Dwellers break through the membrane separating us from the Outer Dark as solitary predators. They live in lakes and ponds in underpopulated areas. Dwellers find their most fruitful hunting grounds in or near parks and camp sites. They often select spots connected to a murder, tragic accident, or other dark urban legend. When such legends do not exist prior to the dweller’s appearance, its activities soon generate them.
Dwellers can’t be observed directly, though the water they displace as they move toward a shoreline is certainly visible. Their movements may be mistaken for those of a large fish, tortoise, or semi-aquatic mammal.
They attack when people approach the shore alone. The dweller surges onto a leg or arm, using an invisible tubule to inject a parasitic pseudo-larva into the bloodstream. This migrates into the victim’s brain, turning him into a serial killer—often with a theatrical flair for killing, each brutal slaying more elaborate than the last. Outside of the homicidal fugue states caused by the parasite, the subject retains normal consciousness and motivations. When the parasite activates and the red fog descends, the killer often affects a rudimentary mask meant as much to terrify as to conceal identity. This might be a rubber Halloween mask, a hockey mask, or the flayed, cured skin of an early victim.
Safely in a nearby body of water, the dweller receives fearful psychic energy generated by the killer’s attacks, using them to further pierce the membrane. It may go dormant for a period after authorities capture or shoot down the murderer. After a while, it injects another subject, commencing a new cycle of murders. Such recurrences may inspire rumors that the original killer has returned, somehow rendered immortal, perhaps as an eternal physical manifestation of man’s urge to slay man. Like all sources of cognitive alarm these tales also thin the membrane.
The dweller itself offers little physical threat if caught: an Ordo Veritatis agent once bludgeoned one to death with a canoe paddle. In another instance a grenade tossed into a pond did the trick. But if the parasite victim has yet to be apprehended, the murders will continue.
Use dwellers in The Esoterrorists or Fear Itself.
The Esoterrorists are occult terrorists intent on tearing the fabric of the world – and you play elite investigators out to stop them. This is the game that revolutionized investigative RPGs by ensuring that players are never deprived of the crucial clues they need to move the story forward. Purchase The Esoterrorists in print and PDF at the Pelgrane Shop.
Fear Itself is a game of contemporary horror that plunges ordinary people into a disturbing world of madness and violence. Use it to run one-shot sessions in which few (if any) of the protagonists survive, or an ongoing campaign in which the player characters gradually discover more about the terrifying supernatural reality which hides in the shadows of the ordinary world. Will they learn how to combat the creatures of the Outer Black? Or spiral tragically into insanity and death? Purchase Fear Itself in print and PDF at the Pelgrane Shop.