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Introduction to Abominations

Introduction to Abominations

"There are more things in heaven and earth, Horatio, than are dreamt of in your philosophy."
—Some English Playwright

Welcome to the Nightmare

The Weird West ain't called "weird" just because folks like the sound of it. Since the Reckoning began at Gettysburg back in 1863, things have gotten downright unnatural out here. The dead don't always stay buried. Creatures that shouldn't exist prowl the badlands. And sometimes, when the moon hangs just right over the prairie, you'll see things that make even the hardest gunfighter question his sanity.

This section of the Library covers the abominations—the monsters, critters, and unholy terrors that have made the Weird West their hunting ground. Some are spirits given form. Others are twisted remnants of what used to be human. A few are things that crawled up from places best left unmentioned in polite company.

You're reading this because Colonel Brennan's Troubleshooters need to know what they're up against. Knowledge is the difference between walking away from an encounter and becoming another cautionary tale whispered around campfires.

A Word of Warning

This section contains spoiler information about creatures your character might encounter. The Ford County Library has compiled this knowledge from survivor accounts, Agency reports, and Miss Temperance Page's own research. However, your character doesn't automatically know any of this. What you as a player learn here and what your character knows are two different things entirely.

What's an Abomination?

In the simplest terms, an abomination is any creature of supernatural origin or nature that means you harm. That covers a lot of ground out here in the Weird West—from shambling corpses to flying nightmares to things that used to be human but aren't anymore.

Most abominations don't know they're serving a higher purpose. They hunt, they kill, they terrorize—all because it's in their nature. Some are driven by hunger. Others by rage or madness. A rare few are just plain evil and revel in the suffering they cause.

What makes them different from regular wild animals or human threats? They feed on fear itself. The more terror they spread, the more powerful they become. And in doing so, they make the Weird West a darker, more dangerous place for everyone.

Types of Abominations

The creatures in this bestiary fall into a few loose categories:

The Undead: Things that died but didn't have the good sense to stay that way. Walkin' dead, ghouls, and worse. Most are animated by evil spirits called manitous, though a few have other origins.

The Unnatural: Creatures that shouldn't exist according to natural law. Dust devils, night terrors, and things born from fear itself made manifest.

The Corrupted: Humans or animals twisted into something monstrous. Wendigos, werewolves, and other cursed souls who crossed a line they shouldn't have.

The Ancient: Entities that have existed for ages, lurking in shadows and preying on humanity since before the Reckoning. Nosferatu and other old evils that have found new hunting grounds in the chaos of 1877.

How to Use This Information

Each creature entry in this bestiary provides the same basic information:

  • Description: What the thing looks like and how it behaves
  • Where You'll Find Them: Common habitats and hunting grounds
  • Threat Level: How dangerous they are to the average Troubleshooter
  • Weaknesses: Methods known to harm, repel, or destroy them
  • Survivor Accounts: Stories from those who lived to tell the tale

The information presented here represents what Miss Temperance Page and the Ford County Library have compiled from various sources—Agency reports, survivor testimonies, newspaper accounts, and scholarly research. It's the best information available, but it ain't gospel. Abominations don't always read their own entries in bestiaries, and some might have quirks or abilities not documented here.

Player Knowledge vs. Character Knowledge

Just because you read something in this bestiary doesn't mean your character knows it. Consider these questions:
  • Has your character encountered this creature before?
  • Would your character have access to this research? (Educated types, scholars, or Agency contacts might)
  • Did someone in the posse share this information in-character?
  • Did you make an appropriate roll (like academia or occult) to recall relevant information?

When in doubt, ask the Marshal: "Would my character know this?" Good roleplaying means letting your character discover information naturally, even if you already know it as a player.

Fear and Terror

When you first lay eyes on one of these abominations, your character will need to make a Guts check. This represents their ability to keep their wits about them when confronted with something that defies natural law. Each creature has a Terror rating that serves as the Target Number for this check.

Failing a Guts check can result in anything from momentary hesitation to outright panic—or worse. Experienced Troubleshooters who've faced down the supernatural before have more Grit, which helps them resist fear. But even hardened veterans can be shaken when confronting something truly horrific.

Remember: Fear is a weapon the abominations use against you. The more scared you are, the more powerful they become. Courage isn't the absence of fear—it's acting despite it. That's what separates the Troubleshooters from the folks who end up as cautionary tales.

Dealing with Abominations

Your trusty Colt might put down a man, but supernatural creatures often require more creative solutions. Here are some general principles that apply to most abominations:

Know Your Enemy: Information is your best weapon. If you know what you're dealing with, you can prepare accordingly. That's why this bestiary exists.

Find the Weakness: Nearly every abomination has something it can't abide—silver, salt, fire, holy symbols, or more esoteric vulnerabilities. Exploit these when you find them.

Work as a Posse: These things are rarely taken down by lone wolves. Coordinate with your fellow Troubleshooters. Cover each other's backs. Use your different skills and abilities in concert.

Don't Be Stupid: Sometimes the smart play is to run like Hell and come back better prepared. There's no shame in a tactical retreat when you're outmatched.

Blessed, Hucksters, and Shamans: If you've got arcane types in your posse, their powers can make the difference between life and death when facing supernatural threats. Respect their expertise in these matters.

When "Normal Weapons" Don't Work

Some creatures are immune to conventional firearms and melee weapons. When you see a creature listed with immunity to "normal weapons," that means you'll need something special to hurt it—blessed weapons, magical attacks, ghost rock ammunition, or exploiting a specific weakness. Always look for alternative solutions before wasting your bullets.

A Final Warning

The entries that follow aren't meant to scare you—though if they do, that's probably healthy. They're meant to prepare you. Out in the Weird West, ignorance gets you killed. Knowledge might just save your life.

Colonel Brennan pays you to solve problems, and sometimes those problems have claws, fangs, and an appetite for human flesh. The Troubleshooters who survive longest are the ones who learn fast, adapt faster, and never assume they've seen the worst the Weird West has to offer.

Because partner, there's always something worse lurking out there in the dark.


"The dead walk, partner. Best you know how to put 'em back down."

Ready to meet the nightmares? Continue to The Walkin' Dead to learn about the most common undead threat in the Weird West, or browse the bestiary to prepare yourself for the horrors that await Colonel Brennan's Troubleshooters in the dark places of 1877.