So, you’ve been bitten by the werewolf. Infected by the zombie virus. Snacked on by Dracula. Discovered that your grandmother came from Innsmouth, or that you were conceived in the Outer Dark. You’re a monster, and soon you’re going to succumb to the darkness in you and turn on your comrades.
Up until then, though, you can use your supernatural abilities to help your friends. You’re doomed, but maybe they’re not…
The following rules apply to player characters turned monsters.
- Dark Gifts: You can spend Stability as Aberrance at a 2-for-1 rate. If the monster you’re connected to has an Aberrance-fuelled power, then you can access that power by spending Aberrance. For example, an Ovvashii can use Aberrance to compel a victim to reveal secrets to it – if you’re tainted by an Ovvashii, maybe you can use this dark gift to question creatures of the Outer Dark!
- More Than Human: You can also spend Stability to temporarily boost any of your Abilities or any of your Modifiers (Armour, Damage, Awareness and so on) – but you’re limited by the scores of the connected monster. So, if you’ve been infected by a werewolf (Damage Modifier +2), you can spend Stability to boost your Damage Modifier for one attack, to a maximum of +2.
- Dark Insight: You gain a new Investigative Ability, Dark Insight, giving you, well, insight into the intentions and inhuman motivations of the monster. It’s not at all reliable, but can give you some inkling of the monster’s next target, its weaknesses, or its origin.
- Degeneration: When you start Losing It (Stability -1 to -5), you gain a Stigma – a permanent and visible sign of your inhuman nature. This can result in changes to your character’s statistics – maybe your hands become claws, giving you a Damage Modifier. When you’re Shattered, you gain a second Stigma. Finally, when reduced to -12 Stability, you become a monster.
- No Redemption: You gain only half the benefit from Shrink spends – and if you spend Stability for Dark Gifts or More Than Human, you must also reduce your Rank by the same amount.
A Monster From The Start
If the GM allows it, you can declare at the start of a campaign that your character is monstrous. You start with Dark Insight. Typically, being monstrous is a restricted concept, just like psychics. You don’t know what your monstrous nature is at the start of the campaign, and the GM is encouraged to mislead you with red herrings and cryptic allusions.
Both of these monsters work as potential connections for tainted investigators.
Paternals are semi-parasitic creatures from the Outer Dark. They bind themselves to human anchors to keep themselves on this side of the Membrane. Once attached, Paternals protect their mortal anchors for the rest of the mortal’s life, defending the mortal against external threats, and only moving on only when it becomes clear that the mortal is dying of natural causes. The trouble is that the Paternal’s definition of “threat” is malign and erratic – your neighbour bought a new set of garden shears? Clearly, the neighbour’s plotting to murder you – better kill him first! Paternal Anchors find themselves at the epicentre of a spate of unexplained deaths, brutal murders, and supernatural weirdness. Moving to a new home provides a few months of relief, but sooner or later, the Paternal will find its anchor again…
(Some anchors have tried living alone in the wilderness, which works for a while – but eventually, the Paternal gets bored of having nothing but small animals to eviscerate, and starts roaming further and further afield…)
Paternals are almost invisible, appearing only as a shadow or stain. When actively attacking, the Paternal manifests as a vaguely male figure, shrouded in dark mist – imagine a statue of a Greek god made of boiling smoke.
When it’s time to take a new anchor, the Paternal looks for a young child, especially one that’s in danger. It then saves that child from peril, impressing itself onto it and detaching from the previous anchor – who it then sees as a potential threat that must be destroyed. Horribly, Paternals do seem to have some degree of genuine affection for their anchors, and never attack them if they have any other recourse.
Abilities: Aberrance 10, Health 12, Scuffling 16
Hit Threshold: 5
Armour: None, but most attacks go right through the Paternal’s shadowy form. A Paternal can only be injured after it manifests.
Awareness Modifier: +2
Stealth Modifier: +2
Damage Modifier: By telekinetic weapon or +2 (when manifest)
Telekinesis: A Paternal can spend Aberrance to fuel Telekinesis, as per the psychic gift (Fear Itself, p. 76). Paternals use this power to eliminate perceived threats.
Manifest: Normally, a Paternal is immaterial and mostly invisible. It can spend 1 Aberrance to become solid and visible for a round, allowing it to use its Scuffling.
Monstrous Strength: When manifest, the Paternal can spend 2 Aberrance to perform feats of incredible strength, like throwing a car or smashing through a wall.
The Unkind are almost human. Their ancestors were human. To be precise, their ancestors were all members of the Church of the High Rock in 19th century Massachusetts. The crazed preacher, Henry Sparrow, somehow tore a hole in the Membrane, cursing the members of the congregation assembled in the chapel on that fateful night. They became attuned to the Outer Dark, able to slip across the Membrane to the other side much more easily than normal humans. Worse, over time, the curse would transform them into creatures of unremitting horror.
Most of the congregation fled after Sparrow’s ritual. However, the curse is heritable, and their descendants are all doomed to fall through the Membrane to the Outer Dark, or become monstrous on this side of reality. Some of Sparrows’ followers have given into their corruption and worship the lords of the Outer Dark; they now seek out their lost cousins so they can bring them into the service of the horrors.
‘Mature’ Unkind – those who have crossed over enough times for their monstrous genetic heritage to come to the fore – are spindly, spidery things, with skin like yellowing paper and far too many joints. Their teeth migrate back down their mouths and throats, with replacement teeth sprouting in the gums – an Unkind might grin with seven or eight circles of sharp, sharp teeth. They also develop a third eye, located in the throat; this eye can see places where the Membrane is thin.
Abilities: Aberrance 6, Health 6, Scuffling 8
Hit Threshold: 4
Awareness Modifier: +0
Stealth Modifier: +1
Damage Modifier: By weapon or Bite +1
Slip: An Unkind can spend 1 Aberrance to slip through the Membrane into the Outskirts of the Outer Dark, a parallel realm that looks like a shadowy, desolate, monster-haunted version of our reality. If the Unkind spends 3 Aberrance instead, it can open a small tear, allowing it to transport up to five other people.
Spy: An Unkind can look from the Outskirts into the ‘normal’ world, or vice versa, by opening its third eye. This costs one Aberrance.
Fear Itself 2nd Edition 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 Unremitting Horror from the Outer Dark? Or spiral tragically into insanity and death? Purchase Fear Itself in print and PDF at the Pelgrane Shop.