Mgp6602 - OGL Horror (Oef)
Mgp6602 - OGL Horror (Oef)
Mgp6602 - OGL Horror (Oef)
Gareth Hanrahan
Contents Credits
Introduction to OGL Horror 2 Development and Layout
Horror Roleplaying 4 Ian Belcher
Horror Character Creation 19 Cover Art
Skills and Feats 33 Scott Clark
Chainsaws, Stakes and Nailguns 81 Interior Illustrations
Conditions, Environments and Aaron Acevedo, Eric Bergeron, Stephen
Hazards 120 Cook, Anthea Dilly, Vincent Hie, Patrick
Keith, Kythera, Jon Netherland, Peter
Combat (and Running Away) 126
Schlough, Nathan Webb, Leo Winstead,
Fear and Loathing 148 Ursula Vernon
Magic, Mysteries and Phenomena 156
Studio Manager
Cults and Conspiracies 170 Ian Barstow
Turning the Screw 181
Production Manager
Monsters 204 Alexander Fennell
Sample Horror Campaigns 241
Playtesting
Designer’s Notes 251 Mark Billanie, Daniel Haslam, Mark
OGL Horror Character Sheet252 Howe, Jamie Godfrey, Alan Moore, Daniel
Scothorne, Mark Sizer, Michael J Young
Index 254
License 256 Proof Reading
Ben Hesketh
OGL Horror is ©2003 Mongoose Publishing. All rights reserved. Reproduction of non-Open Game Content of this work
by any means without the written permission of the publisher is expressly forbidden. OGL Horror is presented under
the Open Game License. See page 256 for the text of this licence. With the exception of boxed story text and character
names, character creation rules detailing the mechanics of assigning dice roll results to attributes and the character
advancement rules detailing the effects of applying experience, all text within OGL Horror is declared as open content.
1
Introduction
INTRODUCTION
On the face of it, horror roleplaying is not that different to terrible madness, and may even lose his own identity.
roleplaying in any other genre or era. The characters face Every action you make could be the misstep that sends
similar challenges – enemies to defeat or outwit, mysteries you plummeting through the fragile walls of reality into
to unravel, dangers to overcome. The difference is one of the endless nightmare of horror.
attitude, mood and meaning. The familiar surfaces of the
world are not a mere backdrop for the characters’ heroic That is not to say that the Games Master is out to get the
escapades; there are gibbering things in the shadows. characters no matter what, or that everything is utterly,
Certainty falls away – nothing can be trusted or relied utterly hopeless. There is always a path through the
upon. In most games, the Players know that the challenges labyrinth. It is always worth lighting a candle against
they face will be balanced with their abilities, that their the darkness. Just remember that the fear-filled thrill of
characters are who they believe themselves to be, and that being lost, alone, desperate and scared is the point of the
the Games Master is ultimately on their side. game, not a sign of defeat.
In a horror game, none of that is true. By playing, you are Most of this book assumes that the game is taking place
asking the Games Master to put your character – and you in the modern day, in the familiar present. This is often
– through the wringer. Your character might face creatures the most effective setting for horror. Both Players and
utterly invulnerable to his attacks, have friends and allies Games Master are (one presumes) wholly familiar
torn away by alien claws or incomprehensible magic or with the world around them, keeping the need for
dull exposition or scene-setting to a minimum. More
importantly, horror is often best when it perverts the
familiar. We know what is possible or impossible in
the modern world, so when something casually and
hideously violates the ‘rules’ of our world, it is horrific.
Horror that strikes close to home is very effective. The
thing that crawls out of a witch’s cauldron in the tenth
century is not half as scary as the thing that is crawling
out of your television right now.
2
‘We’ve got to clean out this car.’ Irene reached back and dragged a camera out from beneath a pile of polystyrene cups and
fast food wrappers. The car was rank with the smell of cigarettes and stale burgers. She trained the camera on the house
across the street.
‘A light just came on inside. Second floor.’ She peered through the camera’s eyepiece. ‘There’s someone in there.’
‘Let me see.’ He grabbed the camera off her. ‘It’s him. I’m going in. Stay here, start the engine, and be ready to move.’
INTRODUCTION
‘What happened to staking the place out until-’
‘Fuck that.’ He popped open the glove compartment and took out a gun. ‘I want him dead.’
***
The back door was unlocked. Rookman pushed it open with the nose of his pistol. He crept forwards, wincing as his shoes
squeaked once on the tiled floor. The kitchen inside was practically sterile, every surface wiped clean – except one.
On a chopping board next to the sink was a single human finger, a woman’s finger, elegant with a long painted nail. The
wedding ring was covered in blood, but he still recognised it. He’d given it to her five years ago, seen it every day for three
years, seen it in his dreams every night for the other two.
Fighting back the impulse to throw up into the sink, he reached out, took the ring (crusted with dried blood), kissed it and
slipped it into a pocket. He held the severed finger helplessly for a moment, unsure of what to do with it, then it thrust it into
the same pocket. Then he took the safety off the gun, and walked further into the dark house.
***
‘It’s Irene. It’s now, shit, 3.27 on Sunday morning. We’re outside Lichfield’s house. Rookman’s gone in. We, we found an
old letter belonging to his wife, she’d been involved in some sort of business deal with Lichfield. We got Lichfield’s address
off it. It’s –’
‘Oh hell, that was a gunshot. Look, I’ll ring you back.’
***
‘Mr. Rookman.’ Lichfield smiled widely, and gestured to a couch. ‘I was expecting you. Can I get you something?’
Rookman pointed the gun and fired directly into Lichfield’s grinning face. For a moment it felt like the finger in his pocket
was the one pulling the trigger.
One, two, three, and the grin just got wider. Lichfield’s cheeks split down invisible seams, revealing row after row of
unnaturally sharp teeth. The bullets just left tiny pucker-marks in his face.
‘Rooourkmaaannn’. The voice was unrecognisable. First Lichfield’s head, then his whole body unfolded along lines of teeth,
like a fractal made of dripping meat, a chain of star-fish covered in sharks’ teeth.
The finger convulsed again, sending four, five, six bullets into the centre of Lichfield’s writhing chest. One appendage licked
out lazily, and the gun became a mess of twisted gunmetal mixed with a mess of hot red wetness and shattered white chips.
That’s my hand thought Rookman. His other hand closed around the twitching finger in his pocket.
***
Irene held the flashlight in her teeth as she tried to pick the lock on the front door. She almost had it when the door opened
from the other side.
‘You!’
3
Horror
Roleplaying
HORROR ROLEPLAYING
The basic system used in OGL Horror is fundamentally There is always a chance of success, but it is always a
identical to that used in the other Core books from slim one.
Mongoose Publishing. The skills and feats are similar,
as is the combat and task resolution systems. If you are The wise player knows that there is actually only one rule
familiar with other games using the same system, this there.
chapter can be safely skimmed.
Characters and Dice
Characters in Horror When a group of thugs from a street gang take shots at
Games your character from a speeding car, they may hit or they
A player in a horror game is asked to perform a strange may miss wildly. In a movie, their success or failure
sort of double-think. On the one hand, the character would be part of the script. In a roleplaying game, this
should be as real as possible, with goals, desires, hopes is determined by random chance based on the thug in
and fears, a family, friends, a job, and all the trappings question’s skill. Since there is a variable involved, dice
and ties of life. However, the player knows that this is a become a necessary part of the roleplaying medium.
horror game – if you hear a noise upstairs, it probably is
a monster, and your friends are probably going to end up When a person goes to a shooting range, the variance of
as bait, or madmen, or worse. Every tie to the world can his shots is mostly based on their skills but can also be
be turned against you and every heroic act can get you influenced by luck, timing, and a thousand other factors.
killed. For a horror game to work properly, the player These are summed up by rolling a d20 (that is a 20 sided
has to accept and embrace this paradox and give the die) with a high number representing most of the factors
Games Master the tools he needs to hurt the character. aligning in a favourable way and a low number meaning
Some Players therefore try to second-guess the Games the opposite. Dice are used to determine success when
Master, by creating characters who have no tie to or using your character’s skills, when deciding how enduring
interest in the world, and who just try to escape from the or intelligent he might be, and when you absolutely,
scenario as soon as possible instead of facing the horror. positively need to put a bullet in someone and keep it
This is counterproductive and simply not fun for either there.
player or Games Master. Keep these two rules in mind:
On The Naming of Dice
You are here to get scared. Attempting to escape the Dice in roleplaying games go by a series of shorthand
game (‘my character does not reply to the desperate codes that are very easily to learn but look confusing at
letter from his brother, but instead goes on holiday to first glance. A four sided die (the singular form of dice) is
Hawaii’) is not fun. also called a d4. The ‘d’ stands for dice. In this book, dice
will be referred to by this code preceded by the number of
them needed for any given roll required by the rules.
4
For example, deranged soldier Burke Talbot wants to
fire his custom rocket launcher at an approaching band The Core Mechanic:
of investigators (who are trying to find out why there When in doubt about how to resolve any given
has been a string of deaths around army bases and what action, keep this simple piece of advice in mind. Any
exactly did the Special Weapons Division dig out of attempted action that has some chance of failure can
HORROR ROLEPLAYING
the desert sands in 1991?). He would need to succeed be handled by rolling a twenty-sided die (d20). To
determine if a character, be it a Player Character or
at an attack roll and his soon to be piecemeal victims
one controlled by the Games Master, succeeds at a
would need to roll Reflex saving throws on 1d20. Do
task, do this:
not despair; terminology like attack roll and Reflex
~ Roll a d20.
saving throws will be explained soon. Note that the 1
~ Add any relevant modifiers.
in a dice code is simply assumed if no other number ~ Compare the result to a target number.
is listed or needed. If the d20 check is successful, the If the result equals or exceeds the target number, the
investigators would only take half damage from the character succeeds. If the result is lower than the
rocket’s detonation. target number, the character fails.
The 10d6 means Talbot’s Player would roll one six sided
die, note the number, then roll it again nine more times armoured with a vest that has a special vulnerability that
and add the results to the first roll. Out of 10d6, a Player multiplied all electrical damage by x3, any successful
can get a range of numbers from 10 (all ten dice roll a attack would inflict 4 (x3 modified to x4 by the additional
1) to 60 (every die rolls a 6). When multiple dice are x2 critical modifier) times the normal damage, not 5
indicated by this shorthand code, the values of the rolls times (which would occur if the multiplies were added
are always added together. together, which they are not as per this rule).
One last dice note concerned the idea of a d100, also Actions
called a d%. This is also called a percentile roll in Once you have a character and some dice, you have all the
roleplaying parlance. To do this, roll a d10 twice. The tools you need to begin playing Rounds of play. These
first roll is for the tens digit; the second roll is for the ones usually consist of the Games Master, the person guiding
digit. If you were to roll a 4 and the a 2, that generates the story and the action of a game, asking questions and
the number 42. When rolling a percentile, two 0s count describing scenes and Players suggesting actions their
as the number 100. Some dice sets have a special d10
with a two digit number (10,20,30, and so on) stamped
on each of its faces to make this easier, but such dice are
certainly not necessary.
Multipliers
Certain modifications to dice rolls exist within the rules
that, instead of adding a set number or an addition die or
dice to a roll, multiply the result. These are listed as ‘x2’
or some other multiplication value. Multipliers apply to
every numeric modifier and the basic dice involved in the
roll but not to additional dice added as a modifier to the
roll. For example, if Buck the reporter has a holy bullet
that does 2d6 extra damage to possessed people and, and
he inflicts a critical hit when he shoots his possessed
friend, the attack would deal the bullet’s normal 1d10
damage multiplied by x2 plus the 2d6 holy damage, for a
grand total of 2d10 projectile plus 2d6 holy.
5
characters wish to take in response to these descriptions. that a character does which has a chance of failing because
Everything a character wishes to do, from waking up and of someone else’s actions, skills, or abilities, the result is
putting on his socks to filling a band of street thieves full a contested roll. A psycho throwing a Molotov cocktail
of crossbow bolts, is an action. Actions come in different at an armoured car is an example of a contested action;
types and have different rules attached to them. his attack roll is contested by the vehicle’s Defence.
HORROR ROLEPLAYING
Contested actions make up the largest part of the rule Astute Players may have realised at this point that if
mechanics for combat and skills in this book. Everything contested checks have to beat a listed DC and they are
all made using a single d20, then actions with a
DC of 21 are impossible. On the surface, this
is correct – which is where characters come
in. Characters and the skills and abilities they
gain come with modifiers that are added to or
subtracted from certain kinds of checks. These
modifiers can theoretically make any check
possible, no matter how high the DC might be.
Ability Scores
Every character in a d20 game has six basic
abilities. Each one represents some aspect of that
character’s mental or physical prowess. Some
types of creature may possess a non-ability,
such as undead monsters not truly possessing a
Constitution score – the ability governing health.
In most cases, a character will have a positive
value of some kind in each of the six scores,
indicating some development or lack thereof in
that area.
6
Ability Modifiers
Ability Modifiers
Each ability, after changes made because of age or other Score Modifier
campaign factors, generally has a modifier ranging from 1 –5
–5 to +5. The Ability Modifiers table shows the modifier 2–3 –4
for each score. Ability score modifiers can range higher
HORROR ROLEPLAYING
4–5 –3
than +5, but they cannot go lower than -5 because the
status of a creature or object changes when its ability 6–7 –2
scores drop to 0. See below for further details. 8–9 –1
10–11 0
The modifier is the number you apply to the die roll when
12–13 +1
your character tries to do something related to
that ability. You also use the modifier with some numbers 14–15 +2
that are not die rolls. A positive modifier is called a 16–17 +3
bonus, and a negative modifier is called a penalty. 18–19 +4
20–21 +5
The Abilities
Each ability partially describes your character and 22–23 +6
affects some of his actions. Abilities are not the sum 24–25 +7
total of a character’s personality or capabilities, but they 26–27 +8
do provide the framework around which skills and d20
checks are typically made, making them a very important 28–29 +9
part of the character’s description. 30–31 +10
32–33 +11
Strength (STR) 34–35 +12
Strength measures your character’s muscle and physical
power. Strength also limits the amount of equipment 36–37 +13
your character can carry. 38–39 +14
You apply your character’s Strength modifier to: 40–41 +15
~ Melee attack rolls.
42–43 +16
~ Damage rolls when using a melee weapon or a thrown
weapon (including a sling). Exceptions: Off-hand 44–45 +17
attacks receive only one-half the character’s Strength etc. . .
bonus, while two-handed attacks receive one and a
half times the Strength bonus. A Strength penalty, but
not a bonus, applies to attacks made with a bow that is ~ Reflex saving throws, for avoiding explosions and
not a composite bow. other attacks that you can escape by moving quickly.
~ Climb, Jump, and Swim checks. These are the skills ~ Balance, Escape, Hide, Move Silently, Open Lock,
that have Strength as their key ability. Ride, Sleight of Hand, Tumble and Use Rope checks.
~ Strength checks (for breaking down doors and the These are the skills that have Dexterity as their key
like). ability.
7
its key ability. If a character’s Constitution score
changes enough to alter his Constitution modifier,
the character’s hit points also increase or decrease
accordingly.
Intelligence (INT)
HORROR ROLEPLAYING
8
is different from ability score loss. Any such reduction When a character has a negative opinion of a character’s
disappears at the end of the effect or ability’s duration reputation, the character is considered to be infamous
and the ability score immediately returns to its former by that character. Also, at the Games Master’s option,
value. a character might be considered infamous in certain
situations due to events that have transpired in the
HORROR ROLEPLAYING
If a character’s Constitution score drops, then he loses campaign. Infamy, when recognised, inflicts a penalty to
1 hit point per Hit Die for every point by which his certain Charisma-based skill checks.
Constitution modifier drops.
Using the Reputation Bonus
Reputation Whenever the Games Master decides that a character’s
Reputation is used to determine whether another reputation can be a factor in an encounter, the Games
character (a Games Master character) recognises a Master makes a Reputation check (DC 25) for whoever
character. Those who recognise the character are more may recognise him. A Reputation check is 1d20 + the
likely to help the character or do what he or she asks, character’s Reputation bonus + the Int modifier of the
provided the reputation has a positive connotation to person recognising the character. Some Knowledge skill
the character who recognises the character. A high modifiers might apply instead of the Int modifier, if the
Reputation bonus also makes it difficult for the character character would be well known in the field covered by
to mask his or her identity. the Knowledge skill. Modifiers to the Reputation check
depend on the character and the Games Master character
Most of the time, a character does not decide to use his in question, as shown below. Note that if the Games
reputation. The Games Master decides when a character’s Master character has no possible way of recognising a
reputation can be relevant to a scene or encounter. At the character, then the Reputation check automatically fails.
moment it becomes relevant, the Games Master makes
a Reputation check for a Games Master character If the Games Master character succeeds at the Reputation
who might be influenced in some fashion due to the check, he or she recognises the character. This provides
character’s fame or notoriety, as detailed below. a +4 bonus or a –4 penalty on checks involving the
following skills for the duration of the encounter:
Fame and Infamy Bluff, Diplomacy, Gather Information, Intimidate and
Most characters with a high Reputation bonus (+4 Perform.
or higher) are considered well known within their
profession or social circle. The Games Master must decide that a character’s fame or
infamy can come into play in a given situation to make
Whether this has a positive or negative connotation a Reputation check necessary. A character who does not
depends on the point of view of the person who know, or know of, the character cannot be influenced by
recognises the character. When a character has a positive his or her reputation.
opinion of a character’s reputation, the character is
considered to be famous by that character. Fame, when Carrying Capacity
recognised, provides a bonus to certain Charisma-based Encumbrance rules are based largely on a character’s
skill checks. Strength score and determine how much a character’s
armour and equipment slow him or her down.
Encumbrance comes in two parts: encumbrance by
armour and encumbrance by total weight. The former
is not truly affected by Strength as it deals largely with
Situation Reputation Check
the limits of mobility imposed by the armour itself. The
Modifier
latter is entirely based on Strength as the stronger a
Recognising character is part of the +5 character is, the greater the load he can handle without
character’s professional or social succumbing to the slowing effects of heavy and unwieldy
circle burdens.
The character is famous, known far +10
and wide with either a positive or Encumbrance by Armour
negative connotation A character’s body armour defines his maximum
The character has some small +2 Dexterity bonus to Defence, armour check penalty,
amount of fame or notoriety speed, and running speed. Unless your character is weak
or carrying a lot of gear, that is all you need to know. The
9
extra gear your character carries will slow him
Carrying Capacity or her down any more than the armour already
does. If your character is weak or carrying a lot
Strength Medium
of gear, however, then you will need to calculate
Score Light Load Load Heavy Load
encumbrance by weight. Doing so is most
1 3 lb. or less 4–6 lb. 7–10 lb.
HORROR ROLEPLAYING
10
Base Speed and Encumbrance Lifting and Dragging
Base Speed Reduced Speed A character can lift as much as his maximum load over
20 ft. 15 ft. his head. A character can lift as much as double his
30 ft. 20 ft. maximum load off the ground, but he can only stagger
around with it. While overloaded in this way, the character
HORROR ROLEPLAYING
40 ft. 30 ft. loses any Dexterity bonus to Defence and can move only
50 ft. 35 ft. 5 feet per round (as a full-round action). A character
60 ft. 40 ft. can generally push or drag along the ground as much
as five times his maximum load. Favourable conditions
70 ft. 50 ft.
can double these numbers, while bad circumstances can
80 ft. 55 ft. reduce them to one-half or less.
90 ft. 60 ft.
100 ft. 70 ft. Bigger and Smaller Creatures
The figures on Carrying Capacity are for Medium
bipedal creatures. A larger bipedal creature can carry
Carrying Loads more weight depending on its size category, as follows:
–—— Speed —–— Large x2, Huge x4, Gargantuan x8, Colossal x16. A
Load Max Check (30 ft.) (20 ft.) Run smaller creature can carry less weight depending on
Dex Penalty its size category, as follows: Small x3/4, Tiny x1/2,
Medium +3 –3 20 ft. 15 ft. x4 Diminutive x1/4, Fine x1/8.
Heavy +1 –6 20 ft. 15 ft. x3
Quadrupeds can carry heavier loads than characters can.
Instead of the multipliers given above, multiply the value
Movement and Distance corresponding to the creature’s Strength score on the
Carrying Capacity table by the appropriate modifier, as
——————— Speed ——–————
follows: Fine x1/4, Diminutive x1/2, Tiny x3/4, Small
15 feet 20 feet 30 feet 40 feet x1, Medium x1.5, Large x3, Huge x6, Gargantuan x12,
One Round (Tactical)* Colossal x24.
11
Modes of Movement: While moving at the different
movement scales, creatures generally walk, hustle or run.
Basic Movement
Characters exploring an area use basic movement,
Each type of movement affects the speed of the character
measured in feet per minute.
and the types of action that can be performed at the same
time. The Combat (and Running Away) Chapter will
Walk: A character can walk without a problem on the
HORROR ROLEPLAYING
12
Hampered Movement Terrain and Overland Movement
Condition Additional Movement Cost Terrain Highway Road or Trail Trackless
Difficult terrain x2 Desert, sandy x1 x1/2 x1/2
Obstacle* x2 Forest x1 x1 x1/2
HORROR ROLEPLAYING
Poor visibility x2 Hills x1 x3/4 x1/2
Impassable — Jungle x1 x3/4 x1/4
* May require a skill check Moor x1 x1 x3/4
Mountains x3/4 x3/4 x1/2
13
camp, resting and eating. A character can walk for more ~ Maximum Turn: How much the object can turn in any
than 8 hours in a day by making a forced march. For one space.
each hour of marching beyond 8 hours, a Constitution ~ Up Angle: The angle at which the object can climb.
check (DC 10, +2 per extra hour) is required. If the ~ Up Speed: How fast the object can climb.
check fails, the character takes 1d6 points of nonlethal ~ Down Angle: The angle at which the object can
HORROR ROLEPLAYING
14
Sometimes a chase occurs overland and could last Light Sources and Illumination
all day, with the two sides only occasionally getting
glimpses of each other at a distance. In the case of a Object Bright Shadowy Duration
long chase, an opposed Constitution check made by all Candle n/a* 5 ft. 1 hour
parties determines which can keep pace the longest. If Disposable Light 10 ft. 5 ft. 2 hours
HORROR ROLEPLAYING
the creature being chased rolls the highest, it gets away. Stick
If not, the pursuer runs down its prey as the quarry’s
Camplight 15 ft. 30 ft. 6 hr./
stamina flags. battery
Moving Within a Single Square Floodlight** 60-ft. cone 120-ft. cone 2 hr./
battery
In general, when the characters are not engaged in
round-by-round combat, they should be able to move Lantern, oil 30 ft. 60 ft. 6 hr./pint
anywhere and in any manner that you can imagine real Flashlight 20 ft. 40 ft. 6 hr./
people could. A 5-foot square, for instance, can hold batteries
several characters; they just cannot all fight effectively in Torch 20 ft. 40 ft. 1 hr.
that small space. The rules for movement are important
for combat, but outside of combat they can impose *A candle does not provide bright illumination, only
shadowy illumination.
unnecessary hindrances on character activities.
**A floodlight lantern illuminates a cone, not a radius.
The Rules of Exploration
or cover from a condition that is not directly dependent
Vision and Lighting Conditions on lighting can succeed at Hide skill checks against a
Several types of equipment, such as nightvision goggles, character or being with darkvision.
grant darkvision, but characters without this quality need
light to see by. See the table below for the radius that a Breaking Objects
light source illuminates and how long it lasts. In an area When attempting to break an object, you have two
of bright light, all characters can see clearly. A creature choices: smash it with a weapon or break it with sheer
cannot hide in an area of bright light unless it is invisible strength. Breaking objects can also be accomplished
or has cover. through the application of energy other than kinetic,
but the basic rules for doing so are largely unchanged.
In an area of shadowy illumination, a character can Exceptions to this principle are noted below when
see dimly. Creatures within this area have concealment appropriate.
relative to that character. A creature in an area of shadowy
illumination can make a Hide check to conceal itself. In Smashing an Object
areas of total darkness, creatures without darkvision are Smashing a weapon or held object with a slashing or
effectively blinded. In addition to the obvious effects, a bludgeoning weapon is accomplished by the sunder
blinded creature has a 50% miss chance in combat (all special attack. Smashing an object is a lot like sundering
opponents have total concealment), loses any Dexterity a weapon, except that your attack roll is opposed by the
bonus to Defence, takes a –2 penalty to Defence, moves object’s Defence score. Generally, you can smash an
at half speed and takes a –4 penalty on Search checks and object only with a bludgeoning or slashing weapon.
most Strength and Dexterity-based skill checks.
Defence
Characters with low-light vision equipment can Objects are easier to hit than creatures because they
effectively double the given radius of bright light usually do not move, but many are tough enough to shrug
and shadowy illumination whilst they are using this off some damage from each blow. An object’s Defence is
equipment. equal to 10 + its size modifier + its Dexterity modifier.
An inanimate object has not only a Dexterity of 0 (–5
Characters with darkvision equipment can see lit areas penalty to Defence), but also an additional –2 penalty to
normally as well as dark areas within 60 feet. A creature its Defence. Furthermore, if you take a full-round action
cannot hide within 60 feet of a character with darkvision to line up a shot against an inanimate object, you get an
unless it is somehow invisible or has cover other than automatic hit with a melee weapon and a +5 bonus on
shadows. Only a creature that can claim concealment attack rolls with a ranged weapon.
15
Hardness
Each object has hardness – a number that represents Common Armour, Weapon and Shield
how well it resists damage. Whenever an object takes
Hardness and Hit Points
damage, subtract its hardness from the damage. Only
damage in excess of its hardness is deducted from the Weapon or Defensive Item Hardness HP1
HORROR ROLEPLAYING
object’s hit points (see the Common Armour, Weapon Light blade 10 2
and Shield Hardness and Hit Points table; the Substance One-handed blade 10 5
Hardness and Hit Points table and the Object Hardness
Two-handed blade 10 10
and Hit Points table).
Light metal-hafted weapon (police 10 10
Hit Points baton, small pistol)
An object’s hit point total depends on what it is made One-handed metal-hafted weapon 10 20
of and how big it is (see the Common Armour, Weapon (standard revolver, nunchaku)
and Shield Hardness and Hit Points table; the Substance Light hafted weapon 5 2
Hardness and Hit Points table; and the Object Hardness
One-handed hafted weapon 5 5
and Hit Points table). When an object’s hit points reach
0, it is ruined. Very large objects, such as wagons or Two-handed hafted weapon 5 10
main battle tanks, may have separate hit point totals for (shotgun, baseball bat)
different sections or locations. Projectile weapon (crossbow, 5 5
~ Energy Attacks: Acid and sonic attacks deal damage speargun)
to most objects just as they do to creatures; roll Armour special2 armour
damage and apply it normally after a successful hit. bonus
Electricity and fire attacks deal half damage to most x5
objects; divide the damage dealt by 2 before applying
Shield (riot shield, trash can lid)3 10 10
the hardness. Cold attacks deal one-quarter damage
to most objects; divide the damage dealt by 4 before Firearm 5 7
applying the hardness. 1
The hp value given is for Medium-size armour, weapons
~ Ranged Weapon Damage: Objects take half damage and shields.
from ranged weapons (unless the weapon is a siege Divide by 2 for each size category of the item smaller
engine or something similar). Divide the damage than Medium, or multiply it by 2 for each size category
dealt by 2 before applying the object’s hardness. larger than Medium.
~ Ineffective Weapons: Certain weapons just cannot 2
Varies by material; see Substance Hardness and Hit
effectively deal damage to certain objects. Points.
~ Immunities: Objects are immune to nonlethal damage 3
Shields are very rare in a modern setting, but they do
and to critical hits. Even animated objects, which occasionally occur in the hands of riot officers and other
are otherwise considered creatures, have these emergency personnel.
immunities because they are constructs.
~ Vulnerability to Certain Attacks: Certain attacks are
especially successful against some objects. In such Substance Hardness and Hit Points
cases, attacks deal double their normal damage and Substance Hardness Hit Points
may ignore the object’s hardness.
Paper or cloth 0 2/inch of thickness
~ Damaged Objects: A damaged object remains fully
functional until the item’s hit points are reduced to Rope 0 2/inch of thickness
0, at which point it is destroyed. Damaged (but not Glass 1 1/inch of thickness
destroyed) objects can be repaired with the Craft Ice 0 3/inch of thickness
skill.
Leather or hide 2 5/inch of thickness
Saving Throws Wood 5 10/inch of thickness
Nonmagical, unattended items never make saving Stone 8 15/inch of thickness
throws. They are considered to have failed their saving Iron or steel 10 30/inch of thickness
throws, so they always are affected by spells. An item
Ballistic Material 15 30/inch of thickness
attended by a character (being grasped, touched, or
worn) makes saving throws as the character (that is, Titanium Alloy 20 40/inch of thickness
using the character’s saving throw bonus).
16
Masterwork quality items always get saving throws. and applies in all situations, even when the character is
A masterwork item’s Fortitude, Reflex, and Will save flat-footed or would lose his Dexterity bonus for some
bonuses are equal to 5 plus their masterwork bonus. An other reason.
attended masterwork item either makes saving throws as
its owner or uses its own saving throw bonus, whichever Equipment Bonus
HORROR ROLEPLAYING
is better. If the character wears armour, it provides a bonus to the
~ Animated Objects: Animated objects count as character’s Defence. This bonus represents the armour’s
creatures for purposes of determining their Armour ability to protect the character from blows.
Class (do not treat them as inanimate objects). Armour provides a minimum bonus to anyone who wears
it, but a character who is proficient in the use of a certain
Bursting Items type of armour receives a larger bonus to Defence.
When a character tries to break something with sudden Sometimes the character can not use the equipment’s
force rather than by dealing damage, use a Strength check bonus to Defence. If an attack will damage the character
(rather than an attack roll and damage roll, as with the just by touching him or her, the character can not add an
sunder special attack) to see whether he succeeds. The equipment bonus (see Touch Attacks).
difference is between hacking a door down (attacking it)
and shouldering it open (bursting it). The DC depends Size Modifier
more on the construction of the item than on the material. The bigger an opponent is, the easier it is to hit in combat.
If an item has lost half or more of its hit points, the DC to The smaller it is, the harder it is to hit. Size modifiers are
break it drops by 2. shown on the Size and Defence of Objects Table.
Defence
Defence represents how hard it is for opponents
to land a solid, damaging blow on a character (or
object). It is the attack roll result (also called the
Difficulty Class) that an opponent needs to achieve
to hit a target. The average, unarmoured civilian has a
Defence of 10. A character’s Defence is equal to:
Dexterity Modifier
If the character’s Dexterity is high, the character
is particularly adept at dodging blows or gunfire.
If the character’s Dexterity is low, the character is
particularly inept at it. Sometimes the character
cannot use his Dexterity bonus. If the character
cannot react to a blow (is ‘flat-footed’), he cannot use
his Dexterity bonus to Defence. A Dexterity penalty,
however, still applies even if flat-footed.
Class Bonus
A character’s class grant an innate bonus to Defence.
This bonus measures the character’s combat savvy
17
Other Modifiers Size and Defence of Objects
Other factors can add to Defence. Size Defence Modifier
~ Feats: Some feats give a bonus to Defence.
Colossal –8
~ Natural Armour: Some creatures have natural armour,
which usually consists of scales, fur or layers of thick Gargantuan –4
HORROR ROLEPLAYING
muscle. Huge –2
~ Dodge Bonuses: Some other Defence bonuses Large –1
represent actively avoiding blows. These bonuses
are called dodge bonuses. Any situation that denies Medium +0
the character his Dexterity bonus also denies the Small +1
character dodge bonuses. Unlike most types of bonus, Tiny +2
dodge bonuses always stack with each other.
Diminutive +4
~ Magical Effects: Some campaigns may include
magic. Some magical effects offer enhancement Fine +8
bonuses to armour (making it more effective) or
deflection bonuses that ward off attacks. Object Hardness and Hit Points
Hit Break
Touch Attacks Object Hardness Points DC
Some attacks disregard armour. In these cases, the Rope (1 inch diam.) 0 2 23
attacker makes a touch attack roll (either a ranged touch
Simple wooden door 5 10 13
attack roll or a melee touch attack roll). The attacker
makes his attack roll as normal, but the target’s Defence Small chest 5 1 17
cannot apply any equipment bonus or armour bonus. All Good wooden door 5 15 18
other modifiers, such as class bonus, Dexterity modifier, Footlocker 5 15 23
and size modifier, apply normally.
Strong wooden door 5 20 23
Masonry wall (1 ft. 8 90 35
thick)
Hewn stone (3 ft. 8 540 50
thick)
Chain 10 5 26
Manacles 10 10 26
Masterwork manacles 10 10 28
Fire door (2 in. thick) 10 60 28
18
Horror Character
A character’s occupation is a major part of his Some starting occupations provide a Reputation bonus
background and concept, but should not be the entirety or a bonus feat. Finally, a starting occupation may also
of the character’s personality. Avoid the trap of defining increase the character’s Wealth bonus.
the character by his ‘hat’ – one is a reporter, another is an
FBI agent or a parapsychologist or a doctor or whatever. Choose one occupation from the available selections
and apply the benefits to the character as noted in the
occupation’s description.
19
Skills: Choose three of the following skills as permanent technology), Move Silently, Pilot, Ride, Spot, Survival,
class skills. If a skill the character selects is already Swim, Treat Injury or add a new Speak Language.
a class skill, he receives a +1 competence bonus on
HORROR CHARACTER CREATION
checks using that skill: Computer Use, Craft (writing), Bonus Feat: Select one of the following: Archaic Weapons
Decipher Script, Gather Information, Knowledge Proficiency, Brawl or Personal Firearms Proficiency.
(occult lore, art, behavioural sciences, business, civics,
current events, earth and life sciences, history, physical Reputation Bonus Increase: +1
sciences, popular culture, tactics, technology or theology Wealth Bonus Increase: +1
and philosophy), Research or add a new Read/Write
Language or a new Speak Language. Athlete
Athletes include amateur athletes of all types and
Reputation Bonus Increase: +1 professional athletes of Olympic quality, including
Wealth Bonus Increase: +2 gymnasts, weight trainers, wrestlers, boxers, martial
artists, swimmers, skaters, and those who engage in any
Adventurer type of competitive sport.
Adventurers include professional daredevils, big-
game hunters, relic hunters, explorers, extreme sports Prerequisite: Strength 13+ or Dexterity 13+
enthusiasts, field scientists, thrill-seekers and others
called to face danger for a variety of reasons. Skills: Choose three of the following skills as permanent
class skills. If a skill the character selects is already a class
Prerequisite: Age 15+ skill, he receives a +1 competence bonus on checks using
that skill: Balance, Climb, Drive, Jump, Ride, Swim or
Skills: Choose two of the following skills as permanent Tumble.
class skills. If a skill the character selects is already
a class skill, he receives a +1 competence bonus on Bonus Feat: Select one the following: Acrobatic, Archaic
checks using that skill: Bluff, Climb, Demolitions, Weapons Proficiency, Brawl, Endurance or Focussed.
Disable Device, Drive, Escape Artist, Intimidate,
Jump, Knowledge (occult lore, streetwise, tactics or Reputation Bonus Increase: +2
Wealth Bonus Increase: +1
Blue Collar
Blue collar occupations include factory work, food
service jobs, construction, service industry jobs, taxi
drivers, postal workers and other jobs that are usually not
considered to be desk jobs.
Celebrity
A celebrity is anyone who, for whatever reason, has
been thrust into the spotlight of the public eye. Actors,
entertainers of all types, newscasters, radio and television
personalities fall under this starting occupation.
20
Skills: Choose one of the following skills as permanent Dilettante
class skills. If a skill the character selects is already a class Dilettantes usually get their wealth from family holdings
skill, he receives a +1 competence bonus on checks using and trust funds. The typical dilettante has no job, few
Skills: Choose two of the following skills as permanent Skills: Choose two of the following skills as permanent
class skills. If a skill the character selects is already class skills. If a skill the character selects is already a
a class skill, he receives a +1 competence bonus on class skill, he receives a +1 competence bonus on checks
checks using that skill: Bluff, Disable Device, Disguise, using that skill: Balance, Climb, Computer Use, Drive,
Forgery, Gamble, Hide, Knowledge (streetwise), Move Jump, Knowledge (behavioral sciences, earth and life
Silently or Sleight of Hand. sciences, or technology), Search, Treat Injury, Swim.
Bonus Feat: Select one of the following: Brawl, Reputation Bonus Increase: +1
Deceptive or Personal Firearms Proficiency. Wealth Bonus Increase: +2
21
confidence, and the ability to acquire the funds necessary Bonus Feat: Select one of the following: Combat Martial
to bankroll their newest moneymaking venture. These Arts, Light Armour Proficiency or Personal Firearms
business owners have a knack for putting together Proficiency.
HORROR CHARACTER CREATION
Skills: Choose two of the following skills as permanent Prerequisite: Age 15+
class skills. If a skill the character selects is already a
class skill, he receives a +1 competence bonus on checks Skills: Choose two of the following skills as permanent
using that skill. Diplomacy, Drive, Gather Information, class skills. If a skill the character selects is already a
Intimidate, Knowledge (civics, earth and life sciences, class skill, he receives a +1 competence bonus on checks
streetwise or tactics) or Listen.
22
Reputation Bonus Increase: +0
Wealth Bonus Increase: +1
White Collar
Office workers and desk jockeys, lawyers,
accountants, insurance agents, bank personnel,
financial advisors, tax preparers, clerks, sales
personnel, real estate agents and a variety of mid-
level managers fall within the scope of this starting
occupation.
23
you drop one of the low threes, total the result (14) and
assign it to one of your ability scores. If you wanted to
Standard Scores
Finally, you may also just take a set package of ability
have a character of above average agility and speed, then
HORROR CHARACTER CREATION
Hit Die
The die type used by characters of the class to determine
the number of hit points he has.
Class Skills
This section of a class description provides a list of
class skills and also gives the number of skill points
the character has. A character’s Intelligence modifier
increases the number of skill points he has. The maximum
ranks a starting character can have in a class skill is six
(except for a Scholar’s Intelligence-based skills).
24
A character can also buy skills from other classes’ skill Fighting, Agile Riposte, Archaic Weapons Proficiency,
lists. Each skill point buys a half rank in these cross- Armour Proficiency (heavy), Armour Proficiency (light),
class skills, and a character can only buy up to half the Athletic, Blind-Fight, Brawl, Burst Fire, Cautious,
Defence Modifier: +2
Combatant
Hit Points: 10 + 2d10 + triple the character’s Constitution
bonus. Scholar
Hit Points: 6 + 2d6 + triple the character’s Constitution
Class Skills: The combatant’s class skills (and the key bonus.
ability for each skill) are: Balance (Dex), Climb (Str),
Craft (Int), Drive (Dex), Handle Animal (Cha), Intimidate Class Skills: The scholar’s class skills (and the key ability
(Str or Cha), Jump (Str), Knowledge (current events, for each skill) are: Computer Use (Int), Craft (chemical,
popular culture, streetwise or tactics) (Int), Navigate electronic, mechanical, pharmaceutical, structural, visual
(Int), Profession (Wis), Read/Write Language (none), art or writing) (Int), Decipher Script (Int), Demolitions
Repair (Int), Speak Language (none), Survival (Wis) and (Int), Disable Device (Int), Forgery (Int), Investigate
Swim (Str). Also, the starting occupation selected can (Int), Knowledge (art, behavioural sciences, business,
provide additional class skills to choose from. civics, current events, earth and life sciences, history,
occult, physical sciences, popular culture, streetwise,
Skill Points: (Int modifier x 6) + 24 tactics, technology or theology and philosophy) (Int),
Navigate (Int), Profession (Wis), Read/Write Language
Starting Feats: Combatants get three feats of their (none), Repair (Int), Research (Int), Search (Int) and
choice, plus another three feats selected from the Speak Language (none). Also, the starting occupation
following list: Advanced Combat Martial Arts, the character selects can provide additional class skills
Advanced Firearms Proficiency, Advanced Two-Weapon to choose from.
25
Skill Points: (Int modifier x 6) + 48. Scholars have no Meticulous, Nimble, Personal Firearms Proficiency,
maximum to their skill ranks for any Intelligence-based Pulling Strings, Renown, Simple Weapons Proficiency,
skills. Skill Focus, Studious and Surgery.
HORROR CHARACTER CREATION
Starting Feats: Scholars get three feats of their choice, Base Attack Bonus: +1
plus another three feats selected from the following
list: Alertness, Alternate Approach, Attentive, Builder, Base Saving Throw Bonuses: Fort +1, Ref +1, Will +2
Cautious, Contact, Custodian, Creative, Dodge, Double
Tap, Educated, Focused, Gearhead, Guide, Improved Horror Save Modifier: Scholars are no more prone to
Feint, Improved Initiative, Linguist, Medical Expert, panic or fear than other people – indeed, absent-minded
Ordinary People
Character Base Attack
Level Bonus Defence Fortitude Reflex Will Class Features
1 st
+0 +0 +0 +0 +1 Bonus Feat
2 nd
+1 +1 +0 +0 +2 Bonus Feat
3 rd
+1 +1 +1 +1 +2 Two Bonus Feats
4 th
+2 +1 +1 +1 +2
5th +2 +2 +1 +1 +3 Bonus Feat
6th +3 +2 +2 +2 +3 Bonus Feat
7 th
+3 +2 +2 +2 +4 Bonus Feat
8 th
+4 +3 +2 +2 +4
9th +4 +3 +3 +3 +4 Bonus Feat
10 th
+5 +3 +3 +3 +5 Bonus Feat
The ordinary person’s bonus feats must be taken from the starting feats list found in the class description.
Scholar
Character Base Attack
Level Bonus Defence Fortitude Reflex Will Class Features
1 st
+0 +0 +0 +0 +1 Bonus Feat
2 nd
+1 +1 +0 +0 +2 Bonus Feat
3 rd
+1 +1 +1 +1 +2 Bonus Feat
4 th
+2 +2 +1 +1 +2
5 th
+2 +2 +1 +1 +3 Bonus Feat
6 th
+3 +3 +2 +2 +3 Bonus Feat
7 th
+3 +3 +2 +2 +4 Bonus Feat
8 th
+4 +4 +2 +2 +4
9 th
+4 +4 +3 +3 +4 Bonus Feat
10 th
+5 +5 +3 +3 +5 Bonus Feat
The scholar’s bonus feats must be taken from the starting feats list found in the class description.
26
scientists may not even notice the danger – but they have
a –4 penalty to Madness checks. An ordinary person Investigator
might be disturbed by a literally impossible event, such Hit Points: 8 + 2d8 + triple the character’s Constitution
Combatant
Character Base Attack
Level Bonus Defence Fortitude Reflex Will Class Features
1 st
+1 +1 +1 +1 +0 Bonus Feat
2 nd
+2 +2 +2 +2 +0 Bonus Feat
3 rd
+3 +2 +2 +2 +1 Bonus Feat
4 th
+4 +3 +2 +2 +1
5th +5 +3 +3 +3 +1 Bonus Feat
6 th
+6 +4 +3 +3 +2 Bonus Feat
7 th
+7 +4 +4 +4 +2 Bonus Feat
8 th
+8 +4 +4 +4 +2
9th +9 +5 +4 +4 +3 Bonus Feat
10 th
+10 +5 +5 +5 +3 Bonus Feat
The combatant’s bonus feats must be taken from the starting feats list found in the class description.
Investigator
Character Base Attack
Level Bonus Defence Fortitude Reflex Will Class Features
1st
+0 +1 +0 +0 +1 Bonus Feat
2nd
+1 +2 +0 +0 +2 Bonus Feat
3rd
+1 +2 +1 +1 +2 Bonus Feat
4th
+2 +3 +1 +1 +2
5th
+2 +3 +1 +1 +3 Bonus Feat
6th
+3 +4 +2 +2 +3 Bonus Feat
7th
+3 +4 +2 +2 +4 Bonus Feat
8th
+4 +4 +2 +2 +4
9th
+4 +5 +3 +3 +4 Bonus Feat
10 th
+5 +5 +3 +3 +5 Bonus Feat
The investigator’s bonus feats must be taken from the starting feats list found in the class description.
27
Why 3rd level characters?
HORROR CHARACTER CREATION
If a beginning character is ‘level three in his chosen type’, what is a 1st level character? Why not begin at 1st level?
There are two main reasons. Starting at level three means there is scope in the rules for weaker characters, such
as children, instead of having beginning characters be the bottom of the ladder. More importantly, although this
game is entirely self-contained and stand-alone, there are numerous other games by Mongoose Publishing and
others that use similar mechanics. These games use a similar scale of level for characters. They also emphasise
advancement – their outlooks are essentially positive, where characters expect to get better. Horror is not really
about gaining anything (certainly, nothing you really want to have). Therefore, OGL Horror characters start off
relatively competent at level three instead of climbing up from level one.
behavioural sciences, business, civics, current events, Class Skills: The ordinary person’s class skills (and the
earth and life sciences, history, physical sciences, key ability for each skill) are: Craft (any) (Int), Drive
popular culture, streetwise, tactics, technology or (Dex), Gamble (Wis), Knowledge (any) (Int), Listen
theology and philosophy) (Int), Listen (Wis), Move (Wis), Perform (any), Profession (Wis), Read/Write
Silently (Dex), Profession (Wis), Read/Write Language Language (none), Search (Int), Sense Motive (Wis),
(none), Research (Int), Search (Int), Sense Motive (Wis), Speak Language (none) and Spot (Wis). The Player may
Speak Language (none), Spot (Wis), Survival (Wis) and choose another five skills as class skills. Also, the starting
Treat Injury (Wis). Also, the starting occupation the occupation the ordinary person selects can provide
investigator selects can provide additional class skills to additional class skills to choose from.
choose from.
Skill Points: (Int modifier x 6) + 30
Skill Points: (Int modifier x 6) + 30
Starting Feats: Ordinary people get three feats of their
Starting Feats: Investigators get three feats, plus another choice, plus another four feats selcted from the following
three feats selected from the following list: Acrobatic, list: Aircraft Operation, Alertness, Alternate Approach,
Alertness, Alternate Approach, Animal Affinity, Animal Affinity, Archaic Weapons Proficiency, Armour
Archaic Weapons Proficiency, Armour Proficiency Proficiency (light), Athletic, Attentive, Brawl, Builder,
(light), Athletic, Attentive, Blind-Fight, Brawl, Combat Cautious, Cleave, Combat Training, Combat Expertise,
Training, Confidant, Contact, Creative, Deceptive, Combat Martial Arts, Combat Reflexes, Combat Throw,
Defensive Martial Arts, Dodge, Double Tap, Drive-By Commanding Voice, Confidant, Contact, Custodian,
Attack, Educated, Elusive Target, Extra Ties, Focused, Creative, Deceptive, Defensive Martial Arts, Dodge,
Force Stop, Great Fortitude, Guide, Heroic Surge, Double Tap, Educated, Elusive Target, Endurance, Extra
Improved Base Attack Bonus, Improved Feint, Improved Ties, Far Shot, Focused, Gearhead, Great Fortitude,
Initiative, Iron Will, Knockout Punch, Lightning Guide, Heroic Surge, Improved Brawl, Power Attack,
Reflexes, Linguist, Loner, Low Profile, Personal Firearms Improved Initiative, Iron Will, Knockout Punch, Lightning
Proficiency, Point Blank Shot, Pulling Strings, Renown, Reflexes, Linguist, Loner, Low Profile, Ludicrously
Run, Simple Weapons Proficiency, Skill Focus, Stealthy, Rich, Meticulous, Mobility, Nimble, Personal Firearms
Studious, Surface Vehicle Operation, Toughness, Track Proficiency, Pulling Strings, Point Blank Shot, Power
or Trustworthy. Attack, Renown, Run, Simple Weapons Proficiency,
Stealthy, Strafe, Streetfighting, Studious, Sunder, Surface
Base Attack Bonus: +1 Vehicle Operation, Toughness, Track, Trustworthy, Two-
Weapon Fighting.
Base Saving Throw Bonuses: Fort +1, Ref +1, Will +2
Base Attack Bonus: +1
Horror Save Modifier: Investigators have no horror
save modifier. Base Saving Throw Bonuses: Fort +1, Ref +1, Will +2
28
danger or horror. They have a –4 penalty to Fear the Games Master much latitude for horror. Unless he
checks. cuts off the character’s arm and introduces a diabolical
undead master swordsman.
Ties Characters can lose Ties, but this is quite rare. Normally
Every sane character has a number of Ties. Each Tie is the focus of a Tie will change, at the Games Master’s
a bond to a particular thing – a lover, a spouse, children, discretion. If the character loses his job as a writer, buys
family, friends, a home, an organisation, a belief or a gorgeous new Mustang, he may lose the Tie to his job
philosophy, a religion, a dream, a goal, anything that as a struggling writer and instead gain a Tie to his car.
the character might live for… or die for. A beginning That said, the Games Master can rule that a Tie is down-
character has five permanent Ties to allocate, as well as graded or lost if the Player does not portray the character’s
one temporary Tie which reflects the character’s current connection to that Tie correctly. The Sociopathy disorder
goals. Multiple Ties can be allocated to a single thing. also permanently removes Tie points. The Loner feat
Note that even a single bond is a strong connection. Two will also reduce a character’s Ties.
Ties means the character would consider risking life and
limb for the object of the bond; three Ties means that the On the bright side, it is also possible to gain entirely
character would willingly die for the object of the bond. new Ties, in addition to the normal five permanent and 1
Four or more Ties indicates a level of obsession that temporary. See the feat Extra Ties for details.
utterly consumes the character.
A character who loses every single permanent Tie is
For example, a character might have the following Ties: immediately deemed to be an incurable sociopath, unable
to demonstrate basic human empathy. He is placed in the
~ 3 points: his family as a whole. care of the Games Master, who will probably tuck him
~ 1 point: his favourite daughter, Cheryl away in a nice asylum where kind people can look after
~ 1 point: his job as a struggling writer him. Or maybe the character will come back to haunt his
~ 1 point (temporary Tie): Getting home in time for old friends… as the monster he has now become.
Christmas.
At the start of the game, Cheryl runs off into the fog, Finishing Touches
so the Player changes his temporary Tie from ‘Getting Select equipment from Chapter 5, Chainsaws, Stakes
Home’ to ‘Finding Cheryl’. A temporary Tie can be and Nailguns. Fill out the character sheet, remembering
changed once per game session, or at the discretion of to take ability score modifiers and Synergy bonuses into
the Games Master. Note that Ties can stack with each account when working out skills.
other in certain circumstances – the temporary Tie for
‘Finding Cheryl’ stacks with the basic Tie to Cheryl and Age
the character’s general Tie to his family. You can choose or randomly generate your character’s
age. Most characters are adults (18+). With age, a
Ties should be to things that the Games Master can character’s physical ability scores decrease and his
threaten (in fact, they are things the Games Master mental ability scores increase (see the Aging Effects
is encouraged to threaten), so they should be mostly table). The effects of each aging step are cumulative.
external to the character. Having a Tie to ‘becoming However, none of a character’s ability scores can be
the greatest swordsman who ever lived’ does not give reduced below 1 in this way.
29
Aging Effects Height and Weight
Race Middle Age1 Old2 Venerable3 Maximum Age The dice roll given in the Height Modifier
HORROR CHARACTER CREATION
Class Tables
Each of the four classes has a class table. This table
details how a character improves as attains higher levels
in the class. It includes the following information.
~ Level: The character’s level in the class.
~ Base Attack Bonus: The character’s base attack
30
bonus and number of attacks. same amount of points as buying the maximum rank in a
~ Fort Save: The base save bonus for Fortitude saving class skill. (For example, at 1st level, a character can pay
throws. The character’s Constitution modifier also 4 points for 4 ranks in a class skill, or spend the same 4
31
Attack Bonus, Fortitude save bonus and Reflex save bonus
Multiclassing do not increase because these numbers are +0 for a first
Each time a multiclass character attains a new level, he level Investigator. He does not gain any of the benefits a
HORROR CHARACTER CREATION
either increases one of his current class levels by one 5th-level Combatant gains. He could spend some of his
or picks up a new class at 1st level. When a multiclass new skill points to improve his Combatant class skills, but
character increases one of his class levels by one, he some of them (such as Handle Animal) would be treated
gains all the standard benefits that characters receive as cross-class skills for this purpose – these skill points
for attaining the new level in that class: more hit points, would each buy only .5 rank. He also gains a new feat
possible bonuses on attack rolls, Defence and saving chosen from the Investigator class list.
throws (depending on the class and the new level), a
new class feature (as defined by the class) and new skill Upon accumulating 15,000 XP, Donnie becomes a 6th
points. Also level-dependent bonuses accrue as normal. level character. He decides he’d like to continue along
A character advancing from 5th level to 6th will gain a the Investigator path, so he increases his Investigator
bonus feat regardless of which class he advances in. level once more instead of increasing his Combatant
level or picking up a level in a third class. Again he gains
Note that a character who gains a new class does not the Investigator’s benefits for attaining a new level rather
gain the new class’ Horror save modifier. This modifier than the Combatant’s. At this point, Donnie is a 6th level
always remains the same as the character’s starting class character: a 4th level Combatant/2nd level Investigator.
Horror save modifier.
At each new level he attains, Donnie must decide whether
Skill points are spent according to the class that the to increase his Combatant level or his Investigator level.
multiclass character just advanced in (see the individual Of course, if he wants to have even more diverse abilities,
class descriptions for skill points per level). Skills he could acquire an additional class. In general, a character
purchased are purchased at the cost appropriate for the can have levels in as many different classes as he likes.
class level that gives them to the character.
Note that the character’s original occupation changes in OGL Horror and Multiclassing
no way after character creation. Even if the character Multiclassing is entirely normal in OGL Horror. The
started off as a Gurkha (military original occupation) and scarred veteran Combatant will suddenly find his guns
five years later becomes a roughneck on an oilrig, his mean nothing in the face of a cosmic mind-eating
original military occupation remains the same (though amoeba, and picks up some skills as a Scholar to find
he may well have moved class from Combatant to out its weak-point. The ordinary mother-of-three who
Ordinary Person). is forced to track her stolen child through an eldritch
forest, a bizarre version of her own town (with alligators
instead of policemen), a government research lab and an
How Multiclassing Works extradimensional hellhole may well pick up a few levels
Donnie Barker, a 4th level Combatant, decides he as an Investigator (hey, and maybe even her kid). Most of
wants to expand his repertoire by improving some of the characters who survive repeatedly in horror situations
his investigative abilities. When Donnie accumulates become very individual and hard to box into a single
10,000 XP, he becomes a 5th level character. Instead of class type, so multiclassing makes sense for a great many
becoming a 5th level Combatant, however, he decides to characters as they develop.
become a 4th level Combatant/1st level Investigator.
32
Skills and Feats
A character has a number of skill points (see Chapter 3, and penalties such as the ones associated with the
Horror Character Creation) that are used to buy skills. nonproficient use of armour.
33
any. The character does get other modifiers, though, such
Difficulty Class as the ability modifier for the skill’s key ability. Some
Some checks are made against a Difficulty Class (DC).
skills can be used only if the character is trained in the
The DC is a number set by the Games Master (using
skill; there are very few circumstances that will allow
the skill rules as a guideline) that a character must
these skills to be used untrained.
attain to succeed. This number is the sum total of
every condition inherent in the check itself and does
not include environmental factors or aspects outside Favourable and Unfavourable
SKILLS & FEATS
34
skill that requires concentration while in close combat check (DC 10). This is an attack action, and the character
is dangerous. Nearby opponents get to make attacks of cannot take 10 on this check. If the check succeeds, the
opportunity against a character when he lets his guard character’s ally gains a +2 circumstance bonus to apply
down. When people make attacks of opportunity with to his skill check to complete the task.
firearms, things start to rock and roll.
In many cases, a character’s help will not be beneficial or
Tools only a limited number of characters can help at the same
time. The Games Master may always limit aid another
35
When reading a skill description, keep the following
details in mind:
~ Trained Only: If ‘Trained Only’ appears on the line
beneath the skill name, a character must have at least 1
rank in the skill to use it. If ‘Trained Only’ is omitted,
the skill can be used untrained. If any particular notes
apply to trained or untrained use, they are covered in
the Special section.
SKILLS & FEATS
Skills
Balance (Dex) Armour Penalty
Used to stay upright or stable while moving along narrow
or uneven surfaces.
Check: The character can walk on a precarious surface. A
successful check lets the character move at half his speed
along the surface as a move action. A failure indicates
that the character spends his move action keeping his
balance and does not move. A failure by 5 or more
indicates that the character falls. The difficulty varies
~ Skill Name (Key Ability) Trained Only and/or Armour with the conditions of the surface. A damaging surface is
Penalty (if applicable). The Key Ability abbreviation any walking area that causes the character to take damage
stands for the ability whose modifier applies to the while he is contiguous with it, such as a burning window
skill check (exceptions: Speak Language and Read/ ledge or the acid-covered rim of an industrial vat.
Write Language have ‘None’ given as their key
ability because the use of these skills never requires a Being Attacked While Balancing: While balancing, the
check). character is flat-footed (the character loses his Dexterity
bonus to Defence, if the character has one), unless the
Below the primary skill line, the following information character has 5 or more ranks in Balance. If the character
is given: takes damage, he must make a Balance check again to
~ Check: What a character can do with a successful remain standing.
skill check and the check’s DC. The majority of the
skill’s entry occurs in this section. Accelerated Movement: The character can try to cross
~ Try Again?: Any conditions that apply to repeated a precarious surface more quickly than normal. The
attempts to use the skill for a particular purpose. character can move his full speed, but the character takes
If this entry is omitted, the skill check can be tried a –5 penalty on his Balance check. Moving twice the
again without any inherent penalty other than taking character’s speed in a round requires two checks, one for
additional time. each move action.
~ Special: Any particular notes that apply, such as The character can attempt to charge across a precarious
whether a character can take 10 or take 20 when using
the skill. Narrow DC* Difficult DC
~ Untrained: Any details about using a skill untrained. Surface Surface
If this entry does not appear, it means the skill 7–12 in. wide 10 Uneven or 10
works the same even when used untrained, or that angled
an untrained character cannot make checks with
this skill (true for skills that are designated ‘Trained 2–6 in. wide 15 Slippery 10
Only’). surface
~ Time: How much time it takes to make a check with Less than 2 20 Damaging +5
this skill. in. wide surface
*Add +5 to the DC if the narrow surface is slippery or
angled; add +10 if it is both slippery and angled.
36
surface. Charging requires one Balance check at a cannot dodge the character’s attack effectively. If the
–5 penalty for each multiple of the character’s speed (or character succeeds, the next attack the character makes
fraction thereof) that the character charges. against the target ignores his Dexterity bonus to Defence
(if the opponent has one), thus lowering his Defence
Special: A character can take 10 when making a Balance score. Using Bluff in this way against a creature of
check, but cannot take 20. A character with the Focused animal intelligence (Int 1 or 2) requires a –8 penalty on
feat gets a +2 bonus on all Balance checks. the check. Against a non-intelligent creature, feinting is
impossible.
37
Time: A bluff takes at least 1 round (and is at least a full- Climb check. (Moving twice the character’s speed in a
round action) but can take much longer if the character round requires two checks, one for each move action.)
tries something elaborate. Using Bluff as a feint in
combat is an attack action. Making Handholds and Footholds: A character can
make handholds and footholds by pounding pitons into
Climb (Str) Armour Penalty a wall. Doing so takes 1 minute per piton and one piton
Used to climb things, surprisingly enough. is needed per 3 feet climbed. As with any surface with
handholds and footholds, a wall with pitons in it has a
SKILLS & FEATS
Modifiers Condition
–10* Climbing inside an air duct or other location where one can brace against two opposite walls
(reduces normal DC by 10).
–5* Climbing a corner where a character can brace against perpendicular walls (reduces normal DC by
5).
+5* Surface is slippery (increases normal DC by 5).
*These modifiers are cumulative; use any that apply.
38
feet, rather than a full set of climbing gear to avoid the Level of Security DC
penalty.
Minimum 20
A character with the Athletic feat gets a +2 bonus on all Average 25
Climb checks. Exceptional 35
39
~ Defeat File Security: Many networks have additional the character’s site for the entire length of the check – if
file security. If that is the case, the character needs to the intruder’s session ends before the character finishes
make another check to defeat computer security (see the check, the character automatically fails.
the Defeat Computer Security section in this skill
description). This application of the skill can also be used to intercept
~ Do Your Stuff: Finally, the character can actually a cell phone conversation if the character has a cellular
do what he came to do. If the character just wants interceptor. The DC is 35, or 25 if the character knows the
to look at records, no additional check is needed. number of the phone that initiated the call.
SKILLS & FEATS
40
the computer that controls such systems, the character Distraction DC
can either shut them off or change their operating
parameters. The DC depends on the nature of the Damaged during the action * 10 + damage dealt
operation. If the character fails the check by 5 or more, Taking continuous damage 10 + half of
the system immediately alerts its administrator that during the action ** continuous damage
there has been an unauthorised use of the equipment. last dealt
An alerted administrator may attempt to identify the Vigorous motion (bouncy 10
character or cut off his access to the system.
Try Again? Yes, though a success does not cancel the A character with the Focused feat gets a +2 bonus on all
effects of a previous failure, such as the disruption of an Concentration checks.
action that was being concentrated on.
Time: Making a Concentration check does not require
Special: By making a check against DC 15, a character an action; it is either a reaction (when attempted in
can use Concentration to attempt an action defensively, response to a distraction) or part of another action (when
so as to avoid attacks of opportunity altogether. This attempted actively).
does not apply to other actions that might incur attacks
of opportunity (such as moving). If the Concentration Craft (Int) Some Trained Only
check succeeds, the character may attempt the action This skill encompasses several categories, each of
normally without incurring any attacks of opportunity. them treated as a separate skill: Craft (chemical), Craft
A successful Concentration check still does not allow a (electronic), Craft (mechanical), Craft (pharmaceutical),
character to take 10 on a check when he is in a stressful Craft (structural), Craft (visual arts) and Craft (writing).
situation; the character must roll the check as normal. Craft skills are specifically focused on creating objects.
If the Concentration check fails, the related action To use a Craft skill effectively, a character must have a kit
automatically fails (with any appropriate ramifications) or some other set of basic tools. The purchase DC of this
and the action is wasted, just as if the character’s equipment varies according to the particular Craft skill.
concentration had been disrupted by a distraction.
To use Craft, first decide what the character is trying to
make and consult the category descriptions below. Make
41
a Wealth check against the given purchase DC for the Explosives: Building an explosive from scratch is
object to see if the character succeeds in acquiring the dangerous. If the Craft (chemical) check fails, the raw
raw materials. If the character succeeds at that check, materials are wasted. If the check fails by 5 or more, the
make the Craft check against the given DC for the object explosive compound detonates as it is being made, dealing
in question. If the character fails the check, he does not half of its intended damage to the builder and anyone else
make the object and the raw materials are wasted (unless in the burst radius.
otherwise noted).
If the check succeeds, the final product is a solid material,
SKILLS & FEATS
Generally, a character can take 10 when using a Craft about the size of a brick. An explosive compound does not
skill to construct an object, but cannot take 20 (since include a fuse or detonator. Connecting a fuse or detonator
doing so represents multiple attempts, and the character requires a Demolitions check.
uses up the raw materials after the first attempt). The
exception is Craft (writing); a character can take 20 Special: A character without a chemical kit takes a –4
because the character does not use up any raw materials penalty on Craft (chemical) checks.
(and thus no Wealth check is required to use the skill).
A character who selects this skill with the Builder feat
Craft (chemical) (Int) Trained Only gets a +2 bonus on all Craft (chemical) checks.
This skill allows a character to mix chemicals to create
acids, bases and explosives. Craft (electronic) (Int) Trained Only
This skill allows a character to build electronic equipment
Acids and Bases: Acids are corrosives substances. from scratch, such as audio and video equipment, timers
Bases neutralize acids but do not deal damage. A base and listening devices, or radios and communication
of a certain type counteracts an acid of the same type or devices. When building an electronic device from scratch,
a less potent type. the character describes the kind of device he wants
to construct; then the Games Master decides whether
the device is simple, moderate, complex, or advanced
Purchase compared to current technology.
Type of Chemical DCs Craft DCs Time
Acid Base Special: A character without an electrical tool kit takes a
–4 penalty on Craft (electronic) checks.
Mild (1d6/1d10) * 8 15 10 1 min.
Potent (2d6/2d10) 12 20 15 30 A character who selects this skill with the Builder feat
min. gets a +2 bonus on all Craft (electronic) checks.
Concentrated 16 30 20 1 hr.
(3d6/3d10)
Type of Scratch-Built Purchase Craft
* The dice rolls in parentheses are typical splash damage/
Electronics (Examples) DC DC Time
immersion damage caused per round of exposure to the
acid. Simple (timer or detonator) 8 15 1 hr.
Type of Scratch- Purchase Craft Moderate (radio direction 12 20 12 hr.
Built Explosive DC DC Time finder, electronic lock)
Improvised (1d6/5 6 10 1 round Complex (cell phone) 16 25 24 hr.
feet) * Advanced (radar, 22 30 60 hr.
Simple (2d6/5 feet) 12 15 10 min. computer)
Moderate (4d6/10 16 20 1 hr.
feet) Craft (mechanical) (Int) Trained Only
Complex (6d6/15 20 25 3 hr. This skill allows a character to build mechanical devices
feet) from scratch, including engines and engine parts,
weapons, armour, and other gadgets. When building a
Powerful (8d6/20 25 30 12 hr.
mechanical device from scratch, the character describes
feet)
the kind of device he wants to construct; then the Game
Devastating (10d6/25 30 35 24 hr. Master decides if the device is simple, moderate, complex
feet) or advanced compared to current technology.
* The figures in parentheses are typical damage/burst Special: A character without a mechanical tool kit takes a
radius for each type of explosive. –4 penalty on Craft (mechanical) checks.
42
Type of Scratch-Built Secondary Damage: The damage a character takes after
Mechanical Device Purchase Craft 1 minute of exposure to the poison if the character fails a
(Examples) DC DC Time second saving throw. Ability score damage is temporary,
unless marked with an asterisk, in which case the damage
Simple (tripwire trap) 5 15 1 hr. is permanent ability drain. Unconsciousness lasts for 1d3
Moderate (engine 12 20 12 hr. hours, and paralysis lasts 2d6 minutes.
component, light
armour) Purchase DC: The DC for the Wealth check necessary
By the same token, the medicine that heals can also harm. Time: The amount of time required for the Craft check.
Poisons can also be made by the pharmacist, according to
the Poisons table: Special: A character without a pharmacist kit takes a –4
penalty on Craft (pharmaceutical) checks.
Disease Craft A character with the Treat Injury Expert feat gets a +2
Fortitude or Purchase DC DC of bonus on all Craft (pharmaceutical) checks.
Poison Save DC of Antidote Antidote Time
14 or lower 5 15 1 hr. Craft (structural) (Int)
15–18 10 20 3 hr. This skill allows a character to build wooden, concrete
or metal structures from scratch, including bookcases,
19–22 15 25 6 hr. desks, walls, houses, and so forth, and includes such
23 or higher 20 30 12 hr. handyman skills as plumbing, house painting, drywall,
Biological 25 (if 35 4d10 hr. laying cement and building cabinets.
Weapons available)
When building a structure from scratch, the character
describes the kind of structure he wants to construct;
Poisonous Substances: Solid poisons are usually Type of Scratch-Built Purchase Craft
ingested. Liquid poisons are most effective when injected Structure (Examples) DC DC Time
directly into the bloodstream. Gaseous poisons must be
Simple (bookcase, false 5 15 12 hr.
inhaled to be effective. The table below summarises the
wall)
characteristics of various poisons.
Moderate (shed with 10 20 24 hr.
Save DC: The Difficulty Class of the Fortitude save to power)
negate the effects of the poison. Complex (bunker, 15 25 60 hr.
domed ceiling)
Initial Damage: The damage a character takes
Advanced (house) 20 30 600 hr.
immediately upon failing his or her Fortitude save.
43
Poisons
Save Secondary Purchase Craft
Poison Type DC Initial Damage Damage DC Restriction DC Time
Arsenic Ingested 15 1d4 Str 2d4 Con 9 Res (+2) 24 4 hr.
Atropine Injury 13 1d6 Dex 1d6 Str 3 Res (+2) 14 1 hr.
Belladonna Injury 18 1d6 Str 2d6 Str 14 Lic (+1) n/a n/a
(plant, aconite)
SKILLS & FEATS
Blue Vitriol Injury 12 1d2 Con 1d2 Con 3 Res (+2) 9 1 hr.
Blue-ringed Injury 15 1d4 Con 1d4 Con 14 Lic (+1) n/a n/a
Octopus Venom
Chloral Hydrate Ingested 18 1d6 Dex Unconsciousness 12 Res (+2) 28 8 hr.
(1d3 hours)
Chloroform* Inhaled 17 Unconsciousness — 9 Res (+2) 24 4 hr.
(1d3 hours)
Curare (plant Injury 18 2d4 Dex 2d4 Wis 15 Res (+2) n/a n/a
resin)
Cyanide Injury 16 1d6 Con 2d6 Con 15 Mil (+3) 31 15 hr.
Cyanogen Inhaled 19 1d4 Dex 2d4 Con 12 Mil (+3) 28 8 hr.
DDT Inhaled 17 1d2 Str 1d4 Str 9 Lic (+1) 20 4 hr.
Knockout Gas Inhaled 18 1d3 Dex Unconsciousness 12 Res (+2) 26 8 hr.
(1d3 hours)
Lead Arsenate Inhaled 12 1d2 Str 1d4 Con 6 Res (+2) 17 2 hr.
(gas)
Lead Arsenate Ingested 12 1d2 Con 1d4 Con 6 Res (+2) 18 2 hr.
(solid)
Mustard Gas Inhaled 17 1d4 Con 2d4 Con 12 Mil (+3) 26 8 hr.
Paris Green Inhaled 14 1d2 Con 1d4 Con 9 Res (+2) 20 4 hr.
(gas)
Paris Green Ingested 14 1d4 Con 1d4 Con 9 Res (+2) 24 4 hr.
(solid)
Puffer Poison Injury 13 1d6 Str Paralysis for 2d6 13 Lic (+1) n/a n/a
(fish) minutes
Rattlesnake Injury 12 1d6 Con 1d6 Con 12 Lic (+1) n/a n/a
Venom
Sarin Nerve Gas Inhaled 18 1d4 Con 2d4 Con 15 Illegal (+4) 30 15 hr.
Scorpion/ Injury 11 1d2 Str 1d2 Str 12 Lic (+1) n/a n/a
tarantula venom
Strychnine Injury 19 1d3 Dex 2d4 Con 9 Res (+2) 23 4 hr.
Tear Gas Inhaled 15 Blindness for — 9 Res (+2) 21 4 hr.
1d6 rounds
VX Nerve Gas Inhaled 22 1d6 Con 2d6 Con 21 Illegal (+4) 42 48 hr.
* Chloroform gives off vapour that causes unconsciousness. Applying chloroform to an unwilling subject requires a successful
grapple check and pin.
n/a: Certain poisons can’t be made with the Craft skill. Instead, such a poison must be obtained by extracting it from the creature in
question.
then the Games Master decides if the structure is simple, A character who selects this skill with the Builder feat
moderate, complex or advanced in scope and difficulty. gets a +2 bonus on all Craft (structural) checks.
Special: A character without a mechanical tool kit takes Craft (visual art) (Int)
a –4 penalty on Craft (structural) checks. This skill allows a character to create paintings or
44
drawings, take photographs, use a video unit, or in some Decipher Script (Int) Trained Only
other way create a work of visual art. When attempting Used to decode ancient scripts or modern cryptographs.
to create a work of visual art, the character simply makes Check: A character can decipher writing in an ancient
a Craft (visual art) check, the result of which determines language or, more often, in code. This can also be used
the quality of the work. Unless the effort is particularly to interpret the meaning of an incomplete text. The base
elaborate or the character must acquire an expensive DC is 20 for the simplest messages, 25 for standard
piece of equipment, the basic components have a codes, and 30 or higher for intricate or complex codes
purchase DC of 5.
Skill Check Result Effort Achieved Set Detonator: Most explosives require a detonator to
9 or lower Untalented amateur go off. Connecting a detonator to an explosive requires
10–19 Talented amateur a Demolitions check (DC 10). Failure means that the
explosive fails to go off as planned. Failure by 5 or more
20–24 Professional means the explosive goes off as the detonator is being
25–30 Expert installed.
31 or higher Master
45
Time: Setting a detonator is usually a full-
round action. Placing an explosive device takes
1 minute or more, depending on the scope of
the job.
Diplomacy (Cha)
The skill allows the character to persuade
SKILLS & FEATS
Complicate Disarm Checks: A character can make The Games Master chooses the character’s
an explosive difficult to disarm. To do so, the character initial attitude based on circumstances. Most of the time,
chooses the disarm DC before making his check to set the people the heroes meet are indifferent toward them,
the detonator (it must be higher than 10). The character’s but a specific situation may call for a different initial
DC to set the detonator is equal to the disarm DC of a attitude. The DCs given in the accompanying table show
potential disarmer. what it takes to change someone’s attitude with the use
of the Diplomacy skill. The character does not declare a
Place Explosive Device: Carefully placing an explosive specific outcome he is trying for; instead, make the check
against a fixed structure (a stationary, unattended and compare the result to the table on the next page.
inanimate object) can maximize the damage dealt by
exploiting vulnerabilities in the structure’s construction. Try Again? Generally, trying again does not work. Even
The Games Master makes the check (so that the character if the initial check succeeds, the other character can only
does not know exactly how well he has done). On a be persuaded so far. If the initial check fails, the other
result of 15 or higher, the explosive deals double damage
to the structure against which it is placed. On a result of Attitude Means Possible Actions
25 or higher, it deals triple damage to the structure. In all Hostile Will take risks to Attack, interfere, berate,
cases, it deals normal damage to all other targets within hurt or avoid you flee
its burst radius. Unfriendly Wishes you ill Mislead, gossip, avoid,
watch suspiciously, insult
Disarm Explosive Device: Disarming an explosive that
Indifferent Does not much care Act as socially expected
has been set to go off requires a Demolitions check. The
DC is usually 10, unless the person who set the detonator Friendly Wishes you well Chat, advise, offer limited
help, advocate
chose a higher disarm DC. If the character fails the
check, he does not disarm the explosive. If the character Helpful Will take risks to Protect, back up, heal, aid
fails by more than 5, the explosive goes off. help you
Special: A character can take 10 when using the Difficulty Table for Diplomacy Checks
Demolitions skill, but cannot take 20. Initial New Attitude
Attitude Hostile Unf. Indif. Friendly Helpful
A character with the Cautious feat and at least 1 rank in
this skill gets a +2 bonus on all Demolitions checks. Hostile 19 or less 20 25 35 45
Unfriendly 4 or less 5 15 25 35
A character without a demolitions kit takes a –4 penalty Indifferent — 0 or 1 15 25
on Demolitions checks. less
Friendly — — 0 or 1 15
Making an explosive requires the Craft (chemical) skill. less
46
character has probably become more firmly committed check so that the character does not necessarily know
to his position, and trying again is futile. The Games whether he has succeeded. This skill can accomplish
Master is the final authority on retries of this skill, but several different things, all of which a given character
second chances should be expensive in time, gifts, or can attempt assuming he has the proper equipment on
both. hand to do so.
Special: A character can take 10 when making a Open Lock: A character can pick conventional locks,
Diplomacy check, but cannot take 20. finesse combination locks and bypass electronic locks.
47
it is a trap, the character springs it. If it is some sort of Disguise Modifier
sabotage, the character thinks the device is disabled, but
it still works normally. With this skill, a character can Minor details only +5
rig simple devices to work normally for a while and then Appropriate uniform or costume +2
fail some time later (usually after 1d4 rounds or minutes Disguised as different sex –2
of use). Building anything more permanent also requires
use of the Craft (structural) skill and additional time. Disguised as different age –2 *
category
SKILLS & FEATS
Try Again? Yes, though the character must be aware that * Per step of difference between the character’s age
he has failed in order to try again. category and the disguised age category (child, young
adult, adult, middle age, old, or venerable).
Special: A character can take 10 when making a Disable
Device check. A character can take 20 to open a lock or Familiarity Bonus
to disable a security device, unless the character is trying Recognises on sight +4
to prevent his tampering from being noticed. Friend or associate +6
Close friend +8
Possessing the proper tools gives a character the best
chance of succeeding on a Disable Device check. Intimate +10
Opening a lock requires a lockpick set (for a mechanical
lock) or an electrical tool kit (for an electronic lock).
If the character is impersonating a particular individual,
Opening a locked car requires a lockpick set. Disabling a
those who know what that person looks like automatically
security device requires either a mechanical tool kit or an
get to make Spot checks. Furthermore, they get a bonus on
electronic toll kit, depending on the nature of the device.
their Spot checks.
If the character does not have the appropriate tools, he
takes a –4 penalty on your check. A lock release gun
Usually, an individual makes a Spot check to detect a
can open a mechanical lock of cheap or average quality
disguise immediately upon meeting the character and
without a Disable Device check.
each hour thereafter. If the character casually meets
many different people, each for a short time, the Games
A character with the Cautious feat and at least 1 rank in
Master checks once per day or hour, using an average Spot
this skill gets a +2 bonus on all Disable Device checks.
modifier for the group (assuming they take 10).
Time: Disabling a simple mechanical device is a full-
Try Again? No, though the character can assume the
round action. Intricate or complex devices require 2d4
same disguise again at a later time. If others saw through
rounds
the previous disguise, they are automatically treated as
suspicious if the character assumes the same disguise
Disguise (Cha) again.
Used to change a characters appearance or make him
look like someone else. Special: A character can take 10 or take 20 when
Check: A character’s Disguise check result determines establishing a disguise.
how good the disguise is. It is opposed by others’ Spot
check results. Make one Disguise check even if several A character without a disguise kit takes a –4 penalty on
people make Spot checks. The Games Master makes the Disguise checks.
character’s Disguise check secretly so that the character
is not sure how well his disguise holds up to scrutiny. A character with the Deceptive feat gets a +2 bonus on all
Disguise checks.
If the character does not draw any attention to himself,
however, others don’t get to make Spot checks. If A character can help someone else create a disguise for
the character comes to the attention of people who him or her, treating it as an aid another attempt.
are suspicious, the suspicious person gets to make a
Spot check. The Games Master can assume that such Time: A Disguise check requires 1d4 x10 minutes of
observers take 10 on their Spot checks. The effectiveness preparation. The Games Master makes Spot checks
of the character’s disguise depends in part on how much for those who encounter the character immediately
the character is attempting to change his appearance. upon meeting the character and again each hour or day
thereafter, depending on circumstances.
48
Drive (Dex) Trained Only Restraint DC of Escape Artist Check
Used for driving cars or motorcycles. Ropes Opponent’s Dex check +20
Check: Routine tasks, such as ordinary driving, don’t
Net 20
require a skill check. Make a check only when some
unusual circumstance exists (such as inclement weather Handcuffs 35
or an icy surface), or when the character is driving during Tight space 30
a dramatic situation (the character is being chased or
Grappler Opponent’s grapple check
For a tight space, a check is only called for if the Some documents require security or authorisation codes,
character’s head fits but his shoulders do not. If the space whether authentic ones or additional forgeries. The
is long, such as in an airshaft, the Games Master may Games Master makes the character’s check secretly so
call for multiple checks. A character cannot fit through a the character is not sure how good his forgery is. A forger
space that his head does not fit through. is not allowed to know the check result, but does gain a
retry if the document’s final check is 10 or less. Quality
A character can make an Escape Artist check opposed is hard to judge, but a lousy piece of work is recognisable
by his opponent’s grapple check to get out of a grapple to all. Only simple or moderate level forgeries can be
or out of a pinned condition (so that the character is just attempted without at least one rank in this skill.
being grappled). Doing so is an attack action, so if the
character escapes the grapple he can move in the same The Forgery skill is also used to detect someone else’s
round. forgery. The result of the original Forgery check that
created the document is opposed by a Forgery check
49
by the person who examines the document to check its Examiner’s Condition Modifier
authenticity. If the examiner’s check result is equal to or
Type of document unknown to –4
higher than the original Forgery check, the document is
examiner
determined to be fraudulent. The examiner gains bonuses
or penalties on his check as given in the table below. Type of document somewhat known to –2
examiner
A document that contradicts procedure, orders or Type of document well known to +0
examiner
SKILLS & FEATS
50
A character with the Confident feat gets a +2
bonus on all Gamble checks.
Try Again? Yes, but it takes 1d4+1 hours for each check
and characters may draw attention to themselves if they
Wealth Bonus repeatedly pursue a certain type of information.
Check Result Difference Increase
1–9 +1 Type of Information DC Purchase DC
10–19 +2 General 10 5
20–29 +3 Specific 15 10
30–39 +4 Restricted 20 15
40 or more +5 Protected 25 20
51
Special: A character can take 10 when making a Gather The character can teach an animal to obey only that
Information check, but cannot take 20. character. Any other person attempting to make the
animal perform a trick takes a –10 penalty on his or her
A character with the Trustworthy feat gets a +2 bonus on Handle Animal check. Teaching an animal to obey only
all Gather Information checks. the character counts as a trick (in terms of how many
tricks the animal can learn). It does not require a check;
Time: A Gather Information check takes 1d4+1 hours. however, it increases the DC of all tricks the character
SKILLS & FEATS
52
~ Track (DC 20): The animal tracks the scent presented A character with the Animal Affinity feat and at least 1
to it. rank in this skill gets a +2 bonus on all Handle Animal
~ Work (DC 15): The animal pulls or pushes a medium checks.
or heavy load.
Time: See above. Teaching or training an animal takes a
Train an Animal: Rather than teaching an animal number of days. The character does not have to spend the
individual tricks, the character can train an animal for entire time training the animal; 3 hours per day is enough.
53
behave in a certain way. A character’s Intimidate check
is opposed by the target’s level check (d20 + the target’s
character level or Hit Dice). Any modifiers that a target
may have on Will saving throws against Panic effects
apply to this level check. If the character succeeds, he
may treat the target as friendly for 10 minutes, but only
for purposes of actions taken while in the character’s
SKILLS & FEATS
presence (that is, the target retains his normal attitude, but
will answer questions, offer limited help, or take simple
actions on the character’s behalf while intimidated).
Different circumstances can dramatically affect the
effectiveness of an Intimidate check.
Tailing: Also called shadowing, a character can use Hide A character may add a +2 bonus to his Intimidate check
to tail a person in public. Using the skill in this manner for every size category the character is larger than his
assumes that there are other random people about, among target. Conversely, the character takes a –2 penalty to his
whom the character can mingle to remain unnoticed. If check for every size category the character is smaller than
the subject is worried about being followed, he can make his target.
a Spot check (opposed by the character’s Hide check)
every time he changes course (such as turning a corner, A character with the Confident feat gets a +2 bonus
exiting a building). If the subject is unsuspecting, he on all Intimidate checks and on level checks to resist
generally gets only a Spot check after an hour of tailing. intimidation.
Special: A character can take 10 when making a Hide Time: An Intimidate check is a full-round action
check, but cannot take 20.
Investigate (Int) Trained Only
A character with the Stealthy feat gets a +2 bonus on all Used to examine objects or areas forensically.
Hide checks. Check: A character generally uses Search to discover
clues and Investigate to analyse them. If the character has
Time: A Hide check is an attack action. access to a crime lab, the character uses the Investigate
skill to collect and prepare samples for the lab. The result
Intimidate (Cha or Str, character’s of the Investigate check provides bonuses or penalties to
choice) the lab workers.
Use this skill to show people, in no uncertain terms, who
calls the shots. Analyse Clue: The character can make an Investigate
Check: With a successful check, a character can forcibly check to apply forensics knowledge to a clue. This
persuade another character to perform some task or function of the Investigate skill does not give the character
54
clues where none existed before. It simply allows the must be made with all the available evidence that has
character to extract extra information from a clue he has been identified.
found.
Special: A character can take 10 when making an
The base DC to analyse a clue is 15. It is modified by the Investigate check, but cannot take 20.
time that has elapsed since the clue was left and whether
or not the scene has been disturbed. Collecting evidence requires an evidence kit. If the
Reconstruction: By making an Investigate check Long Jump: This is a horizontal jump, made across a
(DC20), the character can reconstruct what happened at gap such as a chasm or stream. At the midpoint of the
a scene, working out who moved where, what caused a jump, the character attains a vertical height equal to one-
particular mark or injury and so on. quarter the horizontal distance. The DC for the jump is
equal to the distance jumped (in feet) + 5. The DCs for
Try Again? Generally, analysing a clue again does long jumps of 5 to 30 feet are given in the table below. A
not add new insight unless another clue is introduced. character cannot jump a distance greater than his normal
Evidence collected cannot be recollected, unless there speed. All Jump DCs covered for a Long Jump assume
is more of it to take. If either of these things occur, an that the character can move at least 20 feet in a straight
investigator can gain another retry, but the first check line before attempting the jump. If this is not the case, the
DC for the jump is doubled.
55
Long Jump Long Jump check (DC 15). If the character fails the Jump check, he
Distance DC * Distance DC * does not reach the height, and lands on his feet in the same
square from which the character jumped.
5 feet 10 20 feet 25
10 feet 15 25 feet 30 The difficulty of reaching a given height varies according
15 feet 20 30 feet 35 to the size of the character or creature. Generally, the
* Requires a 20-foot move. Without a 20-foot move, maximum height a creature can reach without jumping
SKILLS & FEATS
Creature Size Maximum Height Jumping Down: If the character intentionally jumps
from a height, he can take less damage than if he just falls.
Colossal 128 ft.
The DC to jump down from a height is 15. The character
Gargantuan 64 ft. does not have to get a running start to jump down (the
Huge 32 ft. DC is not doubled if the character does not get a running
Large 16 ft. start). If the character succeeds on the check, he takes
Medium-size 8 ft. falling damage as if the character had dropped 10 fewer
feet than he actually did.
Small 4 ft.
Tiny 2 ft. Special: Effects that increase a character’s speed also
Diminutive 1 ft. increase the character’s jumping distance, since the check
Fine 0.5 ft. is modified by the character’s speed.
If the character fails the check by less than 5, he does A character can take 10 when making a Jump check, but
not clear the distance, but can make a Reflex save (DC cannot take 20.
15) to grab the far edge of the gap. The character ends
his movement grasping the far edge. If that leaves the A character with the Acrobatic feat gets a +2 bonus on
character dangling over a chasm or gap, getting up all Jump checks. A character with the Run feat gains a +2
requires a move action and a Climb check (DC 15). competence bonus on Jump checks preceded by a 20-foot
move.
High Jump: This is a vertical leap, made to jump up to
grasp something overhead, such as a tree limb or ledge. Synergies: Tumble can provide a +2 synergy bonus on
The DC for the jump is 2 + the height x4 (in feet). The Jump checks.
DCs for high jumps of 1 to 8 feet are given in the table
below. All Jump DCs covered here for the High Jump Time: Using the Jump skill is either a move action or a
assume that the character can move at least 20 feet in a full-round action, depending on whether the character
straight line before attempting the jump. If this is not the starts and completes the jump during a single move action
case, the DC for the jump is doubled. or a full-round action.
If the character succeeds on the check, he can reach the Knowledge (Int) Some Trained Only
height. The character grasps the object he was trying This skill encompasses several categories, each of them
to reach. If the character wishes to pull himself up, the treated as a separate skill. These categories are identified
character can do so with a move action and a Climb and defined below. The number of Knowledge categories
is kept purposely finite. When trying to determine what
56
Knowledge skill a particular question or field of
expertise falls under, use a broad interpretation
of the existing categories. It is suggested that
new categories are kept to a minimum, as other
skills, talents, feats and synergies are based on
the categories listed below and new ones may
be fitting in a given campaign.
57
A character can take 10 when making a Knowledge DC Sound
check, but cannot take 20.
–10 A battle
ranks in a specific Knowledge skill provides a character pace, trying not to make any noise
with a +2 synergy bonus when making a related skill 15 A 1st-level Investigator sneaking up on
check. For example, having 5 ranks in Knowledge someone *
(technology) may provide a +2 synergy bonus with a 20 A tiger stalking its prey*
character’s Disable Device skill check when trying to
30 A bird flying through the air
deactivate the nuclear reactor (before the atomic ghosts
break in). +5 Through a door
+15 Through a solid wall
Time: A Knowledge check can be a reaction, but * This is actually an opposed check; the DC given is a
otherwise requires a full-round action. Needing to study typical Move Silently check result for such a character or
to make a Knowledge check is actually a Research check creature.
and requires ranks in that skill.
Condition Check Penalty
Listen (Wis) Per 10 feet of distance –1
Used to hear monsters creeping up on you… Listener distracted –5
Check: Make a Listen check against a DC that reflects
how quiet the noise is that a character might hear or A sleeping character can make Listen checks, but takes
against an opposed Move Silently check. The Games a –10 penalty on the checks and may only make these in
Master may call for a Listen check by a character who reaction to events – they cannot decide they are continually
is in a position to hear something. A character can also making Listen checks voluntarily!
make a Listen check voluntarily if he wants to try to hear
something in the character’s vicinity. The Games Master Time: A Listen check is either a reaction (if called for
may make the Listen check in secret so that the character by the Games Master) or a move action (if a character
does not know whether not hearing anything means that actively takes the time to try to hear something).
nothing is there or that the character failed the check. A
successful Listen check when there is not anything to Move Silently (Dex) Armour Penalty
hear results in the character hearing nothing. Used to creep up on monsters…
Check: A character’s Move Silently check is opposed by
Try Again? A character can make a Listen check every the Listen check of anyone who might hear the character.
time he has the opportunity to hear something in a A character can move up to half his normal speed at no
reactive manner. As a move action, the character may penalty. At more than half speed and up to the character’s
attempt to hear something that he failed (or believes he full speed, he takes a –5 penalty. It is practically
failed) to hear previously. impossible (–20 penalty) to move silently while attacking,
running or charging.
Special: When several characters are listening to the
same thing, the Games Master can make a single d20 Special: A character can take 10 when making a Move
roll and use it for all the listeners’ skill checks. Silently check, but cannot take 20.
A character can take 10 or take 20 when making a Listen A character with the Stealthy feat gets a +2 bonus on all
check. Taking 20 means the character spends 1 minute Move Silently checks.
attempting to hear something that may or may not be
there to hear. Time: Move Silently is a move action.
58
Navigate (Int) succeeds, he continues on to his destination; the total
This skill allows the character to plot a course using a time for the trip is twice the normal time. If the character
map or dead reckoning. fails, he loses half a day before the character can try
Check: Make a Navigate check when a character is trying again. The character keeps trying until he succeeds,
to find his way to a distant location without directions losing half a day for each failure.
or other specific guidance. Generally, a character does
not need to make a check to find a local street or other Special: A character can take 10 when making a Navigate
59
~ Keyboards: The character is a musician gifted with a attempt simple manoeuvres and stunts (actions in which
talent for playing keyboard musical instruments, such the pilot attempts to do something complex very quickly
as piano, organ, and synthesizer. or in a limited space). Each vehicle’s description includes
~ Percussion Instruments: The character is a musician a manoeuvre modifier that applies to Pilot checks made by
gifted with a talent for playing percussion musical the operator of the vehicle.
instruments, such as drums, cymbals, triangle,
xylophone and tambourine. Special: A character can take 10 when making a Pilot
SKILLS & FEATS
~ Sing: The character is a musician gifted with a talent check, but cannot take 20.
for producing musical tones with his voice.
~ Stand-Up: The character is a gifted comedian, A character with the Vehicle Expert feat gets a +2 bonus
capable of performing a stand-up routine before an on all Pilot checks.
audience.
~ Stringed Instruments: The character is a musician This skill is not used for driving hover vehicles of any
gifted with a talent for playing stringed musical kind. Though they technically fly, they are dependent
instruments, such as banjo, guitar, harp, lute, sitar and upon maintaining steady distance on solid and semi-
violin. solid surfaces; characters use the Drive skill to control
~ Wind Instruments: The character is a musician gifted hovercraft.
with a talent for playing wind musical instruments,
such as flute, bugle, trumpet, tuba, bagpipes and There is no penalty for operating a general-purpose fixed-
trombone. wing aircraft. Other types of aircraft (heavy aircraft,
helicopters, jet fighters and spacecraft) require the
Try Again? Not for the same performance and corresponding Aircraft Operation feat, else the character
audience. suffers a –4 penalty on Drive checks.
Special: A character can take 10 when making a Perform Time: A Pilot check is a move action.
check, but cannot take 20.
Profession (Wis)
A character without an appropriate instrument Used to earn money and make a living.
automatically fails any Perform (keyboard), Perform Check: A character makes Profession checks to improve
(percussion), Perform (stringed) or Perform (wind) his Wealth bonus every time he attains a new level. The
check he attempts. At the Games Master’s discretion, DC for the check is the character’s current Wealth bonus.
impromptu instruments may be employed, but the If the character succeeds at the Profession check, his
performer must take a –4 penalty on the check because Wealth bonus increases by +1. For every 5 by which the
his equipment, although usable, is inappropriate for the character exceeds the DC, his Wealth bonus increases by
skill. an additional +1. A character cannot take 10 or take 20
when making a Profession check to improve his Wealth
Every time a character takes the Creative feat, he may bonus.
gain a +2 bonus on checks involving two Perform
skills the character designates. See the Creative feat How many ranks a character has in the Profession skill
description for details. (including ranks the character may have just acquired
after gaining a level) also has a bearing to the Wealth
Time: A Perform check usually requires at least several bonus increase the character receives as a flat bonus to
minutes to an hour or more to complete. his Wealth score. As a character gains new ranks, this
bonus increases accordingly. In addition to the Wealth
Pilot (Dex) Trained Only bonus increase a character gains from your Profession
Used for aircraft, boats and any vehicles not covered by check result (if the check succeeds), the number of ranks
the Drive skill. the character has in this skill increases his Wealth bonus
Check: Typical piloting tasks don’t require checks. as follows.
Checks are required during combat, for special
manoeuvres or other extreme circumstances, or when Special: If the Games Master deems it appropriate, a
the pilot wants to attempt something outside the normal character can add his Profession ranks when making a
parameters of the vehicle. When flying, the character can
60
Ranks Wealth Bonus Increase Language Groups
1–4 +1 There are thousands of languages to choose from when a
character buys ranks in Speak Language or Read/Write
5–8 +2
Language. A few are listed here, sorted into their general
9–12 +3 language groups as found on Earth. A language’s group
13–16 +4 does not matter when a character is buying ranks in
17–20 +5 Speak Language or Read/Write Language. Language
61
Games Master. In general, simple repairs have a DC Research (Int)
of 10 to 15 and require no more than a few minutes to Used for searching libraries, the Internet, professional
accomplish. More complex repair work has a DC of 20 journals or newspaper archives for clues.
or higher and can require an hour or more to complete. Check: Researching a topic takes time, skill and some
Making repairs also involves a monetary cost when luck. The Games Master determines how obscure a
spare parts or new components are needed, represented particular topic is (the more obscure, the higher the
by a Wealth check. If the Games Master decides this DC) and what kind of information might be available
SKILLS & FEATS
is not necessary for the type of repair the character is depending on where the character is conducting his
attempting, then no Wealth check is needed. research. Given enough time (usually 1d4 hours) and a
successful skill check, the character gets a general idea
Jury-Rig: A character can choose to attempt jury-rigged, about a given topic. This assumes that no obvious reasons
or temporary, repairs. Doing this reduces the purchase exist why such information would be unavailable, and that
DC by 3 and the Repair check DC by 5, and allows the the character has a way to acquire restricted or protected
character to make the checks in as little as a full-round information. Research is the skill for finding recorded
action. However, a jury-rigged repair can only fix a facts. Learning what other people know is usually more
single problem with a check and the temporary repair appropriately done as a Gather Information check.
only lasts until the end of the current scene or encounter.
The jury-rigged object must be fully repaired thereafter.
DC Task
A character can also use jury-rig to hot-wire a car or
jump-start an engine or electronic device. The DC for 10 Ransack an area to find a certain object.
this is at least 15 and it can be higher depending on the 20 Notice a typical secret compartment, a
presence of security devices. The jury-rig application of simple trap, or an obscure clue.
the Repair skill can be used untrained. 25+ Find a complex or well-hidden secret
compartment or trap; notice an extremely
Try Again? Yes, though in some specific cases, the obscure clue.
Games Master may decide that a failed Repair check has
negative ramifications that prevent or hamper following
checks. The higher the check result, the better and more complete
the information. If the character wants to discover a
Special: A character can take 10 or take 20 on a Repair specific fact, date, map, or similar bit of information, add
check. When making a Repair check to accomplish a +5 to +15 to the DC.
jury-rig repair, a character cannot take 20.
Try Again? Yes, though the Games Master may rule that
Repair requires either an electrical tool kit, a mechanical you have exhausted your current research material and
tool kit, a multipurpose tool or another appropriate item, that you must find more sources before you can make
depending on the task. If the character does not have another attempt.
the appropriate tools, he takes a –4 penalty on the check
(or may be unable to do the repair at all at the Games Special: A character can take 10 or take 20 on a Research
Master’s discretion). check.
Synergies: Craft (mechanical) or Craft (electronic) can A character with the Studious feat gets a +2 bonus on all
provide a +2 synergy bonus on Repair checks made for Research checks.
mechanical or electronic devices.
Synergies: Computer Use can provide a +2 synergy
A character with the Gearhead feat and at least 1 rank in bonus on a Research check when searching computer
this skill gets a +2 bonus on all Repair checks. records for data.
Time: See the table for guidelines. A character can make An appropriate Knowledge skill with 5 or more ranks can
a jury-rig repair as a full-round action, but the work only provide a +2 synergy bonus on a Research check when
lasts until the end of the current encounter. looking for information related to the Knowledge.
62
Ride (Dex) Jump skill). The character makes a Ride check (DC 15)
Used for riding horses and other animals. to stay on the mount when it leaps.
Check: Typical riding actions do not require checks. A
character can saddle, mount, ride and dismount without a Fast Mount or Dismount (DC 20; armour penalty
problem. Mounting or dismounting an animal is a move applies): The character can mount or dismount as a
action. Some tasks, such as those undertaken in combat free action. If the character fails the check, mounting
or other extreme circumstances, require checks. In or dismounting is a move action. (A character cannot
63
that something is wrong. Also, the character can get the Concealing Weapons and Objects
feeling that someone is trustworthy and honorable. Sleight of Hand
Condition modifier
Try Again? No, though the character may make a Sense
Size of weapon or object
Motive check for each bluff made on the character.
Fine +12
Special: A character can take 10 when making a Sense Diminutive +8
SKILLS & FEATS
64
holster used or clothing worn, and any attempt to make a An observer attempting to spot a concealed object
weapon easier to draw, can also affect the check. receives a –1 penalty for every 10 feet between himself
and the target, and a –5 penalty if distracted.
Try Again? If the first check failed or if the attempt
was noticed, a second Sleight of Hand attempt against Patting someone down for a hidden weapon requires a
the same target, or when being watched by the same similar check. However, the skill employed is Search and
observer, has a DC 10 higher than the first check. the searcher gets a +4 circumstance bonus for the hands-
Spot (Wis) Try Again? A character can make a Spot check every
Used to spot hidden things, or things that are not quite time he has the opportunity to notice something in a
right. reactive manner. As a full-round action, a character may
Check: The Spot skill is used to notice items that are attempt to notice something that he failed (or believe he
not immediately obvious and people who are attempting failed) to notice previously.
to hide. The Games Master may call for a Spot check
by a character who is in a position to notice something. Special: A character can take 10 or take 20 when making
A character can also make a Spot check voluntarily if a Spot check.
he wants to try to notice something in his vicinity. The
Games Master may make the Spot check in secret, so
that the character is not aware if that they fail a check.
A successful Spot check when there is nothing to notice
results in the character noticing nothing.
65
A character with the Alertness feat gets a +2 bonus on Check: A successful Swim check allows a character to
all Spot checks. swim one-quarter his speed as a move action or half the
character’s speed as a full-round action. Roll once per
Time: A Spot check is either a reaction (if called for by round. If the character fails, he makes no progress through
the Games Master) or a full-round action (if a character the water. If the character fails by 5 or more, he goes
actively takes the time to try to notice something). underwater. If the character is underwater (from failing
a swim check or because the character is swimming
Survival (Wis)
SKILLS & FEATS
With the Track feat, a character can use Survival checks If the character takes an attack action or a full-round
to track a character or animal across various terrain action, the amount of breath the character has remaining
types. is reduced by 1 round. Effectively, a character in combat
can hold his breath only half as long as normal. After that
period of time, the character must make a Constitution
DC Task
check (DC 10) every round to continue holding his breath.
10 Get along in the wild. Move up to half the
Each round, the DC of the check increases by 1. If the
character’s overland speed while hunting and
character fails the check, the character begins to drown.
foraging (no food or water supplies needed). The
character can provide food and water for one other
person for every 2 points by which the character’s The DC for the Swim check depends on the water:
check result exceeds 10.
15 Gain a +2 circumstance bonus on Fortitude saves Water DC
against severe weather while moving up to half
the character’s overland speed, or gain a +4 Calm water 10
circumstance bonus if stationary. The character Rough water 15
may grant the same bonus to one other character Stormy water 20
for every 1 point by which the character’s check
result exceeds 15.
18 Avoid getting lost and avoid natural and industrial
hazards, such as quicksand or condemned Each hour that the character swims, make a Swim check
construction sites. against DC 20. If the character fails, he becomes fatigued.
If the character fails a check while fatigued, the character
Special: A character can take 10 when making a Survival becomes exhausted. If the character fails a check
check. A character can take 20 when tracking if there is while exhausted, the character becomes unconscious.
no danger or penalty for failure, but not on periodic Unconscious characters go underwater and immediately
checks to get along in the wild. begin to drown.
A character with the Guide feat gets a +2 bonus on all Try Again? A new check is allowed the round after a
Survival checks. check is failed.
Time: Basic Survival checks occur each day in the Special: A character takes a penalty of –1 for every
wilderness or whenever a hazard presents itself. When 5 pounds of gear he carries, including armour and
using Survival with the Track feat to track a character weapons.
or animal, checks are made according to distance, as
described in the Track feat. A character can take 10 when making a Swim check, but
cannot take 20.
Swim (Str) Armour Penalty
Used to swim or manoeuvre in water or other semi-solid A character with the Athletic feat gets a +2 bonus on all
substances, such as quicksand. Swim checks.
66
application of the skill can be
used successfully on a character
only once per day.
Time: A Swim check is either a move action or a full- Stabilise Dying Character (DC 15): With a first aid
round action, as described above. or medical kit, a character can tend to a character
who is dying. As an attack action, a successful Treat
Treat Injury (Wis) Injury check stabilises another character. The stabilised
Used to give first aid and medical care to the sick or character regains no hit points, but he stops losing them.
injured. The character must have a treat injury kit to stabilise a
Check: The DC and effect depend on the task attempted. dying character.
A specific intent is needed for a Treat Injury check,
chosen from the listed options below. This skill has two Surgery (DC 20): With a surgical kit, a character can
subskills, regular medicine and psychology. The options conduct field surgery. This application of the Treat Injury
below, with the exception of the last two, involve the skill carries a –4 penalty, which can be negated with the
former. Surgery feat. Surgery requires 1d4 hours; if the patient
is at negative hit points, add an additional hour for every
Long-Term Care (DC 15): With a medical kit, the point below 0 the patient has fallen to.
successful application of this skill allows a patient to
recover hit points and ability points lost to temporary Surgery restores 1d6 hit points for every character level
damage at an advanced rate – 3 hit points per character of the patient (up to the patient’s maximum hit points)
level or 3 ability points restored per day of complete with a successful skill check. Surgery can only be used
rest. A new check is made each day; on a failed check, successfully on a character once in a 24-hour period.
recovery occurs at the normal rate for that day of rest A character who undergoes surgery is fatigued for 24
and care. hours, minus 2 hours for every point above the DC the
surgeon achieves in the skill check. The period of fatigue
A character can tend up to as many patients as he has can never be reduced below 6 hours in this fashion.
ranks in the skill. The patients need to spend all their
time resting. The character needs to devote at least half Treat Disease (DC 15): With a medical kit, a character
an hour per day to each patient they are caring for. can tend to a character infected with a treatable disease.
Every time the diseased character makes a saving throw
Restore Hit Points (DC 15): With a medical kit, if against disease effects (after the initial contamination),
someone has lost hit points, the character can restore the treating character first makes a Treat Injury check to
some of them. A successful check, as a full-round help the diseased character fend off secondary damage.
action, restores 1d4 hit points. The number restored can This activity takes 10 minutes. If the treating character’s
never exceed the character’s maximum hit points. This
67
check succeeds, the treating character provides
a bonus on the diseased character’s saving throw
equal to his ranks in this skill.
68
A character cannot take 10 or 20 when making a Tumble Special: Additional facts about the feat. If there are no
check to move through or past opponents. Otherwise, special features about a feat aside from what it does and
it usually possible to take 10 when making a Tumble its prerequisites, this entry is also absent.
check, but not 20.
69
Agile Riposte Animal Affinity
You can strike when your opponent attacks. You are good with animals.
Prerequisites: Dexterity 13+; Dodge. Benefit: The character gets a +2 bonus on all Handle
Benefit: Once per round, if the opponent the character Animal checks and Ride checks.
has designated as his dodge target (see the Dodge feat) Special: Remember that the Handle Animal skill cannot
makes a melee attack or melee touch attack against be used untrained.
the character and misses, the character may make an
SKILLS & FEATS
70
because of concealment, the character can reroll the miss Benefit: The character gets a +2 bonus on all Demolitions
chance roll one time to see if the character actually hits. checks and Disable Device checks.
The character takes only half the usual penalty to speed Special: Remember that the Demolitions skill and the
for being unable to see; darkness and poor visibility in Disable Device skill cannot be used untrained.
general reduces the character’s speed to three-quarters of
normal, instead of one-half. Cleave
You can keep on chopping.
71
provoke such attacks. Commanding Voice
Normal: Without this feat, a character deals only 1d3 You are especially good at snapping people out of a
points of nonlethal damage. Unarmed attacks normally freeze.
provoke attacks of opportunity, and unarmed combatants Benefit: If you shout at someone who has frozen in the
cannot normally make attacks of opportunity. face of horror due to a failed Panic save, they get a bonus
to their Will save equal to your Charisma bonus.
Combat Reflexes
SKILLS & FEATS
Creative
You have a creative streak.
Benefit: Pick two of the following
skills: Craft (visual art), Craft
(writing), Perform (act), Perform
(dance), Perform (keyboards),
Perform (percussion instruments),
Perform (sing), Perform (stand-up),
Perform (string instruments) and
Perform (wind instruments). The
character gets a +2 bonus on all
checks with those two skills.
Special: A character can select this
72
feat as many as five times. Each time, the character fires two bullets and can only be done if the weapon has
selects two new skills from the choices given above. at least two bullets in its magazine.
73
Exotic Firearms Proficiency Force Stop
Choose a weapon type from the following list: cannons, You can force another vehicle to stop.
heavy machine guns, grenade launchers, and rocket Prerequisites: Drive 4 ranks, Vehicle Expert.
launchers. Benefit: When the character sideswipes a surface vehicle,
Prerequisites: Personal Firearms Proficiency, Advanced the character can force the other vehicle to a stop by
Firearms Proficiency. nudging it into a controlled sideways skid. Make opposed
Benefit: The character makes attack rolls with the Drive rolls between the character and the driver of the
SKILLS & FEATS
74
receives a +2 competence bonus on his attack roll and Improved Disarm
the character deals nonlethal damage equal to 1d8 + You are skilled at disarming opponents.
the character’s Strength modifier. These advantages Prerequisites: Intelligence 13+; Combat Expertise.
replace the Brawl feat’s advantages; they do not stack. Benefit: The character does not provoke an attack of
Additionally, the character’s unarmed attacks count as opportunity when the character attempts to disarm an
armed, which means that opponents do not get attacks opponent, nor does the opponent get a chance to disarm
of opportunity when the character attacks them unarmed. the character if the attempt fails.
75
allows the character to use a melee weapon in one hand Low Profile
and a ranged weapon in the other. Who?
Normal: Without this feat, a character can only get a Benefit: Reduce the character’s Reputation bonus by 3
single extra attack with an off-hand weapon, and both points.
weapons must be of the same type (either both ranged
weapons or both melee weapons). Ludicrously Rich
You are very well off.
SKILLS & FEATS
76
damage rolls with ranged weapons against opponents revolver without a speed loader, or reloading any firearm
within 30 feet. with an internal magazine, is a full-round action.
77
Skip Shot Stealthy
You can bounce attacks around cover. You go unseen and unheard.
Prerequisites: Point Blank Shot, Precise Shot; base Benefit: The character gets a +2 bonus on all Hide checks
attack bonus +5 or higher. and Move Silently checks.
Benefit: If the character has a solid, relatively smooth
surface on which to skip a bullet (such as a street or a Strafe
concrete wall), and a target within 10 feet of that surface, You can affect a wider area with a firearm than normal.
SKILLS & FEATS
the character may ignore cover between the character Prerequisites: Personal Firearms Proficiency, Advanced
and the target. However, the character receives a –2 Firearms Proficiency.
penalty on his attack roll and the character’s attack deals Benefit: When using a firearm on autofire, the character
–1 die of damage. can affect an area up to 20-foot wide by 5-foot deep (that
Special: The surface does not have to be perfectly is, any four 5-foot squares in a straight line).
smooth and level; a brick wall or an asphalt road can be Normal: A firearm on autofire normally affects a 10-foot
used. The target can have no more than nine-tenths cover by 10-foot area.
for a character to attempt a skip shot.
Streetfighting
Spring Attack You are good at backalley fighting.
You are good at hit-and-run attacks. Prerequisites: Brawl; base attack bonus +2 or higher.
Prerequisites: Dexterity 13+; Dodge, Mobility; base Benefit: Once per round, if the character makes a
attack bonus +4 or higher. successful melee attack with an unarmed strike or a light
Benefit: When using an attack action with a melee weapon, the character deals an extra 1d4 points of lethal
weapon, the character can move both before and after damage.
the attack, provided that the total distance moved is not
greater than the character’s speed. Strong Willed
Moving in this way does not provoke an attack of You have a stronger will than normal.
opportunity from the defender the character is attacking Benefit: The character gets a +2 bonus on all Will saving
(though it can provoke attacks of opportunity from throws, except Horror saves (Fear, Madness and Panic
others, as normal). saves).
A character cannot use this feat if he is carrying a heavy
load or wearing heavy armour. Studious
You have a knack for research.
Steady Nerves Benefit: The character gets a +2 bonus on all Decipher
Things do not startle you easily. Script checks and Research checks.
Benefit: The character gets a +2 bonus on all Panic
saves. Sunder
Special: This feat may not be taken by a starting You smash items with élan.
character of the Combatant class, though it may be Prerequisites: Strength 13+; Power Attack.
selected later on. Benefit: When the character strikes an object held or
carried by an opponent, such as a weapon, the character
does not provoke an attack of opportunity. The character
gains a +4 bonus on any attack roll made to attack an
object held or carried by another character. The character
also deals double normal damage to objects, whether they
are held or carried or not.
Normal: A character without this feat incurs an attack of
opportunity when he strikes at an object held or carried by
another character.
78
wheeled class includes all kinds of semi-trucks and ~ Soft: Any surface soft enough to yield to pressure,
tractor-trailers, as well as wheeled construction vehicles but firmer than wet mud or fresh snow, in which the
(such as earth movers) and wheeled armoured vehicles quarry leaves frequent but shallow footprints.
(such as some armoured personnel carriers). Powerboats ~ Firm: Most normal outdoor or exceptionally soft or
are engine-powered water vessels designed for operation dirty indoor surfaces. The quarry might leave some
by a single person and usually no more than 100 feet in traces of its passage, but only occasional or partial
length. Sailboats are wind-powered water vessels. Ships footprints can be found.
79
If the character fails a Survival check, he can retry after 1 Vehicle Expert
hour (outdoors) or 10 minutes (indoors) of searching. You are skilled at handling a vehicle.
Normal: A character without this feat can use the Benefit: The character gets a +2 bonus on all Drive checks
Survival skill to find tracks, but can only follow tracks if and Pilot checks.
the DC is 10 or less. A character can use the Search skill
to find individual footprints, but cannot follow tracks Weapon Finesse
using Search. You can use light melee weapons with remarkable subtlety
SKILLS & FEATS
80
Chainsaws, stakes and
81
character who provides the aid reduces his Wealth bonus
Shopping and Time by +1.
Buying less common objects generally takes a number of
CHAINSAWS, STAKES & NAILGUNS
82
Doing away with Wealth
Some Games Master may dislike the abstraction of the
Equipment Tables
Equipment items are described by a number of statistics,
as shown on the following tables.
~ Size: The size category of a piece of equipment helps
to determine how easy that object is to conceal, and
it also indicates whether using the object requires one
hand or two. In general, a character needs only one
hand to use any object that is of his size category or
smaller.
~ Weight: This column gives the item’s weight.
~ Purchase DC: This is the purchase DC for a Wealth
check to acquire the item. This number reflects the
base price and does not include any modifier for
purchasing the item on the black market.
~ Restriction: The restriction rating for the object, if
any, and the appropriate black market purchase DC
character purchased an object with a purchase DC equal modifier. Remember to apply this modifier to the
to the sale value. purchase DC when making a Wealth check to acquire
the item on the black market.
Regardless of the character’s current Wealth bonus,
he gains a Wealth bonus increase of 1 whenever the Bags and Boxes
character sells an object with a sale value of 15 or higher. With the wide variety of equipment available to modern
If a character sells an object with a sale value less than adventurers, it is often critical to have something to store
or equal to his current Wealth bonus (and that sale value the equipment in or carry it around in.
is 14 or lower) the character gains nothing. No rolls can
improve or decrease these numbers; they are a standard Aluminium Travel Case
part of the Wealth and Purchase system. A travel case is a reinforced metal box with foam inserts.
Wing-style clamps keep it from opening accidentally.
A character cannot legally sell restricted objects unless
the character is licensed to own them. A character also Briefcase
cannot legally sell objects that have been reported as A briefcase can carry up to 5 pounds worth of gear. A
stolen. Selling objects illegally usually requires that the briefcase can be locked, but its cheap lock is not very
character have contacts in the black market and reduces secure (Disable Device DC 20; break DC 10).
the sale value by an additional 3 points.
Contractor’s Field Bag
Wealth in Other Periods A combination tool bag and notebook computer case,
The Wealth bonus is an abstraction, so it works perfectly this has pockets for tools, pens, notepads and cell phones.
well in other time periods. The prices of different items It even has a clear plastic flap for maps or plans. Made
will vary, of course; in general, the further you go back, of durable fabric, it holds 10 pounds worth of equipment
common goods become slightly cheaper but rarer goods and comes with a shoulder strap.
become much more expensive. The DC to purchase a
meal in a restaurant in 1890 might be only DC 3 instead Day Pack
of DC 4 in the modern day. However, the DC to purchase This is a small backpack, the sort often used by students
a camera might be DC 20 instead of DC 14. to carry their books around, or by outdoor enthusiasts on
83
General Equipment
Object Size Weight Purchase DC Restriction
CHAINSAWS, STAKES & NAILGUNS
84
Notebook Med 5 lb. 23 —
85
First aid kit Small 3 lb. 5 —
Forgery kit Small 3 lb. 12 —
CHAINSAWS, STAKES & NAILGUNS
Handcuffs
Steel Tiny 1 lb. 7 —
Zip-tie (25) Dim 0.5 lb. 6 —
Instrument, keyboard Large 12 lb. 12 —
Instrument, percussion Huge 50 lb. 14 —
Instrument, stringed Large 7 lb. 13 —
Instrument, wind Tiny 1 lb. 8 —
Lockpick set Tiny 1 lb. 9 Lic (+1)
Lock release gun Tiny 0.5 lb. 12 Res (+2)
Mechanical tool kits
Basic Large 22 lb. 13 —
Deluxe Huge 45 lb. 20 —
Medical kit Med 5 lb. 15 —
Multipurpose tool Tiny 0.5 lb. 9 —
Pharmacist kit Med 6 lb. 17 Res (+2)
Search-and-rescue kit Med 7 lb. 12 —
Spike strip Huge 22 lb. 13 —
Surgery kit Med 5 lb. 16 Lic (+1)
Survival Gear
Backpack Med 3 lb. 10 —
Binoculars
Standard Small 2 lb. 7 —
Rangefinding Small 3 lb. 15 —
Electro-optical Small 4 lb. 16 —
Chemical light sticks (5) Tiny 1 lb. 2 —
Climbing gear Large 10 lb. 11 —
Compass Dim 0.5 lb. 5 —
Fire extinguisher Med 3 lb. 8 —
Flash goggles Tiny 2 lb. 15 —
Flashlights
Penlight Dim 0.5 lb. 3 —
Standard Tiny 1 lb. 4 —
Battery flood Small 2 lb. 6 —
Gas mask Small 5 lb. 13 —
GPS receiver Tiny 1 lb. 15 —
Maps
Road atlas Tiny 1 lb. 4 —
Tactical map Tiny 0.5 lb. 3 —
Mesh vest Med 7 lb. 8 —
Portable stove Tiny 1 lb. 9 —
86
Rope (150 ft.) Large 12 lb. 5 —
Sleeping bag Med 4 lb. 9 —
Range Pack
This lightweight black bag has a spacious inner
Clothing
The items described here represent special clothing
compartment capable of holding roughly 8 pounds of
types, or unusual outfits that a character might need to
gear and can hold an additional 4 pounds in six zippered
purchase. For the most part, clothing choice is based on
external compartments. The larger version holds 12
character concept. It is generally assumed that a hero
pounds of equipment in the internal compartment and
owns a reasonable wardrobe of the sorts of clothes that
another 6 pounds in the zippered external pouches. A
fit his lifestyle. Sometimes, however, a character might
range pack easily holds several pistols and a submachine
need something out of the ordinary. When that is the
gun and the larger version can hold disassembled rifles.
case, he will have to purchase it like any other piece of
gear. Clothes generally have only two effects on game
87
mechanics: one on Disguise checks, and one on Sleight bulky clothing; see the Sleight of Hand skill description in
of Hand checks. Chapter 4, Skills and Feats.
Coat: An outer garment worn on the upper body. Its
CHAINSAWS, STAKES & NAILGUNS
First, clothing is part of a disguise. See the Disguise skill length and style vary according to fashion and use.
description for more on how appropriate dress affects Fatigue Jacket: A lightweight outer garment fashioned
Disguise checks. Clothes also help to hide firearms, after the fatigue uniforms worn by military personnel
body armour, and small objects. Tightly tailored clothing when performing their standard duties.
imposes a penalty on an attempt to conceal an object; Overcoat: A warm coat worn over a suit jacket or indoor
clothing purposely tailored to conceal objects provides clothing.
a bonus. Parka: This winter coat grants the wearer a +2 equipment
bonus on Fortitude saves made to resist the effects of cold
Clothing Outfit weather.
An outfit of clothing represents everything a character Photojournalist’s Vest: Made of cotton with mesh panels
needs to dress a part: pants or skirt, shirt, undergarments, to keep the wearer cool, the photojournalist’s vest has
appropriate shoes or boots, socks or stockings, and any numerous obvious – and hidden – pockets. It counts as
necessary belt or suspenders. The clothes a character loose and bulky clothing when used to conceal Small or
wears does not count against the weight limit for smaller weapons, and also grants the “specially modified
encumbrance. to conceal object” bonus when used to conceal Tiny or
Business: A business outfit generally includes a jacket smaller objects; see the Sleight of Hand skill description
or blazer, and it tends to look sharp and well groomed in Chapter 4, Skills and Feats.
without being overly formal. Windbreaker: This is a lightweight jacket made of wind-
Casual: Casual clothes range from cut-off jeans and a T- resistant material.
shirt to neatly pressed khakis and a hand-knit sweater. Tool Belt:This sturdy leather belt has numerous pockets
Formal: From a little black dress to a fully appointed and loops for tools, nails, pencils and other necessities
tuxedo, formal clothes are appropriate for “black tie” for repair and construction work, making it easy to keep
occasions. Special designer creations can have purchase about 10 pounds of items on hand. The pockets are open,
DCs much higher than shown on the table. however, and items can easily fall out if the belt is tipped.
Fatigues: Called “battle dress uniforms” (or BDUs) in
the United States Army, these are worn by hardened Computers and Consumer Electronics
veterans and wannabes alike. They are rugged, Rules for operating computers appear under the Computer
comfortable, and provide lots of pockets. They are also Use skill. Some of the items in this section have monthly
printed in camouflage patterns: woodland, desert, winter subscription costs as well as initial purchase costs. The
(primarily white), urban (grey patterned), and black are purchase DC accounts for both costs; once a character
available. When worn in an appropriate setting, fatigues has obtained the item, he does not have to worry about
grant a +2 equipment bonus on Hide checks. ongoing subscription costs.
Uniform: From the cable guy to a senior Air Force
officer, people on the job tend to wear uniforms—making Camera
such clothing an essential part of some disguises, since a Still cameras let a character capture a record of what he
uniform inclines people to trust the wearer. has seen.
Ghillie Suit: The ultimate in camouflage, a ghillie 35mm: The best choice for the professional photographer,
suit is a loose mesh overgarment covered in strips of this camera can accept different lenses and takes the
burlap in woodland colors, to which other camouflaging highest-quality picture. A camera is needed to use the
elements can easily be added. A figure under a ghillie photography aspect of the Craft (visual art) skill. The film
suit is nearly impossible to discern. A character wearing used in a camera must be developed.
a ghillie suit with appropriate coloration gains a +6 Digital: A digital camera uses no film; instead, its pictures
equipment bonus on Hide checks in the relevant terrain. are simply downloaded to a computer as image files. No
The suit’s coloration can be completely changed in five film developing is necessary.
minutes. However, the bulky suit imposes a penalty of Disposable: A 35mm camera with film built in can
–2 on all Dexterity checks, Dexterity-based skill checks be purchased from vending machines, tourist traps,
(except Hide) and melee attack rolls. drugstores, and hundreds of other places. Once the film
is used, the entire camera is turned in to have the film
Outerwear developed.
In addition to keeping a character warm and dry, coats Film: The medium upon which photographs are stored,
and jackets provide additional concealment for things film comes in a variety of sizes and speeds. The purchase
a character is carrying (they often qualify as loose or DC represents the cost of a roll of 24 exposures of high-
speed (ASA 400) film.
88
Film Developing: In most areas, drugstores and photo Digital Audio Recorder
shops provide 1-hour service; in others, it takes 24 hours. These tiny recorders (about the size of a deck of playing
In really remote areas, film may have to be sent away for cards) can record up to eight hours of audio and can
89
Printer Lineman’s Buttset
The colour inkjet printer described here is suited This device resembles an oversized telephone handset
for creating hard copies of text and image files from with a numeric keypad on the back and wire leads hanging
CHAINSAWS, STAKES & NAILGUNS
90
Skill Associated Item Professional Equipment
Climb Climbing gear This category covers a wide variety of specialized
91
Duct Tape makes a Forgery check for the forger, which serves as the
The usefulness of duct tape is limited only by a DC for the opposed check when someone inspects the
character’s imagination. Duct tape can support up to 200 fake ID. The purchase DC of a fake ID is 10 + the forger’s
CHAINSAWS, STAKES & NAILGUNS
pounds indefinitely, or up to 300 pounds for 1d6 rounds. ranks in the Forgery skill.
Characters bound with duct tape must make a Strength
or Escape Artist check (DC 20) to free themselves. A First Aid Kit
roll provides 70 feet of tape, 2 inches wide. Available at most drugstores and camping supply stores,
this kit contains enough supplies (and simple instructions
Electrical Tool Kit for their use) to treat an injury before transporting the
This collection of hand tools and small parts typically injured person to a medical professional. A first aid kit can
includes a variety of pliers, drivers, cutting devices, be used to help a dazed, unconscious or stunned character
fasteners, power tools, leads and wires. by making a Treat Injury check, or to stabilise a dying
Basic: This small kit allows a character to make Repair character. A first aid kit can be used only 1d4 times before
checks to electrical or electronic devices without needing to be replaced or replenished. Treat Injury skill
penalty. checks made without a first aid kit incur a –4 penalty.
Deluxe: This kit consists of a number of specialized
diagnostic and repair tools as well as thousands of spare Forgery Kit
parts. It grants a +2 equipment bonus on Repair checks This kit contains everything needed to use the Forgery
for electrical or electronic devices and allows a character skill to prepare forged items. Depending on the item to be
to make Craft (electronic) checks without penalty. forged, a character might need legal documents or other
items not included in the kit.
Evidence Kits
Law enforcement agencies around the world use generally Handcuffs
the same tools to gather evidence. Having an evidence Handcuffs are restraints designed to lock two limbs of a
kit does not grant access to a law enforcement agency’s prisoner together (normally at the wrists or ankles). They
crime lab; it merely assists in the proper gathering and fit any Medium-size or Small human or other creature that
storing of evidence for use by such a lab. Without an has an appropriate body structure.
evidence kit, a character receives a –4 penalty to use the Steel: These heavy-duty cuffs have hardness 10, 10 hit
collect evidence option of the Investigate skill. points, a break DC of 30, and require a Disable Device
Basic: A basic evidence kit includes clean containers, check (DC 25) or Escape Artist check (DC 35) to remove
labels, gloves, tweezers, swabs and other items to without the key.
gather bits of physical evidence and prevent them from Zip-Tie: These are single-use disposable handcuffs, much
becoming contaminated. like heavy-duty cable ties. They have hardness 0, 4 hit
Deluxe: A deluxe kit includes all the materials in a basic points and a break DC of 25. They can only be removed
kit, plus supplies for analysing narcotic substances at the by cutting them off (Disable Device and Escape Artist
scene and for gathering more esoteric forms of physical checks automatically fail).
evidence such as casts and moulds of footprints or
vehicle tracks, as well as chemical residues and organic Instrument, Keyboard
fluids. It also contains the necessary dusts, sprays, A portable keyboard, necessary in order to use the Perform
brushes, adhesives and cards to gather fingerprints. It (keyboard instrument) skill.
grants a +2 equipment bonus on Investigate checks
under appropriate circumstances (whenever the Games Instrument, Percussion
Master rules that the equipment in the kit can be of use A set of drums, necessary in order to use the Perform
in the current situation). (percussion instrument) skill.
92
a character to make Disable Device checks to open standard flashlight, 50 feet of durable nylon rope, two
mechanical locks (deadbolts, keyed entry locks, most car smoke grenades and one signal flare.
93
every 10 feet). Using binoculars for Spot checks takes Fire Extinguisher
five times as long as making the check unaided. This portable apparatus uses a chemical spray to
Rangefinding: In addition to the benefit of standard extinguish small fires. The typical fire extinguisher ejects
CHAINSAWS, STAKES & NAILGUNS
binoculars, rangefinding binoculars include a digital enough extinguishing chemicals to put out a fire in a 10-
readout that indicates the exact distance to the object on foot by 10-foot area as a move action. It contains enough
which they are focused. material for two such uses.
Electro-Optical: Electro-optical binoculars function the
same as standard binoculars in normal light. In darkness, Flash Goggles
however, users looking through them see as if they had These eye coverings provide total protection against
the darkvision ability granted by night vision goggles. blinding light.
GPS Receiver
Global positioning system receivers use signals from
GPS satellites to determine the receiver’s location to
within a few dozen feet. A GPS receiver grants its user
a +4 equipment bonus on Navigate checks, but because
the receiver must be able to pick up satellite signals, it
only works outdoors.
Map
While a compass or GPS receiver can help characters
find their way through the wilderness, a map can tell a
character where he is going and what to expect when
he gets there.
Road Atlas: Road atlases are available for most
countries, showing all major roads in each state, county
or area. They can also be purchased for most major
metropolitan areas, detailing every street in the entire
region.
Tactical Map: A tactical map covers a small area
– usually a few miles on a side – in exacting detail.
Generally, every building is represented, along with
all roads, trails, and areas of vegetation. Tactical maps
94
are not available for all areas, and, though inexpensive, planned. Failure by 5 or more means the explosive goes
they generally have to be ordered from federal mapping off as the detonator is being installed.
Blasting Cap: This is a detonator without a built-in
95
Standard: A standard scope increases the range house is a four-bedroom home with a two-car garage,
increment for a ranged weapon by one-half (multiply while the mansion is a five- or six-bedroom home with
by 1.5). However, to use a scope a character must spend an extra den, spacious rooms throughout, and a three-car
CHAINSAWS, STAKES & NAILGUNS
an attack action acquiring his target. If the character garage. All of these homes are of typical construction;
changes targets or otherwise lose sight of the target, luxury appointments or avant garde design is available
he must reacquire the target to gain the benefit of the with a +2 increase to the purchase DC.
scope.
Electro-Optical: An electro-optical scope functions the Location dramatically affects a home’s value. The given
same as a standard scope in normal light. In darkness, purchase DC assumes a typical suburban location. An
however, the user sees through it as if he had the undesirable location, such as a bad neighbourhood or
darkvision ability granted by night vision goggles. a remote rural site, reduces the purchase DC by 2. A
particularly good location in an upscale neighbourhood or
Speed Loader city centre increases the purchase DC by 2.
A speed loader holds a number of bullets in a ring, in a
position that mirrors the chambers in a revolver cylinder. Entertainment
Using a speed loader saves time in reloading a revolver, Purchase DCs are given for several entertainment options.
since a character can insert all the bullets at once. They represent the purchase of a single ticket. A pair of
tickets can be purchased together; doing so increases the
Suppressor purchase DC by 2.
A suppressor fits on the end of a firearm, capturing the
gases traveling at supersonic speed that propel a bullet Meals
as it is fired. This eliminates the noise from the bullet’s Several typical meal costs are provided. The cost of
firing, dramatically reducing the sound the weapon picking up the tab for additional diners adds +2 per person
makes when it is used. For handguns, the only sound is to the purchase DC.
the mechanical action of the weapon (Listen check, DC
15 to notice). For longarms, the supersonic speed of the Transportation
bullet itself still makes noise. However, it is difficult to Airfare tickets are for a single passenger round trip. One-
tell where the sound is coming from, requiring a Listen way tickets are available, but only reduce the purchase DC
check (DC 15) to locate the source of the gunfire. by 1. Car rentals and lodging rates are per day.
96
Services Assault Crime: The crime involved an attack intended to
capture, kill, or seriously injure the victim.
Item Purchase DC
97
Range Increment: Any attack at less than this distance magazines, cylinders cannot be removed, and they must
is not penalized for range. However, each full range be reloaded by hand. However, most revolvers can be
increment causes a cumulative –2 penalty on the attack used with a speed loader. Using a speed loader is much
CHAINSAWS, STAKES & NAILGUNS
roll. Ranged weapons have a maximum range of ten like inserting a box magazine into a weapon. Without a
range increments, except for thrown weapons, which speed loader, a firearm with a cylinder magazine must
have a maximum range of five range increments. be loaded by hand.
~ Internal: Some weapons keep their ammunition in an
Rate of Fire: Some ranged weapons have a rate of fire internal space, which must be loaded by hand. This is
of 1, which simply means they can be employed once per the case with most shotguns, as well as some rifles.
round and then must be reloaded or replaced. Firearms, ~ Linked: Some machine guns use linked ammunition.
which operate through many different forms of internal The bullets are chained together with small metal clips,
mechanisms, have varying rates of fire. The three forming a belt. Typically, a belt holds 50 bullets; any
possible rates of fire for handguns, longarms, and heavy number of belts can be clipped together. In military
weapons are single shot, semiautomatic, and automatic. units, as the gunner fires, an assistant clips new
~ Single Shot (Single): A weapon with the single shot ammunition belts together, keeping the weapon fed.
rate of fire requires the user to manually operate
the action (the mechanism that feeds and cocks the Size: Size categories for weapons and other objects are
weapons) between each shot. Pump shotguns and defined differently from the size categories for creatures.
bolt-action rifles are examples of firearms with single The relationship between a weapon’s size and that of its
shot rates of fire. A weapon with the single shot rate wielder defines whether it can be used one-handed, if it
of fire can fire only one shot per attack, even if the requires two hands, and if it is a light weapon.
user has a feat or other abilities that normally allow ~ A Medium-size or smaller weapon can be used one-
more than one shot per attack. handed or two-handed. A Large weapon requires two
~ Semiautomatic (S): Most firearms have the hands. A Huge weapon requires two hands and a bipod
semiautomatic rate of fire. These firearms feed and or other mount.
cock themselves with each shot. A semiautomatic ~ A Small or smaller weapon is considered a light
weapon fires one shot per attack (effectively acting weapon. It can be used one-handed and, as a light
as a single shot weapon), but some feats allow weapon, is easier to use in your off hand.
characters armed with semiautomatic weapons to fire
shots in rapid successions, getting in more than one Weight: This column gives the weapon’s weight when
shot per attack. fully loaded.
~ Automatic (A): Automatic weapons fire a burst or
stream of shots with a single squeeze of the trigger. Purchase DC: This is the purchase DC for a Wealth check
Only weapons with the automatic rate of fire can to acquire the weapon. This number reflects the base price
be set on autofire or be used with feats that take and does not include any modifier for purchasing the
advantage of automatic fire. weapon on the black market.
Magazine: The weapon’s magazine capacity and type Restriction: The restriction rating for the weapon, if any,
are given in this column. The amount of ammunition a and the appropriate black market purchase DC modifier.
weapon carries, and hence how many shots it can fire Remember to apply this modifier to the purchase DC
before needing to be reloaded, is determined by its when making a Wealth check to acquire the weapon on
magazine capacity. How the firearm is reloaded depends the black market.
upon its magazine type. The number in this entry is the
magazine’s capacity in shots; the word that follows the Reloading Firearms
number indicates the magazine type: box, cylinder, or Reloading a firearm with an already filled box magazine
internal. A fourth type, linked, has an unlimited capacity; or speed loader is a move action. Refilling a box magazine
for this reason the entry does not also have a number. or a speed loader, or reloading a revolver without a speed
Weapons with a dash in this column have no magazines; loader or any weapon with an internal magazine, is a full-
they are generally thrown weapons, or weapons (such as round action. Loading a belt of linked ammunition is a
bows) that are loaded as part of the firing process. full-round action. Linking two belts together is a move
~ Box: A box magazine is any type of magazine that action.
can be removed and reloaded separately from the
weapon. Handguns
~ Cylinder: A revolver keeps its ammunition in a A handgun is a personal firearm that can be used one-
cylinder, which is part of the weapon and serves as handed without penalty. This includes all pistols and some
the firing chamber for each round as well. Unlike box submachine guns and shotguns. All handguns require the
98
Ranged Weapons
Weapon Damage Critical Damage Range Rate of Magazine Size Weight Purchase Restriction
99
Weapon Damage Critical Damage Type Range RoF Magazine Size Weight Purchase DC Restriction
M16A2 2d8 20 Ballistic 80 ft. S, A 30 box Large 8 lb. 16 Res (+2)
CHAINSAWS, STAKES & NAILGUNS
(5.56mm
assault rifle)
Mossberg 2d8 20 Ballistic 30 ft. S 6 int Large 7 lb. 15 Lic (+1)
(12 gauge
shotgun)
Remington 2d10 20 Ballistic 80 ft. Single 5 int Large 8 lb. 17 Lic (+1)
700 (7.62mm
hunting rifle)
Sawed-off 2d8 20 Ballistic 10 ft. S 2 int Med 5 lb. 15 Lic (+1)
Shotgun
(12 gauge
shotgun)
Steyr AUG 2d8 20 Ballistic 80 ft. S, A 30 box Large 9 lb. 19 Res (+2)
(5.56mm
assault rifle)
Uzi (9mm 2d6 20 Ballistic 40 ft. S, A 20 box Large 8 lb. 18 Res (+2)
submachine
gun)
Winchester 94 2d10 20 Ballistic 90 ft. S 6 int Large 7 lb. 15 Lic (+1)
(.444 hunting
rifle)
Heavy Weapons (each requires a specific Exotic Weapon Firearms feat)
M-60 2d8 20 Ballistic 100 ft. A Linked Huge 22 lb. 21 Mil (+3)
(medium
machine gun)
M-2HB 2d12 20 Ballistic 110 ft. A Linked Huge 75 lb. 22 Mil (+3)
(heavy
machine gun)
M72A3 10d62 — — 150 ft. Single 1 int Large 5 lb. 15 Mil (+3)
LAW (rocket
launcher)
M79 (grenade Varies2 — — 70 ft. Single 1 int Large 7 lb. 14 Mil (+3)
launcher)
Other Ranged Weapons (required Weapon Proficiency feat given in parentheses)
Compound 1d8 20 Piercing 40 ft. Single — Large 5 lb. 10 —
Bow
(Archaic)
Crossbow 1d10 19-20 Piercing 40 ft. Single 1 int Med 7 lb. 9 —
(Simple)
Discus 1d6 20 Bludgeoning 20 ft. Single — Small 4 lb. 4 —
(Simple)
Flamethrower 3d6 — Fire — Single 10 int Large 50 lb. 17 Mil (+3)
(no feat
required)
Javelin 1d6 20 Piercing 30 ft. Single — Med 3 lb. 4 —
(Simple)
Pepper Spray Special2 — Special2 5 ft. Single 1 int Tiny 0.5 lb. 5 —
(Simple)
Shuriken 1 20 Piercing 10 ft. Single — Tiny 0.5 lb. 4 —
(Archaic)
Taser 1d42 — Electricity 5 ft. Single 1 int. Small 2 lb. 7 —
(Simple)
Whip 1d2 20 Slashing 15 ft. 3 Single — Small 2 lb. 4 —
(Archaic)
100
Ranged Weapon Table notes Colt Python
1
This superbly crafted weapon grants a +1 bonus on The Python has a well-deserved reputation for accuracy.
Due to its high quality of manufacture, the Colt Python is
Beretta 92F
The standard service pistol of the United
States military and many American law
enforcement agencies.
Colt M1911
This .45 semiautomatic pistol was
used by the United States military for
decades until it was recently replaced by
the Beretta 92F. Manufactured at three
locations in the United States alone, the
M1911 can be found all over the world,
and is still in use in several other military
forces.
101
Due to its high quality of manufacture, the Glock 17 is but only at short range. Reduce shotgun damage by 2
always considered a superbly crafted weapon. As such, points for every range increment of the attack.
it grants a +1 bonus on attack rolls.
CHAINSAWS, STAKES & NAILGUNS
102
make burst fire attacks without the Burst Fire feat; if a Proficiency (heavy machine guns) feat applies to this
character uses the setting without the feat, he makes a weapon.
This weapon features a three-round burst setting. When The M72 has a minimum range of 30 feet. If fired against
used with the Burst Fire feat, it fires only three bullets a target closer than 30 feet away, it does not arm and will
instead of five and can be used with only three bullets not explode. If someone is directly behind and adjacent
in the magazine. This setting does not grant the ability to the character firing the LAW, that person must make
to make burst fire attacks without the Burst Fire feat; if a Reflex save (DC 15) to avoid being hit by the rocket’s
a character uses the setting without the feat, he makes a backblast, which will cause 2d6 fire damage.
normal attack, and the extra two bullets are wasted.
The Exotic Firearms Proficiency (rocket launchers) feat
Uzi applies to this weapon.
Designed in the 1950s for the Israeli army, the Uzi has
become the most popular submachine gun in the world. M79
It features a collapsible stock, making it extremely This simple weapon is a single-shot grenade launcher.
compact. It fires 40mm fragmentation grenades (see Explosives
and Splash Weapons, below). These grenades look like
Winchester 94 huge bullets an inch and a half across; they cannot be
The Winchester Model 94 Big Bore is a lever-action used as hand grenades, and the M79 cannot shoot hand
rifle typical of big-bore hunting rifles found around the grenades. Attacking with an M79 is identical to throwing
world. an explosive: you make a ranged attack against a specific
5-foot square (instead of targeting a person or creature).
Heavy Weapons The differences between using the M79 and throwing
The weapons covered in this section fall under different an explosive lie in the range of the weapon (which far
Exotic Firearms Proficiency feat. Someone who wields a exceeds the distance a hand grenade can be thrown) and
heavy weapon without the appropriate proficiency takes the fact that the M79 requires a weapon proficiency to
a –4 penalty on all attack rolls with the weapon. operate without penalty.
103
Other Ranged Weapons Ammunition
Ranged weapons that are not firearms include such Ammunition Type (Quantity) Purchase DC
CHAINSAWS, STAKES & NAILGUNS
104
Whip pistol round is not compatible with the much larger .50
Whips deal a small amount of lethal damage. Although rifle-caliber cartridge (see above).
a character does not ‘fire’ the weapon, treat a whip as a
105
Critical: The threat range for a critical hit.
If the threat is confirmed, a weapon deals
double damage on a critical hit (roll damage
CHAINSAWS, STAKES & NAILGUNS
106
C4/Semtex To set off dynamite using a fuse, the fuse must first be lit,
So-called ‘plastic’ explosives resemble slabs of wax. requiring a move action (and a lighter or other source of
Hard and translucent when cold, these explosives warm
107
Thermite Grenade weapons (covered by the Simple Weapons Proficiency
Thermite does not technically explode. Instead, it creates feat); others are archaic (Archaic Weapons Proficiency) or
intense heat meant to burn or melt through an object upon exotic (Exotic Melee Weapon Proficiency).
CHAINSAWS, STAKES & NAILGUNS
108
Brass Knuckles is a Called Shot; see Chapter 7, Combat (and Running
These pieces of moulded metal fit over the outside of a Away).
character’s fingers and allow him to deal lethal damage
The cost and weight given are for a single item. Tonfa
This is the melee weapon carried by most police forces
Cleaver (their version occasionally being called a nightstick),
Heavy kitchen knives can be snatched up for use as used to subdue and restrain criminals. A character can
weapons in homes and restaurants. These weapons are deal nonlethal damage with a tonfa without taking the
essentially similar to the twin butterfly swords used in usual –4 penalty.
some kung fu styles.
Archaic Melee Weapons
Club Most of these weapons deal damage by means of a blade
Almost anything can be used as a club. This entry also or a sharp point. Some of them are moderately expensive,
represents the wooden nightsticks sometimes carried by reflecting their archaic nature in modern-day society.
police forces, lengths of lead piping and baseball bats.
Bayonet (Fixed)
Knife The statistics given describe a bayonet fixed at the end of
This category of weapon includes hunting knives, a longarm with an appropriate mount. With the bayonet
butterfly or “balisong” knives, switchblades and bayonets fixed, the longarm becomes a double weapon—clublike
(when not attached to rifles). A character can select the at one end and spearlike at the other. A character can
Weapon Finesse feat to apply his Dexterity modifier fight with it as if fighting with two weapons, but if
instead of Strength modifier to attack rolls with a knife. the character does so, he incurs all the normal attack
penalties associated with fighting with two weapons, as
Metal Baton if using a one-handed weapon and a light weapon.
This weapon can be collapsed to reduce its size and
increase its concealability. A collapsed baton is Small Hatchet
and cannot be used as a weapon. Extending or collapsing This light axe is a chopping tool that deals slashing
the baton is a free action. damage when employed as a weapon.
Pistol Whip
Using a pistol as a melee weapon can deal greater Fire axe
damage than attacking unarmed. No weight or purchase A heavy axe normally used to break down doors and thin
DC is given for this weapon, since both vary depending walls.
on the pistol used.
Longsword
Rifle Butt This classic, straight blade is the weapon of knighthood
The butt of a rifle can be used as an impromptu club. and valour.
Sap Machete
This weapon, essentially a smaller version of a club, This long-bladed tool looks much like a short, lightweight
deals nonlethal damage instead of lethal damage. sword.
Rapier
Stake The rapier is a lightweight sword with a thin blade. A
A shaft of wood no longer than 3 feet long with a sharp character can select the Weapon Finesse feat to apply his
whittled end. A poor weapon, though if you happen to Dexterity modifier instead of Strength modifier to attack
be trying to hit something in the heart, remember that this rolls with a rapier.
109
Melee Weapons
Weapon Damage Critical Damage Type Range Size Weight Purchase
CHAINSAWS, STAKES & NAILGUNS
Increment DC
Simple Weapons (require the Simple Weapons Proficiency feat)
Brass Knuckles1 +1 20 Bludgeoning — Tiny 1 lb. 5
Cleaver 1d6 19-20 Slashing — Small 2 lb. 5
Club 1d6 20 Bludgeoning 10 ft. Med 3 lb. 4
Knife 1d4 19-20 Piercing 10 ft. Tiny 1 lb. 4
Metal Baton 1d6 19-20 Bludgeoning — Med 2 lb. 8
Pistol Whip 1d4 20 Bludgeoning — Small — —
Rifle Butt 1d6 20 Bludgeoning — Large — —
Sap 1
1d6 20 Bludgeoning — Small 3 lb. 2
Stake 1d4 20 Piercing — Small 2 lb. —
Stun Gun1 1d3 20 Electricity — Tiny 1 lb. 5
Tonfa1 1d4 20 Bludgeoning — Med 2 lb. 6
Archaic Weapons (require the Archaic Weapons Proficiency feat)
Bayonet (fixed) 1 1d4/1d6 20 Piercing — Large 1 lb. 7
Fire Axe 1d8 20 Slashing — Med 4 lb. 6
Hatchet 1d6 20 Slashing 10 ft. Small 3 lb. 4
Longsword 1d8 19-20 Slashing — Med 4 lb. 11
Machete 1d6 19-20 Slashing — Small 2 lb. 5
Rapier 1d6 18-20 Piercing — Med 3 lb. 10
Spear 1d8 20 Piercing — Large 9 lb. 6
Straight Razor 1d4 19-20 Slashing — Tiny 0.5 lb. 4
Sword Cane 1d6 19-20 Slashing — Med 3 lb. 9
Exotic Weapons (each requires a specific Exotic Melee Weapon Proficiency feat)
Chain1 1d6/1d6 20 Bludgeoning — Large 5 lb. 5
Chainsaw 3d6 20 Slashing — Large 10 lb. 9
Kama 1d6 20 Slashing — Small 2 lb. 5
Katana 1d10 19-20 Slashing — Large 6 lb. 12
Kukri 1d4 18-20 Slashing — Small 1 lb. 5
Nunchaku 1d6 20 Bludgeoning — Small 2 lb. 5
Three-Section 1d8/1d8 20 Bludgeoning — Large 3 lb. 7
Staff1
1
See the description of this weapon for special rules.
Spear Because of this special construction, a sword cane is
This primitive device is a reach weapon. A character can always considered to be concealed; it is noticed only with
strike opponents 10 feet away with it, but cannot use it a Spot check (DC 18). The walking stick or umbrella is
against an adjacent foe. not concealed, only the blade within.
110
Chain Nunchaku
Also called the manriki-gusari, this is a simple chain with A popular martial arts weapon, the nunchaku is made of
weighted ends. It can be whirled quickly, striking with two wooden shafts connected by a short length of rope
111
Improvised Weapon Damage by Size Buzzsaw Blade
Object Size Examples Damage A character using this weapon in melee takes 1d2 damage
every turn. If thrown, this weapon deals 1d4 damage.
CHAINSAWS, STAKES & NAILGUNS
112
Armour Traits ~ Equipment Bonus: The protective value of the armour.
Armour is described by a number of statistics, as shown This bonus adds to the wearer’s Defence.
on the Armour table below.
Armour
Equipment Nonproficient Maximum Armour Speed Purchase
Armour Type Bonus Bonus Dex Bonus Penalty (30 ft.) Weight DC Restriction
Light Armour
Leather Jacket Impromptu +1 +1 +8 -0 30 4 lb. 10 —
Leather Archaic +2 +1 +6 -0 30 15 lb. 12 —
Armour
Light Concealable +2 +1 +7 -0 30 2 lb. 13 Lic (+1)
Undercover
Shirt
Pull-up Pouch Concealable +2 +1 +6 -1 30 2 lb. 13 Lic (+1)
Vest
Undercover Concealable +3 +1 +5 -2 30 3 lb. 14 Lic (+1)
Vest
Concealable Concealable +4 +2 +4 -3 25 4 lb. 15 Lic (+1)
Vest
Chainmail Archaic +5 +2 +2 -5 20 40 lb. 18 —
Shirt
Light Duty Tactical +5 +2 +3 -4 25 8 lb. 16 Lic (+1)
Vest
Tactical Vest Tactical +6 +2 +2 -5 25 10 lb. 17 Lic (+1)
Heavy Armour
Special Tactical +7 +3 +1 -6 20 15 lb. 18 Lic (+1)
Response
Vest
Plate Mail Archaic +8 +3 +1 -6 20 50 lb. 23 —
Forced Entry Tactical +9 +3 +0 -8 20 20 lb. 19 Lic (+1)
Unit
113
~ Weight: This column gives the armour’s weight. underneath. It is heavy, making it uncomfortable to wear
~ Purchase DC: This is the purchase DC for a Wealth for long periods of time.
check to acquire the armour. This number reflects
CHAINSAWS, STAKES & NAILGUNS
the base price and does not include any modifier for Light-Duty Vest
purchasing the armour on the black market. A lightweight tactical vest designed for extended use by
~ Restriction: The restriction rating for the armour, if riot police and forces on alert for potential attack, this
any, and the appropriate black market purchase DC armour sacrifices a degree of protection for a modicum
modifier. Remember to apply this modifier to the of comfort – at least compared to other tactical body
purchase DC when making a Wealth check to acquire armours.
the armour on the black market.
Tactical Vest
Leather Jacket The standard body armour for police tactical units, this
This armour is represented by a heavy leather biker’s vest provides full-torso protection in the toughest flexible
jacket. A number of other impromptu armours, such as a protective materials available.
football pads and a baseball catcher’s pads, offer similar
protection and game statistics. Plate Mail
This medieval-era armour consists of metal plates that
Leather Armour cover the entire body. It is heavy and cumbersome
This archaic armour consists of a breastplate made compared to most modern armour, but it does provide a
of thick, lacquered leather, along with softer leather great deal of protection.
coverings for other parts of the body.
Special Response Vest
Light Undercover Shirt Built like the tactical vest, but incorporating groin and
Designed for deep undercover work in which it is critical neck protection as well as a ceramic plate over the chest,
that the wearer not appear to be armed or armoured, this armour provides additional protection in battles
this garment consists of a T-shirt with a band of light against heavily armed opponents.
protective material sewn in around the lower torso.
Forced Entry Unit
Pull-Up Pouch Vest The most powerful protection available is built into this
This garment, consisting of a torso apron of light suit, which consists of a heavy torso jacket with ceramic
protective material held up by a loop around the neck, plates over the chest and back, neck and groin guards,
can be stored in an innocuous belt-pack. Deploying arm protection and a helmet. Heavy and cumbersome,
the apron is a move action. This garment provides this armour is generally only donned by tactical officers
no equipment bonus (and has no armour penalty or heading into a dangerous assault.
maximum Dexterity bonus) when undeployed.
114
~ Initiative: The modifier added to the driver’s or pilot’s Learjet Model 45
initiative check when operating the vehicle. This is a sleek business jet introduced in the late 90s.
Two turbofans, set on the fuselage above and behind the
115
Vehicles
Vehicle Crew Pass. Cargo Init. Man. Top Speed Defence Hardness Hit Points Size Purchase Restriction
DC
CHAINSAWS, STAKES & NAILGUNS
Civilian Aircraft
Bell Jet Ranger 1 4 250 lb. -4 -4 245 (25) 6 5 28 G 39 Lic (+1)
(helicopter)
Bell model 212 2 13 5,000 lb. -4 -4 200 (20) 6 5 36 G 45 Res (+2)
(helicopter)
Cessna 172 1 3 120 lb. -4 -4 210 (21) 6 5 30 G 36 Lic (+1)
Skyhawk (prop
plane)
Learjet Model 2 10 500 lb. -4 -4 1,100 (110) 6 5 44 G 40 Lic (+1)
45 (corporate
jet)
Civilian Cars
BMW M3 1 4 200 lb. -2 +1 275 (27) 8 5 32 H 30 Lic (+1)
(sports coupe)
Chevrolet 1 4 275 lb. -1 -1 185 (18) 9 5 30 L 26 Lic (+1)
Cavalier
(economy
coupe)
Dodge Neon 1 4 275 lb. -1 -1 220 (22) 9 5 30 L 26 Lic (+1)
(economy
sedan)
Ford Crown 1 5 425 lb. -2 -1 185 (18) 8 5 34 H 28 Lic (+1)
Victoria (mid-
size sedan)
Jaguar XJS 1 4 275 lb. -2 -1 230 (23) 8 5 34 H 32 Lic (+1)
(luxury sedan)
Lamborghini 1 1 100 lb. -2 +1 360 (36) 8 5 34 H 37 Lic (+1)
Diablo (sports
coupe)
Mercedes E55 1 4 325 lb. -2 +0 280 (28) 8 5 34 H 32 Lic (+1)
AMG (luxury
sedan)
Volkswagen 1 4 275 lb. -2 +0 230 (23) 8 5 32 H 28 Lic (+1)
Jetta (mid-size
wagon)
Civilian Motorcycles
Ducati 998R 1 0 0 lb. +0 +3 370 (37) 10 5 18 M 27 Lic (+1)
(racing bike)
Harley 1 1 0 lb. -1 +1 275 (27) 9 5 22 L 26 Lic (+1)
Davidson
FLSTF (street
bike)
Yamaha 1 1 0 lb. +0 +2 165 (16) 10 5 18 M 23 Lic (+1)
YZ250F (dirt
bike)
Civilian Trucks
AM General 1 3 1,000 lb. -2 -2 140 (14) 8 5 38 H 34 Lic (+1)
Hummer
(SUV)
Dodge Caravan 1 4 325 lb. -2 -2 195 (19) 8 5 34 H 28 Lic (+1)
(minivan)
Ford F-150 XL 1 2 1,700 lb. -2 -2 175 (17) 8 5 36 H 28 Lic (+1)
(pickup)
116
Vehicle Crew Pass. Cargo Init. Man. Top Speed Defence Hardness Hit Points Size Purchase Restriction
DC
powerful 5.5 litre, 349-horsepower V8 engine. It is two Harley-Davidson FLSTF Fat Boy
squares wide and four squares long. This huge motorcycle sports a 1,450cc engine. It is
designed to look cool and compete for space on the roads
Volkswagen Jetta with automobiles. It is one square wide and two squares
The Jetta is a four-door station wagon. It is two squares long.
wide and three squares long.
Yamaha YZ250F
Civilian Motorcycles A classic dirt bike, this is very similar to the motorcycle
Unlike getting into a car, mounting a motorcycle used by United States Army cavalry scouts. The YZ250F
is a free action. Motorcycles tend to perform better is one square wide and two squares long.
than automobiles, but they provide no cover to their
occupants. Civilian Trucks
Trucks include pickups, sport utility vehicles, vans
Ducati 998R and minivans. They generally have the same features
This is a top-of-the-line street bike with a strong heritage as civilian cars. Like cars, trucks generally provide
of winning races. The 998R is one square wide and two three-quarters cover to their occupants. The rear bed of a
squares long. pickup truck, however, provides only one-half cover.
117
AM General Hummer Sea-Doo XP
The four-door Hummer is a civilian version of the This is a two-seat jet ski that propels itself with a powerful
CHAINSAWS, STAKES & NAILGUNS
military’s all-terrain “humvee” utility vehicle. It comes jet of water. The Sea-Doo XP is one square wide and two
equipped with a powerful 6.5 litre, 195-horsepower V8 squares long and provides no cover for its riders.
turbo diesel engine. The hummer is decked out like a
luxury vehicle inside, but this vehicle is every bit as Other Vehicles
rugged as the military version. A few types of vehicles don’t fit neatly into the categories
covered above. Many of these (such as the armoured truck
The military version can be configured in a variety of and the limousine) are usually custom built, so the model
ways, including a two-door pickup, a four-door pickup name is not specified as it is with most other vehicles in
with a short bed, and a completely enclosed, SUVlike this section. The description and stats reflect a typical
body with a hatchback and four doors. It lacks the luxury model.
accessories of the civilian version, but it is equipped with
puncture-resistant tires. A Hummer is two squares wide Armoured Truck
and four squares long. Used to transport money between businesses and financial
institutions, armoured trucks are designed to deter would-
Dodge Caravan be thieves. The truck has three doors and firing ports that
The Caravan is a minivan with two conventional doors allow the crew to use their firearms without leaving the
up front, sliding doors on the side, and a rear hatch-style vehicle. The armoured truck is two squares wide and
door. It is two squares wide and four squares long. four squares long. It provides nine-tenths cover for its
occupants. It is equipped with puncture-resistant tires.
Ford F-150 XL
This two-door pickup truck has a 4.2 litre, 202- Honda TRX400FW
horsepower V6 engine. The F-150 is two squares wide This all-terrain vehicle is something like a four-wheeled
and four squares long. motorcycle. It is one square wide and two squares long. It
provides no cover for its riders.
Civilian Water Vehicles
Piloting a water vehicle is covered by the Drive skill. Limousine
A limousine is a big, comfortable car. The statistics
Bayliner 1802 Capri given are for a moderate-sized vehicle, rather than a
This is a large runabout – a powerboat with an outboard stretch limo or a conventional car with a professional
engine and an open cockpit with a tiny cabin (about the driver. Limousines feature virtually every available
size of the interior of an economy car) forward. It comes luxury feature, often including televisions and small
with a trailer; loading or unloading it requires a paved refrigerators. A partition divides the front seat from the
boat ramp and 10 minutes of work. The Capri provides rest of the vehicle. A limousine is two squares wide and
one-half cover to occupants in the cockpit or stern, full five squares long. It provides three-quarters cover for its
cover to occupants in the cabin, and no cover to those occupants.
forward of the cockpit. The Capri is two squares wide
and four squares long. Moving Truck
This is a large cargo truck used to move furniture or deliver
Fairline Targa 30 freight. Trucks of this sort are often available as rentals. A
This cabin cruiser is a motor yacht with two internal moving truck is two squares wide and five squares long. It
diesel engines. It comes equipped with four berths and provides three-quarters cover for occupants in the cab and
a fully equipped galley. It provides one-half cover to full cover for any in the back.
occupants in the cockpit or stern, full cover to occupants
below deck, and no cover to those forward of the cockpit. NABI Model 40LFW
The Targa is three squares wide and six squares long. This is a typical city bus. It has a door at the front and
a second door about halfway down the right-hand side.
This vehicle is two squares wide and eight squares long. It
provides three-quarters cover for crew and passengers.
118
M113A1 Gavin
Military Vehicles
Introduced in 1960s and for many years a mainstay of
Several military vehicles are covered here. In addition,
M1A2 Abrams
This is the U.S. Army’s main
battle tank, probably the
most advanced and powerful
tank in the world. It is crewed
by a driver, a gunner, a gun loader, and a
commander. It has three top hatches, one for the driver
and two on the turret. The driver’s position cannot be
reached from the other positions, which are all accessed
by the turret. It takes a full-round action to enter
a tank and another full-round action to start
it moving. The Abrams is three squares
wide and six squares long. It provides
full cover to its occupants.
This vehicle comes equipped with
a tank cannon (see the Vehicle
Weapons table) and an M2HB
heavy machine gun (see the Ranged
Weapons table) , both mounted in full
turrets.
Vehicle Weapons
Weapon Damage Critical Damage Type Range Rate Magazine Size
of Fire
Cannons (require the Exotic Firearms Proficiency (cannons) feat)
BMP-2 30mm 4d12 20 Ballistic 150 ft. A Linked Huge
Cannon
M1A2 Abrams 10d12 20 Ballistic 150 ft. Single 1 Huge
Tank Cannon
Weight, purchase DC and restriction rating do not apply. These weapons are part of the vehicles on which they are
mounted.
119
Conditions, environments
CONDITIONS,ENVIRONMENTS&HAZARDS
and Hazards
A number of adverse conditions can affect the way a
character operates, as defined here. If more than one
Dazed
Unable to act, a dazed character can take no actions, but
condition affects a character, apply both if possible.
still gets the benefit of his normal Defence. This condition
If not possible, apply only the most severe condition.
typically lasts 1 round.
Damage from conditions, environments and hazards are
always considered lethal damage unless noted otherwise
in its description. Dead
A character dies when his hit points drop to –10 or lower,
or when his Constitution drops to 0.
Ability Damaged
The character has lost 1 or more ability score points. The
loss is temporary and these points return at a rate of 1 Deafened
per day of rest. This differs from ‘effective’ ability loss, The character cannot hear and takes a –4 penalty on
which is an effect that goes away when the condition initiative checks. The character cannot make Listen
causing it goes away. checks. Characters who are deafened long-term (from
birth or early in life) grow accustomed to these drawbacks
and can overcome some of them (at the Games Master’s
Ability Drained discretion).
The character has lost 1 or more ability score points. The
loss is permanent.
Disabled
The character has 0 hit points. The character can take only
Blinded a single move action or attack action, and takes 1 point of
The character cannot see at all, and thus everything has
damage after any action.
total concealment to him or her. The character has a 50%
chance to miss in combat. Furthermore, the blinded
character loses their Dexterity bonus to Defence, moves Dying
at half speed, and incurs a –4 penalty on Strength-based The character is near death and unconscious, with –1 to –9
and Dexterity-based skills. This –4 penalty also applies wound points. The character can take no actions and each
to Search checks and any other skill checks for which round a dying character loses 1 hit point until he dies or
the Games Master deems sight to be important. The becomes stable.
character cannot make Spot checks or perform any other
activity (such as reading) that requires vision. Characters Entangled
who are blind long-term (from birth or early in life) grow An entangled character takes a –2 penalty on attack rolls
accustomed to these drawbacks and can overcome some in addition to a –4 penalty to Dexterity. If the entangling
of them (at the Games Master’s discretion). bonds are anchored to an immobile object, the entangled
character cannot move. Otherwise, the character can move
Cowering at half speed, but cannot run or charge.
The character is frozen in fear, loses his Dexterity bonus,
and can take no actions. In addition, the character takes Exhausted
a –2 penalty to his Defence. The condition typically lasts Characters who are exhausted move at half speed and
10 rounds. cannot run or charge. Furthermore, they take a –6 penalty
to Strength and Dexterity. After 1 hour of complete,
120
uninterrupted rest, an exhausted character becomes
CONDITIONS,ENVIRONMENTS&HAZARDS
fatigued.
Prone
An attacker who is prone (lying on the ground) takes a
–4 penalty on melee attack rolls and cannot use bows or
Fatigued thrown ranged weapons. The character gains a +4 bonus
Characters who are fatigued cannot run or charge and to Defence against ranged attacks, but takes a –4 penalty
take a penalty of –2 to Strength and Dexterity. After to Defence against melee attacks.
8 hours of complete, uninterrupted rest, a fatigued
character is no longer fatigued.
Shaken
A shaken character takes a –2 penalty on attack rolls,
Flat-Footed saving throws and skill checks.
A character who has not yet acted during a combat is
flat-footed, meaning he is not yet up to speed with the
situation. A flat-footed character loses his Dexterity
Stable
A stable character is no longer dying, but is still
bonus to Defence.
unconscious.
Grappled Stunned
When grappled, a character cannot undertake any action
A character who becomes stunned loses his Dexterity
other than attacking with his bare hands, attacking with
bonus, drops what he is holding and can take no attack or
a light weapon, or attempting to break free from his
move actions. In addition, the character takes a –2 penalty
opponent. The character loses his Dexterity bonus to
to Defence. The condition typically lasts 1 round.
Defence, except on attacks from characters with whom
he is grappling.
Unconscious
An unconscious character is unable to defend himself.
Helpless The character is helpless and typically falls prone.
Paralysed, sleeping or unconscious characters are
helpless. A helpless character has an effective Defence
of 5 + size modifier. An attacker can attempt a coup de
grace against a helpless character.
Nauseated
Characters who are nauseated are unable to
attack or do anything else requiring attention
or concentration. The only action such a
character can take is a single move action
per turn.
Panicked
A panicked character flees as fast as possible
and cowers (see Cowering, above) if unable
to get away. The character defends normally
but cannot attack.
Paralysed
Characters who are paralysed fall to the
ground, unable to move (they have an
effective, but not actual, Dexterity and
Strength of 0). They are considered helpless.
Pinned
A pinned character is held immobile (but not
helpless) in a grapple. The character takes a
–4 penalty to Defence against melee attacks
and loses his Dexterity bonus to Defence.
121
hour (DC 15, +1 for each previous check). Failure means
CONDITIONS,ENVIRONMENTS&HAZARDS
Environments and Hazards that the character loses 1d4 hit points. Heavy clothing
or armour provides a –4 penalty on saves against heat
Darkness and Light but grants a +4 equipment bonus on saves against cold.
It is a rare mission that does not end up in the dark A character who succeeds at a Survival check (DC 15)
somewhere, even in the modern, electrically lit world gains a +4 competence bonus on the save (see the Survival
and characters need a way to see. See the Light Sources skill).
table for the radius that a light source illuminates and
how long it lasts. Searing heat or bitter cold (desert or arctic conditions)
forces a character to make a Fortitude save every 10
minutes. Failure means that the character loses 1d6 hit
Light Sources
points. Appropriate clothing and successful use of the
Item Light Duration Survival skill can modify the save, as noted above.
Candle 5 feet 12 hours
Torch 20 feet 2 hours Catching on Fire
Characters exposed to open flames might find their clothes,
Halogen Lantern 40 feet 24 hours
hair or equipment on fire. Characters at risk of catching
Flashlight 20 feet* 6 hours fire are allowed a Reflex saving throw (DC 15) to avoid
*Creates a beam 30 feet long and five feet high this fate. If a character’s clothes or hair catch fire, he takes
1d6 points of damage immediately. In each subsequent
Heat and Cold round, the burning character must make another Reflex
Heat and cold deal damage that cannot be recovered saving throw. Failure means he takes another 1d6 points
until the character counteracts or escapes the inclement of damage that round. Success means that the fire has
temperature. As soon as the character suffers any damage gone out – that is, once the character succeeds at the
from heat or cold, he is considered fatigued. saving throw, he is no longer on fire.
A character not properly equipped to counteract the A character on fire may automatically extinguish the
heat or cold must attempt a Fortitude saving throw each flames by jumping into enough water to douse himself.
If no body of water is at hand, rolling on the ground or
smothering the fire with blankets permits the character
another save with a +4 bonus.
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CONDITIONS,ENVIRONMENTS&HAZARDS
Suffocation and Drowning
A character in an airless environment
(underwater, vacuum) can hold his breath for
a number of rounds equal to his Constitution
score. After this period of time, the character
must make a Constitution check (DC 10)
every round to continue holding his breath.
Each round, the DC of the Constitution
check increases by 1.
123
Diseases
CONDITIONS,ENVIRONMENTS&HAZARDS
124
Some injury diseases can be transmitted by a wound Electricity Damage
CONDITIONS,ENVIRONMENTS&HAZARDS
as small as an insect bite. Most diseases that are
Fort Save
inhaled can also be ingested (and vice versa).
Type Examples Damage DC
~ Incubation Period: The amount of time before initial
damage takes effect (if the victim fails his Fortitude Jolt Car battery, 1d3 10
save). stun gun
~ Initial Damage: The ability damage the victim takes Low Fuse box, 2d6 15
after the incubation period. Voltage electrical
~ Secondary Damage: The amount of ability damage socket
the character takes one day after taking initial damage, Medium Industrial 4d6 15
if he fails a second saving throw. This damage is taken Voltage transformer,
each day the saving throw fails. electric fence
High Power line, 8d6 20
Acid Voltage electric chair,
Corrosive acids deal damage each round of exposure. lightning
The amount of damage varies depending on the acid’s
strength, as noted on the Acid Damage table.
of acid must make a Fortitude save (DC 15) or take 1
point of temporary Constitution damage. A second save
Acid Damage
must succeed 1 minute later to avoid taking another 1d4
Total points of temporary Constitution damage.
Acid Strength Splash Attack Immersion
Mild 1d6 1d10
Electricity
Potent 2d6 2d10 Electrical hazards come in many forms, including stun
Concentrated 3d6 3d10 guns, downed power lines and electric security fences.
*Damage per round of exposure The Electricity Damage table gives damage values for
various electrical hazards based on relative voltage. A
character can make a Fortitude saving throw to reduce
Acid damage from an attack reduces hit points. A the damage by half. If that character is not grounded or
character fully immersed in acid takes potentially more is otherwise insulated from the current, a successful save
damage per round of exposure than a character splashed indicates that no damage is suffered.
with acid. The fumes from most acids are inhaled
poisons. Those who come within 5 feet of a large body
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Combat (and Running
COMBAT (& RUNNING AWAY)
Away)
Combat in OGL Horror is played out in rounds, and in A natural 1 (the d20 comes up 1) on the attack roll is
each round everybody acts in turn in a regular cycle. always a miss. A natural 20 (the d20 comes up 20) is
Skills, feats, and equipment can modify combat rolls in always a hit. A natural 20 is also always a threat – a
numerous ways, but it does not change the basic tenets possible critical hit.
of how combat operates. If the character is not proficient in the weapon he is
attacking with (the character does not have the appropriate
Combat usually runs in the following way. Weapon Proficiency feat), that character takes a –4 penalty
~ Each combatant starts the battle flat-footed. Once on the attack roll.
a combatant acts, he is no longer flat-footed.
Exception: When everyone involved in a combat Attack Bonus
knows that a battle is about to begin and spend more A character’s attack bonus with a melee weapon is:
than one minute in full view of each other, no one is
flatfooted during the first round (except to an attack Base attack bonus + Strength modifier + size modifier
that comes in from outside the visible opponents).
~ The Games Master determines which characters are A character’s attack bonus with a ranged weapon is:
aware of their opponents at the start of the battle.
If some but not all of the combatants are aware of Base attack bonus + Dexterity modifier + range penalty +
their opponents, a surprise round happens before size modifier
regular rounds begin. The combatants who are aware
of their opponents can act in the surprise round, so Strength Modifier
they roll for initiative. In initiative order (highest to Strength helps a character swing a weapon harder and
lowest), combatants who started the battle aware of faster, so a character’s Strength modifier applies to melee
their opponents each take one move or attack action. attack rolls.
Combatants who were unaware do not get to act in
the surprise round. If no one or everyone starts the Size Modifier
battle aware, there is no surprise round. Creature size categories are defined differently from the
~ Combatants who have not yet rolled initiative do size categories for weapons and other objects. Since this
so. All combatants are now ready to begin their first size modifier applies to Defence against a melee weapon
regular round. attack or a ranged weapon attack, two creatures of the
~ Combatants act in initiative order. Initiative is
calculated using a Dexterity check as detailed below. Size Modifiers
~ When everyone has had a turn, whether they take
Size (Example) Size Modifier
advantage of it or not, the combatant with the highest
initiative acts again, and the characters repeat acting Colossal (blue whale [90 ft. long]) –8
in initiative order until combat ends. Gargantuan (gray whale [40 ft. long]) –4
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same size strike each other normally, regardless of what
size they actually are. Creature sizes are compatible with
Multiplying Damage
Sometimes damage is multiplied by some factor,
vehicle sizes.
generally a x2 or more due to a critical hit. Roll the
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Note that a Dexterity penalty will still apply, however, equipment bonus to Defence (see Touch Attacks, below).
even if the character is flat-footed.
Size Modifier
Class Bonus The bigger an opponent is, the easier it is to hit in combat.
COMBAT (& RUNNING AWAY)
A character’s class and level grant the character an innate The smaller it is, the harder it is to hit. Since this same
bonus to Defence. This bonus applies in all situations, modifier applies to attack rolls a creature does not have a
even when the character is flat-footed or when the hard time attacking another creature of the same size. Size
character would lose his Dexterity bonus for some other modifiers are shown on the Size Modifiers table.
reason.
Other Modifiers
Equipment Bonus Other factors can add to a character’s Defence Value.
If a character wears armour, it provides a bonus to his Feats: Some feats give a bonus to a character’s Defence
Defence Value. This bonus represents the armour’s Value.
ability to protect the character from blows, effectively Dodge Bonuses: Some other Defence bonuses represent
meaning that they do not hit hard enough to inflict actively avoiding blows. These bonuses are called dodge
damage. Armour provides a minimum bonus to anyone bonuses. Any situation that denies a character his Dexterity
who wears it, but a character who is proficient in the use bonus also denies his dodge bonuses. Unlike most sorts of
of a certain type of armour receives a larger bonus to bonuses, dodge bonuses stack with each other.
Defence.
Touch Attacks
Sometimes a character cannot use his equipment bonus Some attacks disregard armour. In these cases, the attacker
to Defence. If an attack will damage the character just makes a touch attack roll (either a ranged touch attack roll
by touching him or her, that character cannot add his or a melee touch attack roll). The attacker makes his attack
roll as normal, but a character’s Defence does
not include any equipment bonus or armour
bonus. All other modifiers, such as class
bonus, Dexterity modifier and size modifier,
apply normally.
Hit Points
A character’s hit points tell how much
punishment he can take before dropping. Hit
points are based on the character’s class and
level and the character’s Constitution modifier
applies. When a character’s hit point total
drops to 0, he is disabled. When it drops to
–1, he is dying. When it drops to –10, the
character is dead.
Speed
A character’s speed tells how far he can move
in a move action. Humans normally move
30 feet, but some creatures move faster or
slower. Wearing armour can slow a character
down. A character normally moves as a move
action, leaving an attack action to attack. The
character can, however, use his attack action
as a second move action. This could let the
character move again, for a total movement of
up to double his normal speed. Another option
is to run all out (a full-round action). This lets
the character move up to four times his normal
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speed, but a character can only run all out in a straight results in his initiative changing; see Special Initiative
line and doing so affects the character’s Defence (see the Actions).
full-round action Run).
If two or more combatants have the same initiative check
129
Actions in Combat
Attack of Run Yes
Type of Action Opportunity?* Withdraw No
COMBAT (& RUNNING AWAY)
130
For almost all purposes, there is no relevance to the end
of a round or the beginning of a round. A round can be a
Free Action
Free actions consume a very small amount of time and
set amount of game time starting with the first character
effort and over the span of the round, their impact is
to act and ending with the last, but it usually means a
131
defence – not only does a creature not provoke an he is actually being attacked. If the target is so big that
attack of opportunity when attacking an armed foe, part of it is 10 feet or farther from the nearest ally, the
but a character provokes an attack of opportunity character can avoid the –4 penalty, even if it is engaged
from that creature if the character makes an unarmed in melee with an ally. Because of the weapon’s
COMBAT (& RUNNING AWAY)
attack against it. The Combat Martial Arts feat makes unwieldy shape and size, an attacker using a rifle takes
a character’s unarmed attacks count as armed. a –4 penalty on attacks against adjacent opponents.
~ Unarmed Strike Damage: An unarmed strike from ~ Fighting Defensively: A character can choose to fight
a Medium-size character deals 1d3 points (plus the defensively while making a ranged attack. If the
character’s Strength modifier, as normal) of nonlethal character does so, he takes a –4 penalty on his attack
damage. in a round to gain a +2 dodge bonus to Defence in the
~ A character can specify that his unarmed strike will same round.
deal lethal damage before the character makes his
attack roll, but the character takes a –4 penalty on Total Defence
the attack roll because he has to strike a particularly Instead of attacking, a character can use his attack action
vulnerable spot to deal lethal damage. simply to defend. This is called a total defence action.
The character does not get to attack or perform any other
Ranged Attacks activity, but does get a +4 dodge bonus to his Defence for
With a ranged weapon, a character can shoot or throw at 1 round. The character’s Defence improves at the start of
any target that is within the ranged weapon’s maximum this action, so it helps against any attacks of opportunity
range and in line of sight. A target is in line of sight if the character is subject to while performing his move
there are no solid obstructions between the character and action.
the target. The maximum range for a thrown weapon is
five range increments. For weapons that fire projectiles,
it is ten range increments. Move Actions
With the exception of specific movement-related skills,
A character capable of making more than one ranged most move actions do not require a check, though in some
attack per round must use the full attack action (see Full- cases ability checks may be required.
Round Actions, below) in order to make more than one
attack. Movement
~ Shooting or Throwing into a Melee: If a character The simplest move action is moving the character’s speed.
shoots or throws a ranged weapon at a target that is If a character takes this kind of move action during his
engaged in melee with an ally, the character takes a –4 turn, the character cannot also take a 5-foot step. Many
penalty on his attack roll because the character has to nonstandard modes of movement are also covered under
aim carefully to avoid hitting the ally. Two characters this category, including climbing and swimming (up to
are engaged in melee if they are enemies and they are one-quarter the character’s speed), crawling (up to 5 feet)
adjacent to one another. An unconscious and entering a vehicle.
or otherwise immobilized character
is not considered
engaged unless
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Manipulating Objects Two-Weapon Fighting Penalties
In most cases, moving or manipulating an object is Primary
a move action. This includes drawing or holstering a Circumstances Hand Off Hand
133
since he cannot avoid attacks. However, the
character gets a +2 bonus to Defence against
ranged attacks while running.
COMBAT (& RUNNING AWAY)
134
The individual feat descriptions tell a character what Some actions, when performed in a threatened square,
he needs to know about them. Most uses of skills or provoke attacks of opportunity because they make a
abilities in a combat situation are attack actions, but character divert his attention from the fight at hand.
some might be move actions or full-round actions. When Using a ranged weapon, in particular, provokes
135
of opportunity, however, at his maximum attack bonus – his speed is limited to one-half normal. The Blind-
even if the character has already attacked in this round. Fight feat reduces this penalty.
When using a grid to represent character’s movement, Sometimes a character can pass through an area occupied
the standard scale equates 1 inch (or a 1 inch square) to by another character, creature or object.
5 feet in the game world. ~ Friendly Character: A character can move through
a square occupied by a friendly character.
Standard Scale ~ Unfriendly Character: There are two ways to
One inch (or one square) = 5 feet move through a square occupied by a resisting
‘Next to’ or ‘adjacent’ = 1 inch (5 feet) away enemy. The character can attempt an overrun.
(or in adjacent square) Or the character can attempt to tumble through a
30mm figure = A human-size creature square occupied by an enemy (if the character has
A human-size creature occupies an area 1 inch (5 feet) ranks in the Tumble skill; see the skill description).
across (or one square) A character can move through a square occupied
One round = 6 seconds by an unfriendly character who does not resist as
if the character was friendly.
Tactical Movement ~ Square Occupied by Creature or Object Three
Where a character can move, how long it takes to Sizes Larger or Smaller: Any creature can move
get there, and whether he is vulnerable to attacks of through a square occupied by a creature or object
opportunity while moving are key questions in combat. three size categories larger or three categories
smaller than it is. The Games Master may
How Far Can a Character Move? overrule this if the creature literally fills the space,
Characters normally move 30 feet, although armour as some oozes do.
can slow a character down. Some creatures move faster
or slower. A character’s speed when unarmored is Flanking
sometimes called base speed. If a character is making a melee attack against an
~ Encumbrance: A character encumbered by opponent, and an ally directly opposite the character is
carrying a large amount of gear or a fallen threatening the opponent, the character and his ally flank
comrade may move slower than normal. the opponent. The character gains a +2 bonus on his attack
~ Movement in Combat: Generally, a character can roll. The ally must be on the other side of the opponent so
move his speed as a move action. If a character that the opponent is directly between the character and
uses his attack action as a move action, the the ally.
character can move again (for a total movement
of up to twice the character’s normal speed). If A character does not gain a bonus for flanking when
the character spends the entire round to run all making a ranged attack.
out, he can move up to four times his normal
speed. If a character does something that requires Combat Modifiers
a full round, he can only take a 5-foot step. This section covers offensive and defensive modifiers
~ Movement in Darkness: If a character moves provided by position. In the incredibly violent world
when he cannot see, such as in total darkness,
Cover
Degree of Cover Examples Cover Bonus to DV Cover Bonus to Ref Saves
One-quarter Standing behind a 3-ft. high wall +2 +1
One-half Fighting from around a corner or a tree; +4 +2
standing at an open window; behind a
creature of same size
Three-quarters Peering around a corner or a big tree +7 +3
Nine-tenths Standing at an arrow slit; behind a door that is +10 +4*
slightly ajar
Total On the other side of a solid wall — —
* Half damage if save is failed; no damage if successful.
136
Concealment the character’s Defence. This cover bonus overlaps (does
Degree of Miss not stack) with certain other bonuses.
Concealment Examples Chance
Cover Reflex Save Bonus
137
Actually, it does not matter who makes the roll or weapon and is not adjacent to the target, the character can
whether it is rolled before or after the attack roll. When use a full-round action to make the attack and gains a +5
multiple concealment conditions apply to a defender, use bonus on the attack roll. If the character is attacking with a
the one that would produce the highest miss chance. Do melee weapon, or with a ranged weapon from an adjacent
COMBAT (& RUNNING AWAY)
not add the miss chances together. square, the character can use a full-round action to deliver
a coup de grace.
Helpless Defenders
A helpless foe – one who is bound, sleeping, unconscious, Coup de Grace
or otherwise at the attacker’s mercy – is an easy target. As a full-round action, a character can use a melee weapon
A character can sometimes approach a target who is to deliver a coup de grace to a helpless foe. A character
unaware of his presence, get adjacent to the target, and can also use a ranged weapon, provided the character is
treat him or her as helpless. If the target is in combat adjacent to the target. The character automatically hits and
or some other tense situation, and therefore in a state of score a critical hit. If the defender survives the damage, he
acute awareness and readiness, or if the target can use his still must make a Fortitude save (DC 10 + damage dealt)
Dexterity bonus to Defence, then that target cannot be or die.
considered unaware. Further, any reasonable precaution
taken by a target, including stationing bodyguards, Delivering a coup de grace provokes attacks of
placing his back to a wall, or being able to make Spot opportunity from threatening foes because it involves
checks, also precludes catching that target unaware and focused concentration and methodical action. A character
helpless. cannot deliver a coup de grace against a creature that is
immune to critical hits.
Regular Attack
A helpless defender has an effective Defence of 5 + his Knockout Blow
size modifier. If a character is attacking with a ranged As a full-round action, a character can make an unarmed
attack or use a melee weapon that deals nonlethal
damage to deliver a knockout blow to a helpless
foe. A character can also use a melee weapon that
deals lethal damage, but the character takes a –4
penalty on any attempt to deal nonlethal damage
with the weapon. The target has an effective
Defence of 5 + his size modifier. If the character
hits, he automatically scores a critical hit.
Delay
By choosing to delay, the character takes no
action and then acts normally at whatever point
in the initiative count the character decides to act.
When a character delays, he voluntarily reduces
his initiative result for the rest of the combat.
When the character’s new, lower initiative count
138
comes up later in the same round, the character can act A character can take a 5-foot step as part of his readied
normally. The character can specify this new initiative action, but only if the character didn’t otherwise move
result or just wait until some time later in the round and any distance during the round.
act then, thus fixing the character’s new initiative count at
139
Roll 1d4 and consult the table to see which corner of the
Autofire square the explosive bounces to.
If a ranged weapon has an automatic rate of fire, a
character may set it on autofire. Autofire affects an area
If the target square is more than one range increment away,
COMBAT (& RUNNING AWAY)
140
targeted square. Roll 1d4 and consult the table above to
see which corner of the square the explosive bounces to.
Strike an Object
Objects are easier to hit than characters because they
usually do not move, but many are tough enough to shrug
If the character misses the target, the explosive lands at a
141
Bull Rush
A character can attempt a bull rush as an attack
action made during his move action, or as part
COMBAT (& RUNNING AWAY)
touched, or worn) receives a saving throw just as if the Bull Rush Results
character himself were making the saving throw. If the character beats the target’s Strength check, the
character pushes the opponent back 5 feet. The character
Breaking Objects can push the target back an additional 5 feet for every 5
When a character tries to break something with sudden points by which the character exceeded the target’s check
force rather than by dealing damage, use a Strength result, provided the character moves with the target. A
check to see whether he succeeds. The DC depends more character cannot, however, exceed his normal movement
on the construction of the object than on the material. If for that action. The target provokes attacks of opportunity
an object has lost half or more of its hit points, the DC to if moved. So does the character, if he moves with the
break it decreases by 2. target. The target and the character do not provoke
attacks of opportunity from each other as a result of this
Repairing Objects movement.
Repairing damage to an object takes a full hour of work
and appropriate tools. Without the tools, a character If the character fails to beat the target’s Strength check,
takes a –4 penalty on his Repair check. At the end of the character moves 5 feet straight back to where the
the hour, make a Repair check (DC 20). Success restores character was before the character moved into the
2d6 hit points. If damage remains, the character may opponents square. If that square is occupied, the character
continue to make repairs for as many hours as it takes falls prone in the square.
to restore all the object’s hit points. There are certain
situations where repairing a specific item works in other Overrun
ways; these exceptions are part of the item’s description A character can attempt an overrun as an attack action
when applicable. made during his move action, or as part of a charge. In
general, a character cannot make an attack action during
a move action; this is an exception. In either case, the
142
character does not get a 5-foot step before, during, or
after the overrun attempt. With an overrun, the character
Being Tripped (Prone)
A tripped character is prone (see the Defence Modifiers
attempts to move through an opponents area, going past
table, above). Standing up from a prone position is a
or over the opponent. A character can only overrun
143
Disarming an opponent by using a ranged weapon is involved in a grapple. From a hold, a character can attempt
only possible if the character doing so possesses the a number of actions, including damaging the opponent or
Improved Disarm feat. pinning the opponent. A character cannot get a hold on
any creature more than two size categories larger than the
COMBAT (& RUNNING AWAY)
Grabbing Objects character. However, such a creature can get a hold on the
A character can also use disarm to snatch away an object character—so while a character cannot initiate a grapple
worn (but not held) by a target. Doing this works the with a creature more than two size categories larger than,
same as a disarm attempt (see above), except for the a character can still end up in one.
following. Pinning: Getting the opponent in a pin is often the goal of
a grapple. A pinned character is held immobile.
Attack of Opportunity: If the target’s attack of
opportunity inflicts any damage, the attempt to grab the Grapple Checks
object automatically fails. When a character is involved in a grapple, he will need to
Modifiers: If the object is well secured or otherwise make opposed grapple checks against an opponent—often
difficult to grab from the target, the target gets a +4 repeatedly. A grapple check is something like a melee
bonus. On the other hand, if the object is poorly secured attack roll. A character’s attack bonus on a grapple check
or otherwise easy to snatch or cut away, the attacker gets is:
a +4 bonus.
Failed Attempts: Failing an attempt to grab an object does Base attack bonus + Strength modifier + grapple
not allow the target to attempt to disarm the character. modifier
144
two or more size categories larger than the character grappling. The character can still use it against opponents
is (but the character can still make an attempt to grab he is grappling.
such a target, if that is all he wants to do). No Movement: A character cannot move while held in a
~ Step Four – Maintain the Grapple: To maintain the grapple.
Grappling Consequences
While a character is grappling, his ability to attack others
and defend himself is limited.
145
~ Damage the Opponent: Make an opposed grapple
check; if the character succeeds, he deals damage as Joining a Grapple
with an unarmed strike. If the target is already grappling someone else, a character
~ Pin: Make an opposed grapple check; if the character can use an attack to start a grapple, as above, except that
COMBAT (& RUNNING AWAY)
succeeds, he holds the opponent immobile for 1 the target does not get an attack of opportunity against the
round. The opponent takes a –4 penalty to Defence character and the character’s grab automatically succeeds.
against all attacks from other people (but not from the The character still has to make a successful opposed
character); however, the opponent is not considered grapple check and move in to be part of the grapple.
helpless. A character cannot use a weapon on a
pinned character or attempt to damage or pin a second If multiple enemies are already involved in the grapple,
opponent while holding a pin on the first. A pinned the character picks one against whom to make the opposed
character cannot take any action except to attempt to grapple check.
escape from the pin.
~ Escape from Grapple: Make an opposed grapple Multiple Grapplers
check. If the character succeeds, he can escape the Several combatants can be in a single grapple. Up to
grapple. If more than one opponent is grappling the four combatants can grapple a single opponent in a given
character, the grapple check result has to beat all their round. Creatures that are one size category smaller than
check results to escape. Opponents do not have to try the character count as one-half creature each; creatures
to hold a character if they do not want to. that are one size category larger than the character count
as two creatures; and creatures two or more size categories
Alternatively, the character can make an Escape Artist larger than the character count as four creatures.
check opposed by the opponent’s grapple check to
escape from the grapple. This is an attack action that the When involved in a grapple with multiple opponents,
character may only attempt once per round, even if the the character chooses one opponent to make an opposed
character gets multiple attacks. If the character has not check against. The exception is an attempt to escape from
used his move action for the round, the character may do the grapple; to escape, a character’s single grapple check
so after escaping the grapple. must beat the check results of all opponents.
~ Escape from Pin: Make an opposed grapple check.
If the character succeeds, he can escape from being Called Shots and Special
pinned. (Opponents do not have to try to keep the Attacks
character pinned if they do not want to.) The character Instead of just attacking a creature, a character can choose
is still being grappled, however. to target a specific part of the body. Normally, this is done
because some part of the creature is especially vulnerable
Alternatively, a character can make an Escape Artist to damage, or in some cases because the creature can only
check opposed by the opponent’s grapple check to be killed by a strike to a particular organ (vampires with a
escape from the pin. This is an attack action that the stake through the heart, for example).
character may only attempt once per round, even if the
character gets multiple attacks. The difficult of a called shot depends on the size of the
~ Break Another’s Pin: Make an opposed grapple area being attacked, as follows:
check; if the character succeeds, he can break the
hold that an opponent has over an ally. For example, if one character is trying to stab another
~ Draw a Light Weapon: A character can draw a light in the eye with a fork (charming…), he is attempting to
weapon as a move action.
~ Attack with a Light Weapon: A character can attack Called Shot Modifiers
with a light weapon while grappling (but not while Target Size
pinned or pinning). A character cannot attack with Head Two Sizes Smaller
two weapons while grappling.
Throat Three Sizes Smaller
If the Character is Pinned Eye Four Sizes Smaller
When an opponent has pinned the character, he is held Arm, Leg or One Size Smaller
immobile (but not helpless) for 1 round. The character Tentacle
cannot attempt any other action. On the character’s turn, Heart or other Three Sizes Smaller
he can attempt to escape from the pin. If the character internal organ
succeeds, he is still grappling.
146
strike a target that is four sizes smaller than the full-size This is not as much of a difficulty as one might think.
opponent. If the target is human, and therefore Medium- Games Masters are the ultimate controllers of their
sized, the eye is four sizes smaller than Medium, i.e. stories and their decisions are law. If an idea for an
Diminutive. The Size penalty for a Diminutive target action does not match anything here, the Games Master’s
Unusual Combat
Situations
There are any number of actions that can be
taken in combat completely covered by the
rules just presented, but inevitably, a Player
is going to propose something that is not.
Modern roleplaying is fast moving, highly
technical, and conflicts in this setting tend to
be won or lost through the ideas and actions
of those involved, not the person with the
biggest gun. The problem with clever
combat ideas is that they are usually unique,
which makes it very difficult to pattern them
to the common battle options given in this
chapter.
147
Fear and Loathing
FEAR & LOATHING
One night, he tore the padding off the cell door with Horror Saves come in three flavours.
his teeth and smashed his skull open on the exposed
metal. Things crawled from the gory ruin of his head Panic Saves occur when the character is in immediate
and skittered out under the door. danger, such as a burning building, onrushing car or
rampaging psychopath. Relatively mundane situations
Horror roleplaying has become almost synonymous can trigger panic saves, but they are also the least
with ‘sanity systems’ that gleefully track the characters’ ‘damaging’ of the three types of horror.
descent into madness and terror. In a well-played
game, such systems are little more than mechanical Fear Saves occur when the character is in a disturbing
reinforcement for roleplaying – the character is not situation. There is no immediate danger, just a brooding,
scared because he failed his Fear save, he is scared lurking, waiting darkness. It is the fear of the haunted
because the Player playing him is scared. Therefore, house, of the shuttered room, of the noise in the attic. It
these rules should usually be applied only to reinforce is the fear of strangers, of shadows, of nameless fears and
and support the roleplaying of the Players. If a Player night terrors.
wants to press on into the dark cavern even though his
character failed his Fear save, the Games Master should Finally, Madness Saves occur when the character is
usually allow it. These rules should be enforced only confronted by the impossible and the inexplicable, when
if a minority of the Players are acting against the best all the rules of reality crumble away or are revealed as
interests of horror, or when a Player wants better rules-
based guidance on how his character would react.
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Horror Save Modifiers six or more, the character enters into a different and far
Situation Modifier more acute state.
Other People
Panic Saves
Alone (no allies) -4 A Panic Save is required when the character is suddenly
One other person -2 confronted by immediate danger. The danger does not
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walk up the stairs. Harder ones are when you realise there
are too many shadows in your room and something is
dripping on your shoulder.
Fight or Flight: A character who suffers a flight or fight A fascinated character cannot do anything except stare in
response has a 50% chance of panicking and a 50% horror at whatever scared him. He is considered stunned
chance of attacking or otherwise doing something in for the duration.
response to whatever caused the panic. The character
may make a Fortitude save at a DC equal to the Panic A character in denial momentarily refuses to accept
Save to take the opposite reaction. that whatever just happened actually happened. Unless
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Multiple Simultaneous Horror Saves?
What happens when a hideous monster bursts up out of the floor, causing both Panic and Fear saves? Or what if a
character looks upon the Nightmare Crystal, which is the heart of Fear and Madness?
If an entity or event has two or three different Horror saves associated with it, then the Player should just make one
roll and use it for all the saves, applying the appropriate modifiers and comparing to each individual DC.
forced to acknowledge it (for example, if the character If the character fails the Madness Save by five or less,
is attacked by a monster that he is denying the existence he is shaken for a number of rounds equal to the margin
of), the character will act as if whatever scared him of failure. If he fails by six or more, he gains 1d6 Shock
does not exist. This is a risky option, as if the character points and becomes temporarily insane.
is forced to recognise the threat again, he must make
another Fear save. Shaken: A shaken character takes a –2 penalty to attack
rolls, skill checks, and saving throws.
Madness Saves
Madness Saves are required when the walls of reality Temporary Insanity: A character driven temporarily
shatter for the character. When the utterly impossible insane by an event rolls 1d6 and compares the result
and horrific manifests in front of the character, a Madness below. All conditions last for 1d6 rounds, and the
save is required. character is considered shaken for a number of minutes
equal to the margin of failure and suffers an additional –2
penalty on Horror saves while shaken:
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Breathers
There is an obvious gap in this list that should be
addressed. In one-shot games or particularly short
campaigns the characters will not get the chance
to gain deal with accumulated Shock until after
the whole deal is completed – which pretty much
FEAR & LOATHING
152
points. At the end of the adventure, he has a –4 penalty Natural Recovery
to his Horror saves (from the last four Shock points), and Shock Point Total Will save DC
a total of ten Shock points. And seeing as it is the end of 1-3 10
the adventure, he has to Deal With Them Right Now.
4-6 15
Other Uses for Shock Points 7-10 20
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Phobias
Acrophobia Fear of heights Pyrophobia Fear of fire
Aerophobia Fear of drafts, air swallowing or Scotophobia Fear of darkness
airborne noxious substances Somniphobia Fear of sleep
Agoraphobia Fear of open spaces or of being in Thalassophobia Fear of the sea
crowded, public places like markets
Thanatophobia Fear of death or dying
FEAR & LOATHING
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Depression: The character loses hope for the future, or Obsession: The character becomes obsessed with
ceases to attach emotional importance to certain aspects something. Roll 1d6 for each Tie – on a one, the
of life. He suffers a –2 morale penalty to all Will saves character becomes obsessed with that Tie, and gains
and must make a Will save (DC10) to motivate himself another three Tie points devoted to it. If no ones are
each day, otherwise he will stay in his home. If dragged rolled for any Tie, the character gains three Tie points
out, he suffers a –2 penalty to all attack rolls and skill devoted to a person or concept chosen by the Games
155
Magic, mysteries and
MAGIC, MYSTERIES & PHENOMENA
phenomena
Occult powers lurk beneath the surface of horror. Magic ~ Artefacts: Magical items each have a unique method of
and psychic powers are never simply a shield or weapon activation and unique powers.
against the horror – they are a part of it. A character
with such abilities is intimately tied to the darkness. The Using a Spell, Psychic Ability or Faith takes a standard
powers he uses to drive back or delve into the shadows action, and draws an attack of opportunity unless the caster
are the same powers that animate the shadows, or enable makes a Concentration check (DC 15). Other conditions
them to move through our reality. can also prevent a character from using a supernatural
ability – each character involved must succeed at a
Concentration check at the DC listed below.
Using Supernatural
Abilities Character is…
There are five types of supernatural ability in OGL Grappling or Pinned DC20
Horror.
In a moving vehicle, vigorous motion DC10
~ Rituals: Rituals can be used by any character and do
not require any special feats. They are time-consuming Violently moving vehicle DC15
and difficult. Rituals can be used to exorcise ghosts, Violent weather DC5
summon or banish demons, open portals and call up
Unnaturally violent weather DC10
that which should not be summoned.
~ Spells: Practising this form of magic requires Injured during casting DC10+the
that the character possess certain feats, as well as amount of
the Knowledge (occult) skill. Spells can be cast damage
comparatively quickly, but have limited effects. sustained
~ Psychic Abilities: Unlike magic, psychic powers
are not learned – a character is born with them, or
acquires them through misfortune. Psychic powers
Matching the powers to the game
Not all of the powers have to be included in any one
are governed by the Concentration skill and also
campaign. The Games Master should pick and choose the
require that the character have the appropriate feats.
available abilities.
~ Faith: Characters with fervent religious beliefs or
intense strength of will can sometimes drive back
Rituals are basically plot devices – each ritual does one
evil. Faith is based on the Knowledge (theology
thing and one thing only. They are a tool for characters
and philosophy) skill. It is relatively accessible, but
with no occult powers of their own, allowing them to deal
having the appropriate feats makes it much more
with a supernatural threat. The aim of the game might be
reliable.
Try not to let supernatural powers become too commonplace or familiar, or dominate the game. Every use of such
powers should either advance the plot or open up new vistas of horror.
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to find an ancient ritual that closes the gateway to Hell or Finally, Artefacts are plot tools just like rituals.
banishes the cosmic horror. Try to avoid ending every However, an artefact will probably be used constantly
157
Requirements: The primary gets a +5 circumstance points from their ability scores equal to its hit points.
bonus if he knows the demon’s true name or if he has Each round, it absorbs 1d8 points from up to six different
MAGIC, MYSTERIES & PHENOMENA
some other hold over the spirit. secondary casters. Alternatively, the demon can draw
Components: Bell, book and candle, as well as something power from some other source, such as yet more sacrificial
symbolising purity (salt is commonly used). victims.
Costs: Once the fifth opposed Will save is made, the Casting Time: The ritual takes thirty minutes of chanting
primary takes temporary Wisdom damage equal to the and incantation before the portal begins to form. Once
hit dice of the demon. the gate opens, the ritual lasts until the demon has drained
Casting Time: One minute (12 rounds) of chanting and enough energy from the secondary casters to come
preparation, followed by the clash of wills between entity through into our reality.
and primary ritualist. Each clash (opposed Will save) Effect: The demon emerges into our reality, and remains
takes one round, with a one-round gap in between. here until banished or destroyed.
Effect: If the primary ritualist wins the majority of the Failure: The demon is caught in between realities. If it
five opposed Will saves, the entity is banished. If it is an had drained an amount of ability score points less than
outsider, it is forced to return to its place of origin and half its hit point total, it is hurled back to wherever it came
may not return unless summoned. If it is a ghost or other from. If it drained an amount of ability score points less
entity tied to this earth, it is disrupted for 10d10 months than half its hit point total, it can partially manifest in
or is wholly destroyed, depending on how strongly the our world, tainting wherever the ritual took place. The
entity was tied to this world. demon cannot move or use most of its powers, but can
Failure: If the primary ritualist fails by more than two warp reality somewhat. Also, a subsequent summoning
Will saves (i.e, the entity won by a margin of 4-1 or 5-0), ritual can use the demon’s accumulated power – if a 100
the entity may choose to possess him instead. The two hit point demon had drained 75 points of ability scores
must make another opposed Will save (and remember before the summoning was stopped, a second summoning
that the primarily ritualist has now suffered temporary ritual need only provide the remaining 25 points to free
Wisdom damage). If the primary ritualist fails this save, the demon.
he is possessed.
Call Storm
Summon Demon The ritual of calling the storm being an unnatural storm
This potent ritual tears open the fabric of reality, to down upon a region.
allow a demonic entity entry into the world of matter Ritualists: One primary caster and any number of
and flesh. secondary casters.
Ritualists: There is no limit to the number of ritualists Primary: The primary caster must make a Knowledge
involved in a summoning. (physical sciences) or Survival check to shape the weather
Primary: The primary ritualist must succeed at a to the desired form. The storm lasts for six hours. The
Knowledge (occult) check every round for the duration DC for this check depends on what type of weather is
of the ritual, at a DC equal to 10+the demon’s hit dice. desired.
If he fails this check, the ritual continues and the demon
continues to drain power from the secondary casters (see Weather Type
below). If he fails this check twice in a row, or is killed, Storm Type Base DC
the ritual collapses.
Secondaries: Each secondary caster in the ritual provides Heavy Rain 10
power to open the portal. They need merely be present Lightning Storm 15
and keep chanting. Snowstorm 15
Requirements: The summoning requires a properly
prepared ritual space and summoning circle. These Added Extras DC Increase
can be prepared in five minutes with a successful Flooding or snowdrifts +5
Knowledge (occult) check (DC 10). If the circle is block overland travel
carefully prepared (which takes at least a week of work), High winds block flight +5
the primary ritualist gets a +5 ritual bonus to his checks.
Components: The primary must know the demon’s true Lighting strikes specific +2 per strike
name. Sacrifices can also help with the summoning – for locations
every round in which a victim bleeds, the primary caster Storm blocks +5
gets a bonus to his roll equal to the amount of hit points communications
lost by the victim. Double storm duration +2 per doubling (initial
Costs: The demon drains power from the secondary duration is six hours)
casters to open the portal. It must drain a number of
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Secondaries: The secondary casters must succeed at a Components: None.
Will save (DC15). Costs: None are required to use the ritual, but activating
159
within. This containment lasts until all the people who casting result of 22, he could choose to use a result of 20
cast the ritual are dead. Rumour has it that it is possible or 15 or any value lower than 22.
MAGIC, MYSTERIES & PHENOMENA
When converting spells from OGL Horror to other games, ignore the ability score drain and reverse the above
formula to get the spell’s level, taking the desired effectiveness of the spell as the casting DC.
160
Duration: How long the spell lasts. If the duration is for 1d4+1 rounds. Being struck by this spell forces a
marked with a (D), the spell can be dismissed at will by Madness save (DC12).
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Target: One person. Duration: A number of minutes equal to the casting
Components: None. result.
MAGIC, MYSTERIES & PHENOMENA
Invisibility
Drains: Charisma.
Range: Self.
Duration: Casting result in minutes.
Target: Self.
Components: V, S.
Saving Throw: None.
This spell does not give true invisibility – it merely distorts
the perceptions of anyone looking at the caster, making it
much, much harder for them to notice him. The DC for
spotting the caster is increased by the casting result, but
any observers are entitled to a new Spot check whenever
the caster moves. If the caster attacks, the DC for the Spot
check is reduced by 20 for as long as he attacks, and will
expire after 1d4+1 rounds. This spell works on security
cameras and other visual sensors as well as eyes.
Project Dreams
Drains: Wisdom.
Range: Unlimited.
Duration: Objectively, one hour in the real world; in the
subjective dream world, a number of hours equal to the
casting result.
Target: One or more dreamers, up to a maximum of the
caster’s Charisma bonus.
Components: V, S, M.
Saving Throw: Special; see below.
The project dreams spell allows the caster to create a
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dreamscape and draw the sleeping minds of several other Finally, the spell can be made both permanent and more
people into it. The other people appear in the dream powerful using a material component – specifically,
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Backfire immaterial and almost imperceptible. Navigating through
the Astral plane requires a Knowledge (occult) check (DC
Concentration DC Backfire on a roll of…
MAGIC, MYSTERIES & PHENOMENA
The hit point loss or other penalty caused by a Backfire If the character fails to navigate the plane, an astral
is listed with each feat, in a section marked ‘Backfire’. creature may (5% chance per hour) possess the empty
body, and require an exorcism to remove it. A failed
Retries: If a character fails a Concentration check to Navigation roll means that the character is lost for a
read a particular impression or learn information about a number of hours equal to the Knowledge (occult) roll.
topic, the character may try again. However, the chance Backfire: 1d10 hit points.
for Backfire doubles each time. If the character rests
for at least eight hours between attempts, the chance for Empathic
Backfire does not double. The character can project or receive emotions in others
nearby.
A character may not take 10 or take 20 on a Concentration Prerequisite: Charisma 15+.
check to use a psychic power. All psychic abilities take Benefit: By concentrating, the character can detect or
a standard action. project emotions. When detecting emotion, the character
may use his Concentration skill instead of his Sense
All psychic characters must have the Sensitive feat. Motive skill. To project emotion, the character must
After that, they can choose other feats freely, as long as make a Concentration check, at a DC of 10+the target’s
they meet the prerequisites. Will save. Projecting emotion can cause the target to be
distracted, giving a –2 morale penalty to attack rolls and
skill checks, or give an ally courage, giving a +2 morale
Psychic Abilities bonus to Horror saves.
Backfire: 1d4 hit points.
Astral Form
The character can leave his body for short periods and Precognitive
travel in an astral body. The character can perceive the immediate future.
Prerequisite: Precognitive. Prerequisite: Wisdom 13+.
Benefit: Entering astral form requires a Concentration Benefit: Sometimes, the character receives cryptic images
check (DC 25). While in astral form, the character or prophecies of potential futures. These happen naturally,
is in the astral plane, a realm of pure thought. Here, but the character can also try to trigger an precognitive
emotions, metaphors and concepts have ‘physical’ flash, as shown on the Precognition table.
form, while the astral reflections of ‘real’ objects are as Backfire: 1d4 hit points.
Precognition
Future Concentration DC Effect
Next round 15 The character can gain either a +4 dodge bonus to Defence, or a +10 insight
bonus to an attack roll.
Short term (next 20 The character gets flashes of likely events in the next hour, such as a monster
hour at most)* attacking or a bomb exploding.
Next 24 hours* 25 The character receives the information in the form of either a montage of
images or a short rhyme or riddle.
Indefinite* 15 Again, the character receives the information in the most cryptic form
possible.
* If the character wants information on a particular topic, the DC is increased by 5.
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Benefit: The character occasionally senses psychic
Pyrokinetic traces, emotional residue, unseen presences and other
The character can make things burn.
Finally, it might be that the visions only show what would have happened if the characters never got the vision, so any
actions based on the information from the vision will paradoxically prevent the vision from coming to pass.
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Telekinetic Faith
The character can move objects with the power of his
MAGIC, MYSTERIES & PHENOMENA
Telepathic
The character can sense the thoughts of others, or project
his own upon them.
Prerequisite: Empathic.
Benefit: To scan the thoughts of another character, the
telepath must make a Concentration check at a DC equal
to the distance in feet between the telepath and the target,
plus the target’s Will save bonus. The telepath detects
surface thoughts first, but continued scans can probe
memories and buried thoughts.
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Faith Feats
Devout
The character’s faith is singularly strong.
Prerequisite: Pious.
Benefit: The character has a +5 divine bonus when using
Abjure, Bless, Exorcise or Inspire Courage.
Sanctified
The character is protected by higher powers.
Prerequisite: Pious.
Benefit: The character has a +5 divine bonus when using
Heal, Holy Aegis, Intervention or Release.
Faith Effects
Abjure increases by 5 each time a particular creature is targeted
DC: 20. with this ability after the first.
Effect: The character repels evil. All evil, unnatural
creatures within 30 feet of the character gain an Aversion Heal
(holy) weakness at a level equal to the character’s DC: Varies; see below.
Knowledge (religion) check (or the monster’s normal Effect: The character restores lost hit points or ability
Aversion (holy) weakness, if it is higher) for the next scores.
2d6 rounds.
Faith Healing
Injury DC Effect
Bless
DC: Varies; see below. Curable disease 20 Character is cleansed
Effect: A single weapon or item touched by the character of the disease
becomes holy. The effect varies depending on what Incurable or 25 Character is healed
object is being blessed by the character. supernatural disease,
blindness or other
Exorcise permanent injury
DC: Target’s Will Save + Hit Dice. Hit points lost 25 The character regains
Effect: This ability is similar to the ritual of Exorcism, 10+1d10 hit points
but works much more quickly. It works only on spiritual
Ability score 25 The character regains
enemies such as ghosts or demons. The targeted horror
drained 1d4 lost ability score
is disrupted for one hour per point of difference between
points
the character’s result and the DC of the Faith check. The
creature will manifest again after this time and the DC
Describing Faith
All of the powers of faith below are described in rather bland, mechanical terms. The Player and Games Master
should tailor the descriptions in-game depending on how the character uses faith. A trained exorcist might abjure a
monster by holding him a shining crucifix and ordering it to retreat in Latin. An innocent child with pure faith might
abjure the same horror by just closing his eyes and hoping it will go away.
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Sample Stakes
MAGIC, MYSTERIES & PHENOMENA
Stakes are what the character is willing to sacrifice in the name of Faith. Ideally, they should be tied to the current
situation in the game – the Player declares that the monster about to burst in the door will attack his character first if
he fails to repel it. The stake has to be meaningful and if the Games Master feels that the Players are trying to ‘work
the system’ (say, by having one Player declare that the monster will attack his character first and then planning their
tactics based on that knowledge about the monster’s movements), he should increase the DC or even disallow the use
of Faith entirely.
Black Grail
Inspire Courage The Black Grail is a stone bowl, octagonal in shape. It
DC: 20. is carved from black stone, with striations of silver and
Effect: The character draws upon his faith to rally the green metal running through it. It was dredged up from
spirits of others. The character and any allies gain a +4 the mid-Atlantic by a fishing vessel in the 1850s and sold
divine bonus to Horror saves for the next 2d6 rounds. to an antique dealer. It passed from private collection to
private collection until it was eventually purchased by the
Intervention
DC: 30.
Effect: When a character uses intervention, he humbly
asks that whatever divine powers exist reach down and
aid him. Intervention usually functions through co-
incidence – a lock happens to be rusty and pops open, a
police officer happens to wander by, the moon comes out
from behind a cloud and illuminates a path through the
forest. Intervention may even result in the manifestation
of entities or other signs to help the character. Its precise
effects are up to the Games Master.
Release
DC: 25.
Effect: The power of release has two separate but related
effects. Firstly, release can be used to break any bonds
(such as ropes or handcuffs) or locked doors that are
restraining the character from escaping. The power of
release has no power over supernatural barriers, though.
Secondly, if the character invokes release and touches
someone who is possessed or under a mind-affecting
spell or effect, the target is freed from the mental
influence.
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British Museum in 1913. The ship carrying the Grail, Abilities: The Book of Dead Names contains all manner
the Mariposa, never arrived. Its wreck was found in the of spells and rituals. It gives a +10 equipment bonus to
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Cults and Conspiracies
CULTS & CONSPIRACIES
Paranoia is one of the keystones of horror. They really ~ Information (Info): The equivalent of Intelligence,
are all out to get you. Any smiling face could be a waxen this measures how much scientific knowledge or
mask concealing a horrible mess of slimy tentacles, or research ability the organisation has. A group with low
warp into the fanged maw of a werewolf, or be perfectly Information lacks laboratories or researchers; a group
human but still betray you to the darkness. There are with high Information has vast archives. Information
unknown armies moving in the shadows, cults and modifies the amount of research and background data
conspiracies that serve dark goals or dark masters. There the characters can get from the organisation, and
are also groups who hunt the darkness, who oppose these determines how many skill points the organisation
cults – or who are cults themselves. has.
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Cults & Conspiracies in a Horror Game
Any long-term campaign that is not an episodic, ‘monster-of-the-week’ game will probably end up involving a
conspiracy of sorts: A cult of evil sorcerers trying to call their alien deity down to earth, a secret conspiracy to use
genetically engineered insects to spread disease, a network of spies trying to uncover state secrets by stealing corpses
for necromancy. Instead of there being a single monster that must be stopped, the conspiracy is a horror with many
The conspiracy need not be the enemy; often, the characters are working for some secret or semi-secret organisation.
One of the major problems with horror games is giving the characters a reason to stay together after the first scenario
– making them all part of the same group solves that problem, but creates another problem. If the characters have a
helpful, loyal organisation that takes care of them, the horror is diminished. The Games Master could just sweep the
organisation away in a single blow if the characters are relying on it too much, but that sort of sudden, brutal blow
irritates players.
Therefore, conspiracies and groups in OGL Horror use a similar set of statistics to player characters. This lets the
Games Master measure how much support the characters can get (or how much opposition they will face) and how
many losses the conspiracy can take before being destroyed.
~ Influence (Infl): The equivalent of Charisma, the organisation by 5% multiplied by the organisation’s
Influence measures how much ‘pull’ the organisation Resources modifier.
has. A conspiracy with high Influence can deal
with governments and national organisations. A Information: Information determines how many skill
conspiracy with low Influence might have trouble points the organisation has. An Intelligence check can
altering the opinion of its neighbours. Influence be used to work out if the organisation knows something
modifies a character’s Reputation. ‘offhand’.
Conspiracies do not roll for ability scores; instead the Occult: Occult measures both how much practical
scores are assigned by the Games Master (alternatively, mystical knowledge the group has, and also what occult
let the players build their own organisation by buying defences and resources it has.
ability scores from a points budget.) A minor, local,
conspiracy might have 20-40 points to spend on ability Influence: If the character identified himself as a
scores; a fringe cult or section of a large government member of the organisation, and the organisation is
group like a police precinct might have 50-80 points; known, the character applies the group’s Influence
a major national organisation or worldwide conspiracy modifier to his Reputation bonus. This can actually
might have 100 or more points. Unlike characters, reduce the character’s Reputation.
organisations buy ability scores using points on a one-
for-one basis.
Hit Points
The hit points of an organisation are calculated as
Applying Ability Scores follows:
Force: Roll Force whenever a question of sheer
manpower comes up for the organisation. Force also +1 for each individual member
determines how much damage an organisation can do. +5 for each member with special skills (such as a
character)
Response: Response determines how aware the +10 for each influential leader.
organisation is of the characters’ actions, and also +20 for each major stronghold or headquarters.
serves as a form of Initiative – an organisation with high
Response will respond quicker to a character’s requests. For example, an ancient cult that watches the tombs of
Egypt in the hopes of finding a way to realign them with
Resources: Each character may add the Resources the stars and call back the orbiting souls of the Pharaohs
modifier of the conspiracy to their Wealth bonus (do not has a dozen members (+12 hit points), including three
subtract if the Resources modifier is negative). If they sorcerers (+5 each) and a madman who believes he is a
do so, then the materials or services they acquire from reincarnated god (+10). They have a hidden stronghold
a purchase check are technically the conspiracy’s, not deep beneath a replica sphinx (+20). This conspiracy has
their own. Also, increase or decrease the hit points of a total of 57 hit points.
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Organisation Skills
Skill Ability Uses Time Required
Computer Use Info Hacking, computer security, programming, searches 8 hours
Craft Info Building specialised equipment 48 hours
CULTS & CONSPIRACIES
Decipher Script Info or Occ Breaking codes, analysing ancient tomes 24 hours
Demolitions Resp Disarming bombs -
Disguise Resp or Infl Arranging for disguises for the characters 4 hours
Forgery Info Forging documents, IDs 8 hours
Gather Information For or Infl Door-to-door searches, surveys, rumour control 48 hours
Intimidate For or Infl Gunboat diplomacy or subtle political pressure 24 hours
Investigate Info or Occ Crime scene investigation 8 hours
Knowledge
Art Info Information on art history, art world rumours 24 hours
Behavioural Info Psychological analysis 24 hours
Sciences
Civics Infl Information on law and legislation, politics 48 hours
Current Events Infl Information on current events, scanning the news 8 hours
Earth & Life Info Information on biology, botany, geology etc. 48 hours
Sciences
History Info or Occ Information on history 48 hours
Occult Lore Occ Information on the occult 48 hours
Physical Sciences Info Information on chemistry and physics 48 hours
Pop. Culture Infl Entertainment rumours and news 8 hours
Streetwise Infl The word on the street 8 hours
Tactics For Strategic and tactical advice 4 hours
Technology Info Information on cutting-edge technology and devices 12 hours
Theology & Occ Information on religious and philosophy 48 hours
Philosophy
Repair Info Repairing specialised equipment 1 week
Research Info Digging through public records, libraries etc 48 hours
Search For Searching an area for a runaway 24 hours
Treat Injury Reso Medical treatment 1 week
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Request Times
Response Modifier Time Response Times
Organisations are designed to give the characters
-5 One month
backup without solving all their problems. The
-4 Three weeks response time mechanic means that the characters
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Organisation Actions
Action Ability DC Time
Minor military support (two police officers/thugs) Force 10 5 mins
Significant military support (police squad, assassins) Force 12 10 mins
CULTS & CONSPIRACIES
174
Prerequisite: Library of Knowledge (occult). collapsing. Losing all its hit points does not mean that
Benefit: Members get the Spell Mastery feat for free and every single member of the organisation is killed – a
may be able to find useful rituals through research. group may be forced to disperse long before it loses all
its members.
Psychological Treatment
Widely Known
Sample Organisations
The organisation is famous. Federal Bureau of Investigation
Benefit: Members gain an additional +5 bonus to The FBI is the principal investigative arm of the United
Reputation, but the characters will also attract attention States Department of Justice. It has the authority and
wherever they go. responsibility to investigate specific crimes assigned
to it. The FBI also is authorised to provide other law
Damaging an Organisation enforcement agencies with cooperative services, such
Every organisation has a number of hit points. This is an as fingerprint identification, laboratory examinations and
abstract value, that measures how much disruption the police training.
organisation can take to its structure and plans before
An organisation may be forced to cancel its plans if it takes a considerable amount of damage, even if the organisation
itself is still intact. Similar, if the players are careless and let their backing group get damaged, they may be cut loose.
Just because the FBI as a whole has thirty thousand hit points does not mean the players can afford to let agents die.
175
elementals in the Yucatan the next, so the corporations can
FBI Statistics
start exploiting a mine in the jungle.
HP: 30,000
The Group’s staff and equipment are a mix of the best
Force: 25 (+7)
and the broken. Some of the research scientists and
Response: 14 (+2)
CULTS & CONSPIRACIES
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Skills: Computer Use +7, Investigate +7, Knowledge Spin Control (Ex): The troubleshooter becomes more
(civics) +7, Knowledge (current events) +7, Knowledge and more experienced at covering things up. He has a
(physical sciences) +8, Knowledge (technology) +12, +4 insight bonus to Bluff and Forgery checks, but only
Repair +12, Research +12, Treat Injury +4. when deflecting suspicion and unwanted attention. For
example, he could use this ability to block a police
177
Cult of Unity Statistics
HP: 900
Force: 15 (+2)
Response: 14 (+2)
CULTS & CONSPIRACIES
Resources: 15 (+2)
Information: 6 (–2)
Occult: 12 (+1)
Influence: 10 (+0)
Ascendant of Unity
Members of the Cult of Unity who have begun to re-
assimilate what they see as their stolen soul-fragments. In
truth, they are just draining life energy from their victims
and slowly become horrific vampiric monsters. As they
progress in the prestige class, they become progressively
more and more inhuman.
Requirements
The cult is terrifyingly efficient at recruiting new To qualify to become an Ascendant of Unity, a character
members. It offers a seductive message – ‘all the failures must fulfil the following criteria.
and disappointments in your life are not really your fault. ~ Skills: Knowledge (occult) 8 ranks.
You have been denied your birthright, your full soul was ~ Feats: Contacts, Spellcaster.
stolen from you. Just retake it, and you will be perfect, ~ Special: The character must have killed at least ten
just like you were meant to be…’ Cult members are people to begin advancing in this class. At each
trained to support each other, covering for each other’s level, the number of deaths required is multiplied
crimes and aiding in their schemes. by ten (100 at level 2, 1000 at level three and so
on.)
Rumour has it that the Cult of Unity is masterminded by
a circle of the elite, who have completely reclaimed their Class Information
souls and are now superhuman beings. The following information applies to the Ascendant of
Unity prestige class.
Hit Die: d6
Ascendant of Unity
Class Base Attack Defence Reputation
Level Bonus Fort Save Ref Save Will Save Special Bonus Bonus
1st +0 +1 +0 +0 Track Soul +1 +0
2nd +1 +2 +0 +0 Bonus Spells +2 +0
3rd +1 +2 +1 +1 Feed on Death +3 +0
4th +2 +2 +1 +1 First Change +3 +0
5th +2 +3 +1 +1 Second Change +4 +1
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Class Skills
Sol Worldhive
The Ascendant of Unity’s class skills are as follows:
Earth was colonised several thousand years ago. The
Balance (Dex), Bluff (Cha), Climb (Dex), Disguise
colonisation was invisible and almost imperceptible, as
(Dex), Drive (Dex), Forgery (Int), Gather Information
the colonists existed entirely in idea-space. They entered
(Cha), Hide (Dex), Intimidate (Str or Cha), Jump (Str),
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nurse goes home each day with the living fear of germs
Individual Précis Infestation Statistics
crawling over her skin; another has a serial killer with a
sharpened garden rake hiding in his car boot. Visitors to
HP: 200
the institute are either turned away, or else invited in and
Force: 16 (+3)
driven mad to make more monsters.
Response: 20 (+5)
CULTS & CONSPIRACIES
Resources: 5 (–3)
The cause of the Institute’s change is in there, somewhere.
Information: 5 (–3)
Perhaps some radical new drug therapy caused nightmares
Occult: 10 (+0)
to manifest; perhaps something from the old asylum
Influence: 5 (–3)
awoke or was activated; perhaps it is all in the minds of
the patients, but no less deadly for that.
Skills: None except those possessed by the host bodies.
Feats: None.
Fable Institute Statistics
HP: 70
Fable Institute
Force: 5 (–2)
The Fable Institute was a psychological hospital, once.
Response: 6 (–2)
Sited in a renovated insane asylum, it provided long-
Resources: 8 (–1)
term care and treatment for dozens of patients. Once, it
Information: 7 (–2)
was a place of healing.
Occult: 12 (+1)
Influence: 6 (–2)
Now, it is something else.
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Turning the Screw
181
There is no good way for the Games Master to stop the what does he have left? The tools remaining are
Players from breaking the mood. You could theoretically Atmosphere, Description, Implication, Violation, Hope
tie them to their seats and brainwash them until they and Reaction.
are incapable of conceiving of anything except for the
game, but that is possibly going a bit too far. A better Note that these tools are (mostly) aimed at the Players,
alternative is just to accept that by the very nature of the not the characters. Also, the precise type of horror
TURNING THE SCREW
medium, moods in roleplaying games are fragile, and – survival horror in a world beset by zombies, the hunt
the Games Master should concentrate on building and for a supernatural serial killer, ghost-fighting secret agents
repairing the mood instead of trying to ensure he keeps – is unimportant, as these tools can be used with almost
total control over it. The Players can always dismiss the all types of horror.
horror by an effort of will; the key is ensuring that they
do not want to. Atmosphere
A catch-all term for the basic ambience of the game,
Solitude is the other tool that has to be discarded. Again, atmosphere can be divided into out-of-game and in-game
roleplaying games are a group activity. It is much atmosphere. To build out-of-game atmosphere, some
scarier to be on your own, with no-one else to dismiss Games Masters like to use background music, diffuse
your fears, but every roleplaying game needs at least two light sources like candles, props, decorations, or even
people, Player and Games Master (more or less; there simple things like playing in a darkened room. The
are exceptions, but we will concentrate on traditional effectiveness of such theatrics varies – some Players find
table-top roleplaying games here). In a game with a it all a bit too amusing or even campy, which ruins the
single Player, the Games Master has to be careful – he atmosphere. Also, it can get annoying if it is too dark to
has a much better chance of building and maintaining see the character sheets or if the candles drip wax on the
an intense atmosphere of horror, but go too far and it is dice.
emotional bullying. A single Player can be split off from
a group for a brief time, but the Games Master cannot Background music is generally a good idea, especially if
‘split the party’ for too long, as Players get bored (and the game is based on a movie and you have a copy of the
hence start exercising their control and breaking the soundtrack. Keep the music at a low level if you just want
mood) while the Games Master is off dealing with the to use it to set the mood, or play it slightly louder if you
single Player. are going to go to the trouble of playing specific tracks at
specific scenes. Props are dealt with in their own section
So, if the horror Games Master cannot prevent the mood later in this chapter.
from being broken easily, and if he has to deal with a
group of active Players instead of a solitary protagonist,
Social Contracts
Before we delve into exactly how to give your Players nightmares, we should stop briefly to consider the concept of
the social contract. Basically, both Players and Games Masters should agree on what is and is not acceptable. This
contract can be quite formal, with a list of what situations and concepts are OK, or it can just be a mutually unspoken
agreement. When playing, both Players and the Games Master should know the answers to the following questions:
~ Is this really a horror game, or is it a dark fantasy/occult investigation game with some horrific trappings? A horror
game implies that a nasty fate is in stall for some or all of the characters, but a game which just has the trappings
of horror (say, vampires), does not have to end with the gruesome deaths of all the Player Characters.
~ Is the game about scaring the characters, or the Players? Much of the advice given below is about evoking an
emotional reaction from the Players, not the characters. Scaring the characters is easy – they just fail a Fear save.
Scaring the Players is a much bigger task – and it is not always worth attempting. If the Players want a casual
‘beer and pretzels’ game where they get to play demon hunters and quote their favourite horror movies, then the
Games Master need not bother coming up with frightful images to scare the Players, and can instead concentrate
on his demon voices and cool places to have firefights.
~ What, if any, elements or subjects are taboo? Some Players have phobias (and playing on a Player’s phobia
is really just asking for trouble). Others have moral or personal objections to certain topics (say, child abuse).
Are the taboo subjects utterly banned (they will never even be mentioned in the game) or should they merely be
handled carefully (they will never come up directly, but may be a plot point).
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Ideally, there should be room for the Games Master to or ‘hideous’ – tell the Players it is as big as a car, or a
walk around behind where the Players are sitting – just house, or an aircraft carrier, and that it resembles slabs
moving around the table can work wonders for unsettling of rotten meat welded together with barbed wire or a
the Players. There should also be a space where the gigantic rotting white grub or that it smells like bile and
Games Master can have private conferences with an engine oil. Describe sections of the horror in detail; the
individual Player, out of earshot of the others. characters may only get momentary glimpses of the
Description
Most roleplaying games exist in a
middle ground where everything from
the monsters to the most basic aspects of
housing or society needs to be described.
Every part of the world is equally
unfamiliar to the Players. In a horror
game, most of the setting is mundane
– it takes place in the here-and-now of
the modern world, or in a relatively well-
known and familiar part of history and
therefore does not need much descriptive
clarification; conversely the monsters and
bizarre events are utterly unfamiliar and
have to be described in detail.
183
like, but tailor the description to the situation when you Nothing the Games Master says or does can be quite
introduce the monster. Ideally, the Players should feel as creepy as the ideas the Players have themselves.
like their characters have done something wrong and Implication is the art of leaving a void in the game, which
that they have somehow blundered off the expected plot the Players fill themselves. It is the chill that strikes
of the scenario, and that this encounter with the monster when you are sitting there and all the unconnected and
was not anticipated by the Games Master, so that the seemingly meaningless clues suddenly fall into a new
TURNING THE SCREW
safety net of planning and plot is gone. It is one thing and terrible pattern. The receipt from the gas station,
to fight, say, a vampire in his crypt, as the Players will the newspaper clipping about a missing child, the occult
assume that the Games Master intends for them to defeat symbol traced on the back of the book and the odd stain
the monster in its lair. Running into the same vampire on the carpet of your living room suddenly coalesce
during what the Players believed was an information- and reveal that there is going to be another murder and
gathering trip to the morgue is a far more alarming you know when and where it is. Implication tricks the
experience. Players into scaring themselves – the Games Master just
draws the dots and lets the Players draw the most horrific
Implication connections possible between them.
Implication is a very, very useful tool for the horror
Games Master. One of the chief appeals of roleplaying To use implication, you avoid completely linear chains of
games is that the Players are the ones driving the story, clues. Instead, you have multiple clues relating to a single
making the decisions and solving the mysteries. The events or mystery. For example, consider the following
audience is not sitting back watching the characters two sets of clues, both leading to a confrontation with a
puzzle out the clues and work out what is going on, the ghost.
audience is running the characters.
The characters are called in to investigate weird events
in a house ~ they research the history of the house, and
discover a murder took place there ~ they research the
A group of character are exploring on a muddy plain with lots of huge broken rocks sticking out of the mud, with the
occasional chasm or cave. The skies darken. A few drops of rain fall.
Games Master: A drop of rain lands a few feet ahead of you. Where it landed, something’s appeared. A small round
white thing.
Player: Appeared? How?
Games Master: It just grew up out of the ground in an instant after the raindrop hit. It is an eye.
Player: What do you mean, it is an eye?
Games Master: Where the raindrop fell, a human-sized eye has grown up out of the ground. It glistens wetly amid the
mud. As you stand there staring, it looks back at you with a strangely pleading glint. Oh, by the way, the sound of the
rain is getting louder. It is about to pour.
Player: <second of thought.~ AARRGH!!! We run back to the cave!!!!
One Non-Player Character with the party fails a roll and falls into a little chasm. The Player Characters run on
without him and take refuge in a cave. One character only barely passed his roll. The Games Master then describes
how a few raindrops struck his armour and backpack, and how eyeballs have grown up on the wood and leather. The
eyes are alive and are looking back at him. Meanwhile, the rain outside becomes a downpour. Wherever the rain falls,
living eyeballs grow like mushrooms. The characters find themselves standing on rocks as the water level rises.
Finally, the storm ends. The shaken characters emerge onto a white plain which squelches and spurts underfoot. A
billion eyes turn to look at them as they pass. They gingerly walk back to the chasm where their companion fell. It is
half-full of rainwater. As they approach, a hand entirely covered with living eyes rises from the surface of the water.
A low and choked moan from a mouth filled with eyeballs is heard...
184
murder and find out that the murderer was never caught them. Overwhelming, unstoppable, inescapable horror
~ they track down and catch the murderer ~ the ghost is simply boring.
is exorcised. This is nice, simple and linear, but never
contains that moment of terrible implication. If the Games Master gives the Players hope by always
having one route to success, the horror is not reduced, it
A better version of events: The characters are called in is magnified. If they give up, it is because they choose
185
claustrophobic. The tension grows more and more – vampires, who hunts the character for his blood, are
unbearable until there is a jump! Something suddenly actually his conviction that no-one will ever love him for
appears, or attacks, or breaks, or explodes, or whatever. himself. The horror is a terrible exaggeration of some real
After that panic, there is a period of release and rest, after or in-character psychological phenomena.
which the spookiness begins to build again.
Brooding Horror
TURNING THE SCREW
Spooky horror games are relatively simple to run. It is In brooding horror, the horror is basically uncaring
all about atmosphere and description. towards humanity or the characters, until they disturb
it. It sits there brooding in the darkness, waiting, just
Nightmarish as it has untold aeons. It is not evil as we define it – but
Here, the laws of reality break down. The underlying that is because it is older and colder than our puny words.
logic of the game world stops being basically similar to With brooding horror, the key is conveying a sense of age
the logic of the real world, instead becoming orientated and distance. The world is bigger and stranger than the
wholly towards horror. The Players cannot trust the characters can cope with.
perceptions of the characters. Surreal events and horror
can appear anywhere. The horror is not wholly a real Gore
thing – the characters might be moving in and out of Playing on the nerves of the Players is one thing. Scaring
a dream-world, or be eternally trapped in some twisted their minds is another. Sometimes, though, horror is
shadow of reality. all about kicking them in the stomach. Gory horror is
overflowing with blood and guts and vile fluids. It is the
Symbolic splatter of bone chips and flesh when the chainsaw goes
In symbolic horror, the horror means something. It can in.
be a sort of social commentary – vampires as a metaphor
for sex, or stalkers – or be a reflection of the characters Body Horror
A variant on gore, body
horror is about changes.
We live in our skins – our
own bodies are the one safe
place that the horror should
not be able to subvert.
Body horror is the fear
of disease, of infection,
of being turned into
something unrecognisable
to ourselves.
Disturbing
Disturbing horror attacks
the foundations of the
characters’ (or the Players’)
beliefs. It is the horror of
going into freefall when
your assumptions about
how reality works are
torn away. The characters
discover they are not what
they thought they were,
they discover that all their
world is held in the dreams
of an insane child, or are
confronted with undeniable
proof that this is all there is
and there is no God.
186
horror games, many of the characters are utterly ordinary
Comic people who do not want ‘adventure’ – and certainly not
Sometimes, you just gotta laugh. Comic horror does
the ghastly cavalcade of death and torment that makes
not take any of the above seriously. Let the Players
up most horror games. The horror Games Master cannot
make their quips, and do not take the game too seriously
say to the Players ‘go ahead and roll up some characters’
(alternatively, have the monsters and the rest of the
for anything other than a one-shot – horror campaigns
187
~ Adrift: It is the turn of the 19th century and the inheritance, then all the characters should be related by
characters are all on board about a magnificent steam blood. It is probably a good idea to initially dismiss the
liner. The ship sails through a Bermuda triangle- link between the characters in the first game by using it
esque region of dimensional instability, and reality in the plot. For example, if the campaign is going to be
collapses. The ship sails off into a nightmarish based on the fact that the characters are the product of a
otherworld. The whole campaign can centre on the millennia-long breeding program designed to produce the
TURNING THE SCREW
characters exploring the twisted ship, encountering perfect vessel for an alien mind, then the Games Master
other survivors, finding out why the ship was on its probably does not want the Players to work out too quickly
course, and maybe finding a way back to the real that the fact that they are all members of the same family
world. Perhaps they can hitch a ride on the USS is important. He should therefore have the characters
Eldridge, the warship said to be at the heart of the be brought together in the first place by a family event,
Philadelphia Experiment. such as the reading of a will. The Players will assume
that their characters are related only because the Games
Dark Heritage Master wanted to use the reading as an excuse to get
A variation on the trapped mundanes structure, this them together. Otherwise, the Players will immediately
campaign has the characters trapped not by the physical tie any mention of breeding or eugenics or family to their
environment, but by their own selves. They all have own family Ties. This sort of misdirection and second-
some quality that attracts horror to them (possibly guessing of the Players is often necessary to run horror
unwittingly). They could all be descendants of a games. Horror games are concerned with mood, while
cursed family, or the adopted survivors of a cult of child most other games are mainly concerned with setting.
sacrifice, or veterans of a military operation that went
horribly wrong and attracted the wrath of the swamp Anyway – the dark heritage campaign concept works by
elemental Alxhollan. tying the characters to the horror via an indirect route.
They have not blundered into it, like those in the trapped
This campaign structure can also link the characters mundanes campaign, nor are they sent to it, as in the
together; if their ‘dark heritage’ is a matter of blood and investigators campaign blow. It comes to them because of
who or what they are.
A Plot Dispenser is a narrative device through which the characters are given new mysteries. A detective agency is
basically a plot dispenser; plots (in high heels and short skirts) come through the door, often followed by a man with a
gun. A character with psychic visions of upcoming evil is also a plot dispenser, as is a book of ancient prophecies that
can only be decoded by cross-referencing them with events in the newspaper. Anything that can hand the characters
something to do at the start of the game is a Plot Dispenser.
A Clue Dispenser is a narrative device that hands the Players clues or suggestions on how to proceed if they are stuck.
Examples might include a forensics lab, a psychic, a researcher who analyses old records and faxes the results to the
characters and so on. The Clue Dispenser cannot ever solve the mystery or help the characters directly; it is just a
way to move things on if the game slows down.
When planning a horror campaign, consider including one or more of these in the basic structure of the game.
Mysteries are very hard to run in a roleplaying game, because Players can misinterpret or miss basic clues and get
bored because they cannot progress any further. A patron can guide them back if they go off track, a plot dispenser
can get them going at the start of the game, and a clue dispenser allows the Games Master to give hints. Including
these elements from the start of the game is much better than blatantly jamming them in later on, when you find
yourself needing them.
The Games Master should ensure that the Players know that these are not get-out-of-jail free cards, and that the Clue
Dispenser will not always be able to help them, but having these elements available makes the game much more
robust.
188
Sample campaigns: Most investigative campaigns change into Weirdness
~ What You Don’t Know Can Kill You: The Busters (see below) if they go on for long enough. In
characters are attacked by mysterious cultists. After a Weirdness Buster campaign, the characters know and
fending them off, the characters discover that the one accept that there are supernatural powers, but that is not
thing they all have in common is that they all once initially true in an investigative campaign.
studied under a particular professor of archaeology.
189
One of the most irritating things in a roleplaying game weak and powerless’, and it also gives a baseline for weird
is having to roleplay ignorance. If you drop the clues events and violation. Even in the Weirdness Busters
described in the little Bavarian scenario above - a campaign, which might include obviously supernatural
dark forest, howling, a character who seems strangely Player Characters fighting against their own kind, the
ill – every roleplayer is going to think ‘right – it is a characters have at least a link to normality.
werewolf’ and start looking for the silverware. This
TURNING THE SCREW
is possibly not good roleplaying in terms of staying in In a Shadow World game, the majority of the game takes
character, but it is really just as natural as a character place well outside the boundaries of normality. A game
in a play not wondering why there are exits to the left where all the characters are monsters is one example, or
and right of him, and behind him, but never in front of a game where the characters spend so much time in a
him. The Players know they are heading into a mystery bizarre otherworld that it becomes familiar and therefore
even if the characters do not. The Games Master should not horrific. Most Shadow World games end up as dark
either build a mystery original and complex enough that fantasy instead of ‘true’ horror.
the Players cannot see through it just by thinking like
Players, or else harness the Player/character gap. The Sample Campaigns:
Weirdness Buster campaign does just that – it removes a ~ The Invisible College: The characters are all part of
lot of the hoops that the Players have to jump through. a secret society of adepts and wizards, sworn to keep
their supernatural powers secret while aiding the un-
Sample Campaigns: illuminated masses of humanity. There are all sorts of
~ Hunters of the Night: The Quincy Foundation was nightmarish entities held in check only by magic…
made by a group of friends who survived their own
dark nightmare, in memorial of the one who gave his ~ Dream Delvers: Using a combination of neuroscience
life to save them all. They have learned that there are and latent telepathy, the characters are specialists in a
ancient evils – vampires and worse – in the world, brave new form of therapy. Teams are sent into the
but that human faith, determination and science could sleeping minds of patients to confront and destroy
defeat them. The foundation is divided into several their inner traumas and repressed fears. As part of
sections, each named after one of the founders. the process, the team members can be given ‘virtual’
Harker Section deals with the finance of the group, superhuman abilities while inside the patient’s
which has investments in property all over the world. psychological matrix (it is all just a dream, after all),
Seward Section deals with medical support and and such abilities are often needed to defeat the bizarre
psychological analysis and counselling. Godalming imaginings encountered. And why are there so many
Section handles the Foundation’s relationships with people with nightmares about leather-bound monsters
INTERPOL, the FBI and national governments. Van coming for treatment all of a sudden?
Helsing Section is the heart of the Foundation’s fight
against evil – it gathers information, and studies
monsters – and how to kill them. There are rumours Campaign Lengths & Notes
of two secret sections, codenamed MINA and LUCY. For a horror game to have the most impact, the Games
LUCY deals with the Foundation’s contacts in the Master should plan how long the campaign is going to
underworld, with turncoat monsters and inhuman last before it even begins. Other games can get by with
spies, while MINA has a number of Foundation a loosely linked series of adventures, but horror is best
agents who are not entirely…normal. when there is a definite drive and a time limit.
190
The downside of one-shots is that there really is no time explore a setting and build character depth. The tricky
for the Players to get attached to their characters and they part is balancing the need to keep some horrific elements
can involve quite a bit of work on the part of the Games without having a revolving door for Player Characters
Master. In a long-term campaign, the Games Master can (they come in sane, they go out two weeks later gibbering
build plots off what the Players do, but there is no time or in a box).
for the Players to seed plots in a one-shot. Of course,
Long-Term Campaigns
In a long-term campaign without a definite,
planned endpoint, really scary horror becomes
very hard to achieve. The characters will be
seeing monsters again and again, so they will
get jaded and used to weirdness. The Games
Master can still pull out all the stops once in a
while and scare the toughest characters, but in
the majority of game sessions, the characters
will react with ‘oh… another ghost’ instead of
‘Waaagh! A ghost!’.
191
~ Maiming: A character might lose an eye, or a solving the mystery is less important than the link to the
hand, or be paralysed or otherwise injured when the next plot.
monster chews up the last of his hit points.
The Indeterminate Clue is a plot element the Games
~ Madness: Feel free to dump Shock Points on Master throws in without quite knowing what it means.
characters who wander into lethal danger. Having Later, the Games Master can come back and link it into
TURNING THE SCREW
your mind pulled out by a magical mirror and the main plot (or just listen to the Players discussing it,
projected through a trillion light-years and you feel and steal their best idea). For example, the characters get
every inch of the distance as you travel is worth quite an anonymous phone call that asks for them by name, says
a lot of Shock. ‘I have something important to tell you’, and then all they
hear is the sound of fighting and dogs barking, followed
~ Change: The horror does not kill the character, but by the line going dead. Neither the Players nor the Games
it does do something horrible to him. Laying eggs in Master is quite sure who made the phone call. Later in the
his chest, stealing his identity, transforming him into game, the Games Master can retroactively decide who
a spawn, inflicting a slowly degenerative disease and the phantom caller was, and bring that character into the
so on… game in some fashion. For example, the characters could
find a phone booth covered in gore and scratch marks,
~ Killing Other People: The character’s Ties are there the handset dangling like a burst intestine, and a blood-
to give the Games Master something else to threaten spattered card with the Player Character’s phone number
other than the character himself. If the character fails and a mysterious address written on it. Alternatively,
to stop a monster, perhaps it eats one of his loved ones perhaps the characters get another phone call from the
instead of himself. anonymous caller, who fills them in on another clue.
The key to the Indeterminate Clue is laying groundwork
Linked Investigations in advance, so it looks like the Games Master has a big
If one plot is going to lead onto another, then the complex plot, even when the poor Games Master has no
Games Master must plant links between the mysteries. idea what’s going on at all. As an aside, Indeterminate
However, given the nature of roleplaying games, it can Clues are great for sparking creativity – when you have
be very hard to plot clues in advance – the Players are to come up with a coherent explanation for the bit of
always doing the unexpected. The traditional metaphor weirdness you just dropped on the Players, you tend to
for a series of linked mysteries is ‘the layers of an onion’ surprise yourself.
– the characters peel off one layer to discover another
beneath. What does the Games Master do, though, if the
Players decide the best way to get through the current
Campaign Construction
layer is to burn it off, destroying everything that leads to Example: ‘Ghosts in the Fog’
the next layer? The year is 1895 or so. London is – or was until a few
days ago – awash with occultists and spiritualism. The
Two methods for dealing with this are the Moving Clue Golden Dawn society practise ceremonial magick and
and the Indeterminate Clue: two-bit mediums hold séances in every garret. The topic
of every conversation (when not deploring the latest antics
The Moving Clue is a link to the next part of the of Alistair Crowley) is the debate over the immortality
campaign which the Games Master can plug in wherever of the human soul. Finally, a young visiting physicist
the characters go. Say the clue is a letter from a dead named Nikolai Tesla adapts the necrophone technology
man that will lead the Players to what is literally a dead pioneered by Thomas Edison and builds a Necroscopic
letter office. The Games Master intends for the Players to Engine, which will make the soul (an electromagnetic
find it in the letterbox of a friend of one of the characters. phenomenon) manifest in an electric field.
However, the characters never get around to visiting that
friend in the course of their investigations. Instead of It all goes wrong. The Necroscopic Engine short-circuits
letting that plot hook wither, have the friend bring it to in the damp London fog. Suddenly, every potential
the characters, or let them bump into the mailman and spectre in London leaps into electrical existence. The
have the letter fall out of his satchel, or have a stalker entire capital swarms with angry ghosts, who turn on the
steal the letter and the characters end up catching him living – and whenever anyone dies in London, their soul
as part of an unrelated investigation. Do not shy away is trapped by the fog. The outskirts are evacuated, but
from moving things around ‘behind the scenes’ if it is the centre of the city is lost. Somewhere in Whitechapel,
required to move the characters on to the next plot. In Tesla’s Necroscopic Engine is still running, turning the
general, having clues chase the characters around like fog into a literal death trap. It must be shut down – and
this can make mysteries a bit too easy to solve, but here that is where the characters come in.
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This is a short-term campaign structure, designed to of the cult leader and are now off to find out what Moore
be Overwhelming Nightmarish Horror. The characters Chemicals have to do with undead cockroaches.
are Weirdness Busters. They have to make their way
through a haunted, fog-choked Victorian London. The If the characters do not have such a direct link and you
Games Master could tie particular powerful spectres cannot give them a plain, unbaited hook from a plot
to landmarks or major historical events – they might dispenser (for example, the characters are not members
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in their own delusions and the horror follows them In general, use stakes instead of traps. Traps basically
wherever they go). deny the Players a lot of options. While being trapped
and isolated is a major part of horror, it should not be
In the stake variant, the characters have something the only reason the characters are involved. Drawing the
precious to them (usually, a Tie such as a loved one) characters deeper into the horror with stakes is a much
that will be lost if they do not defeat the horror. They better approach than hooking them and then immediately
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can leave, but Aunt Petunia is stuck down there with the putting them in a trap.
cockroaches.
Plotting
A scenario can use both traps and stakes; for example, if The first step in plotting is to come up with three or four
the characters are police officers, the initial investigation really scary images or scenes related to the initial concept,
essentially puts their reputations or even their jobs at and flesh them out a little. What would scare you in those
stake (‘solve this case of the missing teenager’). If the situations? How can you manoeuvre the characters into
stake is not big enough to keep the characters in the being as vulnerable and terrified as possible? These
scenario (‘argh! Things! I’m getting out of here! I don’t horrific moments should then be loosely tied together
care if it costs me that promotion!’) then the trap can be with possible connections.
employed to keep them there (‘aargh! The door won’t
open! The things are outside too!’) For example, the Games Master wakes up screaming
from a nightmare about a hairy, many-legged spider-thing
However, the scenario also said to play him as a crazed, nasty, twisted old man. The characters met him when
they were walking down the country lane to town. I roleplayed the madman as suggested. After about a minute of
conversation, one of the Players said ‘I shoot him in the leg. He’s obviously the bad guy.’
I argued that they had no reason to suspect him. The Player agreed, but pointed out that this crazy old man seemed
completely out of place – everyone else in the town was rather nice and bland, except for this one madman who was
taking obvious glee at their efforts to find the missing child. He was the only person who was even faintly unusual
and therefore had to be important.
I told the Player his character would not shoot an old man based solely on a hunch (bad Games Mastering on my part).
The game continued, and they found a piece of minor circumstantial evidence (a button, I think) linking the old man
to the kidnapping. Again, the Player asked if he could shoot the old man now. I refused, saying that a button was not
enough for his character to justify shooting someone.
Later, they found damning evidence and went to the old man’s house. He called up the demon again, who attacked the
Player Characters. As an aside, another problem with the scenario was that the allegedly fearsome and terrible demon
had so few hit points, a single shot from any one of the characters’ guns could take it down – make your monsters
tough enough to be threatening. The Player, with great satisfaction, shoots the old man, shouting ‘I said he was the
bad guy! If you’d let me shoot him when we met him, he wouldn’t have been able to summon the demon again’.
In retrospect, this was poor roleplaying on the Player’s part and my Games Mastering was equally bad. The Player
was thinking about the crazy old man from the perspective of a Player (‘he’s the only Non-Player Character who’s
crazy, evil sorcerers tend to be crazy and he must be in the scenario for a reason’) which is bad, but asking Players to
squash this kind of thinking and consider every plot purely in-character is not a good idea. Instead of coming up with
scenarios that fall apart if the Players consider the metagame, the Games Master should use more robust scenarios.
In the example above, if I had played the old man as a lot less crazy, or else let the Players find him instead of just
randomly running into him on the road, or even just had a second viable suspect (‘you meet two entirely separate
crazy old men. One summoned the demon, the other is just a senile old coot. Which one do you shoot?’), then the
scenario would have worked much better.
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descending from above. Being a good little Games ~ The characters’ car is sabotaged. They get stuck in
Master, he notes down the image and decides to use it town.
in a game. He is already planning a game set in a small, ~ The townspeople try to keep them there.
isolated town, so he uses the spider there. He needs a tall ~ They cause trouble, which brings the sheriff.
structure for the spider-thing to descend from, and the ~ They investigate the town.
obvious choice is a church-spire. The spider can lower ~ They do research.
195
well might be able to sow dissent in the town, tearing the
social web apart. Characters with occult skills might be
better off replicating the priest’s research and coming up
with their own banishing spell. Do not lock the Players
Twenty Bizarre Events into a predetermined route through the scenario – have
1. The raindrops run up the window, instead of the horrific set-pieces ready, and bring them in when
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196
orphanage because they were demon nuns! Demon
nuns… stop hitting me!’) or negotiated with to gain ‘Vu’ Sensations
access to records or aid (‘I need to review adoption Déjà vu – the classic sensation that most people have
records for 1975-1981 now. Oh, and a flamethrower’). experienced; encountering a novel situation that
Characters with a little authority could be able to seems eerily familiar. Déjà vu can sometimes be so
request roadblocks, searches and even SWAT teams. intense that people do can predict entire actions and
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~ Stalker: The monster is out roaming around, either the hollow tail. Really, these rats are no more dangerous
hunting or being sent to gather victims for some other than a normal rat, but their freakish behaviour makes them
purpose. Stalkers are often under the control (or were scary.
under the control and have escaped) of an antagonist
monster or evil sorcerer. Bizarre Events
Bizarre events are the stock-in-trade of the horror Games
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~ Antagonist: The monster is intelligent and opposed Master. Horror games tend to have few encounters
to the characters, plotting against them. It has its own with Non-Player Characters (the Players usually keep
inhuman and horrific goals. their activities secret) and fewer (but deadly) monsters.
Therefore, to spice up scenes, the one thing left to do is
~ Plot Device: The monster is in the game either to have strange things happen.
violate the laws of reality and facilitate the plot (the
characters are investigating a strange new drug, which Don’t have bizarre events happen on a regular basis.
turns out to be the distilled pollen of a carnivorous Partly, this is because too much weirdness desensitises
alien flower) or to be the end of the plot (the cultists the Players to it, but more importantly, the Players have to
are trying to summon their fearsome demon-god, and have a baseline reality that they can understand and trust.
if they succeed, the earth is doomed). If everything changes at the whim of the Games Master,
there is no point in planning or taking anything seriously.
In a low-powered game, most monsters are more than Establish a rigorously logical, plausible, sane setting -
a match for the characters. They might, if they plan and then undercut it with the impossible.
it carefully and are lucky, be able to defeat one in a
fight, but mostly they have to flee monsters when they Bizarre events include all the usual Fortean events (rains
encounter them, and will only win out by unravelling the of fish, lights in the sky, statues bleeding), but can also
mystery. In a higher-powered game, fighting monsters be foreshadowing of upcoming horrors (the werewolf
directly becomes an option. Monsters should always hunters hear distant howls across the moors, which could
be disturbing in some fashion – even for little beasties be nothing more than lonely dogs). The key here is to
that are there as cannon fodder or flavour, try to come up unsettle the Players, and clue them in that something is
with one memorable bit of description or behaviour that not right, that they are on the trail of the horror.
will make the Players loathe the monster. For example,
the characters are exploring the ruins of a Nazi fortress
known for its diabolical experiments. The rats there Isolating the Characters
have long, hollow tails with sharp bone spurs on the Cutting the characters off from safety, supplies and
end. They drive the bone spikes into the feet or calves support is a common element in horror games. The
of the characters as they pass, and suck blood up through higher the level of technology, of course, the harder it is
Handouts also encourage roleplaying – while examining a handout, the Players are perfectly in sync with their
characters.
With the web and modern desktop publishing software, it is very easy to write up convincing handouts. The Games
Master can grab text from documents on the web and edit them to insert clues. Old scrolls can be made by painting
the paper with really, really strong coffee or baking them in the oven. Burning parts of the paper can tantalisingly
obscure key words and force the Players to handle the items carefully. Another great handout is an old book with
a bookmark or key passages highlighted - all sorts of weird occult and junk science books can be bought cheaply
in second-hand stores. If you want to embroil the characters in the mystery of Roswell, have them find a copy of
some dodgy UFO book with the chapter on Roswell dog-eared and a mysterious set of co-ordinates written in the
margin…
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to achieve. The Players can find themselves out of touch ~ Mistrust: The characters can contact someone – but
by driving for an hour in a game set in the 1920s, and all communications go through a switchboard or other
or by riding for even less time in a medieval game. The point that they cannot trust. The emergency services
closer you get to the modern day, the harder it is to isolate dispatcher has exactly the same speech patterns as the
the characters. Oddly, once you move into the future, it village full of frog people…
becomes easier, as futuristic games tend to be set either
Communications Isolation: Mobile phones, radios, Supernatural Isolation: This is very heavy-handed, and
computers and the internet – having the characters in should only be used when you absolutely have to isolate
constant contact with each other and the outside world the characters. Here, the isolation is magical – the door
does make mysteries and loneliness harder to achieve. It can never be opened, thick black fog surrounds the town,
allows the characters to keep track of each other’s status, anyone walking down the road is teleported back to their
share information and call in help from outside. All this open grave in the cemetery.
aside, communication is not too damaging to the horror,
and when it is, it is very easy to cut it off. Dealing With Player Tactics
~ Equipment failure: Batteries go dead, water gets There are a few common, classic tactics used by Players
into the case. in horror games. Countering these plans means the
~ Electromagnetics: A storm or other atmospheric Players have to think for themselves.
disturbance prevents the signal from getting through.
~ Local Conditions: The characters are underground/in ~ Take off and nuke the site from orbit: Instead of
the shadow of a mountain/the phone wires are cut. going into the bad place – the haunted house, the
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sewer, the factory full of possessed robots – the ~ Web of Clues: The inverse of the direct approach;
characters try to destroy the place from the outside, in the web of clues, there are lots and lots of clues
by burning it down or blowing it up. Solution: but no one clue leads to the next part of the mystery.
Put something of value to the characters (a Tie, an The Players have to draw their evidence together and
important document or piece of evidence) in the bad figure it out. Instead of having only one clue, they
place. The characters cannot burn the house down have dozens. The web of clues requires much more
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until they rescue the child trapped inside. preparation from the Games Master, but does mean the
Players are never stuck for something to investigate
~ Ignore the weirdness at all costs: The characters and have to actually work to figure out the mystery.
refuse to follow any plot hooks at all. When they hear
noises in the attic, they go back to bed. If they get ~ Evidence: This variant has no or few preplanned clues
a letter from an old friend, they return it unopened. – instead, the characters can investigate anything, and
Solution: Either have the horror follow the characters the Games Master comes up with what they discover on
(if they stay in bed, they suddenly feel something cold the fly. This style of play requires the Games Master
and slimy crawling up through the blankets) or show to have both a full grasp of the plot and any evidence
that the sooner they start investigating, the better their that might be found and to be flexible enough to cope
chances of success. with the Players’ actions. It is the most interesting and
immersive style of mystery, but is also the easiest to
~ We give up and wait for clues: The Players assume mess up.
that the Games Master will eventually provide enough
information to solve the mystery, so they sit back and Investigations & Autopsies
only follow obvious clues. Solution: Drown the All too often, these can degenerate into a dull series of
Players in information. Give them stacks and stacks skill checks. This is acceptable for certain situations, just
of clues and hooks. Make sure that they always have as it is fine to deal with a trivial combat in a few quick
some potential lead. rolls (the Games Master might not bother describing how
a character deals with a zombie if he has already fought
~ Laugh it off: The Players try to find the humorous and killed fifty-seven of them). However, important
side of everything, and do not take anything seriously. investigations and analysis of clues deserves as much
Solution: A little nervous humour is fine (and witty detail as a climatic fight scene.
self-referential jokes work wonderfully in comic
horror games), but if the Players resorting to comedy The best approach is to take each piece of evidence that
in a serious horror game… let them joke for a while. can be obtained separately and give the Player a chance to
Let them get comfortable, and warm, and having a make decisions in between each discovery. For example,
fun time… and then have something burst in and eat one character is performing an autopsy upon the corpse of
one of them. a victim of a dimensional fold, when the normal spatial
relationships of reality collapsed. He automatically
Mysteries notices a strange pattern of bruising on the chest. The
Many horror games are more about investigating a Games Master asks how the Player will continue.
mystery than horror per se. After all, having the monster Assuming that the bruising was caused by an impact,
show up too often or too soon will result either in the the Player replies that his character will take a swabbing
characters getting killed or the impact of the horror being from the bruise, hoping to find out what struck the victim.
lost. The solution is to put a mystery in the way, to let The Games Master calls for a Treat Injury roll (DC 10),
the horror build slowly. Not every horror game has to be even though he knows nothing will be found. Next, the
about investigating a mystery, but the vast majority are. character X-rays the corpse and finds a metallic shape
inside the body’s lung. He operates (again, Treat Injury
There are three ways to structure a mystery. DC 10) and digs out a large ornamental paperweight.
There is no way that the paperweight could have been
~ The Direct Approach: The simplest approach is swallowed or inhaled…
to have a chain of clues, each of which leads to the
next. The mystery unfolds one step at a time and The key is that the Player gets to choose at each step
each scene reveals another clue. This is easy for how to proceed, and uncovers the evidence one step at
the Games Master to write, as it uses the minimum a time. Only hand the Player all the information at once
number of clues. The two drawbacks are that the if the process of digging out the evidence is tiresome or
Players are basically being led the nose from clue to time consuming. In most circumstances, let the Players
clue, and if they miss one they are stuck without any tease the clues out, skill check by skill check. The Games
path to follow.
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Master should regularly be calling for Spot, Search,
Listen, Investigate, Gather Information and Knowledge
Horror Combats
Combat in horror should be fast-placed and brutal. In
checks.
most cases, pressure the Players to make quick decisions
– do not let them spend ages working how they can get
Paranoia the best flanking bonus, ask them what they are doing
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One side-effect of making horror combat fast and deadly a single survivor can provide the nucleus for a new
is that the Players will spend a lot of time planning their party of investigators.
tactics and preparing for the fight, which can be boring
for the Games Master. This preparation is a good thing,
as it shows that the Players are scared of and respect Scenario Construction
your monsters. That said, if it gets too tiresome, drop a
Example: ‘The Quincy
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202
How about gas? The psychic was not burnt at the stake, is next door to the archaeological dig that uncovered
he was buried alive in a chamber that filled up with the first ghost. That is the initial link and provides a
natural gas and foul air. When he possesses someone, motivation for the second ghost – perhaps he will try
their cells become more and more suffused with methane to recontact his mistress, or make amends with his wife
until they explode. It is very dodgy science, but it make for his infidelity. It certainly gives him a reason to hang
a weird sort of sense – and gives a great clue to give in an around as a ghost.
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Monsters
A horror game does not have to involve monsters – but monster roles). Remember that a beginning character has
MONSTERS
there is something deeply satisfying about making fear three Hit Dice.
incarnate in a physical form. Rather than just providing
a shopping list of monsters, this chapter has a set of The steps for designing a monster are:
creature types and abilities that can be used to build 1. Choose Hit Dice.
suitable monsters for a game. Then there is a blood- 2. Choose Size. The size of the monster affects its
splattered shopping list of monsters. Traditions in horror Defence, Attacks (especially Grapple) and ability
games must be observed. to hide.
3. Choose Type. A monster can be an Aberration,
Animal, Construct, Monstrous Humanoid, Ooze,
Making a Monster Outsider, Plant, Undead or Vermin.
Begin with a mad scientist’s lab, all bubbling beakers, 4. Set the monster’s ability scores, speed, damage
crackling electrodes and crumbling Carpathian keeps. and natural armour bonus.
Begin with a gothic cathedral shrouded in darkness and 5. Calculate the monster’s hit points, Defence, attack
webs, where something lurks and drips foul excretions bonus, grapple bonus, fighting space, reach, skill
from atop the spires. Begin with ooze-dropping eggs in points and feats just as you would for a human
the sewers, begin with illegal genetic experiments, begin character.
with a twisted, alien, misshapen form crawling through 6. Choose or create special abilities for the monster.
the ceiling tiles and peering down at your bed. Begin 7. Choose or create weaknesses for the monster.
with the dawn of time, when terrible things descended 8. Set the monster’s Horror save DCs.
through the cooling hydrogen mists and made the rough 9. Write up Evidence and Research entries for the
world of Earth their home. Begin with what scares, monster.
repulses or disturbs you. 10. Fly, my pretty, fly!
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Hit Dice (HD) and Hit Points (hp)
A creature’s Hit Dice is equivalent to its level for
determining how various abilities affect the creature,
its rate of natural healing, and its maximum ranks in a
skill. A creature’s Hit Dice and Constitution modifier
determine its hit points. A creature’s entry gives the
creature’s average hit points.
MONSTERS
Massive Damage Threshold (Mas)
When a creature takes damage from a single attack equal
to or greater than its current Constitution, it must succeed
on a Fortitude save (DC 15) or immediately drop to –1 hit
points. If the damage would reduce the creature to –1 hit
points or fewer anyway, the massive damage threshold
does not apply and the creature does not need to make a
Fortitude save.
Initiative (Init)
The creature’s modifier on initiative checks is usually
equal to its Dexterity modifier, although the Improved to Defense (if any) while climbing and opponents get no
Initiative feat provides an additional +4 bonus. special bonus on their attack rolls against the climbing
creature.
Speed (Spd)
A creature’s tactical speed on land is the amount of Fly: The creature can fly at the given speed if carrying
distance it can cover in one move action. If the creature no more than a medium load. All fly speeds include a
wears armour that reduces its speed, this fact is given parenthetical note indicating manoeuvrability:
along with a parenthetical note indicating the armour Perfect: The creature can perform almost any aerial
type; the creature’s base unarmoured speed follows. manoeuvre it wishes.
Good: The creature is agile in the air, but cannot change
If the creature has other modes of movement, these direction as readily as one with perfect maneuverability.
are given after the main entry. Unless noted otherwise, Average: The creature can fly as adroitly as a small bird.
modes of movement are natural (not magical). Poor: The creature flies as well as a very large bird.
Clumsy: The creature can barely fly at all.
Burrow: The creature can tunnel through dirt, but not Creatures that fly can make dive attacks. A dive attack
through rock unless the descriptive text says otherwise. works just like a charge, but the diving creature must
Creatures cannot run while burrowing. move a minimum of 30 feet. It can make only claw
attacks, but these deal double damage. Creatures can use
Climb: A creature with a climb speed has the Climb the run action while flying, provided they fly in a straight
skill at no cost and gains a +8 species bonus on Climb line.
checks. The creature must make a Climb check to climb
any wall or slope with a DC greater than 0, but it can Swim: A creature with a swim speed can move through
always choose to take 10, even if rushed or threatened water at the given speed without making Swim checks. It
while climbing. The creature climbs at the given speed gains a +8 species bonus on any Swim check to perform
while climbing. If it attempts an accelerated climb, it some special action or avoid a hazard. The creature can
moves at double the given climb speed (or its normal always choose to take 10, even if distracted or endangered
land speed, whichever is less) and makes a single Climb when swimming. Creatures can use the run action while
check at a –5 penalty. Creatures cannot use the run action swimming, provided they swim in a straight line.
while climbing. The creature retains its Dexterity bonus
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Bite: The creature attacks with its mouth, dealing piercing
Defence damage.
A creature’s Defence includes a parenthetical mention
Claw or Rake: The creature rips with a sharp appendage,
of the modifiers contributing to it. The creature’s ‘touch’
dealing slashing damage.
Defence (discounting natural armour and other armour
Gore: The creature spears the opponent with an antler,
modifiers) and ‘flat-footed’ Defence (discounting
horn, or similar appendage, dealing piercing damage.
Dexterity bonus and dodge bonuses, if any) are provided
Slap or Slam: The creature batters opponents with an
as well.
appendage, dealing bludgeoning damage.
Sting: The creature stabs with a stinger, dealing piercing
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reach for creatures of any given size. The Games Master lack the ability altogether. The modifier for a nonability
may adjust the values in the table by –5 feet or +5 feet is +0. Other effects of nonabilities are as follows.
for creatures that have less than normal or greater than
normal reach. Unlike the wielder of a reach weapon, a Strength: Any creature that can physically manipulate
creature with greater than normal reach (more than 5 feet) other objects has at least 1 point of Strength. A
can still strike creatures next to it. A creature with greater creature with no Strength score cannot exert force,
than normal reach usually gets an attack of opportunity usually because it has no physical body or because it
against a character if the character approaches it, because is immobile. The creature automatically fails Strength
the character enters a square it threatens before he can checks. If the creature can attack, it applies its Dexterity
MONSTERS
attack it. (This does not apply if the character takes a 5- modifier to its base attack bonus instead of a Strength
foot step.) Large or larger creatures with reach weapons modifier. Quadrupeds can carry heavier loads than
can strike targets out to double their reach but cannot bipedal characters. See Chapter 2, Horror Roleplaying.
strike at targets within their normal reach or less.
Dexterity: Any creature that can move has at least 1
A creature with a 0-foot reach must move into the point of Dexterity. A creature with no Dexterity score
fighting space of its target to attack it, provoking an cannot move. If it can act (such as by casting spells), the
attack of opportunity from the target as the creature creature applies its Intelligence modifier instead of its
enters the target’s fighting space and threatened area. Dexterity modifier to initiative checks. The creature fails
Also, creatures with 0-foot reach do not threaten the all Reflex saves and Dexterity checks.
squares around them.
Constitution: Any living creature has at least 1 point
Special Qualities (SQ) of Constitution. A creature with no Constitution has
Many creatures have unusual abilities. A special quality no body or no metabolism. It is immune to any effect
can be extraordinary (Ex) or supernatural (Su): that requires a Fortitude save unless the effect works
on objects or is harmless. The creature is also immune
Extraordinary: Extraordinary abilities are nonmagical to ability damage, ability drain and energy drain and it
and are not subject to anything that disrupts magic. always fails Constitution checks (though these probably
Using an extraordinary ability is a free action unless have no effect as it has no metabolism anyway).
noted otherwise.
Supernatural: Supernatural abilities are magical. Using Intelligence: Any creature that can think, learn or
a supernatural ability is an attack action unless noted remember has at least 1 point of Intelligence. A creature
otherwise. Supernatural abilities may have a use limit with no Intelligence score is an automaton, operating
or be usable at will. However, supernatural abilities do on simple instincts or programmed instructions. It is
not provoke attacks of opportunity when used and never immune to all mind-affecting effects and automatically
require Concentration checks. fails Intelligence checks. A creature can speak all the
languages mentioned in its descriptive text. Any creature
with an Intelligence score of 3 or higher understands at
Weaknesses (Wk) least one language.
Some monsters have special weaknesses and discovering
these weaknesses is often the key to defeating the Wisdom: Any creature that can perceive its environment
horror. in any fashion has at least 1 point of Wisdom. Anything
with no Wisdom score is an object, not a creature.
Saves (SV) Anything without a Wisdom score also has no Charisma
A creature’s Fortitude, Reflex and Will saving throw score.
modifiers take into account the creature’s type, ability
score modifiers, feats and any special qualities.
Multiattack Feat
Abilities The creature is adept at using all its natural weapons
Creatures have the same six ability scores as characters: at once.
Strength (Str), Dexterity (Dex), Constitution (Con), Prerequisite: Three or more natural weapons.
Intelligence (Int), Wisdom (Wis), Charisma (Cha). Benefit: The creature’s secondary attacks with
Exceptions are noted below. natural weapons take only a –2 penalty.
Normal: Without this feat, the creature’s secondary
Nonabilities: Some creatures lack certain ability scores. natural attacks take a –5 penalty.
These creatures do not have an ability score of 0; they
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Charisma: Any creature capable of telling the difference
between itself and things that are not itself has at least 1
Horror
This section describes what horror checks the monster
point of Charisma. Anything with no Charisma score is
prompts by its mere presence. Most cause only one sort of
an object, not a creature. Anything without a Charisma
Horror save, but a few cause multiple saves – see Chapter
score also has no Wisdom score.
8, Fear and Loathing, for more details. In general, the DC
for a Horror save should be 10 + ½ the creature’s Hit Dice
Skills + its Charisma bonus, although the Games Master should
This section lists alphabetically all the creature’s feel free to adjust this DC up or down for especially scary
MONSTERS
skills by name along with skill modifiers that include or bizarre entities.
adjustments for ability scores and any bonuses from
feats or species abilities (unless otherwise noted in the The monster can trigger other Horror saves because of its
descriptive text). All listed skills were purchased as class actions – if an alien thing suddenly bursts out of a wall,
skills unless the creature acquires a character class (see the characters might have to save against both Panic and
Advancement, below). Madness.
Feats Evidence
This section lists alphabetically all the creature’s feats. This section describes what physical evidence can be
Most creatures use the same feats that are available to gathered from the trail of the creature, or its victims.
characters, but some have access to the Multiattack feat. Each piece of information has a required skill (usually
Investigation) and DC listed.
Base Attack Bonus (A): Use this column for aberrations, monstrous humanoids and outsiders.
Base Attack Bonus (B): Use this column for animals and vermin.
Base Attack Bonus (C): Use this column for constructs, oozes, plants and undead.
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in mind that these are guidelines. You should balance
Research a creature’s attacks with how often the creature shows
This section lists what can be discovered by researching
up and how scary it is supposed to be. If a creature
the monster in ancient books of lore (or on the Internet,
only appears at the climax of the game and will only
for that matter). Each piece of information has a required
be in combat with the characters for a round or two,
skill (usually Research) and DC listed.
make sure it has the strength and damage to make a
serious, alarming impact on them. If the creature will
Creature Types be harassing them throughout the game, it should not be
A creature’s type determines many of its characteristics able to kill a character with a single blow.
MONSTERS
and abilities: physical ability scores, Hit Die type, base
attack bonus, saving throw bonuses, skill points, feats For example, if you spend ages describing the speed and
and special qualities. Mental ability scores (Intelligence, strength of a monster, it is a terrible anticlimax when it
Wisdom, and Charisma) can vary widely among creatures hits for 1d6+3 damage. Similarly, if you just say ‘the
of a type; unless a type description specifies a particular monster hits you for 2d6+10 damage’, that is much more
score for one of these abilities, the Games Master will threatening in terms of game mechanics, but not very
assign values as he deems appropriate. A creature scary. Characters have at least 10 hit points and usually
belongs to one of the nine types described below. A around 20-30. Use low amount of damage (1-4 points)
single creature cannot have more than one type. to worry the Players without seriously threatening the
Creature Saves and Base Attack Bonuses provides the characters. Dangerous monsters should do between 10
modifiers to a creature’s saving throws and attack rolls and 15 points of damage with a hit and game-ending
based on its type and Hit Dice. horrors can do far more.
Creature Damage Also, remember that most monsters lack ranged attacks,
Each creature type below gives guidelines on how much while the characters will probably be loaded up with
damage a creature’s attacks should do. However, keep guns…
Aberrations
Size Str Dex Con Minimum HD Slam Bite Claw Gore
Colossal 42–43 10–11 28–29 32d8 2d6 4d8 2d8 4d6
Gargantuan 34–35 10–11 24–25 16d8 1d8 4d6 2d6 2d8
Huge 26–27 10–11 20–21 8d8 1d6 2d8 2d4 2d6
Large 18–19 12–13 16–17 2d8 1d4 2d6 1d6 1d8
Medium-size 10–11 14–15 12–13 1d8 1d3 2d4 1d4 1d6
Small 6–7 16–17 10–11 1/2 d8 1d2 1d6 1d3 1d4
Tiny 2–3 18–19 10–11 1/4 d8 1 1d4 1d2 1d3
Diminutive 1 20–21 10–11 1/8 d8 — 1d3 1 1d2
Fine 1 22–23 10–11 1/16 d8 — 1d2 — 1
Animals
Size Str Dex Con Minimum HD Slam Bite Claw Gore
Colossal 42–43 10–11 28–29 32d8 2d6 4d6 2d8 4d6
Gargantuan 34–35 10–11 24–25 16d8 1d8 2d8 2d6 2d8
Huge 26–27 10–11 20–21 4d8 1d6 2d6 2d4 2d6
Large 18–19 12–13 16–17 2d8 1d4 1d8 1d6 1d8
Medium-size 10–11 14–15 12–13 1d8 1d3 1d6 1d4 1d6
Small 6–7 16–17 10–11 1/2 d8 1d2 1d4 1d3 1d4
Tiny 2–3 18–19 10–11 1/4 d8 1 1d3 1d2 1d3
Diminutive 1 20–21 10–11 1/8 d8 — 1d2 1 1d2
Fine 1 22–23 10–11 1/16 d8 — 1 — 1
209
Hit Die: d8.
Aberration Base Attack Bonus: 3/4 of total Hit Dice (Column B in
An aberration has a bizarre anatomy, strange abilities,
the Creature Saves and Base Attack Bonuses table).
an alien mindset, or any combination of the three.
Good Saving Throws: Fortitude and Reflex (some
Aberrations are fundamentally wrong, although they
animals have different good saves).
are often composed of recognisable parts. An aberration
Skill Points: 10–15.
might be a dog’s body welded to a wheelchair, that
Feats: None.
rolls towards the characters slavering and biting, or the
product of nuclear waste mutating mildew into a sentient
Animals share the following additional traits:
MONSTERS
slime.
Weapon and Armour Proficiency: Animals are
Hit Die: d8.
proficient with their natural weapons only. They are not
Base Attack Bonus: Equal to Hit Dice (Column A in the
proficient with armour.
Creature Saves and Base Attack Bonuses table).
Ability Scores: Animals have Intelligence scores of 1 or 2
Good Saving Throws: Any one.
(predatory animals tend to have Intelligence scores of 2).
Skill Points: 2 x Int score, plus 2 points per Hit Dice
No creature with an Intelligence score of 3 or higher can
beyond 1 HD.
be an animal.
Feats: Int modifier (minimum +0), plus 1 feat per 4 Hit
Low-Light Vision (Ex): Most animals have low-light
Dice beyond 1 HD.
vision.
Horror: Aberrations usually cause Fear, although
Horror: Animals do not cause Horror saves under most
especially disturbing ones cause Madness.
circumstances.
Animal Construct
Feral and snarling, diseased and rotting or just spooky
A construct is a thing animated with artificial life – a
and foreboding, ordinary animals can be just as scary as
sewn-together corpse, a stone statue driven by magic, a
the most bizarre monsters.
Constructs
Size Str Dex Con Minimum HD Extra Hit Slam Bite Claw Gore
Points
Colossal 44–47 6–7 — 32d10 120 4d6 2d6 2d8 4d6
Gargantuan 36–39 6–7 — 16d10 80 2d8 1d8 2d6 2d8
Huge 28–31 6–7 — 8d10 40 2d6 1d6 2d4 2d6
Large 20–23 8–9 — 2d10 20 1d8 1d4 1d6 1d8
Medium-size 12–15 10–11 — 1d10 10 1d6 1d3 1d4 1d6
Small 8–11 12–13 — 1/2 d10 5 1d4 1d2 1d3 1d4
Tiny 4–7 14–15 — 1/4 d10 — 1d3 1 1d2 1d3
Diminutive 2–5 16–17 — 1/8 d10 — 1d2 — 1 1d2
Fine 1 18–19 — 1/16 d10 — 1 — — 1
Monstrous Humanoids
Size Str Dex Con Minimum HD Slam Bite Claw Gore
Colossal 42–43 8–9 26–27 32d8 2d6 2d8 2d8 4d6
Gargantuan 34–35 8–9 22–23 16d8 1d8 2d6 2d6 2d8
Huge 26–27 8–9 18–19 8d8 1d6 1d8 2d4 2d6
Large 18–19 10–11 14–15 2d8 1d4 1d6 1d6 1d8
Medium-size 10–11 12–13 10–11 1d8 1d3 1d4 1d4 1d6
Small 6–7 14–15 8–9 1/2 d8 1d2 1d3 1d3 1d4
Tiny 2–3 16–17 8–9 1/4 d8 1 1d2 1d2 1d3
Diminutive 1 18–19 8–9 1/8 d8 1 — 1 1d2
Fine 1 20–21 8–9 1/16 d8 — — — 1
210
possessed construction robot out for revenge. They tend Hit Die: d8.
to be slow and clumsy, but are very resilient. Base Attack Bonus: Total Hit Dice (Column A in the
Hit Die: d10. Creature Saves and Base Attack Bonuses table).
Base Attack Bonus: 1/2 of total Hit Dice (Column C in Good Saving Throws: Reflex, Will.
the Creature Saves and Base Attack Bonuses table). Skill Points: 2 x Int score, plus 2 points per Hit Dice
Good Saving Throws: None. beyond 1 HD.
Skill Points: None. Feats: 1 + Int modifier (minimum 0), plus 1 feat per 4 Hit
Feats: None. Dice beyond 1 HD.
MONSTERS
Constructs share the following additional traits. Monstrous humanoids share the following additional
Weapon and Armour Proficiency: Constructs are traits:
proficient with their natural weapons only. They are not Weapon and Armour Proficiency: Monstrous
proficient with armour. humanoids receive either Archaic Weapons Proficiency
Ability Scores: Constructs have no Constitution score or Simple Weapons Proficiency as a bonus feat. They
and usually no Intelligence score. are proficient with their natural attacks and any weapon
Extra Hit Points: Constructs gain extra hit points mentioned in their entries. Monstrous humanoids noted
according to size, as shown on the Constructs table. for wearing armour (such as mutated supersoldiers) gain
Immunities: Constructs are immune to mind-influencing the bonus feat Armour Proficiency with whatever type of
effects and to poison, sleep, paralysis, stunning, disease, armour they are accustomed to wearing (light or heavy),
necromancy effects and any effect that requires a as well as all lighter types.
Fortitude save unless the effect also works on objects or Darkvision (Ex): Most monstrous humanoids have
is harmless. They are not subject to critical hits, nonlethal darkvision with a range of 60 feet.
damage, ability damage, ability drain, energy drain or the Horror: Usually, monstrous humanoids cause Panic or
effects of massive damage. Fear.
Repairable: Constructs cannot heal damage on their own
but can be repaired using the Repair skill. A successful Ooze
Repair check (DC 30) heals 1d10 points of damage to Squelch. Oozes drip and squeeze and glow and tend to
a construct and each check represents 1 hour of work. dissolve things they could with acidic pus. Oozes can be
A construct reduced to 0 hit points is immediately the product of chemical accidents, alien engineering or
destroyed and cannot be repaired. even ancient horrors trapped in the Antarctic ice.
Horror: Constructs can cause Panic saves if they appear Hit Die: d10.
normal (a possessed car) before attacking. Otherwise, Base Attack Bonus: 1/2 of total Hit Dice (Column C in
they tend to cause mild Fear. the Creature Saves and Base Attack Bonuses table).
Good Saving Throws: None.
Monstrous Humanoid Skill Points: None.
Twisted mockeries of the human form, this category Feats: None.
covers werewolves, degenerate sewer dwellers, drug-
enhanced supersoldiers driven mad by adrenaline Oozes share the following additional traits:
poisoning and so on. Weapon and Armour Proficiency: Oozes are proficient
Oozes
Size Str Dex Con Minimum HD Extra Hit Slam Bite Claw Gore
Points
Colossal 44–45 6–7 26–29 32d10 40 4d6 4d6 2d8 2d6
Gargantuan 36–37 6–7 22–25 16d10 30 2d8 2d8 2d6 1d8
Huge 28–29 6–7 18–21 8d10 20 2d6 2d6 2d4 1d6
Large 20–21 8–9 14–17 2d10 15 1d8 1d8 1d6 1d4
Medium-size 12–13 10–11 10–13 1d10 10 1d6 1d6 1d4 1d3
Small 8–9 12–13 8–9 1/2 d10 5 1d4 1d4 1d3 1d2
Tiny 4–5 14–15 8–9 1/4 d10 — 1d3 1d3 1d2 1
Diminutive 2–3 16–17 8–9 1/8 d10 — 1d2 1d2 1 —
Fine 2–3 18–19 8–9 1/16 d10 — 1 1 — —
211
with their natural weapons only, but not with armour. Creature Saves and Base Attack Bonuses table).
Ability Scores: Oozes have no Intelligence score. Good Saving Throws: Fortitude, Reflex, Will.
Extra Hit Points: An ooze has no natural armour rating Skill Points: 8 + Int modifier per Hit Dice.
but is difficult to kill because of its protoplasmic body. Feats: 1, plus 1 feat per 4 Hit Dice beyond 1 HD.
It gains extra hit points (in addition to those from its Hit
Dice and Constitution score) according to its size, as Outsiders share the following additional traits:
shown below. Weapon and Armour Proficiency: Outsiders receive
Immunities: Oozes are immune to mind-affecting either Archaic Weapons Proficiency or Simple Weapons
effects, poison, sleep, paralysis, stunning, gaze attacks, Proficiency as a bonus feat. They are proficient with their
MONSTERS
visual effects, illusions and other attack forms that rely natural weapons and any weapon mentioned in their
on sight. Oozes are not subject to critical hits, flanking or entries. Outsiders noted for wearing armour (such as alien
the effects of massive damage. bounty hunters) gain the bonus feat Armour Proficiency
Blindsight (Ex): Most oozes have blindsight with a with whatever type of armour they are accustomed to
range of 60 feet. wearing (light, heavy), as well as all lighter types.
Horror: Oozes cause Fear saves. Darkvision (Ex): Most outsiders have darkvision with a
range of 60 feet.
Outsider Horror: Outsiders almost always cause Madness saves.
An outsider is a creature originating from some other
dimension, reality or plane of existence. They are Plant
not from around here and have incomprehensible Plants are rarely monsters; feral ferns and pernicious
abilities that twist both perception and the laws of petunias do not show up in most horror games. That said,
reality. Demons, aliens, faerie folk, things from another the occasional giant carnivorous plant or alien symbiote is
dimension – all are outsiders. terrifying precisely because it is so rare and unexpected.
Hit Die: d8. Hit Die: d8.
Base Attack Bonus: Total Hit Dice (Column A in the
Outsiders
Size Str Dex Con Minimum HD Slam Bite Claw Gore
Colossal 44–47 6–7 28–29 32d8 4d6 4d6 2d8 2d6
Gargantuan 36–39 6–7 24–25 16d8 2d8 2d8 2d6 1d8
Huge 28–31 6–7 20–21 8d8 2d6 2d6 2d4 1d6
Large 20–23 8–9 16–17 2d8 1d8 1d8 1d6 1d4
Medium-size 12–15 10–11 12–13 1d8 1d6 1d6 1d4 1d3
Small 8–11 12–13 10–11 1/2 d8 1d4 1d4 1d3 1d2
Tiny 4–7 14–15 10–11 1/4 d8 1d3 1d3 1d2 1
Diminutive 2–3 16–17 10–11 1/8 d8 1d2 1d2 1 —
Fine 2–3 18–19 10–11 1/16 d8 1 1 — —
Plants
Size Str Dex Con Minimum HD Slam Bite Claw Gore
Colossal 44–45 6–7 28–29 32d8 4d6 2d6 2d8 4d6
Gargantuan 36–37 6–7 24–25 16d8 2d8 1d8 2d6 2d8
Huge 28–29 6–7 20–21 4d8 2d6 1d6 2d4 2d6
Large 20–21 8–9 16–17 2d8 1d8 1d4 1d6 1d8
Medium-size 12–13 10–11 12–13 1d8 1d6 1d3 1d4 1d6
Small 8–9 12–13 10–11 1/2 d8 1d4 1d2 1d3 1d4
Tiny 4–5 14–15 10–11 1/4 d8 1d3 1 1d2 1d3
Diminutive 2–3 16–17 10–11 1/8 d8 1d2 — 1 1d2
Fine 2–3 18–19 10–11 1/16 d8 1 — — 1
212
Base Attack Bonus: 1/2 of total Hit Dice (Column C in Good Saving Throws: Will.
the Creature Saves and Base Attack Bonuses table). Skill Points: 3 x Int score, plus 2 points per Hit Dice
Good Saving Throws: Fortitude. beyond 1 HD, but bear in mind that most undead will
Skill Points: None. have terrible Intelligence scores.
Feats: None. Feats: 1 + Int modifier, plus 1 feat per 4 HD beyond 1
HD.
Plants share the following additional traits:
Weapon and Armour Proficiency: Plants are proficient Undead share the following additional traits:
with their natural weapons only. They are not proficient Weapon and Armour Proficiency: Undead receive
MONSTERS
with armour. either Archaic Weapons Proficiency or Simple Weapons
Immunities: Plants are immune to sleep, paralysis, Proficiency as a bonus feat. An undead is proficient
stunning and mind-affecting effects. They are not subject with its natural weapons and any weapon mentioned
to critical hits or the effects of massive damage. in its entry. Undead noted for wearing armour (such
Low-Light Vision (Ex): Most plants with visual sensory as a reanimated knight) gain the bonus feat Armour
organs have low-light vision. Proficiency with whatever type of armour they are
Blindsight (Ex): Most plants without visual sensory accustomed to wearing (light, heavy), as well as all
organs have blindsight with a range of 60 feet. lighter types.
Horror: Plants cause Madness saves, if any. Ability Scores: An undead has no Constitution score. It
uses its Charisma modifier for Concentration checks.
Undead Darkvision (Ex): Most undead have darkvision with a
The restless dead may be tied to the mortal plane by range of 60 feet.
unfinished business – or by unnatural hunger for the Immunities: Undead are immune to poison, sleep,
warmth of the living. paralysis, stunning, disease, necromantic effects and
Hit Die: d12. mind-affecting effects. They are not subject to critical
Base Attack Bonus: 1/2 of total Hit Dice (Column C in hits, nonlethal damage, ability damage, ability drain,
the Creature Saves and Base Attack Bonuses table).
Undead
Size Str Dex Con Minimum HD Slam Bite Claw Gore
Colossal 44–45 6–7 — 32d12 4d6 4d6 2d8 2d6
Gargantuan 36–37 6–7 — 21d12 2d8 2d8 2d6 1d8
Huge 28–29 6–7 — 10d12 2d6 2d6 2d4 1d6
Large 20–21 8–9 — 4d12 1d8 1d8 1d6 1d4
Medium-size 12–13 10–11 — 1d12 1d6 1d6 1d4 1d3
Small 8–9 12–13 — 1/2 d12 1d4 1d4 1d3 1d2
Tiny 4–5 14–15 — 1/4 d12 1d3 1d3 1d2 1
Diminutive 2–3 16–17 — 1/8 d12 1d2 1d2 1 —
Fine 2–3 18–19 — 1/16 d12 1 1 — —
Vermin
Size Str Dex Con Minimum HD Slam Bite Claw Gore
Colossal 42–43 6–7 26–27 32d8 2d6 4d6 2d8 4d6
Gargantuan 34–35 6–7 22–23 16d8 1d8 2d8 2d6 2d8
Huge 26–27 6–7 18–19 8d8 1d6 2d6 2d4 2d6
Large 18–19 8–9 14–15 2d8 1d4 1d8 1d6 1d8
Medium-size 10–11 10–11 10–11 1d8 1d3 1d6 1d4 1d6
Small 6–7 12–13 8–9 1/2 d8 1d2 1d4 1d3 1d4
Tiny 2–3 14–15 8–9 1/4 d8 1 1d3 1d2 1d3
Diminutive 1 16–17 8–9 1/8 d8 — 1d2 1 1d2
Fine 1 18–19 8–9 1/16 d8 — 1 — 1
213
energy drain, or effects of massive damage, or any effect An incorporeal creature has no natural Defence bonus
requiring a Fortitude save unless the effect also works on but has a deflection bonus equal to its Charisma bonus
objects or is harmless. (always at least +1, even if the creature’s Charisma score
Healing: Undead cannot heal damage on their own if does not normally provide a bonus).
they have no Intelligence score. Undead can be healed
with negative energy (usually only available through the An incorporeal creature can enter or pass through solid
use of magic). Most undead are destroyed immediately objects, but must remain adjacent to the object’s exterior,
if reduced to 0 hit points or less. and so cannot pass entirely through an object whose
Horror: Undead almost always cause Fear. space is larger than its own. It can sense the presence of
MONSTERS
Incorporeal
An incorporeal creature has no physical body. It can
be harmed only by other incorporeal creatures, magic
weapons or creatures that strike as magic weapons
and spells or supernatural abilities. It is immune to all
nonmagical attack forms.
214
move or manipulate an opponent or its equipment, nor Swarm HD Swarm Base Damage
are they subject to such actions. Incorporeal creatures
have no weight and do not set off traps that are triggered 1–5 1d6
by weight. 6–10 2d6
11–15 3d6
An incorporeal creature moves silently and cannot be
heard with Listen checks if it does not wish to be. It has 16–20 4d6
no Strength score, so its Dexterity modifier applies to 21 or more 5d6
both its melee attacks and its ranged attacks. Nonvisual
MONSTERS
senses, such as scent and blindsight, are either ineffective crawl over each other and their prey when moving or
or only partly effective with regard to incorporeal attacking. Larger swarms are represented by multiples
creatures. Incorporeal creatures have an innate sense of single swarms. The area occupied by a large swarm is
of direction and can move at full speed even when they completely malleable, though the swarm usually remains
cannot see. in contiguous squares.
215
sufficient to reduce a swarm attack’s damage to 0, being intelligibly to cast spells with verbal components and it
incorporeal, and other special abilities usually give a must have human-like hands to cast spells with somatic
creature immunity (or at least resistance) to damage components.
from a swarm. Some swarms also have acid, poison, ~ The creature is effectively camouflaged as a creature
blood drain or other special attacks in addition to normal of its new form and it gains a +10 bonus on Disguise
damage. Swarms do not threaten creatures in their checks if it uses this ability to create a disguise.
square and do not make attacks of opportunity with their
swarm attack. However, they distract foes whose squares Blindsense (Ex): Using nonvisual senses, such as acute
they occupy, as described below. smell or hearing, a creature with blindsense notices things
MONSTERS
216
~ The creature retains the type and subtype of its
original form. It gains the size of its new form. Aversions, Vulnerability and
~ The creature loses the natural weapons, movement
modes and extraordinary special attacks of its original Creativity
One of the fun bits of modern-day horror games
form.
is taking the strange supernatural restrictions of
~ The creature gains the natural weapons, movement
monsters, and channelling them through technology.
modes, and extraordinary special attacks of its new
It is this line of thought that gives us ultra-violet
form.
lamps and carbon bullets for hunting vampires, or
~ The creature retains all other special attacks and
MONSTERS
capturing ghosts by finding out what unfinished
qualities of its original form, except for breath
business they have and lifting them off a site like
weapons and gaze attacks.
a fingerprint using a constantly repeating video
~ The creature retains the ability scores of its original
of the object of their obsession. Aversion and
form.
Vulnerability have a numerical rating instead of a
~ The creature retains its hit points and saves.
~ The creature retains any spellcasting ability it had in flat effect (the werewolf has Vulnerability: Silver
its original form, although it must be able to speak instead of just having a form of Damage Resistance
intelligibly to cast spells with verbal components and that is automatically countered by silver) to make it
it must have human-like hands to cast spells with easier for the Games Master to work out exactly how
somatic components. effective a new weapon can be. Reward creative
~ The creature is effectively camouflaged as a creature thinking, but do not let the characters wipe out the
of its new form and gains a +10 bonus on Disguise horrors with cheesy super-weapons.
checks if it uses this ability to create a disguise.
a gaze attack varies, but it is usually a Will or Fortitude
Constrict (Ex): A creature with this special attack can save (DC 10 + 1/2 gazing creature’s racial HD + gazing
crush an opponent, dealing bludgeoning damage, after creature’s Cha modifier; the exact DC is given in the
making a successful grapple check. The amount of creature’s descriptive text). A successful saving throw
damage is given in the creature’s entry. If the creature negates the effect. A monster’s gaze attack is described
also has the improved grab ability it deals constriction in abbreviated form in its description. Each opponent
damage in addition to damage dealt by the weapon used within range of a gaze attack must attempt a saving throw
to grab. each round at the beginning of his turn in the initiative
order. Only looking directly at a creature with a gaze
Damage Reduction (Ex or Su): A creature with this attack leaves an opponent vulnerable. Opponents can
special quality ignores damage from most weapons and avoid the need to make the saving throw by not looking
natural attacks. Wounds heal immediately, or the weapon at the creature, in one of two ways.
bounces off harmlessly (in either case, the opponent
knows the attack was ineffective). The creature takes Averting Eyes: The opponent avoids looking at the
normal damage from energy attacks (even nonmagical creature’s face, instead looking at its body, watching
ones), spells and supernatural abilities. The entry its shadow, tracking it in a reflective surface, and so
indicates the amount of damage ignored (usually 5 to on. Each round, the opponent has a 50% chance to not
15 points). need to make a saving throw against the gaze attack.
The creature with the gaze attack, however, gains 20%
Fast Healing (Ex): A creature with the fast healing concealment against that opponent.
special quality regains hit points at an exceptionally fast
rate, usually 1 or more hit points per round, as given in Wearing a Blindfold: The opponent cannot see the
the creature’s entry. Except where noted here, fast healing creature at all (also possible to achieve by shutting
is just like natural healing. Fast healing does not restore one’s eyes). The creature with the gaze attack gains total
hit points lost from starvation, thirst, or suffocation, and concealment against the opponent.
it does not allow a creature to regrow lost body parts, nor
(unless otherwise stated), allow severed body parts to be A creature with a gaze attack can actively gaze as an
reattached. attack action by choosing a target within range. That
opponent must attempt a saving throw but can try to
Gaze (Su): A gaze special attack takes effect when avoid this as described above. Thus, it is possible for an
opponents look at the creature’s eyes. The attack can opponent to save against a creature’s gaze twice during
have almost any sort of effect: petrification, death, charm the same round, once before the opponent’s action and
and so on. The typical range is 30 feet, but check the once during the creature’s turn. Gaze attacks can affect
creature’s entry for details. The type of saving throw for
217
ethereal opponents. A creature is immune to gaze attacks Paralysis (Ex or Su): This special attack renders the
of others of its kind unless otherwise noted. victim immobile. Paralysed creatures cannot move, speak,
or take any physical actions. The creature is rooted to the
Allies of a creature with a gaze attack might be affected. spot, frozen and helpless. Paralysis works on the body,
All the creature’s allies are considered to be averting and a character can usually resist it with a Fortitude saving
their eyes from the creature with the gaze attack and throw (the DC is given in the creature’s description).
have a 50% chance to not need to make a saving throw Unlike hold person and similar effects, a paralysis effect
against the gaze attack each round. The creature also can does not allow a new save each round. A winged creature
veil its eyes, thus negating its gaze ability. flying in the air at the time that it is paralysed cannot flap
MONSTERS
218
it can use only against a grappled foe. Rake attacks are within range. The creature can take a move action to note
not subject to the usual –4 penalty for attacking with a the direction of the scent. Whenever the creature comes
natural weapon in a grapple. A monster with the rake within 5 feet of the source, the creature pinpoints the
ability must begin its turn grappling to use its rake – it source’s location.
cannot begin a grapple and rake in the same turn.
A creature with the Track feat and the scent ability can
Ray (Su): This form of special attack works like a ranged follow tracks by smell, making a Wisdom (or Survival)
attack. Hitting with a ray attack requires a successful check to find or follow a track. The typical DC for a
ranged touch attack roll, ignoring armour, natural armour fresh trail is 10 (no matter what kind of surface holds
MONSTERS
and shield. Ray attacks have no range increments. The the scent). This DC increases or decreases depending on
creature’s descriptive text specifies the maximum range, how strong the quarry’s odour is, the number of creatures
effects and any applicable saving throw. tracked, and the age of the trail. For each hour that the
trail is cold, the DC increases by 2. The ability otherwise
Regeneration (Ex): A creature with this ability is follows the rules for the Track feat. Creatures tracking by
difficult to kill. Damage dealt to the creature is treated scent ignore the effects of surface conditions and poor
as nonlethal damage. The creature automatically heals visibility.
nonlethal damage at a fixed rate per round, as given in the
entry. Certain attack forms, typically fire and acid, deal Sonic Attacks (Su): Unless otherwise noted, a sonic
lethal damage to the creature, which does not go away. attack follows the rules for spreads. The range of the
The creature’s descriptive text describes the details. A spread is measured from the creature using the sonic
regenerating creature that has been rendered unconscious attack. Once a sonic attack has taken effect, deafening
through nonlethal damage can be killed with a coup de the subject or stopping its ears does not end the effect.
grace (typically by chopping it into little bits). The Stopping one’s ears ahead of time allows opponents
attack cannot be of a type that automatically converts to to avoid having to make saving throws against mind-
nonlethal damage. A creature must have a Constitution affecting sonic attacks, but not other kinds of sonic
score to have the regeneration ability. attacks (such as those that deal damage). Stopping one’s
ears is a full-round action and requires wax or other
Attack forms that do not deal hit point damage ignore soundproof material to stuff into the ears.
regeneration. Regeneration also does not restore hit points
lost from starvation, thirst, or suffocation. Regenerating Swallow Whole (Ex): If a creature with this special
creatures can regrow lost portions of their bodies and attack begins its turn with an opponent held in its mouth
can reattach severed limbs or body parts; details are in (see Improved Grab), it can attempt a new grapple check
the creature’s descriptive text. Severed parts that are not (as though attempting to pin the opponent). If it succeeds,
reattached wither and die normally. it swallows its prey, and the opponent takes bite damage.
Unless otherwise noted, the opponent can be up to one
Resistance to Energy (Ex): A creature with this special size category smaller than the swallowing creature.
quality ignores some damage of the indicated type each Being swallowed has various consequences, depending
time it takes damage of that kind (commonly acid, cold, on the creature doing the swallowing. A swallowed
fire or electricity). The entry indicates the amount and creature is considered to be grappled, while the creature
type of damage ignored. that did the swallowing is not. A swallowed creature can
try to cut its way free with any light slashing or piercing
Scent (Ex): This special quality allows a creature to weapon (the amount of cutting damage required to get
detect approaching enemies, sniff out hidden foes and free is noted in the creature description), or it can just
track by sense of smell. Creatures with the scent ability try to escape the grapple. The Defence of the interior
can identify familiar odours just as humans do familiar of a creature that swallows whole is normally 10 + 1/2
sights. its natural armour bonus, with no modifiers for size or
The creature can detect opponents within 30 feet by Dexterity. If the swallowed creature escapes the grapple,
sense of smell. If the opponent is upwind, the range success puts it back in the attacker’s mouth, where it may
increases to 60 feet; if downwind, it drops to 15 feet. be bitten or swallowed again.
Strong scents, such as smoke or rotting garbage, can be
detected at twice the ranges noted above. Overpowering Telepathy (Su): A creature with this ability can
scents, such as skunk musk or troglodyte stench, can be communicate telepathically with any other creature
detected at triple normal range. within a certain range (specified in the creature’s entry,
usually 100 feet) that has a language. It is possible to
When a creature detects a scent, the exact location of address multiple creatures at once telepathically, although
the source is not revealed—only its presence somewhere maintaining a telepathic conversation with more than one
219
creature at a time is just as difficult as simultaneously telekinetically, roll the monster’s Concentration against
speaking and listening to multiple people at the same the target’s Strength, and the target gets a +5 bonus.
time. Some creatures have a limited form of telepathy, Warp Reality is essentially a way for the Games Master to
while others have a more powerful form of the ability. model all the bizarre events associated with demons and
other nightmarish creatures.
Trample (Ex): As a full-round action, a creature with
this special attack can move up to twice its speed
and literally run over any opponents at least one size Weaknesses
category smaller than itself. The creature merely has Aversion (Ex or Su): A creature with an aversion is
MONSTERS
to move over the opponents in its path; any creature repelled by the object of its aversion (fire is a common
whose space is completely covered by the trampling one, as are holy symbols like crosses). It must make a
creature’s space is subject to the trample attack. If a Will save to come within 20 feet of the aversion, and even
target’s space is larger than 5 feet, it is only considered then can only advance at five feet per round. Furthermore,
trampled if the trampling creature moves over all the if the object of the aversion comes closer to the creature,
squares it occupies. If the trampling creature moves it must make the Will save again or move out of range.
over only some of a target’s space, the target can make Each aversion has a strength, which determines the DC
an attack of opportunity against the trampling creature for any Will saves made by the creature. For example, a
at a –4 penalty. A trampling creature that accidentally zombie might have Aversion: Fire (10), meaning it must
ends its movement in an illegal space returns to the last make a Will save at DC10 to approach someone holding
legal position it occupied (or the closest legal position, if a burning torch.
there’s a legal position that is closer).
Also, anyone holding the object of aversion may take the
A trample attack deals bludgeoning damage (the strength of the aversion as the result of a die roll when
creature’s slam damage + 1-1/2 times its Str modifier). making a Horror save against the monster. For example, a
The creature’s descriptive text gives the exact amount. character holding a burning torch may take 10 on Horror
Trampled opponents can attempt attacks of opportunity, saves caused by zombies, as zombies have Aversion: Fire
but these take a –4 penalty. If they do not make attacks (10).
of opportunity, trampled opponents can attempt Reflex
saves to take half damage. The save DC against a Disruptable (Su): A creature vulnerable to disruption
creature’s trample attack is 10 + 1/2 creature’s HD + has only a tenuous hold on physical reality. If struck
creature’s Str modifier (the exact DC is given in the with sufficient force in one round (i.e, it fails a Massive
creature’s descriptive text). A trampling creature can Damage save), it is dispersed, destroyed or otherwise
only deal trampling damage to each target once per incapacitated for 8+2d20 hours. Usually, a creature
round, no matter how many times its movement takes it that is disruptable has some Special Quality that keeps
over a target creature. it from being destroyed, so temporarily disrupting it may
be all the characters can do until they find out how to
Warp Reality (Su): The creature can alter the laws permanently kill it.
of reality and perception. The creature must make a
Concentration check to create an effect, as follows: Need (Ex or Su): A creature with a need must fulfil it
Often, Warp Reality will be an opposed check where the at regular intervals and will go to great risks to do so. A
opponent has a +5 bonus; for example, to push someone vampire might need to drink blood every month while a
cybernetic killing machine might need to recharge every
Warp Reality Effects day. If the monster fails to fulfil its need, it takes 2 points
Concentration of temporary ability damage (usually Constitution).
Effect DC
Sensitivity (Ex): A creature that is sensitive to a particular
Fly 10
phenomena (sunlight, cold) suffers a –2 circumstance
Reverse gravity/walk up walls 15 penalty to all attack rolls and skill checks when exposed
Telekinetically affect objects 12 to it.
Speed or slow time 15
Vulnerability (Ex or Su): A creature with vulnerability
Isolate a structure from the rest of the 20 to a particular substance may take extra damage from
world attacks using that substance. Like aversion, vulnerability
Cause a Fear or Madness check 5+ DC of Fear has a rating (e.g, a werewolf might have Vulnerability:
or Madness silver (15)). Vulnerability has the following effects:
check
220
~ If the creature has Damage Resistance, it is reduced Weaknesses: Sensitivity (sunlight), Need (drugs)
by an amount equal to the Vulnerability rating when Saves: Fort +6, Ref +2, Will +2
the attack uses that substance. Abilities: Str 16, Dex 6, Con 20, Int 1, Wis 10, Cha 3
~ If there is any Vulnerability left over after overcoming Skills: Hide +3, Listen +2, Spot +7, Survival +5, Swim
damage resistance, the monster takes 1d6 extra +8*
damage for every five points of Vulnerability Feats: Power Attack, Track
(rounding up). Evidence:
~ A creature cannot use Fast Healing or Regeneration ~ Investigate (DC 5): A trail of slime and sewer water
to recover from damage inflicted by a substance to leads to a manhole. The edges of the manhole are
MONSTERS
which it is Vulnerable. slightly cracked and stained.
~ If touched by the substance in a normally non- ~ Knowledge (physical sciences) (DC 15): The slime
damaging fashion (i.e. the werewolf merely picks is from no known creature, but contains genetic
up a silver knife instead of being stabbed with it), markers suggesting that it was artificially engineered.
the creature must make a Fortitude save every round It is also dangerously mutagenic.
(DC equal to the strength of the Vulnerability) or ~ Treat Injury (DC 15): The corpse was partially
be nauseated and take one point of damage per five devoured, but there are several other strange injuries,
points of Vulnerability. which resemble marks left by exploratory surgery on
~ If the monster is exposed to an unusually concentrated the intestines and inner arm.
form of the vulnerable substance, the extra damage Research:
may increase, up to a maximum of 1d6 per point of ~ Gather Information (DC 20): All the victims
vulnerability. suffered from various medical conditions, treated
with drugs.
For example, our poor werewolf has Damage Reduction ~ Research (DC 15): Pharmaceutical companies deny
15 and silver Vulnerability 15. If shot with a normal that biological waste from failed experiments was
weapon, the damage is reduced by 15. If however it is dumped in public sewers instead of being properly
shot with a silver bullet, the vulnerability reduces the incinerated.
Damage Reduction (15-15=0), so the bullet does normal Horror: Fear (DC 14)
damage.
It might have been an alligator, once. Certainly, its hide
If the werewolf had only Damage Reduction 10, then is scaly beneath the filth, stitches and scars, but it has
the bullet would do an extra 1d6 points of damage as more limbs and misshapen appendages than any natural
five points of vulnerability are left over after reducing creatures. Its snout is covered with eyes of all shapes,
the Damage Reduction to 0. If touched by silver, the colours and sizes that grow and pop like boils. A strange
werewolf must make a Fortitude save (DC15) or be burnt bone-tipped tentacle, like an embryonic arm, sprouts
for three points of damage. If submerged in molten from either side of the mouth. It swims sullenly through
silver, the werewolf takes 15d6 points of damage per the foul waters beneath the cities, occasionally climbing
round. We shall now let the poor werewolf die in peace. up to feed.
221
where the beast might find drugs. The death is gory and Game Ideas: A game involving a sewer beast is going to
agonising – just like the rest of the beast’s life. end up as a fairly straight-forward bug hunt, so complicate
matters with pharmaceutical corporations, conspiracies,
Ambush (Ex): Sewer beasts get a +4 circumstance police cover-ups and so on – the monster is just the
bonus to Hide and Move Silently checks while hiding unforeseen disaster that throws everything into chaos.
in the sewers.
Bat
Improved Grab (Ex): If the sewer beast hits with its Diminutive animal
bite attack, it can immediately make a Grapple attack. Hit Dice: ¼ d8 (1 hp)
If it successfully grapples, it gets a +4 bonus to attacks Massive Damage: 10
with its side tentacles. Initiative: +2 (Dex)
Speed: 5ft, fly 40 ft (good)
Multiple Eyes (Ex): Sewer beasts get the Alertness feat Defence: 16 (+2 Dex,+4 size), touch 16, flat-footed 14
for free and have all-around vision. They can also see Base Attack Bonus/Grapple: +0/–17
into the infra-red spectrum. Attack: None
Full Attack: None
Squeeze (Ex): Sewer beasts can fit through tiny gaps Space/Reach: 1 ft. x 1 ft. / 0 ft.
– their bones jellify, allowing them to push through Special Qualities: Blindsight
spaces only a few inches wide. Weaknesses: None
Saves: Fort +2, Ref +4, Will +2
Abilities: Str 1, Dex 15, Con 10, Int 2, Wis 14, Cha 4
Skills: Listen +9, Move Silently +6, Spot +9
Feats: None
Found in belfries and dark woods, bats eat insects and fly
out unexpectedly, startling characters and getting caught
in their hair.
Cat
Tiny animal
Hit Dice: ½ d8 (2 hp)
Massive Damage: 10
Initiative: +2 (Dex)
Speed: 30 ft.
Defence: 14 (+2 Dex, +2 natural), touch 14, flat-
footed 12
Base Attack Bonus/Grapple: +0/-12
Attack: Claw +4 melee (1d2-4)
Full Attack: Two claws +4 melee (1d2-4), Bite -1
melee (1d2-4)
Space/Reach: 2 ½ ft. x 2 ½ ft / 0 ft.
Special Qualities: Low-light vision
Saves: Fort +2, Ref +4, Will +1
Abilities: Str 3, Dex 15, Con 10, Int 2, Wis 12,
Cha 7
Skills: Balance +10, Climb +5, Hide +17, Jump
+6, Listen +4, Move Silently +9, Spot +4
Feats: Weapon Finesse
Always of the domestic variety, sometimes black
and unlucky.
222
Abilities: Str 17, Dex 17, Con 13, Int 1, Wis 12, Cha 2
Dog Skills: Balance +11, Climb +14, Hide +11, Listen +9,
Medium animal
Spot +9, Swim +11
Hit Dice: 2d8+4 (13 hp)
Feats: None
Massive Damage: 15
Not poisonous, but this snake can quickly crush the life
Initiative: +2 (Dex)
from an unfortunate investigator.
Speed: 40 ft.
Defence: 13 (+2 Dex,+1 natural), touch 12, flat-footed
12 Rat
Tiny animal
MONSTERS
Base Attack Bonus/Grapple: +1/+3
Attack: Bite +3 melee (1d6+3) Hit Dice: ¼ d8 (1 hp)
Full Attack: Bite +3 melee (1d6+3) Massive Damage: 10
Space/Reach: 5 ft. x 5 ft /5 ft Initiative: +2 (Dex)
Special Qualities: Scent Speed: 15 ft., climb 15 ft., swim 10 ft.
Saves: Fort +5, Ref +5, Will +1 Defence: 14 (+2 Dex,+2 size), touch 14, flat-footed 12
Abilities: Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6. Base Attack Bonus/Grapple: +0/-12
Skills: Jump +4, Listen +5, Spot +5, Survival +1 (+5 Attack: Bite +4 melee (1d3-4)
when tracking by scent), Swim +5 Full Attack: Bite +4 melee (1d3-4)
Feats: None. Space/Reach: 2 ½ ft. x 2 ½ ft / 0 ft.
A large guard dog, family pet, or hound of the Special Qualities: Scent, low-light vision
Baskervilles. Saves: Fort +2, Ref +4, Will +1
Abilities: Str 2, Dex 15, Con 10, Int 2, Wis 12, Cha 2
Skills: Balance +10, Climb +12, Hide +18, Move
Horse Silently +10, Swim +10
Large Animal
Feats: Weapon finesse
Hit Dice: 3d8+6 (19 hp)
Squeak. Squeak squeak. Squeaksqueaksqueaksqueak
Massive Damage: 15
SQUEAKSQUEAKSQUEAKSQUEAK.
Initiative: +1 (Dex)
Speed: 60 ft.
Defence: 13 (-1 size, +1 Dex, +3 natural), touch 10, flat-
Shark
Medium animal
footed 12
Hit Dice: 3d8+3 (16 hp)
Base Attack Bonus/Grapple: +2/+7
Massive Damage: 13
Attack: Hoof +2 melee (1d4+1)
Initiative: +2 (Dex)
Full Attack: Two hooves +2 melee (1d4+1)
Speed: Swim 60 ft.
Space/Reach: 10 ft. x 10 ft /5 ft.
Defence: 15 (+2 Dex,+3 natural), touch 12, flat-footed
Special Qualities: Scent, low-light vision
15
Saves: Fort +6, Ref +4, Will +2
Base Attack Bonus/Grapple: +2/+3
Abilities: Str 13, Dex 13, Con 15, Int 2, Wis 12, Cha 6.
Attack: Bite +4 melee (2d6+2)
Skills: Listen +6, Spot +6
Full Attack: Bite +4 melee (2d6+2)
Feats: None
Space/Reach: 5 ft. x 5 ft /5 ft.
An ordinary riding or draft horse.
Special Qualities: Low-light vision
Python
Medium Animal
Hit Dice: 3d8+3 (hp 16)
Massive Damage: 13
Initiative: +3 (Dex)
Speed: 20 ft., climb 20 ft, swim 20 ft.
Defence: 15 (+3 Dex,+2 natural), touch 13, flat-footed
12
Base Attack Bonus/Grapple: +2/+5
Attack: Bite +5 melee (1d6+4)
Full Attack: Bite +5 melee (1d6+4)
Space/Reach: 5 ft. x 5 ft /5 ft.
Special Qualities: Improved grab, constrict 1d6+4,
scent, low-light vision
Saves: Fort +4, Ref +6, Will +2
223
Saves: Fort +4, Ref +5, Will +1
Abilities: Str 13, Dex 15, Con 13, Int 1, Wis 12, Cha 2 Constructs
Skills: Listen +7, Spot +7, Swim +9
Feats: Weapon Finesse Nightmare Engine
Horror: Panic 10 Large Construct
Sharks can scent blood in the water over great distances Hit Dice: 5d10+20 (50 hp)
and have mouths overspilling with razor-sharp teeth. Massive Damage: -
Initiative: -3 (Dex)
Tiger Speed: 30 ft.
MONSTERS
224
the Nightmare Engine quickly and efficiently learns how Full Attack: Punch +8 melee (1d6+5)
to adjust its murders to be as terrifying as possible. Space/Reach: 5 ft. x 5 ft /5 ft.
Special Qualities: Damage Resistance 5, Fame
Where does the Nightmare Engine come from? No- Weaknesses: Vulnerability: Exceedingly Bright Lights
one knows. The Engine can control other machines (10)
and perhaps it seeds them with a spark of its own Saves: Fort +2, Ref +2, Will +0
consciousness. A car animated to drive over its owner Abilities: Str 20, Dex 11, Con -, Int 7, Wis 5, Cha 15
might slowly become more and more aware until it Skills: None
begins to grow limbs, and teeth, and evil… Feats: Renown
MONSTERS
Evidence:
Combat: A Nightmare Engine begins by trapping its ~ Investigate (DC 10): There are traces of what appears
prey. In modern cities, a building can easily be isolated to be sunscreen at the crime scene.
– automatic doors can be compelled to lock, dump ~ Knowledge (physical sciences) (DC 25): It is not
trucks driven to block exits, phones disabled – and then sunscreen – it is some sort of chemical compound that
it begins to stalk. Grinding, lumbering footstep after absorbs ultra-violet radiation, certainly, but it is quite
footstep, its blades whirring, the Nightmare Engine goes poisonous.
about processing its victims. Fear is changed to fuel and Research:
living flesh is turned into dead meat. ~ Gather Information (DC 15): Rumours of drug
abuse and medical problems have dogged this
Process Horror (Su): If anyone fails a Fear check within celebrity for years. It is also said that the celebrity’s
30 feet of the Nightmare Engine, the Engine instantly demands are getting more and more eccentric.
recovers a number of hit points equal to the margin of ~ Research (DC 30): The celebrity did attend a ‘private
failure. clinic’ for a ‘minor operation’ several years ago.
Horror: Fear 10
Cannibalise (Ex): The Nightmare Engine can absorb
other machines into its own body. It can either add new Medicine has come a long way since a mad scientist
capabilities (such as ranged attacks from firearms, or jolted a corpse back to life with bubbling vital fluids and
faster movement), or repair itself. It has a +20 insight bolts of lightning. There are no more unsightly bolts in
bonus to Repair checks. Furthermore, as the Engine the neck, no more scars, no more sutures of thick, ugly
looks like a walking heap of scrap metal, it gains a +10
circumstance bonus to Hide checks when concealed
amid machinery.
Animated Corpse
Medium Construct
Hit Dice: 6d10+10 (46 hp)
Massive Damage: -
Initiative: +0 (Dex)
Speed: 30 ft.
Defence: 14 (+4 natural), touch 10, flat-footed 14
Base Attack Bonus/Grapple: +3/+8
Attack: Punch +8 melee (1d6+5)
225
twine. Cosmetic necromancy is a refined art now – a nip, Speed: 40 ft.
a tuck, a small incision, and a careful injection of certain Defence: 18 (+3 Dex,+5 natural), touch 13, flat-footed
chemicals, and it (and its career) is alive… 15
Base Attack Bonus/Grapple: +6/+9
The primary customers for this illegal procedure are Attack: Claw +10 melee (1d8+3) or by firearm +8
celebrities. The process still has one or two drawbacks Full Attack: Two claws +10 melee (1d8+3), Bite +5
(primarily, brain tissue is severely damaged during melee (1d4+4), or by firearm +8
reanimation, and the animated corpse needs huge Space/Reach: 5 ft. x 5 ft /5 ft.
amounts of insanely expensive drugs). Therefore, only Special Qualities: Damage Reduction 5, Rage, Low-light
MONSTERS
people who can continue to earn millions while being vision, Possession Bullets
one step above drooling morons can successfully avail Weaknesses: Aversion: Holy (10), Vulnerability: Holy
of the procedure – and therefore dozens of celebrities are (10)
rumoured to have been transformed into the living dead. Saves: Fort +6, Ref +7, Will +6
Abilities: Str 17, Dex 15, Con 18, Int 14, Wis 12, Cha 12
Originally, all the subjects either willingly underwent Skills: Bluff +3, Climb +4, Craft (bullets) +10*, Disguise
the transformation to preserve a fading youth, or else +3, Drive +4, Hide +4, Intimidate +7, Listen +7, Move
died of overdoses or accident and were reanimated to Silently +4, Search +4, Sense Motive +7, Spot +7
keep a record deal or movie going. Recently, however, Feats: Simple Weapons Proficiency, Personal Firearms
some pretty young starlets have been butchered and Proficiency, Weapon Focus (claw), Track, Point Blank
resurrected even before they are made famous, so that Shot
they will be both trouble-free and eternally pretty. Evidence:
~ Handle Animal (DC 15): The guard dogs here are
Another drawback of the procedure is that the subject’s specially trained to tolerate the security staff – other
skin (now flawless and wrinkle-free) begins to rot if animals are shying away from them.
exposed to bright lights. A special oil can protect the ~ Investigate (DC 20): The body has a bullet lodged in
skin against damage for short times, allowing animated it, which is stuck near the heart and resists attempts to
stars to work under the bright lights of stage and screen. surgically remove it. It is made of a curious alloy of
However, the flash of a tabloid photographer’s camera copper, and seems to have symbols engraved on it.
can severely damage the corpse, causing many to ~ Knowledge (occult) (DC 20): Most guards do not
develop a literally murderous hate of the paparazzi. unconsciously model the route of their patrol on
demonic sigils.
Combat: Few animated corpses bother to attack, Research:
physically – they have, like, people for that. Anyone ~ Research (DC 25): Ancient church records describe
alleging that a Hollywood star or pop idol is in fact a some evil spirits entering the body through wounds.
rotting artificial zombie (more plastic and chemicals Disease was once thought to be a form of possession.
than human) will get sued. If an animated corpse does ~ Research or Gather Information (DC 20): There are
snap and go on the rampage, it attacks by hammering its several reports of gunfire, and even rumours of people
elegantly manicured fists into the skulls of its victims. being shot by the guards, but police investigations
found no evidence.
Fame (Ex): Most animated corpses are famous Horror: Fear 15
(Reputation bonus of at least +10) and all are either rich
or have a rich backer (Wealth Bonus +20 or more). The smile is too wide. Not just false (although it is false,
painfully so, a shark’s sincerity), but the way their lips
Game Ideas: These horrors can be run as a satire of peel back from the jaw is disturbing. They look human
modern celebrities, a twist in a Scooby-doo-esque from most angles, but sometimes (in the light from a
comedy game, or the killer in an especially surreal muzzle-flash or bolt of lightning), you can see beneath the
murder mystery. skin and see the monster beneath.
226
is possible to spot a demon hybrid if one knows what to
look for – and when to look.
MONSTERS
part occasionally to give a glimpse of gnashing teeth or
warped face.
227
Skills: Bluff +9, Concentration +12, Disguise +4, Hide with magic or faith and even then the consequences of the
+7, Listen +7, Move Silently +7, Sense Motive +7, Spot child’s disappearance must be dealt with.
+7
Feats: Alertness, Skill Focus (Concentration), Deceptive, Combat: Demon children use their Warp Reality power
Great Fortitude to cause accidents and catastrophes around them, as they
Evidence: are physically quite weak.
~ Knowledge (occult) (DC 20): The child’s horoscope
indicates that it is dominated by dark forces and evil Insinuate (Su): A demon child can extend psychic
omens. tendrils into the mind of one other person. That person
MONSTERS
~ Search (DC 15): Good little children do not have must make a Will save (DC 12) or become obsessed with
animal bones, dead birds or thousands of insects caring for and protecting the child. Even considering
living under their beds. violence against the child forces that person to make a
Research: Madness save (DC 20). The victim also suffers a –20
~ Research (DC 25): Hospital records indicate that the penalty against any checks to perceive that the child is
birth was difficult and lengthy. Alarmingly, thirteen evil or dangerous in any way. A demon child can only
critically ill patients all died at exactly the same insinuate itself with one person at a time, but can switch
moment the child was born. insinuations once per round.
~ Gather Information (DC 25): Everyone knows the
child is trouble at school – a litany of report cards and If a character dies while under the effect of this ability, the
suspensions give testimony to that. Only the other character returns as a ghost within 1d6 rounds to protect
children at the school, however, speak in whispers the child.
of a teacher who vanished. Neither school records
nor the staff recall anything about this teacher. A Damage Transfer (Su): The demon child may
playground myth perhaps… automatically transfer up to half the damage inflicted on it
Horror: Fear 12, Madness 15 to the victim of its insinuation ability (as long as that
victim is still alive). If it makes a Concentration
This is not a possession; this child was always check (DC equal to the damage inflicted), it
wrong. Born bad, perhaps, or a changeling may transfer all the damage inflicted by up to
stolen from the crib and replaced by a demon. one attack per round. A demon child is still
These things filter in through the cracks vulnerable to the Disruptive effects of damage,
of reality; parents bring a new life into the even if the damage itself is transferred.
world, but sometimes this new life comes
from a dark place. Game Ideas: Often, if a Games Master puts
a child into a horror game, the Players (quite
Demon children are destructive by their reasonably) shoot it at the earliest possible
very nature. They take no apparent delight opportunity. Freaky children are always
in causing pain and suffering (indeed, they trouble. Therefore, the demon child is
take no apparent delight in anything), but designed to be used as a sub-plot in a
they manipulate and sabotage everything game – instead of the adventure centring
around them. Demon children drive on banishing the demon child, the child is just an
neighbours insane (and in a cutting- added complication in another investigation. For
one’s-own-eyes-with-a-nail-scissors example, if the characters are pursued by monsters
way, not a cute Denis-the-Menace-way) and forced to take refuge in an isolated farmhouse,
and shatter families. If a demon child have one of the children living there be a demon
finds out that someone is involved in child. Monsters outside, and a twisted child
something important (such as a group inside…
of Player Characters investigating
a mystery), it will stop at nothing Werewolf (template)
to ruin them. There are those who theorise
that lycanthropy is a virus, a
Destroying a demon child is difficult quadruple-helix DNA molecule
– not only it is protected by its parents, it that rewrites the host’s DNA
can draw on their unnatural love to transfer when triggered by hormones
injury to them. Hurt the child and you aroused by the lunar cycle.
hurt the parents more. The only Perhaps silver interferes with
ways to banish such a thing is this complex biochemical
228
transformation, retarding the changes in the cells it action. Upon assuming either form, the werewolf regains
touches and causing the lycanthrope’s flesh to melt hit points as if having rested for a day. A slain werewolf
away as cell walls collapse in a chaos of enzymes. They reverts to its humanoid form, although it remains dead.
theorise that there are hereditary carriers of the disease, Afflicted werewolves find this ability difficult to control,
who have learned to cope with the disease, and infected but natural lycanthropes have full control over this
victims who quickly degenerate. They theorise that power.
with a proper regimen of regulatory drugs and dietary Curse of Lycanthropy (Su): Any humanoid hit by
supplements, those infected by the virus could live a a werewolf’s bite attack (in wolf or hybrid form)
perfectly normal life. These people have never been in must succeed on a Fortitude save (DC 15) or contract
MONSTERS
the forest, at night, when the silver spears of moonlight lycanthropy.
make pools of light and shadow amid the trees, and the Trip (Ex): A werewolf in wolf form that hits with a bite
wolves are out, howling, panting, white teeth gleaming attack can attempt to trip its opponent as a free action
before they pounce. without making a touch attack or provoking an attack
of opportunity. If the attempt fails, the opponent cannot
Natural werewolves are humans born with the ability to react to trip the werewolf.
assume wolf and hybrid forms. A human who contracts Scent (Ex): This ability allows a werewolf in wolf or
lycanthropy after being wounded by a werewolf becomes hybrid form to detect approaching enemies, sniff out
an afflicted werewolf. hidden foes, and track by sense of smell.
Damage Reduction 15 (Su): A werewolf in wolf or
A werewolf uses either the character’s or the wolf’s hybrid form ignores the first 15 points of damage.
statistics and special abilities in addition to those Fast Healing (Su): A werewolf regains one hit point
described below. every round.
Wolf Empathy (Ex): A werewolf can communicate
Hit Dice: Same as the character plus the wolf’s Hit Dice with wolves in any form and gains a +4 species bonus on
(2d8). Diplomacy checks when influencing a wolf’s attitude. A
friendly wolf understands and heeds simple commands,
Speed: Same as the character, or 50 feet for hybrid and such as ‘wait’, ‘chase’, ‘flee’ and ‘attack’.
wolf form. Darkvision (Ex): In their wolf and hybrid forms,
werewolves have darkvision with a range of 60 feet.
Defence: Same as the character while in human form. In
hybrid and animal form, the creature gains a +2 natural Weaknesses:
armour bonus. This bonus does not stack with other Aversion: Silver (15)
natural armour bonuses. Vulnerability: Silver (15)
Vulnerability: Wolfsbane Herb (10)
Base Attack: Same as the character +1.
Saves: Same as the character, with a +3 bonus on
Grapple Bonus: Apply modifiers for Strength depending Fortitude and Reflex saves.
on the lycanthrope’s form. Ability Scores: Werewolves gain the following ability
score increases: Con +4, Wis +2. Additionally, a
Attacks: Same as the character while in human form. werewolf that assumes wolf and hybrid form gains the
In hybrid and animal form, a werewolf attacks with its
powerful bite, dealing 2d6 points of damage plus its
Strength modifier.
229
following additional benefits for as long as it remains in
either form: Str +2, Dex +4. Oozes
Skills: Same as the character, with a +1 species bonus
on Hide checks, a +2 species bonus on Move Silently Mimetic Ooze
checks, a +3 species bonus on Spot checks and a +5 Medium Ooze
species bonus on Listen checks. A werewolf in wolf or Hit Dice: 3d10+10 (31 hp)
hybrid form also gains a +4 species bonus on Survival Massive Damage: -
checks when tracking by scent. Initiative: +1 (Dex)
Feats: Same as the character. A werewolf gains the Speed: 30 ft.
MONSTERS
bonus feats Iron Will and Weapon Finesse (bite). Defence: 13 (+1 Dex, +2 natural), touch 11, flat-footed
Evidence: 12
~ Investigate (DC 10): Wolves. Definitely wolves or Base Attack Bonus/Grapple: +1*/+2
other large canines. Attack: Slam +2 melee (1d6+1)
~ Investigate (DC 20): There is a blood-stained piece Full Attack: Slam +2 melee (1d6+1)
of cloth, which looks like it was torn from a shirt. Space/Reach: 5 ft. x 5 ft /5 ft.
There’s also a tablet. Special Qualities: Telepathy, Change Shape, Copy
~ Investigate or Knowledge (earth and life sciences) Abilities, Fire/Cold/Electrical/Acid Resistance 30
(DC 25): Saliva in the wound comes from the animal. Weaknesses: Vulnerability: Sonics (30)
It seems to be a carrier for an unusual virus. Bob Saves: Fort +2, Ref +2, Will +2
the lab guy was checking it out, but he accidentally Abilities: Str 13, Dex 13, Con 13, Int 10, Wis 13, Cha 13
scratched himself with a needle. It’s probably Skills: None*
nothing, and he’s taken a tetanus shot. Feats: None*
Research: Evidence:
~ Treat Injury (DC 20): The tablet is an extremely ~ Investigate (DC 10): Looks like chemical burns on the
strong anti-histamine used for treating allergies. The carpet – not especially serious ones. At a guess, there
blood matches the victim. was a really bad stain and someone went overboard
~ Research (DC 25): Previous attacks match the lunar with the cleanser.
cycle. ~ Investigate (DC 20): There are fragments of some
Horror: Panic 15, Fear 20. sort of plastic lodged in the wounds. The killer was
wearing some sort of latex gloves.
Combat: Werewolves hunt in packs. They surround ~ Investigate (DC 35): There is some sort of strange
their prey, circling and letting the victim exhaust both artificial spiderweb on the victim’s neck and hands.
strength and ammunition, before closing in for the kill. Research:
Most packs hunt purely for food and devour their victims ~ Gather Information (DC 15): Neighbours say that the
whole, carefully disposing of the remains in human form victim was being stalked by someone. Certainly, there
at daybreak if the kill did not happen in an isolated area. have been quite a few strangers in the area recently.
A lone wolf sometimes tries to infect a suitable human ~ Research (DC 30): A local research corporation was
of the opposite sex for mating and packs of werewolves rumoured to be on the verge of a breakthrough, but has
occasionally serve a more power lord or entity. since clammed up and denied all the rumours. Their
stock price has collapsed.
Game Ideas: Werewolves are one of the classic horror ~ Knowledge (physical sciences) (DC 30): The
monsters, so there is a lot of scope for using them in spiderweb found could be shattered by high-frequency
games. An old-style scenario where the characters are sound waves.
trapped in the forest can be fun at the start of a campaign Horror: Madness 12 when the nature of the ooze is
– it puts the Players into the horror movie mindset revealed. Different forms may cause different types of
from the beginning. Werewolves can also be added as Horror.
a complication to other scenarios; as both Players and
characters are familiar with the whole werewolf myth, it Take human nerve cells and thread them through a newly
is easy to drop scary hints. Why did all the victims carry developed form of plastic myomer that becomes flexible
silver penknives? when electrified. Cap the myomers with microscopic
sensors that let the nerve cells interface with the human
nervous system. Float the mesh in a bio-active gel that
can adjust its density and let all those nerve cells grow
together into something that approximates a brain. In an
ideal world, you end up with a substance that can change
shape on command.
230
This is not an ideal world. connect to those in a neighbouring room. The filaments
grow at a rate of 10 feet per round. The filaments can
Mimetic Ooze, in its ‘natural’ form, looks like an only interface with bare skin, but can thread through
extremely tangled net of fine silver wires caught in most clothing. Wearing a biohazard suit protects against
a rather lumpy mass of silvery jelly. The ooze can telepathic intrusion.
change its shape at will, in response to the commands
of humans around it. The problem is in its interpretation Change Shape (Ex): The ooze can assume almost any
of ‘command’. It responds primarily to subconscious form. Its mass stays constant, but it can adjust its volume
desires, impulses and fears. It is more empathic than and density proportionately. It has a maximum Strength
MONSTERS
telepathic, adapting to respond to strong emotion. If the of 30.
ooze connects to a person, it does its best to obey their
unconscious desires and commands – and since most Copy Abilities (Ex): While connected via a neural
people are a contradictory mess of impulses, this can be filament to a character, the Ooze can use that character’s
disastrous. Intelligence, Base Attack Bonus, feats and skills.
Lonely? Then the ooze might transform into your ideal Game Ideas: The horror of the ooze is not the monster
mate – or misinterpret your commands and kill anyone itself – it is in the characters themselves, in how their
who approaches you to make sure you stay lonely. Hear thoughts and desires find horrific form in the ooze. The
a noise in the attic, and wonder if it is a monster? With best time to use this monster is in a game after a climatic,
mimetic ooze connected to you, anything you fear will world-saving adventure. The characters have confronted
be there. some truly fearsome horror and survived – how has that
affected and changed them? Throw them up against
The advertisements for mimetic ooze write themselves some mimetic ooze, and find out…
– or would, if the corporation who made it were not all
killed by a rogue ooze obeying the paranoid fantasies of Cosmic Mess
one employee. He now sits alone in his office, denying Colossal Ooze
his crime – and so oozes are obediently mimicking the Hit Dice: 32d10+40 (216 hp)
people they killed for him. Massive Damage: -
Initiative: -2 (Dex)
The ooze connects to people using exceedingly fine, Speed: 20 ft.
sticky filaments of neural matter, like spiderwebs that Defence: 0 (-8 size, -2 Dex), touch 0, flat-footed 0
extend from the ooze and cluster on the skin of nearby Base Attack Bonus/Grapple: +16/+49
people. An ooze in the middle of a crowd is surrounded Attack: Slam +25 melee (4d6+25+absorbing touch)
by a constantly changing set of connections, as filaments Full Attack: Slam +25/+20/+15 melee
extend and break. The filaments are almost invisible (4d6+25+absorbing touch)
(Spot check at DC 30, to notice one), but glow brightly Space/Reach: 60 ft. x 60 ft /20 ft.
when exposed to ultra-violet light. They are as weak as Special Qualities: Regeneration 40, Absorbing Touch,
gossamer, but the ooze can strengthen a filament if it Convert Biomatter, Divide
chooses (the Strength check DC and to break the filament Weaknesses: Vulnerability: see below (80)
and its hit point total increases by one per round, to a Saves: Fort +19, Ref +8, Will +5
maximum of Strength DC 30 and 30 hp). Abilities: Str 44, Dex 6, Con 29, Int 0, Wis 1, Cha 1
Skills: None.
Combat: Mimetic ooze has an inbuilt sense of self- Feats: None.
preservation, and will fight to defend itself by slamming Evidence:
pseudopods of gel into assailants. Usually, however, it ~ Spot (DC 5): There is a giant slime monster from
attacks because someone feels threatened, or suicidal, or outer space eating everything!
guilty, or fearful and the ooze shapeshifts to give them ~ Investigate (DC 10): The thing absorbs all organic
what they want. matter, leaving only metal, stone and plastic behind.
Research:
Telepathy (Ex): The ooze’s ‘telepathy’ is actually nerve ~ Research (DC 20): Scientists recently discovered
signals transmitted along its neural fibres. It can receive something frozen in the arctic ice.
commands from all humans touched by these filaments, ~ Knowledge (life science) (DC 40): Eureka! Its
and even send (usually simple and incomprehensible) weakness is…
messages back. The ooze usually extends filaments Horror: Fear 15, Madness 15
to connect to everyone in the same room or within 30
feet, but it can choose to exclude some people or try to
231
It is a giant slime monster from outer space. It looks, Game Ideas: 50’s B-movies make great one-off horror
to be honest, perfectly ludicrous – a living mess of games. Most involve a team of specialists – the brilliant
fluorescent tentacles and dripping goo. It is incapable scientist, the misguided general, the plucky reporter and
of communication, of thought, of doing anything except so on – that provide a perfect set of roles for the Players.
devouring living matter. It is more like a natural disaster Also, making it a once-off lets the mess eat the world
than a monster. safely if the Players fail to stop it.
The cosmic mess eats any and all organic matter it can If using the mess as part of a campaign, then ensure that
touch. Plants and creatures are absorbed whole and it the characters are on hand when the mess is discovered.
MONSTERS
takes several minutes for the mess to digest a trapped Instead of being a disaster relief game, as above, this
meal. Those fleeing the mess can see those who have becomes disaster avoidance – can they work out a way to
been trapped floating within the mess, slowly dissolving stop the mess before it rolls off the ice sheet and into the
inside the slime monster. As the mess eats, it grows forest?
stronger until it is ready to reproduce, splitting in two
like an amoeba.
Outsiders
Combat: The best approach is probably just to lie down
and let the mess wash over you – while the horror is Grey
easy to hit with a weapon, it heals any injury almost Small Outsider
instantly. Nothing short of a nuclear bomb can kill the Hit Dice: 2d8 (9 hp)
mess directly – and even then, if even a tiny fragment Massive Damage: 10
survives, the mess will grow again. The mess must have Initiative: +1 (Dex)
a weakness, though – it was found encased in the ice, Speed: 30 ft.
and the meteor fragments in the ice suggest it came from Defence: 16 (+1 size, +1 Dex,+4 natural), touch 12, flat-
outer space. An alien race must have somehow pacified footed 15
the mess enough to blast it into space. Of course, finding Base Attack Bonus/Grapple: +2/-3
that weakness before the mess devours the world is the Attack: Claw +1 melee (1d3-1), Alien Technology +2
key problem. (special)
Full Attack: Claw +1 melee (1d3-1), Alien Technology
Regeneration (Su): The mass regenerates 40 hit points +4/+4/+4 (special)
per round, if it has any hit points in its biomatter store Space/Reach: 5 ft. x 5 ft /5 ft.
(see below). Special Qualities: Alien Technology
Saves: Fort +3, Ref +4, Will +10
Absorbing Touch (Su): Anyone touched by the mess Abilities: Str 8, Dex 12, Con 10, Int 26, Wis 24, Cha 8
must make a Fortitude save and a Reflex save (both DC Skills: Computer Use +16, Craft (alien tech)+16,
26). If the Fortitude save fails, the victim takes another Knowledge (life sciences) +16, Spot +14
1d6 points of acid damage. If the Reflex save fails, the Feats: Alien Weapons Proficiency
victim loses 5 feet of movement, as a shell of sticky goo Evidence:
clings to his body. Those touched by the mess rarely ~ Investigate (DC 15): There are some curious circular
manage to escape it… burn marks in the field.
~ Investigate (DC 20): All clocks within a half-mile of
Convert Biomatter (Su): For every hit point of damage the burn marks have stopped.
inflicted by the mess on a living creature, it adds one ~ Investigate (DC 25): …and at the wrong time, too. In
point to its biomatter store. It also gains 5 points of fact, no clock agrees with any other clock.
biomatter store when moving over waste ground, 10 Research:
points when moving through grassland, 20 points when ~ Research (DC 15): Lights were seen in the sky over
moving through farmland, and 40 points per round when the burn site.
moving through lush forests or other overgrown areas. It ~ Gather Information (DC 20): Yeah, there have
does not gain any points when moving through deserts, always been lights over that way. Swamp gas, some
tundras, uninhabited urban areas or other lifeless zones. folks say, or the planet Venus.
Its Regeneration draws from the biomatter store. Horror: Madness 15
Divide (Su): If the mess reaches a biomatter store total Driving alone on a country road at night, the hedgerows
of 200, it splits in two, creating another mess with 200 seems to extend infinitely ahead and behind you, a
hit points. Both messes have an initial biomatter store fractal of dark leaves encompassing your whole world.
of 0. The speedometer blurs as the clock slows until both are
232
Combat: The chances of a character actually fighting
with a Grey is vanishingly small – most encounters will
be no more than a glimpse of a tiny, child-like figure
disappearing in a bright light. Should the characters
stumble into some Grey plot, they might have a round or
two to act before the aliens incapacitate them.
MONSTERS
a Grey uses technology as a standard action, it can create
either one of the following effects:
~ Force Shield: The Grey creates an invisible energy
shield around itself (it is a 5 foot aura around the
Grey). It provides Damage Reduction 20, and deals
20 points of electrical damage (Fortitude save, DC11
for half) to anyone who touches it.
~ Stun Beam: This is a ray attack that deals 1d6 points
of electrical damage to anyone struck. The victim
must also make a Fortitude save (DC16) or be stunned
for 2d6 rounds.
233
Defence: 20 (-1 size, +3 Dex,+8 natural), touch 12, flat- An entity from Hell, or from reaches of reality we can and
footed 17 should know nothing of, or from our own minds, a demon
Base Attack Bonus/Grapple: +8/+20 is a powerful and evil thing. They cannot exist in our
Attack: Claw +15 melee (2d6+8) or Hellfire +11 ranged world under normal circumstances without being crushed
(special) into nothingness. However, if a demon is properly
Full Attack: Two Claws +15 melee (2d6+8), Bite +10 summoned and anchored to this dimension (usually
melee (1d8+8) or Four Hellfires +11 ranged (special) through a sacrifice), it can exist and use its abilities freely
Space/Reach: 10 ft. x 10 ft /10 ft. in this reality.
Special Qualities: Change Shape, Damage Reduction
MONSTERS
10, Warp Reality, Hellfire, Infernal Aura, Temptation, Despite their utterly evil nature and hatred of all things,
Unkillable demons are unlikely to attack unless provoked. They
Weaknesses: Aversion: Holy (15), Vulnerability: Holy much prefer to pervert or turn their enemies through
(20), Disruptable, Banishable temptation and rhetoric. Why destroy a mortal with
Saves: Fort +14, Ref +9, Will +9 a single blow when you can destroy him much more
Abilities: Str 26, Dex 16, Con 26, Int 16, Wis 16, Cha profitably, slowly and completely by making him a
20 worshipper of evil? Demons are intelligent and cunning
Skills: Bluff +15, Climb +6, Concentration +13, foes, though, and do not hesitate to use all their terrible
Diplomacy +15, Gather Information +8, Hide +2, powers when threatened.
Intimidate +15, Knowledge (occult) +13, Knowledge
(Theology and Philosophy) +13, Listen +6, Move The appearance of a demon might be a horrific mockery of
Silently +6, Sense Motive +15, Spot +6 the human form liberally mixed with animal parts, horns
Feats: Power Attack, Cleave and teeth, or a shape of sulphurous gas and darkness, or a
Evidence: seemingly mundane shape that somehow oozes evil. Most
~ Investigate (DC 15): The weird symbol on the demons are summoned for a purpose, although others
floor is drawn in a mixture of blood and some sort have maintained cults on Earth for centuries who bring
of powder, possibly ground bone. There are very them through regularly as part of rituals.
strange magnetic anomalies here – it is as though
space is warped here. Combat: Demons prefer to incapacitate their opponents,
~ Investigate (DC 20): The victim was burnt to death, then either convert, torture or sacrifice them.
and some projectile did hit him in the chest. The
strange thing is, the damage seems to be concentrated Hellfire (Su): A demon can hurl bolts of hellfire as ranged
on genitals and face, specifically the eyes. touch attacks with a range of 80 feet. If the attack hits,
~ Spot (DC 20) or Knowledge (theology and it inflicts damage based on the morality of the character
philosophy) (DC 15): All the religious icons and - in essence, it sets their sins on fire. Especially moral
symbols around here are burnt and blackened, as if characters take 1d6 damage, most people take 2d6
exposed to flame. damage, while those people who have lived sinful lives
Research: take 3d6 or more. A living saint might be immune to this
~ Research (DC 20) or Knowledge (occult) (DC 10): attack. A Reflex save (DC 19) is allowed to take half
The symbol is a summoning circle, used for calling damage.
up demons.
~ Research (DC 25) or Knowledge (occult) (DC 15): Infernal Aura (Su): The demon is surrounded by an
Demons have an unholy aura – maybe that is what infernal aura 80 feet in radius, which reduces all Holy
affected the religious icons. auras by five. It also spoils water, sickens creatures, wilts
~ Gather Information (DC 25): That burn victim was plants and makes the area foul and depressing.
having an affair with his neighbour’s wife.
~ Research (DC 30) or Knowledge (occult) (DC Temptation (Su): A demon detects a character’s Ties
20): ‘Vine is a great king and an earle, he showeth if the character enters the demon’s aura and fails a Will
himselfe as a lion, riding on a blacke horsse, and save (DC19). The demon then uses its Diplomacy and
carrieth a viper in his hand, he gladlie buildeth large Change Shape abilities to tempt the character – a character
towres, he throweth downe stone walles, and maketh searching for his lost child might be offered the secret of
waters rough. At the commandement of the exorcist the child’s fate by the demon.
he answereth of things hidden, of witches, and of
things present, past, and to come.’ Unkillable (Su): A demon cannot be slain by mere
Horror: Panic 20, Fear 20, Madness 15 damage, only disrupted. The only ways to permanently
get rid of a demon are to banish it or inflict lethal damage
with a holy weapon.
234
Banishable (Su): The ritual that summons the demon Special Qualities: A ghost retains all the special attacks
also creates an anchor for it, that keeps it in this reality. of the base creature, although those relying on physical
Sometimes, the anchor is a magical construct that can contact do not affect nonethereal creatures. The ghost
be unwoven with a reversed spell; in other rituals, the also gains the manifestation ability plus one to three
anchor is a physical object that can be destroyed or other special attacks as described below. The save DC
broken. Removing the anchor banishes the demon. against a special attack is equal to 10 + 1/2 ghost’s HD +
ghost’s Cha modifier unless otherwise noted.
Game Ideas: Demons make great plot devices. Firstly, ~ Corrupting Gaze (Su): A ghost can blast living
a demon summoning is a classic climax to a game beings with a glance, at a range of up to 30 feet.
MONSTERS
– you have a cult doing weird things to prepare for the Creatures that meet the ghost’s gaze must succeed on
summoning, a ritual for the characters to disrupt/subvert/ a Fortitude save or take 2d10 points of damage and
blow up with rocket launchers and a built in time limit (if 1d4 points of Charisma damage.
the Players mess around too much, the demon arrives and ~ Corrupting Touch (Su): A ghost that hits a living
they all die). Secondly, demons are powerful enough to target with its incorporeal touch attack deals 1d6
be really scary, twisted enough to prefer playing on the points of damage. Against ethereal opponents, it
characters’ personalities instead of just destroying them, adds its Strength modifier to attack and damage rolls.
and chatty enough to have conversations with them Against nonethereal opponents, it adds its Dexterity
instead of just going ‘grr…argh’ – all in all, excellent modifier to attack rolls only.
archvillian material. ~ Draining Touch (Su): A ghost that hits a living target
with its incorporeal touch attack drains 1d4 points
from any one ability score it selects. On each such
Undead successful attack, the ghost heals 5 points of damage
to itself.
Ghost (template) ~ Possession (Su): Once per round, an ethereal ghost
Ghosts are the spectral remnants of intelligent beings can merge its body with a living creature. To use this
who, for one reason or another, cannot rest easily in their ability, the ghost must be manifested and it must try
graves. A ghost greatly resembles its corporeal form in move into the target’s space; moving into the target’s
life, but in some cases the spiritual form is somewhat space to use the malevolence ability does not provoke
altered. Ghosts exist on the Ethereal plane, a spirit realm attacks of opportunity. The target can resist the
that is the shadow of the material world. attack with a successful Will save (DC 15 + ghost’s
Cha modifier). A creature that successfully saves is
Size and Type: The creature’s type changes to undead.
Do not recalculate the creature’s base attack bonus,
saves, or skill points. It gains the incorporeal subtype.
Size is unchanged.
Hit Dice: All current and future Hit Dice become d12s.
Speed: Ghosts have a fly speed of 30 feet, unless
the base creature has a higher fly speed, with perfect
manoeuvrability.
Defence: Natural armour is the same as the base
creature’s but applies only to ethereal encounters. When
the ghost manifests (see below), its natural armour bonus
is +0, but it gains a deflection bonus equal to its Charisma
modifier or +1, whichever is higher.
Attack: A ghost retains all the attacks of the base
creature, although those relying on physical contact do
not affect creatures that are not ethereal.
Full Attack: A ghost retains all the attacks of the base
creature, although those relying on physical contact do
not affect creatures that are not ethereal.
Damage: Against ethereal creatures, a ghost uses the
base creature’s damage values. Against nonethereal
creatures, the ghost usually cannot deal physical damage
at all but can use its special attacks, if any, when it
manifests (see below).
235
immune to that same ghost’s possession for 24 hours and emotion retrace the steps of their lives endlessly,
and the ghost cannot enter the target’s space. If the making ruts in the matter of the world. Remembrance
save fails, the ghost vanishes into the target’s body becomes ritual becomes infinite repetition, until the ghost
and can control it and speak through it. The victim is nothing but a little speck of hate or sorrow or regret that
can try to expel the ghost once every round by making blossoms into terrible forms when interrupted.
a Will save (DC 15 + ghost’s Cha modifier).
~ Manifestation (Su): Every ghost has this ability. A Until the knot of tragedy and circumstance that trapped
ghost dwells on the Ethereal Plane and, as an ethereal the ghost in its repetitions is resolved, it cannot move
creature, it cannot affect or be affected by anything onwards.
MONSTERS
236
Create Spawn (Su): A humanoid or monstrous Spider Climb (Ex): A vampire can climb sheer surfaces
humanoid slain by a vampire’s blood drain attack rises as as if it was a spider.
a vampire loyal to its creator (called the master vampire, Darkvision (Ex): Vampires have darkvision with a range
or simply ‘master’). of 60 feet.
Domination (Su): As an attack action, a vampire can
crush an opponent’s will just by gazing into his eyes. Weaknesses (Ex)
The vampire can attempt to dominate only one target at A vampire has several weaknesses, described below.
a time, and the target must be within 30 feet and able to A vampire can have fewer weaknesses, but each lost
see the vampire. A target that fails a Will save (DC 10 + weakness costs a vampire one of its other special
MONSTERS
1/2 vampire’s Hit Dice + vampire’s Charisma modifier) qualities. For example, a vampire that is immune to the
becomes the vampire’s thrall for 1 day per Hit Die of effects of garlic might be unable to summon children of
the night.
the vampire. The thrall temporarily loses all previous
Vulnerability: Direct Sunlight (30)
allegiances and Ties and adopts a singular, unswerving
Aversion: Garlic (20)
allegiance to the vampire. If the vampire commands
Aversion: Holy (25)
its thrall to do something blatantly self-destructive,
Vulnerability: Holy (25)
the target can make a Will save to break the vampire’s
Inviolate Sanctuary: A vampire cannot enter a privately
control. If the save succeeds, the target becomes free-
owned residence unless invited in by the rightful owner
willed and regains its previous allegiances and Ties.
or tenant.
Alternate Form (Su): A vampire can assume the form
Wooden Stake: Wooden weapons that deal piercing
of a bat, rat or wolf as a move action. The vampire can
damage (such as wooden stakes, arrows, pool cues, spear
remain in that form until it assumes another form or until
shafts and table legs) destroy a vampire instantly if the
the next sunrise. attacker makes a successful called shot to the heart and
Children of the Night (Su): Vampires command the inflicts at least 5 points of damage.
lesser creatures of the world and, once per day, can call
forth a pack of 4d8 rats, a swarm of 10d10 bats, or a pack Ability Scores: Vampires gain the following ability
of 3d6 wolves as a full-round action. These creatures score increases: Str +6, Dex +4, Int +2, Wis +2, Cha
arrive in 2d6 rounds and serve the vampire for up to 1 +4. As undead creatures, vampires have no Constitution
hour. score.
Damage Reduction 15 (Su) Skills: Same as the base creature. Vampires receive a
Fast Healing 5 (Ex): A vampire heals 5 points of damage +8 species bonus on Bluff, Hide, Listen, Move Silently,
each round so long as it has at least 1 hit point. If reduced Search, Sense Motive and Spot checks.
to 0 hit points or lower, a vampire automatically assumes Feats: Vampires gain the bonus feats Alertness, Combat
gaseous form (see below) and attempts to escape. It must Reflexes, Dodge, Improved Initiative and Lightning
reach its home coffin within 2 hours or be destroyed. It Reflexes, assuming the base creature meets the relevant
can travel up to nine miles in 2 hours. Once at rest in its prerequisites and does not already have these feats.
coffin, its hit points rise to 1 hit point after 1 hour; the Evidence:
vampire then resumes healing at the rate of 5 hit points ~ Treat Injury (DC 10): The victim died of blood loss,
per round. although there is also a considerable amount of neck
Gaseous Form (Su): As a move action, the vampire (and trauma. I’ll do an autopsy tonight.
all its gear) becomes insubstantial, misty and translucent.
The vampire gains damage reduction 20 in this form. Its
armour (including natural armour) ceases to modify its
Defence, though other modifiers (such as from Dexterity
and size) still apply. The vampire cannot attack or use
supernatural abilities while in gaseous form. A vampire
in this form can remain gaseous indefinitely and has a
fly speed of 20 feet with good manoeuvrability. It can
pass through small holes or narrow openings, even mere
cracks. Its gaseous form is subject to wind and cannot
enter water or any other liquid.
Cold Resistance 20 (Ex): A vampire ignores the first 20
points of cold damage from any cold-based attack.
Electricity Resistance 20 (Ex): A vampire ignores the
first 20 points of electricity damage from any electricity-
based attack.
237
~ Investigate (DC 20): Fragments of dirt found at the Tiny or smaller +0, Small +1, Medium-size +2, Large +3,
scene are rather dry soil that is not native to this area Huge +4, Gargantuan +7, Colossal +11.
at all. Attacks: The zombie retains all the natural attacks and
~ Treat Injury (DC 20): The victim had a rare blood weapon proficiencies of the base creature. A zombie also
type. gains a slam attack.
Research: Damage: Natural and manufactured weapons deal damage
~ Gather Information (DC 20): The police have normally. A slam attack deals damage depending on the
been ordered off the case. Rumour has it that some zombie’s size (but use the base creature’s slam damage
European embassy put diplomatic pressure on them. if it is greater): Fine 1, Diminutive 1d2, Tiny 1d3, Small
MONSTERS
Horror: Panic 20, Fear 15. 1d4, Medium-size 1d6, Large 1d8, Huge 2d6, Gargantuan
2d8, Colossal 4d6. For purposes of Strength bonuses to
Combat: The weaknesses of vampires are well known, damage, a slam attack is considered a two-handed attack.
due to the vast numbers of movies and TV shows
featuring them. Vampires therefore take precautions, Special Qualities: A zombie loses all of the base creature’s
ensuring that there are no convenient stakes or crosses supernatural qualities except for immunity or resistance to
nearby that might interfere with the hunt… specific energy types. A zombie may retain any or all of
the base creature’s extraordinary abilities, at the Games
Game Ideas: Like werewolves, vampires are one of Master’s discretion. In addition to gaining the undead
the classic horror monsters. However, werewolves are type, a zombie has the following special qualities:
creatures of the wilderness, where the characters lack ~ Move or Attack Action Only (Ex): A zombie has poor
support and resources. Vampires are urban killers, reflexes and can perform only a single move action or
where the characters have access to all sorts of weapons attack action on its turn. It can only move and attack if
and supplies. If the Games Master even mentions neck it charges.
trauma or blood loss, the Players start running for holy ~ Keep Going (Su): A zombie keeps fighting when
water pistols and stakes. Therefore, vampires need a reduced to 0 hit points. It must be completely
twist such as an isolated location, an unusual way of destroyed by reducing it to –10 hit points.
disguising their kills, a hold over the characters or some
other complication to ensure the game does not become Weaknesses:
a parody too quickly. Aversion (Fire) 15, plus
Either a Need (such as Need: Brains) or a Vulnerability.
Zombie (template)
Type: The creature’s type changes to undead. Ability Scores: A zombie’s ability scores change
Hit Dice: Double the number of Hit Dice and raise them as follows: Str +2, Dex –2. Additionally, it has no
to d12. Constitution or Intelligence score, its Wisdom score
Speed: Reduce by one-third. changes to 10 and its Charisma score decreases to 1.
Defence: A zombie’s natural armour bonus to Defence Skills: The zombie loses all skills.
increases to a value based on the zombie’s size (but use Feats: The zombie loses all of the base creature’s feats
the base creature’s natural armour bonus, if it is higher): and gains the Toughness feat.
Evidence:
~ Spot (DC 5): It’s a moving corpse.
~ Treat Injury (DC 20): There seems to be brain activity
in the cerebellum, but nowhere else. The corpses are
functioning with pure animal instinct.
Horror: Panic 12.
238
Proficiency, Point Black Shot, Stealthy, Toughness.
Non-Player Characters Possessions: Concealable vest, Glock 17 pistol
The following characters are mostly suitable for use as
impromptu Player Characters, as well as minor non-
Player Characters. None have any supernatural powers. Cult Leader
Medium human; HP 12; Mas 10; Init +0; Spd 30 ft.;
Defence 11, touch 11, flat-footed 11; BAB +1; Grap +1;
Bystander, Innocent Atk +0 melee (1d3-1, punch) or ranged +0 (2d6, Glock);
Medium human; HP 18; Mas 15; Init +1; Spd 30 ft.; Full Atk +0 melee (1d3-1 punch) or ranged +0 (2d6,
MONSTERS
Defence 14, touch 14, flat-footed 12; BAB +1; Grap Glock); FS 5 ft. x 5 ft.; Reach 5 ft; SV Fort +1, Ref +1,
+1; Atk +1 melee (1d3, punch); Full Atk +1 melee (1d3, Will +7; Rep +5; Wealth +10; Str 9, Dex 10, Con 10, Int
punch); FS 5 ft. x 5 ft.; Reach 5 ft; SV Fort +1, Ref +1, 16, Wis 16, Cha 15
Will +2; Rep +0; Wealth +6; Str 10, Dex 12, Con 12, Int Class: Scholar (2)
11, Wis 11, Cha 11 Occupation: Religious
Class: Ordinary Person (2) Skills: Bluff +7, Concentration +6, Disguise +7,
Occupation: Blue Collar Diplomacy +5, Decipher Script +9, Forgery +9,
Skills: Climb +4, Craft (any) +6, Drive +6, Listen +3, Investigate +9, Knowledge (occult lore) +9, Knowledge
Handle Animal +3, Perform +3, Profession +2, Repair (theology and philosophy) +9, Profession +4, Research
+3, Sense Motive +3, Spot +3 +8, Sense Motive +6
Feats: Animal Affinity, Builder, Contact, Extra Ties, Feats: Deceptive, Dodge, Iron Will, Personal Firearms
Surface Vehicle Operation, Skill Focus (Craft) Proficiency, Renown. In a game with magic, replace
Possessions: Mobile phone, wallet, small change, Dodge and Personal Firearms Proficiency with
personal items Spellcaster and Spell Mastery
Possessions: Glock, religious artefacts, ceremonial
robes, miscellaneous severed body parts
Child, Irritating
Small human; HP 5; Mas 8; Init +1; Spd 30 ft.; Defence
15, touch 15, flat-footed 15; BAB +0; Grap -6; Atk -1 Detective
melee (1d3-1, punch); Full Atk -1 melee (1d3, punch); Medium human; HP 21; Mas 13; Init +1; Spd 30 ft.;
FS 5 ft. x 5 ft.; Reach 5 ft; SV Fort +0, Ref +2, Will +0; Defence 12, touch 12, flat-footed 12; BAB +1; Grap +1;
Rep +0; Wealth +0; Str 6, Dex 13, Con 8, Int 8, Wis 6, Atk +1 melee (1d3, punch) or ranged +1 (2d6, pistol);
Cha 12. Full Atk +1 melee (1d3, punch) or ranged +1 (2d6,
Class: Ordinary Person (1). pistol); FS 5 ft. x 5 ft.; Reach 5 ft; SV Fort +3, Ref +3,
Occupation: None. Will +3; Rep +0; Wealth +7; Str 10, Dex 11, Con 13, Int
Skills: Climb +3, Hide +2, Listen +2, Jump +1, Move 15, Wis 12, Cha 13
Silently +2. Class: Investigator (3)
Feats: Dodge, Stealthy. Occupation: Investigative
Possessions: Fake (or real) mobile phone with annoying Skills: Bluff +5, Gather Information +6, Hide +4,
ringtones Investigate +4, Knowledge (civics) +4, Knowledge
(current events) +4, Listen +5, Move Silently +4,
Profession +4, Research +4, Search +4, Sense Motive
Cultist +6, Spot +5, Survival +4
Medium human; HP 18; Mas 13; Init +1; Spd 30 ft.; Feats: Contact, Dodge, Great Fortitude, Lightning
Defence 16, touch 12, flat-footed 16; BAB +2; Grap +4; Reflexes, Personal Firearms Proficiency, Track
Atk +4 melee (1d4+2, knife) or ranged +2 (2d6, Glock); Possessions: Pistol, camera, notebook, false ID, mobile
Full Atk +4 melee (1d4+2, knife) or ranged +2 (2d6, phone
Glock); FS 5 ft. x 5 ft.; Reach 5 ft; SV Fort +2, Ref +1,
Will +1; Rep +0; Wealth +5; Str 15, Dex 10, Con 13, Int
11, Wis 8, Cha 9 Police Officer
Class: Ordinary Person (2) Medium human; HP 25; Mas 13; Init +1; Spd 30 ft.;
Occupation: Criminal Defence 17, touch 13, flat-footed 16; BAB +3; Grap +4;
Skills: 30 skill points. Bluff +4, Drive +3, Disguise Atk +5 melee (1d4+2, tonfa) or ranged +4 (2d6, Beretta);
+4, Hide +2, Knowledge (occult lore) +3, Knowledge Full Atk +5 melee (1d4+2, tonfa) or ranged +4 (2d6,
(streetwise) +3, Listen +4, Move Silently +5, Profession Beretta); FS 5 ft. x 5 ft.; Reach 5 ft; SV Fort +3, Ref +3,
+3,Search +3, Spot +4 Will +3; Rep +2; Wealth +5; Str 14, Dex 12, Con 12, Int
Feats: Alertness, Armour Proficiency (light), Deceptive, 11, Wis 14, Cha 13
Improved Base Attack Bonus, Personal Firearms Class: Combatant (3)
239
Occupation: Law Enforcement +5; Atk +6 melee (3d6+3, chain saw); Full Atk +6 melee
Skills: Drive +4, Gather Information +4, Knowledge (3d6+3, chain saw); FS 5 ft. x 5 ft.; Reach 5 ft; SV Fort +1,
(Civics) +3, Knowledge (Streetwise) +3, Profession +2, Ref +1, Will +2; Rep +2; Wealth +5, Str 16, Dex 14, Con
Spot +4, Survival +4 14, Int 12, Wis 10, Cha 13
Feats: Armour Proficiency (Light), Combat Martial Class: Ordinary Person (3)
Arts, Defensive Martial Arts, Improved Disarm, Personal Occupation: Adventurer
Firearms Proficiency, Point Blank Shot, Track Skills: Bluff +8, Climb +7, Disguise +7, Disable Device
Possessions: Light armoured vest, Beretta 92f, Tonfa, +3, Drive +6, Listen +4, Hide +8, Intimidate +5, Move
Radio, Handcuffs Silently +8, Profession +4, Spot +4, Treat Injury +2
MONSTERS
240
Sample Horror
241
1949: An army garrison in southern Germany suffers Characters in the OTO
a series of unusual losses. The incident is tagged for OTO characters are assigned to one of the seven sections –
investigation by the OTO. A team is sent out, and commonly, sections two to five. Each section specialises
SAMPLE HORROR CAMPAIGNS
come face to face with a vampire. A second team in a different set of skills and abilities.
later manages to subdue the monster and bring it
back undead. Section One (Strategic Command): Section One agents
1951: The vampire, who calls itself Graf Anselm rarely take to the field. Most are administrators; the
von Markoff, is approved for use in the field once senior staff is usually drawn from the best of the other
Sections. Section One agents specialise in Computer
its weaknesses have been catalogued. A special
Use, Diplomacy, Knowledge (arcane lore, civics, current
handling team is assigned to it. The vampire proves
events, history, tactics) and similar skills. The OTO’s
terrifyingly effective in both combat and espionage.
information technology and electronic warfare staff are
1953: The vampire identifies one senior member of
part of Section One, so any mission involving surveillance
the OTO as a spy. Following an inquiry, a further includes a Section One agent.
three infiltrators are discovered. To prevent more
leaks, the OTO is divided into four sections. Section Two (Research): Research section is divided in
1956: OTO agents, working in concert with the two. The main department of research applies science
FBI, discover a long-range enchantment targeting to investigating and controlling the various entities
Washington. Section Four managed to dispel the and monsters encountered by the OTO. Labs turn
magic, but this is the first sign that the Soviets have out ultraviolet sunlamps for fighting vampires, or rice
also managed to replicate Nazi magic. grenades for paralysing obsessive-compulsive Chinese
1957: A running hex battle in Berlin between three ghosts. Research has a vast library of occult tomes and is
OTO agents, a summoned elemental and Soviet busily scanning them to create a fully-searchable database
counter-intelligence operatives confirm the existence of ancient lore. The dark half (or, more accurately, dark
of a counterpart to OTO. one-sixteenth at most) of Section Two are the few older
1960: Attempts to control an entity discovered in agents who were not poached by Project HERMES.
the Antarctic fail, leading to the destruction of the These agents actively study magic.
research team stationed there.
1963: The OTO is forced to raid three Ivy League Section Three (Defence): Defence section works closely
colleges, destroying branches of a necromantic cult with the Department of Homeland Security and the CIA,
worshipping an Aztec skull god. looking for signs of occult activity. Nicknamed (rather
1964: OTO agents prevent a major disaster off the unoriginally), the Ghostbusters, Section Three specialises
coast of Maine by banishing an elder sea god back in counter-magic and dispelling. They have yet to
discover any sort of universally effective dispelling ritual,
to the depths.
so counter-magic really involves using detective work
1965: The OTO expands to five departments, as
and intelligence to track down the caster and ‘countering’
Research and Field Work are split in two. Section
them with a bullet.
Six splits into the present-day Sections Six and Seven
at this point, too, but this division is not apparent to Section Four (Field Operations): Also known as
most staff until the reorganisation in 1979. acquisitions, Section Four follows up on rumours dredged
1968: During a high-level NATO summit, the up from both intelligence agencies such as ECHELON
existence of some aspects of the OTO is revealed and less reputable sources (there is an office in Section
to US allies. Both Great Britain and France admit One where a poor intern goes through every tabloid and
that they have their own long-running paranormal conspiracy rag on a daily basis, looking for possible
departments, although both are much more focussed sightings). Field Operations works closely with Defence,
on destroying monsters instead of using them. although it has far more overseas missions.
Information sharing between NATO members
suggests that the USSR is winning the occult arms Section Five (Special Weapons): Most of this section is
race and the budget for the OTO is doubled. made up of nervous, haunted men, thin-faced and hard-
1969: The OTO begins three new major projects. eyed. They are the handlers. Their charges are kept
Project HERMES is to break the magical code in vaults, or coffins, or magnetic fields, or ancient clay
and develop a scientific theory of magic. Project flasks, or magical gems. Whenever the intelligence or
NOSTRODAMUS is a long-term scrying and remote military communities encounter a problem they cannot
viewing project, aimed at discovering exactly what deal with easily – a particular troublesome politician,
a thief who refuses to be caught – they turn to Section
Five. None of the charges can be trusted, not even for a
242
moment, but their dark powers and darker hungers can
be channelled… Department K has and what is in store of the United
States. Finally, Project SIMON MAGUS is intended
to put as many of Section Four’s acquisitions to use
243
previous Section Five (internal affairs) becomes Games Master Notes
Section Seven. Many senior OTO agents are retired There are several possible approaches to an OTO-based
and the organisation’s budget is decreased – after all, campaign. The simplest is that the characters are agents
SAMPLE HORROR CAMPAIGNS
Department K has also suffered a major reversal, and from Sections Three and Four (maybe with a computer
the OTO should be able to capitalise on its existing specialist from Section One or a secret observer from
Section Seven). They investigate weird events, protect the
successes.
United States from occult attack and generally do all sorts
1983: Under its new head, Director Kolchak, Section
of espionage and secret agent missions with a magical
Four begins a series of investigations into paranormal
tinge. They are spies, but spies in the mode of John Le
events throughout America. Surprisingly few of
Carre instead of James Bond. Tim Powers’ excellent
these investigations return anything useful for the novel Declare is the major inspiration for this campaign.
OTO and in 1986 Section Seven begins its own The campaign is basically episodic – one mission might
investigation, suspecting Kolchak of using his office take the characters to a cornfield in Kansas, investigating
to run a crusade against monsters. crop circles. Next week, they are dealing with a rogue
1986: During the Iran-Iraq war, it becomes evident agent trying to sell charms to North Korea, or undead
that both sides are experimenting with djinni. attacks on troops in Cuba. Mix real-world events into
1988: The last remnants of Project NOSTRADAMUS the game (although check with the Players first, as some
are shut down. Their last prophecies concern a may be uncomfortable with including events like 9-11
period of chaos, when the OTO will be tested to its in fantasy game). Keep the paranoia as high as possible
limit. – look at the X-Files for inspiration.
1989: The Berlin wall falls, signalling the beginning
of the end of the Cold War. In an eerie parallel to Section Five offers a really disturbing variant campaign.
its beginning, OTO agents swarm over the border to If you really want, you can have non-human Player
check out occult sites previously denied to them by Characters such as vampire agents, but that takes away
the Iron Curtain. from the mood. The real horror is when the Player
1991: During Operation Desert Storm, US Characters are the human handlers of a ‘special weapon’.
helicopters face attacks from summoned djinni. It is a weapon that talks, and hates, and hungers, and is
Section Three dispatches an exorcism team to deal invulnerable to conventional weapons. They have to let
with the problem. it go – and then catch it again. There is a cave network
1995: In the first and last ‘official’ contact between in Afghanistan so deep and so fortified that bunker-buster
bombs cannot crush it, and regular troops would get
the OTO and its counterpart, a psychic transmission
slaughtered. The characters are sent in with a steel cage
announces that Department K is to be shut down.
containing a spined, scaly thing. Bullets cannot stop it,
The telepath informs the OTO that Department K
and it can see in pitch darkness. Their orders – send it
has a large menagerie of cryptozoological beasts and
into the cave, wait 24 hours and then recapture it. Section
monsters, and that he fears that these horrors will be Two is fairly sure that the chemically-treated bullets will
set free. Arrangements are made to secretly ship the subdue it, but there’s only one way to be sure.
Department’s menagerie to America, where it will
be taken into the custody of Section Five. However, Another option is to start the campaign in the closing
when the Section Five handlers arrive in Murmansk, months of World War II, and run from there. If the
they find that the ship has vanished. characters are young field agents in the 1940s, they could
1996: Section Seven reactivates the long-dormant be active for most of the OTO’s existence. The timeline
link between the OTO and the FBI, to investigate above describes the history of the organisation, but the
occultism in America. characters could avert (or cause) many of the disasters.
1997: Section Three confirms that while Department
K was shut down in 1995, many of its occult The mood for an OTO game should always be dominated
resources are finding their way into the arsenals of by weary paranoia, by terrible decisions made in smoky
the former Soviet states, not to mention other ‘rogue backrooms and bars from Washington to Pearl Harbour,
states’, criminal syndicates and terrorist groups. by the endless ticking of the clock. Take the fears of the
1999: The OTO begins to reorganise, to focus its bomb, of terrorism, of governmental conspiracies, and
efforts on domestic occultism. give them an occult-horror twist.
2001: Following 9-11, the OTO begins tracing links
between Al-Qaida and other fringe occult groups.
2003: Now.
244
The Stairwell
The stairwell leads down.
245
find can be torn away. Implying that there is a purpose
behind the bizarre and horrific events keeps the Players
interested. They need something solid to work with,
even when the world is amorphous and strange.
SAMPLE HORROR CAMPAIGNS
Combining these Ties with the sample rules for the Stairwell given above, how can we make the game horrific? The
temporary Tie gives us an immediate hook for the character – he is travelling, so all we need to do have his car break
down, his plane crash or whatever. Also, it is almost Christmas, which gives a wonderful array of really freakish
images to work with. Monsters could attack bedecked in fairy lights, the characters could be stalked with animated
Christmas trees, the whole jolly spirit of the holiday can be twisted. ‘On the twelfth day of Christmas, my true love
gave to me…’ – perhaps the characters have to locate items to replicate that song in order to escape.
Christmas’ religious aspects tie nicely into the character’s love for his family. Set up resonances between the holy
family in the stable and his family. (And ‘family as a whole’ suggests ghastly images of a sewn-together thing, all
legs and arms and moaning faces…) Cheryl can be used as a lure to bring the character deeper into the horror.
The character’s Tie to his writing can also be melded with the horror. Perhaps he finds a book, apparently written
by himself, that describes his current situation; ‘I picked up the book and read a random paragraph. To my horror,
it began ‘I picked up the book and read a random paragraph. To my horror, it began ‘I picked up the book…”. He
could encounter characters he has written, or perhaps a monster made up of discarded words, which tattoos phrases
onto its victim’s skin with each blow.
For added fun, pass the Player a note a few minutes into the game, informing him that he has suddenly remembered
that one of the other Player Characters has the same name, appearance and – apparently – the same personality and
history as a minor character in a novel he once wrote.
246
Take a real-world place or structure – a small town, a will be confused and shocked when you drop them down
building, a vehicle – and change it. Leave the basic into the surreal horror of the Stairwell (and substituting
floorplan unaltered, but warp the contents of each place. a radically different style of play is, obviously, the
247
entrance to the mine and descend into it to find a
way out of the horror.
Legacies in Stone
SAMPLE HORROR CAMPAIGNS
248
are changelings, children taken back and trained by the The final, horrific revelation of the game is that the
Fae. The Fae cannot manifest, but their agents can. characters themselves are – or will be – the Fae.
Their overall goal is to cut away the events that lead
249
Flicker Time: As the character travels, he experiences
Building Damage
moments of reality. During these moments, his passage
may cause unexplained events in history; the traveller Constitution Drain
might be perceived as a ghost. Building Is… Increased By…
SAMPLE HORROR CAMPAIGNS
Quantum Ghosts
While dematerialised, a character cannot be
injured by anything other than electrical attacks.
Any damage causes the character to be disrupted
for 1d4 hours. The character is almost totally
invisible and immaterial (50% miss chance to
all attacks, and the character can pass through
solid objects). The character cannot leave the
structure being used for time travel.
Altering History
The Fae are in a difficult position – if they alter
history too much, they will end up deleting the
very structures that allow their agents to move
back and forward in time. Most changes are
therefore very small and subtle, re-engineering
Travel Costs
Time Constitution Madness
Travelled Drain Flicker Time Save DC Ghost Time Materialised Time
50 years 2d4 One month 10 10 minutes One day
100 years 2d6 Six months 15 30 minutes Three days
250 years 2d8 One year 20 One hour One week
500 years 3d4 Five years 25 Two hours Two weeks
750 years 3d6 Twenty years 30 Six hours Three weeks
1,000 years 3d8 One century 35/1d8 Twelve hours One month
1,500 years 3d10 Two centuries 35/1d10 One day Two months
2,000 years 3d12 Four centuries 35/2d6 One week Three months
3,000 years 4d10 Eight centuries 35/2d8 One month Three months
5,000 years 4d20 1,500 years 35/2d10 One year Three months
250
Designer’s notes
It’s always nice to have an opportunity to write a game encourage you to write contradictions and insulting
DESIGNER'S NOTES
for yourself. Most of OGL Horror is either ‘how Gar comments in the margin, as anything that makes Games
runs his games’ or ‘what Gar would like to see in a Masters stop and consider how they run a game and why
game’. With luck, Mongoose sold a copy to someone they make a particular decision is a good thing. Games
other than me, hence these designer’s notes. After all, I Mastering goes all too often unexamined. That chapter
know why I wrote what I wrote. also has clear debts to Sandy Petersen’s Call of Cthulhu,
John Tynes & Greg Stolze’s Unknown Armies and Ken
The four character types are partially based on horror Hite’s Suppressed Transmissions.
archetypes and partially built around the horror system,
of which more anon. They have enough skill points Horror roleplaying is interesting as it is one of the few
and hit points to get themselves into trouble, but are not styles of game that states its emotional goals openly.
so competent that the players can switch their brains We play fantasy games, not ‘epic heroism’ or ‘sense of
off and rely on their character’s abilities to survive. wonder’ games. We play science fiction, not ‘sense of
Ties obviously tie the characters into the world, while freedom in an open universe’ or ‘positive humanism’
signalling to the Games Master what the players are games. Horror is more honest – it goes straight for the
interested in and what they want the game to centre on. emotional jugular. Perhaps that is why horror works so
well for one-shot games, which are a very interesting and
It is an unwritten law of game design that a horror game liberating style of gaming, and one that everyone should
has to have a system to drive the characters insane. try.
Breaking horror into panic, fear and madness fits the
three situations where horror arises in a roleplaying It knows what it is looking for and heads straight into the
game, and the Shock point mechanic allows the player to darkness.
decide how their character reacts to the horror while still
forcing penalties for psychological injuries. It also gives I hope you find interesting things there.
a mechanical reward to substance abuse, a factor absent
from most other horror games. If it doesn’t make good Gar
tactical sense for a character to get absolutely hammered
after a run-in with cosmic horror, the game is missing
something…
251
OGL HORROR CHARACTER
CHARACTER SHEET
254
L Navigate 59 Sol Worldhive 179
Non-Player Characters 239 Speed 128
Legacies in Stone 248 Spells and Spellcasting 160
Altering History 250 O Casting a Spell 160
Quantum Ghosts 250 Spellcasting Feats 160
Occupations 19
Travel via Stone 249 Spells 161
Office of Teleological Operations 241
Lifestyle 96 Spot 65
Activities of the OTO 241
Lifting and Dragging 11 Stable 121
Characters in the OTO 242
Listen 58 Starting Equipment 30
OTO Timeline 241
Overrun 143 Starvation and Thirst 122
M
INDEX
Strangulation 123
Madness Saves 151 P Strength 7
Melee Weapons 108 Stunned 121
Panicked 121 Suffocation and Drowning 123
Archaic Melee Weapons 109
Panic Saves 149 Surprise 129
Exotic Melee Weapons 111
Paralysed 121 Surveillance Gear 90
Simple Melee Weapons 109
Perform 59 Survival 66
Monsters 197
Phobias 154
Aberrations 210, 221
Pilot 60 T
Animals 210, 222
Pinned 121
Animated Corpse 225 The Stairwell 245
Poison 124
Constructs 210, 224 Ties 29
Profession 60
Cosmic Mess 231 Touch Attacks 18
Professional Equipment 91
Creature Types 209 Treat Injury 67
Prone 121
Demon 233 Trip 143
Props & Handouts 198
Demon Child 227
Psychic Phenomena 164 U
Demon Hybrid 226
Handling Psychic Visions 165
Ghost (template) 235
Psychic Abilities 164 Unconscious 121
Grey 232
Using Skills 33
Incorporeal 214 R Aiding Another 35
Making a Monster 204
Ranged Weapons 97, 99 Skill Checks and Automatic Rolls 33
Mimetic Ooze 230
Handguns 98 Skill Synergy 35
Monstrous Humanoids 211, 226
Nightmare Engine 224 Heavy Weapons 103 V
Oozes 211, 230 Longarms 102
Outsiders 212 Reaction 185 Vehicles 115
Plant 212 Read/Write Language and Speak Lan- Civilian Aircraft 115
Sewer Beast 221 guage 61 Civilian Cars 115
Special Qualities 216 Repair 61 Civilian Motorcycles 117
Swarms 215 Reputation 9 Civilian Trucks 118
Undead 213, 235 Research 62 Civilian Water Vehicles 118
Vampire (template) 236 Ride 63 Military Vehicles 119
Vermin 214 Rituals 157 Violation 185
Weaknesses 220 Vision and Lighting Conditions 15
Werewolf (template) 228 S Darkness and Light 122
Zombie (template) 238 Saving Throws 129
Movement 11 W
Search 63
Manoeuvrability 13 Sense Motive 63 Wealth and Purchasing 81
Movement and Position 136 Shaken 121 Losing Wealth 82
Overland Movement 13 Shock Points 149 Regaining Wealth 82
Tactical Movement 12 Gaining and Losing Shock 152 Restrictions and Licences 82
Three Dimensional Movement 14 Long-term Effects 153 Selling Items or Information 82
Move Silently 58 Other Uses for Shock Points 153 Wealth Bonus 81
Multipliers 5 Size and Defence of Objects 18 Weapon Accessories 95
Sleight of Hand 64 Weight 10
N Smoke 123 Wisdom 8
Nauseated 121 Social Contracts 182
255
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products or the associated products contributed to the Open 13. Termination: This License will terminate automatically if
Game License by the Contributor (g) “Use”, “Used” or You fail to comply with all terms herein and fail to cure such
“Using” means to use, Distribute, copy, edit, format, modify, breach within 30 days of becoming aware of the breach. All
translate and otherwise create Derivative Material of Open sublicenses shall survive the termination of this License.
Game Content. (h) “You” or “Your” means the licensee in 14. Reformation: If any provision of this License is held to
terms of this agreement. be unenforceable, such provision shall be reformed only to
2. The License: This License applies to any Open Game the extent necessary to make it enforceable.
Content that contains a notice indicating that the Open Game 15. COPYRIGHT NOTICE
Content may only be Used under and in terms of this License. Open Game License v 1.0a Copyright 2000, Wizards of the
You must affix such a notice to any Open Game Content that Coast, Inc.
you Use. No terms may be added to or subtracted from this Modern System Reference Document Copyright 2002,
License except as described by the License itself. No other Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff
terms or conditions may be applied to any Open Game Grubb, Rich Redman, Charles Ryan, based on material
Content distributed using this License. by Jonathan Tweet, Monte Cook, Skip Williams, Richard
3.Offer and Acceptance: By Using the Open Game Content Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy
You indicate Your acceptance of the terms of this License. Collins, and JD Wiker.
4. Grant and Consideration: In consideration for agreeing OGL Horror is Copyright 2003, Mongoose Publishing
to use this License, the Contributors grant You a perpetual, Limited.
worldwide, royalty-free, non-exclusive license with the
exact terms of this License to Use, the Open Game Content.
5.Representation of Authority to Contribute: If You are
contributing original material as Open Game Content, You
represent that Your Contributions are Your original creation
and/or You have sufficient rights to grant the rights conveyed
by this License.
6.Notice of License Copyright: You must update the
COPYRIGHT NOTICE portion of this License to include
the exact text of the COPYRIGHT NOTICE of any Open
Game Content You are copying, modifying or distributing,
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