Académique Documents
Professionnel Documents
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Page | 1
Creature Feature
Written by Carl Stoelzel
bubble monster. Got green paint, even better, we get
aliens next week.
Acknowledgements
Thanks to Graeme and Karl for their many
suggestions on the forums.
Table of Contents
Introduction
New Rules
New Heroes
New Villains
Special Effects
Events
Gadgets
Casting Couch
On Location: The Haunted House
Scenarios
Cards
Tokens
Game Terrain
Page 1
Page 2
Page 4
Page 5
Page 8
Page 10
Page 11
Page 13
Page 21
Page 27
Page 34
Page 37
Page 39
Introduction
2:40 in the morning and nothing on TV. Well, almost
nothing, there is still that odd horror movie on cable.
But oh god who is that hosting it, and why does he
keep talking, just get on with the movie already.
Creature Feature is an unofficial expansion to Crooked
Dice Games Design Studios game 7TV which adds
elements from horror movies and television.
Specifically, this addition is designed to focus on early
and rather low budget horror media, the type which is
generally only shown on TV in the middle of the night,
Mallet Productions was a new studio founded by Andre
Hammerstein, and he was trying desperately to break
into the television market in the early 70s. Competition
was tight, and they were late arriving to the game. After
some success on the big screen, they figured it was best
to stick with what they know, and so they tried to bring
classic horror stories to the little screen. Their main
demographic of these shows were thirteen year old
boys... and thirteen year old buys dont buy stuff, at
least that what the advertisers said. As a result, most of
these shows had a shoestring budget and relied on
recycling old, tired and fairly abused movie props as well
as improvising effects from the most humble of
materials. Got bubble wrap, great, next week we have a
2:30 AM Color:
Re-run
Monster Hunter
Staring Rex Stewart
Page | 2
New Rules
Zombies
Models that have succumbed to the zombie infection
behave rather differently than most other models.
Activation:
During the Zombie players action phase: the player may
give one (1) movement action for all zombies in their
control (see movement section below). The zombie
player may then give 1 additional action for HALF
Zombies on table. Relentless!
Movement:
Their movement rates are unpredictable, Zombies move
1D6" each move action, are Slow, and never gain the
free charge attack. Shambling!
React to Movement
Roll 1D6 when a living model expends an action within
6" of a Zombie. On the roll of 13, you may move the
Zombie that many inches towards the model expending
the action. ON a roll of 4-6, the zombie does not react.
Heroic models can sneak (all movement counts double).
A successful Agi roll is required to successfully sneak,
and doesn't allow Zombies within 6" the free move roll.
Shhh!
Reaction to sound
Each time the heroic player shoots,
place a sound marker on ONE
Zombie on the table. This Zombie
will move at least 4" next move,
regardless of D6 roll. Brains!
Hordes
Sometimes, 1 model per base is just not enough.
Zombies are especially known for forming large groups
or mobs that behave more or less in a collective manner.
While very weak individually, hordes are much stronger
than the sum of their parts. Hordes grow weaker when
members of the horde are killed off.
A horde gains + 1 strength for every Hit value above 1.
However, as the horde takes, their strength bonus is
reduced accordingly. For example, a horde with 3 Hits,
will receive a plus 2 bonus to their strength.
Barricades
Ammo Conservation
Page | 3
caused and reduce the Hits of the section by that
amount. Do not use the Damage table. Barricade
Tokens are destroyed when they are reduced to 0 Hits,
and will collapse. If no further barricade tokens are on
located on the entrance point than models may move
freely across the entrance point as described on page 38
of the main rule book.
Page | 4
Monster
Hunter
Hero / STAR
45 RATING
Attributes
Do you trust your eyes?
...and ears? Damn fool,
Boy! There are things
beyond this world that
your simple eyes, and ears
could never hope to
fathom.
-Otto Van Beuron,
Big Game Hunter
Mov
Def
Hits
Str
Agi
Int
Mor
Adds
Basic: 5
Additional: 0-5 (+5 ratings each)
Adjust: Gain +1 Add if you allocate -1 to one attribute (-2 to move)
Special Effects
Basic: Luck(2), Sixth Sense
Additional: 6 from Combat, Physical or Knowledge
Disadvantage: 0-2 (one Additional special effect per Disadvantage)
Adjust: Gain one Additional special effect if you remove one Basic special
effect.
Attacks
Basic: Brawl 4+
New Attack: Any Basic 4+ (+5 ratings each)
Improved Attack: Improve the Hit number of one attack by 1 (+5 ratings
each)
Star Quality
I know thy weakness
The monster hunter is well verse in the occult and all things paranormal.
Their detailed studies grant them an understanding the weaknesses of any
monster they may encounter and they are likely to know the location of an
item to exploit the weakness. For every villain model that has a listed
vulnerability (for example: Fire, silver, or holy items), as long as at least one
Monster Hunter is present in the heroes cast, than the villain player should
place an appropriate item token (for example (Thermite rounds, sjilver
bullets, or a Holy Relic) somewhere on the game board during any scenario
setup. If the villain player has a Monster of the Week in their cast, than a
Weapon of the Week must be placed on the board as well. Tokens must be
at least 12 inches from any villain models starting location. Multiple Monster
Hunters, or Multiple monsters do increase the number of tokens spread
about.
Page | 5
You may not be a regular on the show,
that depends on how the kids react.
We need something scary, something
to really get arise out of them.
Budget? No we dont have a
budget. We do have lots of
left over green paint from
the break room
renovation, duct tape,
and bubble wrap. What
can you do with that?
Monster of
the week
VILLIAN / STAR
60 RATING
Attributes
How could we have
known the consequences
of our actions? We
charged unwaveringly,
toward a goal of such
ambition. We wished to
change humanity: to ease
suffering, cure disease,
and end conflict, but in the
end we only hastened
their coming.
Mov
Def
Hits
Str
Agi
Int
Mor
Adds
Basic: 5
Additional: 0-5 (+5 ratings each)
Adjust: Gain +1 Add if you allocate -1 to one attribute (-2 to move)
Special Effects
Basic: Alien(Monster), Fearsome, Choose either Phobia (select type) or
Vulnerability (select type)
Additional: 5 from Unexplained or Traits
Disadvantage: 0-2 (one Additional special effect per Disadvantage)
Adjust: Gain one Additional special effect if you remove one Basic special
effect (excluding Vulnerability)
Attacks
-The last American President
Basic: Brawl 4+
New Attack: Any Basic 5+ (+5 ratings each)
Improved Attack: Improve the Hit number of one attack by 1 (+5 ratings
each)
Star Quality
or is it?
Just when the heroes get comfortable in victory over the monster of week
(MOTW) is when the heroes are at their most vulnerable. A monster of the
week has any uncanny nature of returning from the dead, When a MOTW is
killed during a game, the model should be removed from the table. On any
subsequent turns, the player may roll 1d6, and on a roll of 5-6, the MOTW
returns to the game with 1 hit remaining, may be placed in the players starting
location. MOTW may return up to three times during an episode. Exception
to rule: If a MOTW is killed with a Weapon of the Week, then the player will
not roll for return anymore during the rest of the episode.
Page | 6
Zombie
With a name
Villain/Co-Star/20 Ratings
Bubba want to eat your braaaiiiinnnnnsss.
Attributes
Mov
Def
Hits
Str
Agi
Int
Mor
Adds
Basic: 4
Additional: 0-2 (+5 ratings each)
Adjust: Gain +1 Add if you allocate -1 to one attribute (2 to Move)
Special Effects
Basic: Alien(Monster), Zombie Infection, sharp teeth,
slow
Additional: 3 from unexplained, traits
Disadvantage: 0-1 (+1 Additional special effect per
Disadvantage)
Adjust: Gain one Additional special effect if you remove
one Basic special effect
Attacks
Basic: Brawl 4+, Bite 5+
New Attack any Basic or Military attack 5+ (+5 ratings
each)
Improved Attack: Improve the Hit number of one
attacks by 1 to a maximum of 4+ (+5 ratings each)
Page | 7
Extras profiles
-/40 ponts
Zombie Herd
-/100 ponts
.. Braaaaiiiiiinnnnsssss!
Slow, dumb, and all messed up.
Special Effects:
Alien(Monster), Zombie Infection,
Brain Dead, Slow, sharp teeth
Special Effects:
sharp teeth, slow
Un-named Zombie
-/5 ponts
..mooooorrrrreee braaaaiiiiiinnnnsssss!
A small zombie horde generally consists of 5 zombies on
a single 30mm base..
Move 3 Def 2 Hits 3 Str 4 Agi 2 Int 1 Morale 1
Special Effects:
sharp teeth, slow
Night Terror
Hosted by Zombie Bob and ghoulies
Mourning After
By David Krensler
Zombie Bob and his crew pull out another old
classic from his dusty collection in his
graveyard ditch. This time he is screening the
classic romantic zombie post-apocalyptic
thriller warning against the over indulgences of
microwaved food entitled Mourning After.
Page | 8
Amorphous
Models with this trait gain a new basic melee attack type,
the horned charge. The model receives a further +2 to
their strength (for a total of +3) during successful
charges. The to-hit is determined like any other new
basic attack allotted to the character archetype.
Sharp Teeth
Models with this trait gain a new basic melee attack type,
the bite. A bite has a strength equal to the user +2. The
to-hit is determined like any other new basic attack
allotted to the character archetype minus one.
Tentacle Crush
Pyrokinesis
Weapon
Range
Hit
Str
Notes
Tentacle
Crush
melee
5+
Organic Consumption
Unexplained
Alternate Form
The werewolf may choose to start the game in human
form. While in human form, they should use a different
miniature. The werewolf may spend 1 special action to
transform into or from their werewolf form. In human
form, the werewolf was an altered attribute profile, and
loses their basic special effects. Any damage sustained
to either form is carried over to the other.
Move 6 Def 3 Hits 3 Str 3 Agi 3 Int 3 Morale 3
A player may choose to assign special effects, or adds
to their alternate form, rather than use them on their
primary form.
Zombie Infection
Models with that carry the zombie infection ability follow
a set of special rules that are described earlier in this
supplement. Zombies are slow, have unpredictable
movement rates, react instinctively to movement and
sound, and are notoriously difficult to kill unless you get
em in the head.
Page | 9
Disadvantages
Brain Dead
Brain dead models do not learn from their experiences.
During a ratings war, players may not spend PP to
develop a model with the brain dead disadvantage.
The Deadwright
Detective Agency
Phobia (x)
The creature has a deep rooted dread that causes a
complete irrational and uncontrollable state of fear.
Typical phobias include: Fire, Sunlight and Holy
symbols. If a creature is attacked by a weapon with
causes damage of type they fear, or the creature is
within 6 inches of an enemy model which is brandishing
an item of a type they fear (for example a torch for a fire
phobia, or a UV flashlight for a sunlight phobia) than the
model must make a fear test. Failing this test forces the
creature to take an immediate retreat move, at the cost
of one of their regular actions.
Scaredy Cat
The creature or hero is so cowardly they high tail it out of
danger at the slightest fright. The model receives a
minus two (-2) penalty whenever rolling a fear test.
Vulnerability (x)
This disadvantage can be chosen more than once
each additional time it is chosen adds + 3 to the number
in the brackets.
Additionally the nature of the
vulnerability must be chosen Silver, Fire, or Holy
Symbols.
If attacked by a weapon type indicated by the their
models, the model increases the Str of any attacks
against it by the number indicated in the brackets.
Vulnerability supersedes and cancels out the effect of
general invulnerability.
Page | 10
New Events
Much like the action shows of 7TV, the horror shows of
creature feature are choke full of strange and
unpredictable twists of fate. From wobbly sets, to
forgotten lines, it is these unexpected events that add a
real charm and appeal to the horror shows of the 70s.
Event
Peek-a-Boo
(Villains Only)
Secretly Infected
(Villains Only)
The producers have been promising for some time in the trailers to finally reveal
the identity of the monster. The villain player must select one monster from
his/her cast (if they have one) who is the potential surprise reveal. If the heroes
manage to capture the potential reveal, than any heroic model in base contact
may spend 1 special action to remove their mask. Removing their mask instantly
transforms the model into a civilian for the rest of the scenario and grants the
heroic player an additional 3 VPs beyond those permitted by the scenario.
Monsters have the uncanny ability to pop out when the heroes least expect it.
Especially when they have been running full speed away from a gimped
mummified Mrs. Daisy. The villainous player may play this even card on one of
their monsters, and relocate their monster anywhere on the game board so long
as no heroic model has line of start with where they are placed. This may be
done before activating the monster model.
Play when a hero is about to fire at one of your models. The shot automatically
missed and results in a jammed weapon.
Play when a monster is about to attack a hero. If the hero has no allied models
within 12 inches of them, then the monster receives a +2 to hit and a + 2 to
strength of the attack.
Play when a monster is about to attack a hero. If the hero has no allied models
within 12 inches of them with the exception of a single friendly model of the
opposite sex, then the monster receives a +2 to hit and a + 2 to strength of the
attack.
Nominate one heroic model. They immediately ignore all effects of fearsome
creatures for the next two turns.
The hero lets down their guard for even a moment and BAMMMM. Out jumps
a cat. Play whenever a heroic model opens a new doorway on the table. The
model must make an immediate Morale check. Failing this check results in the
model being forced to retreat from the doorway.
A talented survivor can find building materials anywhere. Play this card to locate
building material for three barricade tokens.
The heroic player may play this card to ignore the effects of any single Morale
test, even after it is rolled. However, in order to benefit from these effects the
player must make the appropriate sound effects themselves.
Played during the prologue. The heroic player must select one of his/her stars or
co-stars at the start of the game. At the start of every round, the heroic player
must roll 1d6 for this model to see if the infection has taken over. When the
player rolls a 6, the heroic model turns into a zombie with a name (villain co-star)
and is turned over to their opponents control. Their profile is standard with no
additional adds beyond the basic.
Page | 11
Event
Secret Passageway
Hidden Doorway
Effect(s)
The player may place this card to create a portal between two locations on the
game board. These two locations cannot be located more than 18 inches apart.
Any model may enter the secret pass away by being in base contact with the
entrance and spending all their actions of the turn to go through the tunnel.
Simply move the model to the other end of the passageway. Once discovered
the passageway remains on the board for the rest of the game and may be used
my any model.
The character moves a book from the bookshelf and discovers a secret doorway.
This doorway must be placed on a wall that links two rooms, or a room with the
outside.
Page | 12
New Gadgets
Cryogen Canister
Neutron Pack
Cost: 2
The model carries a small metal cylinder containing
liquid nitrogen. If the canister is thrown, it will break, and
leak into the air. The leak is slow, but enough to hurt
anyone who is sensitive to the cold.
Cost: 6
Models that are incorporeal are only harmed by
weapons with unexplained special effects. This weapon
was designed to deal exclusively with them. This
weapon effects listed only pertain to damaging
incorporeal beings while in their incorporeal form.
Values and abilities listed to the left of slash pertain to
physical beings.
Weapon
Range
Hit
Str
Notes
Cryo
Blast 3, Scatter
Thrown
4+
2/4 *
Can
1D6, Thrown
* The Cryogen Canister causes extra damage to
monsters with a weakness to the cold.
Holy Symbol
Cost: 1
The hero carries a small holy relic with them, to ward off
evil spirits. The hero may spend one action to pull out
and display their holy symbol. Monsters with a phobia
for Holy symbols must pass a fear test if they are within
6 inches of the hero displaying a holy symbol. The
effects of displaying a holy symbol last for one round.
Holy Water
Cost: 1
The hero carries around a small glass vial of holy water
which they may throw upon the enemy. People do not
like being attacked with water, just look at Tom Cruise.
Weapon
Range
Hit
Str
Notes
Holy
Blast 3, Scatter
Thrown
4+
0/4 *
Water
1D6, Thrown
* Holy water only causes damage to monsters with a
weakness to holy symbols
Neutron Detector
Cost: 3
Used by paranormal researchers when exploring a
haunted house. A model that holds a neutron detector
does not need to open a door and enter a new room
before rolling on the haunting experiences table, as long
as they are in an adjacent room. This means that they
can identify paranormal threats in neighboring rooms
without having to deal with them immediately.
Weapon
Range
Hit
Str
Notes
Neutron
Pack
6+
2/0
None/Push-Pull
Neutron Trap
Cost: 6
Models that are incorporeal are only harmed by
weapons with unexplained special effects. This capture
trap was designed to deal exclusively with them. The
abilities of the Neutron trap have no effect on physical
beings. A being captures while incorporeal cannot revert
back to physical form while in the trap.
The neutron trap must be placed on the ground by a
hero, and they must spend 1 special action activating the
trap. Any beings in an incorporeal form that come into
base-to-base contract with the trap must make an agility
test or gain a captured status. The trap can only hold
one being at a time. The trap has a defense of 5 and 2
Hits.
Silver Ammunition
Cost: 2
Models equipped with a bow, crossbow or any type of
firearm may replace the ammunition used by the weapon
with rounds (arrows) tipped or made in silver. Attacks
which strike any monster with the weakness to silver will
benefit from a plus three to the weapons strength.
Page | 13
Smelling Salts
Cost: 1
For 1 special action, smelling salts allow a hero to
remove a confused status marker from any friendly
confused model that is in base-to-base contact.
Standard Flashlight
Cost: 2
The hero carries with them a basic run of the mill
flashlight. This flashlight may be used to cast an 8 inch
cone shaped template of light from the player when
determining line of sight in the dark. This template may
be used to aid allies, but must always be placed in facing
directly forward of the model carrying it. Additionally,
carrying this light source negates the horror test penalty
for being in the dark for the model carrying this flashlight,
and any allies that are directly in from the of flashlight
carrier who would fall under the light source template.
Thermite Ammunition
Cost: 2
Models equipped with a bow, crossbow or any type of
firearm may replace the ammunition used by the weapon
with rounds (arrows) tipped with a small themite
explosive. Attacks which strike any monster with the
weakness to fire will benefit from a plus three to the
weapons strength.
Torch
Cost: 2
Models carrying an open fire cast a 4 inch round light
template around their model. This template helps to
dispel the darkness when determining line of sight in the
dark and negates the horror test penalty for being in the
dark for the model carrying it and any other models
within 2 inches.
UV Flashlight
Cost: 3
The hero carries a full wavelength spectrum flashlight.
The hero may spend one action to pull out and shine
their flashlight on an enemy within six inches. Monsters
with a phobia for sunlight must pass a fear test if they
are within 8 inches of the hero displaying a UV flashlight.
The effects of shining the UV flashlight on a target are
immediate only.
The UV flashlight also casts a 8 inch cone shaped light
template to dispel darkness in the players are using the
darkness rules.
Weapon
Range
Hit
Str
Basic
melee
4+
user
Page | 14
Attributes
Attributes
Mov
Def
Hits
Str
Agi
Int
Mor
Mov
Def
Hits
Str
Agi
Int
Mor
Special Effects
Special Effects
Luck (2), Seduce, Scaredy Cat, Heroic Surge, Sharp
Teeth, I will return, Screamer, Infiltrator, Disarm, Rage
Attacks
Star Quality
Making Their Own Luck
Attacks
Weapon
Range
Hit
Str
Notes
Brawl
melee
4+
Stuns
Bite
melee
4+
Weapon
Range
Hit
Str
Notes
Brawl
melee
5+
Stuns
Sling
12
5+
Primitive, 2 shots
Page | 15
The Brain
The Jock
Attributes
Attributes
Mov
Def
Hits
Str
Agi
Int
Mor
Mov
Def
Hits
Str
Agi
Int
Mor
Special Effects
Special Effects
Attacks
Weapon
Range
Hit
Str
Notes
Brawl
melee
6+
Stuns
5+
Stun
Pistol
Attacks
The Bombshell
Mov
Def
Hits
Str
Agi
Int
Mor
Special Effects
Luck (1), Disarm, Kung Fu Grip, Sixth Sense, seduce,
leader (1)
Range
Hit
Str
Notes
Brawl
melee
3+
Stuns
Pistol
12
4+
pistol
Hit
Str
Notes
Brawl
melee
4+
Stuns
Pistol
12
4+
pistol
Attributes
Weapon
Range
Extras
Attacks
Weapon
Page | 16
Re-animated Golem
Attributes
Mov
Def
Hits
Str
Agi
Int
Mor
Special Effects
Star Quality
or is it?
Attacks
Mummified Egyptian
M.O.T.W | Star | Ratings 85
Attributes
Mov
Def
Hits
Str
Agi
Int
Mor
Special Effects
Alien (Monster), Fearsome, Vulnerability (3 to Fire),
Psychic, Telekinesis, Mind Blast, Hypnotism
Star Quality
or is it?
Attacks
Weapon
Range
Hit
Str
Notes
Basic
melee
4+
Stuns
Weapon
Range
Hit
Str
Notes
Basic
melee
4+
Stuns
Page | 17
Romantic Vampire
Attributes
Attributes
Mov
Def
Hits
Str
Agi
Int
Mor
Mov
Def
Hits
Str
Agi
Int
Mor
Special Effects
Special Effects
Star Quality
or is it?
Attacks
Weapon
Range
Hit
Str
Notes
Brawl
melee
4+
Stuns
Bite
melee
5+
Where-wolf?
M.O.T.W | Star | Ratings 85
Attributes
Mov
Def
Hits
Str
Agi
Int
Mor
Special Effects
Alien (Monster), Fearsome, Vulnerability (3 to Silver
weapons), Alternate Form, Razor sharp claws,
Regeneration, Roar, Daring Leap, Heroic Surge
Star Quality
or is it?
Attacks
Weapon
Range
Hit
Str
Notes
Brawl
melee
4+
Stuns
Claws
melee
4+
Attacks
Weapon
Range
Hit
Str
Notes
Brawl
melee
6+
Stuns
Alien
Pistol
16
4+
High-Tech, laser,
Pistol
Page | 18
Fish-Sticks
Attributes
Attributes
Mov
Def
Hits
Str
Agi
Int
Mor
Mov
Def
Hits
Str
Agi
Int
Mor
Special Effects
Alien (Monster), Fearsome, Luck (1), Aquatic, Body
Armor, Razor sharp claws
Attacks
Weapon
Range
Hit
Str
Notes
Brawl
melee
3+
Stuns
Claws
melee
4+
Attributes
Def
Hits
Str
Agi
Int
Mor
0
Special Effects
Alien(Monster), Zombie Infection, Brain Dead, sharp
teeth, Great Strength
Attacks
Weapon
Range
Hit
Str
Notes
Brawl
melee
4+
stuns
Bite
melee
5+
None
Attacks
Mov
Special Effects
Weapon
Range
Hit
Str
Notes
Brawl
melee
4+
stuns
Bite
melee
5+
None
SMG
16
4+
Burst, Cant
Aim
Page | 19
Star Quality
or is it?
Entourage
The master will arrive on set with 3 Bat swarms (see
summer special for rules), or 2 attack dogs (page 84 of
main rule book).
Attacks
Weapon
Range
Hit
Str
Notes
Brawl
melee
2+
Stuns
Bite
melee
3+
10
Background
Allowing for cultural influences in the naming, stories of
th
the Master vampire appear to date as far back as 16
century with early descriptions of the Vrykolakas, and
the strigoi. No one is certain exactly how the Master
Vampire first became cursed, or if the his origins is even
shrouded in a curse at all, but rather a disease, or some
mutation.
Centuries of persistent life and his continued predation
upon humans have caused the master vampire to lose
touch with his humanity. He is a creature out of his time,
and forever alone. To assuage his loneliness, the
Master Vampire often seeks out companions and turns
them into one of his vampiric children. It is likely this
habit that has brought the heroic cast members into the
presence of the Master.
Def
Hits
Str
Agi
Int
Mor
Special Effects
Alien( Monster), Fearsome, Hypnotize, Sharp Teeth,
Regeneration, Incorporeal, Invulnerable (2)
Page | 20
Def
Hits
Str
Agi
Int
Mor
6*
10
Special Effects
Alien (Monster), Infiltrator, Fearsome, Vulnerability (3 to
Cold effects), Amorphous, Organic Consumption,
Tentacle Crush, Sharp Teeth
Star Quality
Unearthly Constitution
Attacks
Weapon
Range
Brawl
Melee
Tentacle
crush
Bite
Hit
Str
Notes
4+
Stuns
melee
4+
1d6 attacks
melee
5+
Background
It is said that the horror from Hoboken originally rode a
comet to New Jersey in the 1950s. He was met with
much prejudice and continued refrigeration, which he did
not like. So, he, or rather it, found its way down into the
bowels of the water treatment center, where it has
stayed dormant for decades. There it stayed in hiding,
quietly eating our waste, and growing until the day it
could find acceptance. Or until the day it could sustain
itself from sewage alone.
Page | 21
Gila
A giant dinosaur-like beast covered in a
thick bumpy armor-like hide.
She
stands upright like a t-rex, but with a
massively strong well developed upper
body. Gila stands many stories high
and is able to literally stomp across the
battlefield, leveling buildings, flattening
tanks, and otherwise ending an actors
career. Among her primary weapons is
her fiery breath with lays waste to all
before her.
Villain Special Guest Star
Def
Hits
Str
Agi
Int
Mor
Special Effects
Massive, Alien (Monster), Body Armour, Fearsome,
Vulnerability (3 to Cold effects), Sharp Teeth, Energy
Blast (fire), Roar
Unique Ability
Are you my mommy?
Gila is a female of her species, and only comes to land
to lay new eggs Gila may spend one special action to lay
and egg, and may place an egg token directly behind the
models base. At the start of the villain players turn, they
may roll 1d6 for each of the egg tokens already on the
game board. On a roll of 5 or 6 the egg hatches, and
may be replaced with a with a little Godsmacka model.
These little Gila models may be moved as normal staring
that turn.
An unhatched egg has a Def of 4 and 2 hits. If the token
reduced to 0 hits it is removed from the table.
Attacks
Weapon
Range
Brawl
Melee
Bite
Energy
Blast
Hit
Str
Notes
4+
Stuns
melee
5+
Ranged
3+
High Caliber, 1
Hit or Stuns
Background
No one knows exactly Gila came from. Some scientists
speculate that the monster is a mutation brought about
by underseas nuclear testing. The more fringe scientists
have postulated that the monster is not a mutation at all,
but rather a remnant of a long lost species that had
spent the better part of recorded history in hibernation,
only to be awoken by underseas nuclear testing. For
some reason, the underseas nuclear testing is the only
thing most scientists agree about.
Little Gila
Attributes
Mov
Def
Hits
Str
Agi
Int
Mor
Special Effects
large, Alien (Monster), Body Armour, Fearsome,
Vulnerability (3 to Cold effects), Sharp Teeth,
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Room Type
Shadow People
Poltergeist
Archetypal Manifestation
Personified Manifestation
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Residual
Shadow
People
Poltergeist
weak
manifestation
Orbs and
Vortexes
Mists and
Vapors
Archetypal
Manifestation
Personified
Manifestation
Haunted Item
Haunted Item
Haunted Item
Playful Child
Fake
Haunted Item
Haunted Item
Knockings
Fake
Vengeful Witch
Haunted Item
Cold Spot
Moans
Fake
Forlorn Lover
Demon
Deja Vu
Creakings
Fake
Misty apparition
Lady in white
Contact
Flashes
Fake
Levitations
Black Dog
The Trickster
Contact
Fake
Shadow Figure
conflagration
Contact
Contact
Contact
Dj vu
The heroes experiences a deep feeling of having been in
the house before, despite never having set foot in it
before this moment. The experience is so strong, that
the very activity the hero is doing at that moment feels
as it is memory.
Heroes in this room must make an intelligence check or
gain a confused status. Any confused models can
continue to test against their intelligence in subsequent
rounds to remove the status.
Flashes
The hero pauses for a moment and flashes on a memory
that is not their own. Like a television clip playing out in
their head, the hero experiences the painful moments of
the spirits last moral moments.
Heroes in this room must make an intelligence check or
gain a stunned status.
Any Stunned models can
continue to test against their intelligence in subsequent
rounds to remove the status.
Cold Spot
As the heroes walk through the room they slowly feel a
chill creep up on them. As if from nowhere, the
temperature drops as much as 10 degrees in only a
small portion of the room. As the heroes continue
onward, the chill dissipates. Heroes are minus 1 Move,
and minus 1 Agility while in the room.
Creakings
The heroes are all together, and off in the distance they
hear an unexplained creaking. Perhaps that of a door
slowly closing, or someone walking along some loose
floorboards, but if everyone is here, who is responsible
for it?
Shadow Figures
Off in the distance, at the limits of line of sight, the
heroes see a shadowy and hazy form dash out of sight
The sudden fright of a figure dashing in front of them
forces the heroes to make a fear check or run screaming
from the room. The heroes may re-enter the room in
subsequent rounds without re-checking.
Knockings
Loud slamming sounds which appear to have no known
visible cause seem to emanate from heroes current
room.
Suddenly, any closed doors leading from this room are
flung open. Players should determine the paranormal
activity for each of these attached rooms and deal with
them accordingly. Any summoned manifestations will
move toward the heroes current room.
Moans
That is not simply pipes, and floorboards in a old house.
Those sounds are distinctly human. Er humanish.
Heroes in this room must make an morale check or gain
a stunned status. Any Stunned models can continue to
test against their morale in subsequent rounds to
remove the status.
Levitations
Books, chairs, or candlesticks, it could be any small
item. What catches the heroes eyes is that item is
clearly floating around the room, without hand or sting
guiding it.
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Any model that ends its turn in the room is attacked by
flying books. These hit on a roll of 4+ and books cause
a strength 2 attack.
Conflagration
The curtains spontaneously combust into flames, a thick
black smoke devours the rooms and begins to choke the
heroes before they can react. Place two fire markers in
the middle of the room. See page 39 of the main rule
book for details about fire.
Orbs
Rarely are they seen during an active experience, but
rather are caught on film with photographers left to
explain their presence later on. Every once in a while,
these willowisps are experienced firsthand, and are
described as brief flashes of white or greenish light,
appearing like a small flickering lantern that seems to
move about.
The flashes can be quite blinding. All models in the
room must make a defense check or gain a stunned
status. Stunned models may re-roll during subsequent
rounds to remove the status.
Mists
A thick fog rolls into the room, seeming to seep from
every architectural orifice. The fog makes if very difficult
to see, and any to-hit roll are at minus one penalty.
Misty Apparition
A hazy semi-formed person seems to appear and
disappear simultaneously from a thick fog ambling about
the room.
Black Dog
A solid figure, the heroes spot a silent motionless dog at
the limits of the room. After a moment it will begin to
silently bark, and continue to do so as if warning the
heroes of some unknown danger. Seeing the black dog
is a bad omen which is thought to spell doom.
Attributes
Mov
Def
Hits
Str
Agi
Int
Mor
Special Effects
Incorporeal (permanent), Invisible, Telekinesis
Attacks
Weapon
Range
Hit
Str
Notes
Bite
melee
5+
Bite
Playful Child
A small red rubber ball rolls past the heros feet.
Moments later, a small child runs past them in a blur.
Attributes
Mov
Def
Hits
Str
Agi
Int
Mor
Special Effects
Incorporeal (permanent), Invisible, Telekinesis, small
Attributes
Mov
Def
Hits
Str
Agi
Int
Mor
Special Effects
Incorporeal (permanent), Invisible, Telekinesis, Hover
Attacks
None
When The misty apparition appears it starts in its
incorporeal state and is incapable of reverting back to
solid form. As such it is formless and cannot by attacked
by conventional weapons, though unexplained special
effects work as normal. The only attack available to the
misty apparition is through its telekinesis.
Attacks
Only from telekinesis.
The playful child begins play in its incorporeal state is
unable to maintain a physical form.
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Forlorn Lover
The form of a wisplike delicate woman can be seen
overlooking a window, precipice, or painting of a
stunning young man. A nearly silent weeping is barely
audible.
Attributes
Mov
Def
Hits
Str
Agi
Int
Mor
Special Effects
Incorporeal (permanent), Invisible, Telekinesis, Energy
Blast
Attacks
Only from telekinesis and energy blast.
The forlorn lover begins play in its incorporeal state is
unable to maintain a physical form.
Special Effects
Fearsome, Incorporeal, Invisible, Telekinesis, Flyer,
Mind Blast
Attacks
Weapon
Range
Hit
Str
Notes
Brawl
melee
5+
Stuns
Demon
Unlike most spirits, specters and lost-souls the heroes
encounter, the Demon was never human. They dont
understand human needs, and have no respect for
human life. They are jealous of humanity, and will do
everything in their power to torment, torture, and destroy
the heroes.
Attributes
The Trickster
The remaining spirit of a mischievous soul. Perhaps a
robber, abuser, or murderer in life. The Trickster may
not make their malign intentions obvious to the heroes,
but they are certainly out to do the heroes considerable
harm.
Attributes
Mov
Def
Hits
Str
Agi
Int
Mor
3/0
Special Effects
Fearsome, Incorporeal, Invisible, Telekinesis, Flyer
Attacks
Weapon
Range
Hit
Str
Notes
Brawl
melee
5+
Stuns
Vengeful Witch
The spirit of former servant of the devil. The Witch
continues her work in the afterlife, perverting the souls of
man, and dooming them for eternity.
Attributes
Mov
Def
Hits
Str
Agi
Int
Mor
3/0
Mov
Def
Hits
Str
Agi
Int
Mor
Special Effects
Alien( Monster), Fearsome, Vulnerability (3 to Holy
Symbols), Phobia (Holy symbols), Phobia Hypnotize,
Sharp Teeth, Invulnerable (1), Most Wanted, Pyrokinesis
Attacks
Weapon
Range
Hit
Str
Notes
Brawl
melee
4+
Stuns
Bite
melee
5+
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Haunted Item
Nothing
Stage Makeup
A random Clue
Cheap Scare
Suggested Effects
Counter-Measure
None
None
None
None
None
The hero lets down their guard for even a moment and Pass a fear check
BAMMMM. Out jumps a cat. Play whenever a heroic
model opens a new doorway on the table. The model
must make an immediate Morale check. Failing this
check results in the model being forced to retreat from
the doorway.
1D6
1
Silence
Disembodied Whisper
Chilling Touch
Deep Scratches
Pushed Back
Possession
Suggested Effects
It is dead quiet!
A silent whisper only heard by a randomly selected hero really
freaks them out. Make a fear test for that hero or they must
flee the room.
A random hero is grasped on the shoulder by the coldest most
cadaver like hand one could imagine. The model is -1 move, 1 agility for the next turn.
A randomly selected model is attacked from an unseen force.
The force hits on a roll of 2+ and causes a Strength 3 wound.
A random model is selected. The model feels a strong push
against their chest. The model must pass an agility check or
suffer the effects of a level 3 fall.
The hero must make a moral check or be possessed by an
evil spirit. The villain control will control the hero as long as
the possessed status remains. The heroic player may re-roll
the moral every round until they pass. In a solo game, the
possessed model will start to attack any nearby allies and will
continue to do so until they shake the possession.
Counter-Measure
None
Pass a fear test
None
None
Pass an agility check
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Haunted Item
Mundane Doll
Cursed Treasure
Voodoo Dolls
Weeping Statue
Ouija Board
Suggested Effects
The well loved doll of a little girl. I was sure this doll was
haunted, oh well
A strange mirror on the wall appears to not only reflect the
room and heroes, but back into the abyss. Any heroes who
walk by the mirror will be compelled to look into the mirror and
risks being trapped in the mirrors reflection. Any hero who
moves past the mirror must make a morale test. IF the model
fails this test, they gain a dominated status and will perform
NO actions until it removed. The model may test every turn to
remove it.
The heroes locate an extremely valuable treasure and may
designate a hero to carry the treasure. While carrying the
treasure, any attacks against this hero are +1 to hit and + 1
strength to damage. If the hero survives the adventure, the
heroes gain +2 VP.
The heroes locate a voodoo doll for the member of their cast
with the lowest ratings. There is reason to believe there are
others. The villain player may place voodoo doll tokens
around the haunted house, no more than one per room unless
all unexplored rooms already have at least one. Cursed
models attack and make attribute checks with a -1 penalty
until the curse is lifted
A porcelain statue of religious motif adorns the room. As the
heroes approach, they can see the statue is crying a tears of
blood. Make an immediate horror test. Failing this test will
result in the hero spending its action fleeing the room. They
may try again in subsequent turns.
A Ouija Board sits on a small table in the middle of the room.
The small planchette begins to move on its own as if some
unseen force is trying to communicate. The hero with the
highest rating in the room must make an intelligence test to
understand the message. If the hero deciphers the message
than the heroes gain + 1VP.
Counter-Measure
None
When moving past the
mirror, Pass a moral
test.
Pass
test.
an
intelligence
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Scenarios
The cabin in the woods
Special Rules
Synopsis
End Credits
Cast
This episode is intended for skirmish or raid size
gaming, up to 200 ratings per side. Suggested
antagonists: Zombies, no heroic extras on the stage
during filming.
Location
This episode should be played on a 4 by 4 table
representing
lightly forested and isolated rural
homestead. A large farmhouse should be placed in the
middle of the board. The remaining of the board should
be lightly populated with trees and rocks.
Set Up
The hero player must set up all his heroic
models inside or within four inches of the
farmhouse located in the center of the
board (1). The villainous player may
set his models anywhere within
four inches of the game tables
perimeter (2).
And.Action!
Initiative is determined normal in all
turns.
Victory Points
Not all of the standard VP rules are used in this
scenario. Only conditions listed below will award players
VPs during this scenario.
Victory Condition
Each Heroic Star or Co-star
without statuses at the end of the
game
Each Heroic Star or Co-star with
statuses at the end of the game
VP Award
+1 each to
heroes
+1 each to
villains
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End Credits
Synopsis
Cast
This episode is intended for skirmish or raid size gaming,
up to 200 ratings per side. Suggested antagonists:
Zombies, no heroic extras on the stage during filming.
Location
This episode should be played on a 4 by 4 table in a
desolate strip of road. The road should run through the
middle of the board. On one end of the road, six inches
from the edge of the table is located a gas station.
Set Up
The heroic player should place his broken down car (1)
on the road, six inches from the edge of the game board
opposite the gas station (2). All the heroic players
models must start within four inches of the broken down
car. The villainous player may place their models
anywhere within four inches of the game board
edges that are parallel to the road (3).
And.Action!
Initiative is determined normal
in all turns.
Special Rules
A gas can marker is located in the gas station.
Any heroic model, but not villainous, may pick up the
gas can marker coming into base contact and simply
declaring this as a free action If the model carrying the
gas can marker is killed, the marker will remain where
they fell until another heroic model picks it up.
Victory Points
Not all of the standard VP rules are used in this
scenario. Only conditions listed below will award players
VPs during this scenario.
Victory Condition
Each Heroic Star or Co-star
without statuses at the end of the
game
Each Heroic Star or Co-star with
statuses at the end of the game
Getting the Fuel
Getting the car started
VP Award
+1 each to
heroes
+1 each to
villains
+1 VP for the
heroes
+ 2 VP for the
heroes
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The Summoning
Synopsis
Little could the heroes have expected the villains were
attempting summon a greater demon of the elder times.
Arriving just in the nick of time, will they be able to stop
the cultists before it is too late.
Cast
This episode is intended for skirmish or raid size
gaming, up to 200 ratings per side. Suggested
antagonists: cultists and military types. This episode
promises the possible appearance of the Mega Star
The Horror from Hoboken (see casting couch section).
End Credits
This episode will end if all of one sides models are
Stunned, Dominated or are otherwise removed from
play.
Victory Points
Location
Victory Condition
Set Up
And.Action!
Initiative is determined normal in all turns. If the Mega
Star is summoned, he is not eligible for activation until
the turn following his arrival.
Special Rules
The villainous player must select
five models from his cast to serve
as Magi. The Magi may be stars,
co-stars or extras.
The summoning, each magi may declare
casting as a special action as long as they are
within the casting circle and without any status tokens,
doing so generates 1 casting token for the villainous
player. When the villain has gathered 20 casting tokens
he/she may trade those in for the Mega Star
VP Award
+1 each to
heroes
+1 each to
villains
+3 VP for the
Villains
+ 2 VP for the
heroes
+ 6 VP for the
heroes
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Innocents Lost
Special Rules
Synopsis
Cast
This episode is intended for skirmish or raid size
gaming, up to 200 ratings per side. Suggested
antagonists: zombies.
Location
This episode should be played on a 4 by 4 table. On
the far edge of the table (from the heroes) is a helicopter
which can airlift the civilians and heroes out of the hot
zone
Set Up
The heroic player should place a helicopter model six
inches from the edge of the game board and center (1).
All the heroic players models must start within six inches
of the opposite game board edge (2). Additionally, 6
survivor models or tokens should be placed within the
heroic starting area. The villainous player may place
their models anywhere within four inches of the two
game board edges that are adjacent to both the
helicopter edge and heroic starting edge (3).
And.Action!
Initiative is determined normal in all turns.
End Credits
This episode will end if all of one sides models are
Stunned, Dominated or are otherwise removed from
play. Game will also end if all heroic models have
boarded the helicopter.
Victory Points
Not all of the standard VP rules are used in this
scenario. Only conditions listed below will award players
VPs during this scenario.
Victory Condition
VP Award
+1 each to
heroes
+1 each to
villains
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Cast
This episode is intended for skirmish or raid size
gaming, up to 200 ratings for the heroes. Suggested
antagonists: zombies. The villain player may select no
extras, and may only have stars and co-stars totaling no
more than half that of the heroes starting total rating..
Location
This episode should be played on a 4 by 4 table.
Grave markers, crypts, small trees and funerary art
adorn the area.
Set Up
The Heroes start along one of the game board edges
(1). Four spawning markers should be placed on the
board, equidistant from each other and the middle and
edges of the game board (2). The villain player may
place their stars and co-stars within six inches of any
spawning marker. In the middle of the game board is an
altar. (3) Three page markers are placed in between the
spawn the markers (4): 1 centered between the two
furthest spawn markers, and 1 centered between the two
to the right, and another between the two to the left.
And.Action!
Initiative is determined normal in all turns.
Special Rules
Spawning Markers: During each turn, the
villain player may roll 1d6 for each of the four
spawning markers and consult the table below.
Any zombies spawned should be placed within 6
inches of their spawning marker, and may NOT be
placed in base contact with a hero model. These
zombies may be used in the turn they appear.
1D6 roll
Result
1-2
None
3-4
End Credits
This episode will end if all of one sides models are
Stunned, Dominated or are otherwise removed from
play.
Game will also end if heroic models have
assembled the book and recited the spell.
Victory Points
Not all of the standard VP rules are used in this
scenario. Only conditions listed below will award players
VPs during this scenario.
Victory Condition
Each Heroic Star or Co-star with
statuses at the end of the game
Each page token in possession of
a heroic model without statuses.
Reciting the spell
VP Award
+2 each to
villains
+1 each to
Heroes
+4 to Heroes
Page | 33
Resupply Drop
Synopsis
Cast
This episode is intended for skirmish or raid size gaming,
up to 200 ratings for the heroes. The villain player may
select no extras, and may only have stars and co-stars
totaling no more than half that of the heroes cast rating.
Location
This episode should be played on a 4 by 4 table, and
may be an urban or rural setup.
Set Up
Three spawning markers should be placed on the board,
near three of the corners (1). The villain player may
place their stars and co-stars within six inches of any
spawning marker. The heroes may setup in the
remaining corner (2). The villainous player should place
a number of weapon cache tokens across the board
equal to the number of weapons the heroes have listed
on their cast sheet (3). No token may be placed within
six inches of another token, nor a spawning marker.
And.Action!
Initiative is determined normal in all turns.
Special Rules
Weapon Cache: The heroes start the
scenario without their weapons, and
may only use their brawl attacks. If the
heroes get to a weapon cache marker they
may give the weapon to the model who lands on
it. Coincidentally, the weapon corresponds to the
weapon the model originally forgot.
Spawning Markers: During each turn, the villain player
may roll 1d6 for each of the four spawning markers and
consult the table below. Any zombies spawned should
Result
1-2
None
3-4
End Credits
This episode will end if all of one sides models are
Stunned, Dominated or are otherwise removed from
play.
Victory Points
Not all of the standard VP rules are used in this
scenario. Only conditions listed below will award players
VPs during this scenario.
Victory Condition
Each Heroic Star or Co-star
without statuses at the end of the
game
Each Heroic Star or Co-star with
statuses at the end of the game
VP Award
+1 each to
heroes
+1 each to
villains
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