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VHS - Quickstart

This document provides an introduction to the rules and components needed to play VHS, an RPG inspired by horror movies where players take on the roles of protagonists trying to survive horrific events. The summary outlines character sheets, monster sheets, dice, a director role, and customization options for creating one's own characters, films, locations, and monsters.

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JF Boivin
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© © All Rights Reserved
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100% found this document useful (1 vote)
825 views49 pages

VHS - Quickstart

This document provides an introduction to the rules and components needed to play VHS, an RPG inspired by horror movies where players take on the roles of protagonists trying to survive horrific events. The summary outlines character sheets, monster sheets, dice, a director role, and customization options for creating one's own characters, films, locations, and monsters.

Uploaded by

JF Boivin
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
Download as pdf or txt
Download as pdf or txt
You are on page 1/ 49

QU I CKST AR T

written by: Simone ‘Aces’ Morini


Artworks: Vincenzo Pratticò’ e Fabio Porfidia
Editing: Laura Cardinale
3d graphic: Aldo Pisani
english translation: Federico Lorenzo Gavioli
Beta-tester: Federico Bertolutti, Luca Catellani, david
Chelazzi, Michele Corradini, Valentina ‘Nina’ Favaron,
Ilenia Giachetti, Francesco Giannarini, Martina Grosso,
Leonardo Nencioni, Giorgia Odino, Gianluca Poccianti,
Alessandro Venti, Francesca Viganò, Cloud Zattara
WHAT IS THIS QUICKSTART?
WELCOME TO VHS An appetizer of what will be the final game, this booklet
“...six-year-old child with this blank, pale, emotionless face, and... the contains everything you need to begin playing VHS. Nello
blackest eyes - the Devil’s eyes. I spent eight years trying to reach him, and specifico, contiene:
then another seven trying to keep him locked up, because I realized that • Rulebook (this right here you are reading now),
what was living behind that boy’s eyes was purely and simply... evil.” including 3 premade Films;
[Sam Loomis, Halloween, 1978] • Rules for the Bloodlust Genre;
• 4 Character Sheets and 2 Monster Sheets;
[Sam Loomis, Halloween, 1978] • 2 Main Sets;
• A guide to use Roll20 for your online sessions;

W
elcome. • Blood Survey, a small survey for us to know what you
Please, take a seat, on the couch or where you think, what could be improved, suggestions and how
feel most comfortable. Not that it makes much much you are enjoying the game. If you compile it,
of a difference, you won’t be sitting for long. there is a small surprise for you, too.
Just give me a moment to find the remote… ah, there it is.
I can tell from your faces you do not know what is about
to happen, am I right? Don’t worry, you shall have your WHAT IS VHS?
answers as soon as I press this button. This tiny, simple whi-
te triangle is the beginning of everything, my friends. VHS is a roleplay game inspired by horror classics such
Begins what, you ask? as Halloween, Alien, Nightmare and many more, where your
Of the horror… of course. goal is to survive the horrors the world (whether ours or
even darker ones) pits you against.
If you are reading these words, you must be holding the You could find yourself fleeing from a grove, chased by a
Quickstart for VHS, the RPG for Nights of Blood and Horror. bloodthirsty murderer, breaking out from a house inhabi-
ted by cannibals, destroying the ship of a carnivorous alien
before it lands on Earth, performing a ritual to banish a
demonic creature back to hell and so much more. If you
have ever watched a horror movie, I am sure you have a
couple of ideas of what could happen, after all it is the clas-
sics we are dealing with!
How many times you yelled at the screen “Don’t split, you
idiots!”, “It’s behind you!” or “Not a chance I would’ve gone the-
re”? In VHS, you will not need to do so (not for that, at
least), because you will be right there, with the protagoni-
sts (or, if you prefer, aspiring victims) facing in first person
the horrors lurking in the shadow.

2 - Introduction Introduction - 3
It will be you preventing the ritual for summoning a
Kandarian demon; you will rescue your companions from
the torture dungeon of a bloodthirsty killer or fight a hau-
nting spirit who steals the souls of the living.
In addition to feeding you to monsters and demons,
ghosts and aliens, VHS allows you to write your own Films,
leveraging its deep and adaptable system. Breathe life into
your own Sets, Characters and, most of all, the Monsters they
will face in game. All of this, plus the clichés and classics
that made one of the most beloved genres ever what it is
now… surely the one capable of keeping you up at night.

Will you survive the onslaught and rewrite the ending,


or will you join the throng of the dead? Your destiny is in
your hands.

As long as they remain attached to your arms, that is.


TABLE OF CONTENTS
AND THE REST…?
As said, this booklet is just a small taste of the actual game,
Pag. 6.6......... 1. Rules
Pag. 35......
35 ...... 2. Main Set
which will see the light through a Kickstarter campaign set
for March 2022.
At any rate, mind the spoilers in the following pages,
marked by this symbol, because they are a sneak peek for
the final project. And if you do not mind a little spoiler, Pag. 53......
53 ...... 3. Monsters
how about the last page of this Quickstart? Return here to
keep on reading, though, will you?
See you then!
Pag. 66.
66 . . .... 4. Items
Ok, we can proceed. Pag. 71......
71...... 5. Films

4 - Introduzione
1 - PRESS PLAY... AND SCREAM! 5. 2 Six Sided Dice: No need to elaborate on this, I assume.
6. Characters and a Director: Like many roleplay games,
this too requires a master, in this case called Director,
“In the dark of the swamp, only two things catch fleeting glimpses; two tasked with arbitrating the game, controlling Mon-
white eyes and a straight silver. The hunt begins.” sters, Non Protagonist Actors and managing events. If
[From the tale “The Alligator - The Mystery of the Blind Ripper”] the master is the Director, players are the Protagonist
Actors or, as they are more commonly called, Cha-
This chapter contains the main rules to play different racters. “Players” are the people sitting at the table,
Film types, in addition to the Bloodlust Genre. Films? Genre? including the master, while Characters are those who
What is this stuff? Do not panic (not yet, at least) and let us must face the game events and fight (or, more often,
delve into what you need to play VHS. escape from) Monsters.

1. Character Sheet: As the name suggests, the Character


Sheet represents your alter ego in the game rules. CUSTOMIZATION
They can be common folk as well as a lawyer, the This is far from the entire thing! The final release
school genius or a police agent, or even something of the rulebook will include rules to customize almost
more peculiar, like an occultist, a demon hunter or anything. You will be able to create your own Characters,
an exorcist. Each character has their story, their Films, Main Sets and, of course, your personal Monsters.
parameters and skills. This Quickstart includes 4 All this through simple steps with not only total control
ready made characters. over your sessions, but also taking only a few minutes
2. Monster Sheet: Monsters, the nightmare creatures you by drawing from premade scenarios as well as other
will face in the game, have their sheet, too, rich in building blocks.
skills to torment, capture and do many other extre- Because horror must tread on an already walked path!
mely unpleasant things. This Quickstart includes the
butcher Edmund Carving and The Howling Host;
3. Main Set: When you and the other characters will be
faced with the Monster, most of the time you will do
so moving about Main Sets, maps to explore or from
which flee as soon as you can. They can be a haunted
villa, a forest and so on. This Quickstart includes 2
Main Sets: The Swamp and The Slaughter House;
4. Film: Every movie is made of actors, backgrounds,
plots and endings. A Film is the same (in our case
Characters, Monsters, Main Sets and so on) that, when
woven together, create game sessions. In this Quick-
start are included 3 Films: The Alligator, Escape from
Blood Mansion and The Face Hunter.

6 - Press Play... And Scream! Press Play... And Scream! - 7


MEASURING BLOOD
HAND OVER EYES
As with every game, the point of VHS is entertainment Not bearing frightening scenes does not
and fun, even if it touches frightful topics such as fear. A necessarily mean refusing to live them entirely. How
fear that, in this case, is healthy, something the players at the many times, when watching a horror movie you averted
table have nothing to be afraid of. you closed your eyes or buried your face in a pillow
However, as you know, horror movies come in different before the ghost made their appearance?
levels of violence; not always it is measured by the amount of During a session, at any moment, a player can put
blood spilled by the poor victims. their hand over their eyes and/or say Hand over Eyes
Before a VHS session, especially if you are about to play out loud. Then, the Director (or whoever is narrating the
with people you do not know, take a few minutes (or more scene) should either cut their narration to the essentials,
than a few, as much time as you need) to agree on the themes leaving the most frightening details to the side, or let the
to touch, plot type and, above all, the threshold of terror, player who called Hand over Eyes sit the narration out,
violence and fear not to push beyond of. As well as there are maybe in another room.
many players who love splatter movies, so there are many Same applies for pictures. If during your sessions you
Directors who have no qualm in narrating quite the explicit show particularly violent or explicit pictures, warn the
quartering or massacre scene. Same goes for themes such table before doing so, to give your players time to put a
as torture, demonic possessions and so on. Always remem- hand on their eyes, if necessary.
ber that there is nothing wrong or shameful in approaching
some topics or others in detail or not, as long as it is done in
respect of the sensitivity and limits of all players at the table. SUSPENSION (ON A MEATHOOK)
MEATHOOK )
On the other hand, this is still a horror game. If, even OF DISBELIEF
with all the care at the table, you still think you will not have
a good time dealing with the scenarios in this game, then If you have ever seen a horror movie (and I sincere-
probably this is not the one for you. And, allow me to say it ly hope you have!), you should know that often the plot
again, there is NOTHING wrong with that. revolves around protagonists systematically ignoring com-
mon sense and their self-preservation instinct. Need a few
examples? A group of adolescents decides to spend their
vacation in a mountain cottage, where recently a family was
butchered. Or allowing the shadiest individual they can
find to ride along them, who at the end (who would have
think?!) captures them. Or even, the nosy fella who reads
from a demonic book bound in human skin. Any bells ring-
ing?
Well, VHS works similarly. You and the other players
already know what manner of situations you will be fac-
ing. You are aware you will risk life and limb, will face dis-

8 - Press Play... And Scream! Press Play... And Scream! - 9


quieting beings, demons and murderers. YOU players at I SCREAM ALONGSIDE YOU
the table know. Your characters DO NOT. As such, when
sitting at the game table, try to really immerse yourselves There is another fundamental aspect to mention: in this
in your characters. As much as this applies to all RPG’s, it game, the Director is NEVER on the players’ opposing team.
does especially so in VHS. After all, every horror movie has They are the director who chooses the scenes, not the murde-
those characters who are naive or cocky in the beginning, rer hellbent on killing the characters. The Monster is a creatu-
right? re who plays by their own rules, as well as the characters have
theirs. The goal of the Director is to keep the balance between
Often, the Films you play will put your characters in sin- tension and calm, panic and quiet; they should never limit
ister situations. Everything you have to do is to let them themselves to trying to “win” against the players.
develop and play into your characters’ quirks and pecu-
liarities. If your character is slow to trust, it should show
during game time. If your character, on the other hand, is
naive, remember to make them behave accordingly. Rules
Do not assume the Director actively wants to push you “When you’re inside a nightmare, waking up is the only way out. This, tho,
towards death and, especially, please do not attempt to is real life; it breathes and is hunting us. When faced with all this, maybe the
actively throw wrenches in their gears. Remember that, only way out is to close your eyes and hope it is over soon…”
had the crew of the Nostromo ignored the beacon from an [Rupert Craver, disappeared in the abandoned Cradle Hill asylum]
unknown planet, now we would not have Alien. And, had
Ash Williams not turned on the recorder with the tran- Perfect! You and the other players have your six sided
scripts of the Necronomicon, we would not have Evil Dead. dice and your Character Sheet, the Director set up their
Let, then, events play out, let tension build and then, the Monsters and Film. And now? How does everything work
theater of blood and horror has pulled its curtain open, together?
concern yourselves with getting to safety. Let us begin from the Director and how a Film works.

MAKING A FILM

“I just can’t take no pleasure in killing .There’s just some thing As mentioned earlier, the Film, just like a movie, is made
of all the elements that, in the case of VHS, shape game
you gotta do. Don’t mean you have to like it.”
sessions into what you actually play. In the specific, they
[Drayton Sawyer, The Texas Chainsaw Massacre, 1974] include:
• Name: Any self respecting horror movie (well… any
movie period) has a title;
• Number of Players and Time: Premade Films include
the recommended number of players (not including

10 - Press Play... And Scream! Press Play... And Scream! - 11


Director) and the average length of a game. Every This is the most delicate part for the Director, because they
player plays a Character, called Protagonist Actor in must bring the group together (especially if they do not know
VHS. Once you are familiar with the game and how each other initially) and into the Main Set. If the Introduction
to make your own Films, you will be able to add these happens too far away from the Main Set or the Characters
pieces of information, to manage them more accu- are given too much freedom of movement, their arrival on
rately; the Main Set could feel forced and not as engaging.
• Monsters: The key part of every Film, identified by
some as the true protagonists of any horror scenario.
A Film can include (sorry, players) more than one WRITING THE SCRIPT
Monster, each with their allies and influence on the Writing a Script is a key passage in the
Main Set… their own realm of terror. composition of a Film. It sets the borders of the events
• Non Protagonist Actors: Non player characters (NPC’s) and, of course, the crescendo for the terror. In the final
who in a movie play secondary roles and can be release of VHS this passage will receive more attention,
either allies or enemies under the control of the providing, in addition to customization guidelines,
Director; a list of Main Set and Monster dependent premade
• Main Sets: The maps where characters and Monsters building blocks, such as a series of Introductions to bring
move. A Film can be set over multiple Main Sets, Characters on set, a series Monster-related First Scares
allowing the Director to weave different settings and and a dedicated list of Deliverance.
plots together. However, choosing a Main Set does
not necessarily equate to just placing a map on the
tabletop. Before it is ready for the players to run If you want to make things easier, you can decide the
around in, its Areas require a Tension Level and Side characters already know each other, maybe already are on
Sets, about which you can find more at page 35. the Main Set or both. In longer sessions (or over the course
• Script: Made of an Introduction, First Scare and Delive- of sessions in the same Film) you can also choose to dedi-
rance, described in more detail down below. cate more time to the Introduction and the relations between
the characters. In short, to the “role” part of “roleplaying
The Script game”.
The Script represents the sequence of events, helps the Keep in mind that the crux of the session is in the Main
Director navigate through the various phases of the game Set, where the First Scare happens and the Monster can make
and is split into Introduction, First Scare and Deliverance. its appearance. As such, one way or another, the Characters
must end up there eventually.
Introduction: Here are introduced the characters and
the reason that brought them where the most frenetic (and You do not want to spend too much time talking? To
frightening) part of the Film happens. In this phase it is expedite a session, keep the Introduction descriptive and
the Director to place the Characters in the Script according to skip to the First Scare directly… and to the screaming!
their backgrounds.

12 - Press Play... And Scream! Press Play... And Scream! - 13


First Scare: The Introduction ends with the First Scare, that
event that makes the Characters more or less explicitly real- PLOT TWIST
ize something is wrong. It always coincides with the activation The shy forest ranger who eventually is
of the Fear Counter and the Characters moving through the exposed as an accomplice of the killer, the
Main Set according to its rules. The First Scare could be a vengeful specter proving to be a poor soul
frightening apparition, somebody being kidnapped by a possessed by another entity, the monster blocking the
monster, witnessing a possession and so on. Note that the road to safety at the last possible moment, when the
mere suspicion of being cursed, seeing a ghost in the cor- heroes thought it was dead. These are examples of
ner of one’s vision or the temporary disappearance of a Plot Twist, events that suddenly steer the ending of the
companion do not constitute First Scares. story in a different direction and, at times, that of the
characters’, too. A Plot Twist can happen in a Script right
Deliverance: The last point of the Script represents how before or during its Deliverance, to mix things up right as
the surviving characters (if any) escape the clutches of the the characters feel closer than ever to the light at the end
Monster or even defeat it. It could include recovering the of the horror tunnel.
keys to an escape vehicle, finding and destroying the vessel Although the premade Scripts do not include Plot
of the Monster’s soul or even simply recovering weapons to Twists, you can have fun adding your own! This way,
kill it. it can be a surprise even for those players who have
already had their peek of the Films in this Quickstart.

14 - Press Play... And Scream! Press Play... And Scream! - 15


CHARACTER SHEET
LIKE IN THE MOVIES
The Character Sheet is made of two pages. The first contains As you may have noticed, every Character
the rules of the character, the second their picture and or Monster has two names and, no, it is not an
background. oversight. The one written in larger character is their in
game name, while the smaller is the player’s. Just like
In the first page, are the character’s Primary Scores, actors in a movie, the same people playing different
Conditions, Parameters, a Special Ability, Traits and Equipment. roles, victims and executioners alike. Monsters, on the
other hand, do not require to be played by somebody
Back (special effects and animatronics can work wonders!).
So, the next time you are making a Character, the name
of their actor (as well as their appearance) could be
yours. Ever dreamed of starring in a movie where you
Front are cut to bits?
For obvious reasons, this aspect of a character exerts
a powerful influence on the mood of the game, making
1 it feel closer and more real to the horror movies VHS is
inspired by.
4
3 2
Primary Score [1]
Primary Scores are split in Insanity (brains) and Wounds
(blood drops). Every time you suffer a Wound or receive an
5 Insanity point, you must tick its checkbox. If you tick all of
the Wounds checkboxes, you are dead. End of the line (eh,
sort of, more on that on page 31). If, instead, you check all
the Insanity boxes, your Character enters Shock state.

Conditions [2]
The mental states your character can be: Calm, Fear and
Shock. States alter your Parameters and establish which Traits
you have access to. Everything you see written in yellow or
6 next to a heart (the first column of the Parameters and the
first two Traits) applies to your Calm status. Everything in
red or next to a half hear, the second Parameters column
and the last two Traits, instead applies to your Fear status.

16 - Press Play... And Scream! Press Play... And Scream! - 17


Fear Shock: When under Shock, receives 1 Insanity point and Insanity
What follows is a list of as your brain cannot bear enters Fear state. When a Character suffers
cases that could prompt the atrocities and tension Insanity points.
a Character to shift into anymore, the Parameters that Changing States: At any • Voluntary change of
the Fear state. Note that apply are those of the third moment you can choose to State;
these events influence all column, written in blue and have your Character receive • Killing a human being
the Characters witnessing under a heart split in four. 1 Insanity point to shift from or a Monster;
them. Also, for “first” When in Shock, you cannot the state of Calm to Fear and • Seeing another human
apparition of the Monster use your Special Ability and vice versa, without it coun- being or Monster die
is intended the first time can benefit from only one ting as an action (see page 57 (whether at the
every Characters sees it, not Trait from the Calm list and – Fighting the Monster). hand of the Monster
Monster,,
their very first apparition only one Trait from the Fear another Character, a
on the Main Set.
Set. A Monster one, determined randomly As you will notice, while Non Protagonist Actor
can appear a dozen times, rolling 1d6 for each of the in Fear state, two Parameters or beast, traps or as
but if each of them features two. On a result of 1, 2 and 3, increase and two decrease an accident. This can
a Character seeing it for the you use the first Trait and on to represent that such sud- coincide with the First
first time, then the first a 4 or more, the second. den change in state could Scare, causing a chan-
apparition rules apply. To leave Shock status, you lead an individual to redi- ge into Fear state).
need specific Traits and Spe- scover hidden wellsprings of
• Scare;
First Scare; cial Abilities or items such as power, such as a slumbering The cases when a Character
• Event;
Dreadful Event; the Stabilizers (see page 66 - strength or a singular qui- suffers Insanity points and
• Entering the Monster’s Items). Anything that openly ckness in the legs… as well Fear..
changes into status of Fear
Lair (it is not possible states the recovery from as potentially making things • Finding a human corpse
to resist Fear unless Shock status works, the simple even worse. States prevent (if the same Character
specified by Traits or reduction of Insanity points your Characters from using stumbles more than
Abilities);
Special Abilities); does not allow a character to two of their four Traits, Traits once in the same
• Any scary or other- leave the Shock state. that could prove vital for the corpse or finds the
wise unsettling scene, situation. corpse of somebody
such as entering a Resisting Dread: Other As such, choosing to flow they saw dying, they
room decorated with than a few specific excep- from one State to another, do not gain Insanity );
Insanity);
human bones, seeing tions, when your Character trying to resist Fear or letting • First apparition of a
a figure floating in the is about to move from their it grasp your Character are Monster (it is not possi-
middle of a field, wit- Calm state to Fear, you can all strategic decisions that, if ble to resist Fear unless
nessing the summon- roll Mind to try and keep managed wisely, can make specified by Traits or
ing of a demon, ecc. their grasp on reality and not the difference between life Special Abilities);
Abilities);
change state. However, on a and death.
failed test, your Character

18 - Press Play... And Scream! Press Play... And Scream! - 19


Parameters [3] Special Ability [4]
The skeleton of your character (figuratively, nobody The Special Ability is what makes a Character the most uni-
skinned you… yet) is built around four Parameters: que. Unlike Traits, this is not selected off of a premade list
and can be used both in state of Calm and Fear, but not Shock.
Strength: Covers anything physical, such as bashing
doors or breaking chains with an axe. Traits [5]
Agility: Covers anything requiring movement coordina- Traits represent your Character capacity to get out of
tion and reflexes. Also used to attack (see page 57 – Fighting trouble, fighting Monsters (or escaping them), help them
the Monster). in the exploration of the Main Set and in general ensure
Mind: Covers anything brains, the Character’s quickness their prolonged survival. As previously stated, every Char-
at calculating both mathematics and situations, and their acter has 4 Traits, 2 usable only under Calm and two more
skill in finding items (see page 42 – Exploration). that can only be used in state of Fear. Therefore, choosing
Charisma: Covers anything social and verbal, including your Character’s Traits is key, for they will be available only
imposing one’s will onto others, giving their courage or in specific moments and unavailable in every other. Your
deceiving them. Character’s survival could very well be one Trait away.
Some Traits are passive (they are activated or you can
choose to activate in specific circumstances) while others
CHARISMA TEST require a test to be activated. Active Traits are always depen-
When it comes to intimidating somebody, dent on a Parameter, specified in parenthesis (S for Strength,
attempting to change their mind or another action A for Agility, M for Mind and C for Charisma): to activate
that influences the behavior and choices of another that Trait, you need to roll a Test of that Parameter.
individual, remember that you can make a Charisma on Also in parenthesis Traits specify their action type: Escape
Monsters or Non Protagonist Actors (Director allowing). for those Traits revolving around getting the proverbial
If you attempt to influence another Character, do so only Hell out of dodge, as the Poet would put it, Movement for
verbally, as you would with their player and without those concerning moving around the Main Set, Breathing
rolling dice. It is up to them to decide, based on what to exert control over one’s states (or somebody else’s) and
is their own Character’s personality, whether to comply Fighting for, you guessed it, combat.
or not.
However, if you are using a Trait or Special Ability, Equipment [6]
some of which influence other Characters directly, might Equipment is the items a Character owns, which at least at
still require you to roll Charisma tests. the beginning can be Weapons, Utility or Medicine, though
there are other item types they can recover while exploring
the Main Set. You can find a full list of all items on page 66.
Every Character, premade or not, begins the game with
3 items chosen from those on the list and can find others
during game time. There is no limit to how many items a
Character can carry.

20 - Press Play... And Scream! Press Play... And Scream! - 21


REW and FFW
EXTRA EQUIPMENT DURING Did you ever notice the REW and FFW tags on your TV
THE INTRODUCTION remote? They are, respectively, Rewind and Fast Forward.
Depending on the Introduction and how much They were two functions on the remotes of old video recor-
roleplaying time is given, your Character could find more ders, as well as modern streaming software, even if they are
items before beginning the exploration of the Main Set not called that anymore. As you can imagine, REW rewinds
(Director allowing, of course). For example, if during the the tape, allowing you to go back in the recording, and
Introduction Eva is supposed to have an accident with FFW speeds it up to future scenes.
her truck on the road at night, after leaving the vehicle We have them on VHS, too, and trust me you will soon
she may attempt to retrieve her flashlight to assess the learn to love them.
damage, adding it to her Equipment. Characters should, Once per session, you can press (figuratively, of course)
however, behave within the bounds of plausibility and the REW button to repeat any failed test. You can also
not simply try to gain extra items for the sake of extra press the FFW button, once per session, crossing an Area to
loot. move in the one adjacent without the Director rolling for the
Dreadful Event (see page 37 – Moving through Areas).

TEST

A test is a dice roll that tells whether an action of unknown


outcome happens according to the Character’s wish or not. One, two,
Tests are rolled, for example, whenever actions require the
use of a Parameter, a Trait or if the Director needs to deter-
Freddy’s coming for you.
mine a Dreadful Event. Three, four,
Each test is rolled against a difficulty ranging from 2 (very Better lock your door
hard) to 12 (very easy). To determine what is the result of Five, six,
the test, roll 2 6 sided dice (also written 2d6) and add them
grab a crucifix .
together. If the result is equal or inferior to the difficulty,
the test is passed. Otherwise, it is not. Seven, eight,
In the examples above, on a failed test the action does Gonna stay up late.
not happen, the Trait is not activated and the Dreadful Event Nine, ten,
does not take place.
Never sleep again
[Nursery Rhyme, Nightmare on Elm Street, 1984]

22 - Press Play... And Scream! Press Play... And Scream! - 23


MONSTER SHEET Fear Counter
Monsters feed on blood, tension and, therefore, on fear.
Like Characters, Monsters, too, have their sheet and they Your fears, your and the other Characters’. This is repre-
work in a similar way. Instead of Insanity, they feature the sented by the Fear Counter, a fixed score of 10 from which
Fear Counter and, as you can easily guess, their states are Monsters can draw to increase their strength and influence
not changed by events. In addition to Equipment, they have both on the Characters, you, and their entire domain.
Trinkets. Every time a Character is supposed to move into Fear
status (whether they were Calm or already in state of Fear,
but not Shock), the Fear Counter of all present Monsters incre-
Back ases by 1.
In the column to the side is the list of actions Monsters can
take by spending the points from their Fear Counter.

Front
MONSTERS
Monsters are all the main villains your
Character will face in VHS sessions. A Monster
can be anything, from a vengeful spirit to a
murderous doll, from a serial killer to a werewolf.
However, remember that Monsters are not the only
dangers out after your Character’s blood, soul or who
knows what else. After all, demons have adepts and
alien beasts have the nasty habit of spawning progeny.
When a Monster is mentioned, however, it is always a
creature with their own sheet, the greatest danger for
you and the other Characters.

24 - Press Play... And Scream! Press Play... And Scream! - 25


Using Fear Torture: The ways some
Counter Points Monsters increase their Fear
Counter. There are many
FEAR COUNTER EXAMPLE
Eva, Amelia and Tobe are in a shack in the
kinds of torture, from the middle of a swamp. Agent Daniel Brady is
The following are ways maniacal murder hanging holding them at gunpoint, forcing them to tie one
a Monster can spend Fear their victims to meathooks another to a heater, when one of the windows shatters in
Counter points. Monsters to a spirit seeding itself in a hail of sharp shards, a hooked rope breaking through
do not gain Fear Counter its victims’ minds to destroy and sinking its hooks in Brady0s flesh. The agent only
points from Non Protagonist them from within. Tortu- has the time to open their eyes in stunned fear before
Actors..
Actors re, then, is not necessarily being violently yanked out.
something physical. Being a First Scare, unless they do not try to resist
• Spontaneous Apparition: The Trait a Monster uses the horror with a Mind test, the Characters change into
2x number of cha- for Torture (if they have any) Fear state. Only Tobe rolls, passing. Eva and Amelia
racters in game (see is marked by a knife. To tor- instead prefer not to risk Insanity and enter Fear state,
page 39,39, Monster ture a Character, they and increasing the Fear Counter to 2. Note that since they did
Apparition);;
Apparition) the Monster must be alone in not see agent Brady die, they do not suffer additional
• Forced Apparition: 2 the same Area. You know, for Insanity points.
points (see page 39,39, some intimacy. At this point, Once out of the shack, the Characters venture in the
Monster Apparition);
Apparition); the Monster must roll a test swamp. Amelia separates from Eva and Tobe, who
• Unlocking a Trait: See on the related Parameter. On instead stumble in agent Brady’s dismembered corpse.
Monster Traits (see a success, the Monster gains In addition to suffering 1 Insanity point for finding a
page 28);
28); one point of its Fear Counter, corpse, they enter the Fear state. This time, neither rolls
otherwise the Character suf- to resist the dread of the discovery, increasing the Fear
fers a Wound (if the test is rol- Counter by 2 more points, to 4. Note that it increased by
led on Strength or Agility) or 2 points even if Eva was already in state of Fear.
an Insanity point (if the test is Now the Monster, Edmund, needs 2 more points to
rolled on Mind or Charisma). unlock the Spontaneous Apparition, but in the meantime
A Character in Shock does can spend 2ti for a Forced one, sowing even more panic
not contribute Fear Counter in the already shaken minds of its victim. And, of course,
points after Torture. gather Fear Counter points.

Torture is the one way a


Monster can gain Fear Count-
er for itself; other Monsters, if
present, do not benefit from
that.

26 - Press Play... And Scream! Press Play... And Scream! - 27


Monster Traits NON PROTAGONIST ACTORS
Unlike Characters, Monsters have access to all four Traits,
though they do so only when their Fear Counter is high Predetermined victims, precious allies or infamous trai-
enough to unlock them. A number in square brackets next tors? Non Protagonist Actors can be any of this and, although
to the name of the Trait lists its points cost. Traits without a of secondary importance, the turning point of a Film. The
number are unlocked automatically as the Monster makes first victim in a horror movie, alone, killed in front of the
its appearance. protagonists to make them realize that something is really
Note that a Monster can unlock its Traits only in the order not well is a perfect example. A Non Protagonist Actor could
they are presented in. also be somebody the Characters need to rescue to achieve
their Deliverance. And what about the “goons” of the Mon-
In the example sheet, should Edmund Carving have 8 sters, always ready to further their master’s cruel goals at
Fear Counter points, enough to unlock Blood Lord, he must the expense of others?
still spend 6 of his points on Oppressing Presence first.
Representing Non
Trinkets Protagonist Actors
Trinkets are rare items that are somehow connected to the Unlike Characters, Non Protagonist Actors do not have their
Monsters and, if used against them, activate specific effects. own sheet, associated Conditions, Traits, Special Abilities and
In the case of Edmund Carving, his Trinkets are: the pictu- Parameters are fixed values. They are identified by two key-
re of his cruel family, which bare sight is enough to throw words, one stating their job and the other their demeanor.
him into a murderous rage, and the pacifier from when he Some examples are the drinking cop, paranoid nurse, cowardly
was a kid that, on the contrary, can distract him for a brief scientist and so on.
moment of disconcerting nostalgia. They are also either allies or enemies. Allies help the pro-
Every Monster has 2 Trinkets, placed on the Main Set so tagonists, when they do not downright save them, while
that the Characters can find them. A Trinket takes effect enemies can send them off track and, often enough, throw
only once, even if found again after its use. them to the Monsters. To portray this, every Non Protagonist
Actor has a profile as an ally and one as an enemy, as you
will see in the premade Films.
TRAITS AND SPECIAL ABILITIES
As well as presenting the guidelines to draft the Secondary Horrors
Special Ability of your Characters, the final version of VHS There is a substantial difference between Non Protagonist
will include a list of Traits to choose from, to allow you to Actors and Secondary Horrors. While the former interact with
combine them into ever unique play and survival styles. the Characters and are almost always human beings, Secon-
Same applies to Monsters, where Traits are distributed dary Horrors are more enemies the Characters can stumble
along their Fear Counter points requirements. This way, into. To quote the examples in this Quickstart, Secondary
assembling a profile should be even easier. Horrors are the zombie alligators of Edmund Carving or the
progeny of the Howling Host, who appear most of the time
as a consequence of Moments of Tension.

28 - Press Play... And Scream! Press Play... And Scream! - 29


NPC Rules As terrifying as these min- CHARACTER DEATH
ions can be (or accomplices
The following are the in the massacre, if you will), It goes without saying that in this game Characters can
rules to manage Non Pro- they are not Monsters; there- die. And quite easily, at that, if they are not careful. Heroic
Actors.
tagonist Actors. fore, whenever a Trait or Spe- or reckless moves, such taking a seven foot murderer with
A Non Protagonist Actor… cial Ability specifically men- knives and hooked rope or running freely about the deck
tions a Monster, they have no of a starship infested with alien organisms can lead to only
• … has 3 Wounds; effect on Secondary Horrors. one epilogue. Death. Best case scenario, “you did not have
• … considers all their On the other hand, Secondary the time to realize what killed you” death.
Parameters at 7; Horrors have limited and gen-
• … can have only one erally are much less danger- Bonds... Beyond Death
Parameter at 9; ous than Monsters. No matter one’s preparations, it is normal to die in VHS
• … can have up to 2 games. If as a player you were not reckless and, as the
items in their starting Director, you put to practice what explained in the sidebar
Equipment;;
Equipment CASTING The Art of Fear, Character deaths should start happen-
• … if they have suf- Not always the ing about halfway through the session, most of the time,
fered 2 Wounds
Wounds,, they choice of secondary though, of course, there will be exceptions.
add 2 to the result of characters for a Film is Because switching from protagonist to spectator is not
every test. easy, or maybe a Director always as fun, VHS features a way to still be able to influ-
simply does not want to ence game events somehow, whether it is in spirit form…
The following are the dedicate too much time or wielding the knife.
rules to manage Secondary looking for the right Non
Horrors.. A Secondary Horror…
Horrors Horror… Protagonist Actor casts. Helpful Spirit: In a world where demons rise from hell
For this reason, VHS’ final and nightmares wear the flesh and blood of mortals, it
• … has 3 Wounds; release will feature a list of could happen that their very victims can linger on this side
• … considers all their premade Non Protagonist of the veil, to help their still living companions.
Parameters at 6;
6; Actors and with their sheet
• … can have only one for every setting, including Becoming a Non Protagonist Actor: If a game features
Parameter at 8; different profiles for allies Non Protagonist Actors and a Character dies, the Director can
• … can have up to 2 and enemies. allow their player to play one and then tell them all the
items in their starting Just draw from the pile relevant information for that Non Protagonist Actor.
Equipment;;
Equipment and chuck them at the
nightmare. Becoming the Monster: A peculiar option that the Direc-
Other Non Protagonist tor must consider carefully at the beginning of the game
Actor and Secondary Horror whether to allow it or not. To take the place of the Director
specific rules, especially for at the helm of the Monster, the player of the dead Character
how they behave in combat, should be well familiar with the game mechanics and as
can be found on page 63 63..
30 - Press Play... And Scream! Press Play... And Scream! - 31
impartial as the Director. If that player accepts to imperso-
nate the Monster, they need its sheet and, like Non Protago-
nist Actors, all the necessary information to play it.
If the Director employs this option, they must offer to
“hand the scepter” (or the chainsaw, claws… you get the
point) to all the Characters who die and not just one. To Becoming the Monster: A peculiar option that the Direc-
avoid unpleasant situations, talk with your players about tor must consider carefully at the beginning of the game
this option before the beginning of the session. whether to allow it or not. To take the place of the Director
at the helm of the Monster, the player of the dead Character
should be well familiar with the game mechanics and as
THE ART OF FEAR impartial as the Director. If that player accepts to imperson-
No self respecting Monster piles on the ate the Monster, they need its sheet and, like Non Protagonist
protagonists since the beginning of the movie. Actors, all the necessary information to play it.
Slaughter fodder, the most unsettling sights If the Director employs this option, they must offer to
or being infected beyond survival are all for the Non “hand the scepter” (or the chainsaw, claws… you get the
Protagonist Actors. Monsters enjoy their main course. point) to all the Characters who die and not just one. To
They want to play with it, no matter how impolite. You avoid unpleasant situations, talk with your players about
know, taste it fully, making it last a bit longer, all that this option before the beginning of the session.
totally sane stuff.
This means a specter may want to torment you a tad,
before turning your brain into mush, much like an alien BEIGN THE MONSTER
hunter is unlikely to use all their weapons immediately If playing the Monster after a Character
to kill their favorite prey. death is an option to be taken carefully, this requires
As the Director, when you control a Monster, always even more consideration. In VHS, an expert player, in
remember that their point is to keep tension up agreement with the Director, can play as the Monster
throughout the game with terror and dread. Make them from the very beginning of the game. Regardless of how
appear and disappear in a relentless hit and run, let the the player gains control over the actions of the Monster,
Characters see them for a split second before they vanish. however, they do so only after the First Scare and do not
Put them with their backs against a wall and then give roll Dreadful Events, but decide when and how to spend
them a break, alternate moments of tension to moments their Fear Counter points.
of resolution to make the players really feel the fear.
However, again, remember that it is NOT a race
between you against your players. As in any other RPG,
in VHS there is neither winner nor vanquished. If you aim
to kill the Characters as soon as possible (or even worse,
if your Monster is immediately killed) only left to win is
the sour frustration you feel when watching a bad movie.

32 - Press Play... And Scream! Press Play... And Scream! - 33


Spirit Points Last One Standing

After death, every spirit


and Happy Ending
If only one Character sur-
2 - THE MAIN SET
has 3 Spirit Points they can vives, the Director can play the “We should split.”
spend to: rest of the game as usual or “You dumb?! Best way to get slaughtered!”
narrate their epic Last One “You’re right. But I feel it’s our best option…”
• Grant a Character Standing finale. Usually, in [Jack Bergeron and Eva Lenoir in front of the Slaughter House]
their own Special Abi- these cases the Monster is not
defeated but the Character

A
lity for a single action
or specific moment (as escapes in (more or less) one nd here we are, one of the most important compo-
long as it is not tied to piece), unless they choose to nents of VHS: Main Sets. A haunted house, a cur-
an item); go after the creature. The sed grove, an abandoned slaughterhouse, a ceme-
• Grant a Character the Last One Standing rule can tery, a hotel inhabited by a demon. These and many other
score of one of their also be applied if the Charac- locations are the typical settings of horror movies, around
own Parameters in ter does not have all the nec- which you and the other Characters wander to escape or
the Calm state for one essary means to achieve their defeat the horrors out for your lives. Main Sets can also por-
single test; Deliverance, which, then, is tray the den of the Monsters, their hunting grounds or even
• Add +2 to the end simply narrated in. summoning location, scattered with unsettling findings,
result (after the Direc- The Happy Ending can hap- useful items and, of course, the key for your deliverance.
tor has rerolled any pen when the Monster is killed, A Film can make use of more than one Main Set. The
bonus dice) to deter- even should its death not be more sets, the longer the Film lasts and the greater the risks.
mine the Dreadful accounted for in the Deliver-
Event..
Event ance, but only should the Film
not include any other types of AREAS
Every time they spend a dangers for the Characters.
Point, the spirit must
Spirit Point, Like the Last One Standing, the Every Main Set is split in Areas of varying size, each a self
roll a test against difficulty ending is narrated. contained environment Characters can explore for items
7. On a failure, the Spirit and to reveal Side Sets.
Point is wasted and nothing
happens.

34 - Press Play... And Scream! Press Play... And Scream! - 35


Side Sets the fleeting sighting of the Monster, the gelid touch of an
Every Main Set is made of multiple Areas, each may or invisible hand or the blood-curdling scream from a base-
may not contain a Side Set. Depending on the Set type, as ment, as well as triggering an encounter with a Secondary
explained further into the book, Side ones can be: Horror… or even the Monster.
• Buildings or part thereof, such as shacks or the Mon- Every Tension Level features another, usually lower by 2 to
ster Den (if the Monster has one); 3 points, number in parentheses, representing the cost in
• Crime Scene, such as a corpse or the mangled remains Fear Counter points for the Monster to activate its Spontane-
of an animal; ous Apparition (see page 26 – Fear Counter).
• Other Points of Interest, such as a family graveyard or The Tension Level of an Area is generally higher the closer
a sacrificial altar. it is to the lair of the Monster or anywhere else it is likely
to lurk.
Every time a Character enters an Area, they automatically As an example, in the Area next to the house of the assas-
reveal its Side Set (if any) and can recover any items in it. sin it is easier to find signs of their dark work, meaning a
Items found in Side Sets usually are of greater importan- Dreadful Event is likely to happen (Tension Level 10). On the
ce than those found in common exploration and can be other hand, somewhere far away from the house or of scar-
Trinkets, Weapons, Clues or key items to lead you closer to ce interest for them can have a Tension Level of just 5. Areas
Deliverance. with a Tension Level of 3 are rare and are the safest places
Hence, exploring the Main Set is key… as key as it is Characters can ever hope to find.
dangerous.
Side Sets share a tight bond with the Monsters inhabiting them.
In the premade Films of this Quickstart, Areas are alrea- “In space no one can hear you scream .”
dy assigned their items and Side Sets, otherwise the Director
is free to place them as they like. [Alien, 1979]
Static Elements
Unlike Side Sets, Static Elements have a much stronger and Dreadful Event Roll
closer influence on the geography of the Main Set. Exam- When the Director needs to tell whether or not a Dreadful
ples can be rivers, blocked off bridges, hills, rocks, closed Event happens, they roll 2d6. If their sum is equal to or less
doors, secret passages and so on. than the Area’s Tension Level, the Dreadful Event happens
and the Director rolls another 1d6 on the Dreadful Events
table specific for that Film.
TENSION LEVEL In the premade Films, every Area is already assigned its
Tension Level, depending on its proximity to the Monster
Every Area of the Main Set is associated with its own Ten- Den, its summoning item, or another zone it tends to lurk
sion Level, a number ranging from 3 (very low) to 11 (very in for any other reason.
high) that tells the likelihood of a Dreadful Event.
Dreadful Events are nerve-wracking happenings, such as

36 - The Main Set The Main Set - 37


Dreadful Events cause all the Characters in the Area to shift Monster Apparition
into the Fear state, unless those still Calm try to resist the Dreadful Events at times coincide with the apparition of
horror, as explained on page 18. the Monster. When a Monster spends Fear Counter points to
If, after the Characters enter an Area and before they move trigger a Spontaneous Apparition (see page 26 – Fear Counter),
to another, no Dreadful Event happens, they return Calm. and the result of the Dreadful Event coincides with the num-
ber in parentheses to the side of the Area’s Tension Level, the
When to roll: Whenever one or more Characters move Director can decide to have the Monster appear.
to a new Area (except the one they were after the First Sca- The Monster appears even if the result of the Dreadful
re), the Director can choose to roll for the Dreadful Event at Event roll is a 2 (both six sided dice roll a 1) and if its Spon-
any time. This means the event can happen immediately taneous Apparition was not triggered yet.
as well as while the Characters are crossing the Area (maybe Instead of triggering a Dreadful Event, the Director can
after they have found a key item or while the Characters are simply have the Monster manifest in a Forced Apparition (see
discussing) or right before moving to another Area. page 26 – Fear Counter).
The Director should not roll the Dreadful Event more than While the Monster is in an Area, it cannot feature other
once per Area, but could decide to do so should, for exam- Dreadful Events.
ple, the Characters remain in the same Area longer than For more information on Monster-related Dreadful Even-
expected or should they make much noise. ts, see page 56.

Discarding a Dreadful Event: If a Dreadful Event cannot Apparition Limits: Unless specified otherwise, until
be applied (such as the apparition of a Monster that is alre- every Character has moved from the starting Area to another,
ady doing something in another Area of the Main Set or a the Monster cannot appear. Similarly, if a Monster is already
Monster that is dead), the roll is considered null and that doing something in an Area, it cannot appear in another.
event does not happen. There are exceptions, but they are always specified.

Delaying the Roll: If deemed necessary, the Director can More information on page 57 on how to fight a Monster
decide against rolling for events. Maybe they prefer for ten- that just appeared in an Area.
sion to rise, letting their players believe they are in a lull in
the action, or do not want the roll to bog the pace of a mad
dash to salvation down.

Roll Modifiers: At times can happen that the Tension


Level of an Area is temporarily altered. When you read “+/-
X to the Tension Level”, this modifier is applied to both the
main number and the one in parentheses.

38 - The Main Set The Main Set - 39


MOVING ON SET
DREADFUL EVENT EXAMPLE
Tobe and Jack move to a new Area, To move between the Areas of a Main Set no dice rolls are
revealing its hunting lodge (Side Set) from needed, though there are still rules for it.
which they recover the news article about people A Character can move only to Areas adjacent to the one
disappearing in the swamps, as well as a rifle with two they are in. Only by using FFW (see page 23) or specific
rounds remaining. Since the Director has not yet rolled Traits and Special Abilities it is possible to skip two Areas with
for the Dreadful Event, they decide to do so as soon as a single movement.
the Characters are done reading the article. Among As soon as the Characters move from one Area to the other
other things, the article mentions human remains found (and before the Director rolls for the Dreadful Event) they
with their flesh carved with strange symbols. As good a must decide whether to Explore or Move Cautiously. Wha-
time as any to ramp up the fear. tever their choice is, all Side Sets and any related items are
The Area is relatively distant from Edmund’s shelter, then revealed.
so its Tension Level is 8 (average). The Director rolls 2d6
for a 2 and 4, a total of 6. The result is lower than the “Maybe we Should Split…?”
Tension Level of the Area, therefore the Dreadful Event How many times, watching a horror movie, you yel-
does happen. led at the victims for saying they should split? We can
At this point, the Director rolls another d6 on the table hardly blame you, after all it is stupid to be alone
of the Film they are directing. In that specific case, it is a when a maniac with knives is on the loose and extre-
Sensory Cue, so they tell the players that their Characters mely fond of sticking them in people… or is it? More
hear steps and deep, cavernous breathing behind them. people equate to more noise, which means being less
Tobe and Jack turn to see, but the breathing seems to careful and giving panic a premier route to spread.
move with their gaze. For every other Character beyond the first in an Area when
The former is already in Fear, while the latter, Calm, the Dreadful Event is rolled and if the Characters have not
attempts to resist the horror but fails his Mind test, Moved Cautiously, the Director can reroll one of the 2d6 (only
shifting into Fear state and adding 1 Insanity point to once per d6) and keep the second result.
their sheet. Then, the Fear Counter gains 2 points. This rule does not apply to Non Protagonist Actors.
The Tension Level of the Area, 8, features a number
in parentheses, (6). If the Monster had already spent
enough Fear Counter points to trigger a Spontaneous
Apparition (with a result of 6 on the 2d6 Director rol),
they could have manifested, forcing Tobe and Jack to
face something much worse than breathing and steps.

40 - The Main Set The Main Set - 41


Exploration Characters who Move Cautiously do not find random items,
Exploring an Area is a perfect way to gather useful or but have some influence over Dreadful Events.
hidden items by looking under carpets, moving branches,
opening chests and so on. Characters who choose to Explore, If in the Area is present at least one Character who Moved
when they reach a new Area, roll 2d6 and add the results Cautiously, the local Tension Level decreases by 2 (both the
together. The Director then checks the number on the Film’s number in and the one outside of parentheses).
specific random items table. Any items the group recovers
are removed from the list. If a Character rolls an item that Conflicting Decisions: All groups, eventually, have
has been found already, they can roll again. If the same somebody who wants to explore an area rather than
happens for a second time, they find no item. moving with caution. In these situations, general agree-
ment is unlikely… and that is fun!
If more than a Character Explores during the same cros- Every action a group takes influences all its components
sing of the Area, they roll for finding items in descending and, depending on the circumstances, will lead to intere-
order of their Mind scores. If there are Side Sets with auto- sting strategizing and decision making, to strike the right
matically recovered items, they are given to the group as a balance between mitigating risks and giving everybody the
whole, regardless of who Explored, for the Characters to split chance to study their surroundings and finding precious
them as they see fit. resources.

If more than a Character in the same Area Explore, the


Director can reroll an equal number dice for the Dreadful ACTING ON SET
Event, as explained in the “Maybe we should Split…?”
paragraph. The Main Set can be a precious ally as well as your worst
enemy. In addition to moving through it, there is still
Various Items: In addition to items you can find Explo- something you need to know about what to do in its Areas.
ring or in Side Sets, there are others more easily found, And, believe me, anything can be useful because it could
Director allowing. As an example, entering the dining room tell you behind which corner your death is waiting for you.
of the cannibal family, you may want (after throwing up a
few weeks of meals) to grab one of the knives on the table. Moving During Turns
Just not the one stuck in the eyeball roti of the main course, Usually the Director should allow all players to move befo-
yeah? re moving to the following turn, individually resolving any
findings, item recovery and Dreadful Events rolls, as per
Cautious Movement usual turn order.
Sneaking about the place to not make noise or attract any The Director is free to handle the turn order at their
evil presence in the area is a powerful survival tool. discretion, though without allowing some Characters to do
Moving Cautiously portrays the Character taking cover, moving more things than the others in the same phase. At the same
with their backs to the wall and keeping their eyes out. time, a Director should ensure to devote enough time and
care to the description of every moment, giving a tad more

42 - The Main Set The Main Set - 43


space to where the scenes of major tension are happening. Jump Scare
As an example, if a Character is moving through an Area What is a Jump Scare? Quite literally, it is something scary
without Side Sets or when the Director has already rolled for that appears so suddenly you jump in your seat. Relatively
the Dreadful Event but nothing happened and somebody straightforward, mh? In VHS, Jump Scares are somewhat
else is about to be attacked by the Monster, the latter should the equivalent of traps from other games. Much like Side
be resolved before the former and with greater focus. Sets, Jump Scares can be scattered and hidden about the Are-
as but, unlike the former, they trigger on specific conditions
Area Size and only if a Character enters the Area. A Jump Scare can take
For the sake of simplicity, regardless of the size of an Area, the form of a collapsing floor, plummeting the Character in
all its Side Sets, Characters and Monsters inside it can interact a basement, a corpse falling out of a locker, a gramophone
with each other without the need to move further, resulting suddenly playing a dirge and so on.
in a small advantage to the Characters… and the Monster. Jump Scares can be considered automatic Dreadful Even-
ts that trigger only once, regardless of the Character facing
Darkness in Areas them, and it is recommended not to roll for Dreadful Events
Unless the Film specifies otherwise, Characters do not know in an Area with a Jump Scare.
the Main Set: until a door to a room is opened, they do not
know whether behind lies a library or a slaughterhouse. In Hidden Monster: A Jump Scare could involve a Monster
the case of a river, it is impossible to cross until the group hiding in an Area, ready to attack its victim as they enter. A
has improvised a bridge. Monster can hide only in one Area at a time, spending 2 Fear
At the beginning, all the Areas of the Main Set are darke- Counter points. If a Character enters that Area, the Mon-
ned and are revealed as the group moves through them. ster appears and can take an action immediately. If, while
It is not mandatory to cover Areas, especially if the hiding, a Monster must appear in another Area as a conse-
same Main Set features more than one session, but for the quence of a Dreadful Event, they can choose to not appear
first ones it definitely helps with the feeling of unsettling (the Dreadful Event is resolved without the apparition) or
mystery that goes so well with the horror genre. Regard- appear and give up its hiding, losing the expended Fear
less of their level of knowledge, the players should always Counter points. If the Monster hides in its den, they need to
remember that they must think like their Characters, who spend only 1 Fear Counter point.
live the map, rather than through the eyes of a being sat at
a table and looking from above at a game board.
To cover an Area, either cut the corresponding sheet of
paper you can find in the Quickstart and use it to cover
sections of the Main Set. For your Roll20 needs, instead,
consult its guide.

44 - The Main Set The Main Set - 45


MAIN SET TYPES
EXAMPLE: MOVING THROUGH AN AREA The settings of your dealings with the nightmares from
This example is based on the Film The other worlds and dimensions can vary greatly: moving
Alligator, which you can find on page 71. about a dungeon is different from doing so in a mansion,
Jack, Tobe, Amelia and Eva are in the a spaceship or the street of a ruined city. As such, it goes
swamp. Agent Brady just died in front of them by itself that there are many different Main Set types, each
(First Scare), so now they must figure out what manner with its own specific mechanics.
of place is that and how to get out of it. The Main Set Main Sets are split into Open Grounds, Large Buildings
is covered, except the Areas they have already crossed and Mixed Grounds.
during the introduction.
After a brief consultation, Jack, Tobe and Amelia Open Grounds
decide to head South, while Eva wants to take the path Open Grounds are vasy Main Sets featuring a theme or
to the East. specific ecosystem, some examples include swamps, forests,
The Director begins resolving the movement of the three mountains, a small country town and so on. Open Grounds
Characters: Jack Explores, while Tobe and Amelia choose can include small buildings (that you can consider both Sta-
to Move Cautiously in. Their destination Area is revealed tic Elements of the set as well as Side Sets).
and, alongside it, the Carving family Graveyard Side Set, The Areas of Open Grounds can be marked by squares or
where they find the Family Photo (Trinket). Then, the irregular perimeters, forming zones of varying size. Regar-
Director rolls 2d6 for Jack to establish what random item dless of their actual size on the game board, there is no dif-
he finds in his exploration, resulting in a 10 (6 on the first ference between larger and smaller Areas, but at the same
die, 4 on the second), corresponding to 1 Sedative in the time each grants strategic advantages. For example, larger
Film’s table. ones border with more Areas, while on the other hand a
In agreement with the other Characters, Amelia takes smaller one could be the only connection to a key location
the photo. While they are discussing what to do next, the in the Film.
Director rolls for the Dreadful Event against the Area’s
Tension Level of 7 (5). Since, however, one Character in Hearing: Characters only hear loud noises, such as screa-
it Moved Cautiously, the Tension Level is reduced by 2, ming or gunshots from their own Area and any bordering
into 5 (3). The Director rolls and obtains 3 and 4, 7 total. ones (as well as the buildings in it). If a Character is inside
Enough to trigger the Dreadful Event! Since Jack is the a building, they can hear loud noises only from it and the
one to have Explored, the Director can reroll only one of Area it is in.
the two d6. They decide to reroll the 5, the higher of the Sight: Characters and Monsters see only what is in their
two… but roll a 6! No Dreadful Event this time. own Area.
After this scene, the Director focuses now on Eva, who
Explores and finds a random item. Since she is alone
in her Area, the Director cannot reroll any dice for the
Dreadful Event.
J

46 - The Main Set The Main Set - 47


Large Buildings Mixed Grounds
Unlike smaller buildings that can be part of Open Grounds, As the name suggests, Mixed Grounds are Main Sets featu-
Large Buildings have their own dedicated Sets. Some exam- ring both Open Grounds and Large Buildings. Some exam-
ples are the villa, the inside of a spaceship, the abandoned ples are the villa in the woods, an industrial complex, a
asylum, the theater and so on. planet with a spaceship, an abandoned city and so on.
The Areas of the Large Buildings are split into rooms and In Mixed Grounds the Director must clearly establish whi-
corridors and a bloodied arrow between two rooms identi- ch parts of the Main Set are considered Open Grounds and
fies them as part of the same Area. Corridors, if particularly which Large Buildings.
large, can span over multiple Areas.
Hearing: While in a part of the Set that counts as Open
Hearing: Characters hear loud noises within 2 Areas, as Grounds, Characters can hear loud noises from a Large Buil-
well as the one immediately above or below, if the building ding, but only from the rooms in direct access to the Area
features more than one floor. Faint noises (such as steps or they are in. Indoors, instead, they can hear any loud noises
a conversation at normal volume) can be heard only in the from Open Grounds Areas adjacent to the room they are in.
current Area and the adjacent ones. Sight: While in the Open Grounds portion of the Set,
Sight: Characters see and reveal all the Areas adjacent to Characters can reveal all the Areas of a Large Building
the one they are in (including Side Sets, although they can- adjacent to the one they are in, but only
not recover their items) provided that there are large enou- if they have open doors, windows or
gh open doors or windows. any other opening enough to allow
them to see through. Indoors, inste-
Rapidly Moving Through: Characters can Rapidly Move ad, under the same conditions, they
Through Large Buildings and cross 2 Areas with only one can reveal any Open Grounds Areas
movement, but sacrificing the choice to Explore or Move adjacent to the room they are in.
Cautiously or revealing the Areas adjacent to the ones of pas-
sage. Only the ones adjacent to the final destination are
revealed.
After Rapidly Moving Through an Area, the Director rolls
for the Dreadful Event as soon as the Character arrives in the
target Area and the Tension Level increases by +2.

Close Chase: In Large Buildings, a Chasing (see page 59 –


Monster Chase) Monster can run after the group without
rolling for the apparition, but can be shaken off of the
group’s back by using Traits or Special Abilities. Characters
can Rapidly Move Through Areas even during an Escape.

48 - The Main Set The Main Set - 49


Movement CONDITIONS LIST No Service: “The number you dialed is temporarily unavailable.”
Sequence Another element of a Main
Radios and phones do not work. This Condition can be
removed by turning a generator on or finding useful items
Sets is its Film-specific Condi- such as a satellite phone.
The following are the tions, further avenues of custo- Oppressing Atmosphere: “Hear that…? Nothing, must
steps to move through an misation to mix things up. have been in my mind.”
Area.. Characters
Area …
Characters… The following are the Con- In Open Grounds, it is not possible to hear loud noises
ditions for the Films of the from adjacent Areas.
1. … choose the Area in Quickstart. In Large Buildings, it is possible to hear loud noises only
which to move (accor- in adjacent Areas but not those on floors above or below. It
ding to the turn order Exposed: “What wouldn’t I is not possible to hear faint noises in adjacent Areas.
set by the Director );
Director); do for my gun… at least I’d put Partial Darkness: “I’m sure something was over there…
2. … decide whether to an end to all this.” uuhm… it’s behind you!”
Explore or Move Cau- Characters begin the game Right before dawn or after sundown, thick mist, etc.
tiously;;
tiously with a different equipment In Open Grounds it is not possible to reveal adjacent Areas
3. … move; they return list. Every now and then, if through raised terrains, Traits and Special Abilities (unless
Calm if in the Area this Condition is present, it is specified otherwise). If the darkness is natural, it can be
they came from they specified whether they begin countered by a flashlight or another light source. Otherwi-
faced a Dreadful Event;
Event; without weapons, utilities, se, like in the case of demonic mist, other items are requi-
4. The Area and its Side medicines or one or more red.
Sets (if presents) are randomly determined items. In Large Buildings, visible Areas are only those adjacent to
revealed; If unspecified, they begin the one the Character is in.
5. The Characters reco- with no items. Tic… Toc…: “Time’s up…”
ver any items; Isolated: “Nobody can hear To survive, the Character needs to achieve their Deliveran-
6. The Director
Director,, when you scream.” ce before running out of time. Otherwise, they could die, be
they prefer (if they The Main Set is far away captured or meet other equally unpleasant (if not downri-
prefer), before the from any town and can be ght horrible) fates.
Characters have left reached only with rapid or Total Darkness: “Can’t see a damn thing here! All considered,
the Area
Area,, rolls for the long range vehicles. tho, it’s probably for the best.”
Dreadful Event, rerol- Lost: “Mum told you not to Pitch darkness, thick mist etc.
ling one die per Cha- stray from the path...” In Open Grounds, Side Sets are revealed only by Exploring
racter who Explored Apply the rules for Lost their Area.
and only if in the Area (see below). This Condition In Large Buildings adjacent Areas are not visible.
is present more than can be removed by finding a If the darkness is natural, it can be turned to Partial Dar-
one Character
Character;; detailed map of the set. kness with a flashlight or other light source. Otherwise, it
7. If the Characters stay requires specific items.
in the Area for a long
time, the Director can
50 - repeat
The Main stepSet5; The Main Set - 51
Lost
All Main Sets are part of a limited area, but some of them
are part of a much larger territory. Think of a forest or
3 - THE MONSTERS
mountain chain, as well as a town enshrouded in strange, “I saw it. I swear to the soul of my wife, I SAW IT! It takes the heads of
dense mist. people and animals, chops them to bits and feasts on their souls. And it
When a Character leaves a Main Set with the Lost Condition, grows... IT GROWS! When it’ll swallow us all, maybe then you’ll believe me,
their token is removed and they are considered to be in a but it’ll be too late. TOO LATE!”
singular Area with an unmodifiable Tension Level of 10 (10). [Anthony Rosenborg, Mireville’s Lunatic]
When a Character is lost, they can attempt to find their
way back with a test of Mind, but only after the Director rol- Here they are. Maniacs, devourer beasts, demonic pres-
led at least once for the Dreadful Event. If the Character pas- ences, restless spirits, undead out for blood and flesh…
ses the test, they appear in one of the zones on the side of they are Monsters, the representations of nightmares and
the board from which they left (or Director choice). fears that feed on terror and pain. And, well, that is why we
If one or more Characters are lost in the same moment love them, right? Sure, if we woke up at night with a wom-
moving through the same Area, they are considered close an in a robe, white eyes the size of tennis balls and rows of
enough that only one needs to pass their Mind test. fangs in her mouth, we probably would not clap at her. But
If the Monster appears in this phase, to Hide or Flee a what about the classics of horror movies? From the ancient
Character must pass an Agility test, wasting the action on a (but definitely still proud) Dracula to the more modern
failure. Demogorgon from Stranger Things, these creatures scare us
and at the same time capture our interest. Watching them
torment their victims entertains us and their apparition in
a scene blends contradictory emotions of admiration and
hatred. Worry not, if you feel the same, it is not because
you are a sadist. Or at least I think. As much as they keep
us awake at night, we know monsters do not exist. Or at
least not the kind that turns into werewolves or possesses
dolls turning them into death machines. But this is another
topic.
Whether we are scared of or passionate about them,
nobody would ever root for a REAL Pinhead or un Penny-
wise. And yet, as long as they are confined in the film of a
horror movie or the pages of a book, their stories, style
and even very own physical form are without the shadow
of a doubt charming and no horror fan would claim the
opposite.

52 - The Main Set The Monsters - 53


As you probably have realized by now, VHS owes every-
thing to these monsters, who inspire these pages to put
your existence to the test in every conceivable plane. Of
course, the plane of the tabletop to play on!
I am sure our Monsters will make for a memorable expe-
rience, even when delivering the coup de grace.
So, let us meet them up closer.

MONSTER TYPES

As much as they may differ in looks and nature, VHS


Monsters fall into three categories. First are the Living MONSTER MOVEMENTS
Monsters: human beings, as well as creatures with a nor-
mal physicality and equally “normal” interactions with Unlike Characters, a Monster manifests in the Main Set only
what brings pain. Though looking normal, however, this when it appears in an Area with at least one Character, and
does not mean they are common people. Some could have only until driven off or defeated. In this case, a fight begins
superhuman strength, others could be aliens from another as per the effects of a normal apparition, otherwise apply
world and so on, born of who knows which rituals of sor- Monster Escape (see page 61).
cery or maybe even have a physical form completely differ- Monsters do not move like Characters, instead are consid-
ent from a human being’s. ered to be constantly moving around the Main Set, to justify
Dark Creatures are all those Monsters that, though pos- their appearing somewhere and then somewhere else, on
sessing a material form, can alter their skills and features. the other side of the Set… like in any good horror movie!
Vampires, zombies, centuries old witches and werewolves
are all examples of Dark Creatures, unstoppable with con- Monster Den
ventional weapons and most of often even capable of escap- A Monster can even have made its own den in the Main
ing death. Set. It could be its house or a specific room inside a build-
Lastly, Entities are Monsters born of other dimensions or ing, its den or simply an Area it chose to take as a point of
even death itself, such as ghosts, arcane manifestations and reference. A den brings its own set of benefits to a Monster.
demons. The most dangerous Monsters to face, they require They can hide in it for a 1 Fear Counter point (see page 45 –
complex or rare rituals and items to be stopped, as well as Jump Scare) or appear there as if under a Forced Apparition
knowledge that is ever harder to come by. All of this, while for 1 Fear Counter point instead of 2.
they are hunting you. Entering the den of a Monster for the first time automati-
cally makes Characters enter Fear state (as per page 19).
If a Monster kills a Character in its den, they gain 2 Fear
Counter points.

54 - The Monsters The Monsters - 55


If for any reason the Dreadful Event cannot happen, the
A SMATTERING OF MONSTERS Director can reroll the die. If the new Event cannot happen,
This Quickstart brings you two Living Monsters, but in either, the roll is discarded.
the final release of the game you will have the chance
(maybe calling it ‘pleasure’ is a tad premature…) to face
all VHS Monsters, as well as being able to make your PLAYING WITH HORROR
own. Maybe even experiment adding new types! Although the Dreadful Event is determined
Let the horror never end! randomly, Directors who are more comfortable
with the game can simply choose a specific Dreadful
Event and have it happen. Maybe they prefer to have
the Character hear steps BELOW the bridge (Sensory
MONSTERS AND DREADFUL EVENTS Dreadful Event) rather than pitting them against
a zombie alligator (Fight). At the same time, after
In the previous chapter, we treated Dreadful Events at numerous sensory cues, the Director could want to
length, although what they are can be summed into one trigger the Monster’s and reap the benefits of their work
word: scary! What do they specifically do? Simple: they are with a very solid danger they had only hinted at until
the ways a Monster attempts to cut through your sanity, put that moment.
your back to the wall and play with your minds. They are A more freeform handling of Dreadful Events allows
not deadly by default (not all of them, at least), but are inti- you to have a finer control of what happens on the Main
mately tied to the Monster: in short, they are its very own Set, but on the other hand rolling takes decisions off of the
little theater of horrors. Director’s shoulders that they can dedicate to other things.
Dreadful Events are of different types:
• Sensory Cues: the touch of an invisible hand, stench
of putrescence so strong you can see the mangled,
decaying body or the reflection of the murderer in
the mirror, only to vanish as soon as you turn, the
faint crack of a twig, followed by threatening brea-
thing. The point of these events is to ramp up the
tension and make for a useful tool to do so from the
very beginning of the game;
• Fight: the apparition of a Secondary Horror, a follower
of the Monster or anything else at its orders;
• Special: unique events that trigger only under pecu-
liar conditions. Each Monster has at least one dedi-
cated Special Dreadful Event, but there can be more.
Unless specified, if a Monster manifested in an Area,
these events are not considered.

56 - The Monsters The Monsters - 57


FIGHTING THE MONSTER Ranged Weapons can shoot into adjacent Areas (only in
Large Buildings and only if the Areas are connected by a large
When the boogey man arrives, well, it is time to face it. And enough opening). Characters, Non Protagonist Actors and Sec-
by “face it”, we do not necessarily mean fighting (a choice that ondary Horrors who shoot at a target in another Area where
in the majority of cases is fraught with risk), but most of the there is fighting act last (even after Secondary Horrors), regard-
time “escaping with as little a number of pieces as possible”. less of their Agility score. If more than one Character wants to
When the Monster appears, after resolving State changes, shoot, they do so in an order determined by their Agility score.
the Character with the highest Agility score can take an action
before the Monster. Escape and Chase
Since all Areas are considered to be the same size, regardless If the Character moves to another Area from one where a
of their physical dimensions on the game board, when the Monster is manifesting, it can take its coming action to try to
Monster appears they are considered to be already close to the chase them. The Director rolls for the Dreadful Event accord-
Characters. ing to the Tension Level of the destination Area. If the result
has the Monster appear in the new Area, too, it means they
Fights follow the turn order, alternating every Character were successful in pursuing the Character, against whom it
with the Monsters in the Area as they take actions. Once the can take an action of their choosing.
turn is over, repeat it until the fight ends. Characters take their If, instead, the Dreadful Event does not feature the Mon-
turns according to their Agility score in descending order and ster appearing or if it does not pursue the Character with its
when a Character takes an action, the Monster takes one, too. next action, nothing happens and the Character leaves the
Now you see how dangerous they can be. fight (and the turn order), while the Monster remains in the
If more Characters have the same Agility score, they roll 1d6 Area the Character left and loses its action.
and whoever rolls higher is the one acting first, the others In this case, the roll does not influence the Dreadful Events
following the die’s result in a descending order. If Non Protag- limits in the Area.
onist Actors or Secondary Horrors have the same Agility score, the Instead of rolling for the Dreadful Event, as for a Forced
Director chooses their turn order. Apparition, the Monster can spend 2 Fear Counter points to
automatically succeed in the chase (1 if the destination Area
An action is the Character taking one self contained gesture is its den).
or, as it has been said, “doing one thing”, such as attacking,
saying a short sentence, using an item, activating a Trait or A Character cannot Explore or Move Cautiously into Areas
Special Ability, moving to another Area or attempting to hide. they are chased by the Monster into.

Attacks: There are two types of attack: Melee (or M, for As explained on page 48, should a Character flee into a
short) and Ranged, both represented by an Agility test. Weap- Large Building, the Monster does not need to appear with a
ons always inflict 1 Wound, while Brutal ones (see page 66 - Dreadful Event, unless the Character Quickly Runs Through it
Items) deal 2 Wounds, but only if the Character’s Parameter relat- (moving through 2 Areas instead of just 1). Remember that,
ed to their use (Strength for Melee Weapons and Mind for Ranged in this case, the Area’s Tension Level increases by +2.
ones) is equal to or greater than 9.

58 - The Monsters The Monsters - 59


Hiding Monster Escape
During a fight, as an action and if the Area physically As an action, the Monster can choose to flee the Area, dis-
allows it (sort of hard to hide in low grass, right?), the Char- appearing from the board again. To do so, they roll Agility (if
acter can try to hide inside the Area the Monster appeared the Monster disappears in a physical manner, such as jump-
in. The latter can take an action to roll a Mind test to find ing out of a window or climbing a tree) or Mind (if it literally
them; on a success, the Character is exposed and the Monster vanishes. Some have the awful tendency of doing that).
can take a free action against them. Even when it seems impossible for the Monster to dis-
appear, something conveniently distracts the Characters to
Out of Sight…: A Character can hide even if there is no allow them to escape; a lightning bolt, a power shortage
Monster in their Area. However, should it appear, the Char- killing the lights, the Monster disappearing as they take a
acter must roll Strength not to let a gasp of terror or too corner, a whirl of sand momentarily blinding the Character
strong a breath give away their presence. On a failed test, and so on.
the Monster finds them and the Hiding rules are applied as A Monster can escape only if at least one of the adjacent
per previous paragraph. Areas does not have Characters.
How many times have you seen somebody hide behind
furniture only to be discovered when they thought they Monster Death
were safe? No matter how brutal, cruel or powerful, even Monsters
can die. In truth, such fate should be in store for only a
Capture handful of the m; some can only be trapped or or made
Some Monsters can capture Characters, immobilizing them temporarily harmless. A “death”, then, is anything to pre-
to drag them away. A Character can attempt to break free vent the Monster from harming the Characters.
with a Strength test, in case of a physical capture attempt, or Living Monsters are easier to deal with: inflict enough
Mind for supernatural ones, such as spirit possession. Both damage to KO them. Dark Creatures work the same way but
tests suffer a -2 penalty. If they are successful, the Character require specific weapons or striking a weak spot.
can take another action. Entities are more complex to handle, however. Some
If a Monster escapes after a capture (see later), they drag of them cannot be killed, only banished, and whatever
the Character along, who is then removed from the Set with approximation to “not be here to do harm anymore” they
the Monster. At the Director’s discretion, they appear in the are subject to requires rites, exorcism or unique talismans.
destination Area of their cruel captor (usually its lair). Exploring the Main Set is key in discovering useful clues,
A Monster and a captured Character who are alone in the so keep your eyes out!
same Area do not act according to the combat turn order,
but, instead, is the Director to decide when to allow the Char- No matter how well equipped you and the other Charac-
acter to take their actions. ters may be, charging the Monster headlong is most often an
ill-advised choice. They are stronger, act more often and
have Traits to do one thing and one thing only: bad things.
To you, often.

60 - The Monsters The Monsters - 61


Combat Turn This does not mean fight- The Final Showdown can happen only against Living Mon-
Order ing is wrong, after all it is in
the interest of the Monster
sters or Dark Creatures (the latter requires the right weap-
on) and only if all its Wound boxes have been checked. The
to further its existence. This Character fighting in the Final Showdown must not be in
The following is the means that wounding the Shock state and must be using a Brutal Weapon (see page 66
order of actions in combat. Monster can push them to - Items) or an equally destructive tool.
flee, giving you a moment to If all these conditions are met, the Character must roll
1. The Character with the catch a breath. At the same Strength. On a success the Monster is completely destroyed
highest Agility score time, as the Director, try to and the Character who performed the action fills all their
takes their action; avoid putting the Monster in empty Insanity checkboxes and enters Shock state. For every
2. The Monster takes its situations that could lead it failure, instead, they suffer 1 Insanity point.
action or commands to its death, at least not from
a Secondary Horror to the very beginning. Think
FIGHTING NON PROTAGONIST ACTORS
take it in its stead; how inconvenient it would
3. Repeat step 1 in descen- be if the villain of the movie AND SECONDARY HORRORS
ding Agility order until died at its first appearance. During a fight, Non Protagonist Actors and Secondary Hor-
all Characters have taken Imagine the Monster as the rors behave differently from Characters and Monsters.
1 action; engine of the whole game.
4. Non Protagonist Actor No engine, no car. Non Protagonist Actors act always after the Characters and
action (according to are ordered according to their Agility score. Remember that
Agility score); Final Showdown: You know the Monster acts after Non Protagonist Actors too.
5. The Monster takes its how in some movies the pro-
action or has a Secon- tagonist goes absolutely ber- Secondary Horrors act always after Non Protagonist Actors
dary Horror take it in serk on the Monster, scream- and do not alternate their actions with Monster’s. If an Area
their stead; ing as blood pours every- has both the Monster and one or more Secondary Horrors, the
6. Repeat step 1 in where and there is not much Monster can spend an action to have one of the Secondary
descending Agility left of its body but crimson Horrors act in its stead. A Secondary Horror cannot take more
order until all Non ribbons (or of any other color than one action each turn.
Protagonist Actors have the Monster’s flesh happens If a Secondary Horror appears as the result of a Dreadful
taken 1 action; to be made of)? This scene in Event, it, too, acts according to its Agility score.
7. Secondary Horrors VHS is called Final Showdown,
action (according to something that puts the life of Non Protagonist Actors, too, can escape from a fight, much
Agility score); the Monster at a risk of more like Secondary Horrors can chase Characters, following the
8. Ranged actions in an permanent damage. same rules of the Monster and according to the Tension
adjacent Area (accor- No scene where the Mon- Level between parentheses to determine if the chase is
ding to Agility score); ster opens its eyes again when successful.
Characters first, then Non everybody thought it was dead.
Protagonist Actors, and
62 - The MonstersHorrors.
last,, Secondary
last The Monsters - 63
COMBAT EXAMPLE
Tobe, Jack and Amelia are Thank luck, because otherwise it would have been 2
exploring the swamp when all of a Wounds for Tobe (Edmund’s weapons are Brutal and his
sudden they hear branches rustling. When Strength is 11!). Amelia tries to break free rolling Strength,
they turn back, they see, standing right in but, alas, to no end. Now Edmund tries again to strike
front of them, Edmund Carving (or what is left Tobe, this time rolling a successful test and dealing 2
of him), a giant taller than seven feet, wearing ragged Wounds to our hero in the form of a large gash from his
overalls and a skull shaped carnival mask through which chest to his stomach. Tobe tries to escape to an adjacent
they can barely tell a fanged mouth. Forearm-long knife Area and Edmund this time attempts to follow him. The
in one hand, hooked rope in the other, the fight begins. Director rolls for the Dreadful Event. The Tension Level
First, check the Agility scores of the Characters (the red of the Area Tobe is now 9 (6) and the result of the roll
ones, since they are all in Fear state). Tobe’s 9, Jack’s fine is 8. Although within the Tension Level, it is not enough
10 and Amelia’s 8. Jack goes first, choosing to flee to an to call the Monster in, instead remaining in the previous
adjacent Area. Then it is Edmundìs turn, who decides not Area with Amelia and losing his action. Amelia attempts
to chase Jack (who leaves the fight), targeting Amelia again to break free and this time is successful! With her
instead with Capture Trait. He rolls an attack (Agility), free action, she, too, flees to another Area. Edmund,
obtaining a success; Amelia is then grabbed by the hooks however, chooses to let her go: hunting amuses him and
and immobilized. In his turn, Tobe chooses to shoot his letting his prey run is part of the game. Now Edmund is
pistol at the Monster, rolling a successful test and dealing alone in the Area, so he vanishes in the vegetation and is
Edmund 1 Wound. Now it is the Monster’s action again removed from the Set.
who, Amelia on his shoulder, attacks Tobe with the
knife, failing his test.

We are the things that were and shall be again! Ahahahah! Spirits
of the book! We want what is yours! LIFE! Dead by dawn!
Dead by dawn!
[Possessed, Evil Dead 2, 1987]

64 - The Monsters The Monsters - 65


4 - ITEMS ad of 1, but only if its user’s relative Parameter (Strength for
melee and Mind for ranged) is equal or greater than 9.

“Not sure it still does anything, but when the devil’s back to hunt me (and, blast Unarmed: Punches, headbutts and kicks are considered
me, it will) don’t want wasting the one thing that could even slow it down.” Simple Weapons, deal only 1 point of damage and have no
[Eva Lenoir, survivor of the Slaughter House] effect on Monsters.

A
nything can be useful when fighting a Monster, Trinkets
whether it is a weapon, a map, talismans or even a As mentioned on page 28, Trinkets are unique items that
broken bottle. Anything you can stuff in a pocket trigger specific reactions from a Monster. Personal effects
will eventually be your best friend. of the Monster, charms or formulae to recite, Trinkets are
unique for each Monster and are specifically mentioned on
Items are Weapons, Trinkets, Clues and Utilities. Item mar- its heir sheet.
ked with a lightning bolt (🗲) next to their name are faster
to use and do not require an action to be activated during Clues
one’s turn. However, in a turn a Character can use only one If Trinkets are useful against Monsters, Clues are equally
rapid item. precious, for they provide information both on them (news
articles, letters, photos ecc.) and the Main Set (maps, clues
Weapons on where to find Side Sets or other points of interest). Clues
Weapons are combat tools to attack and defend from Mon- are always specific to a Monster and the Main Set.
sters with. They can be Melee or Ranged, Brutal (otherwise,
they are considered Simple Weapons) or effective on specific Utilities
Dark Creatures or Entities (if not specified, a weapon is consi- Utilities include all the items not belonging to the categories
dered lethal only for Living Monsters). above, such as medicine and other commonly used items.
Ranged Weapons list the maximum number of rounds of Some Utilities have a limited amount of uses before being
ammunition they can hold, while Melee Weapons feature a exhausted and not usable anymore, expressed in square
durability score in square brackets that, when it reaches 0, brackets. As with weapons, Characters may recover Utilities
causes them to break and become unusable. Note that the with a lower number of uses left than the cap, as a conse-
Weapons you recover may have an ammunition or durabi- quence of previous usage or poor conditions.
lity score inferior to their listing, to portray those weapons
you find with partially shot magazines or that have been Utilities do not always have a specific use in the game,
already used. instead allowing for some creative freedom to the Cha-
As per page 20, attacking with a weapon is an Agility test. racters. In this way, a fishing line combined with a bell could
make for a sound trap, reducing the Tension Level by 2 for
Brutal Weapons: These Weapons can cause more damage the Area this new contraption was placed in. Otherwise, the
than the others, but only if their user can harness their full Director could have the Monster lose its first action in surpri-
potential. A Brutal Weapon deals 2 points of damage inste- se if they appear there.

66 - Items Items - 67
ITEM LIST brought in is a deer’s skull expertly carved with arcane
symbols, to which is bound part of the beast’s essence.
The following is the list of all the items the Characters
have access to in the premade Films of this Quickstart. Monster Clues List
“I Saw His Eyes” Diary Entry: A page full of delirious
Weapons List writing, probably by one of Edmund’s victims, as they
Baseball Bat [6] (Cac, Simple) recount their encounter with him. A sentence jumps to the
Broken Bottle [1] (Melee, Simple) reader’s attention:
Chainsaw [10] (Melee, Brutal): Its uses are restored with gasoline. “I stared at him, but he was ignoring me. Of his eyes, one is
Knife [5] (Melee, Simple) buried completely in a bulging scar, the other the white of the full
Machete [7] (Melee, Simple) moon. He’s blind… that monster is blind!”.
Revolved [6] (Ranged, Simple) Page from the book “The Face Hunter”: This page bears
Rifle [5] (Ranged, Brutal) the story of the Howling Host (read from the background
Semi-Automatic Pistol [12] (Ranged, Simple) in its sheet).
Throwing Knife 🗲 [3] (Ranged, Simple): The number in “People Gone Missing in the Swamps” News Article: A
square brackets is its durability. newspaper article about the recent people gone missing in
the swamp, attributing it to an imposing figure suppose-
Trinkets List dly capable of controlling alligators. Of course, though the
Arcane Flashlight: Its greenish light is not natural and it reporter does not know it, it refers to Edmund.
turns off just seconds before being turned on. However, its “The Black Tree” Tale: A tale about a demonic tree. One
power goes beyond this apparent lack of use. of its most disconcerting passages quotes: “Its black trunk
Carving Family Photo: An old and faded photograph oozes dead sap. Its arms bury deep in the ground and feed evil the
portraying the Carving family: Edmund’s father Merle, same evil it is made of. Evil that it spreads like bread for the hun-
his mother Abigail Sharpnel, their firstborn Lester, their gry. The beast never strays too far from the black-blooded tree and
second born Orville, twin sisters Dotte and Etta and, of in exchange it gives it strength.”
course, young Edmund, whose face was punched in with a
sharp object. The expressions of the others make it abun- Main Set Clues
dantly clear that the Carvings are not a happy family. On Complete Map: A map revealing the whole Main Set.
the back of the photograph are reported all their names. Some Complete Maps can reveal Side Sets.
Edmund Carving’s Pacifier: A worn out, blue handled Partial Map: A map revealing a certain amount of Areas,
child’s pacifier Edmund’s mother gave him, often after either separated from one another or adjacent. Some Par-
dunking it in whisky, every time he even hinted at crying. tial Maps can reveal Side Sets.
The rubber part is heavily nibbled and munched over: Side Set Clue: A picture, a sign or any other item revealing a
even at a young age, Edmund had good teeth! Side Set (either specific or determined at random) in the Main Set.
Ornate Deer Skull: When they are not out hunting, the
Howling Host takes the shape of an altar, to which at times
are brought offerings. One of the most precious to be ever

68 - Items Items - 69
Trinket Clue: A sheet of paper, writing on a wall or any
other direction to a Trinket. If the Trinket is a random item,
it is removed from that list and the Character can find it by
5 - FILMS
Exploring the Area mentioned by the Clue. If, instead, the “Take her, Eloise, and bring her here… I said BRING HER HERE, YOU DUMB SOW!
Trinket is inside a Side Set, it is exposed in the Main Set. Here you are… oh no, cry not, do not fear. You will see, we are a normal
family, like every other. We take care of each other. We sustain and feed
Utilities List each other. And you shall be part of all this.
Adrenaline 🗲: Allows to shift from Calm to Fear. Discard More than you imagine.”
the item after use. [Mother Willow, Grand Lady of the Bourbier family]
Calming Pills 🗲: Allows to shift from Fear to Calm.

F
Discard the item after use. inally, here are the premade Films, everything from
First Aid Kit [3]: On a successful Mind test, it heals 1 the previous pages blended into the core of your
Wound to you or another Character. Regardless of the result gaming experience. Every Film features a name, a
of the test, each time the item is used it consumes one use. length, a player number, a Script, its Main Set (with its Side
Flashlight: Counters Partial Darkness and turns Total Sets and the Tension Levels of its Areas), a list of random items
Darkness into Partial one… but horror tradition has it that and, of course, the Monsters waiting for your Characters.
flashlights are short lived. The Director can choose at any So, have at it with the Films in this Quickstart and sweet
moment to render the Flashlight unusable. nightmares!
Lockpicking Kit [2]: With an Agility test, it allows a Cha-
racter to open a simple lock (a chest or a door) without
making noise. Regardless of the result of the test, each time
the item is used it consumes one use. FILM #1 - THE ALLIGATOR
Overdrive Pills 🗲: +1 Strength and Agility for the first
test after taking a pill. Discard the item after use. It is time for Edmund Carving to hunt for his next sacrificial victims. His
Sedatives 🗲: Sedatives remove 1 Insanity point and can life force is waning, he can feel death inching ever closer, but he has nothing
bring a Character out of the state of Shock, into Fear. Discard to fear; the dark gods shall lead to him more souls for his knife, hooked rope
the item after use. and zombie alligators to feed on. The hunt begins!
Stabilizers 🗲: Remove 1 Insanity point if the Character is
not in state of Shock. Discard the item after use. Length: 120-150 minutes.
Stimulants 🗲: +1 to Mind and Charisma, for the first test Players: 2-4.
after taking a pill. Discard the item after use. Main Set: The Swamp.
Monsters: Edmund Carving. At first he attempts to cap-
ture all the Characters and bring them to his den, occasio-
nally torturing them. If a Character wounds him multiple
times or tries to flee, Edmund goes for the kill on the spot.
Conditions: Isolated, Exposed (no Weapons), No Service, Lost.
Start (after the First Scare): Area H.

70 - Items Items - 71
NON PROTAGONIST ACTORS AND
Zombie Alligator
SECONDARY HORRORS Every time Edmund hunts, he is joined by zombie alliga-
Daniel Brady, the Drunkard tors, a gift from the dark gods. The other alligators know
Sheriff (Enemy) best to avoid them, or be torn to shreds.
Brady lost his daughter to the swamps and his grumpy demeanor Strength 8
hides… the determination to help sacrificing as many lives as pos- Found in…: Dreadful Event, Side Set – Alligator’s Den (Area O).
sible to the dark gods to have his daughter back.
Charisma 9
Found in…: Introduction and First Scare.
SCRIPT
Items: Pistol [6], Flashlight.

Erika Storace, The Introduction


Reckless Nurse (Ally) It is early in the evening of a humid spring. The sky is
Her curiosity was her downfall, as… while chasing the thrill of cloudy and the forecast says it will rain. Agent Brady, in the
adventure she was lost in the swamps and was captured by Edmund. meantime, is near the swamps near the town of Mireville,
Mind 9 looking for new potential victims to offer Edmund. Strong
Found in…: Side Set – Edmund’s Shack (Area Q). with his authority and claiming to be hunting for those
Items: Calming Pills [2], First Aid Kit [2]. responsible for the disappearances, he captures and cuf-
fs some while approaches others in his gruff yet somehow
charismatic way, telling them he is tasked with personally
escorting them from the swamps.

72 - Films Films - 73
After gathering all the Characters (whether in his car or First Scare
making them follow him), he states he must return to the While in the hut, cuffed to the radiator, agent Brady
station, while, instead, he is headed to the swamp. Unfor- explains, without providing much detail, why they were
tunately, all vehicles get stuck in the mud and, as if things captured. He talks in a cryptic and disconcerting way, sip-
could not turn for the worse, it starts raining. At this point, ping from his trusted canteen, when all of a sudden the
agent Brady aims his pistol at the Characters, disarms them window he was leaning against shatters into a million pie-
and forces them to delve in the swamp to an old dilapida- ces, a bouquet of hooks tied to as many lengths of rope
ted wooden house, cuffing them to a radiator. easily breaking through it. Hooks sinking into the flesh of
the policeman, the rope goes taught and an incredulous
Tips for the initial meeting: Jack Bergeron, being versed agent Brady is yanked outside, screaming as he disappears
in hoodoo, could be in the swamp gathering herbs for his in the foliage… Edmund chose him as his first victim.
brews. Here, he is captured by agent Brady, suspecting he
is connected to the disappearances. Amelia Green could have Deliverance
been near the swamps looking for a client for an ancient The Characters do not know where they are and following
text when her car breaks down and she is promptly hel- tracks backwards is made impossible by the thick mud and the
ped by agent Brady. Tobe could have been headed for the rain. The only way out is finding the sheriff ’s car and its keys.
swamp to meet a new client, though he was actually lured
in with a ruse by agent Brady, who captures him like he did
with Jack. Eva, traveling along the swamps, may have been MAIN SET
forced to stop by a trunk fallen on the road and, like Amelia,
helped by Brady. Areas and Tension Level
A: 7 (5), Hill.
B, T: 7 (5).
C: 7 (5), Pagan Altar.
E: 5 (3), Hill.
F: 9 (7), Hunting Lodge.
G: 9 (7), Bridge.
H: 7 (5), Abandoned House.
I: 5 (3).
J: 5 (3), Speedboat Wreck.
K, L, P, R: 9 (7).
M: 7 (5), Carving Family Graveyard.
N: 5 (3), Skydiver’s Corpse.
O: 5 (3), Alligator’s Den.
Q: 11 (8), Edmund’s Shack Carving.
S: 9 (7), Agent Brady’s Remains, Hill.
U: 5 (3), Agent Brady’s Car.

74 - Films Films - 75
Hill (Static Element): Characters moving in this Area reve-
al all adjacent ones and their Side Sets. Carving Family Graveyard (Point of Interest, Area M):
Bridge (Static Element): The river can only be crossed here. After wiping out his family, Edmund built a ramshackle
Swamp Patches (Static Element): Areas with these large graveyard for them. On the headstones, some of wood and
swampy patches can be crossed normally, but if Character others of stone, somebody scribbled the names of the Car-
arrives there after fleeing from combat, the Dreadful Event vings. On the tomb of Carving senio, a photograph.
roll of the Monster receives +1, as its victim is bogged down. Items: Trinket - Carving Family Photograph.

Revealed Areas: At the beginning of the Film only Areas Edmund’s Shack Carving (Building, Den, Area Q):
H (beginning Area) and I, crossed while agent Brady was Edmund Carving’s personal slaughterhouse. on the out-
escorting the Characters to the Abandoned House, are revea- side hang alligator skulls with human ones inside them.
led. The others are still covered because it is impossible for Indoors, there are blood and human remains all over the
the Characters to remember where they come from through place; around the large central table, on the ground and
the rain. along the walls, death implements of all shapes. In the clo-
set, an iron cage for animals where Edmund locked Erika
Side Sets Storace(Insanity and Fear).
Abandoned House (Building, Area H): The rundown
house where our Characters are brought by agent Brady. Hunting Lodge (Point of Interest, Area F): A small woo-
den shack not in good conditions where hunters hide to
Agent Brady’s Car (Point of Interest, Area U): The car shoot fowl. It is empty, but a spot of dried up blood is easily
to bring Characters to their deliverance… assuming they seen on its inside walls.
find its keys. They will also get it out of the bog. Items: Rifle [2], Diary Page “I saw His Eyes”.
Items: Whisky Flask, Pistol Ammunition [3].
Pagan Altar (Point of Interest, Area C): A ceremonial
Agent Brady’s Remains (Crime Scene, Area S): What is altar was built around a mass of tar-like goo. On it, animal
left of the policeman who began everything: his lower body. skulls, some hung with trinkets of the most different nature
Items: Car Keys, “Disappearances in the Swamp”, Side Set and make.
Clue – Edmund’s Shack. Items: Partial Map (un reveals Areas L, U and F and their
Extra: Corpse (Insanity and Fear). Side Sets).
Extra: Fear.
Alligator’s Den (Point of Interest, Area O): A den where
Edmund Carving’s favorite alligator, a beast whose head is
almost as large as its master’s torso, rests.
Items: Trinket - Edmund’s Pacifier.
Secondary Horror: Large Zombie Alligator (Strength 9, Bru-
tal attacks).
Extra: Fear.

76 - Films Films - 77
Skydiver’s Corpse (Crime Scene, Area N): Hanging
from a tree and tangled in the ropes of his parachute is the FILM #2 - THE FACE HUNTER
corpse of a skydiver. His belly was torn open with a slash
and his guts now hang motionless. The ritual was successful: Edmund’s sacrificial offerings were enough
Items: First Aid Kit [2]. to appease the dark gods and now their emissary, the Howling Host, si
Extra: Corpse (Insanity and Fear). è risvegliato! Edmund will return to the shadows for another year, but in
the coming weeks another nightmare shall roam the swamp and nearby
Speedboat Wreck (Point of Interest, Area J): An old spe- woods, hunting for heads to add to its body to increase its power.
edboat that somehow found its way in the vegetation. Mud
and moss have almost completely claimed it, but something
can maybe be salvaged from its carcass.
Items: Adrenaline x2, Knife.

Random Items
2 – Throwing Knife [1];
3 – Overdrive Pills x1;
4 – Partial Map (reveals Areas E, S, and G, but not Side Sets);
5 – Trinket Clue – Family Photograph (shows the Area and
Carving Family Graveyard Side Set);
6 – Lockpicking Kit [2];
7 – Fishing Rod; Length: 120-150 minutes.
8 – Broken Bottle [1]; Players: 2-5.
9 – Rifle Ammunition x1; Main Set: The Swamp.
10 – Sedatives x1; Monsters: The Howling Host. Everything this Monster
11 – Lighter; does is wrenching the heads of its victims to let the tar-like
12 – Gasoline Tank; goo of its body absorb them.
Conditions: Isolated, No Service, Lost.
Dreadful Events Start: Every Character begins play in a different Area,
1 – Sensory Cue; beginning from those with a Volunteer Corpse. If there are
2 – Secondary Horror – Zombie Alligator; more Characters than corpses, the other Areas Characters can
3 – Sensory Cue; begin in are D and U.
4 – Leering Hallucination (for a split second, the Character
sees a skull hovering mid air. It is Edmund’s mask, which
mere sight is enough to inflict 1 Insanity point);
5 – Sensory Cue;
6 – Secondary Horror – Zombie Alligator;

78 - Films Films - 79
NON PROTAGONIST ACTORS AND
Rosenborg, who called during a delirium bout where he
SECONDARY HORRORS was going on about “killing the damned thing”. Caring
Anthony Rosenborg, the much about his clients, Tobe entered the swamp to avoid
Paranoid Hunter (Ally) him making unredeemable mistakes. Amelia instead, belie-
For years, he was called crazy for talking about a “soul stealing ving in the legend of the creature awakened by arcane
beast” in the woods. Now, however, he means to… put an end to rituals, could have ventured in the swamp after artifacts or
this being’s existence. ancient texts to sell.
Agility 9.
Found in…: Introduction, Side Set - Abandoned House.
Items: Rifle [5], Calming Pills x3. HORROR SAGA
In the game’s final release, thanks to the
Howling Progeny additional elements and rules to create your own
The Howling Host drops large clumps of tar-like goo Characters, you will be able to play this Film as a sequel
containing human and animal remains that, after taking of the first, with new Characters going after the ones
vaguely humanoid shapes, attack anything moving. that now have been captured (and sadly sacrificed).
Agility 8. To justify their search, the new protagonists of this
Found in…: Dreadful Event. sequel could be related, whether by blood or feelings, to
the ones you played in the previous Film.
This is but one example, applied to the Films in this
SCRIPT booklet, but thanks to these tools you will be able to
weave into existence a whole horror saga, with YOUR
Introduction Monster, YOUR Sets and YOUR Plots.
It is the dawn of a humid morning in the swamps, the
same that for years have been the theater for mysterious
disappearances and revolting findings. Like every year,
volunteers head to these lands looking for tracks to find
lost people or at least vague remains of their bodies, to
give them proper burials. Of these volunteers, some heard
about Edmund Carving, who appears to be intimately con-
nected to the equally mysterious legend according to whi-
ch people going missing in this manner are heralds of the
coming of an even more terrifying creature into this world,
summoned by a dark ritual.

Tips for the initial meeting: Jack Bergeron and Eva Leno-
ir could be part of the volunteer group. Tobe could be in
the swamp after a call from a client of his, some Anthony

80 - Films Films - 81
First Scare Hill (Static Element): Characters in this Area reveal all the
There will be other people alongside the Characters, for- adjacent ones and their Side Sets.
ming search groups of two or three individuals each. One Bridge (Static Element): The river can only be crossed
after the other, these people are seemingly kidnapped or kil- here.
led by the vegetation, pierced by reeds, choked by branches Swamp Patches (Static Element): Areas with the large
or swallowed by puddles until there is only the Charactersleft. swamp patches can be moved through normally, but if a
Character arrives there fleeing from combat, the Dreadful
Deliverance Event roll for Monster chasing them receives +1.
After butchering all the volunteers, thanks to its body
and powers, the Howling Host manipulated the swamp Revealed Areas: At the beginning of the Film, the revea-
into trapping the survivors in a maze of reeds, swamp led Areas are only those the Characters begin in (Starting Are-
patches… and horror. as). The passage of the Howling Host altered all the others
The group must kill the Monster or, through the clues, cut beyond recognition.
the tree which roots grant strength to the being, removing
the Lost condition to allow the Characters to escape. Side Sets
Abandoned House (Building, Area H): This rundown
house is Anthony Rosenborg’s hideout, the madman who
MAIN SET wants to take what he calls “the soul stealing beast” (the
Howling Host) down. He is willing to help the Characters
Areas and Tension Level hunt the thing, telling them of the Mystery Trunk (Area real).
A: 11 (9), Mystery Trunk. Everything he knows of the tree is something related to
B, C: 9 (7). the beast. In addition to that, Anthony gives the group the
D: 7 (5). Trinket – Arcane Flashlight.
E: 10 (8), Researcher’s Camp. Items: Trinket - Arcane Flashlight.
F: 9 (7), Hunting Lodge.
G: 9 (7), Bridge. Alligator’s Den (Point of Interest, Area O): The empty
H: 7 (5), Abandoned House, Hill. den of an alligator. Among the detritus, one can spot bone
I: 5 (3), Volunteer Corpse #1. fragments and chewed off tatters of clothing.
J: 5 (3), Speedboat Wreck. Items: Clue – Page from the book “The Face Hunter”,
K: 9 (7), Hill. Adrenaline x1.
L, R, S: 7 (5).
M: 7 (5), Carving Family Graveyard. Carving Family Graveyard (Point of Interest, Area M):
N, U: 5 (3) After wiping out his family, Edmund built a ramshackle
O: 5 (3), Alligator’s Den. graveyard for them. On the headstones, some of wood and
P: 7 (5), Volunteer Corpse #3. others of stone, somebody scribbled the names of the Carv-
Q: 9 (7), Edmund’s Shack Carving. ings. On the tomb of Carving senio, a photograph
T: 5 (3), Volunteer Corpse #2. Items: Hooked Roped [2] (Ranged Weapon, Brutal).

82 - Films Films - 83
Edmund Carving’s Shack (Building, Area Q): Edmund Volunteer Corpse (Crime Scene, Areas I, P and T): What
Carving’s personal slaughterhouse. On the outside, it is hung is left of the poor volunteers who went after the people who
with alligator skulls full of human ones. Inside, dried blood disappeared in the swamp (see First Scare). If the Characters
and rotting human remains; around the large central table, return in these Areas later, they see the corpses have been
on the ground and along the walls, implements of death of decapitated. Characters in these Areas at the beginning of
all kinds. Its only saving grace is that Edmund is not home. the Film can immediately recover items from the corpses.
Items: Chainsaw [10]. Items Corpse #1: Partial Map (reveals Areas J, O and U and
Extra: Cadaveri (Insanity and Fear). their Side Sets).
Items Corpse #2: Rifle [2], Knife [2].
Hunting Lodge (Point of Interest, Area F): A small Items Corpse #3: First Aid Kit [1], Stabilizers x1.
wooden shack not in good conditions where hunters hide Extra: Corpse (Insanity and Fear).
to shoot fowl. It is empty, but a spot of dried up blood is
easily seen on its inside walls. Random Items
Items: First Aid Kit, Partial Map (reveals Areas E, M and Q 2 – Lighter;
and their Side Sets). 3 – Broken Bottle [1];
4 – Rifle Ammunition x2;
Mystery Trunk (Point of Interest, Area A): A normal 5 – Sedatives x1;
looking tree, the only unusual trait being its larger size. 6 – Lockpicking Kit [2];
Closing it, it is possible to see tar flowing through the wood. 7 – Fishing Rod;
Its roots confer strength to the Howling Host. If felled, the 8 – Bear Trap;
Monster cannot control the vegetation anymore. 9 – Trinket – Ornate Deer Skull;
Extra: Strong discomfort (Fear). 10 – Gasoline Tank;
11 – Baseball Bat [2];
Researcher’s Camp (Point of Interest, Area E): In this 12 – First Aid Kit [1].
Area are a tent and a field stove and a backpack full of vari-
ous items, including a mysterious text that leads to the dis- Dreadful Events
covery of the story of the Black Tree. 1 – Sensory Cue;
Item: Machete, Clue – Tale “The Black Tree”. 2 – Sensory Cue;
3 – Murderous Vegetation (Plants begin shifting to attack
Speedboat Wreck (Point of Interest, Area J): An old the Character, who sufferes 1 Wound)
speedboat that somehow found its way in the vegetation. 4 – Sensory Cue;
The sludge and lichens that almost claimed it whole have 5 – Secondary Horror – Howling Progeny;
left something usable from its carcass. But there is more… 6 – Sensory Cue;
a smashed corpse on what is left of the deck, as if they had
met it at terminal velocity.
Items: Adrenaline x2, Knife.
Extra: Corpse (Insanity and Fear).

84 - Films Films - 85
FILM #3 - ESCAPE FROM Deliverance
The Characters are at a great distance from any form of
BLOOD MANSION civilization or even road and wandering around the coun-
tryside at night means begging to be killed before dawn.
Far from the swamps, in the middle of fields left to rot, stands an old The only hope for the Characters is the pick up in the garage
mansion surrounded by a pall of terror. Nobody dares going there, not in front of the main entrance… though it lacks the battery,
even the most reckless kids looking for an afternoon of adventure. And hidden somewhere in the baskets full of heads in the base-
they do well, especially now that the murderer called The Alligator, Edmund ment. Once the group finds this battery and plugs it in the
Carving, chose the mansion as his personal retreat and theater of horror. truck, they can leave.

Length: 60-90 minutes.


Players: 1-3.
Main Set: The Slaughter House.
Monsters: Edmund Carving. His goal, now, is not taking
prisoners for his rituals, but killing his preys after torturing
them for as long as as possible.
Conditions: Isolated, Exposed, No Service, Partial Darkness.
Start (after the First Scare): Area A.

SCRIPT

Introduction
This Film is meant as a quick game where the Charac-
ters are already together after being captured by Edmund
Carving, who wants to “have some fun” by allowing his
prey to break free and wander around the house… before
setting out after them.
The Characters, then, after being captured, are left in the
barn. The sun is about to set, the only light source in the
mansion being but a handful of candles.

First Scare
Being captured by a maniacal murderer and thrown in
a barn is enough to trigger the First Scare and, in this case,
the beginning of the game.

86 - Films Films - 87
MAIN SET ror. On the desk, surrounded by posters of old movies and
monster action figures, is the head of a mannequin, wear-
Areas and Tension Level ing a wig. Its hair looks real… and made of strands of dif-
A, B, F, G, H: 7 (5). ferent colors and length.
C: 7 (5), Secret Trapdoor. Item: Trinket – Carving Family Photograph.
D, R: 9 (7).
E: 7 (5), Occult Bookshelves. Occult Bookshelves (Point of Interest, Area E): Of all
I: 6 (4), Disquieting Collection. the books on that shelf, many make no sense and others
J, L: 6 (4). are torn to shreds, making their binding stand out even
K: 6 (4), Stairs. further, their covers and the pages behind them filling the
M: 6 (4), Weapons Locker. reader with disquiet. Inside one is the photograph of a bed-
N, O: 10 (8). room with an altar, with “Victor’s bedroom” written on the
P: 10 (8), Slaughterhouse. back. The layout of the room is strikingly similar to that of
Q: 10 (8), Baskets full of Heads, Stairs. the house and from its window one can see the barn.
Item: Side Set Clue – Disquieting Collection.
Secret Trapdoor (Static Element): In Area C, on the low- Extra: Discomforting Terror (Insanity and Fear).
er left, a trapdoor leads to Area Q.
Stairs (Static Element): In Areas K and Q are two sets of Slaughterhouse (Crime Scene, Den, Area P): This room
stairs. The first leads to Area M, the second to Area R. seems to have been meticulously prepared for an incoming
massacre. Who knows who are the guests of honor, right?
Revealed Areas: At the beginning of the Film only Area A Item: Knives x3 [2, 1, 3], Machete [3].
(Starting Area) is revealed. Extra: Jump Scare – Corpse falling from the ceiling (Insanity
Outside Area: The area outside the house is divided in and Fear)
two Areas: the front area, where the garage is also located,
and the back area, where the barn is located. Both have Weapons Locker (Point of Interest, Area M): Whoever
Dreadful Level 7 (5). owned that locker must have been a fan of war related arti-
cles… or war itself.
Side Set Items: Rifle x2 [5, 3], Revolver [6].
Baskets full of Heads (Crime Scene, Area Q): Skulls and
heads in advanced decaying state (both animal and human)
fill these wicker baskets. In the dried blood, a Character
spots a small and blue item. A pacifier.
Items: Pick Up Battery, Trinket – Edmund’s Pacifier.
Extra: Corpse (Insanity and Fear)

Disquieting Collection (Point of Interest, Area I): The


occupant of this bedroom must have been a fan of hor-

88 - Films Films - 89
Press Pause... For Now
Random Items If you are reading these pages, it means you survived or
2 – Flashlight; you could not resist the curiosity from the beginning, am I
3 – Adrenaline x1 right? Now, we cannot yet tell you EVERYTHING in store
4 – Pick Up truck; for the 10th of March Kickstarter, but what we can say is
5 – Flashlight; that, in addition to new Characters, Monsters and Films for
6 – Baseball Bat [2]; the Bloodlust genre, in the final release of the game you will
7 – Pistol Ammunition x2 find TWO more genres…
8 – Flashlight Batteries; Now you just have to play VHS and wait until we launch
9 – Partial Map (reveals Areas E, M, and R and their Side the game’s Kickstarter campaign!
Sets);
10 – Lockpicking Kit [2];
11 – Calming Pills x2;
12 – First Aid Kit [2];
OVERPLAGUE
Dreadful Events
1 – Sensory Cue; Aliens, beings from other worlds and
2 – Leering Hallucination (for a split second, the Character parasitic creatures. Will you survive
sees a skull hovering mid air. It is Edmund’s mask, which the labyrinthian research centers,
mere sight is enough to inflict 1 Insanity point); spaceships and far away worlds… all
3 – Sensory Cue; the while these nightmarish creatures
4 – Sensory Cue; hunt you?
5 – Sensory Cue;
6 – Leering Hallucination (for a split second, the Character
sees a skull hovering mid air. It is Edmund’s mask, which
mere sight is enough to inflict 1 Insanity point);

UNCHAINED
Alongside the worlds we know, the
ones we see orbiting in space, there
are much darker ones, the realm of
demons, malign entities and dark
gods. Face cults, stop rituals and fight
the creatures they spawn immersed
in the atmospheres of the early 20th
century.
90 - Films Introduction - 91
EXPETING A
CLASSIC RULEBOOK?
?

C l i c k h e re a n d j o i n u s o n Fa c e b o o k

WELL, THISIS NOT to ke e p a l ways u p d a te d

Fi n d o u t m o re o n o u r we b si te
WHAT AWAITS YOU! Fo r a ny q u e sti o n o r d o u b t, w r i te u s to
i n fo @a c e sga m e s. i t

92 - Introduction Introduction - 93

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