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Table:LynchsFerryEncounter

1:<b>Adventure Type: </b>[@AdventureType]\n<b>Opposition:


</b>[@Opposition]\n<b>NPC: </b>[@Occupation]\n<b>Lynch Location:
</b>[@LynchLocation]\n<b>Lynch Item: </b>[@LynchItem]\n<b>Lynch Event:
</b>[@LynchEvent]\n<b>Motivation: </b>[@Motivation]\n<b>Theme:
</b>[@Theme]\n<b>Complication: </b>[@Complication]\n<b>Horror Location:
</b>[@HorrorLocation]\n<b>Action: </b>[@Action]\n<b>Thing: </b>[@Thing]\n<b>Plot
Device: </b>[@PlotDevice]\n<b>Tarot Card: </b>[@Tarot]\n<b>Madness:
</b>[@Madness]\n<b>Spell: </b>[@Spell]\n<b>Faction: </b>[@Faction]\n

Table:LynchLocation
Fluvanna River
Percival's Island
Pow-wow
meth lab
U.S. Pipe
Tressel
Treasure Island
Virginia Episcopal School
Westminster Canterbury
Boonsboro Country Club
Flea Market
Yard Sale
Appalachian Trail
Crashed airplane ruins near trail
Old City Cemetery
Corn maze, pumpkin festival
Travelling Fair
Travelling Circus
Art studios at the Art Box
Lynchburg Museum
Amherst bluff, caves
Wastewater Treatment
Packet boat that carried Stonewall Jackson's body to Lexington
Gun show
Health Fair
College
Bulletin board outside dorm
Observatory
Dormitory
Off-campus housing
Charmed, witchy shop
Antique store
Estate store
Uranium mine
secret marijuana plantation
Daycare Center. What horrible things has the Satanist daycare provider been doing
to the children she cares for?
HDT Expeditionary Systems Inc. Robotics systems.
Air Force Base
Funeral Services and Crematory
Daily Virginian newspaper
The Laboring Man newspaper, enjoyed a brisk circulation among black workers and
members of black fraternal organizations
Common Council
Room filled with crosses, images of Jesus.
Tavern serves their own proprietary wines, medicinal wines, herbs, insects, strange
looking grub creatures, something that looks like the fetus of a bear or other
animal, etc
The old priest of the temple has fled. There's a new priest there.
Temple is a front.
Spying on farmhouse of cultists. See the family sitting around the table not saying
anything we're doing anything.
Pentecostal church. Snake/Monster handling.
Billboards denouncing heresy of other factions -- Mary Magdalene was the bride of
Jesus
City of Churches. Warring factions.
Mythago woods. Stay on the trails. Time space warp. Demons have cursed woods, laid
traps for angels, and vice versa. Can be lost in woods forever. Way if hissing the
trees. Any wood can lead to any other wood. City enveloped by woods.
Bike path, trails in disrepair. Funding cut. No one goes in the woods. Goblins,
demons
Bar
Asian restaurant
Barbecue
Buffet
Burger Joint
Coffee shop
Food Truck
Fine Restaurant
Iron & ale
Apocalypse Ale Works
Blue Ridge Bagels
Golden Corral buffet
King's Island buffet
Hibachi buffet
Waterstone Pizza
La Carreta Mexican
Peaks of Otter Winery
DeVault Family Vineyards
Lazy Days WInery
Local Brewery
Kid Friendly Restaurant
Home Cooking restaurant (Country Kitchen)
Healthy Restaurant (Crisp, The Leaf Creative Salads)
Farm Basket
Chick-fil-A
Waterstone Pizza
Bennie’s Seafood
Harbor Inn Seafood
Shoemakers American Grille
Perky’s Restaurant
Catering
Phase 2 Dining & Entertainment Live Music
Big Lick Tropical Grill Live Music
Blue Ridge Rock Festival
Amazement Square
Lynchburg Hillcats
Venue Cinemas
Putt-Putt Fun Center
East Coast Wings + Grill. The place smelled bad. Slow service.
Affordable Energy Concepts. a reliable solar solution company .
Green Energy Management. The reflective technology Energy Blankets
Atlas Solar Innovations
Hailey’s Appliance
George’s Appliance Sales
Parsons Appliance
New age website
The Discovery channel
Grinnin’ Booth Photobooth Company. We offer an enclosed photobooth so your guests
are free to "ham it up" in private. The booth can accomodate 1 guest to 10 (or
more).
Liz Cook Photography
Sanders Family Photo Booth. We hired Sanders Family Photobooth for our wedding.
Fun Zone bounce house
Bräuburgers Craft Burgers & Beer. Took forever to be seated on a seemingly slow
Saturday night, plenty of empty booths and tables but host was busy helping his
friends pay out on a to-go order. Once seated, food came out fast but server seemed
apathetic about working.
Clubhouse Sports Bar & Billiards. Beautiful new diamond pool tables standard size
plus four 9' tables. Great band.
Anne Spencer House and Garden Museum
Virginia Theological Seminary and College
West Lynchburg Baptist Church follows a conservative view of the Bible in
accordance to the 2000 Baptist Faith and Message as well as the Southern Baptist
Convention
Liberty University Warehouse
Trailer Park
Maaco Collision Repair & Auto Painting
Robert S. Payne Elementary School
U-Haul Moving & Storage of Downtown Lynchburg
Day care center
Pawn shop (King Pawn)
Sunshine Market & Deli
Sterling Oil Co Inc (Heating oil supplier). Oil tanks. Oil trucks. Vans with
ladders. We can deliver fuel directly to your house or business.
Lynchburg Fabrication, Inc. Welder. Forklifts. Welding masks. Drills. Saws.
Pallets. Metal sheets and bars. Pipes. Metal expertly cut, bent, welded, assembled
or repaired.
Nelligan insulation. We insulate ducts, install pipe insulation, and provide
firestop services for the Mechanical Industry. Homeowners take advantage of our
Retrofit Division. We are BPI certified to perform energy audits on homes. With
infrared technology and blower door testing we can identify areas where energy and
money are being lost.
Younger Park
Renaissance Theatre
Sanzone & Baker, LLP, attorney
Dublin 3 Coffeehouse
CRI Digital Impressions, commercial printer
Speakertree Records & Vinyl Cafe, record store
Architectural Partners, PC, Architect
The Glass House, event venue
Lower Bluff Walk, city park
Water bearer sculpture, lower bluff walk
Riverfront Park. Open green space featuring boardwalks, a seasonal splash pad &
events such as festivals.
El Jéfe Taqueria bar
Bikes Unlimited
The Craddock Terry Hotel and Event Center
Cinn City Gourmet Buns & Beignets
Diamond Hill Animal Hospital
Travelodge, 2-star hotel, pool. Low end motel. The room was very tacky, and had an
weird smell to it. There were odd bugs (not bed bugs) that were in the room. The
bed sheets and some of the towels did not seem clean.
Myers & Rhodes Equipment Co, lawn mower store
Accents, Flags & Gifts, flag store
Chalmers & Kubeck, auto repair shop
Jesse James Ink Tattoos, tattoo shop
All woods are a connected. Time and space run differently. Mirkwood, stay on the
path, as soon as you leave the path, time and distance become confused.
Bike path, trails in disrepair. Funding cut. Stay on the trail if you must go. But
trail is washed out, blocked by a tree, forcing you to backtrack or go off the
trail.
Strange things try to lead you off the forest path, cries for help, flute music in
the distance, evidence of a struggle, previous encounter, crime scene with tracks
leading off the path
Ancient forest that brings to life figures from the collective unconscious.
From the outside, it's a small wood that's nearly impossible to penetrate. From the
inside, it's an enormous stretch of primordial wilderness, where time runs
differently.
The Twilight Woods are shrouded in eternal twilight and slowly erase the memories
and sense of self of those who cross them, and anyone who loses their path will
wander in the forest forever.
Nature has run wild, and man is not welcome here.
If you are forced to enter, it's best to lower your axe or else risk the attention
of the Ents.
A compound being built by some crazy racist survivalist kooks. They're building a
tennis court, so they'll have something to do in the aftermath of nuclear war.
A Genius Loci is a location with a mind. A sentient planet, country, island, city,
or street. It can trap characters in Alien Geometries and torment them with Living
Memories. It can be a Hive Mind formed from the various organic life-forms that
inhabit a place, a nonphysical being possessing the area itself, a mythological
spirit of a locale, or a computer system laced through the brick and stone.

Table:LynchItem
Tick-borne disease
Plague of deer
Appetizer
Asian Food
Barbecue
collectible card game
fire extinguisher
Paisley carpet
house located at the Apex of an equilateral triangle of streets
pentagram and candle stoves
feedback Howl
vending machine that seems to run on clockwork
luminous worms writhing behind his eyes
invisible fence
bluebird nest box with cryptic symbol on it
occult containment device created with hacked household appliances
Water bearer sculpture, lower bluff walk, staircase, cobblestones
Hill City Keys piano
Man-Eating Plants. plant eats insects by trapping them within its leaves and
digesting them
There is a god, goddess, demi-god, nymph, maenad, sprite or other spiritual
creature in charge of every natural feature from rivers to trees to small hills
mushrooms are huge and imposing
cloaked snipers who want to make a hunt out of you

Table:LynchEvent
Powwow
Date
Barbecue
Cult of Reptile God. Families replaced.
Civil War reenactment
Crazy haunted villagers send adventures on quirky quests (black egg of Robin nest)
are they ritual components? Personal fetishes/mementoes? Just crazy? illusions? PCs
seek help from villager whose condition of help is to send them on strange quest
(tail of a cat)
Big Bad possesses other characters. Not encountered directly. Temporary glimpses
through fleeing possessions. Waiters, shop owners, etc. Eyes turn black. Speak
with several voices at once. On the road to the village, a terrible force possesses
a character and forces him and his retainers to attack the adventurers
Demonic possession
there have been people disappearing suddenly and then reappearing with no
explanation, usually several days later. There seems to be an air of denial, it
doesn't affect them so they are just happily drinking away.
Cult allies in town mistake party member for a cult member. Suddenly player
character is drawn into this conspiracy that they don't know anything about.
PCs come home for high school reunion Everything has changed. People are weird,
paranoid, haunted. Some seem normal -- they are the possessed, replaced, pod people
Hillcats game
Blue Ridge Rock Festival
Live Music
Halloween Party
node, gateway opens
course in computational demonology for dummies. needs to be infiltrated, monitor
the participants
auditing New age websites in case they have accidentally invented something
dangerous
exorcising building that was occupied by wannabe seance witches who drew pentagrams
and left candle stubs
uncontrolled summoning
grounded a summoning grid

Table:Occupation
Crazy Survivalist. Don't you go anywhere, I'll go get the rest of my Untrusting
Community to lynch you! No, better yet, my militia buddies!
He comes upon a sweet old couple living in a farmhouse in the middle of the
wasteland who take him in. However, turns out they're not only this, but a Cannibal
Clan as well. Before they can kill and eat him, though, the Big Bad shows up, and
they team up with the hero in the ensuing battle.
He secures a risky loan just to buy an expensive shipping container, all in order
to expand the shelter in his backyard in preparation for the imaginary storm that
is to come.
He lives in an underground bunker with an entrance hidden by an old car; the house
on his property is a decoy (and probably rigged to explode should anyone actually
enter it). He also believes that he was part of a government mind-control
experiment. He's Properly Paranoid: the government really is out to get him, he was
being given daily doses of LSD for years, and every one he suspects of being an
assassin actually is one.
Survivalist homicidal maniac having lived on his own in the former Camp Crystal
Lake for almost thirty years, setting various traps for his targets, building a
complex tunnel network, and even demonstrating enough skill with a bow and arrow to
shoot a man in the head while his target was on a fast-moving boat.
Accountant
Actor/Actress
Acting coach
Actuary
Acupuncturist
Addiction counselor
Advertising copy writer
Advertising exec
Adult film performer
Adult film producer
Aid to the blind
Air force pilot
Air force tech/mechanic
Air traffic controller
Airport ground crew
Airline clerk
Airport security officer
Animal breeder
Animal control worker
Animal shelter worker
Animal trainer
Animator
Anthropologist
Antique dealer
Arborist (tree trimmer)
Archeologist
Architect
Architectural drafter
Archivist
Art director
Art historian
Art restorer/conservator
Artificial flower maker
Artificial limb fitter
Artist
Astrologer
Astronomer
Athlete (baseball, football, etc)
Athlete's agent
Auctioneer (art/collectibles)
Auctioneer (livestock)
Auditor
Automotive engineer
Bail bondsman
Bailiff
Baker
Bank clerk
Bar back
Barber/hairdresser
Bartender
Beautician
Bicycle messenger
Bicycle mechanic
Bill collector
Biochemist
Biologist
Biotechnologist
Blacksmith
Black marketeer
Blood bank recruiter
Boat captain
Bodyguard
Bookkeeper
Bookmaker (“Bookie”)
Botanist
Bouncer
Bowling alley attendant
Boxing instructor
Braille translator
Brewer
Broadcaster/announcer
Building inspector
Burglar
Bus driver
Busboy
Busker/Street Performer
Butcher/sausage-maker
Butler
Cab/taxi dispatcher
Cab driver
Cabinetmaker
Caddy
Calligrapher
Camera operator
Camp counselor
Car thief
Carpenter
Carpet layer
Cartographer
Cartoonist
Cashier
Casting director
Carny
Car wash attendant
Casino manager
Caterer
Census taker
Ceramics/pottery maker
City planner
Chaplain (armed forces)
Charity manager
Chauffeur
Chef (outranks a cook)
Chef, personal
Cheese maker
Chimney sweep
Chiropractor
Choir master/mistress
Chop shop operator
Choreographer
Circus performer
Climatologist
Cloakroom attendant
Columnist
Comedian
Comic book artist
Comic book writer
Community organizer
Composer
Computer engineer
Computer network manager
Computer programmer
Con artist
Conductor (orchestra)
Conductor (train)
Cook
Cosplayer, pro-
Court stenographer
Credit fraud specialist
Crime Scene Clean-up
Critic (art, film, tv, etc)
Crossing guard
Croupier
Cruise director
Cryogenic tech
Cryptographer
Customer service rep
Customer service rep (phone)
Customs officer
Dance teacher/trainer
Dancer
Dancer (exotic)
Debt collector
Decontamination worker
Delivery drivers (packages)
Delivery drivers (food, etc)
Dental nurse
Dentist
Dermatologist
Dietician
Diplomat
Director (theatre/films)
Dish-washer
Diver (salvage)
Diver (construction)
Divinity professor
DJ
Doctor (general practitioner or other)
Dog catcher
Dog walker
Doll maker
Drilling rig operator
Driving instructor
Drug chemist (illegal)
Drug dealer
Drug trafficker
Economist
Editor
Election worker
Electrician
Emergency phone operator
Employment officer
Engineer (biomedical)
Engineer (civil)
Engineer (mechanical)
Engineer (research)
Engineer (weapons)
Epidemiologist
Exterminator
Factory worker
Faith healer
Farmer
Fashion designer
Fashion model
Fence (stolen goods)
Festival organizer
Film distributor
Film set designer
Film editor
Film projectionist
Financial analyst
Financial officer (corporate)
Firefighter
Fish farmer
Fisherman
Fitness instructor
Flight attendant
Florist
Flying instructor
Food industry production manager
Food industry tech
Food truck cook
Food stylist (makes food look good in ads)
Forensic tech
Forest Ranger
Forger
Fortune teller
Framer
Fundraiser
Funeral director
Funeral service worker
Furrier
Garbage collector
Gambler
Game designer
Game show host
Game warden
Gardener
Garment worker
Gas station attendant
Genealogist
Geneticist
Geological surveyer
Geologist
Glassblower
Glazier
Golf course attendant
Golf course designer
Graphic designer
Gravedigger
Grief counselor
Guidance counselor
Gunsmith
Hacker
Hatter
Hearse driver
Helicopter medic
Herbalist
Historian
Historical monument custodian
Hitman/Assassin
Home care worker
Hospital orderly
Host/ess
Hotel porter
Hotel receptionist (receptionist)
Housekeeper
Human resources manager
Human trafficker
Hunter/game trapper
Hydrologist
Hypnotherapist
Ice-cream maker
Ice-cream truck driver
Illustrator
Image consultant
Industrial designer
Installer (internet, cable, etc)
Information booth clerk
Insurance adjuster
Insurance salesman
Intelligence officer
Interior designer
Interpreter/translator
investment clerk
Janitor
Jeweller
Jewellery maker/designer
Jockey
Journalist (print/web)
Journalist (tv)
Judge
Land surveyor
Landlord
Landscape architect
Laundry worker/dry-cleaner
Lawyer
Lens grinder
Librarian
Lifeguard
Linguist
Lithographer
Locksmith
Logger
Lottery ticket street vendor
Madam
Machinist
Make-up artist (beauty)
Make-up artist (special effects)
Management consultant
Marine (soldier)
Masseur/masseuse
Mathematician
Medic (armed forces)
Medical examiner (forensic)
Medical technician
Mechanic (service mechanic)
Mechanic (auto)
Metallurgist (materials technician)
Meteorologist
Meteorologist (tv news)
Midwife
Miner
Mining/minerals surveyor
Mob boss
Mob enforcer
Model maker (special effects)
Monk
Museum curator/director
Music director (orchestra)
Musical instrument mechanic
Musician
Musicologist
Nanny
Navy sailor
Neon sign maker
Newspaper editor-in-chief
Newsstand vendor
Notary public
Novelist
Nuclear power station worker
Nun
Nurse
Nutritionist
Office clerk
Office manager
Optician
Orthotist/prosthetist
Paediatrician
Painter (fine art)
Paramedic
Parking attendant
Patent agent
Pawnbroker
Pedicurist, manicurist
Personal assistant
Personal trainer
Pharmaceutical industry operative
Pharmaceutical lab tech
Pharmacist
Philosopher
Photographer (art)
Photographer (commercial/fashion)
Photojournalist
Physicist
Physical therapist
Piano tuner
Pickpocket
Pilot (aircraft)
Pipe fitter
Plumber
Poacher
Police clerk
Police detective
Police officer
Police sketch artist
Political consultant
Political scientist
Politician
Pollster
Pool cleaner
Post office counter clerk
Postal worker
Pimp
Press officer/public relations officer
Priest/minister of religion (clergyman/woman)
Printer
Printing machine mechanic
Printing technician
Prison guard / prison officer
Private detective
Pro-domme/Pro-sub
Producer
Proofreader
Property manager
Props master (film/tv)
Prostitute
Prosthetic maker
Psychiatrist
Psychologist
Publisher
Puppeteer
Quality control technician
Racecar driver
Racetrack manager
Radio and tv technician
Radio tech (naval)
Railway freight handler
Railway ticket/booking office clerk
Railyard worker
Real estate agent
Receptionist
Record company exec
Referee (umpire)
Retail store manager
Retoucher (photos)
Ride-share driver (Lyft, Uber, etc)
Road worker
Robber
Roofer
Rope maker
Safety inspector
Salesperson
Sales rep (travelling)
Scene painter (theater backdrops)
School inspector
School principal
Scrapyard operator/salvager
Screenwriter
Sculptor
Seaman/woman (merchant navy)
Secretary
Security guard
Service animal trainer
Sewer worker
Shipwright
Ships captain
Ships officer
Shoemaker
Sign language interpreter/teacher
Sign painter
Silkworm breeder
Smuggler
Social worker
Sociologist
Soldier
Songwriter
Sound engineer
Spa resort attendant
Special effects engineer
Speech therapist
Sport manager (auto racing, boxing etc)
Stable hand
Stage costume maker
Stage designer
Stage manager (theatre)
Station manager (tv)
Statistician
Stay-at-home parent
Stockbroker
Stonemason
Student (kindergarten/preschool)
Student (elementary school)
Student (middle school)
Student (high school)
Student (undergrad)
Student (grad)
Stuntman/woman
Stunt driver
Surgeon
Surgical toolmaker
Tailor/dressmaker
Talent agent/manager
Tanning salon manager
Tattoo artist
Taxidermist
Teacher
Telecommunications worker
Ticket collector/inspector
Ticket scalper
Tour guide
Toy designer
Track engineer
Traffic cop
Train dispatcher
Train driver (engine driver)
Train mechanic
Trainer/coach
Tram driver
Travel agent
Truck driver
Tutor
Unemployed
Upholsterer
Usher/usherette
Veterinarian
Veterinary surgeon
Veterinary technician
Vlogger
Voice-over actor/actress
Waiter/waitress
Warehouse clerk
Water meter reader
Watchmaker
Webcam model
Wedding planner
Welder
Whaler
Wholesale buyer (fruit, textiles, etc)
Window washer
Wine grower
Zookeeper
Christ's descendants drawn to Lynch's Ferry. Latent or manifest psychic abilities.
John Early, born 1786 the same year as Lynchburg, a Methodist minister who
harangued thousands at Bedford County camp meetings
Angels
Mennonite
Civil War reenactor
Freemasons
Blackwater Creek Grove/Wiccans
Local band - Bo-Zac, Just Us, Uptown

Table:Faction
Brotherhood of Ioannes. Knights Templar. Protectors of pilgrims. Cardinal allies.
Venerate Baphomet, the head of John the Baptist. Keep records of his prophecies.
Twelve have brought Baphomet with them, hoping it will provide further insight. The
Brotherhood of Ioannes understands that the fate of humanity hangs in the balance
and will do whatever is necessary to fend off the Apocalypse.
The Lynch's Ferry Ghost Hunters Society is a group of individuals devoted to the
study of paranormal phenomenon, specifically ghosts.
Project Grayscale. An ultra-secret military experiment under the aegis of the Air
Force. Grayscale has been studying psychic phenomenon for years in an attempt to
harness it for espionage and military applications. Believe that Lynch's Ferry acts
as a type of magnet for the paranormal, drawing psychics to it. The Project is
looking for environmental conditions that might explain this theory. All Grayscale
activities are coordinated out of Snowden AFB by Col. Bernard LeMar.
Goetia are astral manifestations of universal forces. They are sentient
personifications of metaphysical concepts, human emotions, and ideas. If man can
think it, feel it, or dream it, there is probably a spirit to represent it. Every
spirit possesses a single-minded goal or purpose connected to its concept. To serve
their conceptual premises, spirits flock to humans with strong penchants for the
idea or abstraction represented by the spirit. They spend months if not years
searching for the right candidate for possession. Spirits communicate their desires
to their vessels through dreams. They will also go to great lengths to track down
and destroy any written copies of the incantations capable of binding them.
The Wing of St. Michael serves the Vatican. They are investigators of the
unexplained, defenders of the faith, and the secret police of the Pope. They act as
the Holy See’s enforcing arm against the supernatural, with only the Pope and
select members of the College of Cardinals aware of their existence. The order sees
to the recording and storage of mystical artifacts, tomes of forbidden knowledge,
and even the occasional bound spirit or demon. The Wing continues to investigate
the strangeness of Lynch's Ferry, focusing on the woods, while using St. Anselm as
a cover for their activities.
The Zetetic Society operates in complete secrecy. The Society numbers only seven,
but all are influential individuals in Lynch's Ferry. They follow up leads on
unusual happenings and do their best to hide them from the populace, derailing any
investigations into unexplained phenomenon (particularly those of the Lynch's Ferry
Ghost Hunters Society). The goal of the Zetetics is to keep the townsfolk and
outsiders ignorant of the peculiar nature of Lynch's Ferry. The Society acts as a
support group for its members. These individuals come from old families with wealth
and influence who use their standing in society to push their private agendas. Each
uses the organization to achieve their personal goals, calling on favors from one
another. To keep their bloodlines pure, they only marry into other influential
families. Those who investigate the supernatural in Lynch's Ferry often find
themselves following wild goose chases or having their lives threatened. Anyone who
takes a fancy to one of their children or grandchildren soon meets gentle
persuasion to pursue their romantic inclinations elsewhere. The group takes its
perceived responsibilities very seriously, seeing itself as the guardian angel of
Lynch's Ferry.

Table:AdventureType
Uncover the Evil Plot - A nefarious group works in the shadows committing terrible
horrors.
Stop the Monster(s) - A gruesome force must be stopped or eliminated before it
kills again.
Discover Ancient Mysteries or Explore Remote Lands - Exotic adventures await your
heroes.
Recover the Powerful Artifact - An item of terrible power must be recovered.
Solve Horrible Crime - Some crime investigations lead to more than just a guilty
party.
Foil the Evil Mastermind - A worthy nemesis challenges the heroes with his evil
schemes.
Clear Away the Evil - Malignant forces or monsters haunt and disturb an area and
can only be stopped through the intervention of brave heroes.
Odd Occurrences - Bizarre forces from the realms beyond spill into our world in all
manner of strange ways.
Investigate the Haunting - The heroes must solve a supernatural mystery of some
kind.
Save or Find a Valuable Person - Someone is missing for any number of reasons.

Table:Opposition
Alien Entities
Evil Businessman
Elements
Undead Lord
Plague/Disease
Fugitive
Ancient Wizard
Occult Group
Evil Cult
Monster
Poltergeist
Close Friend
Assassin
Prejudice/Intolerance
Evil Family
Yourself
Powerful Ghost(s)
Traitor
Bestial Creature(s)
Evil Wizard
Evil Mastermind
Treasure Hunters
Powerful Villain
Deluded Group
Body Stealer/Doppelganger
Crazed Loner
Charismatic Leader
Lack of Resources/Money
Ghouls
Cult Magus
Horrifying Creature(s)
Sea Monster
Rats
Terrible Showman Ritual/Curse
Pirates
Con-Men
Monster
Conspiracy
Evil God
Immortal Being
Alien Monstrosities
Intelligent Aliens
Cannibals
Secret Society
Infestation
Serial Killer
Animated Objects (e.g. Dolls)
Cosmic Horror
Murderer
Law Enforcement
Your Own Employer
Spirits/Ethereal Undead
Cursed Artifact
Crime Group
Religious Fanatics
Liche
Corrupt Officials
Terrible Fairy/Fey Creatures
Horde
Cultists
Necromancer
Lunatic
Sentinels/Guardians
Terrorists
Misguided/Evil Locals
Dark Cult
Spirits/Ethereal Undead
Mad Scientist
Cult of a Dark God
Thieves
Human Collaborators
Death
Secret Society Death Cult
Witch Demon(s)
Outsiders
Military
Demonic Lord
Mind Control
Wizard
Murderer
Out of Control Nature
Transdimensional Beings
Cosmic Entity Undead
Magical Cult
Unnatural Creature
Insanity
Demonic Being
Mad Artist
Mutants
Doomsday Cult
Vampire
Magical Familiar
Demonic Possession
Warlock
Necromancer
Aquatic Monsters
Wild Beast(s)
Summoned Monster
Demonologist
Hired Muscle
Occult Group
Starvation/Exposure
Witch
Elemental Creature (Bog Monster, Fire Monster, Fog Monster)
Zombies
Shaman

Table:Motivation
Acceptance
Ego
Acceptance of Facts
Knowledge
Achievement
Commit Evil
Acting Out/Misdirected Hostility
Pride
Unexplainable/Unknown
Cause Destruction
Addiction
Harm Enemies
Adventure
Gain the Upper Hand
Altruism
Power
Amusement/Entertainment
Achieve Destiny
Appreciation For Beauty
Wantonness
Approval
Advanced Evil Plans
Assist Allies
An Important Object/Artifact
Balance
Survival
Be Different
Achieve Destiny
Be One of the Group
Advanced Evil Plans
Compassion
Gain the Upper Hand
Confidence
Hatred
Cooperation
Fulfill Scheme
Creativity
Gain Wealth
Curiosity
Survival
Debt
Hatred
Desperation
Destroy the World
Devotion
Gain the Upper Hand
Discovery/Experience
Take Power
Do Good
Knowledge
Ennui/Boredom
Cause Chaos
Envy
Cause Trouble
Escape One's Destiny
Appease Evil Gods/Masters
Excitement
Get Paid
Faith
Cowl/Repress Others
Fame/Infamy
Gain Territory/Holdings
Fear
Gain the Upper Hand
Feel Big
Appease Evil Gods/Masters
Feel Intelligent
Take Control
Feel Wanted/Loved
An Important Object/Artifact
Financial Security
Revenge
Follow Dreams
Appease Evil Gods/Masters
Follow Orders
Cowl/Repress Others
Freedom
Unexplainable/Unknown
Fulfill Duties/Responsibilities
Knowledge
Gain Favor
Manipulation
Glory
Complete Terrible Plot
Goal
Survival
Gratification
Immortality (Literal Figurative)
Health & Well-Being
Harm Enemies
Hedonism
Gain Wealth
Honor
Greed
Impress Someone
Gain Territory/Holdings
Incorrect Beliefs/Confusion
Status
Independence
Fulfill Scheme
Is a Stooge for Another
Status
Jealousy
Commit Evil
Justice
Cowl/Repress Others
Law
Wantonness
Live Up To Morals/Ethics
Advanced Evil Plans
Love
Commit Evil
Loyalty
Appease Evil Gods/Masters
Lust
Control
Mastery
Feel Superior
Meaning
Get Paid
Misguidedness
Cause Suffering
Money
Manipulation
Mortality
Feel Superior
Nourishment
Status
Novelty
Revenge
Obligations
Unexplainable/Unknown
Order
Cause Suffering
Patriotism
Take Power
Peace
Destroy the World
Personal Growth
Anger
Philanthropy
Wantonness
Please Authorities
Take Control
Pleasure
Feel Strong
Prejudice
Gain Promotion/Office
Pressured
Land/Holdings
Pride
Power
Property
Get Paid
Protection
Cowl/Repress Others
Prove Oneself
Cause Chaos
Rage
Gain Promotion/Office
Reached Your Limits
Cause Trouble
Rebel
Greed
Recognition
An Important Object/Artifact
Redemption
Knowledge
Religion/Superstition
Control
Reputation
Start Discord
Resources
Harm Enemies
Respect
Commit Evil
Responsibility
Complete Terrible Plot
Rest
Knowledge
Safety
Advanced Evil Plans
Search For Beauty
Advanced Evil Plans
Security
Cowl/Repress Others
Self-Awareness
Get Paid
Self-Esteem
Harm Enemies
Self-Improvement
Revenge
Self-Sabotage
Gain the Upper Hand
Shake Things Up
Domination
Share Something
Unexplainable/Unknown
Shelter
Take Power
Social Cohesion
Commit Evil
Spontaneity
Immortality (Literal
Figurative)
Stability
Appease Evil Gods/Masters
Support Family
Upset Authorities/Rulers
Support Friends
Control
Survival of Others
Cause Chaos
Take Power
Take Important Possession
Teach/Mentor
Commit Sabotage/Corrupt
The Opposite Sex
Wantonness
Title/Office
Unexplainable/Unknown
To Express Oneself
Take Power
To Move Ahead
Commit Evil
Transcendency
Take Important Possession
Transportation
Status
Treasure
Eliminate Someone(s)
Understanding
Harm Enemies
Unexplainable/Unknown
Cause Chaos
Wanderlust
Gain Wealth
Wantoness
Advanced Evil Plans
Work/Vocation
Manipulation

Table:Theme
Abandonment of Principles
Abandonment
Abuse
Acceptance
Adjustment
Adolescence
Adoption
After Life
Alienation
Ambition
Anger
Anxiety
Appearance vs. Reality
Appearances
Appeasement
Appreciation
Beauty
Beauty of Simplicity
Belief
Belonging
Benefits of
Limiting Government
Betrayal
Birth
Bondage
Bravery
Brotherhood
Building Character
Bullies
Capitalism
Caring
Censorship
Certainty of Death and Destruction
Challenges
Change
Change of Power
Chaos and Order
Character
Chasing Dreams
Circle of Life
Civilization
Civilization vs. Nature
Class / Status
Coming of Age
Commitment
Communication
Community
Companionship
Conflicting Values
Conformity
Conquering the Unknown
Conquest
Convention
Cooperation
Coping
Corruption
Courage
Courage vs. Fear
Cultural Diversity
Customs
Danger
Dangers of Ignorance
Darkness
Darkness vs. Light
Death / Dying
Deception
Delusion in the Face of Truth
Demonizing Opponents
Denial
Descent into Decadence
Desire
Desire to Escape
Destruction
Destruction of Character
Destruction of World View
Determination
Discovering Strength
Discrimination
Disillusionment
Disillusionment and Dreams
Displacement
Diversity
Divine Right
Dominance
Doubt
Dreams
Consequences of Duty
Emigrants
Emotions
Emptiness
Enjoying Other's Suffering
Envy
Escape
Escape from
Family Pressures
Escaping Social Constraints
Eternity
Ethical Dilemmas
Euthanasia
Everlasting Love
Evils of Racism
Experience
Facing Darkness
Facing Reality
Fading Beauty
Failure
Faith vs. Doubt
Fall from Grace and Fortune
Family
Fate
Fate and Free Will
Fatherhood
Fear
Fear Of Failure
Feelings
Finding Hope
Following Desire Too Far
Following the Rules
Free Will
Freedom
Friendship
Fulfillment
Gender Issues
Genealogy
Generation Gap
Glory of War
Good vs. Evil
Gratitude
Greed
Grief
Growing Up
Guilt
Handicaps
Happiness
Hard Work vs. Play
Hazards
Heartbreak
Hero(ine) vs. Villain
Heroism
Hierarchy
Hierarchy in Nature
History
Honesty
Honor
Hope
Hopelessness
Hubris
Human Depravity
Hypocrisy
Identity Crisis
Ignorance
Illusion of Power
Illusions
Immigrants
Immorality to Good Ends
Immortality
Importance of Family
Incomprehensibility of Bad Events
Individual vs. Society
Individuality
Inevitability
Initiation
Injustice
Inner and Outer Self
Inner vs. Outer Strength
Innocence
Intentions
Interrogation
Intolerance
Invincibility
Isolation
Isolationism
Jealousy
Journey
Journey and Back
Judgment
Justice
Knowledge
Knowledge vs. Ignorance
Leadership
Learning
Life After Loss
Life's Traumas
Loneliness
Losing Hope
Loss
Loss of Humanity
Loss of Innocence
Lost Cause
Lost Honor
Lost Love
Lost Past
Love
Love and Sacrifice
Love Conquers All
Love Is Not Enough
Loyalty
Making Choices
Man vs. Machine
Man vs. Man
Man vs. Nature
Man vs. Self
Man vs. Society
Manipulation
Materialism
Materialism as Downfall
Media
Memories
Mercy
Morals
Motherhood
Nationalism
Nature
Nature as Beauty
Necessity
Necessity of War
Necessity of Work
New Beginning
Obligations
Old Age
Oppression
Oppression of Women
Our Lack of Faith
in One Another
Overcoming Fear
Overcoming Obstacles
Overcoming Vice
Pain of War
Parent-Child Roles
Passing Judgment
Patriotism
Peace
Peace and War
Peer Pressure
Perseverance
Poverty
Power
Power and Corruption
Power of Silence
Power of Tradition
Power of Wealth
Power of Words
Prejudice
Preparing for the Future
Pride
Progress
Pursuing Goals at All Costs
Quest
Quest for Discovery
Quest for Power
Race Relations
Racial Tension
Rebellion
Rebirth
Redemption / Forgiveness
Religion
Responsibility
Reunion
Rights and Responsibilities of Rulers
Role of Government
Role of Men
Role of Religion
Role of Women
Roles
Sacrifice
Security
Self-Awareness
Self-Destruction
Self-Esteem
Self-Preservation
Senselessness of Violence
Separation and Loss
Silence
Social Change
Social Mobility
The Smallness of Humanity
Standing up for
What Is Right
Strength
Struggle of Faith
Suffering
Survival
Technology
Technology in Society
Telling the Truth Temporariness
Temptation
Temptation and Destruction
The Terribleness of Nature
Totalitarianism
Toxicity of Family
Traditions
Tragedy
Tragedy of War
Unchecked Ambition
Values
Vanity
The Vastness of the Universe
Violence
Virtue
Vulnerability
Vulnerability of the Meek
Wants vs. Needs
War
Wealth
Will
Will to Survive
Willingness to Do Evil for Gain
Wisdom
Wisdom of Experience
Working Class Struggles
Youth
Youth and Beauty

Table:Complication
Abduction
Pursued
Abrupt Change of Events
Fire
Accusation
Red Herring
Alcohol/Drugs
Doubt
Ally
Ulterior Motive
Ambush
Manipulation/Mind-Control
Animal(s)
Travel Problems
Authorities Interfere
The Tables Turn
Battle
Important Decision
Being Detained
Ignorance
Being Framed
Devotion
Being Stalked/Hunted
Guardian
Blown Cover
Spying
Bureaucracy
Misunderstanding
Catastrophe
Suspiciousness
Cautiousness
Lack of Information
Change of Heart
Trap
Code of Conduct
Love Interest
Competition
Extra Support
Conscience
Misunderstanding
Crime/Criminals
Over-Dependent
Crisis
Ally
Darkness
Moral Dilemma
Death
Lost
Debt
Inclement Conditions
Deity
Insult
Diplomacy
Lateness
Disaster
Lost Equipment/Items
Disbelief
Need Help
Disgrace
Refusal to Cooperate
Disorder/Riots
External Conflict/War
Doubt
Accusation
Dwindling Resources
Guilt
Education
Unforeseen Intervention
Effort
Survival Threatened
Emotions
Villain After You
Emptiness
Double Cross
Enemies
Injury
Energy
Laziness
Enthusiasm
Lack of Clarity
Equipment Failure
Hearing Trouble
Exposure
Delay
Faith
Influence of Money
Faked Death
No Help Available
False Accusations
Lost Equipment/Items
False Confession
Deception
Fame
Side-Tracked
Fear
New Goal
Fish Out of Water
Running Out of Time
Forgotten Information/Facts
Imagined Trouble
Foul Weather
Inconvenienced
Happiness
Lies
Hunger/Thirst
Fish Out of Water
Ignorance
Control
Important Decision
Disappointment
Imprisonment
Unexplored Area/Situation
Impulsiveness
Kidnapping
Incompetence
Random Confrontation/Attack
Inconvenienced
Recurring NPC
Indiscretion
Relationship Trouble
Insult
Unexplained Event
Intolerance
People/Guards on Alert
Lack of Clarity
Unhelpful Rumors/Lies
Lack of Communication
Delay
Lack of Information
Turn for the Worse
Lack of Money/Poverty
Disaster
Lack of Trust
Reversal of Fortune
Language Difference
Differing Motivations
Laziness
People/Guards on Alert
Legal Trouble
Fire
Lies
Lack of Money/Poverty
Loss
New Opportunity
Loyalty
Running Out of Time
Manipulation/Mind-Control
Animal(s)
Mechanical Trouble
Side-Tracked
Media/Popular Attention
People on Edge
Memory Loss
Darkness
Mental Illness
Emotions
Misguided Friendship/Love
Crisis
Misled
Betrayed
Mistaken Identity
Enthusiasm
Misunderstanding
Strange Sighting
Money
Bureaucracy
Moral Dilemma
Safety Endangered
Murder
Temptation
Mystery
Destruction
Nature
Interrupting Troublemakers
Need Help
Health Trouble
New Goal
Refusal to Cooperate
New Opportunity
External Conflict/War
No Solid Proof
Someone Screaming / Calling Out
Obligation
Forgotten Information/Facts
Observed
Loud Noises
Occupation by Hostiles
Authorities Interfere
Old Friend
Low Supplies
Opposition
Unforeseen Intervention
Oppression
Spying
Over-Visibility
Bad News
Parting Ways
Abrupt Change of Events
Persecution
Missing the Right Tool/Item
Pivotal Decision Required
Witnesses
Promise/Vow
Strange Sounds
Pursued
Inclement Conditions
Puzzle/Riddle
Loud Noises
Random Confrontation/Attack
Lateness
Recovery
Crash
Recurring NPC
Destruction
Red Herring
Thugs/Troublemakers
Reinforcements Arrive
Ambush
Relationship Trouble
Friend in Need
Religion
No Leads/Clues
Reprisal
Observed
Reputation Problem
Over-Visibility
Revealed Secret
Courage
Reversal of Fortune
Double Cross
Reward
Incompetence
Running Late
Freedom Threatened
Running Out of Time
Argument/Fight
Sabotage
Government Interference/Influence
Sacrifice Required
Boiling Tensions
Safety Endangered
Delay
Security
Alcohol/Drugs
Seduction
Confinement
Sickness
Old Friend
Social Contract Pressure
Bad News
Societal Custom
Low Supplies
Someone Has a Vendetta
Cautiousness
Someone Is Tipped-Off
Betrayed
Someone Screaming/Calling Out
Trickery
Someone Wants Vengeance
Trap
Something Missing
Addiction
Special Circumstances
Friend in Need
Squabbling
Interrupting Troublemakers
Supernatural/Strange Occurrence
Lack of Attention
Suspiciousness
Unlucky
Tail-Chasing
Barrier
Temptation
Missing the Right Tool/Item
The Tables Turn
Deception
Trap
Double Cross
Travel Problems
Contract
Trickery
Dwindling Resources
Turn for the Worse
Unexpected Advantage
Ulterior Motive
Physical Problem
Unexplained Event
Foul Weather
Unexplored Area/Situation
The Tables Turn
Unhelpful Rumors/Lies
Lack of Information
Unlucky
Mystery
Unwanted Attention
False Accusations
Unwelcome Guest
Squabbling
Witnesses
Puzzle/Riddle

Table:HorrorLocation
Abandoned Church
Abbey
Alleyway
Ancient Wonder
Another Dimension
Apartment
Apartment Complex
Archeological Site
Armoury
Army Camp
Art Gallery
Artisans Workshop
Assembly Hall
Attack/Ambush Site
Attic
Auction House
Backroom
Backwoods House
Badlands
Bakery
Balcony
Bank
Bar/Pub/Tavern
Barber Shop
Barn
Barracks
Basement
Battlefield
Bay
Beach/Seashore
Bed and Breakfast
Bedroom
Belltower
Boarding House
Brewery
Bridge
Brothel
Building Site
Burial Ground
Burial Mound
Bus/Carriage/Coach
Busy Street
Butcher/Slaughterhouse
Cabin
Cafe
Cairn
Camp
Canals
Candy Store
Canyon
Capital City
Castle/Palace
Catacomb
Cathedral
Cavern
Cellar
Chapel
Church
City
City Outskirts
City Streets
Cliff
Coastal Village
Contraption
Country Estate
Courthouse/Courtroom
Craftsman Shop
Crime Scene
Crossroads
Dam
Dangerous Part of Town
Dark Alley
Dark Woods
Deep Forest
Den of Iniquity
Desert
Device
Dining Room
Docks
Drawing Room
Dreams
Drug Den
Dungeon
Engineering Marvel
Estate Grounds
Exhibit/Museum
Exotic Shop
Expedition Site
Factory
Fancy Suite
Farm
Farming Community
Farmland
Festival
Fields
Financial Market/Stock Exchange
Foothills
Foreign Embassy
Foreign Ghetto
Foreign Goods Store
Foreign Land
Forest
Gardens
Gathering Place
Ghost Town
Gorge/Ravine
Government Offices/Record Halls
Graveyard
Grove/Orchard
Hallway
Haunted Area
Headquarters
Heath
Hedge Maze
Hidden Chamber
Hidden City
Hideout
Highway
Hill
Home
Hostelry
Hotel
House
Hovel
Hunting Grounds
Industrial Workshop
Infamous Place (Evil Castle, Cursed Ruin, etc.)
Inn
Island
Jail
Jungle
Junkyard
Kitchen
Lair
Lake
Landmark
Large City
Lawyer's Office
Library
Livestock Yard
Locked Out
Lodge
Lost City
Lost/Stranded
Lounge
Luxury Goods Store
Magick Shop
Mansion
Marketplace
Marsh
Meadows
Meeting Room
Military Offices/Academy
Mine
Monastery
Monument
Moor
Mountains
Museum
Mystical Place
Natural Clearing
Nice Part of Town
Observatory
Ocean
Office(s)
Orchard
Orphanage
Outhouse
Outpost
Park
Park/Gardens
Parliament Hall
Physician's Office
Pier
Pit
Plains
Police Station
Pond
Pool
Poorhouse
Port
Printer (News, Book Publishing)
Prison
Private Club/Gentleman's Organization
Quarry
Religious Offices
Remote Place
Restaurant
Retreat (Mountain, Forest, etc.)
Rich Estate
Rich Part of Town Ritual Room
River
Road
Rooftop(s)
Ruins
Sacred Site
Safehouse
Sanitarium/Infirmary
School
Secret Passage
Secret Room
Seedy Motel
Seedy Part of Town
Servant's Quarters
Sewers
Ship
Shoppe
Shrine
Sleeping Room
Spa/Bathes
Speakeasy/Illegal Club
Stables
Stadium/Ballpark/Gymnasium
Staircase
Stateroom/Cabin
Store
Storehouse
Stream
Streets
Studio
Study
Sunken City
Swamp/Fen
Tailor/Clothes Workshop
Tavern
Temple
Tenement
Terrible Place
Theatre/Stage
Throne Room
Tomb
Torture Chamber
Tower
Town Hall
Town Square
Townhouse
Trade City
Trade Route
Trading Market
Train Station
Treasure Room
Tunnels
Underground
Underground Temple
Undertakers
University
Valley
Village/Town
Vineyard
Volcano
Warehouse
Waterfall
Well
Wilderness
Wine Cellar
Wonder (Pyramid, Massive Statute, etc.)
Workshop
Zoo

Table:Action
Abandon
Abuse
Accelerate
Accept
Accuse
Activate
Advance
Agree
Aid
Alert
Ally
Ambush
Amuse
Antagonize
Appease
Argue
Arm
Arrange
Arrive
Assassinate
Assault
Assemble
Assist
Attach
Attack
Attain
Attend
Attest
Attract
Avenge
Avoid
Bargain
Battle
Befriend
Begin
Bestow
Betray
Blackmail
Block
Break
Break into
Break out of
Build
Burden
Capture
Care for
Carry
Celebrate
Challenge
Change
Chase
Cheat
Clear
Close
Coach
Collect
Communicate
Compete
Complete
Con
Conceal
Confirm
Confiscate
Confuse
Conquer
Conspire
Contact
Control
Convince
Copy
Correct
Cover Up
Create
Crush
Curse
Deactivate
Debase
Deceive
Decide
Decrease
Defeat
Defend
Delay
Deliver
Desecrate
Desert
Destroy
Develop
Devour
Disable
Disappoint
Discover
Discredit
Discuss
Disguise
Dispute
Disrupt
Distract
Divide
Dominate
Drain
Drive Out
Duel
Eliminate
Enact
Enchant
End
Endure
Escape
Escort
Estimate
Evade
Examine
Excite
Explain
Explore
Expose
Extract
Extravagate
Fail
Fend
Fight
Find
Fire
Flee
Foil
Follow
Fool
Force
Forfeit
Forge
Frame
Free
Gather
Get Back
Give In
Gratify
Guard
Guide
Haggle
Halt
Harass
Harm
Hasten
Heal
Help
Hide
Hijack
Hire
Humiliate
Hunt
Hurt
Idolize
Imitate
Impersonate
Implore
Imprison
Improve
Increase
Indulge
Infiltrate
Inform
Inherit
Inquire
Inspect
Interfere
Intimidate
Intrude
Invade
Invent
Investigate
Invoke
Join
Judge
Kidnap
Kill
Launch
Lead
Learn
Lessen
Liberate
Locate
Lose
Make
Manage
Manipulate
Meet
Mimic
Mistrust
Mollify
Move
Murder
Negate
Neglect
Negotiate
Observe
Obtain
Open
Oppose
Oppress
Organize
Perform
Persecute
Persuade
Pick Up
Plan
Play
Plunder
Poison
Postpone
Praise
Predict
Prepare
Pretend
Proceed
Produce
Promote
Propose
Protect
Provoke
Punish
Purchase
Pursue
Push
Quarrel
Quest
Quit
Race
Raid
Rally
Rearrange
Reconsider
Recover
Recruit
Rectify
Refuse
Reject
Release
Remake
Repel
Report
Represent
Rescue
Research
Resist
Resolve
Retrieve
Return
Reveal
Revenge
Review
Reward
Ruin
Rule
Sabotage
Sacrifice
Save
Scare
Secure
Seduce
Seize
Sell
Separate
Serve
Setup
Shut Down
Silence
Slander
Smuggle
Solve
Spy
Stalk
Start
Steal
Stop
Stow
Struggle
Suffer
Summon
Support
Survive
Take
Teach
Test
Testify
Threaten
Track
Trade
Trail
Transform
Trap
Travel
Trick
Triumph Over
Truce
Trust
Uncover
Unmask
Unseat
Usurp
Vindicate
Violate
Volunteer
Waste
Watch
Weaken
Win
Work
Worship

Table:PlotDevice
A Confused Mob - The locals have had enough of it and formed a mob. Whether they
are actually a violent mob, or a cowardly mob, or another kind of mob is up to you.
A Forbidden Area - Some shunned area (a forest, a town, mountains, anywhere) seems
to be the site of unnatural events or home to some terrible beings. All who go
there risk their lives.
A Full Moon - Celestial events seem to bring on bizarre circumstances here on
Earth.
A Haunting Past - Some character is troubled, psychologically or perhaps
supernaturally for their actions in the past.
A Hidden World - Some other dimensions, alternate realities, or hidden beings
become available in this adventure.
A Likely Story! - No one believes the PCs or NPCs about some important tale.
A Liking Too - One of the PCs gets a romantic or platonic admirer they can't lose.
A Little Jealousy - An NPC uses a character to make their significant other or a
potential suitor madly jealous.
A Need for Revenge - Someone seeks terrible revenge, perhaps from beyond the grave.
A Predator - The area is terrorized by some naturally predacious being, perhaps a
totally silent stalker, or inescapably ferocious killer.
A Real Nice Guy - A really nice person, innocent child, or likeable hero isn't what
they seem to be!
A Scoop - An author or journalist character is determined to write a story about
some place or event and the terrible history behind it.
A Strange Land - PCs or NPCs come across some unknown land, an island, a remote
corner of the Earth, or some other dimension even.
A Well Respected Man - Some powerful, rich, or connected person is really a villain
or hiding a dark secret.
Abandoned - A ship or place is discovered with all it's occupants missing or killed
in some bizarre manner.
Abandoned Asylum - Some local place or building is so dreaded that no one who knows
about it will go in or likely near it, even the police.
Abandoned Church - A large building has been repurposed, perhaps long ago, to be
used by an evil cult, or minions of some great villain for their needs.
ABCD&D Murders - Strange murders have been occurring with some obvious, though
possibly deceptive pattern.
Abductions - Some people claim to be undergoing strange events outside of their
control.
Accidents Happen - An NPC is killed or seriously injured in some freak accident.
Accursed Sound - Some sound, be it music, a wail, a nursery rhyme, etc., causes
troubles every time it can be heard.
Agents of the Apocalypse - A villain is doing his best to bring about the end times
by whatever means he can, be it a portal to a hell dimension, raising some profane
God, or using an eldritch power to rend the planet in two, he's getting closer.
All in the Family - Some evil or degenerate family seems to just keep to themselves
and do whatever it is they do...
An Adversary From Beyond the Grave - A villain or NPC is still orchestrating events
while dead, perhaps with an eye to coming back.
An Eternity - Some character is driven to do anything necessary to gain immortality
or bring someone back to life.
An Expedition - Someone wants to or already has mounted an expedition to some far-
off land.
An Offer You Shouldn't Refuse - Organized crime shakes down the PCs or NPCs.
An Unresolved Past - Someone or some group engaged in some terrible activities in
the past and were either killed or fled what they did without ever fixing it.
Ancient Enemy - Someone, a villain or hero, must contend with an ancient rival who
now threatens them.
And Then There Were None - The PCs find themselves in a confined area as people
around them are murdered one by one.
Animated Objects - Something in the adventure seems to allow inanimate objects to
attack and kill, things such as large and vicious looking knives.
Another Level of Horror - Once the evil scientist/warlock/nice brother is
dispatched, the horror they've made or kept hidden finally makes itself known.
Answer Me! - Characters are asked a difficult, and likely dangerous, question
concerning their mission, and may not be sure of how to give the right answer.
Appropriate Sacrifice - A very specific sacrifice must be found, presenting some
difficulty to the villains, unless the heroes have taken to sacrificing people.
Are You Just Gonna Stand There? - The heroes actively witness an act of abuse,
oppression, or immorality by a powerful person or group.
Assimilation - Some terrible force seems to infect and remake the living into
something else.
At Every Turn - A villain trails the heroes and tries to stop/injure them at every
turn.
At Its Weakest - Due to the time of year, celestial events, or some other reasons
the barrier between this world and others is becoming easily permeable.
Authorities Have Given Up - The local police or even greater authorities don't want
to deal with the problem or have even abandoned the area completely.
Avoid the Temptation - Characters are provided opportunities for easy vice, but
little do they know who is watching;
Awakening Ancient Evil - Someone threatens to do something which awakens an ancient
and terrible power.
Barricade - Characters must barricade themselves in somewhere to stay alive.
Be Careful What You Wish For. - Someone makes a deal or is granted a plea, which in
turn begins to change the world around them, affecting everyone.
Beasts of the Woods - Strange behavior by packs of a certain animal seem to be
following events.
Beauteous Appearance - Some dread thing uses a guise of great beauty to lure
victims, either with a proxy servant, a glamour, or its true appearance.
Being Watched - Someone has raised the suspicions of some secret and dangerous
group who is following what they do.
Beyond Knowing - Some incomprehensible entity causes troubles, creates disasters,
or leeches the life out of people.
Biblical - Signs of apocalypse, or something close to it, are befalling the area or
characters.
Birth Celebration - The birth of some horrible entity is cause for some evil group
to hold an event for it.
Bizarre Cult - Some cult involved in bizarre activities, however horrific, to get
what they want, is involved in this adventure.
Bizarre Travels - A character finds a way to travel to impossible places such as
other worlds or dimensions.
The Black Seal - This adventure features supernatural creatures or powers that
sound or are commonly thought to be benign or cute, but are instead surprisingly
horrific.
The Black-Magicks Market - This adventure involves characters who have sold
important and possibly illicit goods necessary for evil magic, such as rare books
and spell ingredients. Or worse.
Blacklisted Property - An owner or occupant is driven to their wits end by odd or
terrible events that seem to happen around their house or property and want help
finding an explanation.
Blackmail - An NPC is blackmailed into do something important for the villain.
Blood From the Walls - A poltergeist-like haunting is afflicting some place, with
banging doors, blood running down walls, and other appropriately horrifying
effects.
Bloody Letter - An evil character taunts, threatens, or terrorizes a victim with
letters, phone calls, or some other means of indirect communication.
Body Double - Can you trust that NPC is who you think it is? Or are they an
impostor?
Body Part Snatching - Some person or thing takes certain body parts of interest
from unwilling donors.
Body Swapper - Someone has discovered the ability to take control of bodies and
minds outside their own.
Break In - Some legitimate place, like a museum, holds an important artifact or
clue that the PCs need, but can't get access to without breaking in and swiping.
Breaking and Entering - The PCs must bust into a secure location to achieve their
goals.
Bring Out the Sacrifices - Some town or group has made a deal in exchange with
terrible beings, likely giving sacrifices as repayment.
Bring the Evidence - Someone tricks an NPC into giving over evidence of misdeeds or
strange happenings.
Bungling Authorities - The local authorities couldn't be of less use if they tried.
Burglarized the Wrong House - Robbers, mischievous children, or other intruders get
far, far more than they bargained for by trespassing into the wrong place.
Buried Alive - Someone is buried alive, or trapped somewhere underground or
underwater.
Buried Secrets - Hidden deep under the earth, or perhaps buried under arctic ice,
lie terrible secrets or artifacts which someone is going to uncover.
Burn It Down - An important building catches fire, perhaps with the characters
still inside.
Burning Down the House - Someone, probably a not very nice person, tries to burn
the heroes alive.
Cabin Fever - Characters end up stuck someplace too long, and their sanity is
beginning to fray...
Can You Trust Them - Paranoia features strongly in this adventure as characters
discover reasons that it isn't safe to trust one another, perhaps one not being who
or what they claim to be.
Cannibalism - Some group engages in cannibalism, either due to degeneracy or some
desire for committing excessive evils.
Changing Facts - Things which shouldn't change seem to be changing! Either past
events, the location of things, the contents of books, something is changing and
it's insanity!
Charade Institution - A business, a group, even an entire town is really just some
charade put on by evil people or beings.
Chasing the Dragon - A character has a surreal experience through the use of
psychotropic drugs, but it seems like more than just the mundane fantasies of the
human mind.
Check the Fairytales - Some demonic force, evil supernatural monster, dastardly
black wizard, or crazy killer moves from one location to the next, inflicting their
own unique brand of terror on locals.
The Children - Children are somehow connected to events, either they have a special
ability to see what's going on or are the evil itself.
Church Investigation - Clergy have become involved trying to solve the strange
matters at hand.
Collaborators - Weak willed people have made a deal with a malevolent force who
they believe they can cut a deal with and not suffer the fate awaiting others.
The Collector - Some wicked person or more terrible entity is collecting something,
be it people, victims, souls, or body parts.
Common Scum! - An unlikable character can't help but express their disdain for
lower classes, and their belief that they are less human than they are.
Communing with the Devil - Someone receives instructions from an evil power.
Competitive Evil - The characters run afoul of two separate villainous groups who
also dislike each other.
Connected to Evil - A character has somehow become connected to a powerful evil,
perhaps a psychic connection, or they are a necessary ingredient for an important
spell.
Connection - A character has some mental or spiritual link with a strange, perhaps
terrible, being.
The Coverup - Someone has begun a vicious cycle of violence and murder in order to
cover up their increasingly heinous acts.
Creepy Intermediary - The PCs deal with some creepy henchman or spokesperson for
some evil or frightening group.
Crossing the Wrong Person - Someone now faces a terrible fate due to some past
mistreatment.
Crying Dogs - Something is causing animals to act irritated or frightened.
Cursed Ancestry - Some character comes from a cursed lineage, perhaps because of
evil ancestors or from the wrath of some powerful creature.
Cursed Artifact - A powerful object is also cursed.
Cursed Ground - Some area such as a graveyard, bog, cairn, or something built over
such things features in the adventure.
CursedJewel - A character swipes or disturbs a sacred object, unleashing negative
consequences.
Cursed Portrait - Some piece of visual art, a portrait, a fresco, a mural,
whatever, contains black magics.
Cursed Wishes - Someone is given a way to be granted their wishes, but the device
or magic is no more than a trap which uses your wishes against you.
Curses! - An NPC is dealing with a curse or curses the PCs.
The Dame Was Trouble - An NPC causes havoc, trouble or fights between others
characters.
Dangerous Truth - Some item contains a dangerous truth that people aren't ready
for, and must be contained or destroyed.
Dark and Stormy - The adventurers are beset with bad storms and rainy weather.
Dark Holiday - This adventure occurs around a holiday relating to the dead or
supernatural events.
The Dead Body - A dead body is found with clues all around...
Dead Villain - The villain is orchestrating things from beyond the grave.
Deadly Ground - An area of land is cursed, possessed, or suffers from some strange
supernatural effect to the point that simply going there puts characters in mortal
danger.
Deadly Passerby - Some NPCs seem to die just walking down the street and bumping
into someone.
Deal With the Devil - A character is forced to make a deal with an evil group.
Debased Followers - Creatures of some kind, perhaps with supernatural powers, have
convinced some locals to worship them and do their bidding as part of a secret
cult.
Degenerates - The characters face some degenerated people or creatures, perhaps
servants to some dark power.
Demon Spawn - Through some unsavory means a woman has become pregnant with the
child of a demon/god/horrible entity.
The Devil's Gold - Someone gains a tremendous amount of wealth, success, or good
fortune under strange and likely paranormal circumstances.
Did You Hear That? - Someone or something creeps past the adventurers at night.
Disloyal Igors - Some underling or protege of a powerful sorcerer or other being
defects either out of horror or just to get ahead.
Don't Disturb Anything - The PCs stumble across a dead body with clues and possible
exciting items.
Don't Go In There - Some room or an entire building holds a terrible creature,
curse, or haunting, and going in could mean death.
Don't Go Out There - The surrounding area is mysteriously dangerous, especially at
night.
Don't Read This - Some terrible book should not be read at all, and definitely not
out loud. Though someone may.
Don't Stay Past Dark - In some area or town people seem to disappear and never come
back if they stay past sundown.
Don't Trust Anyone - Several highly powerful NPCs are suspects to a crime, and some
may want to help or hinder the PCs.
Dread Apparition - Some ghost, spirit, or demon provides a character a warning or
perhaps even a task.
Dread Ghost - Some terrible ghost-like entity, a headless horseman for example,
haunts the local area.
Drones - NPCs seem to be enthralled under the direction of some hideous evil,
against their own will!
Drug to Hell - Some character risks being taken or kidnapped into some hell
dimension or reality.
Earth-Shattering Discovery - Someone finds or finds out about something which
shatters their (and maybe all of humanity's) worldview.
Ego-Check - The characters must put up with an egotistical, dominant NPC who seems
reflexively focused on keeping everyone's status below his, even when more
important matters are at hand.
Eldritch City - A city or colony of some inhuman beings features in this adventure.
Endangered Your Family - Someone has caused villains to get back at them by getting
to their family.
Enthralled - A villainous being gains control of the mind or passion of an
otherwise innocent person.
Era of Terror - Terrible events seem to be happening with greater frequency,
whatever their nature, signalling some current or impending supernatural event.
Eternal Life - Some NPC or villain is responsible for events due to their quest for
longer, perhaps infinite, life.
Everything You Want - Some villain promises exactly what people want to get
something in return, or perhaps trap them in an illusion they don't want to leave.
Exclusive Club - A club of powerful, perhaps supernaturally powerful, individuals,
all pursuing some common goal toward more power, features in this adventure.
The Exorcism - An innocent person has been possessed by a demon and must be saved,
or at least dealt with.
Expand Your Mind - Some drug or magic allows people to see beyond the reality they
exist within.
Experts - NPC experts on whatever bizarre phenomena are going on feature in this
adventure.
Fables - Old stories of supernatural or horrible events feature in this story.
Fairy-Folk - Some fairy beings of legend, their full horror perhaps neglected in
previous accounts, show up in this story.
Far Flung Tales - Some NPCs may be able to relate tales of horror and the
supernatural from their travels to strange lands and meetings with exotic peoples.
Faustian Bargain - A foolish character sells their soul for dark promises.
Feds on the Case - Government agents or agencies are somehow involved in the story,
likely bungling things up, and being confused as to what's going on.
Fence Painting - Someone tricks the PCs into doing their work for them.
Find the MacGuffin! - Some very important object needs recovered fast!
Find You in Dreams - Some being locates characters in their own dreams, giving
messages, gaining access to one's mind, or even threatening them physically back in
real life.
Flat Tire - The PCs' means of conveyance breaks down in some way, necessitating
they stop for repairs, or perhaps leaving them stranded!
Follow These Directions Precisely - Characters are given exceedingly precise
directions in order to accomplish something, and failure to obey direction can have
unfortunate consequences.
Follower That Car! - Characters become involved in a white knuckle chase scene.
Fools' Gold - What the PCs thought was valuable turns out not to be.
Forbidden Studies - An NPC is involved in terrible alchemical/sorcerous/monstrous
research.
Foreknowledge - Someone knows things before they will happen, or secret things
about events which they never witnessed.
Foreknowledge is Power - The PCs must solve some dangerous riddles or navigate a
heavily trapped area and the only possible way to succeed is to first find out what
they'll face and how to defeat it.
From Beyond - Some person or group's researches open up a portal to dimensions best
left undisturbed, as well as the beings there.
Front Operation - Some supernatural group or evil cult operates a business only has
a front for their activities, or perhaps as a sick game.
Get Me Outta Here - The PCs run into a character looking desperately for help,
likely help getting out of this terrible place.
Ghoulish Poisoning - An evil-doer takes to tainting food, not with straight poison,
but with something that causes terrible magical or degenerating effects on the
victim.
Gopher For Me - NPCs won't help until the PCs help them first.
Gordian Knot - The PCs must find an outside the box way to solve an unsolvable
puzzle.
Government Intervention - In a rare twist of events, the authorities have become
aware of what's going on and are seeking to, or already have intervened to fix
things.
Grave Robbing - Someone has set off a disturbing series of events by disturbing the
dead.
Great Evil Ritual - The PCs must thwart a gigantically evil ritual before it is
completed.
Grisly Scene - The PCs come across or investigate a gruesome murder or massacre.
Guard Dogs - Someone makes use of dogs to protect their property, possibly ending
in a savage attack!
Guru - A mystical leader who claims to bring his followers higher understanding
enters the plot.
Half the Fun - An adventure finds the PCs as they are going somewhere else more
important.
Half-Human Child - A seemingly human child is born of suspect parentage, though
they retain traits of whatever hidden force that sired them.
Hannibal - A villainous person or being has a way to control the minds of those
they spend time with.
Hate to Interrupt - The PCs come across a great ritual as part of their
investigations in this story.
Haunted Past - An NPC has experienced something so terrible they can't quite piece
together what happened to them, though they may wish to.
The Help of a Big Strong Man - The characters are called to aid an innocent or
helpless victim, but may discover down the line that things were not as they has
been set-up to seem.
Hey Bonesy! - A corpse has something important in his grave or must be dug up.
Hidden Crypt - Some underground crypt, catacomb, temple rests underneath someplace
the PCs are investigating.
Hidden Reality - This story involves strange dimensions intersecting our own, and
the strange creatures or horrible powers who dwell within them.
Hidden Treasures - Those who ally themselves with ruinous powers are rewarded with
cash and treasure.
His Old Diary - Some dead or incapacitated NPC has left clues behind in his
personal diary.
Holed Up and Alone - Some character or group of characters is stuck in somewhere
unable to leave for the danger all around them.
Horrible Works of Art - Some deranged artist uses real living or formerly living
people to create his artwork, be they gallery pieces or live performance.
Horrific Artwork - An artist, perhaps possessed by some strange new inspiration,
creates a horrifying work.
Hostages - The bad guys are using hostages for leverage or to lure the heroes into
a trap.
House Secret - Some weird or evil individual seems to be trying to keep whatever is
going on in his house or property a secret.
The Human Ingredient - Someone or someones are captured and prepared for use in
some twisted scheme, be it a ritual sacrifice, a killer's trophy, or something
else.
I Can't Even Describe It - Characters deal with a villain or force that people
can't or won't even fully fill in the horrible background details of. Since they're
just too horrible.
I Know That Face - A PC or NPC is confused for someone else.
I Need a Detective - The PCs are hired to investigate something for a private
client.
I Need an Old Priest and a Young Priest - Someone is looking to hire those who can
“fix” haunted/cursed places.
I Thought You Were Dead! - A character thought dead reappears...
I'll Say Good Day to You Sir! - A PC or NPC accidentally insults the honor of some
overly dramatic but important character.
I'm Not Leaving - Someone won't depart from their home or other beloved thing
despite the danger.
Identity Switch - Some villainous person or being has taken on an innocent person's
identity.
Impending Doom - Someone receives ghostly predictions of their impending doom, with
no knowledge of what to do about it.
Impending Invasion - Some malevolent force has bigger plans in the works for the
near future, a mass assault of some kind on the world.
Impossibly Gruesome Murder - Someone has been killed, but by means involving
seemingly impossible strength or supernatural abilities.
In Service to Dark Powers - Some character must do some bidding for greater powers,
because of a deal, a threat, or just because the consequences of refusing would be
unimaginable.
In the Water - Something is infecting people and causing changes, perhaps through
the water they drink, the air they breathe, or something else they put in their
bodies!
In-Transit Horror - The characters may face a horror while on a boat, train, or
other constraining means of conveyence.
Industry of Evil - Evil beings or aliens have got a full-fledged manufacturing or
other enterprise going to further their evil ends.
Infection - Some strange or supernatural disease infects people, changing them into
something dangerous.
Inhuman - Some person in the area probably isn't a person at all, though it's not
entirely obvious.
Insanity Causing - Some book or other work of art seems to drive those who see it
and understand it insane.
Insurance Scheme - Someone tries to orchestrate a crime or supernatural event in
order to cash in.
Into the Wilderness - Characters are required to go into remote places where
strange beings may still exist, unknown to the world.
Invisibility - Whatever horror is threatening the area is, you can't see it.
Invisible Friend - Some being has contact with someone with a vulnerable mind, but
through whatever means, is never seen or heard by anyone else.
Is Anybody There? - Someone tries to kill a character while they sleep.
Is That Contagious? - Some terrible disease threatens characters.
Isolation at Its Worst - Characters find themselves far from civilization or help,
as a situation develops.
It Was Here! - Someone saw some terrible thing, except it's not there anymore and
no one believes them.
It Was Old Man Henry All Along - Someone pretends supernatural or horrific events
are going on in order to manipulate others, perhaps getting them to leave.
It's Abandoned... - The PCs come across a totally abandoned boat/house/farmstead.
It's All Greek to Me - A clue or important item in the story is written in a
language or cipher nobody around can read.
It's All Your Fault - A character is blamed by another party for being responsible
for some wrong, perhaps necessitating outside protection.
Jenny Greenteeth - Some place like a river, lake, or cliff has a terrible
reputation for people killing themselves there.
Join Us - Some creatures/powers/cult wishes for a PC or NPC to join with them.
Just Flat Out Left - A character is distraught over the disappearance of a loved
one who left for some unknown reason, perhaps asking for help.
The Keys Are in the Shed - Some precious item or person is outside of safety, and
someone must risk their lives by going out there.
Kidnapping - Someone has been kidnapped for their knowledge, ability, or to further
some scheme.
Killing Spree - Some group of twisted individuals takes to murder as a pasttime.
Laboratory of Horrors - Some evil or misguided NPC has created a laboratory, modern
or dungeon-like, filled with horrific creatures, experiments gone wrong, and worse.
The Last Guys - A group of PC-like characters already tried and failed, perhaps
giving the current PCs some direction on how to succeed.
Lector - A villain with incredible abilities of manipulation is involved with this
adventure.
Left Alone - Some characters get abandoned in some dangerous and spooky place.
Legions of Terror - Large numbers of terrible beings, demons, zombies, flesh eating
sprites, etc., are unleashed!
Legitimate Business - Some shop, club, or other business is being used as a front
by evil doers.
Let Me Lure You Out Here - Characters are convinced by some villain to come out to
a remote area...
Let Us Go! - The PCs are detained or interrupted by some powerful though neutral
group for some reason.
Let's Blow It Up - Characters resolve that some evil place should just be wiped off
the map, though someone or something may stand in their way.
Local Warlock - Some powerful local man or woman has aroused the suspicions of
others due to their possible supernatural activities.
Local's Trap - PCs or NPCs must deal with a prepared trap to take advantage of
them, perhaps a false guide, wrong information, an attractive young female, etc.
Lock of Hair - Some villainous power can harm other people terribly with some great
magics, possibly requiring certain hard to get ingredients or means.
Locked In - Characters have been locked into someplace, perhaps with dangerous
beings or just few supplies with which to survive.
Locked Room - All the characters are stuck somewhere together, danger and death
likely joining them.
Look What I Almost Stepped In! - The PCs find strange residue or odd
items/materials around the scene of a crime.
Looking for Trouble - Characters decide to look for evidence of the paranormal or
alien by going somewhere that turns out to be more trouble than they can handle.
Lost Account - Some diary/journal/account of past events which could explain things
to the heroes is lost or missing.
The Lottery - A town all seems to be in on something really creepy and disturbing.
Made Into a Meal - Someone is going to be used to feed some horrible creature or
creatures.
Made of People! - The PCs discover some strange or terrible official secret.
Magic Mirror - Some bewitched mirror features in this adventure, perhaps opening
portals to other worlds, or containing the spirit of a demon or other terrible
creature.
Magic Vulnerability - Due to the nature of some evil beings existence or power,
they are quite vulnerable to a specific spell or form of magic.
Magical Artwork - Plot events revolve around some mystical piece of artwork,
whether it contains some evil wizard's soul, is possessed by a demon, is a window
to another dimension, or something else, it's important.
Malevolent Lands - Some area seems to not only be haunted or afflicted by evil, but
itself seems to turn on travelers and lure them to their doom.
Manhunt - Someone or something needs found, recovered, or captured.
Many Guises - Some unholy creature can take many different appeareances of forms
(or is a shapeshifter itself), making it hard to locate or recognize.
Mass Delusion - Some mass hypnotism or delusion must be afflicting a town for them
all to be acting this way.
Medium - Some evil force seems to move through an unnatural medium, water, power
lines, astral planes hidden within right angles, etc.
Mental Breakthrough - A crazed character claims to discover a way to improve the
human mind in some strange way through drugs, surgery, or something even more
bizarre.
The Metamorphosis - The PCs cannot solve the main problem, but can help in some
other, likely lesser, way.
Mind Control - Some villainous force is controlling the minds and actions of
otherwise innocent locals and they're unable to resist.
Missing Bodies - Bodies, perhaps already buried, perhaps not even yet dead when
last seen, keep disappearing.
Moby Dick - A character is obsessed with getting even with, finding evidence of, or
perhaps has some other need for a monstrous, strange, or completely unnatural
being.
Monster on the Loose - Forget playing it low key, some terrible creature is having
its way destroying and killing in the area.
The Moral of the Story - Someone or someones have received a horrible fate as a
result of their immoral actions.
More Chanting! - A grand ritual must be completed to enact the villains evil plans,
with all the pomp and circumstance you'd expect from a blood sacrifice!
Movement in the Night - Characters can tell something outside is going on or some
beings are moving around.
Mutations - Something turns people into monsters. At least on the outside. Probably
on the inside too.
My Great Uncle Left Me a Mansion! - The PCs come into possession of a property or
item that becomes more trouble than it's worth.
My New Helper - A character finds a new assistant, follower, sycophant, or even
sacrifice, perhaps rescuing them from difficult circumstances.
My Precious - An important and likely powerful item is desired by a variety of evil
and dangerous individuals or groups, letting them get it could prove disastrous.
Mysterious Benefactor - Some unknown person is helping you out, but why you don't
know.
Mysterious Cube - A foreign seeming item causes strange mental or physical maladies
to those who are around it or look at it, perhaps as a trap, or perhaps it's just
brimming with evil power.
Necronomicons For Sale - One or more important occult items are being sold, perhaps
by a clandestine dealer or perhaps even in an auction or newspaper listing.
Never Speak of This - Some group, a family, a cult, a town of people, are ordered
to never talk about the really spooky stuff they've experienced.
New Life - A dangerous character obsesses over bringing life back to the dead, or
experimenting and reviving corpses for whatever odd purposes.
Night of Horror - The adventure features the time right as something horrible is
happening, be it an age of coming evil that unleashes monsters, or a terrible
necromantic emergency where zombies roam en masse across the countryside.
No Power - The electricity is out, or some other resource valuable to characters in
scary situations is taken away.
No Way Out of Town - Somehow the PCs find themselves quite stuck wherever they are.
Nobody Goes in There - A place is rumored or known to be so terrible, it's left
entirely alone by locals, who won't even tear it down.
Noisy Magicks - Someone has been attempting rituals or other supernatural acts, but
their efforts have not gone unnoticed by neighbors, family members, locals.
Not as Cute as You'd Think - Some people believe strange or magical creatures are
in the area or behind events.
Obtuse Genie - Someone is granted a wish or special request, but the giver takes
their request too literally, or otherwise just wrong, and gives them what they
don't want.
Odd Newcomer - A mysterious NPC is new to town, and something about them is not
quite right.
Odd Spirit - the local town or area seems to be affected by some unknown power,
either through subtle means, like a growing dysthymia, or overt means like physical
ailments.
Official Cover-Up - The authorities are lying about something the heroes know to be
otherwise. But why?!
Oh God No! - People in the surrounding area keep bursting in flames, turning into
ghouls, or being attacked by killer bees, etc.
On a LongJourney - This adventure requires, or is all about, a long journey to some
far off place.
One of Us! - A PC or NPC faces the prospects of turning into some kind of terrible
creature or person. Naturally or forcibly.
Ounce of Prevention - The PCs are tipped off to some evil group about to do
something evil.
Out of the Mists - Some horror seems to appear from the thin air, then walk right
back into it when the deeds are done.
Pandemonium - A marked increase in horrible acts of violence, crime, and insanity
seems surround the PCs.
Pandora's Box - Someone has tampered with powers beyond their comprehension and now
opened the door to greater dangers.
Past Secrets - Some character seeks to discover the dark secrets of past family
members or fellows.
The Perfect Time to Settle Scores - Amazing and deadly events give someone the
chance to get revenge or settle scores with unrelated parties.
Personal Items - Something, perhaps magical, once possessed by some powerful or
evil character features in this story.
Personal Journal - The PCs get information about some amazing/horrifying story or
event from a deceased NPC's journal and notes.
Pet Monster - Some evil villain has a monster of some kind available to do his
bidding or serve some other purpose.
The Place Just Disappeared - Somewhere, a room, a house, a woods, even a whole city
has disappeared from existance. And only some may even remember that it's gone.
Pocket Dimension - Some small space of other reality is involved heavily in events
here.
Portal to Another World - Someone finds a way to open a portal to another world,
likely filled with horrific nightmare creatures.
Possession - A character is possessed by an evil spirit, an alien entity, or the
Devil himself.
Powerful Artifact - Some very powerful artifact, likely cursed, and almost
certainly only useful for committing evil is involved in this adventure.
Promising Dupes - Some powerful or rich characters are fooled into helping the
forces of evil in exchange for some rewards.
Protect the Innocents - The PCs must protect a group of innocent people in addition
to completing their mission.
Psychotic Danger - A character is so delusional and paranoid that they conspire to
harm others as a part of the strange narrative they believe they are a part of.
Pulled Into the Sky - Lately NPCs seem to have been seemingly disappearing, by
whatever means, into the air.
Put a Quarter In - A mystic or soothsayer helping out characters is nothing but a
fraud.
Put Together Your Team - Someone assembles a team of experts in order to handle
some tough problem.
Quest for New Life - Someone is on a quest to find a way to bring back a dead loved
one or other close person.
Rare Artistic Genius - An NPC so gifted in some way (artistically, magically,
spiritually) few can comprehend what he sees.
Rare Texts - A character requires the use of some very rare and likely ancient
texts in order to enact their plans.
Re-Animation - Either through alchemical or ritual means someone has discovered a
way to re-excite the life back into dead tissue.
Recurring Villain - He's back! And this time it could even be personal.
Refugee - A person or animal is found, the last survivor of some strange or
terrible event.
Removed Consciousness - Some character has found a way (or has been forced) to
remove their consciousness from their body, perhaps by removing their head or
brain, or by more advanced means.
Resurrections - Someone has been tinkering with or accidentally discovered the
means to bring back the dead, whether wholly living or something a bit less.
Revolutionary Find - Someone believes they have uncovered some scientific or
metaphysical knowledge that will turn over everything.
The Right Page - Some character requires a specific part of a specific, hard to
find book.
Ritual Killings - People are being dispatched in terribly gruesome and torturous
ways.
Ritual Murder Investigation - The police begin investigating ritual murders or
disappearances, perhaps even arresting those responsible.
Rosemary's Baby - Some terrible birth will be used by evil doers to further their
demonically wicked plans.
The Rules - Some creature or character is beholden to certain specific, possibly
odd, rules, despite being otherwise powerful and capable.
Sabotage - The characters find themselves trapped or nearly killed due to sabotage,
likely to their means of travel.
Sadistic Choice - The PCs must decide between stopping the bad guys evil plan and
saving children, or saving only one of two different friends, and so on.
Samhain - Today is a mystical and likely terrifying day on the calendar for some
reason.
Screams in the Night - Some terror seems to have descended on a town, people are
unnaturally worried and screams ring out from dreamers all night long.
Secret Lever - The characters find (or can find) a secret entrance to a secret room
or secret passage leading to even more secrets!
Secret Order - The PCs seem to draw the attention of a shadowy group of NPCs who
seemed alarmed at what they are investigating, though for what reasons, no one
knows.
Secrets of the Pharoahs - This adventure features the supernatural secrets and
doings of ancient peoples.
Seeing Pan - Someone is driven to insanity be seeing something horrible or beyond
the normal world.
Shiny - The effects of some evil place or entity can cause a person to lose their
minds, perhaps violently so.
Show Off - Someone commits heinous acts of violence in order to satisfy the demands
of a group they belong to or work for.
The Signal Man - Visions of future deaths, including possibly their own, haunt a
character.
Skeptics - Disbelievers actively try and thwart the efforts of heroes in stopping
some supernatural horror, perhaps to satisfy their own unspoken fears.
Small Town Plot - something terrible is going on, and everybody in the community is
complicit somehow.
Something in the Walls - The occupants of a house or building note there seems to
be something haunting all the unseen areas of the location.
Something's Not Right Here - The PCs notice something is very amiss after arriving
in a new location.
Squabbling Behind Barricades - Two characters or groups holed up, or otherwise
stuck together, are arguing so much they may just kill each other.
Staged Death - An NPC pretends they die, perhaps spectacularly.
The Stars are Aligning - Some ancient power or deity finds its power or life force
returning to it.
Steal Higher Powers - An NPC makes some plans, however realistic, to steal or share
the powers of a supernatural being, perhaps a demon or even a god.
Still in the Loony Bin - Some character important to the adventure is currently in
an asylum for mentally ill.
Storms - Terrible storms or perhaps other natural events such as fires or
earthquakes surround the story due to evil forces.
Strange Coma - A character has fallen into a strange coma, perhaps after other
strange events afflict them.
Strange Dreams - A character receives dreams either haunting him with terrors or
providing him with clues (or both!).
Strange Footprints - Characters discover clues that do not appear to have been left
by a normal human being.
Strange Mummy - The preserved body of some long dead individual has some strange
qualities or items hidden on it.
Strange Zoology - Animals of some kind seem to be changed, perhaps radically so,
and are causing trouble.
Suicide Cult - Some evil group recruits innocent civilians to join into their
plans, perhaps costing them their lives, their homes, or their souls.
Summon Greater God - This adventure features or perhaps requires characters getting
in touch with some insanely powerful, godlike entity.
Summoning - Some villainous force plans a large ritual to summon some kind of
terrible monster or even an army of undesirable creatures.
Super Gaslighter - A being or person with what almost seems like possibly
supernatural abilities, can talk people into doing horrible acts, or commit
suicide.
Supernatural Harassment - Beings or events dog travelers, be it sinister creatures
or unexplainable bad luck that causes constant danger.
Supernatural Order - Some group of supernatural beings have formed an order or a
cult to further their ends and perhaps train themselves to great levels of
deadliness.
Superstituous Idiots - Some characters may confidently dismiss the beliefs and
fears of dummy locals.
Surround the Cabin - Some remote homestead is surrounded and assaulted by terrible
creatures or powers.
Survivor's Tale - The stories of some survivor of a terrible horror feature
prominently in this adventure.
Swarms - A swarm of rats, insects, or other assorted beasts is involved in this
adventure.
Symbol of Doom - People claim to see a strange creature or symbol that supposedly
foretells impending disaster.
Symbols - Recurring strange symbols or methods of building may be spotted by the
PCs or other characters
Take It Back! - The heroes must find the item or person who has cursed a victim,
before it is too late.
Take the Job - Some character takes a job that sends them far off from their normal
contacts and regular life.
Taken! - An otherwise likeable NPC has been kidnapped!
Tall Tale - Someone comes to the PCs with a hard to believe story, but asking for
their help.
Terrible Choices - The villain tries to put the heroes in predicaments where they
must choose between one bad outcome or another bad outcome.
Terrible Pieces of Lost Antiquity - Some artifact revealing facts of a horror from
centuries or millennia ago features in this adventure.
Terror Grips the Headlines - A town or city is being terrorized by some murderer or
worse being, and the public is nearing outright panic.
Theological Differences - Some group of likely lunatics has made some alterations
to the local church's operations. Perhaps involving magics, contact with terrible
beings, and almost certainly plenty of human sacrifices.
They're All Involved - Even the local authorities are in on the evil plot.
They're Coming For You - Someone who has fiddled with eldritch powers or cutting
edge sciences now must worry about dangerous groups finding them.
This Is *******!!! - The characters discover after doing some important or nasty
work that no appreciates what they've done, or believes their stories.
Ticking Clock - The PCs need to complete a task or challenge before it's too late.
Transformative Elixir - Some alchemical potion transforms those who take it, maybe
to their desires, maybe not, but always causing trouble.
The Trap - Some supernatural horror, or psychotic person has set-up a trap that
brings innocent people into their clutches.
Trapped Souls - Some powerful magic or incomprehensible science traps the souls of
the deceased, for who knows what foul purposes.
Trying the Latch - A character is disturbed in their sleep by someone attempting to
find a way into their room...
Twisted Experiments - A person is subjected to torturous behavioral experiments,
perhaps permanently scarring their minds.
Unbelievable Recording - An NPC has managed to capture the sounds or perhaps a
blurry photograph of the terrible forces at work here.
Under the Sphinx - Some famous or historical site also contains a secret, and
likely horrifying mystery!
Underground Civilization - Some group has created an entire society in a hidden or
underground land.
Unholy Child - A woman gives birth to a child that seems to have been conceived
under strange circumstances and who isn't quite right.
Unnatural Change - Some character has begun to seem rather different, disturbingly
different.
Unnatural Surgery - A crazed mind performs strange vivisections on living subjects
(animal or human) in order to change or “improve” them in abominable ways.
Unreliable Narrator - The PCs hear a tale of supernatural events, except the teller
cannot quite be believed.
The Unrestful Dead - The ghosts, or whatever presence left behind, of some dead
individuals bring horror to the area.
Until the Devil Knows You're Dead - A dead entity seeks to regain life or continue
their schemes.
Unwanted Sights - Characters catch glimpses of terrible things, bodies that
disappear, creatures that are gone in an instant, and so on.
Unwanted Visitation - A character receives a visit by a terrifying spirit, monster,
alien, or devil.
Vivasection - Some terrible scientist or beings are remaking people or
experimenting in replacing body parts.
Vixen - Some girl or woman seems to have an easy way with men, perhaps through less
mundane means than their good looks!
Vvvelcome to My Basement - A character finds themselves trapped in a prison created
by some twisted villain, and likely wants out before things get worse.
Wave of Vampirism - Some creature seems to be attacking local denizens and drinking
their blood or eating their flesh.
We Don't Need You - Locals or local authorities don't want the PCs around, maybe
for good reason, or maybe they actually are doomed without them.
We Gotta Beat It! - Characters decide that getting out of here, despite guards,
lurkers, etc. would be the best course of action.
We Have to Go In There? - The PCs must go into someplace dirty, smelly, or
unpleasantly dangerous.
We'll Take the Help - The heroes are hired by local authorities to solve a problem
they can't.
We're All Gonna Die Here! - The characters are all trapped someplace in a very
perilous situation.
We've Got to Go Out There - The only way to get some necessary item or resource is
by going out into the very danger you're trying to avoid.
Weird Powers - Some person, perhaps with emotional struggles, is given some strange
new powers...
Were-Creatures - Someone must deal with the fact that they are transforming into a
ravenous and evil bring, every now and again.
What the Dog Saw - Animals seem to be aware of some terrible thing that humans do
not sense.. .yet.
Who Wouldn't Like Her? - An character has a terrible suspicion about an otherwise
likeable or perhaps simply desirable outsider.
Who's This Guy? - Some traveler, perhaps from a far off land, seems kind of odd and
probably evil.
The Witch Blade - A spirit or sorcerous villain is impervious to normal means of
causing harm, and can only be stopped through the use of a special object or
weapon.
Witch Hunt - Some powerful local figure has taken to executing wrongdoers as an
extreme but necessary means to contain evil. At least according to them.
Witch Sight - Someone can see things others cannot, perhaps driving them mad or
putting them in danger.
Won't Stay Shut - For some strange reason a door, window, gate keeps opening on its
own.
Working at the Latch - Someone or something decides to find the characters at
night, while they lay in the dark.
Yes Mother - A character is still under the thumb of their domineering mother or
other maternal figure.
You Can't Outrun Your Past - A character who has committed past transgressions
finds themselves in present trouble, physical or supernatural, because of what
they've done.
You Didn't See Nothin' - A powerful group or NPC demands the PCs not reveal what
they know.
You Have Something I Want - a jealous character covets something about another
person, a talent, their appearance and body, or a possession and plans to either
take it or ruin it.
You Know Too Much - A character's life is imperiled because they know too much
about the workings of some evil character or group.
You're a Doll! - Some creepily life-like doll is around the adventurers, and some
may wonder if it's really an inanimate object.
You're Crazy Man - An important NPC or friend is certifiably insane.
You're Goin' Downtown - One of the PCs friends or assistants is thrown into jail.
You're Not From Around Here - The locals/yokels/watch don't take kindly to the PCs.
You're Off the Case - The local authorities try to run off the PCs or forbid them
from being involved.
You've Been Warned - Our heroes are repeatedly warned by locals to stay away and do
not mess with some terrible place or group.
Zombie Potion - Someone has a way of making drones or slaves out of other people
against their will.

Table:Tarot
(00) The Fool—A moron, but likable. A small and pale puppy. A sheer drop. A
stranger will be kind to you, despite your mistakes. 0 The Fool - New beginnings,
optimism, trust in life
(1) The Magician—A wizard or liar. A deceptive performance, before a large
audience. Avoid a spell, or cast one unerringly. 1 The Magician - Action, the
power to manifest
(2) The High Priestess—A cagey and intuitive woman in a hat. A religious hospital.
A nurse. A 12 to perceive unholy forces. 2 The High Priestess - Inaction, going
within, the mystical
(3) The Empress—A blonde, imperious, dishy. Beauty. A bend in the river. Gain a
point of Appeal if you Throw a 10 exercising or give up a point of Cash on plastic
surgery. 3 The Empress - Abundance, nurturing, fertility, life in bloom!
(4) The Emperor—A father, bearded. Entrenched authority. A public building in white
marble. Someone will assume you're an authority figure. 4 The Emperor -
Structure, stability, rules and power
(5) The Hierophant—A religious leader. A grey church. Traditions. A 15 to drive off
unholy forces. 5 The Hierophant - Institutions, tradition, society and its rules
(6) The Lovers—An erotically charged relationship. Touching. A good place for hook-
ups. An existing Contact finds you irresistible—or add a new one who does, free.
6 The Lovers - Sexuality, passion, choice, uniting
(7) The Chariot—A racer or a driver. A ride, pimped. Any vehicle. A showroom. A 10
to drive well. 7 The Chariot - Movement, progress, integration
(8) Strength—Someone tough. A fierce animal. A place for athletes. A boxing gym.
Throw an extra time (just you) when exercising during Downtime and pick the
highest. 8 Strength - Courage, subtle power, integration of animal self
(9) The Hermit—Isolation and the perspective that comes from isolation. A desolate
place. A brutalist parking garage. Led Zeppelin IV. A 10 on a Perception check
while alone. 9 The Hermit - Meditation, solitude, consciousness
(10) The Wheel of Fortune—A gamble or gambler. A casino, a track or a card game.
Cause anyone to rethrow their last Throw. 10 Wheel of Fortune - Cycles, change, ups
and downs
(11) Justice—Someone inclined to fairness. Possibly blind. A police station, a
protest, a courtroom, a place where activists meet. An 11 to hit someone who has
hurt a friend. 11 Justice - Fairness, equality, balance
(12) The Hanged Man—Reversal. Inversion. A contrarian or iconoclast. Punished but
not punished. A place of execution. A 12 to hit a captor. 12 The Hanged Man -
Surrender, new perspective, enlightenment
(13) Death—Someone who is old and knows it, or something. A graveyard, an ICU, a
home for dying people. Double damage on an already damaged foe—won't work on what's
already dead. 13 Death - The end of something, change, the impermeability of
all things
(14) Temperance—A moderate or teetotaler. A bad haircut. Wherever middle-aged
couples relax. A vegan restaurant. Throw an extra time if detoxing and pick the
best. 14 Temperance - Balance, moderation, being sensible
(15) The Devil—Undeniably wicked. Any place of enslavement, calculated iniquity or
accumulated power. A 15 to hit an enemy, but your friend is hit, too. 15 The Devil
- Destructive patterns, addiction, giving away your power
(16) The Tower—One who overthrows. A building that is mazelike, high-security, or
haunted. A 16 to successfully trespass. 16 The Tower - Collapse of stable
structures, release, sudden insight
(17) The Star—A celebrity of some kind. Someone or something uncanny, distant. A
celebrated place. An alien place. Acquire renown for your work. 17 The Star -
Hope, calm, a good omen!
(18) The Moon—Someone given to passions. Dark or pale. Animals. Cause a round of
panic in an enemy that is hurt or surprised. 18 The Moon - Mystery, the
subconscious, dreams
(19) The Sun—Very young, but wise. Skin prematurely worn. Leathery. A rooftop in
daylight. A greenhouse. Illumination. A 19 to a Research check. 19 The Sun -
Success, happiness, all will be well
(20) Judgement—Someone on a panel, or a board, or any judge. A room where great
decisions are made. A neutral party with power will agree to help you. 20 Judgment
- Rebirth, a new phase, inner calling
(21) The World—A foreigner. A global perspective -- Little Armenia, Little
Jamaica, the airport, Chinatown. Add a free Contact overseas. 21 The World -
Completion, wholeness, attainment, celebration of life
(22) Ace of Wands—A beginner, capable. A redhead. A startup's office. Throw an
Extra Throw if Working/Training during Downtime and pick the highest. Ace of
Swords - A fresh start, a sudden opportunity or idea, clarity
(23) Two of Wands—Someone with concerns abroad. A waterfront or beach, rapidly
developing. Add an Extra Throw during an Action round when executing a plan you
made. 2 - Indecision
(24) Three of Wands—A brown-haired man. A room with blueprints.The Department of
Regional Planning. Gain a point next time you add a new Knowledge-based skill.
3- heartbreak, betrayal
(25) Four of Wands—A family member. Normality. A place unchanged for a very long
time. Add a Throw and pick the highest when visiting family during Downtime. 4 -
meditation, rest, retreat
(26) Five of Wands—An arguer, surrounded by chaos. A fighting ring or debate hall.
Lose 1 less damage than you would otherwise in a fight. 5 - mind games,
hostility
(27) Six of Wands—Someone black-haired and proud. A parade or award ceremony. Gain
a Throw when speaking to a crowd. 6 - leaving, accepting help, going somewhere
better
(28) Seven of Wands—A fugitive or desperate person. A small business. A drug
front. Gain a Throw when facing multiple opponents. 7 - secret plans, abandoning
ship
(29) Eight of Wands—Online a lot. A hydro-electric plant. Impersonal forces. Gain a
Throw working with a machine. 8 - feeling powerless and stuck
(30) Nine of Wands—A disabled person. An exhaustive collection—archive, museum—
nearly complete. Gain a Throw during the Action round after awaking from an injury.
9 - Overactive mind, anxiety
(31) Ten of Wands—A bureaucrat, working too hard. An overburdened government or
administrative service. Gain a free government Contact with a 9 in Research. 10 -
feeling defeated, self sabotage
(32) Page of Wands—An apprentice or enthusiast. A grand opening. A 10 when dealing
with any kind of supernatural thing for the first time. Page - mentally unstable
or intellectually immature, acts without thinking
(33) Knight of Wands—A genius in their field. A sentient spell. A place of
unharnessed power. Gain 2 points of Occult or gain Occult at Knowledge+1 if you
don't already have it. Knight - Fierce, determined, aggressively pursues goals
(34) Queen of Wands—Voracious, and a total babe. A black cat. A disguised witch. An
excellent restaurant. Add a Throw when spending Downtime reading—the benefit goes
to the entire group. Queen - Intelligent, writer, communicative yet cold - cuts
through B.S.
(35) King of Wands—Successful and admired. A lizard. A necromancer. A source of
impeccable, if flamboyant, menswear. Uncover a work of occult knowledge. King -
Serious, controlling, rational and mind/intellect-focused
(36) Ace of Cups—Acutely sensitive. Preternaturally aware. An impressive fountain.
Gain a Contact. Ace of Cups - emotional fulfillment, joy
(37) Two of Cups—Warm and reasonable. A mutual beneficial relationship. A kind
woman's home. An Extra Throw when spending Downtime with an ally, apply it to
everyone. 2 - partnership, mutual attraction, compatibility
(38) Three of Cups—Charismatic and not drunk yet. A friendly dive under a place
where no-one eats. Succeed on an Appeal Throw to meet a stranger. 3 -
celebration, fun with friends, laughter
(39) Four of Cups—Hungover and apathetic. Where people are sleeping off a party—or
a bad clinic. Gain a Throw vs inebriation. 4 - boredom, dissatisfaction with
what is being offered
(40) Five of Cups—A gaunt soul, dark of aspect. A ruin or ruined place. Gain a
Throw vs Calm Loss at the sight of violence or death. 5 - dwelling on the negative,
self pity
(41) Six of Cups—A natural victim, paying no attention. An unsuspecting and idyllic
place. A carnival. Throw an extra Downtime Throw when Being Social. 6 -
sentimentality, kindness, help
(42) Seven of Cups—Someone misshapen and delusional. A district of retail luxury. A
theme park or retro diner. A 17 on a Deception Throw. 7 - so many choices!
Indecision, getting lost in fantasy
(43) Eight of Cups—A retiree or once who has renounced the past. An abandoned
place. An 18 to escape. 8 - abandoning something in search of something better
(44) Nine of Cups—A jerk, smug of aspect. A vast, proud venture, long in the
making. A 19 to impress someone. 9 - indulgence, self-satisfaction
(45) Ten of Cups—Someone pleased to help. Generosity. A center of LGB or T life.
Receive an unexpected gift that helps with a case. 10 - emotional bliss,
happiness, attainment
(46) Page of Cups—A sentimental weirdo. A fondness for seafood. A pleasant wharf.
If you get them drunk they'll tell you everything. Page - Creative, inspired,
learning artistic skill
(47) Knight of Cups—A romantic with full lips. A library without windows. A place
of breaking glass. A 10 to seduce. Knight - Romantic, adventurous, following one's
heart
(48) Queen of Cups—A ginger woman with strange possessions. A psychic. An antique
shop or prop house. A 10 to discover a rare object. Queen - Emotionally
nurturing, intuitive, sensitive
(49) King of Cups—A wise and wealthy man in elegant footwear. A houseboat or yacht.
A 10 to persuade. King - Need to acknowledge deep feelings, avoid drowning out
emotions
(50) Ace of Swords—A tattooed man. A decapitation strike. A busy corner in the
center of the city. An 11 to a called shot. Ace of Wands - New beginnings,
creative spark, fertile ideas
(51) Two of Swords—Dangerously obstinate. Defensiveness. Manslaughter. Deadly
ground. A 12 to defend. 2 - Contemplation, assessing ones life direction
(52) Three of Swords—One who complains. A bad tattoo shop. A 13 to a backstab.
3 - Reaping the rewards of your efforts
(53) Four of Swords—A quiet thinker. A prepared assassin. A mausoleum. An Extra
Throw if attempting to work through Downtime. 4 - Celebration, safety, the home
(54) Five of Swords—A gloating fiend. A thief and orchestrator of violence. A hub
of iniquity. A 15 to commit an unjust act. 5 - Competition, minor struggles or
disagreements
(55) Six of Swords—An exhausted traveler. A crossroads. A 15 to negotiate with
hostile powers. 6 - Success, accolades and achievement
(56) Seven of Swords—A petty schemer. A spiteful failure. A business operated as a
front. A 17 to steal from someone who likes you. 7 - Feeling defensive and on
guard
(57) Eight of Swords—The perfect victim. Kidnapped or compelled. A support group or
center for the afflicted. An 18 to convince someone you are sinned against. 8 -
Speed, things manifesting quickly
(58) Nine of Swords—An insomniac. Shopping from home. A guilty conscience. A
bachelor pad with a hand-me-down quilt. A 9 to inflict a head wound. 9 -
Pessimism, gearing up for the worst
(59) Ten of Swords—A soon-to-be-corpse—or a corpse. The murder card. The worst
neighborhood. A 10 to afflict the already-afflicted. 10 - Feeling oppressed,
exhaustion, too many responsibilities
(60) Page of Swords—Someone playing with fire. A gun shop with inadequate security.
Learn a new weapon skill or +2 to an existing one. Page - newly inspired,
excited about life and work
(61) Knight of Swords—Quite intentionally an absolute menace. A stabber. A themed
pub. A 10 in a fight. Knight - An adventurous risk taker who follows his passions
(62) Queen of Swords—A formidable woman. A home with a high fence. A 10 to damage,
don't roll normally. Queen - Confidant, focused, has zest for life
(63) King of Swords—A very dangerous man. Closed rooms where crimelords meet. A 10
to intimidate. King - Career focused, mature, passionate
(64) Ace of Pentacles—Efficient and practical. A place with a strange door. A
vacant lot. Establish a new business. Ace of Pentacles - Financial reward,
clarity of life purpose, goals
(65) Two of Pentacles—A juggler or a chancer. A playground or ball field. Rethrow a
failed Cash check. 2 - Balance, multitasking
(66) Three of Pentacles—A team player. A cathedral or place made of stone. A 13 to
a group effort, devoid of violence. 3 - Meaningful work, enjoying one's work,
suitable career
(67) Four of Pentacles—An absurd miser. A roof with a fine view. Greed revealed as
only greed. A 14 to grab someone or something. 4 - Hoarding, feeling poor, holding
self back out of fear
(68) Five of Pentacles—A battered beggar. A terrible charity. Refusal. A 15 to a
Calm Check in the face of suffering. 5 - Minor money troubles, health
problems, feeling like an outsider
(69) Six of Pentacles—A charity worker. A distributor of gifts. A Goodwill or
Salvation Army. A 16 to persuade a skeptic of good intentions. 6 - Charity,
accepting and giving help
(70) Seven of Pentacles—Straightforward and hard working. A quality control
officer. A growing business. A 17 to notice financial irregularities. 7 -
Patience, waiting for your plans to bear fruit
(71) Eight of Pentacles—One practiced in their craft. A place with a prominent
public sign. An 18 to apply an Occupational skill. 8 - Hard work, focused
efforts, laying the groundwork
(72) Nine of Pentacles—A prospering dork. A golden garden. A bird of prey. Leisure.
Gain the trust of an ordinary animal. 9 - Luxury, rest, financial and material
comforts
(73) Ten of Pentacles—A member of a powerful family. Thin white hounds. A vast
estate. Undo a Cash loss. 10 - Financial success, strong business relationships
(74) Page of Pentacles—A neophyte schemer. A university campus. Gain a point of
Cash. Page - Student, commitment to learning
(75) Knight of Pentacles—A hustler. A summoned thing. A sketchy lawyer. A club with
a dark reputation. Gain a Criminal contact with a 9 in Streetwise and Local
Knowledge. Knight - Cautious, sensible and slow to progress
(76) Queen of Pentacles—A woman, rich and slow-moving. A sad stone monument. Regain
a point of Calm. Queen - Healthy in body and finances, grounded and calm
(77) King of Pentacles—A man of ill-gotten wealth and dubious taste. An enormous
mall. Move to an amazing apartment downtown, above your means. King - Enjoys the
good life (food, drink and leisure), financially secure

Table:Madness
Agoraphobia—must get inside and away from people
Alien hand syndrome -- your hand isn't yours
Amnesia, mild --“How did I get here?”
Amnesia, severs --“Who am I?”
Another personality begins to emerge
Attempts to carve “protection spell” into body
Attempts homicide (against an inappropriate target)
Attempts suicide
Attempts to break own fingers
Bulimia-like purging -- need to vomit
Can only repeat one phrase
Cannibalism or attempt to eat another living thing living
Claustrophobia -- need to get outside
Compulsively cleans surfaces
Compulsively repeats recent action
Compulsively tells all secrets
Constant, pathological lying
Counterproductive mania -- must do something to “help out”. It only interferes.
Crying and laughing alternate
Crying jag
Dazed and slow, as if sleepwalking
Delusion -- Body is decaying
Delusion -- Chanting everywhere won't stop
Delusion -- Character is a monster
Delusion -- Character is an animal
Delusion -- Character is another character
Delusion -- Enemies are allies and vice versa
Delusion -- Environment is poisonous
Delusion -- Everyone blames you for this
Delusion -- Everyone is an android/false self
Delusion -- Harmless objects are weapons and will protect you
Delusion -- Irritating music won't stop
Delusion -- It's too cold
Delusion -- One ally is secretly plotting against you
Delusion -- Situation is not really happening
Delusion -- Surfaces are infectious
Delusion -- This is a movie
Delusion -- Weapons are harmless toys and you need to play with them
Delusion -- You're on fire
Desire to touch all nearby surfaces
Desire to touch any living thing seen
Deusion -- It's too hot
Develops and acts on conspiracy theory
Dizziness and nausea
Echopraxia -- copying another uselessly
Enacts useless “protection ritual”
Failure to recognize the strange
Fear of witnessing violence
Foetal position, muttering
Forget native language
Fregoli Syndrome -- Strangers are cherished friends
Gets rid of all possessions, then clothes
Hallucination -- vermin everywhere
Hallucinations (make something up)
Heliophobia -- Fear of light
Hoarding
Hypochondriac delusion -- character has an illness
Incoherent speech
Kleptomania
Laughing fit
Limbs flail uselessly
Monophobia -- Fear of being alone
Must drink blood
Must drink immediately and continuously
Must eat immediately and continuously
Must remake appearance immediately
Must write/draw warning in blood on wall or other surface
Need to locate a family member
Need to locate a friend
Nyctophobia -- Fear of darkness
Obsession with an activity
Obsession with an object
Obsession with photographing/videotaping what's happening
Obsession with texting about/telling social media what's happening
Obsession with writing down what's happening
Obsessive destruction of objects
Phobia related to menace
Pica -- attempt to eat something that's not food
Pulls hair out
Puts hands over ears
Pyromania
Refuses any help or treatment
Refuses to open eyes
Religious Mania -- blasphemy is the answer
Religious Mania -- join a cult
Religious Mania -- only faith can solve this
Screaming
Selective blindness -- cannot see allies
Selective blindness -- cannot see foes
Selective blindness -- cannot see hazards in environment
Self-mutilation (attempts to remove own limb, eye, etc)
Self-mutilation (minor, cutting, etc)
Sexual obsession
Sexual obsession with enemy
Stares twitching
Stendahl-syndrome-like reaction to nearby visual phenomena—it is fascinatingly
beautiful
Swearing and screaming
Total pessimism -- everything is hopeless
Trusts no-one
Ablutophobia -- Fear of washing or bathing.
Acrophobia -- Fear of heights.
Aerophobia -- Fear of flying.
Agoraphobia -- Fear of open, public (crowded) places.
Alektorophobia -- Fear of chickens.
Alliumphobia -- Fear of garlic
Amaxophobia -- Fear ofbeing in or riding in vehicles.
Ancraophobia -- Fear of wind.
Androphobia -- Fear of men.
Anglophobia -- Fear of Englanaor English culture, etc.
Anthrophobia -- Fear of flowers.
Apotemnophobia -- Fear of people with amputations.
Arachnophobia -- Fear spiders.
Astraphobia -- Fear of lightning.
Atephobia -- Fear of ruin or ruins.
Aulophobia -- Fear of flutes.
Bacteriophobia -- Fear of bacteria.
Ballistophobia -- Fear of missiles or bullets.
Basophobia -- Fear of falling.
Bibliophobia -- Fear of books.
Botanophobia -- Fear of plants.
Caligynephobia -- Fear of beautifufwomen.
Cheimaphobia -- Fear of cold.
Chronomentrophobia -- Fear of clocks.
Claustrophobia -- Fear of confined spaces.
Coulrophobia -- Fear of clowns.
Cynophobia -- Fear of dogs.
Demonophobia -- Fear of spirits or demons.
Demophobia -- Fear of crowds.
Dentophobia -- Fear of dentists.
Disposophobia -- Fear of throwing stuff out (hoarding).
Doraphobia -- Fear of fur.
Dromophobia -- Fear of crossing streets.
Ecdesiophobia -- Fear of church.
Eisoptrophobia -- Fear of mirrors.
Enetophobia -- Fear of needles or pins.
Entomophobia -- Fear of insects.
Felinophobia -- Fear of cats.
Gephyrophobia -- Fear of crossing bridges.
Gerontophobia -- Fear of old people or of growing old.
Gynophobia -- Fear of women.
Haemaphobia -- Fear of blood.
Hamartophobia -- Fear of sinning.
Haphophobia -- Fear of touch.
Herpetophobia -- Fear of reptiles.
Homichlophobia -- Fear of fog.
Hoplophobia -- Fear of firearms.
Hydrophobia -- Fear of water.
Hypnophobia -- Fear of sleep or of being hypnotized.
Iatrophobia -- Fear of doctors.
Ichthyophobia -- Fear of fish.
Katsaridaphobia -- Fear of cockroaches.
Keraunophobia -- Fear of thunder.
Lachanophobia -- Fear of vegetables.
Ligyrophobia -- Fear of loud noises.
Limnophobia -- Fear of lakes.
Mechanophobia -- Fear of machines or machinery.
Megalophobia -- Fear of large things.
Merinthophobia -- Fear of being bound or tied up.
Meteorophobia -- Fear of meteors or meteorites.
Monophobia -- Fear of being alone.
Mysophobia -- Fear of dirt or contamination.
Myxophobia -- Fear of slime.
Necrophobia -- Fear of dead things.
Octophobia -- Fear of the figure 8.
Odontophobia -- Fear of teeth.
Oneirophobia -- Fear of dreams.
Onomatophobia -- Fear of hearing a certain word or words.
Ophidiophobia -- Fear of snakes.
Ornithophobia -- Fear of birds.
Parasitophobia -- Fear of parasites.
Pediophobia -- Fear of dolls.
Phagophobia -- Fear of swallowing, of eating or of being eaten.
Pharmacophobia -- Fear of drugs.
Phasmophobia -- Fear of ghosts.
Phenogophobia -- Fear of daylight.
Pogonophobia -- Fear of beards.
Potamophobia -- Fear of rivers.
Potophobia -- Fear of alcohol or alcoholic beverages.
Pyrophobia -- Fear of fire.
Rnabdophobia -- Fear of magic.
Scotophobia -- Fear of darkness or of the night.
Selenophobia -- Fear of the moon.
Siderodromophobia -- Fear of train travel.
Siderophobia -- Fear of stars.
Stenophobia -- Fear of narrow things or places.
Symmetrophobia -- Fear of symmetry.
Taphephobia -- Fear of being buried alive or of cemeteries.
Taurophobia -- Fear of bulls.
Telephonophobia -- Fear of telephones.
Teratophobia -- Fear of monsters.
Thalassophobia -- Fear of the sea.
Tomophobia -- Fear of surgical operations.
Triskadekaphobia -- Fear of the number 13.
Vestiphobia -- Fear of clothing.
Wiccaphobia -- Fear of witches and witchcraft.
Xanthophobia -- Fear of the color yellow or the word “yellow”.
Xenoglossophobia -- Fear of foreign languages.
Xenophobia -- Fear of strangers or foreigners.
Zoophobia -- Fear of animals.
Ablutomania -- compulsion for washing oneself.
Aboulomania -- pathological indecisiveness.
Achluomania -- an excessive liking for darkness.
Acromaniaheights -- compulsion for high places.
Agathomania -- pathological kindness.
Agromania -- intense desire to be in open spaces.
Aichmomania -- obsession with sharp or pointed objects.
Ailuromania -- abnormal fondness for cats.
Algomania -- obsession with pain.
Alliomania -- obsession with garlic.
Amaxomania -- obsession with being in vehicles.
Amenomania -- irrational cheerfulness.
Anthomania -- obsession with flowers.
Arithmomania -- obsessive preoccupation with numbers.
Asoticamania -- impulsive or reckless spending.
Automania -- an excessive liking for solitude.
Balletomania -- abnormal fondness for ballet.
Bibliokleptomania -- compulsion for stealing books.
Bibliomania -- obsession with books and/or reading.
Bruxomania -- compulsion for grinding teeth.
Cacodemomania -- pathological belief that one is inhabited by an evil spirit.
Callomania -- obsession with one's own beauty.
Cartacoethes -- uncontrollable compulsion to see maps everywhere.
Catapedamania -- Obsession with jumping from high places.
Cheimatomania -- abnormal desire for cold and/or cold things.
Choreomania -- dancing mania or uncontrollable frenzy.
Clinomania -- excessive desire to stay in bed.
Coimetromania -- obsession with cemeteries.
Coloromania -- obsession with a specific color.
Coulromania -- obsession with clowns.
Countermania -- compulsion to experience fearful situations.
Dacnomania -- obsession with killing.
Demonomania -- pathological belief that one is possessed by demons.
Dermatillomania -- compulsion for picking at one's skin.
Dikemania -- obsession to see justice done.
Dipsomania -- abnormal craving for alcohol.
Doramania -- obsession with owning furs.
Doromania -- obsession with giving gifts.
Drapetomania -- compulsion for running away.
Ecdemiomania -- compulsion for wandering.
Egomania -- irrational self-centered attitude or self-worship.
Empleomania -- Insatiable urge to hold office.
Enosimania -- pathological belief that one has sinned.
Epistemomania -- obsession for acquiring knowledge.
Eremiomania -- compulsion for stillness.
Etheromania -- craving for ether.
Gamomania -- obsession with issuing odd marriage proposals.
Geliomania -- uncontrollable compulsion to laugh.
Goetomania -- obsession with witches and witchcraft.
Graphomania -- obsession with writing everything down.
Gymnomania -- compulsion with nudity.
Habromania -- abnormal tendency to create pleasant delusions (in spite of reality).
Helminthomania -- an excessive liking for worms.
Hoplomania -- obsession with firearms.
Hydromania -- irrational craving for water.
Ichthyomania -- obsession with fish.
Iconomania -- obsession with icons or portraits.
Idolomania -- obsession or devotion to an idol.
Infomania -- excessive devotion to accumulating facts.
Klazomania -- irrational compulsion to shout.
Kleptomania -- irrational compulsion for stealing.
Ligyromania -- uncontrollable compulsion to make loud or shrill noises.
Linonomania -- obsession with string.
Lotterymania -- an extreme desire to take part in lotteries.
Lypemania -- an abnormal tendency toward deep melancholy.
Megalithomania -- abnormal tendency to compose bizarre ideas when in the presence
of stone circles/standing stones.
Melomania -- obsession with music or a specific tune.
Metromania -- insatiable desire for writing verse.
Misomania -- hatred of everything, obsession of hating some subject or group.
Monomania -- abnormal obsession witl a single thought or idea.
Mythomania -- lying or exaggerating to an abnormal extent.
Nosomania -- delusion of suffering from an imagined disease.
Notomania -- compulsion to record everything (e.g. photograph).
Onomamania -- obsession with names (people, places, things).
Onomatomania -- irresistible desire to repeat certain words.
Onychotillomania -- compulsive picking at the fingernails.
Opsomania -- abnormal love for one kind of food.
Paramania -- an abnormal pleasure in complaining.
Personamania -- compulsion to wear masks.
Phasmomania -- obsession with ghosts
Phonomania -- pathological tendency to murder.
Photomania -- pathological desire for light.
Planomania -- abnormal desire to disobey social norms.
Plutomania -- obsessive desire for wealth.
Pseudomania -- irrational compulsion for lying.
Pyromania -- compulsion for starting fires.
Question-Asking Mania -- compulsive urge to ask questions.
Rhinotillexomania -- compulsive nose picking.
Scribbleomania -- obsession with scribbling/doodling.
Siderodromomania -- intense fascination with trains and railroad travel.
Sophomania -- the delusion that one is incredibly intelligent.
Technomania -- obsession with new technology.
Thanatomania -- belief that one is cursed by death magic.
Theomania -- belief that he or she is a god
Titillomaniac -- compulsion for scratching oneself.
Tomomania -- irrational predilection for performing surgery.
Trichotillomania -- craving for pulling out own hair.
Typhlomania -- pathological blindness.
Xenomania -- obsession with foreign things.
Zoomania -- insane fondness for animals.
Everyone in valley is slightly insane from multiple possessions, hallucinations,
illusions, constant demonic assault on their reality to trick them into performing
ritual release. Stare off. Talk to themselves. Sanatorium.

Table:Thing
Abductions
Abuse Victim
Academic
Accusations
Actor
Adultery
Adventurer
Advice
Affair
Agents
Agreement
Alcohol
Alien Beings
Alien Monster
Alien Structures
Alien/Strange Object
Alien/Strange Weapon
Allies/Alliance
Ambush
Amnesia
Amputation
Anarchy
Ancient Artifact
Ancient Civilization
Ancient Evil
Ancient Language(s)
Ancient Records
Ancient Text
Ancient/Alien Hieroglyphs
Animals
Antagonist
Antiques
Antiquities
Apparition
Apprentice
Archeologist
Armor
Army
Arson
Art Collection
Art Critic
Artist/Artwork
Assassin
Assignment
Astrological Events
Astrology
Athletic Team
Attraction
Attractive Person
Auction
Automobile
Automobile/Bus Travel
Backwardness
Bad Luck
Baker
Balance
Bargain
Battle
Beast(s)
Bed
Beggar
Behind You!
Belligerent Person(s)
Benefit(s)
Bestial Monster
Betting
Bicycle
Big Event
Birds
Birth
Birthday
Black Magic
Black Market
Blackmail
Blizzard/Snowstorm
Blood
Bloodline
Boat/Ship
Bodyguard(s)
Book of Spells
Books
Bottle/Vial
Boxer/Boxing
Bragging/Boasting
Brawl
Breakthrough
Bribe
Bruises/Injuries
Builder(s)
Bullying Officials/Cops
Burden
Bureaucracy
Burglar
Business
Businessman
Butchery
Callousness/Cruelty
Cannibalism
Captives
Card/Dice Games
Cargo
Carnival
Carvings
Case/Bag
Celestial Events
Ceremony
Chain-Gang
Chair
Chants
Charity
Chef/Cook
Chemicals
Chemist
Chemistry
Child/Children
Clock
Clothes/Wardrobe
Clowns/Circus
Clues
Cocktail Party
Code
Collector
Competition
Computations/Mathematics
Con-Man
Confinement
Connoisseur
Conspiracy
Construction
Contract
Corpse
Corruption
Cost
Costume/Disguise
Coven
Cover Up
Craftsman
Crates/Barrels
Creature(s)
Credentials
Crew
Crime Boss
Crime Gang
Criminal
Crops
Crowd
Cult
Cult Leader
Cult Ritual
Cultists
Curse
Cursed Art
Cursed Object
Dame
Dancer/Dance
Daring Heist
Darkness
Date
Daylight
Dead Body
Dead Creature(s)
Deal
Death
Debate
Debauchery
Debt
Deed
Deformity
Degeneracy
Deity
Deliveryman
Demands
Demon
Demonic Pact
Demonologist
Desecration
Deserter
Despair
Destitution
Destruction
Detective
Devils
Diary
Difficult Locals
Digging
Dilettante
Dinner
Dinner Party
Diplomacy
Disappearance
Disaster
Disease(s)
Disgraced Person
Disguise
Dispute(s)
Distant Lands
Divorce
Doctor
Dog Catcher
Dog/Cat
Door/Gate
Double Cross
Dreams
Dress
Drunkenness
Drinks/Drinking
Drowning
Drug Dealer
Drugs
Drunkard
Eavesdropping
Eclipse
Eldritch Powers
Elements
Embezzlement
Emotions
Enchanted Weapon
Enemies
Engineer/Mechanic
Escort
Espionage
Etiquette/Manners
Evils
Excess
Exe cutioner/Exe cution
Exorcism
Exotic Animal
Expectations
Expedition
Expensive Goods
Explorer/Exploration
Explosives
Extravagance
Extremists
Eye-Witness Account
Failure
False Identity
Family
Famine
Fancy Clothing
Farmer
Favor/Debt
Feast
Festival
Fetishes
Feud
Fight(s)
Financial Deals
Financial Holdings
Fire/Conflagration
Firearms
Fist Fight
Flight
Flood/Flooding
Flowers/Plants
Flying Object
Follower
Food
Forbidden Book
Forbidden Knowledge
Foreign Artifacts
Foreign Travel
Foreigner
Fortune
Fortune Teller
Fossil(s)
Fraternal Organization
Freak(s)
Freedom
Friends
Friendship
Fugitive
Full Moon
Funeral
Furnace
Furniture
Furs/Hide
Gambler/Gambling
Game
Gathering
Genie/Magic Spirit
Getaway
Ghost(s)
Ghoul(s)
Gift
Gigantic Monster
Girl
Goals
Gods
Gold
Gossip
Government
Government Agent
Graverobbing
Graves
Greed
Grimoire
Grudge
Gruesome Ritual
Gruesome Scene
Guard
Guardian
Guide
Guilt
Guns
Hallucinations
Hanging
Harsh Conditions
Hat
Haunting
Heir
Heist
Hell
Heresy/Apostasy
Hero(es)
Hicks
Hidden Clues
Hiding
Hiding Place
Hired Muscle
Historical Item/Treasure
Historical Society
Hobo/Vagrant
Holiday
Holy Book
Holy Site
Homelessness
Honor
Horse(s)
Hospitality
Hostage
Humiliation
Hunger
Hunter/Hunt
Hybridism/Hybrid Being
Ice/Frost
Illicit Goods
Illness
Illusions
Immortality
Important Family
Imprisoned
Incantation
Infestation
Inheritance
Initiation Ritual
Injury
Innocence
Insanity
Inscription
Insects
Insomnia
Inspiring Figure/Leader
Intellectual
Intelligence
Intrigue
Invasion
Invention
Inventive Murder Weapon
Investigator
Investments
Irresponsibility
Isolation
Itinerant
Jars
Jealousy
Jewels/ Gemstones
Jewelry
Journal/Memoire
Journalist
Journey
Just End
Justice
Judge
Knick-Knacks
Key
Knocking Sounds
Kidnapping
Kingpin
Law
Lawsuit
Lawyer
Laborers
Lady
Leader
Legend/Storytale
Letter
Liberty
Lightning
Liquor Still
List of Victims
Livestock
Local Official
Local Secret
Local Unrest
Locals
Locked Door
Long Ride
Lost Time
Lost/Alien City
Love
Lover(s)
Luck
Lust
Luxuries
Lycanthropy
Madness
Magic Tricks/Illusionism
Magical Signs/Runes
Magical Weapon
Magick
Mail
Malady
Malaise
Map
Marriage
Mask
Masquerade
Massacre
Mayor/Congressman
Meal
Medical Treatment/Surgery
Medicine
Meeting
Megalomaniac
Merchandise
Message(s)
Messenger
Metaphysical Experiment
Military
Mind-Altering Substances
Miner/Mining
Miracle
Mirror
Misfortune
Missionaries
Mob
Money
Monk(s)
Monolithic Architecture
Monster
Monstrosity
Moon
Mortality
Mourning
Movie/Play
Mud
Mugger
Murder
Murder Plot
Murder Scene
Murderer
Music
Music/Musicians
Musical Instrument
Musical/Opera
Mutiny
Mysterious Death(s)
Mysterious Events
Mysterious Man
Mystery
Mystical Creature(s)
Nation/Kingdom/Empire
Natural Disaster
Navigation Tool
Navy/Fleet
Ne'er Do Well
Necromancer/Necromancy
Negotiations
Neutrality
Newborn
News
News Clippings
Newspaper
Nightmares
Nighttime
Nobility
Noble
Noises
Notes
Noteworthy Incident
Oath
Occult Group
Occult Item
Ocean Travel
Odd Servants/Employees
Offspring
Oil
Old Man/Woman
Old Wives' Tales
Opposition
Optimism
Opulence
Orders
Organized Crime
Orgy
Orphan
Other Dimensions
Outcast
Outfit
Outlaw(s)
Outlawed/Forbidden Goods
Outsiders
Owner/Proprietor
Package
Pain
Painter
Paranoia
Parents/Grandparents
Party
Pastries/Dessert
Payment
Peace
Penitence
People
Performance/Acting
Performer/Entertainer
Personal Account
Personal Library
Pessimism
Pet
Philosophy
Photographer/Photographry
Photograph(s)
Pick-Pocket
Piety
Piracy
Pit
Plans
Pleasure(s)
Plotters
Poet
Poison/Venom
Police
Police Captain
Police Reports
Police Raid
Politician
Politics
Poltergeist
Popularity
Portal
Possession
Possessions
Postal Service/Postman
Potion/Elixir
Powder
Powerful Artifact
Pranksters
Prayer
Precious Metal
Prediction
Prestige
Priceless Item/Artifact
Priest
Priestess
Primitive
Prison
Prisoner
Professor
Promises
Propaganda
Property
Prophet/Prophecy
Proposal
Prostitute
Protestors/Protest
Psychologist/Psychiatrist
Psychopath
Public Panic
Public Works
Punishment
Purse
Question
Quit
Quarrel
Race
Racism/Bigotry
Radio/Television
Rain
Rare Delicacy
Rations/Supplies
Rats
Recklessness
Records
Red Herrings
Redemption
Refugee
Relationship
Religion
Religious Faith
Religious Fanatics
Representative(s)
Repression
Reputation
Research/Experiments
Respite
Rest
Restlessness
Revenge
Revolution
Reward
Riches
Riddle
Riot/Rioters
Ritual
Ritual Dagger/Weapon
Ritual Murder
Rival(s)
River
Robbers
Robbery
Romance
Rope
Rot/Rotting
Route
Royalty
Ruler
Rules
Rumors and Hearsay
Sacrifice
Sailor
Salesman
Sarcophagus
Scapegoat
Scarecrow
Sceptre/Staff
Scheme
Scholar
Science
Scientist
Scorpions
Scroll
Sea
Sea Monster
Seclusion
Secret
Secret Account(s)
Secret Deal
Secret Place
Secret Signs
Secret Society
Secretive Figure
Security
Seduction
Seeing Through Time
Serial Killer
Servants
Servitude
Sexual Affair
Shadows
Shadowy Figures
Sheriff
Ship
Shipment
Shipping/Transport
Shipwreck
Shoe/Footprints
Shotgun
Showbusiness
Sickness/Plague
Side-Effects
Signal
Singer
Skeleton
Slave(s)
Sleep
Slime
Small Creature(s)
Smoke
Smuggler/Smuggling
Snakes
Snitch
Social Standing
Social Upheaval
Society
Soldier
Song/Rhyme
Sorcerer
Soul/Spirit
Spiders
Spirits/Alcohol
Spiritual Beliefs
Splinter Group
Sports
Spouse
Spy
Stalker(s)
Star/Celebrity
Statue
Stolen Goods
Store
Storied Past
Storms
Story
Strange Affliction
Strange Animal Behavior
Strange Artifact
Strange Carving/Sculpture
Strange Chanting
Strange Discovery
Strange Fluids/Residue
Strange House/Building
Strange Lights
Strange Machine
Strange Plant
Street Urchin
Student
Success
Suffering
Suicide(s)
Suit(s)
Suitor(s)
Summoning
Supernatural Events
Superstition(s)
Surgeon/Surgery
Survival
Swarms
Swindler
Symbol
Tapestry/Decoration
Tattoo
Taxes
Teacher
Teenagers
Tensions
Terrible Birth
Terrible Events
Terrible Injuries
Terrible Monster
Test
Thief/Thieves
Threat
Thugs
Thunderstorms
Tickets
Time Travel
Tombstone
Tools/Toolset
Torturer/Torture
Torture Device
Tough Guy
Tour
Townspeople
Toys/Dolls
Tracks
Trade
Traffic
Train
Train Travel
Traitor
Transformation
Translation
Transport
Trap Door
Traps
Travel
Treasure
Treaty
Tree
Trial
Trinkets
Troubled Youth
Truck
Twins
Tycoon
Tyranny/Oppression
Unbelievable Tales
Undead
Undertaker
Undesirables
Unforeseen Consequences
Unholy Pact
Unholy Rite/Ritual
Union
University/School
Unknown Language
Unnatural Behavior
Unspeakable Being
Untimely Death
Unusual Phenomena
Vacation
Vagrant
Vampire/Vampirism
Vandals
Vehicle
Veteran
Vices
Vigilantes
Vision
Voices
Voyage
Vulnerability
Wall Engravings
Wanted Individual
War
Warlock
Warning(s)
Warrant
Water
Wealth
Weapons
Wedding
Werewolf/Lycanthrope
Wild Animals
Will
Wine
Wisdom
Wishes
Witchcraft
Witchhunt
Witnesses
Wizard
Women
Wondrous Architecture
Workers
Worry
Writer/Author
Writing Tools/Typewriter
Writing/Poetry
Yes Men
Young Woman
Young Man
Xenophobia
Zealot/Zealotry
Zombies

Table:Spell
Amnesia (Ritual, Psychic, Spell). Causes target to forget all incidents in a given
span of time or to forget a specific person or thing. At Intensity 1-5 the effect
is imprecise (dreams and vague memories intrude) and affects a number of targets
equal to the Intensity of the spell and can be used to cause them to forget
approximately 24 hours of incidents. The target may make a Perception check every 5
minutes vs effect Intensity to recover. At higher Intensities, the effect is
specific to a given person or thing, and there is no Perception check. So, for
example, at Intensity 9 it allows the caster or psychic to cause everyone on the
planet to forget one specific person or thing.
Animate Object (Spell) Brings inanimate objects to malevolent life to attack the
caster’s foes or otherwise carry out their wishes. The object must be human-sized
or smaller. They have a Toughness equal to the strength of the material they’re
made of and Agility and Perception equal to the Intensity of the spell. They
maintain any characteristics or properties of what they’re made from/can do. An
animated electrical cord can still shock someone, for example, but an animated
snake from a painting would still be made of canvas. The spell lasts one hour or
until the caster or object is slain. The spell only works on objects that would be
creepy if they came to life rather than just dumb.
Banish Another (Psychic, Spell) Instantly sends a living human-sized mortal target
to another place—they melt into a wall or floor, apparently turn to ash, etc.
(Demons and ghosts can only be sent away via Exorcism, moving yourself is Emerge
from Darkness.) The other place will be out of sight and determined by the Host, at
least 3 rounds of movement away for the target. Unwilling victims may make an
Agility check against the Intensity to leap away before the spell takes effect. The
new place will be in contact with the ground or other surface (ie you can’t banish
them into the sea or the air).
Banish Object (Psychic, Ritual, Spell) Instantly sends an inanimate object to
another place. The other place will be out of sight and determined by the Host but
at least 100 feet per point of Intensity. Typically nothing larger than a bread
box.
Bleed (Spell) Target begins to bleed copiously from the eyes, ears, or mouth. This
inflicts 1 point of Toughness damage every round. The target may make a Toughness
check to stop the bleeding each round after the initial damage is taken. If these
are failed the bleeding continues until the caster is unconscious or stops the
spell.
Bind Soul in Matter (Ritual) Entraps a possessing spirit or demon in an object.
During the days-long rituals, the object must be engraved with various runes,
marinated in sacred unguents or otherwise specially prepared to prevent the escape.
Unlike Bind Soul in Flesh the ritual does force the creature to inhabit the object
if it is incorporeal and in the caster’s presence when the final commands are
spoken—however it also allows the possessing spirit or demon to inhabit any
creature that comes into contact with the item or uses it in some specific way—
looks at the portrait, wears the bracelet, eats from the tree, etc.
Bind Soul in Flesh (Ritual) Prevents a possessing spirit or demon from leaving a
body. During the hours-long rituals, the body must be tattooed with various runes,
bathed in sacred unguents or otherwise specially prepared to prevent the escape.
The ritual does not force the creature to inhabit the body only keep it from
leaving.
Blind (Psychic, Spell) A single target becomes blind. Lasts one round per point of
Intensity.
Cage of Flesh (Spell) Entraps the victim in a cage of thick and twisting skin. The
Cage can entrap a number of adjacent adults equal to the Intensity of the spell and
has a Toughness equal to the Intensity. Any victim other than the main target is
allowed an Agility Check vs the Intensity to leap out of the way as the cage erupts
from the earth or from a nearby source of inert flesh.
Channeling (Psychic, Ritual) Even in the ritual version of this effect, a Psychic
must be present. In the non-ritual version, a psychic establishes limited contact
with the dead or with another being on another plane of existence and begins,
unconsciously, to write or type messages from them. The message can only be about
things the entity itself is concerned with on the earthly plain. Even the recently
dead will not speak in a familiar way: As language does not function equivalently
in all modalities of existence, the words may be cryptic or couched in metaphorical
language, but will always be better than nothing. Typically a minute or less of
language will be transmitted. Information about a specific subject can be acquired
on a successful check. The ritual version is a seance or similar ceremony (such as
the spirit-possession ceremonies in west Africa) requiring at least 4 other
participants where the spirit answers some specific questions demanded by the
group, speaking through the psychic in its own voice. It usually lasts about half
an hour and is, similarly, couched in strange language.
Chill (Psychic, Spell) Drastically lowers temperatures. This can manifest as an
Intensity-level cold aura which inflicts standard damage at Intensity level feet
from the necromancer or psychic or as a directed effect which freezes a given
human-sized target (again, standard damage). The directed effect begins to move
toward ambient temperature immediately, the aura effect lasts Intensity number of
minutes.
Circle of Warding (Ritual) A chalk circle or other line creates a zone demons and
ghosts cannot pass. The ingredients are always a mixture of the mundane (salt, for
instance) and the exotic (powdered skull from someone who died defending a grave,
perhaps). The maximum radius of the circle is Intensity x 10 feet.
Colossal Hand (Ritual) A caster places their hand into a specially prepared pool or
bowl and the hand emerges monstrously enlarged from a ritually-consecrated area
within line-of-sight. The wrist is attached to the ground but the hand may move
anywhere within the consecrated area. The enlarged hand itself is 10’ tall and has
Toughness 9 and Agility equal to the caster—destroying it destroys the caster’s
real hand. Spilling the bowl cancels the spell. Yes, I stole this from that movie
Your Highness.
Compel Demon (Ritual) Uses a demon’s true name to force it to provide a specific
service. One of the most complex rituals to perform, Compel rituals are specific to
the demon in question and the demon will carry out the task with legalistic
precision, taking any ambiguity in wording to twist the task to its own ends.
Consecrate (Ritual) These lengthy ceremonies bless buildings, graveyards, etc, so
that ghosts and evil spirits cannot penetrate their boundaries. They take twenty-
four hours per point of Intensity of the spell to perform. Only creatures who have
at least one stat higher than the Intensity can pass the threshold.
Crush The Soul (Ritual) The target’s day-to-day life becomes increasingly worse by
slow steps. Each day some foundation of their sanity and connection to society is
removed: a job is lost, they are expelled from school, a trusted employee quits, a
friend betrays them, a humiliating secret is discovered. This curse lasts a number
of days equal to the Intensity of the ritual.
Curse (Ritual, Spell) Curses saddle their victims with a specific ongoing
misfortune. Although they can be agonizing in many ways, curses never result in
instant death. There are two kinds -Temptation curses are attached to forbidden
objects or actions, they can be very simple, essentially embedding a baleful spell
into them—like changing the victim’s species if they enter a hidden room or giving
them leprosy if they touch a sacred object, or they can be complex, like
transactional curses. -Transactional curses are granted personally by spellcasters,
tailored to the individual and have a complex nature. They are always
metaphorically linked to the relationship between caster and victim and always
involve a pattern of punishment for a specific category of future action. For
example, if the victim stole a book from the caster, the curse might be that one
object disappears from the victim’s home each time they leave. Transactional curses
can usually be expressable in the form “Each time you ______ you will find ______
has happened” but the creation of interesting, resonant and gameable curses can’t
be mechanized, so I’ve listed some example at the back of the book in the Tables
section. Curses last until broken by some weirdly specific condition, again, there
are examples in the back of the book.
Cursed Phrase (Ritual) Causes any baleful spell effect to be attached to a given
phrase in an ancient language. The phrase must be one impossible to utter
accidentally. After a successful casting, anyone, anywhere who speaks the phrase
will fall under the chosen spell’s effects. These rituals take one year to enact
per level of Intensity of the ritual. Virtually any harmful spell may be attached
to the phrase—Delude, Transform, Infantilize, etc.
Delude (Psychic, Spell) Cause a target to see and hear things that are not real.
Typically works in one of three ways, in any case, if it’s used on a PC the Host
should try to mislead the player and note the target’s Perception score -The victim
sees one specific object or person as something else of the caster or psychic’s
choice, and translates any sounds they make into or words they say into sounds and
words consistent with that delusion. Host should make a Perception check vs the
Intensity for them every in-game 10 minutes. -Everyone sees an actually strange,
horrific or supernatural thing as ordinary except those who make a Calm check
against the Intensity of the spell. -The victim glimpses a more complex illusory
scene or set of details designed by the caster or psychic (such as seeing a room as
being full of snakes). The Host should make a Perception check for the target vs
the Intensity every round.
Detect Entity (Psychic, Ritual, Spell) The direction toward-, and approximate
distance from-, an object of the caster/psychic’s choice can be viscerally felt.
The thing may be living or otherwise. The effect lasts one day. Magic-wielding
being can make a Knowledge Check vs the Intensity to avoid being detected.
Devil’s Hand (Spell) Caster causes one of the target’s hands to rebel. It will obey
the caster’s commands or simply attempt to interfere with and/or kill the target.
The hand has a Strength and Agility equal to the target’s own. The spell lasts
Intensity rounds.
Dim and Darken (Spell) Light sources gradually disappear. Each round one source of
light stops working or becomes darker to the degree superficially consonant with
normal physics—flashlights lose batteries, torches and cigarettes burn out and
won’t relight, clouds obscure the moon. The sun will not eclipse, but will become
overcast.
Disintegrate Object (Psychic, Ritual, Spell) Destruction of inanimate objects.
Typically nothing larger than a bread box. Dematerialization of a magical object
requires a specific Spell or Ritual designed for that object alone. Check the
object’s Toughness vs the Intensity.
Disorientation Field (Spell) Turns a singe room or 60’ x 60’ area into a confusing
hallucinatory zone, difficult to navigate. This can be simply by creating a blur
effect, by filling the area with a thick fog, by turning it into a hall of mirrors,
etc. All characters other than the caster must make a Perception check to move or
target through the area the way they intend to—otherwise the Host decides where
they end up.
Dissolving Touch (Spell) Caster’s hands become capable of eating away any
substance, given time. Touch inflicts standard damage (with an Extra Throw to hit,
since all the caster need do is touch), and the spell lasts a number of rounds
equal to the spell intensity.
Dominate Animals (Psychic, Ritual, Spell) All animals of a specific type (wolves,
spiders, etc) within one mile obey unquestioningly. Unseen creatures within the
radius will come if requested. The kind of animal is specific to the ritual, spell
or ability—one spell only controls rats, one only controls dogs, etc. The effect
lasts one hour or until the dominator is unconscious. Groups of small creatures can
be treated as Swarms (see Horrors section). Psychics have the option of a different
manifestation: they can control one animal at a time but that animal will continue
to act in their best interest even if the psychic is unconscious. Hostile animals
may Calm check against the Intensity once to resist.
Dominate Human (Psychic, Ritual, Spell) Total control of the will of a mortal
human. The target is allowed a Calm Check vs the Intensity of the effect each round
to resist—failing five times in a row allows the caster/psychic to dominate the
target with no further Calm Checks for 24 hours so long as they remain in line-of-
sight and or within 50’. The target is allowed an additional Calm Check if asked to
do something in violation of their essential nature (kill a friend, for instance).
The dominator may command the dominated to forget any part of what they’ve done.
Psychics with access to telepathy can also see through the slave’s eyes, hear
through their ears, etc. at will without a separate check. Ritual and Spell
versions of this effect allow the dominator to send the slave on distant tasks out
of sight. Ritual versions of the spell will require a specific part of the person
to be dominated (a lock of hair, a fingernail, etc) and control them for one hour
with no chance of resistance.
Dream Trap (Psychic, Ritual) Allows the caster/psychic to possess a living being by
entering their body while their soul is distant and dreaming. The caster/psychic’s
original body lies inert and soulless—they may choose a victim anywhere on the
planet, so long as they’ve seen them in life. The victim will be offered a choice
in a dream, usually with a moral component (ie to help a drowning friend or a
stunningly attractive stranger)—the wrong choice allows the caster or psychic to
enter the body. Unlike regular Possession, there is no Calm check—the original soul
is lost in the dreaming until the possessor is somehow ousted. This power can be
used by a caster or psychic on the point of death with a successful Calm check vs
the Intensity of whatever caused the death.
Electrocute (Spell) Shocking touch. The caster’s hand begins to spark or pulse—on a
successful touch (with an Extra Throw to merely touch) does standard damage and the
target cannot move in the next round.
Emerge from the Darkness (Spell) Subtle teleportation—the caster steps out of the
light and re-emerges out of the darkness somewhere far away. Distance is
unimportant, but this spell only works if both areas are unobserved.
Emotion Control (Psychic, Spell) Caster/psychic intensifies one of the target’s
emotions and forces it to dominate their personality. The emotion must be one that
the target already feels in some capacity. Not as powerful as Dominate Human, but
much harder to resist—the target may make a Calm check to resist vs the Intensity
once per hour.
Empathy (Psychic) Reads the emotions of one creature. Probing deeper than the
surface allows the target to make a Calm check. Supernaturally powerful creatures
and fellow psychics may make a Calm check vs the Intensity of the spell to resist
or to feed the psychic a false reading.
Empathic Illusion (Psychic) Broadcasts hallucinations into the minds of others
based on the psychic’s mental state. This ability is unusual in that it requires
effort not to use at high intensity. The default is the ability effects everyone
within 60 ft with a 6 Intensity illusion (Calm check vs 6 to resist/ignore, but the
target only gets a check if they are somehow aware that the possibility of an
illusion exists). Using it at any other Intensity or directing it toward a specific
target or targets requires the Psychic make a Calm check against a 6. If
successful, the psychic may broadcast the illusion specifically into Intensity-
number of targets.
ESP (Psychic, Ritual) Also known as clairvoyance, or, when magical, scrying: the
ability to see and hear events around a chosen target remotely, similar to a live
video feed. The target must have been seen in person (or “in object”) at least
once. Psychics will typically get an Intensity-length (in seconds) “feed” of
whatever the target is doing. The ritual version requires a scrying device—a
reflective object like a pool, mirror or television that is specially prepared for
the purpose. The scrying can last up to an hour per day.
Exorcism (Ritual) Causes ghosts or demons to melt back into the anti-universes
where they dwell. Research must be undertaken to ensure each exorcism ritual is
tailored to the specific creature in question.
False Selves (Spell) Similar to Delude but more limited—the caster creates
independent copies of themself that have no true substance. These false selves are
as strong as if made of cardboard (Toughness 0) and can obey the caster’s commands
or act independently. They collapse into a pile of empty clothes or loose skin when
touched. The number of false selves created is equal to the Intensity of the spell.
Forbid (Psychic, Ritual, Spell) The target becomes unable to perform a specific
action (such as harm the psychic or caster or enter a given door). As a psychic
ability, the victim gets a Calm check vs the Intensity every minute. Ritual and
spell versions last a number of hours equal to the intensity. The forbidden act
must be expressable in one sentence of ten words or less and cannot be something
the target does every day (like breathe, walk, eat, etc).
Frenzied Process (Spell) Processes involving nonliving devices speed up to
dangerous levels. Pots boil over sending scalding water across kitchen floors, rain
intensifies into a torrent, packed snow melts causing avalanches, overproducing
engines send cars speeding wildly out of control. The variety of effects is vast
but proportional to the Intensity of the spell, thought indirect damage can be much
greater. The effect lasts a number of rounds equal to the spell’s Intensity.
Machines will sputter out after a number of rounds equal to the Intensity.
Garble (Psychic, Ritual, Spell) Renders written or spoken communication impossible
for chosen targets. The psychic/caster may make a target unable to be understood
(including objects, like books, computers or phone) or unable to understand, and
may chose a number of targets equal to the Intensity (all must be in sight when the
spell is cast, however). Typically lasts one hour.
Giant Vermin (Ritual, Spell) Transforms a small creatures such as rats, insects,
etc. into repulsive and massive mockeries of themself under the control of the
caster. Any creature rat-sized or smaller can be affected. The Intensity of the
spell can be divided however the caster likes among the number of vermin chosen—1
point of Intensity on one creature creates a 1 foot long creature with Toughness 1,
6 points of Intensity creates a creature 6 feet long with Toughness 6, etc. So
Guilt Apparition (Psychic, Ritual, Spell) Causes a mortal murderer to see the faces
of all those they’ve slain. In the spell version, these are actual ghosts visible
to anyone present, in the psychic version only the murderer can see them. Forces a
Calm check vs an Intensity equal to 1 per victim, max 9.
Hand of Glory (Ritual) Enchants a five-fold candle made from a severed murderer’s
hand such that its light can only be seen by the caster. Otherwise they work like
normal candles.
Haywire Aura (Spell) Electronics fail to function around the caster or a designated
target. Radius is 1’ per level of intensity. Optionally, the effect may be
restricted to devices attempting to record the caster (cameras, microphones, etc)—
in which case there is no range. Effect lasts 10 mins per point of intensity. In
some of these spells the affected device is permanently damaged in others it simply
begins working again once the caster has passed.
Heal the Flesh (Psychic, Ritual, Spell) Restores temporarily lost Toughness points
by taking them away, one point per round at a time, from another living being—
willingly or unwillingly. Both creatures must be touched by the caster/psychic
simultaneously. Psychics must use the power at an intensity at least equal to that
of the most powerful force that damaged the body to begin with. Can only be
attempted once per wound. Typically does not heal disease or mutilated limbs.
Heal the Mind (Psychic, Ritual, Spell) Restores temporarily lost Calm points by
taking them away, one point per round at a time, from another living being—
willingly or unwillingly. Both creatures must be touched by the caster/psychic
simultaneously. Psychics must use the power at an intensity equal or greater than
that of the most powerful force that damaged the mind to begin with.
Homicidal Shadows (Spell) All shadows (besides the caster’s) come to life and
attack their owners. This occurs in a radius equal to the Intensity x 10’. The
shadows must be clear in the existing light in order for this to work. Shadows have
the same stats as their owners, however they cannot hurt anyone who is not attached
to their shadow (hanging from a rope, for instance) and disappear if lighting
conditions don’t permit shadows. Lasts rounds equal to the spell’s Intensity.
Humunculus (Ritual) Caster uses a piece of their own soul to mold a small mindless
servant creature out of mud, congealed blood, clay or flesh or any other soft
substance, no bigger than a cat, in any desired shape. The points of Intensity of
the spell may be distributed across the creature’s Agility Toughness and Perception
as the caster sees fit, so a 7 Intensity spell could create an Ag-3 T-2 P-2
creature or an A-0 T-4 P-3 creature etc.. Their Calm Check is usually 6. Humunculi
can climb or swim but not fly. Killing the humunculus inflicts a standard wound on
the caster.
Hunger (Ritual, Spell) An image or sigil is enchanted such that anyone who sees it
other than the caster becomes famished. Victim must drink a number of pounds of
food equal to the intensity of the effect or lose a point of Toughness for each
minute since eating.
Hydra Beast (Spell) Transforms an ordinary animal into a guard creature under the
command of the caster with the ability to become more powerful each time it is
hurt. Any wound to the creature adds the amount of the damage to its Toughness
rather than subtracts from it, and any wound doing more than 3 pts of Toughness
damage causes it to grow a new head/leg etc. Extra forelimbs or mouths allow the
creature an Extra Throw on any physical attack—one per limb. The creature will
return to normal if the caster is unconscious or dead.
Infantilize (Ritual, Spell) Transforms adults into children and children into
toddlers. The new age is 1/5 of the target’s original age. Last a number of hours
equal to the spell intensity, number of targets is equal to the spell Intensity.
Infectious Touch (Ritual, Spell) Caster transmits a supernaturally virulent and
communicable disease at a touch. Causes vomiting (as well as, in some cases, an
effect similar to a single iteration of the Warp Flesh spell (see below)) and, in
addition, pustules grow on the target and explode every 1-10 rounds, spreading the
disease to anyone within 5 feet. Can only be healed by magic or by killing the
caster.
Lie (Psychic, Spell) Victims believe whatever the caster/psychic says. The
Intensity is the number of lies that can be told unerringly before re-casting. At
Intensities of 5 or less, the lies must be within the realm of possibility as the
target understands them, at higher Intensities, they can be completely impossible
like “That gun is a cake, taste it”.
Manifest Object (Psychic) The creation of an inanimate object from nothing.
Requires at least one day of obsessive thought or meditation and the object will
appear while the psychic is looking somewhere else (in a drawer, in a closet, etc).
The object cannot be something requiring technology that does not exist in the
present or which, itself, has special supernatural powers (although it can be a
class of ordinary object which has supernatural qualities, like a crucifix). It can
only have stats, abilities or Toughness equal to the Intensity. Typically nothing
larger than a bread box. This ability can sometimes activate accidentally or only
through unconscious thought.
Matter-Energy Transfiguration (Ritual, Spell) Changes any form of energy or
inanimate matter into any other inanimate substance or form of energy. Iron to oak,
oak to sound, sound to rain, rain to fire, fire to sand, sand to meat, meat to
plastic, plastic to electricity—whatever. The area affected is typically a 20’ x
20’ x 20’ cube. The direct end effect on anyone hurt aor otherwise impacted can be
no higher than the Intensity—though indirect damage could be much greater if, say,
a corner of a building was turned to paper. Each spell or ritual effects a specific
kind of transformation.
Memory Meld (Psychic) Psychic duplicates a target’s memories and now can read them
or implants one of their own memories in the target. The psychic must touch the
target. When reading, one discrete memory (lasting approximately a minute) can be
“read” using the ability per point of Intensity. The psychic can read a random
memory or search for a specific subject. Psychics who lose Calm while attempting to
read a memory will be disoriented and confuse their identity with that of the
target until they make their Calm Check. When implanting a memory, the target (if
unwilling) makes a Calm check against the Intensity to prevent contact.
Message (Ritual) A message the length of a fortune cookie is sent to any given
creature without the use of technology. The creature may find the message written
on a wall, hear it mumbled by a passing addict, see it spelled out in magnetic
poetry, write it in a dream, etc. The receiver will not witness the message forming
but will know the message has a special meaning for them when they see it. Of
course everyone else might say they’re crazy…
Mutation (Ritual, Spell) All creatures besides the caster in the spell radius
transform radically and grotesquely. Radius is 10’ per point of Intensity. Victims
are transformed into random horde creatures (see Horde Creature under Horrors) and
can Check Agility vs the Intensity to leap out of the way and receive only one
minor mutation. Effect lasts until the caster is slain.
Mutilate (Spell) A small part of a target’s body melts away and is amputated.
Spells may be specific to the tongue, finger, eye, or ear, or an equivalent
structure on an animal or other creature.
Necromantic Control (Ritual, Spell) Summons undead residing on earth (raising them
from the grave if necessary) and binds them to the caster’s control. This includes
the living dead such as vampires and zombies as well as ghosts, although only one
kind of undead can be raised and controlled by any given version of the spell. The
term of service is also determined by the individual iteration of the spell. All
versions of the ritual and spell require the caster maintain contact a specific
talismanic object in order to keep control. Intelligent undead may make a Clam
check vs the Intensity to avoid service.
Object Reading (Psychic, Spell) Also known as psychometry, this is essentially a
clearer and more specific version of Sixth Sense. It requires touching the object
in question and it reveals things that have already happened to it. At first it
reveals—in clear detail—the most important event since the object’s creation. For
each additional minute the object is read the object will reveal one event in the
chain of events linking it to the reader. (For instance: the moment the murderer
the reader is tracking bought the van being read.). Typically a reading can last a
number of minutes equal to the Intensity.
Pain Aura (Psychic, Spell) Anyone approaching the caster suffers. The aura extends
Intensity number of feet and causes damage as a standard attack with that Intensity
in the form of near-crippling pain—however it cannot kill or permanently damage a
target.
Pain Effigy (Ritual) Allows the creation of a “Voodoo Doll”, painted portrait or
similar likeness that the necromancer can use to inflict pain on a distant mortal
the artifact resembles. The image need have only a superficial resemblance to the
target (it can be an animal dressed as them wearing a crude mask, for instance) but
the spell requires a DNA sample from the target of a size visible to the naked eye—
saliva, hair, etc. The pain does no Toughness damage but stuns the character during
the round it is inflicted, allow them to take no action except defend themselves
with one Lost Throw. One pin may be inserted every 15 minutes.
Paralysis (Spell) Freezes a creature in place. The target is allowed a Calm Check
against the Intensity each round to resist. Some versions of the spell transform
the target into a statue of stone, crystal, metal etc.—these versions are permanent
if 5 checks are failed.
Portal (Psychic, Ritual, Spell) Opens a doorway to an antiuniverse which then
attempts to pull the closest being through it (regardless of which side of the
portal it is on or which side that would be to). The portal must be opened within
50’ and is typically the size of a standard doorway. Unless the players somehow
know different, there is a 3-in-10 chance that whatever is on the far side of the
portal is closer to the portal than whatever is on the caster/psychic’s side and
some being from the antiuniverse will be brought through instead of whatever is
here being pulled through. The strength of the pull is equal to the Intensity of
the effect, and the range of the pull is the intensity of the effect x 10 in feet.
Psychics must Throw each round to maintain the effect, those using the ritual or
spell versions need not and may cancel the effect at will. If you don’t have an
antiuniverse ready, simply creating an infinitely dark, cold Shadow Dimension is
fine.
Possession (Psychic, Ritual, Spell) Allows the caster or psychic to transfer their
entire consciousness into another body. The caster/psychic’s original body lies
inert and soulless. The victim may make a Calm check vs the Intensity each hour to
resist. This power can be used by a caster or psychic on the point of death with a
successful Calm check vs the Intensity of whatever caused the death. Some ritual
and spell versions of this effect allow for the possession of up to five multiple
targets simultaneously—but the caster’s original body must be dead for this to
work. Ritual and spell versions also allow the caster to transfer their
consciousness into an object that will possess whoever touches it.
Precognition (Psychic, Ritual, Spell) Reading the future. Ritual versions of this
include Tarot cards, pyromancy (reading flames), casting runes, etc. Spell and
psychic versions require touching the object or person whose future is to be read.
The sorcerer or psychic will see an inchoate collage of sound and image surrounding
the subject, but, as with Channeling, it will be better than nothing. The image
seen will be what happens if the most powerful or currently ascendant party
currently influencing relevant events remains on their current course (as it
intersects the subject) —so, in games terms, it usually reveals to a PC some aspect
what the villain is planning. A PC will be able to see a number of cards off the
top of the Horrors’ deck equal to the Intensity, along with a clue to any meaning
in them relevant to the adventure. If the precognitive method is specifically
focused on a PC and the fortune is desirable, the PC gains +1 Throw once per day
that would enable that future to occur. All psychics will also have precognitive
dreams when they are knocked unconscious in combat (to give them something to do in
the game) and pretty much whenever the Host feels like it.
Psionic Drain (Psychic) The psychic can feed off another’s mind, increasing their
own power. The psychic must touch the target’s head and the target must fail a Calm
check vs the Intensity of the effect. If the target fails, the psychic can drain
one point of Calm, Knowledge or Perception from the target and add it to their own
Perception or Knowledge stat (up to a maximum of 9), though it only works if the
stat the psychic is feeding on is higher than the psychic’s current same stat (it
doesn’t matter if it’s higher than the stat the stolen point is then added to or
not).
Pyrokinesis (Psychic, Spell) Ability to mentally generate heat and control fire.
Including but not limited to: causing water to burn, creating and throwing
fireballs, lighting specific targets on fire, etc. Fireballs can hit a number of
targets equal to the Intensity of the effect and hit with that Intensity. For
psychics, putting a fire out requires an effort of Intensity equal to the one that
created the fire.
Quiet (Spell) Caster causes one of two effects -No creature can hear the caster, or
-No sound is made within Intensity x 10’ of the caster Effect lasts a number of
rounds equal to the Intensity of the spell.
Raining Blood (Spell) A torrent of blood-rain fills the air and flash-floods the
area. The flood tide reaches a number of feet equal to the Intensity. It does
nothing water wouldn’t except gorily stain things, but anyone present must make a
Toughness or Agility Check (if it’s higher and there is something to grab) to avoid
being knocked over, taking standard damage from being slammed into something and
being dragged 60 feet away. The area covered is one room or 30x30 area plus 100 x
the Intensity in feet radius around it. Probably forces Calm Checks as well.
Redirect Gravity (Spell) Caster makes gravity for everyone except themself pull
sideways or (indoors only) up. The exact direction (north, south east, west,
somewhere in between) is up to the caster. The spell operates in a radius equal to
the Intensity x 10’. Those affected can make an Agility check vs the Intensity of
the spell to grab on to something if there’s anything to grab on to.
Reflect Attack (Ritual, Spell) An incoming attack (magical, psychic, or physical)
is turned back on the attacker. If the Caster wins a clash, treat this as if the
incoming attack of their choice had succeeded, but against the attacker themself.
Rule Mob (Spell) Like emotion control, the caster intensifies a crowd’s emotions
and forces them to dominate their personalities. The emotions must be ones that the
targets already feel in some capacity (or can be made to feel via a rousing speech
the caster delivers). Not as powerful as Dominate Human, but much harder to resist—
the targets may only be NPCs but the spell always works. The number of victims
equals the Intensity of the spell times 10. Unenchanted crowd members may go along
with the crowd out of garden-variety idiocy.
Selective Visibility (Spell) Makes the caster invisible to all humans except a
given category. The exact category (murderers, virgins, women, possible victims,
etc) is determined by the specific spell.
Sending Box (Ritual) Enchants a pair of identical receptacles with doors/drawers
etc in disparate locations such that any inanimate object placed in one will be
teleported to the other. Both doors must be closed for the sending to work and no-
one can witness the actual disappearance or reappearance of the object. Each
receptacle must be closeable and no larger than a standard elevator, though they
may be anything—closets, puzzle boxes, perfume bottles, etc.
Shriek (Psychic) A piercing scream infused with psionic energy echoes out from the
psychic. Everyone within Intensity x 10 feet takes damage as a standard attack
(including allies but not including the psychic) at the Intensity level.
Sixth Sense (Psychic, Ritual, Spell) Makes the user supersensitive to danger,
hostile emotions and signs of past trauma or the supernatural for one minute (or
see below). The read is general and impressionistic—the user will sense a colored
shadow, a taste on the tongue or other metaphorical expression of an object or
creature’s unusual qualities. Psychics, witches and demons always have this ability
active.
Sleep Field (Psychic, Ritual, Spell) Causes every mortal around the caster to fall
asleep. Radius typically equals the Intensity of the effect x 2 in feet. After the
first round, sleepers are allowed a Calm check vs the Intensity each round to awake
—they get an Extra Throw if someone is actively trying to wake them.
Slow Motion (Psychic, Spell) Causes everything other than the caster/psychic to
move slower (though other effects of physics, like falling, take place at normal
speed). Lasts 1 round per point of Intensity and extends in an aura of 10’ per
point of Intensity. Victims may only make one Throw in any Clash where they compete
with the caster until the effect ends. A victim may Calm check vs the Intensity to
prevent the effect.
Snare (Spell) Objects in the immediate environment extend and grow to grab a
specific target or to make an area (up to 20’ square) difficult to move through.
This can be trees, weeds, kitchen appliances—whatever is available. Escaping
requires a Toughness Check against the strength of the materials or an Agility
check against the Intensity of the spell.
Speak to Animals (Spell) A specific animal will tell the necromancer anything they
need to know about what they’ve seen—though not necessarily obey commands unless
offered something of value.
Summoning (Ritual) Brings a specific creature from the negative universes to this
plane. Summonings are among the most complex rituals—the more powerful the entity
the larger the outlay of time and resources required to summon them and each ritual
only works on one creature (or one variety of creature). The length of time the
creature is on this plane varies according to the specific ritual formula used.
Telekinesis (Psychic, Spell) Move an object or objects by will alone. Typically at
a range of up to 50’. Can also be used to block incoming attacks. For a psychic,
the spell mimics a Toughness and Agility score equal to the Intensity chosen. For a
necromancer the standard version of this spell usually achieves nothing they could
not have accomplished by physically lifting and throwing or carrying the object,
that is, if they can’t lift a refrigerator, neither can their telekinesis. However
telekinesis can mimic the effect of multiple arms—so a necromancer could direct 1
dozen knives at a target from a dozen directions.
Telepathy (Psychic) Projects messages, as if spoken, directly into the mind of a
distant target. The target need not be seen. Typically the message is one that
would take Intensity seconds or less to speak aloud casually. The telepath can also
receive messages of a similar length back and detect the approximate distance (but
not the direction) of the other mind.
Thirst Trap (Ritual, Spell) An image or sigil is enchanted such that anyone who
sees it other than the caster becomes ravenously thirsty and must make a Calm check
vs the Intensity to do anything but drink or seek something to drink. Victim must
drink a number of gallons of liquid equal to the intensity to end the effect.
Time Travel (Ritual, Spell) Sends target or caster through time. Unwilling targets
are allowed an Agility Throw vs the Intensity of the effect to find cover before
being transported. The effect typically sends targets to the recent past (within
the last 50 years) or near future (within the next 5 years) because otherwise you’d
be in a whole new period or sci-fi setting and I haven’t written those books yet.
But, hey, it’s your campaign do what you want. Those affected remain in the
alternate era up to a maximum of the spell-Intensity in hours though the caster can
recall them faster. Changes in the past will affect the present in whatever ways
the Host can extrapolate.
Torch of Revelation (Ritual) Enchant a flame so that its light reveals true forms.
Shapeshifters, possessed beings, invisible creatures, fetches, enchanted items, etc
are revealed for what they are. The rituals to prepare the torch are usually short
(less than an hour) but the flame lasts no longer than an ordinary one and can be
put out by wind, water, etc.
Transformation (Ritual, Spell) Change a target wholly or partially into something
else. These various spells include everything from giving the caster claws, to
allowing them to hide as a tree, to turning a target into a frog or their own
uncle. Unwilling victims get to make a Calm Check against the Intensity of the
spell. Only physical abilities change due to the spell—in addition no ability may
be raised (or created) by the spell to a level higher than the Intensity. The
transformation typically lasts a number of rounds equal to the Intensity.
Traumatic Illusion (Psychic, Spell) Reaches into the target’s mind and creates a
heart-wrenching illusion (fully sensed) based on the subject’s past. Lost lovers,
schoolyard humiliations, nightmares, etc are all fair game. If the victim knows the
situation cannot be real or that there is a possibility of an illusion, they are
allowed a Calm Check vs the effect’s Intensity each round to ignore the illusion—
failing the check means the victim loses a point of Calm and reacts to the illusion
that round as if it were real.
Voice on the Aether (Ritual) Allows two distant creatures to hear one anothers’
voices without technology. These rituals are simple and usually involve materials
that can be arrayed on a tabletop, but each participant must perform the same
ritual (though not necessarily at the exact same time) such as an ashtray or a
piece of shell held to the ear. The materials used are slowly destroyed by the
ritual, which lasts a number of minutes equal to the Intensity.
Warp Surface (Spell) Deforms any 10’ x 10’ or smaller area of continuous nonmagic
material—metal, wood, plastic, etc.—just enough destroy a wall, wrench a door,
shatter a laptop screen, ruin a sharpened stake, etc.
Warp Flesh (Psychic, Spell) Catalyzes mass cell division causing grotesque
transformations of parts of the target’s body. Hands grow into clubbed masses,
mouths melt shut, hostile arms grow from spines and attack the target, superfluous
eyes and teeth appear, etc. Each specific change requires a separate action to
enact. The target is allowed a Toughness check for vs the effect Intensity to
resist the changes. Ripping the new flesh away does Standard Damage if not done by
a medical professional under proper conditions. You may use the Horde Mutations
table if you like.
Wave of Mutilation (Ritual, Spell) A four-foot high flood of foul acid erupts from
the caster, severing body parts of anyone it comes into contact with. Agility check
vs the Intensity to avoid the wave, Toughness check vs Intensity to avoid losing a
body part. Inflicts damage as a standard attack. The wave propagates at running
speed and disperses after everyone in line of sight has been hit. Throw the body
part randomly.

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