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Table of Contents

TABLE OF CONTENTS WHAT IS THIS GAME? - page 2 CORE MECHANIC page 5 ATTRIBUTES, LUCK, HP – page 7 DEATH, EVADE, ARMOR POINTS, – page 8 LEVELING UP – page 9 EVERYTHING IN TURN, INITIATIVE – page 10-11 MOVEMENT & DISTANCE – page 12 HIT DIE & HP – page 14 GAME MASTER’S ADVICE – page 15 CHARACTER CREATION – page 19-31 SAVAGE BESTIARY – page 33-39 BONUS CONTENT – page 40-44 OPEN GAMING LICENSE – page 45

Created & Written By Eric Bloat Cover Art – Tommy Stamper Interior Art – Bradley K. McDevitt, Rick Hershey

Thank you to Brian Courtemanche and players for the great feedback on the game!

The are our Heroes! Based on Hack The RPG by Bloat Games COPYRIGHT 2020 Bloat Games

Inspired by:

The Universal Monsters SampleHammer Horror Films file The Squad Scooby-Doo Gothic Novels

The Monsters are our Heroes This game is set in Modern Day America but it’s not as we know it. Picture a world where mega-cities like New York City are powered by steam and gas and just beyond the borders of these city limits you will find fog-filled cemeteries and gothic stone castles and ruins of the “Old City”. There are dark, spooky forests, haunted estates and caravans of Romani wander and traveling circus groups roam the countryside.

This is a world where modern technologies such as laptops and cell phone are intertwined with early 1900’s “Mad Science” inventions powered by lightning and are surrounding by bubbling beakers filled with all manner of unknown substances. This is a place where street lamps may be gaslit or powered by modern electricity. This is the world of Tesla, Edison, Jobs and Musk. It is as much the 1920s and it is the 2020s.

This is a place where the woods are still dangerous and the night is perilous. Oh, and did I mention the monsters? Yea, the monsters you’ve read about and seen on the big screen are real! And sometimes, the monsters are both the good and the bad guys. Jack the Ripper traps prey down by the docks only to foiled by Mr. Hyde. The ravenous Chupacabra are hunted by the Wolfman. An Invisible Woman plays a deadly game of hide and seek with the elusive Mothman.

In The Monsters are our Heroes you will take on the role of a classic monster and join up with a monster team to hunt down rogues bestial monsters that followed the order of chaos and evil. Those monsters whose hatred or savage tendencies are making them a serious threat Sampleto the Humans, those who you now reluctantly file protect to keep balance to the natural order of things. This is what has become your calling and your duty and this is where your story starts . . .

1 WHAT IS THIS GAME? Th Monsters are our Heroes is a tabletop roleplaying game, played with pencils, paper and dice. TMAOH looks back at the dungeon delving games of the 1970s, rebooting those experiences with modern rules.

The Basics What is a roleplaying game? Great question! A roleplaying game is a game that is played by a small group of people, usually around a kitchen or living room table, that involves several “players.” Players take their characters through a world and scenario created by the Game Master, or GM for short, and roleplay or often do battle with a villain or monster. If the players are successful or to reach a goal, they are rewarded by advancing their character, also known as “Leveling up.”

What Do I Need to Play? Not a lot. You will need some paper and a pencil/ pen, this handbook, a group of friends and a set of roleplaying dice. These dice can be picked up at your local hobby store or a variety of online shops. A standard set includes 1 four-sided die, 1 six-sided die, 1 eight-sided die, 2 ten-sided die, 1 twelve-sided die, and 1 twenty-sided die. Sets are very inexpensive, usually less than $10. But most important of all, you will need your imagination. Do not forget that!

Sample file

2 Some terms that you will quickly become familiar with are:

GAME MASTER or GM This is the person who is responsible for creating a world for you to play in. The GM should be thought of as the “One with the plan.” The GM should have a good understanding of the rules and the mechanics and be able to answer any questions a player might have. If you are ever unsure about what to do, the GM should be able to provide guidance.

PLAYER Hey, that is you! The players are the people the GM creates the world to enjoy. A player is not to be confused with a Character. A Character is who the player controls in the game. It may be easier to think of this as your “in-game Avatar.” Furthermore, during gameplay, it is okay for one Character to disagree or even be mad at another Character. Still, you would not want one player to be angry with another player. Remember, we are all playing this game to have fun!

DICE REFERENCE In this book, you will begin seeing over and over what is referred to as dice reference. An example would be 1d6. What this refers to is what type of die you will roll and how many times you will roll it. The example of 1d6 means you will roll 1 six-sided die, 1 time and the total Samplewould be the number that lands face-up on filethe die. If you were to see 3d6, then you would roll 3 six-sided dice once (adding the dice totals together) or roll one six- sided die 3 times for the total.

3 PLAYING A GAME You’ll need some Players who will each control a Character and one person to act as the GM who will control the NPCs, and deliver some kind of preplanned or impromptu world to explore.

The Players should create some Characters or introduce ones they have already. The GM should start a session by setting the scene, explaining briefly where the Characters are and what they can see - it’s a good idea to quickly recap anything the Characters should know - then ask the question “What do you want to do next?”

The Players tell the GM what their Characters’ Actions are and then the GM adjudicates the outcomes, asking dice to be rolled if there is a chance of failure – or by making consistent rulings.

RULINGS VS RULES This rulebook is Incomplete. There is not a rule for every situation. This was Intentional. The Gamemaster (GM) will have to make up rules from time to time, and that’s okay. The rules in this book can be changed. It’s your game now. Play it the way you want.

THE SPIRIT OF DIY TABLETOP RPGS The thing TMAOH encourages above all is the freedom to mold the rules, customizing them to both suit the preferences and meet the needs of everyone playing. In Sampleother words – change the rules! – Hack it andfile make it yours.

4 RULES FOR EVERYONE CHARACTERS & NPCS The imaginary world that the Players will explore is populated by a cast of Creatures. The rules define Creatures as being one of the two following types: • Characters controlled by the Players. • Non-Player Characters (NPCs) are created and controlled by the GM.

CORE MECHANIC Roll 1d20 & 1d6 Simultaneously. Add any applicable modifiers to the d20 roll for a total vs a target Difficulty Check. If you meet or beat the target Difficulty Check you Succeed.

On the d6, ignore a roll of 2, 3, 4 or 5. For a roll of 1, add a Hindrance. For a roll of 6, add a Benefit.

HINDRANCE/BENEFIT Hindrance adds an additional challenge or difficulty that was not present before the attempt. Benefit adds an additional convenience that was not present before the attempt.

ADVANTAGE/DISADVANTAGE SampleWhen rolling with Advantage, Players roll 2d20file & 2d6 simultaneously, picking the Highest Results. When rolling with Disadvantage, Players roll 2d20 & 2d6 simultaneously, picking the Lowest Results.

5 ATTRIBUTES There are six attributes: Strength, Intelligence, Wisdom, Dexterity, Constitution, Charisma.

STRENGTH (STR): A high Strength can give your character bonuses when attacking with a melee weapon, punching or kicking attacks and damage and any other STR related tasks.

INTELLIGENCE (INT): Intelligence represents IQ, reasoning and the ability to solve puzzles, difficult tasks and any other INT related tasks. Note: Your INT score represents how many languages your character can speak. (Minimum of 1).

WISDOM (WIS): Wisdom represents a character’s mental fortitude, discipline, dedication and other WIS related tasks.

CONSTITUTION (CON): Constitution is the health and endurance or your character and goes towards any other CON related tasks. Note: Add your CON score to your Hit Points at Character Creation.

DEXTERITY (DEX): Dexterity is a combination of agility, speed, coordination and you can add your character’s bonuses when attacking with a ranged weapon attacks and damage and any other DEX related tasks. Note: Add your DEX score to your starting Evade Score (11).

SampleCHARISMA (CHA): file Charisma represents your character’s charm, leadership, presence, social and any other CHA related tasks. Note: Add your CHA to your starting Luck score.

6 DETERMINING ATTRIBUTES To Determine your character’s Starting Attributes: Roll 6d6. Based on your roll, use the Conversion Chart to determined Starting Attribute scores, then assign the converted scores to the Attributes of your choosing.

Number Rolled/Number converted 6 = +3 5 = +2 4 = +1 3 = 0 2 = -1 1 = -2 Note: Attributes can be raised higher than 3 by Racial and Class Bonuses but cannot be lowered beyond -2.

LUCK All characters start with 1d4+2 Luck Points Then add or subtract your CHA score and any +/- received from Class. You can spend 1 Luck Point to re-roll any roll (usually a terrible roll). However, you must accept the re- roll as final, even if it is less advantageous than the first roll. You cannot spend another Luck Point to re-roll a re- roll.

You can spend as many Luck Points as you wish per session but you only regain 1 point per session.

SampleHIT POINTS file Character begin with a base Hit Points (HP) score of 10. Then add or subtract your CON score and any +/- received from Class. After Character Creation, the only way to increase your HP is to advance in Levels. 7 HEALING 8 hours of rest will recover all of your HP.

DEATH Death occurs when your character takes enough damage to bring their HP down to 0 or below.

If the character has any Luck Points remaining, the player can choose to spend a Luck Point for an attempt to roll a Natural 20 on a d20. If the player rolls a Natural 20 then the character comes back from the dead with 1 HP. The player can spend all of their Luck Points to attempt to raise a dead character. However, when the character’s Luck runs out, the character is truly dead.

EVADE Evade is your character’s natural defense to Dodge oncoming Attacks. All characters start with a base Evade score of 11, then the character adds her DEX score to calculate her Evade total. Evade replaces traditional Armor Class.

ARMOR POINTS All Armor (and Shields) are assigned an Armor Point value between 1 & 4 points, based on the Character’s Class. These Armor Points act as a damage reducer, reducing 1point of damage per Armor Point, when the character is taking damage during combat. A successful Sampleattack cannot be reduced below 1 point of damage.file

8 DAMAGE POINTS Damage, unless otherwise noted, is solely based on Character Class +/- STR Modifier for Melee Attacks or DEX Modifier for Ranged Attacks.

SAVING THROWS AND SKILLS While both Saving Throws and Skills can commonly be found in most old school roleplaying games, they do not exist in this one. In place of the traditional Saves and Skills, instead use the Core Mechanic adding an appropriate Attribute Score and any applicable modifiers vs a Target Difficulty Check.

Example: A character receives a poisoned beverage. The player rolls 1d20 (and 1d6) then adds her CON score to the d20 roll vs a Difficulty Check set by the Game Master.

LEVELING UP At the end of each gaming session, roll 1d10, if the number you rolled is higher than your current level, you level up. If the number you rolled ties or is lower than your current level, you do not.

Each time you level up add: +1 Attribute Point +1 Luck Point +1 to Evade Score +1 Hit Die

Sample file

9 EVERYTHING IN TURN This game plays much like a tabletop board game. Everything in this game happens in Turns, beginning with the player who wins Initiative (see below) and moves on to each other Player and Gamemaster around the table in a clockwise direction. This includes: Combat, Roleplaying, Adventuring. All is done in turn order.

DO I HAVE TO WAIT FOR MY TURN TO TALK??? No. On anyone’s Turn you can say a sentence or two but if you need to monologue, wait for your Turn to go. The GM will tell you when you’ve said too much. If another player asks you a question, you can answer right away and that counts as their Turn, not yours. If your answer runs really long, the GM will tell you when their turn is up.

Marching Order is determined by the Players but it does not impact the order of their Turn in play.

Sample file

10 INITIATIVE To roll for Initiative, simply roll 1d6+DEX Score, the highest total score goes first. The Gamemaster can call for a new Initiative at the end of a Round or allow the order of Initiative to carry over into additional Rounds. *Note: NPCs do not roll Initiative.

TAKING TURNS & TIME Every Creature has a Turn, on which they can Move and interact with the world with an Action - the GM will present and track these Turns, affecting what the Creatures can do in one of two ways:

Moments or Turns are used during combat and represent split seconds – when everyone is attempting to act at once, often against one another.

Minutes are used when exploring and adventuring. They represent a dozen or so real minutes - when time is not of the essence.

These abstract measures of time are written to be conversational in tone. Moments are fleeting, allowing enough time for quick and rapid Actions such as an Attack. Minutes function the same way but are longer than the quick and tense Moments, giving the Creatures more time to Move, think, and perform longer and more complicate Actions.

ON YOUR TURN You may take any 2 actions: Move to a closer/further location. Sample Attack an enemy within range. file Make a Core Mechanic roll to determine any other action. Use a character’s Special Ability. You can do any number of mundane actions. 11 RELATIVE TIME Time can scale up during periods of narrative play, instead of Minutes a GM may use Hours whilst in towns or areas of relative safety, or Days whilst resting or travelling large distances - a Turn still lets you Move and perform an Action as per normal. However, the scope of what can be achieved in that time increases.

MOVEMENT & DISTANCE ABSTRACT DISTANCES TMAOH uses four range bands for measuring relative positions of Characters, other Creatures, and things in the world. From nearest to farthest: Close, Nearby, Faraway & Distant.

These ranges are designed to support the narrative ‘theatre of the mind’ style of play, where a map & miniatures aren’t being used. Therefore, it is useful if everything in the world is tracked by its relative distance from the various points of interest around it.

For example, in play a GM might narrate a room to the players by saying, “You are Close to the northern doorway, which is Nearby the fountain. The torch on the southern wall is Far away from you.”

Close locations don’t require a move action to reach. Near locations require 1 move action. Far locations require 2 move actions. Distant locations require 3 or more move actions.

CREATURE MOVEMENT During their Turn, Creatures may normally Move Samplesomewhere Nearby. If a Creature is Nearby to filesomething and decides to Move towards it, they’re now Close to it. Moving brings you one step along the range band, either closer to or further away from a Creature, object, or location. 12 TOKENS ARE USEFUL Whilst a full range of miniatures isn’t necessary to play VK, tokens such as coins or chess pieces may be extremely useful for tracking relative positions - such as who is behind or in front of someone and other complex situations like combat encounters.

EXPLORING, DISTANCE & ACTIONS Various interactions with the environment and the things in it will require Characters to be certain distances from the target. For example, to Attack someone with a sword a Character would need to be Close to them, to shoot them with a bow a Character should ideally be Faraway.

RELATIVE DISTANCES These range bands scale up or down to any level, much like Relative Time. From adjacent rooms to towns and mountains, everything in the world can be defined by its relative distance to another point. During tense Moments it scales down significantly - Close being less than 5 ft. away and Nearby around 30 ft. away. While the Characters explore a location and they have Minutes at their disposal, a Nearby place could be the end of a path, over 60 ft. away.

CONVERTING MEASUREMENTS Here are some approximate guides to converting real measurements or increments onto a battle mat - useful for miniatures and using adventures written for other games.

Close roughly 5 ft. or 1 Square SampleNearby up to 30 ft. or 6 Squares file Faraway up to 60 ft. or 12 Squares Distant beyond 60 ft. or 12 Squares

13 HIT DICE & HIT POINTS Every NPC has something called a Hit Die (HD), accompanied by a number. This number represents their Level - for example a Level 6 Chaos Lord has 6HD.

HD indicate how many dice to roll to determine the number of Hit Points or HP a Creature. NPCs roll d8s for HP.

Hit Points are used to track how much damage something can take through physical and spiritual wear and tear.

When a GM first rolls to determine a Creature’s starting Hit Points, this is the maximum they can ever have. No amount of healing, spells, or effects can take them beyond this amount. NPCs do not advance in Level like characters do.

Sample file

14 GAMEMASTER ADVICE CORE MECHANIC Roll 1d20 & 1d6 Simultaneously. Add any applicable modifiers to the d20 roll for a total vs a target Difficulty Check. If you meet or beat the target Difficulty Check you Succeed.

On the d6, ignore a roll of 2, 3, 4 or 5. For a roll of 1, add a Hindrance. For a roll of 6, add a Benefit. Be sure when using the Core Mechanic that you are having the players include the appropriate Attribute Score and any additional Modifiers.

Use the Core Mechanic in place of all Combat, Saving Throw, Magic, Traps, Locked/ Barred Doors, etc.

OUTCOMES OF THE CORE MECHANIC There are 6 possible outcomes when using the Core Mechanic: Success with Benefit Success Success with Hindrance Failure with Benefit Failure Failure with Hindrance

You can also think of it this way when adjudicating rolls: Yes, and . . . Yes Sample Yes, but . . . file No, but . . . No No, and . . .

15 HINDRANCE/BENEFITS GUIDANCE Hindrance and Benefit adjudication is something you’ll have to learn to do as you go. Don’t be afraid to ask for player suggestions when coming up with Hindrance & Benefits. This can be a great form of collaboration that will help the players to feel more involved with what is happening with their characters and just more part of the game in general.

SETTING TARGET DIFFICULTY CHECKS Difficulty Checks are determined by the Core Mechanic. Here is a guideline for target numbers:

EASY 10 MEDIUM 15 DIFFICULT 20 NEAR IMPOSSIBLE 25

NOTE: The roll of a Natural 20 is always a Success and a Natural 1 is always a Failure, regardless of bonuses and difficulty levels.

EVADE, ARMOR POINTS & COMBAT Evade is the score required to hit a character.

Armor Points reduces the amount of damage taken by a character. This amount cannot be reduced below 1.

Combat uses the Core Mechanic with the STR Attribute Sampleused for Melee Combat and the DEX Attribute file used for Ranged Combat.

16 CHOOSING THE RIGHT ATTRIBUTE TO TEST Anything that a Character might do to interact with the world and has a legitimate chance of failure - requires a Core Mechanic Test to determine the outcome.

Here are some guiding concepts behind what Actions each Attribute Test governs.

Strength (STR) Physical harm which cannot be dodged. Athletics and Actions such as running, lifting, and bearing weight. Melee combat and any attempt to restrain or Move an opponent through force.

Dexterity (DEX) Physical harm which can be dodged. Acrobatics and Actions such as jumping, accuracy, and balancing. Remaining unnoticed. Ranged combat and any attempt to hit or interact with a swift opponent.

Constitution (CON) Poison, disease, or rust. Healing and endurance. Actions that rely on physical resolve and longevity.

Wisdom (WIS) Seeing through deception. Searching and listening. Knowing ‘when’ you’re supposed to do something.

Intelligence (INT) Recalling lore and languages. Knowing ‘what’ you’re Samplesupposed to do. file

Charisma (CHA) Resisting intimidation. Persuasion and performance. Imposing your will onto another. 17 Sample file

18

CHARACTER CREATION ATTRIBUTES 6d6/Convert (p. 7)

LUCK 1d4+2 (p. 7)

HIT POINTS 10 +/- CON (p. 7)

EVADE 11 +/- DEX (p. 8)

DETERMINE ARMOR POINTS (p. 8)

CHOOSE A CLASS Make any updates, record abilities, record starting equipment (p. 20)

Sample file

19 Creature Surfacing from the darkest, deepest bodies of water comes this part fish-god, part man, all monster. Some call you Dagon, most call you Creature but all run and hide when brought face to face with the horror that is you.

Sample file

20 Class Hit Point Bonus: +3 at 1st Level

Hit Die: 1d6 per Level

Armor Points: 2 AP – Slick, Slimy Skin

Attack Damage: 1d6

Attribute Bonus: +1 CON, -1 CHA

Specials:

The Power of Water: Gain advantage on all actions when done is standing water or significant rain.

Command Marine Creatures: While in water you can command and control lesser marine creatures. They will do your bidding as long as you remain submerged with them.

Monstrous Feats of Strength: You are a lot stronger than you appear. Once per gaming session, with the GM’s approval, you can pull off an impressive feat of strength (like flipping a car, bending a crowbar, ripping a door from its hinges, etc.).

Weaknesses:

SampleElectricity: You take double damage from allfile forms of electrical damage.

Intense Heat: You suffer Disadvantage on all actions when in intense heat, like a desert. 21 invisible Person Since coming in contact with the ooze that turned you invisible, you have spent every day looking for a cure. While being invisible does have its unique benefits, you still see it as a curse.

Sometimes you choose to clothes like a fedora and overcoat or an elegant gown so at least your clothes are visible and those around you know that you are there. However, when remove the garments that’s when your true stealth begins.

Sample file

22 Class Hit Point Bonus: +1 at 1st Level

Hit Die: 1d4 per Level

Armor Points: 1 AP – When in Clothes. 0 AP when not.

Attack Damage: 1d4

Attribute Bonus: +1 DEX, -1 WIS

Specials:

Invisibility: You gain Advantage on all sneak and hide attempts. You also gain +4 to Evade.

Sneak Attack: When attacking a creature who does not know that you are there, you do full-double damage (8 points) to that creature on your first attack.

Sense The Invisible: You can sense when other invisible creatures or objects are near and you can attack invisible creatures with Advantage.

Weaknesses:

Lasers: You take double damage from all forms of Laser damage.

SampleIntimidation and Charm: You suffer Disadvantage file on all actions attempting to Intimidate or Charm a person.

23 Monster You are a flesh golem, a construct of parts of multiple corpses stitched together to form one humanoid being. You either neither living, dead or undead. You simply exist. You are a mad science experiment gone too far. You are a singularly unique individual and suffer the loneliness as such.

Sample file

24 Class Hit Point Bonus: +3 at 1st Level

Hit Die: 1d8 per Level

Armor Points: 2 AP – Tough Skin

Attack Damage: 1d8

Attribute Bonus: +1 STR, -1 INT

Specials:

Overcoming Loneliness: When encountering another golem like yourself, you gain Advantage on all tasks for the next hour.

Unusually Strong: You gain Advantage on all feats of Strength test.

Call Lightning: Once per gaming session, with the GM’s approval, you can call down lightning upon yourself. You take no damage from being struck by lightning. For the next 4 rounds, all damage you due to enemies is done at max damage. You must be outside to call down lightning on yourself.

Weaknesses:

SampleFire: You take double damage from all formsfile of fire damage.

Crowds: You suffer Disadvantage on all actions when in intense large crowds. 25 You died a long time ago. Your servants prepared you for crossing into the afterworld. They wrapped you in cloth, embalmed you in the fluids of your ancestors and buried you with your earthly treasures. However, you did not cross over. You were awoken centuries later when your crypt was disturbed. Now you wander the night, no longer accepted by human society with which you were once a part of. Now you fight for the society with whom you can never be a part of again. You are a Mummy.

Sample file

26 Class Hit Point Bonus: +2 at 1st Level

Hit Die: 1d4 per Level

Armor Points: 1 AP – Mummy wrappings

Attack Damage: 1d6

Attribute Bonus: +1 CON, -1 STR

Specials:

Wrap Attack: You can use your wrappings to make a ranged attack against an enemy and you gain advantage when doing so.

Call of : Instead of attacking, you can perform a loud scream giving one enemy of equal or lesser Hit Die Disadvantage on all actions for the next 2 rounds.

Giant Growth: Once per gaming session, with the GM’s approval, you can grow to twice your size for 1d4 turns. While giant, you do double damage on all successful attacks. Must have room to grow.

Weaknesses:

SampleFire: You take double damage from all formsfile of fire damage.

Intense Cold: You suffer Disadvantage on all actions when in intense cold, like a blizzard. 27 You are a creature of the night. You prey on your victims’ blood; it gives you your immortality. You look almost human but you are not. You are . You are vampire.

Sample file

28 Class Hit Point Bonus: +4 at 1st Level

Hit Die: 1d6 per Level

Armor Points: 2 AP – Hardened Flesh

Attack Damage: 1d6

Attribute Bonus: +1 WIS and CHA, -2 CON

Specials:

Hypnotic Gaze: Effective only on humans. You roll with Advantage on all attempts to Charm or Intimidate an enemy.

Blood Frenzy: Once per combat, you can fully drain an enemy (takes 2 rounds) to gain Advantage on all attacks for the remainder of the combat.

Turn to Mist: Once per gaming session, you can turn into mist for 1d6 rounds. While in mist form you cannot attack but also, you cannot take damage.

Weaknesses:

Sunlight: You burst into flames in sunlight taking 1d10 damage per round until removed from sunlight. Sample file Garlic and Religious Symbols: You suffer Disadvantage on all actions when in the presence of Garlic and Religious Symbols.

29 A child of the moon, your curse began the night you were attacked. Some say to survive a werewolf attack is a blessing, but you have yet to see it that way. You have become a powerful beast, a savage, a lycanthrope. Your new mantra is, “I hunt, therefor I am.” You harvest the land, taking the fallen lamb. NOTE: can shift form at will.

Sample file

30 Class Hit Point Bonus: +4 at 1st Level

Hit Die: 1d6 per Level

Armor Points: 2 AP – Hardened Flesh

Attack Damage: 1d8

Attribute Bonus: +1 STR and CON, -1 INT and WIS

Specials:

Rage: You have a ‘pool’ of Damage Dice (d8s) equal to your HD. When making an Attack distribute any number of these Damage Dice among any number of Nearby targets. For each enemy you Damage Dice to, the Player must come up with an exciting and bespoke narration for the Attack. Make a Core Mechanic roll for each target to see if it is hit, if so, roll Damage Dice assigned and reduce its HP that amount. The pool of Damage Dice resets at the start of your Turn.

Move swift: Once per combat, you can attach an enemy that would normally be a ranged attack with a melee attack by charging them.

Weaknesses:

SampleSilver: You take double damage from all forms file of silver weapon damage.

Sunlight: You suffer Disadvantage on all actions when in direct sunlight. 31 WEAPONS & EQUIPMENT Weapons and Equipment are left to the Player’s imagination in this game, within the limits of what the GM considers reasonable. Characters should find access to most items needed for the gaming session.

The important thing to remember here is that damage is determined by Class and NOT by Weapon. So, if a Player should come up with the biggest weapon ever invented for their Character to wield, the damage doesn’t change from if they were only fighting with a tiny “pew-pew” pistol.

DEALING DAMAGE TO THE CHARACTERS This is a quick and dirty option for dealing NPC damage to a Character: Damage dealt to the Characters can be based on the HD of whatever is dealing it. A GM can roll the dice to determine how much damage the Characters take - or use the average in brackets.

HD DAMAGE 1 1d4 (2) 2 1d6 (3) 3 2d4 (4) 4 1d10 (5) 5 1d12 (6) 6 1d6 + 1d8 (7) 7 2d8 (8) 8 3d6 (9) 9 2d10 (10) 10 1d10 + 1d12 (11)

NOTE: Some monsters traditionally can only be Sampledamaged or killed by certain kinds of attacks file (werewolf can only be hurt by silver). That is not the case in TMOUH. A werewolf can be killed by all forms of damage if they suffer enough damage. This goes for all playable monsters. 32 Savage Bestiary Ahool With a wingspan of nearly 10’, traveling in packs of two and three, these massive bat-like creatures feed on human blood and like to prey on children.

HD: 2 HP: 8 STR: 1, INT: 0, WIS: -2, DEX: 2, CON: 1, CHA -1 Luck: 2

Stealthy Flight: Any creature attempting to spot an Ahool in the night sky must do so at advantage.

Swooping Attack: When attacking an enemy on the ground from in the air, Ahool always attack with Advantage.

Bigfoot (Sasquatch) The elusive Bigfoot get their name from their large footprint left behind. Bigfoot stand nearly 9’ tall and loosely resemble a half man/half ape. Bigfoot tend to be peaceful if left alone but can become territorial if threatened.

HD: 7 HP: 40 STR: 4, INT: 1, WIS: 2, DEX: 2, CON: 0, CHA 2 Luck: 7

Howl: If the Bigfoot has yet to be seen by the players, Sampleshe can howl causing all players to suffer Disadvantagefile on their next role.

Smell: The Bigfoot can smell all creatures within 120’ causing the creatures to suffer a -1 to Evade while in that range. 33 Cerberus Cerberus is giant 3-headed dog from mythology and is said to be the guardian to Hell itself.

HD: 4 HP: 20 STR: 3, INT: 0, WIS: -2, DEX: 3, CON: 1, CHA 0, Luck: 3

Pounce Attack: Once per round, Cerberus can perform a ranged pounce attack. If successful, the victim of the pounce attack is pinned under Cerberus until they are able to make a successful STR check to escape (DC set by the GM).

Fetid Breath: Anyone ending their within 5’ of Cerberus’ mouth must endure the nauseating rancid smell his breath and suffers Disadvantage on their next action.

Chupacabra Also known as the Goat-Sucker of the South, the Chupcabra is a mixture of a man-sized lizard and an alien dog who feeds off of humans and livestock by sucking them dry of blood by using its razor-sharp tongue.

HD: 6 HP: 36 STR: 2, INT: -1, WIS: -1, DEX: 2, CON: 1, CHA -2 Luck: 7 Sample file Feed: Each time a Chupacabra is able to successful cause damage by feeding on a victim’s blood, that victim suffers Disadvantage on their next action.

34 Gargoyle Gargoyles are often used as stone protectors to buildings and lairs but can transform at night to a living flesh creature.

With or without wings, gargoyles posses the ability to fly.

HD: 3 HP: 14 STR: 2, INT: 2, WIS: 3, DEX: 1, CON: 2, CHA 0 Luck: 5

Flesh to Stone: At will gargoyles can transform themselves back to stone. If this happens, their stone skin counts are AP 10. Gargoyles cannot attack, move or speak while in stone form.

Sample file

35 Hyde Dr. Jekyll and Mr. Hyde, one genius scientist and one monsterous brute, both are the same person. Dr. Jekyll, while performing an experiment on his self, drank a potion that transformed him into Mr. Hyde. Hyde stands nearly 10’ tall and 6’ wide at the shoulders and is covered in hair from head to toe. He is a bruiser who enjoys copious amounts of alcoholic beverages and depraved carnal exploits. Hyde always has his own agenda. Sometimes he can be viewed as a hero of sorts (with at best, questionable practices) and sometimes is a just a maniac capable of the most deplorable of crimes.

HD: 5 HP: 30 STR: 3, INT: 1, WIS: -1, DEX: -1, CON: 3, CHA 0 Luck: 2

Heavy Bludgeoning: Hyde is known for uprooting trees and Sampletelephone poles andfile using them as a bat. When he does this his attack ignores AP reduction.

36 Medusa Wicked smile, full of lies and a head of snakes, you can approach her cave but don’t look in her eyes. Oh, her eyes. Medusa, she’s staring at you.

HD: 4 HP: 24 STR: 1, INT: 3, WIS: 0, DEX: 2, CON: -1, CHA 3 Luck: 4

Petrification: Any creature caught looking into Medusa’s eyes must make an immediate CM (DC 15) or be turned to stone. This does not count as her attack. At will Medusa can remove her curse from a stone victim and upon Medusa’s death, all of her statues return to flesh from stone.

Sample file

37 Mothman The Mothman stands nearly 7’ tall and has large red, glowing eyes. His body is covered from head to toe in oily-black feathers. His prey of choice is human couples. His appearance is often seen a bad omen of worse things to come.

HD: 8 HP: 40 STR: 2, INT: 0, WIS: 0, DEX: 2, CON: -1, CHA -2 Luck: 7

Paralyzing Gaze: As an attack, the Mothman can stare into the eyes of an opponent. That opponent must make a successful CM roll, DC 13, or become paralyzed for 1d4 rounds.

Diving Attack: When attacking from the air, the Mothman always attacks with Advantage.

Notre Dame’s Hunchback Found only in the bell towers and belfries of the iconic Notre Dame, lives the reclusive Quasimodo, the Hunchback of Notre Dame. Quasimodo is a relatively peaceful creature but is highly protective of the parishioners of the Cathedral. If forced to action, Quasimodo is a formidable opponent.

HD: 5 HP: 27 SampleSTR: 3, INT: -1, WIS: 1, DEX: 4, CON: 0, CHA -2file Luck: 10

Swinging Rope Attack: When attacking via swinging on ropes, Quasimodo always attacks with Advantage.

38 The Pope Lick Monster The Pope Lick Monster, aka The Goat-Man, is an awesomely powerful foe. Standing 7’ tall (8’ at tip of the horns), the PLM appears as a walking human body ripped with muscles and the head of a goat. Often found around train tracks and trestles, the PLM is not limited to these areas and can go anywhere he chooses.

HD: 10 HP: 57 STR: 4, INT: -1, WIS: -1, DEX: 2, CON: 3, CHA 1 Luck: 2

Hypnotizing Gaze: As an attack, the PLM can stare into the eyes of an opponent. That opponent must make a successful CM roll, DC 13, or become hypnotized for 1d4 rounds and must do the PLM’s bidding.

Teleport: As an action, the PLM can teleport up to 60’ away.

Train Trestle Combat Expertise: The PLM always attacks with advantage when fighting on or near a train trestle. Sample file

39 Bonus Content: After the initial game and playtesting was completed, Brian Courtemanche ran an adventure and provided invaluable feedback which resulted in the next few pages of Bonus Content!

Creepy Locations D10 Location Details 1 Dark Swamp Filled with mist and fog, the dark swamp makes travel slow and cumbersome. The trees seem angry and menacing. The air you breathe is toxic. You are not welcome here. 2 Mad A gurney lies in wait for a body. Scientists Beakers bubble & toil with liquids Laboratory of all colors. The sounds of gas and hisses fill. the air. A bookcase is present filled with books on anatomy, astronomy and biology. 3 Vampire’s Black gothic spires reach into the Castle heavens as the moon provides your only light. The stone blocks that make up the walls are stained with Blood. All windows are obscured by closed shutters. The castle’s drawbridge is lowered providing free entry into the castle. Do you dare enter? 4 Pumpkin Dew blankets the ground. Vines Patch and pumpkins are strewn about. Ahead in the shadows is a Scarecrow hangs in wait. Sample5 Back Litter lies about the land fileas a Alleyway newspaper blows by. A mysterious shadowy figure awaits at the end on alley just beyond the dumpster. 40 6 Catholic The bodies of 3 Saints look down Church upon you as you enter the large wooden sanctuary. The pews are scattered and in disarray. A priest hangs, impaled by a candelabra. 7 Opera House Many of the classics have been performed on this stage. But today the drama is real. A monster awaits you in the rafters. How do you proceed? 8 Cow Pasture It started weeks ago, the mutilations. Then it was one maybe two a night. Tonight, it was hundreds. Cow carcasses lie everywhere, gutted and grotesque. What’s killing these creatures? 9 Dungeon Prisoners in a castle’s dungeons Cells have begun killing themselves and claiming to have seen the Devil himself. You’ve been summoned to explore the dark depths of this dungeon and find out what has been going on. 10 Hangman’s Long dormant, since the days of Gallows the Old West, the Hangman’s Gallows have set untouched and forgotten by modern society but lately something has begun happening at night. Neighbors complain of a neon green haze in the night sky and sounds of cheering crowds and screams can be heard coming for the old Samplegallows. file

41 Random Monster(S) D20 Monster(s) 1 Creature (roll your own – lv 4-6) 2 Invisible Person (roll your own – lv 4-6) 3 Monster (roll your own – lv 4-6) 4 Mummy (roll your own – lv 4-6) 5 Vampire (roll your own – lv 4-6) 6 Werewolf (roll your own – lv 4-6) 7 Ahool (page 33) 8 Bigfoot (page 33) 9 Cerberus (page 34) 10 Chupacabra (page 34) 11 Gargoyle (page 35) 12 Hyde (page 36) 13 Medusa (page 37) 14 Mothman (page 38) 15 Hunchback (page 38) 16 Pope Lick Monster (page 39) 17 Werewolf pack (3-5 members) 18 Vampire pack (3-5 members) 19 Roll twice on this table and combine the results 20 Player Party Dopplegangers

Sample file

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