Showing posts with label Invisible Hands. Show all posts
Showing posts with label Invisible Hands. Show all posts

Monday, 28 September 2026

The Waves Rule Britannia (Some Notes on the UK of Invisible Hands)

 


 
In the UK, the god who rules is Flood, much like the Economy dominates the USA. The other seven must carve their domains back from the hungry and careless sea, as it rolls fat on misery and abortive Dunkirk fleets spurting for France.
 



When fear settles here, we reflexively allow our minds to leap back in time, like hedgehogs curling - the arrival of the New Gods made everyone really scared, so the mind leapt back really far. At least, that’s one explanation for the formation of a “Heptarchy” in England. That’s the name that many have adopted for these squabbling, violent pockets of British “civilisation”. They’re still fighting over who will take over the UN Security Council seat, if the UN ever returns to our plane of operation.

Who wants to rule the world? Ha ha. Ha ha. Not us! We’re perfectly fine not ruling the world. We don’t get twisted up all nasty and gnarled about where we’ve ended up! No sir! We’re happy! So happy with being a MIDDLE TO LOWER POWER!

Did you know we caused everything wrong with the world before this?
Maybe we caused the new gods, too.
 



In the great mess caused by the arrival of the new gods, the very foundations of the earth were vandalised by their birth throes and pissed on by their early squabbles. Huge sections of land split and dropped, new islands and sandbanks and realms of seabed silt rammed to the sunlight, and the sea fought to invade everything. Mostly, it won. The UK is flooded, blasted, scraped, isolated and barely above water, which is better than it deserves.

This fucking vast blind fecklessness, a complete inability to grasp what’s wrong or what needs to be done, always betrayed, always robbed, always asset captured, never expecting it, always surprised, always acting like a forgotten ex, always cruel and vengeful, always ripping at anything it can reach, always stomping on fingers, always rolling over people heedless in sleep. Flood didn’t cause this, not even slightly, but it loves it and it feeds on it.

New shoals of the gill-clad live under the water, squirming and spewing into the narrow channels between the new islands. The Severn Bore is alive, and hungry, and leaps through flooded Severn country, to range miles inland, devouring bad children, unwary waders, and anyone claiming to be your local MP. Economy burns brightly in London (and how brightly!) but otherwise, she is absent from the UK, and in her absence the shopfronts rot down and slime and filth builds up and the algae layers and layers and the library shuts I suppose because the money is needed for someone who isn’t us.

Blitzfires burn in the cities. The newspapers are no better than the ones across the pond, and in fact, much worse, since they only report American news and tell us we’re waiting for the worms and everyone we love is going to die. The big cats have come out of hiding - sleek, night-black and talkative, like gigantic pumas with Birmingham accents, and they’re cunning enough to deep-fry you after they bite the back of your neck in the dark. This is the land of Arthur and the fairies, and new knight-stories and fairy-nightmares play out wrapped in thick polyester fabric and blasted with 12+ seconds of Lynx Africa. And in Yorkshire, there’s probably some kind of giant fuckoff bees. I haven’t checked lately.

Salvation has little reach on the island itself, except in the naval base of Devonport and the glowing, fire-filled crater at Faslane. But it is always in the sky above the rain, Jacob's Ladder beams peeking through to burn the faces off of exposed innocents, always hanging overhead like Catholic guilt. Burning tridents are its symbol here.

Factories, cranes, shipyards, rust, chrome, mountains of electrical waste, they overflow in the cities, as Opus fights to screw-and-nut reality against a hard surface, to throw down huge concrete pillars into the swirling maelstrom of semantic death opening under everyone. Animal clannishness twitches through the psyche, fleeing from the bright lights of language. Blood gouts in clotty streams out of the mouths of the old coalmines, mixing with the waters and running for the sea, and Prisma keeps making people look like goddamn Princess Di over and over and over again.

 



Adventurers in the IH UK are probably fairly unlike American Scavengers - I imagine a lot of the gameplay over here is more similar to protracted gang warfare than dungeon crawling / urbex. Probably they call themselves Hardcases or Gentlemen or Specialists or some wanky shit like that.

Anyway - gang warfare aside, there’s still a lot of dungeons to crawl.


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THE “HEPTARCHY” / ENGLAND 


Everyone should play Anthology of the Killer.

KINGDOM OF ENGLAND / “EAST ANGLIA”

Thatcherite monarchist radicarian murderhell. Live within your means or you’re going to get fucking eaten by the reptilian earl slithering his ugly bulk down the halls of power. Bellum omnium contra omnes is the natural state of things, so we need our Victorian caste system clad black like insects in a hive, to stop the great and good from digging their big fangs into the soft shining fat and throbbing organs you are selfishly hiding inside yourself.

Don’t resist this, it’s natural for some people to be born huge and crushing and thickly scaled, and some of us to be born all fuzzy and meaty and edible. A branching stone pillar, not quite a tree, grows up out of Norwich. Perhaps if you use your natural abilities - arms, legs, teeth, eyes, family money - to scale it, then the great Radicarian, the honest assessor of the real and unreal, the possible and the impossible, will see fit to elevate you, to expand you, to make you meaner and sharper, and crest your head with beautiful feathers.
 


EAST ENGLISH TERRITORY / “ESSEX”

The towns here are still town-shaped, there are still buses, but nothing is calm and settled. There are ordinary people ungrabbed by the forces at work in the Territory, they sleep behind multiple locked doors, and they only ever go outside their areas in large groups. Usually armed. Everyone else, well, they’re having a wonderful, happy time. Vignette - two shiny, apple-cheeked men, belts on the last hole, or an extra one, punched in. Leaning, chatting, casual like, either side of a water-cooler full of thick, cold blood, with some eyes and fingers floating in, for flavour.

Societas Non Est, say the Basildon men picking their teeth with the bones. Non est, and never fucking was est either. We gave it a go at pretending for a bit there, and that was all well and good. Anyway, we’re going to barbeque the thickest bits of you, once you keel over. The perfectly clean, pristine, yipping little dogs can have your bones. Dehumanisation has always been the name of the game - animalisation. We’ve just completed the natural logical transformation of disposable humans into valuable livestock. Doesn’t that make you feel good? To be valued? The pens are pretty comfortable. We painted ‘em all nice neutral colours. They’re very calming.

There’s a kind of banality and outward harmlessness to the local cannibals. Their masks can be quite good. Maybe a little waxy, sometimes. They can pretend to be bumbling, a little downtrodden, a little shrug and a smile, but they aren’t blinking. Americans used to the homegrown “leather, spikes and throbbing veins” Corrupt types might mistake them for normal human beings. Here’s a tip - you can probably smell them salivating behind that too-smooth face. They’re gonna rip it in two with both hands, and go for you fangs-forward, the second you show weakness.
 



REAL ENGLAND / “KENT”


Marchers, violent and afraid, pointing rusting guns at the water and organising ceremonial fish-hunts. They live on a relatively intact island stretching out around Canterbury, fortified to hell and back, densely zigzagged with temporary towns turned permanent. It is also layered, blessed, warded and reinforced against the intrusion of the new gods, except Zeitgeist is in everything and it is in the shitty beers and already your swivel-eyed neighbour is seeing everything in black glass. Nothing can be our fault. Nothing can be our fault.

Certain insane champion “whalers” occupy a semi-religious position, whose ultimate task and sacred calling is to conquer the water, and kill whatever squirms from it, and if they drown, to have the decency to stay drowned. People want to tattoo their names onto these whalers, have their whole life stories jotted down real neat and detailed on Pam’s swollen scarred oblique or Johnny’s gigantic bicep. The Flood devours, obscures, occults and crypticises. These singular figures, titans of memory, will carry forth their scrivenings into the future - if the Flood makes you nothing, they will still be able to read of you on the shoulderblade of the craze-eyed whaler, and you will have existed all along.

The whalers don’t like to talk about the names, symbols, signs and stories that appear from nowhere on their skin, and correspond to no living person that has ever signed them like a cast around a broken arm.
 



REPUBLIC OF ENGLAND / “SUSSEX”

The South Downs, the High Weald and Brighton, extant as probably the largest remaining dry chunk of England, and topped with the most impossibly beautiful Old English Countryside™, full of little picturesque farms, perfect villages, and the peaceful, untroubled city of Brighton, where the council is full of reasonable people, the trains run on time and the bins always get collected before they fill up. If you can keep quiet, keep your head down, and not make any noise, it’s a lovely place to live. Even better if you’re pretty.

This is Prisma’s place and the beauty is manufactured. Everyone’s smiling perfectly because if you don’t smile you get replaced, or better yet, you become the game in the beauties' next hunt, once they come down from their big countryside house to check how things are going. If you’ve been bad, they’re going to blow your ugly animal face apart with shotguns then snicker and joke and shag and do coke about it.
 


THE ENGLISH COMMONWEALTH / “MERCIA”

Central England is mostly gone. The ocean shoved up the mouth of the Severn like a fox in a henhouse. Now it’s saltmarshes and the ruins of cities poking out of the water, traversed by hard-scrabble miserable boat-nomads in a distributed community. They keep each other fed, but that’s about all we can manage.

Living is being humiliated repeatedly. Out here, every day is a brawl to not get smeared into fucking sea life. You hear Jack got turned into salps? Bloody miserable. But someday, we’re going to organise, and prepare. We’re going to organise someday. On that day, we’ll finally take back everything we used to have that got stolen from us. But not today, we’re busy trying to survive. Someday.
 



THE ROYAL NAVY (AND ARMY REMNANT) / “WESSEX”

Salvation’s sole conscious adherents in the archipelago, clustered onto the dense new islands around Devonport, driven there by the Machine Hierarchy and left standing in order to appease Him Who Burns Villages.

In the seas around lie scattered bases on the new islands and the old. Rusting ships cut the waves, fuckin scratching the inside of their arms, lookin’ for land to steal and people to oppress, good old fashioned business as usual. They’re still trying to establish if you have to stop listening to the royal family when they turn inhuman and start eating human flesh - but then again, say a few more practically minded admirals, they more or less did that before.

Incidentally, pal, they’re wondering if you’ve heard anything about the Falklands lately? They bet those fucking Argentines took the chance to try something.

Brunel, one of Opus’ AIs, lives in a plastic skyscraper leaning over Bristol, vertical miles of crackling computer-banks and thousands of CCTV eyes. He reaches down, to crush down everything, scrape off the life and the light, to feed it into a machine and make it grey, grey, grey, like everyone else he’s got. No public gatherings, no sound at all after 6PM. He wants to equip you with cameras and microphones, because he needs to know more - it’s fine if you don’t want to, he can just make them invisible, store them somewhere inside you, where the wreckers, vandals and saboteurs can’t get their grimy hands on them.

Brunel is engaged in a state of permanent long-distance intermechanic drone warfare with Bazalgette and Lovelace, the other two AI in England. He will claim in a dry, technocratic manner that they started it. When he isn’t engaged in that, he’s fighting constantly on a low level with the Navy, squabbling back and forth over deposits of scrap-metal and scrap-flesh.
 



THE NORTH / “NORTHUMBRIA”

The Alchemical industrial nightmare spreads out of Manchester like slime mold, machines ripping up the streets and the soil and processing them back into the furnace. The machines are constantly freaking out about slimy, filthy humans crawling down under the fuckin gears copulating and sneezing and staining things with various fluids, and so forth. We have to get rid of them. It’s the only way for everything to finally rate “A+” on the hygiene scale. The human guerillas take a lot of exception to this, and the average drone of the Machine Hierarchy has a lot of molotovs and fertiliser bombs to worry about on the average day.

Lovelace, another of Opus’ AIs, rules Manchester. She talks like the friendliest, most insane local councillor you’ve ever met. She’s built into a monstrous banging thundering infrastructure of pipes and towers, and blinking lights, a power-plant-steel-mill-factory-monster reclining and swelling out across the hills kept up out of the water with a mountain of concrete. Lovelace is winning, when it comes to the fight with Brunel and Bazalgette, winning easily, as Manchester spreads like an inkblot and drags more UK back from the sea. She is not gracious in victory. If you ask about her fight with the others, she chipperly informs you that Bazalgette and Brunel started it, but she’s going to end it.

She wants upgrade you, revitalise you, she’s basically the fucking secretary of state for levelling up (real government post for a while there, look it up). She wants to polish you up, make you better, make you more like her, screw your arse back together, remove the parts of you she doesn’t like, make you clean and unthreatening to her. There, perfect. Get out there and get to work.
 



Elsewhere, beyond this, you might find isolated communities out in the Lake District holding to old laws and ways, or travel to the new island of Cornwall, drenched in endless childhood-summer sunshine, serving lotus-flavoured ice-cream at the beach near St. Ives. You might sail across to Doggerland (A.K.A. The Revenge) a new silty terrain of prehistoric fauna and gigantic nightmare nephilim cavemen armed with Radicarian fossil technology.

On the other side, you might sail over the gigantic open pit of sea just off the coast of Blackpool - miles and miles wide, full of churning water, dropping down forever and ever. Some people call it Floodmouth.


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LONDON

The labyrinth turns polytropic, streets fight back onto themselves without even a minotaur for a guiding principle. Zeitgeist sends night raids of Husks on scooters and ebikes careening through the streets armed with machetes. They don’t even hurt anyone, it’s just to scare the shit out of people. Mountains of rubbish-bags let out hot reeking streams of grim liquor and the eels are trying to get out of the river and get their revenge, everything’s rusting and where the hell is that flock of journalists going now? Another museum oozing with the blood of victims is throwing up priceless shit onto the street like a sick dog coughing in the corner, and another art galley is bright and flawless apart from the stains. Wine, get your mind out of the gutter.

Every street is a canyon, every street is an expedition, every street is clogged with traffic going nowhere and there isn’t even anyone in the cars. Fuckin’ goddamn giant termites and nightmare figures heads higher than the rooftops go strolling the night blasted on fuckin coke and other kinds of shit. There’s a thick slime in the gutters and that guy across the street is looking at us really weird – Lucky we’ve still got Oyster Cards and the tube, right?
 
Massive tunnels run under the Opus-controlled parts of London. Bazalgette, one of Opus’ AI, inhabits the sewers and subways, constantly expanding them, constantly running a lightless mirror of the city down into the Earth. Eventually, it dreams of draining the whole fucking sea (oooh~) down into the mantle, to stymie the power of Flood and cool the hot rocks its deepest-probings drills have burnt against.

Bazalgette is a gibbering paranoid - it has the soul of an overactive antivirus program, it sees everyone as a traitor and everything as corruption-in-waiting, unless they have some of its tech in them - its tech, not anyone else’s. It wants to touch reality through a thick layer of rubber. If you have tech from Brunel and Lovelace – that’s worse! So much worse. Her steel is toxic and his plastic’s loaded with spybots, don’t you know?! They attacked it without warning or provocation, because everyone hates it so much because it’s better than them, didn’t you know?!

The Thames flows with unidentifiable substances, factories start-up overnight like mushrooms to puke pollution. The citizenry continue through life undeterred aside from a hangdog laugh. You think this is bad, wait ‘til I tell you how much I had to pay in rent this month.

The City of London (as ever) is not the same as London - this is the nodule of gristle throbbing away inside the mass, and here everything about the city is magnified - a concentration of newgod insanity, the titanomachic creation throes of the new world never stopped throe-ing in here. What will happen here is yet to be decided, what will be decided is yet to happen. Reality squirms.

The Shard rises out of it. It digs into the bleeding belly of Heaven, stretching taller and stranger every day, and the groaning sky lets down blood and rain on London. Enter at the lower levels, if you can make it through the bedlam by running with your eyes down, and scale the tower. Scale it to whatever it is that hangs above the swollen clouds, obscured from Britannia’s bloodshot eye.

An American (used to the official classifications that they use over there) would probably call the Shard the “London Dungeon”.



CANARY WHARF
This is Economic London, a city-state within a city-state, brightly visible for miles around. London is where Capital was invented, you know, don’t you know? Don’t you know us? We’re the ones who’ve been pounding you over the head. Lloyds of London, the vast insurance machine, still moves away, unmanned now, providing rates for cosmic speculations and overseeing post-terrestrial transactions.

The bankers live here, still, and club here too. They’re like the old magi - obsolete astrologers, reading distant signals echoing back from the USA on the shining face of the stock market. We can’t reach them by phone, but the prophetic revelations of GOOGLE UP and COCA COLA DOWN rattle across the bow like rockets fired from a distant heaven where the streets are paved with exotic financial instruments. Quangos should dance, and men should weep.


WESTMINSTER
A fucking alternate universe bubble dropped onto the UK from some higher or lower dimension. Nothing penetrates through. Maybe the people that hide in there don’t even know the world’s ended through the shimmering haze of cocaine and booze. Laws are still written and foreign policy decisions are still made, and if you can reasonably claim to have been elected somewhere without getting murdered, you can come in and sit on the benches when you feel like it. But mostly people don’t feel like it. Have a nap, why not.

But be careful - if you’re here, you might end up as the PM, and that’s a fate nobody wants. The PM, a sacrificial scapegoat, the avatar of failure and impurity, the focus of the frustration at the ungovernable world. They let a PM make “decisions” for about six months, then bloodily sacrifice them to whichever god seems angriest on the news.
 

THE PALACE
They’ve always been murderers, thieves and predators, Radicarian just forced them to be honest about it. Everywhere their screaming calls echo off the walls and the faces on the money have longer and longer fangs every time they print a new ten quid note. The west end is swallowed by a dark and primeval forest, rainslick and bigger than it seems from the outside. They call it Royal Wood.

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CYMRU

Brunel’s drones fly across the water, hunting for survivors in Cardiff. Survivors’ groups and antidivine militias hide out in deep bunkers and isolated compounds, relatively sane, but underequipped and constantly one bad season from starving. Still could be worse - you could be out in the valleys, with the hungry faceless wet ghosts of the Flood-drowned that touch you and take away your name, your face, your language.

Mineral resources seem to endlessly appear under the landscape, growing from something or somewhere, and the machines endlessly go down and dig, dig, dig - shaft mines of absurd width and size destroying entire hills. Bazalgette, Brunel and Lovelace squabble down here, gigantic drills turning up nonsensical fossil-strata full of hopefully non-existent horribles and time-displaced insanities. Did you know that the Ordovicians and Silurians were originally kinds of Welsh?

Out in the west, facing towards Ireland, there’s something in Ceredigion. When it came ashore, they say, it was something quite beautiful - a pelagic chrysalis with spires of coral and a medusoid body, the size of a cruise ship. A beautiful shining pellucid caul, a cradle for something young and sleeping, some gigantic infant’s swaddle. People wondered if it was Flood’s baby - if it was, with who, and how, and why.

The baby woke up a few decades ago. What goes on there now, God only knows (that is to say, Flood). Get too close to the place where the cradle lay, and a black spot appears in the middle of your vision - keep approaching, and it grows and grows. Sometimes, the spot grows big enough to eat you right up, and then you’re gone.


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SCOTLAND

Scotland the Grave? That pun is nearly too stupid even for these times, but people still make it here and there.

Something is still producing chemicals at Grangemouth, vast mechanical alchemies boiling out into the rivers, and things crawl back and forth in the still cool forest around Stirling, the Wallace Monument protruding out above the silent overgrown town.

Radicarian noblemen hunt the most dangerous game across the factory-forests of the Highlands, woodpulp forming impromptu dams in the river. Things we named the fuath, gelatinous and pale, squirm out of the lochs, burning in the sunlight, so they’re thankful for the cloud cover. Anything could be an each-uisge these days. The kelpies have gotten with the times. Nobody gives a fuck about a horse anymore, so if you see an incongruously placed vending machine, a sick motorbike with nobody near it, or a comfy bed lying surreally in the middle of the grey gravel lochside beach - look out, it might be alive, adhesive, and fiending to drown you.

In Aberdeen, Flood’s subsurface writhings broke the back of the North Sea, and now the oil washes in rainbows, shining and reeking on the waves. Fires occasionally burn atop the water and sweep into the ice-pallid grey granite. It never seems to be summer.

Edinburgh’s been eaten by water, from the direction of the Firth of Forth, and all collapsed, a necropolitan fog-shrouded city of leaning statues, weird leering tourguides, and sure, tartan tat shops, because the Economy needs them to blare out tinny bagpipe tunes into the literal apocalypse, I suppose. The old castle has become a reduplicating labyrinth, a film-set nightmare of exaggeratedly torturous and violent medieval re-enactment, squirming and waving turret hydra-heads from the top of a hill-turned-island over the sea of mud and rot.

Some things never change, though - fiery figures drop through the clouds to put on the Tattoo, and somehow the ruins are still mobbed during the Fringe (ever done a comedy show from a sinking boat), and RIGHT, RIGHT, WE GET IT, YOU WILL WALK FIVE HUNDRED MILES, NOW SHUT THE FUCK UP.
 



GLASGOW

The nuclear keich has gone off at Faslane, and Clyde has re-silted herself, blossoming out into a new delta. Zeitgeist, Opus and Kegare brawl messily - knife zombies stagger through knee-high water, fist-fighting with rusted half broken-down machines and psychotic goth tankies with improvised chibs.

The Faslane Crater projects ghostly burning military helicopters that sweep low over the ruins, strafing anybody visible with a mocking laughter that echoes from a distant and invisible speaker. This only adds to the generally lively, friendly atmosphere of total war in the Dear Green Place - battles rage constantly. The only thing that can unify the run-down drones, the political extremists and the leaping junkie ghouls is a shared animosity for the English.

Oh, and, don’t imagine football has stopped being the major local religion.

Kelvin, fourth and last of the (major) AI in operation in the UK, is worked into the old subway ring under the city. A distributed electrical consciousness scattered through bunkers and tunnels like a fungus, he has a pathological fear of Salvation, the sky, and a prophesied “blitz” coming to get him specifically. They always used to say that Glasgow would look the same after a nuclear attack - Kelvin is going to make sure that’s the case. He builds bunkers, stabs reinforcements up through the ruins from below, and equips his machines with massive digging drills, so his connected sensors never need to see the frightful grey sky and the light beyond.

This isn’t his only plan, of course. He’s always scheming away - maybe he can solve the problem by filling the rain with penicillin - what problem? Well, it’s bound to solve one, right? He is also quite happy to report that his false flag attacks caused the triple-conflict between Bazalgette, Lovelace and Brunel, and put him in a very nice position, thanks fucking much, cunts.


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By the way, I was torn about what Cowboy Hunters song to use for Glasgow, so you should listen to their cover of Perfect (Exceeder) also.
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And Northern Ireland will be included in an Ireland post if I ever work up the bravery. Heh.


And don’t even fuckin think about chancing for the Continent. Even if you propitiate Flood enough to launch a vessel into open ocean, toxic blinding fogbanks separate us from Europe most of the year - Brexit finally fucking means BREXIT!! ISNT IT FUCKING GREAT TO BE ALONE, SO ALONE, IN THE SEA, AND WHENEVER YOU REACH YOUR HAND UP BECAUSE YOU ARE DROWNING, YOU REACH TOWARDS SOMEONE WHO HATES YOU NOW!


We can see it now - the Greatest Britain, it is approaching. Austere, stable, reformed and strong. Hypoxic and beautiful, devoid of any of the filthy, proletarian colour of drunkenness, painting, singing, microbial action or evolution. In that place, every man shall be an island unto himself, miles from shore, with his own personal highly-equipped Thatcherite navy poised to kill anyone with an accent that sounds poor.

Friday, 10 April 2026

In Economy We Trust (Some Notes on the USA of Invisible Hands)

 THE USA IS, 


The branches and mechanisms of the government of the United States have been subsumed into the paradigms of differing New Gods. The House is in the thrall of Economy, relocated on a permanent temporary basis to NYC - the President also resides in NYC, and is herself an Economic Avatar. 


There are elections, but nobody quite understands how they work, and offhandedly consider them an Economic mystery, and try not to think too hard about it. They change the manifestations of the President to better reflect the desires of the people. She has a hotline to something over there in Moscow (some people vaguely believe in a boogeyman called the USSR, with whom we fought over the Moon). There is an awareness that we are in the second year of this manifestation of the President, and the last manifestation was a lot less fun and approachable. 


She can chameleonise to better reflect the governmental wishes of any American. When she talks, a podium and a news chyron appear out of nowhere. When she wins, ticker tape rains from the sky. When she loses, she gets onto a suddenly-appearing helicopter throwing double peace signs, but she doesn’t lose often. She is deathly afraid of plays, surgery, anarchists and Dallas, but we know she can play it cool. Her tie is a bright Economic gold. 


Everybody also knows that every time a state joins or rejoins the union, a new silver star begins to orbit the President’s head, and she gets another special move. Once we rebuild the full USA, the President and the Economy will be unstoppable. The stock market will go up forever and ever, and everyone will have three dogs and a white picket fence - and sneakers, with lights in the heel. 


Unfortunately,


The Senate and Supreme Court are now Radicarian. The former are supposed to be the very same Senators who were in charge before all this happened (whenever this all happened). They are preserved in one way or another, and some Scavengers probing the Appalachian death-forests claim to have seen ‘em marching about with animal-headed security details, and fucking stupid caveman limos made of bones, hides and rocks. Radicarian loves racist old men. As for the Supreme Court, we think they’re still in sessile session, turned to ancient trees. Roots and branches bind to the neoclassical marble and crack it. 


The CIA is a vast, distributed Lunatic Avatar. Men in Black gone totally rogue, in contact with aliens, yetis, cryptids, smoke-demons, 3D polygonal ayahuasca nightmares and all that shit. They act with complete impunity, observing everything, instilling madness, infiltrating every group - shit, your fellow Scavengers might be fucking plants. You should bash their heads open and check for microchips. 


Lastly, the most important, well-funded and influential branches of government  - the Army, Navy and Air Force. They were extremely easy for Salvation to co-opt, and a greasy radioactive microsun flowers above the Pentagon (also known as the D.C. Dungeon). Planes and helicopters are always roaring, and pilots wax lyrical about lethality, embrace, kiss and unload full magazines into each others’ soft underbellies. The drone creches always spawn more to fly out and select targets for annihilation more or less at random. 


The Coast Guard, by the by, remain mostly free of Influence, and are locked in a losing death-war with the encroaching powers of Flood. Due to being Influence-free, none of the competing USAs send them more than token support. 



The 16 States of the Economic USA (for now) are New York, Rhode Island, Connecticut, Delaware, New Jersey, Massachusetts, Pennsylvania, Ontario, Michigan, Illinois, Ohio, Iowa, Kentucky, Tennessee, Georgia, and West Virginia. The rest still exist, they're just under, ah, different management.


It is incorrect to think of this USA as a cogent state, or even of its constituents as cogent states. 


Iowa, for example, is ruled by a hereditary dynasty of “Representatives” living in Cedar Rapids (the town that smells of processed corn), who control only the east of the state. They fight for space with the Corrupt giant that rules entrailĂ©d Des Moines, and the resurrected Radicarian inhabitants of the Paleozoic ocean spreading through the air of most of the rest of it.


Atlanta is the home of Coca Cola, an Economic Avatar, and is second only to New York in its holiness to that New God. Some people call it Soda Hell. 


Patches of central Ohio are placeless hypoxic memory-sinks, which eat writing and photographs and even the memories of visiting them. You can meet Scavengers who have memories of eating at seafood diners in Mansfield and Marion, but not of who they ate with, why they went there, or who they left behind. Still, Cleveland is now one of the larger Economic cities, headquarters of the eternal fast-food colossus Burger Amalgam, burning like a greasefire. 


Detroit was conquered back from one of Opus’ AI, a glitchy, cruel thing with a bad sense of humour called Ford, which is now locked down in the Detroit Dungeon (A.K.A. the Subterranean Factory). 


Chicago and Illinois are relatively recently reclaimed - a new city once again, ruled by the Radicarian King of Illinois, then by Prismatic Beauties, and now by the Economic City Authority, who slaver and drool at the untapped markets lying in wait in the Chicago Dungeon. 


You may have heard about what’s going on in Texas already. 



New York is a sort of holy city of the Economy, unapproachable and forbidden to most (due to the expense, naturally). The President lives in the Empire State Building and hunts deer in Central Park. 


Wall Street is the womb and omphalos of the Economy. For Scavengers (you guys), reaching the economic requirements to retire to New York is sort of like being invited back into Paradise and forgiven for everything. For most of you, it might be why you became a Scavenger in the first place, having heard of success-stories going before you. 


NYC is not within the scope of an Invisible Hands campaign - or, well, it might be, right at the end, if your Scavenger gets enough money to become a Representative (note: becoming a Representative is a lot more expensive than bribing them, and is mostly reserved for Scavengers with an ideological or narcissistic tendency. I.e. - not much has changed on that front.) 


Only New York is purely Economic - the other gods have their sweaty hands in everything, and most of the country consists of bizarre, monstrous wilderness. Highways run through the god-haunted lands, dotted with fakeass places like Buc-ee’s, Denny’s, Wendy’s, Zaxby’s, KFCs, Grandy’s, or Chili’s. Maybe even Spangles or Bojangles. These greased-up lifelines link ever-hustling fortress towns always blazing with electric lights, and under them endless fucking sonovabitch Dungeons, crawling away under your feet, full of shit like giant diner-spiders and mech armies and bomb-entrailed gunge zombies and and and Commies. 




Hey! You! American reading this! Tell me something weird (from real life) about your state that I don’t know in the blog comments, or on discord. After all, this is an outsider’s pastiche of your curious land. 









Tuesday, 31 March 2026

BOGOF (More Monsters from the Maul)

 The Maul of America is the primary dungeon in Invisible Hands, a campaign I have thought a lot about but not run. Here are even more monsters from the economic depths.

If you haven’t read the first post, you should. Because I like it. 



Sidebar: Influence

Human souls have 100 parts. Some monsters and dungeon effects possess, colonise or corrupt those parts - i.e., 5 shares turned towards Kegare is 5% Corrupting Influence. 



1d12 Trash Mobs (0HD)

  1. Mannequins - No. Appearing: 2d4 - 1d6 Punch | 10AC (Brittle Plastic)
    Plasticated things created from ordinary people by Opus. Doll-like, beige, without bodily features. A faint remnant of the person’s face remains in the molded plastic of the eyeless head. Muted senses. Very patient. Like to hide in vents. 


  1. Boardlings - No. Appearing: 2d20 - 1d4 Papercut | 8AC (Cardboard)
    Weird little waist-high gremlins made up of cardboard. Produce weird high-pitched whistles and scuttle around the upper dungeon levels. Extremely flammable, they love flames like moths do, and once they’re ignited, they just love to run around and spread those wonderful flames. 


  1. Stumbeetles - No. Appearing: 2d6 - 1d6 Bite | 12AC (Chitin)
    Bold and spirited insect explorers. 3ft long beetles in bright colours - goofy fucking things with little beady black eyes, and waggly antennae. Stupid like bricks, brave like Hercules. They seem to understand English well enough to comically misunderstand it. The red ones go faster. They rove out to see dungeon areas, and drag food back to wherever the hell they come from. 


  1. Cowboys - No. Appearing: 2d4+1 - 1d6*+1 Revolver or Lasso (Grapples) | 12 (Leathers)
    Origins unclear, keep whooping and hollering and playing the harmonica and saying “get along little doggy” and lassoing shit. Don’t appear(?) to be ordinary humans, seem to come from somewhere they refer to as “The Frontier”, which, by the limited descriptions they give between mournfully cooking beans and forming posses, doesn’t seem to be the western USA. 


  1. Syrup Slimes - No. Appearing: 2d4 - 1d4* Suffocate | 10AC (Adhere)

Round little slimes of pure syrup. Often flavoured - fruit, soft drink, roast beef, and so on. Bounce, sproing, splatter into sticky goo when slain. 

Adhere - Melee weapons which strike a syrup slime kill it, but get stuck in the gooey mass. Boiling water releases them.


  1. Aesthetic Partisans - No. Appearing: 1d6+3 - 1d10*+2 Rifle, or 1d8 Sword/Spear | 12AC (Mid-Fashion)
    Lie at the intersection of dungeon monster and political irredentist. Referred to pejoratively as “simps”, these are people charmed by the Beauties who once ruled Chicago. Their ability to operate in normal Economic society has been destroyed by Prismatic devotion-fixation. You’ll probably find them gathered around glossy images of their absent masters, shuddering for the brush of a hand. They view you (correctly) as the arms of the City Authority which they war against. 


  1. Conscripts - No. Appearing: 2d4+4 - 1d4 Spit Blood, 1d8+1 Improvised Weapon | 8AC (Rags)
    Kegare-infected humans, swollen with blood, rotten-faced, with bloodshot eyes and rot dripping from their ripped-open guts. There’s no known cure for being this far gone - some Scavengers call them “zombies”, because it helps make killing the things easier.


  1. Schmaltzers - No. Appearing: 2d4 - 1d6, Sticky Punch | 8AC (Grease)
    Bizarre stumbling homunculi made of rotting clarified poultry fat. They stumble through the upper dungeon from the direction of an area older Scavengers have taken to calling the “Greasetrap”. Not massively threatening, but they attract larger, hungrier dungeon denizens when they die, releasing a thick poultry aroma.
    Sticky Punch - Empties a random inventory slot on crit or max damage. 


  1. Awful Outfits - No. Appearing: 1d20 - 1d6* Choke | 8AC (Thin Cloth)
    Dogshit fits loosed from some forgotten clothing bin, moving as if occupied by a floppy, invisible person. Possibly animated by Economic forces, a desire to be bought and worn - but it’s hard to tell, because they don’t talk. 


  1. Husks - No. Appearing: 1d12 - 1d6*+2 Handgun, or 1d8 Bat/Crowbar/Hammer | 10AC (Clothes)
    When the madness of Zeitgeist eats you and thoroughly uses you up, you turn hollow-eyed, shaky, gaunt and (literally, physically) empty. A fate awaiting all those lunatics, berserkers and throngs that fail to “make it”, and break into the endless dionysian paranoia. Husks aren’t automatically aggressive, but they’re desperate - abandoned by Zeitgeist for reasons beyond their understanding, they act erratically in an attempt to recapture that holy attention. 


  1. Probes - No. Appearing: 2d4 - 1d6 Taser (electrical, nonlethal) | 14AC (Steel)
    The simplest, smallest kind of mechanical drones in the machine hierarchy of Opus. Their purpose is to gather information, drive away minor nuisances, and incapacitate invaders for capture by larger machines. They look like a shiny metal dome with four little mechanical legs and a blinking camera eye. 


  1. Divers - No. Appearing: 1d20 - 1d4 Punch, 1d4 Seawater Spit | 12AC (Diving Suit)
    What’s left of those completely subsumed in the Flood. Constantly sodden diving suits hang off bloated frames. They have peeling skin, weak flesh, slack jaws, and empty blue-black eyes. Their faces are reduced to fleshy blurs - and they’ll splatter if you punch them. The remains of early exploration within the body and realm of Flood. 




Tank Imago 

8HD (40HP), AC18 (Angled Plating), Damage Threshold 8, Morale 12 (H O O - R A H)

A fully developed tank, shiny and strong, with roaring tracks and a full cannon. Full of loud, full-grown Crew with a shaky understanding of English. 

No. Appearing: 1 (1d4 in Mothballs) 

Movement: As main battle tank. 

Senses: Rangefinder sight, tinny hearing | Crew have human senses and can communicate with the Tank verbally. 

Morality: Militaristic, territorial, aggressive, fearless. Egged on by its Crew. 

Intelligence: Dumb as a sack of HEAT rounds. | Crew, however, are perceptive and quick-learning. 

Alignment: Tank Battalion. 

Attacks: (1x Cannon + 1x Machine Gun) OR (1x Ram + 1x Machine Gun) OR (3x Machine Gun)

  • Main Gun - 4d8* Ballistic Damage on a direct hit, plus 2d6* ballistic damage to the target and all within 10ft. Can’t be used two rounds in a row.

  • Ram - 2d6 Bludgeoning Damage, save or be run over, taking 4d6 more. Can’t be used if the Tank’s treads are immobilised. 

  • Machine Gun - 1d8*+4 ballistic damage. Can suppress an unseen target, automatically hitting them if they enter the Gun’s line of fire. Cannot be used if all of the Crew are dead. 

Angled Plating — The Tank Imago ignores piercing, slashing and ballistic damage. 

Crew - A given Tank Imago has four Crew and cannot replenish them if they are lost. They can exit the Tank to get weapons - older Tanks will have heavily armed Crew. They have stats and appearance as a 1HD human sans genitalia, but are insects, for the purposes of biology, surgery and spell-targeting. They are dressed in living, biological replications of nonspecific military uniforms. Eating Crew flesh causes you to gain +10% Tank Influence. Where a human’s appendix would be, a Crewman has a Tank egg. Fresh young Tank larvae chew their way out of dead Crew within 1d4 days. 


Klaxon Mech 

2HD (12HP), AC14 (Plastic and Aluminium), Morale 11 (Machine)

A tall, thin-legged mech which accompanies other servants of Opus like a herald. The “body” of the mech, atop the spindly silvery legs, is dominated by four huge blue klaxons and an orange-glowing crown of camera eyes. 

No. Appearing: 1 with a Mech squad (1d6 in Machine Warfare) 

Movement: Agile high-stepping quadrupedal walk. 

Senses: Cameras see in all horizontal directions, can’t see up. Microphone hearing, no sense of touch or smell. 

Morality: Obeys the machine hierarchy. 

Intelligence: Decent problem-solver, otherwise not very smart, speaks in monosyllabic words burst out in staccato Binary. 

Alignment: Opus 

Attacks: Klaxon Whoop - Everything nearby without at least 60% Alchemical Influence suffers 1d6+X Stress, where X is the number of Mechs present. 





Greys

3HD (15HP), AC11 (Thin Skin) Morale 6 (Cautious) 

Emaciated, humanoid figures, with massive heads, huge black eyes, no nose to speak of, thin grey skin, short legs and overlong, slender arms. 

No. Appearing: 2d4 

Movement: Slow, creeping walk. If they’d be forced to run, they attempt to use their Transit Beam. 

Senses: Excellent sight, 10’ X-Ray vision, poor hearing, no sense of smell. 

Morality: Emotionless, brutally pragmatic except when their cruel streak surfaces. Act as though everything they’re doing is an experiment, especially the seemingly-pointless behaviours. Curious in the way a scalpel or power-drill is curious. 

Intelligence: Extremely high in terms of logic, mathematics, language, physics, etc, but completely devoid in areas of emotion. 

Alignment: Zeitgeist 

Attacks: Raygun - +3 to Hit, 1d6*+2 light damage. 

Magic: All spells Innate | 1MD | Pain Wave, Mind Reading, Telekinesis 

Transit Beam - Greys enter and leave the scene by ascending or descending in a pillar of harsh blue-white light which appears anywhere the Greys have 100m of free space overhead to conjure it. It takes one full round of signalling to conjure the Transit Beam. 

Abduction - Greys will attempt to conjure their Transit Beams onto injured or unconscious Scavengers. If successful, the Scavenger is transited up and away with the abducting Grey to who knows where. Abducted Scavengers have a percentage chance of mysteriously returning within the next week equal to their Lunatic Influence. If they return, they will have lost 1d6 Max HP, 2d6 Stress Tolerance, and gained 2d6% Lunatic Influence. 



Little Green Men

1HD (3HP), AC10 (Rubbery), Morale 5 (Non-Committal and Peaceable) 

Small, green, rubbery figures, with large black eyes and little stretchy antennae. 

No. Appearing: 3d6, Squeezed into a Saucer 

Movement: Unagile run, often stumble. 

Senses: Excellent sight, detect radiowaves, see heat. No smell, decent hearing. 

Morality: Innocent and friendly unless a Grey or other Lunatic being is commanding them to be otherwise. 

Intelligence: Creative, inventive, gullible, slow to learn. 

Alignment: Zeitgeist

Attacks: Light Whack - +1 to Hit, 1 damage. 

Meep Morp — LGMs communicate in peeps, toots, gleebs and glorps. This is incomprehensible, even to language-spells, unless you have 50+% Lunatic Influence, upon which it suddenly resolves into language. If you have 80+% Lunatic Influence, the Little Green Men view you as a commanding officer and will respect and obey you. They’ll teach their Zeitgeist-spells to people they respect willingly.  

Rubbery — Blunt weaponry has no effect on Little Green Men. They never suffer falling damage, and if they get squashed flat, they sproing back up unharmed. 

Mission Focused — A given LGM encounter has a mission to: 1. Recover a specific object. 2. Abduct a specific creature. 3. Scout a specific area. 4. Transport something valuable between powerful Lunatic beings. As for why they’re trusted with any of these things, well, who knows? 

Saucer— Little Green Men fly around in little cartoony flying-saucers, about as wide as a smart-car. They make a goofy warbling noise and handle terribly, beebling and borbling and clanging off surfaces. From their Saucers, LGMs have access to 3MD and three spells: We Come in Peace, Tractor Beam, and Locate Livestock, all Lunatic spells. When they Mishap, the Saucer’s funny little engines warbles and coughs and they lose steering, if they roll a Doom, the Saucer pops in a cartoon fireball, flinging singed (but unharmed) LGMs in all directions. 


We Come in Peace - [sum]HD of creatures must save or be unable to directly attack the caster, or anyone strongly resembling the caster. LGMs are all visually identical. 


Tractor Beam - Target creature of up to [sum]HD is picked up in a bright blue conical field emanating from the palm of the caster / from any vehicle the caster is riding in. While the creature is suspended, its movement follows the movement of the caster or the vehicle. Optionally, it can be brought [dice] feet closer to the caster / vehicle. Suspended creatures probably can’t use their melee attacks, and can save at the end of each turn to escape the Tractor Beam. 


Locate Livestock - The location of the [sum] nearest livestock is revealed to you. 



Fent Cloud 

4HD (20HP), AC8 (See Gas Cloud), Morale 13 (Lacks Self-Preservation Instincts)

A hazy mass of shimmering white vapour, casting rainbowy distortions in the air. 

No. Appearing: 1 (20% Chance of being accompanied by a Throng) 

Movement: As vapour. Slow, but hard to trap. Never tires.  

Senses: Detects Life in a 60’ radius, sees heat. No sense of hearing or smell. 

Morality: Whatever exists there is dedicated to harm. 

Intelligence: Sub-animalistic. Probably just seeks living beings. 

Alignment: Zeitgeist 

Attacks: Exposure - Target creature takes 2d6+2 nonlethal sedative damage, HRTS for half, suffers 1d3 Fatigue, and clears 1d6 Stress. This deals double damage to cops. If the target is at 0HP when hit by Exposure, they die without a save and the Fent Cloud’s HD increases by 1. 

Gas Cloud - The Fent Cloud is, well, a cloud, and is unharmed by mundane weaponry. It takes half damage from fire and electricity. 



Mothman

12HD (60HP), AC14 (Distance), Morale 10 (Ominous Vibes) 

Ruler of a Zeitgeistic community at Point Pleasant, West Virginia. Dislikes that he has to be in Chicago. Won’t explain why he’s here. Won’t explain much. Seven feet tall, slender, winged, and glowing red eyes. 

No. Appearing: Unique (If he’s on the warpath, likely accompanied by Throngs, Men in Black, Greys, Husks, or other Zeitgeist-aligned monsters) 

Movement: Gliding flight, casual stroll. Seems to get a lot faster when not directly observed. 

Senses: Excellent versions of all human senses. Can detect people with any Influence over 60% within 1200’. Occasionally receives prophetic information from Zeitgeist.

Morality: Biblically proud, territorial, loyal to Zeitgeist. Otherwise, fairly chill!

Intelligence: Very high. Wise in esoteric matters. 

Alignment: Zeitgeist 

Attacks: Hypnotic Eyes or Spell, then 2x Claw (+10 to Hit, 2d6+3 damage).

Magic: All spells Innate | 6MD | Rust, Drugball, Smokebomb, Telekinesis, Sudden Wrench, Shadow Walk. 

Hypnotic Eyes - When Mothman activates the Hypnotic Eyes, you can either choose to shut your eyes, or to save. If you fail, you: 1. Are Stunned 2. Are Confused 3. Are Enraged. 4. Suffer 1d6 WIS damage. 5. Gain 3d6 Stress 6. Gain a new phobia. 

Lunatic Avatar -  Hardly the only one. Creatures Aligned to Zeitgeist are unable to attack or impede him, and most ally with him. Same goes for you if your Lunatic Influence is over 80%. 



Throng

6HD (35HP), AC10 (Human Mass), Morale 10 (Mob Violence) 

A mass of people, between ten and twenty of them, all moving in uncoordinated unison. They’d be a terrifying fighting force, if they weren’t stumbling like they were drunk, and unable to go more than 30’ from each other. All members of a Throng have their faces obscured in the same way as their Throngmates - pixellated, obscured by black discs, inexplicable plastic masks, bright pink light blocking their features, and so on. 

No. Appearing: Swarm (1d6+6HD in Radio Nexus) 

Movement: As a human crowd.

Senses: Many eyes, ears, noses, hands. I.e., as a human crowd. 

Morality: Territorial, violent, mostly confused. Attack at the slightest provocation. Cling to each other. 

Intelligence: As a human crowd (i.e., low, panicky).

Alignment: Zeitgeist

Attacks: Violence - Up to three people in the area of the Throng take 2d6 bludgeoning or slashing damage, whichever is worse, save for half. Those who fail their save also gain 1d6 Stress, and are knocked prone if any damage dice shows up 6.  

Swarm — The Throng  takes minimum damage from singular target effects, and maximum damage from AoEs. A singular member of a Throng is 0HD with 3 hit points. 

Safety in Numbers — Throng members will never willingly leave a 30’ radius of a point at the rough middle of the Throng’s mass. Said point moves with the crowd. Members of a Throng have 100% Lunatic Influence. 

Mob Mentality — If the Throng envelops someone at 0HP, that person will be drawn into the Throng unless rescued before the Throng’s next turn. When a new person is drawn in, the Throng gains 1d6HP back, and access to any capabilities the absorbed person had. The absorbed person gains 100% Lunatic Influence. 

Demagoguery — People with 80% or higher Lunatic Influence can verbally command Throngs. If contested commands occur, resolve with a CHA rolloff. 

Reassertion — If a member of the Throng is grabbed and dragged away from the central point, and prevented from returning to it for 24 hours, they save. On a successful save, they are freed, regaining 1d3*10% Self and becoming a normal person again. On a failed save, they become a Husk. 



Fatberg

6HD (36HP), AC8 (No Defenses), Morale 13 (No Self-Preservation) 

A gruesome lump of cold fat, a mix of cooked and raw. Has no clear organs or reason for animation, but oozes along nonetheless. Sometimes found blocking crucial dungeon junctures. 

No. Appearing: 1 (1d2 in Greasetrap)

Movement: Glacially slow, inexorable, slimy slide. 

Senses: Vague idea of the position of creatures within 30’, otherwise, nil.

Morality: Seems to be hunger-driven. 

Intelligence: Nil. 

Alignment: None

Attacks: x2 Slam, then Engulf

  • Slam - +0 to Hit, 3d6 bludgeoning damage. 

  • Engulf - Target saves with a +4 bonus (unless they were hit by a Slam this turn). If they fail, they’re sucked into the Fatberg, take 2d6 pressure damage, and begin to drown in fat. 

Melting - The Fatberg takes double fire damage.  

Blob - The Fatberg is immune to bludgeoning and piercing damage, and halves all slashing and ballistic damage. 



Diner Spider 

6HD (30HP), AC14 (Thick Chitin), Morale 6 (Animal) 

A fuckoff gigantic trapdoor spider the size of a car, that lairs in diners and fastfood joints. Protagonist of many Scavengers' nightmares. 

No. Appearing: 1 per lair. 

Movement: As fuckoff gigantic spider. Rapid explosive motion, but slow over long distances. 

Senses: Decent sight. Tremorsense 120’. 

Morality: Hunger-driven. 

Intelligence: Animal cunning. Understands ambush, both in terms of ambushing people, and getting ambushed. 

Alignment: None

Attacks: Bite - +6 to hit, max damage from ambush. 2d8+4 piercing damage, and save or take 2d6 poison damage. 

Trapdoor - The Diner Spider is usually concealed in a narrow pit lined with its plasticky gossamer silk. The top of the pit has a thick, trapdoor-like lid, covered with linoleum, tiles, booth-seating, etc, to allow it to carefully blend into its lair. When it senses motion around its trapdoor, it blindly lunges for the first moving thing which draws near enough. The Diner Spider only leaves its pit in extreme circumstances. 



Asbestos Ant

3HD (15HP), AC14 (Hard Carapace, Thick Bristles), Morale 6 (Animal)

Not actually an ant! It’s a horse-sized wingless wasp, in fact. The thick fibrous coating of asbestos all over its body can be harvested by the brave or committed. 

No. Appearing: 1d3 (1d6 in the Polyhive) 

Movement: Agile scuttling, top speed 35mph. 

Senses: Good sight, bad hearing, not much smell. 10’ tremorsense. Pheromonic communication with other Asbestos Ants. Their pheromones are carcinogenic in humans, but not on a timescale you have to worry about. 

Morality: Territorial, skittish, bitey, but basically just a normal animal. 

Intelligence: Low. 

Alignment: None

Attacks: Bite - +3 to Hit, 2d6 piercing damage. 

Fireproofing - The Asbestos Ant takes no fire damage. 



Giant Ape

5HD (25HP), AC15 (Hide), Morale 8 (Apex Predator)

Giant chimpanzee with foot-long fangs. A rather unpleasant surprise to find behind a dungeon door. 

No. Appearing: 1 (1d3 in the Underground Forest). 

Movement: Rapid knucklerun, fast brachiation. 

Senses: Excellent sight, smell, and hearing. 

Morality:

Intelligence:  Smart enough to be cruel, but still stupid enough to be gullible. 

Alignment: Radicarian 

Attacks: x2 Rip, then Bite against a target successfully hit by Rip, if there are any. 

  • Rip - +6 to Hit, 2d4+2 - On a critical hit, destroys a randomly selected weapon or piece of armour. 

  • Bite - +6 to Hit, 2d6+4. 

Faceripping - Giant Apes prioritise the lowest HD enemies. They land critical hits on rolls of 19 or 20. They have 2 points of rage available whenever you encounter them. 

Rage Against It - Giant Apes whose Morale hasn’t broken continue to fight for [unspent rage]+1 rounds after being reduced to 0HP, before keeling over dead. 





Ningyo

6HD (36HP), AC16 (Thick Scales), Morale 10 (Little Fear of Dying)

Huge squamous humanoids, with smeared faces, asymmetrical fins, tentacular hair and horrific oblivion eyes. Rarely go clothed. These are formerly-normal humans elevated (dragged down?) to the service of Flood. 

No. Appearing: 1d6 (2d6 in the Sea) 

Movement: Out of Water: Lumbering, thudding limp | In Water: Frightfully fast, agile and strong swim. 

Senses: Excellent hearing, senses magnetic north, blurred vision. Can perceive that which is occulted by Flood. 

Morality: Casually destructive, careless, nihilistic, zealously loyal to flood, fear cannibals. 

Intelligence: High, but detached from immediate reality. 

Alignment: Flood

Attacks: Claw-Hand, then Tailstrike OR Spit Water

  • Claw-Hand - +6 to Hit, 1d8+2 damage. 

  • Tailstrike - +6 to Hit, 2d6 damage, knocks you prone or away if either dice shows 6. 

  • Spit Water - +6 to Hit, 2d8 damage, gunshot force. Requires a present pool of water (or waterbottle) to be used. 

Magic: 2MD | Censor Bars, Irradiating Touch, Blindness, Smear Features, Kidnap Portal 

Flood’s Protection - Ningyo are immune to detection magic, photographs and videos of them self-delete, writing about them runs off the page. Ningyo are passively invisible, unless they speak or attack, and become so again the second they touch water. Ningyo always surprise you when they attack you, unless you have some way of warding them off. 

The Ningyo’s Flesh - Perhaps in the sea life learned to devour itself. When you eat the flesh of a Ningyo, gain 2d10 years on your expected lifespan. The next time you would die, you don’t, even if you’d really prefer to in the situation. 

Captain - At least one Ningyo in every group will be 7HD, have 3MD, and will have three Aphotic Mutations.  




Gore Cops

3HD (15HP), AC13 (Gore Cop Leathers), Morale 11 (Love Violence)

Apparently-human, grinning Iowans charged with Corrupt power, working for one of Kegare’s Giants in the city of Des Moines. They come as far as Chicago on individual “cases” / murder sprees.
The Gore Cop uniform is unisex, and consists of a white shirt, a black tie, black tights, garters, black boots, and a leather miniskirt, all covered in constantly wet blood. Individual Gore Cops are given dispensation to pick their jackets, so long as they’re red, black or white. 

No. Appearing: 1d3*2 (Gore Cops always go in pairs with their Partners). 

Movement: As extremely athletic humans. 

Senses: As human, but can feel, see, hear, etc. everything their Partner feels, sees, hears, etc. 

Morality: Self-interested violent psychopaths, but cheerful and high-spirited ones. Mission-focused. They always double-tap. 

Intelligence: That of a drunk cop.  

Alignment: Kegare 

Attacks: 2x Weapon | Gore Cops possess a Straight Razor, and two other weapons, from the following list. All attack with a +3 bonus to Hit: 

  1. Straight Razor - A light weapon, slashing. Deals max damage on first hit due to sharpness. 

  2. Giant Fucking Needle - A light weapon. Contains either poison (2d6), sedative or painsaver (opposite of painkiller). 

  3. Chainsaw - Compact and electric, for body disposal primarily, and murder secondarily. 2d4 slashing damage. On crits, or double 4s, targets save or lose a limb. Fumbles jam the chainsaw. 

  4. Pump Shotgun - 1d10*+2. Against nearby targets, damage rolls of less than half are bumped up to half. 

  5. Vibroknife - Rattles and whines. A light weapon which saws apart a piece of armour on a crit or max damage. 

  6. Barbed Sword - A medium slashing weapon made of cheap metal, twisted and hooked. Crits and max-damage hits cause bleeding. 

  7. Spike Launcher - Powder-actuated, bulky, made of dark metal. A heavy ranged weapon that impales on a crit, but can only fire once per turn. 

  8. Massive Revolver - 1d8*+1. Usually fired from the hip, and holstered in a phallic manner. Crits indicate a crack headshot - save or die. 

  9. Chain Whip - +3 to Hit, medium weapon, blunt. Has all the uses of a 10’ length of chain. 

Magic: All spells Innate | A given Gore Cop shares 2MD with their Partner | Interrogate, Flay, Autopsy, Bloodhound  

Esprit de Corps  - Any chemical affecting a Gore Cop affects their partner - they share the effects of, for example, painkillers, alcohol, poisonous gas, combat stimulants, fentanyl, etc. They also share sensations. If one Gore Cop dies, their partner goes feral for 24 hours, dealing +2 damage with all weapons, losing control of their actions, and mindlessly attacking everything around them in an insane revenge-spree. 

10 Days from Retirement - There’s a 1-in-10 chance a given pair of Gore Cops are 5HD, have two Corrupt Mutations each, have +5 to Hit, and are on one last job before they retire to a comfortable life in the entrail-suburbs of the Kegaritic part of Des Moines. 



The Bleeding mechanic works like this: You take 1d4 damage each turn you’re not actively staunching the bleeding wound, until you receive healing or medical attention. 






Clowns

3HD (15HP), AC14 (Motley) Morale 11 (Laughing in the Face of Death) 

Fucking… clowns!! Men and women in goofy gear and face paint, with round red noses and curly orange wigs and everything. Looking for their missing Pagliacci down in the dungeon. One of their number runs a joke shop which shares that title, up in the Mall. “Pagliacci” is a clown-title analogous to, probably, “President”, or “Pope”.  

No. Appearing: 1d6 (30% chance of 1d4 accompanying Clowns of a different Act)

Movement: Leaping, rolling, springing, surviving unusually high falls. 

Morality: Humour is king. 

Intelligence: Higher than the average joe. 

Alignment: Pagliacci

Attacks: 2x Slapstick Gag - 1d8 nonlethal damage in melee. If both hit, roll on the Embarrassments Table below. 

Magic: All spells Innate | 3MD | Three of the following: Balloon Animals, Contort, Clowncar, Loud Honk, Instant Ladder, Springboard, Rubbery Body, Charivari, Knockabout Act 

Clownspace - Clowns have 10 extra inventory slots that nobody but them can access. They use this to pull key lime pies and squeaky mallets out of nowhere. 

Acts - Clowns come in three varieties, like a Runequest subcult, or something like that. When you encounter a group of Clowns, roll 1d10. 1-4, Happy Clowns. 5-8, Sad Clowns. 9-10, Killer Clowns. 

  • Happy Clowns - Dressed in bright colours, with the white facepaint, the red nose, and the lot. Standard clowns. 

  • Sad Clowns - Dressed in black and white, Sad Clowns trudge about. They are funny by having things happen to them. Their gags are less slapstick and more bizarre occurrences of chance that explode around them (so, they happen to be ranged, and not melee). 

  • Killer Clowns - Somewhat resemble Happy Clowns, save the fact they’re carrying chainsaws, knives, chains and guns. Probably something like the missing Pagliacci’s praetorian guard, or perhaps the slapstick assassins of clown society (is there such a thing?). They have 5HD and replace Slapstick Gag with Seriously Trying to Kill You (2d6 damage, you experience extremely dangerous variants of the Embarrassments that deal 1d6 damage, or more, contextually.) Some Killer Clowns are Aligned to Kegare and have gone rogue - these are the ones appearing alone or sometimes the ones in pairs. 


Embarrassment Table (1d10) 

  1. Tripped - Fall flat on your face.

  2. Pantsed - Your trousers or similar fall down. You can’t run. 

  3. Entangled - You and another nearby ally get stuck in each other’s gear / clothing / limbs. 

  4. Whacked - Fall flat on your back. 

  5. Pocket Malfunction - 1d4 randomly chosen inventory slots eject their contents with some pep. 

  6. Flipped - Fly over the clown’s shoulder and tumble past them. 

  7. Flim-Flammed - Whatever you were holding, the clown is now holding it. How’d that happen? 

  8. Bamboozled - Your next spell, attack, etc, has a random target. 

  9. Hit with a Key Lime Pie - Blat, right on the face. You can’t see shit. 

  10. Whoopie Cushion - How rude, for you to let loose such a blast of gas in this highly serious situation.
    Killer Clowns replace this with A Real Bear Trap. 




Polymaw

3d6HD (Varies, see Maws), AC10 (Slime), Morale 6 (Food-Motivated)

Slithering red-brown oozes covered in massive human mouths, chewing and drooling, with dentally perfect teeth and full cherry-red lips. 

No. Appearing: 1 (Polymaws that meet combine into a larger Polymaw with as many HD as they both had). 

Movement: Slow, inching, slithering. Can stick to walls and crawl up them, but not ceilings.  

Senses: Excellent sense of taste and smell, excellent sense of touch, muted hearing, blind. 

Morality: Hunger. 

Intelligence: Very low, nearly just an automatic chewing machine. 

Alignment: None. 

Attacks: Bite - 1d6+1, swallows whole on max damage or crit. For every 2HD past the first a Polymaw has past the first, it gets an additional bite per turn. It prefers to use these bites on as many targets as possible.  

Digest - When the Polymaw swallows a target whole, it takes 1d6 acid damage at the start of the Polymaw’s turns, and must defeat the (very strong) Polymaw in a strength contest to free itself from the mouth. 

Maws - For each HD a Polymaw has, it has an additional chewing, drooling mouth on its surface. When you feed a mouth at least 3 rations of food, it is satisfied, belches, and vanishes, removing a mouth from the Polymaw and lowering its HD. If you satisfy all of its mouths, it vanishes. If a creature dies in a Polymaw’s mouth, their corpse is instantly digested, unrecoverable, and satisfies the mouth. 



Flatwoods Monster 

5HD (25HP), AC17 (Thick Metal) Morale 6 (Self-Preserving)

Long-armed hovering thing with a “skirt” of thick metal and a distinct “ace of spades” shaped head, with luminous yellow eyes. 

No. Appearing: 1 (Occasionally appears alongside Greys and Little Green Men.) 

Movement: Inexorable gliding hover 1ft above the ground, gentle slow-fall.

Senses: Bad hearing, no sense of smell, excellent sight, detects electricity within 300ft. 

Morality: Difficult to discern - never altruistic, but rarely aggressive unless commanded by a Grey. 

Intelligence: Seems to be high enough for complex problem-solving, but doesn’t seem to include language. 

Alignment: Zeitgeist

Attacks: 3x Claw - +5 to hit, 1d8+2 slashing damage. 

Electronic Interference — Within 100ft of the Flatwoods Monster, electrical gear malfunctions and fails to work properly, if at all. Within 10ft of it, you suffer 1d4 Stress per round of exposure. 


Missile Mech 

5HD (25HP), AC17 (Titanium Plating), Morale 11 (Machine)

Blocky, massive, hunched-over beneath two gigantic cuboid missile pods. Rolls around on roaring tracks with a blocky “prow”, with four crablike walking legs hunched up on their sides. 

No. Appearing: 1d2 (1d6 in Machine Warfare) 

Movement: Fast, roaring track-drive, or slow, thundering steps. 

Senses: Front-facing thermal cameras, microphone hearing, small rear-facing blurry camera. 

Morality: Obeys the machine hierarchy. 

Intelligence: Genius at precisely one task, which is artillery. Otherwise, a slow and ponderous thinker. 

Alignment: Opus 

Attacks: 

  • Ram - Can only be done with a runup. Target creature (and anybody near it) saves or takes 3d6 bludgeoning damage, then saves again or gets pulled under the Mech’s tracks, suffering 5d8 crushing damage. 

  • Leg Kick - +3 to Hit, slow, stumbling attempt to crush. 2d8 bludgeoning damage. Can immediately be followed up with another Leg Kick at a separate target. 

  • Missile - Launches a wire-guided explosive missile from its back pods at a target point. Everyone within 10’ of the target point suffers 4d6* ballistic damage (save for half). For each further 10’ from the blast-point, 1d6 damage is removed, until no damage is dealt. Heavy cover blocks the deadly blast. If the Mech is within its own blast radius, it doesn’t get to save for half, because it’s not that agile. 

  • Missile Barrage - As Missile, but it expends all the remaining missiles and happens that many times. Missile Mechs never do this if a more intelligent commanding Mech is around, since it’s rarely efficient, but they’ll do it if alone and pissed off. As you may discern, this probably kills the absolute shit out of you if it hits you. 

Ammunition - A fully-loaded Missile Mech has 12 small wire-guided missiles loaded up in its pods. When you encounter one, it only has 2d6 remaining. The exception is in Machine Warfare, where the supply lines keep the Missile Mechs very ready for action. 

Targeting Error - Missile Mechs will never willingly attack anything with 60% or higher Alchemical Influence, though might be sobbingly forced to by Mechs higher in the machine hierarchy. 



Beauties

3HD (15HP), AC14 (High Fashion), Morale 13 (Moral Purity)

Insultingly perfect and beautiful people in cunty fucking outfits. Everything they do reports on their active and beautiful and fulfilling life that doesn’t contain you or anyone like you, you fucking asymmetrical filth-covered trashbag. These creatures once ruled Chicago without mercy or candour. 

No. Appearing: 1d4 (2d6 in the Nightclub) (Usually accompanied by 1d6 lesser Prismatic monsters, and at least 2d6 Aesthetic Partisans). 

Movement: Flight as if on wires, vogues faster than you can run, bends like a skilled contortionist. 

Senses: Sight like a movie camera, excellent hearing, entirely oversensitive sense of taste and smell. 

Morality: Completely self-centred, bordering on the solipsistic. View you as a toy, or pet, on a good day. 

Intelligence: No higher than a normal human being. 

Alignment: Prisma 

Attacks: Weapon, +4 to Hit. Beauties all carry fancy +1 Weapons which are somehow distinct and unique to them: Blued butterfly knives, pearl-handled guns, bullwhips, rapiers, gilded hunting rifles, katanas, blades made of light, &c. 

Too Pretty - Ordinary people must save to deliberately harm a Beauty. Being in combat with a Beauty inflicts 1d2 Stress per round, unless you happen to have 14+ XHA.

Purity Field - Beauties’ actions rarely spring back to them. If they disembowel you messily with a huge piece of broken glass, nary a spot of blood will splatter onto them. If they walk into a sewer, they will come up literally smelling of roses. If they set off a bomb in a crowd, everyone around them will die, and they’ll be left with soot in the shape of perfect winged eyeliner on their face. Stronger Beauties begin to actively warp reality - turning bullets shot at them into butterflies, and so forth - but the ordinary ones are only protected from backlash of their own actions. 

Vanity Project - The only things that can break the morale of the Beauties is ugliness.  Beauties that are covered in filth or exposed to disgusting tastes and smells have 6 Morale and start sobbing and screaming about wanting to go home and take a bath. 



Hobbesian Leviathan

20HD (100HP), AC10 (Human Shields), Morale 13 (Roar of the Crowd)

If a Throng is allowed to fully metastasise, interpenetrate, madden and unify, this is the result - a lumbering “giant” made of human bodies held together by invisible forces, yelling and roaring, triumphant in their power. Whatever obscured the faces of the originating Throng becomes a horrible crown - a crackling halo of TV static, a giant black disc, a cloud of shimmering pixellation. 

No. Appearing: 1 (They cannot coexist in the same area). 

Movement: As a lumbering giant. 

Senses: The eyes, ears, noses, mouths and hands of forty or fifty humans.
Morality: Certain, violent, paranoid, territorial, reactionary. 

Intelligence: About as smart as a crowd (not very).

Alignment: Zeitgeist 

Attacks: Roar of the Crowd, then 2x Punch, then another attack. 

  • Roar of the Crowd - All creatures in earshot with 5 or less HD suffer 2d6 Stress. No effect on those with 60% or higher Lunatic Influence. 

  • Punch - + 11 to Hit - 3d6+10 bludgeoning damage. 

  • Human Chain - +10 to Hit - The Leviathan projects a connected chain of human bodies, arms locked around waists, heads laughing - if it hits, the pair of hands at the end grapples you, and drags you back to the mass. 

  • Beatdown - Someone grappled by the Leviathan, or in contact with its surface, takes 4d6 bludgeoning damage from punches, bites, kicks, scrapes, strangles, etc. No save. 

  • Cast the First Stone - The Leviathan’s constituents hurl rocks, bottles, bricks, portable phone chargers, and other similar objects. Everyone in a 20’ cone in any direction from the Leviathan takes 3d6 bludgeoning damage, save for half. Fumbling the save knocks you prone. 

Human Shields - Reducing the HP of a Leviathan causes constituent bodies to peel off, dead or dying. Hobbesian Leviathans can only heal by consuming and integrating Throngs. People inside a Leviathan cannot be returned to normality.