0% found this document useful (1 vote)
320 views24 pages

The Roaring Age, Spreads

Uploaded by

vorig10051
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (1 vote)
320 views24 pages

The Roaring Age, Spreads

Uploaded by

vorig10051
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 24

DESIGN

WRITING
& ART
Jack Edward

COPY EDITING
& PROOFREADING
Yossi Krausz
TABLE OF CONTENTS
INTRODUCTION 1 THREATS 22
THE RULES 2 ANATOMY OF A THREAT 22

PLAYER PRINCIPLES 3 ADDING THREATS TO A MYSTERY 23

FACILITATOR PRINCIPLES 3 EXAMPLE THREATS 24


ROARING AGE THEMES 4 MYTHOS TOMES 26
WONDER AND PROSPERITY 6 ARCHIVAL RESEARCH 28
AGE OF HORRORS 8 ARCS 30
ASYLUMS AS FASCIST SITES OF INVESTIGATIVE ACTIONS 30
LINEAGE CLEANSING 8
RESTING, HEALING & SLEEPING 32
RACISM AND THE ROARING AGE 9
Call of Cthulhu 7th Edition by Sandy Petersen, Mike Mason, Paul Fricker, and Lynn Willis THREATS & ENCOUNTERS 32
Liminal Horror by Goblin Archive and Josh D CREATING AN INVESTIGATOR 10
RESOLVING THE ARC 33
Cairn by Yochai Gal BONDS 12
Mausritter by Isaac Williams CONVERTING HORRORS 34
Into the Odd by Chris McDowell BACKGROUNDS 12
Monster of the Week by Michael Sands MONSTERS & MOBSTERS 34
Trophy Dark by Jesse Ross BACKGROUNDS TABLE 13
Brindlewood Bay by Jason Cordova CONVERTING MYTHOS TOMES 36
Cthulhu Dark by Graham Walmsley STRESS & STABILITY 14
CUSTOM FALLOUT 37
FALLOUT 16
The design of The Roaring Age is based on the Classic Explorer Template by Clayton Notestine MYTHOS BESTIARY 38
at explorersdesign.com. CC-BY-SA 4.0 license. Special thanks is due to the Explorers Design LEVELS OF FALLOUT 17
community for technical support, guidance, and encouragement during the layout process. INDEX 41
CLEARING FALLOUT 17
EQUIPMENT 18
INTRODUCTION
This is how one pictures the angel of history. His face is turned
toward the past. Where we perceive a chain of events, he sees
W elcome to The Roaring Age, a game where you take on
the role of an investigator solving horrific supernatural
mysteries in the Roaring ‘20s! It is a hack of Liminal
one single catastrophe which keeps piling wreckage and hurls it Horror, and playing The Roaring Age requires you to grab
in front of his feet. a free copy of the Investigators edition of that game, at
least for the five pages of core rules.
The angel would like to stay, awaken the dead, and make
The Roaring Age is an attempt at a late-night cocktail party held for
whole what has been smashed. But a storm is blowing in from
the meeting of two families. The first family is old money: the genre
Paradise; it has got caught in his wings with such a violence of traditional 1920s Lovecraftian horror mobsters-and-monsters
that the angel can no longer close them. The storm irresistibly roleplaying, best embodied in Chaosium’s classic game Call of
propels him into the future to which his back is turned, while Cthulhu and its decades-long library of classic scenarios, like Masks
the pile of debris before him grows skyward. This storm is what of Nyarlathotep and The Haunting.
we call progress.
The second family is new money, the New School Revolution in
adventure gaming, with its light-weight rules and fiction-first
- Walter Benjamin, ‘Theses on the Philosophy of History’
creative agility, best embodied in games like Cairn, Mausritter, Into
the Odd, and Liminal Horror. There might be a marriage to be found
somewhere at this mixer.

This game is written in tribute to three groups of people. One is the


nerds, grognards, and old heads who raised me. The second is the
New School, the designers who labor in love and generosity to keep
the tradition alive. The third is my players, for whom fun and
friendship are the highest good and my guiding star.

The Roaring Age is an attempt to use horror and the Weird to step
into history, but it is also just another way to play Dungeons &
Dragons. History is a dungeon, too.

VI The Roaring Age | The Roaring Age | Introduction 1


THE RULES
PLAYER PRINCIPLES Getting started

The Roaring Age is a supplement that adapts the modern horror of Liminal Horror for the • Lean in, be risky, and get creative. Think up wild solutions to Reading player
genre of 1920s investigation. The core of The Roaring Age is the same rules as found in problems, and make sacrifices to move the story along. principles aloud before
Liminal Horror: Investigators pages 14-19, excepting historical anachronisms like cell phones. • Follow up on new info, and pay close attention to details. each session is a great
Other references to those rules will appear as “(pg. XX, LI:I).” • Use the skills from your background to investigate. Use your way to get your players
equipment and tools to gain the upper hand. in the headspace for
Otherwise, The Roaring Age has several rules that either supplement or, when applicable, • Fulfill your investigator’s Bond to hold on to who you are. The Roaring Age.
supersede the rules of Liminal Horror. Those sections are, primarily: • There is a truth behind the truth. Seek deeper, more esoteric
knowledge… at your peril!
Backgrounds & Bonds: New backgrounds to situate your investigators in the 1920s, and a
new “Bonds” rule that incentivizes your character to take part in Jazz Age society.

Stress & Fallout: Some adjustments to the Fallout system, including guidance for FACILITATOR PRINCIPLES
handing out Stress and clearing Fallout.
• Don’t hide clues! Challenge your investigators, but keep
Archival Research: The procedure for investigators who want to delve into research and intriguing morsels of information flowing. Answer questions
public records to find further clues and trailheads for their mystery. freely and honestly. Offer information, but at a price.
• Create tough choices. Offer players bargains, and craft
Mythos Tomes: Rules for the tomes, books, and other readable relics that empower and difficult either-or decisions. Turn player failures into new
imperil investigators. opportunities. Threaten their resources, and don’t be afraid to
pose hard consequences… even death.
Arcs & Threats: Tools for managing time, resources, random events, faction play, and the • Make it scary, eerie, uncanny, and freaky, and go over the top!
pace of your mystery using New School Revolution (NSR) principles. Forecast danger, describe unaccountable perversions of
reality, and always leave something unexplained.
Conversion Guides: Advice for converting classical horror scenarios to be playable using • Make it feel like the 1920s. Use props, voices, music, or
The Roaring Age as your game system of choice. whatever it takes to transport your players to the Roaring
‘20s!
The Roaring Age is a comprehensive system for running and playing these mysteries. In the
hands of a discriminating and experienced facilitator, it is also a simple toolkit to use
however you see fit!

2 The Roaring Age | The Rules The Roaring Age | The Rules 3
ROARING AGE THEMES
One of the most challenging parts of setting an adventure game at a different time in history
than your own is to inhabit the mindset of a different era, the alien land of the past, its
fixations, preoccupations, and cultural touchstones.

Here are a few important themes you might explore in your characters, mysteries, horrors,
and locales. Let’s give a listen to how they might have been talked about in their own time…

THE REVOLUTION IN MANNERS AND MORALS


It used to be that before you had a car, you had a chaperone. It used to be that a girl with
short-hair was a radical. Hell, we used to be Victorians. But then they got the boys off to war
by telling ‘em to live like there was no tomorrow… and now they want to tell us it’s back to
work? We might not know what Freud’s saying, but we get the picture: Underneath all of that
fussiness and moralizing, we’re really just animals, repressed and sexual in our urges. Come,
modern art; come, jazz; come, free love! The old shackles of prudish restraint have no hold
on us now!

BALLYHOO, SPECTACLE, EXCITEMENT


Every month, it’s nearly the most exciting month in history! There’s some great sport or
show to gamble or gasp at — lurid murder trials, a transatlantic flight, a fight over evolution
in the schools. Whatever the show, you’re bound to hear every good detail wherever you go.
And all of the new toys! Whether it's silent picture shows, the newest automobile models,
newfangled crossword puzzle books, or Eastern attractions like mahjong, there are more
ways than ever to get a bit of fun! And you never have to leave home, if you can get a radio —
and everyone’s got a radio now, or at least a few of those saucy confessional magazines.

4 The Roaring Age | Roaring Age Themes The Roaring Age | Roaring Age Themes 5
PROHIBITION THE NEW WOMAN
Finally, we have Prohibition! The 18th Amendment is still popular, and it brought in a clean First, the temperance movement awoke the activist spirit in modern women. Then our ladies
age of American sobriety, without the abuse and the ruckus. It’ll put a check on those took to the factories and kept the nation moving. Now they’ve got their Prohibition, and as
German beer magnates, tame the Catholics, and teach their men duty to wife and family. But they take their place alongside men at the voting booth for the first time, younger women
though the Dries won the war on liquor, the Wets are winning the peace. Between the fully intend to join in also with drinking, carousing, cigarette smoking, boyishness, and bad
“medicinal” alcohol prescriptions, speakeasies, open-air lunch counters where alcohol is manners. What else do you expect them to do, wait for the “right man” to come along? Hell,
drunk discreetly, and simple storefront sales, liquor is still a vital thread in the fabric of the boys won’t dance with you anymore if you’re in a corset.
American life. It’s getting tougher to turn a blind eye, too, what with all of the hypocrisy, and
of course all of the blood running through the streets on account of those terrifying new
gangs. TO THE CITIES!
For the first time in history, the city’s where it’s at! Record numbers of African Americans
WONDER AND PROSPERITY join the great migration, looking for a renaissance in city thriving. City living is rough and
still quite segregated, but there are better opportunities than living in the farmlands, and
First we all got electric lighting, and now we all have automobiles! At home, new vacuums good jazz, too! Besides, novels like Main Street have skewered the pastoral facade of rural
and washing machines free us up from housework. New medical breakthroughs like America, revealing obscene truths at the heart of all that phony idealism. But the romance of
penicillin, new psychological science — it won’t be long before the secrets of the universe are small town America still persists, and civic leaders pine for local goodwill and plain-dealing
in the hands of every ordinary American with good credit. And boy, the stock prices are going friendliness, best embodied in good old boys like our great President Warren G. Harding.
up and up! Big government had its day, so now it’s time for the businessman to reign
supreme, and no one dares stand in his way! Why, Jesus Christ himself was the great
entrepreneur, wasn’t he? THE POST-WAR RETURN TO NORMALCY
Only yesterday, we were burning the kaiser in effigy, wrapping ourselves in the flag, bringing
SPIRITUALISM AND THEOSOPHY peace to the world, and stamping out the bolshevism infecting our women and our
workplaces. But all that’s over now. We did our part to bring peace to the world, and the
There are new spiritual and psychic technologies as well! Have you read any of Madame world loves us for it, even while they squabble over old grudges and disputes. We’ve got our
Blavatsky’s books? Or perhaps gotten your cards read? Or been to a seance, or even a own problems. Let the Old World sort out its own mess – there’s a New World coming!
hypnotist? As our horizons expand, so too does the scope of our belief. New wonders of the
ancient world are freshly uncovered, and new spiritual texts or teachers immigrate and join
their philosophies to ours. The market isn’t the only place for boundless growth and
forecasting. So is the very soul! The influential wives of U.S. presidents and great
industrialists turn to their astrologers for guidance.

6 The Roaring Age | Roaring Age Themes The Roaring Age | Roaring Age Themes 7
AGE OF HORRORS
Roleplaying and adventure games can be surprisingly emotional spaces. Facilitators are
recommended to seek out “safety tools,” resources that allow new gaming groups to get to
know one another’s boundaries and sensitivities around topics like violence and other
mature themes. At the very least, players should feel free to ask the table to “pause” or
“rewind” in order to avoid content they find personally distasteful, overwhelming, or
unsavory for any reason.

But the ‘20s had its own particular barbarities. There are two particular topics in The Roaring
Age that require special mention when it comes to these horrors and player comfort:

ASYLUMS AS FASCIST SITES OF CLEANSING


The 1920s saw the birthpangs of modern wellness culture, therapy, and center-based
treatment. Often, this was a field of hocum, half-baked theories, and even extreme cruelties. rights of immigrants, the federal workforce was recently re-segregated, and lynching was a
Ordinary people were locked away in inhumane asylums after contracting infections, for still-growing practice.
political dissidence, or for simply growing older. Women were shackled and murdered in dark
places for standing up to domestic tormentors. The 1920s were the Klu Klux Klan’s great revival era, when the KKK rose to new prominence
by creating a chimeric combination of racist conspiracies, combining anti-Black racism with
Fallout effects in The Roaring Age are not meant to correlate to real-world mental illness but anti-Semitism, anti-unionism, anti-Catholicism, anti-urbanism, and hatred of all kinds of
to symbolize the breakdown and estrangement that happens when a character’s ability to modernity. Joining these fears — whichever fears worked on the local target audience — with
function is unwound by their exposure to horrifying revelations of other realities. Facilitators multi-level marketing and recruitment schemes and typical American joinerism, the KKK
should avoid portraying victims of the supernatural as analogous to real-world sufferers of recruited millions of Americans and elected klansmen as senators and congressmen.
real psychiatric disorders.
Your gaming group is under no compulsion to include these themes in your game. Instead,
The only definite common ground held by these two groups – between our characters and facilitators are encouraged to treat racism seriously and sensitively as part of the world of
those persecuted as “lunatics” and the “insane” of the 1920s – is that they needed and your game. Portraying and exploring a racist world is worlds apart from performing and
deserved better treatment than that age of horrors had on offer. enjoying racism. Discuss all of this openly with players, knowing that you can only ever try
your hardest. No gaming text can make you not be a racist facilitator. That part is up to you.

RACISM AND THE ROARING AGE As Chris Spivey writes in the Call of Cthulhu supplement Harlem Unbound, 2nd Edition: “If
you screw up, it’s ok. Acknowledge it, and do better next time. We are talking about race,
The 1920s were a period of American history exceptionally shaped by racism, nativism, and sexuality, and untangling history, and missteps will happen. This is serious stuff within what
the struggles of reconstruction, and The Roaring Age includes this as an essential element of some people consider ‘light’ escapism, but gaming can be so much more.”
exploring the horror of that era. Nativism in the ‘20s scored new victories in rolling back the

8 The Roaring Age | Age Of Horrors The Roaring Age | Age Of Horrors 9
CREATING AN INVESTIGATOR
ABILITY SCORES HIT PROTECTION OPTIONAL DETAILS & CHARACTER TRAITS
(pg. 6, LH:I) (pg. 6, LH:I) You may also use the Character Traits table (pg. 9, LH:I) to generate
physical characteristics or personality features to bring your
character into finer clarity, as much or as little as you please. Players
BACKGROUND can also use The Party tables (pg. 11, LH:I) to generate connections
between investigators.
Roll d20 and consult the Backgrounds table (pg. 13) or choose a
background that seems interesting. Investigators should avoid
choosing the same background as another investigator in the party. TIE IT ALL TOGETHER
Once characters are generated, give each player a change to
EQUIPMENT introduce and describe their investigator. Come up with a simple
way the investigators all know each other as a group if you haven’t
Each Background comes with a package of starting equipment to add already.
to your inventory. Investigators get all of the equipment from the
background, in addition to:
AN EXAMPLE…
• Choose from leather gloves, a hip flask, a fine hat, a fountain
pen, or a pocket watch. Emily prints out a character sheet and makes up a 1920s-sounding
• One simple weapon name she likes: “Margie Hydewell.” She opens her PDF of Liminal
• $10 cash, multiplied by the d20 result associated with your Horror: Investigators to page 9 to find the procedure for rolling stats,
background and gets STR 12, DEX 10, CTRL 6, and HP 3. Emily thinks Margie
should be mentally tough, so she swaps the STR and CTRL scores, as
Write down your Armor, if applicable. Players can purchase per Liminal Horror rules.
additional equipment for their investigator from the equipment
catalog (pg. 18). Emily wants to pick the background of Biology Student instead of
generating one randomly, and writes the associated Bond on the
If no one’s starting package included a car, give the group the use of sheet. For starting equipment, she picks leather gloves and a Colt
a Ford Model T and randomly determine who owns it. revolver. She also copies down the items from her background, putting five checkboxes next
to “Lab kit,” since it has five uses. None of the other investigators owns a car, so the players
decide Margie can own a Model-T, and Emily writes “Keys to the Model-T” in the equipment
BOND to remember this. Lastly, “Biology Student” is background #13, so she gets $130 dollars, and
Emily makes a note that this is stored in her student dorm. The facilitator makes note of this
Each background provides a Bond for the investigator. Note it on the character sheet. as well, for mischievous reasons. Emily could pick more details, but she already has a good
idea of Margie in her head and decides she knows enough about this character to begin
playing.

10 The Roaring Age | Creating An Investigator The Roaring Age | Creating An Investigator 11
BACKGROUNDS BACKGROUNDS TABLE
d20 Background Equipment Bond

Each investigator has a Background that describes their place in 1920s society and all of the Colt automatic (d6+d6), blackjack (d6, Pierc- To create mystique through a personal ap-
1 Private Eye ing), credentials, forensic kit (Supplies 5) proach to investigation
things they do while not investigating foul mysteries. Each Background supplies an Sax or trumpet or clarinet, nightclub attire, To awaken hidden longing using charm
2 Jazz Man/Woman
investigator with a package of equipment and a Bond. cigarette case and music

Colt revolver (d6), Dodge roadster or Ford TT To make ordinary men feel like knights,
3 Teamster/Driver truck, leather gloves kings, and adventurers
To generate a background randomly, roll a d20 and consult the table on the opposite page.
Radicalizing literature, billy club (d6, pierc- To demonstrate to all the importance of
4 Union Organizer ing), leather apron (+1 Armor) the everyman in American life

BONDS 5 Boxer Fists (d6+d6, Debilitating)


To embody the noblest virtues of Ameri-
can strength

Book of local contacts, forgery kit (Supplies To create buzz and ballyhoo around the
6 Reporter
In The Roaring Age, all characters have a Bond. Their Bond is the obligation that keeps them 3) latest news craze

tethered to everyday society, providing them a veneer of normalcy and amity in their 7 Photographer
Autographic folding camera, scandalous To capture an iconic image that will excite
portfolio, vial of acid (d6, Acid) and awe
community.
Magnifying spectacles, clientele list, antique To feed wealthy benefactors with a diet of
8 Antiquarian switchblade (d6, Discreet, Bleed) new curiosities
Their Bond is also a motivation that pushes them to plumb the depths of the weird, creating
Library keys, mysterious heirloom necklace (+1 Stabil- To catalog and preserve the old world be-
a tension between their productive part to play in society and their departure into the 9 Librarian ity) or pocket watch (+1 Stability) or ring (+1 Stability) fore we lose it
strange unknown. Bonds are the primary method for investigators to Clear Fallout (pg. 17). To prove that the next generation is over-
10 Fop/Flapper Hip flask, modern attire, cigarettes
turning the old ways

At the end of each Arc, the character can decide that they want to abandon their Bond and 11 Bootlegger
Colt automatic (d6+d6), whiskey bottle (Lim- To meet the never-ending demand for
ited 3, Booze), Packard Twin 6 roadster hooch
choose a new one, if the facilitator agrees that the new Bond applies to the future of the
character. Perhaps your flapper decides to enroll as a chemistry student at Miskatonic Colt revolver (d6), forgery kit (Supplies 3), lit- To make everyone feel like a winner, re-
12 Bookie tle black book gardless of the odds
University. Perhaps your chemist drops out to become a bootlegger.
Student ID, hip flask, laboratory kit (Supplies To procure new subjects of research for
13 Student (Bio/Chem) 5) your department

Student ID, forensics kit (Supplies 5), leather To find the living thread of ancient history
14 Student (Anthro/Archeo) coat (+1 Armor) still at work in the world

Packard Twin 6 roadster, bottle of gin (Lim- To inspire envy and desire among your ex-
15 Socialite ited 3, Booze), modern attire tended network

To use new predictive sciences to enchant,


16 Astrologer Book of symbols, occult relics (Supplies 5)
excite, and mystify

Stimulants (+1 Armor, Booze, Limited 5), gin To keep the neighborhood lucid, placid,
17 Pharmacist (+1 Stability, Booze, Limited 5) peppy, and painless

To educate the public on what these latest


18 Professor (History/Arts) Ring of keys, pipe, university credentials
developments really mean

To assure the flock that new changes are


19 Clergy Clerical vestments, leather Bible
righteous and that all is stable

To show that nature can be tamed by new


20 Doctor of Medicine Medical bag (Supplies 5), Ford Model A
scientific theory or advancement

12 The Roaring Age | Backgrounds The Roaring Age | Backgrounds 13


STRESS & STABILITY
Stress is a metaphysical analog to damage. It represents how horror and weird affect (and
eventually change) the Investigators.

Like damage, Stress first reduces the target’s HP before reducing the target’s CTRL.

Stress can come from a variety of sources, like witnessing terrors or suffering from
supernatural attacks or effects. Sometimes the written adventure or monster will prescribe
Stress for certain happenings, but often facilitators should just hand out Stress whenever
appropriate.

Whenever investigators take Stress that exceeds remaining HP, the additional Stress reduces
CTRL instead. Investigators that take a loss to CTRL from Stress must roll a CTRL save. If an
investigator fails this save, they take a level of Fallout.

Stress is a great way of putting pressure on players and raising the existential threat level of
an adventure without threatening to maim or kill investigators outright. Use Stress to control
pressure and pace; if the mystery is feeling too stagnant or safe, consider adding more
sources of stress. Conversely, if your adventurers are barely holding on for dear life and are
taking on Fallout quickly, feel free to hand out less Stress.

When the following occur, ask for a CTRL save from investigators. On a failure, deal Stress:

roll Source

d2 Witnessing a gruesome injury or macabre scene

d4 Seeing evidence of logic-defying, supernatural occurrences or impossible events


d6 Viewing a Mythos monster or horror for the first time
d8 Suffering a gruesome injury or persistent attack from a reality-defying horror
d10 Withstanding full physical and psychological exposure to the cosmic

Stability functions as armor for your mind, steeling your character against the horrors of the
wicked and the arcane. Investigators can gain Stability from a variety of sources, like alcohol,
mind-altering substances, their background, or certain Fallout conditions.

Reduce any Stress taken by an investigator by their Stability before applyng that Stress to HP.

14 The Roaring Age | Stress & Stability The Roaring Age | Stress & Stability 15
FALLOUT
Fallout is the imprint of the eldritch and the weird on investigators. LEVELS OF FALLOUT
When investigators are exposed to the arcane, it affects their body,
mind, and spirit in fantastical and horrifying ways, bringing Some Fallout can be incurred multiple times, with increasing effects. One instance of
investigators deeper into the mystery and entwining them within it. When an investigator takes on more Fallout, the facilitator can Fallout is also called a
It can grant great power, and it ultimately leads to destruction. choose to advance their existing Fallout to a new level, rather than level of Fallout.
giving them a new, separate Fallout. This might be appropriate, for
When taking a level of Fallout, the facilitator can roll on or choose example, if the investigator is exposed to Fallout from the same
from either the Legacy Fallout table (LH:I, pg. 22), a table associated monster twice. The new Fallout occupies an additional space in the
with the cause of the Fallout, or any other thematically appropriate investigator’s inventory.
place. When taking Fallout, pause for a minute to discuss between
players and facilitator how the Fallout is affecting that character in An investigator can bear five cumulative levels of Fallout. If the
the fiction. investigator takes on a sixth level of Fallout, that investigator is
immediately retired.
Each level of Fallout occupies a space in an investigator’s inventory.
If Fallout permanently changes any of the investigator’s stats, make
a small note of the original stat value, in case the Fallout is cleared CLEARING FALLOUT
later.
At the end of an Arc, the facilitator and players should discuss
If at any point an investigator takes six cumulative levels of Fallout, whether or not each investigator satisfied their Bond during the Arc.
that investigator is retired. They become too monstrous, too Any investigator who satisfied their Bond can Clear Fallout.
changed, too dangerous to go on. Perhaps they die; perhaps the Investigators with 1-3 levels of Fallout can choose to remove a level
authorities move to shut the investigator away. Players should work of Fallout from their character sheet. Investigators with 4-5 levels of
with the facilitator to find a tragic end that all are comfortable with. Fallout can choose to remove up to two levels.

Though facilitators can use the fiction and the narrative to give more When a character’s Fallout changes a character’s makeup or Ability
opportunities and advantages to experienced investigators, Fallout is Score, those scores and other aspects of character transformation
the only way investigators can advance mechanics like their ability should be noted so that they can be recalled later if needed. When
scores or HP. But Clearing Fallout – and losing the benefits it often clearing a particular Fallout, the highest level must be cleared first.
bestows to investigators – is the only way to forestall an
investigator’s otherwise-inevitable demise. Example: Suzie has three levels of Fallout: Scarred, Nodens longs to be
heard, and Nodens longs to be heard (2). When the Arc concludes,
everyone at the table agrees that Suzie satisfied her Bond. She can
clear one level of fallout – either Scarred or Nodens longs to be heard
(2). She chooses Scarred. Since that particular Fallout brought Suzie’s
STR from 8 to 12, Suzie’s strength returns to 8, and the Fallout is
removed from her sheet.

16 The Roaring Age | Fallout The Roaring Age | Fallout 17


EQUIPMENT
INVESTIGATOR GOODS SPIRITS
In The Roaring Age, equipment is a vital part of solving problems.
Item Price Service Price
Where other games have lists of skills, investigators have the
mixture of their background and whatever gear they can acquire to Dapper Outfit, Men $40 Breakfast/Lunch 50¢
complement it. Investigators should seek the gear and items that can
Traditional Finery, Women $60 Dinner $1
unlock new opportunities, decipher clues, and give them advantages
on their adventure. Modern Fashion, Women $80 Hotel, per night $3

Handcuffs $3 Hotel, fancy, per night $10


Facilitators should see equipment as an opportunity to propose
rewards and costs. For example, when an investigator wants to try to Khaki Sack $1 Train Trip $3
use their silver letter-opener to force a lock open, the facilitator can
Hip Flask (Discreet) $3 Plane Ride, per minute $1
offer that the lock opens, but it will break the letter-opener.
Bolt Cutters (Bulky) $4
Facilitators should also judge the use of equipment based on the
investigator and how they intend to use it. A medical kit can heal
Sledgehammer (Bulky) $3
SIMPLE WEAPONS
wounds in the hands of a doctor, but it is a bag of knives and needles Locksmith Kit $10
to everyone else. Item Price
Flashlight $5

Some prices offered below depend on the supplier, or reliability, or Camera, Eastman Kodak w/ tripod (bulky) $25 Switchblade (d6, Fast) $3
quality.
Camera, Autographic Kodak Folding (discreet) $50 Razor Blade (d6, Silent, Bleed) $1

Laboratory Equipment (Bulky, Supplies 3) $15 Billy Club or Blackjack (d6, Piercing) $5
TAGS Medical Case (Supplies 3) $30 Colt Revolver (d6) $20

Many items have Tags attached inside parentheses that describe Forgery Kit (Supplies 3) $20, rare Winchester Rifle (d8, Bulky, Slow) $30
additional effects. Most of these tags can be found on Liminal
Engineering Tools (Bulky, Supplies 3) $20
Horror: Investigators, pg. 35. The Roaring Age adds two to this list:
Booze and Supplies.
SPIRITS
Booze - Wears off after a single shift (pg. 30). Once the effects wear
off, the investigator takes one Fatigued condition.
Irem Price
Supplies X - Supplies have a limited number of uses, and the specific
Moonshine, Bottle $1
details of what items they include can be improvised based on (+1 Stability, Booze, Perilous, Limited 3)
investigator needs. For example, “Engineering Tools (Supplies 3)”
Whiskey, Bottle
can be used three times total and can be anything related to $2
(+1 Stability, Booze, Limited 3)
engineering that an investigator might need as the occasion arises.

18 The Roaring Age | Equipment The Roaring Age | Equipment 19


INTENSE WEAPONS Item Price ARMOR VEHICLES
Colt .45 Automatic Pistol (d6+d6) $40 Car Price
Military weapons left over from war, like Armor can be bought and worn but almost
grenades, mortars, and machine guns, are always draws attention to itself when not
Remington Shotgun (d6, Blast, Bulky) $60 Chevrolet Coupe $200
highly illegal, rare, and unreliable. They are worn by law enforcement or active-duty
almost never used on U.S. soil and draw tons Lee-Enfield Mark III Rifle (d8, Bulky) $80 military.
Ford Model T (an ol’ “Tin Lizzie”) $250
of attention.
Dynamite (d10, Blast, Slow) - Ford Model A
Item Price $400
(in Niagara Blue or Arabian Sand)
Thompson SMG (d8, Loud, Bulky) d3x$100 Dodge Model s/1 $1,000
Protective Leather Vest (+1 Armor) $30
Lewis Gun
d3x$300 Military Helmet (+1 Armor) - Lincoln Town Car $4,000
(Brutal, Loud, Bulky, Unwieldy, Piercing)

Hand Grenade (d8, Blast, Substandard) $5 Military Body Armor (+1 Armor) -

Field Mortar Bullet-Proof Vest (+1 Armor, Discreet) $300


d4x$500
(Brutal, Blast, Messy, Bulky, Unwieldy)

20 The Roaring Age | Equipment The Roaring Age | Equipment 21


THREATS
Your Threats, which might also be called your factions, are the various power players and
interested parties who make the mystery progress alongside your players. They include the
main baddies, but also other authorities, instigators, and bothersome folks who want to
meddle in the affairs of your investigators. They all have a hand in the mystery.

Your Threats are there to drive your players onward, hurt them, interfere with their
investigation, and otherwise make nuisances of themselves. If your players are lost or can’t
figure out what’s next, your Threats make moves.

Threats add spontaneity for players and facilitators alike. When a mystery begins, they do
simple things like introducing themselves to players or making veiled threats or promises. As
the temperature rises, they make harder moves that threaten your investigators directly,
helping bring the mystery to its crescendo.

ANATOMY OF A THREAT ADDING THREATS TO A MYSTERY


Threats have a motive: This is a single sentence that describes what they’re trying to A good number of Threats for a mystery is three, including the main monster or baddie. A
accomplish, for the purpose of your mystery. They might have tons of needs and purposes, single-session mystery for an hour or two of fun might have just two; a longer Arc meant to
but their motive is the reason they’re coming after your characters. span many sessions might have four. Try not to have so many that players feel overwhelmed,
which can happen quite easily.
Threats have resources: This is the stuff the Threats can make use of, the stuff they find
valuable or wouldn’t want to jeopardize. This is the stuff that makes them strong, whether You can add a Threat or two as your players make new enemies. Investigators might even
it’s social capital, money, real estate holdings, goons, or ancient relics. ally with a certain Threat for a time, but don’t rush to take a group off your list of Threats so
quickly. Your Threats are loyal to their motives above all else.
Threats have moves: These are a few things your Threats might do to act in the mystery and
push things forward. This is a quick list to reference when you need a Threat to act, If you’re converting a classic mystery that appears to have only one Threat, try adding one or
something that changes the game for the players and pushes the story forward. two extra for a more active, spontaneous experience. Often this is one of the best things you
can do to amplify the dynamism of a fairly straightforward classic. Even a single individual
You don’t need to plan move by move what your Threats will do before you run your might be a Threat.
mystery. Just begin the mystery, and when you need something interesting to happen, look
at your Threats list, find something that looks fun, and make that move. Alternatively, if Write your own Threats by picking a name, a motive, a couple of resources, and three or so
you’re using Arcs to structure your mystery, follow the guidelines for when to make moves moves. Go with whatever seems cool, or pick something from the list of sample threats.
with your Threats.

22 The Roaring Age | Threats The Roaring Age | Threats 23


EXAMPLE THREATS
SUPERNATURAL DISEASE/CURSE STALKER
Motive: To manifest fully in as many bodies as possible Motive: To be as intimately close as possible
(Contaminated alcohol, hip flasks, the spell within the Book of Vile Magicks) (No self-awareness, all the time in the world)
• Spread to someone investigators know • Show up at a bad time and place to insist on a chat
• Cause the closure of a major institution • Obtain something by passing themself off as an investigator or ally
• Evolve to a new stage of symptoms • Make a strong display of remorse for lashing out

CITY POLICE THE MI-GO


Motive: To close the case, quick and clean Motive: To establish a laboratory for biotech experiments
(Public trust, monopoly on violence, archival records) (Mi-Go soldiers (pg. 39), fungally infected human agents, wondrous bio-substances)
• Take an ally in for questioning • Send a telepathic message in insectoid buzzing
• Make something investigators want inaccessible • Infect a human agent and put their brain in a jar
• Put investigators on the suspect list • Test out a new weapon on the human population

LOCAL MAFIA THE BUREAU OF INVESTIGATION


Motive: Expand and solidify their power Motive: To cover up the problem, by any means necessary
(Speakeasies, local tough-guys, piles of disposable cash) (Bottomless police resources, wiretapping, leverage over powerful people)
• Abduct a new victim • Make it clear that they are always listening
• Recruit an ally of the investigators • Disappear someone in a cone of total silence and secrecy
• Buy up a business or bribe an official • Execute a major raid or assassination outside the boundary of the law

THEOSOPHICAL SOCIETY
Motive: To grow in power by folding all knowledge into their system of
the soul
(Friends in high places, the latest arcane literature, lavish homes)

• Feed the investigators a new clue


• Reveal a powerful new member or neophyte
• Invite the investigators to a seance

24 The Roaring Age | Example Threats The Roaring Age | Example Threats 25
MYTHOS TOMES
Mythos Tomes reveal their secrets by imparting unique forms of Tome Fallout to an ALICE HAMSLEY’S 1855 HOME GUIDE TO SIMPLE HAND-SEWN DOLLS (OCTOBER)
investigator, though players shouldn’t know the effects of each successive level before they An antique magazine for making primitive dolls from readily-available materials like potato sack
take those layers on. Mythos Tomes may also include vital clues for an investigation. cloth and wool socks. The margins are vandalized with girls’ names; dates up until last year;
addresses; short journal entries in a rough long-hand describing home visits, custom orders,
When investigators spend a few hours Skimming a tome, either to inspect its contents for recipes for pesticides and poisons, and verse numbers from obscure religious texts; and violent
relevant clues about the current mystery or determine the tome’s nature, they take Stress stream-of-conscious poetry. An old lace doily with a brown stain is pressed delicately between the
damage specific to the tome. If this Stress causes investigators to make a CTRL save, failing back pages.
this save causes the first level of Tome Fallout. After this, they must Study a Tome to make
further use of its contents. Skim: d4 Stress
Tome Fallout
Investigators can Study a Tome once during each Downtime, after the conclusion of an Arc,
by committing themselves to a period of days, or even weeks, in seclusion, so long as this You are fixated on the belief that a doll has been crafted of
you in effigy somewhere. Once per mystery, when taking
doesn’t interfere with the beginning of the next Arc in your broader campaign. When this Stress, you can choose to negate the Stress and forget the
The Dollmaker begins his work
period concludes, the investigator takes a level of Tome Fallout. effect that caused it. When encountering a doll or
mannequin of any kind, take a CTRL save to avoid the need
to vandalize it.
Investigators may only clear Fallout incurred from a Mythos Tome if they’ve disposed of the
tome by putting it out of reach, preferably in capable hands. Investigators cannot bring
themselves to destroy a Mythos Tome unless they have been cleared of that tome’s Fallout, LIBER ALTARIS ATRI, THE 1435 LEUTHOLD REPRODUCTION
and even then, Mythos Tomes will not easily allow themselves to be destroyed. A text of confessions and instructions, extracted under torture, and edited by a redacted monk,
instructing on the building of a subterranean altar. The author has excerpted the Necronomicon,
Here are some examples of Mythos Tomes: but in an illegible cypher. Theosophists believe that this is the first book ever printed.

THE TRAVELOGUE OF HORACE PALMER Skim: d6 Stress


A thin journal detailing Palmer’s global search for a bright city seen in dreams. Includes Tome Fallout
interviews with about a dozen spiritual luminaries; archeological notes; extensive tables labeling
psychotropic plants and their effects; a summary of his attempts to read another tome called “The Increase your max CTRL by d4. Each day you must make
very small progress toward building the Black Altar —
Atal of Wisdom”; and transcribed, imagined, and paranoid conversations with “Night Men.” The Black Altar (1)
buying a few candles, a curved knife, researching sources of
stone — or become Deprived.
Skim: d4 Stress Gain +1 stability and a pallid look. You begin informed
construction of the altar. You are unable to sleep each night
Tome Fallout
The Black Altar (2) until it receives a small offering of blood. You receive a
charming visitor who calls himself the Companion, who will
At night, you may wander within the dreams of those around help you build.
Nodens longs to be heard (1) you. Increase your max CTRL by d4. You are unable to sleep
in the same location more than once in any given week. The Altar is complete, and the Companion vanishes. With
just a small token, lock of hair, or drop of blood, you can seal
A Night-Gaunt (pg. 38) enters the world to watch over your The Black Altar (3) a man’s fate to certain death within hours. At the end of this
Nodens longs to be heard (2) interests. At night, take an instance of Fatigue to view the mystery, clear this level of Fallout or retire this character.
world as if through the eyes of the Night-Gaunt. The gate opens.

26 The Roaring Age | Mythos Tomes The Roaring Age | Mythos Tomes 27
ARCHIVAL RESEARCH
In classic investigative horror, there are always records to comb
through. If players need pertinent details about an important person,
place, or event, they can always head to the tax office, local library,
or university archive to perform some Archive Research. This is a
great fallback option when players feel stuck or don’t have a clear
way forward in their investigation.

When a character wants to immerse themself in public records for a


period of research time, the player should envision the process, who
is helping them, and how their investigator recruits their help, and
they should decide with the GM if the access to information comes
as a cost — social or otherwise. Then, all of the following occur:

• A period of time passes, usually a day, possibly a bit longer.


When in doubt, use 2-3 Shifts on your Arc Tracker (pg. 30).
• You find a significant clue that reveals a new location, NPC,
or other significant detail to further your investigation.
• All of the GM’s Threats make a move or advance against the
players.

When threats advance, the consequences should be clear to the


players and impose on their surroundings, rather than creating
“behind-the-screen” consequences that are only known to the
facilitator. Before the players rush to follow up on their new clue,
take time to reveal, either overtly or subtly, that several strange or
unfortunate things have occurred while they buried their nose in
research.

28 The Roaring Age | Archival Research The Roaring Age | Archival Research 29
ARCS
Arcs are a tool you can use with any mystery for The Roaring Age to The Play Kit
keep track of the in-game pace, manage Threats, and structure your
mystery. They are a timekeeping tool and a simple way of describing An Arc Tracker is
the total scope of either a mystery or a simple self-contained chapter available as a free PDF
of a longer campaign. separately from this
book, and includes
Typically, investigators During an Arc, game time is broken up into Days, and each day is space to keep track of
act as a group, but composed of four Shifts: Morning, Afternoon, Evening, and Night. Shifts, Threats, and
they can split up and When the Arc concludes, and the facilitator deems the investigation other notes as they
take different actions complete, you Resolve the Arc. arise during play.
during the same Shift.
An Arc usually takes place over the period of a few in-game days and
can last as short as a single game session or as long as many sessions
that tell the story of a single major threat or investigation.

INVESTIGATIVE ACTIONS

Facilitators should be Throughout a mystery, players can undertake all sorts of


very careful not to let investigative actions to move the mystery forward. Investigative
investigators cram too actions do not need to use a full 6 hours to take up a Shift, but
many actions into a generally one major activity takes up a Shift. Some examples might Occasionally, a facilitator might decide that an action takes an especially long time, like a
single Shift. The be: stake-out or visiting a farmhouse in the countryside. In these cases, perhaps two or even
mystery feels dynamic three shifts might be needed. Respectable businesses are only open Morning and Afternoon.
when the world and its • Stopping by the police station to talk to them about
Threats have an interviewing a witness. When players enter a particular location of interest, their encounters and meddlings might
opportunity to respond • Visiting a professor at the university for a chat. take up the majority of a game session, but typically, unless it is a sustained visit, that still
and will feel stale if • Stopping by a speakeasy to follow up on some gossip. only takes a single Shift.
players are allowed to • Driving around town to a few locations on a list, and
speed-run to a investigating one of them. Even actions that don’t involve directly interrogating the mystery take up time. Investigators
conclusion. • Hunkering down in their study to translate a page of an might decide to host a lavish party, get some convalescence, or perhaps partake in some
ancient text using a lexicon. roleplaying activities to try to satisfy their Bond. These should still pass time, even if they are
not properly investigative.

30 The Roaring Age | Arcs The Roaring Age | Arcs 31


RESTING, HEALING & SLEEPING
If investigators spend four shifts awake, they must spend a shift Sleeping or become clues or new information, this is a great time to make a move to help players fail forward
Deprived. Once Deprived in this way, they gain an instance of Fatigue in their inventory for instead of just hitting a dead end.
each shift they remain awake. Sleeping for one shift clears either the Deprived condition or
an instance of Fatigue gained in this way. When you feel the need to make a move, look down at your threats, and if your eye lingers
on a particular move, it might be a good sign to make it. Keep your Threats close at hand
Losses to STR, DEX, and CTRL recover at a rate of 1 at the start of each day, so long as the wherever tracking time.
investigators sleep. Investigators recover all HP after a single Shift of unguarded or relaxing
activity. If traveling through a dangerous territory or location, investigators can stop to have You can find a copy of the Arc Tracker for tracking all of these things, along with this
a moment of careful rest and gain d6 HP. In this case, perhaps advance the Arc Tracker by rulebook, in the free play kit.
one shift.

Rules for dealing with Wounds can be found in Liminal Horror: Investigators, pgs. 18-19. RESOLVING THE ARC
The end of an Arc might be the end of your mystery, your campaign, or even just a single
THREATS & ENCOUNTERS adventure. Whatever the case, the end of the Arc is the end of a distinct story or period of
time. An Arc goes on for however many Shifts or days as needed and ends when the mystery
One of the best reasons to track time using Shifts is to give the facilitator a clear structure to is solved, the primary threat is defeated, or simply when players simply decide they want to
know how often Threats should respond and interfere with your investigators. At the jump ship and abandon the mystery entirely.
beginning of each shift, roll a d6:
If the investigators take a period of many days of inaction during an adventure, perhaps to
1: Encounter: One of your Threats makes a move against the investigators. heal up or to Study a Tome, you can either end the Arc or simply decide you’d rather just
2-3: Omen: A Threat makes its presence felt in the world. The investigators will notice. make a note of the jump forward, mark off a few days of time gone by on your tracker, and
make a few tough moves with your Threats.
At some point in the investigation, perhaps when investigators start resolving the mystery,
you may wish to turn the heat up and start the crescendo of the adventure. At that point, Sometimes entire mysteries or scenarios are designed to take place in a single location or
when you roll a d6 at the beginning of a Shift, an Encounter occurs on a 1-2, and an Omen day, perhaps as a location-based pressure cooker. For these mysteries, you can ignore the
occurs on 3-4. system of tracking shifts and simply Resolve the Arc at the conclusion of the mystery.

Typically, Threats that are typical human organizations will make their moves during the 1. Wrap up the adventure, and summarize the conclusion.
Morning, Afternoon, or Evening shifts, while the supernatural horrors and illicit powers will 2. Check in with your Threats (pg. 22), briefly say what happens with each in the short
move during Evening or Night. These are rough guidelines and should be loosened if term, or leave open some cliffhangers.
facilitators need, particularly as the mystery begins to crescendo. 3. Let each player say how they wrap up a loose end, if any remain.
4. Fulfill Bonds (pg. 12) and Clear Fallout (pg. 17), if applicable.
Do not feel bound to only make moves with Threats when you roll randomly. Feel free to 5. Downtime! Ask each player how their investigator spends the following weeks after the
make a move with your Threat whenever you feel it's appropriate, especially if it would serve adventure. See if anyone would like to Study a Tome (pg. 26). Restore all HP and Stats to
the pace of the mystery. If players take an investigative action that doesn’t bring them any Max.

32 The Roaring Age | Arcs The Roaring Age | Arcs 33


CONVERTING HORRORS
ATTACKS
MONSTERS & MOBSTERS
A basic attack gets a simple name and a die for damage. Ignore any modifiers, and reduce
Adversaries and monsters in Liminal Horror have much lighter stat blocks than they would in the size of the dice by one, so that:
most popular adventure games, with just a few light, evocative abilities.
• Minor 1d3 (Scrapes, punches, pratfalls) = d2
Don’t feel the need to translate everything about a monster into game mechanics. Consider • Moderate 1d6 (bludgeons, burns, big falls) = d4
giving the monster just one basic attack and one special ability — maybe two for a foe of • Severe 1d10 (guns, axes, shrapnel) = d8
overwhelming power and renown – and expressing the rest of the monster in fiction, • Deadly 2d10 (dynamite, deadly toxins) = 2d8
narration, or even Fallout. • Terminal 4d10 (trains, giant tentacles) = 4d8

Look at your Call of Cthulhu (CoC) monster, and follow these steps to convert it to Liminal Consider if an attack should have a keyword like “blast” or “non-lethal” (pg. 35, LH:I) or
Horror. perhaps require a DEX or STR save to escape from.

For supernatural attacks, pick a descriptive name and add one or more of the following
BASE AND STATS options:

Name - What you want to call it. No need to keep the original. • Regular, direct damage.
Description - One sentence that tells you exactly what they are. • Non-lethal damage to DEX
Motive - What is their one true purpose? Try for as few words as necessary. • Stress damage that can lead to Fallout
• Special effects that trigger when investigators take Critical Damage
STR - Take the original Strength (STR) or Size (SIZ), whatever is higher, divided by 5. For • Narrative penalties that require a Save to prevent immobilization, blindness, or some
every point higher than 16, add 1 to HP. other temporary condition.
DEX - The original Dexterity (DEX) divided by 5. For every point higher than 16, add 1 to HP.
WILL - The original Power (POW) or Intelligence (INT), whichever is higher, divided by 5. Write all of these things down, and repeat the process until you’ve gotten through all of the
monsters you need for your mystery. Just two or three unique monsters should suffice for a
HP - The original HP, divided by 3. short mystery.

Armor Unless you want a creature to be god-like, apply a maximum of 18 STR/DEX/STRL and 12 for
HP. Of course, Lovecraftian horror does include godlike creatures. Consider, for these
• Normal clothes, soft flesh (0-1) = Armor 0 ultimate expressions of Mythos mayhem, not giving those creatures stats at all, but rather
• Leather jacket, or chitinous hide (2-5) = Armor 1 set them up as a series of challenges, puzzles, and effects. Everything with a stat block can be
• U.S. Army helmet and vest, hard shell (8-11) = Armor 2 fought. For the truly unfightable, consider alternatives.
• Steel plate, cover behind a hard barrier (12+) = Armor 3
The Mythos Bestiary in the pages ahead shows some examples of classic monsters and
mobsters from classic Lovecraftian tales as examples.

34 The Roaring Age | Converting Horrors The Roaring Age | Converting Horrors 35
CUSTOM FALLOUT
One of the best ways to interpret a module for The Roaring Age is a
set of custom Fallout effects that involve the monsters and
CONVERTING MYTHOS TOMES supernatural horrors. Consider creating a set of 6-12 Fallout effects
tailored to the threats of this particular mystery. Source of
Mythos Tomes are simple conversions. Put in just a little bit of effort, inspiration can include:
and they come profoundly to life as artifacts of great power and
interest to your characters and their adventure. You’ll simply need to Special attacks and conditions - Look at the special effects,
write down: conditions, and monster attacks or moves in the initial module.
These are often expressed well as Fallout. For example, the classic
• The name of the tome Lovecraftian Mi-Go have telepathic attacks or communication
• A casual description of a tome’s contents that can be read methods; you can find an attempt to communicate that ability as a
aloud to investigators. Fallout effect in the Mythos Bestiary ahead (pg. 38).
• A certain amount of Stress dealt when skimming the tone,
either d4, d6, or d8 depending on the secrets within. The fiction and your themes - Most adventures feature themes like
• Anywhere from 1-3 levels of Tome Fallout. “paranoia,” or “dreams,” or “addiction.” Choose one or two evocative
nouns that express the overall psychological, natural, physical, or
Tome Fallout can feel like a big task to generate, but think of your paranormal themes of your mystery, and think of how these might
villains first. What are the baddies and cultists in your adventure become Fallout effects.
able to perform as miraculous feats? It stands to reason that your
investigators might achieve the same foul aptitudes from reading Other great Liminal Horror adventures - When in doubt, look at
the tome! Liminal Horror: Investigators or the dozens of incredible adventures
designed for Liminal Horror, and see what other creators and
facilitators have done, re-tooling and incorporating them in your
own module.

Remember, Fallout effects should introduce new challenges for your


investigators as well as new advantages.

36 The Roaring Age | Converting Horrors The Roaring Age | Converting Horrors 37
MYTHOS BESTIARY

This list isn’t meant to be a full bestiary, but rather a set of examples of what your Mythos
monsters might look like in The Roaring Age if you’re already used to seeing these baddies in
other games, as well as to inspire your own conversions.

Mythos Monsters sometimes confer their very own monster-specific Fallout. The most
obvious opportunity to dole this out is when they see the monster, or suffer its Stress- MI-GO
inducing attacks, but facilitators should feel free to hand this out throughout any mystery
STR: 12 DEX: 10 CTRL: 12 HP: 3
that features that particular Mythos threat, even as a way of foreshadowing the horrors
ahead. Armor: 1
Claws (d6, DEX Save to avoid grabbing)
Stunning Gun (d8, Debilitating)
Critical Damage: You are hypnotized, and
GANGSTER the Mi-Go can convince you to commit one
terrible action. Afterward, take d8 Stress.
STR: 12 DEX: 10 CTRL: 8 HP: 3
Switchblade (d6, Discreet) NIGHT-GAUNT > Telepathic fungi from a hidden planet in
Colt Revolver (d8, Loud) STR: 12 DEX: 12 CTRL: 10 HP: 4 our solar system, appearing as big flying
crab insects in all shapes and sizes and
> A tough guy in a pin-striped suit, hat, Claw (d4, DEX Save to grab when attacking building strange bio-tech weapons in their
suspenders, and a smirk. in a pair) new labs here on Earth.
> To make money with new opportunities. Tickle tail (Only against a grabbed target, d6 > To build a portal for their interstellar God.
Stress.)

SHARK >Wings of bat, mask of dark flesh and barbed


Mi-Go Fallout
STR: 14 DEX: 10 CTRL: 10 HP: 5 tail, they haunt the sky from Dream Lands
beyond. You gain +1 Stability. You can communicate freely with the
Fungi from Yuggoth Mi-Go, and use their technology as well. At night, you dream
Bite (d8, STR Save to pull free) > Commonly kill by grabbing you, tickling
of sailing across the moons of Uranus.
you, and dropping you from a high place.
> Dead eyes, razor sharp teeth. > To serve. To bring men closer to Nodens in
> To bite, and not let go. the Dream Lands.

38 The Roaring Age | Mythos Bestiary The Roaring Age | Mythos Bestiary 39
INDEX
GHOUL
STR: 13 DEX: 10 CTRL: 10 HP: 4
Ability scores 10 Player Principles 3
Armor: 2 Ableism 8 Prohibition 6
Bludgeon (d6+d6) Archival Research 28 Racism 9
Bite (d6 stress, messy) Arcs 17, 26, 30 Shifts 32
Arc Tracker 28, 31 Sleeping 32
> Once-human crawlers that stink of death and live in dark wet places, they grow hooves and Resolve the Arc 30 Stability 14
hard skin. Resolving the Arc 33 Stress 14
> Before you see them, you smell them and hear them “meeping.” Shifts 28, 30 Tags 18
> To consume human flesh. Booze 18
Armor 21 Supplies X 18
Ghoul Fallout Backgrounds 10, 12
Your skin crusts in places, granting 1 Armor. During
Table 13 Themes 4
Carrion feeder important social engagements, make a CTRL save or let out Threats 22–23, 28, 32–33
a mewling meep sound. Bonds 10, 12, 17, 31, 33 Examples 24
Increase your max STR by d4. You cannot recover HP or any Clearing Fallout 17, 33
Carrion feeder (2) Stat damage without first consuming at least a few ounces of Converting Horrors 34 Tome Fallout 26
human flesh.
Creating an Investigator 10 Vehicles 10, 21
Deprived 32 Weapons 19–20
Downtime 26
DEEP ONE Equipment 10, 18
Facilitator Principles 3
STR: 14 DEX: 12 CTRL: 10 HP: 4
Fallout 16, 26
Armor: 1 Custom 37
Trident (d8)
Net (Quick, DEX save or be caught) Fatigue 32
Healing 32
> Fish-headed, scaled, vicious and large man-creatures, with tridents and nets and horrible HP 10
barbed swords, who serve Father Dagon, Mother Hydra, and the other powers below the Sea. Levels of Fallout 17
> Deep Ones breathe underwater and will live forever if not slain. Mi-Go 25, 39
> To drag all things beneath the waves. Mythos Bestiary 38
Mythos Tomes 26
Deep One Fallout Converting 36
You can breathe underwater. Increase your max HP by d4.
Skimming 26
The Innsmouth Look As time goes by, you gain a sweaty visage, and a very light Study a Tome 26, 33
film across your eyes, almost like cataracts.

Night-Gaunt 26, 38

40 The Roaring Age | Mythos Bestiary The Roaring Age | Index 41

You might also like