BACKROOMSTHERPG
BACKROOMSTHERPG
BACKROOMSTHERPG
The rules written here don’t cover absolutely all the posibilities
that can happen in every situation ocurring in game because it
would be impossible, so, like the Director, one should contrive
and improvise the solution to an unexpected event using the
rules, let’s take the example of a character who has to ampu-
tate his right hand to stop the leprosy expansion in his body;
the manual doesn’t have an exact effect for this, but the Direc-
tor and the player can agree for a logical effect in relation with
this, like having Penalty points in ability checks that need to
use the hands. Everyone should be happy with the consequen-
ces, although both the players and Director can negotiate, re-
member that the Director says ultimately what happens despi-
te what the player would want, but if everyone is pleased with
the results, the experience will be far more enjoyable, this is a
game afterall.
The Explorer
The player has 55 points to assign however they like in the cha-
racteristics. Remember that the maximum in all the characteris-
tics and skills are 18, there is not a minimum value, but almost
all the attributes are necessary for the Explorer to be alive and for
the player to keep control of them.
STR Modifier
1 to 3 -2
4 to 6 -1
7 to 9 0
10 to 12 +1
13 to 15 +2
16 to 18 +3
The PHY is used for calculating the HP, SPE and the
turns they can hold on running at full speed
Aim (Base 5)
In order to use a ranged weapon, the attack roll is made using this
Skill.
The Aim can be used too when launching anything with the purpo-
se of hitting in an objective or letting it in a concrete place, a good
example would be if an Explorer wants to pass a gun to another
party member that is a few meters away while in combat, they must
spend a turn for that purpose, if it’s successful, the other companion
will be able to use the gun in their turn, if it failed,the gun would
have end up a few meters of the other companion, who then must
had to spend their turn in running and getting the gun, this roll
would grant an advantage if done correctly.
Weapons slots
Each character has 4 weapons slots
List of Flairs:
-“Avid learner”: The Explorer only needs to get 2 Experience Marks ins-
tead of 3 on an Skill to improve it by 1 point.
-“Last breath”: The Explorer gains Advantage on all their rolls when ha-
ving 5 or less HP.
-“Life grasper”: Once per day, when the Explorer receives an attack/HP
loss that would led them In the Jaws of Death (0 HP), they can instead
remain at 1 HP.
-“Placid sleeper”: The Explorer recovers 1HP, 1SAN point and removes 3
points of Tiredness instead of gaining the normal benefits of Sleeping.
-“Psychopathic misanthropy”: The Explorer recovers 1 point of SAN
when killing a human (the Explorer with this flair must be the killer of
the human in order to recover SAN).
-“The spirit is willing...”: The Explorer has Advantage and 5 Bonus points
on WIL rolls if they have their full HP.
-“Turn back time”: Once per day, the Explorer can choose to repeat one
failed roll with the corresponding conditions (Advantage/Disadvantage,
Bonus, Penalty etc.)
The game system
Then, the maker of the roll, rolls 1D20, the result must be equal to the
Skill or Characteristic value or lower in order to be a success. If the re-
sult is higher, the roll fails.
Difficulty
Depending on how hard to achieve the triumph, the roll may have a Diffi-
culty, which adds a number of Penalty points to the roll. To simplify, some
rolls specifies the Difficulty instead of writting a concrete number of Penalty
points, although the director can always use a certain number on a roll ins-
tead of using a Difficulty
The Penalty points in a roll adds the same quantity of them to the roll
When a roll has Disadvantage, the roll is made two times, and the hi-
gher result is taken as the result of the roll
*The Advantage and Disadvantage cancel each other, this means that if
the roll would have both of them, it won’t have any.
Special results: Crits and Fumbles
Critical rolls
When the result of a roll is 1, it is a critical roll, this means that is
always a success despiting Penalty points or the roll maker’s Charac-
teristic/Skill value
Fumbles
When the result of a roll is 20, is a fumble, this means that is always a
failure despiting Bonus points or the roll maker’s Characteristic/Skill
value.
Note: Some rolls (like combats ones) can carry different results if it is
a crit or a fumble.
Hunger
When passing a whole day without eating anything, the character will gain 3 Hunger
points
A character that already has 0 Hunger points can eat to prevent gaining Hunger points
-When having 5 Hunger points or more, the character gets 2 Penalty points in their
STR, PHY, Aim, Brawl and Perception rolls
-When having 10 Hunger points or more, the character gets 2 Penalty points in their
STR, PHY, Aim, Brawl and Perception rolls in addition to previous Hunger penalties
-When having 15 Hunger points or more, the character gets 4 Penalty points in their
STR, PHY, Aim, Brawl and Perception rolls in addition to previous Hunger penalties
-If a character gets 20 Hunger points or more, the character dies inevitably for starva-
tion at the moment.
Thirst
When passing a whole day without drinking anything, the character will gain 3 Thirst
points
A character with 0 Thirst points can drink to prevent gaining Thirst points.
-When having 5 Thirst points or more, the character gets 3 Penalty points in their PHY,
Aim and Perception rolls.
-When having 10 Thirst points or more, the character gets 4 Penalty points in their
PHY, Aim and Perception rolls in addition to previous Thirst penalties
-When having 15 Thirst points or more, the character gets 5 Penalty points in their
PHY, Aim and Perception rolls in addition to previous Thirst penalties
-When having 20 Thirst points or more, the character dies inevitably for dehydration at
the moment.
Tiredness
When passing a whole day without Sleeping, the character will gain 3 Tiredness points
A character with 0 Tiredness points can Sleep to prevent gaining Tiredness points.
-When having 5 Tiredness points or more, the character will gets 3 Penalty points in their PHY, WIL,
SAN (Horror rolls)) and all Skills rolls in addition to previous Tiredness points
-When having 10 Tiredness points or more, the character will gets 5 Penalty points in their PHY,
WIL, SAN (Horror rolls) and all Skills rolls in addition to previous Tiredness points
-When having 15 Tiredness points or more, the character will gets 5 Penalty points in their PHY,
WIL, SAN (Horror rolls) and all Skills rolls in addition to previous Tiredness points.
-When having 20 Tiredness points or more, the character falls unconscious for 1 hour before waking
up with 19 Tiredness points
Despair
When passing a week in the Backrooms, the character will gain 5 Despair points
-When reaching 10 Despair points, the character loses 1D4 Sanity points
-When reaching 15 Despair points, the character loses 1D6 Sanity points
-When reaching 20 Despair points, the Explorer will hit a mental rock bottom and must either choo-
se to “Keep on” or “Abandon hope” to set the Despair points to 0.
“Keep on”: You gather the little hope you have after so much time inside these foul corridors and
continue the journey with a gleam of confidence in your heart.
The character’s Despair points are setted to 0, starting a new cycle of mental anguish
“Abandon hope”: You puff and blow when you comprehend your fateful destiny, condemned to wan-
der the hellish place for so much time, trapped in a parody of reality, maybe even forever!
Accustomed: An Accustomed character cannot gain Despair points, and their Despair points are
always 0.
*If an Explorer returns to the real world, the Despair points are set to 0. Although returning to the
Backrooms and staying for weeks will make them gain Despair points as normally (unless they are
Accustomed)
Combat
Order in combat
Dodge an attack
(Firearms shots attacks cannot be dodged)
When going to receive a successful dodgeable attack, the target
can try to avoid it by making a Dodge roll, if it is a success, it will
be as if the attack roll had failed, and the victim would not suffer
any damage
The Dodge roll must be make after a successful attack roll, becau-
se if the attack fails, is not necessary to dodge it, obviously.
Dodging attacks doesn’t consume the action of the character/
creature, but dodging more than once per round applies two ad-
ditional penalty points to the next Dodge roll; this means that
the second time someone dodges in a round, they will have 2
penalty point, the third time, 4 penalty points, the fourth time, 6
penalty points, and so on...
Surprise attacks
If a target of any attack is unaware of it and can’t do anything to
consciously evade it, it will be a Surprise attack
The knock out hits can only be done with melee wea-
pons
Combat fumbles
If an attacker dones a fumble, they commit an embarras-
sing failure, like tripping over their victim, or their gun
slips away from their hand.
The character must decide with which weapon they attack each turn
if they are holding more than one, this means that a character cannot
shoot a weapon and then run to make a melee attack, they must choose
one, the combat turns are only a few in game seconds long.
Firearms rules:
-Firearms grant +5 SPE for the purpose of acting order, but not increa-
sing the actual SPE value of the user
-When firing a firearm that is not an automatic one, the shooter can at-
tack up to a number of times (or less) stated in their “Shots per turn” co-
lumn, the shooter must do an attack roll for each shot, from the second
attack roll, two penalty points are added for each additional attack made
-The damage of a shotgun shot varies with the distance between the
shooter and target. If the shooter is at a distance of 3 meters (9 ft.) or less
from the target, is at point blank shot distance, the damage provoked
by the shotgun will be much stronger that it would be when firing from
further.
-When the shooter uses an automatic firearm, they can fire any number
of times up to a maximum of the bullets that remain in the weapon, the
shooter makes an attack roll for this burst, if they miss no bullet hits, if it
is a hit , the damage of each of the bullets of the burst is done.
Recharging time
-The weapons that need to be loaded by putting bullets one by one (re-
loading the barrel of a revolver, putting bullets into a pump shotgun,
adding bullets to a rifle’s charger etc.) consume the action to be reloaded
if three bullets are added in the turn, if the character recharges less than
3 or does not have more , they can attack in the same turn in which they
reloaded, but with two additional penalty points for each reloaded bullet,
that is, up to a maximum of 4 penalty points,
-
Weapon list
Melee (Brawl)
*The Bonus Damage Modifier of the user affects the
damage roll of this type of weapons, this is indicated
as the correspondent damage roll of the weapon + BD
Name Damage
Unarmed 1D4+BD
Handguns
Derringer 1D6+2 1 2
Revolver 1D10+1D4 3 6
Glock 2D6 4 8
M1911 1D10+3 4 8
Shotguns
(p.b.s.)= point
blank shot distance
Rifles
AK-47 2D6 30
FN-FAL 1D6+1D8 20
Galil 2D6+3 35
Thompson 2D6 50
Characters of the party: The Explorers John Hatman (HP 11) (SPE 5),
Mary Carrer (HP 10) (SPE 7) and Willy Crackel (HP 14) (SPE 4)
Context: The party was calmly walking down a grimy corridor with bo-
nes, both human and not, lying on the floor, suddenly, a nauseating smell
begins to manifest itself, and, from a door in the middle of the corridor,
inhuman grunts come out, the door opens wide. and two hounds run
down to kill the party, they all succed in the Horror roll for seeing the
creatures and prepare themselves, let the fight begin!
The party decides to stay and fight, so the first of all to act is Willy, because he at-
tacks using a revolver that has 2 bullets left in the drum, when using a firearm, his
SPE value would be 9 for the purpose of order in combat, Willy reloads a bullet
that he has in the pocket and then fires all the bullets, with 2 penalty points on the
first one (recharging and attacking on the same turn), 4 on the second (recharging
and shooting multiple times) and 6 on the third, he misses two shots and hits one
so the 1st hound receives 5 points of damage.
The next SPE value is 7, which is shared by the hounds and Mary, unfortunate-
ly for the party, the Hounds have a higher PHY value, so they act first. The first
Hound pounces randomly on John, the attack roll results in a 1, so it is critical,
John tries to dodge it, but fails the roll, so the hound does as much damage as
possible (8 points), the Director describes how the creature jumps on Hatman and
begins to tear his chest, destroying the clothes, and creating a pool of blood while
poor John tries to shake it off while screaming in pain.
The second hound acts and decides to attack Mary, but she is successful on the
dodge roll, so she does not receive the attack.
Now it is Mary’s turn, who has a metal bar as a weapon (1D8+BD damage), deci-
des to attack the first hound that jumped on John, so she makes a Brawl roll, but
the Hound succeeds in the dodge roll and avoids the attack.
The last to act is John, who is on the ropes, staying at 2 HP, John does not
carry a weapon, so the player who controls him asks if he could take a
bone from the ground and use it as an improvised weapon. The Director
likes this idea, so he admits that John can grab a sharp rib next to him
and attack with it.
In the weapon table, there is none that is “sharp rib”, so the Director de-
cides that it does the same damage as a large knife (1D6 + BD), John has
a damage bonus of +2 points. Hatman attacks and the Hound tries to do-
dge (with 1 penalty point for being the second attack from which he tries
to evade), the attack is a success and the dodge roll is a failure, the attack
hits. Hatman’s luck changes drastically when he deals 6 points of damage,
to which the 2 points of the BD are added, so the Hound dies. The player
declares with airs of grandeur as John gathers himself and slits the neck
of the beast and then stabs it several times, covering himself in blood
and glory.
The second hound, seeing how his companion is killed, sprints out at full
speed, fleeing the from the party, so he travels 14 meters on his turn, but
no one runs to chase him so he disappears from the scene. The fight is
over, but John is heavily wounded...
Horror and mental disorders
In the game, the horror is the damage to the mind, this means that a point of horror
subtracts a point of SAN.
The Backrooms are, in general, maddening places, and staying there for some time will
unsettle the fragile human mind. The Explorers and other human characters may expe-
rience disturbing scenes that can cause an emotional trauma to them, from simple phy-
sical brutality, like seeing a gruesome murder, watching a member of the party beign
mutilated by an agressive survivor or beign tortured. But the true trascendental horror
resides in the supernatural functioning of the Backrooms; the wicked aspect of mor-
bid creatures and the paranormal, unexplicable encounters makes up only a portion of
what the survivors can see, and will shatter their minds when they try to understand
what has happened.
In terms of game:
The psychological system in this game is simple, when the Explorer is confronted to a
horrible scene or monster, he/she must make a Sanity roll, named as “Horror roll”, if it
succeeds, the Explorer can assimilate the situation without losing Sanity (no points of
SAN are lost), but if the SAN roll fails, the Explorer takes a variable number of horror
(variable SAN lost*), if a single loss is equal to a third part of the maximum value of the
Explorer’s Sanity or more (rounding down), they make a Self-control roll (an INT roll),
if they fail, they gain a Mental Disorder (see next page), that can be random or chosen
by the Director, if an Explorer has 0 points of SAN, the Explorer goes Insane
If the Horror roll is a fumble, the character loses the maximum possible points of SAN
Notice how, when failing a Horror roll, it will always decrease, making harder (if not
treated) the next time another one must be made, this represents the descend to mad-
ness of a person who is bearing one awful thing after another, making them more uns-
table for the next trauma.
Note: The Sanity, like the physical health (HP), can be recovered up to the maximum
value of the characteristic. And cannot be lower than 0.
Note 2: When SAN is lost, this means that the actual value decreases, NOT the maxi-
mum value, that remains the same at all moments unless the value of the INT and/or
WIL is changed.
Mental Disorders
(Note: Some Mental Disorders overlap with others, for example, the ones that
affect the character’s behavior in the Rests, if a character has two or more disor-
ders that makes them act differently in the Rests, they will act with the effects of
one disorder at random every Rest, this will make the acts of a very disturbed
character much more unpredictable. At the start of each Rest, roll a 1D6 if there
are multiple Mental Disorders that overlap, if there are 2 Mental disorders, with
a result of 1 to 3, the character acts following one, and with a result of 4 to 6, acts
following the other, if there are 3 Mental Disorders that overlap, use the same
method but assigning a result of 1 or 2 to one, 3 or 4 to other and 5 or 6 to the
other.)
-Amnesia: The affected character must make an INT roll when a Rest is
finished, if it succeds, nothing happens, but if it fails, the amnesic cha-
racter will lose 1 Provision or Weapon (chosen by the Director) belon-
ging to any member of the party that won’t be found ever again.
-Catatonia: The affected character cannot act in any way during the Rests
except for “Receiving therapy”, and will lose their action if not treated
-Impatience: The affected character loses 1D4-1 points of SAN at the end
of each Rest
-Naysayer: The affected character must either obligatorily Interrupt the action of
another party member or Receive Therapy in every Rest
-Night terrors: For each Rest spent in Sleeping, the affected character must make a
WIL roll, if it success, nothing happens and the affected character gains the bene-
fit for Sleeping, but if it fails, they will wake up screaming and with cold sweats,
having had horrible nightmares, this means that they won’t gain the benefits of
Sleeping and instead, will lose 1D4 point of Sanity.
-Paranoia: The affected character must either obligatorily Stand Guard or Receive
Therapy when Resting.
-Perfectionist: The affected character loses 1 point of SAN whenever they fail any
roll (except Horror rolls).
-PTSD: The affected character must erase all the monsters annotated in “Seen
monsters” when getting this Mental Disorder. The affected character cannot an-
notate any monster in “Seen monsters”, and will have to make a Horror roll every
time they see one.
-Selective mutism: The affected character cannot use the CAR characteristic with
anyone that is not a member of the party.
-Suicidal tendencies: At the end of each day, the affected character must make a
WIL roll, if they success, nothing happens, but if they fail, they lose 1 HP.
-Vigorexia: The affected character can only consume Provisions that, in all of its
benefits, recovers HP, even if they have full HP.
-Xenophobia: The affected character loses 1D4 of Sanity every time a new mem-
ber joins the party and suffers 4 points of Penalty in his/her rolls of CAR made
with people that aren’t members of the party.
Wounds, death and regeneration
When the HP of an Explorer reaches 0, they fall “In the Jaws of Death” (this me-
nas that they are dying, the player must mark the square on the sheet) and get
Mortally Wounded (mark it on the sheet) until his actual HP are greater than 1/3
of his maximum HP or more, rounding down.
While In the Jaws of Death, the Explorer remains laid on the ground and can’t
act in any way. When it’s the turn of an Explorer that is In the Jaws of Death, they
must make a Mortality roll; they make a PHY roll with a Penalty equal to the
turns that the Explorer has been (and is) In the Jaws of Death, this means that at
the first turn beign in such state, the roll will have 1 point of Penalty, at the second
turn, 2 points of Penalty, and so on. If the Mortality roll is a success, the Explorer
lives another turn, but if it fails, they die at the moment.
While Mortally Wounded, the Explorer has Disadvantage in their Brawl and Dod-
ge rolls and their SPE value is halved
To save an Explorer that is In the Jaws of Death, another character must make a
Revive roll (a Medicine roll with the same Penalty as the dying character has in
their Mortality roll, if it succeds, the dying Explorer heals 1D4 HP and thus, is no
longer In the Jaws of Death) the Revive roll can always be made with a dying cha-
racter despite already have received previous medical treatment. If the Revive roll
is a failure, the dying character gets +1 Penalty point for the Mortality roll as if
they were one more turn In the Jaws of Death.
The HP cannot be less than 0, If an Explorer that already has 0 HP receives an at-
tack, they get +1 Penalty point for each point of damage the attack does, as if they
were more turns In the Jaws of Death for their Mortality roll.
When an Explorer is no longer In the Jaws of Death, the penalty points of their
Mortality rolls are resetted to 0.
Regeneration
The humans regenerate 1 point of HP at the end of every day unless they are Mor-
tally Wounded, in which case they won’t recover any HP.
Resting
This is the principal mechanic that the party will use to revitalize
both the body and the psyche, improve their conditions, review the
actual situation they are, viewing the actual provisions, ammo, wea-
pons etc. and make up a plan of what they should do next.
If the party is in a calmed situation and they can sit down, they can
perform a Rest, note that if they are fighting, beign chase by a mons-
ter/person, there is no physical place to sit down or if they are in a
specially gruesome environment in which they can’t lie down safely,
they won’t be able to Rest.
The time that the Rest lasts does not have a specific importance in
the game, so narratively, the break can last 20 minutes to treat the
wounds of a teammate, up to several hours in which the group sleeps
Note: The rules of resting are made to give a break to the characters
once in a while, if, as the Director, you think that the party is beign
lazy or trying to abuse the Rest system, trying not to move much out
of a comfort Level, don’t worry, they will soon be out of Provisions,
if you want to quicken the things, send monsters and/or aggresive
survivors with no reward for killing them, you can also say that one
member of the party has got an strange disease, and they must get
going in search of a cure, before the time runs out, creating a drama-
tic situation against the clock.
What to do in a Rest?
At the start of the Rest, every member of the party gets one action, said action can
be spent to do one of the next things:
The player who Interrupts should describe how they obstruct the other member’s
task.
-Sleeping: The character sleeps during the Rest, removing 1 point of Tiredness
Characters Sleeping can’t receive Medical Treatment.
-Stand Guard (Perception): The character keeps alert to avoid beign am-
bushed during the the Rest. Assuming there will be an Ambush during the
hour, the character that Stands Guard (only the character with the highest
Perception will do the roll if various people are Standing Guard) does an
PER roll with Bonus points equal to the number of other companions Stan-
ding Guard, if the roll is a success, the party can finish their actions, gain the
benefits of them, and react in time to the threat, this means that they won’t
receive a Surprise attack and will can fight back the attackers or flee from the
place, if a combat is made, the Rest ends.
*If during an hour there was no Ambush, despite any number of characters
Standing Guard, it won’t matter if they fail or success because no attackers
will show up.
-Receive therapy: The character acts as the patient of the therapy done by
another party member. If the therapy is successful, the patient must choose
between recovering SAN (1D4) or removing Madness point/s of one Mental
disorder.
Each character can only receive one therapy per day (despiting beign a failu-
re or a success)
It’s important to note that this action cannot be used unless there is another
party member using the “Therapy” action specifically to treat them.
When Resting in a Level which has any number of Monsters (any Monster In-
festation Degree, MID to abbreviate), the party may be attacked by supernatural
creatures and/or aggresive survivors during each hour.
The probability of beign ambushed depends of the MID and if there are Aggresive
Colonies located in the Level in which the Rest is performed (see the list below)
During the hour, before the players act, the Director makes an Ambush roll (a
secret roll which result won’t be seen by the players, its obvious that if they would
know that no Ambush will be suffered, no one will Stand Guard, a thing that the
Explorers can’t acknowledge), if the Ambush roll is a failure, no Ambush will be
made, if the Ambush roll is a success, a group of 1D6 enemies will try to attack
the party, if nobody was Standing Guard, or failed the necessary roll to success,
the actions of the Rest of every party member will be Interrupted (no effects will
be done) and the group of enemies will do a Surprise attack against the party
If there was an Ambush, but a party member was successfully Standing Guard, the
actions of the Rest are done and the group of enemies won’t do a Surprise attack,
so the party can make up a plan on what to do.
-With a Null MID, the party won’t be ambushed unless there are Aggresive Colo-
nies, in which case the Ambush Roll will be a success with a result of 20. The at-
tackers will be always humans.
-With a Low MID, the Ambush roll will be a success with a result from 1 to 2
-With a Medium MID, the Ambush roll will be a success with a result from 1 to 4
-With a High MID, the Ambush roll will be a success with a result from 1 to 6
-With a Overwhelming MID, the Ambush roll will be a success with a result from
1 to 10
List of Provisions
In the Explorer’s situation, the Provisions make up the base of survival,
and its reasoning is fundamental to endure the hardships that may come
in their path.
The Director can always create their own Provisions with unique effects
if they want to introduce an object that is not on the following list.
-Tobbaco (Addictive) (Fast consumption): +1 SAN, -1 PHY for each month if the
user consumed 5 copies of tobbaco or more.
When perceiving a monster (can be noticed by other senses than the sight), the Ex-
plorer has to do a Horror roll. Following the rules, if the roll is successful, no SAN is
lost, but if it fails, the Explorer loses the amount of horror value of the monster as SAN
points.
When the roll of Sanity (doesn’t matter if it was a success or failure) has been made, the
Explorer must annotate the creature in “Seen monsters” (In the sheet), the annotated
monsters (and other examples of the same species) won’t provoke a Sanity roll for beign
percieved again.
When an Explorer has passed a whole day without seeing an annotated monster, it will
be erased from the sheet, then provoking a Horror roll and possibly triggering a SAN
lost if they see them another time. If an Explorer sees a monster that already is in “Seen
monsters”, they won’t do the Horror roll because they remember their aspect and are
temporarily used to it, so the creature won’t be erased from “Seen monsters”, because
they have seen the monster during that day.
Example: John Hatman sees a Hound in day 1, doesn’t loose Sanity and write down
“Humanoid beast” in “Seen monsters”, John Hatman doesn’t view any Hound during
day 2, so he erases it from the sheet, during day 3, he encounters another Hound and
loses some points of SAN, and adds it again to the sheet. During day 4, he is confronted
with another Hound, but he mustn’t do the SAN roll for having it in “Seen monsters”
An Explorer will never get totally used to a creature that makes them highly strung.
Bestiary
Note: The monsters, not having the emotions and feelings like the humans, don’t have
Sanity. The ones that have Carisma may use it to manipulate humans if able or willing
to achieve something using that person.
Note 2: Next to the Skill “Brawl”, there is a narrative explanation of how they attack,
take it like a guide of how to describe the offensive of the monster and the wounds they
deal.
Note 3: Some monsters have SPECIAL COMBAT SKILLS (abbreviated as “S.C.S.”, they
can use that Skill like a combat one (Brawl, for example). The ones that are melee can
only be used in a hand to hand combat, this means that the victim of the attack has to
be, obviously, beside the attacker. The ones that are ranged can be used versus a victim
that is in the mentioned range (or less).
Clumps
Description: Clumps are balls of arms in legs with many unique appearances.
Most clumps are quite friendly, however, some have one very long hidden arm,
which they can use to grab you from up to 8 feet away if you’re not careful. Once
one of these clumps has grabbed a prey, they’ll reveal a set of sharp teeth and
begin to pull you in to consume it. Once it consumes the victim, it is believed that
the limbs and possibly fragments of the mind are absorbed into the Clump.
Horror: 1D4
Characteristics
Skills
S.C.S. Absorb (Melee attack) (7) damage 1D20, if the victim is reduced to 0 HP by
this attack, their body will disappear into the Clump, thus losing all objects, wea-
pons etc. Of the victim.
Brawl “Potent kicks” (Clumps kick and hit with the multiple limbs that make up
the fleshy mass) (14) damage 1D6+BD
Dodge (7)
Perception (5)
Stealth (5)
Death moths
Horror: 1D4
Characteristics
Skills
Brawl “Pointy insect jaws” (Death moths attack by bitting with their lar-
ge, pointed, retractable insectoid jaws) (10) damage 1D8+BD
Dodge (7)
Perception (10)
Stealth (10)
Facelings
Horror: 1D4
Characteristics
Skills
Brawl “Fists and kicks” (Facelings attack just like humans, either with
weapons or striking unarmed) (5), damage 1D4+BD
Dodge (5)
Perception (5)
Stealth (5)
Hounds
Horror: 1D4
Characteristics
Skills
Brawl “Sharp claws and teeth” (Hounds use their claws and teeth to tear
and devour the flesh of their victims) (13) damage 1D6+BD
Dodge (7)
Perception (12)
Stealth (13)
Partygoers
Description: The Partygoers are tall, bipedal creatures with smooth, leathery skin.
They typically have a bright yellow coloration, but they can be bright red, green,
blue, or white. They have no other functional features, with the exception of a car-
toonish smile carved into their “face”. They are highly intelligent, and can operate
complex machinery and effortlessly traverse nearly any level of the backrooms to
search for prey.
By unknown mechanisms, these entities have the ability to turn anyone they phy-
sically latch onto into one of them, resulting in slow physical changes but near
instant mental changes. The ends of their arms have openings with several teeth
inside, similar to the appearance of a bloodworm or lamprey eel’s mouth. They
use these to latch onto a person, morphing them into a partygoer.
While they all act outlandishly hostile and aggressive, they are extremely intelli-
gent. It is not advised to trust any information followed by a “=)”
Horror: 1D4
Characteristics
Skills
Dodge (9)
Phobioxi
Horror: None
Characteristics
Skills
Dodge (10)
Perception (15)
Stealth (13)
Screamers
Description: They are extremely tall humanoid figures. They walk in
an extremely jagged manner and have only a largemouth instead of a
face. They dart across rooms quickly, so quickly in fact that you may
only able to see them for a second, however, seeing them isn’t mainly
how people identify them.
They are identified by their inhuman screeches as they dart quickly
across your vision. These creatures never attempt to attack, so they
are considered safe for the most part. However, if exposed to a Screa-
mer for a prolonged time, they can prove to be unhealthy for one’s
sanity.
Horror: 1D6
Characteristics
Skills
Ddoge (7)
Stonecrusts
Horror: None
Characteristics
Skills
Dodge (5)
Skin-stealer
Description: If one happens across a human who seems a bit “off ” or with visible
stitches on their body, chances are they are actually a Skin-Stealer. By themsel-
ves, Skin-Stealers are humanoid entities with waxy yellow skin covered in tiny
squid-like suckers, a wet toothless mouth, and bulging white eyes sunk in dark
sockets. If spotted in this “naked” form, they will immediately rush at whoever
saw them, kill them, and tear their skin off with surgical precision, wearing it over
their own body along with any clothes their provoker was wearing at the time.
Skin-Stealers will walk about pretending to be human, mimicking any human
speech they heard (Though not truly understanding any of it). When their cover
is blown, or their skin-suit starts rotting and falling apart, they will attack the first
human they see to get a new skin-suit. Why they do any of this is unknown, as
they don’t even seem to consume the flayed corpses they leave behind.
Horror: None if disguised as human, but 1D4, when its true form is revealed
Characteristics
Skills
Brawl “Pull off the skin” (To get the skin of their victims, the skin-stealer try to
tear it off) (14) damage 1D6+BD
Dodge (7)
Perception (13)
Stealth (13)
Smilers
Horror: 1D4
Skills
S.C.S. Catch (16) (Ranged attack, up to 3m range) The Smiler lashes its tongue
to one victim, if the attack is successful, the victim its Stunned as long as its tra-
pped, and the Smiler starts to pull it, bringing it closer and closer to its maw, if
the victim isn’t rescued by an ally, the Smiler will use the Skill “Swallow” in its
next turn. The Smiler will release the victim if its hit by any attack.
Brawl “Lacerating tongue” (Smilers poke their victims with their sharp tongue
using it as a whip) (13) damage 2D3
Dodge (7)
Perception (15)
Stealth (15)
The Chickens
Horror: 1
Characteristics
Skills
Brawl “Deadly beak” (Chickens use their poisonous beaks to nail them
and inject poison into their prey) (11) damage 1D6, inoculates a Poison
(power 5) for 2 turns
Dodge (7)
Perception (3)
Stealth (7)
Transporters
Description: Also known as Grabbers, Transporters are tall, dark, humanoid fi-
gures. The Transporter will walk towards it’s victim, gradually speeding up, until
it finally reaches them. It will then grab onto the shoulders. It seems that what
happens next is random: Either the victim dies, or, according to the one surviving
documentation of a Transporter, you’re “thrown through a void, and land in a
random Level.” It is unknown if you could be transported anywhere else by these
entities.
Horror: 1D6
Characteristics
WIL 15 CAR 00 SPE 1 (Gets +1 at the end of each round if it used it’s turn
running, it resets to 1 if it stops running) BD +3
Skills
S. C. S. Grab (Melee) (12) The Transporter grabs a victim, that does a Complex
STR roll, if it is successful they slip away from the limbs of the monster, but if it
fails, the victim is thrown into a random place.
Dodge (3)
Perception (15)
Stealth (16)
Windows
Description: Windows are, true to their name, shaped like windows.
Their appearance depends on where they are located, always matching
with their surroundings, but in general they always appear to have a
shadowy figure on the other side of the “glass”, pointing and tapping at
anyone nearby to try and entice them to come closer, whispering pro-
mises of escape from the Backrooms. But they are never to be trusted,
for anyone who gets close enough to one of the Windows will be im-
mediately pulled through and never seen again. Some windows lack
this shadowy figure, others have what look like outdoor scenery, but in
general, all windows found in the backrooms aught to be avoided at all
costs.
Characteristics
Skills
Brawl “Shadowy scratchs” (If they have not been able to trick their vic-
tims into entering the window, the creatures within will reach out a
blackish and gloomy hand and slowly tear the flesh of their victim) (9)
damage 1D4
Dodge (1)
Perception (10)
Yosters
Horror: None
Characteristics
Skills
Dodge (8)
Unique creatures
Survivors that make physical contact with Jerry (without attempting to tame him) will be
effected by his “indoctrination Skills”. This basically makes the victim worship Jerry like a
god, chanting phrases such as “Jerry is everything”, “Jerry is what I live for”, and “All Hail Je-
rry”. After a few hours, the assimilated will disappear to Jerry’s Room, where they will remain
until they choose to exit and “spread the word of Jerry”. Jerry’s followers will act like mindless
zombies until they reach Jerry’s Room, at which point they will regain control of themselves,
and will now worship Jerry as if his god-like status was ingrained into their mind.
Jerry has a physical appearance of an adolescent male macaw parrot, with blue and white
feathers. Jerry’s diet consists mainly of sunflower seeds and Almond Water. By slowly approa-
ching Jerry with almond water or sunflower seeds, Jerry can be tamed. Taming Jerry will
allow you to hold him and not be effected by his indoctrination Skills. After a few days of
being tamed, Jerry will fly away and will not assimilate the tamer if contact is made again.
Horror: None
Characteristics
Skills
S. C. S. Mind-absorbing touch (Melee) (13), Jerry makes physical contact with someone, who
then must make a succesful Challenging WIL roll or their mind is abducted, this means that
they lose 1D8 SAN points and will be a mindless slave for an entire day (the player lose con-
trol of the Explorer), after that day, the effects of the Skill will disappear.
Stealth (13)
Potri
Horror: 1D6
Characteristics
Skills
S.C.S. Aura of putrefaction (10 meters radius range), all the people and
creatures that are around Potri starts to feel sick, getting worst quickly.
Everyone affected by the aura of putrefaction must success in a PHY roll
every turn before acting or lose 1HP, as their flesh starts to decompose in
life.
Dodge (5)
Directing a game
Here are some tips on how to direct a game, with time, the expe-
rienced Director will know how to describe the interesting details
of the surroundings, the disgusting oozing of the death mots and
making the dramatic speech of a dying ally...
The time
In brief and again, is the Director is who says how the time flows,
and how much time a task requires.
Making a roadmap
In each Level, the Director will put a desired number of Encounters, if you
want a short Level, the number of Encounter should oscillate between from
2 to 4 Encounters. If you want a long stay exploring a Level, the number of
Encounter should oscillate between from 5 to 10 Encounters.
What is an Encounter?
The players have free will and may resolve an Encounter in any way, be pre-
pared for the unexpected, not everyone makes up the same plan for some-
thing concrete, they may kill an NPC that you thought would be an ally. The
Director will have to assimiate the possible consequences of the Encounters
in the adventure.
An example:
You can take this Encounter as an orientative instance of what one is like, or
directly use the Encounter, adapting it to the current Level in which the party
is.
-The lights of the Level starts to flicker increasingly faster until they turn off,
while in total darkness, a ritmic whistle is heard for a few mnutes, with a
successful Perception roll, an Explorer can hear a low growling just behind
them; Horror 1D4. When the light returns, a monster appears in front of the
party! When they have killed the creature, they find some belongings in the
corpse, realizing that it was once human.
Reward: Standar
Introductions and starts
The start of an adventure should be composed by a short scene in
which each Explorer explains how they will get to the Backrooms,
maybe by accident or willingly, when everyone has done this, now
the party needs to meet each other, they may know each other be-
forehand, they maybe even have entered the Backrooms in group.
Otherwise, the Explorers can become acquainted of the others, tea-
ming up for the sake of survival in the first Level.
Development
After some time together, and if they please each other, a feeling of
camaraderie will bloom among the group, creating a more deep re-
lationship between the Explorers, especially if they have overcame
death or life situations.
If you think that the party has already suffered too much and want an ending with
the party returning to the real world, allow it and make an emotional meeting
with their loved ones, well, if they are alive when the Explorers returns, remember
that the time flows in a different form in the Backrooms, and it doesn’t need to
match each other. The characters can return only to find that all their known peo-
ple had died years ago, or maybe returning to a parallel timeline in which their
parents never had sons...
If an Explorer concludes an adventure with some health and sanity left and they
haven’t had enough, they can always return to the Backrooms. If the player wants
to leave a PC out of the paranormal investigation, they may retire them, at least
they are alive!
When an Explorer dies or has gone mad for too much time, the
player loses control of them and can’t act in the game until they
create another Explorer and joins the party once more.
Humming from the lighting increasing to a deafening volume, then abruptly si-
lencing.
Insect-like chittering.
Colonies:
None, the party may encounter other wandering survivors.
Level “Underground”
Monster Infestation Degree: Low
Description: Is an sprawling warehouse that features concrete floors and walls, expo-
sed rebar, and a low-hanging fog with no discernable source. The fog often coalesces
into condensation, forming puddles on the floor in inconsistent areas. Unlike Level 0,
this Level possesses a consistent supply of water and electricity, which allows indefinite
habitation by wanderers providing that appropriate precautions are taken. It is also far
more expansive, possessing staircases, elevators, isolated rooms, and hallways.
Crates of supplies appear and disappear randomly within the Level, often containing a
mixture of vital items (food, Almond Water, batteries, tarps, weaponry, clothing, medi-
cal supplies) and nonsensical objects (assorted car parts, boxes of crayons, used syrin-
ges, partially burned paper, live mice, mice in a catatonic state that have been injected
with unknown substances, shoelaces, loose change, bundles of human hair). The crates
should be approached with caution due to their contents, but are a valuable resource
In addition, crude paintings and drawings with no apparent origin or meaning appear
on the walls and floors. They are known to change in appearance and disappear when
not in direct line of sight or when unlit. The light fixtures within Level “Underground”
are prone to flicker and fail at inconsistent intervals; when this occurs, supplies are lia-
ble to vanish inexplicably and hostile entities may appear unexpectedly. These entities
rarely attack in groups, and tend to avoid light and large gatherings of people. It is advi-
sed to carry a reliable light source and sleep holding whatever items you do not wish to
lose.
“The bluebird beckons you, soothes you. You’ll feel safe here.”
-M.E.G. base
About half of the group’s Teams live here, mainly housing explorers and supply outposts shared with the
B.N.T.G..
-Tom’s Diner
Has plenty of food in storage, resupplied by the B.N.T.G. every few months.
Tom is an amiable and optimistic person, and his diner serves as a small social hub.
Characteristics
Skills
Aim (10) SPECIAL SKILL Cooking (17) Medicine (9) Psychology (3) Stealth (9)
Description: This Level resembles an empty office building, though it is almost com-
pletely devoid of furniture. Some rooms on this level have windows, though most of
them have been completely blacked out. Any windows that have not been blacked out
are considered traps and should be avoided at all costs.
Is mostly devoid of entities. Hounds are the only ones to have been observed. Because
of this lack of beings, there are lots of people. Scattered around this level, water coo-
lers, vending machines, and fountains containing almond water can be found. It is is
very easy to escape from (and also return to).
This Level is the best place to meet other people and find supplies.
Colonies:
B.A.S.
(B.A.S stands for “Backrooms Analytical Sqaudrant”)
The group is known for their research, discovering many different things about the
Backrooms.
They are mostly friendly and open to trade, although a lot of them are quite reserved
and not very open to newcomers.
This group is one of the smallest groups in the Backrooms, being around 10 members
The only plants they grew were various species of mysterious, unidentifiable plants.
They’re incredibly hostile and not normally up for trade, however, if one has religious
objects such as objects depicting Jesus or other religious entities they’d (normally) be
willing to trade.
Level “The End”
Description: The End is supposedly a ‘trap Level’ that creates the illusion
of escaping the Backrooms. The layout of this Level consists of a seemin-
gly endless modern library, with the main area in the center decorated
with metal letters spelling ‘the end is near’. Wanderers who enter this le-
vel will experience near complete silence, with some areas measuring at
-6.2dB. The center region of the Level is nearly as silent as the rest, thou-
gh the computer terminals within buzz loudly. It is recommended to stay
in this area and not explore further to prevent feelings of isolation.
Leaving this Level is extremely difficult, due to the unstable nature of it’s
geometry. For example, the Level seems to loop when walking in one di-
rection. However, turning around at this point will cause you to run into
a wall. Frequent random noclipping has also been documented, but this
does not result in exiting the Level. Exits do exist, but there is currently
no way to document them. In addition, the Level can cause wanderers to
be unable to perceive other wanderers, even if they are within extremely
close proximity.
Typing some words in the computer at the center will cause diverse
effects, what words triggers a response is at the Director’s discretion, for
example, typing a secret code that a party member found in another Le-
vel could transport the group to a desired location...
Notable Colonies
These Colonies may be so extended that members of them can be active in various Le-
vels.
The M.E.G.
The M.E.G. (A.k.a The “Major Explorer Group”) are a Faction made by the People of
The Backrooms as it started out as an Exploration Outpost during 2012, to a sort of Mi-
litary Government for The Backrooms officially in 2014. They are the people that try to
keep the Wanderers of The Backrooms safe from Entities, Traps, and other Groups, like
The Cartographers, which they are at war with for territory of Levels. The M.E.G. have
multiple Teams for multiple tasks, to ensure the safety of the Wanderers. This Faction is
extremely friendly, and will allow new members into a Team known as Team “Volun-
teer Squad” until they are ready to be in a Team of their own.
Sanity Keepers
The Sanity Keepers consist of 11 people. Their base is on Level 0. They help travelers by
increasing their sanity and actively trade with others. They also have a secure WiFi con-
nection with an old printer powered by a crank generator. The SK is able to access the
latest memes and hand them out to travelers. Their supplies consists of: a lot of music
devices, recreational tools (drawing, painting, a paddle ball, lots of almond water to dip
your hands in, snacks, and books. They all are friends and try to spread kindness.
The only thing known about this “group” is that, the first ever solar eclipse that humans
could experience was unlike any other solar eclipse. Instead of the moon covering the
sun, the sun covered the moon. After this every person who witnessed this even was
transported to Level 0 in a group. Ever since then their colony has been traveling the
backrooms. Some of this “group” has escaped but most have been born and died in the
backrooms. The way you can tell who is apart of this group, they seem to have a image
of a solar eclipse on their arm. If you do see this group make sure to not be hostile be-
cause of the fact that everyone seem to want to harm them, causing them to be hostile
towards anybody, entity, etc. Make sure to also not look at their eyes considering that
their eyes seem to be/have solar eclipses in them.
Status Effects
Burning: the affected takes 1 point of damage in its first turn burning
before acting, the second turn burning, the affected will take 2 points of
damage, doubling the amount of damage in further turns, until death or
the fire is put out with a successful Handling roll from the victim or an
ally.
Exposed: The attacks made against someone Exposed are done with Ad-
vantage
Poisoned: the affected takes the power of the poison as points of damage
on their turn before acting.
Stun: The affected can’t act and has to pass its turn doing nothing, the
affected still takes other effects as if they acted.
A final note:
The universe of the Backrooms is like a mythology written by many au-
thors, it may be inconsistent and contradictory if compared in various
works. Each Director will use the material that they believe is the best one
and can create, even contribute to the community with own creations.
One Director can use a creature which that others may not include. You
can searh for information and inspiration in the pages dedicated to the
Backrooms, and now, enjoy the exploring!
This document is published underthe creative commons license 4.0
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