In this story hook for preteen weird investigation in Fear Itself, excitement over Mars exploration turns to alien terror in a sleepy small town.
The young protagonists assemble when assigned to a group class presentation about the latest NASA rover mission to Mars. They establish their group dynamic while poring through images on the NASA site on a Zoom conference.
As the discussion wanes, one member of the group hears an alarming bashing sound outside the house. This character is alone in the house for reasons you ask the player to specify. They go out to check and see the Mars rover sorting through their trash cans. Seeing that it’s been spotted, it rattles away, vanishing from sight despite its ungainly construction.
The group might gather to search for it then. Or become alarmed the next day, when they stumble across a raccoon, coyote or other example of local wildlife, subjected to the same sort of dissection described in accounts of cattle mutilation. Nearby: tread tracks that look awfully like the probe.
Inquiries to NASA get the brushoff. But then the kids see government investigators show up to ask questions. And then disappear, their vehicle still running by the roadside.
The group hears of more sightings, but only from their classmates. Whenever they’re asked about it, adults either convincingly say they’ve seen nothing, or enter a glazed-over state indicating that they’ve had their memories tampered with.
The kids see that second group of adults constructing something at night, moving about robotically, as if under external control. After observation—with the threat of discovery and a chase—they can determine that it is a corral of some kind.
Seen up close, the probes do not quite match the NASA versions. Lines that ought to be straight instead display organic irregularities. The metal breathes. A camera blinks, revealing itself as an eyeball.
By capturing one of the probes and making a Science spend they can not only communicate with it but compel it to reveal its story. It belongs to a shapeshifting alien race. Its people encountered the probe on Mars and took it for Earth’s dominant life form. Not long after their raiding ship landed in the old quarry outside town, they realized they’d chosen the wrong form. But never mind—they’ve still managed to move about, psychically enthralling enough victims for the slaughter to soon commence. Those space agency investigators seemed an impediment at first, but quickly became an appetizer for the great feast to come.
Only the young are immune to their psychic powers, leaving our heroes alone to destroy the corral before it becomes a slaughterhouse, taking out the shapeshifters and their ship. Build your conclusion around the players’ plan, throwing in a surprise obstacle or two along the way.
Abilities: Aberrance 14, Athletics 4, Fleeing 12, Health 4, Psychic Blast 10
Hit Threshold: 3
Awareness Modifier: +1
Stealth Modifier: -2
Damage Modifier: +3 (psychic blast vs adults); -2 (psychic blast vs teens or younger)
Aberrant Powers: Can alter its outer surface to a frequency outside the human visible spectrum, spending 1 Aberrance per adult observer or 2 per younger observer to become effectively invisible. Can erase itself from the memory of any adult on a 1 pt Aberrance spend and gain obedience from an adult on a 2 pt spend. Refreshes Aberrance at dusk each day.
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.