A Zeitgeist of Unremitting Horror: Timely Horrors for Fear Itself

The CougherIt’s rarely a good idea to mix immediate real-world awfulness with supernatural threats. Killer clowns are funny, but we’re not going to argue the Esoterrorists are behind QANON, even though it’s an obvious set-up. Hitler wasn’t mind-controlled by vampires or the Cthulhu Mythos. So, the existence of these pandemic-themed monsters for Fear Itself or The Esoterrorists shouldn’t be taken to imply that Covid-19 comes from the Outer Dark. However, if you’re running games in the present day (or better yet, you’re reading this from the future and considering running a game set in that brief, awful historical period of the pandemic), then here are some monsters that play off the zeitgeist.

The Cougher

Coughers are messengers and couriers for the forces of the Outer Dark, able to slip through into our reality and lope along at speed, hurrying through the streets to make contact with some deranged cultists or to some other seepage of unremitting horror. They manifest as almost human figures, gangly-limbed and hunch-backed, clad in filthy overcoats, their faces half-hidden behind a cloth mask that never quite seems to fit right.

They’re named for their hideous wracking, wheezing coughs, which they use to scare people out of their way. The cough is so ghastly, so full of spittle and slime, that one’s instinctive reaction is to step back and give way. Packs of coughers use their echoing hacking coughs to communicate, calling to one another across the night air.

They also use these bellowing coughs to hunt. A series of precisely times coughs can separate a victim from the crowd and herd it towards the rest of the cougher pack. Such attacks are rare – coughers are much more likely to be encountered alone – but not unheard-of. Chasing down a courier-cougher can provide useful information about local Outer Dark activity.

Abilities: Aberrance 6, Athletics 4, Fleeing 8, Health 6, Scuffling 6

Hit Threshold: 3

Armour: 1-point (Thick overcoat of flesh)

Awareness Modifier: +1

Stealth Modifier: +0 (-2 if you know about the coughing)

Damage Modifier: -2 or by weapon

Cough: By spending 1 Aberrance, the Cougher can cough loudly. Anyone nearby must make a Stability test (Difficulty 6); those who fail must move away from the Cougher for a number of rounds equal to the margin of failure.

Portal: By spending 2 Aberrance, the Cougher can open a portal to the Outer Dark. It can only do this when unobserved.

All That Remains

  • Medicine: That cough sounds… impossibly awful. Someone with lungs that clogged wouldn’t be moving that quickly.
  • Streetwise: All the witnesses agree that they heard a lot of coughing the night she died.
  • Occult Studies: Three break-ins at occult bookstores – all closed because of the pandemic -, three witnesses who report lots of coughing. And I don’t believe in co-incidences.

Room Raiders

Room Raiders are the latest manifestation of creatures like the Sisterites (Book of Unremitting Horror, p. 105). They haunt public Zoom calls, Discord servers and other video conferences. Initially, they look like a bland human face with a perfectly ordinary background – a cluttered home office, maybe, or a bedroom, or just a blank wall.

Then they latch onto a victim. They might send their victim a friend request, or just stalk them across other public zooms, lurking in the audience. In each conversation, the Room Raider’s background changes subtly, moving closer and closer to that of the victim. The wall behind them suddenly matches the colour of your wall. Now they’ve got the same book-case as you… and the same books. And now the same poster.

(Using virtual backgrounds doesn’t defeat the Room Raider. They can see through them.)

If the Room Raider’s background ever perfectly matches the victim, then the monster strikes. It can pull the victim from their home into the Room Raider’s copy, to be devoured at the creature’s leisure. The Room Raider then starts trawling for its next meal. Often, their lairs are crammed with dozens of previous backgrounds, stacked like stage sets from previous productions.

Room Raiders usually nest in abandoned buildings, near places where they can piggyback on an open wifi connection. They’re remarkably good at making facsimile objects out of trash and their sticky, resinous spittle – what looks like a perfect copy of your home office might be a pile of stacked milk cartons painted to resemble your bookshelves, a desk made out of a sheet of cardboard, and that lamp’s made from the gnawed bones of a previous victim.

A Room Raider can easily be thwarted by making changes to your background – even an errant coffee cup is enough to break the spell. Typically, the creatures gain access to a victim’s webcam so they can monitor the room for changes and pick their moment to strike…

In the ghastly flesh, a Room Raider looks like a squat, long-limbed lizard-thing with a grotesquely oversized mouth in its stomach, but it’s human from the shoulders up. It’s got four arms – two vestigial limbs next to the mouth that end in human hands, for typing, and two longer arms that end in long curved claws, for killing.

Abilities: Aberrance 8, Athletics 3, Health 10, Scuffling 8

Hit Threshold: 3

Armour: None

Awareness Modifier: +0

Stealth Modifier: +0

Damage Modifier: -2 (claw)

Digital Intrusion: At the cost of 2 Aberrance, the Room Raider can psychically infiltrate a computer with which it has an active video connection.

Grab: At the cost of 1 Aberrance, the Room Raider can pull a victim from one perfectly matched room to another. The victim may attempt a Contest of Sense Trouble vs Aberrance to end the call before being pulled through the screen.

All That Remains

  • Photography: Hey, that rando’s got the same photo as the guy who vanished.
  • Computer Use: Ok, I didn’t approve any new contacts on skype. I’ve been hacked!
  • Research: Look, I always check out people’s bookshelves behind them, and that guy has a copy of the Necronomicon too! Just like yours!

 

Isolation Beasts

Isolation Beasts are gigantic; they’re shambling horrors the size of a building, covered in rank, matted hair and dragging their slimy, misshapen limbs behind them. Such monsters can’t exist in our reality except under very exceptional circumstances. An Isolation Beast can survive the psychic pressure of a single witness, maybe two, but it cannot bear to be seen by crowds. This is not shyness – it’s the crushing pressure of our reality asserting itself on a thing that shouldn’t exist.

Historically, Isolation Beasts have lurked in the wilderness, giving rise to legends of giants or yetis, preying lone travellers and small groups. Now that the streets are empty and everyone’s staying indoors, the beasts can risk shambling into the cities for the first time in centuries without fear of being observed.

Isolation Beasts are so huge that aftermath of their attacks look more like disasters than anything else – car crashes, building collapses, gas explosions. They find houses where people live alone, then smash them open and eat the juicy contents. They’re also talented mimics; if a beast fixates on a dwelling with multiple inhabitants, it lurks outside, whispering through the walls in the voices of the occupants, sowing dissent and strife until one of them walks outside – then chomp!

And if one person looks outside – who’s going to believe them when they say that there’s a sloth the size of a double-decker bus lurking in the garden?

Abilities: Aberrance 10, Athletics 8, Health 40, Scuffling 12

Hit Threshold: 2

Armour: 4-point (Fur)

Awareness Modifier: +1

Stealth Modifier: +1

Damage Modifier: +3

All That Remains

  • Outdoor Survival: This isn’t a crater – it’s a footprint!
  • Investigative Procedure: The earthquake stopped when that car came around the corner. Why?
  • Trivia: Ok, the victim took the time to write spiny norman in his own blood. That’s… certainly a thing.

Fear Itself 2nd Edition is a game of contemporary horror that plunges ordinary people into a disturbing world of madness and violence. Use it to run one-shot sessions in which few (if any) of the protagonists survive, or an ongoing campaign in which the player characters gradually discover more about the terrifying supernatural reality which hides in the shadows of the ordinary world. Will they learn how to combat the Creatures of Unremitting Horror from the Outer Dark? Or spiral tragically into insanity and death? Purchase Fear Itself in print and PDF at the Pelgrane Shop.

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