Stories From The Grave
Stories From The Grave
Stories From The Grave
www.spectrum-games.com
2807 Grand Ave., Parsons, Kansas 67357
Copyright 2016 by Spectrum Games. Artwork copyright 2016 by C. Michael Hall and Bradley K. McDevitt and is used under license by Spectrum
Games for publishing and advertising purposes. All Rights Reserved. This material (art, logos, illustrations, character concepts, text and game
mechanics) is protected by the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or art-
work contained herein is prohibited without the express written consent of Spectrum Games, except for the purposes of reviews and for the
blank sheets, which may be reproduced for personal use only. The reference to any companies, products, characters, television shows, motion
pictures or other properties in this book is not meant to challenge the trademarks or copyrights concerned. Some graphic elements in this
product are taken from comic books that are in the public domain and thus are legal to use.
3
Conventions of the Genre
Anthology-Style Horror While it’s impossible to explore all the tropes from all
the different sources, we can discuss some of the most
Greetings, fiends and foes! I’m common ones.
the Grave Hag and I’ll be
your hostess for this grue- • Dark Humor: Dark humor pervaded many series
somely grim roleplaying and films, even if only from the dialogue of the host.
Sometimes, this brand of humor was brought to the
game, as we slide deeper forefront, but more often than not, it was dialed back
and deeper into the pit of and used as a counterbalance to particularly gruesome
depravity, desperation, de- stories. Not every series or film utilized humor at all,
spair and, of corpse, good preferring not to “dilute” the horror.
old-fashioned bloodshed. With
Stories from the Grave, you and your friends will • Flawed Characters: The stories were chock-full of
emulate anthology-style horror in an authentic characters were flawed, whether they had rather mild
and faithful manner. So, stick around, kiddies, faults (jealousy, greed, etc.) or were flat-out terrible
and bask in the sheer terror that awaits you. You people who committed all manner of atrocities. Some-
times, they were the central characters!
won’t be disemboweled… err, I mean disappoint-
ed! Reh-heh-heh-heh! • Karma: What comes around goes around. Karma
has a way of biting wrong-doers in the ass and deliver-
Anthology-style horror is best described as a series of ing its own brand of poetic justice in these tales.
stand-alone, unrelated tales, often—but not always—
linked together by a host who bookends each install- • Moral of the Story: Each installment often came
ment. The genre covers different mediums, primarily with a message; a lesson to be learned. Often, that les-
comicbooks, television shows and movies. Let’s take a son was made apparent by the host at the end. Other
look at each one: times, it was a subtler affair.
4
er takes on the role of one primary character (or PC)
Important Concepts involved in the story. If you aren’t overly familiar with
how roleplaying games work, look it up on the internet,
So, just because you now as there are numerous crash courses to be found there.
understand what antholo-
gy-style horror is, you Stories from the Grave works best with a Grave Keeper
think you’re ready to play and one to three players. One player is preferable, as
the game, eh? Wrong. this type of horror tends to focus on one character.
DEAD wrong, in fact. But
never fear: read this sec- In addition to participants, the group should have a
tion and you’ll be ready in slew of “tokens” (beads, buttons, coins, poker chips,
no time. Actually, scratch that. etc.) and at least five 6-sided dice. There should also
You should ALWAYS fear! be a character sheet for each player; if you’re playing
out more than one tale (see Installments below), play-
Participants and Supplies ers will need one for each tale. Pencils and scrap paper
There are two types of participants. One participant are necessary as well.
is the Grave Keeper (or GK); they act as the lead sto-
ryteller in your twisted tales of eerie fun, coming up Installments and Scenes
with plot ideas, verbally leading the flow of the story When you and your group sit down to play, you will
and playing the roles of the supporting characters (or be crafting your own episode or issue of a fictitious
SCs). The other participants are the players. Each play- comicbook called, of course, Stories from the Grave.
5
Alternatively, you can play the television series or
movies based on that comic. It’s up to you. Whatev- Each of you (i.e., the players) selects a charac-
er the case may be, each story is called an installment ter provided by the Grave Keeper. The character
in order to avoid having to use the ever-cumbersome sheets won’t have much on them at this point,
“issue/episode/film” in the text. The game is designed but one of the things you’ll find is that the Back-
to accommodate tersely-paced tales, allowing you and ground section is filled out. This is one of the jobs
your group to play out more than one installment in a of the GK.
single setting.
6
Descriptors and Flaws
Traits paint a view of the character’s capabilities in
broad strokes, giving a generalized view of what they
can do. Descriptors and Flaws allow us to focus in on
the specifics. Each Trait that is rated 1 or more will
have one or more Descriptors that reflect areas of ex-
Optional:
pertise or talent, while each Trait that is rated -1 will
Pre-Generated PCs
have a Flaw that reflects an area of weakness.
Grave Keepers looking to
run more than one install-
It’s up to you to create your character’s Descrip- ment per session might con-
tors and Flaws. There is no definitive list; just use sider creating the PCs them-
your imagination. selves, as the group won’t
have to pause between each
installment while everyone
• A Trait with a rating of 1 or more will have a creates new ones. The Grave
number of Descriptors equal to the rating. Keeper can simply create
them all beforehand and
• A Trait with a rating of 0 will have no Descrip- allow the players to choose
tors or Flaws. which ones they play before
each new installment begins.
• A Trait with a rating of -1 will have one Flaw.
Flesh
Descriptors: Strong, Fast Reflexes, Stealthy, Shooting, Fisti- Special Abilities
cuffs, Agile, Athletic, Tough as Nails, Driving, Physically Fit,
Nimble, Graceful, Swimming The Grave Keeper may intend for one or
Flaws: Weak, Sickly, Clumsy, Wheelchair-Bound, Trembly more of the PCs to be supernatural or para-
Hands, Wimp
normal in nature. Perhaps the character is
Brains a vampire, a wolfman, a zombie, a sorcerer
Descriptors: Wise, Scholarly, Knows About [subject matter], or whatever. In such cases, the “powers” that
Scientist, Investigator, Perceptive, Inventor, Intellectual, Ex- the character would possess are given to the
perienced, Memory character by the GK in the form of Special
Flaws: Ditzy, Not Very Astute, Uneducated, Inexperienced,
Abilities. Most of these are treated as being
Doesn’t Pay Attention
their own Trait (minus any Descriptors).
Tongue There is one Special Ability that is a bit dif-
Descriptors: Gift of Gab, Persuasive, Intimidating, Manipula- ferent. It’s called a “Trait Enhancement” and
tive, Con Artist, Liar, Leadership, Seductive instead of a rating, it will simply instruct the
Flaws: Gets Tongue-Tied, Socially Awkward, Terrible Liar,
player to add a certain amount to one of the
Shy, Anti-Social
character’s four Trait ratings.
Guts
Descriptors: Stubborn, Brave, Nobody’s Fool, Cool Under
Pressure, Hard to Intimidate, Unflinching
Flaws: Jittery Nerves, Easily Rattled, Sucker, Naive, Coward,
Fear of [animal/object/condition/etc.]
7
Supporting Characters
Supporting characters are the people that the primary Intentions
characters encounter in one form or another. They ar-
en’t as detailed as primary characters. Some are more Now we’re really getting to the
detailed than others, however. gristle of the game system:
Intentions! These rules
help you find out if your
Mundane SCs
character succeeds, fails
The majority of the SCs (known as Mundane SCs) are
or falls somewhere in be-
just regular people and can be summed up with one
tween. Mmmmm. Now I’ve
number, called the SC rating. This rating determines
got myself a killer craving
their overall effectiveness and plays into the Intention for a gristle-and-gruel sand-
rules (see pages 8-12). The higher the number, the bet- wich… with a few severed ears and plenty of
ter they are. grave mold to top it off, naturally. Bone appe-
tit, kiddies!
Principal SCs
Supporting characters that are more important to the Understanding Intentions
story are called Principal SCs. They are slightly more When a PC wants to or is forced to do something that
detailed and tend to be the main antagonists of the might be challenging, an Intention may be in order. But
story, though not always. Principal SCs have the same we’re not always just talking about one action. As often
four Traits that PCs have. There are two differences, as not, we’re dealing with a series of actions meant to
however. The first difference is that they are graded collectively accomplish a specific goal. The player tells
identically to the SC ratings for Mundane SCs. The the Grave Keeper what the PC’s overall goal is and the
second difference is that they do not have Descriptors. GK will, in turn, determine which one of the four Traits
is being put to the test. But before we start getting into
Principal SCs may have Special Abilities just like PCs, the technical aspects, let’s look at a quick example.
but they are rated the same as their own Traits.
Grave Keeper: What is your character trying to do?
Player: He is trying to sneak up behind the witch while
she is doing her incantation.
Grave Keeper: That’s not what I’m asking. What is your
character’s goal in this scene. Surely, you’re hoping to
do more than just sneak up behind the old crone.
Player: Oh, I see. He wants to sneak up behind her and
dispose of her so that she can’t finish her incantation.
Grave Keeper: Much better! That will require an In-
tention using your character’s Flesh rating.
8
Rolling the Dice tion. Perhaps your character wants to shove another
When making an Intention, you’ll roll a certain num- character off a balcony but the would-be victim al-
ber of dice, take two of the results and add them to- ready suspects that they may be up to something. Or
gether. The higher, the better. maybe your character is trying to seduce someone who
detests them. Or it could be that your character is at-
The Trait being used determines the number of core tempting to be stealthy in broad daylight. Or someone
dice you roll and how many you keep. your character is attempting to murder is armed with
a weapon. Each of these instances would probably be
• A rating of -1 means that you roll 3 dice and add to- considered an Obstacle.
gether the lowest two results.
• A rating of 0, means that you roll 2 dice and add both Each Obstacle effectively subtracts 1 from the rating of
together. the Trait being tested for this Intention.
• A rating of +1 means that you roll 3 dice and add
together the highest two results. One type of Obstacle is more variable: Supporting Char-
• A rating of +2 means that you roll 4 dice and add acters! If a PC’s action is directly opposed by a SC or if
together the highest two results. the PC’s action is an attempt to prevent a SC’s actions,
the SC becomes the opposing SC. The SC will have a
And so forth. Certain circumstances can effectively rating that represents the modifier to the amount sub-
increase or decrease a Trait’s rating. Check out the In- tracted from the PC’s Trait rating for this Intention.
tention Result Table.
• For Mundane SCs, subtract the SC rating from the
Benefits and Obstacles PC’s Trait.
The number of dice rolled can be modified by Benefits • For Principal SCs, the Grave Keeper will determine
and Obstacles. which one of their Traits would logically be used. That
Trait’s rating is subtracted from the PC’s Trait.
A Benefit is a situation that makes it easier for the
character to succeed in their Intention. Perhaps your The more characters opposing the Intention, the hard-
character wants to shove another character off a balco- er the Intention becomes to succeed in. Use the most
ny and the hapless character is already leaning over the effective SC rating or appropriate SC Trait rating as the
balcony. Or maybe your character is trying to seduce main Obstacle. Each opposing character beyond that
someone who already has a bit of a crush on them. counts as an additional Obstacle of 1 (up to a maxi-
Or it could be that your character is attempting to mum of 3).
be stealthy and it’s very dark. Or your character may
wield a weapon while trying to murder someone. Each Does the Grave Keeper Roll?
of these instances would probably warrant a Benefit. Stories from the Grave is a PC-driven game in that the
players do all the rolling. If a SC attempts an action, no
Each Benefit effectively adds 1 to the rating of the Trait Intention is required; the Grave Keeper decides wheth-
being tested for this Intention. er they succeed or fail, based on the needs of the story.
If their actions can be opposed by a PC, they generally
An Obstacle is a factor or circumstance that makes it succeed unless the PC can make an appropriate Inten-
more difficult for a character to succeed in their Inten- tion to prevent it.
This table is open-ended in both directions. Simply keep adding an extra die to the roll and keep the two lowest results or highest results, whichever is appropriate.
9
Interpreting Intentions must describe how or why the character fails. If the
What does your roll mean? Consult the Intention Re- failure, as described by the player, is barely a failure at
sults Table below to find out once you have your total. all or is too implausible even for anthology-style hor-
ror, the Grave Keeper may require a rewrite (see the
Rewrite sidebar).
Intention Results Table
EXAMPLE: Going back to the above example, we’ll
Die Total: What Happens:
say that Max’s player got a result of 8 and that they
2-6 Failure selected Controlled Failure. The player could sim-
7-9 Controlled Failure ply state that the floor boards wouldn’t budge.
or Or maybe the attempt to pry up the floorboards
Conditional Success prompted the cannibal to peek into the room to see
10+ Success if anything was amiss, forcing the character to pre-
tend to still be unconscious.
Conditional Success
Failure
The character succeeds, but there’s some kind of com-
The character fails to do what they were attempting to
plication. The Grave Keeper is in full control of how
accomplish. The Grave Keeper is in full control of what
they succeed and exactly what complication arises.
how they fail and what that entails; anything short of
death (we’ll get to that later). The player has no
“say” in the matter. The failure should always
put the character in a worse position or situ-
ation than they were in before attempting the
Intention.
Controlled Failure
The character fails at the task, but the player is
allowed to dictate the narrative of the failure; in
essence, they keep control of their character but
10
EXAMPLE: Using the already-established scenario PC-vs-PC Intentions
presented above, we’ll step back and say that Max’s Should two PCs go up against one another, things must
player had a result of 8 and that they selected Con- be handled a bit differently. Both players make their
ditional Success. The Grave Keeper might determine Intentions as normal, but once the roll’s total is deter-
that Max made it through the floor and exited via a mined for them, compare their totals via the PC-vs-PC
crawl-hole in the house’s foundation… but that the Intention Results Table to determine what happens.
cannibal heard the racket and knows that he has es-
caped. Or they could have allowed him to escape the If Character A succeeds or partially succeeds, Character
A’s player narrates the results. If Character B succeeds
house and scramble into the backwood house’s lawn…
or partially succeeds, Character B’s player narrates the
just in time to see the cannibal’s entire family arrive
results. The Grave Keeper narrates all other results.
for supper.
Success here doesn’t indicate that one player has defin-
Success itively won the entire conflict, but it means this partic-
The character succeeds just as envisioned by the play- ular mini-conflict is resolved. Another one may come
er. The player narrates the outcome. If the narration again, either immediately or soon.
goes too overboard, however, the Grave Keeper may
require a rewrite (see the Rewrite sidebar). For example: Jack succeeds in his Flesh Intention
against Jeff. Jack’s player describes Jack pushing the Jeff
EXAMPLE: Utilizing the situation above, let’s say that off a cliff. The scene ends. In the next scene, we might
Max’s player ended up with a total of 11, which is a see Jeff pulling himself back up the cliffside, preparing
Success. The player may describe Max prying up the to engage his foe yet again.
floorboards, crawling underneath the house, finding
The determination of what success means is up the
an exit and beating feet out of the area. What happens
Grave Keeper. Perhaps a character suffers a signifi-
next remains to be seen.
cant penalty to a Trait or to all dice rolls. Perhaps the
scene ends, or perhaps the conflict is resolved. If you
want the failing character to have a chance to contin-
ue, make them work for it. End the scene. Maybe they
have to find a way to use Brains to defeat the opponent
or at least to try and re-engage the opponent.
Rewrites
11
Once the final result is calculated, consult the Grave
Failure Table, below.
Game Ending
A Game Ending result ends the game for the character.
That usually means death or madness.
12
Confrontations
What kind of horror game would
this be if nobody can be at-
tacked, mutilated, maimed
or otherwise disposed of
by other characters in a
suitably grotesque fashion?
Not much of one, if you ask
me! Even Romeo and Ghou-
liet had its fair share of violence.
Don’t get me wrong: killing with kindness is okay
and all… but an axe gets the job done faster and character is a PC, the player controlling that PC makes
messier. And I never feel bad when someone gets the roll instead. If the PC making the Grave Intention
chopped up into itty-bitty pieces. I guess I’m not fails and their life was in danger, the player rolls on the
much of a mourning person. Grave Intention Table for their own character.
Understanding Confrontations If the PC fails in the Grave Intention and their own life is
A confrontation is defined as any scene that involves at stake, the PC’s player rolls on the Grave Failure Table.
characters trying to harm one another. Confrontations
are carried out with Intentions, though a few points So what happens if more than one “side” being acted
need to be discussed. against has more than one character and is forced to roll
on the Grave Failure Table? That’s up to the Grave Keep-
Characters needn’t roll for every punch, bite, slash or er. The GK can opt to roll for all the members of that
chop made. As with any Intention, we’re looking at the side (either separately or all at once) or make only one
bigger picture here. If the goal is to kill that zombie, of them roll. It should depend on the circumstances. Af-
then we aren’t interested in every step it took to get the ter all, if the PC is using a flamethrower on a group of
job done. The end result needs to be determined… the critters, it will likely affect more than one of them.
details are simply in the narration.
13
Every installment follows the three-act structure that’s
The Three-Act Structure so common in fiction. It is up to the Grave Keeper to
announce when each Act ends and another begins.
Time is such a precious comm-
ODD-ity, isn’t it? One min- • Act One is the story’s setup. It’s where we meet the
ute, you’re fine and then the PCs and establish who they are, what they do and
next minute, you’re dead! what their situation is. It’s also where the inciting in-
cident (an event that sets the rest of the story in mo-
Well, my dreadful hor-
tion) occurs.
rorphiles, time is also im-
portant in Stories from the • Act Two is where the PCs try to deal with the ram-
Grave. The comicbook writers ifications of the inciting incident and make things
didn’t have many pages in which to right… or at least survive the ordeal. This Act makes
tell their tales and the movie-SLASH-television up the bulk of the tale.
writers had only a short amount of scream—I
mean “screen”—time. Since this game emulates • Act Three is the climax of the tale, where the main
those sources, you and your group will have re- tensions of the story are brought to their most intense
point and resolved, either leaving the PCs alive and
strictions on your time as well. That means not
well, dead and buried, or insane and committed.
much time to kill.
14
These Acts are very important to the game, as things
become more and more dangerous and challenging Grave Tokens
with each successive act. Here’s a quick run-down of
how Acts affect the game. You can’t expect to get some-
thing for nothing, especially
in a game like this! Case in
• Some Story Frames (see page 21) have special rules
point: Grave Tokens. In the
that only apply to certain Acts.
short term, they can help
a Primary Character over-
• Collected Grave Tokens (see Grave Tokens, below) come some ghoulish bumps
can potentially be purged after each Act. in the road… but in the long
term, these little helping hands
• When PCs fail Grave Intentions during Act Three, just might be the death of them!
they have a higher chance of getting a Game Ending
result (see page 12). At the beginning of each installment, the Grave Keeper
must place a number of counters (beads, coins, poker
• It’s a good way for the Grave Keeper to organize the chips, etc.) on the table, within easy reach of all the play-
events in the game and maintain a proper flow. ers. These are called Grave Tokens and the collection of
them is called the Grave Token pool (or just “the pool”).
The number of Grave Tokens in the pool is equal to the
number of players, plus 2. More can be earned later.
Scene Editing
A player may spend a Grave Token to add a detail to a
scene. For example, if the PCs find themselves trapped
in a dark basement without any means of illumination,
a player may ask if they can spend a Grave Token for
their character to suddenly remember that they actu-
ally had a flashlight on their person. The Grave Keeper
may veto scene editing that is too outlandish or that
would severely damage the integrity of the installment.
15
Boosting Adding Grave Tokens to the Pool
Each Grave Token spent adds 1 to the final result of the Over the course of an installment, the Grave Token
Intention. Grave Tokens must be spent before rolling pool will shrink and surge. We’ve already discussed
the dice, however. So, for example, let’s say the player how to make it shrink, but not how to make it surge.
rolls three dice, taking the two highest. They roll 2, 4 The following methods will allow you to add Grave
and 4. The player takes the 4 and 4 and adds them to- Tokens to the pool.
gether to get an 8. But before they rolled, they spent two
Grave Tokens, making the total result 10 instead of 8. • The Grave Keeper can trigger one of a character’s Flaws
(see page 17), adding one Grave Token to the pool.
Once spent, the player places the Grave Counter near
their character sheet. The PC has collected it. Collect- • Once per Act, each player can trigger one of their
ed Grave Counters can have a detrimental effect on the character’s Flaws voluntarily, adding one Grave Token
character (see page 16). to the pool.
Players can increase the effectiveness of spending a • If a player has their character do something partic-
Grave Counter for boosting by exploiting a word, ularly clever, true to the genre or that drives the story
phrase or sentence of the PC’s Background or Casting, forward in an entertaining way, the Grave Keeper can
or even one of their Descriptors. To exploit one of these add one Grave Token to the pool.
elements, the player has to explain how it would help
with the task at hand. The Grave Keeper has the right Purging Grave Tokens
to veto any explanation that is too much of a stretch. At the end of each Act, each player may try to purge
their character’s Grave Tokens. Purging requires a
• If the exploited element is a segment of the charac- player to roll a die for each Grave Token their char-
ter’s Background or Casting, the Grave Token adds 2 acter has collected. Every die that rolls a 5 or 6 purges
to the final result of the Intention instead of 1. one Grave Token; purged Grave Tokens are removed
from the game. Do not place them back into the pool
• If the exploited element is a Descriptor, the Grave upon being purged.
Token adds 3 to the final result of the Intention in-
stead of 1.
Collected Grave Tokens
As we mentioned earlier, collecting Grave Tokens can
A single exploited element can only affect one Grave
make a PC’s life a living hell. The Grave Keeper can
Token. In other words, if you spend two Grave Tokens
remove collected Grave Tokens to do one of the fol-
and exploit a segment of the character’s Background,
lowing effects:
one Grave Token will provide a bonus of 2, but the
other one would only provide the normal bonus of 1.
• Penalty: Before the player rolls for the Intention, the
Grave Keeper may remove up to three Grave Tokens
collected by their PC to give a -1 penalty to the Trait
for each Grave Token removed. This penalty is for that
Optional: Intention only.
After-Boosting
• Reroll: Remove three Grave Tokens to force the play-
With this optional rule, players may boost er whose character had collected the removed Token
after the roll for an Intention has been to reroll one of the dice rolled for an Intention. The
made. Every two Grave Tokens grant a +1 new result must be accepted. The Grave Keeper may
boost to the final result. Players cannot ex- remove more than one Grave Token to force the player
ploit when after-boosting. to reroll additional dice; the amount removed for this
effect must be declared at the same time. The new re-
sults must be accepted.
16
Triggering Flaws Skulls
Nobody’s perfect… well, except Nobody likes critics. In fact, most
yours ghouly. Many characters creative types have a big bone
have Flaws that represent the to pick with them… maybe
various ills, woes and other even a femur. Like them or
detriments that plague them. not, critics play a large role
Don’t worry! Your old pal, in Stories from the Grave,
the Grave Hag, won’t hold
as the players must try to
your Flaws against you.
impress them at every turn.
Immediately before a PC makes an In- For most players, this is all new
tention, one of a PC’s Flaws can be triggered by the Grave terror-tory.
Keeper or the player of the PC who has the Flaw. There are
some restrictions: The overall goal of the game isn’t for players to have
their characters survive… it’s to collectively tell an en-
• A PC may not trigger more than one Flaw per Act. tertaining and chilling story. An installment’s quality is
• The triggered Flaw must be one that would logically measured by Skulls, just like many critics use “stars” to
cause complications for the task at hand. rate the quality of comics, shows and films. An install-
• The triggered Flaw must be attached to the Trait be- ment may have as few as 0 Skulls and no more than 5
ing used for the Intention. Skulls. When an installment begins, it has no Skulls;
you have to earn the fans’ approval.
When the Flaw is triggered, two things happen:
Each installment will have a list of things that will add
• A Grave Token is placed into the pool. or subtract Skulls should they occur; players are not
• Subtract 2 from the final result of the Intention.
17
privy to this list. If something happens during the in-
stallment that the Grave Keeper feels makes for a bet- Player Tips
ter or worse story, they may add or subtract a Skull,
even if it’s not on the list. Sooooo, you think you’re spe-
cial just because your char-
The Grave Keeper secretly keeps track of Skulls during acter is the star of the show,
play, check-marking the boxes provided on the In- do you? Guess what, cre-
stallment Sheet. The players should not be told when tin? You’re not special at
Skulls are gained or lost; only at the end of the install- all. In fact, there’s a good
ment will they learn what the final number of Skulls is. chance your character will
end up being little more than
As mentioned in the “Grave Tokens” section on pag- a juicy, succulent feast for vul-
es 15-16, Skulls will impact how many Grave Tokens tures and rats! But don’t you worry your little
the pool will have at the beginning of each installment severed head about it! Read on and you’ll learn
(except the first installment). Plus, it’s simply an over- things that might help your character survive.
all measure of “how well” the players did. But then again, probably not.
18
This shift offers roleplayers a unique challenge Tip #5: Failure Can Be Better Than Success
though; an opportunity to step into the shoes of very When you have a choice between Controlled Failure
different sorts of characters than they’re accustomed and Conditional Success, you shouldn’t automatically
to. It also allows players to experience an entirely choose Conditional Success simply because the word
style of game play! “success” is included. Remember, “conditional” is also
included! Those conditions are often extremely dif-
Embrace your character and all of their faults, quirks ficult to deal with. Alternatively, if you choose Con-
and outlooks, whether they’re murderous criminals, trolled Failure, you still have narrative control of the
poor schmucks who find themselves over their heads character, which allows you to dictate the terms of the
or even the rare goodie-good. This diversity will keep failure instead of the Grave Keeper being able to throw
the game from being stagnant and will give your role- a monkey wrench into things.
playing skills quite a workout.
Instead of instinctively choosing Conditional Success,
Tip #3: Familiarize Yourself with the Genre stop for a moment and ask yourself if you have a cool
It’s not even remotely difficult to get your hands on idea for how you could narrate the failure. If a cool idea
anthology-style horror. A trip to the video store or a comes to you, you should strongly consider choosing
streaming video service like Netflix or Hulu will reap Controlled Failure. If not, then Conditional Success
plenty of films and TV shows. You can purchase old might be the way to go, as the Grave Keeper may have
horror comics, collected in convenient trade paper- a fun idea for narrating the success. Put the story first.
back format, for very reasonable prices. Many of the
horror comics of the 1940s and ‘50s have fallen into
the public domain and can be read legally online for
free. The material is out there and it’s easy to acquire.
19
Installments
Grave Keeper’s Vault An installment is what many roleplaying games refer
to as an “adventure”. For our published installments,
Welcome to my lair. I think we use a very specific format, as we’ve found it to be
you’ll find it cozy… in a the most convenient way of presenting the necessary
creepy sort of way. Don’t information. You’ll find a blank installment sheet in
mind the dust. Just don’t the back of this book for you to use when creating your
disturb it. I would hate own installments.
for you to have a cof-
fin fit! Reh-heh-heh-heh! Title
Sometimes, I really kill me! Every tale needs a name. Try not to divulge too much
What a great sense of tumor I to the players with the name, as it can spoil the surprise
have! Anyway, since you’re here, we might as of what’s in store for them. “The Werewolf of Soggy
well crack open the tome of knowledge and teach River” may sound evocative, but the players are going
you all the ins and outs of being a good Grave to know right off the bat what they’re walking into be-
Keeper. What can I say? I like big books and I fore the game even begins. If you’re okay with that, go
cannot lie! Reh-heh-heh-heh! for it. Otherwise, such titles should be avoided.
20
Story Frame Skull Modifiers
It’s best to think of a Story Frame as the foundation and This section is devoted to providing a list of events
skeleton upon which your installment is constructed. that will alter the installment’s final number of Skulls
It provides structure so that you can craft your tale earned. You should look at the Story Frame’s suggest-
without worrying about whether or not it follows the ed list before determining exactly what will net the in-
source material in spirit. You’ll find a selection of the stallment Skulls.
most common Story Frames on pages 24-27.
Skull Collection
Each Story Frame offers a general description of what This section allows you to keep track of an install-
it entails as well as a breakdown of each Act to help ment’s Skulls after the game is over, in case you want
you organize the events of your installment. You’ll also to keep record.
be presented with common ways for the installment
of this type to earn and lose Skulls; when making your Grave Keeper Tips
own installments, feel free to modify these, ditch them What follows is a collection of tidbits that will help you
or add new ones to customize the list for your story. become a terror-ific Grave Keeper.
Lastly, most Story Frames have at least one special rule
that applies to the installment. Tip #1: Keep It Moving
Those who have run roleplaying games in the past are
Remember that Story Frames are guidelines; tools for typically accustomed to “adventures” that span the en-
you to use. Don’t hesitate to change them to suit your tirety of a session or even ones that stretch out into
needs or even create all-new ones! multiple sessions. Stories from the Grave is a different
beast altogether, as the intention is to play at least two
Quick Summary or three installments during a single session. This will
This short synopsis lets you know what the installment be quite a change for veterans of other RPGs, as the
is about in a very general sense. In most cases, it should stories have to maintain a deft pace.
be kept to 100 words or less.
If the players slow the pace down to a crawl, speed
Primary Character Backgrounds them up by threatening to start taking Grave Tokens
This section presents the Background for each of the from the pool or, even worse, to force each charac-
PCs. You should write them down on the players’ char- ter to collect a Grave Token. That should get them to
acter sheets or let them do it themselves. move along.
Supporting Characters For your part, give enough details in your narration
Quick write-ups for each of the SCs, along with their to get the point across and set a mood, but if you go
game stats, can be found here. overboard, the game’s pace will slow to a crawl. When
it comes to dialogue, keep it short and sweet. The sto-
Intro From the Grave Hag ries told in the source material had a good amount of
This should be read aloud to the players right before character interaction, but every word had a purpose
the game begins. You’d better start cultivating your and got to the point so that the tale could carry on. You
“crusty old lady” voice! should endeavor to do the same.
21
by the written installment, but don’t ramrod them. In-
stead, come up with a way to make their “new direc-
tion” fit into the story and run with it.
22
Keepers do not have. Since the players can snatch the can use that in Act Three as a possible way for a karmic
narrative reins away, thus being able to make fairly ending (the PC’s most cherished possession burns up
major changes to the story’s direction, you can’t always in a fire, the PC burns to death, the PC finds out that
plan exactly how things are going to wrapped up. they burned the wrong person and in truth it was a
loved one, etc.). Keep a mental catalogue of things that
But that’s okay. In fact, it’s better than okay. It’s exciting! happen along the way, because when things go askew,
you’ll still want a great finish to the tale.
The installment itself will suggest one or more ways to
end it and even if things go completely off the rails, these Tip #7: Immerse Yourself in the Source Material
endings can often be modified to work with whichever We’ve tried to steer you in the right direction, but
way the tale is headed. Should that fail, fly solo and come there’s no substitute for watching or reading the TV
up with something entirely new; look for opportunities shows, films and comicbooks. While immersing your-
to arise that will make for a tantalizing and terrifying self, try to think of the stories in terms of the game.
conclusion. Thinking on your feet will become second What Story Frame does the episode/issue adhere to?
nature to you sooner than one might think. What stats would the SCs have? Where does one Act
end and another begin? What would likely happen if
The trick is to pay close attention to all the little details the main character took a different course of action? By
that can be tied to the end. If, for example, the PC lets a analyzing the source material, you’ll become more at-
character burn to death earlier in the installment, you tuned to the genre, making you a better Grave Keeper.
23
“Consequences”
List of Story Frames The PCs do something unscrupulous, but they may
very well regret it by the time it’s all over… if they sur-
vive. Karma is a harsh mistress.
“Careful What You Wish For”
This Story Frame works best for one PC. The PC wants The Acts
something and will go to any lengths to get it. • Act 1: This is the Act in which the dirty deed(s) is
established.
The Acts • Act 2: During this Act, we see the consequences of
• Act 1: During this Act, it is established what the PC the PCs’ actions arise and cause major problems for
wants and why they want it. The inciting incident is them. The bulk of the Act will involve the PCs trying
to find a way to negate the ramifications somehow.
something that prompts the PC to pursue whatever it
Things often get ridiculously chaotic.
is they want.
• Act 3: Possible solutions are found, but will they work
• Act 2: In Act 2, the PC tries to acquire the “object” of
or will Karma get them in the end?
their desires. If they receive it, it should be at the end of
the Act. If they don’t receive it, move on to Act 3 with Suggested Skull Modifiers
a final, desperate effort to acquire it. • +½ for each PC that suffers a Game Ending result.
• Act 3: If the PC receives whatever it is they were af- • +½ for each PC whose Game Ending result is some-
ter, they learn that there’s some kind of downside to how Karmic or poetic (in addition to the +½ for a reg-
it; something happens that makes them wish they had ular Game Ending result).
never sought it out. If they didn’t receive it in Act 2, • +1 if one or more of the PCs act truly reprehensible
they try to acquire it in Act 3 and will either fail, with in Act 1.
the installment ending, or will find out the downside • -1 if none of the PCs suffer a Game Ending result.
at the end of the Act as a “shock ending”.
Special Rules
Dire Climax: When making Grave Intentions during
Suggested Skull Modifiers
Act 3, players must re-roll the highest-rolling die,
• +1 if the PC puts a lot of effort into obtaining what
keeping the new result.
they desire.
• +1 if the PC suffers a Game Ending result. (if more ----------------------------------------
than one player is playing, change this to “+½ for each
PC that suffers a Game Ending result).
• +1 if the player triggers one of their PC’s Flaws vol-
untarily during the game (if more than one player is
playing, change this to “+1 if at least one player triggers
one of their PC’s Flaws voluntarily during the game”).
Special Rules
Increasing Difficulty: During Act 2, the PC suffers a
-1 penalty to their Guts-based Intentions that involve
whatever it is they desire. During Act 3, that penalty
becomes -2 instead.
----------------------------------------
24
“Hapless” “Mystery”
The PCs are normal, everyday people who find them- There’s a mystery afoot and it’s up to the PCs to solve it.
selves in a terrifying situation. Can they find their way
out or will their fate be an unpleasant one? The Acts
• Act 1: The nature of the mystery is revealed and the
The Acts
PCs are drawn into it. The inciting event typically hap-
• Act 1: This is the Act in which we meet the PCs and
establish their personalities and what they were doing pens shortly after the mystery becomes known to the
before being pulled into the horrific situation. The in- PCs and it can be virtually anything.
citing incident is the event that kickstarts their descent • Act 2: In this Act, the PCs search for clues while
into terror. dealing with any adverse events that stem from
• Act 2: In this Act, the PCs must deal with their tragic their investigation.
turn of events and try to escape, change their situation • Act 3: During this Act, the PCs get to the source of
or simply survive. the mystery and, hopefully, solve it… or perish trying.
• Act 3: During this Act, the PCs find out the catalyst
of their situation and attempt to rectify it or simply es-
Suggested Skull Modifiers
cape back to their normal lives.
• +½ for each clue the PCs find and decipher.
Suggested Skull Modifiers • +1 if one or more of the PCs act heroically at some
• +½ for each PC that doesn’t suffer a game Ending point during the installment.
result (unless the PCs show themselves not to be good • -1 if none of the PCs survive (unless the PCs show
people, in which case ignore this altogether) themselves not to be good people, in which case this
• +1 if one or more PCs act against the cause of the becomes +1).
problem rather than simply try to escape. • -1 if none of the mystery goes unsolved and doesn’t
• +1 if one or more of the PCs act heroically at some have a twist ending.
point during the installment.
• -1 if none of the PCs survive (unless the PCs show
themselves not to be good people, in which case this Special Rules
becomes +1) Deeper and Deadlier: Whenever the PCs find and fig-
ure out a clue, every PC collects a Grave Token (not
Special Rules from the pool).
Good Karma: Any PC that proves themselves to be a
good person throughout Acts 1 and 2 may, at the end ----------------------------------------
of Act 2, purge their collected Grave Tokens on rolls or
4+ instead of 5+.
25
“One of Us” Who is the Killer? Before the scenario begins, the
Someone is threatening the PCs. The someone is one Grave Keeper must decide who the enemy is, or rath-
of the Primary Characters. This Story Frame works er, what will determine who the enemy is. Within the
best with 4 or more players. structure of Act 1, there must be some trigger to deter-
mine who is the enemy. The Grave Keeper must write
The Acts this trigger down and seal it in an envelope. At the
• Act 1: The PCs have a common enemy. The enemy is conclusion of Act 1, after the Grave Keeper announces
threatening all of them. During this first Act, the po- that the enemy is one of the PCs, the Grave Keeper
tential damage must be illustrated, likely by killing at will write down the name of the killer on the envelope
least one SC significant to the PCs. At the end of Act and place this envelope inside another envelope and
1, the Grave Keeper will announce that one of the PCs leave it in plain sight. Must we clarify that the players
is indeed the enemy. The inciting incident makes clear should not see what is written on the envelope or in
that the enemy is in their midst. The Grave Keeper the envelope? In addition to the inciting incident, the
will not announce the inciting incident. (Inciting In-
Grave Keeper should write down a brief reason why
cident Examples: the character who doesn’t succeed in
this character is the enemy. This backstory might be
beating up the nerd; the character who first opens the
tragic or sinister.
door to the spooky mansion; the character who first
says something witty and salacious after the first body
is found.) The inciting incident should not be a total Killer Dice: The killer does not even know who they
giveaway who the enemy is. are… yet. The GM reveals a large bowl of d6s. These
are Killer Dice. These are for the killer (enemy) and
• Act 2: Now that the players and the PCs know that the killer only. Any player may attempt to use one, but
the enemy is in their midst, they have to try and find only if trying to determine who the killer is, either by
the enemy and survive. If the killer is known, they can gathering of clues, or blatant violence. After a player
attempt to kill any other PC. Once the killer is known, uses one, the Grave Keeper will narrate the resolution
the Act will have as many Intentions remaining as their of their Intention, and reveal whether or not that PC
are PCs (if there are 4 living PCs when the identity of is the killer. If they are the killer, the Grave Keeper will
the Killer is known, there will be only 4 Intentions for open the envelope, show the name, and hand the sec-
the rest of the Act). ond, unopened envelope to the killer. If the player is
not the killer, they may not withdraw from the Killer
• Act 3: Any character can be killed by the Killer. This Dice pool again. Once the Killer has been discovered,
Act will have 10 Intentions, and then it is over. If the only the killer may draw dice. If a player draws from
killer did not kill everyone, the Grave Keeper will nar- the pool and is not the killer, now that character can
rate how the remaining PCs were rescued. die! This death can be at the hands of the killer or a
. different PC.
Suggested Skull Modifiers
• +½ for each clue the PCs find and decipher. Killer Dice act as a bonus die for a player to roll, negat-
• +1 for every PC killed by another non-killer PC. ing a low rolling die. A player will still only keep the
• +½ for every Killer Dice played by a non-killer.
results of two dice, but this gives them a better chance
• +1 if the last surviving character is not the killer.
of getting a higher number.
• +1 if the Story ends and the Killer is not killed and
there is a surviving non-Killer PC.
The KIller is Me: If the killer is killed, the PC who
Special Rules killed the killer becomes the killer, and can utilize the
Time Management: For Acts 2 and 3,the Grave Keep- Killer Dice.
er must keep track of the number of Intentions made
collectively by the players. This determines when these ----------------------------------------
two Acts end.
26
“Revenge” “The Item”
This Story Frame works best for one PC. The PC or An object comes into the PCs’ lives. At first all seems
someone the PC cares about has been wronged and it’s well, but things turn sinister.
about time for some payback. But will the revenge be
as sweet as they had hoped… or will it be sour instead. The Acts
• Act 1: During this Act, the item is introduced. The in-
The Acts citing incident is usually when the first sign that some-
• Act 1: The main goal of this Act is to highlight why thing is wrong occurs.
the PC wants revenge. The “jerk” should be portrayed • Act 2: In Act 2, the strange events escalate, causing the
as reprehensible. The inciting incident should be the PCs to do something about it (researching the object,
final straw; the one thing that causes the PC to go on getting rid of it, destroying it, etc.). Nothing works.
their quest for vengeance. • Act 3: In this Act, there’s a breakthrough of some
• Act 2: This Act is all about setting up the revenge and kind, allowing for the possibility that the problem can
potentially continuing to demonstrate the jerk’s awful- be solved. Whether it works remains to be seen.
ness. The PC should have to overcome various compli-
cations in their quest. Suggested Skull Modifiers
• Act 3: During this Act, the PC has their chance to get • +½ for each PC that doesn’t suffer a game Ending
revenge. It may play out how the PC envisioned or it result (unless the PCs show themselves not to be good
may go awry. If the revenge involves death, the PC may people, in which case ignore this altogether).
end up on the wrong side of Karma and get comeup- • +1 if the PCs come up with a creative and entertain-
pance of their own. ing way to solve the problem.
• -1 if none of the PCs survive (unless the PCs show
Suggested Skull Modifiers themselves not to be good people, in which case this
• +1 if the jerk receives comeuppance. becomes +1).
• +1 if the method of revenge is creative.
• +1 if the PC chooses a “Controlled Failure” result at Special Rules
some point. Hard to Get Rid Of: Each time the PCs attempt to de-
• -1 if the PC doesn’t get a Failure result during Act 3 stroy or get rid of the item during Act 2, every involved
(everyone loves a struggle!) PC collects a Grave Token (not from the pool).
Special Rules
None.
27
I digress. In tonight’s story, we meet Henry Mason, a
Sample Installment man who finds love—or at least lust—in all the wrong
places… like a swampy, moss-covered graveyard, for
This is a ready-to-run installment adapted from a sto- example. It’s liable to make him go stark-graving mad!
ry found in the first issue of a comicbook called Weird
Terror (September 1952), which is in the public domain. General Notes: None
Intro from the Grave Hag: “It’s story time, fright fans!
And, boy, do I have a tawdry tale for you!. It’s a yarn
about love, romance, longing and all that other dis-
gusting, sappy drivel! Yech! Give me good old eviscer-
ation, suffocation and dismemberment any day! But
28
green slime on his car instead of blood. If he didn’t hit Before parting company with him, she will suggest that
the woman and you control the narration, his car hits a they could be together forever… but he would have to
tree or gets temporarily stuck in the ditch. If the player get rid of his fiancée in “a most permanent manner”.
controls the narrative, be prepared to think quickly, as She says that he can come to the graveyard once the
Henry really needs to meet the woman. Perhaps she deed has been done and she’ll be there waiting for
can show up out of nowhere the next day or perhaps him. The rest of the installment depends on whether
she even goes to his home in Act Two.
or not Henry decides to kill his fiancée. If he received
a Failure result for the Seduction-based Intention, the
As soon as the Intention is made and narrated, Act
Two begins. player will have little choice; she has him in her evil
clutches, so the GM will take over the narration and
Act Two have him kill her. You’ll have to work up some way to
The woman introduces herself as Amelia, whether it’s handle the situation if he receives a Conditional Suc-
there by the graveyard or elsewhere (if Henry left the cess. Otherwise, it’s up to the player.
scene). She’s the most gorgeous woman he’s ever met
and is sultry as well. Regardless, she doesn’t seem bad- If Henry decides against murdering her, have Amelia
ly injured, nor is she terribly rattled by the experience. invade his dreams or otherwise taunt him into doing
what she wants. Feel free to force another Guts In-
Amelia explains that she had met with one of her fa- tention on him, though with only a 3 as an Obstacle
ther’s workers just beyond the graveyard to give them rather than a 4, as she’s not nearby. It’s okay if he wins
their paycheck, as it’s a centrally located place. She
out though.
was on her way back home when Henry came along.
If asked, she claims her father runs a business cutting
cypress trees. If Henry goes through with the murder attempt, role-
play it out. Let it be a disturbing scene. It can be run as
a Confrontation if you’d like or just a Flesh Intention
to seal the deal.
29
Act Three
If Henry resisted Amelia’s attempts to manipulate him,
she will become more forceful by sending her father’s
wage-earners after both Henry and his fiancée while
they are at home, turning the climax into a suspenseful
“home invasion” situation. Amelia herself will even-
tually make an appearance as well. Feel free to throw
some Intentions Henry’s way to keep things tense.
Skull Modifiers
• +1 if Henry kills his fiancée
• +1 if the PC suffers a Game Ending result.
• +1 if the player triggers one of Henry’s Flaws volun-
tarily during the game.
• +1 for Gratuitous Content.
• -1 if henry doesn’t stop the car after hitting Amelia
in Act One.
• -1/+1 if the Grave Keeper feels the installment was
particularly entertaining.
30
of 11. According to the Intention Result Table, that’s
Example of Play a Success.
To keep things easy, the players’ names have simply GRAVE KEEPER: Henry knows the cause of the
been replaced with their characters’ names. Text in problem. Run with it. Just make up pseudo-scientific
quotation marks indicate “in character” dialogue. gibberish that sounds half-plausible and run with it.
GRAVE KEEPER: [In the Grave Hag’s voice] “What HENRY: I’ll give it my best shot. “It’s beginning to
was the awful thing which screamed and howled in the separate. The entire mass has crystallized. If we could
black vistas of the deep bayous? Henry Baxter learned only get the molecular structure to solidify, I’m sure
the horrible truth, but the discovery nearly cost him we would have it!”
his life.”
GRAVE KEEPER: That works for me. You both notice
HENRY: Hey, at least I know my character isn’t actu- the late hour. You’ve been at this all day.
ally going to die!
31
REX: “Well, let’s knock off for now, Profes-
sor. We’ll try again tomorrow.”
32
inside and get some sleep. He’s now begin-
ning to wonder if his mind is just playing
tricks on him.
33
HENRY: “Good Lord! What was that?” HENRY: Henry implores him: “It would be foolhardy
to go out there now, Rex. It’s as black as pitch! Wait
REX: “Where is the noise coming from?” until tomorrow and we’ll investigate together.” With a
sigh, Rex says, “Well, perhaps it would be best to wait.”
GRAVE KEEPER: The graveyard.
GRAVE KEEPER: Rex, you can attempt another
REX: “It came from outside, in the graveyard!” mini-conflict if you would like.
GRAVE KEEPER: Suddenly, Gretta bursts into the REX: No, I think Rex will head to bed. He won’t argue
laboratory. “Father, what was that horrible noise?” further and get everyone even more upset.
HENRY: “Don’t be alarmed, dear. I’m sure there’s a GRAVE KEEPER: The three retired for the evening,
logical reason for it.” but during the small hours of the night, Gretta was
suddenly awakened by the awful moans. She gets up
REX: Rex has the “Man of action” Descriptor, so he’s from her bed, and says to herself, “It’s started again!
going to rush outside and confront whatever it is that’s Coming from the cemetery!” She sees it, a huge con-
making this noise. torted creature. Freaking out, she yells out, “Father!
Rex! Come quickly!”
GRAVE KEEPER: For that, I’ll add a Grave Token
to the pool. I love it when players use things on their REX: Rex beats feet to her room.
character sheets, especially if it furthers the story…
and this certainly accomplishes that! Gretta urges Rex: HENRY: Henry does too.
“Come back, Rex! Don’t go out there!”
GRAVE KEEPER: Each of you need to make Flesh-
REX: He’ going to pay her no mind. “There’s some- based Intention. Since you were dead asleep when she
thing fiendish in that graveyard and I’m going to find yelled, you’re facing an Obstacle of 1.
out what it is!”
REX: Rex really wants to lay eyes on this thing so he
HENRY: Henry is going to try to talk some sense into can find out what it actually is. I’m going to spend a
him. Can I roll to convince him to stay inside? Grave Token from the pool. Can I exploit my “Man of
action” Descriptor to make my bonus a +3 instead of
GRAVE KEEPER: You’re going to have to make a PC- just a +1?
versus-PC Intention. It will use Henry’s Tongue rating
and Rex’s Guts rating. GRAVE KEEPER: Yes, you can do that. Henry are you
spending any Grave Tokens on this Intention?
Henry has a Tongue rating of 0, which allows him to
roll 2 dice and add the two rolls together. He rolls 5 HENRY: No. I’ll be happy if at least one of us can see
and 6. He adds them together for a total of 11. the creature or whatever it is. No need to waste more
Grave Tokens than necessary.
Rex has a Guts rating of 0 also, so he will only be
rolling 2 dice as well. He rolls a 2 and 3, which is a GRAVE KEEPER: I’m going to place a new Grave To-
total result of 5. ken into the pool in order to trigger Henry’s “Getting
up there in age” Flaw. That will give him a -2 to his
The Grave Keeper cross references the two results final result.
on the PC vs. PC Intention Result Table, with Henry
acting as “Character A” and Rex acting as “Charac- Henry has a Flesh rating of -1, so he rolls 3 dice and
ter B”. Looking at the result, the table says, “Char- takes the two lowest results. He rolls 4, 4 and 6.
acter A succeeds”. Okay, Henry, you get to narrate Ordinarily, he would have a result of 8, but due to
the results. the Flaw that was triggered, he only has 6. That’s
a Failure.
34
Rex has a Flesh rating of 1, so he rolls 3 dice and Many thoughts swirled about in their minds: “Who-
takes the two highest results. He rolls an abysmal ever was buried there is now liberated”, “It’s something
1, 1 and 2. His total result would have been 3, but he from beyond the grave”, “Logic tells me such things are
spent a Grave Token and exploited his “Man of ac- impossible but how can I doubt?” Okay, guys, these
tion” Descriptor, so that brings it up to 6. So close, thoughts are the kind of things that can drive some-
but still a Failure! one mad, so I’m going to have you both make a Grave
Guts-based Intention. No Obstacles or Benefits.
GRAVE KEEPER: In response to the girl’s screams,
the two men ran into her room and when Rex Henry has a Guts rating of 1, so he rolls 3 dice and
glanced out the window, nothing was out there. takes the two highest results. He rolls 4, 6 and 6.
They were too late. That’s a total result of 12… a Success!
REX: “It’s gone now, but I’m convinced whatever it Rex has a Guts rating of 0, so he rolls 2 dice and
was, it must be the same creature I spotted through the adds them together. He rolls 2 and 4… a total of 6.
window several weeks ago.” That’s a Failure!
35
GRAVE KEEPER: Since this was a Grave Intention, GRAVE KEEPER: No roll necessary. As you listen,
Rex might go completely insane and be out of the in- you can tell that Rex has survived and is returning.
stallment. Rex, roll two dice and add them together for
the Grave Failure Table. HENRY: “No! He’s on the porch! He’s coming in!”
Rex rolls 4 and 5. This means that it is a Non-Game GRAVE KEEPER: Suddenly, the door bursts open and Rex
Ending result. collapses, inert, upon the floor, muttering incoherently.
GRAVE KEEPER: Rex doesn’t go insane, but he does REX: I’ve got an idea. We know the thing is proba-
panic and decides to act without thinking. And now, bly undead in nature, right? I mean, Rex saw a zom-
we begin Act Three. bie-looking critter at the window. Maybe we could use
the serum we’ve been working on. All those chemicals
REX: Uh-oh. That can’t be good. might dissolve the monster. After clearing his head a
few minutes, Rex says, “We’ve got to kill it! Get the lon-
GRAVE KEEPER: Probably not. Rex, you collected a gevity serum… it’s the only thing that can destroy him!”
Grave Token earlier. You can now roll a die to try to
purge it. HENRY: [laughing] How do you know it’s the only
thing that can kill it?
Rex rolls 4. He needed a 5 or 6 to purge it, so it
stays with him. REX: I don’t know. It just sounded dramatic.
GRAVE KEEPER: The terrible moaning phenome- GRAVE KEEPER: All this was too much for Gretta.
non continues to torment them until finally, Rex could She says, “I can’t stand it! I’m going out there before it
restrain himself no longer. He declares, “I’m going to comes in after us!” She removes her father’s pistol from
settle this thing once and for all, right now!” They try a drawer and runs from the house.
to stop him, but this time, they can’t. He barges out
the door. He is attacked by an unseen creature. I don’t HENRY: “Gretta, come back!” I want to make an In-
normally like to have so many Intentions, but it’s un- tention to coax her into coming back before something
avoidable here. Rex is looking at a Grave Flesh-based bad happens to her.
Intention. The creature’s own Flesh rating is 2, so that
is subtracted from Rex’s Flesh rating. GRAVE KEEPER: It will be Tongue-based and her SC
rating is 0, so there won’t be an Obstacle because of it.
Rex’s Flesh rating is normally 1, but because of the
monster’s Flesh rating, it counts as a rating of -1. Henry’s Tongue rating is 0, so he rolls 2 dice and
He rolls 3 dice and uses the two lowest results. He hopes for the best. He rolls 2 and 3, a total result
rolls 4, 5 and 5. That’s a total result of 9. Rex can of 5… a Failure.
choose between Controlled Failure or Conditional
Success. GRAVE KEEPER: She yells, “No! I won’t wait! I’ll kill
it! Kill it!”
REX: Well, the Conditional Success came back and bit
us on the butt last time, so I’ll choose Controlled Fail- REX: Yep, she’s gone goofy.
ure. At least I control the narrative that way. Inside the
house, Henry and Gretta can hear a sound of a strug- GRAVE KEEPER: When she comes face to face with
gle and then Rex screams out, “NO! STAY AWAY! the horrible thing in the fens, her resolution is turned
AAAGH!” into stark terror. For the first time, Henry and Gretta
lay eyes on the monster. It is a large mostly-skeletal hu-
GRAVE KEEPER: Scared out of her wits, Gretta says, manoid with a little bit of skin remaining. Outstretch-
“Listen, Father! It’s got Rex!” ing its boney arms, it clutches her… and it speaks in a
creaky, terrifying voice: “So, you will be next to feel my
HENRY: Henry is going to listen really closely. Do I wrath!”
need to make an Intention?
HENRY: “Good Lord, no! Let her go, you fiend!”
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GRAVE KEEPER: The creature continues, “You all Subtracting the combined penalty of 4, the final
must die! But you shall be first, professor! It was your roll is 7. That’s a Non-Game Ending result! He was
accursed elixirs drenching my grave continually which very lucky!
resurrected this wretched body from the sod!” Gretta,
now fully captured by the monster pleads for her fa- REX: Can Rex come out of the house and help out? He
ther to help her. has been laying there on the floor recovering from the
earlier attack.
HENRY: Did Gretta drop the pistol?
GRAVE KEEPER: Yes, he can.
GRAVE KEEPER: No. She still has it in her hand, but
she’s too scared to use it. She’s panicky. REX: While the scuffling has been going on, Rex runs
to the laboratory to grab a glass vial of the serum.
HENRY: Could I spend a Grave Token to edit the Then, he heads outside to confront the skeleton guy.
scene so that she dropped the pistol?
GRAVE KEEPER: As the terrifying creature grasps
GRAVE KEEPER: Sure! the old chemist, Rex arrives on the scene.
37
HENRY: Before Rex interrupts, I’d like Henry to hit a REX: “Did you see that, professor? He turned into an
classic “old scientist” line that one might see in the old embryo and then vanished!”
comics or shows. He says, “No! Don’t! I gave you life!
Don’t do this to me!” HENRY: The entire pattern of life, enacted before our
very eyes, in reverse. This means we were on the wrong
GRAVE KEEPER: The creature retorts, “LIFE? Do trail, Rex! The serum we developed, overactivated the
you call this life? Can a man live without a soul? My glandular functions in the body and had digressive ef-
spirit departed when I died, but you have kept the rest fects!”
of me in a state of LIVING DEATH!” The monster is
so distracted by his own soliloquy that Rex can take REX: “Then all we have to do is reverse the formula
him by surprise. and we’ll have it!”
REX: Rex is going to lob the vial right in the thing’s face! GRAVE KEEPER: Gretta adds, “It’s ironic to think
that a harbinger of death was responsible for bring-
GRAVE KEEPER: Okay, it’s a Flesh-based Grave Inten- ing prolonged life to the people of the world!” Aaaand
tion. Only the monster’s ‘life’ is in danger, though, since that’s a wrap!
he is surprised and isn’t in a position to attack.
Remember, the critter’s Flesh is 2.Also, I’m
going to use the Grave Token you collected
to give you a -1 to your final result.
38
tention System, which is the rule-set that powers our
Epilogue RPG, Retrostar. It’s a near perfect fit, due partly to its
narrative approach and also because it is based on the
For me, it all started with Creepshow when I was ten three-act structure that these stories used. It just need-
years old. Despite my tender age, I was already some- ed some yanking, adjusting and snipping to make it
thing of a horror aficionado, having cut my teeth on the perfect system for the genre.
films such as Halloween, My Bloody Valentine and
Happy Birthday to Me. But Creepshow was different; When I mentioned designing Stories from the Grave,
it was comprised of several different stories, each with people were very enthused and I was able to assemble
a eyebrow-raising ending and linked together by ani- a team of crack artists who love the source material
mated segments that evoked (unbeknownst to me at and were excited to make this product visually excit-
the time) the EC Comics of old. I watched it that movie ing! I owe C. Michael Hall, Bradley K. McDevitt and
just about every time HBO played it. It was enthralled. Nolan Segrest a massive “thanks” for all they’ve done!
I can’t leave out Norbert Franz and Barak Blackburn
Right around that time, I found around a half-dozen for jumping right into the fray and helping me get
issues of DC’s The Witching Hour at a garage sale and this game ready to roll. And lastly, I have to thank all
snatched them up. My first impression that each issue the playtesters. Without their short-notice work, who
was its own Creepshow and that appealed to me. Un- knows how well this thing would play?
fortunately, the small town I lived in didn’t have any
stores that carried The Witching Hour or any other So, here we are, exiting the grave… but not for the last
horror comics, for that matter. time. There will be more to come.
After that, I searched for anything that resembled an- --Cynthia Celeste Miller
thology-style horror, which led me to EC Comics back
issues, Tales from the Darkside and two series from
HBO: The Hitchhiker and, of course, Tales from the
Crypt. I’ve been a fan of this flavor of horror ever since.
39
Character Sheet Traits
Name:
Background:
__________________________________________
__________________________________________
__________________________________________
__________________________________________ Flesh
__________________________________________ Descriptors and Flaws
__________________________________________
__________________________________________
__________________________________________
__________________________________________
__________________________________________
__________________________________________
__________________________________________ Brains Descriptors and Flaws
__________________________________________
__________________________________________
Casting:
__________________________________________
__________________________________________
__________________________________________ Tongue Descriptors and Flaws
__________________________________________
__________________________________________
__________________________________________
__________________________________________
__________________________________________
__________________________________________
__________________________________________ Guts Descriptors and Flaws
Casting:
__________________________________________
__________________________________________
__________________________________________ Tongue Descriptors and Flaws
__________________________________________
__________________________________________
__________________________________________
__________________________________________
__________________________________________
__________________________________________
__________________________________________ Guts Descriptors and Flaws
Installment Sheet Page 1
Story Frame:
Players’ Names:
Quick Summary:
______________________________________________________________________________________
______________________________________________________________________________________
______________________________________________________________________________________
______________________________________________________________________________________
______________________________________________________________________________________
______________________________________________________________________________________
______________________________________________________________________________________
______________________________________________________________________________________
______________________________________________________________________________________
______________________________________________________________________________________
______________________________________________________________________________________
______________________________________________________________________________________
______________________________________________________________________________________
______________________________________________________________________________________
______________________________________________________________________________________
PC Backgrounds:
______________________________________________________________________________________
______________________________________________________________________________________
______________________________________________________________________________________
______________________________________________________________________________________
______________________________________________________________________________________
______________________________________________________________________________________
______________________________________________________________________________________
______________________________________________________________________________________
______________________________________________________________________________________
______________________________________________________________________________________
______________________________________________________________________________________
______________________________________________________________________________________
______________________________________________________________________________________
______________________________________________________________________________________
______________________________________________________________________________________
______________________________________________________________________________________
______________________________________________________________________________________
Supporting Cast:
______________________________________________________________________________________
______________________________________________________________________________________
______________________________________________________________________________________
______________________________________________________________________________________
______________________________________________________________________________________
______________________________________________________________________________________
______________________________________________________________________________________
______________________________________________________________________________________
______________________________________________________________________________________
______________________________________________________________________________________
General Notes:
______________________________________________________________________________________
______________________________________________________________________________________
______________________________________________________________________________________
Installment Sheet Page 2
Skull Modifiers:
______________________________________________________________________________________
______________________________________________________________________________________
______________________________________________________________________________________
______________________________________________________________________________________
______________________________________________________________________________________
Index
After-Boosting 16 Mystery 25
Background 6, 16 Non-Game Ending results 12
Benefits 9 Obstacles 9
Boosting 16 One of Us 26
Brains 6 PC vs. PC Intentions 11
Careful What You Wish For 24 Penalty 16
Casting 6, 16 Players 5
Conditional Success 10-11 Primary Characters 5, 6-7
Confrontations 13 Principal SCs 8, 9
Consequences 24 Purging 16
Controlled Failure 10 Reroll 16
Conventions of the genre 4 Revenge 27
Descriptors 7, 16 Rewrites 11
Do-Overs 12 SC Rating 8, 9
Exploiting 16 Scene Editing 15
Failure 10, 12 Scenes 5-6
Flaws 7, 16, 17 Skulls 17-18
Flesh 6 Special Abilities 7, 8
Game Ending results 12, 13 Story Frames 21, 24-27
Grave Intentions 12, 13 Success 11
Grave Keeper 5, 20-23 Supporting Characters 5, 8
Grave Tokens 15-16, 17 The Item 27
Guts 6 Three-Act Structure 14
Hapless 25 Tongue 6
Installments 5-6, 20-21, 28-30 Traits 6, 8, 9
Intentions 8-12 Triggering Flaws 17
Mundane SCs 8, 9, 13
Well, kiddies, like an old mummy friend of mine once said, “that’s a
wrap”. I’ve enjoyed your visit to my subterranean crypt to listen to
my gut-spewing tales, but all things must come to an end... a brutal,
untimely end, that is! So until next time, don’t be haunted by fear
and never, ever delve into any vaults without expecting overwhelm-
ing horror! You’ve been warned. Scarewell! Reh-heh-heh-heh-heh!
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