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The Signal is a modern horror tabletop role-playing game set in a suburban town affected by a mysterious radio signal causing horrifying mutations. Players create characters who must navigate the town, face mutated creatures, and uncover the source of the signal while managing their sanity and abilities. The game includes various sessions where players explore locations, solve puzzles, and form alliances to ultimately confront the mastermind behind the experiments and stop the mutations from spreading.
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0% found this document useful (0 votes)
15 views7 pages

Other Paper

The Signal is a modern horror tabletop role-playing game set in a suburban town affected by a mysterious radio signal causing horrifying mutations. Players create characters who must navigate the town, face mutated creatures, and uncover the source of the signal while managing their sanity and abilities. The game includes various sessions where players explore locations, solve puzzles, and form alliances to ultimately confront the mastermind behind the experiments and stop the mutations from spreading.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
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The Signal: A 4-Part Modern Horror TTRPG

Setting: A quiet suburban town shrouded in an unsettling quiet.

Throughout the game, the players need to make mutation checks. If they fail they
might gain a mutation that further pushes their mind toward total insanity while
granting them strange powers. The mantra for the research team's radio signal is
“I think Therefore I am”. This is due to the signal manifesting the worst parts of
someone into their physical form.

Mutations table
Description
Enhanced Senses
Sight that pierces the darkness, hearing that detects whispers from afar, or
a heightened sense of smell that allows them to track mutated creatures.

Grotesque Transformations
Razor-sharp claws, an extra eye that grants glimpses into another dimension,
or an inky blackness that spreads across their skin.
Psychic Abilities
The ability to manipulate minds, telekinetic powers, or prophetic visions
that offer cryptic warnings.

Monstrous Merging
A horrific combination of human and machine parts, an amalgamation of
multiple townspeople, or a symbiotic bond with a monstrous entity.

Abilities for this story:


DM ver: Strength, fitness, brains, mutations, charm, Sanity, toughness
Player ver: Strength, fitness, brains, ?????, charm, Sanity, toughness

Character creation store


Description
Embrace the unknown cost: 10
start with one dice type higher for the ???? Ability
Ability dice increase cost: 10
increase a starting dice by 1 can not be used on ???

Skill purchase cost: 5


Gain a skill from the skill list
Skill store:
Starting points:

Domestic Skills: Talk with players and develop some skills on the spot. Skills
provide a consistent bonus to a roll type or situation. Skills can be upgraded at a
cost of 3 points, skills start at a plus 1 and go up 1 per upgrade

* Lockpicking: Picking locks to navigate houses or find hidden areas.


* Hotwiring: Starting vehicles without a key to make a quick escape.
* First Aid: Patching wounds and treating minor injuries.
* Gardening: Knowledge of edible plants that could be useful for sustenance.
* Mechanics: Repairing generators, radios, or other electronics.
Social Skills:
* Persuasion: Negotiating with survivors or manipulating them for the greater
good.
* Deception: Creating diversions or hiding information to survive.
* Streetwise: Knowing the hidden alleys and shortcuts of the town.
* Intimidation: Scaring off scavengers or mutated creatures.

Mutations:
* Stalkers: These emaciated creatures crave flesh and have a heightened
sense of smell that allows them to track prey from afar. Strength d6 , fitness d12
, brains d12 , mutations d6, charm d4, Sanity d4 , toughness d6

* Shriekers: Once infected, the vocal cords transform, emitting a


bloodcurdling shriek that can shatter glass and disorientate those nearby. Strength
d6 , fitness d6, brains d12, mutations d12, charm d4 , Sanity d4 , toughness d4

* Wall Huggers: Grotesquely contorted, these mutants can squeeze through


narrow spaces and climb sheer walls with their elongated limbs.Strength d6, fitness
d12, brains d4, mutations d6, charm d4, Sanity d4, toughness d6

* Hive Minds: Driven by a singular consciousness, these amalgamations of


townspeople are monstrously strong and impervious to pain. Strength d20 , fitness
d6, brains d12, mutations d12 , charm d4 , Sanity d4 , toughness d20

Echolocation:
These mutated individuals have developed a bat-like ability to use sound waves to
navigate their surroundings and detect prey, emitting clicks and interpreting the
echoes Strength d12, fitness d8, brains d8, mutations d12, charm d4, Sanity d4,
toughness d12

Mimicry:
These creatures can perfectly mimic the appearance and voice of others, creating
paranoia and confusion amongst the survivors.Strength d6, fitness d6, brains d20,
mutations d12, charm d12, Sanity d6, toughness d6

Telepaths
These mutated beings can feed off the emotions of others, growing stronger and
manipulating the emotions of those around them. Strength d4, fitness d8, brains d20
, mutations d12 , charm d12 , Sanity d6 , toughness d4

Mystery: A strange radio signal emanating from an abandoned radio tower is causing
horrifying mutations in the townspeople.

TTRPG:
Central Area
* Town Square: A gathering place with a gazebo and a war memorial statue.
* Library: A two-story building with a large collection of books and a computer
lab.
* Grocery Store: A well-stocked supermarket with a pharmacy section.
* Police Station: The headquarters of the local law enforcement, now overrun by
mutated townspeople.
Residential Areas
* Elm Street: A quiet suburban street with detached houses and manicured lawns.
* Maple Court: A working-class neighborhood with apartments and duplexes.
* Evergreen Drive: A secluded lane bordering the woods, with large houses and
hidden basements.
Other Locations
* Abandoned Radio Tower: A looming structure on the outskirts of town, now
emitting a strange signal.
* Hidden Bunker: A secret government facility located deep within the woods,
rumored to hold dark secrets.
* Old Mining Tunnel: A collapsed mineshaft on the outskirts of town, rumored to be
haunted.

Player hook: The players begin as ordinary townspeople who notice a chilling shift
in their surroundings. Pets start acting strangely, neighbors become withdrawn, and
an unsettling radio static permeates the town.

Session 1: The Corruption Spreads


The players begin as ordinary townspeople who notice a chilling shift in their
surroundings. Pets start acting strangely, neighbors become withdrawn, and an
unsettling radio static permeates the air. A missing persons report leads the
players to investigate the abandoned radio tower, where they encounter their first
monstrous transformation.
The players search the town for clues to their missing Friend. They might find the
missing person's report or a letter from their friend leading them to the radio
tower. They might encounter some rabid wild animals on the way.

Important items/people session 1:


Lost friends letter:
This letter describes how this friend Has been intersecting transmissions from
an unknown source about horrifying experiments. This friend seems to have gone to
try to find the source of these transmissions.

Missing persons report:


A missing Persons report has been created for the player's missing Friend
putting their last location Around an old abandoned radio tower.

Once on the way to the radio tower, the players must push through thick
forests and trees. When they do reach the tower they must scale a barbed wire fence
(fitness check) if they fail they are cut on the wire and gain an injury token.
Past the fence, they walk over a clear field of dead grass toward the
tower. The door into the radio tower has been locked or barred from the other side
and the players might want to find a different way into the tower.

Session 2: Unearthing the Source


The players delve deeper into the abandoned radio tower, uncovering a hidden
laboratory beneath. Here, they discover remnants of secret government experiments
gone wrong. They must decipher cryptic research notes and avoid nightmarish
security systems to understand the source of the mutations and the horrific signal.
Here, they discover remnants of secret government experiments gone wrong. They
must decipher cryptic research notes and avoid nightmarish security systems to
understand the source of the mutations and the horrific signal.
The players begin to descend into the lower levels of the tower finding the tower
has many floors going deep down. Most floors have many rooms where experiments were
run and have now been left by a dead and mutated crew. Each room might have some
creature from the monster list or a number of them. Some floors are surgery or
large machine experiment floors where larger scale tech and experiments are held
these floors will have much better things but be much more dangerous.
As the players venture deeper into the radio tower, the atmosphere grows
increasingly oppressive. The lower levels are a labyrinth of interconnected rooms,
each more disturbing than the last. The air is thick with the stench of decay and
the faint hum of machinery.
Experimental Floors
* Floor 1: This level is primarily for animal testing. The players might find
cages containing mutated creatures, or even evidence of failed human experiments.
The first encounters with mutated creatures are likely to occur here.

* Floor 2: This floor is dedicated to studying the effects of the signal on human
physiology. Medical equipment, autopsy tables, and disturbing growth charts line
the walls. The players might find a room where humans were exposed directly to the
signal, resulting in horrifying mutations.

* Floor 3: Here, researchers experimented with combining human DNA with animal
DNA. Chimera-like creatures might roam these halls, or the players could find
evidence of failed attempts to create a stable hybrid.

* Floor 4: This level is home to the most advanced experiments. Massive machinery
is used to amplify the signal, and there are signs of attempts to create a
controlled environment for studying the mutations. The central room of this floor
might contain a massive, pulsating device - the heart of the operation.

Security Systems and Puzzles


To progress through the tower, the players will need to overcome various
challenges:
* Security Doors: These require complex codes or biometric scans to open.

* Laser Grids: Players must carefully navigate these deadly traps to avoid being
disintegrated.

* Environmental Hazards: Toxic gas leaks, collapsing structures, and sudden


temperature changes can create dangerous situations.

* Cipher Puzzles: Cryptic messages and encoded data can provide clues to the next
level or unlock vital information.

Rewards
Surviving this ordeal will be no easy feat. If the players manage to navigate the
tower successfully, they might find:
* Medical Supplies: To treat injuries sustained during the descent.
* Weapons: Improved weapons or equipment to combat the growing threat.
* Information: Crucial data about the signal, its origins, and potential
weaknesses.
* Technology: Advanced devices that could be used to disrupt the signal or create
a means of escape.
Remember to adjust the difficulty and rewards based on the party's capabilities.
The goal is to create a tense, suspenseful atmosphere while providing opportunities
for exploration and discovery.

The Crawler: A humanoid creature with elongated limbs and a skeletal, almost
translucent appearance. It moves with an unnatural speed and agility, and its skin
seems to shimmer with an eerie, otherworldly glow. The Crawler is a relentless
pursuer, capable of squeezing through tight spaces and climbing walls. Its attacks
are swift and deadly, and it emits a high-pitched screech that can disorient its
prey.

The Shrieker: A grotesque human-like figure with a gaping, soundless mouth. Its
eyes are vacant and white, and its skin is a sickly shade of gray. The Shrieker is
immobile but incredibly dangerous. It emits a deafening, high-frequency scream that
can cause severe physical and psychological damage. Those exposed to the scream for
too long may experience hallucinations, insanity, or even death.

The Amalgam: A monstrous fusion of multiple human bodies, the Amalgam is a hulking,
grotesque creature with multiple limbs and faces. It is incredibly strong and
resistant to damage, and its attacks are brutal and indiscriminate. The Amalgam is
also highly intelligent and seems to possess a hive mind, allowing it to coordinate
with other mutated creatures.
Puzzles

The Audio Puzzle: In a soundproof room, the players must decipher a series of
cryptic audio messages played at different speeds and pitches. The correct sequence
will unlock the door. Failure to solve the puzzle within a time limit will activate
a series of hidden traps.

The Flesh Puzzle: In a dimly lit room, the walls are covered in strange, pulsating
symbols made of human flesh. The players must decipher the pattern and activate a
corresponding sequence of pressure plates on the floor. Incorrect sequences will
trigger a gruesome trap.

The Gravity Puzzle: In a room with no apparent gravity, the players must navigate a
series of floating platforms and solve a series of spatial puzzles to reach a
terminal at the top of the room. Failure to solve the puzzles quickly will result
in the platforms destabilizing, sending the players plummeting to the bottom.

The Memory Puzzle: This puzzle requires players to recall specific details from
previous rooms or encounters. Incorrect answers will activate hidden mechanisms
that release gas or other harmful substances.

Remember to adjust the difficulty of these encounters based on the party's


capabilities. The goal is to create a sense of dread and urgency as the players
delve deeper into the tower.

Important items/people session 2:

Research Notes: These notes contain cryptic references to the experiments that were
conducted here. They might provide clues about the source of the mutations.

Security Keycard: This keycard grants access to locked areas within the laboratory.
It could be found on a mutated security guard.
Dr. Morgan: A scientist who worked on the original experiments. She’s become a
grotesque mutation, but she might still have valuable information if the players
can communicate with her.

Session 3: Desperate Alliances


The once-quiet town descends into chaos. The players encounter a small group of
survivors, including a tech expert who can help them disrupt the signal and a
doctor searching for a cure. They must navigate the monster-infested streets,
forge alliances, and make difficult choices about who to trust
.
Important items/people session 3:

Tech Expert’s Journal: This journal contains notes on the signal and possible ways
to disrupt it.

Medical Supplies: These could be used to treat injuries or develop a potential cure
for the mutations.

Dr. Patel: A local doctor who’s been researching the mutations. He might be able to
help develop a cure if the players can protect him.

Session 4: A Race Against Time


In a climactic showdown, the players confront the mastermind behind the experiments
and attempt to shut down the signal before the entire town succumbs to the
mutations. They must utilize their skills, newfound knowledge of the mutations,
and any allies they’ve gathered to stop the source of the corruption.

Important items/people session 4:

Mastermind’s Diary: This diary reveals the mastermind’s plans and might contain
weaknesses that the players can exploit.

Signal Disruptor: A device that can disrupt the signal if the players can get it to
the heart of the radio tower.

Allies: The survivors and allies the players have gathered. Their skills and
resources could be crucial in the final confrontation.

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