Fear Itself 2e GLASS BEACH SUMMER:Psychic Horror (Optional teach

Fear Itself 2e GLASS BEACH SUMMER:Psychic Horror (Optional teach

The storm changed everything. Now you see things no one else can. The monsters were always here. You just couldn’t see them before.

TYPE

Campaign

SYSTEM

Fear Itself

LEVELS

1–5

LANGUAGE

English

EXPERIENCE

Open to all

AGE

18+
2 NEEDED TO START
$15.00

/ Session

Details

Weekly / Sunday - 1:00 AM UTC

Session Duration / 2–3 hours

Campaign Length / 3–6 Sessions

0 / 5 Seats Filled

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This game will begin once 2 players have joined
About the adventure

Glass Beach Summer is a modern occult horror miniseries for Fear Itself 2e. The player characters are young adults trapped in a seaside town during a strange summer storm. After surviving the storm, they develop psychic powers — and begin to see the monsters hiding in plain sight. The town is quiet, rundown, and full of secrets. Some locals are just eccentric. Others are hiding something far worse. As the characters investigate, they uncover a cult, a history of storms that change people, and the truth about their powers. This campaign blends nostalgic summer vibes with creeping dread, body horror, and emotional tension. It’s perfect for players who enjoy slow-burn horror, character-driven mystery, and the fear of becoming what you hunt.

Game style

Puzzle / Mystery Focused

Roleplay Heavy

Game themes

Meet the Game Master
Artist
Game Designer

Less than a year on StartPlaying

4 games hosted

Highly rated for: Inclusive, World Builder, Creativity

About me

I like to learn new RPGs and systems so picking up a new game type is easy and enjoyable. I prefer open world type DMing based on the players backstories and play preferences. I never liked railroaded scenarios or DMs that ignored the actual players. That is why I got into DMing. I like to create open worlds when I can and do use or start from premade scenerios sometimes but like to create the world.

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Character creation

Creating your character

Create according to questionare. I also have pregens. Public: 1. Why are you in town this summer? Why can't you leave? 2. You recently pissed off someone in town (not Krief or Officer Smalls). Who was it? What happened? Was it your fault? 3. You've got a big secret you've told nobody. What is it? 4. One evening on Glass Beach, you heard a strange noise. What did it sound like? 5. Add one location to the town map. Name someone associated with it. 6. You saw something weird in town a few days ago. What was it? 7. There's a rock out in the bay near Glass Beach. Did you try to swim to it? Did you make it? 8. What do grown-ups think when they see how you dress? 9. What do you have in your pockets? 10. How much trouble have you been in before? Grounded? Arrested? 11. What are you going to do when summer ends? Private gm only: 12. Which of the others do you think you'll stay in touch with when you leave? 13. Which of the other characters needs your help? You also have a psychic power pool you get during the campaign. PSYCHIC POWER RULES — GLASS BEACH SUMMER (Fear Itself 2e) After the storm, each character gains: • Veiling 1 (automatic) • +2 points to spend on other psychic abilities • Players may save up to 3 unspent build points during character creation to add more psychic abilities after the storm. • Telekinesis is a General Ability and costs triple (1 point of Telekinesis = 3 build points). PSYCHIC ABILITIES VEILING (everyone starts with 1) • See through supernatural disguises and illusions. • Spend 1 point to examine someone nearby — if they’re a monster, you see their true form. • Spend 1 point to automatically pass a Hiding test against humans. • Monsters can still see you. AURA READING • Read emotional states, intentions, and psychic residue. • Spend 1 point to sense strong emotions or hidden motives. • Spend 2 points to see past trauma or supernatural influence. MEDIUM • Communicate with ghosts, echoes, or psychic imprints. • Spend 1 point to sense a lingering presence. • Spend 2 points to receive a clear message or vision. MESSENGER • Hear whispers on the wind or receive cryptic psychic messages. • Spend 1 point to hear a vague warning or clue. • Spend 2 points to send a psychic message to another PC. SENSITIVITY • Detect psychic vibrations from objects, places, or people. • Spend 1 point to sense danger or supernatural activity. • Spend 2 points to read the emotional “history” of an object. TELEKINESIS (General Ability — costs triple) • Move or manipulate objects with your mind. • 1 point of Telekinesis = 3 build points. • Roll Telekinesis instead of Athletics for lifting, pushing, or throwing. • Spend 1 point for subtle actions (turn a key, knock something over). • Spend 2+ points for forceful actions (slam a door, shove a creature). RECOMMENDED STARTING BUILDS (optional) • Seer: Veiling 1, Aura Reading 2 • Medium: Veiling 1, Medium 2 • Listener: Veiling 1, Messenger 2 • Sensitive: Veiling 1, Sensitivity 2

What to expect

Preparing for the session

Roll20 and Discord. Character if wanted pregens provided.

What Tyler Branch brings to the table

• Pre-generated characters tailored to the scenario if wanted • Handouts, clues, and structured scene pacing • A grounded, atmospheric horror experience

Equipment needed to play

Internet

Computer

Microphone

Physical Dice

Safety

How Tyler Branch creates a safe table

As a horror game players are expected to be able to handle alot entering the game to avoid disruption. Unexpected situations may occur so open door is provided. Also lines and veils to cover any non standard horror game elements but expectation is to not be disruptive. Cards can be used with same expectations. Full warnings Body Horror, Possession/Mind Control, Psychological Horror, Character Death (NPCs), Transformation, High-Stress Situations, Violence, Cult/Occult Themes, Emotional Manipulation, Identity Loss

Content warnings

Safety tools used

Frequently asked questions