The Beast
October 31st, 1776. Europe is abuzz with news of rebellion from across the ocean. Nearly four months ago now, the British Empire's colonies in the Americas declared their independence from the rule of King George III and his parliament after years of mounting tension, taxation without representation, and the Crown’s refusal to heed their petitions for redress. But as the people of the New World cast off the yolk of their distant overlords to forge a daring new path into the future, the Old World remains mired in the past.
And all the ancient dangers that come with it.
You are a band of low-rent vagabonds in one of the darker corners of Eastern Europe who languish under the employ of a noble known simply to his serfs as the Baron. You hate him, but he provides you with the only work you can find. And the latest labor he has devised for you will prove to be a most apt labor indeed for the holiday the good folk of the Barony prepare to celebrate...
And all the ancient dangers that come with it.
You are a band of low-rent vagabonds in one of the darker corners of Eastern Europe who languish under the employ of a noble known simply to his serfs as the Baron. You hate him, but he provides you with the only work you can find. And the latest labor he has devised for you will prove to be a most apt labor indeed for the holiday the good folk of the Barony prepare to celebrate...
Welcome to my interest check for a game of The Beast, a horror RPG by the prolific TTRPG designer Grant Howitt in collaboration with best friend Chis Taylor. You play as monster hunters in 18th-century eastern Europe, hired (begrudgingly) by the Baron to deal with a horrific and ancient Beast. Learn what you can about it and its minions, and stick together, because if you go in alone and unprepared you're all going to go mad and die. The rules are one-page and rules-light, but I shall list them here rather than link to the original set, as I have decided to tweak a few details of what little rules there are...
Rule One: Success and Failure
When you act and the outcome is in doubt, roll 1d10. If the action fits your background, explain how and add 1d10 to the roll. If you've got the relevant skill, add 1d10. Add together the value of all the dice faces and compare it to the GM's roll based on the difficulty of the task. (1d10 for easy tasks, 2d10 for challenging tasks, and 3d10 for hard tasks.)
If you roll more than the GM, you perform the task successfully. On an equal roll, you perform the task to mixed results. And if you roll lower than the GM, something goes wrong. When you face the Beast, it rolls d20s instead of d10s.
Rule Two: Equipment
Every piece of equipment is assigned one of five ratings and a corresponding modifier.
Poor (+1)
Below Average (+2)
Average (+3)
Above Average (+4)
Amazing (+5)
You add the modifier of a piece of equipment to a roll when you make use of it. You begin the game with two pieces of below average equipment of your choice.
Rule Three: Weaknesses
When you wish to, frame a scene with the GM in which you're attempting to learn one of the Beast's weaknesses. Play it through until it comes to a critical point, and roll. If you succeed, you learn one of the Beat's weaknesses. If you fail, the Beast learns one of yours or makes a new one. Weaknesses may or may not be shared between the Beast and its minions. A serious weakness might affect more than one hunter, or all of them. When you take advantage of a weakness, your opponent downgrades their dice size by one for each weakness.
(d20 > d12 > d10 > d8 > d6 > d4 > d3)
Rule Four: Injury and Madness
When you are injured or suffer extreme stress, roll to Endure vs 1d10 for each time you have previously had to make this roll. On a success, you press on. Fail, and you will need rescuing. If you aren't rescued, you will be at the mercy of the Beast.
If you are interested in joining this game, make a character using the following template.
