38 0 6MB
Page | 0
DRAFT VERSION 1.11
Page | 1
Creature Feature Written by Carl Stoelzel bubble monster. Got green paint, even better, we get aliens next week.
Acknowledgements Thanks to Graeme and Karl for their many suggestions on the forums.
Table of Contents Introduction New Rules New Heroes New Villains Special Effects Events Gadgets Casting Couch On Location: The Haunted House Scenarios Cards Tokens Game Terrain
Page 1 Page 2 Page 4 Page 5 Page 8 Page 10 Page 11 Page 13 Page 21 Page 27 Page 34 Page 37 Page 39
During the seventies and early eighties, Mallet productions brought us some of the greatest never seen horror moments that no money could buy. Great anthology shows such Monster Hunter, creature of the week specials like the Deadwright Detective Agency, and the B-movie syndication spot light known as Night Terror all dotted the TV dial in the early hours of a new day. Sadly, too many companies discovered that horror films could draw in a constant revenue stream with almost no underlying investment, and this quickly led to a saturation in the market. In the early eighties, Mallet productions was on the decline. Facing bankruptcy, they suffered a terrible fatal tragedy for the company when their warehouse “mysteriously” caught fire. Since then, old audio recordings of their shows and illegal copies have become quite a commodity among the growing fan base of aging nostalgics.
Introduction 2:40 in the morning and nothing on TV. Well, almost nothing, there is still that odd horror movie on cable. But… oh god… who is that hosting it, and why does he keep talking, just get on with the movie already. Creature Feature is an unofficial expansion to Crooked Dice Games Design Studio‟s game 7TV which adds elements from horror movies and television. Specifically, this addition is designed to focus on early and rather low budget horror media, the type which is generally only shown on TV in the middle of the night, Mallet Productions was a new studio founded by Andre Hammerstein, and he was trying desperately to break into the television market in the early 70‟s. Competition was tight, and they were late arriving to the game. After some success on the big screen, they figured it was best to stick with what they know, and so they tried to bring classic horror stories to the little screen. Their main demographic of these shows were thirteen year old boys... …and thirteen year old buys don‟t buy stuff, at least that what the advertisers said. As a result, most of these shows had a shoestring budget and relied on recycling old, tired and fairly abused movie props as well as improvising effects from the most humble of materials. Got bubble wrap, great, next week we have a
2:30 AM Color:
Re-run
Monster Hunter Staring Rex Stewart
Here comes the night By Victor Vladztiski Cantankerous old Otto is called upon again. A local boy is blamed for the disappearance of his girlfriend and begs Otto for help in finding her. What does her disappearance have to do with a local star cult? Otto Van Beuren………………….Rex Stewart The Boy…………………………….Billy Smiles Random Girl #3……….................Sue Alistair Producer Adam Standish Director Victor Vladztiski
Page | 2
New Rules Zombies Models that have succumbed to the zombie infection behave rather differently than most other models. Activation: During the Zombie player‟s action phase: the player may give one (1) movement action for all zombies in their control (see movement section below). The zombie player may then give 1 additional action for HALF Zombies on table. Relentless! Movement: Their movement rates are unpredictable, Zombies move 1D6" each move action, are Slow, and never gain the free charge attack. Shambling! React to Movement Roll 1D6 when a living model expends an action within 6" of a Zombie. On the roll of 1–3, you may move the Zombie that many inches towards the model expending the action. ON a roll of 4-6, the zombie does not react. Heroic models can sneak (all movement counts double). A successful Agi roll is required to successfully sneak, and doesn't allow Zombies within 6" the free move roll. Shhh! Reaction to sound Each time the heroic player shoots, place a sound marker on ONE Zombie on the table. This Zombie will move at least 4" next move, regardless of D6 roll. Brains!
conservation rules prior to playing a A:E Horror game. Under the Ammo conservation rules, if an attacker is firing a firearm and roll an unmodified 1 on their to-hit roll than they have experienced some for of weapon malfunction, either an empty clip or casing stuck in the ejection port. Whatever, the cause, the attacker cannot use their firearm again until they have cleared and reloaded their weapon. Models carrying a jammed firearm can clear and re-load their weapon, thus making it operational again, by using a special action.
Hordes Sometimes, 1 model per base is just not enough. Zombies are especially known for forming large groups or mobs that behave more or less in a collective manner. While very weak individually, hordes are much stronger than the sum of their parts. Hordes grow weaker when members of the horde are killed off. A horde gains + 1 strength for every Hit value above 1. However, as the horde takes, their strength bonus is reduced accordingly. For example, a horde with 3 Hits, will receive a plus 2 bonus to their strength.
Barricades
Gotta get „em in the head Because they are already dead, Zombies are notoriously difficult to kill. Whenever an infected zombie is reduced to zero hits, the attacker should roll a 1d6. On a roll of 5+ the attacker managed to hit the zombie in the head, and the model is removed from the table. Otherwise, place the zombie model prone on the ground. On subsequent turns, the controlling player may roll 1d6 for each prone zombie on the table. A roll of 6 a prone zombie stands again, gains 1 hit back and can continue their turn as normal.
Nowhere to go, and the horde of nasties approaching? The only safe thing to do is hold up, secure your location, and hold out until help arrives. Player‟s may wish to use a special action to declare barricading actions during a turn to help prevent the nasties from coming through windows or doors. The model must be in base contact with the window or door they wish to barricade, and may place a barricade token next to the entry way for each special action they use for barricading. Up to three barricade tokens may be placed on a doorway, or up to two on a window.
Ammo Conservation
A typical barricade made of left over furniture has 1 hit per token.
Nothing makes a situation more dire than unexpectedly running out of ammunition and being surrounded by enemy hordes. players should agree if they are using the ammo
Unlike buildings, Any model in base contact with barricaded window may attempt to damage the barricade. If the attacking model is on the inside of the barricade, they may automatically remove a single barricade token for each attack. If the model is on the outside of the barricade, Simply figure out the damage
1
Page | 3 caused and reduce the Hits of the section by that amount. Do not use the Damage table. Barricade Tokens are destroyed when they are reduced to 0 Hits, and will collapse. If no further barricade tokens are on located on the entrance point than models may move freely across the entrance point as described on page 38 of the main rule book.
Stab in the Dark Let‟s face it, most horror stories take place in dimly light forests, or in buildings during a power outage. The power of the darkness to enhance the heroes sense of helpless and add tension to a story should not be overlooked when playing Creature Feature. Here we provide rules for playing games in the shroud of darkness. Effects of Darkness Darkness has two main effects in a game of Creature Feature. The first effect is that darkness limits all models visibility. In game terms, darkness breaks line of sight after 6 inches. The distance at which line of sight is effectively broken can be extended by using light sources, and this will be discussed in a moment. The next principle effect of darkness is that it elevates fear. Any models that are in the dark without a light source near them will receive a minus 1 penalty to all fear tests they might have to take.. Stationary Light sources Stationary Light sources should be marked on the terrain, either with a suitable model, a sticker, or a token of some form. An example light token is provided here for convenience. Light sources emit light for a distance of 6 inches from their marker. If a player needs to determine line of sight while in the dark, they simple take a rule from their model to the target. Any nearby light sources may potentially extend their visibility, so an 6 inch template should be placed to see how much of the rule is covered by light. Any part of the ruler that is not covered by a light source is counted as being in darkness. If there are more than 8 inches in darkness between the model and the target than line of sight should be considered broken just as if by a piece of terrain. Note that ranges, such as those for weapons are determined as normal, and obviously both conditions must be satisfied for the model to shot at the target.
As long as a character is within 3 inches of a stationary light source at the time, than the minus one penalty on horror tests caused by being in the dark is negated. Mobile Light Sources. Crafty players may want to equip their heroes with flashlights or torches. These items function very similar to stationary light sources, in that they cast a light source template when attempting to determine line of sight. Mobile light sources, being with the character at all times, also negates the minus penalty on horror tests caused by being in the dark. Torches and Flashlights do differ from Stationary light sources, and from each other in one respect, they case a different size and shaped template than stationary sources. Torches cast light for only 4 inches but do so in a circular pattern around the carrier. Flash lights cast an 8 inch tear shaped template that extends only to the front of the model. So, neighboring allies that are behind or to the side the hero carrying a flashlight may not gain its positive effects.
Example of determining Line of sight in the dark
The bombshell spots a zombie off in the darkness and decides to take a shot at it with her trusty pistol, the player than measures the distance between the zombie and bombshell to be 9 inches, so it is within range, and there is no terrain blocking line of sight. Off to the side is a stationary light source, so the player takes out the six inch light source template, places that over the table and sees that 4 inches of the ruler is covered by the light source template. Nine inches minus 4 is five, and is less that 6 inches darkness needs to block line of sight, so the shot is permissible. However, had the stationary light source not been present, than line of sight would simply have been broken after 6 inches from the Bombshell.
Page | 4
Monster
The monster hunter is a season veteran when it comes to confronting the creatures of the night. They have seen zombies, Werewolves and Vampires and lived to tell the tale.
Hunter Hero / STAR 45 RATING
Attributes “Do you trust your eyes? ...and ears? Damn fool, Boy! There are things beyond this world that your simple eyes, and ears could never hope to fathom.” -Otto Van Beuron, Big Game Hunter
Mov
Def
Hits
Str
Agi
Int
Mor
6
3
3
3
3
3
3
Adds Basic: 5 Additional: 0-5 (+5 ratings each) Adjust: Gain +1 Add if you allocate -1 to one attribute (-2 to move)
Special Effects Basic: Luck(2), Sixth Sense Additional: 6 from Combat, Physical or Knowledge Disadvantage: 0-2 (one Additional special effect per Disadvantage) Adjust: Gain one Additional special effect if you remove one Basic special effect.
Attacks Basic: Brawl 4+ New Attack: Any Basic 4+ (+5 ratings each) Improved Attack: Improve the Hit number of one attack by 1 (+5 ratings each)
Star Quality I know thy weakness The monster hunter is well verse in the occult and all things paranormal. Their detailed studies grant them an understanding the weaknesses of any monster they may encounter and they are likely to know the location of an item to exploit the weakness. For every villain model that has a listed vulnerability (for example: Fire, silver, or holy items), as long as at least one Monster Hunter is present in the heroes cast, than the villain player should place an appropriate item token (for example (Thermite rounds, sjilver bullets, or a Holy Relic) somewhere on the game board during any scenario setup. If the villain player has a Monster of the Week in their cast, than a Weapon of the Week must be placed on the board as well. Tokens must be at least 12 inches from any villain model‟s starting location. Multiple Monster Hunters, or Multiple monsters do increase the number of tokens spread about.
Page | 5 You may not be a regular on the show, that depends on how the kids react. We need something scary, something to really get arise out of them. Budget? No we don’t have a budget. We do have lots of left over green paint from the break room renovation, duct tape, and bubble wrap. What can you do with that?
Monster of the week VILLIAN / STAR 60 RATING
Attributes “How could we have known the consequences of our actions? We charged unwaveringly, toward a goal of such ambition. We wished to change humanity: to ease suffering, cure disease, and end conflict, but in the end… …we only hastened their coming.”
Mov
Def
Hits
Str
Agi
Int
Mor
6
3
3
3
3
3
3
Adds Basic: 5 Additional: 0-5 (+5 ratings each) Adjust: Gain +1 Add if you allocate -1 to one attribute (-2 to move)
Special Effects Basic: Alien(Monster), Fearsome, Choose either Phobia (select type) or Vulnerability (select type) Additional: 5 from Unexplained or Traits Disadvantage: 0-2 (one Additional special effect per Disadvantage) Adjust: Gain one Additional special effect if you remove one Basic special effect (excluding Vulnerability)
Attacks -The last American President
Basic: Brawl 4+ New Attack: Any Basic 5+ (+5 ratings each) Improved Attack: Improve the Hit number of one attack by 1 (+5 ratings each)
Star Quality …or is it? Just when the heroes get comfortable in victory over the monster of week (MOTW) is when the heroes are at their most vulnerable. A monster of the week has any uncanny nature of returning from the dead, When a MOTW is killed during a game, the model should be removed from the table. On any subsequent turns, the player may roll 1d6, and on a roll of 5-6, the MOTW returns to the game with 1 hit remaining, may be placed in the players starting location. MOTW may return up to three times during an episode. Exception to rule: If a MOTW is killed with a Weapon of the Week, then the player will not roll for return anymore during the rest of the episode.
Page | 6
Zombie With a name Villain/Co-Star/20 Ratings Bubba want to eat your braaaiiiinnnnnsss.
Attributes Mov
Def
Hits
Str
Agi
Int
Mor
3
2
1
2
1
1
1
Adds Basic: 4 Additional: 0-2 (+5 ratings each) Adjust: Gain +1 Add if you allocate -1 to one attribute (2 to Move)
Special Effects Basic: Alien(Monster), Zombie Infection, sharp teeth, slow Additional: 3 from unexplained, traits Disadvantage: 0-1 (+1 Additional special effect per Disadvantage) Adjust: Gain one Additional special effect if you remove one Basic special effect
Attacks Basic: Brawl 4+, Bite 5+ New Attack any Basic or Military attack 5+ (+5 ratings each) Improved Attack: Improve the Hit number of one attacks by 1 to a maximum of 4+ (+5 ratings each)
Page | 7
Extras profiles
Large Zombie Horde
-/40 ponts
……….. Braaaaiiiiiinnnnsssss! Ack, too many of them. A large zombie horde is a terrifying sight to behold, and may consist of 10-20 zombies on a single 50mm base. Move 3 Def 2 Hits 5 Str 6 Agi 2 Int 1 Morale 1 Special Effects: sharp teeth, slow
Alien(Monster), Horde, Brain Dead,
Attacks: Brawl (3+), Bite (5+) Upgrade Options: None
Zombie Herd
-/100 ponts
……….. Braaaaiiiiiinnnnsssss! Slow, dumb, and all messed up.
……….. Moooooooooo, errrr I mean…,, Braaaaiiiiiinnnnsssss This represented a truly large and terribly frightening zombie horde. The zombie herd may consist of 30-50 zombies on a single CD/DVD sized base.
Move 3 Def 2 Hits 1 Str 2 Agi 2 Int 1 Morale 1
Move 3 Def 2 Hits 9 Str 10 Agi 2 Int 1 Morale 1
Special Effects: Alien(Monster), Zombie Infection, Brain Dead, Slow, sharp teeth
Special Effects: sharp teeth, slow
Attacks: Brawl (4+), Bite (5+)
Attacks: Brawl (3+), Bite (5+)
Upgrade Options: Upgrade to fast zombie (+3 Move) and remove slow disadvantage for +10 ratings
Upgrade Options: None
Small Zombie Horde -/20 ponts
3:30 AM B&W: Re-run
Un-named Zombie
-/5 ponts
………..mooooorrrrreee braaaaiiiiiinnnnsssss! A small zombie horde generally consists of 5 zombies on a single 30mm base.. Move 3 Def 2 Hits 3 Str 4 Agi 2 Int 1 Morale 1 Special Effects: sharp teeth, slow
Alien(Monster), Horde, Brain Dead,
Attacks: Brawl (4+), Bite (5+)
Alien(Monster), Horde, Brain Dead,
Night Terror Hosted by Zombie Bob and ghoulies
Mourning After By David Krensler Zombie Bob and his crew pull out another old classic from his dusty collection in his graveyard ditch. This time he is screening the classic romantic zombie post-apocalyptic thriller warning against the over indulgences of microwaved food entitled Mourning After.
Upgrade Options: None
Producer Jeeves Patrick Director David Krensler
Page | 8
New Special Effects Traits Horns
Amorphous
Models with this trait gain a new basic melee attack type, the horned charge. The model receives a further +2 to their strength (for a total of +3) during successful charges. The to-hit is determined like any other new basic attack allotted to the character archetype.
Razor Sharp Claws Models with this trait gain a new basic melee attack type, the clawed attack. A clawed attack adds plus 1 to the Str of the attacker when making an unarmed attack. The to-hit is determined like any other new basic attack allotted to the character archetype.
Sharp Teeth Models with this trait gain a new basic melee attack type, the bite. A bite has a strength equal to the user +2. The to-hit is determined like any other new basic attack allotted to the character archetype minus one.
Tentacle Crush
The creature has an ever changing form. Like an ameba, the creature moves about by stretching parts of itself out, grabbing hold of something and pulling the rest toward it. Amorphous creatures are somewhat unique in that they do not have a single base holding their miniature, but rather a collection of bases, each round base representing a part of the creature. At all times, each individual base MUST be in contact with the other bases representing this particular amorphous creature. The number of bases used, and by extension the size of the creature, is determined by the creatures Hits. For example, a creature with 5 hits, will use five round bases, all in contact with one another, to represent the beast. Any time the creature takes damage, a number of bases equal to the damage is removed from play. The attacker gets to choose which particular bases. The creature may not willfully split into two, but if one base is removed in such a way as to separate the beast into two piles, then movement must be spent reforming into a whole entity again.
Pyrokinesis
Weapon
Range
Hit
Str
Notes
Pyrokinetics have the ability to spontaneously generate fires. Pyrokinesis has a range of 8 inches. If a pyrokinetic spends 1 special action generating fires they may place up to 1 fire token on the game board within their range (see page 39 of the main rulebook). If the pyrokinetic uses this as an attack against a single model it causes a strength 3 hit.
Tentacle Crush
melee
5+
4
1d6 attacks, roll each turn
Organic Consumption
Many undulating tentacles protrude from this creature body. Each capable of lashing out and striking any enemy foolish enough to approach the beast.
Unexplained Alternate Form The werewolf may choose to start the game in human form. While in human form, they should use a different miniature. The werewolf may spend 1 special action to transform into or from their werewolf form. In human form, the werewolf was an altered attribute profile, and loses their basic special effects. Any damage sustained to either form is carried over to the other. Move 6 Def 3 Hits 3 Str 3 Agi 3 Int 3 Morale 3 A player may choose to assign special effects, or adds to their alternate form, rather than use them on their primary form.
The Abomination is voracious and consumes all the organic material it can find. As this happens, the Abomination swells, and if left unchecked could grow to cover the entire planet. Anytime the Abomination can move part of itself into base-to-base contact with a fallen enemy model it may spend one attack consuming the corpse. Consuming a corpse restores/adds 1 hit and 1 base size to the abomination. Fire markers are provided at the end of the summer special.
Zombie Infection Models with that carry the zombie infection ability follow a set of special rules that are described earlier in this supplement. Zombies are slow, have unpredictable movement rates, react instinctively to movement and sound, and are notoriously difficult to kill unless you get „em in the head.
Page | 9
Disadvantages Brain Dead Brain dead models do not learn from their experiences. During a ratings war, players may not spend PP to develop a model with the brain dead disadvantage.
The Deadwright Detective Agency
Phobia (x) The creature has a deep rooted dread that causes a complete irrational and uncontrollable state of fear. Typical phobias include: Fire, Sunlight and Holy symbols. If a creature is attacked by a weapon with causes damage of type they fear, or the creature is within 6 inches of an enemy model which is brandishing an item of a type they fear (for example a torch for a fire phobia, or a UV flashlight for a sunlight phobia) than the model must make a fear test. Failing this test forces the creature to take an immediate retreat move, at the cost of one of their regular actions.
Scaredy Cat The creature or hero is so cowardly they high tail it out of danger at the slightest fright. The model receives a minus two (-2) penalty whenever rolling a fear test.
Vulnerability (x) This disadvantage can be chosen more than once – each additional time it is chosen adds + 3 to the number in the brackets. Additionally the nature of the vulnerability must be chosen – Silver, Fire, or Holy Symbols. If attacked by a weapon type indicated by the their models, the model increases the Str of any attacks against it by the number indicated in the brackets. Vulnerability supersedes and cancels out the effect of general invulnerability.
3:00 AM Color: Re-run Deadwright Detective Agency Staring ensemble cast
Here comes the knight By Ashton Krutchly The gang receives a call from the local museum curator who pleads with them to investigate strange occurrences in the preservation room and the mysterious disappearance of an intern. Are these things related to an ancient Welsh curse? Tune in to find out. The Jock……………………….Bob Thornbush The brain………………………….Sara Temple The bombshell………...................Betty Milner The questionably hungry youth….Steve Aims Producer Adam Standish Director Ashton Krutchly No dogs were harmed in the filming of this episode
Page | 10
New Events Much like the action shows of 7TV, the horror shows of creature feature are choke full of strange and unpredictable twists of fate. From wobbly sets, to forgotten lines, it is these unexpected events that add a real charm and appeal to the horror shows of the 70s. Event
The Surprise Reveal (Heroic Player only, Prologue Event)
Peek-a-Boo (Villains Only)
The worst possible moment (Villains Only) Loners must die (Villains Only) Ex-virgins must die (Villains Only) Dodgy Makeup (Heroes only) Fake Scare (Villains Only) We‟ll camp here tonight (Heroes Only) Scream Queen (Heroes Only)
Secretly Infected (Villains Only)
“That’s dead right baby, …dead right!” Effect(s)
The producers have been promising for some time in the trailers to finally reveal the identity of the monster. The villain player must select one monster from his/her cast (if they have one) who is the potential surprise reveal. If the heroes manage to capture the potential reveal, than any heroic model in base contact may spend 1 special action to remove their mask. Removing their mask instantly transforms the model into a civilian for the rest of the scenario and grants the heroic player an additional 3 VPs beyond those permitted by the scenario. Monsters have the uncanny ability to pop out when the heroes least expect it. Especially when they have been running full speed away from a gimped mummified Mrs. Daisy. The villainous player may play this even card on one of their monsters, and relocate their monster anywhere on the game board so long as no heroic model has line of start with where they are placed. This may be done before activating the monster model. Play when a hero is about to fire at one of your models. The shot automatically missed and results in a jammed weapon. Play when a monster is about to attack a hero. If the hero has no allied models within 12 inches of them, then the monster receives a +2 to hit and a + 2 to strength of the attack. Play when a monster is about to attack a hero. If the hero has no allied models within 12 inches of them with the exception of a single friendly model of the opposite sex, then the monster receives a +2 to hit and a + 2 to strength of the attack. Nominate one heroic model. They immediately ignore all effects of fearsome creatures for the next two turns. The hero lets down their guard for even a moment and BAMMMM…. Out jumps a cat. Play whenever a heroic model opens a new doorway on the table. The model must make an immediate Morale check. Failing this check results in the model being forced to retreat from the doorway. A talented survivor can find building materials anywhere. Play this card to locate building material for three barricade tokens. The heroic player may play this card to ignore the effects of any single Morale test, even after it is rolled. However, in order to benefit from these effects the player must make the appropriate sound effects themselves. Played during the prologue. The heroic player must select one of his/her stars or co-stars at the start of the game. At the start of every round, the heroic player must roll 1d6 for this model to see if the infection has taken over. When the player rolls a 6, the heroic model turns into a zombie with a name (villain co-star) and is turned over to their opponent‟s control. Their profile is standard with no additional adds beyond the basic.
Page | 11 Event
Secret Passageway
Hidden Doorway
Effect(s)
The player may place this card to create a portal between two locations on the game board. These two locations cannot be located more than 18 inches apart. Any model may enter the secret pass away by being in base contact with the entrance and spending all their actions of the turn to go through the tunnel. Simply move the model to the other end of the passageway. Once discovered the passageway remains on the board for the rest of the game and may be used my any model. The character moves a book from the bookshelf and discovers a secret doorway. This doorway must be placed on a wall that links two rooms, or a room with the outside.
Page | 12
New Gadgets Cryogen Canister
Neutron Pack
Cost: 2 The model carries a small metal cylinder containing liquid nitrogen. If the canister is thrown, it will break, and leak into the air. The leak is slow, but enough to hurt anyone who is sensitive to the cold.
Cost: 6 Models that are incorporeal are only harmed by weapons with unexplained special effects. This weapon was designed to deal exclusively with them. This weapon effects listed only pertain to damaging incorporeal beings while in their incorporeal form. Values and abilities listed to the left of slash pertain to physical beings.
Weapon
Range
Hit
Str
Notes
Cryo Blast 3”, Scatter Thrown 4+ 2/4 * Can 1D6”, Thrown * The Cryogen Canister causes extra damage to monsters with a weakness to the cold.
Holy Symbol Cost: 1 The hero carries a small holy relic with them, to ward off evil spirits. The hero may spend one action to pull out and display their holy symbol. Monsters with a phobia for Holy symbols must pass a fear test if they are within 6 inches of the hero displaying a holy symbol. The effects of displaying a holy symbol last for one round.
Holy Water Cost: 1 The hero carries around a small glass vial of holy water which they may throw upon the enemy. People do not like being attacked with water, just look at Tom Cruise. Weapon
Range
Hit
Str
Notes
Holy Blast 3”, Scatter Thrown 4+ 0/4 * Water 1D6”, Thrown * Holy water only causes damage to monsters with a weakness to holy symbols
Neutron Detector Cost: 3 Used by paranormal researchers when exploring a haunted house. A model that holds a neutron detector does not need to open a door and enter a new room before rolling on the haunting experiences table, as long as they are in an adjacent room. This means that they can identify paranormal threats in neighboring rooms without having to deal with them immediately.
Weapon
Range
Hit
Str
Notes
Neutron Pack
8”
6+
2/0
None/Push-Pull
If the hero successful hits an incorporeal being with their neutron pack, they may push of pull the being around. Roll 1d6, and divide the result in half. The hero player may move the incorporeal model that many inches on the table. Multiple attacks will continue to move the incorporeal being. If the hero rolls a 1, than the opposing player may place 1 fire token within 8 of the attacker, but not in base-tobase contact with any model unless unavoidable.
Neutron Trap Cost: 6 Models that are incorporeal are only harmed by weapons with unexplained special effects. This capture trap was designed to deal exclusively with them. The abilities of the Neutron trap have no effect on physical beings. A being captures while incorporeal cannot revert back to physical form while in the trap. The neutron trap must be placed on the ground by a hero, and they must spend 1 special action activating the trap. Any beings in an incorporeal form that come into base-to-base contract with the trap must make an agility test or gain a captured status. The trap can only hold one being at a time. The trap has a defense of 5 and 2 Hits.
Silver Ammunition Cost: 2 Models equipped with a bow, crossbow or any type of firearm may replace the ammunition used by the weapon with rounds (arrows) tipped or made in silver. Attacks which strike any monster with the weakness to silver will benefit from a plus three to the weapons strength.
Page | 13
Smelling Salts
Weapon of the Week
Cost: 1 For 1 special action, smelling salts allow a hero to remove a confused status marker from any friendly confused model that is in base-to-base contact.
Cost: Not for sale. Most be found in scenario When combating the monsters of the darkness, a hero needs a special weapon. Weapons of the week are constructed by those who understand a monster of the weeks most secret weaknesses, and use them to hopefully destroy the beast forever. Anyone particular W.O.T.W will only work against one particular M.O.T.W. The weapon of the week has the following profile.
Standard Flashlight Cost: 2 The hero carries with them a basic run of the mill flashlight. This flashlight may be used to cast an 8 inch cone shaped template of light from the player when determining line of sight in the dark. This template may be used to aid allies, but must always be placed in facing directly forward of the model carrying it. Additionally, carrying this light source negates the horror test penalty for being in the dark for the model carrying this flashlight, and any allies that are directly in from the of flashlight carrier who would fall under the light source template.
Thermite Ammunition Cost: 2 Models equipped with a bow, crossbow or any type of firearm may replace the ammunition used by the weapon with rounds (arrows) tipped with a small themite explosive. Attacks which strike any monster with the weakness to fire will benefit from a plus three to the weapons strength.
Torch Cost: 2 Models carrying an open fire cast a 4 inch round light template around their model. This template helps to dispel the darkness when determining line of sight in the dark and negates the horror test penalty for being in the dark for the model carrying it and any other models within 2 inches.
UV Flashlight Cost: 3 The hero carries a full wavelength spectrum flashlight. The hero may spend one action to pull out and shine their flashlight on an enemy within six inches. Monsters with a phobia for sunlight must pass a fear test if they are within 8 inches of the hero displaying a UV flashlight. The effects of shining the UV flashlight on a target are immediate only. The UV flashlight also casts a 8 inch cone shaped light template to dispel darkness in the players are using the darkness rules.
Weapon
Range
Hit
Str
Basic
melee
4+
user
The weapon of the week is +2 to hit, and +3 strength against the monster of the week it was created to destroy. Additionally, M.O.T.W. destroyed by a W.O.T.W. can no longer use their star quality for the remainder of the scenario. If the villains are fielding a Monster of the Week in their cast, than for every Monster Hunter the heroes have hired, the villains must place a weapon of the week token on the board, no matter the scenario.
Page | 14
THE DEADWRIGHT DETECTIVE AGENCY Each week, these clever kids and mettlesome mutt battle rubber masked monsters, and solve all sorts of paranormal mysteries. The Deadwright detective agency was formed four unlikely friends while in high school. Most of them have long since graduated, with the exception to the questionably hungry youth, who we‟re not quite sure about. In the last few years they took to the road, traveling from town to town and getting in all sorts of adventures. The most loveable member of their cast, the one who gets the most screen time, and gets the most one liners, is also the one who is not quite human. Though, he is also no quite an attack dog either.
Show Special Effects McGuffin Snacks: The brain, the bombshell and the jock each carry 1 serving of McGuffin Snacks, usable by Not quite an attack dog, and the questionably hungry youth. Either of these models may use 1 serving of the snacks to re-roll a failed fear test. In order to gain this re-roll, at least 1 of the three snack carriers must be within 6 inches of scared model. Once a carrier has used his/her snacks they are no longer available from that particular carrier for the remainder of the episode.
The Questionably Hungry Youth
Not quite an attack dog Flamboyant Agent | Star | Ratings 45
Plucky Assistant | Co-Star | Ratings 27
Attributes
Attributes
Mov
Def
Hits
Str
Agi
Int
Mor
Mov
Def
Hits
Str
Agi
Int
Mor
9
5
3
3
4
2
4
7
5
3
3
3
2
3
Special Effects
Special Effects Luck (2), Seduce, Scaredy Cat, Heroic Surge, Sharp Teeth, I will return, Screamer, Infiltrator, Disarm, Rage
Luck (2), Concealment, Scaredy Cat, Heroic Surge, Screamer, Drive, Vehicle (Van)
Attacks
Star Quality Making Their Own Luck
Attacks Weapon
Range
Hit
Str
Notes
Brawl
melee
4+
3
Stuns
Bite
melee
4+
5
Weapon
Range
Hit
Str
Notes
Brawl
melee
5+
3
Stuns
Sling
12”
5+
3
Primitive, 2 shots
Page | 15
The Brain
The Jock
Crackpot Inventor | Co-Star | Ratings 36
Investigative Academic | Co-Star | Ratings 40
Attributes
Attributes
Mov
Def
Hits
Str
Agi
Int
Mor
Mov
Def
Hits
Str
Agi
Int
Mor
6
3
3
2
3
5
5
6
4
3
4
2
2
4
Special Effects
Special Effects
Boffin (2), Gadgets, Medic, Repair, Leader (1)
Heroic Surge, Inspirational, Luck (1), Leader(1), Blocker, Drive
Attacks Weapon
Range
Hit
Str
Notes
Brawl
melee
6+
2
Stuns
8”
5+
Stun Pistol
4
Attacks
High Tech, Stuns
The Bombshell
Mov
Def
Hits
Str
Agi
Int
Mor
6
3
3
3
5
2
4
Special Effects Luck (1), Disarm, Kung Fu Grip, Sixth Sense, seduce, leader (1)
Range
Hit
Str
Notes
Brawl
melee
3+
3
Stuns
Pistol
12”
4+
3
pistol
Hit
Str
Notes
Brawl
melee
4+
4
Stuns
Pistol
12”
4+
3
pistol
The Deadwright detectives are always there to help others out of a jam. They are almost always accompanied by a small group of civilians.
Attributes
Weapon
Range
Extras
Angel of Justice | Co-Star | Ratings 32
Attacks
Weapon
Page | 16
Interdimensional Consortium of Monsters The continue foibles of the those pesky kids of the Deadwright detective agency and their dog, little do they know that it is really old man Smithers.
Re-animated Golem
The Deadwright detective agency battles a large host of monsters and beasts every week. When those monsters are not battling those pesky teenagers, they occasional get recycled to other shows produced by mallet production. The Interdimensional Consortium of Monsters is sort of like their local union. Well, maybe more like the union of the props guys.
Attributes
Show Special Effects
Alien (Monster), Fearsome, Phobia (Fire), Blocker, Mechanoid (Construct), Heroic Surge
Who turned off the lights The villain player may decide if the scenario is played in the dark or not.
M.O.T.W | Star | Ratings 85
Mov
Def
Hits
Str
Agi
Int
Mor
4
5
5
7
3
3
4
Special Effects Star Quality …or is it?
Attacks
Mummified Egyptian M.O.T.W | Star | Ratings 85
Attributes Mov
Def
Hits
Str
Agi
Int
Mor
4
5
5
4
3
7
4
Special Effects Alien (Monster), Fearsome, Vulnerability (3 to Fire), Psychic, Telekinesis, Mind Blast, Hypnotism
Star Quality …or is it?
Attacks Weapon
Range
Hit
Str
Notes
Basic
melee
4+
4
Stuns
Weapon
Range
Hit
Str
Notes
Basic
melee
4+
7
Stuns
Page | 17
Romantic Vampire
The See-Through Dude
M.O.T.W | Star | Ratings 85
Mad Scientist | Co-Star | Ratings 60
Attributes
Attributes
Mov
Def
Hits
Str
Agi
Int
Mor
Mov
Def
Hits
Str
Agi
Int
Mor
6
4
5
5
3
5
5
6
3
2
3
5
6
4
Special Effects
Special Effects
Alien( Monster), Fearsome, Vulnerability (3 to Holy Symbols), Phobia (Holy symbols), Phobia (sunlight), Hypnotize, Sharp Teeth, Regeneration, Incorporeal, Invulnerable (1)
Boffin (2), Repair, Invisible, Saboteur
Star Quality …or is it?
Attacks Weapon
Range
Hit
Str
Notes
Brawl
melee
4+
5
Stuns
Bite
melee
5+
7
Where-wolf? M.O.T.W | Star | Ratings 85
Attributes Mov
Def
Hits
Str
Agi
Int
Mor
8
4
5
4
5
3
4
Special Effects Alien (Monster), Fearsome, Vulnerability (3 to Silver weapons), Alternate Form, Razor sharp claws, Regeneration, Roar, Daring Leap, Heroic Surge
Star Quality …or is it?
Attacks Weapon
Range
Hit
Str
Notes
Brawl
melee
4+
4
Stuns
Claws
melee
4+
5
Attacks Weapon
Range
Hit
Str
Notes
Brawl
melee
6+
3
Stuns
Alien Pistol
16”
4+
4
High-Tech, laser, Pistol
Page | 18
Fish-Sticks
Bubbles smart Zombie
Failed Exper.| Co-Star | Ratings 60
Named Zombie / Co-Star / 30 Ratings
Attributes
Attributes
Mov
Def
Hits
Str
Agi
Int
Mor
Mov
Def
Hits
Str
Agi
Int
Mor
6
4
3
3
6
3
5
3
2
1
2
1
1
0
Special Effects Alien (Monster), Fearsome, Luck (1), Aquatic, Body Armor, Razor sharp claws
Attacks Weapon
Range
Hit
Str
Notes
Brawl
melee
3+
3
Stuns
Claws
melee
4+
4
Named Zombie / Co-Star / 30 Ratings
Attributes Def
Hits
Str
Agi
Int
3
3
3
4
1
1
Mor 0
Special Effects Alien(Monster), Zombie Infection, Brain Dead, sharp teeth, Great Strength
Attacks Weapon
Range
Hit
Str
Notes
Brawl
melee
4+
4
stuns
Bite
melee
5+
6
None
Alien(Monster), Zombie Infection, sharp teeth , Great Strength
Attacks
Frank The Zombie Tank
Mov
Special Effects
Weapon
Range
Hit
Str
Notes
Brawl
melee
4+
2
stuns
Bite
melee
5+
4
None
SMG
16”
4+
3
Burst, Can‟t Aim
Page | 19
The Master Vampire The Master is oldest and most powerful vampire to ever exist. He is the first, the origin of vampire curse and the source of source of our myths. An ancient Romanian cursed with an everlasting thirst for human blood.
Star Quality …or is it?
Entourage The master will arrive on set with 3 Bat swarms (see summer special for rules), or 2 attack dogs (page 84 of main rule book).
Attacks Weapon
Range
Hit
Str
Notes
Brawl
melee
2+
8
Stuns
Bite
melee
3+
10
Background Allowing for cultural influences in the naming, stories of th the Master vampire appear to date as far back as 16 century with early descriptions of the Vrykolakas, and the strigoi. No one is certain exactly how the Master Vampire first became cursed, or if the his origins is even shrouded in a curse at all, but rather a disease, or some mutation. Centuries of persistent life and his continued predation upon humans have caused the master vampire to lose touch with his humanity. He is a creature out of his time, and forever alone. To assuage his loneliness, the Master Vampire often seeks out companions and turns them into one of his vampiric children. It is likely this habit that has brought the heroic cast members into the presence of the Master.
Villain Special Guest Star
Suggested Ratings: 150 Attributes Mov
Def
Hits
Str
Agi
Int
Mor
6
6
8
8
6
6
6
Special Effects Alien( Monster), Fearsome, Hypnotize, Sharp Teeth, Regeneration, Incorporeal, Invulnerable (2)
Page | 20
The Horror from Hoboken A gelatinous voracious creature which likely fell to earth in a meteor shower. It has a voracious appetite for all things organic, and will continue to devour anything and everything in its path. . Villain Special Guest Star
Suggested Ratings: 150 Attributes Mov
Def
Hits
Str
Agi
Int
Mor
6*
3
10
4
2
3
5
* movement rate is for each independent base, but they must remain in contact with one another.
Special Effects Alien (Monster), Infiltrator, Fearsome, Vulnerability (3 to Cold effects), Amorphous, Organic Consumption, Tentacle Crush, Sharp Teeth
Star Quality Unearthly Constitution
Attacks Weapon
Range
Brawl
Melee
Tentacle crush Bite
Hit
Str
Notes
4+
4
Stuns
melee
4+
4
1d6 attacks
melee
5+
6
Background It is said that the horror from Hoboken originally rode a comet to New Jersey in the 1950‟s. He was met with much prejudice and continued refrigeration, which he did not like. So, he, or rather it, found its way down into the bowels of the water treatment center, where it has stayed dormant for decades. There it stayed in hiding, quietly eating our waste, and growing until the day it could find acceptance. Or until the day it could sustain itself from sewage alone.
Page | 21
Gila A giant dinosaur-like beast covered in a thick bumpy armor-like hide. She stands upright like a t-rex, but with a massively strong well developed upper body. Gila stands many stories high and is able to literally stomp across the battlefield, leveling buildings, flattening tanks, and otherwise ending an actor‟s career. Among her primary weapons is her fiery breath with lays waste to all before her. Villain Special Guest Star
Suggested Ratings: 150 Attributes Mov
Def
Hits
Str
Agi
Int
Mor
5
6
8
6
2
3
5
Special Effects Massive, Alien (Monster), Body Armour, Fearsome, Vulnerability (3 to Cold effects), Sharp Teeth, Energy Blast (fire), Roar
Unique Ability Are you my mommy? Gila is a female of her species, and only comes to land to lay new eggs Gila may spend one special action to lay and egg, and may place an egg token directly behind the models base. At the start of the villain player‟s turn, they may roll 1d6 for each of the egg tokens already on the game board. On a roll of 5 or 6 the egg hatches, and may be replaced with a with a little Godsmacka model. These little Gila models may be moved as normal staring that turn. An unhatched egg has a Def of 4 and 2 hits. If the token reduced to 0 hits it is removed from the table.
Attacks Weapon
Range
Brawl
Melee
Bite Energy Blast
Hit
Str
Notes
4+
4
Stuns
melee
5+
8
Ranged
3+
4
High Caliber, 1 Hit or Stuns
Background No one knows exactly Gila came from. Some scientists speculate that the monster is a mutation brought about by underseas nuclear testing. The more fringe scientists have postulated that the monster is not a mutation at all, but rather a remnant of a long lost species that had spent the better part of recorded history in hibernation, only to be awoken by underseas nuclear testing. For some reason, the underseas nuclear testing is the only thing most scientists agree about.
Little Gila Attributes Mov
Def
Hits
Str
Agi
Int
Mor
8
4
3
4
3
3
3
Special Effects large, Alien (Monster), Body Armour, Fearsome, Vulnerability (3 to Cold effects), Sharp Teeth,
Page | 22
On Location: The Haunted House Most stories have a fairly straight forward protagonistantagonist adversarial relationship. But what if the heroes are not up against the machinations of some evil individual? What if they are not against an individual at all, but rather a structure. Haunted houses and other haunted places represent a unique challenge in the 7TV television lineup, in that they are not played by an actor, but become a character in and of themselves. In this section we will detail the special rules needed to create your own haunted house or spooky location for your monsters and other villains to creep about. Haunted houses may be used to house an existing cast of villains, or in small skirmishes may be the only villain. Provided below are a set of random tables used to generate the paranormal events that occur within a house. Players may even find these tables useful in generating a random house for use in solo adventures. A word of caution however, given the random nature of these tables it is highly likely that the difficulty of a haunted house will be very unpredictable. If this is not your cup of tea, and alternative idea is to take the contents of tables and present them on cards. This will allow for a pseudorandom presentation with a predicable overall difficulty. Every time a heroic player enters a new room in house, the player should determine what type of paranormal phenomenon the player is going to encounter. The paranormal phenomenon are broken down into six broad classes which increase according to spectral power of the entity attempting to manifest. The lowest order are simple residuals, which are little more than a psychic recording being played back in a loop within the house. At the other end of the spectrum you have personified manifestations, entities that manage to maintain their individuality. These are often the most dangerous beings the heroes will confront in the house.
Random Haunting Type 1D6
Room Type
1
Residual Haunting / Playback
2
Shadow People
3
Poltergeist
4
Non human manifestation
5
Archetypal Manifestation
6
Personified Manifestation
Once the players determine the type of haunting within a room, they should then roll to determine what type of encounter they will deal with. There are three types of encounters that individual heroes may come face to face with regardless of the haunting type. These include: haunted items left in the room, evidence of spiritual charlatanism (fakes), or direct contacts with the unseen. Each of these types of encounters has a sub-table with a description of their effects and suggestions as to how to avoid them All the remaining encounters are specific to the individual haunting type, and represent an escalation of apparent danger.
.
Page | 23
Random Haunting Experiences table 1D6
Residual
Shadow People
Poltergeist
weak manifestation Orbs and Vortexes Mists and Vapors
Archetypal Manifestation
Personified Manifestation
1
Haunted Item
Haunted Item
Haunted Item
Playful Child
Fake
2
Haunted Item
Haunted Item
Knockings
Fake
Vengeful Witch
3
Haunted Item
Cold Spot
Moans
Fake
Forlorn Lover
Demon
4
Deja Vu
Creakings
Fake
Misty apparition
Lady in white
Contact
5
Flashes
Fake
Levitations
Black Dog
The Trickster
Contact
6
Fake
Shadow Figure
conflagration
Contact
Contact
Contact
Déjà vu The heroes experiences a deep feeling of having been in the house before, despite never having set foot in it before this moment. The experience is so strong, that the very activity the hero is doing at that moment feels as it is memory. Heroes in this room must make an intelligence check or gain a confused status. Any confused models can continue to test against their intelligence in subsequent rounds to remove the status.
Flashes The hero pauses for a moment and flashes on a memory that is not their own. Like a television clip playing out in their head, the hero experiences the painful moments of the spirits last moral moments. Heroes in this room must make an intelligence check or gain a stunned status. Any Stunned models can continue to test against their intelligence in subsequent rounds to remove the status.
Cold Spot As the heroes walk through the room they slowly feel a chill creep up on them. As if from nowhere, the temperature drops as much as 10 degrees in only a small portion of the room. As the heroes continue onward, the chill dissipates. Heroes are minus 1 Move, and minus 1 Agility while in the room.
Creakings The heroes are all together, and off in the distance they hear an unexplained creaking. Perhaps that of a door slowly closing, or someone walking along some loose floorboards, but if everyone is here, who is responsible for it?
The creaking sounds make the heroes very nervous. Any fear checks made in the room suffer a minus one penalty.
Shadow Figures Off in the distance, at the limits of line of sight, the heroes see a shadowy and hazy form dash out of sight The sudden fright of a figure dashing in front of them forces the heroes to make a fear check or run screaming from the room. The heroes may re-enter the room in subsequent rounds without re-checking.
Knockings Loud slamming sounds which appear to have no known visible cause seem to emanate from heroes current room. Suddenly, any closed doors leading from this room are flung open. Players should determine the paranormal activity for each of these attached rooms and deal with them accordingly. Any summoned manifestations will move toward the heroes current room.
Moans That is not simply pipes, and floorboards in a old house. Those sounds are distinctly human…. Er… humanish. Heroes in this room must make an morale check or gain a stunned status. Any Stunned models can continue to test against their morale in subsequent rounds to remove the status.
Levitations Books, chairs, or candlesticks, it could be any small item. What catches the heroes eyes is that item is clearly floating around the room, without hand or sting guiding it.
Page | 24 Any model that ends its turn in the room is attacked by flying books. These hit on a roll of 4+ and books cause a strength 2 attack.
Conflagration The curtains spontaneously combust into flames, a thick black smoke devours the rooms and begins to choke the heroes before they can react. Place two fire markers in the middle of the room. See page 39 of the main rule book for details about fire.
Orbs Rarely are they seen during an active experience, but rather are caught on film with photographers left to explain their presence later on. Every once in a while, these will‟o‟wisps are experienced firsthand, and are described as brief flashes of white or greenish light, appearing like a small flickering lantern that seems to move about. The flashes can be quite blinding. All models in the room must make a defense check or gain a stunned status. Stunned models may re-roll during subsequent rounds to remove the status.
Mists A thick fog rolls into the room, seeming to seep from every architectural orifice. The fog makes if very difficult to see, and any to-hit roll are at minus one penalty.
Misty Apparition A hazy semi-formed person seems to appear and disappear simultaneously from a thick fog ambling about the room.
Black Dog A solid figure, the heroes spot a silent motionless dog at the limits of the room. After a moment it will begin to silently bark, and continue to do so as if warning the heroes of some unknown danger. Seeing the black dog is a bad omen which is thought to spell doom. Attributes Mov
Def
Hits
Str
Agi
Int
Mor
8
0
2
3
3
3
3
Special Effects Incorporeal (permanent), Invisible, Telekinesis Attacks Weapon
Range
Hit
Str
Notes
Bite
melee
5+
7
Bite
The black dog begins play in its incorporeal state is unable to maintain a physical form. The dog is capable of making one focused physical attack (the bite) but reverts to its incorporeal state almost immediately.
Playful Child A small red rubber ball rolls past the hero‟s feet. Moments later, a small child runs past them in a blur. Attributes Mov
Def
Hits
Str
Agi
Int
Mor
6
0
2
2
3
3
3
Special Effects Incorporeal (permanent), Invisible, Telekinesis, small
Attributes Mov
Def
Hits
Str
Agi
Int
Mor
3
0
1
1
3
3
3
Special Effects Incorporeal (permanent), Invisible, Telekinesis, Hover Attacks None When The misty apparition appears it starts in its incorporeal state and is incapable of reverting back to solid form. As such it is formless and cannot by attacked by conventional weapons, though unexplained special effects work as normal. The only attack available to the misty apparition is through its telekinesis.
Attacks Only from telekinesis. The playful child begins play in its incorporeal state is unable to maintain a physical form.
Page | 25
Forlorn Lover The form of a wisplike delicate woman can be seen overlooking a window, precipice, or painting of a stunning young man. A nearly silent weeping is barely audible. Attributes Mov
Def
Hits
Str
Agi
Int
Mor
6
0
2
2
3
3
3
Special Effects Incorporeal (permanent), Invisible, Telekinesis, Energy Blast Attacks Only from telekinesis and energy blast. The forlorn lover begins play in its incorporeal state is unable to maintain a physical form.
Special Effects Fearsome, Incorporeal, Invisible, Telekinesis, Flyer, Mind Blast Attacks Weapon
Range
Hit
Str
Notes
Brawl
melee
5+
3
Stuns
The Vengeful Witch begins play in its incorporeal state but is able to revert to a physical form if they wish
Demon Unlike most spirits, specters and lost-souls the heroes encounter, the Demon was never human. They don‟t understand human needs, and have no respect for human life. They are jealous of humanity, and will do everything in their power to torment, torture, and destroy the heroes. Attributes
The Trickster The remaining spirit of a mischievous soul. Perhaps a robber, abuser, or murderer in life. The Trickster may not make their malign intentions obvious to the heroes, but they are certainly out to do the heroes considerable harm. Attributes Mov
Def
Hits
Str
Agi
Int
Mor
6
3/0
3
3
5
5
5
Special Effects Fearsome, Incorporeal, Invisible, Telekinesis, Flyer
Attacks Weapon
Range
Hit
Str
Notes
Brawl
melee
5+
3
Stuns
The Trickster begins play in its incorporeal state but is able to revert to a physical form if they wish.
Vengeful Witch The spirit of former servant of the devil. The Witch continues her work in the afterlife, perverting the souls of man, and dooming them for eternity. Attributes Mov
Def
Hits
Str
Agi
Int
Mor
6
3/0
3
3
4
5
5
Mov
Def
Hits
Str
Agi
Int
Mor
6
4
5
5
3
5
5
Special Effects Alien( Monster), Fearsome, Vulnerability (3 to Holy Symbols), Phobia (Holy symbols), Phobia Hypnotize, Sharp Teeth, Invulnerable (1), Most Wanted, Pyrokinesis Attacks Weapon
Range
Hit
Str
Notes
Brawl
melee
4+
5
Stuns
Bite
melee
5+
7
Page | 26
Spiritual Charlatanism table 1D6
Haunted Item
1
Nothing
2
Stage Makeup
3
Fortune Tellers Rigging
4
Pulleys and Rigging
5
6
A random Clue
Cheap Scare
Suggested Effects
Counter-Measure
I was sure they were up to no good, ,but….
None
The heroes begin to doubt the paranormal origins of the haunting. They receive a plus one bonus to the next fear test one of them makes. In the room are various items from a séance including a crystal ball, smudge pots, They quickly realize the small Jacobs ladder was use to make concealed clapping sounds from beneath the fortune tellers gown, and that a small projector was pointing at the crystal ball. The heroes are reminded to keep their street smarts about them and not be fooled by parlor tricks. They receive a plus one bone to the next intelligence test one of them makes. Well that explains the flying effects. If the next manifestation the players encounter has the flying special effect, than the special effect is cancelled and the manifestation is grounded. The heroes find the long lost will of the homeowner. Well, this is curious, sure does provide some individuals with some strange motivation to keep this document secret. Gives the heroes + 1 VP.
None
None
None
None
The hero lets down their guard for even a moment and Pass a fear check BAMMMM…. Out jumps a cat. Play whenever a heroic model opens a new doorway on the table. The model must make an immediate Morale check. Failing this check results in the model being forced to retreat from the doorway.
Haunting Contact table Contact
1D6 1
Silence
2
Disembodied Whisper
3
Chilling Touch
4
Deep Scratches
5
Pushed Back
6
Possession
Suggested Effects It is dead quiet! A silent whisper only heard by a randomly selected hero really freaks them out. Make a fear test for that hero or they must flee the room. A random hero is grasped on the shoulder by the coldest most cadaver like hand one could imagine. The model is -1 move, 1 agility for the next turn. A randomly selected model is attacked from an unseen force. The force hits on a roll of 2+ and causes a Strength 3 wound. A random model is selected. The model feels a strong push against their chest. The model must pass an agility check or suffer the effects of a level 3 fall. The hero must make a moral check or be possessed by an evil spirit. The villain control will control the hero as long as the possessed status remains. The heroic player may re-roll the moral every round until they pass. In a solo game, the possessed model will start to attack any nearby allies and will continue to do so until they shake the possession.
Counter-Measure None Pass a fear test
None
None Pass an agility check
Pass a Moral check.
Page | 27
Haunted Item table 1D6 1
2
3
4
5
6
Haunted Item Mundane Doll
Mirror into the soul
Cursed Treasure
Voodoo Dolls
Weeping Statue
Ouija Board
Suggested Effects The well loved doll of a little girl. I was sure this doll was haunted, oh well… A strange mirror on the wall appears to not only reflect the room and heroes, but back into the abyss. Any heroes who walk by the mirror will be compelled to look into the mirror and risks being trapped in the mirrors reflection. Any hero who moves past the mirror must make a morale test. IF the model fails this test, they gain a dominated status and will perform NO actions until it removed. The model may test every turn to remove it. The heroes locate an extremely valuable treasure and may designate a hero to carry the treasure. While carrying the treasure, any attacks against this hero are +1 to hit and + 1 strength to damage. If the hero survives the adventure, the heroes gain +2 VP. The heroes locate a voodoo doll for the member of their cast with the lowest ratings. There is reason to believe there are others. The villain player may place voodoo doll tokens around the haunted house, no more than one per room unless all unexplored rooms already have at least one. Cursed models attack and make attribute checks with a -1 penalty until the curse is lifted A porcelain statue of religious motif adorns the room. As the heroes approach, they can see the statue is crying a tears of blood. Make an immediate horror test. Failing this test will result in the hero spending its action fleeing the room. They may try again in subsequent turns. A Ouija Board sits on a small table in the middle of the room. The small planchette begins to move on it‟s own as if some unseen force is trying to communicate. The hero with the highest rating in the room must make an intelligence test to understand the message. If the hero deciphers the message than the heroes gain + 1VP.
Counter-Measure None When moving past the mirror, Pass a moral test.
Survive the rest of the game with increased lethality against you, or ignore the treasure. Each token represents one of the heroes. Locate the token, and remove the pin to remove the curse from a model. Pass an immediate horror test.
Pass test.
an
intelligence
Page | 28
Scenarios The cabin in the woods
Special Rules
Synopsis
Weak Barricading material with 1 Hit per token is found without limit inside the farmhouse.
The heroes were just out for a weekend getaway in woods. Little did they know that they were not alone. Night has already set, and the woods are too dangerous to attempt an escape in the dark. The only hope of the heroes is to survive the night, and hope for help to arrive in the morning.
End Credits
Cast This episode is intended for skirmish or raid size gaming, up to 200 ratings per side. Suggested antagonists: Zombies, no heroic extras on the stage during filming.
Location This episode should be played on a 4‟ by 4‟ table representing lightly forested and isolated rural homestead. A large farmhouse should be placed in the middle of the board. The remaining of the board should be lightly populated with trees and rocks.
Set Up The hero player must set up all his heroic models inside or within four inches of the farmhouse located in the center of the board (1). The villainous player may set his models anywhere within four inches of the game tables perimeter (2).
And….Action! Initiative is determined normal in all turns.
This episode will end if all of one side‟s models are Stunned, Dominated or are otherwise removed from play. Game play will also end after the complete of round 8, at which time the sun rises and heroic players are assumed to have survived the night.
Victory Points Not all of the standard VP rules are used in this scenario. Only conditions listed below will award players VPs during this scenario. Victory Condition Each Heroic Star or Co-star without statuses at the end of the game Each Heroic Star or Co-star with statuses at the end of the game
VP Award +1 each to heroes +1 each to villains
Page | 29
The break down
End Credits
Synopsis
This episode will end if all of one side‟s models are Stunned, Dominated or are otherwise removed from play. Play will also end one round after the heroic player manages to get the gas can marker from the gas station back to their broken down car.
The heroes find themselves stranded and alone on the road beside their broken down ride. The nearest truck stop was a mile down the road, and off in the distance, in the direction they need to head, are moans and screams of the danger they were trying to flee. The goal of the heroes in to towards their biggest fears, secure gas for their car and get back…. Alive.
Cast This episode is intended for skirmish or raid size gaming, up to 200 ratings per side. Suggested antagonists: Zombies, no heroic extras on the stage during filming.
Location This episode should be played on a 4‟ by 4‟ table in a desolate strip of road. The road should run through the middle of the board. On one end of the road, six inches from the edge of the table is located a gas station.
Set Up The heroic player should place his broken down car (1) on the road, six inches from the edge of the game board opposite the gas station (2). All the heroic players models must start within four inches of the broken down car. The villainous player may place their models anywhere within four inches of the game board edges that are parallel to the road (3).
And….Action! Initiative is determined normal in all turns.
Special Rules A gas can marker is located in the gas station. Any heroic model, but not villainous, may pick up the gas can marker coming into base contact and simply declaring this as a free action If the model carrying the gas can marker is killed, the marker will remain where they fell until another heroic model picks it up.
Victory Points Not all of the standard VP rules are used in this scenario. Only conditions listed below will award players VPs during this scenario. Victory Condition Each Heroic Star or Co-star without statuses at the end of the game Each Heroic Star or Co-star with statuses at the end of the game Getting the Fuel Getting the car started
VP Award +1 each to heroes +1 each to villains +1 VP for the heroes + 2 VP for the heroes
Page | 30
The Summoning Synopsis Little could the heroes have expected the villains were attempting summon a greater demon of the elder times. Arriving just in the nick of time, will they be able to stop the cultists before it is too late.
Cast This episode is intended for skirmish or raid size gaming, up to 200 ratings per side. Suggested antagonists: cultists and military types. This episode promises the possible appearance of the Mega Star – The Horror from Hoboken (see casting couch section).
appearance. If the Mega Star is summoned, place an appropriate model in the center of the summoning circle and move and move any necessary models a minimum distance to make room for model. For the remainder of the match, all villainous cast members fall into a catatonic state. They may not be attacked, or perform any action of their own. This catatonic status does not confer VPs for the heroes.
End Credits This episode will end if all of one side‟s models are Stunned, Dominated or are otherwise removed from play.
Victory Points
Location
Not all of the standard VP rules are used in this scenario. Only conditions listed below will award players VPs during this scenario.
This episode should be played on a 4‟ by 4‟ table. On one corner of table is the casting area (1), a 12” open circular area where the cultists are at work.
Victory Condition
Set Up
Each Villainous Star or Co-star with statuses at the end of the game Each Heroic Star or Co-star with statuses at the end of the game
The villainous player should place all his cultists within the casting area, and may place any remaining forces up to 6 inches from the edge of the casting area (1). The heroic player must place all his models in the 12 inch square of the opposite corner (2).
Summoning the Great Beast Preventing the summoning Slaying the Great Beast
And….Action! Initiative is determined normal in all turns. If the Mega Star is summoned, he is not eligible for activation until the turn following his arrival.
Special Rules The villainous player must select five models from his cast to serve as Magi. The Magi may be stars, co-stars or extras. The summoning, each magi may declare casting as a special action as long as they are within the casting circle and without any status tokens, doing so generates 1 casting token for the villainous player. When the villain has gathered 20 casting tokens he/she may trade those in for the Mega Star
VP Award +1 each to heroes +1 each to villains +3 VP for the Villains + 2 VP for the heroes + 6 VP for the heroes
Page | 31
Innocents Lost
Special Rules
Synopsis
The heroic player is given 6 unarmed innocent civilians to temporarily add to their cast. Profiles are list on page 85 of the main rulebook.
The heroes stumble upon a wandering group of unarmed, and untrained civilians who have little hope of surviving without help.
Cast This episode is intended for skirmish or raid size gaming, up to 200 ratings per side. Suggested antagonists: zombies.
Location This episode should be played on a 4‟ by 4‟ table. On the far edge of the table (from the heroes) is a helicopter which can airlift the civilians and heroes out of the hot zone
Set Up The heroic player should place a helicopter model six inches from the edge of the game board and center (1). All the heroic players models must start within six inches of the opposite game board edge (2). Additionally, 6 survivor models or tokens should be placed within the heroic starting area. The villainous player may place their models anywhere within four inches of the two game board edges that are adjacent to both the helicopter edge and heroic starting edge (3).
And….Action! Initiative is determined normal in all turns.
Boarding the copter – Any model that is in base contact with the helicopter may board the craft immediately during their activation. Only 4 models may board the craft per turn.
End Credits This episode will end if all of one side‟s models are Stunned, Dominated or are otherwise removed from play. Game will also end if all heroic models have boarded the helicopter.
Victory Points Not all of the standard VP rules are used in this scenario. Only conditions listed below will award players VPs during this scenario. Victory Condition
VP Award
Each survivor that boards the helicopter Each Heroic Star or Co-star with statuses at the end of the game
+1 each to heroes +1 each to villains
Page | 32
…and none shall survive! Synopsis The heroes find themselves wandering into the middle of a cemetery. Surrounded on all sides by the walking dead, the only hope of the heroes is to find the missing pages from the book of the dead.
Cast This episode is intended for skirmish or raid size gaming, up to 200 ratings for the heroes. Suggested antagonists: zombies. The villain player may select no extras, and may only have stars and co-stars totaling no more than half that of the heroes starting total rating..
Location This episode should be played on a 4‟ by 4‟ table. Grave markers, crypts, small trees and funerary art adorn the area.
Set Up The Heroes start along one of the game board edges (1). Four spawning markers should be placed on the board, equidistant from each other and the middle and edges of the game board (2). The villain player may place their stars and co-stars within six inches of any spawning marker. In the middle of the game board is an altar. (3) Three page markers are placed in between the spawn the markers (4): 1 centered between the two furthest spawn markers, and 1 centered between the two to the right, and another between the two to the left.
And….Action! Initiative is determined normal in all turns.
Special Rules Spawning Markers: During each turn, the villain player may roll 1d6 for each of the four spawning markers and consult the table below. Any zombies spawned should be placed within 6 inches of their spawning marker, and may NOT be placed in base contact with a hero model. These zombies may be used in the turn they appear.
1D6 roll
Result
1-2
None
3-4
1 Zombie without a name
5
2 Zombies without a name
6
3 Zombies without a name
The Book of the dead: The heroes must gather the three book page tokens scattered across the board. Then, the player must bring all three tokens to the altar to assemble the book and recite the spell of un-doing. It takes 1 special action to recite the spell.
End Credits This episode will end if all of one side‟s models are Stunned, Dominated or are otherwise removed from play. Game will also end if heroic models have assembled the book and recited the spell.
Victory Points Not all of the standard VP rules are used in this scenario. Only conditions listed below will award players VPs during this scenario. Victory Condition Each Heroic Star or Co-star with statuses at the end of the game Each page token in possession of a heroic model without statuses. Reciting the spell
VP Award +2 each to villains +1 each to Heroes +4 to Heroes
Page | 33
Resupply Drop Synopsis
be placed within 6 inches of their spawning marker, and may NOT be placed in base contact with a hero model. These zombies may be used in the turn they appear. 1D6 roll
The heroes find themselves unarmed and stranded in the middle of nowhere, and surrounded by monsters. Their only hope is to seek out weapons, friends, and maybe shelter.
Cast This episode is intended for skirmish or raid size gaming, up to 200 ratings for the heroes. The villain player may select no extras, and may only have stars and co-stars totaling no more than half that of the heroes cast rating.
Location This episode should be played on a 4‟ by 4‟ table, and may be an urban or rural setup.
Set Up Three spawning markers should be placed on the board, near three of the corners (1). The villain player may place their stars and co-stars within six inches of any spawning marker. The heroes may setup in the remaining corner (2). The villainous player should place a number of weapon cache tokens across the board equal to the number of weapons the heroes have listed on their cast sheet (3). No token may be placed within six inches of another token, nor a spawning marker.
And….Action! Initiative is determined normal in all turns.
Special Rules Weapon Cache: The heroes start the scenario without their weapons, and may only use their brawl attacks. If the heroes get to a weapon cache marker they may give the weapon to the model who lands on it. Coincidentally, the weapon corresponds to the weapon the model originally forgot. Spawning Markers: During each turn, the villain player may roll 1d6 for each of the four spawning markers and consult the table below. Any zombies spawned should
Result
1-2
None
3-4
1 Zombie without a name
5
2 Zombies without a name
6
3 Zombies without a name
End Credits This episode will end if all of one side‟s models are Stunned, Dominated or are otherwise removed from play.
Victory Points Not all of the standard VP rules are used in this scenario. Only conditions listed below will award players VPs during this scenario. Victory Condition Each Heroic Star or Co-star without statuses at the end of the game Each Heroic Star or Co-star with statuses at the end of the game
VP Award +1 each to heroes +1 each to villains
Page | 34
Page | 35
Page | 36
Page | 37
Page | 38
Page | 39
Page | 40
Page | 41
Page | 42
Page | 43