the fear of the pain and mortal danger that comes from engaging with Occult powers. What is it then that separates the realm of the Occult from the Mythos? The answer is known as the Quantisphere. To those who study these things it is an invisible membrane; not the boundary of a bubble, but something that exists between your thumb and forefinger when you squeeze them together, wherever and when-ever you may be. This is something hyper-dimensional. Beyond, beyond lies the Outer Chaos, the often formless, seething, sometimes mindless energies that exist where even the notion of Time has no remit. There is intelligence out there, but so alien, so awful and jarring to our human senses, that to even perceive the existence of such things can drive any normal man or woman utterly insane. The Mythos is an abomination to us, and to anything born of the Quantisphere anything with that Divine Spark as part of its mind. This includes the animals and sentient machines. Even the Angels and the Demons. To those Things that lurk and fester within our reality, unhindered by the boundary that protects us, the non- human species of the Mythos, the Quantisphere is nothing more than a shift in terrain: like us going from land to sea, or from a terrestrial atmosphere into Outer Space, there are Travellers from the Void. And then there are those gargantuan and terrible entities of the Mythos; the Great Old Ones and the Outer Gods, immortal, eternal, and yet for all their staggering power, only capable of coming through into our reality in rare and specific conditions: when the stars are right, when the fabric of the Quantisphere is thin enough to rip, or when their human and non-human worshippers expend enough energy in gruesome ceremonies of blood sacrifice to burn a hole right through, creating temporary doorways from Beyond. The energies of the Mythos are potent, dangerous, infectious and can even have a Will of their own. To dabble in the Mythos is to open yourself to the risk of becoming ensnared by the lure of incredible power, and tangled in tendrils of dream-like influence from utterly alien and unfathomable intelligences. Exposure to the Mythos leaves a taint, a stain upon the physical and psycho-emotional construct that defines a living mind whilst contained in a reality-sensing vessel. Such a vessel being anything from a human tampering with arcane techniques, or a dolphin streaming through ancient temples on the sea floor, or a machine mind tumbling through the distant rim of space where the Great Old Ones have left their physical marks within the Quantisphere. The taint is like radiation damage, burned tissue and scarred thoughts, infused with an alien energy that slowly burns like embers caught in the invisible vortices of a cosmic breeze. A taint can never be removed and lingers like a cancer, always threatening to spread and increase its corrupting influence on the mind in question. Outside the Quantisphere there are substances and fibres of physical and non-physical matter that defy human understanding, the rules of space and time crumple like a tin can appearing at the bottom of an ocean, or fly apart like a water when a drop of oil strikes the surface. Nothing is certain. Nothing is consistent. Every aspect of the Mythos can be the same but different.
Knowledge of all of these realms and entities, and of the operations that allow an individual to wield Occult and Mythos energies and to call upon Things greater than themselves, can found and learned by those willing to accept the risks and confront the Fears of their own mortality and sanity. All of us can trick ourselves into believing we are brave, but how often has an unusual and isolated setting, a disconsolate group of people or even just a strange and inexplicable mood left you feeling unsettled and vulnerable. Humans are by default fragile creatures; a consequences of our mental agility where our emotional Yellow Dawn (The Age of Hastur) is a creation of David J Rodger. This document is Copyright 2012 David J Rodger, all rights reserved. Visit davidjrodger.com for more free downloads, and to preview or buy his books of cyber fiction and mythos horror. 2 of 19 state rides the edges of reason and metaphysics. Our emotional state and our psychological will is the powerhouse of our energy. They are our energy (our POW) on the higher planes of Quantispheric reality. Beyond the Quantisphere such forms of energy are feeble compared to the cold yet furiously burning and incomprehensible forms of the Mythos. Only madmen go there. With Mythos Magick an individual can permanently change fragments of reality, sometimes whole bodies, locations, even worlds, depending on the energy being expended. And that is the lure, which is why some people strive to engage with what lies beyond the Quantisphere regardless of certain destruction. The potential for madness and mayhem are at the heart of any Mythos encounter.
Arcanathoa GREAT OLD ONE Bulbous mass with multifarious appendages and grotesque members; radiates a microwave energy that cooks anything living. STR: INT: 25 DEX: 6 Mass: 15 HP: 300 D/b: THSP: 0 ANX: 1d6/1d20 Move: 6 ooze up and through any physical structure, drift through the air, push through any solid matter. Physical skills: 24% Intelligence skills: 100% Combat: Immunity: Only magical attacks do normal damage. Any other form of attack only has a 20% chance of delivering damage because of Arcanathoas ethereal fabric. Arcanathoa regenerates 10 hit-points per round. Vision: 360, using a sensory apparatus that detects POW, with a range of 200 metres and 80% effectiveness. It will be attracted to beings with the highest POW first. Ranged: attack skill 100% Microwave, range visual sight (200 metres), any single being within Arcanathoas vision will be subject to an awful and all pervasive attack. Even if the victim is hidden behind a solid wall they will feel the attacks effect. The attack feels like an uncomfortable sun-burn all over their flesh, and beneath it. Its a prickly, itchy kind of heat that seeps through them. Every combat round, victims suffer 1d6 burn damage (internally); if a 6 is ever rolled, then the victims fatty tissue self-combusts, causing the victim to erupt in flames (3d6 burn damage per round all over). Threat Zone: attack skill 18% 7 tendrils, range 30 metres, delivering a seed of Arcanathoa that starts to eat through the victims POW at 1d6 POW per round; there is nothing that can stop this. As the victim looses POW, their form morphs, becomes transparent and sparkles with crackling energy. Eventually their clothes fall to the floor, and the luminous glowing monstrosity that devoured the person, drifts towards Arcanathoa to merge with it (feeding Arcanathoa the consumed POW). Close Proximity: attack skill 24%, 1d8 hits [1-7] tendrils [8] body touch, the victim vanishes in flare of sparkling energy, as they are entirely consumed by Arcanathoa. Use of Magick: POW 50, does not tend to use Magick although it knows all Conjure/Command spells.
Brilnash GREAT OLD ONE A yellow-white, more or less viscid mass, beyond which float tiny globules of gelatinous matter, suspended in the invisible fabric of Brilnash that is beyond the Quantisphere. The putrid stench of Brilnash is known to be so bad people have died from it. STR: 45 INT: 25 DEX: 30 Mass: 5 HP: D/b: THSP: 0 ANX: 1d3/1d10 Move: none, Brilnash does not move. Physical skills: none Intelligence skills: 100% Notes: Brilnash spends most of its existence in a state of latent contemplation, and is used to being visited by worshippers bringing sacrifices. Any time it is encountered there is a 20% chance it is alert and hungry; otherwise it has a 1% chance per hour of rousing. Deliberately waking up Brilnash is not a good idea as there is a 20% chance it will simply eat you for disturbing it. Combat: Immunity: Brilnash can only take damage via magical attacks; if this happens, then the total damage delivered in one round (from Magick) is the % chance Brilnash is forced to retreat, seeping away through cracks in the floor. Vision: 360, astral Ranged: None Threat Zone: attack skill 90% Proboscis, range 10 metres, lashes out from within the gelatinous mass, Grabs and Feeds mouth. Close Proximity: none [] Mouth, Brilnash can pull-in and swallow anything with a Mass of 2 or less whole. Once inside, a victim will be digested by powerful acids within seconds. Use of Magick: POW 50, all Conjure/Command spells.
Yellow Dawn (The Age of Hastur) is a creation of David J Rodger. This document is Copyright 2012 David J Rodger, all rights reserved. Visit davidjrodger.com for more free downloads, and to preview or buy his books of cyber fiction and mythos horror. 3 of 19 Bromach na GREAT OLD ONE Resembles an ink cloud in water, emerging as a single spot of darkness that expands as a swirling, rotating cloud of darkness. Within this, countless beads of red light emerge, split open, glow a hateful red, and then fade and submerge back into the dark mass: these are eyes. STR: INT: 21 DEX: 25 Mass: 60 HP: 200 D/b: THSP: 0 ANX: 1d6/1d20 Move: 5 metres per round, surging forward and stopping in spurts. Physical skills: NA Intelligence skills: 84% Notes: Because of the insubstantial nature of Bromachna, it can pass through any solid surface (up to Mass 600). Combat: Immunity: only fire and explosive weapons (any) can harm Bromachna. Magick attacks will deliver damage. Vision: 360, astral Ranged: none Threat Zone: attack skill 50% 20 tendrils, range 120 metres, they reach out as the whole mass of the swirls round, and suddenly snap forward at their target like a whip, passing through any solid substance; they deliver a freezing/burning sensation that sucks away 1d3 points from STR & CON (same value for both stats) essentially vaporizing vital fluids and fatty tissues. Any strike leaves grey, waxy and ridged welts across the body location that was struck. Close Proximity: attack skill 75%, 1d20 hits [1-20] freeze/burn, sucking away 3d6 STR and CON (same value for both stats). Use of Magick: POW 50, does not use Magick.
Bud of Brilnash NON-HUMAN SPECIES Sickly yellow goo, luminescent, with the look and consistency of shiny melting plastic, yet the abrasive texture of a million shards of broken glass. They are extremely resilient and very difficult to dispatch. Buds of Brilnash can take any shape, have the same flexibility as molten plastic and can flow into a room through the smallest of cracks. STR: INT: 16 DEX: 22 Mass: 2 HP: D/b: THSP: 0 ANX: 1/1d6 Move: 10 metres per round, squirming, flowing, sliding, rippling. Physical skills: 88% Intelligence skills: 64% Notes: Buds of Brilnash are usually found in temples dedicated to Brilnash, conjured and placed there by the high priests. Sunlight, or artificial UV light burns them and if exposed long enough will die (evaporate). Combat: Immunity: only magical attacks and sunlight (UV) can harm these things. Any physical attack simply slices through them, after which they reform, even after an explosive concussion wave. Each point of magical damage delivered in 1 round, has a 5% chance to destroy them. The smallest ray of sunlight, or UV light has a 20% chance to destroy them per round, for this reason, Buds of Brilnash will shrink away from any source of light. Do not use Devastating Damage table. Vision: 360, astral, up to a range of 80 metres. Ranged: none Threat Zone: attack skill 44% 2 tendrils, range 4 metres, delivering 2d6 knife damage, reducing any SP by a similar amount; it rips and tears through anything except rock or metal. Close Proximity: attack skill special, 1 hit [1] Engulf, the Bud of Brilnash smothers any head area to cause suffocation, but also attacks any other exposed body part, thick tendrils of yellow goo sliding over limbs and around torso, shredding through clothes and flesh delivering 1d3 knife damage to each body area, per turn (potentially up to 6x1d3). Special attack skill. To-hit, the Bud of Brilnash must win an opposed DEX roll against the victim. Use of Magick: POW 10, Quantispheric Touch, kinetic force; typically used when protecting a location sacred to the worship of Brilnash.
Chu Chi Ku GREAT OLD ONE It appears as a huge block of roughly eroded grey volcanic rock, creating the suggestion of warped features and folded tentacles, although it is never seen moving. Quite often the surface features will appear to subtly change between the blink of an eye, nobody will ever witness the actual change taking place. Chu Chi Ku does not operate on the physical planes, but has a great presence on the Astral Plane; it is worshipped by blood cults for its ability to perform Raise Corpse (with permanent duration). STR: INT: 35 DEX: 0 Mass: 35 HP: 1,400 D/b: na THSP: 10 ANX: 1d10/1d20 Move: none Physical skills: none Intelligence skills: 140% Combat: Immunity: None. However, Chu Chi Ku regenerates 10 hit-points per round. Any damage done manifests as grey brown particles like rock dust, that hangs in the air as if suspended in water; if ever destroyed it simply remains as a cloud of particles and slowly reforms (taking 3d6 minutes), during which time it is unable to do anything except observe. Vision: 360, astral. Ranged: none Threat Zone: None Close Proximity: None. Use of Magick: POW 50, Raise Corpse; Clutch Heart; Quantispheric Touch. Yellow Dawn (The Age of Hastur) is a creation of David J Rodger. This document is Copyright 2012 David J Rodger, all rights reserved. Visit davidjrodger.com for more free downloads, and to preview or buy his books of cyber fiction and mythos horror. 4 of 19
Jyn yk OUTER GOD Appears as a tiny bubble with a greasy, iridescent surface; it can replicate over a million times in a second, filling a confined space, or dispersed over vast distances. The arrival of Jynyk creates a temporary split in local space-time: the area surrounding Jynyk is sliced out of the normal continuum and exists as a separate time and place all on its own; the size of this area can vary widely, but is usually 1d20x50 metres in radius. Beyond this radius is nothing. Quite literally and absolutely nothing. There is not even darkness, or any colour any human approaching the edge will not be able to perceive the edge, and in fact, will simply emerge into the same area from a random point along the edge. Jynyk can do whatever it wants to anything and everything within this isolated slice of reality; and for as long as it wants, because Jynyk is not bound by the rules of the Quantisphere here, it will not be forced out after the magick points that brought it here run out. Jynyk could conceivably torment characters until they die of old age within this slice. Jynyk will eventually return the slice, seamlessly, back into the space-time continuum; people beyond the slice will be totally unaware of the disappearance / reappearance, however, if a large number of years elapsed within the slice, then a strange phenomenon will be witnessedas vegetation, people and even buildings will have grown, aged and even decayedseemingly in the blink of an eye. The only way to force Jynyk to return a slice earlier than it is intending, is to hit it with magickal damage. STR: INT: 45 DEX: Mass: HP: D/b: THSP: ANX: 1d10/1d100 Move: NA. Jynyk can move one, some or all of its bubble- self any distance in a single combat round. Physical skills: none Intelligence skills: 180% Combat: Ranged/Threat Zone & Close Proximity: attack skill 100%, delivering either a glancing blow with one bubble (1 hit), or swarming a dense conglomeration of rapidly replicating bubbles around the target, smothering them (3d6 hits x the targets Mass). Each hit delivers 1 HP damage, and drains 1 STR, 1 CON, and 1 APP, leaving the victims whole body withered, dehydrated, with suffering veins to bulge painfully near the surface (scale these effects proportionate with the amount of damage suffered). Immunity: Jynyk can only take damage via magical attacks; if this happens, then the total damage delivered in one round (from Magick) is the % chance Jynyk vanishes and the slice of reality is returned to the space-time continuum. Tactics: Jynyk seems to enjoy observing living an inanimate things degrade through time; sometimes it will systematically drain everything through its attacks before replacing the slice back within the space-time continuum. As a rule of thumb, every week there is a 01 on 1d100 chance that Jynyk returns the slice to where it came from. Use of Magick: POW 50, it does not use any overt Magick.
Grom (crabs) NON-HUMAN SPECIES A little smaller than a human fist, these diabolical parasites resemble a translucent grey crab, with horribly long spider-like legs (dirty brown), a segmented carapace (milky white) with hard black chitinous pincers. STR: 1 INT: 16 DEX: 30 Mass: 0.1 HP: 1 D/b: 0 THSP: 0 ANX: 0/1 Move: 8 metres per round scurrying and leaping (can leap up to 3 metres height). Physical skills: 120% Intelligence skills: 64% Notes: The Grom roam different worlds building empires. Upon arriving in a suitable location, they build a hive-like- temples, dedicated to their god, Murg, incorporating the flakes of crystal they excrete through their appendage, from time to time (Resonators). Grom themselves are rarely encountered outside of a larger host creature; they are often accompanied and served by mutated-beings known as Groth, Combat: Immunity: none, however because of the partially ethereal nature of their matter, any physical attack only has an 80% chance of delivering any damage. Vision: when outside a host - 180, heat, sound, smell and vibrations, up to a range of 300 metres with 80% effectiveness; when inside a host, they are hard-wired into the senses of that being. Ranged: attack skill 60% Nerve Sting, range 6 metres; this is effected by a set of semi-visible tendrils that can lash out; made of an alien matter that can slice through flesh, bone, clothing and armour (up to 40 SP+DP), to reach into the nervous system of any living thing and deliver a crippling, paralysing attack. Any living organism can be affected. The effects are instant, target becomes paralysed, all muscles cease to function. The primary use of this attack is to allow the Grom crab to crawl into any cavity near the brain (usually the mouth), and burrow into a suitable resting place, from which to occupy and control the host. A secondary use of this attack is not to take direct physical control of another being, but to punish and control them through fear. With just one attack/touch, the victim can be left paralysed and suffering unbelievable agony; the target can roll 1d6 every round, on a 6 they regain the use of their body but all skills are at -40% for the next 10 minutes. Also, the absolute agony of the experience forces the target to make a COOL roll (with - 40% penalty) or become a quivering, gibbering, frightened idiot who simply asks please dont hurt me again and Yellow Dawn (The Age of Hastur) is a creation of David J Rodger. This document is Copyright 2012 David J Rodger, all rights reserved. Visit davidjrodger.com for more free downloads, and to preview or buy his books of cyber fiction and mythos horror. 5 of 19 will do nothing to attack or defend (until placed in mortal danger). A Grom crab can use this attack once per round; they can even use it on a target whilst embedded in the head of a host (semi-visible tendrils lash out from the head of the host and strike the target). Threat Zone: none Close Proximity: attack skill special, 1 hit [1] brain meld, possible on anything with Mass 0.5 or more. The Grom burrows and crawls right into the targets head, interfacing with the brain through tendrils and proboscis. The Grom can quickly absorb the targets knowledge and memories, and control the target like driving a car. A person taken over by the Grom will have all their memories and skills, but will be at DEX, and - 40% to all physical skills. Anybody getting a glimpse inside the targets mouth has a chance of seeing grotesque slug-like appendage hanging down from inside the roof of the mouth. Use of Magick: POW 10, Render/Dismiss Murg, Quantispheric Touch, a modified version of the spell which only delivers a maximum of 1d3 COOL loss, but, affects everyone within a 10 metre radius. Grom use this as an area effect weapon. Further Information: following Yellow Dawn, the Grom have established a significant foothold in Cornwall and Devon, spreading towards Glastonbury, Wells, Bristol. There are a growing number of reports of attacks by things resembling the Groth in remote forests. At certain points during their lifecycle, Grom crabs will excrete a hard crystalline flake, usually about 3 cms in diameter. These are known as Resonators and are revered by all Grom. Incorporated within temples of varying sizes; the more Resonators added, the bigger the temple. Temples normally consist of stones, pebbles, mud, but can be made from masonry if particularly significant. Resonators form an integral part of the worship of Murg. They represent a physical dump of all memories and experiences of the Grom up to this point, and a variable amount of POW (1d6 points, a form of oblation and sacrifice). The Resonators form a vital record of Grom history, knowledge and culture that is accessible by all Grom across the universe, through the worship of the collective mind, their god, Murg. Resonators on their own are very powerful artefacts. Any sentient being, clutching a resonator in direct physical contact, will be subject to almost direct contact with the Great Old One, Murg. This has a number of consequences: o Distortion of local space/time: resulting in the ability to move and act much faster than those around you. After each action (or movement) roll 1d6, on a 2 to 6 you get to go again; on a 1 the time distortion effect ends. It can be tried again after 24 hours, or immediately if you have another Resonator at hand. o You have an immediate chance of experiencing commune with Murg. This chance is equal to the POW embedded within the Resonator x 5%. If this happens, use the standard rules for Commune with Great Old One. Much of the experience consists of a frightening amount of psychic chatter, pouring in from millions of temples across the universe. o If the Commune was successful then the very close presence of Murg, and the thinning effects of the Resonators on the local Quantisphere, allows Murg to crush anything within 300 metres of your position (effectively folding the fabric of the Quantisphere into a vice), it can do this almost at your command, against anything you select, once per round, so long as the space/time distortion effects continue. This damage is equivalent to 6d20 stun, crush, ram damage, and can be applied to anything up to Mass 20. o If the Commune was successful, then any Mythos Taint actually manifests as a crystalline deposit around the pituitary gland (similar to the Grom process of creating a Resonator). These particular Mythos taint points gained from Murg should also be noted separately, as Murg-Points. o Murg Points will continue to have an influence and effect even after a person has stopped clutching the Resonator crystals. These consequences are permanent. o The permanent consequences are: the character has a chance to read the mood and surface thoughts of any person they focus on (within 20 metres range); this chance is equal to the Murg Points x 5%. Each attempt lasts for 5 minutes; failure means they get nothing for 5 minutes after which they can try again. o Further permanent consequences are: at any vital moment in a characters existence (GMs decision), there is a chance Murg will manifest through the characters consciousness. The chance this happens is the current Murg Points x 1%; if it happens then Murg has full control of the character for the next 5 minutes (the character will have no recollection of this period, a complete memory hole). How Murg will behave is up to the GM. o Finally, Resonators can provide magic points, daily, without actually sacrificing their embedded POW. They can provide a number of magic points equal to their POW, once per 24 hours.
Groth NON-HUMAN SPECIES A mass of grey mould that can cling to a surface, or rise up as a solid mass; this can even be slightly man shape, as Groth were once a living being, hit by the goo-spit of a Grom crab at some point in the past and turned into a loyal and monstrous servant. STR: 45 INT: 06 DEX: 09 Mass: 3 HP: 66 D/b: Na THSP: Na ANX: 1d3/1d10 Yellow Dawn (The Age of Hastur) is a creation of David J Rodger. This document is Copyright 2012 David J Rodger, all rights reserved. Visit davidjrodger.com for more free downloads, and to preview or buy his books of cyber fiction and mythos horror. 6 of 19 Move: 1d10 metres per round, flying off a surface as a mass of grey spores, flowing across the floor as rippling bubbling carpet of grey stuff. However, on the 1 st round, they always move 10 metres (if required) in an explosive cloud of grey spores. Physical skills: 36% Intelligence skills: 24% Notes: Groth are the slaves and servants of Grom crabs; useful thanks to their lack of intelligence, their massive strength and physical nature, Groth make excellent labourers and fearsome bodyguards. Since Yellow Dawn happened Grom crabs have developed a significant teleportation temple in Englands Severn Valley, and this area is now heavily infested with Groth. The Groth can be used to simply immobilise a target, it doesnt always have to drain them of vital fluids. Combat: Immunity: their physical nature (a collection of spores) means their central mass is always difficult to isolate; any projectile weapon always does minimum damage, and bladed weapons always have damage divided by 3. Vision: 360, detecting through movement, colour and smell, with 40% effectiveness out to 200 metres. Ranged: none Threat Zone: none. Close Proximity: attack skill 36%, 1 hit [1] Smother, on the 1 st round of a successful, the Groth will be coalescing around the target, not delivering any damage; armour has no effect, unless it is an airtight and hermetically sealed unit, currently running on internal life-support. No more to-hit rolls are required; the target is most likely doomed. On the 2 nd round, the Groth will have covered the entire creature which is when the attack begins: the target suffers incredible pain, similar to a thousand simultaneous giant-wasp stings, the target will need to make a COOL check (Nearly Impossible) to be able to do anything other than thrash around writhing and screaming; they also experience: o Loss of 1d6 STR & CON as their vital fluids are drained, leaving a dried and withered husk, twisted in a posture of utter agony. This damage is not permanent if the Groth can be driven off before either STAT reaches zero. Once STR or CON reach zero the victim is dead. If the victim does survive, these stats will regenerate at 1 point (each) per day. o The victim will start to suffocate o The victim will be effectively grappled by the Groth, held in place by its STR. Tactics: they tend to be placed on guard-duty, where they are very good at remaining silent and unmoving, concealed as part of a surface, and then explode forward always getting surprise attack. Use of Magick: POW 10, do not use Magick.
Jentog Manes NON-HUMAN SPECIES Thin, black, and faceless humanoids with long powerful leg limbs ending in cloven-hooves, and wiry arms with broad hands and long webbed fingers. Theyre incredibly fast, can go rigid and utterly motionless within a microsecond and move in sudden spurts, stopping to observe then moving off again. Their skin has a smoky, dust-like quality that leaves a shimmering echo when they abruptly move away. With low intelligence, no language or culture, they make ideal servants within the Mythos. STR: 25 INT: 3 DEX: 25 Mass: 1.8 HP: 18 D/b: +1d8 THSP: 4 ANX: 0/1d6 Move: 12 metres per round sprinting on muscular lower limbs; 20 metres jump (possible once per 3 rounds). They can run through any wall up to 40 (combined SP & DP), vanishing on one side in a puff of evaporating black granules, emerging on the other side leaving the wall unmarked. Physical skills: 100% Intelligence skills: 12% Notes: They dislike sunlight but are not harmed by it. They are a nomadic race, easily impressed by powerful sorcerers and bound into service as thugs and assassins. Combat: Immunity: impaling weapons only do minimum damage. Vision: 180, through sub-dermal sensory organs that allow it to see/hear in all spectrums, with a range of 500 metres and 40% effectiveness. Ranged: none Threat Zone: attack skill 75% Shout darkness: sends out a high-velocity spray of black evaporating granules. Covers 1d3 body areas, each affected body area suffers 1d6 HP damage from a shotgun style wound worsened by an acidic burning. Any armour is damaged by the rolled damage. Close Proximity: attack skill 100%, 1d4 hits [1-2] strike with hands; if the target is not protected by enclosed armour, then the hands appear to plunge in and then out of the victims flesh, in the same action the victim loses 1d6 Hp, and permanently loses 1d3 CON & POW. [3-4] body bash, delivering 1d3+d/b stun. Use of Magick: POW 10, they do not use Magick.
Jhomadjon GREAT OLD ONE A large black (within the Quantisphere it appears as a polychoron) crystal similar to a triskaidecagon (13 sided). It emerges through the 1 st , 2 nd , 3 rd and then 4 th dimensions, from a triangular pattern drawn onto any flat surface, where the measure of the internal angle is 152.308 degrees. Jhomadjon is often worshipped by people with very high intelligence, or a desire for greater knowledge, seeking to probe the furthest and darkest corners of the universe. Many things can be seen within the multifaceted Yellow Dawn (The Age of Hastur) is a creation of David J Rodger. This document is Copyright 2012 David J Rodger, all rights reserved. Visit davidjrodger.com for more free downloads, and to preview or buy his books of cyber fiction and mythos horror. 7 of 19 surface of Jhomadjon, as Jhomadjon can read your thoughts and provide fantastic insightshowever, looking at Jhomadjon can cause great discomfort and dizziness because you can see all 13 sides at once, even though youre looking at it from only one direction. This visual distortion increases the longer you look, and as your mind sinks deeper through the 4 th , then 5 th , 6 th and more extreme dimensions. The longer you look, the more you see, the less youre able to look away, and the more uncomfortable you become. In game terms, every 1 minute spent looking at Jhomadjon provides you with +1d6 skill points, that you can allocate to any scientific / historical /mathematical skill (its your choice because in a way you control what youre seeing revealed in the facets of Jhomadjon). This also forces a ANX roll otherwise you lose 0/1d6 from the experience of entering deeper and more extreme dimensions; if you lose 6 COOL, then this indicates you have also witnessed something hideous as Jhomadjon reveals distant and alien aspects of reality, add another 1d6 to the COOL loss, and repeat for every 6 score. Finally, being able to look away again requires you to make a COOL check; this might seem paradoxical, but the reason is people gazing at Jhomadjon begin to fear returning to normal realitythey fear what might happen to their minds when the great revelations come to an end. This is why Jhomadjon can be so dangerous: the longer you look, the more insane you become, the less able you are to stop yourself. Jhomadjon rarely launches any direct attack, and so is seen as somewhat passive; the affect of suffering anxiety appears to feed Jhomadjon in some way. If it does get involved in combat, Jhomadjon can relocate to anywhere in the universe and back again in a single combat round; in other words, unless you have a very high DEX, it will be able to vanish before you can launch your attack, and probably reappear directly behind you to drain you of POW. STR: Na INT: 45 DEX: 21 Mass: 6 HP: 480 D/b: Na THSP: 10 ANX: 1d3/1d20 Move: infinite. Physical skills: Na Intelligence skills: 180% Combat: Immunity: It regenerates 5 hit-points per round. Vision: 360, astral. Ranged: none Threat Zone: none Close Proximity: none Use of Magick: POW 50, Conjure/Command Servitor of Outer Gods; POW drain (only used if being attacked), make an opposed POW roll, if Jhomadjon wins, then the victim loses 3d6 POW (and a similar amount of STR, CON, and APP resulting in withered, petrified appearance).
Jubb GREAT OLD ONE A gigantic, greenish-brown squid- like monstrosity with a glare capable of vaporising vital fluids and dehydrating flesh into tough leather. STR: 100 INT: 35 DEX: 25 Mass: 25 HP: 1,200 D/b: +3d10 THSP: 10 ANX: 1d10/1d100 Move: 10 metres per round slithering along on slime- coating tendrils beneath its vast bulk. Physical skills: 80% Intelligence skills: 150% Combat: Immunity: None. However, Jubb regenerates 10 hit-points per round. If ever destroyed it simply forms a large spray of greenish-brown viscous matter that slowly congeals and reforms (taking 20 minutes), during which time it is unable to do anything except observe. Vision: 360, astral. Ranged: attack skill automatic Glare, range of 200 metres, allows Jubb to look at a victim in a certain way that forces an opposed POW roll; if Jubb wins, the victim suffers 1d3 HP damage, and loses an equal value of DEX, CON and APP, as their flesh is permanently withered. Threat Zone: attack skill 75% 4 body tentacles**, range 50 metres, delivering 1d6+d/b stun. Close Proximity: attack skill 100%, delivering 1d6 hits [1-4] tentacles**, if not already used in Threat Zone. [5] body crush, delivering 1d6x25 stun damage. [6] mouth, consumes anything up to Mass 5 in one go, resulting in death; anything larger takes 2d6+d/b stun damage. Use of Magick: POW 50, although it knows all Conjure/Command spells it does not normally use Magick, except when using Nightgaunts to bring specific victims to it.
Murg GREAT OLD ONE Also known as the Tower, The Fountain, and The Mental Fist. Murg has no real appearance. It is a conglomeration of sentient energy beyond human perception or comprehension. Worshipped exclusively by Grom (crabs), its existence is possibly only possible as a direct result of the collective mind created by their temples and deposits of Resonators. In this sense, it is possible to glimpse a vague understanding of Murg, as the combined result of millions of Grom temples, loaded with Resonators, deposited POW and stored memories of experiences. Yet Murg has an autonomous existence, not bound to being a passive store of Grom knowledge. STR: Na INT: 45 DEX: 21 Mass: Na HP: Na D/b: Na THSP: Na ANX: 1d6/1d20 Yellow Dawn (The Age of Hastur) is a creation of David J Rodger. This document is Copyright 2012 David J Rodger, all rights reserved. Visit davidjrodger.com for more free downloads, and to preview or buy his books of cyber fiction and mythos horror. 8 of 19 Move: infinite. Physical skills: Na Intelligence skills: 180% Notes: Murg is usually encountered through commune by sorcerers clutching Resonators (direct physical contact), with the Quantisphere still in place. When Murg is experienced directly, it is only perceived through a scrambled white-noise distortion of all senses, creating a general sense of something being present. Combat: Immunity: Only magical attacks can hurt it; the chance of driving it away is equal to the total damage delivered (in one round) x 1%. Vision: 360, astral. Ranged: none Threat Zone: none Close Proximity: none Use of Magick: POW 50. Brain-mush, victim must make an opposed POW roll, otherwise their thoughts are overwhelmed by sensory input, leaving them reeling and utterly incapacitated until they roll 20 on 1d20, one roll per round (if they ever roll a 1 then they also suffer permanent brain damage of -1 INT, and -5% lost from all skills).
Mu Sral GREAT OLD ONE Primarily invisible, its presence is felt rather than seen. It is known as the Vortex of the Chaos Stream. Those unable to see it directly will experience a numbing sensation creeping through their head as memories and thoughts are sucked from the organic fabric of their brain. In game terms, every round spent within 100 metres of MuSral, forces a roll of 1d20; any round that a character rolls a 20 then they loose 1d6% from all skills, as their knowledge and experience is drained from them. Feeling the presence of MuSral without seeing it forces a ANX roll costing 1/1d6. However, people with a POW of 15+ have a chance of see MuSral directly. For people with such a high POW, anybody within 10 miles of MuSral gets a chance to score 35+ on 1d20+POW. They may try again, once every minuteuntil they see it. MuSral appears as a shimmering point of brilliant light, surging and fluxing around itself, in a colour that resembles whitebut is in fact nothing a human being could ever describe. Being able to see MuSral is the only way to receive a Gift from the God. STR: INT: 40 DEX: Mass: 0.5 HP: D/b: THSP: 0 ANX: 1d6/1d20 Move: 0 Physical skills: none Intelligence skills: 160% Combat: Immunity: MuSral can only take damage via magical attacks; if this happens, then the total damage delivered in one round (from Magick) is the % chance MuSral vanishes. Vision: 360, astral Ranged: attack skill automatic success. Psychic Boom, range 10 miles; anybody within this range must roll under a score of 25, on 1d20+POW, otherwise they are struck by a thunderclap of psychic noise that delivers 3d6 Stun damage to the whole being. MuSral cannot do this every round; after the first use, it can only do it when it rolls a 6 on 1d6, one roll per round. Threat Zone: none Close Proximity: none Use of Magick: POW 50, clutch heart, kinetic force.
N Sagoth GREAT OLD ONE Rises up out of any reflective surface, this can be a mirror, a sheet of polished metal, or even a calm surface of water. NSagoths true form is one of a dark-light energy that has a tangible nature, however when it appears through a Render ceremony, its appearance will usually reflect the subconscious desires of those who have brought it forth. On Earth, this is generally in-line with the Sect of NSagoth, and his chosen form is that of an impossibly thin, hairless man, with long skeletal limbs, and a tall, bony skull, a broad brow with large baleful eyes. NSagoth admires intelligence, and considers the majority of its worshippers as ignorant and redundant, good-for-nothing except to provide POW, or act as a host for its pleasures. It normally rewards intelligence with a modicum of respect. STR: 28 INT: 25 DEX: 11 Mass: 2 HP: 25 D/b: +1d8+1 THSP: 0 ANX: 1d3/1d20 Move: 15 metres per round, sprinting. Physical skills: 44% Intelligence skills: 100% Notes: The risk of COOL loss only occurs when witnessing NSagoth in its true form of dark-light energy. NSagoth can choose to take-possession of any individual by touching them, succeeding in an opposed POW check (may only attempt this once per person). If successful, NSagoth is able to push his hand into the victim, and then reach further inside and finally climb into the person. There is no blood; no ripping of clothes. At this point, NSagoth becomes this person, with all their skills and memories, and no longer needs a pool of magic points to remain within the Quantisphere. The mind of the victim is shredded by this process and will be forever lost. In human form, NSagoth will complete whatever actions suit its current agenda. Combat: Immunity: none. If the human form is ever killed, then NSagoth is forced to appear, momentarily, in its true form, before being dragged out of the Quantisphere. Vision: 360, astral. Ranged: none Threat Zone: none Yellow Dawn (The Age of Hastur) is a creation of David J Rodger. This document is Copyright 2012 David J Rodger, all rights reserved. Visit davidjrodger.com for more free downloads, and to preview or buy his books of cyber fiction and mythos horror. 9 of 19 Close Proximity: attack skill 44%, brawling. Use of Magick: POW 50, Conjure/Command Byakee, Nightgaunt as steeds; Wither Limb, Strike Blind for the sheer sadistic pleasure of doing it to people; Scorch; Clutch Heart; Kinetic Force; Quantispheric Touch; Eat Soul; Capture Gaze; Memory Wipe. Memory Wipe comes in handy when somebody sees something they shouldnt have.
Nurlwarq Vapour NON-HUMAN SPECIES An invisible gelatinous mass that is visible only on the Astral Plane; it bristles with numerous tube-like appendages that end in jagged barbs and hooks. STR: 30 INT: 12 DEX: 9 Mass: 3 HP: 45 D/b: +1d10 THSP: 0 ANX: 1d3/1d10 Move: 12 metres floating, tumbling, flailing through any medium (air, water, gas, space, etc) Physical skills: 36% Intelligence skills: 48% Notes: the risk of COOL loss applies when a Nurlwarq Vapour is free roaming, even when people cannot see it; there is no risk of COOL loss when they have occupied a victim. Nurlwarq vapours are attracted to combinations of living POW and Intelligence. When free floating they select a target, preferably alone, grab them and drain them of all POW and INT, leaving a living shell which the Nurlwarq vapour is then able to occupy and control (similar to possession). Although invisible, a target will always get an Awareness skill check to be able to sense the rushing breeze of something large descending to attack. Once a Nurlwarq Vapour has taken control of a victim, it is able to make that being move and function as if still alivealthough it has no ability to make conversation beyond familiar phrases and sounds used by other members of the victims species. The motive behind this is so the Nurlwarq Vapour can covertly feed from other living and intelligent beings around it. Anybody spending a few minutes with the occupied victim, stands an 80% chance to be used for feeding by the Nurlwarq Vapour: this results in the loss of 1 POW and 1 INT. It occurs through the Nurlwarq vapour throwing out invisible feeding appendages that punch through armour, clothing and flesh. This can happen once every 4 hour period a person remains within the general company of the occupied victim. When no longer free-floating, and inside of a victim, the Nurlwarq Vapour innately projects a sort of astral smog that has several consequences: conceals its existence on the astral plane within a 10 metre radius cloud of alien colour; it creates an atmosphere of mild confusion and forgetfulness, similar to having a woolly head from a bad hangover; people caught in this smog must roll 25+ on 1d20+INT to be able to realise something is not quite right. Combat: Immunity: none, although they are unaffected by heat or cold. Also any successful attack has 20% chance of not doing any damage because the Nurlwarq Vapour has shifted its protoplasmic mass at that moment. Vision: 360, powerful sense of smell, can detect food up to 3 miles away, with 80% effectiveness. Ranged: none Threat Zone: attack skill 27% Barbed-hook clusters on the end of 3 x long muscular appendages, range 6 metres, delivers no damage but restrains a victim ready for suckers to attack next round. Close Proximity: attack skill 45% (+20% if victim already grappled by barbed-hook clusters), delivering 1d6 hits [1-6] razor sharp appendages can punch through any armour up to SP20, plunging into body and head/brain. These attacks do not leave gaping holes in flesh and clothing, but they do leave some signs: in clothing these attacks leave a singed, blackened and frayed circular mark roughly 3 cm across; on flesh they leave a heavy circular bruise. Each hit to the body drains 1 POW, each hit to the head drains 1 INT. These losses are permanent. Each point of lost INT reduces all skills by 5% points, and creates a 5% chance of erasing important memories, such as I know this person; This is where I live; this is who I am; etc. If and when INT and POW both reach Zero, the victim is dead, and becomes an empty vessel for the Nurlwarq Vapour to occupy, and then roam around feeding in a more subtle manner. Use of Magick: POW 10, Kinetic Force, Quantispheric Touch. It will use Quantispheric Touch on a victim who is hiding inside a building, forcing the victim to leave their sanctuary and go running in a wild panica perfect and easy victim for the Nurlwarq Vapour.
Ommm-Gaaa GREAT OLD ONES Self Consuming Twins. STR: INT: 25 DEX: 30 Mass: HP: D/b: na THSP: na ANX: 1d6/1d20 Move: does not move per se; Ommm affects an area covering 1d20 x 30 metres, and Gaaa consumes an area that expands at 1 metre per round, until removed from the Quantisphere again. Physical skills: Na Intelligence skills: 100% Notes: rendering Ommm-Gaaa requires the use of a spike, forged from a very rare metal not found on Earth. As Ommm fully emerges within the Quantisphere, invisible pulses of microwave and gamma-ray energy leap out, seemingly at random, and only noticeable by the consequences of any living thing touched by them: deep internal burns, radiation and large bonuses of POW deposited within them. Once Ommm has fully arrived the GM starts rolling a 1d20 every round; on the same round the GM scores a 1, then Gaaa will begin to emerge. Yellow Dawn (The Age of Hastur) is a creation of David J Rodger. This document is Copyright 2012 David J Rodger, all rights reserved. Visit davidjrodger.com for more free downloads, and to preview or buy his books of cyber fiction and mythos horror. 10 of 19 Gaaa is Ommms terrifying twin; what Ommm gives, so Gaaa takes away. The round that Gaaa starts to emerge, then everything within 1 metre of the metal spike rapidly turns black, as if burned and drained of all life, and becomes a coarse black ash. Every round that Gaaa continues to emerge, so this destructive effect expands another 1 metre radius. Combat: Immunity: na. Vision: 360, astral. Ranged / Threat Zone / Close Proximity: anybody within Ommms area of effect has a 1% chance to be randomly struck by an energy tendril, this delivers 3d6 HP damage, internally, through microwave burns; it also delivers 1d100 Rads of radiation exposure and provides a bonus of 3d6 POW. Once Gaaa arrives, it utterly consumes everything at a rate of 1 metre radius per round. Use of Spells: POW 1d100 at any given moment, knows all Conjure Command, and Render Dismiss operations.
Rhin-Salthugga GREAT OLD ONE A mass of liquid darkness that has infinite mass and can pull light towards it, dwells in the spaces between the spheres. STR: 80 INT: 21 DEX: 20 Mass: 8 HP: D/b: +4d6 THSP: 0 ANX: 1/1d20 Move: 20 metres per round, flowing across any surface. Physical skills: 80% Intelligence skills: 84% Notes: Rhin-Salthugga is commonly worshipped by sorcerers, primarily due to the low risk of Anxiety from exposure to it. Combat: Immunity: only magical attacks and a specially filtered red light (create the correct filter with a physics skill check) can harm Rhin-Salthugga. Any physical attack simply slices through it, after which it reforms, even after an explosive concussion wave. The total damage delivered in one round (from Magick) is the % chance Rhin- Salthugga vanishes. Any blast of correctly filtered red light has an immediate 40% chance to repel Rhin- Salthugga. Vision: 360, astral, with a range of 300 metres and 80% effective. Ranged: none Threat Zone: attack skill - special Anybody & everybody within 16 metres is struck by an explosion of thin black tendrils, exuded by Rhin- Salthugga, each person takes 1d6-1 hits, each hit delivering 2 hp damage (only armour with SP 20+ can defend against these attacks). The tendrils shrink back as quickly as they formed. Close Proximity: attack skill special, 1 hit [1] engulf, anything with a mass of 4 or less is dragged into the flowing crushing body of the thing, at which point Rhin-Salthugga will then flow away, receding through cracks in space-time, taking its victim with it to dispose of later in some horrible manner. Any physical weapon striking Rhin-Salthugga at this point has a 40% chance to deliver half damage to the trapped victim. Special attack skill. To-hit, Rhin-Salthugga must win an opposed DEX roll against the victim. Use of Magick: POW 50, Create Gate, Wither Limb, Strike Blind, Clutch Heart, Quantispheric Touch.
Shadow Shifter NON-HUMAN SPECIES A short, broad, vaguely humanoid-shaped creature that is only ever glimpsed, as if always hugging the peripheral vision of the viewer, never-fully seen; its physical presence is semi-solid, like dark smoke that can coalesce at any given moment to create a firm grip or blow. STR: 21 INT: 7 DEX: 13 Mass: 2 HP: 20 D/b: +1d6+1 THSP: 0 ANX: 1/1d6 Move: 6 metres per round, darting along, leaping with powerful semi-visible back legs and landing on muscular semi-visible front arms. Physical skills: 52% Intelligence skills: 28% Notes: Shadow Shifters have the ability to slip into a shadow-realm at will and is done via a cognitive command. The time this takes to complete varies, from the moment it starts the process, the air around it begins to shimmer and buzz, the keeper should roll 1d6 every round, on a 6 the shift takes place. The round immediately before a Shadow Shifter appears it has a full view of whats beyond (as if looking through a glass wall) and so can avoid stepping into a dangerous situation. Meanwhile, in this pre-arrival round, the air around their entry point shimmers and vibrates all electronics in a 5 metre radius die; soft metals melt and fuse together, all equipment must make a malfunction check to suffer only Simple Malfunction, otherwise its a Complex Malfunction). Combat: Immunity: All projectile weapons only do minimum damage. Vision: they see via extra-sensory organs, with a range of 100 metres, in light and in darkness, IR, UV, thermal, with an 80% effectiveness. Ranged: none. Threat Zone: none. Close Proximity: attack skill 52%, 1d3 hits [1-2] Nerve-grip, delivering 1d4+2+d/b stun damage, or used to Grapple (in preparation to shift into the shadow realm) Either way, armour has no effect, and the victim must roll 25+ on 1d20+CON after being struck otherwise they are left paralysed for a number of rounds (until they can roll a 1 on 1d10, one roll per round). [3] Body bash, delivering 1d6+d/b stun. Tactics: Shadow Shifters like to lurk on the edge of an entry point them step through as a surprise attack, Yellow Dawn (The Age of Hastur) is a creation of David J Rodger. This document is Copyright 2012 David J Rodger, all rights reserved. Visit davidjrodger.com for more free downloads, and to preview or buy his books of cyber fiction and mythos horror. 11 of 19 striking with Nerve-grips until victim stops fighting, then carrying body away (through a shadow shift). The only time they dont attack to kill, is when theyve been bound by a sorcerer to return a victim alive. In which case they grapple, then shift. Use of Magick: POW 10, kinetic force; only used if desperate to kill or acquire a certain target.
Sinai Worms NON-HUMAN SPECIES - A vast worm-like creature. Incredibly tough and hard to kill, they range in length from 200 metres to nearly a kilometre long. Sinai Worms are greyish, with no visible eyes. Their mouths contain multiple jaws with powerful muscle flaps that can be pushed outwards and retracted to burrow through earth and rock STR: 800 INT: 9 DEX: 2 Mass: 70 HP: 2,800 D/b: (1d100x2)+60 THSP: 15 ANX: 1d3/1d20 Move: 20 metres per round above ground, 5 metres per round below ground burrowing. Physical skills: 8% Intelligence skills: 36% Notes: Sinai Worms feed off of any organic matter. They riddle a world with tunnels, devouring anything and everything unlucky enough to be in their path. It is thought that Sinai Worms originate in the Dreamlands, and then fall through dimensional space to land on various planets that brush up against the Dreamlands. They are known to be at war with other subterranean races such as Dholes and Cthonians. Combat: Immunity: None Vision: they can detect any rhythmic movement and noise up to 10 miles away; their senses are 40% effective. Ranged: none. Threat Zone: none Close Proximity: attack skill 8%, 1 hit [1] body bash, the Sinai Worm raises its head-section and drops it down on the target, delivering 1d6x70 blunt impact damage. [] Another option is the Sinai Worm simply eats everything in a 30 metre diameter (including earth, rock, vehicles). Un-entangled victims get one chance to jump free by making an opposed DEX, otherwise theyre devoured whole and crushed amongst the swallowed debris. Use of Magick: POW 10, they do not use Magick. Further Information: They leave behind 3d6+3 finger sized flakes of the cinnamon tasting spice melange. Anybody trying to collect these must roll 1d6 for every one the pick up, on a 6, they have attracted the attention and outrage of another Sinai Worm, which rises up to attack 1d100x30 metres away.
Snargth Hound NON-HUMAN SPECIES A lean, hairless, skinless hound-like form that emerges from a greasy grey bubble. The hound radiates a malevolent energy and its semi-solid substance, a sickly black and ultra-violet colour, is poisonous to the touch. STR: INT: 21 DEX: 11 Mass: 2 HP: 21 D/b: THSP: 0 ANX: 1d6/1d20 Move: 6 metres per round oozing and squirting forward, trailing a dense cloud of fetid smoke or mist. Physical skills: 44% Intelligence skills: 84% Notes: These predators lurk between the spheres. They can sense the aura of any living being in any universe, or in any place between universes, within the Quantisphere and beyond it. Locked doors and walls are of no consequence to them; the first sign of their arrival is a tiny grey dot that blips into existence and then rapidly expands into a greasy grey bubble that is 2 metres across (takes 1 round); the bubble burst and the hound rushes forth trailing a dense cloud of fetid black mist. To even be able to attack one, requires a COOL roll, otherwise a person is frozen by an unearthly terror radiating from its being. Combat: Immunity: No physical weapon can harm this thing; only magical attacks. Vision: 360, astral, with a range of 500 metres and 80% effectiveness. Ranged: none Threat Zone: attack skill 22% Tongue, range 4 metres, punches through any armour into the very soul of a living being and drains 1d6 POW. Close Proximity: attack skill 33%, 1d3 hits [1] Tongue, if not used in Threat Zone this round, otherwise body touch. [2-3] Body touch, coats the affected body location in a black mist. If it hits clothing or armour, then there is no effect. If it hits bare skin then the victim suffers contact poison. Contact poison has a target number of 30. Onset Time: when you roll 20 on 1d20, one roll per round Full effects: the poison turns the victims vital fluids into acid, when a 20 is rolled, the victim stops doing anything but drops to the ground, screaming and retching, their flesh rapidly melts away, hissing into a bluish vapour that drifts harmlessly away. Within 10 seconds there is nothing left but clothes and bones. Default effects: victim suffers violent cramps and fever like symptoms. They are at stats and half skills for the next 24 hours; after which they lose 2d6 Hp. Tactics: Once a Hound has set itself on a target it never stops, and never gives up pursuing until driven off or the target is dead. If the target gets beyond the 500 metre vision of the Hound, then they must make a LUCK roll Yellow Dawn (The Age of Hastur) is a creation of David J Rodger. This document is Copyright 2012 David J Rodger, all rights reserved. Visit davidjrodger.com for more free downloads, and to preview or buy his books of cyber fiction and mythos horror. 12 of 19 to avoid the Hound picking up a scent and pursuing; if they make the LUCK roll they have escaped. Use of Magick: POW 10, does not use magick.
Soldari NON-HUMAN SPECIES Small points of black light that can expand to the size of a fist, increasing the range of their radiance; everything caught within the radiance appears in a polarized negative, with subtle distortions that create an uncomfortable alien sight. They are ferociously intelligent, feed on pain, and worship Solindara. STR: INT: 21 DEX: 17 Mass: 0.1 HP: D/b: THSP: 0 ANX: 0/0 Move: 20 metres per round, whizzing through the air Physical skills: 68% Intelligence skills: 84% Notes: Soldari are a frighteningly independent and cruel species; they come from a world of a black sun, casting white shadows on clusters of ice, orbiting a vast gas giant. The cycle of life in this world revolves around the slow melting of sections of ice, to mine globules of basic organic matter, and then nurture these globules into becoming more complex systems of life for the sole purpose of causing them pain, maintaining a fine balance of care and torture, keeping these tragic suffering things alive in order for the Soldari to feed. How they came to worship Solindara is unknown, but it is through the direct interest of this god that Soldari have been able to travel and explore beyond the boundaries of their home. They are highly intelligent and will follow the commands of sorcerers who conjure them (and can control them); however, to remain within this world for any significant amount of time, Soldari require a source of sustenance; sorcerers who are familiar with Soldari, and so typically worship Solindara, will allow the Soldari to nestle somewhere on their body, burrowing into the top layer of flesh, causing intense pain through burning, which the sorcerer will simply accept as ritual suffering. Finally, in normal form, Soldari are a pin-prick of intense black light, with an alien radiance of 1 metre; they can expand to a fist-sized nugget at will, with a radiance of 100 metres. Anybody who obverses the appearance of the everyday terrain, cast in the Soldari radiance, must make a ANX roll or lose 0/1d3 COOL. Being within the light creates extreme physical and psychic discomfort; anybody caught within the radiance will feel their flesh prickle with a mild burning sensation; the top layer of their POW is also in danger of being stripped away in a sort of metaphysical evaporation, each living being must roll over their POW on 1d20, or else lose 1 point of POW (the more POW you have, the more likely you are to lose some). Being within the light creates acute disorientation, as your vision is distorted. Combat: Immunity: the only way to harm them is with fire-fighting equipment, water, sand, co2, etc. Damage to fire monsters is listed with this equipment. Each point of damage done has a 5% chance of killing the Soldari instantly. Also, because of their intense and alien brightness, trying to attack them without protective eye-wear creates a -20% penalty on attack checks. Vision: 360, astral, with a range of over 500 metres. Ranged: none Threat Zone: none Close Proximity: attack skill special, 1 hit [1] touch, causes 2d6 stun damage (cold burning pain) to one body location. Special attack skill. To-hit, the Soldari must win an opposed DEX roll against the victim. Tactics: use Magick to entrap a victim in a location to torture of murder themfeeding from their pain. Use of Magick: POW 20, Secret Statue used to hide doorways or windows from people trying to flee; Confuse, Strike Blind, these latter two are used to ensure victims are unable to flee far.
Sol indara GREAT OLD ONE Also known as the Spirit of the Flame. It emerges from the presence of fire, expanding the flames and growing the fire with interstellar gasses into a lethal inferno. The act of Rendering Solindara is normally associated with worshippers offering the ultimate sacrifice: their life. STR: INT: 25 DEX: 20 Mass: 1-100* HP: 10- 1,1000* D/b: THSP: ANX:1d3/1d20 Move: Solindara does not move, but simply grows in size and intensity. Physical skills: 100% Intelligence skills: 100% Notes: *When Solindara first arrives it grows to a mass of 1, rising up like a man-sized rush of flames; its mass then increases by 1 every round until reaches Mass of 100; the HP score has a direct correlation with this. Solindaras presence within a flammable area will start an inferno that does not spread until the god chooses to allow it to, or until the god departs. Combat: Immunity: nothing can harm Solindara except water and magical damage. It regenerates 1 Hp per round. Vision: 360, astral. Ranged: none Threat Zone: none Close Proximity: attack skill 100%, 1d6 hits [1-6] flicker and touch, delivers 3d6 burn damage. Use of Magick: POW 50, it does not use Magick.
Yellow Dawn (The Age of Hastur) is a creation of David J Rodger. This document is Copyright 2012 David J Rodger, all rights reserved. Visit davidjrodger.com for more free downloads, and to preview or buy his books of cyber fiction and mythos horror. 13 of 19 Storm Spores NON-HUMAN SPECIES Enormous floating creatures with long fibrous-tentacles that lash outwards, multiple eyes and numerous amorphous mouths, all constantly shifting in shape, as different parts pulse in and out of visibility at random moments; visible parts also inflate and deflate at random, excreting a foul yet invisible gas that is extremely explosive. STR: 55 INT: 16 DEX: 16 Mass: 5 HP: 137 D/b: +3d6 THSP: 0 ANX: 1d6/1d20 Move: 15 metres per round tumbling, squirting forward, floating, and flying truly frightening to behold. Physical skills: 64% Intelligence skills: 64% Notes: the explosive gas they produce is non-toxic and cannot be ignited by a flame, or by another explosion. The gas can only be detonated by the Storm Spore through squirting out a chemical catalyst. Combat: Immunity: Only magical, fire and any explosive / fragmentation weapon delivers normal damage. Otherwise, any successful hit only has a 40% chance of delivering any damage, because various parts of the Storm Spore constantly shift in and out of reality. Any hit from physical weapons only delivers minimum damage, including damage bonus. Vision: 360, through a combination of sight, sound, vibration, smell, and other alien senses, with a range of 500 metres, and 40% effectiveness. Ranged: attack skill 100% Concussion & fragmentation wave, created by detonating the gas outside of its body. Blast Phase A delivers 2d20 explosive damage (decreasing 5 points per 1 metre), and Blast Phase B is 3 x the range of Phase A (as tiny fragments of dust, etc, are picked up and thrown outwards at 200 miles per hour). The Storm Spore can detonate this gas any time it likes, but can only try again in 20 rounds. Threat Zone: attack skill 48% 10 tendrils, range 10 metres, deliver shocking 1d6 hit- point damage and ignore all armour. This is because the tendrils can shift in and out of reality, reforming within the target, causing internal damage. These tendrils are never used like tentacles**. Close Proximity: attack skill 64% 1d12 hits [1-4] engulf & crush, delivering 2d6+d/b stun damage. [5-12] tendrils, if not used in Threat Zone, otherwise ignore these hits. Tactics: soften targets up with an explosive blast, and then move in with tendrils to mop up and kill any survivors. Use of Magick: POW 10, they do not use Magick. Further Information: The Storm Spores came to Earth out of an alternative dimension 200 million years ago. They built small solitary settlements from volcanic rock with low vaulted domes; many of these are now buried beneath the sands of vast deserts, or hidden by dense jungles in South East Asia, and South America, but the settlements are still there and still occupied. They can operate in any medium, including water, vacuum, hot, cold, etc. Storm Spores became an isolated self-sufficient race and prefer to be left alone in their cities of charred volcanic rock; they become very aggressive with any living thing trespassing into one of their cities.
The Great Magi NON-HUMAN SPECIES Formidable sorcerers from a time on Earth predating the evolution of Modern Man. They are anthropomorphic, walking upright, with a humanoid head that resembles a cross between a chimpanzee and a cheetah. They are renowned for their use of potent illusionary magick to walk amongst humans as if one of them; although their energy (passive state) on the Astral Plane highlights they are not human. STR: 16 INT: 16 DEX: 16 Mass: 1.2 HP: 16 D/b: +1d3 THSP: 0 ANX: 0/1d6 Move: 10 metres per round sprinting, 7 metres per round running. Or can use any human vehicle. Physical skills: 64% Intelligence skills: 64% Notes: Their skeletons have occasionally been discovered by scientists and mistaken as the missing link, these people are normally silenced and the evidence removed (by the Order of the Amber Eye) before the truth ever comes close to the surface. The Great Magi came to Earth after the Elder Things had retreated beneath the oceans and for a while came to dominate the proto-human savages that had evolved from the Elder Thing experiments. In their ancient culture they wore ceremonial robes and carried weapons (typically daggers). The Great Magi warred heavily with the far older race of Serpent People. Through this war, only a few remain in existence at this time on Earth. The Order of the Amber Eye is based in a sandstone city on a remote planet, a temple held up by vast ape-like statues, surrounded by alien jungle; any Great Magi will have access to this place via a magical gateway. Combat: Immunity: in any given combat they will have 3d6 points of protection from each and every attack and all kinds of damage; this comes from various magickal operations in place at the time. Vision: 90, advanced visual system, they have low-light vision but cannot see in total darkness, can see clearly up to 400 metres away. They have an incredible sense of smell and can detect living beings, with a range of 1,600 metres, and 40% effective. Ranged: attack skill 32% Any human weapon. Yellow Dawn (The Age of Hastur) is a creation of David J Rodger. This document is Copyright 2012 David J Rodger, all rights reserved. Visit davidjrodger.com for more free downloads, and to preview or buy his books of cyber fiction and mythos horror. 14 of 19 Threat Zone: attack skill 48% Any human weapon Close Proximity: attack skill 64%, 1d3 hits In human form [1-3] punches, kicks, any brawling type attack, 1d3+d/b stun. In true form [1-2] claw, delivering 1d4+3+d/b knife damage [3] bite, delivering 1d6+d/b HP damage and 80% of poisonous saliva entering victims blood stream: treat as standard Nerve-Toxin attack. Tactics: they prefer to Capture Gaze an isolated target, then pounce. Use of Magick: POW 20, they have an 80% chance of knowing any spell in existence. Further Information: Djr note 1 st March 2012; additional notes exist but these need to be formally written up. Check back later for updates.
Tribesecha NON-HUMAN SPECIES A human-like race that resemble swarthy East Europeans with Asiatic eyes but are actually from a parallel alternate universe dominated by a warrior race (who have been infected by Grom- Groth-Murg). They are hardy people, capable of enduring life on a terrifying world; they have the ability to briefly stutter their existence within space-time, and this ability is often used when theyre under attack. Technologically lagging, they use machines based on working-animals and slave labour, their weapons are all based an alien metal that resembles brass but is harder that diamond. Tribesecha have also developed a mild psionic ability, known as Aura Flash, that is used to stun attackers giving the Tribesecha a window of opportunity to escape. STR: 14 INT: 21 DEX: 22 Mass: 1 HP: 18 D/b: +1 THSP: 0 ANX: 0/0 Move: 10 metres sprinting, 8 metres running. Physical skills: 88% Intelligence skills: 84% Notes: a Tribesecha can move and observe whilst invisible but cannot interact on the physical plane (they can remain invisible for up to 5 combat rounds at a time, with 5 rounds required in between). When invisible their energy (passive state) can still be seen on the Astral plane. Combat: Immunity: none, but any hit only has a 40% chance to deliver damage before the Tribesecha dematerialises. Vision: 360, astral, with a range of 300 metres, and 80% effective. Ranged: attack skill 44% Throwing knife, range 50 metres; provides +/-1 bonus on general to-hit table, delivers 1d6+2 impale damage. Tribesecha always carry 6 of these. Threat Zone: attack skill 66% Aura Flash, range 5 metres radius. Can be used once per 24 hours. Delivers 2d6 stun to whole body like a shockwave, armour has no effect. Close Proximity: attack skill 88%, any melee style weapon, typically Old World, but delivering an extra +1d6 damage due to the hardness of the alien metal. Use of Magick: POW 10, Reanimation, Capture Gaze, Stop Heart, Kinetic Force.
Tur-Shaak GREAT OLD ONE Its arrival is heralded by a incredible manifestation of cockroaches (or at least they look like cockroaches); the numbers grow and grow until there are hundreds of thousands of them; then Tur-Shaak itself emerges, a slithering mass of fetid whiteness, oozing up like gelatinous milk between the filthy carapaces of the cockroaches; each bloated tendril is covered in millions of bristling white cilia; small sections randomly collapse inwards and then swell outwards with dark grey spheroids that are some kind of sensory organs. The main bulk always remains beneath the scuttling carpet of cockroaches. STR: INT: 21 DEX: 21 Mass: 8 HP: D/b: THSP: 0 ANX: 0/1d6 Move: 6 metres per round, as a churning wave of cockroaches and white slithering tendrils. Physical skills: none Intelligence skills: 84% Combat: Immunity: none, although the physical attacks will more often destroy the cockroaches rather than damage Tur- Shaak itself. The total damage delivered in one round (from Physical and Magick) is the % chance Tur-Shaak itself destroyed; this has a dangerous side-effect, the massive spread of cockroaches now surge outwards, like an angry swarm of wasps, attacking anything and everything living. They move at 2 metres per round. Every round there is a 1 on 1d20 chance that the metaphysical existence of the entire mass within the Quantisphere comes to an end, they vanish over the next few moments in flaring sparks of black light. Vision: 360, astral. Ranged: none Threat Zone & Close Proximity: attack skill - special Anybody within 50 metres of Tur-Shaak will be surrounded by cockroaches. Except they are not earthly insects, but are an intelligent race of devout worshippers of Tur-Shaak. If they attack they swarm over a target in their hundreds; each round (3d6 of them x target mass) will be able to deliver a bite with their razor sharp incisors and begin to burrow into the victims flesh; armour has no effect and each body area is damaged by 1d6 SP as they chew through it; each bite delivers 0.2 HP damage, and drains 2 magick points, tapping into the victims life force (these attacks will autoburn POW to supply the required magic points). Yellow Dawn (The Age of Hastur) is a creation of David J Rodger. This document is Copyright 2012 David J Rodger, all rights reserved. Visit davidjrodger.com for more free downloads, and to preview or buy his books of cyber fiction and mythos horror. 15 of 19 Use of Magick: POW 50; Scorch; Clutch Heart; Kinetic Force; Quantispheric Touch; Eat Soul; Capture Gaze; Memory Wipe.
Urg Kry Hath OUTER GOD a mass of sentient matter that occupies a wormhole existing between several distant star constellations, only part of it is ever visible beyond the rim of the hole. STR: 45 INT: 21 DEX: 1 Mass: 8 HP: 176 D/b: +1d12+3 THSP: 0 ANX: 1d3/1d20 Move: none Physical skills: none Intelligence skills: 84% Notes: the presence of UrgKry Hath breaks down the normal rules of physics within space-time. Living beings and objects can age, or grow younger in its presence. There is also exposure to radioactive contamination, equal to 3d6 Rads per round. Combat: Immunity: none, but UrgKry Hath regenerates 10 Hp per round. If UrgKry Hath sustains damage, then every 10 points creates a 1% chance of driving it back, where it withdraws into the safety of the wormhole, probably to re- emerge somewhere else (far away). Vision: 360, Astral Ranged: none Threat Zone: attack skill 3% 8 tentacles**, range 16 metres, damage: 1d6+d/b stun, also drains 1d6 POW and physically ages you by 1d6 years (timeshift). Close Proximity: attack skill 4%, 1d8 hits [1-4] tentacles** grapple & feed (drains 2d6 POW, CON and STR, and ages you 2d6 years ); [5-8] absorb, instant death Use of Magick: POW 100, does not use Magick.
Zstinebruc Vector NON-HUMAN SPECIES Three metres tall and three metres wide, composed of a semi-transparent milky substance, with numerous spikes and irregular nodules, they resemble a crystalline mineral deposit with very little about them to suggest theyre intelligent or capable of movement. STR: 45 INT: 25 DEX: 12 Mass: 6 HP: 135 D/b: +1d12+3 THSP: 10 ANX: 0/1d6 Move: 4 metres per round, gliding along in any direction, as if floating. Physical Skills: 48% Intelligence Skills: 125% Notes: The Zstinebruc Vector have the unique ability to transport themselves through space-time (although they cannot jump forward in time), so that to them it is as if it is the world that moves around them whilst they remain forever still. What documentation has been recorded about them suggests there is very little reason to consider them malign; they have a large interest in understanding the culture, science and technology of other beings they encounter. Although they look to be made of a hard immovable substance, their physical fabric is soft and gelatinous. Combat: Immunity: None Vision: 360, various sensory modes, with a range of 500 metres, and 80% effective. Ranged: attack skill 24% Energy beam, range 500 metres, delivers 2d6 burn damage per attack, delivered to one body location; the Zstinebruc Vector can use this attack once, per round, up to 30 times before needing time to recharge (typically 3d6 hours). Threat Zone: attack skill 36% 2 manipulation nodules, range 2 metres, deliver 1d6+d/b stun, or be used to deliver knife damage, or quite often to grapple and hold an opponent. Close Proximity: attack skill 48%, 1d2 hits. [1-2] Manipulation nodules, if theyve not been used in Threat Zone. Tactics: none. Use of Magick: POW 10, they tend to not use Magick but will have access to any spell if required.
Yellow Dawn (The Age of Hastur) is a creation of David J Rodger. This document is Copyright 2012 David J Rodger, all rights reserved. Visit davidjrodger.com for more free downloads, and to preview or buy his books of cyber fiction and mythos horror. 16 of 19 About the Author David J. Rodger (born 1970 in Newcastle Upon Tyne) is a British science fiction & fantasy author and game designer best known for his novels set in a near-future world of corporate and political intrigue. So far he has published six novels; five that are set in the same world: God Seed; Dantes Fool; Iron Man Project, Edge and Living in Flames, and one, Dog Eat Dog, set within the world of Yellow Dawn.
Rodger's contributions to H.P.Lovecrafts Cthulhu Mythos include the creation of new Great Old Ones in his novels Edge, Dog Eat Dog and Living in Flames; and the use of the Outer God Nyarlathotep in the novel God Seed. Rodger has published Shadows of the Quantinex, a large-scale campaign expansion for the Yellow Dawn game.
Rodger has also written Cloudy Head, a Mythos inspired childrensstory illustrated by Kenn-Ole Moen, and Murder at Sharky Point, a murder mystery game.
Rodger spent 8 years working for a non-departmental government agency, developing a virtual communications service within the IT Division, before moving into commercial project management for a UK media company. In 2000 Rodger's presence on the Internet got him a place in the BBC documentary Through The Eyes of the Young, directed by Chris Terrill. Rodger now lives in Bristol, England, with a Braun coffee-maker, writing from a house on a hill with a view of Earth's curve. He can be found on the web at: www.davidjrodger.com
About Yellow Dawn The Earth has been ravaged by viral pathogens. The death of billions was observed by the orbital colonies and deep-space habitats largely unaffected by the Outbreak. Terrified of infection, nobody came to help. Less than 30 percent survived the first few weeks. Then came the 2nd Wave of infection, spreading steadily outwards from the impact points, and that was when the horror really began...
It's been 10 years since Yellow Dawn happened and you're part of this world. A survivor. You've seen a handful of cities bounce back; you've seen settlements spring up across the New Wilderness and you've seen the dead things that come shrieking out of the ruins at full sprint. Rumours of alien monsters and Satanic ceremonies filter out from the deep wilderness on the tongues of travellers; you've seen recorded footage, fuzzy and badly shot, purporting to be evidence of a new threat to humankind. Some people believe, most do not. There's a hundred different stories hitting the satellite feeds every day, of people carving a niche for themselves in this Brave New World: adventurers, entrepreneurs, engineers, mercenaries and story tellers. It's been 10 years and now you've got a chance to join them. A chance to become a hero. Post an advert on-line fishing for clients, or stuff your possessions into a backpack and head off into the New Wilderness to test your skills.
FEATURES: Narrative examples of key themes The Influence of Hastur Medical theories on the Infection Zombie surges Dead Cities Wilderness Survival Comprehensive scavenging system and how to repair or build things with resources Backgrounds and motivations of government bodies and corporations Computer hacking and drug abuse High-tech immortality options Non-human characters Enhancements through cyberware and bioware Weaponry, equipment and armour Complete character generation and development system Complex political, corporate and quasi-religious tensions Schools of Elemental Magick, occultism, demonology, and the alien horrors of the Outer Chaos the Cthulhu Mythos.
Primary Rulebook: everything you need to create characters and run a Yellow Dawn game. More info: http://www.lulu.com/product/paperback/yellow-dawn---the-age- of-hastur/18883373
Shadows of the Quantinex Shadows of the Quantinex is a major campaign for Yellow Dawn. It allows the characters to discover the truth behind this event: the machinations of an individual obsessed with The King in Yellow, and his desire to bring his God into this world. It also plunges the characters into a desperate race to stop the next catastrophe a major conspiracy building up to deal another blow to humanity, except this time the King in Yellow has been usurped by a far more powerful Mythos entity, and the consequences will be far reaching (not just Earth).
Shadows of the Quantinex: reveals the secret behind what caused Yellow Dawn and gives characters a chance to stop the next Mythos-inspired catastrophe against Humankind. More info: http://www.lulu.com/product/paperback/shadows-of-the- quantinex/5057523 Yellow Dawn (The Age of Hastur) is a creation of David J Rodger. This document is Copyright 2012 David J Rodger, all rights reserved. Visit davidjrodger.com for more free downloads, and to preview or buy his books of cyber fiction and mythos horror. 17 of 19
Yellow Dawn Novels
Dog Eat Dog: the first novel to be set within the post-apocalyptic world of Yellow Dawn. More info: http://www.lulu.com/product/paperback/dog-eat-dog/14360524