TEXT: Terror Tales – X! 
   
   
   
   
   
  Simon Washbourne | Beyond Belief Games 
  
  Welcome to Terror Tales - X! 
  Weird! Baffling! Terrifying! Rousing tales of macabre adventure using familiar rules! Who wants to read 
  through reams of text just to get to the action? No-one right? These rules assume you know how to role play. 
  They assume you know about “Golden Age” comic book pulp mystery fiction. (Thrilling adventures through a 
  retro lens). They assume you know how OSR products work. There, it’s done. You know how to play already. 
  Just get on with it. Two-fisted tales and mysterious investigations.  
  Ability Scores 
  The standard way to create ability scores is to roll 3d6 in the order listed below: 
    
  Strength: You can use your Str bonus to modify your “to-hit” and damage results in melee. 
  Intelligence: You can use your Int bonus to give you bonus languages. The Mystic receives a bonus level 1 spell with an Int of 
  15+. 
  Wisdom: You can use your Wis bonus to protect your Sanity against horror saving throws. 
  Constitution: You can use your Con bonus to gain additional hit points on each HD. Hit Die (HD) are rolled with a d4, d6, d8 
  or d10. 
  Dexterity: You can use your Dex bonus to modify your “to-hit” number with ranged (also called “missile”) weapons and 
  modify your character’s armor class. 
  Charisma: Characters with a Cha of 15+ start the game with a Sidekick: AC10 Attacks +0, fists 1d3 Move 12 
  Attribute Bonus  
  Attributes scores of 13-15 have a bonus of +1; 16-17 get +2 and 18 gets +3. 
  Attribute scores of 5-7 have -1 and 3-4 have -2. 
  Sanity 
  This statistic represents the PC’s descent from a stable and healthy mental state into confusion and mental instability. As 
  characters encounter abnormal creatures, witness horrific events and master forbidden knowledge, their sanity score, and their 
  ability to function as a normal member of the human race, deteriorates. 
   
  A characters starting sanity (San) is Cha x 5. This score represents a starting character’s current San, as well as the upper limit 
  of San that can be restored by medical treatment. After creation, a character’s current San often fluctuates considerably and 
  might never again match starting sanity. A change in a character’s Cha score changes his or her starting San in terms of what 
  treatment can restore. Current San, however, does not change if Cha rises or falls. 
   
  Each time a character advances in level he or she recovers 1 San and raises starting San by 1 point. 
  Armor Class 
  Armour Class (AC) rates how difficult it is to hit and be hit. It is set out as AC XX; the XX represents the armor class and 
  determines how easy/difficult it is to hit that AC. There isn’t much in the way of armour in this genre, so some classes get bonuses 
  to their AC. Example: An unarmored man would be AC10, while one with a Dex of 13 would be AC11. 
  Levels 
  Characters gain levels by completing adventures. After completing two adventures, a character progresses to 2nd level in their 
  chosen class. Upon completing three more adventures, a character progresses to 3rd level.  
  Saving Throw 
  This number is used to resist the effects of threats and other things that can harm your person, like mental attacks, horror, falls 
  and evasions, toxins, environmental dangers and so on. You also use this number to perform tasks/class abilities. Some tasks can 
  be attempted by anyone at the GMs discretion, using the basic number, and others receive a bonus if it is within their class 
  abilities.   
   
   
   
  
  The Scientist  
  This is the guy or gal that knows what makes the world tick with a wide knowledge of physics 
  archaeology, history, medicines, cultures, linguistics and other sciences. 
  Hit Dice: 4 HP at 1st level and 1d4 per level thereafter. 
  Saving Throw: 15 at 1st level, 14 at 2nd, 13 at 3rd, 12 at 4th, 11 at 5th and 
  10 at 6th level. Scientists get +1 on Saving Throws vs. electricity, heat and 
  radiation. 
  Basic Hit Bonus (BHB): +1 at 4th level. 
  AC Bonus: +1 at 2nd, +2 at 4th and +3 at 6th level. 
  Weapons: Scientists can use a cane or dagger and any revolver. 
    
  Scientists have class abilities as follows: 
   
  Medic: The Scientist, with a med kit is able to heal 1d3 wounds 
  once per level per adventure. At 2nd level, they can also neutralize 
  poisons in a body once per adventure (twice per adventure at 4th 
  level and three times at 6th level). At 3rd level, the Scientist can 
  cure illnesses and diseases once per adventure. At 4th level, The 
  Scientist can stimulate the heart of someone who has apparently 
  died and allow them to make another Death Save.   
   
  Scientist Skill: The Scientist is a scholar and can take one knowledge at +4 from: Archaeology, Linguistics, 
  History, Culture, Astronomy, Astrology, Biology, Engineering, Pharmacology, Psychology etc. 
   
  Repair: The Scientist can repair any piece of machinery, radio, air plane or vehicle engine or device. This is 
  2 in 6 at 1st level, 3 in 6 at 3rd level and 4 in 6 at 6th level. 
   
  Weird Science: With appropriate parts, The Scientist can make a mechanism, gadget or other piece of 
  hardware given sufficient time to do so.  You need to work with the GM to come up with things you wish to 
  build and how long they will take (I’d recommend you get to build one in between adventures and there is a 
  cost of $50 per (spell) level of device . It is recommended that you use the Mystic spells that could translate 
  into a gadget (or borrow some from Swords & Wizardry). Here are some examples: 
  Sleep Ray Device, Charm Camera, Spider Climb Boots & Gloves, Feather Fall Belt, Language Reader, Metal 
  Detector, Levitation Belt, Invisibility Detector, Invisibility Cloak, Dark Vision Goggles, Jet Pack, Lightning 
  Bolt Gun etc. 
  The Detective 
  The Detective is an individual whose occupation is to investigate and solve mysteries. 
  Hit Dice: 6 HP at 1st level, then 1d6 at each level thereafter. 
  Saving Throw: 15 at 1st level, 14 at 2nd, 13 at 3rd, 12 at 4th, 11 at 5th and 10 at 6th level. 
  Detectives also get +1 on Saving Throws vs. interrogation and being lied to. 
  Basic Hit Bonus (BHB): +1 at 3rd level, +2 at 5th level. 
  Ac Bonus: +1 at 1st, +2 at 3rd and +3 at 5th level. 
  Weapons: Detectives can use any revolver, Tommy gun or melee weapon.  
   
  The Detective has class abilities as follows: 
   
  Hunch: You have a gut instinct that means when stuck for clues or what to 
  do next, once per adventure the GM can give you a piece of information that 
  will lead you where you need to go or what you could do next. At 4th level and 
  higher you can use your Hunch ability twice per adventure 
   
  Contacts: You have one contact at 1st level and gain another one at 2nd level 
  and plus one at each level thereafter. The contact can be from a range of 
  backgrounds – often criminals or law enforcement, but they can be lawyers, 
  
  entrepreneurs, politicians, reporters and so on. These contacts generally have some useful information that 
  they will freely give to the character provided it is within the realms of information they might have access to.  
   
  Utility items: At 4th level the Detective has a selection of small items that are useful to his work. He 
  doesn’t have to declare what they are exactly – just once per adventure he may pull out an item that would be 
  helpful to whatever he is currently doing – a swing-line, a set of lock picks, a flash grenade, forensic tools etc. 
  They give +2 to whatever task he is doing. 
   
  Assess: The Detective is able to study another individual for a few minutes and work out something about 
  them; such as their class, their level, maybe any hidden agendas and anything else the GM sees fit to divulge. 
  They receive +2 to their task roll for this. 
   
  Detective skills: The Detective has a +2 to succeed at Finding Clues, Opening Locks, Listen, Pick Pockets, 
  Hiding in Shadows and Moving Silently.  
  The Scoundrel 
  The Scoundrel is a grifter, a smuggler, a gambler and a thief. But he or she is a useful 
  member of the team because of their special set of skills.  
  Hit Dice: 6 HP at 1st level, and 1d6 per level thereafter. 
  Saving Throw: 14 at 1st level, 13 at 2nd, 12 at 3rd, 11 at 4th, 10 at 5th and 9 
  at 6th level. The Scoundrel gets +1 on Saving Throws vs. being cheated or 
  lied to and evasion. 
  Basic Hit Bonus (BHB): +1 at 2nd level, +2 at 4th level and +3 at 6th 
  level. 
  AC Bonus: +1 at 1st, +2 at 3rd and +3 at 5th level. 
  Weapons: The Scoundrel can use any revolver, Tommy gun or melee 
  weapon. 
     
  The Scoundrel has class abilities as follows: 
   
  Street Smarts: The Scoundrel knows the streets and also has contacts in the criminal underworld. They 
  will sometimes be able to find black market gear or help him or her out of a scrape. The task roll is made at 
  +2. 
   
  Back Stab: When attacking from behind or by surprise, the Scoundrel gets +4 to hit and x2 damage. This 
  rises to x3 damage at 6th level. 
   
  Scoundrel Skills: The Scoundrel has a +2 to succeed at Climbing, Gambling, Opening Locks, 
  Finding/Removing Traps, Listen, Pick Pockets, Hiding in Shadows and Moving Silently.  
  The Adventurer 
  The Adventurer is a hunter, explorer and all-round action hero or heroine.  
  Hit Dice: 8 HP at 1st level, and 1d8 at each level thereafter.  
  Saving Throw: 15 at 1st, 14 at 2nd, 13 at 3rd, 12 at 4th, 11 at 5th and 10 at 6th level. The 
  Adventurer also gets +1 on Saving Throws vs. death, horror and evasion. 
  Basic Hit Bonus (BHB): +1 at 2nd level, +2 at 3rd, +3 at 4th,+4 at 5th and +5 at 6th level. 
  AC Bonus: +2 at 1st, and +1 at 3rd and 5th level 
  Weapons: The Adventurer can use any weapons.  
   
  The Adventurer gets the following class abilities: 
   
  Ace Pilot: The Adventurer can drive any vehicle or fly any aircraft dirigible at +2 to 
  their task roll. They can also effect basic repairs if necessary. 
   
  Survivalist: The Adventurer has travelled the world and explored perilous regions. 
  They can recognize tracks and follow trails at +2. They are orienteers and know which 
  
  direction they are traveling in and where north is at +2. They can forage, fish and trap for food for up to 3 
  people per day +1 per 2 levels.   
   
  Lead Barrage:  The Adventurer gets one attack per level each round against foes of 1 HD or fewer, up to 
  the number of shots they have in their guns(s).  
   
  Weapon Trained: The Adventurer can choose one weapon type (revolver, heavy revolver, Tommy gun, 
  sword etc.) with which they receive +1 to hit and damage. 
  The Tough Guy 
  A muscular and hardy individual who relies on his grit to get through adventures  
   Hit Dice: 10 HP at 1st level, and 1d10 at each level thereafter.  
  Saving Throw: 15 at 1st level, 14 at 2nd, 13 at 3rd, 12 at 4th, 11 at 5th and 10 at 6th 
  level. The Tough Guy also gets +1 on Saving Throws vs. death, poisons, disease, 
  horror and interrogation  
  Basic Hit Bonus (BHB): +1 at 2nd level, +2 at 4th and +3 at 6th. 
  AC Bonus: +1 at 1st, +2 at 3rd and +3 at 5th level. 
  Armour & Weapons: The Tough Guy can use any weapon. 
   
  The Tough Guy gets the following class abilities: 
   
  Mighty Surge: Once per adventure, the Tough Guy can add +4 to any 
  attempt to bend, break, push, lift or pull a large object, machine, door, 
  vehicle etc. Really large objects (GM’s discretion) may be impossible or 
  only partially so. 
   
  Pugilist:  The Tough Guy gets one attack per level each round against 
  foes of 1 HD or fewer, using their fists only. At 3rd level their fists do 1d6 damage. 
   
  Weapon Trained: The Tough Guy can choose one melee weapon type (knife, cudgel, fists) with which they 
  receive +1 to hit and damage. 
   
  Tough Guy Skills: Most tough guys have had a physical profession of some sort – they receive one choice 
  of the following at +4 to their roll: Mechanic, Dock Worker, Miner, Driver, Seaman, Builder, Blacksmith, 
  Lumberjack, Steeplejack etc.  
  The Mystic 
  A strong-willed individual with powers of mysticism 
  and knowledge of the occult  
  Hit Dice: 4 HP at 1st level, and 1d6 at each level thereafter.  
  Saving Throw: 14 at 1st level, 13 at 2nd, 12 at 3rd, 11 at 4th, 10 at 5th and 
  9 at 6th level. The Psychic also gets +1 on Saving Throws vs. magic and 
  horror. 
  Basic Hit Bonus (BHB): +1 at 4th level. 
  Ac Bonus: +1 at 2nd, +2 at 4th and +3 at 6th level. 
  Weapons: The Mystic can use any revolver, dagger or cane. 
   
  Mystics have additional class abilities as follows: 
   
  Occult Knowledge: Mystics have researched many mysteries 
  and have a profound knowledge of the supernatural. They receive +2 to task rolls involving these mysteries.  
   
  Create Talismans: The Mystic is able to imbue rings, amulets and other objects with magical properties. 
  Between adventures, they can work on one item into which they can place a spell or a power they know, as 
  long as they are doing nothing else in that time.  
   
  Spells: Mystics have magic spells that they learn from their mentors and from ancient texts. These spells are 
  powered by mysterious forces that pervade the universe. Mystics have two level 1 spells at 1st level and can 
  
  cast each of them once per adventure. At 2nd level, you can add another level 1 spell.  At 3rd level, you can add 
  a level 2 spell. At 4th level, you can add another level 1 spell. At 5th level, you can add a level 3 spell. At 6th level 
  you can add another level 2 spell.  
  Mystic spells – Level 1 
  Detect Magic  
  Range: 60 ft 
   
   
  Duration: 20 minutes  
  Caster can perceive the presence of magic. 
  Charm Person 
  Range: 30 ft 
   
   
  Duration: 10 minutes per level  
  This spell puts a person under the direct influence of the Mystic. The target gets a saving throw. 
  Disguise Self 
  Range: Self 
   
   
  Duration: 10 minutes per level  
  You can alter your appearance (and clothing) to look like a specific individual that you know or can see or to that of a 
  “generic” person. 
  Mystic Bolt 
  Range: 150 ft 
   
   
  Duration: Instantaneous  
  A magic dart of mystic energy flies where the caster directs, hitting the target, automatically causing 1d6 damage. There is no 
  saving throw. At 3rd level, two such darts are produced. At 6th level, 3 darts are produced. 
  Mystic Light  
  Range: Touch  
   
   
  Duration: 1 hour+10 min/level  
  The target object produces light about as bright as a lantern, to a radius of 30 ft. 
  Mystic Shield 
  Range: Self 
   
   
  Duration: 1 minute per level  
  An invisible mystic shield hovers in front of you.  It completely negates mystic bolts aimed at you. Otherwise it gives you an 
  armour class of 14, rising to 15 at 2nd level, 16 at 3rd level, 17 at 4th level, 18 at 5th level and 19 at 6th level. 
  Mystic Sleep  
  Range: 60 ft  
   
  Duration: Gm’s discretion 
  This spell puts 1d6+1 normal people of 1HD or less (citizens, thugs, cops etc.) into an enchanted slumber with no saving 
  throw. Alternatively, it can be aimed at a single npc who will get a saving throw.  
  Resist Energy 
  Range: Touch   
   
   
  Duration: 10 minutes per level 
  This spell grants limited protection to a specific type of energy (cold, fire, radiation etc). Damage received from the energy is 
  reduced by 1 per level of the Mystic. 
  Summon Animal 
  Range: 30 ft  
   
  Duration: 1 minute per level 
  The spell summons a normal animal that will do as you say whilst it is with you. Whilst it appears within 30 ft  of you it will 
  travel as far as it can (if ordered to) until the spell wears off. 
  Mystic spells – Level 2 
  Alter Self 
  Range: Self  
    
   
  Duration: 10 minutes per level  
  You can make yourself look like an animal (you gain no benefits, you just resemble the critter in question). 
  Knock – Lock  
  Range: 20 ft   
    
   
  Duration: Permanent until dispelled  
  The targeted door, gate, or portal can be opened or locked by this spell. A locked target is unlocked and opened (including 
  those locked by this spell). Targets locked by this spell can be unlocked by this spell or broken by brute force (GM’s 
  discretion). 
  
  Invisibility  
  Range: Touch   
   
   
  Duration: Until dispelled or an attack is made 
  The object of this spell (being or thing) becomes invisible and cannot be seen. Someone who is invisible cannot be attacked 
  unless its approximate location is known, and then all attacks are made at -4 to hit. If the invisible person makes an attack, 
  the invisibility is ended. Otherwise it lasts until removed by the caster. 
  Levitate 
  Range: 60 ft 
     
   
  Duration: 1 minute per level 
  The spell allows you to move yourself, another person (or animal) or object up and down as you wish. A saving throw can be 
  made by an unwilling target or if a targeted object is in someone’s possession. 
  Mystic Darkness 
  Range: 60 ft   
   
  Duration: 10 minutes per level 
  The Mystic creates an area of darkness up to 20 ft away, which has a radius of 30 ft +10 ft per level. The Mystic can see in the 
  darkness but anyone else’s vision is completely impaired (most super senses are helpful in the darkness). The spell completely 
  dispels any light spell in the area (unless the light spell was cast by a higher level Mystic). 
  Spider Climb 
  Range: Touch 
     
   
  Duration: 10 minutes per level 
  The subject can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does. 
  Mystic spells – Level 3 
  Animate Dead 
  Range: Touch 
     
   
  Duration: Immediate 
  You can raise recently dead folks (zombies) or long-dead corpses (skeletons) and command them at will. You can only 
  maintain as many undead as you have HD. 
  Dispel Magic 
  Range: 60 ft 
     
   
  Duration: Immediate 
  This spell cancels magical spells and effects (even from talismans). It will only negate the spells of a lower level Mystic. 
  Mystic Sight 
  Range: 150 ft  
   
  Duration: 1 minute per level 
  This spell makes your eyes glow blue and allows you to see magical auras, the true form of shape changed beings, invisible 
  objects/creatures and other similar things at the GM’s discretion. 
  Mystic Flight 
  Range: Touch  
   
   
  Duration: 1 hour per level 
  This spell enables the subject to fly at 120 ft per round or 60 mph out of combat. 
  Summon Supernatural Creature 
  Range: 30 ft  
   
  Duration: 1 minute per level 
  The spell summons a creature from the “supernatural & weird” list that will do as you say whilst it is with you. Whilst it 
  appears within 30 ft of you it will travel as far as it can (if ordered to) until the spell wears off. 
  Water Breathing 
  Range: Touch  
   
   
  Duration: 2 hours per level 
  The subject can breathe underwater as they can on land. The spell also provides complete protection against the pressures of 
  deep water.  
   
    
   
   
  
  Advantages and Disadvantages 
  You can take some Advantages, but each one you take must be balanced by taking a further Disadvantage. Normally the GM will 
  set a limit on the number of Advantages you can take. Mostly these play out by role playing them but some have specific rules. 
  You shouldn’t let them take over the game but they should come into play at appropriate moments (usually no more than once 
  per adventure). The list is by no means exhaustive and you should come up with your own as required. 
  Advantages 
  Allies: You have a network of friends who you can turn to in times of need for assistance. You need to choose a group of people 
  at the time you take this Advantage (local police, a university, the military, a criminal gang etc.). 
  Amazing Car: You have a motor vehicle with some extras built into it. Choose a type and add a machine gun, extra armour, 
  speed boost, underwater adaptation, extra maneuverability or some other similar extras (with the GM’s agreement). 
  Attractive: You are seductively amazing-looking and can usually get your way with someone who likes your type.  
  Celebrity: You are famous and loved by your adoring fans. You rarely have to pay for anything; you can get access to exclusive 
  restaurants and events etc. 
  Hideout: You have somewhere that only you know about that you can escape to when you need to hide or simply to be alone. 
  Immortal: You are ageless and can’t be killed – except by one thing (chosen at outset). 
  Intimidating: You have a particularly steely gaze or you exude confidence and presence. You can often win an argument, 
  cause foes to turn tail or get what you want as a result. 
  Is That Your Best Shot? : You are remarkably resilient. If you fall to 0 HP, once per adventure you can shake off your 
  wounds and return immediately into the action on full HP. 
  Lucky: Once per adventure you may re-roll a failed Task Check or Saving Throw. You may take the highest result. 
  Mentor: You have a teacher that you can turn to for help and advice. Your teacher is more knowledgeable or more powerful 
  than you but isn’t normally able to actually join you on your adventures but the advice they give is always helpful. 
  Skilled: You have a notable skill or knowledge that you rarely fail at when needed. Choose a skill, knowledge or ability e.g. 
  master mechanic, master electrician, fly aircraft, stunt driver, horse riding, law, chemistry, physics, archaeology, languages etc. 
  Wealthy: You have significant sums of money available to you, even at short notice. You can influence people with these assets 
  and you can buy expensive things without worry. 
  Disadvantages 
  Age: You are either old and suffer the effects of your old age from time to time or you are young and people don’t take you 
  seriously and you can’t get into places or do stuff that an adult can. 
  Animal Aversion: Animals are fearful of you and growl and back away in your presence. Horses will not let you mount them 
  and guard dogs often go for you. 
  Dependence: You are dependent on a particular drug, chemical, or energy to maintain your health. Without it, your powers 
  might consume you. 
  Egotistical: You are the greatest and you know it. Others should bow before you and heed your every word. You get angered 
  when people don’t show you the respect you deserve. 
  Enemy: Someone hates you and is out to get you. They will appear at the most inopportune moments and cause you all sorts of 
  problems. 
  Phobia: You have an irrational fear that can make you virtually useless – it could be fear of heights, enclosed spaces, spiders 
  etc. 
  Physical Hindrance: You have some sort of physical impairment that makes life difficult. 
  Prejudice: A group of people (law enforcement, the media, the government, the Church) don’t appreciate what you are doing 
  and you constantly have to defend yourself from these agencies. 
  Someone Needs Me: An aged grandmother or a sick child; whoever it is, they need your help and support and you can never 
  let them down.  
  Squeaky Clean: You are committed to being a virtuous and honorable hero. You won’t do anything that would soil your 
  reputation, hurt or endanger an innocent person, or break the law. You insist that your comrades hold to your high ethics, too. 
  Vengeance: You have it in for one villain or gang and you are committed to destroying them.  
  Weird Appearance: People find you unsettling to look at. This can prejudice them against you and they tend to avoid you 
  wherever possible. Some might even attack you because of how you look. 
   
  
  Enemies and NPCs 
  Boss 
  AC: 12  
   
   
  HD: 2d6+2  
   
  Attacks: Pistol 1d6 or Tommy gun 1d6 (x3) Move: 10  
  Special: Street Smarts 
  The Boss is the Evildoer’s right-hand man. He receives orders direct from the Evildoer but is rarely privy to the Evildoer’s plans. 
  He is pretty tough and probably reasonably clever. 
   
  Citizen 
  AC: 10 
   
   
  HD: 1d6-1             
  Attacks: unarmed 1d3         
   
  Move: 12 
  The citizen is a normal person – a shop assistant, nurse, lawyer, gardener, student, taxi driver, and banker and so on. 
   
  Cop 
  AC: 10 
   
   
  HD: 1d6+1  
   
  Attacks: pistol 1d6 or cudgel 1d4 
   
  Move: 11 
  Special: Call for back up, whistle, handcuffs, street smarts   
   
  Cultist 
  AC: 10 
   
   
  HD: 1d6+2  
   
  Attacks: Dagger 1d4 
  Move: 12 
  Special: 2 level 1 spells and a level 2 spell.  
  The cultist is an evil and twisted member of a “church” intent on bringing doom 
  upon the world. 
   
  Cultist Leader 
  AC: 11  
   
   
  HD: 3d6+1           
  Attacks: Staff 1d6    
  Move: 12 
  Special: 2 level 1 spells, 1 level 2 spell and a level 3 spell. 
  The Cultist Leader is the top man in the Cult. He is a powerful foe and will give the 
  heroes a whole lot of problems.  
   
  Evildoer 
  AC: 14 
   
   
  HD: 4d6+3            
  Attacks: Staff 1d6, dagger 1d4    
   
  Move: 12 
  Special: 3 level 1 spells, 2 level 2 spells and a level 3 spell. 
  The Evildoer is a powerful foe and will give the heroes a whole lot of problems. He is probably a megalomaniac so if he gets the 
  chance he will try to capture the heroes rather than kill them outright, so he can taunt them or sneer at them and point out to 
  them how pathetic they are and how brilliant he is. 
   
  Henchman 
  AC: 11  
   
   
  HD: 2d6  
   
  Attacks: Machete 1d6, Tommy gun 1d6 (x3)  Move: 11 
  The henchman ultimately works for the Evildoer but never sees him; he receives the Boss’s orders and is in charge of the many 
  Goons. He is pretty tough but, maybe a bit stupid and has no special skills. There may be more than one henchman in the 
  Evildoer’s mob. 
   
  Native Warrior 
  AC: 13  
   
   
  HD: 1d6+2 
   
  Attacks: Spear 1d6, dagger 1d4 or blowpipe*  Move: 11 
  Special: Paralyzing dart causes victim to become unable to act for 6 rounds. Saving throw allowed for just one round of 
  immobilization. 
  This represents a warrior from one of the various tribes  of peoples around the world that haven’t yet come into contact with more 
  advanced explorers and adventurers.  They tend to dwell in the deepest jungles and hidden valleys and are wary of any outsiders 
  coming to their territories. Some will fight any attempt to deal with them and others will be amenable to a show of friendship. 
   
  
  Native Shaman 
  AC: 12 
   
   
  HD: 1d6-1 
   
  Attacks: Dagger 1d4 
   Move: 11 
  Special: 2 level 1 Mystic Spells of choice. 
  This represents a medicine-man, witch doctor or similar from a lost tribe. 
    
  Thug/Goon 
  AC: 11 (leather jacket) 
   
  HD: 1d6  
   
  Attacks: knife 1d4 or pistol 1d6 
   
  Move: 12 
   
   
  Thug Leader 
  AC: 11 (leather jacket)   
  HD: 1d6+1  
   
  Attacks: knife 1d4, Tommy gun 1d6 (x3) 
  Move: 12 
   
   
  
  Animals 
   
  Ape 
  AC: 13 
   
  HD: 3d6  
   
  Attacks: Claws 1d6 (x2) 
   
   
  Move: 12 
   
  Bear, Black 
  AC: 13 
   
  HD: 3d6+1  
   
  Attacks: Claws 1d4+2 (x2) 
   
  Move: 14 
   
  Bear, Grizzly 
  AC: 14 
   
  HD: 4d6+4  
   
  Attacks: Claws 1d6+2 (x2) 
   
  Move: 14 
   
  Crocodile 
  AC: 14 
   
  HD: 4d6+2  
   
  Attacks: Bite 2d6 
   
   
  Move: 9/12 (swim) 
   
  Cat, Big 
  AC: 14 
   
  HD: 2d6+1 
   
  Attacks: Claws 1d6 (x2) 
   
   
  Move: 14 
   
  Cat, Small 
  AC: 13 
   
  HD: 1d4-1  
   
  Attacks: Claws 1d4-2 (x2)  
   
  Move: 12 
   
  Dog, Guard 
  AC: 13 
   
  HD: 1d6+2  
   
  Attacks: Bite 1d6+1 
   
   
  Move: 14 
   
  Dolphin 
  AC: 12 
   
  HD: 1d6  
   
  Attacks: Buffet 1d4 
   
   
  Move: 18 (swim) 
   
  Hawk 
  AC: 15  
   
  HD: 1d4  
   
  Attacks: Claws 1d3 (x2) or peck 1d4 
  Move: 4/20 
   
  Horse 
  AC: 12 
   
  HD: 2d6+2 
   
  Attacks: Hooves 1d6 
   
   
  Move: 18 
   
  Eagle 
  AC: 14 
   
  HD: 1d6  
   
  Attacks: Claws 1d4 (x2) or peck 1d4+1 
  Move: 4/22 
   
  Shark 
  AC: 14 
   
  HD: 3d6+2  
   
  Attacks: Bite 1d8+2 
   
   
  Move: 22 (swim) 
  Special: Follow blood trail (scent +4) 
   
  Large Shark 
  AC: 14 
   
  HD: 6d6+4  
   
  Attacks: Bite 1d8+6 
   
   
  Move: 22 (swim) 
  Special: Follow blood trail (scent +4) 
   
  Snake, Poisonous 
  AC: 15  
   
  HD: 1d4  
   
  Attacks: Bite 1d3-1 + poison 
   
  Move: 9 
   
  
  Snake, Constricting 
  AC: 13 
   
  HD: 2d6+2  
   
  Attacks: Bite 1d4-1 
   
   
  Move: 9 
  Special: Constriction - if hit, the character is grabbed and takes 1d3 damage per round until they escape 
   
  Wolf 
  AC: 11  
   
  HD: 1d6+1  
   
  Attacks: Bite 1d6  
   
   
  Move: 12 
   
  Dinosaurs 
   
  Anklyosaurus 
  AC: 18 
   
  HD: 4d6+6  
   
  Attacks: Bite 1d6+2 and tail 2d6+2. 
  Move: 10 
  Covered in armour plates, this dinosaur can be up between 18 to 30 ft long. It is a low bodied dinosaur with a club-like tail. 
   
  Brontosaurus 
  AC: 15  
   
  HD: 8d6+8 
   
  Attacks: Bite 1d6 and tail 2d6 
   
  Move: 12 
  A herbivorous dinosaur of about 66 ft in length. It has a long neck, a huge body and a whip-like tail. 
   
  Raptorex 
  AC: 13 
   
  HD: 2d6  
   
  Attacks: Claws 1d6 (x2) 
   
   
  Move: 16 
  A small (about the size of a big cat) bird-like bipedal and predatory dinosaur with long sharp claws used to kill prey and as a 
  climbing aid. 
   
  Stegosaurus 
  AC: 16 
   
  HD: 5d6+2  
   
  Attacks: Tail 3d6 
   
   
  Move: 7 
  Stegosaurus is a simple, slow moving herbivore, with horny plates running down its back and a horned tail for defense.  
   
  T-Rex 
  AC: 15  
   
  HD: 7d6+6 
   
  Attacks: Bite 3d6+2 
   
   
  Move: 15 
  T-Rex is a large bipedal dinosaur with very short forelimbs, but massively powerful rear legs. It measures up to about 40 ft in 
  length and is by far the largest carnivore albeit primarily a scavenger. 
   
  Triceratops 
  AC: 16 
   
  HD: 6d6+3 
   
  Attacks: Bite 2d6+1 
   
   
  Move: 8 
  Triceratops is a herbivore with a large bony frill and three horns on its head. It grows up to about 27 ft in length. 
   
  The Supernatural and the Weird  
  Death Ravens 
  AC: 12 
  HD: 1d6-1  
  Attacks: Claws 1d3-1 (x2), peck 1d3  
  Move: 6/16 (fly) 
  San Loss: 0/1 
  Special: These appear as a sign of ill omen. If looked at, the character will receive a -1 penalty 
  on all saving throws for the rest of the adventure. 
   
  Ghoul 
  AC: 13 
  HD: 2d6+1  
  Attacks: Claws 1d3 (x2), bite 1d3 
   
  Move: 10 
   
  San Loss: 1/1d3 
  
  Special: Immune to charm and mystic sleep spells. Paralyzing bite causes victim to become unable to act for 6 rounds. Saving 
  throw allowed for just one round of immobilization. 
   
  Lizard Man  
  AC: 12 
  HD: 2d6  
  Attacks: Claws 1d3+1 
   
   
  Move: 12/9 (swim)  
  San Loss: 0/1 
  Special: Adapted to live under water 
  A race of marsh (and other remote places) dwelling creatures that have remained hidden from humans for thousands of years, 
  developing their own evil culture in readiness to become strong again as they once were. They just need a strong queen to lead 
  them. 
   
  Mummy 
  AC: 16 
  HD: 5d6+1  
  Attacks: Touch  
   
   
  Move: 9  
   
  San Loss: 1d3/1d8 
  Special: Immune to Charm and Mystic Sleep. Their touch inflicts a rotting disease which causes wounds to heal at half their 
  normal rate. 
   
  Sasquatch/Yeti 
  AC: 14 
  HD: 4d6+2  
  Attacks: Claws 1d6 (x2) 
   
   
  Move: 12  
   
  San Loss: 0/1 
   
  Seawitch 
  AC: 14 
  HD: 6d6+3  
  Attacks: Claws 1d4 (x4), bite 1d6+1 *
   
  Move: 3/12 (swim)  
  San Loss: 1d4/1d8 
  Special: Immune to Charm and Mystic Sleep, poison bite 
  A macabre and repulsive monster; the Seawitch is a weird cross between an 
  octopus, starfish and squid. Its two necks end in a human female head that can 
  cast any level 1 Mystic spell and a hideous green head that can cast any level 2 
  Mystic spell. Each head can cast separately each round. 
   
  Skeleton 
  AC: 12 
  HD: 1d6  
  Attacks: Claws 1d3 (x2) or by weapon 
  Move: 12 
  San Loss: 1/1d3 
  Special: Immune to Charm Person and Mystic Sleep spells. Half damage from bullets and edged weapons. 
   
  Skinwalker 
  AC: 17  
  HD: 6d6+2  
  Attacks: Claws 1d6+1 (x2)  
   
  Move: 16 
   
  San Loss: 1d3/1d6 
  Special: Skinwalkers can shape change as the power, at 6th level. Scent as the Super Senses power at 4th level. 
  Skinwalkers are single minded, aggressive killers. They are normally conjured up by a powerful Mystic. If they come into the world 
  of their own volition, it must be for a serious reason – usually involving hunting and killing someone. 
   
  Werewolf 
  AC: 14 
  HD: 3d6 – 5d6  Attacks: Bite 1d6 or Claws 1d4 (x2)  
  Move: 14  
   
  San Loss: 1/1d3 
  Special: Immune to mundane attacks. If bitten by a werewolf you become a werewolf (saving throw allowed). Their powerful 
  sense of smell enables them to track at +4. 
   
  Vampire 
  AC: 15  
  HD: 4d6 - 8d6  
  Attacks: Strike 1d6, Bite 1d4 +special 
  Move: 12  
   
  San Loss: 1d4/1d10 
  Special: Immune to Charm Person and Mystic Sleep. If they incapacitate their enemy, they will try to feed off them – that is 
  drink their blood. This increases their Str by 1d4, Dex by 1D4 and adds 10 HP for the day. They can choose whether to turn their 
  prey into a vampire, under their control.  
  
   
  Vampires typically have two or three disadvantages and one advantage (they do not need to be balanced) from Allies, 
  Attractive, Immortality, Hideout, Is that your best shot?  And Wealthy and Dependence, Egotistical, Vulnerability, 
  Weakness, Animal Aversion and Weird Appearance. 
   
  Vampires have a choice of extra abilities depending on their HD (one ability per HD) – mystic flight, summon vampire 
  bats, summon ghouls, gaseous form, charm person, mystic darkness, spider climb and mystic sight. 
   
  Vampire Bat 
  AC: 16 
  HD: 1d6  
  Attacks: Bite 1d3 +special  
   
  Move: 3/24  
   
  San Loss: 0/1 
  Special: Immune to Charm Person, Mystic Sleep. When they attack their prey, they will attempt to latch onto them to feed on 
  their blood; they are hard to detach. This causes an automatic blood drain of 3 points per round, until detached (which requires 
  a Str check). 
   
  Zombie 
  AC: 11  
  HD: 2d6  
  Attacks: Strike 1d6, Bite 1d4 +special 
  Move: 6  
   
  San Loss: 1/1d4 
  Special: Immune to Charm Person and Mystic Sleep spells. If they kill or incapacitate their enemy, they will try to eat them. 
  Anyone bitten by a Zombie will become a Zombie in 1d6 hours. A saving throw is allowed to prevent this. 
   
  Vehicles 
  Buckboard 
  AC: 10 
  HP: 10  
  Crew/Passengers: 1/3  
  Attacks: None 
   
  Move: 15 mph 
  A small wooden four-wheeled wagon for transporting small cargoes or passengers. 
   
  Compact car 
  AC: 11  
  HP: 15  
  Crew/Passengers: 1/1 
   
  Attacks: None 
   
  Move: 30 mph 
   
  Family car 
  AC: 11  
  HP: 20   
  Crew/Passengers: 1/3  
  Attacks: None  
  Move: 40 mph 
   
  Roadster 
  AC: 12 
  HP: 20   
  Crew/Passengers: 1/1 
   
  Attacks: None  
  Move: 85 mph 
   
  Limousine/Luxury Car 
  AC: 12 
  HP: 30  
  Crew/Passengers: 1/5   
  Attacks: None 
   
  Move: 75 mph 
   
  Motor Boat 
  AC: 11  
  HP: 15  
  Crew/Passengers: 1/3 
   
  Attacks: None 
   
  Move: 30 mph 
   
  Large Motor Boat 
  AC: 12 
  HP: 25   
  Crew/Passengers: 1/5  
  Attacks: None 
   
  Move: 25 mph 
   
  Yacht 
  AC: 12 
   
  HP: 35  
  Crew/Passengers: 2/8  
  Attacks: None 
   
  Move: 18 mph 
   
  Tramp Steamer 
  AC: 14 
  HP: 75  
  Crew/Passengers: 10/(8) 
  Attacks: None*  
  Move: 15 mph 
  *Not normally armed, but can mount a small gun and 1-2 mgs if necessary 
  They don’t normally carry passengers (being full with commodities), but can at a push especially with a reduced crew.  
   
  
  Large Tramp Steamer 
  AC: 15 
  HP: 135  
  Crew/Passengers: 20/(16) 
  Attacks: None*  
  Move: 18 mph 
  *Not normally armed, but can mount a 2 small or one medium gun and 1-2 mgs if necessary 
  They don’t normally carry passengers (being full with commodities), but can at a push especially with a reduced crew.  
   
  Motor Patrol (Torpedo) Boat 
  AC: 15 
  HP: 65  
  Crew/Passengers: 12/0  
  Attacks: 1 medium gun, 2-4 mgs and 2 torpedo tubes. 
  Move: 40 mph 
   
  Destroyer 
  AC: 20 
  HP: 185  
  Crew/Passengers: 120/0 
  Attacks: 1 large gun, 2 medium guns, 4 small guns,  
  4 mgs and 4 torpedo tubes.  
  Move: 35 mph 
   
  Biplane 
  AC: 11  
  HP: 15  
  Crew/Passengers: 1/0  
  Attacks: 1 mg 
   
  Move: 115 mph 
   
  Fighter Plane 
  AC: 13 
  HP: 30  
  Crew/Passengers: 1/0  
  Attacks: 4 mgs  
  Move: 300 mph 
   
  Light (Amphibious) Transport Plane 
  AC: 12 
  HP: 35  
  Crew/Passengers: 2/8  
  Attacks: None*  
  Move: 180 mph 
  *Not normally armed, but can mount 1-2 mgs if necessary. Can be modified for water landings. 
   
  Large (Amphibious) Transport Plane 
  AC: 12 
  HP: 55  
  Crew/Passengers: 4/30  
  Attacks: None*  
  Move: 175 mph 
  *Not normally armed, but can mount 1-2 mgs if necessary. Can be modified for water landings. 
   
  Naval Blimp 
  AC: 11  
  HP: 45  
  Crew/Passengers: 10/0  
  Attacks: 1-2 mgs  
  Move: 50 mph 
  Generally designed for patrol and escort duties, with radar and sonar. 
   
  Mounted Weapons 
  Weapon 
  Damage 
  Rate of Fire 
  # of Shots 
  Range 
  Cost 
  Machine gun  
  1d10 
  3 
  1000 
  close 
   
  Small gun 
  3d4+1 
  2 
  500 
  close 
   
  Medium gun 
  3d6+3 
  2 
  400 
  medium 
   
  Large gun 
  4d8+6 
  1 
  300 
  far 
   
  Torpedoes Tubes 
  6d6+8 
  1 
  4/tube 
  medium 
   
  Note: PCs can operate these weapons as if they were their personal weapons (see combat charts). 
  Ranges for vehicle combat are abstracted as it’s hard to create without going into a lengthy new system for space combat (which isn’t the 
  purpose of this rpg. 
   
   
  
  Playing the Game 
  Time 
  A turn represents ten minutes, and a combat round is about 6 seconds.  
  Movement Rate 
  Base movement rate for all races is in terms of feet per combat round.  
   
  Characters move at 12ft. 
   
  Careful movement halves the rate, running doubles it. 
  Damage and Death 
  When a target is hit, the amount of damage is deducted from their hit points. When these hit points reach zero, the target dies, if 
  they fail their Death Save. Otherwise they are knocked out.  
  Note: If any of the damage is from fists or stunning weapons, the character doesn’t die but is knocked out. 
  Healing 
  In addition to medical means of restoring hit points, a character will recover 1 hit point per day of uninterrupted rest. 
  Saving Throws 
  A hazard may require you to make a Saving Throw.  A successful Saving Throw means that the individual avoids the threat or 
  lessens its effect. Each character class has a Saving Throw target number based on level. Roll that number or higher to succeed.  
  Monster Saving Throw: The target number is calculated by subtracting the monster’s HD from 19.  
  Horror 
  Sanity and insanity 
  Whenever you encounter a gruesome, unnatural or supernatural situation that requires a San roll, you must make a saving 
  throw to resist losing San (usually called a San save). The TN of the situation or horror indicates the San save needed to resist 
  the effects when you are initially exposed to it. Sometimes, even if you make the roll you lose some San, but not as much as you 
  would if you had failed. Potential San loss is shown as two numbers separated by a slash, e.g. 1/1d6. In this case, if you fail the 
  roll you lose 1d6 San and if you succeed you lost just one point. The monster descriptions set out how much San you lose when 
  you encounter them. 
   
  Temporary insanity 
  If a character loses 5 or more San as the consequence of a single San save, he or she has suffered major emotional trauma. The 
  player must then make an Int ability roll; success means the investigator fully understands what has been seen and goes 
  temporarily insane for 1d10 hours. 
   
  If your investigator is temporarily insane, the GM gets to add a temporary phobia or mania to your sheet, most likely being 
  something related to what drove you mad in the first place (such as “fear of the dark”, “fear of confined spaces” or “fear of 
  blood”). 
   
  Permanent insanity 
  A character whose San falls below zero has become permanently insane; the character becomes under the control of the GM. 
  Such a character can never become sane again – they will probably be taken away by the authorities to be locked in a padded cell 
  never to see the light of day again. 
   
  Recovering sanity 
  The primary way you can recover sanity is through psychoanalysis and long periods of rest and recuperation in a quiet and safe 
  location. This is assumed to happen between adventures (unless you state your character is doing anything else in that time); 
  your character can recover 1d3 San lost from past experiences. Otherwise, one point of lost SAN is recovered when a character 
  goes up a level. 
   
   
  
  Combat 
  When the party of adventurers comes into contact with enemies, the order of events is as follows: 
   
  Determine Initiative. 
   
  Party with Initiative acts first (using abilities, attacking, etc.) and results take effect. 
   
  Party that lost Initiative acts and their results take effect. 
   
  The round is complete; keep turn order for the next round if the battle has not been resolved. 
   
  Determine Initiative 
  At the beginning of a combat round, each side rolls Initiative on 1d6 - high roll wins. The winning side acts first; moving, 
  attacking and taking other actions. The losing side takes damage and casualties, and then gets its turn. Initiative rolls may result 
  in a tie. When this happens, player characters act first. 
   
  Melee Attack 
  A melee attack is an attack with hand-held weapons such as a dagger, gun, or cane. Two combatants within ten feet of each other 
  are considered to be “in combat.” 
   
  Missile Attack 
  Missile attacks are attacks with ranged weapons such as a gun or rifle. When using guns and ranged weapons to fire into a 
  melee, randomly determine friend or foe as your target; except Adventurers, who can always avoid shooting their friends. 
   
  The Attack Roll 
  To attack with a weapon, the player rolls a d20 and adds any bonuses to the result. The total attack roll hits if equal to or higher 
  than the number shown on the table below. 
  Creature attack: Attack as a level 1 character, but add their HD to the attack roll. Creatures of less than 1 HD attack as 1st 
  level characters. 
   
   
   
   
  
  Missile Weapon Table 
   
   
   
   
  Melee Weapon Table                              
  Melee Weapon 
   
  Damage 
  Cost 
  Axe 
  1d8 
  $3 
  Baseball bat 
  1d6 
  $2 
  Dagger 
  1d4 
  $2 
  Brass knuckles 
  +1 to fist damage 
  $1 
   Clubbed pistol 
  1d4 
  - 
  Clubbed rifle 
  1d6 
  - 
  Fencing foil 
  1d4+1 
  $3-$30 
  Fist* 
  1d3/1d4* 
  - 
  Machete 
  1d6 
  $3 
  Nightstick 
  1d4 
  $2 
  Staff 
  1d6 
  $1 
  Sword 
  1d8 
  $5-$50 
  *Heroes always do at least 1d4 with their fists 
   
  Armor Table 
  Type 
  AC 
  Move 
  Cost 
  Notes 
  None 
  10 
  12 
  - 
  The character is wearing no protective covering 
  Trench coat/leather jacket 
  11 
  11 
  $5 
  A tough-wearing coat that provides some protection 
  WW2 flak jacket 
  13 
  9 
  $40 
  An item produced for WW2 airmen and soldiers – little used 
  Archaic leather 
  11 
  11 
  * 
  Included for “lost world” or similar scenarios 
  Archaic chain 
  13 (12) 
  9 
  * 
  Included for “lost world” or similar scenarios 
  Archaic plate 
  15 (13) 
  6 
  * 
  Included for “lost world” or similar scenarios 
   
   
   
  Weapon 
  Damage 
  Rate of Fire 
  # of Shots 
  Range 
  Cost 
  Thrown knife 
  1d4 
  1 
  1 
  10ft 
  $2 
  Derringer 
  1d6-1 
  1 
  2 
  15ft 
  $8 
  Revolver 
  1d6 
  1 
  5 
  15ft 
  $12 
  Heavy revolver 
  1d6+1 
  1 
  6 
  30ft 
  $25 
  Tommy gun 
  1d6 
  3 
  32 
  50ft 
  $30 
  Rifle 
  1d8 
  1 
  16 
  30ft 
  $50 
  Machine gun 
  1d8 
  3 
  50 
  30ft 
  $165 
  Heavy machine gun 
  1d10 
  3 
  100 
  200ft 
  $250 
  Hand grenade* 
  3d6/2d6/1d6 
  1 
  1 
  20ft 
  $10 
  Shooting or throwing beyond this range is at a –2 penalty to hit. The weapon cannot reach farther than twice this range. Outdoors, 
  these range increments are tripled. 
  *Cause an explosion in a 10 ft radius. At a 20ft radius damage is reduced to 2d6 and up to 30 ft radius causes 1d6. Not widely 
  available unless playing a WW2 scenario. 
  
  Class Combat Tables 
   
   
  Class - Level 
  20 
  19 
  18 
  17 
  16 
  15 
  14 
  13 
  12 
  11 
  10 
  Adventurer 1 /Scoundrel 1 
  Tough Guy 1/Detective 1-2  
  Psychic 1-3/Scientist 1-3 
  20 
  19 
  18 
  17 
  16 
  15 
  14 
  13 
  12 
  11 
  10 
  Adventurer 2 /Scoundrel 2-3 
  Tough Guy 2-3/Detective 3-4 
  Psychic 4-6/Scientist 4-6 
  19 
  18 
  17 
  16 
  15 
  14 
  13 
  12 
  11 
  10 
  9 
  Adventurer 3/ Detective 5-6 
  Scoundrel 4-5/Tough Guy 4-5 
  18 
  17 
  16 
  15 
  14 
  13 
  12 
  11 
  10 
  9 
  8 
  Adventurer 4 
  Scoundrel 6/Tough Guy 6 
  17 
  16 
  15 
  14 
  13 
  12 
  11 
  10 
  9 
  8 
  7 
  Adventurer 5 
  16 
  15 
  14 
  13 
  12 
  11 
  10 
  9 
  8 
  7 
  6 
  Adventurer 6 
  15 
  14 
  13 
  12 
  11 
  10 
  9 
  8 
  7 
  6 
  5 
   
   
  Other Equipment & Gear 
  Item 
  Use 
  Cost 
  Backpack 
  Can put useful items in here 
  $2 
  Binoculars 
  To see far away 
  $4 
  Box camera 
  Good for still shots – on a tripod 
  $5 
  Climbing rope 
  Handy for mountaineering 
  $5 
  Compass, pocket 
  For finding one’s direction in the wilderness 
  $3 
  Flashlight 
  Power to illuminate a strong beam of up to 30 ft; up to 60 ft is shadowy/unclear  
  $2  
  Lock picks 
  Enables The Scoundrel to “ply his trade” 
  $20 
  Microscope, portable 
  Useful for scientists 
  $60 
  Paraffin lamp 
  Lights up a tent or about 20 ft around; up to 40 ft around shadowy and unclear 
  $3 
  Pick Axe 
  For hacking at rock 
  $3 
  Portable radio set 
  A portable set, that can transmit to a receiver within a range of about 50 miles 
  $70 
  Scenex camera 
  Hand-held camera 
  $12 
  Shovel 
  For digging up or burying corpses 
  $2 
  Tent – large 
  For up to 8 people 
  $25 
  Tent – small 
  For 2 people 
  $14 
  Tool set 
  Hammers, screwdrivers, nails, etc 
  $12 
  Travel trunk 
  For putting travel gear in 
  $10 
  Typewriter, portable 
  Useful for writing news stories and so on 
  $12 
  Walkie-talkies 
  A pair of hand-held units that has a range of about 10 miles 
  $40 
  Medicine case 
  Contains bandages, penicillin, tinctures etc. 
  $4 
   
   
   
  
  Adventure Ideas 
   
  What is going on at Loch Awe, a large loch in 
  the highlands of Scotland? Strange lights have 
  been seen at the ruined Kilchurn Castle. The 
  locals are tight-lipped to say nothing of the 
  cult that is rumored to regularly meet at the 
  architecturally strange kirk (church) nearby, 
  called St Conan’s kirk. 
   
   
  One of the characters’ receives a telegram 
  from an old friend, who has recently gone to 
  Tegucigalpa, the capital of Honduras.  What 
  he was actually doing there is uncertain but 
  the message reports that he has found a cache 
  of great wealth and needs 
  help 
  to 
  recover 
  it. 
  Honduras is going through 
  a 
  period 
  of 
  civil 
  and 
  military unrest at this time. 
   
   
  An evildoer has planted a 
  bomb somewhere in the 
  character’s home city. He 
  only left only a few cryptic 
  clues on how to find it. But 
  why did he leave these 
  clues – does he have 
  another agenda? 
   
   
  There are rumors of a 
  snake-man 
  living 
  somewhere in the jungles 
  of 
  Africa/South 
  America/Asia. It has been 
  killing the locals and there 
  is a reward for its capture. 
  Who 
  or 
  what 
  is 
  this 
  creature? 
   
   
  A newspaper has a report 
  about the explorer Tom 
  Hawkins who has recently 
  been found half mad and 
  half dead in the Sahara. 
  His 
  incoherent 
  ravings 
  mention 
  a 
  lost 
  “dark” 
  Roman civilization, cut off 
  from the rest of the world.  
  He talks of black cults and ancient rites. 
   
   
  People have been found mutilated, in the 
  characters’ home city. It turns out that the 
  people all belong to the same strange old 
  church, just out of town. The priest seems to 
  be hiding something. Just what is it he’s 
  hiding?   
   
   
  Many ships have been sunk or vanished off 
  the face of the earth, in a largely unknown 
  area of the Indian Ocean. What is sinking 
  ships in the Indian Ocean? Survivors tell tales 
  of a strange island, monstrous creatures and a 
  madman living on the island. 
   
   
  A weird looking old statue has turned up in an 
  antique auction. It has lots of dealers and 
  private individuals enquiring about it well 
  before the auction. It gets crazier when the 
  statue disappears; although there are no signs 
  of a break-in. Who has the statue and what is 
  its purpose? 
   
   
  The mad old artist in the creaky mansion at 
  the top of the hill has lived there for years 
  painting anyone who wants their likeness put 
  on canvas. It is rumored that he doesn’t 
  charge anything, although he always mentions 
  a price to pay. Anyone who has had their 
  portrait painted is always very pleased with 
  the result, but they never show the 
  paintings to anyone. Why is this? 
  What is the big secret? 
    
   Going 
  past 
  a 
  mist-
  enshrouded graveyard at the dead 
  of night, the characters spot a 
  ghostly scene. There at one of the 
  gravesides 
  is 
  the 
  haunted 
  apparition of a woman, holding a 
  ghostly blade over the neck of a 
  terrified woman. A man is pleading 
  with the spirit to let the woman 
  free. It appears that the man and 
  his second wife are being held 
  hostage by the undead corpse of his 
  first wife. The (un)dead first wife 
  demands he pledge his love for her 
  and stay with her forever, and if he 
  doesn’t she will kill his new wife.  
   
   The 
  characters 
  come 
  across a small wooden church with 
  a high steeple. The church appears 
  ordinary, and is manned by four 
  silent friars (undead zombies) and 
  a grim-faced priest (Evildoer or 
  Cultist Leader). The church is dark 
  and lit only by candlelight. In every 
  pew sit the congregation; each is a 
  corpse 
  carefully 
  disguised 
  and 
  maintained to appear alive (with 
  eyes closed). The priest wishes to 
  add to his congregation and sees the 
  characters as ideal for this purpose. 
   
   
  The characters come across a small truck or 
  buckboard, on its side; the driver's corpse is 
  half-crushed beneath it. It appears the man 
  was a toymaker, as his wagon is filled with 
  porcelain dolls and wooden puppets. The dolls 
  and puppets are “alive” and moving the dead 
  man will bring them to life. They will start to 
  move of their own accord, grabbing sewing 
  needles and other items to use the stab the 
  characters. After a few rounds, the dead man 
  will also “awaken” to protect his toys and join 
  in the fight. 
  
  Open Game Content 
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  Beyond Belief Games and the title Terrror Tales X! 
  OPEN GAME LICENSE Version 1.0a 
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  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. 
  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors 
  Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, 
  Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on 
  original material by E. Gary Gygax and Dave Arneson. 
  Swords & Wizardry Core Rules, Copyright 2008, Matthew J. Finch 
  Swords & Wizardry Complete Rules, Copyright 2010, Matthew J. Finch 
  Swords & Wizardry Light, Copyright 2016, Erik Tenkar Stiene 
  Superheroes X! Copyright 2018, Simon Washbourne, Beyond Belief Games. 
  Black Books rpg, copyright Simon Washbourne 2016, Beyond Belief Games. 
  Terror Tales X! Copyright, 2018 Simon Washbourne, Beyond Belief Games. 
   
  Illustrations 
  All artwork in the Public Domain 
  
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