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BACKROOMSTHERPG

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The document discusses an ambient horror roleplaying game called Backrooms: The RPG that takes place in mysterious liminal spaces called the Backrooms.

The Backrooms are described as mysterious places that appear like common places but with a dark and desolate air, consisting of strange, liminal and labyrinthine landscapes that trigger a feeling of unease.

The Director controls the world, non-player characters, and narrates the story by describing what explorers see, smell, sense, etc. The Director also has the final say in what happens.

BACKROOMS

BACKROOMS: THE RPG


THE RPG

A game for exploring the liminal spaces, created


by Damián Ubide Díaz
Ambientation

“If you’re not careful and you noclip out of reality in


the wrong areas, you’ll end up in the Backrooms, whe-
re it’s nothing but the stink of old moist carpet, the
madness of mono-yellow, the endless background noi-
se of fluorescent lights at maximum hum-buzz, and
approximateIy six hundred million square miles of
randomly segmented empty rooms to be trapped in.
God save you if you hear something wandering
around nearby, because it sure as hell has heard you…”

This game is about with the journeys that the Explo-


rers goes through when navigating the Backrooms,
mysterious places that have the appearance of com-
mon places, but with a dark and desolate air; dimen-
sions consisting of strange, liminal and labyrinthine
landscapes that appear to be taken from a fever dream,
triggering a feeling that something is not right only by
observing it.
In order to get in, one must “no-clip” of reality or dis-
cover another way to go. In one moment, an office
worker could be at the bathroom, and when opening
the door and exiting, he is walking in a deserted copy
of the building, having entered unwittingly, now fa-
cing the bizarre dangers that lurks nearby.
A role-playing game

This role playing game pretends to be a survival, horror and


sandbox one, this manual gives the ambientation and rules
(game system) to be used for building interesting, funny, dra-
matic, dark and ominous adventures. Beign a role playing
game, the player who assumes the role of Director is like the
director of a film, he/she is the one who controls the world,
the Non Playable Characters (NPC) and is the responsable of
narrating the story, saying what is happening, what the Explo-
res can see/smell/sense etc. The horrenduos monsters the par-
ty encounters, the loot they will find and the events that ha-
ppens to them. And overall, is the one who has the last word
in stating what has happened.

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

A player that is not the Director, creates a proper cha-


racter, this character is an Explorer, a person that has
travelled to the Backrooms, maybe for accident, or
maybe purposely to fullfill his/her own motivation.
The personality, incentives, opinions, decisions and
acts (what the Explorer does) is up to the player that is
controlling it. Make sure to create Playable Characters
with an interesting lore and backstory, things like the
people they used to know, his/her favorite song or any
emotional memory will make the Explorer more hu-
man and gives a background to the Director for ma-
king own stories. Let’s take for example the daughter
of a mad scientific whose father gone mad trying di-
mensional travelings and disappeared little after, now,
she is willing to enter the Backrooms to find him, and
maybe won’t escape, even if able, until completing her
motivation. The Director can use this background to
add interesting clues for that character, like finding a
diary of her father, even finding him alive and well!
Or his dead body beign eated by a hideous creature...
This type of tracks will be gratifying to the players for
making interesting references in relation with their
backgrounds, use them cleverly. Try to be creative and
make the most of the possibilities!
Creating an Explorer

(The value of the Explorer’s Characteristics, Abilities,


aswell as other data, like Addictions, Gear, Mental disor-
ders and all information regarding the Explorer’s status are
annotated in the character sheet, which every player who
controls a PC must have.)

The first steps when creating an Explorer is giving them a


name, age, sex, describe how they look (appearance), an
interesting story (and how they got in the Backrooms).
These are lore data and have no impact on the game, but
remember that the Explorers are people, with their virtues
and weaknesses, try making realistic, enjoyable and me-
morable characters that would bring back an smile to their
companions when they are gone...

Think of interesting archetypes and explain them briefly to


understand the Explorer, a simple background such as “a
war veteran who is reluctant to form a squad for fear of lo-
sing them since he once had one” gives a lot of information
on the character’s possible actions, reactions and persona-
lity, perhaps at first he will act as if he does not care about
his comrades , becoming fond over time, willing even to
sacrifice for them so as not to have to carry more deaths in
his consciousness

Tragic and dramatic undertones can play a role in creating


a prodigious character seeking redemption.
1-Rolling them randomly

For each Characteristic, the player must roll the corresponding


dices annoted beside it, and the result will be the value of the
Characteristic. If the results doesn’t convince you, just erase all
the rolled characteristics and then roll them again.

2-Distributing them as desired with a bank of points

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.

The value of a characteristic will only change in special occasions,


like getting a weaking disease, which would decrease the PHY va-
lue for a period of time. Only the HP and SAN have a maximum
value (like the rest of characteristics) and an actual value which
will increase and decrease with physical wounds and mental trau-
ma.

The linked value of a characteristic will change too if the total


value does, this means that if the STR and/or PHY of an Explo-
rer changes, the maximum value of HP will change, no the actual
points, the same applies to SAN if the INT and/or WIL is chan-
ged.
Characteristics
Strength (STR) (3D6)

Measures the muscular force of the character

The STR is used for tasks consisting in using raw


strength, like lifting weight, breaking down a closed
door and pull out a stuck object

The STR value may carry a Bonus Damage Modifier


for the character when attacking using melee weapons,
the stronger the muscle, the harder the blow.

The more STR, the more objects and provisions the


character can carry, and more HP they will have.

If a character has a STR value of 0, they will be left in a


feverish and incapacitated state, since they will not be
able to stand upright. This Characteristic is necessary
for the character to act
Bonus damage

Depending on how strong someone is, they may deal


additional points of damage when attacking with me-
lee weapons. When attacking with that type of wea-
pons, the Modifier of the BD is applied to the damage
roll

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

Further STR: *Add +1 point to the modifier per more


three points or fraction
Physique (PHY) (3D6)

Represents the constitution, agility, vigor, vitality and


body aptitudes that the character has.

The PHY is tested when the character must rely on


their body’s resistance, like seeing if they can take a
turn being suffocated

The PHY is used for calculating the HP, SPE and the
turns they can hold on running at full speed

If a character has a PHY value of 0, they die irretrie-


vably, as they won’t even have a health condition at all,
beign as good as dead. This Characteristic is necessary
for the character to be alive.
Intellect (INT) (3D6)

The Intellect measures the intelectual capacity of the


character, those with high INT solve logic problems,
learn knowledge and, in general, can carry out dilem-
mas with more ease. It represents if the character sol-
ves a task related with the reasoning, like linking toge-
ther two seemingly unrelated concepts, an impromptu
idea, remembering if a plant is poisonous, a concre-
te historic fact or making a map of a covered terrain
using the memory.

If a character has a INT value of 0, they will have an


incapacitating mental condition, like retardation or
dementia. This Characteristic is necessary for a cha-
racter to act.
Willpower (WIL) (3D6)

The Willpower measures the force of will that the cha-


racter has.

In game terms, the WIL is used for tasks that requires


the will, like quitting a drug, resisting a mental assault
and, in a more spiritual way, the connection with the
“spirit realm”.

If a character has a WIL value of 0, they won’t have a


motivation to keep on living and will just stand still
until they meet their death. This Characteristic is ne-
cessary for a character to act.
Carisma (CAR) (3D6)

The Carisma measures how great the personality, am-


bitions and attitudes of the character are.

In game terms, the CAR is used when manipulating,


convincing and persuading a person (or a creatu-
re that understand them) of anything inside the lo-
gic. Any enemy that is outright hostile and can’t (or
doesn’t want to) communicate with the character, evi-
dently won’t be “calmed”, “tamed” or convinced that
the party is not a threat and will ignore any attempt to
make peace. Instead of that, creatures that don’t have
interest in fighting or don’t kill unless provoked could
be talked to, for information, trade or even recruited
as allies and become party members!

If a character has a CAR value of 0, they will have no


social skills, making the communication with others
very poor, the character probably won’t convince an-
yone of anything. This Characteristic is not necessary
for a character be act.
Health Points (HP) (Equal to the sum of half the value
of STR and PHY, rounding down)

The HP represents the actual Health condition of the


character, it isn’t used for any roll

The HP can be recovered up to the maximum value,


that is equal to the PHY value of the character.

The HP decreases when receiving damage, a point


of damage subtracts a point of HP, this decreases the
actual value and not the maximum value, which will
only change if the PHY and/or STR value does.

If the HP of an Explorer decreases to 0, they get Mor-


tally Wounded and fall In the Jaws of Death (see
“Wounds, death and regeneration”)
Sanity (SAN) (Equal to the sum of half the values of
INT and WIL, rounding down)

The SAN represents the actual mental condition of the


character, it is used when confronting horrendous si-
tuations (Horror rolls)

The SAN decreases when receiving horror, a point of


horror subtracts a point of SAN, this decreases the
actual value and not the maximum value, which will
only change if the INT and/or WIL value does.

If the SAN of a character decreases to 0, they go Insa-


ne (see “Horror and mental disorders”)
Speed (SPE) (Equal to the half of the PHY value, roun-
ding down)
The SPE value represents how fast the character is. The
SPE is used to establish the order of act in combat,
their move rate and Base value of the Dodge Skill.

A character/creature can move up to their value of


SPE in meters (fts) and spend their action/s or spend
their action/s in running a distance equal to their SPE
value multiplied by 2, A character can run at full speed
for a number of consecutive turns equal to half their
PHY value, after which they will be exhausted and
unable to sprint unless they make a successful PHY
roll on their turn, before acting.

If a character has a SPE value of 0, they can’t move on


their own.
Now, the player must choose in which things the Ex-
plorer is good at, specializing the playstyle of their
character. Is not necessarily always like this, but the
Explorers with high health and good fighting skills
should be at first line in combat, meanwhile other
member, less versatile in skirmishes, may serve as a
support, if they have a high value of Medicine or Psy-
chology.

The player has 10 plus their points of INT as the total


points to assign however they like in all the abilities,
increasing the Base value (adding 5 points to the Brawl
ability will make the Explorer have a 12 in the Skill).
The unused points are lost. Everyone has the Base va-
lue in the Abilities that they use if no points were ad-
ded, and can increase too with Experience Marks.
Skills

(Experience Marks: When scoring a critical success


(a result of 1) in an Skill roll, the Explorer gets 1 Ex-
perience Mark in the Skill used in the that roll. When
reaching 3 Experience Marks in an Skill, they are re-
setted to 0 and the Skill value is increased by 1 (up to
a maximum of 18 in each Skill)

Aim (Base 5)

This Skill represents the accuracy of the character when shooting or


throwing anything from a distance.

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.

When throwing something light, a character can cover a distance up


to half their value of STR, but this can vary depending on the wei-
ght of the launched object, so the Director should state the reasona-
ble limits when doing this.
Brawl (Base 7)

This Skill represents how good is the user in hand to


hand combat, either unarmed or using melee weapons
when doing an attack roll.
Dodge (Base equal to the SPE value)

Represents the reflexes and the audacity of the cha-


racter when evading attacks in combat or avoiding
projectiles that can be reacted to; though some things
can’t be dodged, like the shot of a firearm since its tra-
jectory is invisible, but the character can dodge a spear
being thrown at them.

The director has the last word saying if something spe-


cific can be dodged or not if it is not clear.

When created, the base of this skill is equal to the cha-


racteristic of SPE, the Dodge value will not change
even if the value of SPE does.

In brief: Melee attacks can be dodged.

Ranged attacks can be dodged if the character is awa-


re, are visible and can react in time.

Shots from firearms cannot be dodged.

(To see how dodging works in combat, see “Dodging


an attack”)
Handling (Base 5)

It represents how good the user is with manual mani-


pulation, such as hiding an object quickly in the slee-
ves, being able to open the lock of a closed door with a
pick or clip, making things by hand such as an impro-
vised weapon from common materials such as a coc-
ktail Molotov, the ingenious use of this ability could
provide the user with a valuable result.
Medicine (Base 3)

Represents the medical knowledge the user has, a Me-


dicine roll permits to get exact clinic data like how
much a body has been dead or determine the exact
cause of death if it’s not obvious.

This Skill is primarly used to heal wounds during


Rests (explained in the headline “What to do in a
Rest?”, specifically in “Medical treatment”)

A Revive roll (Medicine roll) must be made to reani-


mate someone In the Jaws of Death.

Anyone can be treated medically once a day, regardless


of whether the roll was a success or a failure, a treat-
ment will have already been done for the wounds for
that day.

Someone in the Jaws of Death can always receive the


emergency medicine roll to be revived regardless of
whether they had been medically treated on the cu-
rrent day
Occultism (Base 1)

Represents the knowledge of the occult that the user


has. This skill can be useful to decipher the meaning of
strange symbols, runes and esoteric paraphernalia.

An Occultism roll should be made when finding


anything related with ancient religions, black magic,
voodoo, legendary artifacts, secret folklore etc. A suc-
cesful Occultism roll should provide tasty information
to the user on how the found things work or are used
for.
Psychology (Base 3)

Represents the pshychological knowledge about the


human behaviour and psyche.

A Psychology roll can be done to know if a person


is faking emotions or lying while they talk, if the re-
viewer fails the roll, they might seem rude when
approaching too much or asking awkward questions.

The Psychology can be used to psychoanalyze a com-


panion in order of raise their Sanity (explained in the
headline “What to do in a Rest?”, specifically in “The-
rapy”)
Perception (Base 6)

Represents how alert the character is in realizing se-


cret or hidden things

The Perception is not only used with the sight, a cha-


racter can perceive something with senses other than
with the eyes.

The Perception can be used for hearing very low noi-


ses, realizing an strange smell, or viewing a shadowy
figure stalking in the shadows...

When an NPC or monster wants to pass by an Explo-


rer using the Stealth, the Explorer must do a Percep-
tion roll.
Stealth (Base 5)

Represents how sneaky the character is.

The Explorer should make a Stealth roll when wanting


to pass by someone or doing something furtively.

When wanting to do a task in secret, the character


must make two rolls, one of Stealth to see if the roll
was done in the sly and then the corresponding roll
for the task.
Inventory slots
Each character has 10 Inventory slots (the items they
can carry) plus/minus the character’s BD, each Provi-
sion and Object occupies 1 Inventory slot, unless spe-
cified otherwise.

Bullets and ammunition


Bullets/shells do not occupy inventory slots, instead,
each character can carry up to 30 individual bullets

Bullet magazines occupy as many bullet slots as their


maximum capacity, that is, a magazine of 10 bullets
occupies 10 bullet slots, regardless of how many are
actually left inside.

Weapons slots
Each character has 4 weapons slots

Short weapons that can be used with one hand, like


handguns, knives etc. Occupy 1 weapon slot

Long/Big weapons that must be used with both


hands, like bats, shotguns etc. Occupy 2 weapon slots
Optional trait: Special Flairs

If you want an Explorer with an special abilty that


makes them more unique and acute in something par-
ticular, specializing the function of the character, pick
a Flair for them.

The Flairs are attributes that grant positive effects to


the character, if the Explorer wants it, they must pick
one and write it down in the sheet, the Perk won’t be
erased or changed after it was elected.

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.

-“Bearable mentality”: The Mental Disorders the Explorer gains have 2


Madness points instead of 3.

-“Bombastic empathy”: The Explorer heals an additional 1D4-1 point/s


of SAN when Rising Sanity in an hour of a Rest.

-“Critical convenience”: When the Explorer rolls a 2, it will be work as if


it was a 1.

-“Focused addict”: The Explorer can be only addict to one Provision at


once, if they would get an Adicction when already having one, it is igno-
red instead of losing SAN.
-“Horrific remembrance”: The monsters annotated in “Seen monsters”
will be erased in 2 days (instead of 1) without seeing the monster.

-“Impious exterminator”: The Explorer recovers 1 point of SAN when


killing a monster (the Explorer with this flair must be the killer of the
monster in order to recover SAN).

-“Infinite stomach”: The Explorer can consume up to 5 Provisions ins-


tead of 3 in an hour when Consuming Provisions in a Rest.

-“Insanity-proof soul”: The WIL of the Explorer doesn’t decrease when


going Insane.

-“Iron skin”: The Explorer reduces 2 points of any damage source to a


minimum of 0

-“Melee fierceness”: The Explorer adds an additional 2 points of damage


to the damage when attacking with melee weapons (attacking unarmed
counts)

-“Mental toughness”: The Explorer receives 2 points less of Horror from


all SAN losses to a minimum of 0.

-“Millimetric bullseye”: The Explorer adds an additional 2 points of da-


mage to the damage roll when attacking with ranged weapons

-“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).

-“Quick fixer”: The Explorer heals an additional 1D4-1 point/s of HP


when doing a Medical treatment in an hour of a Rest.

-“Sluggish metabolism”: The Explorer gains 2 points of Hunger for each


day without eating instead of 3 points of Hunger.

-“Tis but a scratch”: The Explorer can’t be Mortally Wounded.

-“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

The principal mechanic in the game are the dice rolls.


When a character wants to do something, achieving a concrete goal, a dice
roll is made if the task is difficult or dramatic enough. Simple tasks like wal-
king, speaking and opening a door aren’t difficult, so no roll must be made,
but when the situation gets complicated or it’s failure would have important
consequences, maybe the Director asks for one

When should a dice roll be made?


It is entirely up to the Director, but the dice rolls should be made to decide
what path the story goes to. If a character fails an important roll, the things
won’t be the same as if it was a succeed. How much time a task requires, if it
can be repeated in case of failing and similar terms are led to the Director

How does a dice roll works?


A dice roll needs to have a clear goal, you need to need to know what does
the roll achieves and what happens if it fails, the consequences of both suc-
ceding and failing are led to the Director. The Director chooses a Difficul-
ty, Bonus/Penalty points and/or Advantage/Disadvantage for the roll if it
doesn’t give these conditions by default or if the character has conditions
that modifies the roll.

Characteristic or Skill used for the roll


When doing a dice roll, the first thing to do, is choose the Skill or Cha-
racteristic used for the roll.

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.

Example: John Hatman has a PHY value of 10, when he has to do a


PHY roll, the player must roll a result from 1 to 10 to be a successful roll
in 1D20, otherwise, it will be a failure.
The roll conditions (Difficulty, Bonus and Penalty points and Advantage and
Disadvantage)

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

-Complex roll: 3 Penalty points

-Hard roll: 5 Penalty points

-Challenging roll: 10 Penalty points

-Outrageous roll: 15 Penalty points

Penalty and Bonus points


The Bonus points in a roll subtracts the same quantity of them to the
roll

The Penalty points in a roll adds the same quantity of them to the roll

*A Bonus and a Penalty point cancel each other

Advantage and Disadvantage


When a roll has Advantage, the roll is made two times, and the lowest
result is taken as the result of 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

Example: Due to the curse of a vile creature, John Hatman’s Charis-


ma stat has been reduced to 0! But there is no need to worry, because
John can still succeed in a CAR roll, but only with a critical result, it
is very difficult for him to achieve it, but there is a chance.

If it is an Skill critical roll, an Explorer may gain an Experience Mark


on that Skill.

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.

Example: A monster has a superhuman STR of 22 points, this mons-


ter can fail a test of strength if it does a Fumble

Note: Some rolls (like combats ones) can carry different results if it is
a crit or a fumble.

Clarification If the result of a roll is not 1 but would remain as such


Clarification:
thanks to bonus points, such a result is NOT considered a critical
success. A critical success is only made when the result of the roll
itself has a 1 as a result. The same applies for fumbles (rolling a 20)
with penalty points
Actions

Everyone has their action each turn.

The action usually is spent in doing a roll, but if the


character has the time necessary or no one else acts,
the character may have time to do another action, or
the same action another time.

How much time an action requires (measured in tur-


ns) is up to the Director.

In combat, the character can spend their action in


attacking (attack roll), do another task (variable Cha-
racteristic or Skill roll), recharging their weapon, con-
sume a Provision marked with “(Fast consumption)”
or running away.
Degeneracy of the body: Hunger, Thirst, Tiredness and Despair

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!

The character’s Despair points are setted to 0.

The character becomes Accustomed (mark it in the sheet)

The character loses 1 WIL and 1D10 points of Sanity

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

When characters and creatures engage in a combat,


the ones with the highest SPE act first (the firearms
grant +5 SPE for the purpose of acting order, but not
increasing the actual SPE value of the user)

The order of action is determined by the SPE of the


people/creatures in the scene, from higher to lower,
when the last character/creature has finished their
turn, a new round is started, and everyone gets their
correspondent action/s.

If there is a tie between two or more characters/crea-


tures that have the same SPE value, the one with the
higher PHY value acts first, if there is still a tie, at the
start of the round, before anyone acts, they do a PHY
roll, the one who gets the better (lower) result acts first
for that round.
Attacking
When a character/monster attacks, they do a roll with the appro-
priate combat Skill, like Brawl for hand to hand combat or Aim if
using a ranged weapon. If the attack roll is successful, the target is
unable to dodge/block the attack and receives it, suffering an HP
loss equal to the damage value of the attack roll. If the attack roll
is a failure, the damage roll is not done, and the target doesn’t su-
ffers any HP loss

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

When a Surprise attack is done, the attack roll is made as norma-


lly, but will only be a failure if it is a fumble (result of 1), the at-
tack can be a critical one (result of 20)
Knock out hit
If the attacker wants to knock unconscious the victim
instead of just dealing damage, they must make their
intention clear before attacking, making the attack a
knock out hit.

The knock out hits can only be done with melee wea-
pons

The knock out hits deals the minimum amount of pos-


sible damage of the attack roll (a weapon that deals
1D8+1+BD points of damage would make 2+/- the at-
tacker’s BD as points of damage), and leave the victim
unconscious for 5 minutes.

Some Monsters (mostly the not humanoid ones) can


be inmune to the knock out hits, this is at the Direc-
tor’s election.
Critical combat hits
When scoring a critical hit, the attacker has hit a vital point
of the target, like a kick in the head or a shot in the heart if
the victim dies because of a critical gun shot.

If an attack roll obtains a 1 as the result, the hit is critical,


this means that, apart from beign a succesful one, it will
do the maximum possible damage (Example: If a weapon
does a damage of 1D10+1D6 a critical hit with that weapon
would deal 16 points of damage)

Critical hits can be made with all type of weapons, both


melee and ranged.

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.

If an attack roll obtains a 20 as the result, the hit is a fum-


ble, this means that, apart from failing it, the attacker is Ex-
posed until its next turn. The attacks made against someone
Exposed are made with Advantage.

Fumbles can be made with all type of weapons, both melee


and ranged.
Weapons
A weapon can be melee weapons (use the Brawl Skill to attack using
them) or ranged weapons (use the Aim Skill to attack using them)

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

Example: John Hatman is attacking with a revolver which has 3 bullets


left in the holder, when is his turn, John pulls the trigger three times and
makes the three attack rolls using his Aim Skill, the first one doesn’t have
Penalty points, the second one has 2 Penalty points and the third one has
4 Penalty points.

-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

Reloading a weapon can take a variable amount of


time depending on how the ammunition is repleni-
shed.

-It takes one turn to change a magazine.

-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,

Example: John Hatman is in trouble, a skin-stealer approaches him with


homicidal intentions, John has time to shoot before it is the monster’s
turn, Hatman has an unloaded two-barrel shotgun but carries two shells,
so he decides to take a chance , load the two bullets and shoot the creatu-
re, the attack roll of the shot will be made with 4 penalty points because
John loaded 2 bullets and fired in the same turn.

-
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

Big knives (Machete, sword etc) 1D10+BD

Club/Mace/Police baton/Crowbar 1D8+BD

Empty gun 1D4+1+BD

Small knives 1D6+BD


Ranged weapons (Aim)

Handguns

Name Damage Shots per turn Ammo capacity

Derringer 1D6+2 1 2

Revolver 1D10+1D4 3 6

Glock 2D6 4 8

Desert eagle 3D6 4 8

Flare gun 1D6, inflicts 1 1


Burning

Taser gun None, but Stuns 1 1


the target for
1D6 turns

M1911 1D10+3 4 8
Shotguns

Name Damage Shots per turn Ammo capacity

Pump-ac- 4D6 (p. b. s.) 1 6


tion shotgun 2D6 otherwise

Semi-auto- 3D6 (p.b.s.) 1 12


matic shot- 2D6 otherwise
gun

Break-ac- 3D6 (p.b.s.) 1 2


tion shotgun 2D6 otherwise

Elephant 5D6 (p.b.s.) 1 2


gun 2D6 otherwise

(p.b.s.)= point
blank shot distance
Rifles

Name Damage Shots per turn Ammo capacity

Springfield rifle 2D6+4 1 25

Winchester rifle 3D6 1 14

Remington rifle 4D6 1 10


Automatic firearms (Machine guns, Assault rifles, Sub-
machine guns)

Name Damage Ammo capacity

AK-47 2D6 30

FN-FAL 1D6+1D8 20

Galil 2D6+3 35

Thompson 2D6 50

Uzi SMG 1D8+3 20

Minigun 2D6 500


Examples of combat:

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)

Enemies: Two Hounds (HP 14) (SPE 7)

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.

Everyone has acted so a new round begins

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

Mental disorders are negative afflictions that the Explorers gain


when their psyche has been upsetted by monstrous situations
and traumatic experiences (a loss of SAN equal to a third part or
more of their SAN maximum value and failed the Self-control
roll, an INT roll to not gain the disorder). The disorder starts to
affect the behaviour of the Explorer the same moment that they
gain it.

The Explorer can have up to 3 Mental disorders, if they already


have 3 and would gain more, they lose control of the PC, and
then becomes an NPC instead.

When getting a Mental disorder, it will have 3 Madness points,


this measures the force of the disorder. In order to get rid of one,
the character with the Mental disorder will have to recieve psy-
chological therapy, to achieve this, another character must spend
their actions in doing so during a Rest (see “Therapy” and “Recei-
ve therapy” in “What to do in a Rest?”), for each successful the-
rapy, the character recieving it can erase 1 Madness point of any
Mental disorder, if a Mental disorder has no Madness points left,
then is erased and the character no longer suffers it.

*The character can still get preivously erased Mental disorders.

*When a character would get a Mental disorder that they already


have, add another 3 Madness points to it, there is not a maximum
cap for the Madness points
Insanity

An Explorer is Insane while their Sanity is 0. Sanity


losses while Insane are ignored.

Each time a character goes Insane (reaching 0 points


of Sanity when previously having 1 or more), they lose
1 WIL point (thus reducing the maximum value of
SAN) and gain 1 Mental disorder.

While insane, the Explorer has Disadvantage in all


their rolls.

If an Explorer remains Insane for an entire day, the


player loses control of the PC, and becomes a NPC,
controlled by the Director.
The player should strive to represent the madness, struggle and erratic
behaviour that the Explorer goes through when getting a mental disor-
der or being insane. In an interpretative level, an amnestic character
will often forgot the names of their companions or their own, an im-
patient one will desperately hurry up the team if someone delays for
just a few seconds, a xenophobic one will try to convince the rest of the
party to not letting anyone join them etc. These things don’t affect the
player’s decisions, but helps to create the hopelessly ambientation of the
game, and reminds the rewards of staying in a place in which the hu-
man should not be; bleakness, crazyness and irrationality.

Mental disorder list:

(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.

-Anorexia: The affected character can only consume 1 Provision that, in


all of its benefits, modifies the Hunger, per day.
-Anxiety: The affected character loses 1D4 points of SAN when entering
any Level.

-Catatonia: The affected character cannot act in any way during the Rests
except for “Receiving therapy”, and will lose their action if not treated

-Delirium: The affected character obligatorily spends their action in each


Rest in provoking a SAN lost of 1D4+1 to every other member of the
party resting (not to the ones Sleeping) when they start making shoc-
king, no sense comments, or “Receive therapy”. The special action of the
delirious character can be interrupted by other companion that spends
their action in it (Interruption).

-Depression: The affected character has 5 points of Penalty in every roll


except in WIL rolls, in which they have 10 Penalty points

-Emotional dependence: When acquiring this disorder, the affected cha-


racter must choose a member of the party, the chosen will become their-
close bound. The affected will lose 1 point of SAN whenever their sees
the close bound reveives a succesful attack, and will lose 2D6 points of
SAN if the close bound dies, choosing then another close bound. If every
other member has died and the affected cannot choose a close bound,
they will choose the next person/creature they see as the close bound
(this includes monsters...)

-Hypochondriac: The affected character will get 5 Penalty points in all


their rolls if they don’t have full HP.

-Impatience: The affected character loses 1D4-1 points of SAN at the end
of each Rest

-Insomnia: The affected character cannot Sleep during Rests


-Narcolepsy: When in combat, and before acting on its turn, the affected charac-
ter rolls 1D20, if the result is between 1 to 10, nothing happens, but if the result is
between 11 to 20, the affected character falls suddenly asleep (losing the action of
its turn) and can’t act until its next turn, when he/she wakes up.
While asleep, the narcoleptic character is Exposed

-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 NPC or Monster reach 0, they automatically die.

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:

-Consume Provisions: The character can consume any number of Provisions up


to a maximum of 3, obtaining the benefits of the consumed Provisions.

-Interrupt (STR): A character physically sabotages the action of another party


member, trying to prevent the effects of said action. The saboteur must make a
STR, if the Interrupt roll is successful, the action of the interrupted is lost and no
effects are done (if Consuming Provisions, no Provisions will be consumed).

The player who Interrupts should describe how they obstruct the other member’s
task.

-Medical treatment (Medicine): The character heals oneself or another party


member, the character must make a Medicine roll, if is a success, the target heals
1D4 HP, if it is a critical success (rolled a 20) the target heals 2D4 instead. If it
fails, the target doesn’t heal any HP, if it is a fumble (rolled a 1), the target receives
1D4 point of damage instead of any healing, in both of the cases (success or fai-
lure), the target won’t be able to receive further medical treatment until the next
day.

-Quit an adicction (WIL): If a character wants to remove one Adicction, they


must do a Hard WIL roll, if it a success, the chosen Adicction is erased from the
sheet and the character is no longer an addict to that Provision, if the roll fails,
they lose 1D4 Sanity points and consume 1 copy of the Provision which they tried
to stop beign addict to, if able (gaining the effects of consuming the Provision).

-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.

-Therapy (Psychology): The character psychoanalyzes another party member


(can’t be oneself) that obligatorily must spend their action in “Receive the-
rapy” (a character who is doing anything other than this, can’t be receiving
the therapy at the same time), the therapist makes a Psychology roll, if it is
a success, the patient either gains 1D4 SAN points OR remove 1 Madness
point (patient’s election) of one Mental disorder of their election, if the roll is
a failure, no benefits are done and the therapy won’t have achieved anything.
In addition, if the roll is a critical one, the patient gains 2D4 SAN points OR
remove 2 Madness points of one Mental disorder of their election, if the roll
is a fumble, the patient loses 1D4 instead of getting any benefits.
Ambushes during a Rest

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.

Each Provision provides some benefits like removing Hunger or Thirst


points. The Provision must be consumed (removed from the Gear of the
Explorer) in order to provide its benefits to the consumer.

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.

-Almond Water (Fast consumption): +1 HP, +1 SAN, -1 Thirst

-Super Almond Water (Fast consumption): +5 HP, +5 SAN, -3 Thirst

-Canned food: -2 Hunger

-Bottle of water: -2 Thirst

-Coffe/Energetic drinks: -1 Tiredness

-Beer/Alcoholic drinks (Addictive): -2 Thirst. If a character consumes 4 copies or


more, they become drunk for the next 8 hours or until they Sleep 3 consecutives
hours. While drunk, the character has their SPE value halved (rounding down),
3 Penalty points in their INT, Aim, Brawl, Handling, Medicine, Perception and
Stealth rolls and 3 Bonus points on their CAR and SAN rolls.

-Morphine (Addictive) (Fast consumption): +2 HP, +2 SAN, Grants 3 Penalty


points to the consumer’s INT, WIL, Aim, Brawl, Handling and Perception rolls
and 3 Bonus points to the consumer’s SAN rolls for the next 3 hours of consump-
tion

-Tobbaco (Addictive) (Fast consumption): +1 SAN, -1 PHY for each month if the
user consumed 5 copies of tobbaco or more.

-Generic antidote (Fast consumption): Stops Poison


(Addictive): When a character consumes a Provision
that is Addictive (to which they are not already addic-
ted), they must do a Complex WIL roll, if it is a suc-
cess, the consumer gains its benefits and does not be-
come addict, if the roll is failed, the Explorer still gains
the benefits of the Provision, but must annotate it in
“Addictions” (in the sheet). For each Rest in which
the addicted doesn’t consume at least 1 copy of the
Provisions they are addicted to, they will loose 2 SAN
points when finishing the Rest (this loss is acumulati-
ve if the character has more than 1 addiction)

A character can have up to 3 Adicctions, if they alre-


ady have 3 and would get another one, they will lose
1D6 Sanity points instead.

(Fast consumption): The Provision can be consumed


in one combat turn.
Monsters, creatures and supernatural
entities

Some of the horrendous abominations that inhabit di-


fferent levels in the Backrooms are hostile and irratio-
nal but some are not, and could offer aid to a ravaged
group for a price. Use the “personality” and behaviour
of a monster wisely, not all of them are stupid and will
try to kill its victims at any cost, if overrunned or se-
verely wounded, it could try to escape or convince the
Explorers not to kill it, maybe betraying them or run-
nning away at first glance. In brief, you can use some
monsters to create an interesting situation between
them and the party, and you can use other monsters
like simple bloodthirsty predators that the party will
have to kill or flee from.

Some monsters are a generic example of its own spe-


cies, like a Hound or Faceling, but of the Unique Crea-
tures, only one example exists.
Viewing the wicked aspect and getting used to it

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

Attacks per turn: 1

Characteristics

STR 13 PHY 15 INT 10 HP 14

WIL 10 CAR 05 SPE 7 BD +2

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

Description: Deathmoths are giant human-sized moths that inhabit the


Backrooms, appearing similar to the real life Death’s Head Moth, but
with a pale yellow-grey color. While the male Deathmoths are mostly
harmless and possibly even tamable, the female moths are several times
larger and more aggressive, able to spew acid from their proboscis to
incapacitate other creatures before slurping up their liquefied bodies.
Deathmoths are attracted to light, so if the fluttering of wings gets near,
everyone should make sure to turn off the light source.

Horror: 1D4

Attacks per turn: 2

Characteristics

STR 14 PHY 15 INT 01 HP 14

WIL 10 CAR 00 SPE 7 (can fly) BD +2

Skills

S. C. S. Acid spit (Ranged attack, up to 5m range) (13) inoculates a Poi-


son (power 2) for 3 turns

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

Description: The facelings are humanoid entities, appearing as ordinary


humans with smooth, featureless patches of skin where the face should
be. They dress in mundane clothes and generally harmless, even friend-
ly, wandering aimlessly around various levels of the Backrooms. Adult
and child Facelings exists, with the children beign more mischievous and
prone to pranks and theft. Some say that they were once normal people
who got lost and went mad searching for an exit...

Horror: 1D4

Attacks per turn: 1

Characteristics

STR 10 PHY 11 INT 13 HP 10

WIL 01 CAR 10 SPE 5 BD +1

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

Description: Hounds are naked humanoid entities with shaggy black


hair on their heads and oversized mouths full of sharp, jagged teeth.
They have long, bony limbs and sharp claws, and crawl around on all
fours like a dog, hence their name. They are some of the most common
hostile entities, found all throughout the Backrooms. They will hunt
down and attack anyone on sight, but can be easily avoided if one is
quick and clever- Hounds are not very smart, and can be easily given the
slip, or even momentarily intimidated into backing down if one stares
them straight in the eyes.

Horror: 1D4

Attacks per turn: 1

Characteristics

STR 14 PHY 15 INT 01 HP 14

WIL 18 CAR 00 SPE 7 BD +2

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

Attacks per turn: 1

Characteristics

PHY 13 PHY 15 INT 15 HP 14

WIL 18 CAR 17 SPE 7 BD +2

Skills

S. C. S. Funny Touch =) (Melee attack) (11) sanity loss of 1D8, if an Ex-


plorer goes Insane because of this attack, they will transform into a Par-
tygoer if the PC becames an NPC for remaining a whole day Insane

Dodge (9)
Phobioxi

Description: Phobioxi are feline entities that resemble


large jaguarundis, they are highly aggressive and can
attack at all times, they usually reside in many levels.

Horror: None

Attacks per turn: 2

Characteristics

STR 12 PHY 15 INT 05 HP 13

WIL 10 CAR 00 SPE 7 BD +1

Skills

Brawl “Predator claws” (The phobioxi use their claws


to gut their victims) (13) damage 1D8+BD

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

Attacks per turn: 1

Characteristics

STR 10 PHY 13 INT 10 HP 11

WIL 10 CAR 00 SPE 06 BD 0

Skills

S. C. S. Unearthly yawp (Ranged attack, 5 meter radius range) (15)


sanity loss of 1 to all the people hearing

Ddoge (7)
Stonecrusts

A madman’s vision: This creature can only be seen by characters with 10


points of SAN or less, to the rest of the people, the Stonecrusts appear to
be totally normal rocks that don’t move at all, but these creatures can
really attack and wound those with a low mental condition.

Description: Small, hermit crab-like animals that re-


side on a stone and will attack anyone who bothers
them

Horror: None

Attacks per turn: 1

Characteristics

STR 03 PHY 03 INT 01 HP 3

WIL 10 CAR 00 SPE 1 BD -2

Skills

Brawl “Stone clamp” (To defend themselves, the ston-


cecrusts attack by squeezing their claws) (8) damage 1

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

Attacks per turn: 2

Characteristics

STR 13 PHY 15 INT 05 HP 14

WIL 14 CAR X SPE 7 BD +2

X=Their victim’s CAR value, but 0 if it is naked

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

Description: Smilers are entities of an unknown shape, as they prefer to hide


in shadows and darkened hallways, appearing as a pair of shining eyes above a
mouth full of sharp, glistening white teeth. They are extremely dangerous and at-
tracted to moving light sources, such as flashlights or phones, so the best way to
distract a Smiler in order to escape them is by throwing a light source (such as a
glowstick or even a lit match) in one direction and running in the other. It’s also
known that Smilers lay eggs, which hatch into adult smilers after an incubation
period of about 2 days. Upon finding a nest of Smiler eggs, one should not under
any circumstances touch, take, break or attempt to cook any of them...

Horror: 1D4

Attacks per turn: 1

STR 15 PHY 15 INT 15 HP 15

WIL 10 CAR 00 SPE 7 (Only moves in darkness) BD +2

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.

S. C. S. Swallow (Automatic Success versus a trapped victim) The Smiler swa-


llows completely the victim trapped in its tongue, thus killing it at the moment.

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

Description: Chickens resemble oversized roosters with blank white eyes


and a beak full of tiny, needle-like teeth. They are fast and aggressive,
and can deliver a painful venomous bite that can kill an adult human in
minutes. Once their prey is dead, Chickens will swallow the corpse of
their prey whole like a snake. Their only weakness is not being able to
take sharp turns- if one is being chased by a Chicken, they should find
and turn down the nearest sharp corner; the creature will often skid
around and trip over themselves trying to make a fast turn, sometimes
even completely flipping over onto their backs.

Horror: 1

Attacks per turn: 2

Characteristics

STR 9 PHY 14 INT 05 HP 10

WIL 10 CAR 00 SPE 7 BD 0

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

Attacks per turn: 1

Characteristics

STR 16 PHY 18 INT 15 HP 18

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.

Horror: 1D4 for the creature that lurks in the window

Attacks per turn: 1

Characteristics

STR 10 PHY 10 INT 18 HP 10

WIL 18 CAR 15 SPE 0 (Can’t move from the “window”) BD 0

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

Description: Yosters are large, flabby, quadrupedal


beasts that resemble a cross between a monitor lizard
and a platypus. Their mood varies, and more hosti-
le ones can deliver a nasty bite, though the younger
Yosters are typically more docile. Their meat is edible,
though it always tastes badly burnt regardless of how
is cooked.

Horror: None

Attacks per turn: 1

Characteristics

STR 15 PHY 15 INT 1 HP 15

WIL 10 CAR 00 SPE 7 BD +2

Skills

Brawl “Fatal bite” (Yosters use their jaw riddled with


sharp teeth to perform a high-force bite similar to that
of an alligator) (12) damage 1D10+BD

Dodge (8)
Unique creatures

Jerry, the blue parrot


Description: Jerry is a small bird with resemblance to the hyacinth macaw parrot. Its habitat is
mainly Level “Underground”, but it occasionally spotted in many others. This level is home to
Jerry’s “home”, known as Jerry’s Room, where Jerry and his followers are often found. Those
who make physical contact with Jerry without taming him are subject to his indoctrination
Skills. Jerry can be tamed using sunflower seeds or Almond Water. Otherwise, it is safest to
avoid Jerry at all costs.

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

Attacks per turn: 2

Characteristics

STR 05 PHY 15 INT 16 HP 10

WIL 20 CAR 18 SPE 9 BD -1

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.

Perception (15) Dodge (14)

Stealth (13)
Potri

Description: Potri is a tall figure 2.90m long, his meat


is dry and cold, this being is not easy to find. It will
start to fail any system of cameras and lights, then wi-
thout prior notice, one’s body will start to rot to death.
you can know its presence if you hear muddy sounds
and slight roars. Potri prefers to see his victims die
slowly, so he does not attack directly

Horror: 1D6

Attacks per turn: 0

Characteristics

STR 30 PHY 10 INT 05 HP 20

WIL 15 CAR 00 SPE 5 BD +2

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

The time is an important measure in the game, the time lapsed is


something that the Explorers know with security (although ma-
ybe the time that they perceive is not the same that has passed in
the real world). Is the Director the one how the time flows, and
how much time has passed from an action to another, is who says
when the day has ended, and thus, everyone can track the Hun-
ger, Thirst, Tiredness and Despair, aswell as other effects. The
time is something elastic, but something that will end causing the
degeneracy of the body to the unprepared survivors. That elastici-
ty is a tool that the Director has to use, avoiding boring situations
or uninteresting events like a character sleeping or reading, if the
thing gets intriguing, like a philosophical night talk between the
party, don’t cut it at half and state that the day has ended.

In brief and again, is the Director is who says how the time flows,
and how much time a task requires.
Making a roadmap

When creating an adventure, the Director should fo-


llow a roadmap, a list of Levels which the party will
have to go across from point A (the start) to point
B (the ending), the path from one point to another
will be entirely led to the Director, who sets a desired
number of Encounters in each Level, now, there is a
road for the characters to follow, it’s obvious that the
party may don’t know how to advance, so the entran-
ces and exits of a Level should be intuitive or introdu-
ce some element that makes the party keep moving
foward, like an stalking intangible entity or some kind
of guide if the party gets stuck, you don’t have to put
signs, but signals of previous survivors, like a trail of
blood, may serve as that guide.

The number of Levels and Encounters that composes


the journey usually sets up the duration of the adven-
ture, from a one-shot of a few Levels to a long lasting
campaign composed by a trip through many Levels.
Setting the Encounters

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 Encounters varies completely from one to another, an Encounter can be


meeting another survivor, fight a monster, resolve a puzzle or finding a key in
order to open a sealed door before the walls close in and smash the party.

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.

A good starting point of almost every adventure is Level 0, it can be


used as an introductory first step with some Encounters, serving as
an advance of what may come.

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.

All type of dramatic happenings can occur in the Backrooms, the


Explorers will have tense moments, there will be disputes at the time
of making an election, they will laugh when remembering happier
memories, they will share secrets and confessions to their best mate
and will cry the death of a partner who fought with vermin to buy
time for the rest to escape.

These kind of emotional occurences makes up the essence of the


role-playing game; a betrayal, a discussion, a distancing, a life’s save
just in time. This can create a cinematic plot that will be enjoyed if
done correctly.
Endings
The finale of an adventure can be one of the most memorable moments in the Ex-
plorer’s journey. The end could be a cruel revelation; the party finally escapes the
Backrooms and return home, only to find that, when they get there, their family
and friends start to act suspiciously, the Explorers then discover that, when trying
to get out of the street, it seems like it doesn’t end and extends indefinitely, they
are trapped forever in the ciry! The destiny of the characters comes to be an end-
less living nightmare!

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!

Distributing the loot


The loot system is based on the Encounters completed in the Levels and can be
used to reward the players for succeding in an Encounter, choose a degree of
reward when getting the loot to create what things are earned (the Provisions, we-
apons etc. can be random or chosen by the Director), these are examples, and can
be modified to give the players specific objects, more or less Provisions, ammo for
a weapon etc.:

-Low reward: 1D4 Provisions

-Standar reward: 1D6+1 Provisions, 1 weapon

-Great reward: 1D10+3 Provisions, 1D4 weapons

-Magnificent reward: 1D20+3 Provisions, 1D6 weapons


The death of an Explorer

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.

It is recommended to have more than one Explorer created in


order to have a quick replacement in case of losing a PC. There
are various forms for the party to encounter the new character,
it could be a stroke of luck. The players and Director can take
advantage of this, to introduce a wanted character, like a person
who is being tracked down.

If there is a total party kill, the adventure should be considered as


a failure/defeat.

Who composes the party?

In this manual, the group of main characters that goes through


the adventure are referred as the party.

Once a character or creature Rests alongisde the party, they beco-


me a party member until they left the group or die.
Example Levels

Here are some examples of Levels, you can always


create your own Levels to torment your players. Try
to create a creepy narrative atmosphere at all times
despiting no actual monsters beign around, make
some characters have hallucinations and ask them to
do apparently no sense rolls, hearing soft footsteps
when no one of the party is walking or seeing a flow of
blood coming out from a wall is a nice example, show
them maddening events once in a while to remember
the nature of the Backrooms.
Level 0
Monster Infestation Degree: Null

Description: Level 0 is a non-linear space, resembling the back rooms of a retail


outlet. All rooms in Level 0 appear uniform and share superficial features such as
yellowed wallpaper, damp carpet, and inconsistently placed fluorescent lighting.
However, no two rooms within Level 0 are identical.

The installed lighting flickers inconsistently and hums at a constant frequency.


This buzzing is notably louder and more obtrusive than ordinary fluorescent
humming, and examination of the fixtures to determine the source has been in-
conclusive. The substance saturating the carpet cannot be consistently identified.
It is not water, nor is it safe to consume. Linear space in Level 0 is altered drastica-
lly; it is possible to walk in a straight line and return to the starting point, and end
up in a completely different set of rooms than the ones previously passed throu-
gh. Due to this, and the visual similarity between rooms, consistent navigation is
extremely difficult. Devices such as compasses and GPS locators fail to function
within Level 0, and radio communications are distorted and unreliable.

Hallucinations are common in Level 0, the most common being:

Humming from the lighting increasing to a deafening volume, then abruptly si-
lencing.

The appearance of doors.

The appearance of stairs.

Acute déjà vu.

Human-like speech resembling no known language.

Movement in peripheral vision resembling insects crawling underneath the wall-


paper, which disappears once the wall is observed directly.

Insect-like chittering.

Colonies:
None, the party may encounter other wandering survivors.
Level “Underground”
Monster Infestation Degree: Low

Common monsters: Facelings, Skin-stealers.

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.

Some stranded notes can include the following texts:

“the artist lives in me , the artist dies in me”

“Won’t you stay for the afterparty? =)”

“Burn my fucking body.”

“The bluebird beckons you, soothes you. You’ll feel safe here.”

“Black queen to h5, and thaaaaat’s checkmate~

“Watch the clock, the prophecy draws near”


Colonies:

-M.E.G. base

This is the first main base of the M.E.G.

About half of the group’s Teams live here, mainly housing explorers and supply outposts shared with the
B.N.T.G..

The base is close to one of the entrances of the Level

Heavily guarded against threats such as entity attack

-B.N.G.T. Trader’s Keep

Trader’s Keep is a large city-like complex.

Around 412 inhabitants, non-hostile.

Possesses rudimentary societal infrastructure.

A main supply hub for wanderers.

Trader’s Vault is set up in the Storage Hall in Level 1.

Keeps communications and friendly relations with The M.E.G.

-Tom’s Diner

Run by Tom, a former chef before noclipping into The Backrooms.

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.

Tom, the chef

Characteristics

STR 14 PHY 14 INT 12 HP 14

WIL 13 CAR 16 CAR 15 SAN 12 SPE 7

Skills

Aim (10) SPECIAL SKILL Cooking (17) Medicine (9) Psychology (3) Stealth (9)

Brawl (10) Handling (15) Occultism (1) Perception (11)


Level “The office”
Monster Infestation Degree: Low

Monster inhabitants: Hounds and Windows

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 consists of scientists skilled in certain areas, as well as architects.

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.

Amor Incrementum (Aggresive)

This group is a religious cult who worships agriculture

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”

Monster Infestation Degree: Null

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 solar moons (Aggresive)

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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