TEXT: Horrors of the Void 0:
  Expanded Monsters
  ™
  
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  2
  Created By
  christopher DoRn
  robert GlASS
  matthew GRAu
  fraser MCKAy
  mike VAIllAnCouRT
  Written By
  christopher DoRn
  robert GlASS
  matthew GRAu
  fraser MCKAy
  IP/Line Developer
  matthew GRAu
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  mike VAIllAnCouRT
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  Cover Art
  marco MAzzonI
  Interior Illustration
  Marco CARADonnA, Daniel ChAVEz, Empty 
  Room STuDIoS, Tom GARDEn, Marco MAz-
  zonI, Sean MCMuRChy, Adam SChuMpERT, 
  Marek TARnAWSKI, Mike VAIllAnCouRT
  WildFire 
  Management
  matthew BuRKE
  matthew GRAu
  fraser MCKAy
  Thanks To
  •	
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  Arens
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  •	
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  lovecraft and Traveller, which became The 
  Void.
  •	
  Jonni Emrich, for being the light of my life 
  – MG.
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  CreditS
  
  3
  Fiction: Catch and Release 
  4
  Overview 
   
  10
  Bhole  
  12
  Cultist  
  14
  Deep One  
   
  16
  Ghast  
   
  18
  Ghoul  
  20
  Harbinger 
   
  22
  Hybrid  
  24
  Karrak’in 
   
  26
  Lashing Horror 
   
  28
  Metamorphosite 
   
  30
  Mi-Go  
   
  32
  Myriad 
   
  34
  Night-Gaunt  
  36
  Nyphelous 
   
  38
  Seethari 
   
  40
  Spawn  
   
  42
  Terofex 
   
  44
  Table of ConTenTs
  
  4
  “I swear, I nearly piss myself every 
  time we come in here.” Felius fidg-
  eted, checking his sidearm to make 
  himself feel better.
  Anastasia couldn’t blame him. It 
  was a menagerie of nightmares, a 
  vault filled with things worse than 
  what people imagined. This was the 
  processing area of Level 23.
  The hollow echo of the station’s re-
  cycled air only served to bring forth 
  the eerie silence of the place. Each of 
  the isolated environment cubes was 
  perfectly sound-proof. Though the 
  creatures within raged, not a sound 
  escaped. It was like watching a hor-
  ror movie on mute. This somehow 
  served to make the experience even 
  more disconcerting.
  Anastasia’s boots clicked as she 
  walked across the floor. With each 
  step she took, there were things fol-
  lowing her every move. The things al-
  ways looked. They always found her. 
  Deep inside she knew, her fate lay 
  somewhere within the contents of 
  this inhuman prison.
  Maybe that’s why she was so fasci-
  nated. Maybe that’s why she always 
  stopped in front of the cubes to see 
  how long she could face the most 
  horrific thing there, no matter how 
  the primal fear crept up her spine.
  “Tasia, please stop. That’s not help-
  ing,” said Felius, breaking the silence. 
  “I know it’s your ritual, or something, 
  but let’s just log our donation and be 
  gone.”
  Leaving Felius to his work, Anas-
  tasia stepped back from the shiny, 
  black thing whose tongue kept lash-
  ing against the glass. The real horror 
  didn’t come from the fact that these 
  things were being kept alive in here. It 
  was the fact that things just like them 
  were alive out there.
  Completing his log, Felius walked 
  back to her. Glancing around, he got 
  that look of wonder in his eyes, the 
  way he did when his intellectual curi-
  osity overcame his fear – and some-
  times his common sense.
  “It truly is impressive, you know,” he 
  said. “This right here may be the key 
  to us winning out over them.”
  Anastasia wasn’t impressed. She 
  took it as a challenge. Either she was 
  going to bag enough of them for Lev-
  el 23 to deliver on its promise, or she 
  was personally going to exterminate 
  every last one of them.
  Somewhere, in the distance, the 
  Edge of Dawn screamed. 
  It was impossible to know how 
  many systems were off-line. Miracu-
  lously, the life support and energized 
  deck plates still functioned, even 
  though the ship was dead in space.
  Catch and Release
  A
  
  5
  Marcus yelled into his comm. “Fe-
  lius! Can you get any kind of reading 
  on them?”
  The line crackled for a second, 
  then cleared up. “…and yes, you prob-
  ably didn’t hear any of that. Repeat-
  ing – so many of the electrical sys-
  tems are compromised that I can’t 
  see much of anything. Either that, or 
  there are so many that the system 
  is overwhelmed. At this point, I can’t 
  The Eye: A Visit to Level 23
  
  6
  tell anymore. Perhaps we should be 
  thinking about the escape pods?”
  There was another one of those 
  high-pitched wails, too close for com-
  fort. It was a sign. The void spiders 
  had gotten their scent.
  “No,” replied Anastasia. “We are 
  not leaving. This is our ship and 
  they’re just bugs. We just need to 
  make it to the flamethrowers and 
  then they’re done.”
  They could hear Felius sigh over 
  the comm. “Fine. Then, for god’s 
  sake, don’t let one of them bite you. 
  If they do, lock yourself away some-
  place safe and throw away the key. 
  You don’t want what comes after-
  wards. I’ll keep seeing what I can re-
  pair up here.”
  “Thanks for the tip,” replied Mar-
  cus. He turned to Anastasia. “Well, 
  this is your plan. What’s next?”
  Anastasia could hear something 
  clicking down the hall, even over the 
  distant sirens. “The armory. Some-
  thing that lives out here can’t like 
  something in excess of 2000° F.”
  “Seems sound,” said Marcus. “How 
  we going to do that?”
  Smiling, Anastasia replied, “Run 
  that way. Shoot anything that moves 
  that isn’t me. Don’t let one of them 
  bite you.”
  “I see that our plan is as well 
  thought out as always,” piped in Fe-
  lius, over the comm.
  The armory turned out to be a pipe 
  dream. Every turn they made, the 
  things were there, as if they knew 
  where the Wardens were going.
  “How’s your ammo?” asked Anas-
  tasia, checking her own store.
  Marcus was sweating. “Down to 
  one full clip. At this rate, I’ll be down to 
  fire extinguishers in a minute. You?”
  “A little more,” she replied. “Plus 
  one mean combat knife.”
  “I don’t want to get to know these 
  things any closer,” said Marcus.
  “I don’t know,” Anastasia replied. 
  “Might be kind of fun.”
  Shadows crawled on the wall, 
  thrown by the sickly glow of the emer-
  gency lights. The void spiders were 
  closing in.
  “You have a strange idea of fun, 
  Tasia.”
  Then, they seemed to be every-
  where, their clacking heads gnash-
  ing, alien saliva dripping from their 
  jaws. They were crawling from the 
  hatch above, having already chewed 
  off the door. They slowly approached 
  from the halls. Each one of them 
  spelled death.
  The thoughts that collide when life 
  is on the line are never quite what 
  one expects. To Anastasia, she was 
  reminded that Level 23 had never 
  had more than a few of these things. 
  It was going to be impossible to take 
  one of these things alive. Hell, it might 
  
  7
  be impossible to survive. But Anasta-
  sia wasn’t ready to give up just yet.
  She opened up fire to the left, firing 
  every shot she could into the faces 
  of the thing approaching. Somehow, 
  it managed to coil and spring as she 
  did, though the merciless hail of bul-
  lets put it down before it reached 
  them.
  “Move!” she shouted.
  Marcus fired only a few shots to 
  keep the things from chasing at full 
  pace, while Anastasia looked ahead. 
  As she’d thought, she’d cleared out 
  escape route – for the moment.
  Like all moments, Anastasia’s 
  came to an end in the blink of an eye.  
  Around the bend there were more of 
  the things. They were boxed in, with 
  only a few shots left and the promise 
  of an ugly death.
  “It looks like you’ll get your wish,” 
  said Marcus, as Anastasia pulled out 
  her knife.
  She managed a dark chuckle. “If 
  I’d have known wishes were coming 
  true, I’d have wished for that condo 
  on Troy I’ve been eyeing.”
  Back to back, the Wardens faced 
  their oncoming foes. They managed 
  a few shots here, a menacing slash 
  there that took off a leg, but the num-
  bers were simply against them.
  Just as the void spiders were re-
  coiling to jump, a voice crackled to life 
  on the comm. “You should get down 
  now.”
  Flattening to the gravity-simulating 
  deck plates, a roar of crimson fire 
  shot down the hall. It singed the back 
  of Anastasia’s neck, but the incred-
  ible heat was welcome.
  The things screamed. More gouts 
  of flame shot down the hall, enough 
  that Anastasia and Marcus would 
  have second degree burns. It was a 
  small price to pay, considering what 
  the void spiders suffered.
  Looking up, Anastasia saw that 
  they were clear – for the moment. 
  Behind her, Felius sprayed down a 
  writhing spider with his flamethrow-
  er. He grinned that idiot grin of his.
  “Well, here’s a thing.”
  Anastasia didn’t know whether to 
  hug him or throttle him, until she no-
  ticed he had a spare flamethrower 
  strapped to his back. Hugging won.
  “Nice timing, mate. How’d you get 
  past the things?” asked Marcus.
  “I know places in this ship they 
  haven’t even found yet.” Felius patted 
  the bulkhead affectionately. He unfas-
  tened the second flamethrower and 
  handed it to Anastasia. “Looks like 
  it’s your birthday. Let’s go bake you 
  a cake.”
  It was strange the way it seemed 
  that Felius always ended up com-
  ing to the rescue at the last minute. 
  Bookish, not-so-quiet, Felius.
  Anastasia didn’t have time to con-
  template his luck. “A cake. I’d like 
  that.”
  
  Overview
  1
  Welcome to Horrors of the Void 0. 
  This book contains 17 monsters – 14 of 
  which are entirely new – for your game 
  of The Void. With these, you are now 
  fully armed to unleash horrors that the 
  Chthonian Star awakens.
  Within, you will find new, terrify-
  ing creatures to populate your game 
  of The Void, wherever you choose to 
  play. Some you will find to be updates 
  of classic Lovecraftian creatures, while 
  most others are new creations – in-
  spired by his vision, but crafted for the 
  unique sci-fi setting of The Void.
  You will also now find that the mon-
  sters presented in this book utilize all 
  of the Monstrous Traits from The Void 
  Core, which start on p. 200.
  Here is a quick look at the horrors 
  ahead.
  Bhole
  Gigantic burrowing worms, these 
  monstrosities are more than capable 
  of swallowing vehicles – or even build-
  ings.
  Cultist
  There have always been those who 
  have found themselves drawn to the 
  worship of the Old Ones. New cults 
  awaken as the Chthonian Star ap-
  proaches, with new cultists for a new 
  generation.
  Deep One 
  Humanoid creatures from below the 
  ocean, it is said that Deep Ones might 
  be an offshoot amphibious race from 
  humans. 
  Ghast 
  Strange humanoid creatures with 
  kangaroo 
  and 
  man-like 
  features, 
  ghasts seem to be native to Mars. They 
  have slept for millennia, until now.
  Ghoul
  Eaters of the dead, ghouls feast on 
  the corpses of mankind. However, 
  they are not always so passive and 
  sometimes they must create that 
  which they eat.
  Harbinger
  Disembodied envoys that go out to 
  prepare for the arrival of the Chtho-
  nian Star, Harbingers possess the liv-
  ing to sow chaos and destruction.
  Hybrid
  The bastard offspring of the Deep 
  Ones and unfortunate humans, they 
  can more easily fit in where their inhu-
  man parents cannot.
  Karrak’in
  So-called “void spiders,” karrak’in 
  feast on minerals out in the deep 
  black. However, some of their favorite 
  food flies through space, and woe be-
  tide the crew that picks them up.
  Lashing Horror
  Terrifying creatures burrowing un-
  der the ground, lashing horrors are 
  best known by the flurry of tentacles 
  they send up to capture their prey.
  Metamorphosite 
  The ultimate adaptive lifeform, a 
  metamorphosite can shapeshift into 
  any creature it absorbs – and even 
  takes on their memories.
  
  9
  Mi-Go
  A bizarre combination of insect, 
  crustacean, and fungus, the Mi-Go are 
  the natives of the mysterious Pluto. 
  They have often experimented on 
  Earth, despite their almost religious 
  connection to their home.
  Myriad
  Not all monsters are easily visible. 
  The myriad are almost an alien dis-
  ease, infecting hosts to bend them to 
  their will.
  Night-Gaunt
  Strange flying things oft found in 
  the void between worlds, the face-
  less night-gaunts are hunters that may 
  have spawned the legends of demons.
  Nyphelous
  The nyphelous enjoy playing with 
  their food. They can get into people’s 
  minds and make them see who they 
  want to see, tormenting them into 
  madness.
  Seethari 
  Aliens that exist only to kill, feed, 
  and reproduce, they require living 
  things to host their young.
  Spawn
  Said to the children of Cthulhu him-
  self, the spawn are intelligent, willful, 
  and malign – possessed of terrible 
  power and capable of horrific things.
  Terofex
  Perhaps the origin of dragon leg-
  ends, the terofex are large reptilian 
  creatures who seek to devour any-
  thing in their paths.
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  It feels like an earthquake. The ground 
  shakes with an intensity that throws 
  most of your fellows to their feet. As it 
  grows more intense, you realize that 
  something is coming up from under-
  ground, something very big. You 
  try your best to run, but it’s im-
  possible to know where this 
  thing will surface.
  The ground kicks up in 
  a massive cloud as the 
  gigantic worm-like 
  creature breaches 
  the surface. The 
  smell would hit you 
  first, if it weren’t 
  for the vacc suit. 
  It lets loose a 
  deafening roar, 
  blowing the 
  cloud away. 
  There it is, a 
  deathly color, 
  longer than 
  several foot-
  ball fields, with a 
  mouth filled with 
  sharp, grind-
  ing teeth. You 
  pause to won-
  der how such a beast 
  could never have been 
  seen before, but 
  only for a moment. 
  Then, all thoughts 
  are pulled under the 
  waves of sheer panic.
  Bholes 
  are gi-
  gantic 
  worm-like 
  predators 
  that burrow beneath the surface of 
  planets, moons, and large asteroids. 
  They are attracted to heat and vibra-
  tion, the two standard signatures of 
  prey. Their mouths are 
  so large and pow-
  erful that they are 
  capable of destroy-
  ing or swallow-
  ing most atmo-
  spheric vehicles 
  in one shot.
  These mon-
  strosities have 
  mostly been encoun-
  tered on the outer plan-
  ets and in the Kuiper 
  Belt, and are fortunate-
  ly rare thus far. What is 
  perhaps most disturbing 
  is that no one knows how 
  bholes wind up on plane-
  tary bodies. It seems that 
  one minute the planet 
  is clean; the next, 
  there are bholes bur-
  rowing beneath it. 
  perhaps their larvae 
  have been laying 
  dormant 
  or perhaps 
  there is 
  some-
  t h i n g 
  seeding them 
  throughout 
  the solar 
  system.
  bhole
  Bhole
  
  11
  Bhole Game Statistics
  Size:  
   
   
  300’ - 500’ long, 400 - 600 tons
   
   
   
  92 - 152 m long, 363-545 metric tons
  Habitat:  
   
  Any Rock-like Substrate
  Average Attributes: 
   
  Awareness  
  3 
   
  Grace 
    
  2 
   
  Cleverness 
  2 
   
  perseverance  
  15
   
  Demeanor  
  2 
   
  physique  
  40
  Average Statistics:
   
  health   
  57 
   
  (57/114/171/228)
   
  Speed   
  45 mph 
  Skills:  
  Athletics: Brawn 5, Athletics: Fitness 5, Defense 1, Freefall 2, natural 
  Weapons 3, notice 3, Reaction 1, Stealth 3, Survival 3
  Weapons:  
   
  Bite (10d6 + Trigger + 20d6 for physique)
   
   
   
  Smash (8d6 + 20d6 for physique)
  Armor:   
   
  Thick hide (15/7)
  Horror Factor:  
   
  hard
  Special Abilities: 
  •	
  Burrower (x1) – Bholes can dig underground at a rate equal to their running 
  speed.
  •	
  Earthquake – As a bhole approaches the surface, it sends out shockwaves 
  not unlike an earthquake. Anyone caught within the 30 yds/27 m extend-
  ing from any side of the bhole must succeed at an Average Grace + Athlet-
  ics: Coordination Test to stay on his feet.
  •	
  Echolocation – While not strict echolocation, bholes sense vibration.
  •	
  Infrared Senses – Bholes can sense in the dark.
  •	
  Swallow – Anything that can fit into a bhole’s enormous maw can be swal-
  lowed, where it is ground to bits in the thing’s innards. Any bite attack that 
  results in a Trigger will swallow a target.
  •	
  Void Dweller – Bholes can survive in thin atmospheres or the vacuum of 
  open space.
  
  It’s then you realize that this person 
  is not right. There is something in their 
  intensity, something in the madness 
  hidden behind their eyes that speaks 
  to fanaticism. At first, you’d thought 
  it was for something normal, like 
  the pop culture obsessions of most 
  people, but the conversation has 
  turned a dark corner and he is 
  not showing signs of slowing.
  Then, the smile turns evil 
  and the wickedly-shaped knife 
  comes out from hiding. He’s lost 
  himself to the worship of some-
  thing forgotten. Let’s 
  hope 
  there 
  aren’t 
  too many 
  more around.
  Cultists are not so 
  much monsters on the 
  outside, per se, but 
  they 
  most 
  certainly 
  have given up enough 
  of their humanity to 
  be monsters on the 
  inside. They are those 
  lost souls who have, for 
  whatever reason, chosen 
  to worship the old ones. 
  The primary cults of the solar 
  system include the Children of 
  the Void, who commune with their 
  disembodied god through murder, 
  the order of the Storm, dedicated 
  to the worship of the sleeping 
  god Cthulhu and his children, 
  primoris nox, the cult of a thou-
  sand faces, the Scions of Blight, who 
  have heeded the call of the unnamed 
  in order to perpetuate suffering, 
  and the Wild ones, those who 
  embrace the dark worship of 
  nature and Shub-niggurath.
  In return for their wor-
  ship, many cultists 
  are given the op-
  portunity to learn 
  how to wield the 
  powers of mag-
  ic. Through 
  their dark 
  sorcery, 
  they are 
  capable 
  of many 
  a m a z -
  ing feats 
  that defy 
  easy ex-
  planation.
  The cultist list-
  ed here is an elite 
  cult leader. Cult-
  ists in your game 
  are going to be 
  widely varied char-
  acters.
  CultiSt
  Cultist
  
  13
  Cult Leader Game Statistics
  Size:  
   
   
  5’ 10” tall, 180 lbs. (Male)
   
   
   
  1.75 m tall, 82 kg
   
   
   
  5’ 5” tall, 135 lbs. (Female)
   
   
   
  1.65 m tall, 61 kg
  Habitat:  
   
  Earth-like Atmospheres
  Average Attributes: 
   
  Awareness  
  4 
   
  Grace 
    
  3  
   
  Cleverness 
  4 
   
  perseverance  
  5
   
  Demeanor  
  4 
   
  physique  
  3
  Average Statistics:
   
  health   
  11 
   
  (11/22/33/44)
   
  Speed   
  12 mph 
  Skills:  
  Athletics: Fitness 2, Deception 4,  Defense 3, Guns: handguns 2, hand 
  Weapons: Blades 3, Insight 4, Intimidation 4, notice 3, occult 4, Reac-
  tion 3, persuade 4, Streetwise 3
  Weapons:  
   
  As normal weapons
  Armor:   
   
  As normal armor
  Horror Factor:  
   
  none
  Special Abilities: 
  •	
  Skilled – Assign another 30-50 points in skills for individual cult leaders, in 
  addition to the basic skills listed here.
  •	
  Sorcerer – Cult leaders inevitably have access to some kind of magic, 
  whether it be spells or enchanted items.
  
  It is not the mer-folk of legend. The 
  thing isn’t quite fish or man or frog, but 
  an alien combination of all those things. 
  Gray rubbery flesh covers gaunt limbs 
  and veiny flaps drape from its sides, like 
  a stingray’s wings. Large black unblink-
  ing eyes stare at you above a slitted 
  nose and lipless mouth, filled 
  with needle-like teeth. There’s 
  something in the talons that tip 
  its hands and feet that tell you it not 
  only knows how to climb, but also 
  how to hunt. It’s a predator that 
  moves with a speed untold by 
  its awkward form. And from 
  the way it chitters, you can 
  tell that it is not alone.
  It opens its mouth 
  and croaks something. 
  The coarse sound is wet and 
  smacking, making your skin 
  crawl. It croaks again and this 
  time you hear it. It’s speaking. 
  It sounds like it called your 
  name…
  Vulgar creatures 
  from the depths 
  of Earth’s oceans, 
  the Deep ones 
  represent 
  what hu-
  manity 
  might 
  have 
  become 
  if it never 
  crawled onto 
  land 
  dur-
  ing evolu-
  tion. They 
  have, for the most part, quietly lived 
  at the bottom of the sea, awaiting the 
  return of their sleeping god. however, 
  from time to time, the Deep ones have 
  come to land as they slowly pervert 
  isolated fishing communities into sick 
  cultists with the desire to 
  breed with the horrific crea-
  tures.
  Deep 
  ones 
  are 
  intelligent, 
  sentient 
  crea-
  tures, and they 
  behave as such. 
  They are highly 
  organized and 
  have their own 
  alien forms of 
  technol-
  ogy. however, 
  their behavior 
  has changed within 
  the last year – they 
  have begun to raid 
  the land, stealing 
  technological 
  devices and 
  expensive 
  m ate r i a l s. 
  The 
  Deep 
  ones are 
  clearly up 
  to some-
  thing and 
  it is becoming 
  more dan-
  gerous to 
  be in the 
  mother 
  waters 
  of Earth.
  deeP one
  Deep One
  
  15
  Deep One Game Statistics
  Size:  
   
   
  5’ - 6’ tall, 200 - 230 lbs. (Male)
   
   
   
  1.5 - 1.8 m tall, 91-104 kg
   
   
   
  5’ - 6’ tall, 190 - 210 lbs. (Female)
   
   
   
  1.5 - 1.8 m tall, 86-95 kg
  Habitat:  
   
  Saltwater ocean, Coastal Earth-like land
  Average Attributes: 
   
  Awareness  
  3 
   
  Grace 
    
  3  
   
  Cleverness 
  3 
   
  perseverance  
  5
   
  Demeanor  
  3 
   
  physique  
  4
  Average Statistics:
   
  health   
  12 
   
  (12/24/36/48)
   
  Speed   
  14 mph 
  Skills:  
  Athletics: Coordination 3, Defense 3, Guns (any) 2, hand Weapons: 
  Blades 2, Insight 3, Intimidate 3, natural Weapons 3, notice 3, Reaction 
  3, Stealth 2, Survival 3
  Weapons:  
   
  Bite (3d6 + 2d6 for physique) 
   
   
   
  Claws (4d6 + 2d6 for physique)
  Armor:   
   
  hide (5/2)
  Horror Factor:  
   
  Average
  Special Abilities: 
  •	
  Adaptable – Deep ones are capable of surviving in both terrestrial and 
  alien saltwater ecosystems.
  •	
  Amphibious – Deep ones can operate both on land and in the extreme 
  depths of the ocean.
  •	
  Echolocation –Deep ones can sense via sonar.
  •	
  Infrared Senses – Deep ones can see in the dark.
  •	
  Skilled – Assign another 40-60 points in skills for individual Deep ones, in 
  addition to the basic skills listed here.
  •	
  Tool Users – Deep ones have technology all their own, as well as using that 
  of humans.
  
  With a powerful leap, it hits the floor, 
  its ragged black talons scraping across 
  the ground. Built like some awful cross 
  of man and alien kangaroo, it bares its 
  sharp teeth with a hiss. A ruddy coat of 
  fine, dirty fur seems to cover the beast 
  from the top of its head down its body, 
  all the way to the tip of its powerful tail. 
  Perhaps most disturbing is the crea-
  ture’s face, a hideous mockery of a hu-
  man’s. Sickly sulphurous eyes narrow as 
  a forked tongue flits out of its mouth to 
  lick its lips. It’s clear you’re on the menu.
  The problem is, it’s not 
  this one you have to worry 
  about. The others have 
  snuck 
  around 
  while 
  you were distracted, 
  and 
  you 
  can hear 
  their hisses 
  in the shadows. 
  The things are 
  pack hunters. 
  Damn.
  Ghasts 
  are dis-
  turbing 
  kangaroo-
  like hu-
  manoid crea-
  tures that seem 
  to be native to Martian soil. 
  They have been waking up 
  from their eons-long hiber-
  nation as the Chthonian Star 
  approaches.
  These creatures have a society all 
  their own, complete with their own 
  guttural language. They even appear 
  to have technology that they are res-
  urrecting as they come back into the 
  world. For now, they seem content to 
  steal human technology, but more of 
  their own is popping up all the time. 
  The ghast race is coming back, and 
  these first are assessing how that 
  might 
  best happen.
  In general, ghasts 
  are 
  reasonably 
  intel-
  ligent, 
  but they 
  are very clev-
  er. They are 
  pack hunters 
  that instinc-
  tively know 
  how to work to-
  gether, much to the 
  chagrin of their prey. 
  While they can eat any 
  kind of meat, they 
  prefer the colo-
  nists of Mars 
  – but will eat 
  one another if 
  necessary. 
  Ghasts have 
  difficulty 
  operat-
  ing in 
  sunlight, 
  and pre-
  fer to 
  come out 
  only at night. 
  GhaSt
  Ghast
  
  17
  Ghast Game Statistics
  Size:  
   
   
  6’ - 7’ tall, 180 - 220 lbs. (Male)
   
   
   
  1.8 - 2.1 m tall, 82-100 kg
   
   
   
  5’ 6” - 6’ 6” tall, 160 - 200 lbs. (Female)
   
   
   
  1.7 - 2 m tall, 72-90 kg
  Habitat:  
   
  Martian plains & Mountains, Earth-like Atmospheres
  Attributes: 
   
  Awareness  
  4 
   
  Grace 
    
  5 
   
  Cleverness 
  4 
   
  perseverance  
  3
   
  Demeanor  
  3 
   
  physique  
  4 
  Statistics:
   
  health   
  12 
   
  (12/24/36/48)
   
  Speed   
  18 mph 
  Skills:  
  Athletics: Coordination 3, Deception 2, Defense 2, Guns (any) 2, hand 
  Weapons: Blade 2, Insight 2, language (any) 3, natural Weapons 2, 
  notice 3, Reaction 2, Stealth 3
  Weapons:  
   
  Bite (3d6 + 2d6 for physique) 
   
   
   
  Clawed Kick (6d6 + 2d6 for physique)
  Armor:   
   
  Tough hide (5/3)
  Horror Factor:  
   
  Average
  Special Abilities: 
  •	
  Adaptable – Ghasts can survive and thrive in the thin atmosphere of Mars, 
  as well as that of Earth.
  •	
  Climber (x1) – Ghasts can climb as fast as they can run.
  •	
  Echolocation – Ghasts can sense their environment like bats.
  •	
  Jumper (x3) – Ghasts can leap three times as far as humans.
  •	
  Skilled – Assign another 20-40 points in skills for individual Ghasts, in addi-
  tion to the basic skills listed here.
  •	
  Tool-Users – Ghasts can and do use human tools and limited technology 
  of their own. They are capable of using many human weapons, as well as 
  projectile weapons of their own design.
  
  It shuffles around the corner, its beady 
  black eyes narrowing as it sees you. Lep-
  rous-colored flesh stretches tightly over 
  a wiry bipedal frame. It might be hu-
  man, if it weren’t for the almost canine 
  snout. It drops what looks like a crooked 
  club and it crouches down, 
  growling.
  There’s this smell that 
  follows the thing, the 
  smell of rot and decay. 
  It’s as if the creature slept 
  in a communal grave. You 
  choke back the vomit in 
  your throat 
  as it bares 
  its sharp, 
  r a g g e d 
  teeth. The 
  wave of stench 
  that rolls over you 
  is too much and 
  you retch as you 
  realize that the stink 
  comes from what-
  ever this thing eats. 
  That’s what you saw 
  in its hand. It wasn’t 
  a club. It was a hu-
  man arm.
  As long 
  as there 
  have 
  been humans, there have 
  been ghouls. These bestial hu-
  manoids are carrion eaters, designed 
  to clean up the dead. however, their 
  favorite kind of dead are human be-
  ings. Ghouls predominantly wait until 
  after a person is dead and then prowl 
  in to pick the bones, but they are not 
  above picking off stragglers, children, 
  and pets.
  Ghouls are mostly nocturnal, though 
  out of necessity more than biology. 
  They hide underground whenever 
  they can, or at least in places out of the 
  sun when in colonies. however, some 
  don disguises that make them appear 
  more human in order to make their 
  way around fringe settlements or 
  societies.
  While most of the 
  ghoul population still 
  lives on Earth, 
  they have mi-
  grated to any 
  planet 
  or 
  moon with 
  a colony of 
  apprecia-
  ble 
  size. 
  They have 
  found 
  places on Mars, Gany-
  mede, 
  and 
  Triton, 
  most 
  particularly. 
  They are not a great 
  threat, 
  but 
  they 
  have proven to be 
  dangerous any-
  where they are.
  Ghoul
  Ghoul
  
  19
  Ghoul Game Statistics
  Size:  
   
   
  5’ - 6’ tall, 150 - 190 lbs. (Male)
   
   
   
  1.5 - 1.8 m tall, 68-86 kg
   
   
   
  5’ - 6’ tall, 100 - 140 lbs. (Female)
   
   
   
  1.5 - 1.8 m tall, 45-64 kg
  Habitat:  
   
  Earth-like Atmospheres
  Average Attributes: 
   
  Awareness  
  4 
   
  Grace 
    
  3 
   
  Cleverness 
  3 
   
  perseverance  
  4
   
  Demeanor  
  2 
   
  physique  
  5
  Average Statistics:
   
  health   
  12 
   
  (11/22/33/44)
   
  Speed   
  16 mph 
  Skills:  
  Athletics: Fitness 3, Defense 2, Freefall 2, Insight 1, Intimidate 3, natu-
  ral Weapons 2, notice 3, Reaction 2, Stealth 3, Survival 3
  Weapons:  
   
  Bite (2d6 + 3d6 for physique)
   
   
   
  Claws (1d6 + 3d6 for physique)
  Armor:   
   
  Tough hide (5/3)
  Horror Factor:  
   
  Average
  Special Abilities: 
  •	
  Burrower (x1/2) – Ghouls can dig underground at a rate equal to half their 
  running speed.
  •	
  Climber (x1) – Ghouls can climb as fast as they can run.
  •	
  Infrared Senses – Ghouls can see in the dark.
  •	
  Necrophage – Ghouls subsist only on flesh that has begun to decompose.
  •	
  Skilled – Assign another 20-40 points in skills for individual Ghouls, in addi-
  tion to the basic skills listed here.
  •	
  Subterranean Dweller – Ghouls have a natural sense of direction and gen-
  eral position, and do not get lost underground or in confining spaces.
  
  It has been weeks since you last saw 
  John; he just disappeared from the sta-
  tion in the middle of his shift. Now you 
  finally have information about a person 
  who matches his description. After a 
  chase, you have John in your sites. But 
  something is wrong.
  John turns around and steps 
  into the light – but what stands 
  before you is not him. His body 
  is withered and blackened, 
  almost as though it has been 
  through a fire. His hands end 
  in claw-like fingers. His face 
  is ashen, the skin pulled 
  tight over his forehead and 
  cheeks. However, his eyes, 
  although sunken within 
  the skull, are John’s – and 
  they appear to plead 
  for some kind of re-
  lease.
  “Yes, he is here,” 
  said 
  the 
  thing 
  with John’s voice. 
  “He 
  said 
  you 
  would come. How 
  loyal a friend you are. I 
  wish I could see that loy-
  alty repaid, but that will not 
  occur today.”
  The harbingers are a race 
  of energy creatures that 
  sweep before the Chthonian 
  Star searching for planets with 
  sentient life. Soon after their 
  arrival violence and destruc-
  tion follows.  
  The harbingers are a creation of the 
  Chthonian Star itself. To accomplish 
  their terrible tasks, harbingers possess 
  the bodies of sentient beings, trap-
  ping the victim’s consciousness in a 
  corner of his own mind.
  harbingers are not telepathic and 
  cannot read the victims mind; they 
  just inhabit the body of the vic-
  tim. While the signs of such a 
  possession are virtually unde-
  tectable to those around the 
  victim in the early days, signs 
  beyond the unusual behav-
  ior of the victim become ap-
  parent. his body begins to 
  wither and desiccate, as well 
  as taking on a decidedly 
  unnatural hue. The victim 
  is slowly transformed 
  into a monstrous crea-
  ture  – though it is 
  rare for a harbinger to 
  remain in the body 
  long enough to see 
  this 
  transformation 
  through to the end.
  Fortunately not all are 
  susceptible to being possessed. 
  A harbinger must fight for control 
  when it enters a victim. There is no 
  known rhyme or reason to the vic-
  tims a harbinger chooses. The end 
  result is always the same though 
  – the victim is forced to perform 
  tasks completely out of character 
  and that often result in 
  death, destruction and 
  chaos to those around 
  him.
  harbinGer
  Harbinger
  
  21
  Harbinger Game Statistics
  Size:  
   
   
  5’-10” tall,  180 lbs. (Male)
   
   
   
  m/kg
   
   
   
  5’-4” tall, 135 lbs. (Female)
   
   
   
  m/kg
  Habitat:  
   
  Any sentient body
  Average Attributes: 
   
  Awareness  
  4 
   
  Grace 
    
  3 
   
  Cleverness 
  5 
   
  perseverance  
  6
   
  Demeanor  
  4 
   
  physique  
  3
  Average Statistics:
   
  health   
  12 
   
  (12/24/36/48)
   
  Speed   
  12 mph 
  Skills:  
  Athletics: Fitness 2, Cryptozoology 4, Deception 3, Defense 3, Guns: 
  pistols 3, hand Weapons: Blades 3, Insight 4, natural Weapons 3, no-
  tice 2, occult 5, persuade 3, Reaction 3, Stealth 3, Streetwise 2, Survival 
  2
  Weapons:  
  As normal pistols
   
  Claws (1d6 + 2d6 for physique)
  Armor:   
   
  As normal armor
  Horror Factor:  
   
  Average
  Special Abilities: 
  •	
  Possession – a harbinger can attempt to possess any sentient being. It 
  must first leave its current host. Doing so will render the prior victim un-
  conscious from the trauma of the departure. The harbinger then enters 
  the new victim. Each hour thereafter, the victim must make an Average 
  perseverance Test. If he manages to succeed four times in a row, he has 
  fought off the possession and ejected the harbinger. The victim will know 
  that something happened, but not what unless he succeeds at a hard oc-
  cult Test. During possession, the victim will be in a helpless, but conscious 
  state. As soon as the victim fails one of these Tests, he will be fully pos-
  sessed.
  
  There’s something wrong with her 
  voice, though it’s difficult to place. 
  There’s a menace that oozes from 
  her every word, though there’s no 
  reason for that here. It’s when 
  she reaches up to pull back 
  the hood of her coat that 
  it starts to become clear. 
  Her hand is grayish and 
  waxy, something dark 
  beneath her finger-
  nails, and webbing 
  that runs halfway 
  up each finger. The 
  hood slides back 
  to reveal some-
  thing that may 
  have once been 
  human, but no 
  more. Coal black 
  bulbous eyes 
  stare 
  coldly 
  at you and her 
  lips pull back in 
  a snarl above ab-
  normally pointed 
  teeth. Perhaps 
  most disturbing 
  are the gills pump-
  ing on her neck…
  When these 
  abominations are 
  born, they appear 
  to be completely 
  human. nothing 
  could be further 
  from the truth. hid-
  den away in their 
  genetic code is the 
  DnA of their alien 
  heritage, which 
  will one day manifest. Through years 
  of transformation, they will become 
  Deep ones. The reason hybrids even 
  exist is because they mature into 
  Deep ones faster than Deep 
  one babies, by centuries. It 
  helps the undersea people 
  keep their population growing, 
  also giving them agents that 
  can hide inside of, and inter-
  act with, society.
  The transformation be-
  gins sometime during adult-
  hood. Some transformations 
  take only a matter of years, 
  while others take decades. 
  Regardless, there are three 
  stages each hybrid goes 
  through. The first is called 
  the 
  Innsmouth 
  look, 
  where the hybrid’s skin 
  goes waxy, their eyes 
  grow 
  bulbous, 
  and 
  their hair thins. hy-
  brids begin to manifest 
  inhuman traits, such as 
  webbed digits and gills, in 
  the second phase, but can 
  still pass with the right dis-
  guise. once a hybrid reach-
  es the third phase, he is more 
  Deep one than man and has to 
  hide from the world. It won’t be 
  long now.
  hybrid
  Hybrid
  
  23
  Hybrid (2nd Stage) Game Statistics
  Size:  
   
   
  5’ - 6’ tall, 180 - 215 lbs. (Male)
   
   
   
  1.5 - 1.8 m tall, 82-98 kg
   
   
   
  5’ - 6’ tall, 100 - 160 lbs. (Female)
   
   
   
  1.5 - 1.8 m tall, 45-73 kg
  Habitat:  
   
  Any Earth-like land, but mostly Coastal
  Average Attributes: 
   
  Awareness  
  3 
   
  Grace 
    
  3  
   
  Cleverness 
  3 
   
  perseverance  
  5
   
  Demeanor  
  2 
   
  physique  
  4
  Average Statistics:
   
  health   
  12 
   
  (12/24/36/48)
   
  Speed   
  14 mph 
  Skills:  
  Athletics: Coordination 2, Deception 3, Defense 2, Guns (any) 2, hand 
  Weapons: Blades 2, Insight 2, Intimidate 3, natural Weapons 2, notice 
  3, Reaction 2, Stealth 2
  Weapons:  
   
  Retractable Claws (1d6 + 2d6 for physique)
  Armor:   
   
  none
  Horror Factor:  
   
  Easy
  Special Abilities: 
  •	
  Amphibious – hybrids can operate both on land and in the extreme depths 
  of the ocean.
  •	
  Infrared Senses – hybrids can see in the dark.
  •	
  Skilled – Assign another 40-60 points in skills for individual hybrids, in ad-
  dition to the basic skills listed here.
  •	
  Tool Users – hybrids utilize Deep one technology, as well as using that of 
  humans.
  
  Karrak'in
  
  25
  Karrak’in Game Statistics
  Size:  
   
   
  3’ across, 40 lbs.
   
   
   
  1 m across, 18 kg
  Habitat:  
   
  Space – Asteroids, Moons
  Average Attributes: 
   
  Awareness  
  3 
   
  Grace 
    
  5 
   
  Cleverness 
  1 
   
  perseverance  
  7
   
  Demeanor  
  2 
   
  physique  
  4
  Average Statistics:
   
  health   
  16 
   
  (16/32/48/64)
   
  Speed   
  18 mph 
  Skills:  
  Athletics: Brawn 3, Athletics: Coordination 3, Athletics: Fitness 3, De-
  fense 3, Freefall 5, natural Weapons 2, notice 2, Reaction 3, Stealth 3, 
  Survival 5
  Weapons:  
   
  Bite (3d6 + poison + 2d6 for physique)
  Armor:   
   
  Chitin (10)
  Horror Factor:  
   
  Average
  Special Abilities: 
  •	
  Climber (x2) – Karrak’in can climb twice as fast as they can run on flat sur-
  faces, and can cling to sheer surfaces like an insect.
  •	
  Hallucinatory Poison – Any Karrak’in bite that does damage to a person will 
  deliver this poison. The victim must succeed at a hard perseverance Test. 
  Those affected by the poison will soon begin to suffer mild hallucinations, 
  which will ramp up to full-blown dissociative waking nightmares within 
  an hour or so. Such victims will have difficulty making rational decisions or 
  discerning friend from foe. This poison flushes from a person’s system in six 
  hours – if he can survive that long.
  •	
  Infrared Senses – Karrak’in can sense in the dark.
  •	
  Void Dweller – Karrak’in can survive in thin atmospheres or the vacuum of 
  open space.
  
  The ground underneath your feet be-
  gins to rumble. It worms its way out of 
  the ground, a horrific thing that looks 
  like a tentacle a foot in diameter. It lash-
  es around, like a maddened blind snake. 
  Dodging the thing as it whips, you see 
  out of the corner of your eye another, 
  this one smaller. However, that’s not all. 
  Dozens begin to push up from under the 
  ground all around you. Whatever is hid-
  ing underneath all this must 
  be 
  enormous. Unfortunately, 
  it looks like you’ll be find-
  ing out very soon.
  A lashing horror 
  is a creature that 
  is capable of living 
  anywhere in the solar 
  system. It ap-
  pears to be 
  some 
  kind 
  of ten-
  tacled 
  mass that 
  can burrow 
  through 
  pretty much 
  any kind of 
  substrate, at-
  tracted to the 
  energy and vi-
  brations 
  of living 
  things. 
  It 
  is 
  even 
  capable 
  of 
  burrow-
  ing through 
  metal.
  While most assume that there is 
  some kind of creature to which the 
  tentacles are attached, no one has 
  ever survived an encounter that 
  would have provided conclusive 
  evidence. Even sensor readings are 
  garbled. What is certain is that a lash-
  ing horror has from eight to eighteen 
  tentacles, ranging from a few inches 
  to more than a foot in diameter. These 
  tentacles hone in on the heat and vi-
  brations of living things, which they 
  then promptly try to kill. While most 
  assume that this is so the creature can 
  feed, lashing horrors display disturb-
  ing behavior. Some victims are 
  pulled underground, whether 
  whole or in pieces, where 
  it is believed they are 
  consumed. 
  however, 
  sometimes 
  the creature 
  appears to 
  show up simply to 
  rip perceived prey 
  limb from limb, tak-
  ing nothing at all for itself.
  lashing horrors are 
  adaptable and immune 
  to the vacuum 
  of space and 
  launch 
  egg 
  pods 
  across the 
  solar 
  system to 
  procreate. 
  They can 
  be found 
  anywhere.
  laShinG horror
  Lashing Horror
  
  27
  Lashing Horror Game Statistics
  Size:  
   
   
  Individual Tentacles from
   
   
   
  6 - 20’ long, 4 - 18” in diameter
   
   
   
  1.8 - 6 m long, 10 - 46 cm in diameter
  Habitat:  
   
  Anywhere not super-heated
  Average Attributes: 
   
  Awareness  
  4 
   
  Grace 
    
  3 
   
  Cleverness 
  1 
   
  perseverance  
  6 - 10
   
  Demeanor  
  1 
   
  physique  
  6 - 12
  Average Statistics:
   
  health   
  15 - 25  
  (15-25/30-50/45-75/60-100)
   
  Speed   
  18 - 30 mph 
  Skills:  
  Athletics: Brawn 3, Athletics: Fitness 3, Defense 2, Freefall 3, natural 
  Weapons 2, notice 3, Reaction 2, Survival 2
  Weapons:  
   
  Tentacles (3d6 to 6d6 + 3d6 to 6d6 for physique)
  Armor:   
   
  Rubbery hide (10/5)
  Horror Factor:  
   
  Average
  Special Abilities: 
  •	
  Burrower (x1) – lashing horrors move underground at their normal run-
  ning rate, and are capable of burrowing through nearly any substance.
  •	
  Decentralized – Treat each of a lashing horror’s tentacles as if it were its 
  own creature, with its own Grace, perseverance, and physique, as well as 
  Statistics and Weapons.
  •	
  Entangling Attack – Any lashing horror tentacle attack can be entangling. 
  •	
  Infrared Senses – lashing horrors can sense in the dark.
  •	
  Void Dweller – lashing horrors can survive in thin atmospheres or the vac-
  uum of open space.
  
  It is the thing of nightmares – intelli-
  gent, cunning, alien, and malicious. To 
  call it a shapeshifter would be far too 
  limiting. Dripping flesh peels back, spurs 
  of bone spring forth, newborn tentacles 
  thrash violently, and a fang-filled maw 
  rises upward from a mound of writhing 
  tissue. Only within these few rib-crunch-
  ing and blood-spurting moments does 
  this creature reveal its true self. For once 
  the process of transformation is com-
  plete, the true masquerade of this 
  creature begins. It could appear 
  as your dog, your best friend, or 
  your wife. You’d never know un-
  til it was too late, not until the 
  weight of this beast held 
  you down while tenta-
  cled tendrils erupt from 
  its morphing carcass 
  to wrap your help-
  less body. Only 
  then would you 
  feel your con-
  sciousness 
  begin to ebb 
  as your life 
  slips gradu-
  ally away. 
  Only then, 
  in those last 
  moments 
  of silent 
  screaming 
  would you 
  realize 
  that 
  ev-
  erything 
  about 
  you was now 
  ending only to be replaced by… it.
  nobody is sure if the metamorpha-
  site is a single organism or a com-
  munity of countless, rapidly evolving 
  microorganisms. Few people believe 
  that it even exists outside of barroom 
  talk and urban legend. yet supposed 
  eyewitness accounts seem to mark the 
  metamorphasite with certain com-
  mon characteristics. It can transform 
  itself almost instantly, even 
  by separating body parts 
  and growing new limbs 
  with which to move. At-
  tacking any part of it, 
  even a pool of blood with 
  a hot poker, will cause a 
  physical reaction. Some 
  believe that this is the 
  only effective 
  way to detect 
  a metamor-
  phasite from 
  other organic 
  life forms. It is 
  highly 
  adap-
  tive, 
  intelli-
  gent, and cun-
  ning. It relies 
  on 
  subter-
  fuge and stealth 
  in order to sur-
  vive – preferring 
  to take a victim 
  while alone. The 
  one thing the 
  metamorpha-
  site is particularly 
  vulnerable to is fire. 
  Burning every last cell 
  of the creature is the 
  only way 
  to make sure that it’s 
  completely dead.
  MetaMorPhaSite
  Metamorphasite
  
  29
  Metamorphasite Game Statistics
  Size:  
   
   
  Variable
  Habitat:  
   
  Anywhere not super-heated, natural unknown
  Average Attributes: 
   
  Awareness  
  3 
   
  Grace 
    
  Based on Form 
   
  Cleverness 
  5 
   
  perseverance  
  7
   
  Demeanor  
  4 
   
  physique  
  Based on Form
  Average Statistics:
   
  health   
  Form Grace + Form physique + 7 (Minimum 9)
   
  Speed   
  Variable (Form Grace + Form physique)
  Skills:  
  Deception 5, Defense 3, Insight 4, Intimidate 4, natural Weapons 2, 
  notice 3, odd Job 3, Reaction 3, Survival 3
  Weapons:  
   
  Acid Spray (4d6), Short Range
   
   
   
  pseudopods (1d6 + half Score for physique)
  Armor:   
   
  By Form, Minimum hide (5/3)
  Horror Factor:  
   
  Average
  Special Abilities: 
  •	
  Glider  – Metamorphasites can manifest membranes or wings to glide.
  •	
  Deceiver – Metamorphasites perfectly imitate other life forms, unless 
  caught in the act of transforming.
  •	
  Constrictor – once  a victim is dead, the metamorphasite absorbs its kill 
  within minutes. 
  •	
  Mimic – Metamorphasites can transform into any life form they have ever 
  absorbed within minutes. They absorb and manifest the knowledge, expe-
  rience, and physical characteristics of their victims. These life forms must 
  be approximately twice the size of a person or smaller.
  •	
  Skilled – Metamorphasites may be as skilled as humans, including ad-
  vanced science and engineering.
  •	
  Tool Users – Metamorphasites can decipher and use all forms of technol-
  ogy.
  
  It’s almost as if evolution couldn’t fig-
  ure out what it wanted this creature to 
  be. Diaphanous wings and segmented 
  limbs make it seem like an insect, but the 
  hard, spiky, wine-colored shell speaks 
  of a crustacean. However, the budding 
  mess that covers what should be its 
  head is furry and cancerous like a fun-
  gus, though protruding in places to the 
  point of cilia. 
  It moves as if it doesn’t have a sense of 
  up and down, with a maddening stutter-
  ing cadence. Pieces of that fungoid head 
  lap out at the air like a snake’s tongue. 
  Worse is that you can almost make 
  out words when it buzzes its 
  wings…
  Th e 
  inhabit-
  ants of 
  p l u t o , 
  the mi-go are crea-
  tures that came to 
  this solar system 
  millennia ago. 
  Eventually, they 
  came to serve 
  the old ones 
  and 
  drove 
  many other 
  more noble 
  races from 
  these cosmic 
  shores.
  The 
  mi-go are 
  very, very 
  alien. They 
  do not operate 
  like other terrestrial life. The creatures 
  are incredibly intelligent and techno-
  logically capable, but lack anything 
  resembling emotions or what could 
  be construed as ethics. To a human 
  being, they appear to be emotionless 
  and malevolent.
  While they once lived on Earth, they 
  now only travel to our blue-green 
  planet to mercilessly experiment on 
  people and to gather resources not 
  found in their neck of the solar system 
  – pluto. They are the reason nothing 
  gets near pluto, a planet they revere in 
  a religious fashion. Their legends fore-
  tell that the dwarf planet is part of 
  something special 
  that is 
  coming – now on 
  its way. Though secre-
  tive until death, the 
  mi-go might 
  be the only 
  race in the 
  universe 
  t h a t 
  knows 
  what’s 
  com-
  ing for 
  sure.
  Mi-Go
  Mi-Go
  
  31
  Mi-Go Game Statistics
  Size:  
   
   
  4’ - 5’ long, 10’ wingspan, 120-170 lbs.
   
   
   
  1.2 - 1.5 m long, 3 m wingspan, 54-77 kg
  Habitat:  
   
  pluto, some parts of Earth
  Average Attributes: 
   
  Awareness  
  4 
   
  Grace 
    
  6 
   
  Cleverness 
  5 
   
  perseverance  
  3
   
  Demeanor  
  3 
   
  physique  
  3
  Average Statistics:
   
  health   
  12 
   
  (12/24/36/48)
   
  Speed   
  18 mph
  Skills:  
  Athletics: Coordination 2, Athletics: Flying 5, Defense 3, Insight 2, In-
  vestigate 3, Gun Combat (any) 2, Freefall 5, natural Weapons 3, notice 
  2, odd Job 2, Reaction 3, Science: life 3, Stealth 2
  Weapons:  
   
  Claws (3d6 + 2d6 for physique)
  Armor:   
   
  Alien hide (5)
  Horror Factor:  
   
  Average
  Special Abilities: 
  •	
  Adaptable  – Mi-Go can adapt to pretty much any environment, given a 
  few hours.
  •	
  Climber (x1) – Mi-Go can climb as fast as they run, and can cling to sheer 
  surfaces.
  •	
  Flyer (x1) –  Mi-Go can fly as fast as they run.
  •	
  Skilled – Assign another 40-60 points in skills for individual Mi-Go, in addi-
  tion to the basic skills listed here.
  •	
  Tool Users – Mi-Go have technology all their own, as well as using that of 
  humans.
  •	
  Void Dweller – Mi-Go can survive in thin atmospheres or the vacuum of 
  open space.
  
  “The whispers… they speak to you 
  too, don’t they? They didn’t make sense 
  at first, but they became clearer and 
  more entrancing as time went by. What 
  glories have they asked you to perform? 
  How have you shown your love for the 
  one who sleeps below? No. No! 
  No! I can see it in your 
  eyes, 
  they 
  don’t 
  speak to you. You’re 
  not one of the 
  chosen. Not yet, 
  anyway. Let 
  me show them 
  to you…”
  - Final video record-
  ing of an interrogation 
  of a murder suspect on 
  Titania. Neither the sus-
  pect nor the interrogator 
  have ever been seen 
  again.
  not all monsters 
  shamble 
  through 
  the night with claws 
  and 
  horns. 
  one 
  of the most insidious 
  threats to humanity so 
  far is a creature no larger 
  than a blood cell. The Myr-
  iad seep into the blood 
  stream of unsuspecting 
  hosts and multiply until 
  they are able to influence 
  the mind of their new 
  puppet. To the victim, 
  it starts with whis-
  pers, soft voices 
  at 
  the 
  edges 
  of 
  the 
  room. 
  Making no sense at first, they seem to 
  care more than anyone the host has 
  known before in their lives. Then, as 
  the Myriad acclimate, the voices speak 
  to the glories about to unfold before 
  the faithful. While the Myriad can 
  never completely take over their 
  hosts, they can convince even 
  the most strong-willed person 
  to commit horrifying acts of 
  depravity in service to their 
  unknown masters.
  This alone would 
  make 
  the 
  Myriad 
  threat enough 
  for humanity, but 
  they will not allow 
  themselves to be 
  caught. In such an 
  event, the creatures 
  convert the energy 
  in the host body, 
  forcing it to 
  become 
  a 
  dreadful pro-
  toplasmic 
  blob. If this 
  wasn’t bad 
  e n o u g h , 
  the 
  process 
  of converting 
  the body turns it 
  incredibly acidic. 
  The Myriad will at-
  tack anyone 
  in the vicin-
  ity as long 
  their physical 
  form remains 
  intact.
  Myriad
  Myriad
  
  33
  Myriad Game Statistics
  Size:  
   
   
  Microscopic
  Habitat:  
   
  Atmosphere of uranus
  Average Attributes: 
   
  Awareness  
  3 
   
  Grace 
    
  3 (as Blob)
   
  Cleverness 
  5 
   
  perseverance  
  6
   
  Demeanor  
  3 
   
  physique  
  6 (as Blob)
  Average Statistics:
   
  health   
  As Form, 15 as Blob 
  (15/30/45/60)
   
  Speed   
  As Form, 18 mph as Blob
  Skills:  
   
   
  As host
  Weapons:  
   
  As host, Blob (3d6 + 3d6 for physique)
  Armor:   
   
  As host, Blob (15)
  Horror Factor:  
   
  Average
  Special Abilities: 
  •	
  Adaptable  – Myriad can survive in cold environments with thin atmo-
  spheres, like uranus or neptune, as well as Earth-like atmospheres.
  •	
  Infection – A potential host must succeed at a hard perseverance Test when 
  exposed to the Myriad. once infected, the host must succeed at an Aver-
  age perseverance Test to resist compulsion each day. The Difficulty for this 
  Test increases to hard after one week and to legendary after two weeks. 
  There is no known cure for Myriad infection.
  •	
  Protoplasmic Blob – If a Myriad host is threatened and is forced to reveal 
  itself, it will covert its host to an acidic protoplasmic blob. Anything that 
  touches it takes the listed damage above. Myriad can convert back to their 
  normal host form when the danger is gone.
  
  It is almost a demon of legend. Slick 
  obsidian skin covers an almost hu-
  manoid creature, though its legs bend 
  backwards like a wolf’s. Giant mem-
  branous wings sprout from its back, 
  flapping gently as it lands. It doesn’t so 
  much move 
  as flow, 
  with an 
  almost 
  blurring 
  effect, 
  as 
  if 
  the 
  crea-
  ture wasn’t 
  entirely tied 
  to three di-
  mensions. 
  Worse, 
  it 
  makes al-
  most 
  no 
  sound as it 
  does. Horns 
  jut from its 
  head, 
  as 
  well 
  as wicked barbs 
  from its serpentine 
  tail. It is clearly some 
  kind of predator. How-
  ever, it’s the creatures 
  face that is most ter-
  rifying – or it’s lack of 
  one. Smooth, shiny 
  skin covers its head. 
  It has no eyes, no ears, 
  no mouth, no nose, but it 
  seems to see and hear 
  just fine. Looking into 
  i t s 
  face is like look-
  ing at a 
  dark reflection of 
  oneself.
  night-
  Gaunts 
  are the kind of 
  creatures 
  that make 
  one real-
  ize from 
  where 
  legends of demons have come. They 
  seem to have no home in particular, 
  and most think that night-gaunts exist 
  in this solar system because sorcerers 
  have summoned them from beyond.
  These creatures 
  are stealthy, intelli-
  gent hunters, found 
  lurking 
  wherever 
  hu-
  man beings have settled 
  in 
  sufficient 
  num-
  bers. They are especially 
  found anywhere with an 
  appreciable cultist popu-
  lation – particularly 
  around Jupiter and Sat-
  urn. night-Gaunts also 
  can travel between plan-
  ets on their own, their 
  wings c a r r y i n g 
  t h e m 
  on the 
  solar 
  winds 
  in 
  an 
  almost 
  m y s t i c a l 
  sense.
  one of their 
  most 
  un-
  usual traits is 
  their touch – which 
  puts 
  whatever 
  body part they 
  touch 
  to 
  sleep. The 
  victim 
  then 
  loses use 
  of a limb, and 
  wherever 
  the night-gaunt touches suffers the 
  intense pins and needles sensation of 
  such a thing.
  niGht-Gaunt
  Night-Gaunt
  
  35
  Night-Gaunt Game Statistics
  Size:  
   
   
  6’ - 7’ tall, 10’ wingspan, 160-180 lbs.
   
   
   
  1.8 - 2.1 m long, 3 m wingspan, 73-82 kg
  Habitat:  
   
  Any Atmosphere, Vacuum
  Average Attributes: 
   
  Awareness  
  4 
   
  Grace 
    
  6 
   
  Cleverness 
  4 
   
  perseverance  
  3
   
  Demeanor  
  1 
   
  physique  
  4
  Average Statistics:
   
  health   
  13 
   
  (13/26/39/52)
   
  Speed   
  20 mph
  Skills:  
  Athletics: Flying 3, Defense 3, Freefall 3, Insight 2, natural Weapons 2, 
  notice 3, Reaction 4, Stealth 5, Survival 4
  Weapons:  
   
  Claws (1d6 + 2d6 for physique)
   
   
   
  horns (3d6 + 2d6 for physique)
  Armor:   
   
  Alien hide (5/3)
  Horror Factor:  
   
  Average
  Special Abilities: 
  •	
  Debilitating Touch  – The touch of a night-Gaunt puts body parts to sleep. 
  The more the night-Gaunt beats the victim’s defense roll by, the more 
  important the body part. While the torso or the head are distracting, the 
  touch will cause the temporary loss of limb use. This effect lasts for 1d3 
  minutes. The victim also suffers an intense pins and needles sensation, 
  causing a -2 Die penalty to all Tests for the duration.
  •	
  Flyer (x3) –  night-Gaunts can fly three times as fast as they run.
  •	
  Special Senses – night-Gaunts can see and hear without eyes or ears, in-
  cluding being able to sense in the dark.
  •	
  Void Dweller – night-Gaunts can survive in thin atmospheres or the vacu-
  um of open space.
  
  From the shadows it looks almost hu-
  man, though it walks with a gate decid-
  edly alien. It is, however, only from the 
  shadows that it appears nearly human. 
  As it steps into the light, you hear the 
  gasps of dismay of those around you. 
  The creature is a sickly green color, with 
  a mottled pattern of darker green run-
  ning along the sides of the arms, legs, 
  and torso. A thick black mane of hair 
  runs from the lower back up to its crown. 
  Two small eyes sit on opposite sides 
  of its head. Between them, a large 
  round mouth, 
  with lips that 
  seem to have 
  been 
  peeled 
  back from 
  its 
  jaw, 
  is 
  filled 
  with 
  ragged 
  teeth. 
  What 
  you 
  thought were 
  limp arms 
  in the shad-
  ows turn 
  out to be a 
  pair of ten-
  tacles sprout-
  ing from each 
  shoulder. As the 
  creature nears, they stir as 
  though they sense prey is 
  near, giving you a glimpse of 
  the small barbed hooks that line 
  the bottom of each. Its legs are no 
  less alien, with knees that bend the 
  wrong direction and feet that look 
  more like articulate, wickedly-clawed 
  hands. You had thought it only a 
  figment of a nightmare but now 
  it is very real.
  oftentimes referred to as a night 
  Terror, these creatures feed upon the 
  fear and stress of their victims before 
  feasting upon their flesh. Intelligent, 
  they dive into a victim’s mind search-
  ing for phobias or horrific memories 
  and bring them to the sur-
  face. Asleep these night-
  mares are bad enough 
  but when awake the 
  victim finds himself in a 
  very real hallucination, 
  either derived from his 
  worst nightmares or 
  a retelling of some 
  past event. To those 
  who witness such an 
  episode the victim can 
  s e e m 
  almost psy-
  chotic 
  as 
  he 
  talks 
  with 
  people 
  w h o 
  are 
  not 
  present 
  and reacts to stimuli that are 
  not real. once a nyphelous 
  has satiated his thirst for fear 
  he will feed upon the flesh 
  of his victim completing the 
  kill. They can even survive 
  in a vacuum by hibernating 
  in a mobile cocoon – drawn 
  towards any brain-wave ac-
  tivity within 10,000 miles.
  nyPhelouS
  Nyphelous
  
  37
  Nyphelous Game Statistics
  Size:  
   
   
  5’ 9” - 6’ 6” long, 210-240 lbs.
   
   
   
  1.75 - 2 m long, 95-109 kg
  Habitat:  
   
  Any non-Corrosive Atmosphere, Vacuum
  Average Attributes: 
   
  Awareness  
  3 
   
  Grace 
    
  4 
   
  Cleverness 
  3 
   
  perseverance  
  4
   
  Demeanor  
  4 
   
  physique  
  4
  Average Statistics:
   
  health   
  13 
   
  (13/26/39/52)
   
  Resilience  
  12 
   
  (12/24/36/48)
   
  Speed   
  18 mph
  Skills:  
  Athletics: Coordination 3, Deception 4, Defense 3, Fraternize 4, Freefall 
  2, Insight 4, Intimidation 4, language (any) 3, natural Weapons 3, no-
  tice 2, persuade 4, Reaction 3, Seduction 4, Stealth 2
  Weapons:  
   
  Bite (1d6 + 2d6 for physique), 
   
   
   
  Tentacles (3d6 + Entangle + 2d6 for physique)
  Armor:   
   
  Alien hide (5/3)
  Horror Factor:  
   
  Average
  Special Abilities: 
  •	
  Coercer  – nyphelous  may convince anyone that is friendly towards it to 
  perform any action that is not immediately life-threatening. This requires 
  winning a simple Deception vs. perseverance Contest.
  •	
  Deceiver – A nyphelous can choose any one target within 50 yds/45 m. It 
  can then appear to be anyone the target knows or has known. Everyone 
  now sees the nyphelous as that person, until it chooses another victim to 
  deceive.
  •	
  Entangling Attack–  A nyphelous can use its tentacles to entangle.
  •	
  Telepathic – A nyphelous can sense the greatest fears and tragedies or any 
  person within 50 yds/45 m.
  •	
  Void Dweller – A nyphelous can survive in thin atmospheres or the vacuum 
  of open space.
  
  The emergency lights flash off of its 
  black, almost bio-mechanical skin. It’s 
  as big as you, without the lashing tail 
  whipping through the air behind it. It is 
  clearly a creature of death, with sharp 
  claws at the end of every digit, the blade 
  tipping its tail, and the mouth filled with 
  rows of teeth. You can’t tell if it should 
  move on two or four legs – it seems to be 
  both – as it crouches and leaps an im-
  possible distance towards you. Its jaws 
  open, dripping thick ooze, and it hisses. 
  Suddenly, a stinger-like tongue lash-
  es out and stabs you in the belly. The 
  pain isn’t as bad as the sensation 
  that something was just pumped 
  into your innards. God only knows 
  what…
  Seethari are horrible 
  creatures that are capable 
  of hibernating for centuries 
  in the cold vacuum. They 
  are usually brought 
  aboard ships or 
  stations as part 
  of salvage 
  or mining, 
  whereupon 
  they awak-
  en with two 
  urges – to eat 
  and to procre-
  ate. They, in fact, 
  seem to have no 
  other reason 
  for being – 
  other than 
  to bring 
  horror in 
  their wake.
  Seethari reproduce in a disturbing 
  manner. Each is asexual and seeks to 
  implant a tiny embryo into a living 
  host using its stinging tongue. once 
  implanted under the skin, it makes 
  its way to the digestive tract. There, 
  it feeds on what the host eats (who 
  seems to be hungry all the time), for 
  the next three to five days. Then, 
  properly gestated, it starts 
  to move its way down the 
  digestive tract, ultimately 
  ripping its way out of the 
  victim’s colon and anus. The 
  victim usually dies, while 
  the baby skitters out into the 
  world. however, this can 
  be stopped, but only 
  while the baby is 
  painfully moving 
  to be 
  born – 
  while 
  gestat-
  ing, it will 
  kill the 
  host if re-
  moved. This 
  brief ten min-
  ute window is 
  all there is to 
  remove the 
  angry baby 
  seethari 
  and save 
  t h e 
  host.
  Seethari
  Seethari
  
  39
  Seethari Game Statistics
  Size:  
   
   
  4’ - 5’ tall, 120 lbs.
   
   
   
  1.2 - 1.5 m tall, 55 kg
  Habitat:  
   
  Any Atmosphere
  Average Attributes: 
   
  Awareness  
  5 
    
  Grace 
    
  4 
   
  Cleverness 
  3 
   
  perseverance  
  7
   
  Demeanor  
  2 
   
  physique  
  4
  Average Statistics:
   
  health   
  15 
   
  (15/30/45/60)
   
  Speed   
  16 mph 
  Skills:  
  Athletics: Coordination 3, Defense 3, Freefall 3, natural Weapons 3, no-
  tice 3, Reaction 4, Stealth 4, Survival 2
  Weapons:  
  Bite (2d6 + 2d6 for physique) 
   
  Claws (1d6 + 2d6 for physique) 
   
  Tail (1d6 + 2d6 for physique + Entangle)
   
  Tongue (1d6+ + 2d6 for physique + Implantation)
  Armor:   
   
  Chitin-like hide (10/5)
  Horror Factor:  
   
  Average
  Special Abilities: 
  •	
  Climber (x1) – Seethari can climb as fast as they can run.
  •	
  Embryonic Implantation – When stung by a Seethari’s tongue, a Character 
  must succeed at a hard perseverance Test. Failure means the embryo en-
  ters the Character’s body and moves to his digestive tract. Within three to 
  five days, the embryo will mature and begin to move down the digestive 
  tract. This is the only time it may be removed. This can be done once every 
  48 hours, if the creature is eating properly.
  •	
  Entangling Attack – Seethari can use their tails to entangle opponents.
  •	
  Jumper (x3) – Seethari can jump three times as far as a comparable human.
  •	
  Infrared Senses – Seethari can see in the dark.
  
  The shadow in the storm is at least 
  twenty feet tall. Paralyzed, you can’t help 
  but wait for it to reveal itself. Its move-
  ment is alien, a stuttered uneven gait. Its 
  lithe, smooth body ripples with power. 
  Tentacle-like tails thrash out behind it, 
  furling and unfurling, revealing hooks 
  hidden within the suckers. Perhaps most 
  frightening, however, is its head, round 
  and with eyes peering out over a mass 
  of tentacles that seem to move as if 
  each were alive in and of itself. It pauses, 
  as if sensing something in the air. Then, 
  suddenly, it takes off into the sky on gi-
  ant bat-like, or maybe manta ray-like, 
  wings, flying high into the 
  clouds overhead. 
  You may have 
  survived, but you 
  will never be 
  the same.
  There is 
  perhaps 
  no 
  crea-
  ture 
  that 
  exemplifies 
  the old ones like 
  the spawn. Most 
  learned 
  occult 
  scholars 
  believe 
  that the spawn 
  are 
  made 
  in 
  the 
  im-
  age of the 
  great Cthul-
  hu 
  itself, 
  tentacled 
  monstrosi-
  ties with a 
  fiendish intel-
  ligence.
  These creatures are often associ-
  ated with cults, where they are some-
  times the object of worship. They are 
  strangely active with the order of the 
  Storm, and where spawn go, Deep 
  ones are sure to follow. Worse yet, 
  spawn are capable of molding the 
  power of the cosmos. Their knowledge 
  of sorcery and magic is frightening.
  Thus far, the spawn seem to be a phe-
  nomena restricted to the outer planets 
  and the Kuiper Belt. It is rumored that 
  there are several living in the storms 
  of neptune, but these rumors are dif-
  ficult 
  to 
  substantiate 
  given the 
  nature 
  of that 
  planet’s 
  surface. 
  Madmen 
  claim that 
  there are 
  at least a 
  few spawn on 
  Earth, but that is a 
  horror few wish to 
  know. one thing 
  is for certain – 
  they seem ca-
  pable of travel-
  ling through the 
  void of their own 
  volition, much 
  in the same 
  way as night-
  gaunts.
  SPawn
  Spawn
  
  41
  Spawn Game Statistics
  Size:  
   
   
  20’ tall, 40’ wingspan, 2 tons
   
   
   
  6 m tall, 12 m wingspan, 1.6 metric tons
  Habitat:  
   
   
  nearly Any
  Average Attributes: 
   
  Awareness  
  4 
   
  Grace 
    
  4 
   
  Cleverness 
  4 
   
  perseverance  
  8
   
  Demeanor  
  3 
   
  physique  
  12
  Average Statistics:
   
  health   
  24 
   
  (24/48/72/94)
   
  Speed   
  32 mph
  Skills:  
  Athletics: Fitness 3, Athletics: Flying 4, Deception 3, Defense 3, Freefall 
  3, Insight 5, natural Weapons 4, notice 3, Reaction 3, Stealth 3, Survival 
  2
  Weapons:  
   
  Tentacle lash (2d6 + 6d6 for physique+ Entangle)
   
   
   
  Tentacle Whip (1d6 + 6d6 for physique)
  Armor:   
   
  Alien hide (15/7)
  Horror Factor:  
   
  hard
  Special Abilities: 
  •	
  Adaptable  – Spawn can adapt to pretty much any environment, given a 
  few hours, as well as any terrestrial or alien saltwater ecosystems.
  •	
  Climber (x1) – Spawn can climb as fast as they run, and can cling to sheer 
  surfaces.
  •	
  Echolocation – Spawn can sense using sonar.
  •	
  Entangling Attack – Spawn can use their tentacles to entangle.
  •	
  Flyer (x2) –  Spawn can fly twice as fast as they run.
  •	
  Infrared Senses – Spawn can sense in the dark.
  •	
  Skilled – Assign another 40-60 points in skills for individual Spawn, in addi-
  tion to the basic skills listed here.
  •	
  Sorcerer – Spawn often have access to magic, whether it be spells or items.
  •	
  Telepathic – Spawn can speak directly into someone’s mind, transcending 
  all lingual barriers.
  •	
  Tool Users – Spawn have technology all their own, as well as using that of 
  Deep ones and humans.
  •	
  Truly Amphibious – Spawn can operate underwater as well as above.
  •	
  Void Dweller – Spawn can survive in thin atmospheres or the vacuum of 
  open space.
  
  Long have you read about dragons, 
  but you never thought you’d ever see 
  one for real. They are myths, or so you 
  keep telling yourself as you stare down 
  the hinged jaw of that myth given form. 
  Its serpentine body is nearly fifteen me-
  ters long and nearly as thick as a man is 
  tall. Its broad, pyramidal head is domi-
  nated by three jaws lined with dagger-
  like teeth. As some scared soul strays 
  too near the beast, it suddenly unfurls 
  a wing-like membrane that 
  was hidden within an ar-
  mored spine along its 
  back. The wing en-
  velopes him and a 
  thick vile substance 
  fills the membrane, 
  melting armor 
  and skin alike as 
  he screams in agony 
  from within the cocoon. 
  As the screams die, the 
  beast fiercely roars as it 
  leaps off a nearby cliff 
  and glides away on 
  the wind. 
  Some say the 
  terofex is what 
  gave rise to the 
  legend of drag-
  ons. These mon-
  strous beasts 
  have 
  lain 
  dor-
  mant for millen-
  nia, only rising 
  on occasion to feed 
  before 
  vanishing 
  into the dark. Terofex 
  are rage incarnate. 
  They live to kill and 
  they prefer to kill as much as they can 
  in as short a period as they can, gorg-
  ing themselves on flesh and eliminat-
  ing anything in their environment 
  they see as a threat. Despite their size, 
  they are incredibly fast and agile – a 
  feature that allows them to close in on 
  a victim before said victim can react. 
  When attacking a victim, it likes to en-
  circle and constrict them with its body. 
  If amongst multiple targets it can ex-
  tend a membrane of skin out from 
  its body and use it to enwrap 
  several foes at once. once it 
  has done so, a toxic acid is 
  pumped into the cocoon dis-
  solving 
  several 
  targets 
  simultaneously. 
  Judging 
  from the screams of victims, 
  the process is excruciatingly 
  painful. These membranes have 
  often been mistaken for wings, 
  another reason some 
  believe they are the 
  forebear to the 
  draconic leg-
  ends 
  that 
  can 
  be 
  found in 
  almost 
  e v e r y 
  culture.
  teroFex
  Terrofex
  
  43
  Terofex Game Statistics
  Size:  
   
   
  45’ - 55’ long, 2 tons
   
   
   
  14 - 17 m long, 1.8 metric tons
  Habitat:  
   
  Earth-like Forest or Mountainous Regions
  Average Attributes: 
   
  Awareness  
  4 
   
  Grace 
    
  4 
   
  Cleverness 
  2 
   
  perseverance  
  10
   
  Demeanor  
  2 
   
  physique  
  20
  Average Statistics:
   
  health   
  34 
   
  (34/68/102/136)
   
  Speed   
  48 mph 
  Skills:  
  Athletics: Brawn 4, Athletics: Coordination 4, Athletics: Flight 4, Ath-
  letics: Speed 4, Defense 3, natural Weapons 3, notice 2, Reaction 3, 
  Survival 2
  Weapons:  
  Bite (6d6 + 10d6 for physique)
   
  Cocoon (2d6 + 10d6 for physique + Special)
   
  Constrict (2d6 + 10d6 for physique)
  Armor:   
   
  Scales (10/5)
  Horror Factor:  
   
  Average
  Special Abilities: 
  •	
  Cocoon – A terofex can engulf up to three targets that are no more than 
  5.5 yds/5 m apart, using its gliding membranes. Make attacks against each 
  target individually. once cocooned, victims suffer 2d6 (+ 10d6 for phy-
  sique)  damage each turn. Victims may make unarmed attacks (or using 
  small blades), but these attacks do only half damage. They may also try to 
  escape by making a hard physique Test.
  •	
  Constrictor – A terofex can also wrap victims up in its coils.
  •	
  Glider – A terofex may glide on its membranes.
  
  The storytelling game of aliens, mecha, and eldritch horrors
  2085. Humanity faces extinction. Alien insects from the edge of our solar 
  system, long hidden behind the façade of reality, descend to enslave us. 
  Hordes of unspeakable horrors roll out from Central Asia, laying waste to 
  anything in their path. The church of the fish-god scours the world for lost 
  occult secrets to unleash terrible forces. Dead gods awaken and turn their 
  dreadful eyes toward the Earth. And within hides a cancer, eating away at 
  the very heart of the New Earth Government.
  This is the Aeon War. This is the time of CthulhuTech.
  ENNIE AWARDS
  Best Cover Art – •Gold Winner*
  Best Supplement – *Gold Winner*
  Best Production Values – *Finalist*
  Best Interior Art – *Finalist*
  Best Game – *Finalist*
  ORIGINS AWARDS
  Best Game – *Silver*
  The Award-Winning Roleplaying Game Carries On!
  ™
  • 
  Core Book designed to get people playing fast
  • 
  Includes ready-to-play adventures
  • 
  Epic evolving metaplot designed to put Characters 
  in key places for world-changing events
  • 
  Visually stunning artwork and 
  high quality full color books
  • 
  Written for mature audiences, 
  this game pulls no punches
  
  ™
  THe STyGiAN CyCLe
  The Stygian Cycle is an epic campaign taking Warden Characters to every corner of 
  our solar system, played out over a series of turn-key published adventures. Released 
  monthly, they’ll provide all you’ll need to keep your group excited and engaged for a 
  quite a while.
  These adventures will also be connected to organized play. That means that you 
  can take any organized play authorized Character to play in any group using the or-
  ganized play framework. you can play with your group or multiple groups, as well as at 
  conventions or events. naturally, you can play the adventures with your regular gam-
  ing group – but organized play gives players the flexibility to take their Characters to 
  other groups should their regular group move on to other games.
  here’s a quick look at the first four adventures of The Stygian Cycle.
  Awakening I: Barsoom
  Trouble brews in the small mining colony of presidia, found deep within the Martian 
  Canals of the outback. Things have begun to go missing – now people as well. The 
  Wardens are assigned to investigate, as this seems like more than a simple mystery.
  Awakening II: Venusian Sunset
  Venus is a corporate world with a caustic atmosphere. now a rash of murders and 
  the increase of the drug trade have gone beyond where authorities can handle them. 
  While not normally the domain of the Wardens, the unified World Council thinks there 
  may be something more underneath the surface.
  Awakening III: The House Always Wins
  Troy, a pleasure city often thought of as the las Vegas of the outer planets. Three 
  days ago a collection of ten bodies was found arranged in a neat circle in the center 
  of the main thoroughfare. They all show signs of radiation burns from the inside out. 
  The Wardens must find the source of this atrocity, while keeping the ever-important 
  flow of tourism going.
  Awakening IV: Turbulence
  The weeks long journey from Saturn to Jupiter is not without its share of perils, in-
  cluidng stellar bodies, debris, pirates, and the cold vacuum of space. however, none of 
  these are what plague the Wardens, stuck on a civilian transport. Sometimes the dark 
  things in the solar system come knocking without warning.
  
  UpCOMiNG SUppLeMeNTS
  There are many exciting supplemental books coming up for The Void!
  Horrors of the Void I: Monsters
  The Horrors of the Void series introduces you to more of the fascinating and terrify-
  ing creatures that are awakening in the solar system.
  Ecological Footprint I: Jupiter
  The Ecological Footprint series provides in-depth looks into the different planets of 
  our solar system, with more setting, adventure seeds, and character options. This first 
  installment explores Jupiter – most especially the Gallilean Moons of Callisto, Europa, 
  Ganymede, and Io.
  Tools of the Trade I: Technology & Gear
  The Tools of the Trade series explores new kinds of technology and provides new 
  gear, weapons, vehicles, and more to add to your game.
  Ecological Footprint II: Saturn
  This second installment of the Ecological Footprint series explores the Republic of 
  Saturn and its key colonies – Dione, Enceladus, hyperion, Rhea, Tethys, and Titan.
  Vessels of the Void: Spaceships
  This volume greatly expands the roster of spaceships for The Void, including ex-
  panded stats, customization, and rules for spaceship combat.
  Ecological Footprint III: Kuiper Belt
  This third installment of the Ecological Footprint series explores the vast frontier of 
  the Kuiper Belt, far out at the edge of what we know.
  Characters Unbound I: Talents
  The Characters Unbound series introduces new options for Characters of all kinds, 
  with this volume focusing on a much expanded list of awesome Talents.
  ™
  
  They Wait And Watch in the Dark
  Before induction into the Wardens…
  “I don’t sleep anymore.” The words broke from Anas-
  tasia, shattered and dry, as she glared darkly upon 
  Dr. William Walker. ‘What I killed that night a year ago 
  doesn’t exist.’ Your words, doctor. So I reasoned, I self-
  medicated, I convinced myself it was an animal, moved 
  on, and rebuilt something resembling a life. I worked 
  hard to bury the memory. I was good to go. And then, 
  yesterday, I boarded the Astoria and walked over the 
  bodies of the crew. Eighteen of them, mutilated. Then, 
  it all came back to me. Every crushing detail. Every 
  horrifying moment. I guess I should be grateful. Now I 
  know the truth.”
  Anastasia sipped from the cool water glass curled in 
  her fingers. It tasted like the only pure thing left in the 
  universe. She could lose herself in its chilling simplicity, 
  but it was time to burn Dr. Walker with a dose of unfor-
  giving reality  – “Something’s coming for us.”
  The Void is an original Lovecraftian hard sci-fi horror 
  setting.
  Horrors of the Void 0: Expanded Monsters:
  •	
  Enter into the mind of the monster – 46-pages re-
  vealing the truths of many new horrors lurking in 
  the solar system.
  •	
  Expanded information for monsters featured in 
  The Void Core.
  http://fearthevoid.com
  http://www.reddit.com/r/TheVoidRPG/
  ™
  ™
  WDF 33100
  
SOURCE: textdata/thevault/The Void/The Void - Horrors Of The Void 0 - Expanded Monsters.pdf