Horror Hero - Endless Nightmares
Horror Hero - Endless Nightmares
Horror Hero - Endless Nightmares
ENDLESS NIOHTMARES™
Authors: Alan Dickerson, Robert O'Neal, John Tucker & David Utter
Additional Material:
George MacDonald and Steve Peterson
Editor/Developer: Bruce Harlick
Cover Art: Jim Warren
Interior Illustrations: Storn Cook, Alan Dickerson,
Louis Frank, Fredd Gorham, Stephan Peregrine,
Giorgia Ponticelli, Scott Ruggles, Greg Smith
Project Specific Contributions -
Pagemaking: Blackhawk Typesetting;
Paste-Up: Gera Miles, Mike Reynolds;
Cover Graphics: Terry K. Amthor;
Art Direction: Jessica Ney-Grimm;
Production Direction: John W. Curtis III;
Editorial Contributions: Coleman Charlton, Ray Greer,
George MacDonald, Steve Peterson
Horror Hero: Endless Nightmares is Hero Games' trademark for its superhero roleplaying game using the Hero System.
N
Chempions" and Champions, The Super Roleplaying aeme: are Hero Games' trademarks for its superhero roleplaying game using the Hero System.
Hero System" is Hero Games' trademark for its roleplaying system.
Horror Hero: Endless Nightmaresm Copyright" 1994 Hero Games. All rights Reserved.
Champions Copyright e 1981, 1984, 1989 Hero Games. All rights reserved.
Hero System Copyright" 1984, 1984 Hero Games. All rights Reserved.
No part of this book may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopying (except Character
Sheets for personal use only), recording, or computerization, or by any information storage and retrieval system, without permission in writing from the
Publisher: Iron Crown Enterprises, Inc., P.O. Box 1605, Charlottesville, VA 22902.
C~ T_~_B_L_f__ O_f_C_O_N_T_f_N_T_S ~)
An Introduction To Horror .4 Horrible Imaginings Psychic Powers .42
What's Inside 6 Psychic Abilities And Magic 42
How To Use This Book 6 Using Psychic Powers 42
Overview 8 Setting 45
The Horror Genre 8 Creating A Horror Campaign Background 45
Defining The Genre 10 Using An Existing Campaign Setting 45
Tone 10 Horror In Champions .46
Defining The Rules 10 Horror In Fantasy Hero .46
New Rules 12 Whoever Fights Monsters Character Creation .47
Spirit Rules 12 Character Conception 47
Shock And Stress 22 Character Archetypes 50
Normal Presence Attacks 23 Officials 51
General Presence Attacks 25 Academics 54
Stress Level 27 Professionals 56
The Effects Of Stress 27 Mystics 59
Long Term Stress 29 Character Abilities 61
Characteristics 61
Defining Horror Magic: That Foul Sorcery 32 Skills 63
Introduction 32 Perks 63
Magic Special Effects 33 Talents 64
Setting The Balance 33 Powers 65
Buying Magic 34 Character Disadvantages 65
Horror Hero Magic Systems .40 Character Development 66
Looking Into The Abyss: Horror Roleplaying 68
The Abyss Bites Back 71
Grave Undertakings: Gamemastering Horror Hero 74
Introduction 74
The Nature Of The Beast 74
Implements Of Destruction 74
Projecting Icy Tendrils Of Fear 80
Looking For Trouble 88
Horror Magic Sourcebook 89
Ritual Magic 89
Enchanted Objects 93
The Shadow Of The Civil War 96
Players' Guide To Eldritch Horror 96
GMs Guide To Eldritch Horror 99
The Eldritch Horror Campaign 103
The Black Dawn 103
The Art Of The Dawn 106
Notable Black Dawn Cultists 110
Dr. Arthur Barrosmythe 11 0
Colonel Midas Caine 112
Icarus Caine 114
Silas And Paul Voltanus 116
Creatures 118
The Tormentor 119
The Oracle 120
The Possessor 121
The Construct 122
Walking Cadaver 123
Skeletons 124
The Incarnate 124
The Hades Sentinel 126
o HORROR HERO: ENDLESS NIGHTM"RES
AN lNTRODUCTION
. TO HORROR
"But Inspector, if she was killed here, what happened to
the blood? Wouldn't these wounds give off a lot of blood?"
Graeme did not answer. A man in a long coat standing
across the street had his attention ...
After the turn of the century those awful Pulp magazines
told lurid tales of terror which spanned the world. Little did the
eager readers of those tales suspect that real horror was
occurring across the globe, as the last dark corners of the
Earth were probed by "civilized"men...
Haiti, 1933: Exploding with a tremendous sound, the tunnel
was closed with several tons of dirt and rock. Patrick Mitchell
pulled himself from the ground with tremendous effort; every
muscle and bone felt torn or smashed. The stone! What
happened to the stone?
Adrenaline took over now. The explosion had not killed
him, but losing the stone would be akin to dying. Where was
it? His flashlight beam obscured by the cloud of dust, Patrick
began to search the ground with his hands frantically.
Then he heard The Sound. No mistake, falling rock does
not make That Sound. Patrick slowly aimed the flashlight
down the tunnel opening to the west. It was coming. Patrick
turned to the southeast passage and started running. "When
the Ictaxlian finds the stone," Patrick thought, "it will never
stop until it finds me... "
And so it went, until the thermonuclear forces of Chaos
rent the sorcerous fabric already stretched to the breaking
point by WOUld-be world conquerors. A new enemy surfaced
after the war- Science. You will never hear about it now, but
for a while your little world fell prey to the children of the atom
and the cold grip of intelligences from beyond ....
Ohio, 1956: The helicopter was still ten feet off the ground
when General Nebula leaped out. In seconds he was in
position at the mouth of the cave and waiting for the others
So. You have come. to catch up. "You're sure this is where the kids went?" he
Tonight you will enter the many worlds of Horror Hero. It is hissed, and the field team assured him it was. No need to
I, One-eye, your monocular Host with No Name. I am your ask, really - he could smell a Robot lair a mile away. "Let's
tour guide through the horrors of the past century on Earth. go!"
I was there. I watched it all happen. I saw eldritch horror Forty feet inside the rough stone gave way to polished
unfold in the dark streets of yesteryear ... metal, and the hum of machinery could be heard. Twenty feet
Delaware, 1888: Both policemen bent over the young after that the tunnel opened up into a cavernous chamber.
woman's body as steam appeared in the cold night air over Alien technology lined the walls, and a dark gray saucer
her mortal wounds. Inspector Graeme looked down the hovered over a gaping pit in the floor. All around the room
alley, staring off at a point seemingly beyond the horizon. human slaves - teenagers - toiled at the machines.
With a sudden turn, Graeme startled Patrolman Johnson Suddenly a reverberating clang came from the tunnel behind
and walked to the street. the General, and a hatch opened up on the saucer. Darn it!
"He followed her out of the inn, Grover. She was at the It was a trap!
back of the group; her friends were in a hurry to get to their From within the saucer a mechanical voice intoned, "Wel-
homes and none of them saw him stop her. He engaged her come human-Ieader-called-Nebula. Throw down your primi-
in conversation here, pulled her into the alley and killed her tive weapons and surrender."
near this wall."
o HORROR HERO: ENDLESS NIGHTM/\RES
"Never, you lousy alien! You'll never get us!" gallery and Barnes was on the floor. The air rippled around
"Scanning threat. .. 'Us', General?" the three figures and Blake swore in disgust.
Boy, the team was quiet. Nebula turned and his awful "Wereboars. Damn." Their disguises gone, Blake saw
suspicion was confirmed. Glassy eyes, slack face, guns three hairy monsters gnashing their tusks and growling, "Our
pointed at him - they'd been brain-changed, all right. This masters want their property back, human. They also want
was going to be tougher than he thought... you dead. Let us begin, shall we?"
But you protest - That is ancient history, and of little But you do not seek real horrors such as I have witnessed.
concern to me. Where is the horror now? That, my young Youseek to create horror through the art of Aleanumerology,
friends, is a question you will regret the answer to... the magic of dice. So be it. I, too, have studied this art and
Somewhere in America, 1992: Blake scoffed. "There's no trust my counsel will enlighten you. I will provide guidance,
way that that's the bullet. If your theory is true then they would admonitions, warnings and the odd word to the wise. But
have recovered it." first, a final caution - with this book you will enter regions of
The Texan only shrugged. "This ain't the one they picked Hero System roleplaying you only dreamed could exist.
up off Connally's stretcher. Our people got there first. Just From the gas-lit streets of historic America to the neon
watch." jungles of today, Horror Hero strips away the veneer of
The two mannequins in the convertible had photographs normality and exposes the terror within!
taped to their heads, which the Texan explained was neces- Here you will find information enabling you to run exciting
sary. He loaded the bolt-action rifle and pointed it at the car. scenarios of horror in any Hero System campaign. If your
"You going to aim that thing?" heroes are fighters or thinkers, if your genre is the Roaring
"Nope. Don't need to." Barnes pulled the trigger and Twenties or the saucer haunted Fifties, if your players want
plaster flew off the dummies. "Take a gander at that there." to face a different threat, or if you just need to throw
Sure enough, there were seven wounds. The magic bullet something nasty and evil at their bare throats, you hold in
had hit the Connally dummy twice and the other dummy five your hands the book you need. But beware! Your campaign
times, changing direction three times. Blake picked it out of may never be the same again!
the car door and found it to be in pristine condition. Suddenly Or you may wish to start a newall-horror campaign.
the room seemed very cold. He was holding in his hand the Included here is information on four distinct horror genres
bullet that killed Kennedy. spanning the century, dozens of monsters researched from
His reverie was interrupted by a strangled cry from the sources across the globe and beyond, organizations plotting
Texan. Three swarthy men in suits stood in the corner of the agendas that spell doom for humanity, new package deals
6 HORROR H~RO: ~NDb~SS NI(jHTMI\R~S o
This section gives you an overview of the horror genre, mysteriousdisappearanceorthree, unusual noises orevents,
and a look at some of the classic types of horror and how they or perhaps violent death in strange circumstances. This
apply to roleplaying games. Additionally, we'll look at some opening leads (sooner or later) to actual confrontations with
of the appropriate settings, characters, and story types that the Monster. The Monster can take many forms; it may be an
are part of the horror genre. Subsequent sections of this organization of evil cultists, a vampire, a haunted house, a
book go into more detail on these topics. psychotic killer, or a voracious alien. In any case, the
protagonists struggle to stay alive and to determine the
nature of the Monster. Once the Monster has been un-
(THIS HORROR (iISNRIS) masked, this leads to a Solution, where the protagonists
have determined a way to eliminate the Monster. Sometimes
the Solution is easy, but the implementation is hard (sure, all
What is a horror story? The essence, of course, is terror. we have to do is knock out the psychotic killer, but we have
The trappings aren't important; whether the terror occurs in no weapons and all the lights are out!). In other cases, there
a spaceship stalked by a ravenous alien creature or in a appears to be no Solution whatever (hOW are we gonna stop
vampire-haunted Carpathian castle, it's still a horror story. this thing?), but then something always turns up at the last
The fact that horror stories may be set in fantasy or science moment. Finally, there is the Final Confrontation with the
fiction or westerns or any other time and place is unimpor- Monster, wherein the Solution is implemented and the Mon-
tant. The root of this genre, a terrible gnarled root that ster is defeated.
plunges straight to the depths of Hell, is terror.
Terror takes many forms. It can be the refined mental fear HUMOROUS HORROR
that grips you when you read the classic story The Monkey's
Yes, horror can be mixed with humor sometimes, though
Paw, or Poe's The Telltale Heart. There's nothing overtly
it's a fine line to tread. Normally this attempt ends up in one
scary on stage in these stories; that cold chill down your
camp or the other. The excellent movie Ghostbusters had its
spine is generated entirely by your overactive imagination. horror elements, but was basically a comedy. American
A more common sort of terror is that feeling you get when Werewolf In London, for all its comedic interludes with the
you see a monster, or some horrible sight like a mangled rotting corpse played by Griffin Dunne, was essentially a
body. This timethe source of the emotion is more obvious-
horror film.
that grisly sight in front of your eyes is extending its razor-like
In roleplaying, you may find this sub-genre appearing
claws, and you fear for your life. This source of terror can frequently, as players attempt to relieve their tension with
verge into disgust in its extreme state, as when you view that humorous remarks. Of course, the GM will usually make
truly ugly triumph of Hollywood special effects making a
things even more deadly after everyone has had a good
disgusting mess out of a very lifelike human replica. Yuck.
laugh... so beware. For the GM who wants to make humor a
Roleplaying games, being interactive stories, require ef-
regular part of the horror game, be advised that this is very
fort on the part of both the GM and the players to generate difficult to achieve. Still, the humorous and bumbling team of
horror. The GM must set up the proper mood through his
monster hunters can be an amusing campaign.
choices of setting, characters, and stories, while the players
must respond in ways consistent with the mood. This still
leaves everyone a wide range of choices. We'll try to provide
PSYCHOLOGICAL
This is horror that occurs mostly in the mind, with a
you with some specifics on how to accomplish this.
minimum of physical fuss and bother. Of course, this means
it's not all that suited to a roleplaying situation, where the
SUB-GENRES players expect to face threats they can handle with direct
Horror comes in different flavors. These sub-genres can action. So psychological horror should be used as an extra
give you some variation in your horror campaign. The four flavoring, a technique that the GM uses to increase the
sample campaigns presented in Horror Hero also show you tension and the effects of other types of horror.
some different flavors of horror.
SLASHER
CLASSIC This is horror that focuses on the blood and guts aspect of
This is the core of the horror genre, the "gothic" horror story horror; in some circles it's known as splatterpunk. The "dead
that takes many forms and shapes but follows the same teenager" movies such as the Friday the 13th series are a
pattern under its shroud. good example of this. Unfortunately for roleplaying, this
In the classic horror story, the protagonists gradually genre tends to kill off most of the characters by the end of the
become aware that something is Not Right. This can be a story. Slasher horror is short on subtlety, and long on
o HORROR HERO: ENDLESS NIGHTMI\RES 9
inventive methods of sudden death. It's really not suited to More unusual abilities such as psychic powers or magic
long-term roleplaying action, though an occasional sojourn may be available, depending on the campaign. While a
into splatterpunk can work. character who is expert in one of these areas can be useful,
The standard slasher story features a group of characters beware of the dangers of over specialization. If your charac-
stalked by an evil creature (human or non-human, super- ter is too narrowly focused, the player may find himself bored
natural or natural). Usually the characters are in some for long stretches during the adventure when there's nothing
remote location, and they are cut off from help or escape. for his character to do.
One by one, the attacker eliminates them. The survivors Perhaps most important of all when designing a character
gradually discover the nature of their attacker and look for is to consider the other characters that form your group. A
ways to defeat him. The final confrontation takes place balanced mix of capabilities among the group is useful; and
betweena handful of su rvivors (one to three, usuallywounded) it's important not to step on someone else's role. The GM
and the creature. Often the demise of the creature is left should be sure to have an enabling device handy for the
uncertain, paving the way for future sequels. group; this explains why they are together and why they stay
Slasher horror works best in roleplaying by giving the together. Such an enabling device may be a group that the
players a set of characters to play for the evening; that way characters all belong to, or someone who hires them all to
they don't have any preconceptions about who will live and perform a task. There may be more than one enabling
who will die (of course, usually it's the NPCs who die). This device, but the GM must ensure that the enabling devices
can be somewhat dull for those players whose characters don't work at cross-purposes.
expire early on; the GM should let those players handle
NPCs or assist in combat in order to keep their interest up. STORIES
Generally, Horror Hero stories follow the basics of the
SETTINGS genre or the sub-genre in which they are set, as discussed
Settings for horror can be in any time or place, but some in the previous section. There are some general principles
are more effective than others. The traditional settings for about successful Horror Hero stories that you should know.
horror help the atmosphere along, and make it easier for the The GM must decide when to allow the heroes to eliminate
GM to generate the proper emotions in the players. the threats and when to allow the threats to continue.
Horror seems to work best in the past or in the present, not Sometimes the heroes will succeed in slaying the monster,
in the future. For a horror campaign, technology can offer too but then the GM has to know where the next threat is coming
many possible solutions to problems. Science fiction set- from. Some menaces are institutional (such as a secret
tings are thus more difficult to manage for repeated horror society), and the heroes can never eliminate them entirely.
adventures. Or perhaps there's a never-ending supply of vampires to
Even present-day settings can offer some of that problem, keep the Fearless Vampire Hunters busy. It's important,
as players will attempt to find technologies that can help however, to give the players a sense of true victory even if
them ("Can I use this frequency analyzerto detect ghosts?"). they know the threat will return. They should accomplish
The Gm must be prepared to deal with technology as used something of value: saving some lives, making an area safe,
against the opponents. Perhaps technology doesn't work at making it more difficult for the threat in the future.
all, or the players are in a situation where they don't have Eliminating the threat completely is a very satisfying
access to advanced technology. reward forthe players. Of course, the GM should have a new
Settings in the past make it easier to terrorize the charac- threat ready so that the campaign doesn't come to a halt. But
ters, but at the same time they require more effort on the part don't introduce it right away; letthe players savortheirvictory
of the GM to create the details of a time period largely first. A victory is a welcome relief after the terror and tension
unfamiliar to the players. Somehow, though, it's often easier of the story.
to justify the presence of magic and monsters in a time period NPCs are very important tools for the GM to use in
before the present day, when such things seem out of place adventures. Aside from the normal usages of NPCs to add
in our silicon civilization. flavor and information to an adventure, in a horror scenario
NPCs are Vitally important. The NPCs provide a way to bring
CHARACTERS horror to the characters without the need to slay or maim a
character. Of course, for this technique to have maximum
Characters designed for horror roleplaying situations are
effect the GM has to have built up the NPC as someone
much like other adventurers. They need a mix of capabilities,
important to the player-characters. The more time that is
so that they can be useful in different situations. More
specifically, while some characters may be designed for spent on this process, the more impact the NPC's troubles
will have on the players. If you introduce an NPC and then
action roles, some or all characters should have skills that
have them slain ten minutes later, this may cause some
can help them deal with the all-important non-combat situa-
consternation. But if you have an NPC that's been in the
tions in horror. Knowledge of the occult forces and oppo-
nents they will be Iaclnq can be critical to survival. Of course, game for several adventures suddenly die horribly, the
some of this knowledge will be acquired in the course of play, players should feel this intensely.
but related Knowledge Skills will always be useful.
10 HORROR HERO: ENDLESS NIGHTMI\RES o
This section suggests ways to use the Hero System rules RULES LIST
in a horror campaign to create the desired effect. Also, new The following rules should be used in Horror Hero cam-
rules for the Hero System are presented here, as well as paigns. Of course, optional rules can be left out at the GM's
magic and psychic powers designed especially for Horror discretion, and should be avoided when there are a large
Hero. number of players or complicated combats occur.
Horror Hero Standard Rules
This section describes the rules that we recommend using POINT BASE
in Horror Hero. Of course, each GM is free to decide which Horror Hero characters should be built at the heroic level,
Hero System rules to use, and to create any house rules with a base of 75 points plus up to 75 points in Disadvan-
necessary to suit the individual gaming group. We recom- tages. This gives players enough points to become quite
mend that you consider which rules to use carefully, and that good at one or two things, and have generally good Charac-
it's often useful to have a slightly different subset of the Hero teristics. Most characters should try to strike a balance
System rules used for a different campaign. This keeps all between buying Skills for combat use and for non-combat
your Hero System games from becoming to similar in style, use.
and keeps the players on their toes adapting to new circum- Effective Horror Hero campaigns can also be run at the
stances. Competent Normal level of 50 points plus up to 50 points in
Disadvantages. This may be difficult for players used to a
higher power level, but it can be helpful in creating an
EXISTING RULES atmosphere of terror. A character built on a total of 100 points
Horror Hero campaigns generally use the Hero System certainly won't feel that he can handle any monster he might
rules concerned with heroic level campaigns, and leave out face, that's for sure.
rules designed for superheroic campaigns (such as
Knockback). The following rules list discusses specific Hero
System rules that should be used in Horror Hero.
o HORROR HERO: ENDLESS NI6HTM"RES II
This section presents some new rules for the Hero System powers can affect spirits, even when bought with the right
that are helpful in running horror campaigns. These rules can Advantages; spirits have no physical form, so any powers
be used, where appropriate, in other Hero System games, if that affect the physical form (such as Energy Blast, Killing
the GM allows. These rules are, of course, optional. Attack, Entangle, and so on) have no effect on a spirit.
Spirits are found either floating freely on the spirit plane or
in containers; a container is merely a physical object that can
C__ S_P_I_R_IT_RU_L_E_S__ ) hold a spirit (a container may be a living being). For instance,
every living being that possesses an EGO has a spirit as well
as its physical form. (Nonliving objects become containers
These rules cover a wide range of subjects that all deal through a special process; see Spirit Containers.) Normally,
with spirits. First, the nature of a spirit in the Hero System is these spirits are always bound to the living form which holds
defined. Next, new powers and advantages for dealing with them, but the Shift Spirit power can free these spirits. A
spirits are described. The next section deals with playing and specially prepared object, such as a djinn bottle, can also be
gamemastering spirits, and describes how to handle a a container. Some spirits are bound to places or objects (like
number of common situations dealing with spirits. The next a haunted house); such a place is considered to be a
section is all about how to create spirits, along with some containerforthe spirit. (In fact, the entire spirit plane itself can
objects that deal with spirits. be considered to be a container, albeit one that is huge;
effectively the size of the world or even the physical uni-
DEFINING SPIRITS verse.)
What constitutes a spirit? Basically, a spirit exists on the Spirits can be anywhere they want to be within the con-
spirit plane as an invisible and intangible entity. The spirit fines of their container at the speed of thought (in other
plane is another dimension of reality subject to its own words, it takes merely a half phase action to be anywhere).
peculiar laws (more on that later). All living creatures with an However, leaving or entering a container is more difficult;
EGO have a spirit which is a part of them until they die. you must use the Shift Spirit power to accomplish this. Shift
However, with the Astral Projection power, a character may Spiriting can be done to yourself orto others. So to have your
free his spirit to wander on the spirit plane while his body spirit leave your body, you use Shift Spirit (see Astral
remains in a comatose state. There are also spirits that exist Projection). A spirit on the spirit plane (such as a ghost or a
independent of a body; these may be the spirits of dead demon) must use Shift Spirit in order to enter a body (this is
people (ghosts), or supernatural creatures such as demons. called Possession). If you wanted to swap minds with some-
A character's spirit may be removed from his body against one else, you'd have to use Shift Spirit in several stages: first
his will, transferred to another body, or even destroyed. to take your spirit from your body, then to put your spirit into
Spirits have INT, DEX, EGO, PRE, and SPD; they do not the other body, then to take the spirit out of the other body,
and can not have STR, CON, BODY, COM, PO, ED, REC, and finally to put the new spirit into your body.
END, or STUN. Spirits are completely intangible; this is
similar to being Desolid, but with different special effects. NEW POWERS AND
Powers bought with Affects Desolid will not affect spirits;
Desolid characters cannot perceive or affect spirits and vice- POWER ADVANTAGES
versa. Spirits are completely invisible to all normal senses There are several new Powers and Advantages that are
and detects; specific senses and detects that can find spirits used to deal with spirits.
are listed later in this section. Spirits can have powers that
affect other spirits orthey may buy (at extra cost) powers that SHIFT SPIRIT
affect the real world. This power allows the user to move his spirit into or out of
Spirits are affected by any Powers bought with the +112 a container. Shifting a spirit is accomplished by removing the
Advantage Affects Spirits and the +112 Advantage Based on spirit's EGO from its current container (similar to a Drain) and
EGO vs. Spirits (a total of +1 Advantage). Mental Powers placing it onto the spirit plane, or by taking a spirit from the
(generally used as psychic powers in Horror Hero) may spirit plane and placing it into a container. Spirits can never
affect spirits by buying the powers with a +V2 Advantage be moved directly from one container to another; they must
Affects Spirits (Mental Powers are, of course, already based always move to or from the spirit plane first. So if you want
on EGO). In addition, spirits are affected by Shift Spirit, to move your spirit out of your body into another body, you
Consume Spirit, and Spirit Summoning. Only certain special must first use Shift Spirit to move your spirit to the spirit plane,
senses and detects can locate and identify spirits. Not all then use Shift Spirit again to move your spirit into the new
body.
o HORROR HERO: ENDLESS NIGHTMI\RES .,
Before you use Shift Spirit, you must designate the target if the spirit cooperates, or if you have controlled the spirit
of the attack and the result of the attack: For instance, you through Mind Control (telling it to stay put) or if you have
may want to shift your own spirit from your body to the spirit confined the spirit to a virtual container (using Power De-
plane. Or a demon may want to shift its spirit from the spirit fense; see Blocking Spirits). A spirit trying to use Shift Spirit
plane into a person (possession). Both of these actions on another spirit that's in a container merely has to manifest
would use Shift Spirit. Shift Spirit can also be used on in the same place as the container; this does not require an
another entity; for instance, a wizard may take someone's Attack Roll (the spirit still has to do the EGO-based Attack
spirit out of their body and put it onto the spirit plane. Roll, though).
The user buys 1 d6 of Shift Spirit for every 20 points; Shift Adding the Ranged Advantage to Shift Spirit is extremely
Spirit requires an EGO-based Attack Roll but has no range. useful; this eliminates the need for any sort of DEX-based
Once you have successfully made the Attack Roll on the Attack Roll to grab a container. As long as you can see or
target spirit, roll the dice and total them to determine the perceive the target spirit, you can use the ranged Shift Spirit
effect. The effect is treated as an EGO Drain, except that the on it. Thus, you could do a Mind Scan to locate a target spirit
target's EGO score is only used as a marker; for any purpose and then use Ranged Shift Spirit to move that spirit to some
other than this power, the target's EGO is not affected. other spot.
In orderto Shift a spirit, the target's EGO must be "drained" The recipient of a Shift Spirit may already have a spirit, in
to the negative value of the target's beginning level. Thus, for which case there may be a conflict between the two spirits
a character with a standard EGO of 10, this must be reduced (see Spirit Combat).
by Shift Spirit to a value of -10 before the spirit is shifted.
The "drained" EGO returns at the standard rate of 5 active ASTRAL PROJECTION
points per turn. This time period may be stretched out; each This is the process of the spirit leaving the body and going
+1;4 Advantage moves the return rate one step further on the out on its own, while the body remains behind. This can be
Time table. accomplished by using the standard Shift Spirit power on
The target of a Shift Spirit has no way of resisting this your own spirit. Or, if you want to lower the cost, Astral
process except through Power Defense (bought with Affects Projection can be purchased using Shift Spirit with the -1
Spirits) or an appropriate Suppress, preventing the Shift Limitation Self Only. While you are Astral Projecting, your
Spirit from taking full effect. body and spirit are separated. The spirit has the INT, EGO,
Example: Artemus Magus wants to cast a 3d6 Shift Spirit DEX, PRE, and SPD, while your body has all remaining
spell upon his faithful servant Rogi, who is tied to the Characteristics.
examining table for this experiment. Since the spell has As with any spirit, a character's spirit form is completely
no range, Artemus must touch Rogi to make the attack. invisible and intangible. The character's spirit can use any
Once physical contact is made (a Grab roll is pretty easy powers or abilities it may possess, subject to the restrictions
in this Circumstance), Artemus must make the EGO of the spirit form. Obviously, your Stealth Skill or your
Attack Roll. Artemus has an EGO of 18 while poor Rogi Lockpicking Skill aren't very useful (though if you had bought
has an EGO of 10, so Artemus easily makes his Attack Telekinesis at +2 Affects Real World, then your Lockpicking
Roll. Rogi has no Power Defense (Affects Spirits), so he might be handy). Powers can be used as long as they don't
has no defense at all against this attack. Artemus rolls require END (they must use Charges, an END Reserve or
3d6 and scores a 13, so Rogi loses 6 points of EGO for have No END Cost), but these powers won't affect the real
the purposes of Shifting his spirit. Rogi's EGO is still 10 world unless bought with the +2 Advantage Affects Real
for the purpose of making EGO Rolls or resisting further World. Powers aren't usable if their Limitations prevent a
Shift Spirit attacks, but Artemus must only subtract 14 spirit form from employing them (such as a Power with
more points of EGO from Rogi in order to free Rogi's spirit Gestures or Incantations Limitations).
from his body. Artemus successfully attacks twice more Spirits have a natural affinity for the body that they were
this turn, rolling a 9 for the effect of the second attack created in, if that body is still living. Thus, you can get into
("draining" 4 more points of EGO) and a 12 for the third your own body automatically without using Shift Spirit (un-
attack ("draining" 6 more points of EGO). Rogi has now less someone has placed a barrier on your body) if your spirit
lost a total of 16 EGO, so his spirit has almost been can get into contact with your body. (See the rules for spirit
shifted out of his body. But now it's the end of the turn, so contact in the Shift Spirit writeup.) Note that unless you have
Rogi gets back 5 Character paints worth of EGO, so after bought some senses that can be used while in spirit form,
the end of the turn Rogi has only lost 14 paints of EGO. you'll have a very hard time finding your body again. Astral
Artemus must attack again until Rogi reaches -20 EGO, Projection is not for the novice!
at which point Rogi's spirit has been freed from his body. If for some reason your spirit can't get back, your body will
Shift Spirit is not ranged, so you must be in physical eventually die (from starvation) unless it obtains advanced
contact with the target before you can use this power. If you medical or magical treatment that can keep the body fed.
are attempting to use this power on a spirit that's in a physical You may also want to prevent wandering spirits from enter-
container, then you must make a standard DEX-based ing your conveniently unoccupied body while you are gone;
Attack Roll to grab the container. You may now make your see Blocking Spirits for information on how to do this.
EGO-based Attack Roll to Shift the spirit. Spirits within the The END cost for Astral Projection is borne by the body,
same container are considered to be in contact (the spirit since your spirit is in the body when you use this power. Any
powers used while in spirit form must use spirit form END
plane is not considered a container for this purpose).
Reserves (if any), not your body's END. Or those powers can
The only way you can use the standard Shift Spirit on a
be bought to No END Cost or on Charges.
free-floating spirit (that is, a spirit that's not in a container) is
14 HORROR HERO: ENDLESS NI(iHTM~RES o
CONSUME SPIRIT currently attacking or manifesting in some way). The baseline
This power allows the user to remove a spirit from its is the last time you were in contact with the spirit, or the last
container or from the spirit plane and convert it into usable time it was alive (if formerly alive), whichever is less. Take a
Character Points. This, of course, destroys the spirit in the -2 to the Mind Scan roll for every time increment that's gone
process, which means thatthis is a power the GM should use by since, starting with 1 minute as -0. For instance, if you are
rarely. The base cost of Consume Spirit is 1 d6 for 30 points; searching for the spirit of someone who died a year ago, you
this has no range and requires an EGO-based Attack Roll. would take a -16 modifier.
Consume Spirit is used in generally the same manner as If you're not searching for the spirit of a dead person, you
Shift Spirit; once you are in physical contact with the spirit, can use modifiers based on the size of the class as deter-
you make an EGO-based Attack Roll. If that is successful, mined by the GM. If the GM says there are 1 billion similar
roll the dice and total them to find the number of active points demons, then your modifieris -18. You may need to buy your
of EGO that are taken from the target. With Consume Spirit, Mind Scan as Transdimensional (see the Hero System
those active points can then be used by the character in any Ru/ebook) in order to search for some types of spirits, at the
way, just like the Transfer power. You must desiqnate how GM's discretion. For instance, demons may be found only in
those points will be used when the Consume Spirit power is a particular hell, or the spirit of a dead comrade may be in
purchased. Limbo. The modifier would still be based on the size of the
As with the transfer power, both the target and the user class; if there are 10,000 demons in the particular hell you
have a return rate for the points that are Consumed. Each are searching, the modifier is -8.
rate may be moved down the Time table for a +% Advantage. Once a successful Mind Scan is achieved, then you can
Once the target's EGO reaches negative the starting value, bring the spirit to you. If the spirit is cooperating, it's easy:
the target's spirit is completely consumed and he gets no Travel on the spirit plane is instantaneous, and the spirit has
more recovery of the transferred EGO. a way to "home in" on you through the Mind Scan, so the spirit
A character whose spirit is Consumed is utterly and is automatically right there with you next phase. If, on the
completely dead, and cannot be resurrected. The GM may other hand, the spirit is not cooperating, then you must use
well decide that Consume Spirit is too nasty a power to allow persuasion (communicating via Telepathy) or compulsion
in his campaign for this very reason. (Mind Control) to compel the spirit to come to you. Oryou can
If the Consume Spirit is interrupted before the process is (after the Mind Scan lock-on is achieved) simply use a Shift
complete, then the target can recover completely from its Spirit to put the spirit into a handy container.
effects (using the recovery rate specified when you buy the Modifiers to the Mind Scan roll: +1 to +3 for appropriate
Consume Spirit power). If you elect to merely toss away the conditions (quiet, darkened room, magical spot), -1 to -3 for
points gained instead of using them, that's a -112 Limitation to bad conditions (noisy, bright lights, skeptics present).
Consume Spirit.
As with Shift Spirit, adding the Ranged Advantage to
Consume Spirit is extremely useful; this eliminates the need
for any sort of DEX-based Attack Roll to grab a container. As
long as you can see or perceive the target spirit, you can use
the ranged Consume Spirit on it.
SPIRIT SUMMONING
Essentially, summoning a spirit is a combination of other
powers. First, you must find the desired spirit, and then bring
it to you by communicating with it or compelling it. Finally, if
you wish to make the spirit serve you, you must command it
or make a deal with it. Seances are a particularly common
type of Spirit Summoning, with some extra Limitations. The
person conducting the seance is called a medium. The
medium goes into a trance, in which state the medium is very
open to spirits. The trance state is defined as intense
Concentration (-1 Limitation), where the medium is DCV 0
for the duration of the seance, and is unaware of the
surroundings. Additionally, the medium often requires extra
time to get into the trance state (up to one hour, depending
on the ability of the medium).
The fact that an evil spirit can be called up may be
considered Side Effects (-1 Limitation): if the roll isn't made,
the medium calls up the wrong spirit (sometimes an evil spirit
that may try to deceive the players, possess the medium, or
worse).
Finding the spirit requires Mind Scan with the +1/2 Advan-
tage Affects Spirits (this can be bought with the -1 Limitation,
Spirits Only). You don't define an area per se; the modifiers
are different. Use the Time table for modifiers to searching
for a spirit that's not in the immediate vicinity (i.e., it's
o HORROR HERO: ENDLESS NI(iHTMf\RES IS
Of course, if you're summoning an evil spirit, you would be DETECT SPIRIT
wise to take precautions in the event that it answers your This general power can be purchased with a number of
~ummons. You'd better be ready to use Shift Spirit to put it different Advantages. Its base cost is 3 points, like any
Into a safe place, or otherwise control it or prevent it from standard Detect. It is more useful to buy this as an Area Effect
harming you. of some sort, and possibly Discriminatory as well, and
maybe with Range, too. A Discriminatory Detect Spirit would
SPIRIT SENSES give you details about the type of spirit, and perhaps some
There are several senses and detects that can be used to indication of its powers.
detect spirits. The basic sensory mechanism on the spirit
plane is very primitive without buying some additional sen- NORMAL SENSES
sory ability. Spirits without other senses cannot sense the This allows a spirit to use a sense in the real world as
real world in any way, and they can only sense other spirits normal characters do. This is subject to the same limitations
when they are in communication or combat with the other as normal senses (such as not being able to see through a
spirit. Otherwise, there is no sensory input whatsoever. wall or in the dark). The standard human senses (sight,
Spirits may buy these senses for use on the spirit plane, or hearing, touch, taste, and smell) may be bought for 10 points
some senses may be bought by characters trying to see the apiece. This is assuming a base 5 points for the cost of the
spirit plane. Senses that are bought Only While In Spi rit Form sense and adding the +2 Advantage: Affects Real World,
have a -1J2 Limitation if you are a living being that spends most and the Limitation Only Usable Against Real World (-1J2). The
of the time in real form. The senses may also have the Linked spirit may buy other Enhanced Senses in this fashion. For
Limitation; if they do, they may not use the sense when instance, buying Radar Sense would cost 30 points (15
someone else is using Shift Spirit on them. The Limitation points at a +2 Advantage, -112 Limitation). A Normal Sense
Only In Real Form is worth at most a -% (unless the character costs 10 points.
is usually a spirit!).
SENSITIVE
ASTRAL VISION This Psychic Power (described in the Psychic Powers
This allows the character to see entities on the astral section) allows the user to sense the presence of spirits with
plane, namely spirits. Only spirits that are "nearby" can be a successful PER Roll. Sometimes this power is purchased
seen; it's up to the GM to define the meaning of nearby with the Discriminatory ability; that allows the user to get
(generally, spirits that are bound to a physical area in the some idea of the spirit's nature, intent, or abilities (in general
vicinity, or that are manifesting in the vicinity). For people in terms, and only with a good roll). Sensitive costs 5 points.
the real world using this power, you are limited in some ways
by normal eyesight: You can't see through walls with Astral PLAYING AND
Vision, so you couldn't see a spirit that was in the next room.
(Yes, this does get rather strange when, to the spirit, every-
GAMEMASTERING SPIRITS
where in the spirit plane is instantly accessible; butthe spirit's This section discusses how spirits are dealt with in a
attention is probably drawn to specific spots, and wherever gaming situation, both by the player and by the GM.
its attention is, that's where the spirit is.) Spirits that are Generally, spirits are used as opponents in a game. An
inside of containers (such as bodies, a jar, a sword, etc.) entire adventure can be built around a single ghost or evil
cannot be seen with Astral Vision. Astral Vision costs 10 spirit. Since spirits tend to be very difficult for the heroes to
points, either for spirits or for characters. handle, it's usually best to have only one or two spirits for the
heroes to deal with. Of course, if spirits are rarely encoun-
AURA VISION tered in a game, then it's unlikely that any of the heroes will
have abilities that can deal with the spirits. So it may become
See the writeup under Psychic Powers elsewhere in this
book for more details. Aura Vision does not allow you to see necessary to bring in a helpful NPC at certain stages of an
spirits by themselves (unless you also have Astral Vision), adventure. Better still, the GM should try to devise alternate
but if a spirit is in a container then you can see its aura. Also, methods for the players to solve the problems presented by
someone who is possessed by a spirit will have a highly the spirit. For instance, finding the body that the ghost used
unusual aura (usually, it's primarily the aura of the dominant to inhabit and giving it a proper burial, thus freeing the ghost.
spirit, but there's always some unusual traces that indicate
a second spirit in the body). Aura Vision costs 10 points. THE SPIRIT PLANE
Essentially, the spirit plane is another dimension that is
CLAIRSENTIENCE contiguous with every point in the real world. But the spirit
plane has some very unusual properties; it is a realm of
Spirits may buy this at +20 points in order to perceive the
real world. Or characters may buy this at +20 points in order thought and mind, not physical forms. Physical actions have
to perceive the spirit plane. Clairsentience costs 40 points to no effect on the spirit plane; there are no physical objects as
pe~c~ive the spirit plane (or the real world if you're a spirit). such, and spirits have no physical forms on the spirit plane
to affect. So powers like Energy Blast have no meaning on
SPirits can also buy other senses as the basis for
Clairsentience; for instance, a spirit might use Radar as the the spirit plane; since spirits have no ED or STUN or BODY,
basis for its Clairsentience, and it would perceive everything they cannot be affected by an energy blast.
The only powers that have meaning on the spirit plane are
as shadowy forms with no great detail.
those powers that can affect the Characteristics that spirits
possess. Adjustment Powers can affect spirits, so can Men-
16 HORROR HERO: ENDLESS NI(iHTMI\RES o
tal Powers (except EGO Blast). Flash can have meaning if it must be ECV-based (Based on ECV versus Spirits is only a
is applied to a sense that a spirit possesses. But powers like +Y2 Advantage). Exceptions are Shift Spirit and Spirit Con-
Entangle and Teleport are meaningless on the spirit plane. sumption, which already affect spirits. Mental Powers are
All spirits must buy powers at +2 Advantage to affect the already based on ECV.
real world; real people must buy powers at +112 to affect the Spirits attacking spirits need not buy Affects Spirits on their
spirit world (and an additional +112 Advantage to make them powers. Spirits that are occupying living bodies are subject
EGO-based). When you leave your body, you can still use to any and all powers, just as the original occupant of the
your powers (unless limitations like Gestures make this body was. Another way of saying this is that spirits on the
impossible); but they must be bought at +2 to affect the real same plane need no special Advantage to attack one an-
world. Once you're a spirit, your powers will affect spirits other; but if they are on different planes, they do need some
without extra cost (assuming the powers have meaning; sort of Advantage.
Entangles have no meaning on the spirit plane, for instance).
Movement on the spirit plane is instantaneous, since the MENTAL POWERS AND SPIRITS
spirit plane is a realm of pure thought and it is coexistent with Mental Powers can affect spirits by purchasing the addi-
every point on the physical plane. Spirits can be anywhere tional +112 Affects Spirits Advantage. Spirits can buy Mental
they want to be on the spirit plane, subject to other limitations Powers that affect the real world with a +2 Advantage. A spirit
the spirit may have. Spirits may (with proper skills) appear in on the spirit plane can use Mental Powers against another
other dimensions, planes, or realities, such as various heav- spirit on the spirit plane at no additional cost; similarly, a spirit
ens or hells. Desolid characters are not present on the spirit Possessing a living body can use Mental Powers or have
plane. them used against him at no extra cost.
Some spirits may inhabit other planes as well (hells, Spirits are completely undetectable by normal senses,
elemental planes, etc.). The GM may require you to buy the and Mental Powers can be used on spirits only after a line-
Transdimensional Advantage on your various Spirit Powers of-sight is established. Therefore, you have to buy some
to reach those places. Generally, each such dimension is targeting sense (see Spirit Senses) to be able to use Mental
considered as a separate container; spirits must use Shift Powers on spirits. (This is true whether you're in the real
Spirit to leave their dimension and then use Shift Spirit again world trying to attack a spirit, or whether you're a spirit trying
to enter another dimension. For that purpose, we assume to attack a spirit.) Of course, spirits can move instantly, so
that there is some intra-universal dimension that contains all you have to be looking in the right place for them. And
others; this is where you go when you Shift out of your current remember that your senses may be subject to certain limita-
dimension. tions; with standard Astral Vision, for instance, you won't be
Spirits may communicate with one another by directly able to see a spirit that's behind a wall.
transferring thoughts; this is treated just as if the two spirits A spirit in a living body is differentthan a spirit in a nonliving
were having a conversation in normal speech. Actually container. Being in a container means that you are still on the
reading a spirit's thoughts require the use of Telepathy. spirit plane, but confined to a physical location. Thus, the
Spirits can only communicate when they can sense each rules about which powers can affect you apply as to any
other; there's no way to "shout" on the spirit plane. other spirit.
A spirit using a body as a Focus (animating a corpse, for
MOVEMENT ON THE SPIRIT PLANE instance) can be targeted by Mental Powers only ifthey have
Spirits can move instantaneously to any point in the spirit the +112 Advantage Affects Spirits. But you can easily estab-
plane, and thus to any point they are familiar with in the real lish line-of-sight in this case merely by using your normal
world, unless they are confined in a spirit container (or sight, since the spirit is contained in an easily visible Focus.
inhabiting a body, which is the same thing). Thus, spirits are When a spirit is in a living body AND it's the dominant spirit,
usually located where their attention is: if they are looking at that spirit can be reached by normal Mental Powers (those
something or if they are manifesting themselves, that's powers don't need to be bought with the Affects Spirits
where they are. Spirits can, however, stay in one "spot" while Advantage). Also, the dominant spirit in a body can be
manifesting or sensing somewhere else, if they have the affected by any other powers, just as a normal character
right abilities (powers usable at range). Spirits can't teleport would be (see Possession). The non-dominant spirit in a
into objects (or use teleport on a spirit at ali); they must use body is one level harder to affect with mental powers,
Shift Spirit to put themselves into a container. Spirits can't provided that you know it's in there. If it's not in there, you
cross an area protected by Power Defense (see Blocking have to be able to detect it first! And the dominant spirit will
Spirits). know about any attempt to use Mental Powers on it or any
other spirits in that body. In fact, you must make your Attack
SPIRIT COMBAT Roll against the ECV of the dominant spirit in order to reach
Spirits can't hurt one another normally, since they have no the other spirit in the body. However, the effects of your
BODY or STUN. Of course, they can use Shift Spirit on one Mental Power work against the EGO of the spirit you are
another to force the target into a specific spot. More likely is trying to reach.
the use of a Drain or Transfer of some sort to render the Example: The night-demon Calagar has possessed
opposing spirit powerless, or a Mind Control to control Rogi and is in control of Rogi's body. Artemus Magus
another spirit. Spirits can also erect defenses against other attempts to contact Rogi via Telepathy and assure him
spirit powers, using Power Defense, Mental Defense or that everything will be fine once he performs an exor-
Suppress. cism. Normally, reaching Rogi for this little chat would
All targeting rolls against spirits must be done based on only require that Artemus make an ECV Attack Roll
EGO Combat Value (ECV). All powers that affect spirits from against Rogi's EGO of 10. But since Rogi is dominated
the real world must be bought with +V2 Affects Spirits, and by Calagar's spirit, Artemus must make his ECV Roll
o HORROR HERO: ENDLESS NI(iHTMI\RES 17
SPIRIT POWER ADVANTAGES For spirits that have powers that could be used to affect
Generally, all the usual Advantages listed in the Hero both the spirit plane and the real world (i.e., powers that have
System can apply to powers that spirits buy. An additional meaning on the spirit plane and are bought at +2 Affects Real
Advantage is required for spirits that wish to use their powers World), if the power only affects real world targets they can
to affect the real world: +2 Advantage Affects Real World. use the Limitation Only Usable Against Real World (-V2).
For heroes that want to be able to affect the spirit plane, one Conversely, the Limitation Only Usable Against Spirit Plane
or two Advantages are necessary. First of all, powers that is worth a -1 Limitation.
affect the spirit plane must be ECV-based. In other words,
powers other than Mental Powers must be bought with the SPIRIT DISADVANTAGES
Advantage Based on ECV. Usually, this Advantage is a +1 Disadvantages that have been reinterpreted or redefined
Advantage; but in the case of spirits it's only a +Y2 Advan- especially for spirits are listed here. Spirits should only use
tage, because of the additional difficulties in targeting spirits. those Disadvantages listed here; other Disadvantages are
(You must establish a line-of-sight contact, as with any ECV- not available for spirits (unless the GM makes an exception).
based power, but to do this with spirits you must have one of These Spirit Disadvantages are presented as a helpful guide
the Spirit Senses.) when creating spirits, so that the GM can balance the power
Additionally, all powers that can affect spirits from the real of the spirit with some compensating problems.
world must be bought with the +iJ2 Advantage Affects Spirits.
So most powers that heroes would buy to use on spirits Berserk
would be bought at a total of +1 Advantage or more. One Spirits can certainly take this Disadvantage, but of course
more note: spirits do not need to buy any Advantages on their they are unlikely to have friends handy to help snap them out
powers if all they want to do is use those powers on other it.
spirits in the spirit plane. It's only when you are on the spirit Bound/Repelled
plane trying to affect the real world, or in the real world trying This Disadvantage means that the spirit is bound to a
to affect the spirit plane, that you need to buy an Advantage. specific spot or item, and may not leave that spot. Or,
conversely, you can use the same point structure to reflect
SPIRIT POWER LIMITATIONS the way a spirit is Repelled by holy objects or other things.
Any of the existing Power Limitations are acceptable for Being Bound may be a Psychological Limitation, a Physical
spirits to use, subject to the GM's approval. There are Limitation, or a combination of both. Why should you get two
several new Limitations that are of special interest to spirits. Disadvantages for the same circumstance? Because the
Spirits may buy powers with the Limitation Only While In Disadvantages have different game effects. The Psycho-
Spirit Plane (-V2) , which means that they cannot use their logical Limitation means that the spirit doesn't want to
powers while Possessing a body. This Limitation might be perform the action (such as leaving or entering holy ground),
worth more or less, depending on the amount of time the but some external force can make the spirit do so (or an
spirit spends in Possession (i.e., the amount of time the spirit extraordinary situation allows the spirit to make an EGO Roll
spends in the real world). A spirit that never Possesses at great penalties). A Physical Limitation means that the
anyone would not get any bonus for this Limitation. spirit is unable to cross into holy ground, and no external
Conversely, a spirit that spends almost all of its time in force can make that happen (unless the Physical Limitation
someone else's body would get a -1 Limitation. A real person is itself Suppressed). Remember, though that such a Physi-
who takes this Limitation (such as a wizard who wants to buy cal Limitation cannot be advantageous, or it ceases to be a
powers usable only when Astral Projecting) would get a-1 Disadvantage.
Limitation. Also, powers may be bought Linked to Astral There are also some additional modifiers to consider
Projection (-%), and also with Usable Only While In Spirit beyond the standard ones for these Disadvantages.
Form (-1). If you have the Linked limitation, you can't use the A Psychological Limitation binding a spirit often occurs as
powers unless you are using your Astral Projection. This a result of the circumstances of the death of the spirit's body.
could be a problem if you are cast out of your body by As part of this Disadvantage, the GM should define a set of
someone else. circumstances that will dissolve the bonds and free the spirit.
Spirits may also take powers with the Limitation Only For instance, if a person is murdered violently and their body
Usable In This Location (-0 to -1). Spirits that are Bound to is not given a proper burial according to their customs, their
a particular location might only get a -1;4 Limitation oreven no spirit may be bound to the spot until the murderers are
bonus, depending on how likely it is that the spirit might be brought to justice or until their body is properly buried with full
taken away from its location. (Even though a spirit is Bound rites.
to a spot, someone might come along and forcibly remove it.) Psychological Limitation: Bound is worth 25 points (Very
Spirits that can roam freely might get more of a bonus, unless Common, Total).
it's very likely that they'll be found in a particular spot. Being Bound physically means that while the spirit may
Spirits may also buy powers usable Only While In Real want to leave, it is prevented from doing so. This may be
World (-0 to -2). This is the inverse of the previous Limitation; because the spirit lacks the Shift Spirit power, or because
spirits can only use such a power when they are Possessing there is sufficient Power Defense (or Suppress) on the area
someone. Obviously, a spirit without the ability to Possess to prevent the spirit from using its Shift Spirit power.
someone would take a -2 Limitation here (on the off-chance The spirit may be removed from the place where it is bound
that someone else might put the spirit into a body). A spirit by a Shift Spirit. The spirit is automatically freed when the
that's in the real world much of the time would get a bonus of place or item it is Bound to is destroyed. As part of this
only -% or even no bonus at all. Disadvantage, the GM should define a set of circumstances
that will dissolve the Bonds and free the spirit.
20 HORROR HERO: ENDLESS NIGHTMI'\RES o
Physical Limitation: Bound is worth 25 points (All The capricious or whimsical, too. In short, spirits are at least as
Time, Fully) as a base, with the following modifiers: wacky as the normal beings you're likely to meet, and often
Bound Location Is: Points more so.
Small (item) +5 Physical Limitation
Fragile (1 DEF) +5 The obvious physical problems that a spirit has (like
Large (estate) -5 lacking the ability to manipulate or sense the real world) isn't
worth any points, since it's built into the basic nature of a
So a spirit that is Bound both physically and psychologi- spirit. The only specific physical limitations that spirits can
cally to a small, fragile item gets a 60 point Disadvantage. A have are covered separately under Bound and Repelled.
large area is less limiting to the spirit, so if the spirit is bound
to such an area (like the grounds of an estate, or a certain Susceptibility
valley) this is a -5 (or even -10) modifier to the Disadvantage. Spirits often have Susceptibility to certain conditions.
Being Repelled by a particular environment or circum- While some spirits may avoid holy symbols or holy places
stance can be treated in the same fashion as Bound, (see Bound/Repelled), if forced into contact with them spirits
pointwise. may take damage. Since spirits don't take STUN damage,
Some examples of being Repelled: read each die for the amount of BODY and treat that as an
Repelled by garlic: Physical Limitation 15 points (Fre- equivalent amount of Consume Spirit directed against the
quently, Greatly Impairing) spirit's EGO. Each BODY done results in one EGO lost by
Repelled by holy places: Physical Limitation 20 points the Spirit as a Consume Spirit; the recovery rate for this lost
(Frequently, Fully) and Psychological Limitation 20 points EGO is 5 Character points per day. Because of this, each
(Common, Total). 1 d6 of Susceptibility is worth 10 points, beginning with the
first 1 d6. The amount of dice taken in the Susceptibility can
Dependence be more than 3; each additional die is worth 10 points.
Some spirits may have a Dependence, usually on some- Examples:
thing unsavory like human blood or souls. Or a vampire may Vulnerable to holy symbols: 3d6 Susceptibility, Com-
be dependent on sleeping in its native soil every day. Since mon, per segment: 55 points.
spirits don't take STUN damage, read each die for the Die when container is destroyed: 10d6 Susceptibility,
amount of BODY and treat that as an equivalent amount of Common, per phase: 120 points.
Consume Spirit directed against the spirit's EGO. Each Sunlight: 5d6 Susceptibility, per phase, Very Com-
BODY done results in one EGO lost by the Spirit as a mon: 75 points.
Consume Spirit; the recovery rate for this lost EGO is 5
Character points per day. Because of this, each 1 d6 of Unluck
Dependence is worth 10 points, beginning with the first 1 d6. Spirits can be just as unlucky as living beings.
The amount of dice taken in the Dependence can be more
than 3; each additional die is worth 10 points. Vulnerability
Example: A wraith requires the consumption of souls to Since spirits cannot take damage in the ordinary sense,
sustain its undead form of life. While it can subsist on a this is actually a variant on the standard Vulnerability Disad-
meager diet of animal souls, it really prefers the much vantage. A spirit (or any character, forthat matter) that takes
juicier portions afforded by the occasional adventurer. /f damage from an attack or an effect that wouldn't normally be
the wraith isn't fed for a while, it grows steadily weaker. damaging gets a bonus according to the following table. This
Dependence: must consume souls frequently (Consume is used instead of Susceptibility when the attack or effect
Spirit), Very Common (5 points), occurs once per day uses dice (such as a Flash or a Drain); Susceptibility is used
(-25 points), 6d6 (60 points); total 40 points. when the effect has no dice rating of its own (such as sunlight
or green argonite).
Hunted and Watched Remember, an Uncommon attack is worth 5 points, a
Spirits can be Hunted or Watched, but this is generally not Common attack is worth 10 points, and a Very Common
meaningful if the spirit has taken the Bound Disadvantage. attack is worth 15 points as a base. The following table
Only a free-moving spirit should be allowed to have this serves to modify those values when you are Vulnerable to an
Disadvantage. And any Hunters should be able to do some- attack that normally doesn't cause damage.
thing about the spirit; this Disadvantage isn't meaningful if Modifier Bonus
the Hunters can't harm the spirit somehow. Takes STUN damage x2
Psychological Limitation Takes BODY damage .. x3
Spirits can certainly have these; in fact, it's very common Takes X1Y2 damage +x1
among spirits to have a number of severe psychological Takes x2 damage +x2
problems. The most common problems are covered sepa-
rately in the Bound and Repelled Disadvantages listed here. Example: /f you want to take STUN damage from Fire
Among other common problems, a spirit might well have an attacks (ruled a Common attack), that would be worth 20
unusual fixation on certain things (a severe hatred of soldiers points (10 points x 2). /fyou take BODYand STUN from
since it was slain by a soldier, for instance). Or a spirit might Fire Attacks, that's 30 points. If you took x1!1? the damage
be unusually stupid and easily tricked (as are many djinni). rolled on the Fire attack as STUN and BODY, that would
Spirits can often be immensely overconfident, not unreason- be worth 40 points.
able since they can be immensely powerful. Spirits are often
o HORROR HERO: ENDL.ESS NIGHTMl\RES 21
This could apply to any power at all, from Mind Control to BUILDING SPIRITS IN A FOCUS
Change Environment. If the effect you want is not damage, Spirits that enter a living container in the course of play
use the active points of the attack to determine how much don't have to pay points for any abilities the container has.
effect to use. Similarly, spirits that enter a recently dead body get to use its
In the case of spirits with this Vulnerability, BODY damage basic capabilities (like STR and movement) without paying
from attacks (or any other power, for that matter) is treated for them. If you want to create a spirit that occupies a physical
as an equivalent amount of Consume Spirit directed against form, though, you have to pay points forthe privilege. Spirits
the spirit's EGO. For instance, a spirit that takes BODY can be created from scratch as occupying a body of some
damage from magic weapons (a Common attack in a Fan- sort, whether it's a corpse, a skeleton, or a clockwork
tasy Herocampaign) would get a 30 point bonus. (Spirits are mechanism. The spirit's Characteristics are purchased nor-
particularly vulnerable to this sort of attack, since they are not mally, but the spirit can buy additional Characteristics and
able to buy any defense against it.) Each BODY done by an powers through the body, which is treated as an Obvious,
attack results in one EGO lost by the Spirit as a Consume Inaccessible Focus. Spirits built this way can buy (if desired)
Spirit; the recovery rate for this lost EGO is 5 Character STR, BODY, PD, ED, END, REC, and COM; but any these
points per day. Thus, if you slash a spirit that has Vulnerabil- that are purchased must be bought from a starting value of
ity to Magic Weapons with a magic sword and do 7 BODY, O. Spirits built this way still cannot purchase CON or STUN
it loses 7 EGO. Of course the first line in the bonus table (since neither have meaning for a nonliving body).
about STUN damage does not apply to spirits (since STUN While this "spirit in a Focus" resembles an ordinary char-
does not affect spirits). acter at a casual glance, there are important differences.
Some common examples of this Vulnerability for spirits in First of all, because of the nature of the spirit, it takes no Stun
a horror campaign: damage at all and it doesn't get Stunned. You don't need to
Vulnerability Points buy Life Support for the spirit; the Focus is not really alive in
Magic weapons (normal damage) 30 the traditional sense, and thus does not need to breathe, eat,
sleep, or other annoying functions. Those can be taken as
Magic weapons (1 1/2X damage) .40
Character Disadvantages, if you like. On the other side of the
Magic weapons (2x damage) 50 equation, any physical Characteristics desired must be
Dispel magic (2x damage) 25 bought from a 0 starting value. The spirit in a Focus has no
Fire attacks (2x damage) 75 base movement and no senses to begin with; all must be
purchased.
All physical Characteristics and all attacks should be
bought at a +2 Advantage Affects Real World, with a -1/2 OIF
Limitation. Essentially, most things are purchased at double
cost underthis rule. Skills, Perks, and Talents are purchased
at the normal cost, however. Spirits in a Focus are subject to
Flash attacks (assuming they've bought some senses, since
they start with none) and Entangles. Normal Adjustment
Powers will work only against those Characteristics bought
through the OIF. Mental Powers and Adjustment Powers
that work against spirit Characteristics must be bought with
the usual Affects Spirit Advantage (and ECV-based, in the
case of Adjustment Powers) in order to affect the spirit.
However, you at least get the line-of-sight for free; no special
senses are necessary to find the spirit, since it's always in its
container.
The Focus Limitation as used here is interpreted differ-
ently than the standard Focus Limitation. The body as Focus
does not gain any defenses automatically, and is not subject
to the "take BODY, lose a power" rule. However, the Focus
can lose abilities when damage is taken, according to the
special effects. For instance, if you lop off the body's hands,
it can no longer use any weapons (or cast any spells that
require gestures). If you remove the body's head, it is still
"alive" and can still think, but it cannot control its body. (If you
want severed parts to continue functioning after they are
severed, buy Telekinesis, OIF Body.)
The body Focus does not bleed, but neither does it heal
any damage. Damage can be repaired by using Adjustment
Powers or with appropriate skills. So it's entirely possible to
completely destroy the Focus.
Additionally, since the body is an OIF, you must define
some way that it can be rendered inactive. An example might
be holy attacks or symbols used against undead.
22 HORROR HERO: ENDLESS NIGHTMI\RES o
SPIRIT CONTAINERS Stress, on the other hand, is a constant situation; in some
While any living thing with an EGO can hold a spirit, ways it's like a low-level continuous PRE Attack. The effects
nonliving objects cannot unless they have been specially of stress are based on the situation and the experience of the
prepared. Creating a container that can hold a spirit is done character. The general stressful ness of a situation is mea-
with a cosmetic Transform; the cost is dependent on the sured by the Stress Level. Stress Level is normally gener-
amount of BODY in the object, which is relatively cheap. It ated by a General Presence Attack based on the situation
does provide an explanation for why spirits tend to be put into and environment. See the General Stress section for how
small objects as opposed to bigger ones (aside from the General Presence attacks and Stress Level affect charac-
portability issue). A container can be "uncontainerized" by ters.
casting another cosmetic Transform on it (though this is a A character's loss of capabilities due to stress is reflected
different Transform than the first one, and therefore must be in a value called Long Term Stress. A character accumulates
bought separately or the Transform should be bought with a Long Term Stress by being in stressful situations and under-
+114 Advantage). going great psychological shocks. Long Term Stress re-
Fortifying a container is another matter. Containing the duces a character's Psychological Resistance; subtract a
spirit (preventing it from using Shift Spirit) and preventing it character's Long Term Stress value from his Presence and
from using its powers are two different things. To prevent a EGO scores to get the current effective Presence and EGO
spirit from entering or leaving a container, buy Power De- values. These reduced Presence and EGO values are used
fense with the + % Advantage Affects Spirits; this will work to in all Skill Rolls, Characteristic Rolls, Presence Attacks, and
prevent the movement of a spirit in one direction only (either Mental Combat calculations. The other effects of long term
in or out of the container). If you want to restrict the move- stress are described in the Long Term Stress section later in
ment of a spirit in both directions, then you must buy an this section.
additional +% Advantage (Bidirectional) on the Power De- A character can reduce his Long Term Stress by getting a
fense. (This could be made cheaper by saying the Power Psychological Recovery. This Psychological Recovery is
Defense only applies to Shift Spirit, and not to Consume equal to the character's base PRE/5 + EGO/5. The time it
Spirit; this is a -% Limitation.) Note that this is not an absolute takes a character to take a Psychological Recovery is based
prevention against the movement of a spirit; the Power on how much Long Term Stress he has accumulated.
Defense merely subtracts form the Shift Spirit that is per-
formed. So a sufficiently large Shift Spirit power wouldn't be WHEN TO USE WHICH SYSTEMS
stopped by a Power Defense, merely slowed down. Between the effects of Normal Presence Attacks, General
Blocking the powers of the spirit in the container is a Presence Attacks, Stress Level and Long Term Stress the
different matter, and that depends on the specific powers of Game Master has many ways of simulating the effects of
the spirit. It's often not enough to put a malevolent spirit into stress on characters. These systems can cause Combat
a jar; you also want to keep it from using all those nasty Effects, Skill Effects and Indirect Effects, as well as Tempo-
powers it has that can affect the real world. To block mental rary and Long Term Psychological Limitations. Not all of the
powers, use Mental Defense. Note that this will reduce but systems need to be used at all times.
not necessarily eliminate the effect of such powers (a very In simple cases, Normal Presence Attacks, General Pres-
nice touch in keeping with many stories). To block other ence Attacks and Stress Level will convey the tension of a
powers, use Suppress, adding the proper Advantage so that horror situation without a lot of bookkeeping. The Game
it can work against all spirit powers (+2 Advantage). Of Master can restrict the modifiers stress causes to Skill
course, you'll want to buy the Suppress as a Continuous Modifiers and Indirect Effects to streamline the system. The
power at no END cost, so it's working all the time. You may Game Master may give characters Temporary Psychologi-
want to define the Suppress as having a nonrandom output cal Limitations as a result of a particularly horrible situation
of 3 points per 1 d6, sothatyou're not concerned about power at the climax of the adventure.
fluctuations that might allow something untoward to occur. In cases where the Game Master wants the characters to
As you can see, a full-fledged spirit container with the feel the long term psychological degradation of continuous
ability to block the movement and powers of a spirit could be stress, the Game Master may use the Long Term Stress
quite expensive, even if you buy it as an Independent Focus. system by itself. Characters will quickly recognize that their
mounting Long Term Stress scores reflect a real loss in the
health and control over a character. The Game Master can
( SHOCK }\ND STRESS) apply Indirect Effects plus Temporary and Long Term Psy-
chological Limitations to make the effects of this stress
Shock is a sudden change in situation that startles a crystal clear.
Only when the environment is unusually bizarre, unex-
character; in the Hero System Presence attacks are used to
represent the effects of a shocking turn of events. The effect plainable, and dangerous, should all of these systems be
of a Presence attack is determined by how much the attack used together. Characters who do not have substantial EGO
exceeds a character's Presence or Ego, whichever is greater. and Presence characteristics and familiarity with their bi-
For simplicity, the greater of those two Characteristics (PRE zarre surroundings will be in big trouble. They can be quickly
and EGO) is called the Psychological Resistance. The reduced to gibbering ineffectiveness. The Game Master
section on Normal Presence Attacks following describes should only use all of the systems together in specific
how characters may react under both shock and stress. situations, where the psychological sacrifices the characters
make are in keeping with the scale of their goals.
o HORROR HERO: ENDLESS NIGHTMliRES 23
SOURCES OF STRESS there and expands on many new modifiers. If a situation has
Stress can be caused by three different elements: fear of a range of two or three modifiers, the names of the various
the unknown, lack of control and danger. Maximum stress is levels is listed in parenthesis after the description. If a
caused when all three elements are present. situation has a range of four or more modifiers, the names of
First, stress can come from lack of knowledge about how the least and most effective modifier is listed in parenthesis
an environment is supposed to work. If a character in an after the description.
ancient house spots paintings that drip blood or fresh earth
over old graves, he doesn't know what is happening at first. Expanded Presence Attack Modifiers:
Similarly, a character in a strange culture might find that he
doesn't know the local customs and doesn't realize when he Modifier Situation
has insulted someone important until it is too late.
Second, stress can come when a character has lost -1d6 During Combat
control of his environment. A character working his way -1d6 to -3d6 Attacker's Presence Attack
through a haunted house, where knives fly from walls and command runs counter to
evil mystic forces defy logic, is not in control of his environ- existing mood
ment. In the same way, if a character in a strange culture -2d6 to +2d6 Attacker's Reputation
suddenly loses his translator, he can no longer communicate (Laughable to Overwhelming)
and is no longer in control of his environment. -2d6 to +2d6 Setting (Very Inappropriate to
Finally, stress can come when a character is in danger of Very Appropriate)
bodily harm or death (or the dreaded Fate Worse Than -1 d6 to +3d6 Attacker's position of relative
Death, which comes in many varieties), or when others that power to Target (Disadvantaged
the character cares about are threatened. The energy- to Complete Conquest)
draining undead creature is a threat to everyone within the
+1d6 to +3d6 Attacker surprises Target
haunted house. The threat can also be to a character's
(Minor, Major, Total)
position, status, or relationships. Thus, the character in a
strange culture realizes that the constabulary bearing down +1d6 to +3d6 Attacker's Soliloquy
on him, guns drawn, are a threat to his position. (Good, Excellent, Incredible)
The fear of not knowing, fear of not controlling, and fear of +1d6 to +3d6 Attacker's Violent Action
dire consequences all conspire to put a character under (Regular, Extremely, Incredibly)
stress. Much of a horror story is based on creating such +1d6 to +3d6 Attacker exhibits an ability (Effec-
dramatic tension or stress. The Game Master can use all of tive, Spectacular, Overwhelming)
these fears as tools to create a properly stressful horror +1d6 to +3d6 Attacker Exhibits an unexpected
atmosphere. What follows are some game mechanics that ability (Unanticipated, Shocking,
help the Game Master reflect the effects of stress on the Outrageous)
capabilities and actions of the characters. Attacker Exhibits an unexplained
+1d6 to +3d6
ability or violent action (Unusual,
SOME THINGS MAN Weird, Bizarre)
WAS NOT MEANT TO KNOW +1d6 Target's Current attack shown
The GM may decide that some environments or experi- to be ineffective
ences are always stressful. These are things that are so +2d6 Several of Target's attacks have
bizarre or terrifying that a character can never completely been ineffective
explain or grow accustom to them. These things might +3d6 All of Target's rational forms of
include otherworldly monsters, alien science so advanced it attack have been ineffective
is like magic, or changing environments so complex that they +2d6 to +4d6 Target in retreat (Partial, Full)
defy rational analysis. In these cases, the GM has decided
-1d6 per Repeated Attack
that no matter what skills or experience the character has,
the character is under stress. +1d6 per Stress Level if the attack
reinforces the stress (if used)
NORMl\b PRfSfNCf
(______ l\_T_T_~_C_K_S
J~ -1d6 per Stress Level if the attack
resists the stress (if used)
Presence Attack is
greater than or Effect of Commands
equal to on Target
Target's Psychological Will move to follow Easy
Resistance Commands, but may
reconsider the action
before completing it.
Target's Psychological Will follow Easy
Resistance + 1 0 Commands for a short
time unless target makes
an EGO Roll or target is
supported by a fellow
character. Will move to
follow other commands,
but may reconsider.
Target's Psychological Will follow all commands
Resistance +20 for a short time unless
target makes an EGO Roll
or target is supported by a
fellow character. Will follow
Easy commands for a long
time unless the target
makes an EGO Roll or the
target is supported by a
fellow character.
A character is more likely to do easy commands than Target's Psychological Will follow all commands
normal ones. A character is also more likely to do short Resistance +30 for a short time. After a
commands than long ones. A character is also more likely to short time, target may
resist a command if he has the support of another character. make an Ego Roll to try to
When a character is alone, he has only his own willpower to regain control
resist a command. When another character is spending time Target's Psychological Will follow all commands
and effort giving him moral support, he is more likely to resist
~esistance +40 or more for a long time. After a long
a command. The Expanded Presence Attack chart reflects time, the target may make
the difference between these various commands. an EGO Roll to try to
Easy Commands tend to reinforce a character's natural regain control
instincts and tendencies. They include many short, simple,
one word commands like, "Run," "Freeze" or "Look." These
easy commands tend to be things a character can begin A character can sometimes resist the effects of a Pres-
instantly. The natural tendency of a character overcome by ence Attack with an Ego Roll, -1 per 10 points of the
fear is to run away or freeze. The natural tendency of a Presence Attack. If the character successfully makes the
character who is uncertain of his surroundings is to look EGO Roll, but does not make the roll with the negative
around to see if he is missing something. These Easy modifiers the character may overcome the attack enough to
Commands do not incapacitate a target for long, but they avoid the command by freezing or running. The Game
may provide an opening when a character is covered by Master has the final say about how well a character resists
enemy weapons or an enemy is about to deliver a killing a Presence Attack.
blow. If the Presence Attack equals or exceeds the character's
Normal Commands tend to be more complex. They re- PsychologicalResistance, the character automatically moves
quire a character to act intelligently, not just out of instinct. to follow the command for an instant. If the character retains
These commands are often variance of "Obey Me." The enough control to reconsider the action, he may stop before
command might be to tell a character to drop an item or executing the action and do something else. But, the charac-
weapon, attack someone, or do a specific task. ter has been affected by the attack. He has begun to lose
A Short Command is normally only one or more phases. control of his actions, and then regains control just in time.
It's long enough for a single attack or move. It's long enough
to complete a short term task. It's not long enough to do
complex long term tasks.
o HORROR HERO: ENDLESS NIGHTMI'\RES 2S
To make a General Presence Attack, roll the appropriate
(i~N~R/\b PR~S~NC~ ~ number of dice as listed in the examples chart. Tell the
players the type of stress they are under (fear, horror,
/\TTl\CKS danger, deadline pressure, etc.) and announce the total. The
GM may allow characters with specific skills or familiarities
Normal Presence Attacks are delivered by a character with the situation to ignore the attack or to reduce the effect
using a Presence value; General Presence Attacks come of the attack (at the GM's option). Other characters should
from the atmosphere of a situation. They are not based on compare the attack to the General Presence Attack Effects
any Presence value, but on generally how the characters Table and react accordingly.
understand and control their situation. The more bizarre and
uncontrollable a situation is, the greater the General Pres- GENERAL PRESENCE ATTACK EXAMPLES TABLE
ence Attack.
General Presence Attacks help establish future modifiers Presence
to Presence Attacks and other rolls. They can also help the Attack The Situation is:
players understand just how unusual a situation is.
A General Presence Attack can represent many kinds of 2d6 Spooky: things are not quite right,
stress. Being in an unusual culture can be stressful. If that but you can't put your finger on it.
culture makes living your life difficult, or even dangerous, it An annoying culture. A stressful
is even more stressful. As a character becomes wiser in the job at deadline time (Newspaper,
ways of a culture, the stress, and therefore the size of the or Overnight Shipping Firm.)
General Presence Attack, will go down. Many kinds of jobs 4d6 Wrong: You know something is
can be stressful. The more dehumanizing and dangerous a wrong, but you don't understand it.
job is, the more stressful it tends to be. Of course, as a You're being watched. You know
character gets more knowledgeable about a job, the stress, an enemy is out there. A difficult
and therefore the size of the General Presence Attack, will go culture. A very stressful job, where
down. people are treated like machines
A General Presence Attack often starts with very few dice (post office, or an assembly line.)
as unusual things begin to happen. As more and more 6d6 Threatening: What is wrong is now
unusual, dangerous, or unexplainable things happen, larger a known threat, but it is still not
and larger General Presence Attacks are appropriate. By the understood. This is often the
climax of an adventure the level of horror, and the size of the situation after the first unexplained
General Presence Attack, should be near their maximum. attack. A dangerous culture. A
The General Presence Attack Examples Table lists various stressful and dangerous job, where
situations and the appropriate dice of General Presence a mistake can cause injury or
Attack. death (coal mine, fire station, or
police beat.)
GENERAL PRESENCE ATTACK EFFECTS TABLE 8d6 Dangerous: What is wrong is
threatening, not understood, and
Presence Attack is the danger is imminent. The
greater than or Effect of Commands stalker is in sight
equal to on Target 10d6 Terrifying: normal means don't
Target's Psychological Target is affected by the seem to stop the enemy. The
Resistance stress. If the character enemy has been shown to be
does not understand the bizarre and dangerous. The
situation they may take characters may be physically or
stress modifiers. mentally injured.
Target's Psychological Target is very much 12d6 Overwhelming: the characters
Resistance + 10 affected by the stress. have tried everything, but nothing
Character will consider seems to stop the enemy. The
attempting to avoid or enemy is shown to be bizarre,
escape from the stress dangerous, and seemingly
unstoppable
Target's Psychological Target is overcome by
Resistance +20 stress. Character will act 14+d6 Nightmarish: nothing seems to
irrationally to avoid or make any sense. The situation is
escape stress unless inescapable, bizarre, and over-
supported by others whelmingly dangerous. It violates
Target's Psychological Target is broken by stress. all rationality.
Resistance +30 or more Character will act irratio-
nally to avoid or escape
stress.
26 HORROR HERO: ENDLESS NI6HTMI\RES o
PSYCHOLOGICAL LIMITATIONS, green troops, combat can be a very stressful situation
because it is both dangerous and unfamiliar. For veteran
SHOCK AND STRESS troops, combat may be just as dangerous, but it may not be
Psychological Limitations are important modifiers to the as stressful because they know what they are getting into. Of
effects of Stress and Shock on a character. Psychological course, this can work the other way, too: a lack of knowledge
Limitations divide into several types. Codes of Conduct or about an environment may cause a character to think it's not
Hatreds tend to resist the effect of Presence Attacks. For dangerous at all, and thus he experiences no stress. Mean-
example, a characterwith a hatred of supernatural creatures while, the veteran who understands exactly what can hap-
could have a chance to resist the fear caused by a demonic pen may be under severe stress. It's up to the GM to decid~
Presence Attack. Fear tends to reinforce the effect of Pres- which set of circumstances and stress results are appropn-
ence Attacks. A character with a fear of spiders might have ate.
to grapple with a giant man-spider. Compulsions can resist A character may also come up with an explanation of a
or reinforce the effect of Presence Attacks. A compulsively situation that fits within his world view. The character decides
clean character might have to wade through a pool of eldritch that a local fraternity has been pulling a prank, and explains
slime to save a friend. away the unusual things in the haunted house. Because the
Psychological Limitations that reinforce stress effects character believes he understands his situations, he is not
tend to enhance the effects of smaller Presence Attacks. If under stress while he explores the house. But he's in for a big
a Presence Attack exceeds a character's Psychological shock when he finally meets the undead creature.
Resistance, then it acts as if it has exceeded his Psychologi- Finally, a character could be unaware of the unusu~1
cal Resistance by + 10. However, an attack that exceeds a occurrences and threats around him. A character who IS
character's Psychological Resistance by +10 or more is unaware of these elements may escape the stress, but will
treated normally. If the effect of the Psychological Limitation be very vulnerable when the threats rear their ugly head!
is greater than the effect of the Presence Attack, then use the Normally, a character starts a scenario under little or no
effect of the Psychological Limitation. For example, a char- stress, becomes aware of more and more unusual things
acter who is Totally Afraid of Spiders takes the Total effect and gets more and more stressed as the scenario goes on.
when he is targeted by a spider's Presence Attack, even if However, if a character finds a way to explain the unknown,
the attack only just exceeds his Psychological Resistance. or defeats his enemy, the stress may go away.
Psychological Limitations that resist Stress Effects often
mask a hidden fear. They tend to make the character more
brittle; he's tougher against low-level attacks, but more REDUCING THE EFFECTS OF STRESS
affected by stronger attacks. The character may ignore an The most direct way for a character to reduce the effects
attack that just exceeds his Psychological Resistance, and of stress is to maximize his Presence and EGO values.
the effect of an attack that exceeds a character's Psychologi- Stress effects tend to reduce the Skill and Characteristic
cal Resistance by +10 is reduced by one level. However, Rolls based on Presence and EGO. High scores tend to
under greater shock, the character's hidden fears emerge. reduce the game effect of these penalties. A character
The effect of an attack that exceeds a character's Psycho- whose roll goes from 13 or less to 11 or less is much better
logical Resistance by +20 or more is increased by one level. off than a character whose roll has gone from 11 or less to 9
Also, because of the great shock and stress, the character or less.
tends to reverse the effect of his Psychological Limitation. Some other abilities are less useful. The EGO Defense
For example: a character would break his code of conduct or Power does not change stress effects, it only helps defend
flee from that which he hates instead of attacking it. against mental attacks. The Resistance Talent is only useful
A very large shock like this tends to be a shattering against interrogation and questioning; its cost is too low to
experience for a character with a hatred or code of conduct. help a character against stress effects.
A character may receive a Temporary or Long Term Psycho- In many cases, however, skill and experience are the best
logical Limitation after such an experience. See the section ways to reduce the effects of stress. For example, the
on Temporary and Long Term Psychological Limitations for combat veteran is less effected by combat stress than the
their effects. green trooper. Thus, after a particularly bizarre adv~nture
the GM may wish to give out specific knowledge skills as
assigned experience to represent the character's experi-
ESCAPING STRESS ence with the unknown.
Not all situations are stressful for all characters. If a Knowledge skills can reduce the fear of not knowing.
character knows something about a situation then he may Experience in a situation can reduce the fear of being out.of
not have the fear of not knowing or of not controlling. Thus, control. Knowing effective tactics can reduce the fear of dire
a character with appropriate Knowledge Skills or Profes- consequences. If a character has the appropriate skills and
sional Skills may avoid stress that affects others without experience, the GM may reduce the effects of General
those skills. Presence Attacks, Stress Level, and Long Term Stress by
A character may also have experience in situations that one or more levels. However, there are always some situa-
are not indicated by specific skills. If a character has been tions so bizarre orterrifying, that all characters take full stress
through a situation before, or has seen a creature before, he effects regardless of their skill and experience.
may understand it enough to avoid the effects of stress. For
o HORROR HERO: ENDLESS NIGHTMI'\RES 27
SKILL EFFECTS
(..___S_T_R_E_S_S_L_E_V_E_L__ ) Stress often reduces a character's ability to deal with
people and pressure situations. The GM can apply penalties
The Stress Level is a measure of game modifiers on all to Presence and Ego Rolls to represent stress. Presence
characters affected by a stressful situation. Remember that Based Skills may also be degraded. Under extreme stress,
based on knowledge and experience, a situation may be all Skill and Characteristic Rolls may have penalties.
stressful for some characters and not for others.
The Stress Level is normally equal to the value of the last INDIRECT EFFECTS
General Presence Attack divided by 10 and rounded down.
Stress most often is represented by its indirect effects on
The Game Master may modify this value based on the the choices a character makes. These choices can be in or
situation, or define his own Stress Level based on other
out of combat. Generally, stress leads a character to make
criteria.
less than optimal choices. Sometimes, stress leads a char-
In general, for each level of. stress add +1 d6 to any acter to do something that seems outright silly from the
Presence Attacks that reinforce that stress and subtract -1 d6
outside, but makes perfect sense in the stress of the mo-
to any Presence Attack that resists the stress. For example,
ment.
in a horror situation that is Stress Level 3, all fear based
The stress of a situation often makes a character avoid the
Presence Attacks would be +3d6, but all Presence attacks to
sources of that stress. A character may not attack the most
rally the troops to resist the fear would be -3d6. Presence
dangerous monster in the room because of its overwhelming
Attacks that neither reinforce nor resist the prevailing stress
stench of evil. A character may not move towards the
are not affected.
creeping undead because of the unknown dangers it may
If the Game Master is not using the Long Term Stress
hold. And a character may not show bravado or make a
rules, he may utilize the Stress Level as a Skill modifier. All
Presence Attack toward the slimy alien creature, because of
Presence and EGO based Skill and Characteristic Rolls
its bizarre, otherworldly appearance. In each case, a com-
would take a penalty of -1 per Stress Level. This represents
pletely rational character might want to attack, approach, or
the debilitating effects of stress on interpersonal communi- deal with the most dangerous enemy, but the stress of the
cations and strength of will. situation can causes the character to make other choices.
If the Game Master feels that continuous stress has A character may rationalize his choices, even after making
degraded the character's ability to perform other tasks, he
a poor decision because of stress, A comrade asks, ''why
can apply a penalty to all Skill Rolls. If the degradation is far
didn't you attack the giant swamp monster when you had the
along, all Characteristic Rolls could be affected. If the effects
chance?" The character replies, "I didn't want the monster's
of stress have begun to overwhelm the characters, even minions to attack us from behind!" The answer seems
their OCV and DCV could be penalized. Generally, these logical, but it is just hiding the character's deeply held fear of
abilities take a penalty of -1 per 2 Levels of Stress, rounded
the unknown.
down. The Game Master may apply the Stress Level penalty Players should do their best to roleplay the indirect effects
to none, some, or all of these abilities. of stress· the GM shouldn't force these on the characters.
(~
THE EffECTS
O_f__S_T_R_E_SS _
J Some ge~tle reminders or suggestions, though, are in order.
As players get into the spirit of horror roleplaying, they'll see
the value of having their irrational actions due to stress
adding to the overall atmosphere and thus, adding to the fun
of horror roleplaying.
TEMPORARY
PSYCHOLOGICAL LIMITATIONS
Temporary Psychological Limitations are generally ac-
quired when a character gets a great shock under a stressful
situation. Thus, when a character is in a stressful situation
and is affected by a Presence Attack that exceeds his
Psychological Resistance by +20 or more, he may acquire a
Temporary Psychological Limitation. The Game Master will
decide when a character is under the influence of a Tempo-
rary Psychological Limitation and what the object and sever-
ity of that limitation is.
Both Psychological Limitations and Presence Attacks can Characters generally recover from Temporary Psycho-
cause a character to lose some control of their actions and logical Limitations once they are removed from the stressful
perhaps to act irrationally. The Game Master may force the environment for a period of time. The basic recovery period
player to perform a specific action that fits his Psychological is often equal to the time the character spent under stress.
Limitation or the level of the Presence Attack. Remember Each recovery period the intensity of the limitation is reduced
that a character with a Psychological Limitation or under the one level. A character is back to normal after he has
influence of a Presence Attack is not completely sane. They recovered from a Moderate intensity limitation. Very restful
are acting based on fears and influences beyond the rational conditions, counseling, or other conditions that relieve stress
world. can halve the character's recovery period. New or additional
The intensity of the Temporary or Long Term Psychologi- stress can double the recovery period or halt the character's
cal Limitation can be based on the severity of the worst recovery all together. .
Presence attack against the character. A Presence Attack
that exceeds a character's Psychological Resistance by +20 LONG TERM
tends to cause a Moderate intensity limitation. A Presence PSYCHOLOGICAL LIMITATIONS
Attack that exceeds a character's Psychological Resistance Long Term Psychological Limitations are more serious
by +30 tends to cause a Strong intensity limitation. A Pres- that temporary ones. A character normally receives a Long
ence Attack that exceeds a character's Psychological Resis- Term Psychological Limitation after stress has overcome his
tance by +40 or more tends to cause a Total intensity Psychological Resistance, while he is under great stress and
limitation. after he receives a tremendous shock. A character's Psy-
Temporary or Long Term Psychological Limitations act chological Resistance is overcome when the buildup of Long
just like normal Psychological Limitations, except that they Term Stress exceeds the greater of the character's Pres-
are very narrowly targeted. Moderate intensity limitations ence or EGO. See the section on Long Term Stress for more
decide the character's choice of actions and his reaction to details on how this can happen.
situations. Strong intensity limitations can make the charac- Recovering from Long Term Psychological Limitations
ter take irrational actions, but the character can resist the can be lengthy and challenging for a character. Characters
effects with a successful EGO Roll. Total intensity limitations must be removed from the stressful situation before they can
make the character totally useless or irrational in the specific begin to recover from Long Term Psychological Limitations.
situation. Characters must recover their Psychological Reserves be-
fore they can begin to recover from Long Term Psychological
Limitations. To do this, they must reduce their Long Term
Stress to zero.
o HORROR HERO: ENDLESS NI(iHTMI\RES 29
Once a character has reduced his Long Term Stress to LONG TERM STRESS TABLE
zero, he may begin reducing the intensity of his Long Term
Psychological Limitations. The basic recovery period is often Time Period The Situation is:
equal to the period required for a Psychological Recovery as
detailed in the section on Long Term Stress. Each recovery 1 week Spooky: things are not quite right,
period the intensity of the limitation is reduced one level. A but you can't put your finger on it.
character is back to normal after he has recovered from a An annoying culture. A stressful
Moderate intensity limitation. job at deadline time (Newspaper,
The Game Master may decide that recover from a Strong or Overnight Shipping Firm.)
or Total intensity limitation takes more than just time. It may 1 day Wrong: You know something is
take a psychological breakthrough. A character that is carry- wrong, but you don't understand it.
ing around a lot of guilt, fear, and hatred may have to come You're being watched. You know
to grips with his weaknesses before he can recover. A an enemy is out there. A difficult
psychological breakthrough is a perfect opportunity for in- culture. A very stressful job, where
tense role playing, and a useful vehicle for a character's self people are treated like machines
discovery. (post office, or an assembly line.)
Often a psychological breakthrough will require a charac- 5 hours Threatening: What is wrong is now
terto face his problems head on. It may require the character a known threat, but it is still not
to confront the enemy that caused the initial problem. Unfor- understood. This is often the
tunately, the possibilities for additional stress, and increased situation after the first unexplained
psychological limitations can make such confrontations both attack. A dangerous culture. A
physically and emotionally dangerous. It is up to the Game stressful and dangerous job, where
Master to decide if a character has had a sufficient psycho- a mistake can cause injury or
logical breakthrough to begin recovering from an intense death (coal mine, fire station, or
Long Term Psychological Limitation. police beat.)
Some characters may never have the psychological break-
1 hour Dangerous: What is wrong is
through necessary to recover from some limitations. They threatening, not understood, and
become another psychological casualty of the battle to
the danger is immanent. The
understand the unknown.
stalker is in sight
5 minutes Terrifying: normal means don't
seem to stop the enemy. The
( LONG TERM STRESS) enemy has been shown to be
bizarre and dangerous. The
Long Term Stress is a value that represents how much an characters may be physically or
individual character has been effected by constant exposure mentally injured.
to intense stress. It is individual to each character. Different 1 minute Overwhelming:the character's
characters in the same situation may have different Long have tried everything, but nothing
Term Stress values because of their Psychological Resis- seems to stop the enemy. The
tance, their skills and knowledge, and the luck of the dice. enemy is shown to be bizarre,
The Long Term Stress value is subtracted directly from a dangerous, and seemingly unstop-
character's effective Presence and EGO scores for all pur- pable
poses. This includes: Presence Attacks, Characteristic Rolls, 1 Turn Nightmarish: nothing seems to
Skill Rolls and EGO Based Combat. If a character began with make any sense. The situation is
a Presence of 10, and has accumulated 5 points of Long inescapable, bizarre, and over-
Term Stress, he is 5 points more vulnerable to Presence whelmingly dangerous. It violates
Attacks gets one less die of effect on Presence Attacks, and all rationality.
has all Presence Based Skill and Characteristic Rolls re-
duced by 1. When a character's Long Term Stress value
exceeds his Psychological Resistance, he is vulnerable to The Game Master may also use the x5 time table from
receiving Long Term Psychological Limitations. page 140 of the Hero System Rules or the revised Time
Characters accumulate Long Term Stress in two ways. Table from page 13 of the Hero System Almanac. In either
First, they accumulate Long Term Stress by spending time case, start with Nightmarish Situation at %d6 per 1 turn and
in a stressful situation. Second, they accumulate Long Term proceed to longer periods from there.
Stress by receiving a tremendous shock while under stress.
The greater the stress, the faster the character accumu-
lates Long Term Stress. The type of stress corresponds to a
period of time on the time chart. At the end of each time
period, each character affected by the stress accumulates
V2d6 in Long Term Stress. The Long Term Stress Table
details the type of stress and the time period.
lO HORROR HERO: ENDLESS NI(iHTMI\RES o
A character may also accumulate Long Term Stress by The Game Master may extend the Presence chart so that
being affected by a shock while under stress. Generally, a a character adds Long Term Stress for Presence Attacks if
character's Long Term Stress is increased by %d6 for every the character's Psychological Resources are exceeded by
level of Presence Attack that has affected them. Each Level +40, +50, +60, etc. A character whose Psychological Resis-
of Presence Attack can only affect a character once. So, if a tance is exceeded by +60 is probably in deep psychological
character is under stress and takes a Presence Attack that trouble.
just exceeds his Psychological Resistance, he adds Y2d6 to
his Long Term Stress. Additional Presence Attacks that just RECOVERING LONG TERM STRESS
exceed his Psychological Resistance have no affect on his A character can reduce his Long Term Stress by taking a
Long Term Stress value. But, if he takes a great shock and
Psychological Recovery. This Psychological Recovery is
receives a Presence Attack that exceeds his Psychological
equal to the character's base level PERfS + EGO/S. At the
Resistance by +20, then he adds 2x %d6 to his Long Term
end of each recovery period, the character reduces his Long
Stress (V2d6 for exceeding + 10 and V2d6 for exceeding +20.)
Term Stress value by an amount equal to his Psychological
One result of this system is that no matter what order a
Recovery.
character takes Presence Attacks in, the total amount of
The time it takes a character to receive a Psychological
Long Term Stress Lost is based on the worst Presence
Recovery is based on how much Long Term Stress he has
°
Attack the character has suffered. One character can take
four Presence attacks, each 1 points more powerful than
the last, climaxing with an attack that exceeds his Psycho-
accumulated and the circumstances of his rest. If the char-
acter has accumulated a lot of Long Term Stress, recovery
can be a lengthy process.
logical Resistance by +30, and he will add a four separate
A character reduces his Long Term Stress by his Psycho-
Y2d6 rolls to his Long Term Stress. Another character can
logical Recovery every day when active but out of stress. If
take one big Presence Attack that exceeds his Psychological the character's Long Term Stress equals or exceeds his
Resistance by +30, and he will add a total of four times V2d6
Psychological Resistance, then it takes one more level on
rolls to his Long Term Stress.
the time chart per recovery. For every +10 points the
character's Long Term Stress exceeds his Psychological
Resistance it takes an additional level on the time chart per
recovery. If the character is resting, and not active, then it
takes one level less on the time chart per recovery. If the
character is resting in a very soothing place and under the
care of a professional councilor, then it takes one less level
on the time chart per recovery. The Game Master may
modify the recovery time up or down to fit the character,
situation, and campaign.
trapped in a place associated with its life. It may recycle into note that when interdimensional travel is mentioned it means
life through reincarnation or simply dissipate and become that something has left its own universe or the Void and
part of the universe. If it believed in a destination, a heaven traveled through the Void to our own universe. Travel of this
or hell, then it will enter the Void and join others of similar type weakens or tears the barrier between the Void and the
belief in a place prepared for it. The destinations in the Void universe and sometimes unwanted visitors take advantage
are populated by natives of those realms who have either of the opportunity to come through. This is the primary
influenced or been influenced by the beliefs of humanity. reason that magic is generally considered a foolish and
These beings are subject to the Law of Duality and are dangerous practice - You never know what you'll meet!
known as gods and devils. These beings are sometimes That's all. Have fun with the cosmology. Tinker around
capable of traveling into the material universes through their with it if you like or disregard it. It's only here to provide a
own power or via a summoning spell. The inhabitants of the rationale for the diverse elements in this book.
J
Void, once introduced to human affairs, often develop agen-
das and scheme for greater power.
Finally, here is a brief history of Earth as it applies to Horror
Hero. Our planet, in its approximately 4500 million year MI\GIC SPECII\L
existence, has been host to a multitude of civilizations. Each (~ E_f_f_E_C_T_S _
considered itself the pinnacle of creation and the rightful heir
to the universe. Some of these pre-human races migrated to Magic can be considered as a group of special effects,
the stars. Some destroyed themselves or were conquered while psychic powers are an entirely different group. Thus a
by others. The planet has been colonized from space in the Suppress spell against all magic would not work against
past and some believe that man himself is descended from psychic powers. Additionally, the innate magical abilities of
extraterrestrial stock. Catastrophic wars and natural disas- monsters (such as Flight) are considered a separate special
ters have periodically cleared the Earth to allow the develop- effect; again, a Suppress All Magic spell would not work.
ment of new life forms. Some pre-human races still cling to Magic spells cast by monsters are, however, part of magic
existence in hidden lairs on earth or in the stars. Who knows special effects.
what secrets are buried? What strange lifeforms lie dormant
awaiting resurrection? When will former inhabitants of Earth
return from their voyaging to claim what is rightfully theirs?
Note that when this book mentions the Land of the Dead, (SETTING THE BI\LI\NCE)
the Afterlife, Heaven or Hell it is referring to the Void. Also
Generally, magic should be restricted so that it doesn't
become the dominant element in the Horror Hero campaign
(unless that's what you want). Restrictions on active points
are one method. Perhaps better is to require a Magic Skill
Roll at -1 per 10 active points, or even -1 per 5 active points,
then restrict the number of skill levels the character can buy.
This creates an effective cap on the power limit of spells, but
then powerful spells can still be acquired and attempted
even if the chance of success is low. (The GM may provide
bonuses for certain circumstances in order to make such
powerful spells more useful when they're really needed for
the purposes of the story).
C__ B_O_Y_IN_G_M_I\_G_IC__ )
used to byaspell's ENDcostdowntoO, but even these spells
must be recast after a period of unconsciousness. (Note:
GMs are advised to disallow pes the option of buying attack
and defense spells with this Advantage.)
Rules, they say. Be aware, seeker of SPELLS MUST FIT GM's LIMITS
horror, that in sorcery there are no The GM in a horror campaign that includes magic-using
rules. There are only conditions to be pes should take special care that things do not get out of
met. Only men write rules. Nature and hand. Unless limits are set on sorcerer's abilities, non-
the supernatural abide by the condi- spellcasters may feel like second string players. Inter-char-
tions of existence. Need I spell it out? acter conflict is fun, inter-player conflict is not.
This is but one way to present the dark It is recommended that limits be placed on the active
arts. This is a way that functions in the points of attack, defense, and information gathering spells in
author's poor world. You may ignore it and create your a horror campaign. Especially powerful spells can be cast
own. I will not visit your home late at night to see if you occasionally, as lives may depend on it, but the penalty for
are following these rules, honest ... failure should be higher (q.v. Limitations, Side Effect). Failing
that, perhaps deus ex machina spells could be built with the
As the reader has no doubt gathered by now, gaining and Limitation "Limited Use - can only be cast once ever by the
using sorcerous powers in the world of Horror Hero is not same person."
easy. The material in this section might not make characters'
lives any Simpler, but players and GMs may find it useful. MAGIC AVAILABILITY
Here can be found the standard Horror Hero Magic Limita- Using the recommendations in this section will keep magic
tions, guidelines for creating new magics, and tips for con- from dominating the game. True magic has never had any
verting Powers into spells. great exposure and never seems to work if there are more
than a scant handful of people available to witness the event.
STANDARD HORROR MAGIC - In a campaign, the presence of player-characters, the de-
mented spellcaster, and a group of followers fanatically
THE RULES devoted to the caster's cause can constitute a "scant hand-
fuL"
STANDARD LIMITATIONS The rationale for keeping magic a secret from the general
Horror Magic should always have some inherent limita- populace is twofold. First, if the good residents of a town
tions besides the restricting of the actual magic knowledge. were to observe someone conjuring demons forth from the
Concentration, Extra Time, Focus (for items used in the Netherworld, they may seek to deprive the wizard of his life.
casting), Gestures, Incantations, and Increased END Cost Second, public exposure of the art cheapens it and lessens
are all recommended Limitations for a spell. Side Effects, its effect. True magic just does not have the same effect on
although not an absolute must, should be included in most pes if they are used to seeing it regularly.
spells. The GM, at his discretion, may require a sum of
Limitations to be taken with any spell. Also, the GM may GM: The major villain chuckles with glee from inside his
require other Limitations of his choosing to be taken with a magic circle ...
spell. All Ritual spells must have a minimum -2 in Limitations. Bob: I draw my gun and shoot him. He's got to be at
least half DCV if he's seated, right? The last three were,
Example: Anton is running a late 1880's horror cam- after al/.
paign and John would like his character to be a ritualist.
Anton decides that John can have Ritual Magic, but all Lesson: keep magic mysterious and rare. Players will
his spells must take the following Limitations: "Requires appreciate greater power more if it only appears in the hands
A Skill Roll," "Side Effects," "Concentration," "Increased of a capable magician on occasion.
END Cost," "Focus," and "Extra Time - One Hour."
o HORROR HERO: ENDLESS NIGHTMI\RES
PC MAGIC USERS
How does this section apply to PCs? First and foremost,
spellcasters are extremely rare - unless the event is ratio-
nalized in the plot of the campaign (all PCs being Fortunatii
Operatii agents, for example), one is plenty. Second, PC
spellcasters must take steps to conceal their abilities. They
will find themselves dead or dissected if they do not.
The Horror Hero Campaign contains the premise that
benevolent secret societies are actively collecting magical
tomes and items. These groups are willing to resort to harsh
measures to prevent free agents and evil doers from using
their abilities; the groups are wide ranging and benefit from
centuries of experience. PC spellcasters, then, have three
choices: do not use magic, belong to an organization (and
follow orders) or be a free agent and live life on the edge.
LEARNING SPELLS
Obviously, PC spellcasters have to find their spells some-
where. So how is this done? The easiest way is to assume
that the PC had many spells at the beginning of the cam-
paign, but had not yet deciphered all of them. As he adven-
tures and gains experience, he can simply decipher (i.e.,
purchase with experience points) additional spells. The
biggest drawback to this approach is the lost opportunities
for roleplaying the arduous task of finding new spells.
Looting the dwellings of slain wizards, while smacking of
dungeon-crawling, is still an accepted way of gaining new
spells. Beware, though - such troves are rarely taken
without cost.
Finally a wizard may decide to devise unique spells of his
making. The amount of time this takes is entirely up to the
GM, who may disallow the practice by deeming it too time-
consuming. This does not prohibit PCs from including spells
of their devising in their beginning spell list, or from having MAGIC SKILL
one "almost done" at the onset of the campaign. This is a must for every spellcaster in the Horror Hero
Magic System. No spell can be cast without it. The Magic
NPCWIZARDS Skill roll defines a sorcerer's abilityto channel magical power
In horror, life is not fair for the good guys. This section is and the way the power is manifested.
a reminder to the GM that game balance, the grail of game Magic depends upon the caster's force of will. For that
designers, is fair game for exploitation in horror. NPC wiz- reason, the Magic Skill in Horror Hero is an EGO-Based skill,
ards, pulling the strings from off-screen as they usually do, not an INT -Based skill. Magic Skill costs 3 points, + 1 to the
should not be expected to play by the rules except when in Skill Roll per 2 points.
direct conflict with the PCs. In other words, don't roll dice for
spell failure, side effects, etc., when nobody is around to see KNOWLEDGE SKILL
it. Remember, players will not be afraid of an evil sorcerer Occult based knowledge skills add immeasurably to the
who continually blows himself up. So cheat, cheat, cheat. character of a sorcerer, and a GM should always require a
few to be bought. KS: (Type of) Magic is a must, and KS:
SKILLS Spell Components is highly recommended. Knowledge Skills
The occult practitioners of Horror Hero have access to of a general sorcerous nature include KS: Magical Lore,
several skills that are closely related to the buying and (In)Famous Magicians, Items of Power, Cabals, Diagrams
casting of magic spells. Not all the skills of use to magicians and others.
are exotic and mysterious. Professional Skill: Artist can be a Knowledge Skills based on specific magic systems in-
complementary skill for drawing diagrams. Cryptography clude Alchemy, Demonology, Candlelight Rituals, Divina-
works for deciphering the obligatory moldy tomes and Lan- tion Systems, Witchcraft, Shamanistic Magic and others.
guages for reading those tomes in the first place. Science, history, religion, and folklore also have their
uses.
36 HORROR HERO: ENDLESS NIGHTMI\RES o
Power Name Primitive Society Eldritch Era Pulp Era Modern Era
Absorption Unc Unc Unc Unc
Aid Com Com Com Com
Armor N/A N/A N/A N/A
Change Environment Com Com Com Com
Characteristics Com Com Com Com
Power Name Primitive Society Eldritch Era Pulp Era Modern Era
Shrinking N/A N/A Unc N/A
Skills Unc Unc Unc Com
Stretching N/A N/A N/A N/A
Summon* Com Com Com Com
Superleap Unc N/A Unc N/A
Suppress* Com Com Com Com
Swimming Unc N/A Unc N/A
Swinging N/A N/A N/A N/A
Telekinesis Com Com Com Com
Telepathy Com Com Com Com
Teleportation Unc Unc Unc Unc
Transfer Com Com Com Com
Transform* Com Com Com Com
Tunneling N/A NlA Unc Unc
Talent Name Primitive Society Eldritch Era Pulp Era Modern Era
Absolute Time Sense Com Unc Unc Unc
Ambidexterity N/A N/A N/A N/A
Bump of Direction Com Unc Unc Unc
Combat Sense Unc Unc Unc Unc
Cramming N/A Com Com Com
Danger Sense Unc Unc Unc Unc
Defense Maneuver Unc Unc Unc Unc
Double Jointed N/A N/A N/A N/A
Eidetic Memory N/A N/A N/A N/A
Fast Draw N/A N/A N/A N/A
Find Weakness N/A Unc Unc Unc
Immunity Com Unc Com Com
Lightning Calculator N/A Unc Unc Com
Lightsleep Unc Unc Unc Unc
Luck Unc Unc Unc Unc
Perfect Pitch Com Unc Unc Unc
Resistance Unc Unc Unc Unc
Simulate Death Unc Unc Unc Unc
Speed Reading N/A Com Com Com
Universal Translator Unc Unc Unc Unc
o HORROR HERO: ENDbESS NIGHTMI'\RES 19
Personal Immunity: This Advantage should be used if the No Conscious Control: Not appropriate for ritual magics.
Explosion or Area Effect Advantage is present. Only In Hero 10: Not allowed.
Ranged: This modifier is needed for Drains and Transfers Reduced By Range: This would represent spells that fade
that the ritualist wishes to cast from a distance. in power quickly as they move away from the caster.
Reduced Endurance: Not allowed. Contradicts pg. 27 Reduced Penetration: This is rarely used in the genre.
Sticky: Appropriate to Entangles, the Sticky is a perfect Requires a Skill Roll: Spellcasting requires that the caster
Advantage in the horror genre. have a Magic Skill roll based on 9+(EGO/5).
Time Delay: This would allow the caster to cast a Summon Side Effects: Horror magic is not friendly at all. A failed spell
spell, then cast a spell to bind the creature that would should have dangerous repercussions to any caster.
activate just as the Time Delay was expiring.
Variable Limitations: Not applicable.
Trigger: Mystic traps could have this Advantage to foil
Visible: Can be used to make the presentation of powers
would-be looters of treasure. Note that the Advantage
that do not have a physical effect more interesting.
does not have to be a directly-damaging spell; a Summon
(Guardian) could take the form of virtually any horrible
creature that would appear to oppose grave robbers. POWER FRAMEWORKS
While Elemental Controls, Multipowers, and Power Pools
Usable Against Others: This Advantage should be re- are not recommended at all for PCs, this does not apply to
stricted to NPCs with strange abilities to affect characters villains and other NPCs. Power pools for some NPCs make
with powers that alter the body (Growth, Shrinking) or its that NPC more impressive and better simulate their actual
movement (Flight, Extradimensional Movement.) abilities.
Usable By Others: A caster could give a follower a spell to
use against his enemies. This is recommended for NPCs. POINTS TO CONSIDER
Uncontrolled: Not allowed.
Variable Advantage: Not allowed. CONSISTENCY
Variable Special Effect: Not allowed. Horror magic, no matter which era is played, should be
consistent. A GM should establish at the beginning of a
LIMITATIONS campaign all restrictions, standard Limitations, standard
Advantages, and any magics not allowed to Player Charac-
Ablative: Appropriate for mystical fields that wear away ters.
under continued assaults. This has a twofold effect. First, it makes the GM's life much
Activation: Since a Magic Skill roll is required for all easier to know that two separate casters are not going to
spellcasting, this Limitation is not recommended. follow two sets of rules and produce two sets of paperwork.
Always On: Not applicable. The second is that players will find it easier to create
Charges: This can further limit the number of times a spell characters and spells if the system is consistent. No more
can be cast daily, in addition to the already present Costs "Hey-how come her character has three more spells than
END Limitation. mine?" This also makes for a cohesive campaign.
Concentrate and Extra Time: Both Limitations are very POWER LEVEL
appropriate to the genre. The GM must establish before gameplay begins what
Focus: Most rituals require some type of Focus or multiple Power Level (i.e. Active Points) the campaign magic is to be.
Foci. For PCs, high levels of magic are not recommended. A
Gestures and Incantations: Both Limitations are very campaign with medium level magic effects would be very
common to the genre. powerful and not simulate the magic as presented in Horror.
Increased END Cost: All ritual spells cost END, and this For Horror Hero a low level magic system is recommended,
Limitation is good for simulating the "drain" on the caster as this keeps magic from becoming the end-all of everything.
when using a powerful spell. It should be one of the It makes the horror all the more distressing when PCs know
required Limitations on any spell that is more powerful they can't just blast their way out. Remember PCs should
than what the caster would normally possess. think before confronting the horror, and a group that relies on
magic instead of a plan is soon to be no more. For NPCs,
Independent: Not applicable. campaign magic level is as high as the GM wants.
Limited Power: This category is available on a case basis,
except "Costs END," which is required. MAGIC ITEMS
Linked: This can be used to link two powers with similar Magic items should be restricted. PCs should understand
special effects, like an Ego Drain linked to an Ego Attack that items in horror usually are as much a detriment as a
that makes a target weaker physically as well as mentally. blessing, and that most items were designed with evil or
Mental Powers based on CON: An alchemist could use this malicious intent. Most items also will be single use or
Limitation to create potions that affect the mind, like love severely restricted on charges. As the original creator prob-
potions or other mind control potions. ably had no intention of giving away the item, there may be
persons who want the item back or simply destroyed along
No Knockback: Most magical attack powers will have this with the possessor.
Limitation, to represent the way magical energy affects a So remember - restrict magic items and keep them
target without having any tangible physical manifestation. mysterious, evil and dangerous.
40 HORROR Hf:RO: f:NDLf:SS NIGHTMMRf:S o
r NUMBER OF SPELLS
HORROR HfRO Especially intelligent sorcerers can have more than one
spell operating at once. For example, a ritualist might be
MI\(iIC 5Y5TfM5 enjoying an "accelerated healing' spell while using
haruspication (entrail divining) to find his attacker's motives.
In Horror Hero, the number of spells a wizard may use
simultaneously is equal to his INT divided by 10. Spells held
With my one eye I've spied them all. in reserve (see the power Advantage "Delayed Effect") count
The Ritualists; lonely old men huddled against this total.
over their grimoires and diagrams, the Of course, this does not mean that a sorcerer can cast
Voodoo Hougan with his bones and more than one spell at once. This is impossible no matter
tainted hosts, the New Age candle what the individual's intelligence. As an example, a wizard
burner. The Ceremonialists; I've seen could only trap one person's soul during a phase, even if he
men of such miraculous faith that in has two soulcatching spells ready (as per "Delayed Effect").
other ages they would be canonized as A spell that has been completely cast does not count against
saints, ordinary people who heal the sick. I've been the INT/1 0 total; the exception to this would be the presence
with Alchemists as they strove for that final transforma- of the "Continuous" Advantage in a spell without the Advan-
tion. And, from afar, I've watched in terror as a Magic tage "Uncontrolled." Some ritual magic spells have the
Wielder slew an army of jealous lesser sorcerers. Limitation "Concentration"; these spells can never be used
Classification is a fool's errand, true, but with the four with another.
types of magic described below the Game Master may
recreate any of the infamous mages of history and INTERRUPTIONS DURING CASTING
legend. If he dares ...
One of the gravest dangers attending Ritual Magic is the
possibility of interruption. Any interrupted spell is automati-
There are four types of magician presented in this book. cally treated as a failed attempt, and all Side Effects will
GMs should feel free to use any combination in his cam- apply. It does not matter whether the sorcerer himself or an
paign. outside force is responsible.
Needless to say, no sane sorcerer will attempt a danger-
RITUAL MAGIC ous spell if a possibility of interruption exists (this illustrates
This is the standard Horror Hero spellcaster. Ritual Magic the value of "Delayed Effect"), nor will one willingly stop an
spells are lengthy and dangerous to perform, and the Ritual unfinished spell. Any spell with the Limitations Gestures,
Magician is a man of great intelligence and self-mastery (at Incantations, or Concentrate can be interrupted by others.
first ... ) Ritual Magicians achieve most of their power from Any attack that results in damage taken by the caster (BODY
trafficking with baneful supernatural creatures. Although or STUN) counts as an interruption.
"good" ritualists exist, they are rare. Spell Limitations suggest other ways to interrupt a spell-
swiping material components, trampling magic circles, or
BASIC SPELLCASTING blowing trumpets in the desperately concentrating
spellcaster's ear, among others.
Spellcasting in Horror Hero is a hazardous undertaking,
one that requires hours or days of rigorous preparation and
nerves of steel ... well, not really. Regarding game mechan-
TURNING SPELLS OFF
ics, it is very simple. A character activates a spell, making the What happens to a sorcerer's arcane efforts when he is
Magic Skill roll, during one of his phases. The spell either asleep or knocked unconscious? A spell whose effects
succeeds or fails, and the results are calculated. The prop- require a constant END cost will simply cease to function.
erties of ritual magic often vary wildly from the powers they Damage or transformations will remain, as will any
are based on, due to the use of Advantages and Disadvan- summonings or mind control spells. Any spells built with the
tages; many spells are invisible, have greatly delayed ef- Advantage "Trigger" also will remain, since they are com-
fects, require the presence of demons to work, etc. pletely cast by the time the spell is turned off.
This is not to suggest that using magic is easy for PCs. To
simulate the extreme rarity and peril involved in the Dark CEREMONIAL MAGIC
Arts, all Ritual Magic spells are required to be built with This is a system of Ritual Magic for priests. It differs mainly
Limitations totaling at least a -2 from a specific group of from its Ritual cousin in that no offensive spells of any type
Limitations. In addition, more powerful sorceries may require are allowed. Ceremonial Magic spells are limited to exor-
a series of successful Magic skiil rolls, and steeper Limita- cisms (Dispel vs. Summon - Specific Creature), blessings
tions may apply. (Transforms or Aids), or healings (usually Aids, but can be
Transforms, i.e., blind person to normal Sighted one).
o HORROR Hf:RO: f:NDbf:55 NI6HTMI\Rf:5 41
rORRIBLE IMAGININ9S",
PSYCHIC POWERS
The abilities to read other people's
NUMBER OF POWERS
Generally, psychics can simultaneously use a maximum
thoughts, to bend someone to one's
number of powers equal to their EGO divided by 5. They
will, and to perceive a world of super-
frequently possess only one power in the horror genre, but
natural happenings beyond the notice
of normal men, are examples of psy- there are exceptions for powerful psychics. Psychic abilities
built with the Limitation "Concentrate" can only be used
chic powers. Psychic powers derive
singly. These powers are draining on the psychic and should
from the mind of an individual, and vary
be limited in other ways, so as not to overshadow other non-
in strength from the minor precognitive
flashes of deja vu to the astounding strength of mind psychic PCs. Their abilities should complement a group.
control.
INTERRUPTIONS
Optionally, when a psychic is interrupted in the course of
using their powers, they can be allowed an EGO roll at -1 per
2 BODY damage sustained to continue using the power. If
PSYCHIC ~BILITIES the power has the Limitation "Concentrate" then an inter-
~ND M~(iIC rupted power must be restarted. Also, if the power has a Side
Effect, they take this when they are interrupted and fail the
EGO roll (unless the power has "Concentrate," when the
To compare these two areas of supernatural manipulation interruption will trigger the Side Effect.)
and cause/effect, some of the similarities and differences This system can be used for magicians as well.
must be discussed.
In Horror Hero, psychic abilities use Powers and Power
Modifiers to simulate the desired effect, just as magic does. BUYING PSYCHIC POWERS
Talents and Special Powers are available at the GM's
discretion, but must have a Limitation "costs END." Psychic
abilities, like magic, are not commonplace and are found in You didn't think they were free, did
only a few individuals. you? Every power, whether it be magi-
The differences between the two types of powers lay calor generated by the mind of the
mostly within the individual PC. Psychic abilities come from user, carries an awful price.
the person and are "natural," inborn powers, whereas ritual-
ists and magic wielders have to go out and learn about magic Psychic powers should not be too pow-
before using it. Psychics in the horror genre frequently have erful in Horror Hero, or else they will tend
little or no control over their abilities; stressful situations and to dominate the campaign. The GM should
other external stimuli generally trigger the ability, ratherthan set an active point limit for psychic powers in the campaign;
the magician's absolute control over his spellcasting and we recommend 30 active points as the maximum. Addition-
spell selection. ally, the GM should apply other restrictions to psychic
This does not preclude PCs from having control over powers. We recommend that characters be limited to one or
psychic abilities; to the contrary, these are just classical two psychic powers, and certainly no more than three.
ways of presenting psychic abilities for the genre. Additionally, all psychic powers (except perhaps for Sensi-
tive) should be bought with an Activation Roll; for most
USING PSYCHIC
(______ P_O_W_E_R_S _
J campaigns, an 8 or less is best. This keeps psychic powers
from being used too frequently, and keeps them from be-
coming central to the campaign. Psychic powers should be
an interesting talent that helps distinguish a character, not a
powerful weapon that every character must have. The GM
The lists in the next sections can give the player and should feel free to place even more restrictions on psychic
Gamemaster ideas for using psychic powers in a campaign. powers or eliminate them from the campaign altogether.
Some guidelines follow, but ultimately it is the player and GM
who must decide exactly what it is the PC will and will not be STANDARD PSYCHIC POWERS
able to do.
Astral Projection
See the section on Spirits for a description of this power.
o HORROR HERO: ENDLESS NIGHTMt\RES
Color Meaning
Blue-white The basic aura color; the color of
all inanimate objects.
Pink Compassionate, warm, sociable.
Pale Pink Psychotic; indicates weakness or
confusion.
Rose Generous, unassuming, motherly.
Red Energetic, a leader, extroverted;
anger, moodiness.
Dark Red Emotion, desire, sensuality.
Orange Sincere, open-hearted, a sense of
justice, fair play.
Yellow-orange Friendly, witty, humorous.
Dark Yellow Cowardice, fear, inferiority.
Yellow Intellectual, a teacher, deep
thinker.
Pale Yellow Idealistic, humanitarian.
Yellow-green Greedy, stubborn; also jealous,
deceitful, distrusting.
Green Practical, composed; also indi-
cates a love for nature.
Light Green Brooding, lonely; often a loner.
Dark Green Envy, hate, maliciousness.
Blue-green Psychic or spiritual powers, a
Aura Vision seeker after knowledge.
This is the ability to see auras around living beings and Blue Peaceful, calm, a strong character.
objects. An aura is a brightly colored radiance that extends Light Blue Creative, spiritual.
for several inches about a person, with colors that have
meaning to those experienced in perceiving auras. (See the Dark Blue Blind faith, superstitious, fearful.
Aura Color table for details.) Lavender Conservative, sensitive, civilized.
All objects have a basic blue-white aura; living things have Violet Excitable, easily swayed by
more variation in their aura colors (though objects that are arguments, loves variety.
magical or otherwise unusual are an exception to this). Purple Royalty, majesty, calm; a true
Creatures and monsters also have auras. It's important to leader.
remember that it is impossible to "disguise" your aura; this White Purity, innocence, honesty; often
could be handy when you're trying to figure out who is a found in children.
werewolf in disguise, for instance. Auras are not very specific
(it's not as if each person has a unique pattern of colors), but Gray Sickness, anxiety, a negative
a supposedly meek, mild-mannered person with a blazing attitude.
red aura is not right somehow. Black Rage, anger, savagery, black
A person's aura is rarely composed of one color; it's magic, extreme illness.
normally a mixture of several or many shades, and this mix Gold The color of saints; the highest,
changes with the current emotional state of the person. The most spiritual color
effective range of Aura Vision is only about 3" (6 meters) in
dim light, or 1" or less (2 meters) in bright sunlight. The GM Aura Vision is bought as Detect Aura, Sense, Discrimina-
should apply modifiers to the Aura Vision roll for ambient tory, for a total cost of 10 points. Though Aura Vision has a
conditions, such as bright lights (-1 to -3), many people range, that range is so limited that it's more of a special effect
crowded together (-2), distractions (-1 to -3), and so on. than an added cost. Aura Vision is based on a standard 9 +
The GM should use the Aura Color table to good effect in (INTIS) or less roll, +1 for 2 points.
a game; use this creatively to describe the various patterns
and colors that a hero sees in an aura. Describing the aura Clairvoyance
of an evil creature can be particularly chilling. The GM should This is the ability to see visions of other places and events.
also feel free to add more colors to the table, and also the Clairvoyance is purchased using the Clairsentience power
for vision only, at a cost of 20 points.
44 HORROR HERO: ENDLESS NI(iHTM~RES o
Clairaudience Precognition
This is the ability to auditory equivalent of Clairvoyance. This psychic power allows the user to get glimpses of
Clairaudience is purchased using the Clairsentience power future events; see page 60 of the Hero System Rulesbook for
for hearing only, at a cost of 20 points. details. Precognition costs 40 points.
Dowsing
This is the ability to detect water, minerals, metals, and Psychometry
even caverns by use of a forked stick as a Focus. The This psychic power is the ability to gain impressions and
character dowses by walking across an area, concentrating information about someone by handling objects associated
on whatever substance she is seeking. Dowsing characters with that person. Information gained can include facts about
walk at no more than 2" per phase and are DCV 0 (Concen- the person, his personality, current whereabouts, current
tration, -1 Limitation) while dowsing. The GM should apply status (alive or dead), etc. The amount of information de-
negative modifiers if the substance being sought is very pends on the amount the PER Roll is made by. The GM
deep (-1 per 3" down), very small, or otherwise difficult to should apply modifiers to this chance based on the degree
detect. of association an object had with the subject (for instance, a
. Dowsing can be used to find buried treasure, lost graves, wedding ring would be worth a +3 bonus or more); objects
hidden tunnels, and similar things of interest to heroes. seldom used or used long ago would take a negative
Dowsing works best on large things, like underground rivers modifier. The GM should use Psychometry to provide clues
or oil deposits; a lost ring would be very difficult to find (at to the heroes, help set the mood, increase tension, and other
!east -5 and maybe -8 or more). The dowser may specialize useful plot purposes.
In dowsing for specific things, such as water or metal; the Psychometry is bought as Clairsentience, vision, with
Detect that forms the basis of Dowsing would be changed to Retrocognition (-2, Only To See Person Associated With
reflect this specialty. Object), OAF object (-1; whatever is the subject of the
Dowsing is bought as Detect Underground Objects/Sub- Psychometry). Psychometry costs 10 points and is based on
stances, Range, Discriminatory; OAF Forked Stick, for a a standard 9 + (INT/5) or less roll, +1 for 2 points.
total of 7 points. You may buy +1 to Dowsing for 2 points.
Retrocognition
Dowsing is based on a standard 9 + (INT/5) roll.
This psychic power allows the userto get glimpses of past
Empathy events; see page 60 of the Hero System Ru/esbook for
This is the ability to detect basic emotions of other people details. Retrocognition costs 40 points.
(~nd animals, too; even spirits, if you've bought Empathy Sensitive
with the +112 Affects Spirits Advantage). To use Empathy, This psychic power allows the user to detect the peculiar
make a successful ECV roll to target the subject, and then roll
"vibrations" of magical or psychic phenomena, whether
the amount of dice of Empathy to determine the emotional latent or currently in use. This includes the ability to detect
information you get from the subject. Empathy can serve to
the presence of spirits, though without any idea of direction.
provide important clues in an adventure or to help commu- The GM should give this sense a bonus for very powerful
nicate with people or creatures that cannot speak your
phenomena; perhaps a + 1 for every 10 active points in magic
language (by reading their emotions and reacting to them). being used. The Sensitive takes a -1 to the roll for every 1"
Empathy is purchased using Telepathy with the -1 limita-
distance away from the target, -0 for the first 1". Physical
tion Only to Read Emotions.
objects between the character and the psychic/magic power
Medium tend to block the vibrations, so apply a -1 for every 2 DEF and
A medium is a person who can contact the spirit world, -1 for every 2 BODY in the intervening objects. Sensitives
converse with spirits, and sometimes even have spirits may be able to tell a little more about an object with a half roll,
manifest themselves in the real world in some fashion. This but not very much; this psychic power isn't usually very
is discussed in some detail in the Spirit section of the rules. discriminating.
A m~dium should buy Mind Scan Affects Spirits in orderto go Sensitive is bought as a Detect Psychic/Mystic Phenom-
looking for spirits; this is bought with the following limita- ena, Sense, for 5 points. Note that this is a different ability
tions: Concentration DCV 0 (-1), Extra Time (variable de- than Mental Awareness.
pending on the power of the medium, but usually 1 hour; -2 Telepathy
112), and Side Effects (Failure to make the Mind Scan Roll
This is the ability to read the minds of others and to send
brings the wrong spirit, -1). Additionally, the medium should thoughts to them. Generally, as a psychic power this should
buy some Telepathy (at least the minimum cost of 10, and be a fairly weak ability, not the terrifically powerful version
usually more) to converse with the spirit; the Telepathy is used by superheroes. Use the Telepathy power in the Hero
purchased with all the same modifiers listed for Mind Scan System Rulebook to buy this, preferably with some addi-
with the addition of Linked and without the Side Effects. '
tional Limitations, and with no more than about 30 active
A medium may require that a seance be held, where a points.
number of people gather in a darkened room with the
medium and hold hands in orderto help the medium's efforts
to contact the spirit world. Requiring this setting is an
OTHER ABILITIES
additional -1 Limitation to the Mind Scan and Telepathy Powers and Talents can be purchased to simulate psychic
abilities other than the ones listed above. These abilities
powers. The GM should apply modifiers to the Mind Scan
should be subject to the same guidelines as the other
roll, as specified under Seances in the Spirit article.
The cost of being a medium can vary greatly depending on psychic powers in the campaign ..
the power of the medium.
o HORROR HERO: ENDLESS NI(iHTM~RES
This section describes how to create a campaign back- An easier method than the completely original creation is
ground for Horror Hero, or how to use an existing campaign to begin with an existing campaign setting. You can take
background with Horror Hero adventures. elements from a published campaign setting and make your
own changes to it; this is much faster than starting from a
r blank piece of paper.
In any case, the general procedures are the same. You
CREf\TING f\ must decide the time and place where the campaign is set.
HORROR Cr\MPr\IGN For horror campaigns, this is usually set on Earth, most often
in a near-modern time period (anywhere from 100 years ago
Bf\CKGROUND to slightly in the future). Then you must choose the type of
horror campaign to run, as discussed in the Sub-genres
Creating your own Horror Hero campaign, like creating section earlier in this book.
any other campaign, requires a lot of work. You must make If your setting is historical, then do some research to get
a tremendous number of decisions regarding the world and the basic facts of the time period. An ideal source is a Hero
its inhabitants, and then keep track of all this information. product set in the time period, or any roleplaying product set
Plan on spending dozens if not hundreds of hours on such a in the time period should give you a nice historical overview
project. from a roleplaying perspective. If you made up the setting,
you may wish to use real world examples as models for your
imagination.
We suggest you use the campaigns presented in Horror
Hero as models for the information you need in your own
campaign setting.
r
USING f\N EXISTING
Cf\MPf\IGN SETTING
The settings included in Horror Hero campaign book
contain enough information to use right away. We recom-
mend you look at those campaigns as your first choice for a
Horror Hero campaign. If those campaigns aren't exactly
what you're looking for, there are other choices.
Campaign settings from other Hero products or other
roleplaying games can also be used. Hero campaign set-
tings are easy to adapt; just change power levels (if neces-
sary) and campaign restrictions, altering NPCs to fit.
Using campaign settings from other games requires some
work. Primarily, NPCs and weapons must be converted to
the Hero System (though you can probably find analogous
weapons and NPCs in existing Hero products).
THE OCCASIONAL
HORROR CAMPAIGN
For many players and G Ms, the most popular use of Horror
Hero is as an occasional side trip into horror. This works quite
well for almost any campaign.
Character selection is important; make sure they will feel
threatened by the opponents. Stay away from long-term
effects on the players. There should be a strong resolution to
the story, to prevent lingering after-effects.
46 HORROR HERO: ENDLESS NIGHTMr\RES o
(~
HORROR
C_H_~_M_P_I_O_N_S
IN
_
J CHAMPIONS UNIVERSE
No large-scale horror campaign ideas here (no plagues of
vampires). But individual horror works well: the spell gone
awry, the demon, the magical supervillain seeking world
domination through invocation of dark gods, and so on. Use
Difficult, but not impossible. The first problem is that magically oriented supervillains and organizations as your
superheroes are so much tougher than normals, that often starting point. "Normal" horror won't be horrifying; psychotic
standard supernatural threats don't scare them. The GM killers may be disgusting and evil, but they don't represent
must threaten them with events and opponents that are horror to a superhero.
beyond the character's abilities, or at least can seriously
affect the heroes. This may require careful selection of the
heroes as well as the opponents. DARK CHAMPIONS
See Champions in 3-0 for a horror-oriented world for Horror works well with the grimmer shades of emotion
superhero adventures. found in Dark Champions. Since the heroes are lower-
powered than their Champions Universe counterparts, it's
easier to scare them with a variety of threats. To someone
armed with normal weapons, a vampire or a werewolf or a
ghost can represent quite a challenge, and a demon can be
nearly invincible.
Integrate the modern paranoid horror campaign with Dark
Champions.
HORROR IN
(...•...__ f_~_N_'[_r\_S_Y__H_E_R_O__
J
An entire campaign can be constructed around horror, or
horror can be used for occasional adventures. For horror to
be effective, the magiCwielded by the he~oesshould not be
overwhelmingly powerful against the opponents. The oppo-
nents may well have magic of their own to overcome the
magic of the heroes. Generally, the magic of horror oppo-
nents should have a distinctly different flavor and style than
the magic that the heroes use. Necromancy is particularly
appropriate. Animated corpses and skeletons are classic
horror elements.
o HORROR HERO: ENDLESS NI(iHTMI'\RES 47
CHARACTERS BASED ON
FICTION AND HISTORY
An excitingly complex motivation is fun to create and
roleplay, but it still must be accounted for in game terms. A
motivation is usually bought as a Psychological Limitation. It So you want to rip off - excuse me!
may be reduced or removed altogether after the PC has Pay homage - to an already existing
gained experience points, and the events roleplayed to character? Here's one way to handle it.
effect such a change. The number of points gained from a Stephen is running a 1950's saucer
disadvantage will determine the strength of the motivation. scare campaign, and Clive wishes to
Obviously, the intensity of a motivation determines how play Sherlock Holmes. Clive discovers
great an effect it will have on the game. A strong individual that Holmes, faithfully rendered, will
with a "Total" intensity motivation may unduly affect the cost in excess of 300 points. As this is
course of a campaign. GM's should take heed and monitor a Heroic campaign, Clive must build Holmes on 75
character creation carefully so that this does not occur points plus Disadvantages. After this Herculean task is
unexpectedly. Besides their primary motivation, a well- finished, Stephen informs Clive that in no way is he
rounded PC should have other personality quirks. For ex- going to let Holmes in the campaign. The idea of
ample, a pulp hero may go catatonic on airplanes, or a playing Holmes' grandson meets with equal failure. So
modern PC may distrust computers. While these are often in the end Clive plays Sherman Locke, an aloof, calcu-
amusing, they should not detract from the primary motiva- lating American private investigator with a DNPC Phy-
tion. sician friend. In this manner he can play "Holmes," but
PCs built in this manner, from disadvantages outward, are in a version that is agreeable to the established cam-
often the most "Real" in a campaign. But some players are paign.
not interested in why their PC crusades against evil, they
want to know how he does it, which brings us to- For many beginning roleplayers, this is the easiest method
of creation. A PC such as this comes with motivations and
abilities pre-made, and tailored to the campaign. The GM
should be consulted before fictional or historic PCs are
created. The GM will most likely impose a few conditions on
the transference to game statistics. First, only a certain
number of character points will be available at the onset, less
than are probably necessary for a faithful rendition. Patience
is called for; the PC will resemble its model after gaining a few
so HORROR HERO: ENDLESS NIGHTMP\RES o
experience points. The GM also may point out that the PC in Following the parameters of both roleplaying games and
question simply cannot or does not exist in the campaign. the horror genre, once the basic idea for the character is
The presence of a fictional or historic character may conflict decided upon, he must be fleshed out and made real. Using
with the believability of the campaign. This may be countered the preceding sections will help, and when the character is
by changing the name and a few details of the PC. finished he will usually be seen to reflect all four methods.
Creating a PC based on fact or fiction is a good way to Fighter pilots need motivations, obsessed vengeance seek-
insure that the player will know how the PC will react in ers need skills, and almost all characters have a precedent
certain situations; consistent PC response is a big bonus to in fiction or history and a bit of the players own (idealized)
creative roleplaying. This can be taken a step further by personality.
creating a character whose reactions the player is certain to Confer with the GM and read the players section of the
know ... setting that has been selected. Each era has slightly different
opportunities for character types, and the GM should always
CHARACTERS BASED be allowed to decide whether a character is suitable for the
campaign.
ON THE PLAYER In real life, everybody has areas of knowledge or skills that
seem useless. After giving a character his primary skills and
abilities, the player should add a few of these to round him
Heh. Heh Heh Heh. Getting a little out. His psychic investigator may collect postage stamps, or
Freudian now, are we? be a terrific dancer. The creative addition of non-essential
skills adds depth to a character and who knows? That
It may seem an unlikely option for a knowledge skill of taxidermy may come in handy someday!
horror campaign, but it is possible for a What follows are package skills reflecting archetypal hor-
player to base a character on himself, ror characters, with notes on how to use them in the various
either transported to the game world or as eras. Players seeking ways to trim points off their characters,
an alternate version of himself. This option as well as those seeking ideas and inspiration, should keep
is subject to the same conditions that govern the use of reading.
fictional or historic characters, i.e., their suitability to the
campaign and the attending "belief" factor.
Basinq a character on oneself is not a bad idea for
beginning roleplayers, and with a new name and an alternate
history these characters are fun and easily roleplayed. All
that needs to be done is assume that the character grew up
CHrlRrlCTER
(,- __ rl_R_C_H_~_T_V_P_~_S__
J
in that setting, and has the appropriate skills for the era.
Playing oneself can be problematical. Even assuming GM
permission (maybe he will want everybody to play them- My one eye spies that you ha ve yet to
selves!) and the acceptance of the other players, questions put your alter ego to paper. Is your mind
regarding technology, historical knowledge, and character a blissful blank? Cast your two upon the
mortality arise. A player character transported to the past fol/owing. I've seen them aI/ go out to
with memory intact could wreak havoc on history or find conquer the night - the coppers, the
himself ineffectual. The point must be stressed: a horror army men, the nosy reporters - some
campaign, more than any other, requires a realistic game have even returned! Keep reading.
world. Otherwise, the horror will not happen. The believabil- Perhaps your alias lurks below ...
ity of the setting will be strongly compromised by the contin-
ued presence of a PC identical with his creator. Another
Horror roleplaying is unique among the field in many ways,
aspect of horror gaming that may persuade players not to run not the least of which being the relative scarcity of role
"themselves" as characters is the sheer lethality potential. models for player characters. Most roleplaying games are
The horror genre is the least player-friendly of all genres. set in genres that feature continuing characters or atthe least
Dangerous situations abound, and great care must be taken leave the heroes alive and well atthe end of the book, movie,
lest players see attacks on the character as personal at- or whatever. Horror books and movies, on the other hand,
tacks. In order to prevent hostility between player and GM,
feature groups of individuals who are killed one by one until
great care must be taken to maintain a sharp distinction the "hero," through an amazing stroke of luck, somehow
between a player and a character modeled on himself. destroys the monster at the end, but is left either crazy or
swearing off adventure forever. There are exceptions to this
FLESHING THE BONES chain of events, but they are rare. Needless to say, this
scenario is not conducive to enjoying long campaigns.
The Horror Hero character, in light of the above, should be
What? You thought you were done? regarded as more of an independent creation than a repre-
All you have now is a puppet, a cipher. sentation of the average horror genre protagonist. In no way
How can you fear for the life of that? does this limit a potential player's choices. The relative lack
Now is the time for alchemy, for the of genre conventions opens up the selection of potential
mystic transformation. Time to bring character types! Given enough resourcefulness any type of
your wretched creation to life. individual is suitable for a horror game.
o HORROR HERO: ENDLESS NIGHTMI\RES 51
The following section has a dual purpose. It is a listing of Suggested Disadvantages: Watched by superiors is a
character archetypes that have been proven to work well in must, and most policemen have "SubjectTo Orders" as well.
horror roleplaying and a collection of package deals that Distinctive Feature - Uniform or a Reputation fortheir basic
enables players to build their character less expensively. attitudes as viewed by the populace they protect and serve
Also, 85% of monsters interviewed found these particular are appropriate (i.e., good cop, bad cop).
character types to be tasty, easy to prepare and suitable for Roleplaying Tips: Policemen in horror roleplaying are often
most fine wines and social occasions. torn between sworn duty and the necessity for illegal activi-
A player wishing to depict one of these character arche- ties when horror looms. Police PCs are usually very uptight
types needs merely to purchase the package deal. If the about this, or very philosophical. A policeman will be very
player desires to play an archetype without the package busy balancing his official duties and monitoring his civilian
deal, that is fine; package deals are not mandatory. The cohorts ("You did whatl") to keep them out of trouble ("But
same holds true of the suggested abilities, motivations, and he's, he was, the mayor!"). The policeman may be a hardy
disadvantages. A character who has retired or quit a profes- veteran or a wet behind the ears rookie ("Golly! That's
sion can use the package deal to reflect that past profession, illegal!").
with whatever modifications are appropriate.
Authors' Note 1: In some skill lists in the package deals,
an option for a Skill called Brawling exists. Brawling is a 3 POLICEMAN
points skill that adds + 1 d6 in unarmed combat. Brawling may
not be used in conjunction with Martial Arts; it is a more
Skills Cost
primitive form of that skill.
Authors' Note 2: Sample characters built using these FAM w/Small Arms 2
packages can be found in the Sourcebooks under the FAM w/Billyclub 1
heading 'The Opposition". They are referenced at the end of KS: Criminal Law 11- 2
each package description. The GM may wish to use these PS: Police Officer, Trooper, Sheriff, et al 11- 2
characters as NPCs, so his permission should be asked Perk: Local Police Powers 2
before they are looked over. AK: Patrol Area, City of Operations, et al 11- 2
Pick 3 Skills: 9
OFFICIALS (Bugging, Bureaucratics, Combat Driving,
Almost inevitably, the events of a horror scenario will Concealment, Conversation, Criminology,
attract the attention of the police, national intelligence agen- Forensics, Persuasion, Shadowing, Streetwise)
cies, or the military. An individual representing one of these Basic Self Defense Martial Art 15
groups is highly recommended for any character party. Use Art w/Billyclubs 1
POLICEMEN Disadvantages
(See also page 129 of the Hero System Rulesbook)
The policeman character is a staple for the horror genre. Package Bonus -3
He may be a sheriff in the Old West, a highway patrolman, Distinctive Features: Cop -5
a security officer at a private industrial complex, etc. A Reputation (Good cop, bad cop,
policeman usually has access to privileged information and or another personality trait) 8- -5
Watched by Superiors 11 - (Mo Pow, NCI) -13
is normally armed. They can be helpful when official inquiries
make life uncomfortable for a PC group, or they may have to Package Cost 9
hide their extra-departmental activities from their superiors.
They are incredibly useful when impounded evidence or Detectives add:
forensic information are needed, as civilians do not legally
Bureaucratics 3
have access to this material.
Deduction 3
Typical Goals and Motivations: The policeman's primary KS: Wanted Felons 11- 2
motivation is to uphold the law and protect those he has Pick 2 Skills from above list 6
sworn to serve. If dealing with the powers of darkness Disadvantages
demands that he follow the spirit, rather than the letter of the Package Bonus -3
law, so be it. Watched by Superiors 14 - (Mo Pow, NCI) -15
Typical Abilities: Policemen, depending on their rank, tend Reputation (As above, can be due to media
to be skilled at fighting or bureaucratics or both. These coverage of a major arrest or a widespread story
characters tend to spend more of their characteristic points about the character, i.e., "Maybe we should
on physical stats, unless they are old timers or desk jockeys. register you as a lethal weapon.") 11- -10
He will have appropriate weapons skills and transportation Psychological Limitation (Choose) -10
familiarities for his era. For police combat units, such as
SWATteam members, extra characteristicpoints and weapon Package Cost 11
skills are recommended.
52 HORROR HERO: ENDLESS NIGHTM"RES o
SOLDIER Suggested Disadvantages: Veterans may have suffered
They signed up knowing that war might break out at any injuries in battle that can be reflected as Physical Limitations
minute and that they might be called upon to give their all for and Distinctive Features (Missing one eye, permanent limp,
their country. The Horror Hero soldier might be a boy in the etc.) Especially gung-ho types may want Psych Limitations
Confederate army, a trench-bound doughboy from the Great like Superpatriot, Always Obeys Orders, Hatred of Former
War, or a shell shocked vet of the modern era. These Enemies, or Overconfidence. Particularly famous soldiers or
individuals learned how to fight and kill for their country, or well-traveled mercenaries may have Reputations reflecting
sold their services in mercenary armies. Now, either as this status.
special liaisons or civilians, they bring their skills to bear Roleplaying Tips: Soldiers can be resourceful leader-types,
against the deadliest enemy of all. sullen sociopaths, enthusiastic slayers of "enemies," or the
Typical Goals and Motivations: An active duty soldier is favorite of late night war movies - the grizzled old sergeant
just a joe doing his job. He is motivated because he is with a heart of gold.
ordered to be! An ex-soldier might simply miss the gut-
wrenching excitement of battle, or he may have reluctantly
taken up arms again because a new war has erupted at SOLDIER
home. Loyalty, love, or revenge can be a soldier's motives.
Typical Abilities: An active duty soldier is fit and tough, and Skills Cost
his characteristics should reflect this. The ex-soldier may
FAM w/Small Arms 1
have gone soft, but as the action progresses he can buy his
FAM w/Melee Weapons 1
stats up to their former level. The soldier is skilled in several
Concealment 3
weapons and may also possess knowledge and skills in
Stealth 3
demolitions, martial arts, tactics, and other combat-related
PS: Soldier 11- 2
skills. PCs who are members or ex-members of Special
KS: "The Enemy Army" 11- 2
Forces units will have higher characteristics and skill rolls
Pick 3 Skills: 9
than the normal soldier.
(+1 w/Rifles, WF: Rocket Launchers, Grenade
Launchers, Man-Guided Missiles, Flame Throwers
(Pick 3), +1 w/above weapons, Breakfall, Climbing,
Combat Driving, Combat Pilot, Cryptography,
Demolitions, Electronics, Interrogation, Languages,
KS: Military Electronics Equipment, Mechanics,
Navigation, Paramedic, PS: Surgeon, SC: Medicine,
Riding (Eldritch/Pulps era), Survival, Systems
Operations, Tactics, Tracking, Transport FAM:
Large Ground Vehicles, Airplanes, Tracked Vehicles,
Parachuting, SCUBA, Weaponsmith)
Disadvantages
Package Bonus -3
Psychological Limitation (Choose) -15
Package Cost 3
INTELLIGENCE AGENTS
With all the dire plots and hideous creatures threatening
national security, it is only a matter of time before Washing-
ton takes notice. An intelligence agent may be a representa-
tive of the Treasury (Eldritch and Pulp eras) or the CIA, FBI,
or NSA (Fifties and Modern eras). He may even be an agent
for a top secret agency that monitors the supernatural!
Typical Goals and Motivations: The agent character is
under orders from his superiors. Great dedication is required
to advance far in his line of work, and the agent will take any
steps to fulfill his mission and preserve his country. Some
agents are more loyal to their organization than their country,
and some are even in the service because they simply enjoy
being a spy.
o HORROR HERO: ENDLESS NIGHTMI\RES
Package Cost 0
NCOs/Officers add:
Bureaucratics 3
Pick 1 Skill from above list 3
Package Cost 6
54 HORROR HERO: ENDLESS NIGHTMI\RES o
SAILOR ACADEMICS
Not many horror campaigns take place at sea, but the life Knowledge is the greatest weapon that can be wielded in
of a sailor takes him to exotic ports and gives him a wealth the face of horror. Men of learning have always played an
of experience that is an asset to any PC group. Like the essential role in the genre. They are the ones who know a
soldier and the aviator, he might appear in the campaign as demon's true name, or the location of the only weapon that
a representative of the Armed Forces or as a civilian. can kill the horrible Toad-snake orwho possess the scientific
Typical Goals and Motivations: For a military sailor, see acumen that enables them to develop the obligatory death-
the soldier package deal. Civilian sailors may come home to ray in the nick of time. Innumerable groups of pes, their
find a tragedy has occurred, or maybe his adventurous blood mighty fighters sprawled unconscious on the floor, have had
is stirred at the prospect of exciting conflict with the powers their butts saved at the last minute by the learned interven-
of darkness. tion of an academic player-character.
Typical Abilities: Sailors are usually healthy characters;
they also perform a specialized duty on board a vessel. THE SCIENTIST
These duties can be navigation, gunnery, engineering, pilot- The scientist requires little elaboration. This character
ing, swabbing the deck, etc. depending on the era. Sailors in archetype pops up all overthe genre. A scientist is one of the
the historic eras are particularly good at tying knots. Many first individuals a person encountering horror runs to for help,
enjoy a good brawl and have some skill at throwing a decent and as often the scientist has useful information. A PC
punch. Weapon familiarities range from the sword to modern scientist may join a group, quit his job and enter the field, or
small arms. retain his post and adventure on weekends and holidays.
Suggested Disadvantages: The nomadic lifestyle of the
sailor may be the result of Psych Lims like "prefers the ocean Typical Goals and Motivations: The accumulation of knowl-
to land" or "dislikes cities or crowds." A Hunted may be edge is the scientists primary motive to adventure, but many
motivation to depart a particular area via ship. Superstition are lured out of their safe academic environs into a world
has been a fixture of seaman's lore since ancient times, and fraught with terror by the promise of fame and fortune.
would make an appropriate Psych Lim or three. Typical Abilities: The scientist will have communication
Roleplaying Tips: A sailor can be played as a crusty old skills and lots of knowledge skills or sciences. They almost
seadog who has been around and seen lots of strange always have a high INT stat - their physical stats depend on
sights, or as carefree dreamers, rock-steady adventurers, or their age and health. The Cramming talent allows a scientist
the rough-and-ready (and dim witted) boxing mariner. to quickly learn a skill that is necessary to defeat some
monster. Do not assume that a scientist has to be old and
doddering;movies, particularlyfrom the Fifties, feature young,
SAILOR vibrant scientific types who are as handsome as they are
smart.
Skills Cost Suggested Disadvantages: A scientist sometimes has
Psych Lims like "Curious" or "Absent Minded." An older
FAM wlSmall Arms or Melee Weapons 2 scientist may have the Age limitation to get a higher INT
PS: Sailor 11- 2 score. Some have Physical Limitations like "Myopic" or
KS: Types of Seagoing Vessels 11- 2 "Walks with a cane" and buys down some of their Running.
Brawling 3 Reputations (Abercrombie? He's mad, I tell you, mad.) or
Pick 3 Skills: 9 Distinctive Features (like "bookish looking" appearance) can
(Breakfall, Combat Driving (Ships or Submarines), be taken. The older scientist seem to insist on having a
Cryptography, Electronics, Languages, Mechanics, DNPC: Beautiful Lab Assistant, who is sometimes also their
KS: Military Electronic Equipment, Navigation, daughter.
+3" Swimming, + 1 w/Ship to Ship Weapons, Roleplaying Tips: The PC scientist can be a feeble-but-
+1 w/Perception, Paramedic, System Operations, brilliant academic, a crusading professor in the Lovecraft
Tactics, Transport FAM: Boats, Submarines) mold, or a young idealist. The eccentric scientist can be very
entertaining to have along when supernatural hostiles are
Disadvantages being hunted, and useful when said hostile is encountered.
Of course, in the midst of the greatest carnage he is likely to
Package Bonus -3
be outlining his next lecture on what he is currently learning.
Psychological Limitation (choose) -15
("Now, then Mister Akkleeeatttlzllle, is that spelled with one
Package Cost 0 "k" or two?")
NCOs/Officers add:
Bureaucratics 3
Pick 1 Skill from above list 3
Package Cost 6
o HORROR HERO: ENDLESS NIGHTMr\RES
THE INVENTOR
A handy character to have around, the inventor can be an
on-the-spot gadgeteer or a laboratory scientist. When the
destruction of The Really Big Critter depends on a recurring
burst of holy water at three second intervals, or when a
special computer card is needed to dispel the Demon Oracle
of the Phone Company Computer, the situation calls for an
inventor.
Typical Goals and Motivations: Excepting those motiva-
tions that arise out of game play, the inventor is usually
driven by the love of creating things and the obsession to get
it just right. Kook inventors who design flying saucers and
perpetual motion machines will be motivated to find the
knowledge to make such an item work.
Typical Abilities: High INT scores and a good DEX plus the
requisite knowledge skills and Inventor skill. Skills like Elec-
tronics, Mechanics, or SC: Mechanical Engineering can be
helpful. Successful inventors might have the Perk: Wealthy.
Suggested Disadvantages: A somewhat colorful charac-
ter, the inventor may have Psych Lims that reflect the general
slant the inventor is taking (i.e., Dislike of fried food, ciga-
rettes, and X-rays, for an individual working on a machine to
cure cancer.) Some inventors may have DNPC assistants. If
the character is employed by the military, he may be subject
to orders. A gadgeteer character may be overconfident in his
ability to invent his way out of tight spots.
Roleplaying Tips: As can be seen, the inventor presents a
wide variety of possible character personalities. Whether the
character is an old eccentric, a military weaponsmith, or a
gadgeteer field operative, he will have one personality trait
- the belief that the universe is a working mechanism
composed of building blocks that need only to be recom-
bined to create new items. An introduction to the forces of
sorcery and chaos may come as a rude shock.
SCIENTIST
REPORTER DOCTOR
Package Cost 0
DOCTOR
In a campaign where characters face down armed cultists,
magic-wielding wizards and bloodthirsty monsters, a doctor
can be a very welcome character in a group. In many
settings, showing up at a regular hospital en masse bearing
a variety of wounds will draw unwelcome attention from the
authorities. Being able to treat a number of patients who want
to "keep things quiet" can be very profitable for a doctor.
Typical Goals and Motivations: The monetary motivation
becomes more important to this character when the cam-
paign era is closer to modern day. In a horror campaign, the
doctor, having been exposed to terrible events, may find
himself compelled to aid other PCs in their mission.
Typical Abilities: Doctors have a high INT score and many
knowledge skills related to the human body. Surgeons are
very proficient with knives, scalpels in particular. The profes-
sion itself tends to be well-regarded by the public, and having
a good PRE helps out with that perception.
Suggested Disadvantages: A doctor can have Psych Lims
like "Compassionate" and "Follows the Hippocratic Oath," or
he can be "Greedy" and "Very Impersonal." Age helps a
doctor buy up his INT and PRE scores.
Roleplaying Tips: A doctor should exude confidence, par-
ticularly to his patients. Being a more formally educated
person, the character's language should reflect this training.
Unless, of course, he is a back alley slugyanker who re-
ceived his degree from some school in the Caribbean and
only has his license because his brother-in-law is on the
licensing review board. Then he may have a number of
quirky personal habits ("Now, I know the appendix is around
here somewhere. Slice. Or maybe it's over here ... ").
58 HORROR HERO: ENDLESS NI6HTMI\RES o
PRIVATE INVESTIGATOR Suggested Disadvantages: Psychological limitations are a
Sometimes a matter requires more discretion than an given for this character. Examples include "Seeks justice,"
ordinary police investigation; alternately, someone may need "Overconfident" or "Hatred ofThe Cult of <Fill-in-the-blank>."
the services of an investigator when the police cannot help Some may have minor Reputations among the forces of
because of legal restrictions. This is when the private inves- darkness due to their exploits, or known to the cops for the
tigator is usually hired. This character could also be working same exploits. They may have a Hunted or two if they have
on a very ordinary, it-pays-the-rent case when he stumbles brought a criminal to justice who is subsequently freed from
onto the activities of some dangerous person, cult, or mon- jail and wants revenge.
ster. Roleplaying Tips: The stereotypical trench coat wearing,
Typical Goals and Motivations: Being paid for his services tough talking, hard boiled detective is fun when played
frequently becomes secondary to the solving of a difficult against horrors, but is by no means the only option available.
case, especially if his life depends on solving the case. For Private investigators have scores of examples in TV, movies
example, a private investigator who uncovers the activities of and books.
a group that normally eliminates any and all witnesses will
have to see it through to the end. There are times when the
character might turn down a case because it sounds like a PRIVATE INVESTIGATOR
waste of his time. When the would-be client is found dead,
the detective may feel remorseful about not having listened Skills Cost
in the first place and sets off to solve the case to "set things
right." FAM w/Pistols 1
Perk: Private Investigator's License 2
Typical Abilities: The detective's mental statistics will be a
Perk: Concealed Weapon's Permit
little higher on the average than a regular policeman. He will
(where applicable) 2
also have more knowledge skills, and probably streetwise
Deduction 3
and disguise.
Streetwise 3
KS: Criminal Law 11- 2
PS: Private Investigator (INT based) 3
AK: City of Operations 11- 2
Pick 3 Skills: 9
(Bribery, Bugging, Bureaucratics, Combat Driving,
Computer Programming (Modern day only),
Concealment, Conversation, Criminology,
Cryptography, Forensics, Forgery, Lockpicking,
Persuasion, Shadowing, Stealth, + 1 Perception,
Brawling)
Disadvantages
Package Bonus -3
Hunted or Reputation -10
Psychological Limitations (Choose) -10
Package Cost 4
OCCULT INVESTIGATOR
Ever since there have been reports of occult related
phenomena, there have been people who have made inves-
tigating these events an occupation. Many of these investi-
gators have been self-serving greedy con artists, some have
been interested for the sake of gaining information for their
own use. A rare few have been genuine, knowledgeable
people who track down horror wherever it makes its pres-
ence felt and opposes its agents whenever they act.
Typical Goals and Motivations: Very few people in the
world know just how terrible the horror really can be if it
remains unchecked. The occult investigator has made eso-
taric undortakinns not only an occupation. but a mission
bordering on a quest. His is a thankless, life threatening job,
but it yields rewards of timeless knowledge more valuable
than any currency. Sometimes, the occult investigator is the
agent in gathering a group togetherto combat evil in its many
forms, and his motivation becomes almost heroic.
o HORROR HERO: ENDLESS NIGHTMI\RES 59
Typical Abilities: The occult investigator knows what he is MYSTICS
up against, and is the only non-mystical character archetype The horror genre would be incomplete without a tinge of
that would normally start a campaign with an Occult Knowl- mysticism. Magic is present in all but one of the campaign
edge skill. And such knowledge can save a PC group from eras, as it is in horror stories and movies. Monsters are
certain doom. The investigator can be a strong, monster spawned from mystical rituals, sorcerous items are sought
slaying person skilled in hand to hand combat, or a chess- by wielders of magic, and old houses are populated by
like adversary that manipulates his foes into making critical psychics. A PC group does not necessarily have to have a
errors. mystic in their group, and a GM may prefer not to allow them
Suggested Disadvantages: The type of character abilities to be played at all. Used properly in the game, they can add
chosen usually lead to appropriate disadvantages. The a lot of atmosphere to a campaign and act as "hooks" for
monster hunter can be "Paranoid" or "Fanatical about de- future adventures.
stroying monsters." An intellectually inclined character can
be "Manipulative" or "Emotionally aloof from others."Watched THE PSYCHIC
by The Supernatural is an automatic disadvantage for the Without a doubt, the psychic is the most well-known type
PC, but having it at more than an 8 - roll is suicidal. In a small of mystic in the genre. They can have any of a number of
town horror setting, the character may have a minor Repu- psychic talents, but usually they have one talent at which
tation as a minor nuisance or nutcase ("But Mrs. Wallace, the they excel. The talent can be as low-key as a sensitivity to
tinfoil on your windows is for your own good.") psychic auras or as flashy as pyrokinetics.
Roleplaying Tips: What helps this character out more than Typical Goals and Motivations: Psychics are sometimes
anything else is knowledge that other characters do not the unwilling center of activity in an adventure, as their
possess. They have confidence in that knowledge, some- talents become sought after by PCs and NPCs. These
times too much, and usually come across as "do it my way characters sometimes seek out other PCs, and take part in
or we're all doomed." The occult investigator usually has a adventures to discoverwhy some phenomena is "disturbing"
plan of action before he engages the adversary. their minds.
This is a more serious PC than others in a serious genre. Typical Abilities: Psychics possess a psychic talent or
While most of these characters are fairly stern and solemn,
power. They can become detached from society, due to their
there are exceptions. A currently popular comic book about "different" ability. They do have knowledge of psychic phe-
a British occultist features a wise-cracking Cockney who
nomena and sometimes other esoteric phenomena as well,
sneers in the face of demons and other threats.
but are usually not as well-rounded as more worldly charac-
ters.
OCCULT INVESTIGATOR Suggested Disadvantages: Psychics can have a Psych
Lim related to their powers. A telepath or empath may need
to be around other people on a regular basis, while a
Skills Cost
clairsentient could experience unwelcome flashbacks in
Deduction 3 areas where people experienced severe psychic trauma.
Scholar 3 Roleplaying Tips: This character is markedly different from
KS: Occult Knowledge (INT based) 2 other character types and should act in that manner. Seem-
KS: Occult Persons (INT based) 2 ingly trivial events may hold great interest to the character,
KS: Occult Areas (INT based) 2 while events of tremendous, albeit mundane, significance
KS: Occult Items (INT based) 2 may be casually dismissed by the psychic ("Someone shot
KS: Specific Type of Occultic Activity the president? So what's your point?").
(i.e., UFOs, Magic Tomes, Cults,
Cryptozoology, Cultures, etc.) 2
PS: Occult Investigator 11- 2 PSYCHIC
Pick 3 Skills: 9
(Bribery, Bureaucratics, Computer Programming, Skill Cost
Concealment, Conversation, Cryptography, Forgery,
Languages, Lockpicking, Paramedic, PS: Psychic 11- 2
Security Systems, Shadowing, Stealth, Streetwise, KS: Psychic Phenomena 11- 2
Tracking, +1 Perception) Psychic Ability (From Psychic Powers section 10+
Disadvantages Disadvantages
Package Bonus -3 Package Bonus -3
Watched: The Supernatural (Mo Pow, NCI) 8- -10 Psychological Limitation (choose) -10
Psychological Limitation (Choose) -10
Package Cost 1+
Package Cost 4
60 HORROR HERO: ENDL.ESS NIGHTMI\RES o
Suggested Disadvantages: The sorcerer traffics in powers
that can consume him completely if a spell is performed
incorrectly. This can wear on him, and is reflected with Psych
Limitations like "Obsessively devoted to detail." They can be
very secretive or highly curious. Age helps them buy up their
mental stats. Their activities can also have a Watched: The
Supernatural or even a Hunted if the character "acquires"
something he should have left alone in the first place.
Roleplaying Tips: To this character, magic means more
than anything. More than life or death. He can be a very
deliberate character, and is rarely foolhardy in taking ac-
tions.
SORCERER
Skills Cost
Choose one:
Magic Skill: Ritual Magic (EGO based), Ceremonial
Magic (EGO based) or Alchemy (EGO based) 3
Choose one:
KS: Ritual Magic (INT based)
Ceremonial Magic (INT based) or
Alchemy (INT based) 3
KS: Occult Knowledge (INT based) 3
PS: Chemistry (INT based) for Alchemist 3
PS: Artist (INT based) for Ritual or Ceremonial 3
Spells (see Horror Magic section) 20
Pick 3 Knowledge Skills (all INT based) 9
(Alchemists, Cults, Demonology, Elementals,
Magic Legends, Magical Tomes, Items of Power,
Magical Herbs, Properties of Gems,
THE SORCERER Historical Wizards, Undead, etc.)
This package can be used to create three different types
of sorcerer-the Ritual Magician, the Ceremonial Magician Disadvantages
and the Alchemist. Magic has been a part of society since
prehistoric times (see Magic). The performer of these rituals Package Bonus -3
has went from holding a revered place in primitive societies Age 40+ -5
to being a fairly reclusive individual in more modern society. Psychological Limitation: Cautious (Com, Strong) -15
But the power of the act still holds promise for those who
pursue such a path in their lives. Package Cost 18
Typical Goals and Motivations: Acquiring more magical
knowledge, learning new magic and gaining more personal
power motivates this character. They will ally themselves THE MAGIC WIELDER 8
with a PC group if the PCs' mission could bring some gain to Possessing the power of magic independent of the act or
the sorcerer. word associated with sorcery is akin to possessing a devas-
tating superpower with the potential to backfire at any time.
Typical Abilities: Sorcerers must possess the Magic Skill
Magic is a wondrous gift, and a terrible burden. The person
applicable to their discipline (see Horror Magic skills) and a
who actually can wield the force of magic as an extension of
Knowledge Skill of the same. Also, a PS: Artist is needed to
themselves is rarer than the rarest metal. A magic wielder in
draw the ubiquitous magic circles that appear in most Ritual
a horror game is not a superhero, nor should they be played
and Ceremonial magic spells and PS: Chemistry is neces-
that way. With great power comes great responsibility; with
sary for Alchemists. The other knowledge skills and magic
irresponsibility comes only doom.
rituals available to this character are not available to any
other except the magic wielder. Performing magic requires
a strong EGO, and a high PRE and INT are also helpful.
o HORROR HERO: ENDLESS NIGHTMI\RES 61
SKILLS SCIENTIST
The Skills a PC can have are determined by the time frame This enhancer is encountered mostly in the Fifties (where
of the campaign. Any skill may be possessed by a character scientists appear in alarming numbers) and the Pulps (where
as long as it is 1) available in the era and 2) approved by the the heroes seem able to do anything), but is appropriate
GM. Certain skills will be restricted or expanded in each era, everywhere. An Eldritch character who is well-versed in that
and these changes will be noted in the Skills section of the eras' myriad pseudo-sciences is very entertaining.
appropriate Sourcebook. TRAVELER
Knowing his way around the world has saved many an
EVERYMAN SKILLS occult investigator. This enhancer is very useful for the
The everyman skills for Horror hero are the same as those globe-spanning adventurer and allows for the reduced pur-
presented in the Hero System Rulesbook, page 18 (use the chase price of Culture Knowledges as well. GMs who plan to
Modern list). The following changes apply: in the Eldritch include other planes of existence and alternate realities in
Horror era, Paramedic is not available as an everyman skill the campaign may allow characters to purchase this En-
and characters must pay the point to be literate in their native hancer to cover these areas, i.e. Mystic Traveler.
language. The other three eras use the standard list.
WELL CONNECTED
SKILL ENHANCERS The saying goes, "It's not what you know, but who you
All the skill enhancers are available in Horror Hero. Play- know." In horror, a character's contacts and perks are often
ers should confer with the GM before purchasing Skill instrumental to assuring success. This enhancer works well
Enhancers. forthe character who has contacts on both sides of the horror
campaign. GMs should be careful not to allow a PC to buy
JACK OF ALL TRADES any contact without a very good rationale for doing so, nor
The character who knows a little bit about everything is should they assume that once Favors are granted the
built using this enhancer. Appropriate for all the genres, the dispenser will continue to be well disposed to the PC.
Jack of all Trades is often an eccentric who cannot stick to
one job for long. Players who wish to use this enhancerto buy
occult-based professions (Astrologer, Psychic Reader, Oc-
PERKS
cultist etc.) should confer with the GM first. A character built Perks in Horror Herodifferonly slightly from the norm. The
this way may spoil many a mystery with a cheaply purchased following are a few of the variations which are unique to the
roll of the dice. genre. Players may wish to conceal certain privileges granted
them by buying perks, until opportunities to use them arise.
LINGUIST
This enhancer is highly appropriate for occultists and CONTACTS
researchers. Many tomes of lore are in ancient or obscure In horror some characters will belong to or join secret
languages. It also never hurts for stranded characters to be societies or lodges. These groups are often privy to secret
able to learn the language ofthe local populace while waiting knowledge or allow characters to meet individuals outside
for rescue. Note that Linguist will not help a character their normal social strata. The GM should rule that especially
decipher a written language he has never encountered useful lodge contacts (i.e. players having an elevated rank
before, such as one found on scrolls from a vanished within the society) which grant more privileges will cost more.
civilization. In the real world this always takes years of Occultist characters may also have contacts within the
painstaking trial-and-error (and a healthy Cryptography roll). supernatural realm, such as a spiritualist with a favored
Here's an example of how NOT to use this enhancer: ghostly contact. These entities are often very mischievous
Inspector Graeme - "We've only got three days before and cloak their information in riddles. GMs should impose
the Vampire bites Betsy for the third time! Chandler, take high costs on such contacts depending on their usual clarity
this journal we found and try to translate it! It's in ancient of information. Especially dangerous contacts will cost less
Carpathian. Can you do it in time?" due to the risk of summoning or contacting them.
Parson Chandler (Glances at book) - "OK, I'm fin-
ished. Let's go." FAVORS
These perks should be handled as perthe rulesbook. Note
SCHOLAR that magical assistance should be more costly to reflect its
If there is an enhancer that is tailor-made for the horror rarity. And the favor giver may demand a service in return
genre this is it. The Scholar enhancer is a must for any sometime in the future.
character considering the exploration of the darker side of
reality and is appropriate for every era. Again, the GM is FOLLOWERS
cautioned to not be too liberal when allowing this Enhancer. Followers are important in Horror Hero for several rea-
One of the joys of roleplaying is the acquisition of knowledge sons, and the GM should encourage their creation. A long-
- the PC who already knows everything may lose out on this standing horror tradition dictates that the heroes are usually
aspect of the game. in the position of having to rescue, revenge or protect those
who are in his care. Followers are usually fairly disposable,
a status which grants the GM more leeway in creating horror
without constantly targeting the PCs. Followers also help
reduce the point cost of PCs.
64 HORROR HERO: ENDLESS NIGHTMI\RES o
The GM should build the Follower according to a rough TALENTS
outline provided by the Player. This allows the GM to Special abilities such as talents are very common in
purchase secret Disadvantages such as Hunteds or Psy- horror, often being an individuals impetuous to investigate
chological Limitations which the Follower has hidden from the unknown in the first place. Most are usable, although the
his mentor. This way the Follower will seem more like a real suitability of STOP talents should be carefully weighed by
person and less of a cipher. Also, this provides the GM with the GM before play. Only talents that bear further elaboration
more material for scenarios. I magine the PC's curiosity when with regards to Horror Hero are discussed here.
his loyal Follower 'goes on vacation' every time the Moon is
full. .. ABSOLUTE TIME SENSE
This is a blessing for characters who cast ritual magic, as
FRINGE BENEFITS the timing of the casting is usually critical for success. Also,
Additional fringe benefits for this genre include: this is useful for characters with the Demolitions skill.
Lodge Member, Low Rank (1 pt) - This perk allows
characters to mingle socially with fellow lodge members, BUMP OF DIRECTION
grants them a small degree of sanctuary, and in some This is a good talent for adventurer/explorer types who
cases allows contacts in distant lodge locations (8-). This search new continents and for those who delve into the
can be used to represent the rankings in secret societies. labyrinths of monsters. Note that this talent does not help in
Lodge Member, Middle Rank (5 pts) - After characters dimensions or areas where the accepted laws of physics and
gains status in a lodge or secret society, they will be more geometry do not apply.
privy to information, including access to the library if one
is available and a slight degree of control over lesser COMBAT SENSE
members. The contacts from above are now at 11-. Combat Sense is great for those PCs who are foolish
Lodge Member, High Rank (10 pts) - This assumes enough to tackle a monster in a darkened room by them-
leadership over a local chapter. The political clout of this selves.
perk may be considerable; GMs should use caution when
players request this perk. All other benefits are as above, CRAMMING
except the contacts now becomes 14-. For scientists, researchers, and occultists this talent is
wonderful. No one character can know everything about the
True Name Of Lesser Entity (3 pts per name) - Some
creatures must obey any orders issued to it under its true occult, but using this talent and the right research material a
few hours before meeting the enemy will help the PC sagely
name, i.e. demons and some spirits (in this book, the
face any foe. While this will do wonders for his confidence,
Tormentor demon is an example). This is a benefit of
it does not necessarily mean that his plan is going to work ...
occult or magical knowledge. The rituals required to use
this perk must be purchased separately. Revealing this
knowledge to the entity in question without first taking DANGER SENSE 8
proper precautions is suicidally stupid. This talent is not advised for the horror genre "as is."
Naturally, players are going to want this talent, but GMs take
True Name Of Greater Entity (10 pts per name) - These note: it will wreck a lot of surprises. Only allow it to a player
are the true names of very powerful or useful creatures who is not going to want to make a dice roll every time they
such as Oracle demons. As above the same conditions enter a room or a second ticks on a clock. The talent works
apply. much better in literature than in gameplay; the GM should
carefully monitor it.
MONEY
This is unchanged from the rulesbook but GMs should DEFENSE MANEUVER
note that treasures often appear in horror scenarios. If A delightful talent for the PC who simply insists on going
players keep a treasure which raises their income level then up against a roomful of cultists by himself. Idiot.
they should be required to pay the perk cost. Realism-
minded GMs should keep in mind that the equipment and DOUBLE JOINTED
traveling involved in occult investigations is very expensive, This talent helps the PC who likes to shinny down narrow
so some provision should be made to explain their availabil- holes in the ground so they can find out if the monster is down
ity. there or not. Also good for shinnying outof a narrow hole in
the ground after it has been established that yes there is a
BASES AND VEHICLES monster down there ...
As this is a heroic campaign these should be paid for with
money. However GMs may wish to impose a point cost on EIDETIC MEMORY
magically fortified buildings, or any other "special" retreat If the character has to get a mystical alchemical formulae
such as a lodge hall. perfect the first time they try to make a potion, but they can
only see the formulae for a few seconds in a collapsing
cavern, then this talent is eminently helpful. And if your PC
wants to memorize some codex that weighs around 25
kilograms because he does not wants to carry said codex
around, then Eidetic Memory is worth a million words.
o HORROR HERO: ENDLESS NIGHTMI'\RES
DISTINCTIVE FEATURES
This is more appropriate for creatures than characters.
This does not mean characters cannot have this, but it must
make the PC stand out. Military and police types with their
short haircuts and ramrod postures, or professors who dress
in a style not popular for ten years are examples.
66 HORROR HERO: ENDLESS NI6HTMI\RES o
HUNTED AND WATCHED SUSCEPTIBILITY
For horror HuntedlWatched is almost an inescapable This is almost entirely unheard of for characters; it is
selection for a disadvantage. Officials will monitor the activi- usually reserved for monsters and other NPCs. Although a
ties of government, police, or military types, and characters character may still have this disadvantage if there is a
from special backgrounds or secret societies will be under reasonable explanation. Perhaps the character is an occult
some scrutiny from their contemporaries. And The Super- investigator who was infused with demonic blood in the past,
natural, mentioned in a few character archetypes, always making him susceptible to holy items.
notices intruders into the realm of occultic knowledge and
events. UNLUCK
Life is difficult for horror characters. The creatures are
NORMAL CHARACTERISTIC MAXIMA tougher than the PC's best weapons, the cultists are relent-
Since this is a heroic campaign, this is enforced for zero less fanatics and most of the magic items are trickier to figure
points. out than tax forms (and the audits are deadlier). Adding
Unluck to these already formidable odds is recommended
PHYSICAL LIMITATION only for masochists.
The genre of horror is unique in that not everyone has to
be a perfect physical specimen. Many horror protagonists in VULNERABILITY
fiction have had physical disabilities, such as the blind man While Vulnerability is usually thought of as a monster or
who sees only good and evil in a popular comic book villain Disadvantage it can add an extra dimension to a PC,
miniseries. Players should not feel the need to skip this especially a sorcerous or psychic one. As with Susceptibility,
disadvantage. a PC with an unusual past may have an unusual Vulnerabil-
ity. If the GM and players have Ninja Hero they may be
PSYCHOLOGICAL LIMITATION interested in the optional use of Vulnerability to hit locations
Arguably, most characters in horror have this disadvan- on page 53.
tage, otherwise they would be at home playing cards instead
of battling horror. Past events usually are the cause for this
disadvantage; motivations for the character can also be
reflected with Psychological Limitation, such as "Driven by
Faith" for a minister or "Protective of Spouse" for a married (~
CHI\RI\CTER
D_E_V_E_L_O_P_M_E_N_T__ ~
J
person. All characters should have at least one Psychologi-
cal Limitation. As in real life a Player Character is not a static creation
destined to go through the campaign unchanged. The devel-
PUBLIC IDENTITY opments may be positive - these changes are reflected in
This disadvantage is more suited for the Pulps and Fifties game terms by buying or improving Knowledge Skills, Char-
eras where larger-than-life characters exist more openly. acteristics and Perks with Experience Points. But battling the
unknown often takes a terrible toll on heroes. These changes
REPUTATION are reflected by roleplaying, buying Disadvantages and
Like Public Identity, this disadvantage is more suited to the lowering Skills and Characteristics. A third way of developing
Pulps and Fifties eras. A character may also have a Repu- a PC is to roleplay the changes which cannot be represented
tation within a certain group or organization, such as Wizards in game terms, such as a natural increase or decrease in
or the Black Dawn. A Reputation should be played for all it is confidence or leadership ability.
worth by the player and the GM, but remember that some When a PC is awarded experience at the end of a scenario
individuals or groups will benefit from knowing about the PC the player may wish to consider the following points before
before encountering him ... spending. First, remember that XP are intended to simulate
the learning and training process - there should always be
RIVALRY a reason for an increase. If a PC made good use of his
This disadvantage should be carefully considered. Rivals Climbing skill during the scenario part of the awarded expe-
who are PCs playing in character during an encounter with rienceshould logicallybe used to increase Climbing, shouldn't
horror may see their days end prematurely ... it? Second, do not feel that XPs must always be used. If a
player is happy with the way his PC is at the moment there
SECRET IDENTITY is no reason to change it. XPs can be hoarded like gold and
Horror is probably the only genre where a heroic character used later (some GMs even allow unused XPs to be traded
can have this disadvantage. A character can be the town for luck roils). The player should never spend if he does not
mayor and secretly be head axeman for the Black Dawn. want to, except when the GM rules otherwise.
Also a character can have a dark, shameful secret from the
past and use this disadvantage to reflect that secret ("Let me
get this straight; the minister used to work for a vampire?")
o HORROR HERO: ENDLESS NI6HTMrlRES 67
give me that Uzi! You don't need both guns' - 'Hey, hey, hey character can become a badly injured character, and an
- how long do think that doors gonna hold?' - 'You're the ability forgotten in the excitement can be used again later
expert - Go check it out' - 'No way am I getting any closer (Hey .. you know Karate. Oh yeah I).
to that door' - 'We need a plan, quick' ... Lots better, isn't it? Don't hog the action. Here is a true gaming story which
Remember, being scared does not mean that a PC is a illustrates everything a single player and his character can
coward who will be unable to take decisive action when the do to ruin a game foreveryone. The GM in this case was quite
time comes. In fact, there is more heroism in being terrified skilled but fairly inexperienced. The story involved a group of
and then taking action than in calmly, methodically looking characters who are investigating a haunted house which
over a character sheet and rolling dice. drives trespassers insane. Professor Hog (our goat) calls all
Cooperate with the GM's world vision. Roleplaying games, the PCs together and outlines his version of the problem. He
more than perhaps any hobby save mountain-climbing, are insists on giving each PC vague orders and then throws a
a cooperative venture. All the PCs inhabit the same world, tantrum when they return from assignments they did not
that created by the GM. In an ideal situation every player really understand. Instead of letting the others return he
contributes to the proceedings, and a player who constantly insists on doinq it all himself, dragging along a new player
makes waves by second-guessing the GM will ruin the game (guess who) who finds himself saddled with knowledge
for everyone. which would benefit the entire group but is instead 'our
Players can ruin the action by not cooperating with the secret'. So far, Hog has 1) Taken charge on his own
'world vision' the GM wishes to portray. In a realistic cam- recognizance, 2) Allowed his emotions to extend toward
paign such a player will attempt stunts which are impossible other players rather than their characters, 3) Withheld infor-
to reconcile with reality, such as blowing up the Queen Mary mation from the others for his own benefit and 4) tried to pit
II. On the same token, they try to take advantage of 'real' players against each other.
knowledge which the GM may not be aware of - "Ha-Ha. Later on the PCs enter the house and split up to search.
The villain can't escape because [wherever] does not have Hog discovers ajournal which the ghost kept while alive and,
a back door!" This is just being snide and petty - don't do it! finding a hiding place, he begins to read. The Gamemaster
A similar set of guidelines apply if the GMs setting is rules that it will take a couple hours to finish, and tells him
fictional - for example, he may set the campaign in the what he will discover. Meanwhile, an exciting discovery is
Champions Universe. In a case like this, disruptive players made upstairs. Hog, as if by magic, is suddenly upstairs
will try to impose hard reality on the campaign setting. If the himself. He starts barking orders and taking command. The
GM decides that a mile-long immunization record is not GM gently reminds him that he is downstairs reading at that
necessary to enter Borneo, keep your knowledge to the particular moment, and cannot be here without stopping his
contrary to yourself. Any actions of this sort serve only one reading. Hog, very reluctantly and with much whining, agrees.
player and one character, and will easily derail the GMs hard
won atmosphere. The only solution to a player who con-
stantly acts in this manner is eviction from the game.
Do not argue with the GM's decisions. A player who has
not GMed a game may not realize how difficult it can be to be
fair to all the players while at the same time trying to keep the
action moving. There is a lot to keep track of and sometimes
mistakes happen or quick decisions must be made. The
result of this is that sometimes a player may feel that he has
been treated unfairly.
The GM knows what is going on all around, and some-
times he will announce developments which seem to not
make sense or be fair. He may roll dice out of sight and
announce that a PC is suddenly unconscious. All the mon-
sters might be singling out a particular PC. Familiar villains
on the verge of destruction might exhibit startling new
abilities which help them escape. All of these may seem
unfair to a player but give the GM the benefit of the doubt-
it is all for the good of the game. If that PC hadn't been
unconscious and unmoving a monster might have eaten
him. The fact that all the monsters are after one guy is
probably an important clue. The escaping villain is being
saved for bigger and better things.
Sometimes a GM will simply screw up. He may forget that
a character has Danger Sense. He might accidentally skip a
combat round or lose track of a character's Body. He may be
distracted from a PC's sure-fire plan for success. When
things like this occur a good player will keep the peace,
mentioning the omission or mistake when it will least disrupt
the proceedings. Players should never insist that the clock
be rolled back to accommodate what they imagine is the right
way things should have gone. The GM can fix most things
after the fact without having to rewrite history. A dead
70 HORROR HERO: ENDLESS NIGHTMI\RES o
But he uses knowledge that could only have come from
finishing the book through the remainder of the scenario.
Finally, by the end of the scenario everyone is dead except
for one PC who entirely by accident shoots Hog in the back,
to everyone's warm approval. A few weeks later Hog's player
is blaming the GM for the 'failure' of the game.
Here we see 1) a PC again hiding information in a pitiful
attempt to be 'better' than the others. He also 2) changes
what has already happened in order to be more important, 3)
plays using player knowledge which the PC does not have
and 4) whines. His reaction to being killed (quite fairly) had
to be seen to be believed. Worst of all, he blamed the GM for
all the problems he brought onto himself.
The whole point of this ugly tale is obvious. Players should
never try to take over an entire game just for their own ego
stroking. It is small-minded and wrong. Sometimes a GM will
run a scenario starring a certain PC. If this ever happens the
other players should relax, play along and wait for their own
time in the limelight. If you feel that your PC is being left out,
bring it up to your GM outside of the game session.
Be faithful to the spirit of your character conception. In
Horror gaming, each character type has a specific function.
The scientist experiments, the occultist does research, the
reporter snoops around, the policeman investigates, etc. In
short, everyone will do the job their player created them for.
Obviously, overlapping of roles will occur during gameplay.
This is natural, as unusual occurrences will require unusual
solutions. But during ordinary gameplay, don't step on each
other's toes. Let everyone do their jobs. The scientist should
not be making arrests, and the cop should not dream up a
death ray. Your characters will be more distinctive and more
fun to play if you let them be themselves.
Another aspect of being true to your character is to keep
in mind that a PC does not share all his creators knowledge. Maybe the player has had a bad day. Maybe he is sick of
This is especially important in historical settings. Despite the character. Whatever the reason, his character is just not
player misgivings, most PCs would be pleased at the chance himself. It's happened to everybody. The most logical reason
to travel on the Titanic orthe Hindenburg. By the same token, for an erratically played PC is that the character just does not
if a player notices that the GM's notes feature stats for suit the player. In this case it's best just to build another. But
Dracula he shouldn't start making stakes just for the heck of every player is urged to take a minute to think when the mood
it. Players should never let their knowledge of history or their hits them to throw their PCs personality to the winds. Your
foreknowledge about a scenario impact on a PC's actions. GM maydepend on a PC being in character in ordertofurther
Behave consistently. Imagine that gentle Granny Pru- the plot. After all, if the other characters don't feel that they
dence, who has been a model of wisdom and patience know you, how will they know when it really isn't?
throughout the campaign, is taken prisoner by the minions of Avoid stupidity and anachronisms. Lurking slimily at the
The Great Whatever. The GM, who has been watching bottom of the rogues gallery are those players who think that
Granny grow wiser and even more patient, and whose entire the whole game is there just for them. They are here to have
scenario depends on the octogenarian letting herself be fun, and they will enjoy themselves no matter what. How do
taken to Whatever's lair and discovering a Dread Secret, is they go about this? By making their characters do things that
appalled to find Granny fighting back. Before he knows it the they shouldn't, couldn't and wouldn't. They commit deliber-
old bag has mopped up the cultists and started wearing ately stupid actions on a whim - 'The cultists are inside the
ammo belts over her ginghams. What's wrong here? building where the other characters are? I'll just blow it up,
A large part of the enjoyment of roleplaying is the way that then.' They introduce jarring anachronisms - 'My character
consistently played characters become more real with each invented napalm over the weekend. Let's go torch the
passing scenario. This does not mean they shouldn't grow or vampires.' Disruptive actions such as these can derail the
evolve like real people. They can tire of bloodshed and atmosphere quicker than a house fire. Even worse than the
develop a Code versus Killing, or go the opposite route and stupidities themselves is trying to convince the player that
become violence addicts. They may be more nervous with they shouldn't have been committed. There are some people
each passing scenario, or develop a skin so thick the who just cannot understand why their PC couldn't have
Inquisition couldn't even tickle them. They can learn new invented something years before its time.
skills and become better or worse friends. These are legiti- It may seem harsh but the best thing for a player like this
mate changes which fit game logic and keep players from is to find a new genre to play in. Horror simply requires too
growing stale on the same PC. But sometimes logic and much on the part of GM and players to have to put up with this
characterization get thrown to the winds and the result can type of nonsense. If you are such a player you may wish to
be very messy.
o HORROR HERO: ENDLESS NI(iHTMI\RES 71
consider that what these actions do is sabotage everyone Finally, learn the rules! Do not put a drag on the action
else's enjoyment. No one likes or respects an individual who because you have to flip through the rulebook. When you
shows so little regard for others. So don't do it, or go away. build a PC read the entries for every Skill, Perk or Talent you
Pay attention. This is very important. Everyone has been choose. Know what your character can and cannot do.
to a game where the action is starting to move really well and Practice the combat system and try not to create characters
the skills of a certain PC are needed right now and when all who take ten minutes a round to play. Remember, the more
eyes turn to the player ... He's reading a book. 'Huh? What's you are distracted from the scenario the less you will enjoy
going on?' This is how GMs get sent to death row, by killing it.
players like this. To summarize, remember the two ideas underlining all the
Listen to the GM. Horror roleplaying is a cooperative previous tips. First, remember that you are here to create a
venture between GM and Players. When players pay atten- story. The GM will establish the world paradigm and act as
tion to the GMs descriptions and willingly cooperate with his arbitrator of events, but the story is written by the players
story the scenario will jell into an exciting experience for all. because they are always center stage. Do not hog the
When a character is on stage he should be putting all his spotlight - everyone involved has a role to play which may
concentration into playing him to the hilt. The most hack- vary from scenario to scenario. Do not be a putz who ruins
neyed scenarios will be enjoyable if this simple suggestion is everyone else's fun. Be a Zen gamer - exist for the moment
followed. But the best written, most original scenario ever you are creating and do not worry about how your character
written will not work if the players are not paying full attention sheet will look after you are finished. Second, don't rely on
to what is going on. Why? Because the GM will assume that the GM to keep you entertained- enter into the spirit of the
the problem is with the game - he will lose confidence in his proceedings. The GM is here to have fun too. His sense of
creation and become more concerned with finishing it than accomplishment and commitment to quality will grow if his
making it good. players put a little effort and care into their roleplaying. At first
So, pay attention to the game. Don't drift off to a comic this may seem like a very somber genre to play in, and the
book. Don't start talking about the latest bang-bang shoot em characters may seem like fatalities waiting to happen, but if
up flick you just saw. Don't interrupt the game for a discourse the game and its populace are played straight, hilarity will
on your PCs favorite pop-guns. Horror requires everyone erupt at the most inopportune moments and a fantastically
concerned to keep their concentration focused on the game. good time will be had by all!
Only then will horror happen, and isn't that what everyone
came for?
GRAVE UNDERTAI{INGS~
GAMEMASTERING HORROR
who have no desire to confront the unknown, spend most of
There is an emotion that all mankind the action fleeing from it and are either dead or insane at the
shares, and none enjoy. It is fear. A end. The last thing a survivor would want is to seek out and
response to the unknown, fear drives a confront the horror again. This works fine in film, fiction and
man's heart to beat wildly, his muscles 'one-shot' scenarios but is not very suitable for character-
to weaken. There exists no weapon to oriented roleplaying campaigns.
combat fear, save one. Knowledge. With this in mind, the beginning GM will find it useful to
Implacable fear falls to its knees before regard his campaign as an opportunity to create a new type
irresistibleknowledge. Thus,knowledge of horror rather than trying to recreate the type of plot found
must be withheld from the masses. But fear cannot in books or movies. But several storytelling techniques and
deny the most inquisitive searchers what they seek. story devices borrowed from film and fiction work well in
Fear has a weapon, one to shatter the senses and roleplaying; these, along with others unique to RPGs, are
bodies, and inter the searchers within the primordial explored in this chapter.
dust of the Earth, flesh to ash, ideas to wafting dreams;
that weapon is horror.
Horror. The unbelievable becomes real, the illogical r
becomes fact. It is horror that guards the knowledge of IMPLEMENTS Of
fear's demise. And there are many who benefit from
fear and unknowing, from the street-scarred mugger DESTRUCTION
who surprises you on a darkened street, to the rulers of
the world. They do not want you to know, will not let you For the harried GM whose schedule does not permit hours
learn, can not allow themselves to end. Using horror, of preparation time, the following lists and tables are offere~.
they will project fear like a shadow over all their grand Included are lists of Standard Horror Elements, ClaSSIC
schemes. Schemes that would fade before the light of Scare Plots, things found at The Scene of the Crime,
knowledge ... Scenario Boosters, a Horror Scenario Generator and more.
GMs should use this section as a tool kit to speed up scenario
construction only - nothing here is intended to be a replace-
ment for the GMs imagination.
C..___I_NT_R_O_D_U_C_T_IO_N
__ ) STANDARD HORROR ELEMENTS
Although horror scenarios can appear in any genre, a
This section is designed to help the GM conduct a suc- horror campaign has a set of 'props' all its own. Standard
cessful horror campaign. Novice GMs who are unsure how Horror Elements in roleplaying include:
to proceed will find many helpful hints here, and experienced
GMs may read it as a refresher course. Cults The presence of cults in horror roleplaying helps the
GM keep players guessing about who can be trusted, and
(~
THE NI\TURE
T_HE__ B_E_~_5_T
Of J_ cult members serve as convenient cannon fodder for PCs
between monster encounters.
Death By its very nature, horror roleplaying is the most lethal
of all genres. The most common fear is that of de.ath,
especially violent, painful death. If players do not believe
Horror roleplaying is unique in the field for two reasons. that PCs or their loved ones can die, then horror will not
First, horror is universal. Some roleplaying genres are be as effective.
based on the type of character that is played (superheroes Mad Scientists These characters, with their grandiose and
or fantasy characters), while others are defined by the ill-fated plots to save or rule the world, have evolved right
setting (The Wild West or Dark Future). Horror is dif!erent along with the horror genre and are sure to appear.
because it is based on an emotion and can be played In any Magic Evil sorcery is a prevalent theme in horror RPGs, and
setting with any type of character. even those who wield magic in the name of goodness run
The second difference is the way horror translates from an appalling risk of corruption and destruction. As a type
the source material. While several exceptions come to mind, of power that defies physical laws, the Black Arts are
the bulk of horror films and fictional tales feature characters perfect for instilling disquiet in the hearts of players.
o HORROR HERO: ENDLESS NIGHTMI\RES 7S
Monsters And what horror campaign would be complete CLASSIC HORROR PLOTS
without them? Monsters can be insane or evil humans, Here's a partial listing of Horror Plots which have with-
demons, real animals, aliens, transformed humans, mu- stood the test of time.
tations (atomic and otherwise), the dead, cryptozoological
mystery animals, machines, prehistoric survivors, mu- Apocalypse It's the End of the World as we know it. Horror
tated plants or anything else with a taste for PCs. erupts everywhere, and civilization perishes. The agents
of change might be flesh-eating Zombies, an outer space
Mystery The most common horror RPG structure is the mutation, or even eldritch gods. In a horror RPG the PCs
mystery, where PCs investigate crime scenes, conduct might travel to the post-apocalypse world which will result
research and develop hypotheses long before they at- if their current efforts fail. Or, a limited campaign could
tempt to destroy the evil. feature the characters efforts to survive after the End of
Psychic Powers Mind powers can duplicate many magical Everything.
effects without the use of special equipment or rituals. Astrohorror The moral is, don't go into space or you'll be
They are especially frightening because they are very sorry. Mankind has no place among the malevolent stars.
plausible. Also, many characters have a sixth sense that Unfortunate astronauts are transformed into monsters,
has drawn them into investigation of the unknown. pick up hungry hitch-hikers or both. Worst of all, these
Religion A touchy subjecf for some, but battles between things never happen until the trip back to Earth. Has this
good and evil often involve the personifications of these ever really happened? Remember that NASA stands
cosmic axioms. Whether God and the Devil are real for Never A Straight Answer!
beings or only projections of humanities' desire for an The Curse This is the plot of almost every Gothic horror ever
ultimate authority and a scapegoat is entirely up to the created. For whatever reason, someone has sworn ven-
gaming group. Without religion there wouldn't be any Holy geance. It may be because of a breach of jungle etiquette,
Water or crucifixes to chase off vampires. Sometimes an an overzealous archaeologist or an ancestors hand in the
evil religion is the crux of the tale, and only the intervention burning of a witch. The problem with curses are that they
of a good one can save the day. have a tendency to dog families for generations. Mad-
The Supernatural The abiding fear of the unknown. Who ness, monsters and fear await the victim of a curse.
has not felt a chill at the thought of the supernatural The Deadly Friend An unholy partnership has commenced.
intruding into their lives? Sure that noise in the dark is just An individual seen by all as weak and ineffective suddenly
the house settling, but after a Creature Double-Feature at gains a benefactor. This deadly friend could be the
two AM it takes on a life of its own, empowered by the Monster From Under the Bed, a manifestation of the
imagination of the person who perceives it. weaklings dark desires or a demon sent to fan the thirst for
revenge. Sometimes the Deadly Friend operates without
the knowledge of their ward. Sometimes the creature is
summoned in the heat of the moment and the summoner
is later appalled by the extent and ferocity of its atrocities.
Devil Worshippers and Sundry Cultists They're every-
where, the pesky little devils. If they aren't trying to bring
about the advent of the Anti-Christ they're chasing hap-
less folks who have inadvertently spied upon their rites.
They've got spies everywhere and monsters on their side.
They don't want to kill - they want to watch their victims
suffer. They're your neighbors, your priest, your
parents ... Say, we haven't seen you in church lately, have
we? Hmm...
The Experiment Gone Wrong Where would horror be
without scientists meddling in the province of the Al-
mighty? From Shelly to King the scientist and his ill
advised experiments have been the crux of classic horror
tales. Through madness or misguided idealism a creature
is built, a doorway is opened, a weapon is built. The
seeker of knowledge becomes the architect of terror as
the creature kills, things come through the portal and the
weapons fall into the wrong hands.
Extraterrestrial Visitor The plot that launched a thousand
B-movies. What do they want? Are they friend or foe? In
an RPG the heroes must find the alien and discover what
it wants. Even if it is benevolent, its methods leave a lot to
be desired. And if it is not it must be destroyed.
The Haunting Ghosts are the best known monster and the
one most believed in. A haunting usually features an
ordinary family plagued by manifestations of the unknown
and the occultists they summon for help. But how to fight
a foe that is already dead?
76 HORROR HERO: ENDLESS NIGHTMI\RES o
Hunting a Monster In the far corners of the Earth they still wisest. Usually the plot involves the summoning of some-
survive. The Snowman of the Himalayas. The Living thing which cannot be controlled, but sometimes unholy
Dinosaur of the Congo. The Serpent of the Loch. Their bargains are reached and lowly apprentices become
names are a siren call to anyone with a romantic soul and masters before theirtime. Before the Devil collects his due
a taste for danger- Yeti, Mokele-Mbembe, Nessie. Who the recipient of power is a force to be reckoned with.
knows what horrors they hide? And who knows what The Possession An innocent becomes the vessel of evil.
would happen if they were brought back to the land of The possessor may be a demon from hell, an avenging
men? spirit, an alien from space or the shade of an evil ancestor
Invasion Similar to the Apocalypse, but not all is lost. An returning to this coil. Maybe the possessor is here only to
invasion could be noisy and destructive or subtle. All that corrupt the faithful. Maybe it has a dark agenda all its own.
is required is one group (race, country, planet, surprise Psychics Run AmokThis is actually two classic plotlines.ln
indigenous species) entering the territory of another with the first, power resides in unstable minds which crack
an intent to usurp ownership. In RPGs an invasion can be under the strain. In the second, shadowy agents of
played out through the course of an entire campaign. Big authority pursue psychics and try to turn their abilities into
scale horrorforthose who like to blow things up real good. weapons. In both chaos and death are sure to erupt.
The Item of Power An ordinary person finds something The Secret Race Unseen, they walk among an unsuspect-
which changes their life forever. It may be an accident or ing humanity. The secret race may look like and live
the culmination of a long search. The Item whispers among humans, or they may skulk in the shadows. But
promises of power and the fulfillment of the finders dark- almost always they prey upon man as he does the cattle.
est desires, but there is always a catch. The item may be Sometimes they just want to be left alone. Sometimes
a book of magic, an idol of an eldritch god or an ordinary they want to rule the world.
object imbued with fantastic power. It may even be
strange powers gained accidentally and not an item at all. The Seduction A monster has targeted an innocent. Its goal
is not to kill but to corrupt or use. The monster may be a
Lost Worlds Who knows what secret places are hidden cultist seeking new followers or a sorcerer seeking an
around the world, and what brave fools are willing to go apprentice. Or maybe it is a vampire who has fallen in love
there? A lost world can be the interior of the hollow Earth, and wants to share his immortality. Whatever its reason,
an island forgot by time, the ruined city of a prehuman race the monster may appear to his victim as a new best friend.
or a network of tunnels beneath a modern city. But just
Transformation Sometimes a monster is an innocent hu-
because they are lost does not mean they are forgotten-
man who has no control over their evil alter-egos. It could
sometimes dark things endure the ravages of time and
isolation, and grow mad in their secret places. And when be a werewolf whose human side doesn't know about its
trespassers appear. .. alter ego's new diet plan, the hapless victim of an experi-
ment gone wrong or the victim of a malevolent spell. The
Madman on a Rampage He's crazy, he kills. He has no problem is that the heroes may have to resort to murder
redeeming social values. He might not even have a face. in order to stop the monster's rampage. It may even be
But he's armed, by God - you can bet on that. If the one of the heroes himself. ..
reader attended one Horror movie in the 1980's then he
knows all about madmen. Interminable examples include
the hockey mask guy, the dead guy with the glove, the guy HORROR SCENARIO GENERATOR
who dresses like mother, the guy who hates babysitters, Every GM has had it happen: After eight grueling hours of
the mutant guys in the hills and the guys in Texas who use wage slavery he trudges home and collapses on the nearest
chainsaws. They all have two things in common. They're horizontal surface. Something cold and wet magically ap-
hard to kill, and they keep coming back. pears in his hand as his mind winds down. His significant
other calls, wants to know what's on tap forthe evening. 'Got
The Misunderstood Monster It is big, ugly and violent. a game tonight, babe. Yeah I know it's weird. Be nice -
Where it goes, death follows. It may be an alien, the result they're my friends. Okay, later.' He soaks in some peace and
of a scientists experiment or the product of an occultist's
quiet and then realizes - I have a game tonight! Oh damn!
rite. But is it really evil, or just afraid? How threatening Madness ensues as the GM rustles papers and tosses
everything seems to a visitor in an unfamiliar place. It lives books around only to verify what he already knew - He
on the brink of panic and fury, knowing nothing but its own forgot to write a game, and in a few hours his head is going
power. to be on a pike.
Nature Revolts Mankind and nature live in a precarious The following game generator is for GMs who find them-
balance. Sometimes the scales tip too far and nature selves in this lovely situation and any others who are tempo-
reasserts itself. Ordinary creatures or strange mutations rarily bereft of ideas. The generator is easy to use. Just pick
are her weapons and pity the humans who meet them or randomly roll3d6 to select an item from each list. The first
face to face. Popular versions of this plot have featured list tells how the players enter the story. The second is the
carnivorous worms, killer bees, slugs, giant bunny rab- villain. List number three determines what the villain will dol
bits, rats, spiders, killer shrews, ants, etc. If it has more is doinglhas done, and list four determines the focus of the
than two legs someone somewhere has featured it in a villain's attention. List five tells why they are doing this and list
horror story. six tells where part of the action will happen.
Occultist Goes Too Far Here is the plot of a zillion Weird After rolling, sand the results around the edges so they
Tales stories. Sorcery is for professionals, and anyone dovetail with the ongoing campaign. It may be necessary to
who dabbles in the Black Arts had better be careful- he's change a few results so that anachronisms and genre-
playing with dangerous forces which consume all but the inappropriate scenarios are not generated.
o HORROR HERO: ENDLESS NIGHTMI\RES '1'1
List One: The PCs ... List Three: Who will (1,2),
(on 7-13 they are hired/ordered to ... ) List Two: The Villain, a ... is (3,4), or has (5,6) ...
03 Use divination to discover 03 Mind controlled PC/NPC 03 Harass
04 Psychically discover 04 Necromancer 04 Sacrifice
05 Witness 05 Established NPC 05 Corrupt
06 Dream about 06 Alien monster 06 Summon
07 spy on 07 Undead monster 07 Mind control/manipulate
08 avenge 08 Maniac/Fanatic 08 Hide
09 protect victim of 09 Mad scientist 09 Murder/destroy
10 investigate 10 Occultist 10 Abduct
11 find 11 Minor cult follower 11 Use
12 destroy 12 Demonologist 12 Steal
13 capture 13 Cult leader 13 Cast spell on
14 Read about 14 Witch/mystic 14 Experiment on
15 Just stumble onto 15 Government agent 15 Marry/join
16 Get secret message from victim of 16 Deluded scientist 16 Feed on/drain
17 Are challenged by 17 Lycanthropic monster 17 Replace with duplicate
18 Attacked by 18 Demon 18 Impregnate
List Four: The Object, a .. List Five: Because ... List Six: The Hideout
03 Meteorite 03 Nihilist 03 Other dimension
04 Mystic locale 04 Lonely 04 Mystic site
05 Relative of sponsor/PCs 05 Sociopathic 05 Wilderness
06 Magic item/alien device 06 Battle of wits 06 Mine or tunnels
07 Very Important Person 07 Influenced by drugs or alcohol 07 Lodge hall
08 Formula 08 Love or lust 08 On the run
09 Stranger 09 Revenge 09 Laboratory
10 Friend of PCs 10 Knowledge 10 Abandoned house
11 DNPC 11 Power 11 Home/dwelling/lair
12 PC 12 Wealth/profit 12 Church/temple
13 Friend of sponsor/DNPC 13 Following orders 13 Public building
14 Minister or priest 14 Hatred 14 Military or Gov't Base
15 Important documents or evidence 15 Believes "it's right" 15 Factory
16 False item of power 16 Obsession 16 Subway
17 Spell 17 For kicks 17 Cave
18 Monster 18 Religious reason 18 Virtual reality
Here is an example of a randomly rolled scenario: The HORROR: BROUGHT TO YOU BY ...
pes (13) are hired to capture the Villain, a (8) maniac / Somebody, but who? With a scenario in place, the
fanatic, who (1) will summon a (7) very important person. Gamemaster may need to develop some on-the-spot NPCs
The villains is dOingthis (12) for profit / wealth. Part of the for the game. Any Player Character archetype can be used
game occurs in (6) a subway / system of tunnels. for villains; everyone has heard of a crooked cop, demented
Nowthe GM must make sense of his results. Taken at face scientist or evil sorcerer.
value it looks like a possibly insane person or a religious nut What makes villains villainous is their willingness to do
is trying to set up a meeting with an important person. As evil. To quickly create a villain the GM can take a PC
profit is his motive, the GM could guess that he intends to archetype, assign a rank and motivation from one of the
commit blackmail. The V.I.P. has hired the PCs to catch the following lists and WHAM an evil villain is born. Some minor
guy. This one is pretty straightforward. As this is a horror retooling may be necessary to fit the particular style of the
scenario we can assume that eitherthe hiring party really has campaign. Note that none of the following motivations re-
something to hide (and thus may actually be the villain by quire the villain to be human.
scenario's end) or the blackmailer has monsters in the cave
with him. Maybe the maniac is a lycanthrope who infected
the V.I.P. and now wants to be paid to keep it quiet.
78 HORROR HERO: ENDLESS NIGHTM"RES o
Notable motivations and self-rationalizations: entitled to do whatever he wishes, or he may believe that
Bent on Revenge: "They shall pay for my humiliation. The his goal is too important to be hindered by moral consid-
World Shall Know My Wrath." Everybody has a breaking erations.
point. The villain who is bent on revenge will sometimes Thrill seeker: "Life is a game and I play hard." Excitement is
stop at nothing to even the score with his enemies. The a drug that many are addicted to. But addicts need bigger
PCs may be put in a position to protect the target of and bigger doses. A thrill seeking villain may kill for sport
vengeance or be the offending party themselves. and mess with the supernatural because of the rush that
Conqueror: "Nothing compares to holding a city in your accompanies danger. Eventually somebody gets hurt...
grasp, save maybe holding a country." Here is the stan-
dard power mad fool. This archetype ranges from a CLUE AND EVENT LISTS
scheming sorcerer who just wants to be head of his cult to The most brilliant individuals in the world are often stymied
an alien invader bent on domination of the world. when faced with puzzles in a roleplaying game. No one
Crazed: "The skies have turned purple and the lemon drops knows why this is; numerous GMs have despaired at seeing
are rallying to my cause." They may think silly, but what they thought were obvious clues go unheeded.
madmen are the scariest and most unpredictable of Despite their best efforts GMs occasionally get stuck in the
villains. How do you track a villain when his M.a. changes middle of a game. They have a thrilling climax all worked out
every time he turns around? A crazed villain may be a but suddenly they have no clear idea how to get players to it.
homicidal killer or someone with no conception of conse- In this section are listed clues and events which the GM
quences. can use to either nudge players in the right direction or off on
Fanatic: "In the name of the terrible Grrtfeg, I cast you a wild goose chase. To use this material, go to the appropri-
down!!!" There is nothing worse than a villain whose ate section and read the introduction. Each section concerns
motivation is, "God (or whoever) told me to." I n addition to a specific part of a scenario. They are: 1) The Mystery (The
an annoying habit of speaking in Jamesian English the initial hook) and 2) The Investigation (The middle section of
fanatic will never question the source of his divine de- the game). Each section lists several options for the GM to
crees. consider. Listed below each option are plot points the GM
should decide on followed by clues and events which he can
Greedy: "At last the wealth of the ages is mine! I shall buy use to direct the investigations of his players. Please note
and sell countries as others would sell trinkets." Ah, the that some of the listed evidence applies to multiple occur-
vice that sunk a thousand ships. If the supernatural can rences; the evidence list under 'Murder' contains most of
help this villain achieve his dreams of avarice then he'll these. The GM is encouraged to read through all the lists
pay any price. Of course, in his rush to riches he may when building scenarios.
neglect to study the fine print. ..
Hunger: "Terribly sorry to do this, but a man's got to eat, you SECTION ONE: THE MYSTERY
know?" Not too much elaboration needed here. The These are ideas on how to involve pes in a scenario.
commonest monster motivation. Almost every type of horror scenario begins in one of the
Nihilist: "It's all means nothing and your striving is point- following ways. While this list may seem rather short the GM
less." To a nihilist the morals and ethics mankind lives by should remember that thousands of variations on each type
have utterly no meaning. Life is but an empty state in of opening is possible. All one needs do is vary the type of
which one may do whatever they want, because when it victim, the local color (location), the villain and his ultimate
is over, it is over. objective, the monsters involved or the attendant strange
Outside Influenced: "You are my only true friend. I'll do phenomena. The GM is urged to consult the preceding
whatever you ask. You want me to dig up a body?" This sections on random scenario building and classic horror
villain is only doing what he is told. Maybe his mind is plots for ideas on how to keep out of a storytelling rut.
being controlled; maybe he is just such a weakling that he Murder
will do whatever he is told. The most common horror opening event is the discovery
Power Hungry: "Now I have the Scrolls of Blood, and the of a body. The average horror PC will not, of course, be
world will tremble at my name." This is the twin of the interested unless there is something weird about the condi-
conqueror. The biggest difference is that while the con- tion of the body orthe circumstances surrounding its demise.
queror may lose interest once the struggle is over, the Plot Points: Is the victim a John Doe or easily identified?
power hungry individual looks forward to running things Is the body found at home or elsewhere? Did the victim die
afterward. where the body was found? Was there a struggle? Who is the
Seeker of knowledge: ''The end of a lifetime of research is culprit?
within my sight, and no group of uneducated idiots is going Evidence: Placement of body (i.e. inside residence), state-
to ruin it for me." Curiosity, the need to know, is a powerful ment of witness, rnissinq person's report, DNA analysis,
motivation indeed. Someone who is on the verge of a fingerprints, tattoos, dental records, 10 in wallet (drivers
great discovery may forget exactly why the knowledge license, credit card, voter registration, etc.), identification by
was important in the first place - knowing is all that is relative or friend, personal journal, effect of weather on
important, and woe to anyone who stands in the way. corpse, animal feeding, fallen leaves, last entry in journal,
Self Righteous: "My reasons are my own and you are too last seen alive, stopped watch, last contact with PCs, tem-
stupid to understand." The self righteous villain is similar perature of victim's liver, telephone record, visual inspection
to the fanatic except that his motivation is not religious. He of body or fragments thereof, strange coloration, unusual
may be convinced that he is superior and therefore odor, type and location of wounds, missing body parts,
o HORROR HERO: ENDLESS NI(iHTMf\RES 79
apparition of victim, psychic divining, weapons or objects Plot Points: Where was the object stolen from? Why was
that may have been used as weapons, signs of struggle, the object stolen? Who stole - or had a motive to steal- the
anomalous material on shoes or clothing, location of victim's object? Where is it now?
vehicle, known habits of victim, undeveloped film, photo- Evidence: The missing item, evidence of a break in, no
graphs, will, articles missing from residence, sound record- evidence of a break in ("locked room" vanishings), rumors on
ing, video tape or filmstrip, notes, insurance policy, journals, the street (so-and-so wants the tome badly), item has been
matchbook cover, map, movie or theater ticket, telegraph or switched for a fake, new people at the crime scene before the
fax slip, address books, bloodstains, fingerprints, footprints, robbery, observation of covert surveillance before the crime,
detritus beneath fingernails, hair samples, non-human spoor etc.
(claw marks, animal tracks, droppings, feeding on corpse),
tire tracks, known enemies of victim, black magic parapher- SECTION TWO: THE INVESTIGATION
nalia, fibers, background check on victim, cigarette butts, The material here is to help the GM pump up the middle
monster-specific items (crucifix, wooden stake, silver bul- section of his game. Included are events and evidence which
lets, etc.). help steer players in the right direction or to slow them down
when they are moving too fast. The events depicted here
Disappearance occur in most horror stories and are certain to make games
SudC:enlysomeone has dropped off the face of the Earth. more interesting. As with the preceding material the choices
It may have been a kidnapping or a seemingly meaningless may seem limited but will not be repetitious if the details are
disappearance. PCs will become involved if the missing varied from game to game.
person was a friend or relative. Perhaps it was someone
involved in a similar line of work whose researches proved Recurrence of Initial Mystery
deadly. Often the quest for a missing person ends with the The reason forthe PCs' involvement once again manifests
revelation that they are dead. Sometimes an abductee is still itself. Now, the PCs are closer in time and space to the event.
alive and can be rescued. Sometimes the missing person The investigators have a better chance to glean clues from
disappeared on purpose for safety or sinister reasons. a fresh crime scene, and thereby get on the villain's trail.
Plot Points: Did anyone witness the disappearance? Has
there been a ransom demand? Who would profit from the Attack by villain
abduction, and why? When was the victim last seen? The PCs are getting too close! To deterthem, the villain or
Evidence: Ransom note, signs of struggle, statement of his henchthings launch an attack. Unless the PCs are really
witness, disruption of victims normal routine, background chicken-hearted, this will only harden their resolve to find the
noises on recording of ransom call, similar M.O. to previous mastermind behind the plot.
abductions, whereabouts of known kidnappers, clue left by
abductee, abductee attempting to find assistance (note
dropped out window, phone call, etc.). If ransom note is
received: paper type, saliva on stamp, handwriting analysis,
odor or perfume, fingerprints, typewriter or printer peculiari-
ties, 'cut out' letters, postmark on envelope, similar occur-
rences, 'locked room' or 'impossible' disappearances, previ-
ous paranoia on part of victim, occult researches of victim,
known enemies, journal entries, signs of struggle.
Unnatural Phenomena
Nothing makes a horror PC's ears perk up like a just damn
strange occurrence. But once the GM has snagged players
interest how does he initiate an investigation?
Plot Points: Has this phenomena happened before? Does
it pose a threat? Will it happen again? Why is it occurring?
What does it mean?
Evidence: Circles in fields, recently vacated crypts, plain
sight disappearances, old airplane wreckages, shared
dreams, cattle mutilations, strange radioactive events, inap-
propriate atmospheric changes, hair samples, odd foot-
prints, random innocuous events happening on a wide scale,
statistically impossible coincidences, inanimate objects
moving around, bleeding walls, personal messages appear-
ing in newscasts that no one else notices, etc.
Robbery
Many games will begin with the theft or disappearance of
a valuable or seemingly worthless object. The object could
be a book of spells, a magical artifact, an archaeological
treasure or a common possession. Sometimes a break-in
has occurred but no one is sure what is missing.
80 HORROR HERO: ENDLESS NIGHTMI\RES o
Red Herring the Gamemasters. But many times, ideas can be difficult to
Clues have been gathered, leads checked, trails dis- develop. A little "spark" can be found by casually skimming
cerned. The P.Cs approach the villain's hideout, shotguns in newspapers, tabloids, CNN, or computer news services for
hand, and blow the doors off their hinges. Only after they ideas. Something as innocent as "Debutante's Ball To Be
enter the residence and confront the occupants do they Held Tonight" can become "Two Cultists With Attitudes And
realize the magnitude of their mistake. It's not the right place, Explosives Terrorize Formal Ball To Get Back At Rival Cult
and the real villain is committing another atrocity somewhere Leader Who Is Also One Of The Deb's Parents."
else! See how easy that was?
The "where" and ''when'' may be easily determined, par-
Interference by authorities ticularly if the campaign is one of an ongoing nature. For
The PCs are on track now. On their way to confront the example, if the previous session ended with the PCs depart-
villain, the police stop them. They are not pleased with the ing for Patagonia, the next session could pick up a day into
explanation for all of the loaded weapons and are requesting the journey, or a week after their arrival. In a "timeless,"
your presence at the police station. Of course, the fiend the episodic campaign, where there is no specific timeline uti-
PCs were about to throttle discovers they have been de- lized, the setting could be this: Nighttime, city street, light rain
tained, and continues its plans unhindered. Eventually, the falling, suddenly a scream rings out from an alley.
PCs should be released, preferably just in time to see the Adding minor details to "where" and "when" will help your
fiend's plans come to fruition. Heh. players get into the proper mood and urgency for the game.
Tip-off
Realism in a description is helpful. If a game is being played
in a real-life geographical location, take a few minutes of
A lead! Nowthe PCs can go out and rescindthat madman's
license to kill. But if the lead is instead a trap ... game preparation time to research the setting. Using
CompuServe or watching special channels like CNN or The
Supernatural Intervention Weather Channel can give up-to-date information on current
And what horror game would be complete without mem- news happeningsand climate conditions. Maps,travel guides,
bers of the supernatural community showing for some rea- and recent encyclopedias will help augment the GM's de-
son? In horror games, the appearance of the otherworldly in scription of the setting.
tangible form usually means the time for negotiation is past. (Please note how the word "real" keeps recurring in this
This intervention could be informational rather than confron- section. This is done for two reasons. First, players find it
tational, if the GM wishes, but it can be just as terrifying as a easier to accept real-world settings than fantasy settings.
combat situation just by the implied violence of the entities in They can more easily visualize a hotel ballroom with high
question. ceilings and expensive chandeliers than some realm filled
with basalt spires extending upward from dense clouds
New evidence where people can move up or down as easily as walking on
The villain has cheerfully thumbed his nose at the PCs for level ground due to some gravitational anomaly. Second,
half the scenario. Now, the PCs have a piece of evidence that images of real threats, like fanatical gunmen devoted to a
connects the criminal to his crime. When he realizes they cause or pit bulls with slavering jaws and a taste for blood,
have it, he will become very aggressive at recovering it, have been reinforced by the media so much that subcon-
especially if it has some mystical importance. sciously the players will react to the threat realistically, and
roleplay their PCs response appropriately.)
r "Who" is the antagonist in the story. Thugs, monsters,
PROJECTING ICY cultists, lawyers, government men, anyone who is providing
the opposition for the PCs drives the plot behind the story.
TENDRILS Of fErlR After the "what," the "who" is easily determined. If the
campaign has a predetermined adversary, then they are
In Horror Hero, the Gamemaster has to project an emotion almost always going to be the "who" ... unless the GM wishes
when telling his story. Dreadful fear is essential to the tone to temporarily sidetrack the PCs with a subplot where,
of a horror campaign, but the players will not accept a although the main adversaries are not directly involved, their
suspension of disbelief if the GM cannot present a proper activities have caused the situation.
tone to the proceedings. The following information may be of A "who" subplot can involve the loose ends that PCs have
assistance to those GMs new to the shadow world of Horror left behind earlier in the campaign. If they once set upon the
Hero. trail of three murderous ghouls, but only dispatched two of
them while the third escaped, an idea for a subplot is in place.
Perhaps a novice occultist has been contacted by the ghoul,
WHAT THE GAMEMASTER CAN and they form a simple alliance. The ghoul provides arcane
AND SHOULD DO information from a long-buried library in exchange for the
Before a game session, the GM needs to develop an idea occultist's aid in securing victims to satiate the ghoul's
for the basic plot of the game. This may be the latest hunger. When the PCs begin to track down the ghoul, they
installment in a continuing campaign against the Black Dawn encounter the corrupted occultist and must stop his ritually-
or Shapeshifters. It could be an investigation into the activi- powered schemes also.
ties of a sociopathic murderer. Perhaps there exists a few But "why" is any of this happening? "Why" is the one
"loose ends" regarding a dependent NPC. This becomes the question that only the GM should determine. It is his cam-
basic idea behind the story, the ''what.'' paign. World conquest, sinister voices from nowhere, frus-
Some people can generate ideas without difficulty. In tration, power hunger, the reasons are numerous. For much
roleplaying games, these are frequently the ones who are of the campaign "why" will be unknown to the PCs. But the
o HORROR HERO: ENDLESS NIGHTMI\RES 81
GM must know "why." The random acts of horror that terrify GM: "Well, it's pretty evident that the werewolf was
are more diabolical if they are part of a greater scheme linked indeed aiding those cultists."
to the campaign world. Players: "But the werewolves we encountered before
The ultimate goal of the campaign would be to learn about hate humans. What gives?"
the horror, to investigate it, and finally, to confront it. Now, do What indeed? This could be due to a tenuous alliance of
not mistake "horror" in this context with "adversary." Every villainous masters. A clever villain may maneuver a stronger
game would contain a measure of horror, empowered by the but dumber fiend into using its resources to further the first
campaign's primary adversary. But how to accomplish the mastermind's plans.
goal ... The number of encounters before the final confrontation
with the real cause of the horror is determined by the GM. If
HOOK THE pes he desires a quick, one night game, he will give the PCs
In the misty domain of horror, where fear and paranoia fewer encounters than a GM who wants to milk a particular
walk in the shadow of the PCs, involving the characters in a idea for five or six game sessions. Plotting an outline for a
plot should not be very difficult. If getting players "into" the game is a good idea for the novice (and more than a few
game is taking valuable game time, let them know about it. advanced) Gamemasters.
Directly. A hooked hand across a PC's face should not be An outline for a sample session could be as follows:
necessary to get the players involved every single session. 1) Prelude - PCs are alerted to a plain sight vanishing in
But a plot "hook" is needed, and good players will take the a nearby city.
tasty bait even though they know what lurks above the 2) Introduction - Traveling to the city, PCs are accosted by
surface of the water. an NPC occultist friend of one of the characters.
Hooks can be very blatant. A man staggers up to the PCs,
clutching the time-honored mortal wound, and mutters some 3) Plot Point A - At the occultist's urging, PCs go to the
enigmatic clue that has a vague meaning to a PC. Screams scene of the vanishing.
emanate from behind a closed door; the investigating PCs 4) Plot Point B -Investigation of the site uncovers a clue.
find items of an occultic nature and set upon the trail of the 5) Plot Point C1 - PCs follow up on clue or Plot Point C2
cultists. Newspapers carry a story that the general public - PCs are followed upon by monster.
dismisses as nonsense, but the PCs recognize as the onset 6) End Game - Resolution of conflict with monster.
of yet another evil plot.
Or, hooks can be subtle. In a horror campaign, the players 7) Postscript - GM leaves players with a sense of "things
know that they are up against very bad things. If they are to come."
playing in character, a subtle nudge should be all they need. This is a simple format for a basic horror game theme -
Events in horror can be preceded by a standard set of weird Monster Hunt. The outline from 1 through 7 may go some-
happenings known as "Fortean" events. Named after author thing like this. In 1, the PCs hear of a Fortean event - an
Charles Fort, occurrences like fish raining from the skies, inexplicable occurrence that (in the PCs experience) fore-
strange lights in the heavens, plain-sight disappearances, shadows dreadful events to come. A plain sight disappear-
and mirages can be harbingers of bad times to come. ance of a normal person, one without any ties to the horror
GM: "You look out your motel window and gaze upon the investigative community, catches the PCs' attention.
falling snow. Of course, the flakes are colored char- In part 2, the PCs have decided to go to the sight of the
treuse." disappearance. An NPC occultist, acquainted with one of the
Players (in unison): "We load our guns." PCs, intercepts them before they reach the city. Any particu-
lar habits, mannerisms, or other personalities of the NPC
Whatever the method, the hook should not dominate the
should be conveyed in the encounter. The GM should have
game. It is only a catalyst for the events to come ...
this NPC's basic personality noted for future reference.
Notes will allow the NPC to be presented in a consistent
DOWN THE HALL, manner throughout the campaign. If the players are fairly
WITH WEAPONS IN HAND adept at looking for clues, this NPC can merely add color to
The PCs are enmeshed in the GM's plot. Having been the proceedings. Or, the NPC can aid novice investigators by
hooked, they investigate the events of the game's onset and pointing them in a general direction. Either way, this NPC
find more clues to Some Dreadful Event To Come. Their should not hand the PCs a vital clue; he has not been to the
progress is marked by encounters with ... scene himself, so how could he know what is there?
Well, that depends. Will the PCs find normal humans in the The PCs should feel a sense of urgency and foreboding in
service of a scientist who is being deluded by a possessor 3. This is where GMing comes into play. Describe the cold
demon? Are shambling shapeshifting monstrosities waiting chills a PC feels in 90 degree weather that pass as quickly as
around the corner with a subaltern of the Shapeshifters they come. Intimate the weird sensation that insects are
International Conspiracy? Is the victim of a long ago crime paying close attention to a particular PC. Elaborate how
back from the dead as a revenant, manipulating the PCs into nature seems to be acting ... strangely; the grass, the trees,
destroying its foes? The nature of the adversary is the force the flowers reacting to unseen footsteps.
behind the early encounters. Powerful enemies will have But don't get too carried away with this "mental scenery."
weaker henchmen who share their master's motivation. The players will spend too much time hunting down the
Only in the most complex plotlines will two or more types causes of mere background effects. If the game time is
of followers be working together. Such activity is bound to limited, this will become a problem. Players will unerringly go
add tension and some confusion to the proceedings. after some minor flash of light when they should be con-
cerned with the real threat, and will spend hours of real time
82 HORROR HERO: ENDLESS NIGHTMI\RES o
chasing the innocuous light. The GM can dissuade the casual notice. Any PC who stands out in the fight against
players with a stern" It's gone, what do you do now?' Or, if the dreadful horror by their actions will CERTAINLY attract a
GM is comfortable with inventing a subplot on the fly, he can great deal of unwanted attention before they are truly ready
let the PCs go on as long as he likes. to handle the threat. Skills possessed by a PC group should
Point 4 is similar to 3, but the hinted-at strangeness of 3 is show diversity and balance in their selection. While some
replaced with the discovery of tangible evidence of a horrible useful skills should be duplicated by most or all of the PCs
event. Personal items of the disappearance victim, or even (KS: Occult, for example), some skills should be the sole
body parts, could be found. From the clue, the nature of what domain of the PC whose background dictates their posses-
befell the unfortunate victim should be discernible by the sion most logically.
PCs, adding to the horror of the event. In 5, the PCs must GM: Sorry, but that Weapon Familiarity: Flamethrowers
decide what to do with this clue. The NPC occultist mayor has to go.
may not have given the PCs the information necessary to Player: But why?
proceed. The PCs may figure out the clue themselves, or GM: Pacifistic Occult Researching Bookworms carry
may be completely at a loss. Perhaps the GM will omit the magnifying glasses, not military ordnance. Since you are
clue, loosing the monster on the PCs' trail without any playing the brains of this group, you should spend that
warning. point on a Knowledge Skill related to your PC's field of
What happens in 6 does NOTnecessarily have to end with expertise instead.
a firefight. Read that last sentence again, GMs. If the Player: If my character is that smart, he would be
monster can be thwarted through intelligent non-violent carrying a flamethrower.
means, and the players develop a plausible way to imple- GM: Sigh.
ment this method, then do it. Alternately, the GM can ensure
Sometimes, the GM must firmly stand his ground. Players
the game ending with a bloody fight to the finish. Whatever
in a horror game have a good idea that whatever they will be
suits the GM's plot should be used here.
facing, they will need every edge they can wheedle out of the
If there are any survivors, 7 will let them know that,
Gamemaster.
although the battle is won, the war continues. At midnight,
With regards to weapons and PC magic wielders, the GM
the sky glows red, then fades as the snow begins to fall. ..
must define allowable levels of power. Real cost of weapons/
spells, maximum damage/effects, power modifiers and limi-
THE TERROR CONTINUES tations, skill levels applicable to weapon/spell use, these
The first game is over. As the Gamemaster looks over his limits must be clearly spelled out and enforced by the
players feverishly developing new characters to replace the Gamemaster.
ones that did not emerge intact from the initial session, he Of course, the adversarial horror may do whatever it
reflects on the horror he has wrought. Plot points uncovered, pleases. This is a tough genre on PCs who like to shoot first
skillful and adept roleplaying, the inevitable demise of the and interrogate the remains later; the GM must make clear
PCs, one tortured scream after another echoing into the that intelligent uses of firepower or spells are required. The
darkness, the GM is at least partially satisfied with the moral of this paragraph to impart to the players: Show off too
beginning game ... much power, too many monsters show up.
Wait a moment. Some of the players actually survivecf? With the meat of the campaign in the pot, add the veg-
Uh oh. Now the players want to continue playing these etables next. Carrots are the hooks of the campaign. (See
characters, don't they? "Hook The Players" above). These morsels entice the play-
Of course they do. Hero System characters take a long ers to take a bite and see how it tastes. The GM would be
time to create. Skills and characteristics and disadvantages well-advised to establish one to three "Fortean Events"
do not just mystically appear on the character sheet. The before running a campaign that would appear almost consis-
players had to make an effort to develop their characters. tently before the going gets weird. But not always, because
Likewise, the GM must put effort into establishing a continu- there are times when horror will show up and surprise the
ing campaign, whether it is an unconnected series of epi- PCs without any foreshadowing. A sample platter of Fortean
sodic adventures or a fiendishly crafted world where the Events could be this: inappropriately colored snow or rainfall,
slightest PC activity has repercussions on the rest of the a shared vision of a child holding a headless doll, and the
campaign. number 327 appearing in odd places (bank marquee tem-
Earlier in this section, an outline on creating a basic perature displays, deli counter "Next number please" tickets
scenario is presented. In that same vein, the Gamemaster that should only go up to two digits, etc.)
must concoct a tasty stew to serve up to the players. Another way of using the carrots is by creating physical
First, light the stove. Setthe creative fire under the players. clues, like maps, diary entries, or personal effects like
To do this, do not just tell them, "Let's make this a campaign!" watches, wallets filled with business cards, or clothing ar-
Tell them that the campaign they are about to encounter will ticles. Giving the players something to actually touch is a
shatter the PCs' senses. Emphasize the alluring aroma of good idea in any type of RPG, anyway. It shows the players
dark places and forbidden knowledge, dangerous cultists that the GM is really into the game, and makes them want to
and loathsome monsters, labyrinthine plots and inscrutable be as into the game as he is. By fleshing out the items (i.e.,
plotters. Get the players excited about facing the unknown putting fake business cards in the wallet, fake blood stains on
on a weekly basis. a scrap of clothing), the players will have a better taste of the
Characters are the meat of any roleplaying game. If the horror to come.
campaign is like most travails against horror, secretive and It takes potatoes to flesh out a good stew. These are cut
underground, the PCs should also possess this character into many different shapes and sizes from a larger potato or
trait. Fitting in to the background will help the PCs avoid even a sack of potatoes. Meat and potatoes go together;
o HORROR HERO: ENDLESS NICiHTMI\RES 8l
thus, PCs and NPCs also go together. The NPCs are
everyone who appears in the campaign who are portrayed
by the GM. Preparation, like peeling spuds before adding to
the stew, is required.
Each of the major NPCs should have a complete writeup,
featuring stats, abilities, background, and their rationale for
being involved in the proceedings. Minor recurring NPCs,
the ones that PCs will encounter the most, also need
writeups on stats and abilities, with any distinctive personal-
ity traits listed. This is crucial because the most frequent
mistake a GM will make is failing to present a recurring NPC
in a consistent manner. A simple computer file or index card
will eliminate this mistake.
Monsters make the horror genre a difficult yet entertaining
challenge for PCs. Without their presence, either overt or
merely hinted at, the game will cease to be horror. They are
the most identifiable part of this genre. Take special care to
impart the nuances of the Monsters presented in the
Sourcebook or the GM's own creations to the players. Make
the critter memorable in a way besides its method of slaying
countless PCs with one swipe of a tentacle.
The most flavorful part of any stew is the time-honored
ingredient, the onion. For the GM, the onion is the multi-
layered plot so important to any horror game, or campaign.
As an example, the PCs are drawn into the first layer of the
plot by a Fortean Event. This gives way to the next layer, the
details of a crime committed in a cult-like manner. Following
this, the PCs uncover the layer where the cult exists, but find
another layer beneath them. This layer is the start of a new
subplot, the layer behind the cult that actually gives the cult
substance.
Perhaps this inner layer is the cult leader, and peeling him
away finally puts a finish to the onion. Or, the cult leader may
yield to the power of a Tempter demon, and the Tempter is table with a laborious shuffle of its bare, dirt-crusted feet, it
the first layer of a new plot that the PCs must begin to regards you with a tilted, smooth face. Drool escapes from its
investigate. After a few sessions, the PCs should realize they curled lip as its eyes capture the light of your lantern. But
are part of a continuing cycle of conflict with horror, and every even the steadily burning flame reflected in the glassy
layer reveals another facet of the traumatizing powers await- countenance of the twisted form before you lends no fire to
ing the PCs. its long extinguished soul. Hunger is the pulse that beats
Now, the GM is ready to serve his players. Of course, within the abomination, and the sense that draws it to you ...
horror is a dish best served at corpse temperature ... "Where" is the location of the pleasant scene taking place.
A room becomes: The cubical area, about thirty feet deep
THE GAMEMASTER, AS SKALD and half as wide, is caked with the grime of the centuries.
From the time when mankind began passing down tales of Behind the creature rests the only standing piece of furniture,
darkness and mystery, the most legendary tales have been a low table made of termite-eaten oak. Bits of metal and bone
filled with descriptions so threateningly real that many be- carpet the area near the table, a grim memorial to countless
came accepted as truth. It is possible the novice horror GM others who met their demise here ...
may not be as adept at crafting a highly descriptive tale when The Gamemaster is heartily encouraged to elaborate on
he first begins a campaign. For example, someone familiar the details of his scenes, painting enough mental imagery to
with the hack-n-slash genre may say "You open the door and give the players something to see in their mind's eye, but
see a zombie in the room." leaving out just enough to hint at a greater evil permeating
This is fine for the treasure seeking fantasy heroes of the the whole scene. Don't give them everything at once; discov-
gaming world. For the horror genre, where maneuvering the ery is the greatest part of horror.
players into suspending their disbelief of things inimical is
part of the game, a more detailed account of the events is THE GAMEMASTER, AS HOST
required. Before many of the sections of this book, the A group of games does not a campaign make. The
enigmatic narrator One-Eye imparts a few paragraphs of his Gamemaster, reader of this tome, cannot be merely a
hard-won wisdom. He is a good example of horror narration monster generator and be a horror GM. Taking on the
style. Returning to the scene of "open door, see zombie", the challenge of running a PC-lethal genre and keeping the
GM can accentuate Who, What, Where, When, and Why same players coming back for yet another nibble of forbid-
with a little creative embellishment. den fruit requires quick thinking, laborious planning, and a
"Who" is the zombie. It is a creature the PCs encounter in dab of showmanship. Players want to be entertained, yet
this setting. Or it can be: Turning away from the low wooden chilled at the horror their PCs must face. It is the GM who
84 HORROR HERO: ENDLESS NIGHTMI\RES o
makes a group of character sheets and concepts into an Fighting the impulse to begin a real life subplot of "Killer
interactive part of a pseudo-realistic world. GM On Acid," the GM runs his game. After a few hours, the
In any RPG, players take cues from the GM on howto react session ends, and he asks "Well, how was it?"
to the game. An effective way to get the players to react to Oh, it was OK.
horror in a natural manner is to act natural. The GM does this And that is all it was. Sure, everyone had a good time, but
by taking on the role of a "storytelling buddy", seemingly just something was missing. Even during the game, the GM
as amazed at what transpires in the game as the players are. could feel it. The plot, the plot was somehow, flawed. It was
He tells the story from a "we" point of view, handling game a good game, but it could have been better. How?
mechanics questions in an easy, off-hand manner while First, the dreaded "P" word. Preparation. Think about what
sitting with his players and gazing at a certain point in the should be accomplished and Write It Down. Very few GMs
room. Players are drawn into this "projecting", reacting to a can run a plausible, solid game solely from imagination.
point in space as if the action is taking place right there. Consider the following:
Running a game in this manner requires the GM to commit Does the game fit in with what I have run/what I plan to run?
the plot and characters to his mind. Vital game mechanics, Do the players have the necessary skills to accomplish
such as a Speed Chart and NPC sheets, should be kept what I want them to do?
nearby and referred to only when necessary. Having this Do the NPCs have a (game) logical reason for being
information on hand allows the GM to concentrate on the there?
story without interrupting the flow by needing to ask a player In an episodic campaign, continuity of games is unimpor-
some mechanical question about a PC's Combat Skill Lev- tant. With a continuous campaign, where each adventure
els. Sitting with the players, instead of the customary front draws on what has transpired before and feeds what is to
and center position, is probably something most players come, there should be some element of the plot that players
have never seen. It breaks down that unseen "players versus can see as part of the greater whole. This element would
Gamemaster" barrier because the GM is in it with his players. either be something familiar from a past game, or it would
But remember, friendship only goes so far ... become relevant only after some future session had shown
Players: "On, no, something is coming out of the book! just what that little plot point had set forth.
What should we do?" PCs who have no way of dealing with the horror do not
GM: "Whyare you asking me? I'm just the Gamemaster. belong in anything except an introductory scenario. The
What do you think should be done?" Gamemastershould give individual PCs a chance to demon-
strate just why they are part of this group. If in doing what they
Another side of Gamemastering is showmanship. A GM
do best, the PCs cannot accomplish what the GM thinks they
who enjoys being a showman, using accents and physical
should, then the GM needs to rethink the approach of this
gestures, is a benefit to his players, who are enjoying the
plot. To wit, thinker PCs do not belong in hand to hand
show so much that they will cheerfully return each week to be
combat with werewolves and combat oriented PCs are going
monster take-out.
to indiscriminately blow up subtle clues. The plot should be
Effective showmanship starts with preparation. Those
a reflection of the PC group, not its evil opposite.
NPC notes on mannerisms and vocal qualities are now part
Like plot points in an ongoing campaign, the NPCs should
of a script (did someone say ... a tragedy?) that the showy GM
have a good reason for opposing the PCs in a particular
may wish to rehearse before trying out. And for those GMs
session. Part of the horror in a horror game is the intercon-
who are saying "I can't act," take advantage of available
nected nature of evil and the world. All events have a reason
resources. That video rental membership is absolutely golden
for taking place, being empowered by men and entities of
when it comes to finding foreign accents, attitudes, or physi-
influence, woven through the tapestry of "business as usual."
cal mannerisms. The GM is running a game for players, not
It is when the PCs come across hints of behind-the-scenes
theater critics, and a well-timed facial twitch may be all a
string pulling while investigating an impossible eventthatthe
player needs to realize that their supposed-ally is really a
NPCs will respond. And these NPCs will have an interest in
traitorous enemy.
stopping the pes' progress.
Simplicity is a major element of showmanship. Players will
If the campaign has a predesignated antagonist, such as
appreciate the extra effort made by the GM, but he does not
The Black Dawn, and this antagonist is responsible for
need to do Hamlet when only one or two little physical
nearly all of those events that will draw PC attention, then it
distinctions are enough to convey the NPC's personality. If
is they who will oppose the PCs with who or whatever is
an NPC can be made distinctive merely by the GM talking in
available. Only on occasions where a change of pace or a
a slow, deep voice and looking around through half-closed
sinister plot twist is required will NPCs with no prior interest
eyelids, then do it. Instant characterization is achieved.
in current events will show their abysmal maws.
Again, keep notes on which mannerisms will be used to
For the GM running a campaign against "horrors of the
portray specific NPCs and avoid duplication unless, heh, the
world," where the PCs encounter an underground of crea-
plot calls for it.
ture activity paralleling normal society, the NPCs will be
seemingly unconnected. They can remain that way, or an
THE GAMEMASTER, AS PLOTTER NPC mastermind can manipulate the forces around it to
Ah, the thankless task of plotting a game, or a campaign. further its own goals. Thus the pes' forays against monsters
The players show up at the designated time, clutching will take on a different tone, with NPCs allying forthe greater
munchies and beverages, chatting and joking, when the GM "good" of horror in general. Mind wrenching horror is one
walks up to the group. Everyone stops, looks at the thing to encounter, but an organized group of NPC monsters
Gamemaster, and they all say the same thing with a look. using a measure of intelligence and tactics against PCs is
Entertain us. real terror for the PCs, and a joy to run for the GM.
o HORROR HERO: ENDLESS NI6HTMI\RES 85
SCENARIO STRUCTURE than one game session is necessary to set the stage for a
Like most roleplaying games, horror is most effective new monster or plot twist, let it take that long. Horror
when structured in the manner of the classic mystery plot. roleplayers will investigate every clue and jump at every
The main difference in horror, of course, is the identity and noise. They will imagine more horrific fiends and darker
motive of the guilty party. Beginning GMs will find this the designs than thought possible, and the GM can help by
easiest type of scenario to run; later, after he gains experi- providing mind numbing descriptions of the monsters atroci-
ence, other story structures will become apparent. ties or hints of a vast conspiracy afoot.
Classic horror scenario structure is divided into three At the same time the GM should provide clues at a steady
parts, or "chapters." They are the Strange Occurrence, the pace to further bewilder his players. Horror is most fun when
Investigation, and the Resolution. The Strange Occurrence players do not know what to expect. This does not mean the
usually takes place off-screen, and PCs will travel to the site GM should block their attempts to solve mysteries, only that
to investigate. They might do so under orders or because of he should prolong their agony as long as possible (or until he
a personal interest in the matter. The Strange Occurrence hears knives being sharpened in the next room.)
could be a monster report, a disappearance, a strangely So, the GM should keep his cards close to his chest until
mutilated body or any happening that falls outside of mun- they can be revealed with maximum shock value. The more
dane interest. This part of the game is usually little more than self-restraint he exercises, the greater the payoff.
a brief attention grabber setting the stage for the meat of the
scenario, the Investigation. MYSTERY AND DECEPTION
A successful horror scenario will gradually gain momen- Players will inevitably become more adept at bringing
tum during the Investigation. There are several ways the GM scenarios to a successful conclusion. To help combat player
can help it along. First, devise a series of strange events to overconfidence and complacency, the GM may wish to
take place while the PCs are following up clues, interacting utilize the following methods.
with NPCs and snooping around in general. Examples are The simplest way to keep players off balance is to include
repeats of the original Strange Occurrence, NPC disappear- elements that are never explained. The GM can either
ances or even the efforts of the quarry to throw off his withhold clues, or he may introduce wild cards such as the
pursuers. Second, toss in a few "red herrings" to throw them previously discussed Fortean events. GMs may rationalize
off track. The most effective way to ensure player interest is the events by having these phenomena preface supernatu-
to split the character group and send players away when ral occurrences (also known as ''The Scenario"), while play-
their characters are not "onstage." They will go crazy trying ers will be baffled by their failure to construct linkages
to figure out what is going on. between totally unrelated events. If nothing else these inci-
The final step in the typical horror scenario is the Resolu- dents will help perpetuate the campaign atmosphere by
tion. Let players regroup, compare clues and experiences, suggesting vast unknown forces at work.
and decide what is going on and how to deal with it. If they Another good method is to lie. The evildoers in horror are
are wrong, let them be wrong (more fun for the GM!) Finally, not only exotic and uncanny but skilled at deception. The GM
the climactic endgame. The enemy is found, secret weapons should take advantage of this. PCs may discover that all the
have been built, plans are made and the fight to the finish is clues in a certain scenario were clever fakes and that an
on. innocent has been framed through their unwitting actions.
Using this basic structure will keep the campaign running Or, perhaps their "mysterious benefactor" has been assist-
during the first few scenarios. Later, the players will grow to ing their efforts against one cult only because he secretly
know their characters better. They, not the plots, will become leads another rival cult. Each of these examples could lead
the engine that runs the campaign, and the classic scenario into scenarios.
structure can be loosened a bit. In game terms, cheating can be accomplished by using
A final thought on scenario structure - roleplayers are a the good old Gamemaster screen to shield prying eyes from
clever and devious bunch. No matter how well constructed dice rolls. If the dice come up with a result that just is not
a scenario is, they may be counted on to do something the appropriate to the GM's story at that point, he can ignore it.
GM has not thought of. Never cheat to make the scenario One good example would be in combat, where the last
proceed exactly as planned; the GM must be ready to standing PC with a chance at "winning" the scenario for his
improvise and should have a backup plan if the PCs solve the comrades is slower than a mad cultist with a dagger. The
mystery too soon. GM's roll for the cultist indicates a successful attack. Know-
ing that even an average damage roll will finish the PC, the
PACING THE HORROR GM shakes his head and goes "The cultist just missed your
Players spend most of their time in a horror game solving throat. What do you do?"
mysteries. These may only apply to the scenario at hand Another PC dice roll that should be GM controlled is the
("What ate Professor Ferguson?") or be relevant to the Deduction skill. Giving out clues just because the dice say so
campaign as a whole ("What isthe ultimate goal of the Robot is not conducive to exciting horror scenarios. The amount of
Invaders?") Mysteries with relevance to the game will be information garnered from an encounter should be minimal.
solved, as they should, but the GM should take care that it is Heed this example of how not to use Deduction ...
not done too quickly. A puzzled player is an interested player, PC (after rolling a three for his Deduction skill): "OK, so
and if not overdone a dose of the enigmatic is good for the where is the top secret Robot Invader base?"
game. GM (in spite of the fact that the PC has nowhere near
No matter how pleased the GM is with a new creation, he enough information to find this out): "Under your mother's
should not be in a hurry to unveil it. Remember, the GM's job house. She's been a sympathizer for years."
is to terrify players, not impress them with creativity. If more PC: "Mom?"
86 HORROR Ht:RO: t:NDLt:SS NIGHTMI\Rt:S o
If a dice roll says "Ha! Game over!" then the GM should say this PC sacrifice should make the memory of the PC last in
"No. I put too much work into this to have it undone in six the minds of both PCs and NPCs forever. It will help that
minutes by a lucky dice roll." So, if necessary, cheat, cheat, player feel he made a good decision, and it will show the
cheat. other players that their actions are making a difference in the
A word of caution - excessive use of this technique will campaign world.
put off players. It is in the best interest of the campaign to
establish untouchables; some aspects of the game should THE TRADEOFF
be above suspicion. I n the intense world of Horror Hero, pes Sure the pes defeated six hundred mad cultists and their
will need friends they can trust and safe places where they associated monsters, but it cost them the most powerful
can relax. spellbook known to exist. Or they have ended a government
Finally, and most importantly - by no means should coverup of the truth behind UFOs, which in turn ended the
players have previous knowledge of a scenario before it is funding for their organization the next day. Or they managed
run. The GM should not divulge campaign secrets or sce- to get assistance from a long time foe to save the life of one
nario plotlines beforehand, except when lying. If the game PC, but now they are legally bound to avoid this adversary in
does not revolve around the player's portrayal of characters the future. In these examples, the PCs are alive and victori-
who are solving mysteries, developing theories, being chased ous, but have lost something.
by monsters or looking death square in the hollow eye Items, particularly those of great power that should remain
socket, then they are only observers ratherthan participants. lost, may be all that stand between world domination and
A player who already knows what a game is about will show world salvation. Afterthey have fulfilled thei r prescribed duty,
up, roll dice, make jokes and guide his character around but the GM sadly informs the PCs that the item is useless, except
he will not be inside his character's head experiencing the as a really weird paperweight. While the players know that
adventure. He will not be roleplaying and miss all of the fun. the GM is nowhere near as disappointed as they are at the
loss, they still won and will be content with that.
WINNING WITH A COST Another way of trading off powerforvictory is to letthe PCs
retain their mystical, government, or influential edge. This
HEROIC DEATH will give the GM very good reason to throw larger than normal
numbers of enemies at the PCs without seeming unfair
In the peril filled world of Horror Hero, regardless of the
("Hey, you chose to keep pretending you were the CEO of
time it is played in, not every encounter ends with the PCs
Mega World Dynamics Corp., that makes you a visible
dusting themselves off and going on to the next encounter
threat.") Soon, the smarter (surviving) PCs will realize that
unscathed. Frequently, horror claims some measure of
the loss of this edge is worth the reduced interest of their
victory for itself. This victory is usually in the form of a PC's
adversaries ("Fine, I'll resign tomorrow. Sheesh!")
demise.
When using the tradeoff, the GM need not worry about
There are going to be times in the campaign when some
equality of the trade. If the PCs receive what they feel is the
PC will have to make the ultimate sacrifice to save his fellow
short end of the deal, such is life. Of course, they may never
PCs and thwart evil. This is the "hero" part of Horror Hero;
have found out all the uses for their little treasure while they
normal people making above normal sacrifices forthe greater
had it. Be certain that the NPCs know exactly what to do with
good. A good roleplayer, while attached to his character,
it, and that the PCs find out in the future. Heh.
usually will not have a problem with this. Some of the newer
players may still equate PC death with losing. The GM must
address this before the campaign gets under way. LOSING WITHOUT DYING
First, horror is a deadly genre. There will be many seem- Yes, not every PC loss in Horror Hero requires a trip to the
ingly random acts of violence perpetrated on the PCs; tombstone engraver. While several of the fiends who oppose
suffering from violent assaults is not an exclusive right of the PCs are of the "kill it if it is in our way" mentality, there are
NPCs. Players had better be ready to handle the PC demise others who will find that the PCs are eminently useful to the
issue maturely. The GM should tell his players death is a bizarre plottings they have developed.
sometimes result of confronting horror; if they can turn this Assume that an NPC ritual magician desires to summon a
situation to an advantage for the rest of the group, they will spirit of the Moon. Part of the summoning of this dangerous
have accomplished what they set out to do in the first place. entity requires the slaying of a werewolf. The ritualist is no
Second, PCs should die. It enforces the concept of the match for the fury of a lycanthrope, but he knows some
genre, and it ensures that foolish actions by the PCs will not people who are ...
be lightly ignored by an adversary seeking to reduce the PCs' NPC Ritualist (posing as a benevolent giver of informa-
threat to its plotting. Also, it helps the remaining PCs develop tion): "Oh you must find the beast before it kills again! It
a solid resolve to ending the threat of horror to their world. has already victimized two farms, it is certain to try the
The Gamemaster has an assortment of monsters to choose farm that borders the two next."
from in this book. None of them has "Suffers Fools Gladly" as PC: "Don't worry, sir. We've encountered them before.
a Disadvantage. I'm certain we can find it and stop its killing."
Finally, if a PC has grown weary of playing a certain NPC: "Oh bless you, kind sirs, bless you."
character, orfeels that the PC has reached a point where the Naturally the NPC is certain of where the monster will
battle is not worth the trauma, they may wish to withdraw the strike next. He has already planted wolfsbane in a perimeter
PC from the game. If the player wishes for the PC to go out around the two farms that were attacked, making certain that
in dramatic fashion, the GM should oblige the request. And the beast will have to avoid those areas in order to feed. The
PCs have set up a trap for the werewolf in the prescribed
area, and the NPC ritualist has tagged along ...
o HORROR HERO: ENDL.ESS NIGHTMrlRES 87
RNI( 11.· n
NPC Ritualist: "Oh thank you for letting me come along. to speed the plot along then similar occurrences that are
I know I can be of some help." (Pats gun loaded with silver essential to the GM's plans may go uninvestigated.
bullets in pocket) NPCs in horror serve three basic functions. First, they act
PC: "Just stay back here and be ready to shoot if it gets as local color and atmosphere. They also serve as informa-
past us." tion sources. The third function of the NPC is to physically
NPC: "Oh, you can be certain that I will." take part in a scenario as an ally or enemy. An NPC may
Yes, the PCs can be very certain of the NPC staying back serve all three functions during the course of a scenario. In
and taking care of himself. He has a spell to finish casting, orderto cut preparation time, it is recommended that the GM
and all that is left is a few lines of the spell to be spoken aloud determine beforehand whether an NPC will enter combat
overthe dying werewolf. After the PCs have barely defeated situations or not.
the creature, the NPC will speak over the body (prayer for its One of the best things about a horror campaign set in near-
soul in ancient Greek, he will say) and depart. The PCs may past or contemporary times is the opportunity to involve real
notice that the moon shines a little more brightly around the people in the proceedings. The extent to which these char-
NPC. When they encounter his newly formed cult of Moon acters interact with PCs depends on the game era, the
worshippers competing with them for artifacts in the future, desired "reality level" of the campaign and the acting skill of
they will know that it was their actions that helped this new the GM. The encounter may be as minor as seeing a
group of madmen come into existence. celebrity eating at a nearby table ("Look, it's Boris Karloff!")
or as extensive as an eminent physicist secretly helping the
USING NPCS PCs breach the dimensional barrier ("Surely you're joking,
Mr. Feynman!")
NPCs in horror campaigns present new opportunities and
Using real people in historic campaigns is relatively risk-
new challenges for the GM. The Horror Hero GM must be
subtle and skillful when portraying the inhabitants of his free, since their entire lives are on record and there is little
world. Much of the fun and drama of this genre derives from danger of new information surfacing to trip up the GM. Using
figuring out the motivations and identities of NPCs, so the real people who are still alive is a little trickier, especially in
GM must try to portray them as consistently as he is able. a "hard realism" type campaign where the GM cannot
Remember, players will be on constant lookout for traitors introduce NPCs who are world renowned but obviously
and villains. If NPCs are too erratic in their behavior then PCs fictitious. A GM using real people as NPCs should:
will not want to interact with them and this important element 1 )Establish them as untouchables, or
of gameplay will be lost. A medical examiner, for example, 2)Be ready to explain how the NPC can be on television the
should not be helpful one day and indifferent the next without day after the PCs fed him to his R6ttweilers.
good reason. If an abrupt change in behavior occurs merely
88 HORRORHfRO: fNDLfSS NI(jHTM~RfS o
(~
bOOKING
T_R_O_O_B_b_~
fOR J~ An AWWO can be real or imaginary. Many real life
"alphabet organizations" exist which PCs may belong to,
such as the FBI, CIA, NSA and others. Each of these groups
may have bureaus that specialize in the occult. On a smaller
scale, many local police forces have special occult crime
In horror film series, the monster is the star. The killing of task forces. Using groups like these will add realism to a
a new cast of characters (with any survivors disposed of in campaign, but some players may tire of following orders.
the first reel of the next sequel) is the thread that holds these This campaign rationale works best in Fifties and modern
series together. Horror RPGs are the opposite. Here, the settings.
characters and their continuing exploits are the basis of the If the GM chooses, he may create his own organization or
story. This section discusses the options of having PCs use one listed in this book. Fictional AWWOs spare the GM
belonging to an Acronymical World Wide Organization and his players from following established procedure, and
(AWWO) versus being an Independent Investigator Group allow the GM greater latitude when designing scenarios.
(ILG). Both options have merit in Horror Hero, but each will
result in a different type of campaign. INDEPENDENT INVESTIGATOR
GROUPS (ILG)
THE ACRONYMICAL WORLD WIDE Independent Investigator Groups are best suited for cam-
ORGANIZATION (AWWO) paigns that feature a high level of realism. Choosing this
For fast-paced action and a lighter tone an Acronymical option means that save for an occasional NPC met during
World Wide Organization is recommended. Fans of horror play, the character party is on its own. They provide their own
have always been fascinated by the possibility that some- funding, transportation, research, and equipment. The impli-
where in the world exists top-secret organizations who cations of this approach are obvious - PCs can be arrested
investigate and do battle against the unknown. GMs can and jailed, go broke, or have their activities garner more
capitalize on this interest by having players belong to or join vigorous notice by their enemies.
such a group. The benefits of this approach include a stranger atmo-
An organization can cut red tape, provide monetary assis- sphere of desperate paranoia and situations that force PCs
tance, bestow reasonable protection from the law, and to become more creative at problem solving. PCs will be
generally make life easier. Possible drawbacks of this ap- strongly motivated to proceed with care when they cannot
proach are loss of urgency and PC dependence on the expect a last minute rescue by the cavalry.
group. These concerns are mitigated a bit if the GM plays the PC motivations should always be considered when an
organization as realistically as possible. He should consider independent group is formed. There is no reason why an ILG
the utmost secrecy that these groups must maintain. If faced should not include an individual or two who are members of
with a choice between unwanted exposure and cutting loose AWWOs. The inevitable conflict of organizational agendas is
foolish PCs, they will choose the latter. The watchword of entertaining for both GM and players.
these groups is secrecy. They cannot achieve their goals if A happy medium between the AWWO and the ILG is met
their activities are emblazoned on the first page of the Times. when the latter group is sponsored by a Mysterious Benefac-
Sometimes these groups have to make harsh decisions, and tor. This happens frequently in horror, and the players'
member PCs whose lack of good judgment endanger the interaction with Mr. X, who is every bit as mysteriOUSas the
group may find themselves brainwashed, cast out, or con- creatures he helps to destroy, is fun to roleplay. A Benefactor
demned to death for the good of the world. In short, neither is usually incredibly rich, has friends worldwide, and is
the GM or an AWWO should suffer fools gladly. generally a one man (or woman, or critter) AWWO. His true
motives and his final plans for the PCs are up to the GM.
o HORROR HERO: ENDLESS NJ(iHTMI'\RES 89
ALCHEMY
While some regard alchemy as a medieval version of
chemistry, it is more correctly identified as a branch of ritual
magic. "Khemeia" originated in ancient Egypt, and was kept
alive after the empire fell by the Arabs. In the Eighth century
alchemy came to Spain from Morocco, and thereafter spread
across Europe. The Thirteenth century traveler Marco Polo
found that Chain had developed an almost identical system
of alchemy independent of Western sources.
For a time alchemy was the most common form of ritual
magic practiced in the world, until the Church decreed itto be
blasphemy. Its favored status may be attributed to the
relative lackof peril involved in conducting alchemical rituals.
The choice between handling volatile chemicals or traffick-
Another spell effect, popularized in many fantasy horror ing with soul-hungry demons was understandably easily
settings, is the Healing spell. A simple Aid to BODY to made.
starting values will accomplish the spell that makes a Cer- The primary goals of the alchemist are three - the
emonial Magician very popular with his comrades. transmutation of lesser metals into gold, the discovery of an
Finally, the most challenging, difficult, and frequently used immortality elixir using the philosopher's stone, and the
spell in the horror genre by the Ceremonialist is the Banish- manufacture of homunculus, the artificial life. Hundreds of
ment. Although the Ceremonial Magician never has any- lesser goals have been recorded. These include the mixing
thing to do with summoning some fiendish monstrosity, they of potions that will explode when certain conditions are met,
are the ones who usually have to undo what their friends insidiously clever poisons, drugs that augment ordinary
have wrought. Let it be fair warning to all that creatures being abilities and others that grant non-human powers.
subjected to a Banishment (Dispel vs. Summon - Specific Alchemy is a true neutral art; unlike most ritual magic there
Type, of course) will know that they are being banished. If is no evil inherent in its practice. Many occult scholars
said fiend wishes to remain where it is rather than return believe that the three major goals are actually symbolic, and
home, it is likely to attempt to interrupt the casting. With refer to the transformation and ensured immortality of the
violence. Lots of violence. alchemist's soul, after the success of which will make him a
"new man." The validity of this hypothesis has been con-
SAMPLE CEREMONIAL SPELLS tested by the victims of evil alchemists whose only goal was
The Gamemaster can determine what standard Foci will wealth and power, and the controversy is unlikely to be
be required for the Ceremonial spellcaster. These items resolved.
include, but are not limited to, Crystals, Herbs, Icons, etc. A Horror Hero alchemist is built in this manner. First, the
The following spells have the Limitations: Focus OAF: GMs character must have SC: Alchemy, and a supplementary
choice, Concentrate % DCV, Extra Time 1 hour (-2 %), SC: Chemistry is recommended. A Magic Skill: Alchemy is
Gestures (-1/4), Incantations (-1/4), 2x END cost, Requires also required; the cost of the skill is three points for a 9+(INTI
Magic Skill roll. 5) roll, with a +1 costing two points. Please note that the
To heal the injured, the Harmonic Adjustment is used. This characteristic INT is used for alchemists rather than EGO,
spell knits bones, closes wounds and replenishes lost blood. which is used for other spellcasters. The suggested limita-
tions and requirements for ritual magicians apply to alche-
Harmonic Adjustment: 2d6 Aid to BODY, Only to starting mists.
value
Active Cost: 10 Real Cost: 1 END cost: 2
Magic Skill roll modifier: -1
To protect against mind control the Freedom Cage is
used. This is useful against the thrall of Demons, Vampires
and other types of mental manipulators.
Freedom Cage: 40 pts. EGO Defense
Active Cost: 40 Real Cost: 6 END cost: 8
Magic Skill roll modifier: -4
92 HORROR HERO: ENDLESS NIGHTMrlRES o
SAMPLE ALCHEMICAL POTIONS probably exist at any time, a rarity attributable to both the
To heal the body this potion is used. It is rumored that murderous jealousy of lesser known sorcerers and the
several modern Alchemists have become rich by blackmail- unlikelihood that such a gifted person should encounter
ing pharmaceutical companies, lest they reveal it to the magical teachings.
world. Fortunately for the world, the power of the Magic Wielder
is limited in some ways. Because their spells drain away their
Restorative Elixir: 2d6 Aid to BODY, Only to starting value,
magic reservoir they must rest often. Also, because magic
3 charges, IAF Potion, Independent
Active Cost: 10 Real Cost: 1
without control is powerless, they must study and master the
written formula for a spell to work. They are unable to
Magic Skill roll modifier: -1
summon or dispel supernatural entities unless they cast the
To kill from afar this potion was developed. Anyone who ritual as a Ritual Magician WOUld, with all Limitations and
drinks it becomes a magnet for lightning and prone to Side Effects applying.
electrical accidents. Each potion must be mixed with a The life of a Magic Wielder tends to be solitary. Their
specific target in mind. Others who drink will suffer only the teachers tend to react violently upon learning a wielder's true
side effect. nature; murder is the most common reaction. Some groups
Lightning 'Shine: 4d6 RKA Energy, Time Delay (Three have successfully wooed magic wielders to their cause and
days), Indirect (From Skies to Target), Explosion, Limited: allowed them to live under the group's protection. But most
RKA only affects imbiber of potion (-1), No Range, 1 Charge, wizards will have nothing to do with a wielder and certainly
IAF Potion, Independent, Side Effect (6d6 Unluck, related to will not share any hard won secrets. Only by criminal means
electrical accidents) or fortuitous discovery can a wielder broaden his repertoire.
Active Cost: 150 Real Cost: 20
Magic Skill roll modifier: -15 SAMPLE MAGIC WIELDER SPELLS
To gain mind powers this potion is used. But beware! No These spells have the following limitations: 2x END cost,
sane person would try this. An entire scenario could be built Requires Magic Skill roll, cannot use spells on ground
around this potion, which first gives the imbiber a tremen- sanctified to opposite beliefs (-112)
dous feeling of well-being, then uncontrollable telepathy To protect the Magic Wielder this spell is used. It creates
which drives most insane, and then makes the imbiber a force wall around the caster. The GM can adjust the spell
explode into flame. Rumor has it that several western towns to have several different manifestations, such as a wall of
were destroyed by the wide spread use of this deadly mix. bones, fire, etc.
Professor Margrave's Soothing Warmth Wonder Shield: 6 PD/6 ED Force Field
Elixir: 3d6 Aid to CON (Fades 5 Power Points/ Day, Active cost: 12 Real Cost: 5 END cost: 2
+ 1 1;4), 1 Charge, IAF Potion, Independent Magic Skill roll modifier: -1
Active Cost: 33 Real Cost: 6 A torrent of consuming fire jets from the body of the caster
Magic Skill roll modifier: -3 when this spell is cast. It is wearing on the caster but
extremely effective.
1 Od6 Telepathy, 1 continuous charge of 5 days (+ 1;4), Linked
to Aid, Activates two days after consumption of potion (-1), Demonfire: 5d6 Energy Blast, Area of Effect (5" Line) (+ 1),
IAF Potion, Independent Not in water (-1;4), Side Effects (3d6 END drain) (-%)
Active Cost: 62 Real Cost: 12 Active Cost: 50 Real Cost: 15 END cost: 2
Magic Skill roll modifier: -6 Magic Skill roll modifier: -5
To detect the presence of magical forces at play the
5d6 RKA NND (LS: Heat), Time Delay (Five days), Limited:
Wielder uses this useful enchantment. A more expensive
RKA only affects imbiber of potion (-1), No Range, Linked to
version will allow the magician to be more precise in his
Aid, 1 Charge, IAF Potion, Independent
evaluation.
Active Cost: 168 Real Cost: 22
Magic Skill roll modifier: -16 Sense Magic: Detect MagiC (sight) w/sense,
Costs END (-112)
Totals: Active Cost: 263 Real Cost: 40
Active Cost: 5 Real Cost: 1 END cost: 2
Magic Skill roll modifier: -25
Magic Skill roll modifier: -1
To exorcise spirits and Demons the Wielder may attempt
MAGIC WIELDERS this magic. Note that the exorcee rarely wishes to be evicted,
The Magic Wielder is the rarest and most hated of adding to the danger of the operation.
spellcasters. Unlike Ritualists, the wielder does not need to Dispatch: 8d6 Dispel vs. Summon, Side Effects (3d6 END
perform lengthy incantations or deal with devils. He needs Drain) (-112)
not serve a deity, like the Ceremonialist. He has no use for Active Cost: 24 Real Cost: 8 END cost: 6
the potions or items of the Alchemist. Magic Wielders are Magic Skill roll modifier: -2
despised for their independence from fettering limitations.
A Magic Wielder, unlike his jealous fellow magicians, is
To flyis the purpose of this spell. Of course, a flying wizard
gifted from birth with a natural reservoir of magic to draw is an inviting target. ..
upon. He can cast a spell with scant warning and at practi- Air Mastery: 10" Flight, Side Effects (3d6 END Drain) (-%)
cally any time. Less than a dozen of these individuals Active Cost: 20 Real Cost: 6 END cost: 8
Magic Skill roll modifier: -2
o HORROR HERO: ENDLESS NIGHTMt\RES 93
CHARMS
Patagonian Abacus Ring: This ring is inscribed with a
stylized abacus surrounded by sigils.
Ability: Lightning Calculator, IIF Ring, Independent, Activa-
tion Roll 14-
Active Cost: 3 Real Cost: 1
Hand of Glory: This is the mummified hand of a hanged
thief, used as a candleholder.
Abilities: A - Lockpicking 13-, OAF Hand, Fragile, Indepen-
dent; B - Stealth 13-, OAF Hand, Fragile, Independent
Active Cost: 18 Real Cost: 4
ITEMS OF POWER
Beast's Blessing: This is the shaman's Fetish Staff's power
that allows the nocturnally roaming hunter to possess a
distinct advantage against their prey in the darkness.
Ability: Ultraviolet Vision, Usable By 4 Others at Range and
bearer, IAF Fetish Staff, Costs END, Activation roll 14-
Active Cost: 12 Real Cost: 5
o HORROR HERO: ENDLESS NI6HTMI\RES 9S
SYSTEMS OPERATION: This applies to communication whose safety was taken lightly. Also, horses are very sensi-
devices such as telegraphs and telephones. The factory tive and tend to panic and bolt if exposed to manifestations
machines of the era often required teams of skilled of the supernatural. While this may be a prudently intelligent
individuals to operate. response to a confrontation with horror instead of just plain
TRANSPORTATION FAMILIARITY: These include several terror, it is not within the scope of Horror Hero to determine
types of animal drawn vehicles, boats, hot air balloons, this. Make an EGO roll forthe horse with suitable minuses for
bicycles and early autos near the turn of the century. surprise and other mitigating circumstances to find out if the
horse bolts.
Horse-Drawn Vehicles: Investigators will do most of their
OUTFITTING THE PC local traveling in a vehicle of this type. These range from one
This era encompasses America's transition from an agri- horse carts to stagecoaches drawn by teams of four or six
cultural society to one based on mechanized industry. The animals. The following statistics are typical of the era. For
technological strides made during this time are substantial. purposes of combat, assume that the SPEED and DEX of the
It began with horse drawn travel, cap and ball weapons, oil vehicle are those of the slowest or least dexterous animal.
lamps and fire places, and ended with automobiles, semi- A quick way to determine maximum possible distance
automatic firearms, electric light and central heating. traveled in a day is to use the formula (Animal's REC x
This section discusses this rapidly evolving technology as Vehicle's Move). In the most favorable conditions, the above
it applies to the needs of a Horror Hero player character. The vehicles can travel about 70 miles (112 km).
material here is brief and should be regarded as a stepping- Trains: Trains were present and continually improving
off point only; a complete listing of the technology of the age throughout this era. Railway construction was constant. The
would fill a book of this size! Potential players of a Historic country was linked coast to coast in 1869, but even this feat
America setting should be advised that no attempt has been of engineering pales beside the maze of tracks that covered
made to render the source material entirely accurate. Enter- the land barely a decade later. The examples given below
tainment possibilities have taken precedent over history assume one engine pulling ten cars. For every added carthe
whenever a conflict arose. Those whose enjoyment of the locomotive will lose one point of STR and 4" of MAX MOVE.
game depends on strict adherence to established history will Sea Travel: Vessels of all description plied the seas and
find additional research both fun and rewarding. waterways during this era, ranging from birch bark canoes to
steamships. Travel time by ship was surprisingly fast; as
TRANSPORTATION long ago as 1838 the Atlantic was crossed in only 16 days.
Travel in this era is slow and arduous when compared to This length of time grew shorter until by the turn of the century
the other eras covered in this book. Journeys that take hours the crossing took little more than a week and a half.
in the modern day were major undertakings for our ances- It is suggested elsewhere that an Eldritch Horror Cam-
tors. The following listings will give brief descriptions and paign be limited to a small geographic area, due to the nature
game statistics for common modes of transportation of the of the genre. If the GM decides that travel is necessary, and
time. if the journey is uneventful, it is recommended that the trip
The Horse: Everyone is familiar with horses and the role occurs "off-screen," i.e., "You have arrived, now what?" This
they played in American history. Statistics for this animal are saves precious time and allows for a fuller telling of the horror
on page 197 of the Hero System Rulesbook. Players who tale without undue distractions. But remember that if the
portray historic characters should remember that a person's pursuit of the evil count takes a month, then his poor victim
horse was often their most prized possession, and not one is probably lost.
NAME SIZE DCV MASS KB STR DEF BODY DEX SPD MOVE MAX
Name OCV RMOD DMG STUNx STR SHOTS CAL YEAR NOTES
Handguns
Pocket Pistol -1 -2 1d6 0 8 1 .45 1850 Cap and ball
Derringer 0 -2 1d6 0 5 1 or 2 .41 1860
Rolling Block 0 0 1d6+1 +1 13 1 .50 1867
Revolver (small) 0 -1 1d6 0 4 50r6 .36 or .38 1850 Cap and ball
Revolver (small) +1 0 1d6+1 0 8 5 or 6 .36 or .38 1860
Revolver (large) 0 -1 1d6 +1 8 5 or 6 .440r.45 1845 Cap and ball
Revolver (large) +1 0 1d6+1 +1 12 5 or 6 .440r.45 1860
Borchardt +1 -1 1d6 0 8 8 7.65 mm 1893 Early semiauto
Mauser 1896 +1 0 1d6+1 0 10 10 7.65 mm 1896 Early semiauto
Browning 1900 0 -1 1d6 0 5 8 7.65 mm 1900 Early semi auto
Rifles
Henry Rifle +2 +1 1V2d6 0 10 10 .44 1860 Lever action
Spencer Rifle +2 +1 2d6-1 +1 10 7 .56-50 1863 Lever action
Martini-Henry +1 +1 2d6 +1 10 1 .577 1871 Lever action
Springfield 1873 +2 +1 2d6 +1 10 1 .45-70 1873 Breech loader
Winchester 1873 +2 +1 1V2d6 +1 10 15 .44-40 1873 Lever action
Sharps Express +1 +2 2V2d6 +1 15 1 .50-140 1880 Lever action
Mauser 71-84 +1 +1 2d6 +1 13 8 11mm 1884 Bolt action
Colt Lightning +1 +1 1V2d6 +1 10 8 .44-40 1885 Pump action
Lee-Metford +1 +1 2d6 +1 13 8 .303 1888 Bolt action
Mann Licher +1 +1 2d6+1 +1 13 5 8mm 1895 Bolt action
Shotguns
12 gauge 0 +2 2V2d6 +1 12 112/5 12ga 1860 5 shot is lever/pump action
Scattergun +2 -2 2V2d6 +1 11 %/5 12ga 1860 5 shot is lever/pump action
Heavy Weapons
Gatling Gun +1 +4 2d6+1 +1 n/a 40 .45-70 1874 Autofire 5 shots
Cannonball 0 +4 3d6 +2 n/a 1 var. 1800s ocv- o
Canister Shot +2 -2 4de +1 n/a 1 var. 1800s Reduced Pen.
o HORROR HERO: ENDLESS NI(iHTMI\RES 99
MEDICINE jams) as ifthe weapon were poorly maintained. Use the chart
Bravely leaping into danger during this era is not a matter on page 198 of the Hero System Rulesbook.
to be taken lightly. Most serious injuries of this era, if In addition to the firearms listed here, players may wish to
survived, usually left some kind of permanent disability. It is choose proficiencies in the Melee Weapons table on page
recommended that GMs be merciful on PCs with the debili- 202 of the Rulesbook. Many other common household and
tating effects of injury, lest the entire group be retired to "Miss farm implements may become weapons in certain situa-
Mabel's Rest Home." tions. Most can be simulated by choosing a similar object on
Normal recovery rates should apply for this era, whether the Melee Weapons table. Below are a few that may not be
a character is hospitalized or not. GMs who wish to keep so obvious:
matters moving may want to allow PCs access to some form
of mystical healing. If this is made available, it should be
restricted lest PCs begin believing themselves unstoppable,
and the frission of horror will be lost.
GM'S GUIDE TO
GMs who decide to use historical healing methods may EbDRITCH HORROR
wish to conduct additional research, paying close attention
to the campaign year. Generally, treatment was confined to
cleaning, stitching, and waiting. Antibiotics were not avail- THE SETTING
able. Reconstructive surgery was strictly experimental and
not often successful.
Due to the aforementioned concerns, the suggestion that HISTORY
mystical healing be made available is not lightly offered. This section describes how the fictional and Mythic horrors
GMs are urged to make it available if they want a PC group of the times were derived and reflect the real concerns and
to stay around in the campaign. But, making up new charac- events that shaped the era's populace. Timelines and
ters after each combat can be fun, too. recountings of events and places are included only when
pertinent; GMs needing more mundane knowledge of the
WEAPONRY time are advised to check their local libraries and other
reference sources.
The weapons of this era progress from Civil War cap and
The gaming material in this section of Horror Hero has
ball firearms to the earliest semi-automatics used in the
been culled from three sources: the Gothic literature of the
Spanish-American War. GMs who allows semi-automatics
Nineteenth Century, American history, and the annals of
are urged to impose a Jamming Activation roll 14- (15-18
occult lore. GMs and players will find material here enabling The middle years of the era produced an odd contrast. In
them to recreate the eldritch horror of this exciting, colorful the East, the accelerating Industrial Revolution started the
period of American history. urbanization of America; westward the cattleman and farmer
The latter half of the Nineteenth Century in America was held sway. Well-organized police forces kept the Eastern
a time of conflict. Opposing political, cultural and spiritual citizenry safe; lawlessness raged in the West, and justice
forces waged war for supremacy over the country. The wore a tin star and a six gun. Society dined on tea and
inhabitants of America during these years felt overwhelmed crumpets while miners and cowboys caroused in seedy
by the rush of events they witnessed. Change and uncer- saloons.
tainty were in the air both here and abroad. The seeds of Nearing the end of the century the country was more
revolution were planted throughout the world; political time homogenized. The cities of the West were as civilized as
bombs were ticking. In 1860 South Carolina seceded from their Eastern counterparts. The country was linked by rail-
the Union, followed by ten other southern states the next way and telegraph. Looking back at the bloody decades
year. The Civil War raged until 1865; while generals pored before, America was amazed at what had been wrought. The
over maps and politicians shook their fists, hundreds of nation sprawled from sea to shining sea, gone from blood-
thousands died on muddy battlefields. The conflict finally shed and division to reconciliation and unity. A land of
ended with Lee's surrender at the Appomattox Courthouse, agriculture was now also a land of steam driven industry.
and an uneasy peace was won. It seems difficult to believe, but the noisy steam engines of
Long held institutions had been eradicated, leaving only a the 1800's held as much promise for our forebears as the
void in their place. For Southerners, their way of life gone superconductor does for us today. The lightning rate of
with the fall of the Confederacy, the Reconstruction was a invention and discovery during this time led to a rapid
time of bitterness and hardship. Many made scapegoats of reordering in the minds of the country. Science, freed from
the freed slaves, who found their tribulations just beginning religious dogma, demonstrated that many cherished beliefs
as they labored to be equal citizens in a hostile land. The may have been unsound; the works of Darwin and his fellow
victorious North found the celebration cut short by the count scientists generated a veritable flood of alternative schools
of the dead and the assassination of Lincoln. The oppressive of thought. But as in the closing years of our own century, the
atmosphere of the East d rove many to seek their fortunes in spiritual vacuum of science created a reactionary move-
the Western wilderness, and the abhorrent crusade to for- ment. In our era, this is manifested as the "New Age;" those
ever eradicate the Native American cultures began in ear- who believe this to be a new phenomenon have not looked
nest, fueled by the lies of a greedy and intolerant govern- to the past.
ment.
o HORROR HfRO: fNDbf55 NIGHTMI\Rf5 101
The late 1800's saw America surprisingly receptive to If the GM is not sure which year he wants to place his
novel ideas. The Spiritualist movement, replete with se- campaign in he may wish to consider the following sugges-
ances and tapping spirits, endures today. Occult and mysti- tions. Both can contribute to his idea mill.
cal lodges of all description peppered the landscape; almost First, the GM should consult his players. An agreement
every upright American male belonged to one, and most had should be reached about the desired level of technology. Do
a ladies' auxiliary. The Theosophical Society was founded, the players want their characters to carry black powder, cap-
and a willing country embraced Eastern Mysticism for the and-ball weapons or six-guns? This is not a matter to take
first time. The nation's interest in the bizarre was reflected in lightly - the monsters in this book are tough.
the press, where hoaxing was considered an almost respect- Another good way to schedule the campaign is to look for
able activity. Fantastic tales of airships, monsters and flying historical occurrences that can be used as springboards for
men were read with half-believing astonishment by an eager scenarios. Disasters always make good stories, and this era
public. had its share. The riverboat Sultan explosion (1865), the
Readers responded to the strong moral underpinning of Great Chicago Fire and even more deadly Peshtigo firestorm
this breed of journalism, despite its being merely designed to (on the same day in 1871), the Yellow Fever epidemic
sell newspapers. The public's interest in morality plays (1878), the Haymarket Square bombing (1886 - could it
carried over into book publishing, and the Gothic romance. have been the Black Dawn?), the Great Blizzard of 1888, the
Gothic fiction is a broad genre, including such seemingly following year's Johnstown Flood - how many of these
disparateworks as the brooding romance"WutheringHeights" tragedies were the work of agents of Iniquity? Other good
and the sensationalist adventure "Varney the Vampire." The bets for scenarios that can be found in history are political
most familiar novels in the category are the influential clas- scandals, true reports of the supernatural and the wars that
sics "Frankenstein" and "Dracula." waged during this time.
Gothic literature is noted for the heavy atmosphere it No matter how a start date is chosen, either through
conjures forth, where morality plays are cast in the purest intelligent decision or by picking a date out of a hat, all
shades of black and white, and ambiguity is all the more involved should remember that the purpose of the game is to
poignant for its scarcity. In the Gothic landscape "good" is have fun. GMs should not allow armchair experts to ruin the
rewarded only after tribulation, and "evil" meets swift retribu- game by insisting on slavish adherence to history. If the GM
tion; malevolent monsters threaten the innocent, and the wants to rewrite history to accommodate his campaign then
spirits of the dead hover near. It is a mist-shrouded land- he should feel free to do so.
scape of brooding mansions and vengeful phantoms, char- Note: The sample campaign for this Genre is set in the
nel houses and secret treaties, vampires and Iycanthropes, year 1888.
and the evil outcome of forbidden experiments.
Gothic horror has a large influence on the material in this CHOOSING A LOCATION
chapter, but the term "eldritch" is used throughout, as a few Next the group should decide where they wish to set the
other story styles are well served by the setting. While they campaign. Most gaming groups will wish to set the campaign
are not Gothic in the strictest sense, the era of Horror Hero nearto where they live, and this is heartily encouraged. The
also draws inspiration from the works of Shelley, Stoker, local legends and folklore that the players grew up with can
Poe, Machen, Doyle and Lovecraft. then be incorporated into the framework of the tale as real
This, then, is the historic basis on which the Eldritch Horror monsters, haunted houses, etc. When a player is not using
campaign is built. Now it is time to step sideways and back all his imagination to visualize a scene but already knows the
into a past that never was, but should have been. Here, the setting, roleplaying is easier and suspense becomes tangi-
Civil War cast a long shadow, and for many the real war was bly real.
just beginning. This time the fighting would not be over flags A group who decides to portray characters who travel
or free trade. The bounty of this war would be dominion over around the country or who wish to adventure in a location
the souls of Mortal mankind. other than their own will find that each section of Historic
America has much to recommend it. The contrast between
CHOOSING A START DATE the Eastern Seaboard, the Midwest, the Deep South and the
A new set of challenges awaits the GM who chooses to set Wild West are more pronounced in the past than they are
a campaign in Historic America. As the era spans over fifty today.
years, the GMs first task is for him and his players to decide An Eastern campaign provides an opportunity to utilize the
the year in which to set the campaign. The material in this rich history of the area. European superstition and legend
section of Horror Hero has been designed for use in adven- playa prominent role in the lives of the inhabitants. From the
tures set during the Civil War and all the way to the turn of the witch-haunted seaports and hamlets of New England, be-
century. loved by horror writers past and present, to the teeming
Player Character creation may be affected by which masses of the great metropolises, the East is the traditional
campaign year is chosen. Consideration of race, gender and setting for Eldritch Horror.
political orientation should be made. The relationship be- Consider the South, with mysterious plantations deep in
tween a Connecticut Yankee and a Georgia Belle would be the pines and endless tracts of unexplored swampland. The
quite different in 1865 than in 1899. Not that inter-character brooding mystery of the Great Smokey Mountains, the
tension is in itself a bad thing. The sense of disquiet gener- unplumbed depths of pellucid caverns, and the Caribbean
ated when PCs are not sure whom to trust adds depth and magiCof New Orleans may be perfect for a campaign.
humanity to the proceedings, and the moments when an- In the Midwest, players may explore many mysteries. The
tagonists ally themselves to battle the common enemy are deep woods surrounding the Great Lakes, the Indian Mounds
wholly satisfying. of the Ohio Valley, the dark waters of the Mississippi, what
102 HORROR HERO: ENDLESS NI(iHTMI\RES o
ravening horrors inhabit these places? In addition to its still- CAMPAIGN SCALE
considerable wilderness, the Midwest offers huge cities and Travel in the era presented here is arduous and time-
industry for the urban-oriented campaign. consuming. In light of this, and according to the parameters
While not usually considered a horror setting, the Wild of the genre, it is suggested that the geographical radius of
West is a milieu of great promise. Who knows what mighty the campaign be kept small. Eldritch Horrorworks best if PCs
fortresses have been secretly built in the barren wastelands? are cast in the role defenders rather than explorers. Of
With colorful cities such as San Francisco to adventure in, course, GMs can always allow whatever their players desire.
and Amerindian and Oriental magic to provide mystic atmo- If they wish to journey about the world, let them. Travel in
sphere, a Horror Hero campaign of unique character can be roleplaying can be accomplished by simply saying "You
created. As a bonus for groups who choose it, the Western leave; you arrive," or the details of the trip with encounters
setting is covered in detail in 'Western Hero' from Hero can be played out as they happen. The world is an exciting
Games. place during this period, with game-worthy locales such as
Victorian England, mysterious China, and the dark continent
CONDUCTING THE CAMPAIGN of Africa ready to challenge PCs.
The mounting sense of doom so essential to the atmo-
ESTABLISHING THE TONE sphere of Eldritch Horror is best accomplished in settings the
In an Eldritch Horror campaign, atmosphere is often the PCs have a vested interest in protecting. The immortal souls
prime consideration for the GM; the mood of palpable dread and physical well-being of family, friends, and homestead
that keeps players on the edge of their seats is sometimes are endangered more dramatically than those of strangers.
difficult to conjure up and sustain. This section is intended to No matter how grandiose the villain's plot may be, the
help the GM hone his talents in this essential aspect of landlady's innocent daughter is of more immediate concern.
Eldritch Horror in Historic America. In short, Eldritch Horror is the mundane invaded by the
This is horror at its most traditional level. Taking advan- incredible, and by allowing the outre to slowly filter into the
tage of the bad reputations that cling to certain locations familiar, the horror is more potent.
standard to the genre helps establish an eldritch sense of The campaign setting for this genre is one that spans the
dread. Decaying mansions, eerie graveyards, treacherous country, providing players an opportunity to explore America
swamps, and forbidding forests are all standard props used from coast to coast.
in historic American settings. Using locales such as these
will enhance early games without undue effort on the GMs
part. These settings allow players to concentrate on
roleplaying, as they are familiar and easily visualized.
GMs may wish to use standard monsters and villains like
vampyrs, werewolves, phantoms, and evil sorcerers in the
early scenarios of the campaign. The rationale behind this is
much the same as that for using familiar settings - quick
establishment of atmosphere, ease of visualization, and
allowance for player character development.
Two other quick atmosphere enhancers are weather and
time. Violent thunderstorms, dense fog, torrential rains and
raging blizzards are perfect complements to supernatural
events. Monsters in this genre always strike at night. During
the first few scenarios, nothing outre should occur during
daylight hours. Players should begin to dread sundown and
the terror it presages.
Finally, the GM may wish to engineer circumstances
designed to forcibly remind players that they are in the past.
The sense of being part of history is an essential element of
Eldritch Horror, and the sooner that players realize this, the
better. The GM may accomplish this by having an eaves-
dropper on the primitive party-line telephone or by forcinq the
players to travel a distance, illustrating how long the journey
takes. Basically, deny them a convenience or resource taken
for granted in modern times.
Later, the campaign will gain momentum and expand to
other locations, less familiar monsters, and less traditional
situations. Players will have gained knowledge and experi-
ence, and will know their characters better. The tone of the
campaign will have been set, and characters and events
rather than mere settings will provide the thrills for these
hardened warriors.
o HORROR HERO: ENDLESS NIGHTMI\RES to}
EVIL ENDEAVORS
THE DEAD SOUL DOMINION
Many occult investigators have made the critical error of
supposi~g that all Black Dawn cultists are rowdy criminals
and their plots deal only with the imminent execution of
mur~er and destruction. Doctor Arthur Barrosmythe, the
architect and leader of the Dead Soul Dominion, does his
part to encourage such mistakes. His dominion is almost
i~visible, yet has done the devil's work for nearly two centu-
ries. The more attention focused elsewhere, reasons the
Doctor, the better.
The Dead Soul Dominion is unique in that, save for
Barrosmythe and his assistants, the membership consists
solely of individuals possessed by the phantoms of Black
Dawn cultists. The Dominion, currently a score strong, has
grown quickly since the advent of the Spiritualist movement
m.ade the procedure easier. Barrosmythe has allied himself
with the chapel house of the Inner Circle of the Astral Elect
in order to further his plans.
The goal of the project is to secretly control the major
power brokers in the Northeastern Unites States. This is but
a small piece of a larger plot to embroil the nations of the
world into a global war.
The phantom possessions are enabled in this manner. A A long standing NPC of irreproachable reputation may
wealthy or influential member of society is invited to sit in a actually be a ravenous phantom. After "helping" the PCs
seance at the ICAE chapel house. The masked medium (Dr. against their enemies the revelation he is a monster is sure
Barrosmythe) calls upon the spirit of a lost loved one to to be a show-stopper. GMs should read the entries on Dr.
materialize, but it is the shapechanged phantom of a Black Arthur Barrosmythe, the Phantom and the chapel house of
Dawn cultist who appears. The victim is allowed to interact the ICAE before devising a Dead Soul Dominion scenario.
with the phantom, who then follows the victim home. Note Here are a few ideas to start with:
that phantoms summoned in this manner are not bound to a ~f the Black Dawn need a person possessed fast they will
spe?ific place or item. Then, after studying the life and Skip the sean~~ a~d just kill the victim. Then the body will be
routines of the victim, the phantom slowly and carefully animated until It either fulfills its purpose or falls apart.
possesses him. Thereafter, all that the new member of the ~he presence of a phantom is noticeable in several ways
Dominion does is in the service of the Black Dawn. - Images, cold spots, footsteps, etc. A potential possessee
may call on PCs to rid himself of the ghost.
GMs should note the following items. First possessed
individuals need not be under the phantom's ~ontrol at all The Dead Soul Dominion hold black mass once a month
times. He may believe that his occasional blackouts and the in the basement of the chapel house of the Inner Circle of the
reports of activities he cannot remember are the result of Astral Elect. On special occasions it may be conducted
dementia. Second, if the phantom totally possesses his host, elsewhere, and the comings and goings of members of many
he may become reclusive lest he be judged mentally incom- disparate levels of society may be noticed.
petent. Psychics and animals will sense the phantom. A PC may be the target of the Dominion. If he does not
The presence of the Dead Soul Dominion adds several notice the tell tale signs of a phantom's presence ...
interesting wrinkles to a Black Dawn campaign. Sometimes One final note- The individual members of the Dead Soul
the identity of the invading spirit is the main point of interest. Domi~ion are tough. Two at once are mind-boggling. A GM
Any o.f the great villains of history - Caesar Borgia, Sir who pits more than this against his players should be shot.
FranCIS Drake, Benedict Arnold - may have been Black If big groups are your game, develop an artifact or similar
Dawn cultists. The spirit may be that of a cultist slain by PCs. object to give PCs an edge!
o HORROR HfRO: fNDL.fSS NIGHTMI\RfS 105
THE HELLMINE DOMINION Perhaps a government official, like the Arizona territorial
In recent years the scattered dominions of the Black Dawn governor, has disappeared in the area. He could be held
have cooperated to an unprecedented degree. The exact hostage, or maybe he was a cultist who made a mistake and
reasons for this disquieting development are presently un- is now toiling in the mine.
known; it is feared that their plans are coming to a head. For a change, the GM might run a few wild (wild) west
Nowhere is this theory better supported than in the events scenarios, taking advantage of the Fortuantii Operatii's
surrounding the Hellmine Dominion at Fort Blaze in the predilection for gadgetry and the Black Dawn's tendency
Arizona Territory. toward grandiose plots.
The leader of the Dominion is Colonel Midas Caine, US A lot of miners are abducted from Tucson and the sur-
Cavalry. Thanks to the considerable political clout of his rounding areas. The Black Dawn preys on travelers, throw-
Incarnate master, more than half of Caine's company are ing them off trains or snatching them from stagecoaches.
Black Dawn cultists. The remainder, a rough crew, are Hopefully, PCs Witnessing one of these incidents will inves-
prospective recruits. tigate.
Primarily, the reason forthe large Black Dawn presence is If the PCs have encountered Doctor Barrosmythe, they
the proximity of the Conquisto Diablo mine. Hidden in the can be pointed toward Fort Blaze as part of a continuing
rocky hills south of Growler Pass, the Conquisto Diablo is the campaign. Barrosmythe ships skeleton guards and con-
only place in the world that nonamite, the metal out of which structs to the mine regularly; the PCs may have learned of
the Hands of Night daggers are forged, is found. The mine is these shipments.
protected by a dangerous gang of Comancheros, Apaches, Of course, time honored Western plot elements like war-
Papago, and Mexicans. Caine's lieutenant at the mine is his ring land barons, unsmiling gunfighters, Native Americans
son, Icarus. Icarus is a Cambrion, and only the Black Dawn (called Injuns in those days) and cattle drives (and stam-
hierarchy knows of his relationship to the Colonel. See 'The pedes) work well with a horror spin.
Hands of Night" "Midas Caine", "Icarus Caine" and "Fort
Blaze" for more. THE HANDS OF NIGHT
The mission of the Hellmine Dominion is threefold. As Perhaps nothing better symbolizes the Black Dawns de-
alluded to above, Caine is responsible for the protection of ranged evil than their assassination weapon of choice - the
the mine. Should an outside force attempt to storm the mine multibladed dagger called the Hand of Night.
the cavalry are sure to come to its rescue (imagine the PCs' A Hand of Night resembles an Indian katarwith five fixed
surprise!) blades and a standard hilt. The blades are grooved to carry
Dominion members have inherited the onerous task of poison. The knife is weighted for throwing. Varios sizes are
training the carrion legion that is kept in the mine. The made; the largest is about a foot long.
walking cadavers are trained to mine and fight. The training Most Hands are non-magical except for a defense mecha-
includes taking the undead into the desert to conduct exer- nism detailed below. Even non-magical Hands are fearsome
cises, usually against troops in Caine's company who did not weapons of murder.
qualify for the Black Dawn, and the occasional raid of a The greater Hands are designed to function mainly as
remote village. Future uses of the legion are anybody's assassination devices and have additional abilities of mind
guess, but informed sources suggest trained cadavers are control and resurrection. These abilities come into play after
being shipped to Dominions around the country. Possibilities an ordinary Hand is ensorcered to target a single individual.
of a simultaneous, coordinated attack upon centers of popu- After this is done a mere nick of the blade brings all the
lation are disturbing at best. target's darker traits to the surface. In other words, he
The final mission of the Hellmine is to train living Black becomes evil. In this condition the target will willingly follow
Dawn cultists to fight. The hills south of Fort Blaze teem with orders issued by the wielder of the Hand. These orders are
crazed cultists. This is a fairly recent development, and one usually designed to bring ruin on the target - he will be
that occurs periodically in Black Dawn history. Once trained, effectively neutralized.
the cultists are sent to their respective Dominions. The fact Next, the Hand is used as a devastating killing weapon.
that many now have feelings of loyalty to Caine is not lost on The hilt is hollow to hold poison.
him or his Incarnate master. If the corpse is stabbed it will arise as a Walking Cadaver
This Dominion and its attendant locations provide the GM under the thrall of his murderer. After the victim is dead the
with the opportunity to run Old West scenarios. It is strongly Hand is considered 'used'. It will corrode at the same rate as
recommendedthatthe Hellmine Dominion be unveiledslowly. the decomposition of the body. As a final insult the Black
The city of Tucson is close by and could be the setting of Dawn usually buries the used Hand at the victim's gravesite.
several adventures before the clues point to Fort Blaze and After a Hand is consecrated to an individual, a curious side
the Conquisto Diablo mine. Here are a few ideas: effect manifests - the target will sense his approaching
The PCs could be sent undercover to infiltrate the Domin- doom. In weaker-willed men, this is often enough to destroy
ion and learn its secrets. This is a good chance to have PCs their mental well-being. The sense of doom strengthens as
prove themselves to the Fortunatii Operatii or some other the Hand draws nearer.
employer. Maybe they will find that they are not the firstgroup The magical properties of a Hand of Night cease when the
to be sent on this mission. weapon is exposed to sacred objects or hallowed ground.
106 HORROR Ht:RO: t:NDLt:SS NIGHTMI\Rt:S o
All Hands have circular grooves in the serpent carved hilt
which house spring loaded blades which are magically
triggered when the dagger is held by an individual who is not
wholly evil (gripping a Hand is part of the Black Dawn
initiation ceremony). An individual injured by the blades
THE l\RT Of
[_____ T_H_E__D_l\_W_N
J_
becomes evil (but not stupid!) until the wounds heal. A wholly The school of sorcery known as the Art of the Dawn
evil individual, cultist or not, may hold the Hand without fear. borrows from many disciplines, most notably alchemy, de-
The metal from which the Hands are forged - Nonamite monology and necromancy. In this way it resembles Euro-
- is currently mined only in the Conquisto Diablo mine. It is pean Grimoire Magic filtered through a skeen of devil wor-
an inherently evil ore that is mined by the dying and the ship. Whatever its origins, the Art is a deadly potent form of
walking dead. black magic whose sole purpose is to further the ascendancy
The story of the Hands of Night and their manufacture offer of Hell.
many scenario opportunities to the GM. The beginning of the The two primary effects of the Art are bodily transformation
story is described in the entries for Fort Blaze and the and communion with spirits and demons. Bodily transforma-
Conquisto Diablo mine. From here the PCs can trace the tion is achieved by use of chemical agents and formulae of
Nonamite ore westto Plunder Island, the lairof Silas Voltanus diabolic inspiration. It is said that summoned demons pro-
and the Barbary dominion. vide certain alchemical reagents of unearthly origin. The
The first leg of the journey is across the bandit infested transformations manifest themselves as physical changes
wastes south of the Growler Mountains. The Hellminers and temporarily gained abilities. Physical changes include
always include demons and undead guardians among their metamorphosis into animals orthe assumption of a demonic
company while making the trip, increasing the possibilities aspect. Temporary abilities include augmented natural abili-
for horror scenarios. ties (STR, DEX, CON, etc.) or non-human abilities (en-
The terminus of the night road is a small village on the Gulf hanced senses, movement powers, etc.). The GM should
of California, Porto Penasco. Here the Nonamite and other see the Powers in the Hero System Rulesbook and the
treasures (including undead, alchemical potions, sorcerous Alchemy writeup in Horror Magic for more ideas.
supplies, weapons, gold and hostages) are loaded onto a Communion with spirits and devils is reached through
cargo vessel for the sail around Baja California to Plunder intricate rituals designed to appeal to the vanity of the entity.
Island. The ship is escorted by Silas Voltanus in his The Art of the Dawn differs from demonology in the sense
alchemically powered submersible; most of the ships crew that demons are predisposed to be helpful. While the old
are walking cadavers possessed by the spirits of a pirate rules of conduct must be observed, it is doubtful a Black
crew who perished on Plunder. Dawn ritualist would be torn apart for a minor deviation.
On Plunder Island Voltanus is training eight apprentices in High ranking magicians within the Black Dawn are able to
the art of forging Hands of Night. He is the only living monitor, terrorize, or harm a chosen target or puppet at a
individual able to do so; should he perish years will pass distance. These acts are carried out by demonic agents or
before manufacture can begin again. The apprentices are evil spirits that are summoned and bound psychically to their
able to forge the basic knives now but the attendant ceremo- charges. Sensitive information and personal articles are
nies are difficult to master, and Voltanus is a poor teacher. acquired prior to the actual casting of the blasphemous
Finally, the Hands are smuggled to waiting dominions bonding ceremony.
around the world. Only the three described in this book know Furthermore, each sorcerer at the head of a Black Dawn
their origin. Every dominion leader or an aide is able to cast dominion has access to a roster of the true names of minor
the ritual which consecrates the blade to an individual victim. entities (demons and spirits) available for these missions.
Here are scenario ideas and roleplaying hints designed This information, made available by Oracle demons, is
around the Hands of Night. received by a Dominion leader upon his ascension to the
A VIP, NPC or PC is targeted by the Dawn. He feels the head. The knowledge is secret and sacred. It is known to the
blade approaching and asks for protection. Alternately, PCs leader and the Oracle, no one else.
may discover the plot on their own. If any of the ritual secrets of the Black Dawn were to be
PCs must discover why an individual or group has turned carelessly revealed the Dominion leader responsible would
evil (picked up or nicked by a Hand). Formally trustworthy find himself in a hellish situation. The annals of the Black
individuals may become murderous psychopaths or bomb Dawn relate a tale of one such individual who made this error
lobbing anarchists. in a bid for greater power. He was torn asunder, very slowly,
PCs must track down the Walking Cadaver of an assassi- in front of his congregation by a group of unseen screaming
nation victim. entities.
PCs attempt to hijack a Nonamite shipment.
The PCs ship is sunk by Silas's submarine and 'rescued'
by the cadaver ship.
GMs should note that the Hands are sacred to the Dawn.
They will stop at nothing to retrieve one.
o HORROR HERO: ENDLESS NI(iHTM~RES 107
Create Skeleton: Summon Skeleton, Requires A Skill Roll, BLACK DAWN POTIONS OF NOTE
Extra Time: One hour, Gestures, Incantations, Concentrate Before a battle, Black Dawn cultists imbibe this steaming
o DCV, OAF (Magic Circle and materials), Side Effect (12d6 brew, the effects of which cannot be predetermined. They do
Mind Control by invoked entity) this for the sheer hell of it.
Active cost: 76 Real Cost: 10 END cost: 7 Demon's Luck: 4d6 Aid, Effects anyone characteristic,
Magic Skill roll modifier: -7 Fade Rate of 5 Power Points per Hour, Only to a random
To create a Walking Cadaveraceremony similartothatfor physical characteristic (STR, DEX, CON, SPD, REC, STUN)
animating skeletons is conducted. The primary difference is -A, 1 charge, IAF Potion, Independent, Side Effects: 3d6
the need for a greater quantity of Nonamite (a fistful instead BODY Drain when potion wears off.
of a pinch). For this spell the powdered metal is mixed with Active Cost: 40 Real Cost: 6
fresh human fat to form a paste; this is forced into the mouth Magic Skill roll modifier: -4
of the corpse. The rest of the ceremony is similar to the For Demonic strength, Midas Caine and other cultists
skeleton ceremony with one difference. The cadaver is not drink this elixir. Rare among non-Black Dawn Cultists, the
subject to control or commands. It should be tied down or primary ingredient is a shot of Demons blood.
restrained to prevent it from eating the caster. The penalty for
Demon's Might: 4d6 Aid to STR, Fade Rate of 5 Power
spell failure is the transfer of the cadaver's ferocity and
Points per Hour, 1 charge, IAF Potion, Independent, Side
hunger to the necromancer. As a twist, this essence could
Effects: 3d6 BODY Drain when potion wears off
instead transfer to a random nearby person. While under this
Active Cost: 35 Real Cost: 6
thrall, all of the person's faculties are intact, but they are
Magic Skill roll modifier: -3
overwhelmed by an unfightable urge; they serve as witness
to their own cannibalism, the effects of which are up to the To insure survival during battle Turkish toads secretions
GM to determine. and the enchaphelic fluid of unhatched cobras are mixed
with fresh blood and drunk. Surprisir.gly, it's not fatal.
Death Resistance: 3d6+6 Aid to BODY, Fade Rate 5 Power
Points per Minute, 1 charge, IAF Potion, Independent
Active Cost: 22 Real Cost: 4
Magic Skill roll modifier: -2
110 HORROR HERO: ENDLESS NIGHTM"RES o
NOTABLE BLACK DAWN CULTISTS ~ersonalitx:Outwardly, Barrosmythe cultivates the impres-
sion of a serious medical man who is blessed with consider-
DR.ARTHURBARROSMYTHE able charm and wealth. In this guise he is a pleasant enough
fellow, very concerned and helpful.
Background/History: The nightmares began when he was As the Necromancer, head of the Dead Soul Dominion he
eight, in the year of our lord 1664, the year when the English is a coldly calculating killer who has not a shred of goodn~ss
c~me and New Amsterdam became New York. They, the or charity. The only thing he values above his service to Hell
nightmares, were old Reverend "Fire and Damnation" Larch's is his own continued existence. This is his priority, and he
fault. For a Protestant, he had an awful vivid description of does. not toy wi~h fate. Every move he makes is carefully
Hell. The Roman Pontiff himself could not conjure visions as considered and Implemented with precision. If forced to rush
terrifying as those Larch regaled his congregation with every his plans he may be prone to indecision. If seriously endan-
Sunday. Young Arthur Barrosmythe, cat-torturer and church- gered he will most likely bolt to another identity.
yard vandal, knew in his soul that the eternal perdition was
designed just for him. He dreamt of it every night - the black Powersrractics: Barrosmythe is a skilled sorcerer. He
fires, the screaming, the sibilant voices telling him what he knows Alchemy and Ritual magic but Necromancy is his
already knew. There was no room in his heart for repen- specialty.
tance. No shame or remorse for his actions. He was He wields considerable polltical and financial influence
Hellbound. through his position as head of the Dead Soul Dominion.
The hope began when he was forty, in the year of our Lord Because of the high social standing of its members he is an
1696, the year when the physician Arthur Barrosmythe saw activ~ pla~er in the ~ffai~s of the elite. While having no official
a man run down by a great carriage drawn by six black practice his expertise IS often sought by his medical col-
horses. Wounded beyond hope for recovery, the man al- leagues and occasional VIPs.
lowed Barrosmythe to take him to his home. As his delirium Barrosmythe's real work occurs in the laboratory below
grew, he confessed that there had been witches and sorcer- Locust Valley. Here he creates skeleton guards for the
ers in Salem four years ago, despite "Official" repentance of Conquis~oDiablo Mine, calls spirits and demons, and experi-
the Massachusetts court. In his home, the man said, was a ments With constructs and walking cadavers. His assistants
sea trunk containing all the secrets of life and death. He and bodyguards are graduates of the College and trained
implored. Barrosmythe to take it and the dagger hanging cadavers and constructs.
around his neck, and to destroy all of it, and bring him a man Dr. Barrosmythe depends on the protection of his servants
of God to confess to. and his connections in society to protect him from violence.
So Dr. Barrosmythe took the dagger from his neck, the His distaste for violence is notduetoa lackof ability- he has
man's scream echoing those of his childhood dreams. Then 300 years of experience in handling difficult matters and is
he sat b~ the side of the bed and watched as the man aged not above entering combat if it is required. For example, if he
before his eyes. When the withered husk could do no more learns investigators are on his trail he could have them
than stare at him with pleading eyes, six firm knocks came at framed and arrested. Or he could have a Hades Sentinel
the door. Terror replaced pleading in the man's eyes as dissuade them from proceeding. In most matters he will use
Barrosmyt~e open.ed the door. He let in a man whose great subterfuge and deception to achieve his means. This is
black carnage, With a sea-trunk tied to the top waited evident in his style of combat where he uses various weap-
outside... ' ons normally associated with sneak attacks.
This is how Dr. Arthur Barrosmythe met the Incarnate His Achilles' heel is the Amulet he wears. He has managed
Luthur Steward, who revealed that he need not ever die. He to alter the original spell on it so if it is stolen or lost he will age
told him of the Black Dawn, and of a grand reversal of onlyoneyearforeach day he is without it. He is now "40" and
mankind's fortunes, planned to occur in two centuries hence. could get along without it for about 40 more days before
So Ba~rosmythe became the Necromancer, immortal mas- becoming seriously feeble.
ter of life, death, and resurrection. Should he be killed, Barrosmythe has one trump left. He
Moving to Long Island, he supervised the digging of a has made a pact with the Incarnate Steward that he will be
grand underground laboratory, using walking cadavers as permitted to return as a possessing phantom. This is why
his labor. Planning ahead he established new identities for Barrosn:ythe always is accompanied by a young healthy
himself, so that none may ever learn his secret. His labors man (With a weak EGO) who is usually an assistant or
continue in the year of our Lord, 1888, and Barrosmythe is student.
two hundred thirty-two years old. Appearance: Barrosmythe is a fairly small man. 5'8" tall and
Barrosmythe's home in Manhattan is plush and comfort- compactly built, he is adept at blending into a crowd, but can
able. Because he is often in the public eye, he does not dominate a room with his charisma if he wishes. His hair and
conduct ~Iack Dawn business there. Nor does he keep any muttonchops are black, his eyes an arresting green. His face
personal Items or records that reveal his true age or occult is rather thin but handsome.
profession in his home.
During the week, he spends most of his time in the Locust
Valley College of Medicine and Asylum for the Insane. He is
(secretly) the owner, but publicly only a professor of Surgery.
As described in the entry for Locust Valley, he also controls
and performs as Medium in the chapel house of the Inner
Circle of the Astral Elect.
o HORROR HERO: ENDLESS NI6HTMI\RES III
75+ Disadvantages
COLONEL MIDAS CAINE
15 Psych Lim: Refuses to admit defeat (Com, Str)
15 Psych Lim: Fear of Paul Voltanus (Unc, Tot)
Val Char Cost Combat Stats 10 Psych Lim: Hates Silas Voltanus (Unc, Str)
10 Enraged by failure (11-/11-)
13 STR 3 OCV: 5+ 10 Rivalry with Silas (Professional, w/Superior)
14 DEX 12 DCV: 5
15 Reputation: Ruthless, relentless, obsessed with victory,
13 CON 6 ECV: 6
sadistic, prone to fits of rage (Extreme Rep) 11-
13 BODY 6 Phases: 4, 8,12
15 Watched: Demonic Forces (MoPow, NCI) 14-
18 INT 8
15 Hunted: Fortunatii Operatii (AsPow, NCI, Harsh) 8-
18 EGO 16 Costs 10 Dist Feature: Scar on left side of face from brow to
18 PRE 8
jawline
12 COM 1 Char: 76 Base: 75 2 (10) Physical Lim: Bad right leg (old cannon wound)
6 PD 3 + + running reduced -2"
4 ED 1 Skills: 116 Disad: 117
0(3) Package bonus - Soldier
3 SPD 6 = =
6 REC 0 Totals: 192 192
32 END 3
30 STUN 3
Cost Skills
5 Perk: Black Dawn member (middle)
3 Bribery 13-
3 Bureaucratics 13-
3 Concealment 13-
3 Conversation 13-
3 Cryptography 13-
3 Deduction 13-
3 High Society 13-
3 Interrogation 13-
3 Persuasion 13-
3 Riding (Horses) 13-
3 Streetwise 13-
3 Tactics 13-
3 Breakfall 12-
3 Combat Driving (Carriages) 12-
3 Stealth 12-
3 Weaponsmith 12- (Slugthrowers)
3 Demolitions 11-
3 Navigation 11-
3 Survival 11-
3 Scholar
2 KS: Black Dawn 13-
2 KS: US Military 13-
2 KS: Western/Southwestern
Native American Cultures 13-
3 Traveler
3 AK: Fort Blaze/Brimstone Mine 14-
2 AK: West/Southwest American Territories 13-
1 AK: United States 11-
2 CK: Tucson 13-
1 CK: Washington DC 11-
3 PS: US Army Cavalry Fort Commander 13-
2 PS: Black Dawn Dominion Leader 13-
3 Spanish Language, Completely Fluent (3 pts) COLONEL CAINES' PERSONAL
8 WF: Small Arms, Melee, Missile, Gatling Gun,
Cannon/Mortar
DOMINION TROOPS
5 + 1 Level w/US Army Weapons 15 STR 14 DEX 13 CON 10 BODY 8 INT
2 + 1 OCV w/Saber
10 + 1 Overall Level 8 EGO 13 PRE 8 COM 6 PD 6 ED
3 SPD 6 REC 26 END 25 STUN 31 COST
Skills: Combat Driving (Wagons) or Riding (Horses) 12-,
Demolitions 11-, PS: Cultist 12-, Streetwise 11-, WF: Small
Arms, Melee Weapons, + 1 w/Pistol or Blades. Cost: 19
50+ Disadvantages: 0
Note: These troops are for use with Colonel Caine as his
soldiers and with Icarus Caine as his Comancheros. Note
that all should be considered to be well armed at all times.
U4 HORROR H~RO: ~NDL~SS NI(iHTM"R~S o
ICARUS CAINE have become somewhat used to the hellish manifestations
Background/History: The Western gunfighter has always that plague the mine; that, or they fear Icarus more.
enjoy.ed a reputation forged more from legend and exag- The bandits attack with small arms and explosives from
geration than the actual truth. But for a while the saloons and horseback in a lightning swift coordinated assault. They
campsites of the Southwest buzzed with tales of a fearsome frequently take hostages which are turned over to the Black
villain they called the Snake Eye Killer, or Snake Eyes. Here Dawn for various purposes. Other loot is theirs to keep;
was a gunfighter who was actually stronger, meaner and Icarus always gets the biggest share.
stranger than any whiskey-inspired tall tale. The truth in the Though he is not a true Dominion head, he is authorized
Killer's case, was more unbelievable than the legend. to lead Black Dawn troops at his father's bequest. Naturally,
because of his diabolic origin, he is a full member. He has an
He was found, wrapped in goatskin, after an early morning
storm. The peaceful Papago Indians who found him named uncanny knowledge of the inner workings of the cult which
the infant Black Dawn in honor of the ferocity of the storm exceeds his father's. He has access to all of this Dominions
which heralded his discovery. Years later the tribe's aging facilities and hardware.
shaman, alarmed at the ever more pronounced social and Unbeknownst to Colonel Caine, Icarus has found out how
physical peculiarities of Black Dawn, contacted his spirit to summon the Oracle Demon in the mine's Shrine. He uses
gUides to learn more about the youth. He learned things this venue to research his precognitive dreams and to
which were so shocking that Black Dawn, thirteen years old, contact his Incarnate Grandfather. There is a growing cama-
was exiled. raderie between Icarus and the Oracle that would cause the
elder Caine much unrest did he know .
.Th~ exile wandered the wasteland for two years. During
thl~ time he acq~ired an eld~itch advisor, a huge black dog The hellish son of Caine is an accomplished expert with
which spoke to him of mysteries and darkness, principalities ma~y weapons and a deadly combatant. His weapons of
a~d powers. The dog (the Incarnate Luthur Steward) taught c~o.lce are a. pair of Colt .45s with many notches counting the
him to steal and to kill to survive. He taught him the use of the v!ctlms of h~s numerous showdowns. He is fast, a profes-
weapons he'd snatched from remote dwellings. Finally, he sional gunslinger. He especially enjoys gunfights in the dark
told him of the white man's world. The booze, the comforts, ~here his ultraviolet vision gives him the winning edge. He
IS hard to surprise due to his superior hearing and enhanced
the women, !he g?ld --:- all the things which could be won by
a gunman with a lightning draw and a sharp eye. It was time senses. When in a sporting mood during a showdown he
to go to town. may allow his foe to fire first, relying on his powers of
regeneration for healing after he has gunned down his
And. so the legend, the varnished truth, began. The Snake
Eye Killer slew for money and spite. He robbed banks and adversary. He will never act this way when expecting to face
multiple opponents.
trains. He rustled cattle and terrorized honest settlers from
th~ir land s~ th.e railroad could go through. Then, at the very
height of his Infamy, a wanted man in Mexico and two
Territories, he vanished.
He was not, as many hoped, dead. Following a dream as
the Black Dog advised, the Snake Eye Killer drifted to
Tucson. There he encountered Colonel Midas Caine and
Luthur Steward. Luthur proved that he was the black dog and
that Caine was Snake Eyes' father. "Your mother," the
Demon revealed, "is my daughter." The name given him by
the Papago proved to be a name of power, an omen. His
gunfighter name was just a description. His new name,
bestowed by Midas Caine, is an honor and a caution -
Icarus can fly and achieve greatness but should ever 'ware
the Sun.
Personality: Icarus Caine shares with most Black Dawn
cultists the less than stellar traits of greed, covetousness,
arrogance, deceit and cunning viciousness. True to his
lineage, he is a domineering bully. He is, after all, a devil and
a son of Caine.
Pow~rs/Tactics: Icarus commands a gang of the renegade
bandits known as Comancheros. They pillage and loot over
a vast territory from their hideout at the abandoned Indian
Pueblos near the Conquisto Diablo mine. Although a vile and
bloodthirsty lot, they are not true Black Dawn members. The
Comancheros have cut a mutually beneficial deal with the
Dawn and Icarus has his eyes on select members for
recruitm~nt into the arms of the dark cause. Enjoying any
opportunity to cause mayhem, he rides along on important
and strenuous ventures. Any member who swerves from the
goal of th~ cambion comanchero is dealt with directly by
Icarus's six-guns. He has no time for dissent. The bandits
o HORROR HERO: ENDLESS NI6HTMI\RES liS
Icarus's demonic heritage has bestowed on him powers
Skills
he neither understands or can control. Under physical du-
ress or during hand-to-hand combat he may experience an 5 Weaponsmith 11- (Slugthrowers &
involuntary surge of strength. When frustrated or angry he Muscle-Powered Weapons)
sometimes delivers a mental blast which can affect objects 3 Demolitions 11-
in the area. His most astounding power is the precognitive 3 Navigation 11-
3 Survival 11-
dreams which are alluded to above.
3 Mechanics 11-
Appearance: Icarus's appearance has grown stranger as 3 Animal Handler 11-
he ages. He has copperish skin, fangs, vestigial horns and 3 Shadowing 11-
the vertically slit pupils which earned him the moniker, Snake 3 KS: Local Indian Cultures 12-
Eyes. 3 KS: Local Legends 12-
2 KS: Black Dawn 12-
3 Traveler
2 AK: Fort Blaze/Brimstone Mine 12-
ICARUS CAINE 2 AK: Southwest U.S. Territories and N. Mexico 12-
2 AK: Sonoran Desert 12-
3 PS: Bandit Leader 13 -
Val Char Cost Combat Stats 3 PS: Gunslinger 13-
15 STR 4 Spanish Language, Native (4 pts)
5 OCV: 6+
18 DEX 24 3 English Language, Fluent (3 pts)
DCV: 6
15 3 Apache Language, Accented (2 pts)
CON 10 ECV:5
14 BODY 3 Papago Language, Fluent (3 pts)
8 Phases: 4, 8,12
14 INT 2 TF: All Ground Vehicles
4
14 EGO 8 WF: Small Arms, Melee, Missile, Gatling Gun,
8 Costs
18 PRE Cannon/Mortar
8
14 COM 2 Char: Base: 75 16 +2 Levels w/ Combat
86
6 PD 2 +1 OCV w/ Colt Single Action Army Revolver
3 + +
6 ED 10 + 1 Overall Level
3 Powers: 227 Disad: 238
3 SPD 2 5 +1 Level w/ General Skills
= =
7 REC 2 Totals" 313 313 75+ Disadvantages
40 END 5
32 STUN 2 20 Vulnerability: 2x STUN Vs. Magic/Holy Weapons
(Com)
Cost Powers END 20 Vulnerability: 2x BODY Vs. Magic/Holy Weapons
14 (Com)
3d6 Ego Attack, Area effect (1 Hex), Does KB,
15 Watched: Luther Steward (MoPow, NCI) 14-
Only when angered, No Conscious Control 7
5 3d6 Aid to STR, Only when cornered or wounded, 20 Hunted: Fortunatii Operatii (MoPow, NCI, Harsh) 8-
No Conscious Control 1 15 Hunted: U.S. Marshals/ Federalies(LessPow, NCI, 11-)
13 Clairsentience: Sight & Hearing, See into future, 25 Dist Feature: Copperish skin, Fangs, Vestigial Horns,
No conscious control, 3 Charges [3c] Vertically slit pupils (Not Conc, Extreme)
13 Enraged: Symbols / Representatives of "Good"
6 UV Vision, Ultrasonic Hearing
Religions (14-/11-)
6 Life Support: Intense Heat, Hellish effects of the
Atmosphere of the Conquered Devil Mine 25 Psych Lim: Hatred of opposing faiths (V.Com, Total)
25 Psych Lim: Cruel, Vicious (V.Com, Total)
6 Immunity to all poisonous reptile venom
20 Susceptibility: Holy Items (V.Com, 1 d6/ Turn)
4 Regeneration 1 BODY/Day (-1%)
3 20 Reputation: EI Diablo Yanqui (Extreme, 14-)
Ambidexterity
5 1d6 Unluck
3 Bump of Direction
7 Fast Draw 15- 15 Villain Bonus
3 Lightsleep
4 +2" Running 1/5"
9 +3 Perception rolls
Skills
3 Breakfall 13-
3 Climbing 13-
3 Combat Driving (Carriages) 13-
3 Conversation 13-
3 Interrogation 13-
3 Persuasion 13-
3 Riding 13-
3 Stealth 13-
3 Streetwise 13-
3 Trading 13-
3 Concealment 12-
3 Paramedic 12-
3 Tactics 12-
3 Tracking 12-
116 HORROR HERO: ENDLESS NI(iHTMI'\RES o
SILAS AND PAUL VOLTANUS Personality: Silas is hot tempered, domineering, arrogant,
Background/History: Even the most infamous of organiza- vengeful and unpredictably violent even by Black Dawn
tions harbor individuals of evil reputation exceeding their standards. While he has no appreciation of others' work, he
own. The renowned Silas Voltanus has achieved such a is surprisingly artistic. The constant companionship of Paul
level of distinction in the Black Dawn. The question of his has only reinforced his guilt over his brother's death, and his
gratitude at having Paul's spirit with him now has blinded him
personal involvement is usually the first to arise at word of
Black Dawn activities, and an answer in the affirmative gives to certain peculiarities exhibited by the mannequin. Paul
rise to great dread. Silas Voltanus, the only Black Dawn himself is a vicious creature. He murders indiscriminately,
member in all history to have received acquittal for failure, is and is feared by the Black Dawn members under Silas'
destined to forge a mighty weapon for his Evil Masters, an command. Silas and Paul function as a unit. They scheme,
instrument to lay waste the governments of the world. He is fight, and conduct research, talking and arguing constantly.
the key to their plot to violently usher in a new world order. Paul has promised Silas that when the aims of the Black
Silas Voltanus has many enemies, but none so great as Dawn are fulfilled, he will be restored to life in the flesh.
the benevolent wizard-agents of the Fortunatii Operatii. Powersrractics: Never content to serve any but the Mas-
They have investigated his past with hope of finding a lever ters of the Pit, Silas is now leader of his own Black Dawn
against him, and privately circulate a monograph containing Dominion, a mixture of his own hand-picked men and the
their findings. It reveals that Silas and his "brother" Paul are survivors of a San Franciscan Chinese dominion. Silas'
the sons of a deceased Budapest noble, whose name was group is currently in California, but is for hire anywhere if the
not Voltanus after all. Silas' murderous career began at his deed is in the Inferno's best interest. His primary responsibil-
birth; his mother, already weakened by the delivery of his ity is the forging of the Hands of Night on Plunder Island.
twin, Paul, lacked the strength to survive the violence with Silas learned well in his years of studying the library hidden
which Silas came bawling into the world. Their cruel father in his father's house. He has fully mastered the alchemical
died in a duel when they were six - Silas chose the pistol his and ritual arts, although he seldom utilizes the latter as Paul
father used. The next unexplained death was that of Paul has an uncanny knack for it.
Voltanus, who fell through thin ice on a frozen lake. His body During the years before he met the Black Dawn, Silas
was never recovered. A grieving Silas, deeply affected, acquired many martial skills which, combined with his own
fashioned a wooden mannequin which he named Paul, and natural ferocity, renders him a deadly combatant. He is a
used his ventriloquism to carry on conversations with it. crack shot, and an able swordsman, but his knife fighting skill
The elder Voltanus had died defending the family honor. is legendary, second to none in the world. His natural
His forefathers were accused of dealing with evil powers. In brawling prowess compounds the danger. He is nevercaught
an occurrence that perhaps preceded Paul's death, Silas without weapons, and usually carries around certain deadly
found that the rumors were true. A secret sub-basement with gadgets he has devised. Through his association with the
an occult library, an alchemical laboratory and a temple Black Dawn he has learned demolitions, and his ability in this
dedicated to something called The Black Dawn was discov- field is growing constantly. Players encountering Silas forthe
ered by the boy, who immersed himself in study. Unknown first time might get a laugh at his expense, as the man does
to Silas, he was being observed by an invisible presence carry a doll around. Of course, after the doll has jumped at
trapped in a pentagram on the floor. them and slit a few throats it isn't funny anymore. Clever
After the unexpected death of his stepmother from a players who try to prove to Silas that Paul is not really his
tumble down the basement stairs, Silas was separated from brother will find that the argument falls on deaf ears.
his treasures and sentto an academy. The Fortunatii Operatii Paul himself is a danger not to be underestimated. His
do not know where he was following the night he ran away small wooden body serves him well, as he is strong as a
from the school, but rumors of robbery, insurrection and grown man and very dexterous. He is in fact a possessor
prison breakouts prevail. It is known that under an assumed demon, and may employ any of the abilities of that species.
name he was one of the last great Barbary Coast pirate That he does not merely underscores the importance of
captains. Upon his return to Budapest he avenged the death maintaining Silas' belief that he is his brother. The abilities he
of his father, then was captured and sentenced to execution does exhibit in front of Silas are his strength and speed, his
by firing squad. ability to use magical potions, and his skill at contacting the
Amazingly, he survived the first volley, and, as the captain Oracle demon that serves this particular Dominion. He
advanced to administer the death blow, a wild horde of suffers the same weaknesses any other possessor does.
madmen surged over the wall and massacred the soldiers. These he hides from Silas through clever lies. He is able to
Silas had been rescued by the Black Dawn. They bore him use any weapon built to his scale. Paul has the same stats
back to the deserted mansion, where he used his alchemical as a Possessor demon (q.v.), with these additions: Shrinking
apparatus to heal himself, and was reunited with his beloved (one level, 0 END Pers, Always On), Summon Oracle
Paul. He held the wooden doll to his breast and spoke to it. Demon, WF: Melee Weapons and Small Arms. Also, the
The cultists made excuses to each other and left the two wooden body has STR 15, BODY 8, and PD 4 (2 PO is
alone. Then came the moment when the last vestiges of Damage Resistant) while the Possessor is inhabiting it.
rationality still existing in the mind of Silas Voltanus were Appearance: Silas and Paul are consumed by darkness,
blown away, as the little carved head looked up at him and and this is reflected in their appearance. Both dress theatri-
two living eyes opened. "Hello Silas," said Paul. "I've been cally, often with cloaks or capes, always in black.
waiting so long for you." Silas is a huge man, over six feet tall and built like a bull.
Silas, exultant with the return of his brother's spirit, never His extremities ~re large even on him - he can strangle a
noticed that the pentagram on the floor had disappeared. man with one hand. His black hair and beard frame a
hawkish, intelligent face. Dark brown eyes of unusual inten-
sity complete the picture.
o HORROR HERO: ENDL.ESS NUiHTMI\RES IIi
20 STR 10 OCV: 6+
19 DEX 27 DCV: 6 Silas Voltanus carries a number of potions of Restorative
18 CON 16 ECV:7 Elixir and Demon's Luck with him at all times to insure his
15 BODY 10 Phases: 4, 8,12 continued survival. These potions can be found in the Art of
18 INT 8 the Dawn.
20 EGO 20 Costs
20 PRE 10 SILAS' PERSONAL DOMINION
10 COM 0 Char: 116 Base: 100
8 PD 4 + + TROOPS
8 ED 5 Powers: 263 Disad: 279
3 SPD 1 = = 15 STR 14 DEX 13 CON 10 BODY 8 INT
8 REC 0 Totals: 379 379 8 EGO 13 PRE 8 COM 6 PD 6 ED
40 END 2 3 SPD 6 REC 26 END 26 STUN 31 COST
38 STUN 4 Skills: Transport FAM (all water craft) or Riding (Horses, et'
Cost Powers END al.) 12-, Demolitions 11-, PS: Cultist 12-, Streetwise 11-, WF:
Small Arms, Melee Weapons, + 1 w/Pistol or Clubs. Cost: 19
11 Magic Skill (Alchemy) 17-
9 Magic Skill (Ritualism) 16- 50+ Disadvantages: 0
Skills
10 Perk: Black Dawn member (high)
40 Followers 64 50 pt. Black Dawn cultists
10 Money: Wealthy
3 PS: Cult Leader 13-
3, 3 Brawling; Combat Sense 13-
5, 3 Defense Maneuver; Fast Draw 13-
3, 3 Lightsleep; Resistance +3
5 Streetwise 14-
3, 3 Acrobatics 13-; Breakfall 13-
3 Climbing 13-
3 Combat Driving: Boats 13-
3 Concealment 13-
3 Combat Riding: Horses 13-
3, 3 Conversation 13-; Persuasion 13-
3, 3 Bribery 13-; Interrogation 13-
3, 3 Inventor 13-; Stealth 13-
3,3 Tactics 13-; Paramedic 13-
3, 5 Cryptography 13-; Ventriloquist 12-
3, 3 Demolitions 11-; Forgery 11-
4 Weaponsmith: Melee and slugthrowers 11-
3, 3 Gambling 11-; Mechanics 11-
3, 3 Navigation11-; Shadowing11-
8 SC: Alchemy 18-
7, 3 KS: Black Dawn 17-; KS: Ritual Magic 13-
5 PS: Woodcarver 14-
3 PS: Pirate 12-
4, 3 AK: Hungary 14-; AK: West Coast 13-
5 Fluent Languages w/Literacy: Latin, English,
Spanish (Hungarian is native)
16 + 2 Levels w/Combat
20 +2 Overall Levels
6 WF: Small Arms, Melee Weapons, Common Missile
3 TF: Balloons, Carriages, Horses
118 HORROR HERO: ENDLESS NICiHTMl\RES o
C C_R_E_"'_T_U_RE_5__ )
DEMONS
The wise magician Newton stumbled onto a great univer-
sal constant when he wrote his third law: "For every action
there is an equal and opposite reaction." Logical extensions
of this principle include "every light can cast a shadow; every
yin is accompanied by a yang." Therefore every good births
an evil, every angel has a demon. And the annals of religious
lore everywhere show that every beneficent deity is opposed
by a malign entity.
Only vague generalities may be made regarding the dark
dominion. The enemy camp is a real place in a physical
sense, inhabited by the spirits of the damned and by the
demons, bodily incarnations of corruption. It is governed by
a chain of command based on power, ranging from lowly
tempters to the pre-eminent demon lords. The goal of The
Inferno is the debasement of all that is good and noble in
mankind.
I> )
'vi; :
i
',f.
THE TORMENTOR
Background/History: The vast majority of demonic sub-
TORMENTOR DEMON
species in the Abyss are collectively known as Tormentors.
Millions of these beings exist, and none are identical. In their Val Char Cost Combat Stats
home country they function as soldiers, servants, and tor-
mentors of damned spirits. 23 STR 13 OCV: 5
15 DEX 15 DCV: 5
Sorcerers have found the Tormentor the least hazardous ECV: 4
20 CON 20
type of demons to summon and command. While the greater 13 BODY 6 Phases: 4,8, 12
parameters of the magic required to achieve this are identi- 10 INT 0
cal to those of Oracle summoning, the behavior of the 13 I::GO 6 Costs
Tormentor should the spell fail is different. An inept magician 20 PRE 10
who fails to bind or dismiss a Tormentor is still doomed, but 6 COM -2 Char: 91 Base: 100
the Tormentor lacks the ability to return to its place of origin. 10 PD 5 + +
It is then loosed on the Earth. 12 ED 8 Powers: 194 Disad: 185
A Tormentor stranded on Earth finds itself in a precarious 3 SPD 5 = =
situation. It will know that powers that guard the Earth will 9 REC 0 Totals: 285 285
40 END 0
destroy it if there is no danger of human notice. A marooned 40 STUN 5
Tormentor will always immediately seek powerful allies and
offer its services to them. The preferred master is an Incar- Cost Powers END
nate demon (q.v.), but Tormentors have been encountered Physical attack power - GMs discretion
15
in association with vampyr lords, powerful sorcerers, and the 25 Energy attack power - GMs discretion
Black Dawn. 20 Movement power - GMs discretion
PowerslTactics: The Tormentor is the least powerful of the 25 Mental power or bonuses to PRE - GMs discretion
true demons. Each possesses an insidious knack for inflict- 10 25% Physical Resistant Damage Reduction,
ing pain, and all possess a limited power of invisibility. not vs. silver, holy items (-112)
45 Invisibility to normal sight, No fringe, 0 END 0
28 Images to all sight, one hex, -5 to PER roll,
no range 2
20 Universal Translator
3 Interrogation 13-
3 PS: Torturer 12-
100+ Disadvantages
10 Vuln: 2x Effect from holy items
20 Psych Lim: Must obey those who summon it properly
and know its true name (Com, Tot)
20 Physical Lim: Repelled by holy items
(Frequently, Greatly)
15 Secret ID (True Name)
120 Monster bonus
ORACLE DEMON
100+ Disadvantages
10 Vuln: 2x Effect from holy items
20 Psych Lim: Must obey someone who uses proper
summoning rituals and knows its true name
(Common, total)
20 Physical Lim: Repelled by holy items
THE ORACLE (Frequently, Greatly)
15 Secret ID (Oracle Demon's true name)
Background/History: These are demons called up by magic 90 Monster bonus
to be interrogated. Those reckless enough to attempt such
a sorcery reap great reward, but the risk is appallingly great.
There are three steps to the procedure. First the demon In a specific conjuration the demon may appear in animal
must be summoned. To accomplish this the demon's true or angelic guise, or even perfectly human. If the spell is
name must be known, and a magic circle drawn with great botched, the form is limited only by the evil imagination of the
ceremony. A lengthy evocation is then chanted. If the circle Oracle, which is a long and broad imagination indeed.
is drawn correctly then the second step of binding is accom-
plished. The dialogue with the creature is then conducted.
The final step is dismissal. If the proper dispellations are The Oracle is mentioned often in this
cast, the Oracle bears no enmity toward the caster, and the book. They are intended for use as a
wizard is enlightened. GM's tool, a way to rationalize the se-
PowerslTactics: A properly ensorcered Oracle is eminently cret knowledge evil forces always seem
useful. Many secrets are known to the denizens of the to possess. The summoning of an
Inferno, and they often display an astonishing knowledge of Oracle is an act of evil, and should
human affairs. These demons regard it as an honor to be player characters attempt it the GM
precisely summoned. Beware, however, for an Oracie con- should enforce all the summoning re-
siders a clumsy invocation an umbrage to be severely quirements, and show no mercy for failure. The dice
avenged. While sometimes the summoner is slain outright, should be rolled out of players' sight so that they do not
often the demon will play along and lie to its offender. Then know whether or not all conditions were met, and even
it will pretend to be successfully dispelled. It will then arrange a successful attempt should be so harrowing that they
among its kin a campaign of terror that will culminate in the never do it again.
destruction of its victim. The primary agents of this undertak- A final word of caution - only the most powerful
ing will usually be Tormentor demons. villains should be able to summon Oracles; if every
opponent knows everything about the pes they will
Appearance: A very important stipulation of a correct sum-
more than likely get very disgusted with the campaign.
~oning is that the demon will obey the command to appear
Don't overdo it!
In an aesthetically pleasing form. This is both vital to the
sanity of the sorcerer and pleasing to the vanity of the Oracle.
o HORROR HERO: ENDLESS NIGHTMf\RES 121
100+ Disadvantages
20 Vuln: 2x Effect from holy items
20 Psych Lim: Fear of failure (Com, Tot)
15 Psych Lim: Hatred of clergy and holy items (Com, Str)
15 Psych Lim: Overconfident (Com, Str)
20 Physical Lim: Dispelled by death of host body
(Freq, Fully)
30 Susceptibility 3d6/phase from holy ground (Common)
20 DNPC, Host body (Normal) 14-
76 Monster bonus
CONSTRUCTS
Val Char Cost Combat Stats
35- STR 20 OCV:4
13 DEX 9 DCV: 4
20 CON 20 ECV: 3
21 - BODY 20 Phases: 4,8, 12
8 INT -2
10 EGO 0
20 PRE 10 Costs
8 COM -1
8 PD 2 Char: 87 Base: 100
4 ED 0 + +
3 SPD 7 Powers: 113 Disad: 100
11 REC 2 = =
40 END 0 Totals: 200 200
46- STUN 0 -Char from Growth added in
Skills
3 PS: Former profession 12-
2 KS: Past hobby 11-
2 Familiarity w/two skills
9 Three talents or skills, variable
THE CONSTRUCT 10 Two skills at + 1
5 5 pt skill level
Background/History: Little did Mary Shelley realize it, but 3 Weapon familiarities
when she penned "Frankenstein" she set fire to the imagina- 1 1 Basic Language
tion of sorcerers across Europe and the Americas. They took
it as a challenge to duplicate the experiment described in the 100+ Disadvantages
book without the detrimental events which ensued. While 15 Psych Lim: GM chosen fear or phobia (Com, Str)
simple animation of the dead, i.e. zombification, was com- 10 Psych Lim: Encroaching insanity (Com, Mod)
monly known, the construction of a superior being capable of 20 Distinctive features: Size (Not conc, Major reaction)
thought and self-direction had not been achieved. 55 Monster bonus
These endeavors and the methods utilized met with vary-
ing success. Surgery, necromancy, science and alchemy
were all brought to bear on the experiment. Using corpses PowersfTactics: The construct may be of varying intelli-
stitched together worked, but often the brain retained memo- gence, but all are immensely strong. They are capable of
ries of its past life, and the construct tended to wander off and using many weapons. Any phobias possessed in life tend to
terrify grieving relatives. Growing bodies worked better, but be magnified intensely.
it took years to educate the creation. The most successful The life force of a construct does not always depend on the
result came with the brain of an amnesiac and an alchemically proper functioning of internal organs. This makes them
grown body. This creature rebelled against the evil plans of difficult to kill. They can lay dormant for years and rise again.
its maker and is now a valued and apparently immortal agent The Fortunatii Operatii agent mentioned above, Adam Clay,
of the Fortunatii Operatii. allowed himself to be frozen in ice for a year and emerged
The experiments continue and these creatures are still undamaged. Their regenerative power is legendary.
met with occasionally. It is feared one day the perfect Appearance: A construct may appear as a normal human or
construct, a being of great intelligence, strength, and ambi- as a hideously stitched-together parody of humanity, de-
tion, will be made capable of procreation. Humanity's domin- pending on the materials used. Having no soul, they often
ion on Earth would be ended. The great failure of the emit an air of great tragedy.
construct is its lacking of a soul; it must be taught good and
evil.
o HORROR HERO: ENDbE55 NIGHTMt\RE5 12l
WALKING CADAVER
Background/History: The hellish metal Nonamite is a sub-
WALKING CADAVER
stance of many properties, all of them evil. It is an essential
part of necromantic rituals designed to reanimate the dead. Val Char Cost Combat Stats
In large enough quantities it will animate the dead without
rituals! An intact corpse brought back to life by Nonamite, by 10 STR 0 OCV:3
10 DEX 0 DCV:3
ritual or proximity, is called a walking cadaver.
10 CON 0 ECV:2
Powers/Tactics: Whatever identity it had in life has fled by 10 BODY 0 Phases: 6, 12
the time a walking cadaver is made. The creatures know no 5 INT -5
emotion save craving and frustration. They are as intelligent 5 EGO -10 Costs
as a bright dog. 10 PRE 0
A newly resurrected walking cadaver is a wild beast whose 6 COM -2 Char: 7 Base: 75
sole thought is to feed on living flesh. It will not rot as long as 6 PD 15 + +
4 ED 9 Powers: 127 Disad: 64
it can feed. Evil necromancers have learned that walking
cadavers are quite trainable. Some villainous groups, the
2 SPD 0 = =
4 REC 0 Totals: 134 134
Black Dawn in particular, have gone so far as to train armies 20 END 0
of undead. 0 STUN 0
To train a cadaver it must first be trained, or more pre-
cisely, broken. Only after the wild spirit has been beaten out Cost Powers END
of them are they ready to learn a task. With patience and a 24 Life Support: Total (-114)
supply of fresh rewards, they can be taught fairly compli- Must eat raw meat or decompose) 0
cated (Skill roll 11-) procedures. The cadavers even seem to 35 Sense Life: Detect bought as Sense, Targeting,
gain satisfaction from performing their jobs. Range, Discriminatory, +3 to Perception Roll 0
3 + 1 d6 Hand Attack
8 1J2d6 HKA (1 d6+ 1 wi STR) - Bite 1+
45 Takes No Stun
12 Skills as taught by particular Master
75+ Disadvantages
20 Physc Lim: Must obey master (Freq, Fully)
20 Distinc Features: Corpse (Cone wi effort, Extreme)
5 Dependence: Raw meat (V.Com, 1/week, 1d6)
14(15) Watched: Current Master (MoPow, NCI, 14-, x 112)
Among the tasks they can learn are mining, factory work,
housekeeping and field work. They are most commonly used
as guards and fighters. They use melee weapons well, and
have a vicious bite. Guns require extra training, but are
learnable if the mechanism is not too complicated.
Cadavers lose their speaking skills but understand their
native language. If their vocal cords are in good enough
shape they can be taught to speak haltingly. Their vocabu-
laries run to about fifty words.
The strangest aspect of a walking cadaver is the fact that
it does not use any of its organs, musculature, or nervous
system. While it eats, it does not digest or excrete. It sees, but
put out its eyes and it can still sense warm flesh. It can even
differentiate between individuals while "blind." If its head is
cut off or its spine severed it can still walk. The only way to
stop a walking cadaver is to destroy it.
Appearance: The walking cadaver is just that. They can be
rotted to almost any degree and still move about. A fresh
walking cadaver is noticeable by the lack of life in its eyes.
124 HORROR HERO: ENDLESS NI(iHTMI'\RES o
SKELETONS
Background/History: The common perception of the reani- SKELETON
mated skeleton as a fragile construct of mindless aspect is
accepted at great peril. A notable solidity is imparted upon Val Char Cost Combat Stats
the creation by the mighty spells necessary for fabrication.
The magical field animating a skeleton allows it to reknit 15 STR 5 OCV: 5
16 DEX 18 DCV: 5
breakage and reconstruct itself if it is undone. The individual
10 CON 0 ECV:-
bones can be prevented from rejoining the whole if they are
10 BODY 0 Phases:4, 8, 12
crushed, burned, or dissolved in acid. 5 INT -5
Also, skeletons are frightfully quick and agile. They pos- - EGO - Costs
sess uncanny awareness of their surroundings. If their 15 PRE 5
creator desires, the skeleton may use any normal weapons. 0 COM -5 Char: 44 Base: 100
PowerslTactics: Among the fruitful but dangerous undead 5 PD 12 + +
5 ED 12 Powers: 206 Disad: 150
creations a sorcerer can call up is the skeleton. The ease by
3 SPD 2 = =
which a number of skeletons can be transported, simply by REC Totals: 250
0 0 250
ordering them to disassemble, enriches their status as the 0 END 0
undead slave of choice. - STUN -
Drawbacks are the difficulty of the glamour required, and
the danger, common to this and zombie creation, of ghosts Cost Powers END
of the deceased seeking vengeance for the umbrage com- 17 1d6 HKA (2 x 1d6 w. STR), 0 END,
mitted on their former bones. The drain on the sorcerer Reduced Penetration 0
prohibits the control of more than a few skeletons at a time. 7 o END Cost on STR 0
Appearance: Skeletons are simply that - a framework of 60 Automaton - no STUN, does not bleed
bone. They are almost always human, although some ani- 36 25% Resistant Physical Damage Reduction,
not vs. magic (-V4)
mal skeletons have been noted. Tricky sorcerers will ani-
16 Regeneration 2 BODY/turn, not vs. magic (-v,,)
mate the skeleton inside a fresh cadaver or otherwise 30 Life Support: Full
disguise the skeleton. 35 Spatial Awareness, 360 degrees
4 WF: Melee Weapons, Missile Weapons
1 Climbing 8-
100+ Disadvantages
25 Psych Lim: Must obey orders of its creator
(V.Com, Tot)
20 Distinctive features: Skeleton (Cone w/disguise,
Extreme reaction)
105 Monster bonus
THE INCARNATE
Background/History: Stalking red-handed through occult
history, leaving vanishings and destruction in their wake, go
the Incarnate demons. They are the ultimate agents of The
Inferno on Earth. The mission of these Earth-bound fiends is
easily deduced by the wreckage of their passing - the
systematic elimination of the enemies of the Pit.
Oracle demons have revealed the small amount of knowl-
edge of the origin of the Incarnates. Millennia ago in a long-
vanished country a coven of sorcerers gave themselves over
for possession by a powerful type of demon in exchange for
eternal life. As the centuries passed the demonic infusions
exerted themselves and the original human personalities
were lost. If queried to the fate of these human souls, the
Oracle only utters a dry chuckle. The Incarnate goes on,
assuming new identities through the centuries, doing its
awful work.
o HORROR HERO: ENDLESS NI(iHTMMRES 125
INCARNATE DEMON
The mine was rediscovered by Midas Caine a few years A good finale for the Hellmine Dominion would be the
after the Civil War. This is also where his son Icarus was release of the entombed demon. This demon is opposed to
conceived. The Incarnate, Luthur Steward, discovered the the Black Dawn due to their "mining" of its evil essence.
interdimensional properties of the cavern and identified it as Release of the demon would cut off the entrance to Hell and
this century's source of Nonamite. The cave system has the supply of Nonamite. The PCs merely have to deal with a
been mined by kidnapped slaves and walking cadavers ever really angry demon to end the threat of the mine once and for
since. all.
Anyone who dies while mining Nonamite (as all eventually
do) is resurrected as a walking cadaver. The unused side PLUNDER ISLAND
passages are packed with carrion legions awaiting shipment
The Black Dawn haunt the night like bands of insane
to Dominions worldwide. The Black Dawn has even brought
specters. Not for them are green meadows and b~sy boul.e-
horses into the poisonous mines to provide undead transport vards: rancid tunnels and midnight alleys are their domain.
for cadavers. The n'ames of their lairs are a litany of deranged obsession
This army consists of over one thousand walking cadavers - Locust Valley, Brimstone, Conquisto Diablo. But the
that function as infantry. Four hundred of them are called the ultimate den of Black Dawn terror has an exciting name
Hades Guard and are trained to use rifles and bayonets. Two which conjures visions of treasure, sea breezes and hearty
hundred are trained as cavalry and are equipped with buccaneers - Plunder Island. But those who come here
undead horses and appropriate weapons. Two hundred expecting adventure had best take heed - the Plunder here
skeletons serve as light infantry; forty of these are also given is not gold but men's souls. He who escapes this place
undead mounts and use whatever weapons they are told to
unscarred may count himself lucky. . ...
use. These arrived courtesy of Doctor Barrosmythe in boxes Plunder Island was first inhabited by a man the inquisition
and are stored in the mine at various locations. Any prisoner erased from history. Carlos de Tarantula and his group of
taken from a battle and fit enough will be sentenced to labor followers built a Moorish style castle here in 1686 as a safe
in the mine, where he will eventually die and join the army of haven wherein to practice their diabolical rites. The colony of
undead. Important prisoners are saved for whatever pur- Devil worshippers was short lived; all vanished after a late
poses the Black Dawn has forthem. Those weak orwounded season hurricane in 1700. The Island, 15 miles west of
are executed outside the mouth of the Hellmine. Colonel Tiajuana, soon become a source of local legend. All who
Caine enjoys watching his son Icarus gun them down. stayed here met with madness and damnation. The Wel~h
The outlaw membership of the Hellmine Dominion live in pirate Wythyr was killed here by authorities in 176~. HIS
the abandoned cliff dwellings built under the overhanging rim crew, judging by their condition, had been eaten alive. In
of the cul-de-sac. Their steeds are stabled in a large cavern 1800, strange lights pulsed in the sea off ~Iunder, B:nd
just inside the mine. forever after the fish here were vicious and unfit to eat. Fifty
The mine has six levels; each is dug directly beneath the years later a band of Jesuit Brothers ve~tured forth to bless
one above. The small amount of Nonamite mined annually the Island, its castle and the surrounding waters. All van-
yields enough ore to forge about a hundred Hands of Night. ished save one. He was found three years later, his mind
Gamemasters can use this location in several ways; by no gone, in a Taiwanese Opium Den. That, as far as t~e world
means should all the mysteries here be solved in one knows, is all history tells of Plunder Island. But there IS more.
scenario. The presence of the demon has leaked evil magi- Silas Voltanus and his brother Paul came here several
cal force from the mine throughout the area, which means
years ago from the Mediterranean B~rbary Co~~t. The
that monsters, sorcerers, etc., unconnected to the Black combined forces of a San Franciscan Chinese Dominion and
Dawn may be drawn here. An old West vampyr, werewolf, or his own band of cut throats were required to tame the blood-
evil sorcerer can make for a good scenario and added thirsty spirits dwelling here. The survivors banded. together,
mystery. . . . with Silas as Dominion head. The haunted Island IS now the
Walking cadavers are wild until tamed -It IS possible that ultimate safe refuge for the Black Dawn. When the forces of
one could escape and need to be caught. Or one of the mine sanity smash a Black Dawn operati~mit is her~ to which the
slaves, on the verge of being overwhelmed by Nonamite, survivors flee, to plot anew. Here IS where Silas Voltanus
may seek help for his "condition" from the PCs. forges the Hands of Night. Here, hidden in a sea cave, is a
The church in Brimstone is under Black Dawn control. The small fleet of vessels captured by Silas and his murderous
minister there will implore PCs to leave, but will not volunteer Dominion. Of greatest importance is the meeting held here
information (Caine has had a Hades sentinel assigned to the every six years by the Incarnate masters of the Black Dawn.
preacher; he is not even safe in the church, which has been Truly, should a band of saints be strong and clever enough,
unconsecrated.) the despicable organization could be smashed here forever.
Since the atmosphere in the mine is poisonous to humans, The Island and its defenses are arrayed in this manner.
all interior guards are animated skeletons sent from Locust The landmass itself is small (about 50 acres) but forbidding.
Valley, New York by Arthur Barrosmythe. The skeletons Except for the sea cave entrance and a small be~ch below
generally rest in pieces, reconstructing swiftly when intrud- the castle the entire Island is encircled by cliffs (-2 to
ers approach. Climbing Skill rolls). The rugged topside is grown over with
The PCs will have to be clever to get in the mine. A wild grasses and cacti. A dying apple orchard surrounds the
straightforward assault is doomed to failure, with all of the castle. There are several caves hidden amongst the rocky
outlaws, cadavers, skeletons, and cavalry to oppose an
outcroppings and ravines scarring the Island.
attack.
''0 HORROR HERO: ENDLESS NIGHTM"RES o
inhabited by the spirits of de Tarantula and his cult. They
serve the Black Dawn by possessing sea creatures (includ-
ing a few unknown to science) and discouraging trespass-
ers. Wythyr and his crew are now spirits inhabiting the
Walking Cadaver crew of the smuggling ship. On the Island
are dozens of Spirits of all types. Silas has managed to bar
those inimical to the Dawn from entering the castle and
associated areas. The others are free to come and go as they
please. Several tormenter demons call Plunder home; they
are in charge of the torture chamber. Silas has enlisted a few
monsters on his travels to be caretakers in exchange for the
safety it offers. A Vampyr lives in one of the towers; a
werewolf and his pet wolves roam the Island, feeding off
interlopers and the native goat population. Walking cadav-
ers are numerous and perform assorted functions.
Finally, there is the sentient Forge Flame itself. It is firmly
in the camp of Hell. It takes no action against Silas and his
allies. Any other mortal on the island is subject to a constant,
cumulative mind control (1 d6/ Hour on the island) by the
Flame. Eventually, trespassers will become homicidally in-
sane (until they die or leave the Island). Anyone who attacks
the forge directly will be met by tendrils of flame that cause
whoever they touch to vanish utterly (random teleport to any
location on the Earth - remember the Jesuit Priest in
Taiwan).
THE FORGE
- STR 11 DEX - CON 12 BODY 8 INT
8 EGO 15 PRE 0 COM - PD 4 ED
4 SPD - REC - END - STUN
Skills & Powers: 1) Teleportation (1 floating location), range
x1 ,310,720" (1489 Miles), usable against others (tendrils of
The castle itself is in bad need of repair. The four towers flame), Cost: 220; 2) Mind Control 1 d6/hour, range of the
are crumbling and uninhabited by the living. The ground island, cumulative, 0 END, persistent, always on
floor, where Silas holds court, is in reasonably good condi- Disadvantages: The forge will take damage from attacks
tion. The interior walls are painted in a veritable catalog of versus the flame as follows:
blasphemies; the floor is strewn with stolen treasures, opu- Bucket of sand - Y2d6 KA
lent rugs and decadent furniture. Torches and oil lamps
Gallon of water -Y2d6 KA
provide murky illumination.
At the end of the main hall is an ornate, carved throne. This Gallon of Blessed/Holy water -1 d6 KA
is on a swivel and conceals a staircase. The Apartments If PCs think to use explosives to extinguish the flame, treat
below are hewn from solid rock. Silas, his Dominion and their the explosion as a normal attack, hence the ED stat above.
guests dwell here. Below the apartment level is a large grotto Note that the forge possesses no armor versus the explo-
dominated by an imposing forge. This is where Silas forges sion, this is a tactic that may well beat the forge but the
the Hand of Night. He is currently teaching this skill to several resultant explosive damage could be lethal to PCs.
apprentices. The fire in the forge never goes out. It was here
when Silas arrived, and the spirits on Plunder hint that should
• • •
the fire be extinguished the Island will sink beneath the sea. Plunder Island is fairly easy to work into scenarios. If the
Three caverns branch off from the forge grotto. One leads PCs are actively pursuing the Black Dawn the GM may wish
into the sea cave where the fleet and Slias submersible are to have the Incarnate meeting getting ready to happen.
docked. The roof of the cavern is high enough to permit the A West to East campaign might start here. In that case
entrance of all but the tallest masts. The second passage have the PCs investigate the island before going there. This
leads into a temple. Silas holds Black Mass here. This is is a tough location. Beginners will not survive it.
where the Incarnates conduct their conferences. The final PCs can be lured here by promises of treasure.
passage delves deep beneath the Earth to a labyrinth of cells The GM can play up on the Jules Vernian angle with Silas
and chambers. Prisoners and captured monsters are kept as mad inventor.
here. The torture chamber here would shock the most The GM may wish for the PCs to first visit Plunder when the
fanatical Inquisitor. Black Dawn aren't home. This will help them plot an effective
Now a word about the diverse inhabitants of the Isle. The sortie against the island and its inhabitants.
Black Dawn Dominion, who are often away, share the Island The Black Dawn and it's allied monsters will not kill a PC
with a menagerie of creatures. The waters off shore are at first. Any NPC is GM bait, but pes should be captured and
chained in the Dungeon. (Give 'em time to escape).
o HORROR HERO: ENDLESS NlCiHTMI\RES III
C~__T_HE__ O_P_P_O~5~IT~I~O~N~) Or~anization Abilities: Men who live on the edge of chance
enjoy t~e company of their kind; the Fortunatii Operatii are no
exception. They are organized in the manner of an occult
lod~e, holding.r~gular and frequently raucous meetings, and
THE FORTUNATII OPERATII actlv.ely re?~~ltlng new members. Most Operatii possess
magical abilities, especially the upper echelon. The breach
Organization Background: The mortal inhabitants of the
with the Arcan~m Royale has healed over the years, and the
planet Earth for the most part are content to allow accident
two groups. enJ~y a cordial relationship, despite the differ-
to carry them through to their final destination. Their exist-
ence of their.philosophies. This benefits the Operatii in that
~n~e. is di~tated by larger events; they do not struggle in the those who fall to pass the stringent requirements for Arcanum
1n~lslble tides of chance that sweep them into hardship and membership are often ideally suited for the more active
misfortune. The average man will merely shrug his shoul- Operatii.
ders and blame fate, and drift on with life. Little does he This is not to imply that the Operatii is careless in the
realize ~he fearsome powers behind the scenes, directing drafting of members. Often possible candidates are moni-
the motion of humanity toward doom; never does he suspect tored for years before being approached. Those with evil
that "fate" is not a random element at all but the result of tendencies or an excessive portion of ambition are marked
machinations beyond his comprehensio~. But sometimes for. surv~illance and passed over. In some ways they are
the :nasks slip an~. he is faced with the awful truth lurking quite lenient - a vampyr and a construct are counted in their
behind them. And It IS then, when the chips are down and the number,which has appalled certain members of other groups.
cards.co~e up empty, he may catch a fleeting glimpse of a At any rate, once a targeted individual has accepted mem-
laughmg figure, a man who can thwart the dealer. This man be~shipin the Operatii, the veil of secrecy is lifted, and he will
will confront the supernatural menace head on, not stopping enjoy the camaraderie of the occult elite.
for ~hanks or compliments. The common man may then The one trait that sets the Operatii apart from similar
realize that perhaps he can affect destiny, and having met gro.ups is their ~ttitude. These men and women truly enjoy
the real enemy, he can be the arbitrator of his fortune. He has their confrontatl~ns wit~ evil! Getting their hands dirty in
seen a larger world, courtesy of those who are not content to mortal combat With the fiends of The Inferno is to them like
let themselves up to the foibles of destination, those agents fin~ wine is to a. connoisseur; something to be taken dead
of fortune, the Fortunatii Operatii. seriously but enjoyed as fully and as often as possible.
It ~egan sometime in the late seventeenth century. A T~e Fortunatii Operatii looks forward to the day when their
certain man had caught the ear of the British crown and services are no longer needed with mixed feelings. On one
plans were festering that would spell eventual doom f~r the hand, they will miss the exciting adventures they have
Isles. A midnight raid by the Arcanum Royale produced shared. On the other hand they yearn for the time to come
sev~ral. powerful artifacts that proved responsible for the when mankind takes the reins of his fortune and throws off
malign Influence, and the leadership of the Arcanum consid- the yoke of diabolic oppression. To this end they have
ered the matter closed. But it was not, argued several invested heavily into scientific research. They are always on
m~mb~rs of that august body, the plans of the fiend were still the lookout. for improved weapons and technology, and
bemg Implemented. Enraged at what they perceived as through their patronage have often utilized new inventions
weakness and indecisiveness by their superiors, this small years before the public learns of their existence.
group became the first ever schism of the Arcanum. Perceiv- Final.I'y, a note on the sole great failing of the Fortunatii
ing the need for magical aid, they approached the small Operatii - an obsessive concern with the malevolent cult
lodge of b~nevolentwizards known as the MiraculumOperari, The Black D~~~. This i~tense hatred reaches all the way
whose existence was endangered by the new policies is- back to the lnitlal conflict with the Incarnate demon that
su~d from the monarchy. A new organization came into o~casioned the founding of the Operatii, and it shows no
bemg soon after this meeting, a marriage of the vast occult signs of abating. Fully half the original membership fell to the
knowledge Of. the Arcanum Royale and the magical adept- knives of the Dawn before the Incarnate leader of the cult
ness of the Miraculum Operari. A nonsensical pseudo-Latin was foiled, and the Operatii has never forgotten that. The
name for this group was coined - they would call them- Black I?awn is t~eir total antithesis, and any news of activity
selves the Fortunatii Operatii. Thus, the vagaries of evil ?n th~lr ~art. Will p~ompt an Operatii to drop his current
!ortune itself came to create a group whose sworn purpose investiqatlon Immediately and rush to the scene. This unfor-
IS to be the agents of its downfall. tunate fixation has tragically led to the death of innocents
The.1 ncarnate demon, for such he p roved to be, was swiftly who the Fortunatii Operatii had sworn to protect.
vanquished. In the flush of success the newborn Fortunatii
Operatii composed their charter and set about to accomplish ~ark Secrets: The Fortunatii Operatii's occult lodges are
the task they set before themselves. The aims of this new hidden throughout historic America. An Operatii member
organization were not only to monitor the events of the occult may drag a PC group into a confrontation with a demon or an
rea.lm, orto ~xperimentwith sorcerous abilities, but to play an investigation i~to suspected Black Dawn activity. Any active
active role In ~he outcome of unseen history by tipping the Involvement With an Operatii member is certain to end with
scales of fate In a direction inimical to the forces of darkness some flashy dramatic conflict.
~he~ev~r and whe.rever possible. Theirtheater of operation
IS primarily based In Europe, but is even now expanding to
the far corners of the world, particularly to America where a
huge upsurge of the malevolent seems to be developing.
1'2 HORROR HERO: ENDL.ESS NI6HTMI\RES o
PARSON WILLIAM CHANDLER
Archetype: Occult Investigator
PARSON WILLIAM CHANDLER
Personal Details: Age: 45 Height: 6'0" Weight: 160 Ibs Hair:
Brown (Receding Hairline), Eyes: Brown Val Char Cost Combat Stats
Background/Personality: A man's faith in God is often 10 STR 0 OCV:4
shattered by an encounter with the uncanny, but when a 13 DEX 9 DCV: 4
young student named William Chandler observed an exor- 13 CON 6 ECV:4
cism in 1862, his strong religious beliefs were strengthened 10 BODY 0 Phases: 4,8, 12
by the tangible proof of the Adversary. The incident inspired 20 INT 10
a lifetime of studying the occult, magic, and the nature of evil. 13 EGO 6 Costs
20 PRE 10
Born in New York City, young Chandler was a brilliant but
10 COM 0 Char: 54 Base: 75
introspective student. His love of scholarly pursuits has
6 PD 4 + +
stood him well through life, and his anonymous writings are 5 ED 2 Powers: 69 Disad: 48
hailed as works of genius. His inherited wealth has provided 3 SPD 7 = =
him the means to travel wherever he wishes and to collect 5 REC 0 Totals: 123 123
one of the finest occult libraries in America. 26 END 0
Chandler's travels have taken him throughout Europe and 22 STUN 0
Asia, and he maintains correspondence with dozens of
learned friends in these locations. As noted, he frequently Cost Skills
publishes his findings for his occultist peers. All of these 3 Contact: Occult Publisher 12-
activities and the location of his library are secrets known 1 Contact: Arcanum Royale 8-
only to a trusted few. This is because William Chandler is 1 Perk: Minister
leading a double life. 3, 5 Resistance +3, Deduction 14-
During his lifetime Chandler has been a Buddhist priest, a 3, 3 Bu reaucratics 13-, Conversation 13-
3 Paramedic 13-
Jesuit missionary and is now a respected Methodist parson.
1, 1 Cryptography 8-, Persuasion 8-
None of his congregation suspect that their God fearing 3 Scholar
shepherd is actually an Agnostic occultist. Chandler has no 7,2 KS: Occult 18-, KS: Supernatural Creatures 13-
illusions about the nature of Good and Evil. His conviction is 5,5 KS: Demonology 16-, KS: World Religions 16-
that an ultimate power of Evil exists which a faithful servant 2, 2 KS: Occult Areas 13-, KS: Occult Items 13-
of the omniscient Good is compelled to oppose - it is a 2, 2 KS: Occult Personalities 13-, KS: Ritual Magic 13-
2 PS: Occult Investigator 11-
3, 2 Linguist, Latin, Completely fluent
4 Languages: Nepalese; Ancient Greek;
Sinhalese (All Fluent); Mandarin (Basic)
1 WF: Rifles
3 + 1 wiPER Rolls
75+ Disadvantages
10 Psych Lim: Code Vs. Killing (Com, Mod)
10 Watched, The Supernatural (Mo Pow, NCI) 8-
5 Age 40+
5 Distinctive Features: Parson (Conc, Noticed)
15 Secret ID (Chandler's occupation as
Occult Investigator is generally not known)
3 Package Bonus
Cost Skills
3 Fast Draw 12-
10 Martial Arts - Indian Wrestling
Maneuver OCV DCV Notes
Punch/Kick +2 0 4d6 Strike
Throw 0 +1 2d6+v/5 Strike,
Target falls
Grab -1 +1 Grab + 10 STR to hold
3 Concealment 12-
3 Deduction 12-
3 Riding 12-
3 Stealth 12-
3 Tactics 12-
3 Tracking 12-
3 Navigation 11-
FIRST LT. SEAN O'LEARY 3 Shadowing 11-
Archetype: Soldier 3 Survival 11-
2 KS: Indian Tribes 11-
Personal Details: Age: 28 Height: 5' 9W' Weight: 150 Ibs. 0 AK: Maryland 8-
Hair: Brown (Bearded) Eyes: Brown 2 PS: Soldier 11-
Background/Personality: Sean came from a long distin- 2 PS: Schoolteacher 11-
guished line of naval officers. Growing up within a stone's 2 SC: General Science 11-
throw of the Naval Academy, his entire future was planned. 2 SC: Geology 11-
But Sean was different. He enjoyed the outdoors, camp- 3 Apache Language, Completely Fluent
2 Spanish, Fluent
ing, hiking, and especially horseback riding. So without his
1 TF: Carriages
family's knowledge he applied to and was accepted at West 5 WF: Small Arms, Melee, Bows
Point. When his family found out he was disowned and has 3 + 1 Level w/Pistols
never looked back.
After graduation he was posted to the Indian Territories 75+ Disadvantages
and served with distinction; that is until a sergeant under his 15 Psych Lim: Protective of others, will sacrifice self
command went on a rampage in a village. Sean's last image (Com, Str)
of the battle was the sergeant aiming at him with a rifle. 10 Psych Lim: Confident (Com, Mod)
The following investigation absolved him of any wrong 3 Package bonus - Soldier
doing, but the stigma was a burden, so he resigned.
After traveling about the west for awhile, he chose to
become a school teacher and settled in a small quiet town.
He had only been teaching about a month when one of his
students was killed by a Vampire. This exposure to the
unknown convinced him to once more become a soldier, this
time for a better cause.
HORROR HERO: ENDLESS NI{iHTMI\RES o
Cost Skills
35 Magic Wielder Spells: Shield, Demonfire, Sense
Magic, Dispatch & Air Mastery
12 Martial Arts - Boxing
Maneuver OCV DCV Notes
Jab +1 +3 2V2d6 Strike
Cross 0 +2 4V2d6 Strike
Block +2 +2 Block, Abort
2 +1" Running (7" total) 1/5"
3 Cryptography 12-
3 Demolitions 12-
3 Lockpicking 12-
15 Magic Skill: Spellcasting 18-
3 Scholar
3 KS: Spellcasting 13-
DR. JAMES LEONARD TIPSWORD 3 KS: Occult 13-
Archetype: Magic Wielder 3 KS: The Black Dawn 13-
3 KS: Fortunatii Operatii 12-
Personal Details: Age: 40 , Height: 6'4", Weight: 180 2 KS: Alchemists 12-
pounds, Hair: Black (Bearded), Eyes: Hazel 2 KS: Cults 12-
Background/History: The fog of London shrouds the old 2 KS: Demonology 12-
city and all of the buildings that comprise this sprawling 2 KS: Magic Legends 12-
center of civilization. Shadows gain a life of their own, and 2 KS: Magic Tomes 12-
mothers tell recalcitrant children who refuse to sleep that 2 KS: Items of Power 12-
OAK: England 8-
these fog-spawned specters will bear them off into the night 1 PS: Historian 8-; (PS: Teacher 8- is free)
to the land of the fairy folk, a place where they will be 3 Basic languages: German, Greek,
tormented and spooked by all manner of wee beasties. Latin (English is native)
They stop believing in these stories when they attain the 4 WF: Small Arms, Thrown Blades
proper age, where cynicism blends with the demands of day o TF: Carriages
to day life. Losing the childhood innocence for most was 3 + 1 Level wlPistols
nothing more than a passage to adulthood.
Not so for James Leonard Tipsword. The shadows still 75+ Disadvantages
came to life and tormented him. Early in life, the shadows led 15 Psych Lim: Curious about magic (Com, Str)
a curious little boy down a path of exploration. When the man 10 Psych Lim: Reckless (Com, Mod)
returned, he had seen a side of life few believe exist. 5 Age 40+
Creatures of darkness cavorted with men who had the power 5 Watched, Fortunatii Operatii (As Pow, NCI) 11-
to summon and control these beings. A lifetime of careful 20 Hunted, Black Dawn (As Pow, NCI) 11-
10 Distinctive Features: Tall, slightly odd Englishman
study and painstaking cultivation of knowledgeable contacts
(Conc, Noticed)
brought Tipsword the satisfaction he had sought since his 3 Package Bonus - Magic Wielder
youth. 23 Hero Bonus
o HORROR HERO: ENDLESS NIGHTMr\RES 13;
Skills
2 Perk: State Police Powers
1 Perk: Arcanum Royale member (low)
3 Resistance +3
11 Deduction 17-
5 Criminology 14-
5 Forensic Medicine 14-
5 Concealment 14-
3 Cryptography 13-
3 Trading 13-
3 Persuasion 13-
5 Stealth 13-
3 Bureaucratics 13-
3 Combat Driving (Carriages) 12-
3 Riding (Horses)12-
7 KS: Occult History 17-
5 KS: Chess 15-
3 KS: Police Procedures 13-
3 KS: Arcane Items 13-
4 WF: Small Arms, Common Melee Weapons
9 +3 Levels w/Pistols
4 +2 Levels w/Sight Perception
100+ Disadvantages
20 Psych Lim: Protective of wife (V.Com, Str)
15 Psych Lim: Curiosity (Com, Str)
5 Physical Lim: Myopic (Infreq, Slight)
20 Normal Characteristic Maxima
10 Distinctive Features: Cop (easily conc, major reaction)
15 DNPC, wife Anne (normal) 11-
10 Watched by Arcanum Royale (MoPow, NCI) 8-
10 Watched by Police (AsPow, NCI) 11-
15 Secret ID (Arcanum Royale researcher,
postcognitive psychic)
o HORROR HERO: ENDLESS NIGHTMI\RES 137
1 i
i I
. .., •..a....... ~. .•. <, ..,¥
,,,.,j~·secrer-ftaPdoor
. ~ to Basement w
1 !
~'''/'~''"·"",,,,,,, ,,,,.~..,,,~'I',..,l.,, ...• r·'''''' "''>:.,,\
itab,e I
•••••• ""'~ >••/';,...,.... ••••.•••• ~~ •• v~·''. . . . _,.,/
THE DOCTOR cast shadows and reflections. He does not kill his victims
A background check on Lansing will reveal the following. or create fledglings. He drains minimal amounts from
Note that unless the PCs are operating in an official capacity female patients during the course of the day, hence the
the townsfolk will be reluctant to speak ill of the popular erotic dreams.
Lansing. He is by no means a good Vampire. His apparent mercy
is a self-defense tactic. He will do whatever is necessary
• Lansing lived in New York City before moving his practice to protect his secret.
here last year. When the PCs approach Lansing he will be in his office
• He is English, well-mannered and expensive. He is popu- or just arriving home from a house call. The GM is warned
lar with the affluent citizens in town. He has been spotted that the course of the scenario depends on this first
at numerous social events at all hours of the day. As his meeting. How do the PCs approach Lansing? Is Lansing
denomination (the Church of England) is not represented openly accused of being a Vampyr? Whether the PCs
in town, he attends no worship services. interrogate Lansing outright or use a sneakier method, the
• A successful PER roll on any of Lansing's female patients visit will confirm Lansing's suspicion that he is being
will reveal an element of embarrassment in her de- framed (he'll have heard about the murder). [After neutral-
meanor, as if an impropriety had occurred. [They have izing the PCs suspicions, his first priority will be finding the
erotic dreams about him] real killer]
• He has a manservant, Blythe, who is his constant com- Or do the PCs sneak into his home while he is out? If the
panion and medical assistant. search is conducted while he and Blythe are out the PCs will
• He operates a practice from his home, Anglewood Manor. have little trouble finding the only evidence of Lansing's
He is often out making house calls. vampirism - a coffin in the basement. If this coffin is defiled,
[Lansing has a terrible secret - he really is a vampire Lansing will retire to one buried in the back yard. Lansing will
(use the stats for Vampyr, in the modern section). He is be furious. He will avenge the disruption of his life and then
448 years old and originally from Inverness, Scotland. depart to start anew.
Over the years he has rejected the typical behavior If the PCs are surprised by (or openly attack) Lansing at
patterns of the typical Vampyr. Aged and experienced, he home, he and Blythe will do their utmost to kill the intruders.
h~s mastered the bodily processes that would destroy Lansing's veneer of gentility will drop away and he will
him when exposed to sunlight. He cannot tan, but does become a vicious animal.
o HORROR HERO: ENDLESS NIGHTMI\RES 139
.~ Anglewood Manor -
THE PLOT
Basement Lansing, while in New York, made the acquaintance of a
spiritualist group called the Inner Circle of the Astral Elect.
Through them he came to the attention of the necromancer,
Dr. Arthur Barrosmythe. Lansing was fascinated by
Stairs up to Kitchen
Barrosmythe's esoteric studies and the necromancer was
eager to study a Vampyr. But the two had a falling-out over
the extent of Barrosmythe's experiments, and Lansinq broke
Ladder up to Stable !II contact. Soon he fled town to escape persecution from the
Black Dawn.
Emory was the most prestigious doctor in town until
Lansing came. The usurper quickly became a favorite of the
local blue bloods, making a substantial dent in Emory's
social standing. Emory became unhinged at the defection of
his patients. His consuming jealousy of Lansing came to the
attention of certain nefarious powers who dispatched a
• Lansing's appearance is startling. His skin is pale and his Sentinel Demon and a Black Dawn cultist to his aid. The two
lips are darker than normal. He dresses in practical, revealed Lansing's true nature and explained how he could
stylish clothing. be ruined. Now quite mad, Emory wasted little time in
• Blythe is tall, stoic and dark haired. A successful PER roll implementing the plan of revenge. Ellie was the first victim.
reveals that he is wearing a shoulder holster. Barrosmythe intends that neither Lansing or Emory sur-
• If approached in a friendly manner Lansing is civilized and vive. His agent in this matter is Julian Register, the Black
cordial. His voice is deep, mellow and arresting. He stares Dawn cultist. No one except Emory knows he is in town. The
right into the eyes of whoever he is addressing. He does Sentinel Demon is under his command. He is very important
not blink. if the GM wishes to use this scenario as the first in a Black
Dawn campaign.
• He will offer tea and fine cookies to a guest. He'll sip tea
He is hiding at Emory's house. In the basement, among his
but skip the cookies, saying he has just eaten. He will
belongings, is a photograph depicting a group of society
express concern about the events of the morning. He liked
types. In the back row, circled, is Lansing (He can be
Ellie and her father very much. She returned to Emory's
photographed if he chooses). The inscription is I.C.A.E.,
care for a personal reason
New York chapter.
• l.ansinq could not return the love she professed for him. The rest of Register's belongings are an impressively
He is genuinely remorseful. complete Vampire hunting kit. Besides the usual compliment
• If confronted with evidence implicating him as the killer he of stakes, hammers, mirrors etc., the kit includes special
will tell PCs that he believes the real criminal is a stranger items which can help PCs defeat Lansing. There is a cross-
in town who is framing him. bow with wooden and silver-tipped quarrels, two Black
• If he is accused of being a Vampire he will laugh and have Bombs incorporating silver shrapnel and a hand-held sprayer
Blythe tell an amusing story of a young boy who accused loaded with holy water. Register intends to make short work
him thus shortly after coming to town. He will repeat the of Lansing. He carries with him a Hand of Night of the lesser
tests the youngster had him perform - exhibiting his variety.
shadow, reflection and ability to stand in the sun. He will Register and the Demon will attack if the plot is uncovered.
put on an airof righteous indignation if the use of crucifixes The Demon cannot kill unless the conditions described in
is suggested, saying that the symbols of his savior are that entry are fulfilled, but Register - pumped up on potions
unsuited for mere parlor games. If the PCs push it he will and armed with knife and pistol - is under no magical
insist that they leave at once. Blythe will stand to his constraints. He will take great pleasure in killing a few PCs
defense. If Lansing is positive that he has been exposed or NPCs. His final orders are to insure that neither Emory or
he will arrange a few accidents forthe PCs later (acciden- Lansing are left alive.
tal falls, rat attacks, etc.). The GM should be prepared to think on his feet. The
fol/owing situations have aI/ occurred during p/aytesting.
• If the interview is concluded on a positive note, Lansing Undoubtedly, players will come up with more.
will offer to assist in the investigation. [The better to keep
an eye on PCs]
By now the PCs should be working on some vel}' imagina-
tive theories. They have probably interviewed Emory and
Lansing, and come to certain conclusions. But there are two
more players in the melodrama. To fully understand their role
in this it is necessery to look at how it all began.
140 HORROR HERO: ENDLESS NI(iHTMrlRES o
DEVELOPMENTS AND ENCOUNTERS STATISTICS
The PCs search Dr. Emory's house. Unless the plot calls For Lansing, use the statistics for Vampyr in The
for Register to be out assisting Emory on another kill, he will Shapeshifters International Conspiracy, with these changes
be here. If the opportunity presents itself he will attempt to - Remove his Disadvantages associated with sunlight.
murder trespassers. Otherwise he will grab the gear and Give him skills to be a physician,
escape. If he is trapped by multiple opponents he will shout
out, "Attend me!;" the Demon will arrive in one round. It will DR. JUSTIN EMORY
help Register by deflecting weapons, tripping pes, etc. If
Register is killed, the Demon will go on a destructive ram- 10 STR 11 DEX 10 CON 10 BODY 13 INT
page through the house. The GM should play this for 11 EGO 13 PRE 10 COM 3 PD 3 ED
maximum scares. 3 SPD 4 REC 20 END 20 STUN 12 Cost
If Register is captured, the Demon will rip out his throat in Skills: Combat Driving (Carriages) 11-, Paramedic 12-,
a spectacularly gory fashion. Emory will profess total igno- Stealth 11-, PS: Doctor 12-, PS: Surgeon 12-,
rance concerning Register's presence in his home, hinting KS: Locals 12-, AK: Setting of Town 12-,
that Lansing hired him. WF: Shoulder Arms, Blades. Cost: 23
If PCs confront Emory with hard evidence of his guilt, he 35+ Disadvantages: 0
will claim that Lansing is framing him. He will openly accuse
Lansing of Vampirism and state his case most convincingly. JULIAN REGISTER
He will go so far as to accompany PCs to the Vampire's lair
for a showdown. If he starts talking about the Black Dawn, 13 STR 14 DEX 13 CON 10 BODY 10 INT
the Demon, if still in the area, will kill him (Emory was tricked 8 EGO 13 PRE 10 COM 6 PD 5 ED
into thwarting it twice) or Gate him to Locust Valley, or a 3 SPD 6 REC 26 END 24 STUN 31 Cost
setting of GMs choice. It would be interesting to run into him Skills: Riding (Horses, et al.) 12-, Demolitions 11-,
later in the campaign. KS: Medical Student 12-, PS: Cultist 12-,
If the PCs take no action on the first day, Gorton and WF: Small Arms, Melee Weapons, +1 w/Pistols. Cost: 19
MacGuire will be killed in the same manner as Ellie. Emory
will drop a handkerchief with the initials M.L. at the scene. 50+ Disadvantages: 0
Finally, if the Vampire is killed and Emory escapes justice,
Register will slay the doctor in ritualistic fashion and return BLYTHE
home, his job well done. 20 STR 14 DEX 18 CON 13 BODY 10 INT
10 EGO 18 PRE 8 COM 7 PD 7 ED
3 SPD 8 REC 36 END 35 STUN 66 Cost
Skills: Combat Driving (Carriages) 12-, Stealth 12-,
PS: Manservant 12-, WF: Small Arms, Melee Weapons,
Missile, Brawling, +2 w/Combat. Cost: 34
75+ Disadvantages: Loyal to Lansing (V.Com, Total)
o HORROR HERO: ENDLESS NI(iHTMI\RES 141
Vehicles SIZE DCV MASS KB STR DEF BODY DEX SPD MOVE MAX
Cars
Model "T" 2Ax1.25 -2 1.6T -5 35 3 8 10 3 9x4 108
Stutz 3x1 -3 1.6T -4 30 3 9 15 3 20x4 240
Sedan 3x1.5 -3 3.2T -5 35 3 10 10 3 15x4 180
Touring Car 3.2x1.6 -3 3.2T -5 35 2 11 10 3 20x4 240
Motorcycle 1.25x.5 0 200Kg -1 15 2 6 10 3 15x4 180
Planes
Sopwith Camel 2.5x1.25 -2 800kg -3 25 1 8 15 3 23x4 276
PW-9C Bi-plane 2.5x1.25 -2 800kg -3 25 2 9 18 3 33x4 396
Ford Tri-motor 5x2.5 -4 12.5T -7 45 3 10 15 3 21x4 252
Lockheed P-38 4x2 -4 6AT -6 40 3 19 18 4 36x8 1152
Messerschmitt 4x2 -4 6AT -6 40 4 15 20 4 50x8 1600
Boats
Rum Runner 4x2 -4 SAT -6 40 2 9 18 3 9x4 108
U.S.N. PT 16x8 -8 400T -12 70 2 22 10 3 11X4 132
U.S.C.G Cutter 20x10 -8 800T -13 75 5 23 10 3 7x4 84
Freighter/Liner 25x12.5 -9 1.6KT -14 80 6 24 8 2 4x4 32
USN Destroyer 32x16 -10 3.2KT -15 85 10 25 8 2 11x4 88
o HORROR HERO: ENDLESS NIGHTMf\RES 143
First Aid Supplies: These are useful for Jungle Doctor This is only a sampling of items that will come into play.
types and for PC's ease of mind. Bear in mind that in the Unless the gaming group decides to be history-intensive,
fast paced Pulp era most characters will not have the common sense should suffice when the question of a par-
luxury of extended rest. ticular item's existence arises.
Field lab Equipment: Much improved by this Era, portable
complete labs were available for a fair sum of money. All WEAPONRY
bonuses for lab & accessories should be allowed by the With two World Wars in the first half of the century, weapon
GM if one of these is owned by the PCs. technology improved drastically. Below is a sampling of
Lockpicks: Still a favorite style of entry for thieves, P.I.'s, firearms from the beginning of the Era to near the end.
and PCs with a curious streak. Please note that a complete list would require a text more
Magnifying Glass: This is more popular for professor types immense than this book could hold.
and a few of the more older style detectives.
Name OCV RMOD DMG STUNx STR SHOTS CAL YEAR NOTES
Handguns
Browning .25 0 -1 Ad6 0 5 6 .25ACP 1906
Walther P-38 +1 0 1d6+1 0 8 8 9mm 1938
M14 Nambu +1 0 1d6 0 8 8 8mm 1925 Japanese
Tokarev M1933 +1 0 1d6+1 0 8 8 7.62mm 1933 Russian
Colt Police +1 0 1d6 0 8 6 .38 Spec. 1907
S&W # 27 0 0 1Ad6 0 8 6 .357 1935
Submachine Guns (All may autofire)
Owen MK1 +2 0 1d6+1 0 10 33 9mm 1941 Australian
Vz23/25 +1 0 1d6+1 0 10 40 9mm 1948 Czech
MAT-49 +1 0 1d6+1 0 13 32 9mm 1949 French
MP18-1 +2 0 1d6+1 0 10 32 9mm 1916 German
Mauser M32 +1 0 1d6+1 0 10 10/20 .30 Mauser 1932 German
MP40 +2 0 1d6+1 0 13 32 9mm 1940 German
Beretta M38A +2 0 1d6+1 0 10 40 9mm 1938 Italian
M-45 +2 0 1d6+1 0 10 36/50 9mm 1945 Swedish
PPsh-41 +1 0 1d6+1 0 10 35/71 7.62mm 1941 Russian
Sterling L2A3 +1 0 1d6+1 0 10 34 9mm 1943 British
Rifles
KAR-9BK +1 +2 2d6+1 +1 10 5 smm 1935 German
FG-42 0 +1 2d6+1 +1 10 20 8mm 1942 German
MP-44 +1 +1 2d6 0 13 30 7.92Kurz 1943 German
Arisaka 99 +1 +2 2d6 +1 10 5 7.7 1939 Japanese
Mosin-nagant +1 +2 2d6+1 0 13 5 7.62R 1930 Russian
SKS +2 +1 2d6 0 10 10 7.62Short 1945 Russian
Enfield #4 +1 +2 2d6 +1 10 10 .303 1941 British
Heavy Weapons (All may autofire)
MG-OB +2 +4 2d6+1 +1 * 250 Bmm 190B German; *mounted
MG-34/42 +1 +2 2d6+1 +1 13 50 8mm 1934/42 German
Type 99 +1 +2 2d6 +1 13 30 7.7mm 1939 Japanese
DP 0 +2 2d6+1 +1 15 47 7.62R 1928 Russian
SG-43 +2 +4 2d6+1 +1 13 250 7.62R 1943 Russian
Dsh KM 38/46 +2 +4 3d6 +1 * 50 12.7mm 1946 Russian; *mounted
Vickers MK1 +2 +4 2d6 +1 * 250 .303 1912 British; *mounted
Lewis MK1 +1 +2 2d6 +1 13 47 .303 1914 British
Bren MK II +1 +1 2d6 +1 13 30 .303 1938 British
BAR 191B 0 +2 2d6 +1 15 20 30-06 1918 U.S.A.
144 HORROR HERO: ENDLESS NIGHTM"RES o
MEDICINE 1900-1910: This was the age of transition. Campaigns set
This is still the age of invention. But for the intrepid horror during this period will be an interesting mix of Pulp and
character, these things pale when compared to the items Eldritch, with monsters and motorcars sharing the scene. All
that might save a life. For purposes of healing PCs should be over the world the political scene was in turmoil, with assas-
allowed normal healing when out in the "field" and 1112 x sinations the order of the day. This was the last great empire
healing if hospitalized or under close medical supervision. building era, the English, Dutch and Japanese all made
This still does not prevent infection by "Mystical diseases." forays into other lands, only to discover that such behavior
was rapidly becoming intolerable. Across the globe native
(~
GM'S GUIDE TO
P_U_L_P_H_O_R
__R_O_R _
J people began to fight for independence.
Great disasters of the time include the San Francisco
earthquake (1906), the Monongah, W. Virginia coal mine
explosion (1907), the New Orleans Yellow Fever epidemic
- a Wu plot? (1905) and the unexplained disappearance of
the steamer Waratah with 300 aboard (1909).
THE SETTING Notable advances in roleplaying-related technology and
exploration include the wireless, the widespread use of
HISTORY submarines and airships, the rapid development of the
The early decades of the Twentieth Century saw the world airplane and automobile, Hans Meyers's Andean expedition
remade. The first decade saw social and scientific develop- in 1903, the first motion pictures, the New York subway
ments so rapid that mankind could hardly keep up. Then began construction in 1900 (who knows what they found
came ten years of constant turmoil. After World War One, down there?) and opened in 1904, Teddy Roosevelt starts a
America emerged as a world power. The decade following national ju-jltsu craze, Roald Amundsen navigates the North-
the conflict was a time of fantastic prosperity - The Roaring west Passage in 1906, the trans-Atlantic steamship record is
Twenties. This is the era of Prohibition and speakeasies, set by the Lusitania - 5 days, 54 minutes. Hiram Maxim
gangsters and revenuers, Harding and Coolidge and Hoover, invents the silencer in 1908, Peary reaches the North Pole in
Jazz and the Blues, radio and movies, and everyone agreed 1909, Halley's comet fails to destroy the Earth in 1910 and
that life had never been better. finally, after being commercially available for three years,
On October 24th, 1929, the bottom dropped out. America airplane sales to private individuals total five.
and the world were thrust into the Great Depression. The gulf 1911 - 1920: The decade of constant warfare. Pulp cam-
between the classes grew larger until it seemed that society paigns set during these years may feature a strong military
included only the very rich or the very poor. The Roaring content, with sorcerers and cultists working to sway the war
Twenties, just over, seemed a fleeting dream. The twin in opportune directions. The United States sent troops to
realities of hunger and homelessness took command of the Mexico, China, Cuba, Nicaragua, Haiti and finally to Europe
worlds' consciousness. But not all was darkness. Human for World War One. Tarzan and Fu Manchu become literary
nature proved generous and indomitable. The world coped, sensations in the now-popular 'Pulp" format (for which we all
and grew stronger through adversity. As the decade ended should be eternally grateful).
the cyclic nature of history asserted itself; the world breath- Disasters and other scenario-inspiring events include the
lessly watched as storm clouds began to gather yet again ... Triangle Shirt Factory fire, the Yangtze river flood which
The decades of sharp contrast shared one common killed 100,000 and the eldritch 100 degree weather in Lon-
distinction - transportation technology had rendered the
don (all in 1911). In 1912 the Titanic sinks (on Taxlan Day).
planet open for exploration, and intrepid adventurers rose to Multiple train crash in Switzerland kills 227, Italian Earth-
the challenge. The last great era of earthly discovery had quake kills 30,000 and the East/and capsizes, all in 1915.
come. Far off jungles were awakened by the roar of an Disasters continue through to the end of the decade, the
aeroplane for the first time; flags were planted on virgin most notable being an influenza epidemic in 1918-19 that
mountain tops. And as heroes plumbed the graves of pha- kills 20 million worldwide. The next-greatest disaster is man-
raohs and stumbled across lost cities in the Amazon, they made: WW1 casualties are estimated at 11.6 million dead
found that here, far away from home, the world was stranger and 11.8 million missing or imprisoned.
and more terrifying than they dreamed. Exploration and technology kept up with the constant
After the start of the Great Depression, Congress passed warfare. Notable advances in roleplaying-related technol-
a number of acts that led to the regulation of industries like ogy and exploration include the automatic pistol, the Lewis
securities trading and communication. Anti-depression mea- machine gun (usually mounted on airplanes), Amundsen's
sures begin to turn the country back on a course of recovery. successful expedition to the South Pole in 1911, the first
But elsewhere in the world, men motivated by a lust for parachute jump and seaplane (both in 1912), the Stefansson
power began to implement ambitious schemes in Germany, and Anderson expedition to the Canadian Arctic (1912), the
Russia, and China. Perhaps these individuals have been Shackleton Antarctic expedition in 1914, Stein's discovery of
influenced by outside agencies more evil than themselves? Marco Polo's lost city of Etzina in South Mongolia (1915),
First transcontinental phone call in 1915, plastic surgery
CHOOSING A START DATE developed (after 1916 villains were never quite the same),
This era, spanning the years 1900 - 1945, offers a wide the Tommy Gun in 1916, Hall and Woolley begin excava-
variety of opportunities. Pulp campaigns may be set in either tions in Babylonia (1918), First trans-Atlantic flight in 1919
of the two World Wars, during the giddy Twenties or during and finally, the first London to South Africa flight across the
the dark years of the Great Depression. The choice of a start Sahara was made in 1920.
date will have a great effect on the tone of the campaign.
Decade by decade, here is what the Pulp Era has to offer.
o HORROR HfRO: fNDLfSS NIGHTMMRfS 145
1921 -1930: Here it is - the first decade of the Pulp Era as From 1939 on, World War II dominated the news, particu-
it is popularly reckoned, The Roaring Twenties! The country larly after the United States entered the conflict in 1941. This
became a land of lawlessness. A vocal minority managed to was the beginning of America's recovery from the Depres-
convince the government to pass the Volstead Act and sion, fueled by the demand for manufactured military goods.
Prohibition became the law. This had the immediate result of Life revolved around support of the war effort. It was the end
opening the nation up to exploitation by organized crime. of the war that signaled the end of the Pulp Era. Methods of
After the war, people wanted to party! For the entire decade entertainment turned to the mass appeal of the movies and
the gangsters ruled. The nights were broken by machine- radio and away from the more individual-oriented activity of
gun fire, "speakeasies" could be found all across the country reading, a trend that increases as time goes by.
and corrupt cops and politicians pocketed bribes. Through it
all rang the music which scandalizedthe straights even more CHOOSING A LOCATION
than rock and roll would thirty years later - Jazz! In a Pulp Campaign the world is the setting. The nature of
The Occult saw a resurgence in popularity. From parlor this sub-genre almost demands that characters be permitted
games to deadly serious demon worship, the mysteries of to travel. The organization and monster entries presented in
the unknown held a strong fascination forthe denizens of the this chapter are designed to allow scenarios which start in
times. The most far reaching result of this craze was the the United States and then branch out to foreign locations.
strong impression the racist teachings of the Thule Society For example, an adventure cycle featuring the villain Taxlan
made on young Adolf Hitler in Austria, and their role in the could lead from any Atlantic coast city to the Caribbean and
holocaust to come. finally to Taxlan's hellish lair beneath Haiti. Choosing a
Disasters and other notable events include the ZR-2 location, then, is more likely to be choosing a place to travel
airship disaster and the Hong Kong sinking (1921), the from. If the Dark Corner SOCiety or a similar organization is
Blackston, Va. meteor strike (20 tons, seen for miles) in used, then the PCs may regard whatever chapter they
1922, the YokohamafT okyo earthquake in 1923, the Vestris belong to as their home base.
sinking in 1928, the St. Valentines Day Massacre in 1928,
and the Ohio State Penitentiary fire, the Burmese earth- CONDUCTING THE CAMPAIGN
quake, and the killer hurricane that ravaged Santo Domingo,
all in 1930. ESTABLISHING THE TONE
Exploration and technology became a favorite subject for The material in this chapter is designed to be used in
escapist reading. Among the true stories of the decade are scenarios featuring a combination of dark horror and high
the invention of the polygraph (1921), the discovery of adventure. The consequences of PC failure should be grim,
Tutankhamen's tomb (and accompanying curse) in 1922, and the desired results of a mastermind's schemes should
the exploits of paleontologist Roy Chapman Andrews in be ambitious indeed. But why is this so?
Mongolia in 1924, the first trans-Atlantic phone call, the A cursory review of some of the more fantastic heroic pulp
airship Norge completing a transpolar crossing and Byrd stories will show that the villains were not content with what
flying an airplane over the pole, all in 1926. Lucky Lindy they could easily have. They wanted the world, and if they
captured the admiration of the world with his solo flight could not have it, then they wanted to destroy it. The monster
across the Atlantic, Watkins explored Spitsbergen (did he entries illustrate the desires of many eldritch creatures to
find Lamplighters?) and an 8000 foot well was drilled in extend their influence across the globe. And if they are not
California, all in 1927. In 1928 the beloved Autogyro is opposed, then they are likely to succeed.
introduced and Amundsen dies on a rescue mission to the Not all stories need to start with the PCs discovering a
Arctic. Pluto is discovered in 1930, to the consternation of dead body and a cryptic clue, a staple of countless pulp
Astrologers everywhere. stories. Exploration that leads to evidence of the presence of
1931-1945: The final fifteen years of the Pulp Era saw Something Strange should have the PCs eager to learn
worldwide depressionferment into globalwarfarethat dwarfed more, portents of doomand curses notwithstanding. Political
that of two decades earlier. The Great Depression is already events mayarouse the suspicions of PCs (i.e., some corpo-
underway at the beginning of this period, and will continue ral in Germany just took over the whole country) and send
until the outbreak of World War Two. But the American spirit them off to investigate matters firsthand.
prevailed, and countless young men went overseas to fight
for a system of government that had basically failed them for CAMPAIGN SCALE
the last ten years. This is the age of saboteurs and spy rings, Unlike the previous era, travel in the pulps is much faster
of secret treaties and hidden agendas. Games set in this and strongly encouraged. New York is a great city, but so are
period can feature Nazis and Japanese villains who bring the major population centers of a hundred other countries.
horror to America, or exciting terrors overseas in enemy Likewise, evil plots take on a greater scale. World domina-
territory. Who knows what desperate tactics were tried by tion, by force, monetary control, or blackmail, is the goal of
would-be world conquerors? many of the more influential adversaries in this time.
Game-worthy disasters and events during these years With travel being such a staple of this era, some adven-
include the Morro Castle fire and the Honshu Island typhoon tures could take place on conveyances like a train speeding
in 1934, the Dust Bowl and the Quetta, India earthquake in across Europe or a cruise ship making its way across the
1935. The Hindenburg explosion, the New London, TX Atlantic. Popular novelists have taken advantage of the
schoolhouse explosion and the disappearance of Amelia possibilities afforded by some methods of transportation:
Earhart all occurred in 1937. A living Coelacanth is caught, isolation within a small area, hindrances due to inclement
Orson Welles broadcasts War of the Worlds and an unex- weather, the potential of being marooned in a strange
pected Hurricane in New England - all combined to make country or on a deserted island, etc. The GM is encouraged
1938 a very strange year. to exploit all these ideas to the fullest.
146 HORROR HERO: ENDLESS NI6HTMI\RES o
THE CULT OF TAXLAN "Ic Taxlan Ummentul" or "More Souls for Taxlan" is their
The evil of Taxlan has spawned two cults. The Outer Cult litany, and they fulfill its command without fear for them-
is an evil variant of Voodoo based on the worship of Taxlan selves. Having drowned once, they can never do so again
and the spirits of his long-dead priesthood. The traditional until Taxlan wills it. If he deems their sacrifice adequate, they
Voodoo church, even those schisms and sects known to be will survive the watery depths to serve him again. An Inner
evil in intent, hates and fears Taxlanian Voodoo. This group Cultist who has distinguished himself over all others is
practices blood sacrifice, consorts with monsters and has transformed into a non-human Ictaxlian (q.v.). Those who
bullied the islands with terror for years. But the horror of the have displeased Taxlan are drowned with the victims of their
Outer Cult pales next to the atrocities of the chosen of crime.
Taxlan, the Inner Cult. All of them, everyone, is an individual The Cults of Taxlan exist to this day, sacrificing victims to
who died once and chose resurrection and total fealty to empower their god. Taxlan himself is content to reside in his
Taxlan over final judgment. They care little for power or underwater lair, continuing his studies in magic. He keeps
terror. They exist to murder the innocent. well abreast of the human world; periodically he will enter the
Those who cannot swim are foolish to enter deep water; body of one of his priests (Manifest Jones q.v.) and wander
those who seek the Cult of Taxlan should take heed. The cult the planet, studying new sorcerous techniques and indulg-
exists in every seaport on the Atlantic, but is most influential ing in fleshy vices. With the dual protection of his two cults
in the Caribbean, especially in Haiti. Adventurers who in- and his monstrous servants he expects to live forever.
quire about Taxlan will soon find themselves slipping be-
neath the surface of rationality into a twilight abyss of DARK DESIGNS
deranged fantasy. Their only answer may be cold steel
between the ribs or a set of concrete galoshes. Obscurity is THE NEW ICTAXLIANS
the watchword of the Cult of Taxlan; the secrets they gloat With mankind becoming more sophisticated and his weap-
over are not meant for the mind of a sane humanity. onry more deadly, Taxlan has seen a need for a more
The Inner Cult of Taxlan are shipwreckers. Sabotage is efficient magical servant. The Ictaxlian works well in an
their mission; a cultist may neglect to warn his captain of a underwater environment but is inefficient on land. His Cults
looming iceberg, or unfurl a sail in the midst of a hurricane. are committed but they are mere humans and often too weak
He may act more directly; dynamite or arson may be his in dangerous situations. What Taxlan wants is a combination
tools. But not all cultists are sailors, and not all drowning of the two - a servant who is able to pass as a human but
victims are shipwrecked. Cultists may be aeroplane pilots, a is capable of the shapeshifting feats and hideous strength of
nice elderly couple who push people overboard from cruise the Ictaxlian.
ships or a U-Boat commander. A Taxlanite may simply prowl The problem calls for extensive research and experimen-
beaches and kill his victims in the surf. The sacrifice may be tation. However, the nature of the work demands that it not
committed on a sudden whim or after years of intricate be traceable to Taxlan himself. With this object in mind
planning. Taxlan has appointed a team to establish a base, protected
No one may approach a Taxlanite and expect to join the by members of both cults and monsters, in an abandoned
Inner Cult. It does not recruit members, and an outsider who Seminole village in the Everglades. Their mission? The
exhibits knowledge of their existence is marked for death. capture and dissection (while 'alive') of shapeshifting crea-
Inducting novice cultists is the prerogative of mad Taxlan tures. Taxlan is well aware that many of these beings belong
himself; he chooses them all, from every strata of society. to communities which are likely to desire revenge, thus the
Inner Cultists share only one common trait - each perished acquisitions must be accomplished through agents. Occa-
in a shipwreck, or drowned in the Atlantic in some manner. sionallyTaxlan himself will supervise the work in his Manifest
At the exact moment of death, an unfettered soul was Jones guise.
grasped by the searching intellect of Taxlan. If evil and Player Characters can be involved in this scheme in
destructive in life, or potentially so, he will be judged worthy several ways. They may be tricked into capturing a monster
to serve. The lost soul is then tempted with vistas of pellucid and naturally wonder what the 'Government agents' want
splendor. Acceptance of their dark promise blasts away with it. They may simply be investigating a disappearance in
whatever vestiges of good he possessed, and into the void the 'Glades. Possibly they may even be approached by a
comes the murderous desires of Taxlan. Then comes re- monster seeking help - perhaps a Werewolf who is un-
birth, rescue, and a foul new purpose. aware of his condition and knows only that weirdoes are
The taint of Taxlan allows Inner Cult members to identify chasing him. Chantell Dujon is a good NPC to involve in this
each other on sight. While they are not tightly organized they story cycle.
keep in touch. They participate in the rites of the Outer Cult,
which they throw themselves into with wild abandon. Taxlan THE REVELATIONS OF CHRONOS
has only one day that is held sacred by his followers, April Taxlan is obsessed with immortality. While incredibly
15th. On this date great revels are held on deserted ocean powerful he is still vulnerable, and quite capable of dying.
fronts, and sacrifices are made to commemorate that long One of the greatest threats to his existence is the twelve
ago day when the souls of drowning millions elevated the evil scroll Platonicmanuscript called 'The Revelationsof Chronos'.
sorcerer-king to godhood. Their god is content to remain in The text is written in the form of a dialogue between the Titan
his undersea lair, influenCing the tiny creatures that serve Chronos and Plato himself. Briefly, the story is that re-
him, and to grow fat from their sacrifices. While he has not counted in the 'History of Taxlan' section. Somehow -
communicated to his worshippers an ultimate objective, all perhaps 'Chronos' was an Oracle Demon - Plato recorded
follow the dark agenda he instituted millennia ago. details of the story which not even a witness to the events
148 HORROR HERO: ENDLESS NI{iHTMf\RES o
One final note - at first, Taxlan should not be aware of the
scrolls. Their existence is not known to the occult circles he
moves in. About midway through the campaign, however,
the GM should let him on to the secret (maybe somebody will
drown) so that the cult will be able to get in on the hunt. ..
TAXLAN MANIFEST
An interesting twist on a Taxlan campaign is that the PCs
will have an opportunity to meet their enemy long before the
dreaded climactic battle. Taxlan (inhabiting Jones) has sev-
eral identities in man's world, all of them connected in some
way to the study of the occult. In America his name is Warren
Erickson and he is a reclusive shipping magnate who helps
sponsor Dark Corner Society expeditions. PCs investigating
the history of Atlantic maritime disasters will discover that a
disproportionate number of the ships involved belonged to
Erickson. If Erickson is met by the PCs he may well help their
investigations along in the wrong direction, perhaps com-
plaining that an evil sorcerer (or cult, monster, etc.) has
targeted him. Taxlan has often disposed of enemies and
rivals by setting them against each other.
In Europe Taxlan has established the identity of Azuago
Formosa, Portuguese antiquities dealer. In this guise the
wily god has managed to cultivate a reputation as one who
can procure anything, no questions asked. The game appli-
cation of this is obvious - pes tracking down or trying to
identify a certain artifact are bound to attract the attention of
Formosa, who has many greedy spies on the continent.
Formosa is also said to be involved in Black Magic rituals-
persistent rumors suggest that among his wares are potent
magical tomes and devices. The best stuff he takes home, of
course. This is Taxlan's favorite alias.
On the west coast of Africa, Taxlan is called Papa Takla.
would have been able to share. The most important portion Here, mocking the ability of colonial authority to thwart him,
of the scrolls is the exact spell Taxlan used to ascend to Taxlan indulges in horrific foulness. Papa Takla wanders the
godhood! With this knowledge in their possession a sorcerer coast speaking out against the hated imperialist govern-
could feasibly devise a way to reverse the process. The ments, twisting legitimate grievances into dogmatic racial
'Revelations are encoded so that all twelve must be on hand hatred. He openly displays his magical abilities and savagely
for any single portion to be understood. Finding the scrolls is murders any who cross him. Taxlan plans to link together a
the key to defeating Taxlan forever, but it should not be an brotherhood of witch-doctors and use their influence to
easy task. instigate a continental rebellion, with new leaders hand
The "Revelations" are included here as a tool for the GM. picked from his cult. PCs may become involved in this matter
Their most obvious use is as a method of winning the in any number of ways. They may hear of the (officially non-
campaign without having to resort to extreme measures existent) Takla uprising because of its sorcerous aspect-
such as blowing up Haiti. They are also useful as a campaign perhaps an official known to the PCs is being victimized by
barometer - the more scrolls the PCs possess the more a local witch-doctor. Or, maybe a friend of theirs has had
deadly the opposition should be. They could also open up an family members join the cult.
entirely new storyline wherein an evil sorcerer is also track- Here are a few points to consider when Taxlan is out
ing down the scrolls with an eye towards using the spell to slumming. First, he will not willingly endanger the body of
obtain godhood himself. Tales featuring this individual and Jones. He will always have hired thugs, cultists or monsters
his minions could alternate with Taxlan scenarios, giving around to help him out of jams. Second, while doing so is not
waterlogged PCs a break from aquatic menaces. injurious he will not willingly travel far from the coast. Third,
Where are the scrolls now? It is suggested that the GM he is prone to relaxing while in disguise and may be difficult
establish that an occultist group once collected all twelve, to antagonize. Fourth, he may use his aliases as a means of
saw the danger they posed, and split up. Each took one of the commissioning individuals to fight other supernatural men-
twelve for safekeeping. The PCs must find the descendants aces which cause him problems. PCs may well believe that
of the twelve and determine where the scroll is now. If one of he is a staunch ally. Finally, remember that he uses magic to
the twelve is still alive he could be the ambitious individual alter his appearance - it will be a while before PCs catch on
alluded to above. Feigning goodness, he might even hire the that Manifest Jones is really Warren Erickson who is Azuago
PCs to help him! Or, an academic PC could stumble across Formosa who is Papa Takla who is the god Taxlan.
a scroll and wonder if there is any truth to the tale therein. His
investigations could initiate the campaign.
o HORROR HERO: ENDL.ESS NI6HTMI\RES 149
100+ Disadvantages
15 Psych Lim: Split personality; outwardly kind,
merciless to foes (Com, Str)
25 Psych Lim: Subject to Taxlan's will (All time, Fully)
13 Watched, Taxlan (Mo Pow, NCI) 14-
15 Hunted, Dark Corner Society (As Pow) 11-
10 Distinctive Features: Mixed caste (Conc, noticed)
15 Reputation: Merciless Taxlan Cult leader
(Extreme, 14-, only in occult circles)
15 Secret 10 (Manifest Jones is actually Taxlan's priest)
37 Villain Bonus
75+ Disadvantages
15 Watched Taxlan (MoPow, NCI, 14-,XV2)
15 Psych Lim: Fear of Taxlan (Com, Str)
15 Secret 10 (Taxlan Cultist)
15 Villain Bonus
INNER CULTIST
Cost Skills
15 Martial Arts - Dirty Infighting
Maneuver OCV DCV Notes
Punch +1 0 5d6 Strike
Roundhouse -2 +1 7d6 Strike TAXLAN OUTER CULTIST
Low Blow -1 +1 2d6 NND(1) The Outer Cultists are best envisioned as evil Voodoo
Clinch -1 -1 STR 25 Hold worshippers. They can be found in every city on both sides
of the Atlantic. They may be of any race, age or gender. For
5 Perk: Cult of Taxlan member (medium)
8 Detect Taxlan Cultist at range leaders use the package deal for Ritual Magicians and
5 Life Support: Breathe water choose from the Voodoo spell list.
2 +2" Swimming
7 Stealth 14- OUTER CULTIST
3 Streetwise 13-
5 Demolitions 12- 15 STR 13 DEX 15 CON 11 BODY 10 INT
3 PS: Cultist 12- 8 EGO 13 PRE 10 COM 4 PD 4 ED
3 KS: Taxlan priestly rituals 12- 3 SPD 6 REC 30 END 27 STUN 34 Co~
3 WF: Any choice of GM Skills: Martial Arts (Dirty Infighting)1 0 pts, Perk: Cult of
8 + 1 Level wi combat Taxlan member (Low), Stealth 12-, Demolitions 12-,
100+ Disadvantages PS: Cultist 12-, +1 w/Combat. Cost: 29
15 Watched Taxlan (MoPow, NCI, 14-,XV2) 50+ Disadvantages: Watched: Taxlan (MoPow, NCI,
10(15) Psych Lim: Fear of Taxlan (Com, Str) 14-, XY2), Psych Lim: Fear of Taxlan (Com, Str)
174 HORROR HERO: ENDLESS NUiHTMI\RES o
CREATURES
THE GOD TAXLAN
Background/History: See 'The History of Taxlan'.
PowerslTactics: Taxlan's current power level, a tiny frac-
tion of what it once was, is still mind boggling. The Earth
should be grateful that he has no desire for conquest, for It
would be hard-pressed to stop him. If not forthe actions of his
murderous cult, most occult adventurers agree, he would
best be left alone.
Taxlan's magical research has enabled him to forgo the
lengthy rituals needed to cast spells. The ever-growing
library hidden in his lair contains many fabled sorcerous
texts, including a few pre-dating the ascent of human!ty.
Taxlan's primary concern at this time is to increase the size
of his collection. Taxlan is capable of performing every spell
listed in this book - after all, he's a god with a Power Pool.
GMs desiring to fashion a style for Taxlan would be well
served by limiting his spells to those which deal with the
element of water, bodily transformation and the summoning
of various entities.
There is no happiness for Taxlan. Wrested from his time
by the capriciousness of magic, he awoke in an alien world.
Wishing only the unquestioning devotion of his beautiful
people he slew their god; instead of ascending into sunlit
Nirvana he plummeted into a Hell of his own design. Now,
grown twisted in the darkness, he creates monsters and
cultivates the devotion of murderers. He endures the en-
treaties of Demons who demand diverted souls and Vampire
lords who plead for his secrets but share none of their own.
And always, every day, his attention is diverted toward the
dying struggles of tiny creatures to whom he can offer n?
succor, lest they be drowning in evil. But he must endure It physical harm, as the occasional accident has shown. VYhile
all for his life to continue. Finally, when he can bear the still tougher than almost anything else alive, he can die by
clamor no more, Taxlan casts his mind upward, out and into violent means. He does not need to eat, sleep, or breathe.
the skull of Manifest Jones. And around the world dogs begin Taxlan is master of his undersea environment. From his
to howl and sensitive men go mad, for black-handed Taxlan vast lair beneath the Caribbean his consciousness monitors
stalks the Earth. the activities of his cult. If a member seems lax in procuring
Taxlan often enters the body of Manifest Jones and travels life-sustaining sacrifices, Taxlan will have him destroyed, or
around the world researching new magic and making per- allow him to drown with his victims.
sonal visits to cultist projects. He has established several
residences and identities around the world. While in the body Appearance: The twin deformities of godhood and vast age
of Jones he cannot sense or resurrect drowning victims, nor have rendered Taxlan barely human. He seems little more
than a skeleton cloaked in loose leather. He would almost
is he empowered by sacrifices. Taxlan cannot possess
anyone but Jones until that body is dead - after that a new seem frail, save for his incredible size and the painful
avatar must be chosen. miasma of darkness he exudes. Standing, he is almost
The ascent to godhood has had unexpected complica- twenty feet tall. He wears no clothing. He spe~ds almost ~II
his time in a seeming coma, save when he IS dictating to hls
tions for Taxlan. He was quite surprised to find that he was
assistants in his sorcerous laboratory. Taxlan never travels
still bound to the body he was born in, and that the body was
under his own power unless events demand it; he is usually
by no means immortal - its condition depended on the
dragged on a huge sledge by a team of human slaves.
sacrifices dedicated to him. Nor was his body impervious to
o HORROR HERO: ENDLESS NIGHTMI\RES ISS
ICTAXLIANS
TAXLAN Background/History: It is an honor only the most faithful
can attain. It is the glorious, terrifying rejection of all that is
Val Char Cost Combat Stats human, the surrender to a new existence free of mortal
weakness. The Cult of Taxlan calls it the Ictaxlian Transfor-
40* STR 0 OCV: 6 mation; it is the pre-eminent prize and the blackest curse of
18 DEX 24 DCV: 6 Taxlan.
25 CON 30 ECV: 12
25* BODY 18 Phases:3,6,9,12 A Taxlan cultist is only offered the opportunity once - any
35 INT 25 refusal means instant retribution. He is escorted into the vast
35 EGO 50 Costs undersea domain and with great ceremony is sealed into a
40 PRE 30 vault to undergo a year-long ordeal during which his body
2 COM -4 Char: 246 Base: 100 metamorphoses into a shape that has no place in a sane
20 PO 18 + + world. The pain is excruciating and without relief, sleep is
20 ED 15 Powers: 1141 Disad: 1287 impossible and food cannot be taken. Only the power of
4 SPD 12 = = Taxlan keeps his faithful servant alive. After a year, the
13 REC 12 Totals: 1387 1387 sealed vault is broken, and where a man went in, a sham-
70 END 10 bling monstrosity emerges.
55* STUN 6 '-Characteristics from Growth added in
PowersfTactics: lctaxlians serve their master in many ways.
Cost Powers END They guard the entrances of his lair, capturing intruders and
150 10d6 Ego Attack, % END 5 preventing escape by captives. They are his foremen, his
100 PowerPool: Spellsand AlchemicalPotions slave drivers. Taxlan's domain is also the lair of many
100 ControlCost on MagicPool, 0 phaseto change strange monsters and sea beasts, and the Ictaxlians act as
100 PowerPool: Sciencesand KnowledgeSkills their handlers.
100 ControlCost on KnowledgePool, 0 phaseto change Often Taxlan will send them out into the sea to perform
30 25% ResistantPhysical& special duties. When an especially fruitful mass sacrifice is
EnergyDamageReduction planned, the Ictaxlians will lurk in the area, ready to pull
10 10 PD/10 ED DamageResistance(10 PD/10 ED) swimmers into the depths. They are also called upon should
40 Growth30 pts, 0 END Pers, AlwaysOn, 8m height,
6400 kg, -4 DCV, +4 PER, +2" reach, -6" KB 0 danger to the cult become evident; they are by no means
3 Life Support:Immuneto Aging confined to the sea, and may travel overland for days to seek
65 Followers:2048 OuterCultists, out and slay offenders.
(50 pts + Disads)each Besides the obvious bodily changes they have endured,
55 Followers:128 Ictaxlians,(100 pts + Disads)each an Ictaxlian's brain matter is bombarded by a steady stream
60 Followers: 256 InnerCultist,(100 pts + Disads) each of adrenaline. While they remain quick and cunning, this
300 Base: 200 km x 200 km chemical imbalance robs them of higher thought processes.
Their normal mental state is the frenzied temperament of a
Skills drug addict, and their rapid guttural speech reflects this.
3 Interrogation20- Because of this, they can rarely be appealed to or reasoned
3 Oratory20- with.
3 Persuasion20- The furious adrenaline production affects their bodies in
3 Deduction19- the expected way. An lctaxlian's strength and speed are
13 MagicSkill: Ritual Magic 21- those of a madman. An Ictaxlian possesses an incredible
13 MagicSkill: Alchemy21-
10 KS: Ritual Magic23- transformation ability - it may alter the nature of its four
10 KS: Alchemy23- limbs as it sees fit. If at sea, it may fuse its limbs into its body
10 KS: Cult of Taxlan23- to facilitate swimming; on land it may form arms and legs, or
10 KS: World History23- tentacles. Any combination is possible. The huge maw of an
10 AK: AtlanticOcean23- Ictaxlian is equipped with dozens of razor sharp teeth; its
strong jaws can crush stone.
100+ Disadvantages The astonishingly tough body of an Ictaxlian can withstand
25 PsychLim: TaxlanunderestimatesHumanity the high water pressure in the deepest Atlantic abyss. They
(V.Com,Tot) can see in complete darkness, and the placement of their
25 Psych Lim: Taxlandoes not tolerate failurein his cult eyes allows them to see in all directions at once.
(V.Com,Tot)
15 Psych Lim: Disdainsmostactivity,exceptresearch
(Com, Str)
25 DistinctiveFeatures: Extremelytall, leather cloaked
corpse(Not Conc, Extreme)
1197 Villainbonus
156 HORROR HERO: ENDLESS NICiHTMI\RES o
. ICTAXLIANS
Skills
3 Contact: Taxlan 12-
3 Bump of Direction
9 Stealth 15-
3 Interrogation 13-
Appearance: The elastic nature of an Ictaxlian renders an 3 Concealment 11-
accurate description difficult. Captured or killed specimens 3 Navigation 11-
quickly dissolve into a rapidly evaporating tarry mass, no 3 Shadowing 11-
doubt due to the intervention of Taxlan. A few general 3 Survival 11-
parameters of their appearance are available, however. 3 Tracking 11-
They are a uniform oily black in color. Their heads, the only 3 KS: Cult of Taxlan 12-
2 KS: Shipping Lanes 11-
portions of their body that they cannot alter, resemble a
2 KS: Ports 11-
deep-sea fish more than anything. Their huge eyes are 3 AK: Atlantic Ocean 12-
slightly luminous, and protrude from the side of the skull. The
torso is thin and sinuous, and tapers into a powerful narrow 100+ Disadvantages
tail. The general effect is serpentine. The limbs, as has been 25 Berserks when attacked by flame (14-/11-)
noted, may be transformed into flippers, arms, tentacles, or 15 Physical Lim: Subject to Taxlan's will (Freq, Greatly)
any other appendage. 15 Watched, Taxlan (Mo Pow, NCI) 14-
20 Hunted, Dark Corner Society (As Pow, NCI) 11-
25 Distinctive Feature: Fish head (Not cone, Extreme
reaction)
o HORROR HERO: ENDLESS NIGHTM"RES lSi'
AQUASANGUIS
Background/History: The Taxlan cultists arsenal of death
AQUASANGUIS
includes the knife, the club and the merciless murder by
drowning. In extremis the magic-using cultist may call upon Val Char Cost Combat Stats
an Ictaxlian or others of the cult. But when weapons fail and
allies are not to be found a final option is open, one terrible 15 STR 5 OCV: 6+
18 DEX 24 DCV: 6
both to undertake or be the target of. It is a the blasphemous
18 CON 16 ECV:3
invocation of the Aquasanguis Transformation. 11 BODY 2 Phases: 3, 6,9, 12
An Aquasanguis is the magically animated bodily fluids of 10 INT 0
a Taxlan cultist. It is directed by the spirit of the cultist and is 8 EGO -4 Notes
best visualized as a type of water elemental. To cast the spell 23 PRE 13
one must be a member of Taxlan's Inner Circle. The cer- 0 COM -5 Char: 67 Base: 75
emony requires a human sacrifice by drowning accompa- 7 PD 4 + +
nied by drumming and ritual dancing. It need only be cast 4 ED 0 Powers: 123 Disad: 115
once; the transformation may take place any time thereafter. 4 SPD 12 = =
When a cultist is forced to undergo the transformation he 7 REC 0 Totals: 190 190
36 END 0
will find a place where his body will not be disturbed. To make
28 STUN 0
the spell go off he must utter a short prayer to Taxlan and cut
his throat. Blood and other bodily fluids will rush from the Cost Powers END
wound and leave the body a brittle husk. The Aquasanguis
9 +3d6 HA [pseudopodia]
will then be able to move about at will.
15 1 d6 HKA (2d6 wi STR) [Drowning Attack] 1+
Powersrractics: The most deadly attack an Aquasanguis 20 Desolidification (cannot move through completely
can perform is to flow into a victims lungs and drown him. If solid objects) -2 4
the intended victim is magically protected the creature will 40 4d6 Minor Transform;
have to overcome the defense. If there is no magical defense Dead body to animated body 4
the best protection is to evade the swift-moving creature.Once 8 Detect Taxlan Cultist at range
the victim is dead, the Aquasanguis will be able to animate 10 LS: Need not breathe
2 +2" Swimming (4" Total) 1/5"
the dead body. It can use the borrowed body to move about 4 +4" Running (10" Total) 1/5"
in sunlight or get close to its next victim. It vacates a body in 7 Stealth 15-
a torrent of liquid ejected from the mouth and nostrils. 8 + 1 Level wi combat
75+ Disadvantages
15 Watched Taxlan (MoPow, NCI, 14-,XV2)
15 Psych Lim: Fear of Taxlan (Com, Str)
25 Distinc Looks: Mass of body fluids
(Not concealable, Extreme)
30 Susc: Sunlight (V.Com, 2d6/ Turn)
30 Vuln: Cold (V.Com, 2x BODY)
The creature has full control over its mass and can form
mocking faces and useful limbs at will. It enjoys an almost
complete freedom of movement - only the slickest vertical
walls frustrate its progress.
The magic which animates an Aquasanguis protects the
creature from being diluted in water or other liquid. It can
swim or move through the heaviest downpour without ill
effect. The creature will, however, take evaporation damage
from heat or sunlight. It generates no internal heat and can
be frozen. It is also vulnerable to magic and Holy Water.
An Aquasanguis will retain animation and cohesion only
as long as its original body is intact. If the body is destroyed
the Aquasanguis will perish.
Appearance: The Aquasanguis is a vile creature. It looks
like moppings from a slaughterhouse floor and smells worse.
It is a horrible experience to see an Aquasanguis; the dog-
sized mass of congealed liquid purposely surging toward its
victim while forming ghastly faces and pseudopodia will give
the strongest man pause.
A body housing an Aquasanguis has a repellent ''full'' look
to it due to the double load of bodily fluids it carries. Its voice
will be phlegmy and its breath atrocious.
lS8 HORROR Ht:RO: t:NDLt:SS NI6HTMI\Rt:S o
BAKA
Val Char Cost Combat Stats
" STR 0 OCV: 5
15 DEX 15 DCV: 5
23 CON 26 ECV: 8
" BODY 0 Phases: 3, 6,9 ,12
23 INT 13
25 EGO 30 Costs
23 PRE 13
2 COM -4 Char: 138 Base: 100
" PD 0 + +
10 ED 5 Powers: 163 Disad: 201
4 SPD 15 = =
5 REC 10 Totals: 301 301
50 END 2 "These characteristics are as per
+20 STUN 13 the Host body.
100+ Disadvantages
20 Vuln: 2x Effect from holy items
20 Psych Lim: Fear of failure (Com, Tot)
15 Psych Lim: Hatred of clergy and holy items (Com, Str)
15 Psych Lim: Overconfident (Com, Str)
20 Physical Lim: Dispelled by death of host body
(Freq, Fully)
30 Susceptibility 3d6/phase from holy ground (Common)
BAKA 81 Monster bonus
CHAUCHE
Background/History: One person in every five hundred
CHAUCHE
has a secret from which there is no release but death. It is not
a secret learned but one born into. An individual with this Val Char Cost Combat Stats
secret may life his entire life and never suspect that he
belongs to a select fraternity. Scientists scoff at the merest 18 STR 8 OCV: 6
18 DEX 24 DCV: 6
suggestion of their existence, but learned scholars of the
23 CON 26 ECV: 6
occult have a name for them. They are called 'spirit traps' - 13 BODY 6 Phases: 4, 8,12
no ghost, demon or spirit can ever escape from their bodies 18 INT 8
unless exorcised. In the dreaming land of Haiti, where drums 18 EGO 16 Costs
murmur beneath the stars and worshippers writhe in invita- 23 PRE 13
tion to possessing entities, a spirit trap becomes a monster. 6 COM -2 Char: 108 Base: 75
Sometimes a Baka or Loi comes to a Petro and enters a 8 PO 4 + +
spirit trap unknowingly. The person so possessed may feel 8 ED 3 Powers: 69 Disad: 102
strange for a moment but will not otherwise suspect that he 3 SPD 2 = =
has been honored by a visitor from beyond. But on the next 9 REC 0 Totals: 177 177
46 END 0
Friday night and every one thereafter the spirit will rise to the
34 STUN 0
fore. A benevolent spirit will seek release and engage the
services of a Papaloi, but an evil spirit or a Baka will rage and Cost Powers END
struggle. So violent is the escape attempt that it alters the
24 2d6 HKA, (2 x 1d6; 2x1d6+1 wi STR), Reduced
very appearance of the host. What was once a man is now
Penetration [Bite] 3+
the dreaded beast known as the Chauche. 16 Armor (+8 POI +8 ED), Not vs Blessed or
Holy Items or salt treated weapons used by those
who know the host's identity (-1/2)
20 Multiform 100 pt Outer Cultist
3 Stealth 13-
3 Concealment 13-
3 Shadowing 11-
75+ Disadvantages
30 Accidental Change: Every Friday
(V.Com, Unavoidable)
35 Berserk: When in the kill (14-/8-)
5 Dependence: Killing (V.Com, 1 d61 week)
25 Distinc Looks: Large black dog (Not Conc, Extreme)
7(15) Psych Lim: Cannot harm member of family, or anyone
who has saved its life. (Infreq, Fully)
0(15) Psych Lim: Cannot cross over Salt or Saline water
(Infreq, Fully)
0(15) Psych Lim: Cannot enter Holy Ground (Infreq, Fully)
A skilled exorcist can dispel the possessing spirit if he is LOUP-GAROU (HAITIAN VAMPIRE)
able to learn its true name. As with most evil creatures the Background/History: A visitor to the Caribbean may be
Chauche have special weaknesses and defenses. A Chauche excused if he ignores warnings and falls under the spell of
is unable to harm a member of its host body's immediate the luminous nighttime of the islands. The calm whls~er ?f
family. It cannot enter ground sanctified to benevolent dei- the breeze caressing the verdant jungle and the majestic
ties. It cannot cross a line of salt or saline water. It cannot canopy of stars soothe the most troubled heart. But some-
harm anyone who has saved the life of its host (staged times the breeze turns chill and the stars glare cold and
rescues do not count!). distant. The visitor will sense that the jungle watches all who
The Chauche's greatest defense is that no weapon can pass within and that the comforting closeness has become
harm it unless the wielder knows its host's identity. Once this oppressive. Then he will hear a high pitched cackle among
is established only blessed or salt-treated weapons will the trees and something will crash through the leafy canopy
injure it. Clubs of driftwood and shotgun loads of rock salt are and land silently before him. He will not have even begun to
especially effective. flee when cold grasping fingers will find his throat. He has
Appearance: Chauche resemble large black or grey dogs of met the Haitian Vampire, the female called Loup-Garou.
an unknown species. The hair on their bodies is short and PowerslTactics: Loup-Garou are the most independent of
their rippling muscles are evident. Their eyes glow with ~n Taxlan's creatures. While an individual is occasionally met in
ever-shifting spectrum of color. The face of a Chauche IS the company of cultists or other monsters the majority are
uncannily human and their jaws are large and powerful. solitary hunters.
Taxlan creates a Loup-Garou by kidnapping babies who
he knows will not be baptized. All are female. After a
ceremony the child will be returned to its home to live a
normal life. The change into Loup-Garou will only occur after
the young woman gives birth. Then her hair will slowly turn
red and she will begin to drink the blood of children through
small incisions between their toes. Her strength will increase
and she will become moody and withdrawn. A Loup-Garou
in this stage of development will usually be banished to the
wilds and forcibly prevented from entering any habitation.
Note that these individuals are considered passed beyond
the judgment of man and are therefore never killed.
o HORROR HERO: ENDLESS NIGHTM1\RES 161
75+ Disadvantages
5 Dependence: Human Blood
(Com, Every Night, 1 d6/Night)
20 Distinc Looks: Red hair, Chalk skin
(Conc w/effort, Extreme)
13 Watched: Taxlan (MoPow, NCI, 11-, XV2)
20 Psych Lim: Sadistic (V.Com, Str)
20 Psych Lim: Giggles to self (V.Com, Str)
15 Reputation: Noted stalkers of children (Extreme, 11-)
2 Monster Bonus
Skills
5 Breakfall 14-
5 Climbing 14-
5 Concealment 12-
3 AK: The City 12-
3 AK: The Jungle 12-
2 PS: one of choice 11-
5 Shadowing 12-
5 Stealth 14-
3 Survival 11-
5 Tracking 12-
4 WF: Melee, Missile
75+ Disadvantages
25 Distinctive Features: Ape (Not Cone, Extreme)
25 Psych Lim : Evil and Manipulative (V. Com, Total)
20 Psych Lim : Must wait until next new moon after
leaving host before possessing a new one
(Frequently, Fully)
89 Monster Bonus
ZOMBIE
When the city was first destroyed by the tribes the spirits
rose up to exact a terrible revenge. Using their new ability to
possess another they possess some of the tribesmen and
set out to destroy the villages of the area. In this they were
successful and now the area is almost forgotten by all the
tribes.
The possessions have gone on for several generations
now, but the ability is fading and the level of being they are
able to possess has deteriorated, because even spirits have
a limited time on this Earth and the remaining ones are the
strongest and most evil. Now they are able to only possess
lower lifeforms such as apes and some of the great cats. The
population of the city is barely one-tenth of what it once was.
The spirits have used the bodies they possess to live out
their evil desires and to maintain their city. PCs encountering
the city for the first time will be amazed to be met by talking
apes. The apes when first met will probably astound PCs into
believing that they have encountered a new species of
primate, as the apes are of a species that has only been
reported on one occasion. This occasion became known as
the Mono Grande, or deLoys ape, named after the explorer
who shot and photographed one that attacked his party.
They are a large primate approximately four and a half to five
feet tall and incredibly fierce. But close observation will show
that the words being spoken do not match the lip movements
of the apes. This is a weakness in the spirit possession as the
apes do not possess the vocal capabilities of a person, and
the spirit simply manifests a voice to speak with.
PCs will have to fend against the apes, find the mosaic and
get out alive. Not an easy task in the jungles of South
America.
C TH_f__ O_P_P_O_S_IT_I_O_N~)
THE DARK CORNER SOCIETY
Organization/Background: Nestled amongthe narrowlanes
of New Orleans, between the Metairie burying grounds and
the French Quarter, is a house with many stories. It is a
nondescript Victorian of the type common to the area, and
the plaque set beside the recessed door simply reads D.C.S.
The neighboring citizens sometimes wonder about the place,
and its curious hours - closed and silent all day, at night the
house lights up. Soon afterward a Hindu doorman appears,
a strange assortment of visitors begins to arrive, then music
and carousing can be heard throughout the night. It is known
that D.C.S. is a club of some type, and local gossip has
identified certain members as famous explorers. The current
theory, then, is that a type of adventurer's club operates on
the premises, and for once the gossips are right, but the
whole truth is much stranger.
The Dark Corner Society is the name of this elite organi-
zation. It was founded at the turn of the century by an
anonymous group of investors who experienced confronta-
tions with the supernatural and saw the need for an orga-
nized front to aid others in the battle against unnatural
menaces. Membership in the Society is by invitation only;
potential inductees must have already proven themselves to
be resourceful explorers and sworn enemies of the occult
threatto humanity. They have several clubs scattered across
the globe, but the main meeting hall is the one in Louisiana.
Organization Abilities: The Dark Corner Society is a com-
bination meeting hall and outfitter. The famous and not-so-
famous who frequent its richly appointed premises are noted explorers, researchers and fighters; all have in common the
mission to rid the world of supernatural menaces. The
, Society is a place for relaxation, discourse, and tale-spin-
TYPICAL DARK CORNER ning. This last is a tradition; one room of the building is a
museum, and each exhibit is proof of a tale brought back
SOCIETY MEMBER from the dark corners of the world. The ambiance of a tale of
true terror, told in a darkened room in front of a roaring fire,
Val Char Cost Combat Stats is an addictive drug for the intrepid members of the Society.
Some of the dignitaries to be met in the Society are psychic
13 STR 3 OCV: 4 researchers; lacking the brawn and fighting prowess of their
11 DEX 3 DCV: 4 fellows, but counted as equals for the power of their knowl-
13 CON 6 ECV: 3
10 BODY 0 Phases: 6, 12 edge. Many a fruitful seance has been held here, and many
10 INT 0 a dusty tome of eldritch lore can be found in the library.
10 EGO 0 Costs The Society's usefulness as an expedition sponsor cannot
10 PRE 0 be underestimated. It must be stressed that the coffers of the
8 COM -1 Char: 10 Base: 25 Society are, for practical purposes, limitless. When a pro-
3 PD 0 + + posal for an expedition is made, a quorum is called, and the
3 ED 0 Skills: 15 Disad: 0 matter will be debated and voted on by the group. Often
2 SPD -1 = = members will volunteer to accompany the supplicants on
6 REC 0 Totals: 25 25 their mission, which should come as no surprise in a room full
26 END 0
24 of die-hard adventurers. If the proposal is accepted, then
STUN 0
money is no object - the Society will do all in its power to
Cost Skills make the mission a success.
1 The Society owns airports on both coasts and the Gulf.
Perk: DarkCornerSocietyMember(low)
2 PS: Adventurer 11- Aeroplanes of all description, and skilled pilots, are provided
2 KS: Occult 11- free of charge for SOCiety members. Also available is an
2 AK: Foreign Countrypreviouslyexplored11- extensive motorpool, a dirigible, and a refitted U-boat. The
2 KS: Native superstitionsof AK: above 11- Dark Corner Society has contacts and associates both
4 WF: SmallArms, CommonMelee Weapons civilian and military across the globe.
25+ Disadvantages
o HORROR HERO: ENDLESS NIGHTMI\RES 167
75+ Disadvantages
20 Psych Lim: Fearless (V. Com/ Str)
10 Hunted: Tong (As pow, NCI, LGA) 8-
10 Watched: Local Authorities (AsPow, NCI,) 11-
VITO LA GARDIA
25+ Disadvantages
10 Distinctive Features: Flame red hair, blotchy skin
(Conc w/Disguise)
10 Physical Lim: Myopic (Infreq, Greatly)
5 Psych Lim: Loyal to Vito
-.~
170 HORROR HERO: ENDLESS NIGHTMf\RES o
PATRICK MITCHELL
Archetype: Private Investigator PATRICK MITCHELL
Personal Details: Age: 37, Height: 6'1 ", Weight: 180pounds,
Hair: Brown (Graying), Eyes: Blue Val Char Cost Combat Stats
Background/History: "Listen kid, you'd smoke 2 packs a 15 STR 5 ocv. 5+
day and drink a little hooch too, if you'd seen what I have." 15 DEX 15 DCV: 5
Mitch started out just a kid from the French Quarter, but he 13 CON 6 ECV: 3
had a dream of being better. So after school he went to the 12 BODY 4 Phases: 4,8, 12
police academy, and served 10 years as one of New Or- 13 INT 3
leans' Finest. But Mitch was too good and too honest. After 10 EGO 0 Costs
15 PRE 5
turning down a bribe from the local Capo, he soon found
12 COM 1 Char: 46 Base: 75
himself up on charges that he had murdered an informant. 5 PD 2 + +
With careful skill he was able to prove himself innocent, 3 ED 0 Skills: 70 Disad: 41
and set out to find who had set him up. His investigations led 3 SPD 5 = =
him to a warehouse, where he encountered members of a 6 REC 0 Totals: 116 116
weird cult (The Cult of Taxlan, in fact) and interrupted their 26 END 0
ceremonies. 27 STUN 0
He barely escaped with his life. Fortwo weeks he was able
to avoid the assassins and continue his investigation. Then Cost Skills
the Taxlanites made a serious mistake; they tried to kill his 3 Brawling
mother, and no one, but no one messes with Mother Mitchell. 3 Perks: PI License, Dark Corner Society member
Afterthe smoke cleared the cultists were devastated along 3 Fast Draw 12-
with the Capo who had set him up. It turned out he was a 5 Deduction 13-
cultist himself. Mitch hasn't seen any members of the cult 3 Breakfall 12-
3 Bu reaucratics 12-
since but he knows that they are out there and one day he Concealment 12-
3
plans to find out who they are and bring them all down. 3 Conversation 12-
3 Criminology 12-
3 High Society 12-
3 Interrogation 12-
3 Lockpicking 12-
3 Stealth 12-
3 Streetwise 12-
3 Shadowing 11-
3 KS: Organized Crime Gangs 12-
2 KS: Criminal Law 11-
2 KS: NO Police Department 11-
2 AK: New Orleans 11-
3 PS: Private Investigator 12-
3 PS: Safecracking 12-
2 WF: Small Arms
6 +2 Levels w/Pistols
75+ Disadvantages
5 (25) Psych Lim: Protective of Mom (V.Com, Tot)
10 Watched, NOPO (As Pow, NCI) 8-
15 Hunted, Taxlan Cult (As Pow, NCI) 8-
8 (10) DNPC, Mother (Normal) 8-
3 Package Bonus - Private Investigator
AT THE DARK CORNER SOCIETY Background checks (Newspapers, agencies, etc.) will
A lot depends on the time of day that the pes visit the Des. reveal that of the three suspects only the Amazing Nictzin
If they approach the building during the day they will find it could be Kouvaris. The Astounding Armstrong and Dylan the
locked. If they ring at the gate a huge Indian in a turban will Bedazzler are both older men who have been active for
leave the building and approach. If the pes do not look like many years, while the Amazing Nictzin has only been
salesmen he will inquire their business. He will answer no performing about a year and a half (Nictzin is noted for his
questions concerning the Society or any of its members. astounding ability to hold his breath for almost an hour).
Admittance is restricted to members and screened guests Visiting the magicians will not be easy but persistent
only. He will not unlock the gate under any circumstances. investigators (and a charitable donation) will yield the where-
He will attempt to discovertheir reason forthe visit, however, abouts of the two oldsters. Nictzin / Kouvaris's employer
and if pes are reasonably frank he will instruct them to return hasn't a clue where he is. Dylan will be drunk in his hotel
at eight that evening. [GMs should note that the doorman is room. He will happily reminisce for hours if the pes allow it.
a powerful supernatural guardian and if pes attempt to If the other two are mentioned Dylan will say slightly petty
sneak in they will fiercely regret it] things about his rival Armstrong but at the mention of Nictzin
If they arrive during the evening the building will be he will become quite venomous. He will describe how Nictzin
noticeably lit up. The doorman will behave as before but after snubbed his offer of congratulations at a club up north last
hearing the pes' story will instruct them to wait a moment. year. If the pes mention Kouvaris he will be equally irate but
Then he will return with a scruffy, ti red looking man in a rather will remark on the resemblance between the two, noting that
cheap suit. This is Patrick 'Mitch' Mitchell. Mitch will ask them if Nictzin had blonde hair and no mustache they would be
in. pes will be grilled by Mitch in a sitting room at the front of almost identical. [Kouvaris is in disguise.]
the club. He will neither confirm nor deny any of their Armstrong is in his eighties. He is an endearing grandfa-
conclusions. The interview will most likely be frustrating for ther type who will fall asleep about five minutes into an
the pes, but the Society plays its cards close. Mitch will be interview.
especially interested in the pes future plans. If he thinks their If the pes visit either of these two men's shows they will
ideas are sound he will volunteerto accompany them on their learn absolutely nothing. Dylan is playing at the 'Green
rounds. Room' at the Walker Inn, Armstrong is on Toulane Avenue
at the Moonglow Theater.
THE DOCKS The Amazing Nictzin is performing at a dive called 'Bot-
At the docks passersby can direct the pes to the 'Sea toms Up' which apparently is still celebrating the end of
Whiskey'. [This is Sailor Horton's ship. He is staying in a prohibition. It is a madhouse. Nictzin is scheduled to be on at
room at the DeS. None of his shipmates know where he is. ten, but no matter what time the pes arrive, the first bar-
If any pes have interviewed Mitch then Horton may be tender who is asked will recall seeing him going backstage
assumed to have been eavesdropping nearby.] with a sailor about ten minutes ago. [The sailor is Jimmy
During the day the crew will be busy unloading the cargo. Horton. As soon as they got to Nictzin's dressing room,
At night they will all be in town with only a couple left on board several cultists entered. Horton was overpowered but the
to keep watch. [If the game needs a shot of combat some room was pretty messed up in the fight. A bouncer who came
cultists might be on board at night, torturing the sailors in an to investigate the noise started shouting for help. This
attempt to find Horton's whereabouts. To add some fear the panicked Nictzin, and he and the cultist escaped out the
GM can put an Ictaxlian in their midst. Do not let it fight the back, killing the bouncer on the way out]
pes too much - at this point in their careers they are no When pes go backstage they will see a small group of
match for it. Just let it fight its way past them and go for the performers clustered around a body on the floor next to an
river. The pes will be real nervous from now on in.] open dressing room door. The body is that of a bouncer.
Witnesses will describe the sounds of a fight followed by a
FOLLOWING UP ON THE JOURNALS rush for the back door.
This will clear up a lot. By checking any Miami newspaper Inside the dressing room are several clues which will lead
on the date of the drowning the pes will learn that witnesses the pes to the climax of the scenario.
saw a stage magician named Nick Kouvaris swim out to sea A ripped black velvet cloak will be hanging on a peg.
and go under. His body was never recovered. Miami police The missing journal and the ripped out page are here. The
records show that all of Kouvaris's gear was stolen the next pertinent entries are clearly marked.
night. By now the pes should realize that Nick Kouvaris is Kouvaris's coat, forgotten in his flight, is here. In the pocket
still at large and is abducting the three DeS members who is a key and a legal document. It is a rental agreement which
ruined him. was signed three weeks ago and gives Nictzin a one year
lease on a property called The Atlantis Theater'. An AK: New
INVESTIGATING THE MAGICIANS Orleans Skill Roll will allow a character to remember an
This can be done several ways. [GMs should note that abandoned theater on the docks. The pes now know where
things will start moving pretty quickly now]The pes maywish the missing men and the escape artist are.
to visit the clubs while the three unchecked magicians are As soon as a character gives voice to this realization the
worki~g, they may visit them at their hotels (the club manag- lights in the room will dim and it will become very cold. A Baka
ers might be hesitant to release this information, though), or is here, spying on the pes to see if they found the clues. The
they could run background checks on them. pes will get an eerie feeling that they are being watched by
something malevolent and then it will be gone. Now the
escape artist will know that he has more enemies and he
and the cult will be ready. '
li4 HORROR HERO: ENDLESS NICiHTMfllRES o
Keen will be sawed in half. Ten minutes later Horton will be
l' put in a trunk and tossed into the flooded basement as a
. __ ::ii sacrifice to Taxlan. Therefore, after the Baka leaves the PCs
0\
S\ Warehouse have forty-five minutes before everybody is dead. In an
Warehouse (1) • automobile they will get to the theater in about ten minutes.
._ .••.(1)/
. •. At this point they still have fifteen minutes before the carnage
(i3 \.
~~~_.....J begins. Unfortunately, the Cultists are waiting for them.
>~.-. <\
CD .•••••
", -\ /--\ / \"I>lg spring up and charge. In all likelihood the PCs will fall back
/r'
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and try to come up with a plan. Two other ways the PCs can
enter the theater are through the roof and by swimming into
CIl the basement via the river. If these are tried a few cultists
l. \'I·I·-·.{
I/)
::J . ·_···J\ \.: .... _.<)
1 1 \". .... _.1\ .I -, should be waiting to make it interesting.
o i •• e ,,"'".••• it -,
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If even one of the victims is rescued the PCs will be invited
/rs;: :J~"F(-- --\'==\1-. \'F'n back to the DCS and escorted into the lounge where many
t::~.:u
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famed occultists and explorers will congratulate them. They
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will be asked to donate an item to the museum and tell their
story. If the crowd approves they will be invited to join as
honorary members.
N
/' L.....all:!.j" I Orchestra Pit' I\ . L. J If they fail in their task (unlikely) the DCS will still want to
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hear about it. Everyone there has had to face failure before
and may be willing to give PCs a second chance if they seem
/ '. '. / \ Stfige'\, ., , to be of the right caliber.
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THE ATLANTIS THEATER
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, , , • J I I
The Atlantis Theater is at the end of a cul-de-sac. The
warehouses bordering the alley are three stories tall and the
.' :.,. ~::Jt ", -,::.r::-~q~~~/'il.~.~:r~~g.h.::~t~.~l~;:.~__ "<,
1 i 1 . 1 Up to Bqlcony t
crumbling theater is one story shorter. The back of the
Theater juts out over the Mississippi. (See Map) "". •••
.
.. ,., <. /. )"
r
.. , 'C""'-
.
L.".",/, .),.
•• ">:> 1
... <, "",,.. ) .. , .•, .••••.
The interior of the building has been used as a warehouse 1 1 !
wired for electricity -- all interior lights are kerosene lanterns. . •./ ......•....•...
All the inside doors have been removed and many of the
walls knocked down. The stage is still intact, however, and ""..-"'~ . "
it has been set for a show.
Once Kouvaris starts his show he will stop for nothing. His
assistant is a surly Ictaxlian whose orders are to save ,./1 "' ..•.
Kouvaris if his life is threatened. If PCs get past the cultists
and into the theater it will grab him and go for the basement <,
",
. If it has to hurt a few PCs to get there he will happily do so.
Do not forget to check for the Ictaxlians presence attack. s;
,
~i..
I
•.~l_
!
.A
I
_),. :)-", ...
The GM should track how long it takes the PCs to get to the
theater. Kouvaris will begin his show about fifteen minutes
after the Baka leaves the dressing room. Twenty five min-
utes after the Baka departs Harrick will be chained upside
~
U711111 1 1
down in a tank of seawater, drowning. Ten minutes after that y
Atlantis Theater - 2nd Floor
o HORROR HERO: ENDLESS NI(iHTMr\RES liS
THE PLOT
Atlantis Theater - Basement V Kouvaris' plan is simple. With the assistance of Chantelle
N
NICK KOUVARIS
11 STR 13 DEX 15 CON 11 BODY 10 INT
18 EGO 18 PRE 14 COM 4 PD 4 ED
4 SPD 6 REC 26 END 25 STUN 75 Cost
Skills: Perk: Cult of Taxlan member (Low), Stealth 13-,
Demolitions 11-, PS: Cultist 12-, Acrobatics 13-, Acting
13-, Breakfall 13-, Concealment 11-, Contortionist 13-,
KS: Magic Tricks 12, KS: Cult of Taxlan 12-, Oratory 13-,
PS: Magician 12-, PS: Esc. Artist 14-, Sleight of Hand 12-,
Double Jointed, LS: Breathe water. Cost: 51 Total: 126
GMING INFORMATION
75+ Disadvantages: Watched: Taxlan (MoPow, NCI,
Take care to steep the game in the atmosphere of New
14-, XY2), Psych Lim: Fear of Taxlan (Com, Str), Psych
Orleans. Stress the atmosphere of the city, where Spanish
Lim: Obsessed with revenge (V.Com, Total), Bonus
moss hangs off the trees and all the graves are above
ground. Tell players about the wild mix of races seen on the
street and the many languages heard. Let them 'hear' the
MAMA TUBMAN
jazz and the slow spirituals. 11 STR 13 DEX 15 CON 11 BODY 13 INT
No Taxlan cultist will evertell an outsider about his religion. 13 EGO 13 PRE 16 COM 4 PD 4 ED
Ever. Anyone taken prisoner will disappear into the prison 3 SPD 5 REC 30 END 25 STUN 48 Cost
system. Skills: Voodoo spells 20 pts (GMs choice),
The police will arrive five to twenty minutes after any Perk: Voodoo priestess, Stealth 12-, PS: Apothecary 12-.
gunplay. Unless PCs can prove thatthey have a valid reason Cost: 36 Total: 84
forbearing arms their guns will be confiscated. The DCS may
intervene in any matters of arrest if the PCs have behaved 50+ Disadvantages: Watched: Taxlan (MoPow, NCI,
heroically. 14-, XY2) , (19) Psych Lim: Protective of neighborhood
(V.Com, Total)
And now, meet the escape artist:
Nick Kouvaris - The Fabulous Kouvaris, as he is better BRUNO HARRICK
known, is an obscure stage magician who has never been
the sensation his talents warranted. He traveled the world 15 STR 13 DEX 15 CON 11 BODY 13 INT
learning obscure feats of magic, and an accidental encoun- 11 EGO 13 PRE 10 COM 5 PD 5 ED
ter with an evil Indian Mystic earned him an undeserved 3 SPD 6 REC 30 END 27 STUN 44 Cost
membership in the Dark Corner Society. His act was truly Skills: Martial Arts (Dirty Infighting)10 pts,
sensational but audiences found something disturbing about Perk: D.C.S member(LOW), Survival 11-,
his hyperkinetic mannerisms and patronizing banter. Then SC: Archaeology 12-, PS: Archaeologist 12-,
Bruno Harrick, Ned Keen and Jimmy Horton learned the WF: Sm Arms, Blades. Cost: 23 Total: 67
truth about Nick, had him barred from the Society and leaked 50+ Disadvantages: Watched: D.C.S. (MoPow, NCI,
a damning story to the press. He was reduced to two years 14-, XY2), Psych Lim: Scientific Curiosity (Com, Str)
of working in sleazy dives for pennies.
Despite his constant failure Nick persevered, until one NED KEEN
night in Miami when he struck his clumsy assistant and was
booed offstage. Later that night he murdered the girl and 15 STR 13 DEX 15 CON 11 BODY 10 INT
swam out to sea to drown. Instead of dying he embraced the 11 EGO 10 PRE 10 COM 5 PD 4 ED
dark promise of Taxlan. But now he was not only a magician; 3 SPD 6 REC 30 END 27 STUN 38 Cost
with his new ability to breathe water he would be the greatest Skills: Perk: D.C.S. member (Low), Stealth 12-,
escape artist the world had ever seen. He would establish a Survival 12-, PS: Hunter 12-,Tracking 12-,
new identity and start over. Butfirst he would start small, and WF: SmArms/Melee, +1 w/Combat. Cost: 25 Total: 63
then he would have his revenge on the three Dark Corner 50+ Disadvantages: 15- Psych Lim: Overconfident
Society members who ruined him. (Com, Str)
• • •
The Cultists are all members of the Taxlan Outer Cult.
Their leaders, who do not appear in the scenario, are likely
to want revenge.
176 HORROR Hf:RO: f:NDLf:SS NIGHTMI\Rf:S o
Name OCV RMOD DMG STUNx STR SHOTS CAL YEAR NOTES
Automatic Handguns
MKII Gyrojet +2 -1 1d6+1 +1 5 8 13mm 1966 Experimental
Ruger P85 +1 0 1d6+1 0 8 15 9mm 1985
RugerP90 +1 0 1d6+1 +1 10 7 .45ACP 1989
Desert Eagle +1 0 1 Y2d6 0 12 9 .357 Mag 1980 Israeli
Desert Eagle +1 0 2d6 +1 14 7 .44 Mag 1981 Israeli
Desert Eagle 0 0 2d6+1 +1 15 7 .50AE 1991 Israeli
Bren Ten +1 0 1d6+1 0 9 11 10mm 1981
Glock Model 22 0 0 1d6+1 0 9 13 .40 S&W 1988
Submachine Guns
Bushmaster +1 +1 2d6-1 0 12 30 .223 1970 Autofire 5 shots
Ingram MAC 10 +1 0 1d6+1 +1 13 30 .45ACP 1971 Autofire 5 shots
H&K54 +2 0 1d6+1 0 12 30 9mm 1974 Autofire 5 shots
Beretta M93R +1 0 1d6+1 0 12 20 9mm 1980 3 shot bursts
VP70 0 0 1d6+1 0 10 18 9mm 1972 3 shot bursts
Mini-Uzi 0 -1 1d6+1 0 8 20 9mm 1982 Autofire 5 shots
Rifles
L42A1 +2 +2 2d6+1 +1 13 10 7.62N 1966 British
H&K33 +2 +1 2d6-1 0 10 20 .223 1968 Autofire 5 shots
Styer-Aug +2 +2 2d6-1 0 10 30 .223 1972 Austrian Autofire
Mini 14 +2 +1 2d6-1 0 8 20 .223 1973 Autofire 5 shots
AK-74 +2 +1 2d6-1 0 14 30 5.54R 1974 Russian Autofire
G11 Caseless +2 +1 2d6-1 0 8 50 4.7mm 1980 German Autofire
Heavy' Weapons
M-249 SAW +1 +1 2d6-1 0 11 200 .223 1974 Autofire 5 shots
LAW 0 +1 4d6AP +1 5 1 - 1972 May not reload
TOW 0 - 6d6AP +1 - 1 - 1974 No RMod, 1,12 DCV, mounted
Stinger +2 - 14d6NEx - 1 - - 1975 No RMod
M-203 (Frag) +2 +1 2d6 0 8 1 40mm 1969 Explosion
(Concussion) +2 +1 6d6NEx - 8 1 40mm 1969 Explosion
Armbrust 300 0 0 4d6AP +1 10 1 - 1972
M134 Minigun +2 +3 2d6+1 +1 14 1500 7.62N 1967 Autofire 10 shots
XM2146 Pack +3 +3 2d6-1 0 12 500 .223 1974 Autofire 10 shots
178 HORROR HERO: ENDLESS NIGHTM1\RES o
ANIMAL HANDLER: An animal is likely to be put to death if
it is proven to have been used in an offensive attack. (1M's (lUIDE TO
BRIBERY: Still a favored form of commerce in Washington
and the Third World. Players should be very cautious with PI\RI\NOID HORROR .)
this skill - fame, trials and imprisonment are likely to
follow a failed attempt.
BUGGING: Electronic surveillance by private individuals is THE SETTING
highly illegal - do not get caught. HISTORY
BUREAUCRATICS: A staggeringly useful skill in today's This chapter of Horror Hero explores the possibilities for
world. roleplaying in modern campaigns. Everyone is familiar with
CRIMINOLOGY: Private persons who are discovered to the setting; after all, they are living in it. But the "Awful Truth"
have practiced this skill before an official has an opportu- is that the mystics and quantum physicists are right - the
nity to do so are considered to have tampered with the world outside the window is an illusion. The media reports
scene of a crime and are eligible for arrest. This applies to the facts as they see them but they learn only a fraction of
Forensic Medicine also. what is really going on, and anything which does not neatly
DEMOLITIONS: GMs may wish to expand this skill to dovetail with established 'fact' is related only to be ridiculed.
include the creation of explosives using legally obtained In Horror Hero the world is as the paranoids claim - vast
ingredients, such as those found in The Anarchist Cook- unseen forces manipulate reality to suit their needs; discredit
book. Otherwise, pre-made explosives, may be impos- and scandal plague those who threaten to expose them. A
sible to obtain without a (easily traced) license. KS: dark picture, but more fun to roleplay.
Chemistry can be a complementary skill. The History of the past thirty years will be familiar to almost
all GMs and players and really does not bear repeating here.
FORGERY: Again, a skill that is strictly illegal. Note that Besides, most of what the public is told can be taken with a
Computer Programming (desktop publishing) can be used liberal dose of salt. With this in mind, the material here will
as a complementary skill. present the past three decades as game settings - the
LANGUAGES: GM's in a "realistic" campaign may wish to gaming group can make up their own 'History," their own
be less lenient with the language chart. Anyone who has Awful Truth.
eavesdropped on a conversation conducted in a foreign The Awful Truth is hidden between the lines of recent
language will realize the great latitude the present rules history. It is camouflaged as trashy tabloids and strident
allow. GMs may wish to use the chart only when the paperbacks. It is whispered of at night when it is hoped no
speakerwishes to be understood by someone not entirely one listens. In Horror Hero the mundane reality of today is
fluent in the language. peeled back and the ugly mechanisms underneath are
PARAMEDIC: Bear in mind that a successful roll does not exposed. The more unbelievable a rumor or a theory, the
preclude the need for further medical attention. A severely more far reaching and frightening its implications, the more
injured character is bound to attract police inquiries, so likely it is to be true.
players should get their stories straight before admitting It starts with the Sixties. The civil unrest and unprec-
injured friends to a hospital. edented paranormal activity of the times blend nicely for a
campaign setting. Players could investigate the assassina-
TRANSPORTATION FAMILIARITY: Driver's licenses are
tion of JFK while the trail is still warm, for instance, or be on
required for automobiles. Not only must an airplane pilot
hand for the massive UFO flap of '66-'67. Or maybe Paul
be licensed, but is expected to file flight plans as well as
McCartney and Brian Jones were sacrificed to the devil. This
keeping current flight hours. Excessive non-compliance
was an age of hippies and beatniks. The occult was every-
with this rule may bring official inquiries. The same goes
where and misguided kids were bound to get involved in
for most boats.
matters beyond their control.
WEAPON FAMILIARITY: Gun control laws are constantly in The Seventies had a definite dark side. Cult killings, cattle
flux, but generally any weapon of any use against super- mutilations and demonic possession all made headlines,
natural horrors is illegal to use outside a licensed firing and Bigfoot and the Bermuda Triangle sold tons of tabloids
range. The GM is the final arbitrator on this matter, but in and paperbacks. The decade also had its own version of the
any "realistic" campaign the use of a non-silenced firearm New Age movement. These are all worthwhile investigations
within earshot of civilization is certain to bring the police for Polyester Leisure Suit clad pes. Near the end of the
around to investigate. In most areas melee weapons are decade players can depict obnoxious punk rockers "aving it
subject to similar laws. The labyrinth of red tape that out wit "orrible monsters and evil disco dancers. Finally, the
surrounds the ownership and use of firearms would Seventies were the home of that classic group of occult
require an entire Sourcebook to explain, so GM's option investigators, the four meddling kids with the Great Dane.
is the law in this matter. The Eighties are truly in the spirit of the source material-
this was the decade of Mammon, demon god of greed.
Money was the grail and its worshippers were heroes. The
wealth flowed uphill to a select few. Distrust of those in power
surged and the dark mutterings of conspiracygrew louder. In
the midst of this orgy of shallow materialism and pessimism
an astonishing development occurred - the New Age
o HORROR HERO: ENDLESS NI6HTMI\RES 179
CHOOSING A LOCATION
Modern Horrorworks best with characters traveling around
investigating reports of weird and supernatural events. The
GM must decide whether the characters will journey over-
seas or keep their operations confined to their home country.
Both approaches have much to recommend them.
The "homeland" campaign allows the GM to tap into the
rich mythos of the land, the subtle shadings that only a native
can understand. Whether it is America, Japan, the British
Isles or anywhere, the atmosphere engendered by Kerouac-
like wanderings through the night is a fine counterpoint to the
horrors that erupt shrieking from the shadows. As characters
roam from the corridors of power through the porch lights of
suburbia out into the moonlit countryside, their journey and
the terrors they face will acquire an atmosphere of legend
movement. Suddenly millions of Americans were casting and a surprising resonance.
spells, crystal gazing, Tarot reading, astral traveling and Many groups will want to travel overseas. An international
studying the dubious wisdom of "channeled" entities. To the campaign is more freewheeling. Rather than exploring their
adherents of this new religion the universe was a benevolent homeland (and hence, themselves) the characters are out-
place and every man's unconscious desires shaped his siders and explorers. Dealing with NPCs is more difficult;
personal reality. In short, they became perfect patsies for barriers of language and custom must be dealt with. In a
manipulation. To top it all off the horrifying Abductionists world where half the population is shooting at the other, the
began to make headlines - what was once a tiny percent- challenges are many. But this will accentuate the horror.
age of UFO incidents became a major phenomenon. When the unknown rears its grisly head the most foreign of
Now we come to the world of today. Sweeping changes surroundings and the oddest of cultures will seem all the
have occurred in the political and social arenas. Some say more human. An international campaign will remind players
that the world is forthe first time passing into the hands of the that beneath religious and political differences all men are
people and that the long night is over. But others say that it the same species, and the Awful Truth damns everyone.
is all a ruse to raise false hope before it dashed forever. The GMs should resist the temptation to dwell on these themes
monsters are still among us, they say, and the real fight for during gameplay; let them sneak up on players. After all, the
the future of mankind is just beginning. purpose of roleplaying -the jokes, the stories, the dice - is
to have fun and experience a few vicarious thrills, not to
CHOOSING A START DATE discover the meaning of life. Whether a group opts for a
When a GM starts a Modern Horror game he will probably 'home' or an international campaign, the possibilities for
already have an idea of when he wishes to conduct the horror scenarios are endless.
campaign. This chapter describes the world of 199-, but the
material is suitable for campaigns set from 1964 to the near CONDUCTING THE CAMPAIGN
future.
As the preceding entry illustrates, each of the four modern ESTABLISHING THE TONE
decades has much to offer as a campaign setting. The The GM of a Modern Horror campaign should give serious
recommended option for Modern Horror, however, is the consideration to determining the degree of realism he wishes
'yesterday' campaign, which is set a few months in the past. to present in his campaign. The wise GM will consult with his
This approach works well for several reasons. players on this matter - after all, the campaign exists for
their enjoyment.
180 HORROR HERO: ENDLESS NIGHTMI\RES o
Some players enjoy roleplaying because of the fantasy in the campaign as a quick way of setting a scary tone.
and the escape it offers from the rat race. For these players, Remember, all of the source material the GM uses will also
the less reality the better. They want to play characters who exist in the campaign world, and will be accessible to the
can investigate crime scenes and conduct investigations PCs. When the GM pulls out a copy of the very book the PCs
without official interference. They like playing characters are researching (the players, of course, believing it fictional)
who don't have to bother with licenses and permits, and who the effect will be devastating! The 'real-world' tone of the
can travel where - and whenever they wish. At the climax campaign will be firmly set.
of a scenario they expect to engage in ferocious pyrotechnical Another good way of establishing the realistic tone so
gun battles with the enemy. After the dust settles, fans of this essential to Paranoid Horror is to start out the campaign
type of game want their characters to be able to move on to without a hint of strangeness. The mundane lives of the PCs
the next scenario while the authorities look the other way. For and their daily routines should be established. Mature play-
the players who favor this type of campaign, the frequent ers won't even mind if the initial scenario contains no horror
lapses of logic and unrealistic situations are of no conse- at all. But once a comfortable feeling of normalcy is estab-
quence. lished, introduce a few disquieting elements to throw them
Other players demand more realism. For them, the ac- off balance.
complishments of player-characters mean little when the Disquieting elements might include UFO or monster
mechanics of the universe itself work in their favor. These sightings in the area, a disturbing new neighbor or co-
players relish the challenge of performing outrageous stunts worker, unbelievably weird information overheard, or any
and experiencing terrifying adventures in a setting where number of strange glitches to reality. Don't overdo it -
hard realism is the rule. Their favored type of game features players must believe in the reality of the setting if exposure
PCs who rely on cleverness rather than dice rolls to remain . to the Awful Truth is to be effective.
alive. Operating outside of a law that is often actively pursu- Then comes the pivotal moment of the campaign when the
ing them, these characters must contend with the knowledge PCs conception of reality is shattered by their first face-to-
that their efforts to save humanity might end in violent death. whatever encounter with a living embodiment of the Awful
This is not to suggest that a realistic campaign is unrelent- Truth. No longer will they dismiss reports of the Conspiracy
ingly dark, only that it features characters who accept re- as the babbling of kooks and charlatans - they have seen
sponsibility for their actions within the context of today's what man is not meant to see. The unfortunate recipients of
reality. privileged information, they must now decide what they are
Most Modern Horror campaigns will fall between these two going to do with it. And as easy as that the tone of Paranoid
extremes, and the reality level will fluctuate attimes. The GM Horror has been established. PCs will see the hand of the
should not be concerned about this - it is perfectly natural. Conspiracy everywhere. They will trust no authority but
A word of caution - the reality level should not be deliber- believe the most outrageous claims. No event, no matter
ately changed without unanimous consent. A GM who is how trivial, will seem important to their fevered imaginations.
tempted to change the rules in order to achieve a desired They will see hidden connections where there are none. And
effect should resist the inclination. Not only is this grossly the GM will have fun feeding their paranoia while only he
unfair to players, it can backfire in detrimental ways, damag- knows the Awful Truth.
ing everyone's enjoyment of the campaign. The reality level
of a campaign is a major factor in establishing the tone; the CAMPAIGN SCALE
next step is to determine a general direction (orsubgenre) for Next, the GM must consider his campaign scale. In Para-
the game. noid Horror this does not refer to geographic scale, but the
Unlike the previous chapters of this book, Modern Horror actual degree of involvement his PCs will have with the
is more a setting than a separate subgenre. Just like in machinations of the Conspiracy. Again, more than one
today's films and literature, Modern Horror can be Eldritchl approach works well.
Gothic, Adventure, or even Atomic (Super-scientific). Espe- An entire campaign can be conducted where PCs never
cially adventurous GMs might even set Apocalyptic Horror in once see the "big picture." This approach works well when
a modern setting! GMs who wish to run modern-day variants players are not interested in too much intrigue. In this case,
of these styles should read the appropriate sections of this they can travel around, solve mysteries, and kill monsters to
book. Those who wish to present a uniquely modern cam- their heart's content. As all the monsters in the previous
paign style should read on for suggestions relating to estab- chapters are assumed to have contemporary counterparts,
lishing the tone of Paranoid Horror. there are a lot to choose from and enough for years of
The monsters and villains described in this chapter are campaigning. It is still Paranoid Horror - this aspect of the
derived from true eyewitness reports, the writings of con- game is enhanced by occasional hints of vast invisible forces
spiracy theorists, urban legend and tabloid newspapers, or at work which the PCs have no power over. But players will
are fictional extrapolations based on these sources. For eventually become dissatisfied with battling manifestations
purposes of brevity these sources and the evil they describe and minions of Evil - they will want to go after the dark
will hereafter be referred to as the Conspiracy. Since these masters themselves.
sources are so readily available, the GM can use them early
o HORROR HERO: ENDLESS NI(jHTM~RES 181
CURRENT PROJECTS
THE OCCULT OBJECTIVE
The Shapeshifters I nternational Conspiracy is not the only
cult plotting against humanity. Events have hinted of a new
Black Dawn, and the Shapeshifters are known to be at odds
with a baffling society (or race?) called the Lamplighters. Add
to these the conspiracy theorists usual mob of IIluminatis,
Satanists, Masons and space aliens and one wonders how
ordinary citizens have room to breathe. The common goal of
these groups is the acquisition o~ power. 'Power' is a broad
term which variously signifies military might, scientific su-
premacy, fiscal superiority or, as is the case here, mastery of
the mystic arts.
The Occult Objective of SIC is a multitiered undertaking,
instituted over a century ago. The breadth of the project
makes it likely to be the commonest cause of PC / SIC
interaction.
The objective has three declared goals. They are, (1) The
acquisition of spells and enchanted objects, (2) The destruc-
tion or suppression of inimical items or magic and (3) The
identification and purchase of magically charged real estate
such as Ley lines, mystery ruins and haunted houses.
(1) The Shapeshifters grAedfor more magic may be equated
with the Arms Race of the Cold War years. There are
procedural differences, of course - research and develop- (2) Part two of the objective follows naturally. The sheer
ment of new sorcery is but a part of the operation. Minions of scope of SIC operations renders inevitable the possibility
SIC prowl the halls o~ academia, monitoring the status of that magic or artifacts inimical to their objectives is occasion-
archeological expeditions world wide. When promising sites ally found. By no means does this imply any 'goodness' on
are excavated they are there, waiting for the glimmer of lost the part of the enemy - it may be something more evil than
occult treasures. A disturbing number of artifacts are never they. But sometimes a saintly being or benign magic comes
logged, never displayed in museums. Some are stolen, to light which SIC is compelled to destroy before it is used
never to be seen again. Others are 'found', but only after against them.
being replaced with diabolical lods. This is not a task undertaken lightly. The operatives SIC
Unsurprisingly, SIC is actively engaged in bibliographical uses in this phase of the objective are all extremely capable.
pursuits. They have looted the great repositories of knowl- Their chief is a human wizard named Estelle DeFelice. A
edge for over two centuries. native of Chad, she possesses spells which enable her to
The Shapeshifters are always on the alert for new magic change into a number of African animal forms. Her squad are
developed by rival cults and independents. They do not all non-magical humans with orders to kill her if she appears
share - they are thieves. Many an unexplained 'occult' to be under the sway of enemy magic. They have all taken
murder may be laid at their doorstep. blood oaths to the Goddess and after serving for a time are
This project is administered by a Demonologist named transferred into the Lycanthropic fold. They carry state of the
BannermanGeovijan and his three sons, who are werewolves art weaponry and gear. Their exceptional success rate
of the sorcerous type. Geovijan specializes in scrying magic. proves that magic need not be countered by magic.
He uses mirrors, Tarot cards, astrology, entrail divining and (3) Conventional mystical wisdom holds that magic is a form
Ouija boards to pinpoint important new finds. His sons, who of energy which, like water, sometimes pools in one place.
are well-traveled and skilled thieves, function as a retrieval SIC would add that any pool can be drained. It is true that
squad. Geovijan, while committed to SIC, occasionally al- certain areas on Earth are charged with mystic energy, such
lows his insatiable curiosity to override his caution. Already as haunted houses, burial mounds, cemeteries, sacred
his indiscretions have allowed SABER to recapture a horde groves, some mountains, ruins, Ley lines, crop circles and
of Mound Indian relics which may have proven useful in religious shrines. These areas are noted for weird phenom-
overcoming the 'silver problem'. Kurten is keeping a close ena like ghosts, mysterious lights, inexplicable emotional
eye on him. One more mistake and Geovijan is through. It is outbursts, psychic events and healings. Some are benevo-
possible he may turn traitor to extend his existence ... lent in nature; SIC desecrates these. Some are downright
evil. Most are not aligned to either moral polarity. Notable
o HORROR HERO: ENDLESS NI6HTMI\RES 18l
examples include Stonehenge, the Bermuda Triangle, the (1) Most inductees are recruited from devil cults, asylums,
Great Serpent Mound, the Shrine at Delphi, Ayers Rock, Mt. prisons and the military. These are all institutions whose
Kailas and Easter Island. These are well known and useless members have the innate bloodlust deemed desirable in a
to SIC. Their bloodshot eyes are cast on the hundreds more SIC warrior. The recruitment of new members is the respon-
around the globe which have yet to become centers of sibility of the thirteen tribal lieutenants serving each regional
organized worship or tourism. Some are right under our governor. They follow a predetermined quota in order to
noses - hooray for Hollywood. Others have yet to be found. prevent overpopulation. Should the targeted recruit be incar-
What does SIC want with these places? Their sorcerers cerated and legal attempts at parole or discharge fail then an
have discovered that spells cast on enchanted soil have a escape will be arranged. Post offices around the world have
greater success rate. Magical research is accelerated. Also, pictures on their walls of wanted criminals and madmen who
supernatural creatures feel more powerful there. Finally, the are now safe in the embrace of SIC. Because shapeshifters
magic can be 'mined' and stored in mystic batteries until it is transformed by contagion suffer from conflicting loyalties
needed elsewhere. In game terms this means that, at GMs (i.e. creator vs. cult), the Goddess has taught SIC a method
option, certain spells may have additional dice of effect or by which to induce lycanthropy through ritual murder - the
require lower Magic Skill rolls. resultant creatures are Wereboars (q.v.). These creatures
The identification and acquisition of these areas is the form the bulk of the SIC warrior class.
responsibilityofa pairofTormentor Demons (q.v., The Black (2) Non-allied monsters are considered a danger to the
Dawn, Creatures) called the Surveyor and the Purchaser. clandestine operations of SIC. It is felt that eventually such
They travel together searching for mystic sites and terroriz- a being will become publicly known and a 'witch hunt' will
ing any occupants until the land can be purchased through commence. Therefore SIC has squads monitoring the mass
a dummy corporation run by the Tokyo council. The Sur- media for clues of such creatures whereabouts. They are
veyor is a taciturn, glum being. His partner is a hyperactive then hunted down and invited to join. Any who refuse are
wheeler-dealer who shakes more hands than a politician. considered enemies and slain. Almost all SIC vampires are
Both are constrained from committing outright murder (most recruited in this manner. This process has given rise to great
of the time) but can swiftly summon SIC members if business enmity between the organized vampire nations (q.v., Vampyr)
tactics and terror fail. and SIC. SABER seeks to take advantage of this bad blood,
As noted above, it is likely that the majority of SIC sce- hoping the opposing sides will decimate each other.
narios will spin out of this project. Here are a few plot
(3) Sorcerers are extremely valuable to SIC. Not only are
suggestions and ideas to help the GM develop stories.
they largely free of the cyclical transformations which plague
• Always bear in mind that SIC need not be central to the Lycanthropes (and render infiltration difficult), their magic is
main story. Tales of innocents finding items of power and counted on to be SICs edge in the coming uprising. Any who
being corrupted and/or destroyed are horror staples. Run do not possess shapeshifting magic upon recruitment are
that story and then have SIC appear in a sequel, search- taught spells that enable them to fulfill membership regula-
ing for that item they heard about. tions. While prohibited from attaining leadership roles due to
• This is a good opportunity to put PCs in the awkward SIC law, the sorcerers are often given great responsibility in
position of cooperating with an enemy in order to defeat specialized projects. The vast magical archives of SIC are a
a greater threat. Some things are best left buried; when persuasive coin to prospective inductees.
unearthed they may pose a threat to man and were (4) Summonedcreatures are defined as any extradimensional
creature alike. being not native to Earth. The majority of these are com-
• For a while PCs may be employed by a SIC representative monly known as Demons. When the Goddess broke from the
pretending to be a friend. After all, why dirty your own hierarchy of Hell many Demons came with her; more stayed
paws if you can get a crew of idiots to do yourwork for you? but have conflicting loyalties. The Goddess cannot send
• PCs may have to protect an individual with benevolent Demons (except lods) to Earth dueto cosmic law. They must
powers who poses a threat to SIC. For example, some be summoned by men. She is also prohibited from revealing
people have an uncanny knack for communing with and the True Names of her followers, so they must be discerned
controlling animals - what if someone had this same through research and experimentation. A team of
power over were creatures? Demonologists works around the clock to find the identities
of these beings. These beings, once summoned, cannot
• Once PCs realize that SIC favors mystically charged sites roam freely unless protected by a powerful shielding spell
for habitations and lairs the conspiracy will seem a bit less which requires the death of the caster. As sorcerers are in
daunting. PCs will eventually need this edge, but it should short supply, this sorcery is not performed very often. About
not happen too early in the campaign. Remember, the a dozen SIC Demons are now loose on the planet.
more familiar or flawed a threat the less scary it is. In addition to Demons, several powerful ghosts work with
SIC.
THE DRAFT (5) Unique monsters are the rarest SIC members. There are
SIC is now entering the final phases of the conspiracy- onlya handful, and are recruited in the same manner as non-
accelerated recruitment. The project has two main objec- allied monsters. One is an Alien who apparently has been on
tives. First, find new members who will be posted according Earth since the nineteen-fifties. It is an amnesiac known by
to their abilities. The second is to target positions of power- the name John Smith (use the Construct stats for Smith,
either through infiltration or replacement. adding shapeshifting abilities and total immunity to magic.
New cultists may be (1) humans slated fortransformation, Adjust the Disads.). He is able to assume any bipedal form
(2) non-allied monsters, (3) sorcerers, (4) summoned crea- and often helps spring prisoners slated for recruitment.
tures and (5) unique monsters. Other unique creatures are left to the GMs imagination.
184 HORROR HERO: ENDLESS NIGHTMI\RES o
Infiltration, the second agenda of the draft, is achieved SIC encourages amateur Devil worship for a different
through standard human forms of promotion (sometimes reason. The 'Rock n Roil', 'Devil made me do it' style of
magically influenced) by current SIC members and by re- Demonologywhich causes so much excited comment among
cruiting or replacing individuals currently in position. SICs concerned parents and fundamentalists is not, despite all
long range plans require the placement of individuals who attempts to prove otherwise, organized in any manner. It has
will be able to sabotage human counter-attacks during the more to do with bad parenting, teenage psychology and
uprising. To this end the governments and militaries of many schizophrenic behavior than any type of magic. But it gets all
nations have been infiltrated. Some of today's greatest the press. As long as the public is exposed to this type of
military and political heroes secretly labor on an itinerary that demonology-one that, while awful, demonstrably does not
would horrify their human peers. The Intelligence community work in a supernatural sense - the real article will not be
has not been ignored. Even SABER has been penetrated. recognized as the grave threat it is. More importantly, true
The replacement of existing people is achieved through Demonology will remain an obscure talent.
Demonic possession or shapeshifting magic. At least one This may require further explanation. The preceding state-
recently deceased Eastern European head of state was a ments are not meant to suggest that diabolical influence has
SIC member (see recent events in Hungary). Because high- nothing to do with amateur devil worship - Hell takes what
profile positions are sometimes difficult for Lycanthropes to souls it can, and sometimes its emissaries approach likely
maintain (that damned accidental change) most are filled by candidates with horrible whispered suggestions. Despite
sorcerers. SICs best efforts, individuals sometimes graduate from
Potential scenarios built around this project may include: amateur status and become the real thing. SIC does not want
• A monster approaching PCs for protection against SIC. this to happen. It is a danger.
The monster may be a Lycanthrope who is not fully aware True demonologists ply their trade in complete anonymity.
of his condition or a Vampyr who has mastered his desire The books they use have never been translated into any
to kill and is trying to do 'good'. language the typical disaffected teen could hope to read.
The ceremonies they employ are beyond the skills of all but
• The PCs may get caught in the crossfire between SIC and a select few. The entities they conjure are real and often
one of the Vampire nations. Or, they may instigate it! opposed to SIC. Why? The Goddess is a renegade Demon
• The PCs may have to track down an escapee before he who, along with her hordes, is not in favor with the bosses
joins SIC. downstairs. Every Demon summoned is a potential danger
• An investigation of a non-allied monster may involve SIC to her machinations. Therefore, SIC finances the printing of
recruiters. SIC may even (secretly) hire the PCs to cap- useless grimoires and 'Satanic' music to lure youths into
ture the critter for them. false beliefs which pose no threat.
• A magic using PC may be approached by recruiters. Will This project is administered by a sorcerer/werewolf named
he say no or take the opportunity to infiltrate the group? Miles Greenbough. He is the editor of Destiny magazine, an
occult monthly published in Newark, New Jersey. Destiny
• The PCs discover that an important public figure is an caters to the current occult craze and is very successful. In
impostor. Can they SOlV9 the problem without causing a addition to the magazine, Greenbough is editor in chief of
national crisis? Desmonda Publishing, whose works on witchcraft and thinly-
veiled Demonology are found in every mall bookstore.
FALSE PROPHETS Greenbough's staff are mostly well-meaning New Agers
It is a measure of SICs intelligence that most of their who do not suspect the horror they are abetting.
enemies dismiss them as militaristic idiots. For further evi- Greenbough is the financier of dozens of bogus cults. He
dence one need look no further than the project code named often visits various compounds and temples to observe how
'False Prophets'. The objective is the proliferation of false things are working out. His current pet project is the Trans-
and misleading magical, mystical and philosophical beliefs. formation Temple. Here the adherents openly worship a
SIC has a deplorable amount of company in this field. In version of the Goddess and pay homage to Lycanthropes
addition to the relatively harmless horde of con men and tent (not that any of them have seen one). The broad slant of the
preachers a very real threat in the form of false messiahs and cult is back-to-nature, with lots of camping out and getting in
reckless demonologists vie for the wealth and souls of the touch with our 'inner animal'. Soon, Greenbough intends to
unwary. These individuals and groups are often at odds; infect an inner circle of followers.
when SIC enters the fray the outcome is often bloodshed and Greenbough is a celebrity in occult circles. He is often
terror. invited to seances and ceremonies. He enjoys his status and
SICs current endeavors in this arena are concentrated on the opportunities it offers to help the Goddess. He also
the corruption of Wiccan groups and the proliferation of false secretly attends various Black masses in a masked 'high
Devil cults. They see the Wiccans veneration of an idealized priest' get-up. Finally, when he encounters Wiccans, occult-
Goddess as an affront to the evil Demoness they serve. To ists and Demonologists of true power who resist recruitment
make matters worse, the spells of 'White' Wiccans are very he shapeshifts into Werewolf form and goes huntin'.
effective against the Shapeshifters. SICs goal is twofold. The sheer number of phony cults and twisted religions
First, infiltrate Wiccan covens and trick the weak-willed and today is staggering. Ritualistic crimes are on the rise. While
greedy into serving the SIC Goddess. Second, turn public depressing in the real world, these facts provide the GM with
opinion against those who resist their wiles. This is accom- a lot of scenario opportunities.
plished by framing Wiccans for human sacrifices, corrupting • The classic plot is the rescue from the cult. A concerned
minors and similar crimes. As long as the public perceives all relative asks PCs to sneak into a cult temple and save
witches to be evil the accidental exposure of the SIC god- their brainwashed kin. Of course, he may not want to be
dess should not draw undue comment. rescued...
o HORROR HERO: ENDLESS NIGHTM"RES ISS
• A good non-SIC scenario in this vein could be built around In light of this the GM should not feel limited to any
the apprehension of a ritualistic killer. For a SIC tie-in, particular style of magic when presenting SIC spellcasters.
maybe his activities mask a similar SIC crime. The organization is international, after all. Simply make them
• Greenbough may alert the PCs to a rival cult, letting them strange, make them unexpected.
do the dirty work. This is not to suggest that there is no central repertoire of
SIC sorcery. The spells favored by the Goddess have been
• The GM may wish the Temple of Transformation to be a compiled in a book called 'Ex Liber Renovari', or 'The Book
bit further along than the write-up suggests. Imagine
of Moon Changes'. As the title suggests, the book is a
trying to rescue juniorfrom a cult when junior is a Werewolf.
collection of transformation and Moon related spells. The
• For a good moral dilemma, have a rival cult combat SIC spells listed below are taken from this book, which is widely
with little regard for civilians in the crossfire. What is the circulated among the ranks. As a safeguard, the Goddess
greater of two evils? has ordered that every copy, be it bound, microfilmed or
• The PCs may be approached by a Wiccan coven who are programmed to disk, is to be an lod replicant. Any SIC
being persecuted by SIC. Do the PCs harbor negative member who fails to obey is doomed.
preconceptions about witches? The spells in the Liber are drawn from several sources.
Ancient Greek scrolls, medieval German grimoires, De-
monic inspiration and modern spell research have all con-
SIC SORCERY - tributed. The book is available to all SIC sorcerers.
EX UBER RENOVARI
Never before in the history of evil has an organization had ELEMENTS OF SIC SORCERY
as cosmopolitan a membership as the Shapeshifters Inter- As noted above, SIC sorcery encompasses a broad vari-
national Conspiracy. Unlike cults of the past, SIC has ag- ety of styles- far too many to relate here. The GM is referred
gressively recruited without regard for previous belief sys- to the other magic sections in this book. By slightly retooling
tems or philosophies. All are rendered void when the blood the spells and terminology therein the resources of SIC
oath to the Goddess is made. The sorcerers of SIC, then, triple. The Terms below deal mostly with specific items of
represent an astonishing variety of magical classes and interest to the SIC campaign GM.
specializations. Their only common link is a natural or Artemis (Latin: Diana): The virginal Greek Goddess of the
sorcerous ability to shapechange. hunt. One of the SIC Goddesses three aspects.
Girdle: A broad belt of wolfs hide is an essential component
in a sorcerous transformation to wolf. A sorcerer whose
girdle is lost or stolen must obtain another by killing a wolf
bare-handed.
Hecate: The Greek goddess of sorcery. The most dominant
of the SIC Goddesses three aspects.
lod: (see entry) A Demonic race, loyal to the Goddess, able
to assume the form of inanimate objects.
Lycanthrope: Any being who, either through sorcery or
innate ability, is able to transform into an animal or semi-
animal form. The change is most often associated with the
cycles of the Moon.
Moon: The Moon has figured in magical rites since time
immemorial. Because its phases roughly coincide with
the menstrual cycle, it is considered a 'She' by most
cultures. She gave mankind the measurement of time and
her phases and colors are omens of good and ill fortune.
For SIC, the Moon is the symbolic body of the Goddess.
Her power is linked with its phases; when there is no Moon
above She is incommunicado.
Selene (Latin-Luna): The Greek Goddess of the Moon.
Another ancient alias of the SIC Goddess.
Silver: The precious metal most associated with the Moon.
Alchemists called it Luna or Diana (Greek: Artemis)
because it is always found in pure (virginal) form. Because
of its purity it is considered a 'good' metal. Silver has
power of creatures of the night. The reason for this is not
entirely clear: it may be because of its purity. Another
school of thought reminds us of the old adage, 'fight fire
with fire', suggesting that night creatures have no defense
against an element so integral to their nocturnal exist-
ence. Maybe it is the Goddesses way of reminding her
creatures who their master is.
186 HORROR HERO: ENDLESS NI(iHTM!\RES o
Vampire: (see Vampyr and Lesser Vampyr, also see Loup To create a wereboar a series of ritualistic murders must be
Garou in Pulps) Any of several species of undead crea- committed. The potential Wereboar must be accompanied
ture who exist by drinking the blood of the living. by a SIC sorcerer who instructs the recruit as he goes. Sigils
Wereboar: (see entry) A creature created by SIC magic who must be drawn on the victim before they are killed; the
transforms into a bipedal, piglike creature. method of killing cannot involve any artificial weapon, for it
must be done barehanded or with natural weapons, such as
Werewolf: (see entry) A human being who transforms into a
a pony tail garrote. An attending SIC sorcerer performs the
wolf or wolflike creature. verbal portion of the spell during the proceedings. Murders
have to be committed at midnight on six consecutive nights;
SAMPLE SPELLS the final murder must be committed on the first night of the
To Suppress a cyclical shapeshift (Werewolf) the sorcerer full moon. Should the Goddess be displeased with the
needs a blood sample taken from the target while in human inductee due to their failure to complete the ritual, they will be
form. He also needs a magnifying lens which has been torn apart by unseen claws and teeth.
consecrated to the Goddess. Finally, fresh blood from a non- Hellhog: Sd6 Major Transformation (normal human to
lycanthrope must be obtained. During the next full moon the wereboar), Requires A Skill Roll, Extra Time: One week,
blood samples are mixed and placed beneath the lens, Gestures, Incantations, Concentrate 0 DCV, OAF (Sacrifi-
which bathes it in concentrated moonlight. An invocation is cial victims and materials), Misc. Disad (If inductee fails to
read. The target drinks the resultant mixture. If it has been complete ritual, Inductee will suffer vengeance of the God-
prepared correctly he will not transform during his next cycle. dess ... 3d6 RKA, NND)
Each use of the potion becomes increasingly risky - there Active cost: 115 Real Cost: 17 END cost: 11
is a cumulatively greater chance the mixture will poison the Magic Skill roll modifier: -11
drinker.
To summon an lad the moon must be visible in the sky. The
Suppress Shapeshift: Transform Were creature to Human, item intended for replication must be at hand, inside a
8d6 Major Transform, Hequlres A Skill Roll, Extra Time: One diagram. The timing must be exact - The Book of Moon
hour, Gestures, Incantations, Concentrate 0 DCV, OAF Changes reveals the times when the Goddess will be ex-
(Blood and lens), Misc. Disad (Cumulative 1 d6 KA, NNDI pecting a supplication. No summoning is necessary. A ritual
Potion after first) (-1), Misc. Disad (Only lasts through next prayer, with gestures, must be correctly performed lest the
Full moon) (-1) Goddess punish the seeker. No Magic Skill is needed to
Active cost: 115 Real Cost: 16 END cost: 11 summon an lod.
Magic Skill roll modifier: -11
Summon lod: Summon lod, Extra Time: One hour, Ges-
To cause a non-lycanthrope to shapeshift the sorcerer tures, Incantations, Concentrate 0 DCV, OAF (Magic Dia-
needs the following - a personal item or body part (hair, gram and materials), Side Effect (12d6 EB from Goddess)
nails, blood etc.) of the target, a similar item from a were Active cost: 67 Real Cost: 10 END cost: 6
creature, and one other item whose use will explained Magic Skill roll modifier: N/A
momentarily. A magic diagram is drawn and the first two
To attack an enemy using the tidal power of the moon the
materials are imbedded in a lump of clay which is then baked
sorcerer needs a drop of the victims blood and an identical
for an hour. Gestures and incantations are performed. The
amount of sea water drawn during a full Moon. The elements
hardened clay is then puivetized. An object is then coated
may be mixed beforehand. This is a relatively fast spell
with the dust. This object must touch the intended victim (the
GM can be imaginative here). Finally, a symbol must be suitable for combat situations but normally used as an
written or spoken. This instantly triggers the change when assassination weapon. A quick incantation, with gestures,
the target either sees the symbol or hears the word. The will cause the blood of the victim to be drawn upward in their
transformation lasts twenty-four hours. body. Depending on the health of the target he will suffer
effects ranging from migraine headaches to aneurysm-like
Mortal Clay: 8d6, Major Transformation (Human to Were- death.
creature), Trigger (+Y2 may change with each use), Invisible
power effects (Invisible to all senses except Magic) (+ 1 ),Re- Bloodtide: 1 d6 RKA, Requires A Skill Roll, Gestures, Incan-
quires A Skill Roll, Extra Time: One hour, Gestures, Incan- tations, Concentrate 1f2 DCV, OAF (Drop of blood), Side
Effect (Active points in power)
tations, Concentrate 0 DCV, OAF (Magic Diagram and
Active cost: 15 Real Cost: 3 END cost: 1
materials), Misc. Disad (Only for one transformation) (-2),
Active cost: 287 Real Cost: 41 END cost: 28 Magic Skill roll modifier: -1
Magic Skill roll modifier: -S
o HORROR HERO: ENDLESS NIGHTMI'\RES 187
To induce lunacy in a victim the sorcerer needs to locate his To control animals of a Lycanthropes species (Werewolf-
intended victim while he is sleeping. Placing a silver coin wolves and other canines, Wereboar - Boars and other
over each of the victim's eyes, the sorcerer implores the pigs, etc.) the sorcerer must obtain a live animal. The animal
Goddess to cause the victim to see only those things in the must be slain, barehanded, by the beneficiary of the spell.
world that are normally unseen. If successful, the victim will Then, wearing the skin of the animal, he stands in the
perceive even the dearest of friends and harmless of objects diagram while the spell is performed. At a later time, the
as something entirely different. Other PCs will be alarmed to beneficiary can trigger the spell in the presence of the
learn about the unseen world around them and hard-pressed chosen beasts by emulating their summoning cry. Animals
to thwart a lunatic with a nigh-unfathomable agenda. closer to the spell-user are more powerfully affected than
Moon Madness: 10d6 Mind Control, Requires A Skill Roll, those farther away, and must be commanded with simple
Extra Time: One hour, Gestures, Incantations, Concentrate instructions due to their animal nature. The Moon must be up
o DCV, OAF (Materials), Side Effect (12d6 Mind Control by (but not necessarily visible) for the spell to be triggered. The
invoked entity) effects will end when the Moon sets.
Active cost: 50 Real Cost: 7 END cost: 5 Beast Brother: 8d6 Mind Control, Explosion, Trigger (benefi-
Magic Skill roll modifier: -5 ciary wills it), Requires A Skill Roll, Extra Time: One hour,
Gestures, Incantations, Concentrate 0 DCV, OAF (Magic
For protection against silver-based attacks an admittedly
Diagram and materials), Side Effect (Animals are affected by
unreliable defense has been engineered. It is an invisible single command, "Kill the summoner"), Only affects animal
shield which deflects silver. To cast the spell the sorcerer
from same species as Lycanthrope -1/2)
needs to wound himself or the target with a silver blade. The
Active cost: 70 Real Cost: 9 END cost: 7
blood is then rubbed all over the body. Then the beneficiary
Magic Skill roll modifier: -7
stands in the center of a diagram while gestures and incan-
tations are performed. Once the spell is in place it will protect
against silver until the shield is worn away.
Silver Shield: 8 PD Armor, Requires A Skill Roll, Extra Time:
One hour, Gestures, Incantations, Concentrate 0 DCV, OAF
(Magic Diagram and materials), Ablative (-1%) Already has
an 11- activation.
Active cost: 12 Real Cost: 1 END cost: 1
Magic Skill roll modifier: -1
188 HORROR HERO: ENDLESS NIGHTMI'\RES o
NOTABLE S.I.C. MEMBERS
SPIKE EARLEY
Background! History: Spike was always a problem child.
He hated the other kids, household pets, the neighbors and
his parents. At the age of fourteen he ripped off a motorcycle
and hit the road. Over the next ten years he vented his rage
on anyone or anything unfortunate enough to cross his path.
Two years ago he and his cronies formed a club they
called "The Death Reapers" and embarked on a spree of
bloodshed and terror that ended shortly after it started.
In a small Arizona town the fugitives met up with a handful
of citizens who, incensed at their mindless destruction,
resisted. Led by the biker-mystic Jude, the group consisted
of a vacationing cop from New York City, the local minister
and the county sheriff. The battle that ensued claimed the life
of Spike and his entire gang. With the full cooperation of the
sheriff the incident was never publicized. The residents of
the battered town buried the bodies of the Death Reapers in
a common grave, and their bikes were sold to help the
families of their victims. As far as the survivors were con-
cerned, "good riddance to bad rubbish," and that was that.
But such a great evil does not perish so easily ...
On the anniversary of his timely demise, the wind howled,
the ground shook, the mud boiled overthe grave of the Death
Reapers and Spike Earley arose to exact his revenge.
Crazed before death, a year of suffering the torments of the
dead had made him a monster. Leaving the rotting remains
of his gang behind, he stole the first bike he saw and roared
into the stormy night. He would have his revenge on those
who opposed him, and then he would make war on the world.
But first, the Reapers must ride again. His new gang was
assembled from the very worst of the outlaw clubs, individu-
als whose souls were almost as black as his. He keeps them (spiked, of course) in one hand and an antique six-gun in the
in sway through violence and terror when necessary, but the other. The revolver is his one treasure. Nobody knows where
gang almost slavishly obeys their supernatural master's evil he got it or what it means to him, but he will go to any lengths
will. Any deviation from his word brings agonizing death. to retrieve it if it is lost.
PowersfTactics: Spike is no fool. He has no desire to be Appearance: Death was not kind to Spike, but he likes it. His
destroyed again, so he and the Reapers have been careful skin is the pallor of raw clay. His sparse hair drips with grave
not to attract official attention toward themselves. Instead of rot. His eyes are hollow and glow with an eerie green light.
running amok as he did in life, Spike has called on his old His stench is almost unbearable.
connections in the occult/criminal underground and an- He wears the leather gear he died in - there is not a stitch
nounced his return from the grave and willingness to perform of cloth on him. A World War One aviators helmet and yellow
any deed for bargain prices. He makes no attempt to hide his sunglasses complete his ensemble.
undead state, enjoying the terror it produces in his victims.
He and the Reapers have murdered, kidnapped, smuggled
and terrorized for a variety of cults and crime lords. Spike is offered as a break from the
While not a member, Spike has strong connections to SIC. world-spanningconspiraciespresented
The Shapeshifters like to use him because he is effective and elsewhere in this chapter. Any scenario
cannot be traced to the organization. Spike likes the featuring Spike and the Reapers is
Shapeshifters because they're monsters like him. He has no bound to be full of rip-roaring combat.
desire to join them and they have not asked. He is essentially a revenant without the
Spike is not subtle when engaged in full combat - he likes powers, but he can only be destroyed
the blunt approach. He will lead his gang of psychos in a by burial in consecrated ground. Other-
charge and crush the foe under their wheels first. Then they wise, his body willjust reform after the good guys leave.
will attack the enemy hand to hand until none are left. The Of course, Spike may have a prior agreement with
Reapers will brave any hail of bullets for their master, so some underworld types to come and dig him up in case
clever ambushes and cover are no advantages when fight- he is interred in consecrated ground ...
ing them. Spike's favorite weapons are a baseball bat
o HORROR HERO: ENDL.ESS NI(iHTMPlRES 189
100+ Disadvantages
SPIKE EARLEY
25 Psychological Limitation: Total psychopath
(V Com, Total)
Val Char Cost Combat Stats 25 Psychological Limitation: Must have his six gun
(V Com, Total)
15 STR 5 OCV: 5
35 Berserks when confronted (V.Com 14-, 8-)
15 DEX 15 DCV: 5
20 Distinctive Features: Corpse (Conc, Extreme reaction)
15 CON 10 ECV: 3
15 Hunted, PCs (As Pow, NCI) 8-
12 BODY 4 Phases: 3,6,9, 12
10 Hunted, local law enforcement (LsPow, NCI) 8-
10 INT 0
65 Monster bonus
10 EGO 0 Costs
20 PRE 10
6 COM -2 Char: 69 Base: 100
8 PO 5 + +
8 ED 5 Powers: 226 Disad: 195
4 SPD 15
6 REC 0 Totals: 295 295 THE DEATH REAPERS
30 END 0
30 STUN 2 13 STR 14 DEX 13 CON 10 BODY 8 INT
8 EGO 10 PRE 8 COM 6 PO 6 ED
Cost Powers END 3 SPD 6 REC 26 END 24 STUN
15 1d6+1 RKA,OEND, Skills: Combat Driving 12-, Mechanics 11-,
OAF (Colt Peacemaker Six Gun) 0 PS: Gang Member 12-, Streetwise 11-,
11 +5d6 Hand Attack, 0 END, OAF (Baseball bat) 0 WF: Small Arms, Melee Weapons, + 1 w/Pistol or Clubs
20 50% Resistant Physical Damage Reduction,
Not vs. blessed or holy items (-V2) 25+ Disadvantages: Hunted, Local Law Enforcement
3 Damage Resistance (8 PO), (As Pow, NCI) 8-
Not vs. blessed or holy items
13 Regeneration 2 BODY/turn,
Not vs. blessed or holy items
21 Life Support: Need not breathe, eat, sleep, excrete;
Immune to disease, aging
5 Ultraviolet Vision
15 Does Not Bleed
15 Cannot Be Stunned
Skills
3 Ambidexterity
7 Fast Draw 14-
5 Contact: Cult leader/drug smuggler 14-
20 Followers: Eight @ 25 pts each
24 Martial Arts - Dirty Infighting
Maneuver OCV DCV Notes
Disarm -1 +1 25 STR Disarm
Kidney Blow -2 0 1 d6+ 1 HKA
Low Blow -1 +1 2d6 NND
Punch/Kick +2 0 5d6 Strike
Roundhouse -2 +1 7d6 Strike
Throw 0 +1 2d6+v/5 Strike,
Target falls
1 Use Dirty Infighting w/Clubs
7 Streetwise 15-
5 Combat Driving motorcycles 13-
3 Interrogation 13-
3 Gambling 11-
3 Mechanics 11-
3 AI(: Southwestern US 12-
5 PS: Gang Leader 14-
5 PS: Terrorist 14-
4 WF: Melee Weapons, Small Arms
2 Fluent Spanish (English language is native)
8 + 1 Level w/all Combat
190 HORROR HERO: ENDLESS NI6HTMI\RES o
KURTEN
Background/History: The true story of the Great Kurten is
KURTEN
not what his inferiors in SIC believe it to be. The tale of his
village being slaughtered and his destiny being ordained by Val Char Cost Combat Stats
the Goddess is a partial fabrication. Kurten is but a figure-
head. He is a false target to enemies of SIC, placed where 23 STR 13 OCV: 5
15 DEX 15 DCV: 5
he is to protect the cults real leader. The true founder of SIC
20 CON 20 ECV: 4
is a being called Andrew Howell (to be detailed in a forthcom- 13 BODY 6 Phases: 4, 8, 12
ing volume) who arrogantly summoned the Goddess and 10 INT 0
saved himself by proposing the foundation of SIC. Kurten is 13 EGO 6 Costs
a Tormentor Demon summoned by the founder to imperson- 20 PRE 10
ate a werewolf he once slew. In this sense, the Kurten story 6 COM -2 Char: 91 Base: 100
is true - it has been verified by curious SIC historians - 10 PO 5 + +
except that the creature claiming to be the historical Kurten 12 ED 8 Powers: 294 Disad: 285
is an impostor. 3 SPD 5 = =
Many men died in the course of casting the spell that hides 9 REC 0 Totals: 385 385
40 END 0
Kurten's true nature. Only sorcery on the highest level could
40 STUN 5
strip him of the illusion that he is not simply a magically gifted
Werewolf. Cost Powers END
Despite the deception, much of the credit for SICs success
15 1 d6 HKA (2d6 wi STR) [Claws, Bite] 1+
can be attributed to Kurtens labors. He traveled the world for 2d6-1 RKA [Flame] 2
25
centuries, seeking out the hidden pockets of shapeshifters 20 +10" running (16" Total) 1/5"
and spreading the word of SIC and the Goddess. 5 Mind link with The Founder 0
Kurten is now regional Governor of Europe. He is the final 6 25% Physical Resistant Damage Reduction,
arbitrator of all interorginazational disputes (after consulting not vs. silver, holy items (-%)
with Howell, of course) and looked upon as the paragon of 45 Invisibility to normal sight, No fringe, 0 END 0
Lycanthropism. He divides his time between Europe and his 28 Shapechange
estate in Africa (q.v.). (Only to change from Were form to human) 2
Skills
5 Defense Maneuver
20 Universal Translator
12 Contacts: Two Senators, Two Army officers, Two
Businessmen, all 11-
10 Perk: Lodge Member (SIC Leader, HIGH)
15 Perk: Wealthy
3 Acting 13-
3 Bribery 13-
3 Bureaucratics 13-
3 Conversation 13-
3 High Society 13-
3 Interrogation 13-
3 Oratory 13-
3 Persuasion 13-
3 Trading 13-
3 Stealth 12-
3 Concealment 11-
3 Cryptography 11-
3 Gambling 11-
3 Mimicry 11-
3 Shadowing 11-
3 Tactics 11-
5 AK: Africa 14-
5 AK: Europe 14-
2 AK: Russia 11-
7 KS: SIC Hierarchy 16-
3 KS: SIC 12-
3 KS: The Goddess 12-
3 KS: World Politics 12-
3 KS: World Economics 12-
6 PS: Cult Leader 16-
3 PS: Torturer 12-
o HORROR HERO: ENDLESS NIGHTMI\RES 191
WEREWOLF
WERE BOARS
Background/History: These creatures are the footsoldiers
WEREBOARS
of the Shapeshifters International Conspiracy. They are
recruited from the ranks of devil worshippers and serial Val Char Cost Combat Stats
killers, character types well suited to the heinous task which
SIC has committed itself to. Created through a ritual featur- 30 STR 20 OCV: 7+
21 DEX 33 DCV: 7
ing the torture/murder of kidnapped innocents, a wereboar is
20 CON 20 ECV: 4
totally committed to its cause. If the inductee fails in his 15 BODY 10 Phases:3, 6, 9, 12
initiation in any way he will be torn apart by invisible entities. 10 INT 0
A successful initiation culminates in a ceremony wherein he 13 EGO 6 Costs
sells his soul to the Goddess and is cursed with the 20 PRE 10
Iycanthropic condition. 8 COM -1 Char: 113 Base: 100
Powers/ Tactics: A wereboar, while as short tempered as 8 PD 2 + +
8 ED 4 Powers: 92 Disad: 105
its porcine namesake, retains full command of its faculties 4 SPD
while shape changed. They are immensely strong and agile,
9 = =
10 REC 0 Totals: 205 205
able to literally rend a normal man limb from limb. Males are 40 END 0
equipped with fearsome tusks which they use to disembowel 40 STUN 0
hapless victims. But the worst thing about wereboars is their
ability to drive, use weapons and conduct complicated Cost Powers END
maneuvers while shapechanged. 24 2d6 HKA, Red Pen (2 x 1 d6; 2 x 2d6 wi STR)
Appearance: Wereboars are humanoids combining the [Tusks] 3+
worst features of wild boars and humanity. They are detect- 9 +3 perception
able in human form by observing that they never perspire. 20 Multiform to a 100 pt. Human
6 +3" Running (9" Total) 1/5"
Skills
5 Combat Sense 11-
8 + 1 Level wi combat
2 KS: SIC 11-
2 PS: Cult Member 11-
3 Shadowing 11-
3 Stealth 13-
1 Tactics 8-
3 Tracking 11-
6 WF: Small Arms, Melee, Missile
100+ Disadvantages
20 Berserk when in combat (Com, 11-, 11-)
20 Distinctive Features: Wereboar
(Conc wi effort, extreme)
15 Watched by the Goddess: MoPow, NCI, 14-,
Harsh, XV2
25 Psych Lim: Murderous (V. Com, total)
25 Psych Lim: Enjoys the power (V. Com, Total)
0(25) Psych Lim: Dedicated to the Goddess (V. Com, Total)
CREATURES - VAMPIRES
Of all the damned children of the night, the vampire is the
most misunderstood. The popular conception of tragic nobil-
ity coupled with superhuman prowess holds a romantic
allure for many in Europe and America. In other uncivilized
parts, the truth is known. The vampire, whatever patrician
face it holds up for the world, is a ravenous beast of
corruption which exists solely through the treatment of
humanity as its cattle.
Vampires are encountered in the folklore of every culture.
Many elements of the legend remain constant worldwide, but
differ greatly in detail. Presented below are two types of
Vampyrs - an older more experienced "Master" and a
"Fledgling" or new Vampyr. There are, of course, other types
of vampires. The details are left up to the GM.
194 HORROR HERO: ENDLESS NIGHTMI\RES o
VAMPYRS Sometimes competing clans will engage in war over
ethical or territorial concerns. SABER agents have reported
Background/History: The vampyr is the best known spe-
an entire subculture of nations and creeds, vying for domi-
cies of blood drinking undead, lending its name to the order.
nance ofthe vampiricworld. Only the stern intervention of the
This is thefamiliarcreature immortalized by Mr. Bram Stoker
overlords prevents these skirmishes from erupting into hu-
in his novel, "Dracula." Stoker, in writing the novel, made use
man awareness. Population control and utter secrecy re-
of material he encountered while serving the Arcanum
main the cornerstones of vampiric concerns.
Royale as Distinguished Secretary.
The vampyr, of all its kin, occasions the greatest worry PowerslTactics: The vampyr is a resourceful beast, and
among vampire hunters. This is due to the contagious nature has adapted to many of its weaknesses. The need to rest on
of vampirism, and the ease with which the vampyr imperson- the earth of its homeland is countered by having dozens of
ates humanity. dirt-lined coffins scattered throughout its domain. The pro-
If certain conditions are met, the victim of a vampyr will scription against crossing running water is met by having
become an undead themselves. A vampyr wishing to create home soil in its shoes. Resourceful vampyrs who are mindful
another will bite its prey on three consecutive nights, orforce of their vulnerability to heart wounds have taken to wearing
a victim to drink its vampiric blood. If a victim perishes of total armored chest plates.
blood loss resurrection will not occur. A new vampyr will act The inhuman abilities of the vampyr gain strength as the
bloodthirstily unless its "parent" is present to provide educa- individual ages. Newly resurrected vampyrs will not always
tion. Fears of vampiric overpopulation and the possibility of possess all the abilities generally attributed to the species,
public exposure limit the number of converts a vampyr is while vampyr lords wield them all with the deadly precision
likely to create. only countless years of practice can bestow.
Reports of bloodless cadavers will bring vampire hunters The most immediate benefits of contracting vampirism are
on the scene, armed with hard-won knowledge gleaned from tremendous physical strength and extraordinarily acute
years of combating the undead menace. SABER circulates senses. Leaving and returning to its sealed and buried coffin
an especially useful booklet that provides step-by-step meth- are accomplished by turning to mist. Soon, the fledgling
ods to follow when vampire hunting. vampyr will discover the ability to climb any surface like a
First, the vampyr must be identified. While not true of spider. Next to develop are its animal transformation powers,
particularly old individuals like Mr. Stoker's "Dracula," most enabling it to take the form of a bat or wolf.
vampyrs are unable to move about during the daylight hours. By this time the vampyr will have recovered most of its
They may additionally be identified by their extreme pallor, or memories and self-control, and it will take more care to cover
their lack of reflection or shadow. Vampyrs cannot bear the its tracks. Feeding becomes less of a frenzied attack, taking
odor of garlic or the scent of roses. on the nature of seduction as its fearsome powers of mind
Some misunderstanding exists concerning the vampyr control emerge.
and sanctified items. Religious icons hold no power over the The vampyr is a master hypnotist, able to stop a man dead
undead unless wielded by a true believer. A vampyr may in his tracks if eye contact is made. It can compel a subject
enter holy ground and fondle artifacts except for blessed to perform any action that is not absolutely contrary to its
water to its heart's content. Blessed water is detrimental to nature. A sufficiently deep hypnotic state allows the vampyr
the undead even in the hands of a heathen or unbeliever. to establish a mind-to-mind communication of such power
But, if a vampyr believed in a particular creed before their that the victim can be controlled at any range. The individual
death and rebirth, then icons of that belief, even those of an being dominated in this manner is slowly driven to believe
evil deity, will hold at bay or even injure a vampyr. that he himself is a vampyr, to the extent of actually stalking
The SABER manual describes methods to destroy prey. The vampyr's sphere of i nfl uence extends to the animal
vampyrs. The creatures are best dealt with during the kingdom as well. Swarms of insects, rats, and packs of
daylight hours, when all but the most ancient must rest and wolves are fearsome weapons when under the sway of the
even the great vampyr lords lose their special abilities. A vampyr.
sleeping vampyr should have its heart punctured, which The manual contains a final word of warning - never
immobilizes it, and its head removed. It should be noted that underestimate the enemy. It is most likely that, having
contrary to popular belief, a wooden stake is not essential to endured for several human lifetimes, he is not stupid. He will
the task, nor are silver weapons. If the neck of the vampyr is have capable servants protecting him while he rests, and he
not severed and the head destroyed, resurrection of the will never allow his movements to follow an easily discerned
creature is likely once the object puncturing the heart is pattern. He will be in contact with others of his kind, and he
removed. Burning the creature will permanently lay it to rest. will exercise his spirit of self-preservation by making it his
Vampyrs generally belong to clans under the rule of a business to monitor vampire hunters closely, and to elimi-
"parent" vampyr. The leader will see to it that the nocturnal nate them if any danger is evident.
populace does not grow too large, and punishes those who Appearance: The vampyr appears as a very pale human.
create new vampyrs without permission. On occasion a Their canine teeth are slightly longer than normal, but not
stronger individual will set out on its own to create a new clan remarkably. During feeding, however, they may extend as
in a previously uninfested area. SIC has aggressively re- much as an inch past the jawline. A vampyr's eyes are
cruited Vampyrs in recent years, due both to their effective- usually bloodshot and slightly reflective.
ness and as a hedge against the 'nations'. SIC Vampyrs are
required to swear loyalty to the Goddess; these individuals
are considered traitors and are actively hunted down. Still,
the safety of life within SIC is considered to be worth the risk
by those who have joined.
o HORROR HERO: ENDLESS NIGHTMMRES 195
LESSER VAMPYR
Skills
3 PS: Former Occupation 12-
3 WF: Any combination
2 KS: Hobby 11- "/
9 3 Skills or Talents (Defaults to Seduction 12-,
LESSER VAMPYRS Stealth 14-, Interrogation 12-)
10 2 Skills at + 1 (Defaults to Shadowing 12-,
Background/History: These are the newly undead, souls Concealment 13-)
introduced to the darkness either of their own accord or by 5 +1 Level w/ one group of weapons skills
force. The fledgling is still a formidable opponent, able to face
most PC groups and still account for themselves in a fight. 100+ Disadvantages
Since these are new Vampyrs, their knowledges and abilities 5 Dependence: Human Blood (1/Day or 3d6)
will reflect the modern age (surfing Vampyrs?). 5 Dependence: Rest in soil of either homeland or
Depending on how they were created, "Iessers" may be burial site (1/Day or 3d6)
totally committed to a life of vampyrism or may simply seek 10 Psych Lim: Fear of fire
to be at peace with this new way of life. But make no mistake, 15 Psych Lim: Fear of holy items
all are still driven by their hunger and should be watched 10 Phsyc Lim: Aversion to garlic
35 Susc: Direct Sunlight, 3d6/ Phs
carefully.
20 Susc: Holy ground, 3d6 STR drain/turn
SIC is especially interested in recruiting fledglings. Once 20 Susc: Holy items when presented in faith, 2d6/Phs
excised from the traditional master/servant relationship and
the baggage of tradition which accompanies it the fledgling
is freed to explore new ways to live. Caught soon enough,
lessers are usually eager to cast their lot with SIC.
Powersrractics: The lesser's abilities are a step down from
the masters. They may use trickery and deception, but they
are more likely to rely on their newfound abilities to bully their
way through a situation. With their knowledge of modern
skills and customs, they may blend more easily into society,
whereas some of the older ones seem to feel a nostalgia for
the "simpler" times of their youth.
Appearance: The lesser appear as do their older kindred, a
slightly pale human. They also readily adapt to current styles
of fashion and language. (See the videos "The Lost Boys" or
"Fright Night" for more details on the modernized vampyr.)
o HORROR HfRO: fNDLfSS NIGHTMI\RfS 197
CREATURES - 10DS
Background/History The medieval concept of Demons as
mirrors of mankind's worst traits is both persuasive and
essentially correct. The denizens of the nether regions are Val Char Cost Combat Stats
petty, vicious, cruel and covetous - in short, they are much
8 STR -2 OCV: 5
like the dregs of Humanity. But among the hordes are beings 16 DEX 18 DCV: 5
and species whose desires and motivations are utterly alien. 15 CON 10 ECV: 2
One such species, its members allied with the SIC Goddess, 12 BODY 4 Phases:4, 8, 12
are now encountered with frightening regularity. They are 5 INT -5
called lods. 5 EGO -10 Costs
lods show no emotion, no passion. They have no names 10 PRE 0
and do not speak. Strangest of all, they appear on Earth not 0 COM -5 Char: 17 Base: 100
as flesh and blood, not as spirits, but as inanimate material 4 PD 2 + +
- stone, metal, plastic, wood. Are they alive or some Hellish 4 ED 1 Powers: 168 Disad: 85
mechanism? As will be seen, they are a little of both. 3 SPD 4 = =
5 REC 0 Totals: 185 185
Powers/ Tactics An lod cannot be summoned in the tradi- 30 END 0
tional manner. They have no names and cannot be bound. 24 STUN 0
Desiring no payment, they perform no favors. Only those
lods in the service of the Goddess will ever be encountered. Cost Powers END
They serve SIC on her command and no other. 22 2d6 HKA (2 x 1 d6 wi STR), Reduced Penetration
lods are called by beseeching the Goddess. The key [Spikes) 3
component of the ceremony is an object or device (nothing 30 Power Pool (Function of Duplicated Object)
living!) placed in a magical diagram. Within certain limita- 5 Power Pool Control Cost (-2 Cannot be Changed)
tions, the lod will perfectly duplicate the form and function of 4 Damage Resistance (4 PD/4 ED)
30 Full Life Support
this object. An object which requires additional components
6 3" Flight 115"
to function can be duplicated but will not function without the 27 2 Lvls Shrinking (0 END, Persistent, Always On) 0
other part. In other words, a gun still needs bullets, a camera 20 Shapeshift (1 item, Chosen when summoned,
still needs film and a VCR needs a videotape. However, lods o END, Always On) 0
never require an outside energy source such as electricity or 15 Cannot be Stunned
gasoline. 9 Mind Link WISummoner, Invisible to Mental Sense
and Danger Sense (+%)
100+ Disadvantages
20 Vulnerability 2x Body vs. Silver, Magic and Holy Items
(Com)
25 Psych Lim: Must Obey Orders (V Com, Total)
15 Physical Limitation (Loses Summoned Shape in
Presence of Holy Items)
15 Secret ID (as normal item)
10 Watched by the Goddess (More Powerful, NCI) 11-
PCs traveling here will encounter a population devoted to SABER began in the late 70s after the death of St. John's
Kurten, a few select guests of the master, and Kurten family. He felt that no one should go through what he did; so
himself. This is the den where the monster will flee to if he is he committed his life, money, and very existence to the
driven out from behind the scenes. Any violence the PCs destruction of this evil. St. John worked for the National
inflict upon Kurten will have to be unobserved; otherwise Security Council and it was as an operative that he discov-
they will have to recreate the scene from Zulu Dawn where ered SIC. When the tragedy happened to his family, St. John
the British engineers held off thousands of attacking tribes- went to the NSC with evidence that convinced the govern-
men. ment of the threat of supernatural beings; thus, SABER was
If the PCs are embroiled in a campaign against SIC, this born. SIC and other occult groups were uncertain of the
may be where it will end. Destroying Kurten will be a reports that began to filter in about a new, anti-occult agency,
trsmandous blow to the morale of the organization. Note that and began to search for these "unknowns." This proved
Kurten's mysterious leader, Howell, may have a replace- disastrous for a few groups when their identities became
ment forthe present 'Kurten' waiting in the wings. He may not known. Fortunately, most of the savaged corpses of these
be missed at all. would-be do-gooders will never be found. It was not until the
development of advanced technologies that the members of
THE OPPOSITION SABER became a little saferfrom prying eyes and were able
to create a secure system of contacts and communications.
SPECIAL ACTIVITIES BRANCH-EMERGENCY Operating on a "blind drop" system, these small groups are
RESPONSE (SABER) virtually untraceable beyond their current members. All
The organization known as SABER is an "Above Top contacts are based upon mutual trust between members and
Secret" group commissioned to investigate occult activities. these drops. There are no ranks or levels within SABER,
SABER is a government agency so well hidden within the simply people who want to make a difference.
bureaucracy of the government, not even the president Because of this decentralized style, the organization has
knows of its existence; it gives missions, information, equip- had time to become more experienced. SABER has grown
ment, and other types of support. But SABER has no to about 20 actual core members, with the rest being made
particular hold over PCs. PCs who tend to use excessive up of independents commissioned for a specific job. The
force or draw undue attention to themselves will be aban- exact size is known to only St. John. Most of the organiza-
doned by SABER. tions that represent some form of evil have had run-ins with
To use SABER as a campaign background, simply have members of SABER, though most have no idea that they
players create any archetype (of course this PC must be were anything other than random encounters.
acceptable to the GM). The PCs can begin as members, or
they can be recruited in the course of an adventure. RESTRICTIONS
PCs may then want to create their own group (as per the As a vel}' unofficia/group, each team operates in their own
ones presented below) or they may elect to continue on thei r style, without supervisors. SABER does try to maintain a few
own. New PCs can appear as "guest stars" (this allows for rules; those that make a habit of breaking these rules will find
those players who cannot make every game or for a novice themselves denied help from SABER.
wishing to try something new) and may even become a new 1) Operations must be kept secret from the public.
member. This makes the job of GM a little bit easier. 2) Keep security tight.
3) Anyone not trusted will be contacted by drop only.
A GATHERING OF THE DARKNESS
The world is full of organizations and conspiracies the 4) Protect member's anonymity at all costs.
normal world never sees. This underworld includes evil cults, 5) Be ready to go into hiding if you are compromised.
inhuman beasts, even human agents acting in the name of 6) All are volunteers, treat them as your equals.
these cruel masters and other groups who exist at the
expense of the normal man. Mundane law agencies try to STRUCTURE
fight against that which they can see and understand, but SABER consists of teams of independents, with each
due to their minimal funding, overwork, and a lack of special- covering certain geographical areas and expertises. These
ized knowledge (although most police forces are beginning groups contain their own operatives and support teams, as
to create occult task forces as well as the U.S. Government) well as a contact with at least one other group (through the
they are usually ineffective. use of untraceable satellite networks).
There is an organization of individuals who are willing to do Since each team has not fought or encountered the same
something. In cities around the globe, small groups of highly creatures, there are times when a team may be asked to
skilled people have been drawn togetherto fight back. These "loan" itself out to another team to confront something that is
groups form the backbone of SABER. outside the "home team's" area of expertise.
SABER has a core team of operatives who travel the world
HISTORY over, recruiting the above mentioned independents when
SABER is a very secretivQ group. Brought toqether by necessary. GMs may use the pre-made characters below as
chance or purpose, rumors persist that the top board are all the core team or as an independent team.
members of government agencies. This is far from the case,
for only one man founded this group; his name is Wilton St.
John.
200 HORROR HERO: ENDLESS NI(iHTM~RES o
JIM BOB BARNES
Archetype: Inventor JIM BOB BARNES
Personal Details: Age: 34, Height: 5' 11", Weight: 160
pounds, Hair: Sandy wi mustache, Eyes: Hazel Val Char Cost Combat Stats
Background/Personality: As he tells it, "Jim-Bob"was born 15 STR 5 OCV: 5
in Tulia, Texas and raised just about everywhere else in the 15 DEX 15 DCV: 5
state. His parents were the restless kind who never settled 15 CON 10 ECV: 4
on anything or anyplace and they passed this trait on to their 11 BODY 2 Phases: 4,8, 12
brood. 13 INT 3
The life-style worked out well for Jim-Bob. He's worked so 11 EGO 2 Costs
15 PRE 5
many jobs that he knows a little bit about practically every-
10 COM 0 Char: 57 Base: 75
thing, and his ability to think on his feet has proven invalu- 8 PD 5 + +
able. He's such a nice guy that people enjoy teaching him 8 ED 5 Skills: 93 Disad: 75
about things, which has resulted in his being a veritable jack- 3 SPD 5 = =
of-ail-trades. He has been a plumber, electrician, carpenter, 6 REC 0 Totals: 150 150
mason, pilot, Tae-Kwon-Do instructor and wildcatter. It was 30 END 0
this latter occupation that exposed him to the horrors at large 27 STUN 0
in the world, and which changed his life forever.
Cost Skills
Three years ago Jim-Bob and a buddy were 'catting for oil
when their rig shook violently. Expecting a gusher, the two 34 Martial Arts - Tae Kwon Do
ran up to the rig just as it dropped into the Earth. The tremors Maneuver OCV DCV Notes
threw Jim-Bob to the ground. When he regained his footing Arm Sweep +2 +2 Block, Abort
he saw huge black tendrils erupting from the pit and entwin- Crescent Kick + 1 +3 3d6 Strike
ing his friend. He rushed forward but was slapped back by a Flying Side Kick++ 1 -2 7d6 Strike
tendril. His friends soulful cry for help was the last sound he Front Kick 0 +2 5d6 Strike
heard before unconsciousness claimed him. Knifehand -2 0 1d6+1 HKA
When he returned with the Sheriff, the pit had vanished, Punch +2 0 5d6 Strike
and back at the station three burly men in white coats were Roundhouse
waiting. There had been no trial and no hearing - but Jim- Kick -2 +1 7d6 Strike
Bob was soon in a padded cell courtesy of Uncle Sam. Takedown +1 +1 3d6 Strike;
Target falls
5 Inventor 13-
3 Breakfall 12-
3 Combat Pilot (Planes) 12-
3 Computer Programming 12-
3 Systems Operation 12-
3 Tracking 12-
3, 3 Electronics 11-, Mechanics 11-
1, 1 Demolitions 8-, Navigation 8-
1, 1 Riding (Horses) 8-, Survival 8-
2 + 1" Running (7" total)
3, 2 KS: Occult 12-, KS: Tae Kwon Do 11-
4 WF: Small Arms, Melee Weapons
2 WF: Common Martial Arts Melee
(Optional category from Ninja Hero)
3 Jack of All Trades (All PS are 11-)
9 PS: Carpenter, Construction Worker, Electrician,
Inventor, Mason, Plumber, Rancher,
Roustabout, Sensei
OAK: Texas 8-
1 Language: Spanish (basic) [English is native]
o TF: Small Ground Vehicles
3 +1 Level wfTae Kwon Do
75+ Disadvantages
15 Psych Lim: Fear of capture/confinement (Com, Str)
10 Psych Lim: Fear of authorities (Com, Mod)
15 Distinctive Features: Cowboy w/laconic drawl
(Conc, Major reaction)
15 Hunted, Authorities (As Pow, NCI) 8-
10 Hunted, The Unknown (As Pow, NCI) 8-
10 Style Disadvantage - Martial Arts
(Optional rule from Ninja Hero)
o (3) Package Bonus - Inventor
o HORROR HERO: ENDL.ESS NI6HTMI\RES 201
The next two years were a Thorazine blur. He not only JUDE
could not communicate or think coherently, he didn't care.
Archetype: Ritualist
Then a stranger came into his cell and removed his re-
straints. Without a word he threw the stoned Texan over his Personal Details: Age: 42, Height: 6'0", Weight: 200 pounds,
shoulder and carried him out of the hospital and to a hotel. Hair: Dark. Brown wi beard, Eyes: Blue
For the next week Jim-Bob went through withdrawal tied to Background/Personality: Recently an eminent folklorist
a chair as his silent companion watched TV. Slowly, Jim-Bob began to collect legends in the American Southwest, where
regained his identity. they have permeated to the core of society. The flood of
The man introduced himself as Blake, an agent sent to stories astonished him. Here were the classic hookman and
retrieve him. He told Jim-Bob that certain factions in the babysitter stories, vanishing hitchhikers, and spider nest
government had been responsible for his imprisonment, that hairdos, but one legend was new. Remarkably widespread
what he had seen was real and that he was not insane. Blake and self-consistent, it told of a magical guardian angel whose
himself worked for another faction in Washington who were name was "JUDE."
interested in hiring Jim-Bob. His skills and talents would be Jude (the stories said) is a biker; he is not a ghost or a literal
useful in the ongoing struggle against horrors such as he had angel but a magical shaman whose Harley has carried him
faced and besides, his family had been told he was dead two from Tijuana to "N'Orleans" since the mid-Seventies. He
years ago. appears in times of trouble and performs astounding feats of
Although he grieved for his family, Jim-Bob felt that for the magic. He can find missing persons, heal the wounded,
first time his life had a direction. He could travel wherever foretell the weather and reputedly cure insanity. No one
necessary, help those in trouble and get paid for it at the knows his last name or where he lives; he vanishes as
same time. mysteriously as he comes.
He's surprisingly laid-back for the kind of work he's now
involved in. His easy-go-Iucky demeanor and laconic Texas
drawl off-set his tremendous energy when fixing or creating
some device to stop a rampaging horror.
But his experience has left its mark. With the exception of
Blake and a handful of fellow agents, Jim-Bob will not trust
any doctor or law enforcement personnel. He especially
avoids government officials.
He is still being sought by the authorities as "John Doe," an
escaped mental patient.
Dark Secrets: Jim-Bob is the one to send pes to when they
need an unusual item to be constructed, such as an auto-fire
holy water gun or a two-way TV. He has the knack of showing
up just when he would be most useful, either as gadgeteer
or as pilot of a getaway plane. Jim-Bob should be presented
as a little off-the-beam - no one could undergo experiences
like his and remain unchanged. He's a nut.
202 HORROR HERO: ENDLESS NIGHTM"RES o
The stories were unlike any the folklorist had ever seen.
They gave specific dates and named real people. The dates MARTIN 'JUDE' FIGOWITZ
checked out. When Jude rescued a young family from the
Fork Killer, the newspapers related the same story with only
a reference to the police being helped by a "civilian." A Val Char Cost Combat Stats
pattern continued through all the stories. The events oc- 15 STR 5 OCV: 5
curred but Jude was never given credit. It was apparent from 15 DEX 15 DCV: 5
reading between the lines that the participants had promised 14 CON 8 ECV: 5
never to include him in their testimonies. After weeks of 12 BODY 4 Phases: 4, 8,12
scouring old newspaper articles the folklorist made a discov- 18 INT 8
ery. Two photos, one from 1975 and the other 1991, con- 15 EGO 10 Costs
tained the same Harley-Davidson motorcycle. The plates 15 PRE 5
14 COM 2 Char: 70 Base: 75
were the same in both pictures. The legend was true. 6 PD 3 + +
Finding Jude was easy after that, and within days the 6 ED 3 Skills: 80 Disad: 75
researcher was at the door of a trailer far into the Arizona 3 SPD 5 = =
desert near the Navajo Reservation. The Indian who an- 6 REC a Totals: 150 150
swered his knock said Jude was honored at his interest, and 28 END a
would gladly satisfy his curiosity on the condition that he not 29 STUN 2
publish his findings. The man himself was in the living room
with several Indian children and a pile of English textbooks. Cost Skills
Jude sat quietly throughout the interview - the kids an- 20 Spells: HarmonicAdjustment,FreedomCage,
swered all the questions. ClearThoughtor others
Jude's real name was Martin Figowitz, and he was born in 3 Brawling
this very trailer. As a child his only friends were on the 7 Magic Skill: CeremonialMagic14
Reservation; his closest friend was a wizened old Shaman 3 Scholar
3 KS: NavajoCeremonialMagic14-
who taught him many things about the land. Jude was 3 KS: Occult14-
drafted in 1972, and served in a secret unit in Laos. Deeply 2 KS: SecretSocieties13-
affected by the horrors he'd seen, upon his return he sought 2 KS: Cults 13-
out his old friend. He was ready to fulfill a vision, the Shaman 2 KS: Crystal/GemstoneProperties13-
said, and would be taught Magic. 1 KS: Mystic Herbs11-
And so, Jude the legend was born. The folklorist left after 3 Concealment13-
dinner (rabbits that Jude had caught) and drove away. As he 3 Paramedic13-
pulled off the dirt track onto the highway he felt he'd taken a 3 CombatDriving(Motorcycles)13-
step between worlds, and it occurred to him that all he'd been 3 Conversation12-
told might be lies. Somehow, it didn't matter. 3 Stealth12-
3 Streetwise12-
Dark Secrets: Jude can be found among Native Americans, 3 Mechanics11-
Biker clubs (but not known criminals) or on the road. He has 3 Navigation11-
a knack for showing up when there is trouble. In person, he 3 Survival11-
is friendly and soft-spoken. He wears Biker denims at all a AK: Arizona8-
times. a PS: MetaphysicalMinister8-
1 Navajolanguage(Englishis native)
6 WF: Small Arms, MeleeWeapons,Missile Weapons
75+ Disadvantages
25 Psych Lim: Driven to help others(V.Com,Tot)
10 Watched, The Supernatural(Mo Pow, NCI) 8-
15 Hunted, Lamplighters(As Pow, NCI) 8-
10 Reputation:Do-gooder11-
10 DistinctiveFeatures: Bikerdenimcoveredw/mystic
symbols(Conc, Noticed)
3 PackageBonus - Sorcerer(CeremonialMagician)
2 Hero bonus
MORGAN BLAKE
Cost Skills
3 Perk: Federal Authority
6 Ambidexterity, Lightsleep
24 Martial Arts - Commando Training
Maneuver OCV DCV Notes
Block +2 +2 Block, Abort
Chop -2 0 V2d6 KA (2 DC)
Disarm -1 +1 25 STR Disarm
Choke hold -2 0 Grab, 2d6 NND
Throw 0 +1 3d6 + v/5,
Target falls
Punch 0 +2 5d6 Strike
9 Acrobatics 12-; Climbing 12-; Concealment 11-
9 Criminology 11-; Cryptography 11-; High Society 12-
MORGAN BLAKE 9 Security Systems 11-; Stealth 12-; Survival 11-
5 Tactics 11-; Demolitions 8-; Interrogation 8-
Archetype: Intelligence Agent 1 Weaponsmith 8- (slugthrowers)
Personal Details: Age: 44, Height: 6'6", Weight: 270 pounds, 2 KS: The Law and Agency Procedures 11-
Hair: Brown, Eyes: Brown 2 KS: World Class Mercenaries 11-
2 KS: North American Intelligence Agencies'
Background/Personality: Joining the service of his nation's Standard Tactics 11-
armed forces at the age of seventeen, Morgan Blake has 2 KS: Middle East Intelligence Agencies'
served his country well. At the command of various military Standard Tactics 11-
officers and well-clothed minor government officials, Blake 3 Traveler
has combated enemies both in declared and undeclared 5 CK: Saigon, Berlin, Moscow, Cairo, Peking 11-
wars. Who the enemy was does not matter to a gung-ho, OAK: New York State 11-
highly trained intelligence operative; overthrows and dirty 3 Linguist
tricks were just tools of his trade. Blake, for all his patriotism 8 Languages: Fluent Arabic, Cantonese, Vietnamese,
German, Russian
and love of country, never really considered that the real
8 WF: Small Arms, Blades, Hand Flamer, Heavy
enemy had a familiar face: his own. Machine Guns, Rocket Launchers,
Grenade Launchers, Flamethrowers
o English (native)
o TF: Small Ground Vehicles
75+ Disadvantages
20 Distinctive Features: Tall, beefy man
(Not cone, Major Reaction)
5 Age 40+
15 Hunted, Rival mercenary (As Pow, NCI) 8·
10 Hunted, Various foreign gov'ts (As Pow) 8-
15 Psych Lim: Overconfident (Com, Str)
3(7) Psych Lim: Obsessive (Com, Mod)
o HORROR HERO: ENDLESS NICiHTMrlRES 20S
THE POLICE Sussman has black kinky hair and a pencil mustache. He
Much of what happens in this scenario will depend on how is burly and six inches shy of six feet tall. He does not wear
the PCs interact with the police. The GM must bear in mind a uniform - his suits look like he sleeps in them (in common
that the very group charged with investigating the killings, the with all Wereboars, he does not sweat).
Occult Crime Task Force, are in fact involved in the matter. GM Info: Despite their occasional personal disputes,
One is the actual killer, and the other three were present at most policemen are unwilling to speak ill of their fellow
the scene. They are in a tricky situation - while the regular officers. This is not true in Sussman's case. PCs inves-
force largely leaves them alone they are still subject to tigating his background will discover that his poor record
investigation by internal affairs. Their first priority is to protect is well known around the station. Many feel that his
their own, the second to keep the details out of the media. promotion to the head of the OCTF was politically moti-
The OCTF will not welcome interference by private or vated [It was, by SIC}. The only charitable actions attrib-
federal investigators. They will refuse to comment. They will uted to Sussman is work with children at the Police
put a tail on any PCs who are openly investigating. If they are Athletic League's summer camp. That facility is now
observed breaking the law the OCTF will attempt to arrest closed.
them. They will not be taken to the station, however. They will
be taken to the camp described in 'The Final Victim'. Richard Watson and Byron Lewis: Sussman's two assis-
In regards to the three cultists remaining in town - the tants. Like him, they are Wereboars. They are both brighter
cops plan to frame Keating for the murders and then fake his than their boss, and Watson has doubts about the wisdom of
suicide. They're reasonably certain that he will stay put their orders. But, in obeisance to the strict hierarchy of SIC,
where he is. he will obey his orders.
They've been waiting for Davis to return - he is slated to Watson is a hulking African-American. He is the most
be victim number six. While PCs are in the 'Other Shores' the qualified for OCTF duties, having broken several local cults
phone will ring but the caller will immediately hang up. About before being seduced by the Goddess. He is the scholar of
an hour later Davis will answer the delivery door at the back the group and keeps up with the occult underworld; he may
of the shop and be arrested. The arresting officer is Richard recognize Occultist PCs.
Watson. If PCs are on the scene he will wait until they leave Watson, who has limited spell abilities, acts as sorcerer in
before arresting Davis. attendance while Floyd is committing the murders. If Watson
If Davis accompanies the PCs instead of staying, an is killed Floyd will be unable to achieve his dark dream.
unmarked car with Watson inside will be parked down the Watson will volunteer to shadow the PCs should the
street. If the PCs approach, Watson will roll up his window, opportunity arise. He is very good at it.
hold up his badge, and indicate that PCs should leave. He Lewis is small and pale. He is devoted to Sussman and
will then follow the PCs wherever they go, keeping his follows him around like a puppy. Of the entire group, he is the
distance. He will report their activities to Sussman. If the PCs most dangerous. Even when shapeshifted he prefers to use
break the law he will call for Sussman, who will arrive with two firearms, most notably a pair of sawed-off shotguns. His
other officers. senses are acute (he grew up in the slums) and he stands
They want very much to find Trigula. If the PCs visit the guard during the killings.
abandoned church while Watson is trailing them Trigula will GM Info: Neither Watson or Lewis are natives of this city.
be arrested also. Both enjoyed careers as military police before joining the
Davis and Trigula will be taken to the location described in force.
'The Final Victim'. Eugene Floyd: This is the killer. He is the second cultist in
The four policemen assigned to the case are detailed Speece's pictures. He will not be at the station with the
below. others. He is at the abandoned PAL camp guarding his next
Gerald Sussman: The officer in charge of the OCTF, victim.
Sussman is a prime example of the stereotypical 'bad cop'. Floyd is a young man, not yet twenty-five. He is clean cut
He is stupid, brutal and prone to shoot first and interrogate and has classic square jawed features. Women - Judy
later. Never a good lawman, Sussman was recruited by SIC DiFabbio was the latest - find him irresistibly charming. He
several years ago. They are wholly responsible for his is due to come into a sizable inheritance.
current position - he certainly did not earn it. GM Info: Floyd is a vicious killer and has been for years.
Sussman is a Wereboar. His immediate SIC supervisor, a Five years ago Sussman tracked him down and offered
regional Governor's Lieutenant, was slain by SABER two him a career with the police (,where you can kill all the
weeks ago. Sussman immediately assumed his duties and people you want') and hinted of a darker destiny beyond.
decided to preside overthe transformation of his first recruit, Now, with the ritual slayings of just two more people, he
rookie cop Eugene Floyd. Stupidly, he gave Eugene permis- will be married to the night forever. These are not
sion to choose his victims from an amateur devil cult his ordinary killings - the murders are part of the Wereboar
girlfriend belonged to, ratherthan randomly slaying vagrants transformation ceremony. Tomorrow night at midnight
as is preferred. he will kill Davis (or maybe one of these damned inves-
tigators) and the transformation will come. As part of the
inheritance he is to receive the deed to the land occupied
by the PAL camp. A PC background check will uncover
this, and that he owns a black van.
210 HORROR HERO: ENDLESS NICiHTMI\RES o
THE FINAL VICTIM his last kill he will suffer the dire effects of spell failure (i.e.
The scenario is reaching its violent conclusion, by this time torn apart by invisible entities). If Floyd has succeeded he will
the OCTF and PCs should be quite aware of each others role attack with vigor, trusting in his new found abilities, but if
in what is going on. It is entirely conceivable that one or more things go bad he will flee as best as he can. If PCs manage
PCs have been "arrested" and taken to the camp. It is equally to stop the ceremonies from even beginning Floyd will go
possible that one or more of the OCTF have been captured mad and attack PCs with his bare hands (+10 to STR is
or slain by the PCs. Rememberthat if forced into a non-public recommended to simulate his insane fury).
combat situation the OCTF members will change shape and
use their special abilities. However if publicly confronted with THE WRAP-UP
evidence of their guilt they will go quietly, trusting in the Of course the truth will never be told. A passable fiction
resources of s.l.e. to free them at a later date. At any rate about "bad cops" and a PR campaign are all that will be
GMs should not be overly worried about steering PCs toward released. PC SABER agents will be expected to file com-
the camp. An opportunity will arrive to direct PCs there plete reports. Other PCs who have done well will be ap-
(Memories of movies about serial killers at camps should do proached by SABER. Federal or other Law enforcement
the trick). PCs will have to file some type of report; depending on the
The camp is ten miles outside of town at the edge of a small Agency this may require a certain bit of creativity.
forest. A chain link fence surrounds the thirty acre site. Astute One last thing ... A few days later, the most public PC
PCs will notice that surveyor markers are placed throughout during the investigation will receive a plain white envelope in
the area. Several bulldozers are here as well as other the mail. Inside on plain white paper, written in blood, are the
construction equipment. Piles of rubble mark the sites of words:
demolished cabins (since Floyd owns the land. he had "It's not over"
construction stopped for a while claiming permit problems).
A black van is parked next the only building remaining - NOTES ON NPCS
the bath house next to the swimming pool. The dried out pool All the Wereboars should be constructed using the Detec-
is to be the site of the next slaying. Mrs. Episcipo and anyone tive package; extra levels are not recommended due to the
else captured during the course of the scenario will bound tough nature of Wereboars. Floyd is a regular Detective; use
and gagged inside the bath house. the package and add Stealth. Especially nasty GMs may
Wrapping up the scenario is a fairly straightforward task- choose to add the Soldier package to Watson and Lewis.
rescue the prisoners and stop the Wereboars. GMs should
be prepared for PCs to create grandiose schemes to get in FINAL NOTE
the camp. Go ahead and let them. When in a combat If the GM really wants to complicate things he can have
situation at the camp the Wereboars will use the following James Hamilton, the cultist who died in the car wreck, be the
tactics. All will transform into Wereboars, including Floyd local SIC lieutenant. It will be his death that put Sussman in
(but only if he has been able to complete the Spell). Lewis will charge and created the necessity for a new member in the
charge PCs head-on, firing as he closes, using tooth and cult. Charles Trigula can actually be a SIC member, also. He
claw when out of ammunition. He will not retreat. Watson will will be watching Sussman to see whether he is fit for the post
attempt to flee if the odds begin to turn against the Wereboars. of lieutenant. He may even be in the running for the post
Sussman will attempt to use prisoners as hostages and himself - his assistance to the PCs can be construed as a
bargain his way out. If Floyd is interrupted while performing clever way of getting rid of the competition.
o HORROR HERO: ENDLESS NIGHTMI\RES 211
APP~NDIX~
~PIRIT ~XAMPL~~
Note: These examples previously appeared in HERO BUILDING SPIRITS IN A FOCUS
System Almanac !. Spirits that enter a living container in the course of play
Here are some sample spirits for use in different genres. don't have to pay points for any abilities the container has.
Of course, the nature of certain types of spirits may vary in Similarly, spirits that enter a recently dead body getto use its
your campaign according to your view of them. Vampires, basic capabilities (like STR and movement) without paying
particularly, vary widely in the literature, according to the way for them. If you want to create a spirit that occupies a physical
the author defined them. The particular type of vampire form, though, you have to pay points for the privilege. Spirits
presented here is a way of treating one as an evil spirit rather can be created from scratch as occupying a body of some
than as a corporeal entity. sort, whether it's a corpse, a skeleton or an android. The
Spirits include such beings as djinn, ifrits, genies, ghosts, spirit's Characteristics are purchased normally, but the spirit
(some) demons, poltergeists, banshee and will-o-the-wisps. can buy additional Characteristics and powers through the
Some spirits may have realistic seeming manifestations, body, which is treated as an Obvious, Inaccessible Focus.
using Telekinesis and Images to present the illusion of a Spirits built this way can buy (if desired) STR, BODY, PD,
body (even adding Force Wall if necessary). Of course, they ED, END, REC and COM; but any these that are purchased
cannot be destroyed by ordinary means. Djinn and ifrits are must be bought from a starting value of o. Spirits built this
good examples of such extremely powerful spirits. Some way still cannot purchase CON or STUN (since neither have
demons may also manifest in this way. Ghosts range from meaning for a nonliving body).
very innocuous spirits that merely create a harmless Image While this "spirit in a Focus"resemblesan ordinary character
or two (a ghostly figure, a rattling chain and a moan) to at a casual glance, there are differences. First of all, because
powerful spirits that can affect the physical world with TK or of the nature of the spirit, it takes no Stun damage at all and
even spells. Poltergeists are spirits with TK (often area effect it doesn't get Stunned. You don't need to buy Life Supportfor
TK). Note that Djinn would have a very high EGO and thus the spirit; the Focus is not really alive in the traditional sense,
be very difficult to put into a jar. They might even have Power and thus does not need to breathe, eat, sleep or perform
Defense to help defend against Shift Spirits. other annoying functions. Those can be taken as Character
Barrow wights would be types of spirits also, as would Disadvantages, if you like. On the other side of the equation,
skeletons, liches, and zombies. Essentially, these are spirits any physical Characteristics desired must be bought from a
that have physical manifestations of some sort. This makes o starting value. The spirit in a Focus has no base movement
them very, very dangerous, since they can attack you in and no senses to begin with; all must be purchased.
physical ways, yet they cannot be directly hurt by physical All physical Characteristics and all attacks should be
attacks. Sometimes the spirit is bound to its physical bought at a +2 Advantage Affects Real World, with a -112 OIF
manifestation, and destroying that can free the spirit. A lich Limitation. Essentially, most things are purchased at double
might be a spirit bound to some old bones; a skeleton would cost under this rule. Skills, Perks and Talents are purchased
use the bones as a Focus for its Telekinesis. at the normal cost, however. Spirits in a Focus are subject to
It's important to note that many of these spirits have Flash attacks (assuming they've bought some senses, since
Disadvantages that allow them to be hurt in some fashion by they start with none) and Entangles. Normal Adjustment
ordinary heroes (those without special powers that can affect Powers will work only against Characteristics bought through
spirits). Unless a spirit possesses those types of the OIF. Mental Powers and Adjustment Powers that work
Disadvantages, though, normal heroes can't do much too against spirit Characteristics must be bought with the usual
them unless they have some powers or weapons designed Affects Spirit Advantage (and ECV-based, in the case of
to affect spirits. Adjustment Powers) in order to affect the spirit. However,
The spirit rules can also be used to write up more diverse you get the line-of-sight for free; no special senses are
creatures, such as extremely tough trolls, androids, or even necessary to find the spirit, since it's always in its container.
certaintypes of aliens. Generally,such unusualinterpretations The Focus Limitation as used here is interpreted differently
of spirits are considered different special effects forthe spirit than the standard Focus Limitation. The body as Focus does
rules. For instance, a standard Shift Spirit wouldn't work on not gain any defenses automatically, and is not subject to the
an android. "take BODY, lose a power" rule. However, the Focus can
These sample spirits can be created in different ways than lose abilities when damage is taken, according to the special
that presented here, in order to better represent how things effects. For instance, if you lop off the body's hands, it can no
work in an individual campaign. longer use any weapons (or cast any spells that require
gestures). If you remove the body's head, it is still "alive" and
can still think, but it cannot control its body. (If you want
severed parts to continue functioning after they are severed,
buy Telekinesis, OIF Body.)
212 HORROR HERO: ENDLESS NIGHTMI\RES o
The body Focus does not bleed, but neither does it heal
any damage. Damage can be repaired by using Adjustment DEMONFLAME
Powers or with appropriate skills (for an android, anyway;
repairing a corpse might be beyond the abilities of hand
tools). So it's possible to completely destroy the Focus. Val Cha Cost Combat Stats
Additionally, since the body is an OIF, you must define - STR - OCV: 6
some way that it can be rendered inactive. An example might 18 DEX 24 DCV: 6
be an Off button for an android, or holy attacks or symbols - CON - ECV: 9
used against undead. - BODY - Phases: 3, 6, 9, 12
It's important to note that this is not the only way to create 15 INT 5
an android or other artificial being. It's equally proper to say 26 EGO 32 Costs:
25 PRE 15
that your character is an android, and it's so human that you
- COM - Char: 88 Base: 100
just happen to feel pain and bleed and do all those other - PD - + +
things that normal characters do. The decision is up to you. - ED - Powers: 317 Disads: 305
4 SPD 12 = =
- REC - Totals: 405 405
- END -
BARROW WIGHT - STUN -
Cost Powers
Val Cha Cost Combat Stats
47 12d6 Mind Control, Wielder Only (-2), No Range,
- STR - OCV: 6 No END Cost
18 DEX 24 DCV: 6 47 12d6 Telepathy, Wielder Only (-2), No Range,
- CON - ECV: 7 No END Cost
- BODY - Phases: 3, 6,9,12 90 4d6 RKA (demon flame), 16 charges
14 INT 4 38 2d6 HKA, No END Cost, STR Min 10 (-%)
20 EGO 20 Costs: 17 1 d6 RKA vs. ED, sword flame, Linked to HKA,
35 PRE 25 No Range, No END Cost
- COM - Char: 85 Base: 100 17 1 d6 RKA flame, 16 Continuing Charges, 1 Turn,
- PD - + + No Range, Linked to HKA
- ED - Powers: 337 Disad: 322 35 Change Environment (intense heat) 4" radius,
4 SPD 12 = = No END Cost
- REC - Totals: 422 422 7,7 Normal Vision; Night Vision
- END -
7,5 Normal Hearing; Astral Vision
- STUN -
All powers bought as OAF broadsword.
Cost Powers 100+ Disadvantages
175 5d6 STUN Drain, No END Cost 50 Repelled by holy ground (pyschological and physical)
78 Telekinesis 15 STR No END Cost 50 Repelled by holy symbols (pyschological and physical)
52 Images (sight, sound) 15 pts, No END Cost 25 Berserk when thwarted, 14-, Recover 8-
15 Night Vision 20 Psychological Limitation: Cruel and vicious
10 Astral Vision 160 Bonus
1 Familiarity with sword
6 2 Skill Levels w/swords
100+ Disadvantages Demonflame looks like a broadsword, but certainly not an
ordinary broadsword. This sword has a demon's head at the
40 Magic weapons do 1 Y2X damage as Consume Spirit quillons, so that the sword looks like a giant fang protruding
75 Susceptibility to sunlight, 5d6 per phase from the demon's mouth. The edges of the sword are jagged,
50 Bound to barrow, physically and psychologically and it makes terrible ragged wounds. The sheath and the hilt
25 Repelled by holy symbols (psychological)
are bound in a blood-red leather that's almost like sharkskin,
25 Hatred of living things
30 Berserk when damaged, 14-, Recover 8- but it's not-it's demonhide. Two blood rubies form the eyes
15 Watched by local forest spirits, 14- of the demon, and the pommel is an enormous ruby that
62 Bonus seems to glow in the sunlight.
The sword is actually a captive demon, bound there by the
Sorceror King of ancient Serrunis over a thousand years
This undead creature has no physical form, yet it can use ago. The Sorceror King was mighty enough to control the
its Telekinesis to wear armor and wield a sword. (The armor demon and bend it to his will, and he used this blade when
is mostly for effect, since there's no physical form to protect.) he went to war. When the Sorceror King was overthrown by
The barrow wight can be destroyed by magic weapons or by the barbarian hordes of the Northlands, the sword was lost
sunlight. The barrow wight is bound to its barrow or burial during the sack of the palace. Concealed in the ruins for
location. centuries, the sword lay undisturbed until it was uncovered
It uses its STUN Drain to take captives, then it sacrifices by traders salvaging marble blocks from the ruins. The trader
them at its leisure. The barrow wight uses its Images to who found it didn't draw it (which was wise indeed), but sold
manifest itself; it often uses PRE Attacks to make its targets it to a merchant in Kythros. Whence it now passes into the
easier prey. The barrow wight can also wield its sword and realm of the player characters ...
shield if it's necessary to physically attack its foes.
o HORROR HERO: ENDLESS NI6HTMf\RES 21~
Demonflame will instantly seek to control anyone who
draws the sword from the sheath. And with the amount of DJINN
Mind Control the demon wields, he's almost certain to do just
that. Bored after a thousand years of interminable
nothingness, Demonflame seeks sensation first, to glut Val Cha Cost Combat Stats
himself on the blood and screaming pain of anyone he can. - STR - OCV: 7
But the demon is cunning enough to ensure that his wielder 21 DEX 33 DCV: 7
isn't slain out of hand, and risk the chance that Demonflame - CON - ECV: 8
might be stored away where no one can touch him. So - BODY - Phases: 3, 6,9, 12
Demonflame, after an initial burst of joy at his newfound 5 INT -5
freedom, will be cautious, though the bloodlust runs strong 23 EGO 26 Costs:
25 PRE 15
within him, and he delights in destruction.
After a while, Demonflame will realize that he can achieve
- COM - Char: 78 Base: 100
- PO - + +
more than just being a sword with a handy servant. Indeed, - ED - Powers: 522 Disad 500
if Demonflame works this aright, he could lead his wielder to 4 SPD 9 = =
great power over other men. Perhaps someday his wielder - REC - Totals: 600 600
will grow powerful enough (with Demonflame's help) to hire - END -
a wizard to free Demonflame from the sword, when - STUN -
Demonflame will resume his true identity and rule in his true
Cost Powers
form. Someday ...
This is a very nasty sword that can provide long-term 101 Transform (create anything) 3d6, No END Cost
interest in a fantasy campaign. Demonflame's famous quote 169 Telekinesis 50 STR, Area Effect 15" radius,
to its new wielder is: "Hello, hands and feet!" But Demonflame No END Cost
will prove his usefulness in combat with his deadly attacks, 74 Images (sight, sound, -6 PER, 4" radius),
including the ability to set things on fire, cast flaming bolts of No END Cost
38 Images (sound, -2 PER), No END Cost
energy, run flames along the sword, and just genereally 40 Shift Spirit, 4d6, Self Only (-1), Nonliving containers
cause a lot of damage while being light as a feather to wield. only (-1), No END Cost
But Demonflame will take every possible opportunity to 52 Change Environment (weather) 16" radius,
cause pain and slay people, especially those who are No END Cost
dearest to its wielder. A demon loves nothing more than 7 Normal Vision
torment, after all. 7 Normal Hearing
Demonflame's true demon form could be considered a 20 Clairvoyance
Multiform, which the GM is free to design to fit the needs of 5 Astral Vision
the campaign. The true from would have an entirely different All powers (except the minor Sound Images and
Shift Spirit) are bought with the -1 Limitation Can't
set of powers; this demon in the sword was shaped thus by
Use While In Container.
the magic of the Sorceror King. 2 Familiarity with common melee weapons
3 + 1 Skill level with swords
2 KS: Desert environment
2 Fluent in modern language
100+ Disadvantages
25 Bound to bottle, physically
30 Berserk when thwarted, 14-, Recover 8-
25 Psychological Limitation: Very Stupid
420 Bonus
Val Cha Cost Combat Stats Val Cha Cost Combat Stats
- STR - OCV:4 - STR - OCV: 4
11 DEX 3 DCV: 4 11 DEX 3 DCV: 4
- CON - ECV: 5 - CON - ECV:4
- BODY - Phases: 4,8, 12 - BODY - Phases: 4,8, 12
15 INT 5 11 INT 1
14 EGO 8 Costs: 11 EGO 2 Costs
15 PRE 5 20 PRE 10
- COM - Char: 30 Base: 100 - COM - Char: 25 Base: 100
- PD - + + - PD - + +
- ED - Powers: 233 Disad: 163 - ED - Powers: 150 Disad: 75
3 SPD 9 = = 3 SPD 9 = =
- REC - Totals: 263 263 - REC - Totals: 175 175
- END - - END -
- STUN - - STUN -
Cost Skills
2 Familiarity with common melee weapons
6 +2 with sword&shield
3 KS: Magic 14-
3 KS: Necromancy 14-
5 Stealth 13-
100+ Disadvantages
40 Magic weapons do 1 Y2x damage as Consume Spirit
65 Susceptibility to holy water, 5d6 per phase
50 Repelled by holy symbols (psychological and physical)
25 Hatred of living things
30 Berserk when damaged, 14-, Recover 8-
457 Bonus
100+ Disadvantages
SOULDRINKER
20 Psychological Limitation: Bloodthirsty
10 Vulnerability: 2x Effect from Suppress
Val Char Cost Combat Stats 20 Reputation: Intensely Evil
10 Distinctive Looks: Rune-carved black blade
- STR OCV: 6
483 Bonus
18 DEX 24 DCV: 6
- CON ECV:6
BODY - Phases: 3,6,9, 12 This hand-and-a-half sword eats the souls of those it
8 INT -2
attacks and feeds the powerto its wielder. The points drained
18 EGO 16 Costs from the souls are used to replenish an END Reserve, which
25 PRE 15
4 COM 3 Char: 69 Base: 100 the sword uses to feed various Aids that can be given to the
PD + + wielder. It's important to note that the Aid is completely at the
ED Powers: 574 Disad: 543 discretion of the sword, not the wielder. The sword will only
4 SPD 12 use Aid when it deems it appropriate. While generally the
REC Totals: 643 643 sword doesn't try to influence events, occasionally its
END bloodthirstiness will take over and it will use its Telekinesis
STUN - to direct itself contrary to the wielder'S wishes. For instance,
Cost Powers
sometimes the sword will attack someone that the wielder
wanted to spare.
63 3d6 HKA, No END Cost, STR Min 10, This sword is currently found as the symbiotic companion
1Y2 handed sword (-Y2) of an albino prince of a lost race. The prince is a weakling
168 4d6 Consume Spirit, transfers to END Reserve, without the sword; STR 5, CON 8, though he is a skilled
Linked to HKA, No END Cost
24 3d6 STR Aid, Wielder Only (-Y2),
swordsman and a powerful wizard. But the sword feeds him
Fade Rate 1 hour (+ 1) a tiny trickle of STR when the prince is awake, thus enabling
24 3d6 CON Aid, Wielder Only (-Y2), him to function normally. (Occasionally the sword will also
Fade Rate 1 hour (+1) supply CON, REC or END, usually in battle.) The sword
24 3d6 REC Aid, Wielder Only (-Y2), replenishes itself by feeding off the souls of those it slays,
Fade Rate 1 hour (+ 1) and its appetite for souls is immense. SoulDrinker has an evil
24 3d6 END Aid, Wielder Only (-Y2), reputation, and for good reason.
Fade Rate 1 hour (+1) Aside from its souldrinking powers, the sword is a deadly
180 1200 pt. END Reserve for Aid weapon in combat, doing immense damage and almost
24 Telekinesis STR 20, Sword Only (-2), seeming to direct itself towards the target at times. The
No Range, No END Cost
sword's levels can be used for OCV or DCV, but only if the
7 Soul Vision: sees souls around itself
36 +3 with sword (OCV or DCV only, 8 point levels) sword can see its opponent with its Soul Vision.
All powers bought with the -1 Limitation OAF
bastard sword.
218 HORROR Ht:RO: t:NDLt:SS NI(iHTM~Rt:S o
TROLL There is a way to defeat the troll: fire will destroy its body
parts and stop the regeneration. If you cast the body pieces
into a fire, that will destroy them permanently. When all are
Val Char Cost Combat Stats destroyed, the troll is vanquished. But be assured that all the
- STR - OCV: 5; DCV: 5; ECV: 3 players will remember a battle with this sort of troll for a long,
14 DEX 12 Phases: 4,8, 12 long time.
- CON -
20t BODY 80 Costs
4 INT -6 Char: 104 Base: 100
8 EGO -4 + +
SPIRIT KNIGHT
25 PRE 15 Powers: 371 Disad: 375
1t COM 1 = =
Cost Combat Stats
Val Char
2:1: PD - Totals: 475 475
2:1: ED - 25 STR 58' OCV:5; DCV:5; ECV:4
3 SPD 6 * - Bought with Affects Real World (+2), 15 DEX 15 Phases: 4, 8, 12
- REC - OIF Body (-V2). - CON - Costs
- END - 10t BODY 40 Char: 140 Base: 100
- STUN - :j: - Bought as Armor; see Powers List for cost. 10 INT 0 + +
11 EGO 2 Powers: 100 Disad: 140
Cost Powers 20 PRE 10 = =
105 STR 30 Telekinesis, No END Cost, 10t COM 10 Totals: 240 240
acts like STR (no bonus) 8:1: PD -
43 1%d6 HKA claws/fangs, 8:1: ED - * - Bought with Affects Real World (+2) and
Reduced Penetration (2 x 1 Y2d6 w/STR) 3 SPD 5 No END Cost (+V2), OIF Armor (-V2).
120 Regeneration 6 BODY/Turn - REC - t - Bought with Affects Real World (+2),
VAMPIRE