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Creeping Fallout

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Creeping Fallout
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One of the fun additions to the Deluxe Edition was the expansion of different types of Fallout. One of those is Creeping Fallout, a connected string of thematic corruption that changes characters.

I wanted to share a few additional creeping Fallout I wrote as an excuse to procrastinate packing for Between Two Cons!

Creeping Fallout: Once an Investigator takes their first instance of Creeping Fallout, at each subsequent instance where they would typically take Fallout the corruption spreads, consuming another Inventory Slot and resulting in a new and worsening change. This continues until every effect of the Creeping Fallout has been taken, afterwards the Investigator may take additional Fallout as normal.

Skeletonization - Creeping Fallout

“We’re just a flesh-mech being piloted by a skeleton that is longing to be free.”

Skeletonization carries a lingering effect that when their body dies, they immediately take the final entry in the table (becoming a living skeleton).

Phantom Flesh: Parts of your body feel foreign and alien, their pain as if belonging to another (-1d2 CTRL)

Endoskeletal Fortification: The framework that makes up your internal skeleton experiences a cohesion unlike anything you’ve felt before, becoming stronger (+1d2 STR)

A Pound of Flesh: The flesh sloughs off of a limb, leaving a perfectly clean, and usable, skeletal appendage (-1d2 STR, +1 HP).

Skeletonization: The meat that once was your body rips and tears like a fleshy cocoon as you emerge a fully animated skeletal being. 

Reroll your stats (STR, DEX, CTRL, HP) and take the special abilities

Remove any Skeletonization Creeping Fallout, replacing them with a single entry. Other Fallout remains.

Skeletal: Attacks from ranged or piercing weapons are Impaired, weapons used for bludgeoning are Enhanced.

Pulverized: The bones will come back together, even after hitting 0 STR, unless bones are crushed enough that there is not enough pieces to create a cohesive “body.”

Ooze - Creeping Fallout

The Great Loosening: Your body feels warm, flush with a sense of euphoria. Your muscles are relaxed and limber, loosening from years of tension. 

Dermal Invisibility: You skin begins to become translucent, progressing in severity as the days persist.

Caustic Sweat: You begin to sweat profusely. Your sweat its thick and acidic. Its new caustic nature begins to corrode materials that come in contact with it. 

Self Sufficient: You no longer need to sleep or breath.

Elasticity: Your body becomes resistant many forms of physical damage (crushing, slashing, and piercing damage is Impaired against you).

Gelatinous Form: You become a humanoid ooze, your flesh becoming a jelly encasing your skeleton. 

Body parts can become reattached

fire and magical damage is Enhanced, while mundane is Impaired.

You fine motor skills become clumsy and ineffective, as your body slows.

You touch is acidic and caustic, dealing 1d6 persistent damage as long as you make contact with their body (either you main body or your residual slime).

You can attempt to consume organic matter, grappling with them as you bring them inside yourself.

Undeath - Creeping Fallout

You gain these Fallouts in sequence. This Creeping Fallout can only progress when you die. After each death you return with full HP and fully restored STR, but death always comes with a cost, with each instance lowering your max HP by 1 (cannot lower below 1) and your max STR by 1 (cannot lower below 3).

Chosen Undead: Whenever you die, your body reanimates. The Wounds remain, but do not take up an Inventory Slot (they are moved to the notes section on your Investigator sheet). After 5 deaths progress to stage 2.

Wretched Undead: With each return you return with a piece of yourself lost. Your memory becomes fragmented and slipping away. If you consume the memories of those who knew you in life you can stave off this loss, for a time. Eating their brains can help. If there is a better way you to absorb the memories, it’s long since been lost to you. After 5 deaths progress to stage 3.

The Lost: You become lost, a hollowed husk of what you once were. While death cannot claim you, neither can humanity. Consuming the life of others is the only drive. Become a Horror used by the Facilitator.

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POSTEDJun 21, 2026
ARCHIVEDJun 21, 2026