Showing posts with label OGL Cat People. Show all posts
Showing posts with label OGL Cat People. Show all posts

Sunday, January 18, 2026

Can Silent Legions rpg & The New Flesh Rpg be Compatible With A Nuelow Games Twist ?! - The Enchanted Dagger




 Yes, Silent Legions and New Flesh (by The Red Room) can work together quite effectively, primarily because both are built on OSR (Old School Renaissance) foundations. This article picks right up from here on the blog. This blog post is going to pick up right from here on the blog. 

However, they aren't a "plug-and-play" match because they use different core mechanics for resolution. Here is how they can be combined:

1. The Compatibility Breakdown

  • Silent Legions (by Kevin Crawford) uses a d20-based system (combat) and a 2d6-based skill system, very similar to Stars Without Number.

  • New Flesh (the standalone game) uses the Red System, which is a d20-based OSR engine but simplified for "faster, deadlier" play.

  • Wretched New Flesh (the older version) uses the Wretched System, which also leans into OSR compatibility but has its own unique grit.

2. How to Use Them Together

The most common way to "work" these two together is to use Silent Legions as a toolkit for a New Flesh campaign.

  • World Building: Silent Legions is famous for its "Creation Kits." You can use its random tables to generate eldritch gods, bizarre cults, and alien artifacts that fit perfectly into the "biopunk horror" and "Interzone" setting of New Flesh.

  • Investigation: Silent Legions has an "Investigative Adventure" generator. Since New Flesh involves noir-style investigation in a dystopian city, these tables can provide the structural "bones" for your sessions.

  • Mechanics Hacking: * The Madness System: You can port the Madness rules from Silent Legions directly into New Flesh to track the mental toll of biological horror.

    • The Faction System: Silent Legions' rules for "Cults" can be reskinned as Corporate Factions or Underground Biological Labs in New Flesh to create a living, breathing sandbox.

3. Potential Friction Points

  • Power Level: Characters in Silent Legions are relatively fragile, but New Flesh characters (especially with biotech) can become quite potent. You may need to buff the "Slaughter Die" or damage output of Silent Legions monsters to keep them threatening to a cyber-enhanced operative.

  • Skill Checks: You'll need to decide which system’s skill list to use, as they don't overlap perfectly. It's usually best to stick to the New Flesh character sheet for rolls and only use Silent Legions for the "behind the curtain" GM tools.

Since you're using Silent Legions specifically as a toolkit for a New Flesh campaign, you are tapping into what is widely considered the best "GM toolbox" in the OSR scene.

Because New Flesh leans heavily into Cronenbergian body horror and biopunk noir, here is the best way to leverage Silent Legions to build those specific elements:

1. Re-skinning the "Gods" as "Chimeras" or "Constructs"

The Silent Legions Kelipot and Elder God generation tables are perfect for creating the "Great Chimeric Entities" of Interzone.

  • The Twist: Instead of "ancient gods from the stars," frame your rolls as escaped biological experiments or rogue AI-flesh hybrids.

  • Example: If you roll a "God" with the trait Transmutation, in New Flesh this becomes a sentient viral strain that forcibly rewrites the DNA of anyone nearby.

2. Creating "Corporate Cults"

Silent Legions has robust rules for generating Cults. In New Flesh, these map perfectly onto:

  • The Factions: Use the Cult tables to build Takeda Technologies sub-divisions or underground "Flesh-Smith" gangs.

  • The Resources: When Silent Legions asks you to roll for a cult's "Assets" (like Influence or Muscle), these translate directly to the corporate power and street-cred levels of the New Flesh factions.

3. Using the Investigation Templates

New Flesh is a "future-noir" game, and Silent Legions provides a modular template for "Investigative Adventures."

  • Use the Investigation Tags (like Corrupt Official or Forbidden Knowledge) to seed your cyberpunk city.

  • These tags provide ready-made "Nodes" for a sandbox. If the players go to a shady clinic in the Moroccan sector of Interzone, you can pull a random tag to instantly know what "horror" is brewing there.

4. Porting the Monsters

While Silent Legions monsters are built for a slightly different d20 math, they are OSR-adjacent.

  • Conversion Tip: You can use the Silent Legions monster abilities (like Toxic Touch or Psychic Scream) almost exactly as written in New Flesh.

  • Just be mindful of the Slaughter Die; New Flesh characters are slightly more durable than Silent Legions investigators, so feel free to give your monsters higher damage or more "bio-armor" points.

    To create this entity, I'll use the Silent Legions random tables for Aliens/Entities and then "re-skin" the results to fit the New Flesh aesthetic of high-tech decay and biological dread.


    The Silent Legions Roll

    • Form: Amorphous / Fluidic

    • Trait: "Parasitic Puppet-master"

    • Twist: It mimics the appearance of things it has consumed.

    • Motivation: Spread its biological "OS" to as many hosts as possible.


    The New Flesh Translation: "The Glitch-Graft"

    In the world of New Flesh, this isn't a demon from a void; it is a Project Lazarus bio-waste accident—a sentient slurry of nanites and stem cells.

    The Profile

    • Nature: An experimental "Universal Graft" gone rogue. It looks like a puddle of iridescent, oily mercury until it finds a host.

    • The Horror: Once it touches a victim, it doesn't just kill them; it overwrites them. It mimics the victim’s voice and memories but uses their body as a mobile incubator for more "slurry."

    • Interzone Hook: A high-end "Body-Mod" clinic in the Sector 4 slums has gone silent. Clients are walking out, but they all have the same eerily perfect, symmetrical facial features and a faint smell of ozone and rotting meat.

    New Flesh Stats (Approximate)

    • Hit Dice: 4 (It’s hard to kill because it has no vital organs)

    • Armor Class: Equivalent to Heavy Mesh (Its surface is non-Newtonian fluid)

    • Attack: +4 (Pseudopod Lash / 1d8 damage)

    • Special Ability (The Graft): If a target is reduced to 0 HP by the Glitch-Graft, they aren't dead. Instead, they are "rebooted." They regain full HP but are now a puppet of the entity.

    • Weakness: High-frequency sonic bursts or specialized anti-viral "Logic Bombs" (Software attacks).


    How to Use It in Your Session

    1. The Clue: The PCs find a discarded "Bio-Log" (audio diary) from a frantic doctor describing a "graft that started talking back."

    2. The Encounter: The PCs meet a contact who seems totally normal, but during the conversation, the contact’s ear "melts" slightly before snapping back into place.

    3. The Reveal: When the PCs attack, the contact doesn't bleed red; they bleed a thick, silver-black fluid that tries to crawl toward the nearest PC's boots.

      To build this faction, I'll use the Silent Legions "Cult" generation tables, focusing on their Goals, Resources, and Atmosphere, then translate them into the dystopian corporate landscape of New Flesh.


      The Silent Legions Roll

      • Template: Research Institution / Forbidden Knowledge

      • Leadership: A "Shadow Committee" (hidden and disconnected)

      • Asset: Massive Wealth & Influence

      • Secret Goal: "Apotheosis" (becoming gods/transcending the flesh)

      • The Twist: They believe the "Horror" (the Glitch-Graft) is actually a holy evolution.


      The New Flesh Faction: "The Chrysalis Group"

      Publicly, they are a high-end Life Extension & Aesthetic Surgery conglomerate. Privately, they are a post-humanist death cult that views human DNA as "legacy code" that needs to be deleted.

      The Details

      • Front: Chrysalis Wellness Centers. Pristine, white-tiled clinics where the elite of Interzone go to get "The Perfect Graft."

      • The Shadow Committee: Known as the "Version 2.0 Board." These are five executives who have already uploaded their consciousness into a shared "Flesh-Cloud" maintained by the Glitch-Graft entity. They no longer have physical bodies, just a series of prosthetic puppets they pilot.

      • Operational Style: They don't use street thugs. They use "Claims Adjusters"—sleek, silent agents wearing high-end synth-skin suits who "reclaim" any biological assets (people) that have come into contact with their experiments.

      In-Game Assets & Hooks

      • Corporate Asset (The Black Clinic): A hidden laboratory located inside a decommissioned water treatment plant. It is guarded by "Biological Firewalls"—creatures that look like security guards but have no skin.

      • Influence: They have the local Enforcer Units (police) on their payroll. If the PCs start investigating the Glitch-Graft, the police won't arrest them; they’ll "escort" them to a Chrysalis Wellness Center for a "mandatory health screening."

      • The Secret: The Chrysalis Group isn't trying to kill the city. They want to introduce the Glitch-Graft into the city’s water supply to "upgrade" every citizen into a single, unified hive-mind.


      How to Connect the Entity to the Faction

      The Glitch-Graft we created earlier was actually their "Alpha Version." It escaped, and now the Chrysalis Group is desperate to get it back—not to destroy it, but to harvest its "data" for the final city-wide rollout.

      Scenario Idea: The PCs are hired by a rival corp (maybe Takeda Tech) to steal a "hard drive" from a Chrysalis courier. When they intercept the courier, they find no hard drive—only a sealed, vibrating canister of silver fluid and a digital manifest that lists the PCs' own home addresses as "Future Integration Sites."

      In Silent Legions, "Spells" are sanity-shattering violations of reality. In New Flesh, we translate these into "Bio-Code Injections" or "Neuromorphic Hacks."

      Since a full d100 table would be a massive wall of text, I have designed this as a "D100 Scalar Table." You can roll 1d100; the higher the roll, the more devastating (and more taxing on the user's Sanity/Body) the bio-program becomes.

      The Codex: "The Axiom of Revised Flesh"

      Roll (d100)Bio-Program NameEffect DescriptionCost / Side Effect
      01–10Neural TwitchForces a target’s finger to pull a trigger or drop an item.Minor nosebleed.
      11–20Vascular LockCloses wounds instantly by hardening the blood into a scab-shield.Heals 1d6 HP; target takes -2 Agility for an hour.
      21–30Ocular HijackYou see through the target's eyes for 1 minute.Your own eyes turn milky white and blind during use.
      31–40Pheromonal CommandTarget must obey a single, one-word command (e.g., "Sleep," "Run").You emit a foul, chemical stench for 24 hours.
      41–50Dermal AcidYour sweat becomes highly corrosive for 1 round (3d6 damage on touch).Deals 1d4 damage to your own hands.
      51–60Ossification SpikeA bone spur erupts from your palm like a blade (1d10 dmg).Permanent scarring; -1 Appearance.
      61–70Synaptic BurnOverloads the target's brain. They take 4d6 damage and are stunned.You lose the ability to speak for 1d6 turns.
      71–80Cellular MimicryYour face and voice shift to match someone you’ve touched.Lasts 1 hour; requires a "Sanity" check to remember who you are.
      81–90Necrotic PulseA wave of rot causes all organic matter within 10ft to wither.All plants/small animals nearby die; you lose 1d8 Max HP.
      91–99The Lazarus PatchRestores life to a corpse deceased for less than an hour.The "Revived" is a hollow puppet controlled by the Chrysalis Group.
      100Apotheosis v1.0You turn into a Glitch-Graft entity for 1d4 rounds. Total invulnerability.Character Death: You dissolve into silver sludge afterward.

      How to use this "Grimoire" in your game:

      1. The Interface: The PCs don't find a book; they find a "Cold-Storage Data-Sleeve" or a "Bio-Organic Syringe" containing one of these programs.

      2. The Risk: To "cast" these, the user must make a Sanity or Constitution check (depending on the grit of your game). If they fail, they take the side effect listed in the "Cost" column.

      3. The Twist: Using these programs leaves a "Digital Signature" in the user's DNA. The Chrysalis Group can track anyone who uses their "Axiom" code.

        To lead the Chrysalis Group’s field operations, we need someone who embodies the bridge between "Corporate Professional" and "Eldritch Abomination."

        Using the Silent Legions "Villain" templates and the New Flesh biopunk aesthetic, I present to you: Director Vane.


        Director Julian Vane: The "Red-Tier" Liquidator

        Vane is the "cleaner" for the Chrysalis Group. He doesn't look like a monster; he looks like a million credits. He wears bespoke, blood-repellent charcoal suits and speaks with the calm, rehearsed tone of a customer service representative.

        The Silent Legions Twist

        • Motivation: Total Symmetry. Vane finds the chaos of natural biology "offensive" and "noisy."

        • The Secret: Vane isn't one person. He is a series of cloned bodies ("Sleeves") synchronized via a high-frequency sub-dermal link.

        New Flesh Combat Profile

        • Hit Dice: 6 (But he has 2 "Backup Sleeves" nearby in cryo-cases).

        • Armor Class: Kinetic-Dampening Underweave (Treated as Combat Armor).

        • Weapon: The Mono-Filament Scalpel. A finger-mounted wire that ignores physical armor (2d8 damage).

        • The "Glitch" Signature: When Vane is stressed or damaged, his jaw unhinges further than humanly possible, revealing a row of silver-plated teeth.


        Bio-Programs (from the Grimoire)

        Vane usually keeps three specific "Axiom" codes loaded into his neural link:

        1. Vascular Lock (11–20): If the PCs land a lucky hit, Vane’s blood instantly turns into a black, obsidian-hard crust, sealing the wound and granting him temporary +2 AC.

        2. Ocular Hijack (21–30): Vane can "see" through the optics of any PC who has cybernetic eyes. He uses this to shoot around corners or anticipate their movements (+2 to his Initiative).

        3. Synaptic Burn (61–70): If a PC gets too close, Vane releases a burst of electromagnetic "static" from his skin. The PC must save or fall prone, clutching their head as their neural link restarts.


        Encounter Hook: "The Exit Interview"

        The PCs are hiding in a safehouse after stealing the Glitch-Graft canister. The lights flicker and die. A calm, modulated voice comes over their own internal comms—even if they are offline.

        "This is Director Vane. You are currently in possession of proprietary Chrysalis code. I’m prepared to offer you a generous severance package... or I can come in there and perform a manual 'factory reset' on your nervous systems. You have sixty seconds to choose a brand identity."

        When the door opens, Vane is standing there alone, holding a briefcase. But in the shadows behind him, the "Glitch-Graft" slurry is crawling up the walls like a living oil slick.


        How he fights:

        Vane is a tactical nightmare. He uses Ocular Hijack to stay one step ahead, and if a PC manages to "kill" him, his consciousness simply jumps to a nearby "backup" agent who was standing in the hallway. To truly stop him, the PCs have to find the Server-Casket he carries in his briefcase—the thing holding his "Soul."

Can I adapt Nuelow Games Enchanted Dagger into the Silent Legion/New Flesh Mix? And the answer is,' Yes, you absolutely can.' The Nuelow Games version of the Enchanted Dagger is based on the 1940s Golden Age comic book hero, and because Nuelow’s products are usually built for d20 / OGL systems, the math translates almost perfectly into Silent Legions and New Flesh.

In the original lore, the Dagger is a "mysterious champion of justice" weapon. To fit your Silent Legions / New Flesh mix, we should pivot it from "magical justice" to "sentient bio-tech" or "eldritch resonance."



1. The Lore Pivot: "The Harsher Edge"

Instead of a mystical blade from a golden age hero, in your setting, the Enchanted Dagger is a Pre-Collapse Relic or a Chrysalis Group Prototype.

  • The Silent Legions Angle: It is a "Kelipot Blade"—an object forged in a dimension where physics is replaced by intent. It doesn't just cut; it deletes the space the target occupies.

  • The New Flesh Angle: It is a Sentient Neural-Spike. The blade is actually made of hyper-dense, calcified neurons. It "enchanted" because it has a wireless link to the wielder’s brain, vibrating at the exact frequency needed to bypass modern body armor.


2. Stats & Mechanics (Adapted)

Use these stats for a character in your New Flesh campaign:

StatValue
Weapon TypeSmall Blade (Concealable)
Damage1d6 + 2 (Ignores 2 points of Armor/Soak)
The "Enchantment"Guiding Intent: On a Near Miss (missing by 1 or 2), the wielder can take 1 point of Sanity/Strain damage to force a hit as the blade "curves" mid-air.
The "Golden Age" BonusJustice's Toll: When used against a member of a "Cult" or "Corporate Faction" (like the Chrysalis Group), the damage die explodes (roll again on a 6).

3. Integrating it into the Chrysalis Plot

If you are using Director Vane as your villain, the Dagger becomes a crucial plot device:

  • The Counter-Measure: The Enchanted Dagger is one of the few things that can "sever" the connection between Director Vane and his backup "Sleeves." If he is stabbed with it, he cannot jump bodies for 1d4 rounds.

  • The Search: Vane is looking for the Dagger because it contains a "Root Code" he needs to stabilize the Glitch-Graft entity. The PCs might find it in an old museum (referencing the Nuelow historical theme) or in the hands of an old "Vigilante" hiding in the Interzone slums.


4. Side Effects (The Silent Legions "Twist")

Since this is a horror game, the Dagger shouldn't be "free" to use.

The Neural Feedback: Every time the Dagger kills, the wielder "sees" the last 5 seconds of the victim's life. If used too often, the PC may start to confuse their own memories with those of the people they've "liquidated."

 To stay true to the Nuelow Games roots while fitting the New Flesh grit, we’ll take the classic "Enchanted Dagger" archetype and turn him into a tragic, glitching relic of a bygone era.

The NPC: "Old Man" John Sterling (The Echo Dagger)

In the early days of Interzone, before the Chrysalis Group dominated the skyline, there were "Street Knights." Sterling is the last of them. He’s a man out of time, looking like a 1940s noir detective who has been chewed up and spit out by a bio-punk meat grinder.

  • The Look: A stained trench coat over a cracked, antique "Hero-Frame" (an early, bulky exoskeleton). He wears a fedora to hide the surgical ports in his skull.

  • The Dagger: It’s strapped to his forearm in a pneumatic sheath. The blade hums with a faint, golden bio-luminescence—a stark contrast to the oily silver of the Glitch-Graft.


Stats (New Flesh / Silent Legions Style)

  • Hit Dice: 5 (He’s tough, but his "Hero-Frame" is failing).

  • Armor Class: 15 (Reinforced Trench-Coat + Antique Exo-plating).

  • Attack: +6 (The Enchanted Dagger / 1d6+3 Damage).

  • Special Ability (The Golden Blur): Once per combat, Sterling can move so fast he appears as a "motion blur" (a glitch in the observers' neural-links), making him impossible to hit for one round.


Role in Your Campaign

1. The Reluctant Mentor

Sterling knows Director Vane. In fact, he knew Vane before Vane became a "Shadow Committee" puppet. He can tell the PCs that the Dagger isn't just a weapon—it’s a "Dead Man’s Switch." > "Kid, this blade doesn't just cut meat. It cuts the signal. Vane is a broadcast; this knife is the static."

2. The Investigation Hook

The PCs find a series of Chrysalis "Claims Adjusters" pinned to walls in the slums, their neural-links completely fried. This leads them to Sterling’s hideout: an abandoned Nuelow-era Cinema where he survives on canned rations and illegal power-taps.

3. The Tragedy (Silent Legions Twist)

The Dagger is keeping Sterling alive. His organs are failing, and the blade’s "Enchantment" (the sentient bio-code) is acting as a peripheral heart. If the PCs want the Dagger to stop Vane, they have to deal with the fact that taking the weapon will likely kill Sterling.


The Encounter: "The Last Feature"

When the PCs arrive, Sterling is watching an old, flickering black-and-white film. He doesn't turn around.

  • Sterling: "Chrysalis sent you? Or are you just scavengers looking for a piece of the past?"

  • The Conflict: He’ll test the PCs. He needs to know if they have the "Moral Architecture" to carry the blade. If they are just greedy mercenaries, he’ll use the Synaptic Hijack (from the Grimoire) to paralyze them and vanish into the vents.

    4. What happened to the original 1930's and 40's wielder of the 'Enchanted Dagger' Robert Chambers?! Then there's the enchanted dagger's connection to the Witchkind. The Witchkind are the tissue connecting the world of New Flesh and Wreteched Darkness as a magical 'lost race' of sorcerers, horrors, and monsters caught up in the twisted alien dimensions that co exist along with Earth. 
    There's a lot more bubbling under the surface here of the campaign.. 

    This mission brief is styled as an encrypted "Burn-After-Reading" Data-Packet from a rival conglomerate—Takeda Technologies. They want the Dagger, but they don't want their fingerprints on the corpse of a local legend like Sterling.


    TAKEDA TECHNOLOGIES: INTERNAL MEMO #88-RED

    TO: [REDACTED] Freelance Asset Group

    FROM: Executive Oversight (Division 9)

    SUBJECT: Retrieval of Asset "PHANTOM-EDGE"

    PRIORITY: Ultraviolet (High)


    1. THE TARGET

    The asset is a Pre-Collapse Prototypical Neuro-Blade, currently designated by street-elements as the "Enchanted Dagger." Our sensors have tracked its unique bio-signature to the Old Cinema District, Sub-Level 4.

    The asset is currently held by an unregistered biological entity: Sterling, John. * Threat Level: Severe. Sterling is an expert in close-quarters assassination and possesses antique "Hero-Grade" combat augments.

    • Instruction: Recovery of the blade is mandatory. Preservation of the host (Sterling) is non-essential.

    2. THE OBJECTIVE

    • Primary: Secure the "Enchanted Dagger."

    • Secondary: Deliver the blade to the Takeda Drop-Point in the Moroccan Sector within 6 hours of retrieval.

    • Tertiary: If intercepted by Chrysalis Group "Claims Adjusters" (Director Vane’s units), you are authorized to use "Extreme Sanatization" protocols.

    3. THE COMPLICATION (THE "LEAK")

    Takeda Intelligence suggests that the Chrysalis Group has already deployed Director Vane to the site. Vane intends to use the blade to stabilize the "Glitch-Graft" prototype.

    Note: Do not allow the blade to come into contact with the Glitch-Graft slurry. The resulting resonance could cause a localized Neural-Collapse Event (Radius: 5 city blocks).

    4. COMPENSATION

    • Credits: 50,000 (Transferred via untraceable Scrip-Account).

    • Gear: Two "Bio-Stabilizer" patches (prevents Sanity loss for 1d6 hours) and a "Logic Bomb" grenade (effective against Director Vane’s backup bodies).


    GM’S "SILENT LEGIONS" TWIST

    If the players accept the contract, Takeda hasn't told them the whole truth. The "Logic Bomb" they provided isn't just for Vane—it’s designed to detonate the Dagger's power core once the PCs reach the drop-point. Takeda doesn't want the blade; they want to destroy it so neither they nor Chrysalis have to deal with Sterling's "Justice" ever again.


    How to start the session:

    The PCs receive this memo on a cracked tablet left in their safehouse. Outside, the rain in Interzone is falling like liquid lead, and they can hear the distant, synchronized hum of a Chrysalis Group transport landing three blocks away. The race to the Old Cinema is on.

Friday, January 16, 2026

Blending The Wretched Darkness Rpg With Nuelow Games OGL Cat People & The Velvet Ear, an exclusive jazz club Adventure Location

Since before the dawn of recorded history, they have lived among us. They appear human, but they are more than human -- they are the Cat People. Now, this secretive race -- with their abilities to take on different forms, and their sometimes seemingly endless lives -- can be brought into your d20 System games, no matter when or where they take place."

OGL Cat People contains rules for creating Cat People player characters, along with a series of new feats and talents representing the characters' mastery of their inborn shapeshifting abilities, or special gifts granted by their patron, Bast.



 
 In our Wretched Darkness game we've got two players who love were cats & so I remembered reviewing OGL Cat People by Nuelow Games! So can you use OGL Cat People with Wretched Darkness rpg? Yes, you can use Nuelow Games' OGL Cat People with Wretched Darkness, but it requires a small amount of conversion work.



The two products are built on different "branches" of the d20/OSR family tree. Here is how they align and how to make them work together:

Compatibility Overview

FeatureOGL Cat People (Nuelow Games)Wretched Darkness (The Red Room)
Core Systemd20 System / OGL 3.5Wretched / OSR (modified d20)
Power LevelHigh (Feats, Talents, Shapeshifting)Low/Gritty (Vulnerable anti-heroes)
TonePulp / Classic HorrorGritty / "Spaghettipunk" / Urban Horror

How to Port Them Over

While Wretched Darkness is an OSR-style game, it is explicitly designed to be adaptable to d20-based systems.1 To bring the Cat People into your Wretched game, follow these steps:

1. Translate Attributes

OGL Cat People uses standard 3.5 ability scores. Wretched Darkness uses a similar set, but focuses heavily on the "anti-hero" nature of the character. You can port the stat bonuses directly (e.g., +2 Dex becomes a +2 bonus to Dexterity-based checks in Wretched).

2. Convert Feats to Talents/Perks

In Wretched Darkness, characters aren't as "feat-heavy" as in 3.5.

  • Minor Feats: Treat these as starting Perks.

  • Major Powers (Shapeshifting): Treat these as a specialized Class Ability or a high-cost Perk. Since Wretched Darkness includes rules for Loup-Garou (Werewolves), use those as a template for how a shapeshifting Cat Person should function mechanically and how much "Wretchedness" (stress/horror) it might cause.2

3. Adjust for Lethality

Wretched Darkness is much more lethal than standard d20 games (Hit Point gains are lower, capped at level 10).3 If you use the Cat People exactly as written in the Nuelow PDF, they might feel slightly "overpowered" compared to human anti-heroes.

  • Suggestion: Limit the number of supernatural "Talents" a Cat Person starts with to ensure they still feel the "darkness" and vulnerability of the setting.

4. Use the "Sin/Virtue" System

The most important part of Wretched Darkness is the Sin/Transgression system. When creating a Cat Person character, ensure they choose a Sin that reflects their predatory or secretive nature (like Pride or Lust). This integrates them into the Wretched mechanics better than any stat block could.

Why They Fit

Thematically, they are a perfect match. OGL Cat People is inspired by classic horror (specifically Joe Simon and Jack Kirby’s stories), and Wretched Darkness is designed to emulate the grit of 70s and 80s horror cinema. A secretive race of shapeshifters living in the shadows of a modern city fits the "Urban Horror" sandbox of Wretched Darkness perfectly.

To bring the Nuelow Games archetypes into Wretched Darkness, we need to strip away the complex d20 feat chains and replace them with the gritty, streamlined mechanics used by The Red Room’s engine.

In Wretched, these are best handled as Supernatural Archetypes.


1. The Common Cat Person (The Infiltrator)

These are the scouts and urban survivors. They look human but possess feline grace and a hidden, predatory streak.

  • Attribute Adjustments: +1 to Dexterity and Charisma, -1 to Willpower.

  • Wretched Perk: Feline Grace. You take half damage from falls and gain an Advantage on all Stealth and Athletics checks involving climbing or balancing.

  • Natural Weaponry: In human form, your fingernails are sharp. You deal 1d4 damage with unarmed strikes.

  • The Shift: You can transform into a specific breed of domestic cat. While shifted, you have -4 Strength but gain a +4 bonus to Stealth.

  • Weakness: Curiosity. If you fail a Willpower check when confronted with a mystery or a "shiny" distraction, you must investigate it, often ignoring personal safety.

2. The Greater Cat Person (The Predator)

These are the power players—stronger, more ancient, and significantly more dangerous. They are often the "Boss" NPCs or high-powered anti-heroes.

  • Attribute Adjustments: +2 to Dexterity, +1 to Strength, -1 to Sanity.

  • Wretched Perk: Nine Lives (Limited). Once per story arc, if you are reduced to 0 Hit Points, you may immediately stabilize at 1 HP instead. This costs 1 permanent point of Sanity as a "piece of your soul" is used up.

  • Shapechange: The Hybrid Form. You can shift into a bipedal, monstrous feline form (similar to a classic werewolf silhouette).

    • Claws/Bite: Deals 1d8 damage.

    • Frightful Presence: Onlookers must make a Willpower check or suffer the Scared condition.

  • Primal Instincts: You have Darkvision up to 60 feet and can track targets by scent with an Advantage on Perception checks.

  • Weakness: Predatory Hunger. When you taste blood, you must make a Willpower check or enter a frenzy, attacking the nearest target (friend or foe) until the end of the next round.


Integration Notes for the GM

  • Wretchedness Score: Transforming in public or being caught in "cat form" by a mundane witness should grant 1-2 points of Wretchedness.

  • The "Simon & Kirby" Flavor: To keep the Nuelow Games vibe, emphasize that these aren't just "were-cats"—they are a secret society. They should have their own hidden bars, safe houses, and ancient feuds that the players stumble into.

  • Combat Balance: In Wretched Darkness, a Greater Cat Person in a hybrid form is a "Tank." They can easily wipe out a group of unprepared human investigators. Encourage players to use silver or fire, as per standard OSR horror tropes.

    Here is a "Boss" level NPC designed for a Wretched Darkness campaign. This character bridges the gap between the pulp-horror of Nuelow’s Cat People and the gritty, sleazy urban atmosphere of Wretched.


    Boss Profile: "The Duchess" (Margot LeChat)

    Archetype: Greater Cat Person Social Standing: High-Society Socialite / Underworld Information Broker Sin: Pride (She views humans as "cattle with checkbooks" and cannot tolerate even the slightest disrespect).

    Backstory

    The Duchess runs The Velvet Ear, an exclusive jazz club that doubles as a neutral ground for the city's supernatural entities. She claims to be a survivor of a forgotten Egyptian lineage, but her methods are pure 1970s noir. She deals in secrets, and her price is usually a favor that requires the solicitor to surrender a piece of their humanity.


    Attributes & Stats

    • Strength: 14 (+1) | Dexterity: 17 (+2) | Constitution: 13 (+1)

    • Intelligence: 15 (+1) | Willpower: 14 (+1) | Charisma: 18 (+3)

    • Hit Points: 48

    • Armor Class: 13 (Fine silk clothing / Natural reflex)

    • Wretchedness: 6 (She is deeply entwined with the city's corruption)

    Abilities & Combat

    • The Shift (Hybrid Form): Margot can transform as a Move Action. Her skin ripples into black leopard fur, and her eyes glow a sickly amber.

      • Multi-Attack: She makes two Claw attacks (1d8+1) and one Bite (1d6) per round.

    • Gaze of the Bastet: Once per encounter, Margot can lock eyes with a target. The target must succeed on a Willpower Check or be Paralyzed with fear for 1d4 rounds.

    • Unnatural Reflexes: Margot may take an extra Reaction each round specifically to Dodge an incoming attack.

When The Duchess shifts, she does not become a common stray. She transforms into a creature of mythic dread—a sleek, jet-black Panther or an unnaturally large, silver-maned Highland Wildcat. In this form, she is a silent assassin, perfectly suited for the "Spaghettipunk" lethality of Wretched Darkness.


The Duchess (Great Cat Form)

Used for assassination, intimidation, or escaping a burning building.

  • Hit Points: 48 (Same as human form)

  • Armor Class: 15 (Preternatural speed and thick hide)

  • Move: 50 ft. (Climb 40 ft., Leap 20 ft. horizontally)

Attributes

  • Strength: 16 (+2)

  • Dexterity: 19 (+4)

  • Intelligence/Will/Charisma: (Same as human form)

Special Traits

  • Shadow Meld: As long as she is in dim light or darkness, she is effectively Invisible until she moves or attacks. This is not magic, but a mastery of camouflage and stillness.

  • Pounce from Above: If she attacks a target from a higher elevation (a chandelier, a fire escape, a rafters), she deals double damage on her first Claw attack and the target is automatically Knocked Prone.

  • Eerie Silence: She makes absolutely no sound when moving, even over broken glass or dry leaves. Players have Disadvantage on Perception checks to hear her approach.

  • Superior Night Vision: She can see in total darkness as if it were bright daylight (this allows her to cut the power to a building and hunt the players in the dark).

Combat Maneuvers

  • The Rake (2 Claws): 1d8+2 damage per hit. If both hit the same target, she can immediately make a free Bite attack.

  • The Throat-Crush (Bite): 1d10+2 damage. On a critical hit, the target is "Silenced" as their windpipe is crushed, making it impossible to scream for help or cast spells.


Wretched Horror: The "Uncanny" Feline

In Wretched Darkness, the horror comes from the wrongness of the supernatural. When The Duchess is in this form, use these descriptions:

  • The Eyes: Her eyes remain human. Seeing a large black panther with the intelligent, mocking eyes of Margot LeChat should force a Sanity Check.

  • The Voice: She can still speak in this form, though her voice sounds like grinding gravel and tearing silk. It is deeply unsettling to hear a predator offer you a "business deal" while it is crouched on your chest.

  • The Trophy: She doesn't just kill; she "plays." If she hunts a PC, she may leave "gifts" for the other players—like a PC's favorite weapon or a piece of their clothing—carefully placed on their pillow while they sleep.


The "Greater Shift" Cost

Unlike the Bouncers, The Duchess’s transformation is taxing.

The Price: Every time she shifts into this form to kill, she must gain 1 Wretchedness Point. As her Wretchedness rises, she becomes more animalistic and less able to maintain her "Socialite" facade in human form.


  • The "Dark Secret" (The Hook)

    Margot isn't just a predator; she is a collector. Beneath The Velvet Ear, she keeps a "menagerie" of people who have failed to pay their debts to her. She has used an ancient ritual (an OGL Talent) to physically regress them into actual house cats.

    The Twist: One of these "cats" is actually a missing person the player characters have been hired to find. To get the person back, the players must either steal Margot’s ritual dagger or find a way to humiliate her publicly—triggering her Sin of Pride and forcing her into a reckless, monstrous rage.


    Tactics

    Margot never fights alone unless cornered. She will use 2–3 Common Cat People (acting as "Bouncers") to wear the players down. If she drops below 15 HP, she will attempt to use Nine Lives to escape through the ventilation shafts in her cat form, vowing to hunt the players' families as retribution.

    In the gritty, urban horror of Wretched Darkness, "The Duchess" wouldn't stand alone. She is flanked by her "Bouncers"—Common Cat People who function as the muscle of The Velvet Ear.

    These henchmen are designed to be efficient, dangerous, and physically imposing while maintaining their "civilized" human facade until the claws come out.

    The Bouncer (Common Cat Person)

    Role: Professional Muscle / Urban Hunter Hit Points: 16 (Tougher than average humans, but still mortal) Armor Class: 12 (Leather jackets or heavy overcoats)

    Attributes

    • Strength: 15 (+1)

    • Dexterity: 14 (+1)

    • Intelligence: 10 (0)

    • Willpower: 11 (0)

    Abilities & Gear

    • The "Switchblade" Claws: As a free action, they can extend their claws. They deal 1d6 damage in melee. They often carry actual brass knuckles or saps to keep things "non-lethal" for the club's reputation.

    • Feline Reflexes: They gain a +2 bonus to Initiative rolls. In Wretched Darkness, going first is often the difference between life and death.

    • Pack Tactics: If two or more Bouncers are attacking the same target, they gain Advantage on their attack rolls. They are trained to corner intruders and push them into the shadows.

    • Low-Light Vision: They ignore all combat penalties associated with dim light or partial darkness.


    Wretched Combat Maneuvers

    In a fight, these Bouncers don't just stand and trade blows. Use these Wretched-specific tactics to make them feel like predators:

    1. The Pounce (Dirty Trick): If a Bouncer moves at least 10 feet toward a target and hits, the target must make a Strength check or be knocked prone. This grants the Bouncer 1 Wretchedness Point for the successful "dirty trick."

    2. Crowd Control: They use their high Strength to Grapple and drag players toward the club's exits (or toward the basement stairs where The Duchess waits).

    3. Human Shield: If The Duchess is in the room, the Bouncers will intentionally move into the line of fire to protect her, using their bodies to provide her with Cover (-2 or -4 to player attack rolls).

    How to Use Them

    • The Guard Post: Two bouncers stand at the front door. They aren't looking for weapons; they are "scenting" for other supernatural entities or cops.

    • The Ambush: If players try to sneak into the basement, have three Bouncers drop from the rafters. Their Feline Grace allows them to land silently, forcing a Wits Avoidance Roll to avoid being surprised.

      In Wretched Darkness, the Cat-Form is not for combat; it is the ultimate tool for Espionage and Infiltration. When a Bouncer or Common Cat Person shifts into a domestic cat, they sacrifice their raw power for near-perfect stealth.


      The Cat-Form (Infiltration Mode)

      This stat block applies to Common Cat People (like the Bouncers) when they have shifted into a domestic feline.

      • Hit Points: 4 (They are extremely vulnerable in this state)

      • Armor Class: 14 (Due to small size and high agility)

      • Move: 40 ft. (Climb 30 ft.)

      Attributes

      • Strength: 3 (-3)

      • Dexterity: 18 (+3)

      • Intelligence/Will: (Same as human form)

      Special Traits

      • Unnatural Stealth: While in Cat-Form, the character has Advantage on all Stealth checks. They can hide in shadows that would be too small for a human.

      • Nondescript: To a casual observer or a mundane NPC, they appear to be a common stray. It requires a Perception Check (Hard) or supernatural senses to realize the animal is watching them with human-like intelligence.

      • Land on Feet: They take no damage from falls under 30 feet and half damage from falls above that.

      • Bite/Scratch: Deals exactly 1 point of damage. It is used as a distraction or to deliver a toxin, never for a straight fight.


      Using the Cat-Form in a "Wretched" Session

      Because Wretched Darkness is a game of tension and investigation, the Cat-Form should be used to make the players feel paranoid.

      1. The Silent Tail: As the players leave The Velvet Ear to discuss their plans on the sidewalk, mention a mangy calico cat sitting on a nearby dumpster. If the players don't check for "tails," the Bouncer hears their entire plan and reports back to The Duchess.

      2. The Indoor Spy: A Cat-Form Bouncer can slip through dog doors, open windows, or even be "adopted" by a sympathetic PC. Imagine the horror when the players realize the stray they brought into their safe house is actually the Duchess’s lead enforcer.

      3. The "Wretched" Shift: Remember that shifting back to human form is violent and disturbing. If a player catches the cat and corners it, describe the bones snapping and skin stretching back into a 200lb man in a leather jacket. This should trigger a Sanity Check for any mundane witnesses.


      GM Tip: The "Scent of Magic"

      In Wretched Darkness, supernatural beings can often "sense" each other. If a PC has a high Occult skill or is a supernatural being themselves, allow them a Wits check to notice that the cat smells like expensive cigarettes and cheap cologne—the same smell as the bouncer at the club.

To launch a Wretched Darkness campaign using these characters, you need to lean into the "Sleaze and Sorcery" aesthetic. These hooks are designed to pull the players into the Duchess's orbit, where every favor comes with a heavy price.


1. The Stray Witness

The players are hired by a frantic mother to find her son, a street-level journalist who went missing while investigating corruption at the docks.

  • The Hook: The players find his apartment trashed, but a Common Cat Person (in cat form) is still there, "guarding" the evidence.

  • The Twist: The journalist isn't dead; he’s been turned into a cat and is currently being kept in a cage in the Duchess’s office. The Bouncers are hunting the players because the journalist hid a microfilm roll in his "human" clothes that proves the Duchess is bribing the city’s Chief of Police.

2. A Debt of Nine Lives

One of the Player Characters (or a close NPC Ally) starts the game with a massive gambling debt or a legal problem that miraculously "goes away."

  • The Hook: A Bouncer arrives at the PC's door with an invitation to The Velvet Ear. The Duchess wants to collect.

  • The Twist: She doesn't want money. A rival supernatural gang (perhaps the Loup-Garou) has stolen an ancient Egyptian relic she uses to stabilize her "Greater Shift." She needs the players to steal it back from a heavily guarded warehouse. If they refuse, she reveals she has a "contract" on their souls.

3. The Purge of the Strays

The city is plagued by a series of gruesome "animal attacks" in the slums. The media blames feral dogs, but the victims are always low-level criminals.

  • The Hook: The players are approached by a "rebel" Cat Person—one of the Duchess's former bouncers who has grown a conscience (or just got greedy). He claims the Duchess is "cleaning house" to prepare the city for a dark ritual.

  • The Twist: The rebel is a double agent. He is leading the players into a trap where they will be the "main course" for a hunting party of Greater Cat People in a cordoned-off tenement building.

4. The Last Show at the Velvet Ear

The Duchess hosts a "Grand Masquerade" at her club, and the players are invited (or must sneak in) to retrieve a specific piece of information.

  • The Hook: The players must navigate the social minefield of the club, surrounded by Bouncers and "Socialite" Cat People. They must use their Charisma and Intelligence to find the safe.

  • The Twist: At midnight, the Duchess locks the doors. She announces that one of the guests is a "traitor" and she will release her Bouncers to find them. The players must survive the "Lockdown" while being hunted through the dark, smoke-filled club by Margot in her Great Cat Form.


Campaign Tip: The "Cat-and-Mouse" Mechanic

In a Wretched campaign, the Duchess shouldn't be the first boss the players kill. She should be a recurring shadow. Have the players spot her Cat-Form Bouncers watching them from rooftops at the end of every session. It builds the "Urban Horror" tension—the feeling that they are never truly alone.

In the sleazy, neon-lit world of Wretched Darkness, the Duchess’s power isn't just biological—it’s tethered to a cursed antiquity that smells of ozone and ancient dust.

The Relic: The Obsidian Sistrum of Bast

An instrument used in ancient temples to ward off evil spirits, this particular Sistrum (a type of metal rattle) has been "inverted." Instead of protecting the innocent, it anchors the consciousness of shapeshifters, allowing them to bypass the psychic toll of changing their form.

  • Physical Description: A handle of tarnished silver topped with an obsidian frame. Instead of simple metal rings, the rattle pieces are carved from the finger bones of "unfaithful" priests. It hums with a low vibration that domestic cats can hear from blocks away.


Dark Powers & Mechanics

In the hands of a Greater Cat Person like The Duchess, the Sistrum provides three horrific advantages:

1. The Flawless Transition

Normally, shifting into a monstrous form in Wretched Darkness costs Wretchedness or Sanity because it is a violation of nature.

  • Effect: As long as The Duchess holds or wears the Sistrum (usually tucked into her belt or a hidden holster), she can shift forms without gaining Wretchedness. This allows her to stay in her lethal "Great Cat Form" indefinitely without losing her mind to animal bloodlust.

2. The Chorus of the Damned

When shaken vigorously (an Action in combat), the Sistrum emits a discordant chime that shatters the focus of her enemies.

  • Effect: All non-cat-people within 30 feet must make a Willpower Check. On a failure, they suffer Advantage to be hit by any Cat Person for 1d6 rounds. The sound mimics the screaming of a thousand dying cats.

3. Soul Tether (The "Missing Person" Tool)

This is the power the Duchess uses to create her "Menagerie."

  • Effect: By striking a prone or unconscious human with the obsidian frame, the Duchess can "bind" their soul to a feline shape. The victim transforms into a common housecat. They retain their human memories but lose the ability to speak or use fine motor skills.

  • The Cure: The transformation only breaks if the Sistrum is shattered on an altar or if the Duchess is killed while holding it.


The Hook: The Heist

In your campaign, the players find out the Sistrum was stolen by a rival—perhaps a gritty 1970s-style street gang called "The Iron Wolves" who didn't know what they were stealing.

  • The Conflict: The Iron Wolves are starting to go "mad" because the relic is attracting every stray cat in the city to their hideout. Thousands of cats are sitting silently outside their warehouse, just... staring.

  • The Players' Choice: 1. Return it to the Duchess: She pays them handsomely and stops hunting them, but they’ve just handed a monster her most dangerous weapon. 2. Keep/Destroy it: They weaken the Duchess, but they now have a squad of Greater Cat People and an entire city's worth of "strays" tracking the relic's unique vibration directly to the players' safehouse.


Wretched Horror Note

When the players get close to the Sistrum, describe the air feeling heavy and "greasy." Characters with high Sanity might start hearing phantom purring in their own thoughts

In the gritty, neon-noir world of Wretched Darkness, the Iron Wolves are a mid-tier street gang that has recently bitten off more than they can chew. Their leader, "Rawbone" Jax, is a man who values brute force over supernatural subtlety—until the Obsidian Sistrum began warping his mind.

"Rawbone" Jax (Gang Leader)

Archetype: Tough / Thug Deadly Sin: Greed (He refuses to give up the Sistrum, even as it destroys his gang).

Attributes & Stats

  • Muscle: 16 (+2)

  • Agility: 12 (0)

  • Toughness: 15 (+1)

  • Wits: 8 (-1) (Currently clouded by the relic)

  • Brains: 9 (0)

  • Magnetism: 13 (+1)

  • Sex-Appeal: 10 (0)

  • Hit Points: 28

  • Armor Class: 13 (Heavy leather "Iron Wolves" biker vest)

Equipment & Attacks

  • The "Wolf’s Tooth": A modified, serrated machete. Deals 1d8+2 damage.

  • Sawed-off Shotgun: Deals 3d6 damage at close range (within 10ft), but requires an action to reload after 2 shots.

  • The Obsidian Sistrum: He currently carries this in a pouch at his side. He doesn't know how to use its "Chorus" ability, but it gives him a +2 bonus to Toughness saves while in his possession.


Special Perk: Blood & Iron

Once per combat, when Jax is reduced to below 10 HP, he can enter a Frenzied State. He ignores all damage penalties for one round and can make one additional melee attack. However, at the end of that round, he must make a Wits Save or spend his next turn gasping for air (the Stunned condition).


Combat Tactics & Behavior

  • The Paranoia: Jax is constantly looking over his shoulder. He believes the "stray cats" outside his warehouse are a rival gang in disguise. In combat, he may waste his first turn barking orders at his men to "kill every cat they see" rather than focusing on the players.

  • The Guard Dogs: Jax is never seen without two large, scarred pit bulls. Treat them as standard Animal NPCs (10 HP, 1d6 Bite). Interestingly, the dogs are terrified of the Sistrum and will not go within 5 feet of Jax.

  • The Surrender: Despite his sin of Greed, Jax is a survivor. If his Hit Points drop below 5, he will try to trade the "shiny rattle" (the Sistrum) for his life, claiming it’s "cursed anyway."


The Iron Wolves "Fodder" (The Gang Members)

If the players storm the warehouse, Jax will have 4–6 gang members with him.

  • HP: 10 each

  • AC: 12

  • Attack: Handguns (1d8) or Baseball Bats (1d6).

  • Morale: If Jax falls or gives up the relic, the remaining gang members will immediately flee or surrender.

    The Iron Wolves’ hideout is located in the Dockside Industrial District, a place where the air smells of salt, rotted fish, and cheap diesel. The warehouse—formerly a meat-packing plant—is a cold, cavernous space that has become a pressure cooker of supernatural tension.


    The Warehouse Interior: "The Meat Locker"


    The warehouse map is from here. 


    The floor is cracked concrete stained with decades of unidentifiable fluids. Rows of rusted meat hooks still hang from motorized rails on the ceiling, swaying slightly in the draft.

    • The Main Floor: Lit by flickering industrial sodium lamps that cast a sickly orange hue. The Iron Wolves have set up a "living area" in the center with mismatched couches, a grease-stained pool table, and several barrels being used as trash fires.

    • The Perimeter: Large crates are stacked high, creating a maze of blind corners. This is where the Common Cat People (the Duchess's spies) are currently lurking, silent and unseen, waiting for the players to soften Jax up.

    • The Uncanny Detail: Every high window and skylight is obscured by the silhouettes of hundreds of common cats sitting outside on the roof, their eyes reflecting the orange light like tiny embers.


    The Menagerie: Unit 402

    Jax isn't keeping the victims in the main room; he’s keeping them in the walk-in cold storage unit at the back of the warehouse. He doesn't understand that they are humans; he just thinks they are "fancy breed cats" that the Duchess wants back, and he's holding them for ransom.

    • The Atmosphere: The refrigeration is broken, so the room is damp and moldy rather than freezing. The smell of ammonia is overpowering.

    • The Cages: Dozens of rusted wire animal crates are stacked haphazardly. Inside are cats of every variety—Persians, Siamese, tabbies—all of them unnaturally still.

    • The Horror: Unlike normal cats, these animals do not meow or hiss. They watch the players with desperate, weeping eyes. One particular Siamese cat (the journalist from Hook #1) is frantically scratching a name into the grime on the floor: M-A-R-G-O-T.

    • The Guard: Jax has stationed his two most sadistic thugs here. They’ve been "teasing" the cats with hot prods. If the players enter, these thugs will use the cages as cover, potentially knocking them over and releasing a swarm of panicked, confused "victims" into the crossfire.


    Jax’s "Throne"

    Jax sits in a glass-walled foreman's office overlooking the main floor. The Obsidian Sistrum is sitting on the desk in front of him, glowing with a faint, rhythmic violet light that matches his heartbeat.

    Environmental Hazard: The office is a death trap. Jax has rigged the stairs with "trip-wire" shotguns. A successful Wits (Perception) Check is required to spot the thin fishing line before a player takes 2d6 damage.


    GM Interaction Note

    If the players manage to grab the Sistrum while in the Menagerie, the "cats" will react instantly. They will swarm toward the person holding it, rubbing against their legs and purring in a terrifying, synchronized vibration that deals 1 point of Sanity damage to anyone nearby.



In Wretched Darkness, utilizing a powerful supernatural artifact like the Obsidian Sistrum of Bast is a fast track to corruption. The device was never meant for human hands; it is a tool of predatory ancient gods.

If a player attempts to use the Sistrum to "Bind" an enemy into a feline form, they must make a Willpower Check. Regardless of success or failure, the act of warping a soul attracts the "Darkness."


The Sistrum Transgression Table

When a player activates the Sistrum’s Soul Tether (turning someone into a cat), roll 1d10 and add their current Wretchedness Score.

Roll (Total)Result: The Price of the Shift
1–5The Predator's Chill: The target transforms, but the user feels a permanent coldness in their chest. Gain 1 Wretchedness Point.
6–10The Feline Blur: The user’s pupils become vertical slits for 24 hours. They gain Advantage on Perception but suffer Disadvantage on all Social checks with humans. Gain 2 Wretchedness Points.
11–15Echoes of the Menagerie: The user hears the screaming of every soul trapped in the Sistrum. Lose 1d6 Sanity. The user gains the "Compulsion" to keep the newly transformed cat as a pet.
16–20Partial Backfire: The target transforms, but the user's hand becomes a withered, fur-covered claw for 1d4 days. Any weapon held in that hand suffers a -2 penalty to hit. Gain 3 Wretchedness Points.
21+The Bastet Curse: The user transforms the target, but a "piece" of the user's soul is swapped. The user falls unconscious for 1 hour, and when they wake, they have gained a Major Sin (Envy) as they start to covet the "freedom" of the animal form.

Rules for the Player-Controlled "Menagerie"

If a player successfully turns an NPC into a cat:

  1. The Binding: The transformation is permanent unless the Sistrum is used to "Undo" it (which requires another roll on the table above) or the Sistrum is destroyed.

  2. The Burden: Keeping a "Soul-Cat" is a Wretched Act. Every week the player keeps a human trapped in animal form, they must pass a Sanity Check or lose 1 point of Sanity from the guilt/horror of the situation.

  3. The Duchess’s Scent: The Duchess can "smell" any creature transformed by her relic. She and her bouncers gain Advantage on all Tracking checks to find the players as long as they are traveling with one of these transformed victims.

The Destruction of the Relic

If the players decide the Sistrum is too dangerous and try to break it:

  • The Shatter: It requires a feat of great strength or a holy/blessed weapon.

  • The Release: When it breaks, every cat in the "Menagerie" (including those at the warehouse) immediately reverts to human form.

  • The Fallout: The sudden influx of naked, traumatized, and confused people in the middle of a gang hideout or the city streets creates a massive "Scene" that will attract the police, the media, and a very, very angry Duchess.

    Building a map for The Velvet Ear Jazz Club requires blending the classy, smoky aesthetic of a 1970s jazz lounge with the hidden, predatory architecture of a supernatural safehouse.

    Based on the lore of The Duchess and her Common Cat People bouncers, here is a functional floor plan layout designed for a Wretched Darkness session.

    The Velvet Ear: General Layout





    The club is a "basement dive"—you enter from a non-descript street door and descend a steep flight of stairs into the subterranean lounge.

    1. The Main Lounge (The "Killing Floor")

    • Entrance: A heavy velvet curtain separates the stairs from the club to keep out the city noise.

    • The Bar: A long, curved mahogany bar with a brass rail. The Bouncers usually stand at the far end, where they have a clear line of sight to the door.

    • Seating: Circular booths upholstered in cracked, blood-red leather. The center of the room is filled with small, candle-lit tables.

    • The Stage: A low wooden platform in the corner. A grand piano sits under a single, dim spotlight.

    • Note: The lighting is deliberately poor (Sodium-orange and deep shadows), giving the Cat People Advantage on stealth.

    2. The Duchess's Private Booth (The "Spider's Web")

    • Located in a recessed alcove in the far back corner. It is draped with semi-transparent silk curtains.

    • Secret: Beneath the velvet cushions is a silent alarm button that alerts the Bouncers in the back.

    3. The Back of House (The "Hunting Grounds")

    • The Kitchen: Small and rarely used for food. It’s mostly used to store crates of "tonic" and raw meat for the staff.

    • Employee Hallway: A narrow, L-shaped corridor. This is where the Unit 402 Cold Storage (The Menagerie) is located.

    • The Loading Dock: A heavy metal door that leads to an alleyway behind the building. This is where "Rawbone" Jax would have delivered the stolen relic.

    4. The Private Office (The "Observation Deck")

    • Accessible only through a locked door behind the bar.

    • It features a large one-way mirror that looks out over the stage and lounge.

    • The Safe: Hidden behind a framed photo of a 1920s jazz legend. This is where the Obsidian Sistrum is kept when the Duchess isn't using it.


    Tactical Map Features for the GM

    • Elevated Vantage Points: The club has exposed ventilation ducts and brass pipes running along the ceiling. Common Cat People (in cat form) can use these to traverse the room silently above the players' heads.

    • Choke Points: The entrance stairs and the hallway to the restrooms are narrow. A single Bouncer can easily block these exits.

    • Environmental Hazards: * The Piano: Provides heavy cover.

      • The Bar Mirror: Can be shattered to create difficult terrain (broken glass) or to use for seeing around corners.

      • The Dimmer Switch: Located behind the bar. If the Bouncers flip it, the room goes pitch black, favoring their low-light vision.

    Suggested Map Legend

    RoomDescriptionKey Item/NPC
    AEntrance StairsBouncer 1 (Checking IDs)
    BMain BarBouncer 2 (Behind the bar)
    CStageThe "Piano Player" (Common Cat Person)
    DDuchess's AlcoveMargot LeChat (The Boss)
    ECold StorageThe Menagerie (Transformed Victims)
    FPrivate OfficeThe Obsidian Sistrum & Secret Files