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Tips for crafting stories of

Cosmic Horror

Written and Developed by


Travis Legge
Layout and Design by
Travis Legge
Interior Art

Michael Koal and the team of Sphere Productions.


Some art courtesy Art Fantasies, used with permission.
Some artwork copyright Octavirate Entertainment, used with permission.
Some artwork copyright Sade, used with permission.
Some artwork courtesy www.imageafter.com

The Myriad RPG System was designed, written &


illustrated by
Ashok Desai
Glimpse the Beyond Guidebook
Setting elements, characters, layout and trade dress are
all Copyright 2012 Aegis Studios
http://www.aegisstudios.com

A Role-Playing Game of Cosmic Horror


Like most role-playing games (RPGs) Glimpse the Beyond is a game
about imaginary characters created by the players, and the adventures that
they have under the guidance of the Guide. Each player speaks for his or
her character, while the Guide takes control of the bit parts, the villains,
and other people who are essential to the story being told. Characters
controlled by the players are frequently called Player Characters (PCs) and
those controlled by the Guide are logically Non-Player Characters (NPCs).
Welcome to the Glimpse the Beyond Guidebook. This book will give
insight into the world of Glimpse the Beyond and assist the Guide in
creating stories within the setting presented in the Glimpse the Beyond
corebook (available at http://rpg.drivethrustuff.com/product/109234/Glimpse-the-Beyond).
In these pages, we will examine the world inhabited by Magi and the
dangers they face, ranging from encounters with Things That Should Not
Be to run-ins with mundane authorities to rivalries with other Magi. We will
expand upon and refine the concept of Cosmic Horror as a genre and
offer some tips on crafting stories within that genre.
While the corebook and future supplements for Glimpse the Beyond
focus heavily on rules of the game, the Guidebook places its attention on
the art of storytelling. It bears mentioning that the material in this book
is designed to enrich your gaming experience, not detract from it. It is
a collection of insights, tips and tricks, but is not in any way mandatory
for inclusion in your Glimpse the Beyond game. Use what you like and
discard the rest. The Glimpse the Beyond corebook paints the setting in
deliberately broad strokes, as the developers intent is to leave the setting
as open as possible for the Guide to craft stories as he sees fit.
While this book is intended for use by the Guide, the material herein can
be of great value to players as well. The ideas presented here can be
used as springboards for a characters backstory or as a roadmap for the
conflicts a player would like to explore. Hopefully there is something for
everyone here.
Now please allow us to draw back the veil of perception and introduce
you to sights that cannot be unseen. Let us explore the expanses of
Cosmic Horror!

What IS Cosmic Horror?

Cosmic Horror is a term we use to


describe stories in which the protagonists
face incomprehensible forces from beyond
the experience of man. Prime examples
of Cosmic Horror are the works of H.P.
Lovecraft and those authors who have
explored the Cthulu Mythos in their writing.
Stories in Glimpse the Beyond deal with
the forbidden arts of Ritual Magick and
with supernatural creatures that defy the
laws of science and nature.
While the Magi study the occult arts and
learn the ways of Ritual Magick, they
are most definitely playing with forces
they do not fully comprehend. Many
Magi face these forces with a foolhardy
overconfidence in their magicks, whether
from a misunderstanding of the true
nature of the supernatural or from simple
hubris regarding the extent and power
of magick. The wisest Magi understand
that they are grossly outmatched in any
conflict with the supernatural and behave
accordingly.

One of the conceits of the Cosmic Horror


genre is that the forces and beings
encountered are so far beyond human
experience as to evoke madness with their
mere presence. This element of the genre
is certainly a central focus of Glimpse
the Beyond and is represented through
the system with the Sanity resilience value,
Horror Rating and the development of
Madness. Magi often tend to have high
traits in Will, Spirit and Sanity, which
can offer some protection against the
damaging effects of dealing with the
supernatural. Certain spells can also be
of assistance, shielding the Maguss all
too fragile psyche from the horrors of
the beyond. Despite these advantages,
the Guide is well served to remember
that while a Magus is better equipped
than most people to face down a Deep
One or the Slender Man, he is ultimately
vulnerable and weak. Even the most potent
Magi are still only human.
There are a number of ways to effectively
weave elements of Cosmic Horror into
your game. We will examine a few of the
tropes of the genre below.

The Mad Scholar

Many stories of Cosmic Horror begin with


a scholarly sort such as an anthropologist,
historian or theology scholar who has
stumbled upon some blasphemous
secret that has damaged his mind.
While this is often evidence of some
kind of otherworldly creature, there
are numerous catalysts that can
just as easily cause the scholars
descent into madness. Perhaps
an expedition unearths ritual texts
that contain bizarre and disturbing
lore granting the scholar who
reads them expanded and
horrifying perceptions. It is
also possible that studying the
more esoteric applications of
quantum physics can open
the mind to facets of reality
best not contemplated. Or it
is possible that the explorer
comes across a remote and
isolated cult that worships
some dark god and
demands unholy and
inhuman rites in its
service. Any of these
(and numerous other)
scenarios can create rich and
ripe fodder to craft a story
in which the players must
locate, confront and contain
or destroy the catalyst for
the scholars madness.

Forbidden Lands

Another common story


element is that of the
forbidden land. This
can be an ancient set
of cyclopean ruins
that was once home
to creatures from
beyond the stars or
a backwater section
of the swamp that

bears a horrible curse. Sometimes these


places are focal points for magickal
energies that can be tapped into by brave
or foolish Magi. Others are cosmic nexus
points where creatures can be summoned
from the great void. Haunted houses, faerie
rings and dark urban blight can all also
serve a similar purpose by providing
a setting that challenges the Magi
and imperils any who dare enter
the region.

Monstrous Cultists

While humanity, on the whole, is


ill-equipped to deal with the
supernatural, some people
relish in the revelation that
there are potent inhuman
creatures in the cosmos
and dedicate themselves
as servants to these dark
forces. Cultists often serve
in the hopes of gaining
a share of their
patrons power,
though sometimes
their service is simply
rooted in a desire to survive
their masters eventual wrath.
Cultists make extremely
dangerous antagonists as
they are often fanatical
in their servitude and
willing to die to further
their masters goals.
Though not necessarily
common, many cults do
count Magi among their
number, adding another
level of peril to stories
involving cults. Some
cultists, while not Magi
in the truest sense, are
able to channel limited
forms of magick through
the rites and religious
practices of their cult.

Things That Should Not Be

Many stories in Glimpse the Beyond will


focus on the Magi interacting with, hunting
and fighting against supernatural creatures.
The vast majority of creatures that Magi
encounter are inhuman and disturbing,
but lacking in true cosmic power. Some
of these creatures are simple servants
of higher powers that are thankfully
absent from the earthly realm. Others are
independent anomalies and cryptids with
no clear explanation of their origins.
It is vitally important when dealing with
stories involving supernatural creatures
that the Guide make an effort to maintain
a level of mystery to the creatures he
introduces. Familiarity breeds boredom,
especially in horror stories. While there
is certainly enjoyment in the concept of
the recurring villain, this should be the
exception, not the rule. It is also best
if recurring villains are presented as
slowly unfolding mysteries or as more
comprehensible foes (rival Magi, relatively
weak and humanoid supernatural creatures),
leaving the majority of the players
antagonists to be fresh, new, mysterious
and terrifying.

Setting The Foundation of


Story

Glimpse The Beyond is set in the


modern world. Though there are evil things
that prowl the darkness, the majority of
humanity goes about their daily business,
blissfully unaware of the horrors that
surround them. The Magi are few and
represent a secretive subset of society with
their arcane studies and strange practices.
When crafting the setting for your story,
there are numerous points of view you
can take on this broadly defined setting.
Your approach to the setting can color the
choices people make for their characters
as well as the choices you will want to
make when selecting antagonists for your
game. A few ideas are provided below,
but these are a mere fraction of the
possibilities. We recommend having a
discussion with the players when you begin
planning your game to determine what sort
of setting they would like to play in.

Community Based

A group of Magi in the same metropolitan


area collect lore, engage in social and
political struggles with rival Magi and
defend their homes and neighborhoods
from incursions by the supernatural.
This is the basic, default setting for
Glimpse the Beyond. In a game that
takes this approach, the Magi will have
routines, somewhat stable homes and a
cast of NPCs that they interact with on a
regular basis. This basic premise can be
approached in a number of permutations.
Perhaps youd like to set your story in a
gritty urban setting where the Magi live in
violent neighborhoods with ample mundane
threats, Or, you could place the Magi in
a rural community with a small population
where everybody knows everybodys
business and keeping the supernatural
under wraps is a constant challenge. Maybe
youd like to set your tale in a suburban
community where the Magi fill their days
with hauling kids to soccer practice and

attending PTA meetings, while at night they


meet in secret to study the magickal arts.
All these and more are possibilities for
community-based games.

Wandering Sages

Another possibility is to keep the Magi on


the road. Perhaps they are on some sort
of long-term quest
that keeps them on
the move. Maybe
they simply go
where they feel
they are needed
and move on once
they have dealt with
whatever supernatural
threat brought them
to a location. The
Magi could be
hunting a single,
elusive antagonist
while facing smaller
threats along the way,
or perhaps they are
chasing after some
magickal MacGuffin, a
tome of potent magick,
an enchanted stature
that could summon or
destroy an Old One,
something along those
lines.
Stories like this offer
endless opportunity for
new conflicts, new NPCs
and new situations for
the players. It is more
challenging to create an
ongoing supporting cast
in a traveling campaign,
but crafty Guides
can overcome such
obstacles.

Halls of Academe

The Magi in this style of game are


professional academics, such as professors,
archaeologists and scientists. Their
mundane studies parallel their magickal
research. Given the conventions of the
genre, this type of campaign lends itself
well to having the supernatural permeate
everything, lurking just under the surface.
Perhaps the Magi are students, slowly
uncovering the connections between
the natural and the supernatural,
or they could be established
members of the scientific
community who find their beliefs
and preconceptions rattled
and challenged by Things That
Should Not Be.

Running the Game

The Glimpse the Beyond


corebook is filled with rules
and numbers that describe
the mechanical systems
that the Guide will need
to run a game. However,
as anyone who has sat
at a table with some
friends and some dice
can tell you, the game
system is only a small
fraction of what a
Guide needs to run a
successful game.
While there are
thousands of books
out there that
tackle the art of
storytelling and we
could never hope
to condense all that
knowledge into a
few hundred words
here. We can give you
a few tips to help you craft
your stories though.

Tip #1: Story Before System

Perhaps the most important rule to


remember as the Guide is that there are
no immutable rules. The needs of the story
outweigh the needs of the system every
time. If a certain rule contradicts what you
want to have happen in the story,
then ignore it or fudge it. Maybe
a monster scored a particularly
nasty result on an attack roll
and by all rights the poor
Magus facing it should be
dead. If you dont want the
character to die, change the
result. Leave them wounded,
but alive. Its your story.
On the other hand, it
is best to invoke this
sparingly. Players expect a
game to follow its rules. If
you plan to ignore the rules
routinely, or use a set of
house rules, make sure
the players are aware. Its
also advisable to fudge
the rules in favor of
the players more often
than you do in favor
of the antagonists.
If your players feel
like they are being
railroaded or their
characters cant do
anything they wont have any
fun. If your players dont have
fun, you will quickly lose them.

Tip #2: Know Your Material


In preparing to run a Cosmic
Horror story it is advisable
to look at other examples
of Cosmic Horror to draw
inspiration from. Read some
H.P. Lovecraft and Lovecraft
inspired stories. Look to
films, books and video
games that encompass
the feel and mood you
want to set up in

your game for inspiration. Examine these


with a critical eye and try to identify what
you feel draws your interest. What elements
of the story speak to you? Feel free to
utilize those elements in crafting your
story. If there is a particular creature in a
horror video game (or another roleplaying
game) that strikes your fancy: adapt
it. Talk to your players and find out
what they think of as horror and
incorporate those elements as well.
However you must never lose
sight of the fact that the game
is meant to be fun. It is very
important to understand the
boundaries of each player
present. Some elements of
certain horror stories may
disturb or upset players in
a not-fun-at-all kind of
way. It is best to
find out through
conversation

beforehand
what these elements
are and avoid them. If
you happen to stumble
onto subject matter that
is upsetting a player, never be
afraid to pull the plug on the game
and take a breather. Let people
collect themselves and eliminate the
disturbing matter from the story
before starting back up. Everyone
should be comfortable at the
gaming table.

Tip #3: If Its Broke, Fix It


Perhaps youve invested a
long time preparing for
tonights game session.
You are certain that you

have everything in order and that you have


created the perfect horror story. Then you
get to the table and twenty minutes in
nothing seems to be working. The players
just are not into the story, or they have
already solved the entire plot.
Dont be afraid to shift gears if a
certain plot or story is not landing.
Also, be sure to talk to your players
at the end of each session to get
their feedback. Accept any constructive
criticism as a tool to help make your
game better and dont be afraid top
have players tell you that something
didnt work for them. The idea here
is to make sure that everyone has
as good a time as possible.
Communication between the
Guide and players can only
help.

Tip #4: Keep the


Conflict In-Game

Roleplaying games are


social. Sometimes players
will have interpersonal
conflicts that have
little or no bearing
on the game itself.
If these crop up,
encourage your
players to resolve
them outside of
game. The gaming table is not
the place for airing personal
grievances.
Roleplaying games are also
meant to be a good time. If
a player creates difficulties
with other players, pull
him aside and talk to
him privately about it. If
the disruptive behavior
continues, politely
ask him to leave. No
one should have to
tolerate someone
being offensive or
upsetting.

Tip #5: Its Only a Game

Glimpse the Beyond (and for that matter,


ALL, RPGs) is only a game. There are
no occult secrets hidden here. The game
is meant to entertain you
and a few of your friends
through the art of telling
a story. If any member of
your group has difficulty
dealing with that, whether
through an inability to enjoy
the game unless things go
a certain way, or because
they develop a difficulty
separating the fantasy of
the game from reality, it is
probably time to excuse
that member from the
group. If the game
isnt fun, stop playing.
If you or one of
your players starts
to believe that
the game is
going to give

them mystical powers or


offer some insight into the
secret inner workings of
the universe, stop playing
immediately and get that
person psychological help.

BONUS TIP:

Tip #6: Have fun.

Because thats what its all about, boys and


girls: the point of the game is to have fun.

Sample Non-Player
Characters

Not every character in Glimpse the


Beyond is a supernatural creature or a
powerful Magus. In fact, the vast majority
of people are just that: people. The
following collection of NPCs is presented
to give the Guide access to mundane,
normal folks to populate his game with.
These characters are broadly defined and
easily customizable.

Activist

The Activist represents any number of


people who champion a cause. From prolife protesters to anti-war organizers to
volunteer workers at the local homeless
shelter, any of these can fit the Activist
archetype.
Statistics: Power: 2, Intellect: 3, Charisma:
3, Grace: 2, Spirit: 6, Will: 4
Skills: Arts & Crafts: 2, Computer: 3,
Deceit: 2, Drive: 1, History: 2, Linguistics:
1, Medic: 1, Perception: 2, Persuasion: 3,
Science: 2, Theology: 1
Resilience Values: Wounds: 2, Critical
Wounds: 1, Resolve: 6, Sanity: 4, Critical
Sanity: 2
Boons: None
Flaws: None
General Point Total: 60

Bumpkin

These traits represent any number of rural


types, ranging from farmers to reclusive
hill-folk to isolated hunters who live in
swamps or forests.

10

Statistics: Power: 2, Intellect: 2, Charisma:


2, Grace: 2, Spirit: 2, Will: 2
Skills: Arts & Crafts: 2, Athletics: 2,
Close Combat: 3, Deceit: 2, Drive: 3,
Electronics: 3, History: 2, Medic: 2, Occult:
2, Perception: 4, Persuasion: 1, Pilot: 2,
Ranged Combat: 3, Stealth: 2, Science: 1,
Theology: 2
Resilience Values: Wounds: 2, Critical
Wounds: 1, Resolve: 2, Sanity: 2, Critical
Sanity: 1
Boons: Flaws: General Point Total: 60

Child

These traits represent the average child


between the ages of six and fourteen
Statistics: Power: 1, Intellect: 2, Charisma:
2, Grace: 2, Spirit: 4, Will: 4
Skills: Arts & Crafts: 1, Athletics: 2,
Computer: 2, Deceit: 2, Occult: 1,
Perception: 1, Persuasion: 2, Stealth: 2
Resilience Values: Wounds: 3, Critical
Wounds: 1, Resolve: 4, Sanity: 4, Critical
Sanity: 2
Boons: None
Flaws: None
General Point Total: 45

College Student

This collection of traits represents the


average undergraduate American college
student. Guides may wish to move points
around in the Skills section to reflect
certain areas of study. Upperclassmen and
post-graduate students should be assigned
additional points to reflect their increased
experience.

Statistics: Power: 2, Intellect: 4, Charisma:


3, Grace: 2, Spirit: 3, Will: 3
Skills: Athletics: 1, Computer: 3, Drive:
2, History: 3, Linguistics: 2, Medic: 1,
Occult: 1, Perception: 2, Persuasion: 2,
Psychology: 1, Science: 2, Theology: 1
Resilience Values: Wounds: 4, Critical
Wounds: 3, Resolve: 4, Sanity: 3, Critical
Sanity: 2
Boons: Flaws: General Point Total: 60

Cultist

This represents the typical cult member


that Magi may encounter. For cult
leaders, the Guide may wish to add some
supernatural Boons and Flaws or possibly
even grant access to the Ritual Magick skill.
Statistics: Power: 3, Intellect: 2, Charisma:
2, Grace: 3, Spirit: 6, Will: 2
Skills: Arts & Crafts: 3, Athletics: 2, Close
Combat: 3, Computer: 1, Deceit: 1, Drive:
2, History: 1, Linguistics: 1, Occult: 4,
Perception: 2, Persuasion: 3, Ranged
Combat: 1, Stealth: 2, Theology: 1
Resilience Values: Wounds: 6, Critical
Wounds: 4, Resolve: 6, Sanity: 3, Critical
Sanity: 2
Boons: Flaws: General Point Total: 70

Clergyman

Statistics: Power: 2, Intellect: 4, Charisma:


4, Grace: 2, Spirit: 6, Will: 5
Skills: Arts & Crafts: 1, Computer: 2,
Deceit: 2, Drive: 2, Electronics: 2, History:
4, Linguistics: 2, Medic: 2, Occult: 1,
Perception: 4, Persuasion: 4, Psychology:
3, Theology: 4
Resilience Values: Wounds: 5, Critical
Wounds: 3, Resolve: 8, Sanity: 6, Critical
Sanity: 6
Boons: Flaws: General Point Total: 90

EMT

These traits represent an Emergency


Medical Technician or other type of
Emergency Services worker. With little
tweaking they can just as easily be a
search and rescue specialist, firefighter or
stormchaser.
Statistics: Power: 4, Intellect: 4, Charisma:
3, Grace: 3, Spirit: 5, Will: 6
Skills: Athletics: 4, Close Combat:
1, Computer: 2, Deceit: 2, Drive: 4,
Electronics: 3, Linguistics: 2, Medic: 4,
Perception: 3, Persuasion: 2, Pilot: 2,
Psychology: 1, Science: 2,
Resilience Values: Wounds: 5, Critical
Wounds: 4, Resolve: 5, Sanity: 9, Critical
Sanity: 5
Boons: Flaws: General Point Total: 90

These statistics represent any faithful


church leader. Whether a Catholic priest,
a Muslim cleric, a Rabbi or a Buddhist
monk, these traits apply. Points may be
shifted to reflect areas of specialization or
a particular philosophical difference, but for
the most part any spiritual leader could be
represented with these traits.

11

Mechanic

These traits represent any sort of


handyman, repairman or auto mechanic.
this is the guy you go to when things
arent working right to fix them for you.
Statistics: Power: 4, Intellect: 3, Charisma:
2, Grace: 3, Spirit: 3, Will: 4
Skills: Athletics: 2, Close Combat:
2, Computer: 1, Deceit: 2, Drive: 4,
Electronics: 4, Perception: 3, Persuasion:
3, Pilot: 3, Ranged Combat: 3, Stealth: 1,
Science: 2
Resilience Values: Wounds: 4, Critical
Wounds: 4, Resolve: 3, Sanity: 4, Critical
Sanity: 2
Boons: Flaws: General Point Total: 70

Police Officer

These traits represent a typical beat cop or


detective. Federal law enforcement officers,
SWAT officers and Military Police should
have additional points assigned to reflect
their advanced training.
Statistics: Power: 4, Intellect: 3, Charisma:
4, Grace: 3, Spirit: 5, Will: 5
Skills: Athletics: 3, Close Combat:
3, Computer: 3, Deceit: 3, Drive: 4,
Electronics: 2, History: 1, Linguistics: 1,
Medic: 2, Perception: 3, Persuasion: 2,
Pilot: 2, Psychology: 1, Ranged Combat: 4,
Stealth: 2,
Resilience Values: Wounds: 6, Critical
Wounds: 3, Resolve: 6, Sanity: 6, Critical
Sanity: 4
Boons: Flaws: General Point Total: 90

12

Scholar

These traits represent someone who has


dedicated their lives to academia.
Statistics: Power: 1, Intellect: 5, Charisma:
3, Grace: 2, Spirit: 5, Will: 6
Skills: Arts & Crafts: 2, Computer: 4,
Deceit: 3, Drive: 1, Electronics: 3, History:
4, Linguistics: 5, Medic: 1, Occult: 3,
Perception: 2, Persuasion: 3, Psychology:
2, Science: 4, Theology: 3
Resilience Values: Wounds: 3, Critical
Wounds: 3, Resolve: 7, Sanity: 6, Critical
Sanity: 4
Boons: Flaws: General Point Total: 90

Suburbanite

These traits represent the typical suburban


American.
Statistics: Power: 3, Intellect: 3, Charisma:
3, Grace: 3, Spirit: 3, Will: 3
Skills: Arts & Crafts: 3, Athletics: 2, Close
Combat: 1, Computer: 2, Deceit: 2, Drive:
2, Electronics: 1, History: 1, Medic: 1,
Perception: 2, Persuasion: 1, Science: 1,
Theology: 1
Resilience Values: Wounds: 3, Critical
Wounds: 2, Resolve: 4, Sanity: 4, Critical
Sanity: 4
Boons: Flaws: General Point Total: 60

Thug

These traits represent the average streetlevel criminal. Higher-level criminals will
have higher traits.
Statistics: Power: 4, Intellect: 2, Charisma:
3, Grace: 3, Spirit: 3, Will: 2
Skills: Athletics: 3, Close Combat:
4, Computer: 1, Deceit: 4, Drive: 2,
Electronics: 3, Linguistics: 1, Occult: 1,
Perception: 4, Persuasion: 2, Ranged
Combat: 4, Stealth: 4, Theology: 2
Resilience Values: Wounds: 6, Critical
Wounds: 4, Resolve: 5, Sanity: 4, Critical
Sanity: 4
Boons: Flaws: General Point Total: 70

13

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The Myriad RPG System was designed, written and illustrated by
Ashok Desai

PLEASE NOTE:

The above license applies ONLY to the Myriad RPG System. All specific
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