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CONTENTS

Gareth Hanrahan
Contents Credits
Introduction to OGL Horror 2 Development and Layout
Horror Roleplaying 4 Ian Belcher
Horror Character Creation 19 Cover Art
Skills and Feats 33 Scott Clark
Chainsaws, Stakes and Nailguns 81 Interior Illustrations
Conditions, Environments and Aaron Acevedo, Eric Bergeron, Stephen
Hazards 120 Cook, Anthea Dilly, Vincent Hie, Patrick
Keith, Kythera, Jon Netherland, Peter
Combat (and Running Away) 126
Schlough, Nathan Webb, Leo Winstead,
Fear and Loathing 148 Ursula Vernon
Magic, Mysteries and Phenomena 156
Studio Manager
Cults and Conspiracies 170 Ian Barstow
Turning the Screw 181
Production Manager
Monsters 204 Alexander Fennell
Sample Horror Campaigns 241
Playtesting
Designer’s Notes 251 Mark Billanie, Daniel Haslam, Mark
OGL Horror Character Sheet252 Howe, Jamie Godfrey, Alan Moore, Daniel
Scothorne, Mark Sizer, Michael J Young
Index 254
License 256 Proof Reading
Ben Hesketh
OGL Horror is ©2003 Mongoose Publishing. All rights reserved. Reproduction of non-Open Game Content of this work
by any means without the written permission of the publisher is expressly forbidden. OGL Horror is presented under
the Open Game License. See page 256 for the text of this licence. With the exception of boxed story text and character
names, character creation rules detailing the mechanics of assigning dice roll results to attributes and the character
advancement rules detailing the effects of applying experience, all text within OGL Horror is declared as open content.

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Introduction
INTRODUCTION

On the face of it, horror roleplaying is not that different to terrible madness, and may even lose his own identity.
roleplaying in any other genre or era. The characters face Every action you make could be the misstep that sends
similar challenges – enemies to defeat or outwit, mysteries you plummeting through the fragile walls of reality into
to unravel, dangers to overcome. The difference is one of the endless nightmare of horror.
attitude, mood and meaning. The familiar surfaces of the
world are not a mere backdrop for the characters’ heroic That is not to say that the Games Master is out to get the
escapades; there are gibbering things in the shadows. characters no matter what, or that everything is utterly,
Certainty falls away – nothing can be trusted or relied utterly hopeless. There is always a path through the
upon. In most games, the Players know that the challenges labyrinth. It is always worth lighting a candle against
they face will be balanced with their abilities, that their the darkness. Just remember that the fear-filled thrill of
characters are who they believe themselves to be, and that being lost, alone, desperate and scared is the point of the
the Games Master is ultimately on their side. game, not a sign of defeat.

In a horror game, none of that is true. By playing, you are Most of this book assumes that the game is taking place
asking the Games Master to put your character – and you in the modern day, in the familiar present. This is often
– through the wringer. Your character might face creatures the most effective setting for horror. Both Players and
utterly invulnerable to his attacks, have friends and allies Games Master are (one presumes) wholly familiar
torn away by alien claws or incomprehensible magic or with the world around them, keeping the need for
dull exposition or scene-setting to a minimum. More
importantly, horror is often best when it perverts the
familiar. We know what is possible or impossible in
the modern world, so when something casually and
hideously violates the ‘rules’ of our world, it is horrific.
Horror that strikes close to home is very effective. The
thing that crawls out of a witch’s cauldron in the tenth
century is not half as scary as the thing that is crawling
out of your television right now.

That said, the paradigm of horror can be used with any


setting. While the focus of this book is on the modern
day, with the occasional diversion to the roots of the
modern horror genre in the Victorian era and the 1920s,
this book can also be used to add horror to games set
in any time or place. Hateful shadows and terrible
things can happen anywhere – and while these settings
may lack the patina of familiarity that gives modern
day horror its special bite, they have their own unique
charms, whether it is the fear of having to face the
monsters armed not with guns, but with bronze swords
and flint arrows, or the terror of being all alone in the
interstellar night…

2
‘We’ve got to clean out this car.’ Irene reached back and dragged a camera out from beneath a pile of polystyrene cups and
fast food wrappers. The car was rank with the smell of cigarettes and stale burgers. She trained the camera on the house
across the street.

‘What is it?’ asked Rookman.

‘A light just came on inside. Second floor.’ She peered through the camera’s eyepiece. ‘There’s someone in there.’

‘Let me see.’ He grabbed the camera off her. ‘It’s him. I’m going in. Stay here, start the engine, and be ready to move.’

INTRODUCTION
‘What happened to staking the place out until-’

‘Fuck that.’ He popped open the glove compartment and took out a gun. ‘I want him dead.’

***

The back door was unlocked. Rookman pushed it open with the nose of his pistol. He crept forwards, wincing as his shoes
squeaked once on the tiled floor. The kitchen inside was practically sterile, every surface wiped clean – except one.

On a chopping board next to the sink was a single human finger, a woman’s finger, elegant with a long painted nail. The
wedding ring was covered in blood, but he still recognised it. He’d given it to her five years ago, seen it every day for three
years, seen it in his dreams every night for the other two.

Now it was here, waiting for him.

Fighting back the impulse to throw up into the sink, he reached out, took the ring (crusted with dried blood), kissed it and
slipped it into a pocket. He held the severed finger helplessly for a moment, unsure of what to do with it, then it thrust it into
the same pocket. Then he took the safety off the gun, and walked further into the dark house.

***

‘…and leave a message. Beep.’

‘It’s Irene. It’s now, shit, 3.27 on Sunday morning. We’re outside Lichfield’s house. Rookman’s gone in. We, we found an
old letter belonging to his wife, she’d been involved in some sort of business deal with Lichfield. We got Lichfield’s address
off it. It’s –’

‘Oh hell, that was a gunshot. Look, I’ll ring you back.’

***

‘Mr. Rookman.’ Lichfield smiled widely, and gestured to a couch. ‘I was expecting you. Can I get you something?’

Rookman pointed the gun and fired directly into Lichfield’s grinning face. For a moment it felt like the finger in his pocket
was the one pulling the trigger.

One, two, three, and the grin just got wider. Lichfield’s cheeks split down invisible seams, revealing row after row of
unnaturally sharp teeth. The bullets just left tiny pucker-marks in his face.

‘Rooourkmaaannn’. The voice was unrecognisable. First Lichfield’s head, then his whole body unfolded along lines of teeth,
like a fractal made of dripping meat, a chain of star-fish covered in sharks’ teeth.

The finger convulsed again, sending four, five, six bullets into the centre of Lichfield’s writhing chest. One appendage licked
out lazily, and the gun became a mess of twisted gunmetal mixed with a mess of hot red wetness and shattered white chips.

That’s my hand thought Rookman. His other hand closed around the twitching finger in his pocket.

Then another dozen appendages flickered out from Lichfield.

***

Irene held the flashlight in her teeth as she tried to pick the lock on the front door. She almost had it when the door opened
from the other side.

‘You!’

‘It’s OK,’ said Rookman, smiling widely. ‘I got him.’

Something twisted in her stomach.

3
Horror
Roleplaying
HORROR ROLEPLAYING

The basic system used in OGL Horror is fundamentally There is always a chance of success, but it is always a
identical to that used in the other Core books from slim one.
Mongoose Publishing. The skills and feats are similar,
as is the combat and task resolution systems. If you are The wise player knows that there is actually only one rule
familiar with other games using the same system, this there.
chapter can be safely skimmed.
Characters and Dice
Characters in Horror When a group of thugs from a street gang take shots at
Games your character from a speeding car, they may hit or they
A player in a horror game is asked to perform a strange may miss wildly. In a movie, their success or failure
sort of double-think. On the one hand, the character would be part of the script. In a roleplaying game, this
should be as real as possible, with goals, desires, hopes is determined by random chance based on the thug in
and fears, a family, friends, a job, and all the trappings question’s skill. Since there is a variable involved, dice
and ties of life. However, the player knows that this is a become a necessary part of the roleplaying medium.
horror game – if you hear a noise upstairs, it probably is
a monster, and your friends are probably going to end up When a person goes to a shooting range, the variance of
as bait, or madmen, or worse. Every tie to the world can his shots is mostly based on their skills but can also be
be turned against you and every heroic act can get you influenced by luck, timing, and a thousand other factors.
killed. For a horror game to work properly, the player These are summed up by rolling a d20 (that is a 20 sided
has to accept and embrace this paradox and give the die) with a high number representing most of the factors
Games Master the tools he needs to hurt the character. aligning in a favourable way and a low number meaning
Some Players therefore try to second-guess the Games the opposite. Dice are used to determine success when
Master, by creating characters who have no tie to or using your character’s skills, when deciding how enduring
interest in the world, and who just try to escape from the or intelligent he might be, and when you absolutely,
scenario as soon as possible instead of facing the horror. positively need to put a bullet in someone and keep it
This is counterproductive and simply not fun for either there.
player or Games Master. Keep these two rules in mind:
On The Naming of Dice
You are here to get scared. Attempting to escape the Dice in roleplaying games go by a series of shorthand
game (‘my character does not reply to the desperate codes that are very easily to learn but look confusing at
letter from his brother, but instead goes on holiday to first glance. A four sided die (the singular form of dice) is
Hawaii’) is not fun. also called a d4. The ‘d’ stands for dice. In this book, dice
will be referred to by this code preceded by the number of
them needed for any given roll required by the rules.

If you’ve never played a roleplaying game before…


Then welcome to OGL Horror and the shortest explanation of roleplaying ever written. One participant – the ‘Games
Master’ – describes the scene, and the Players decide how their characters will react. ‘You open the box and find a
bomb inside,’ says the Games Master, ‘the countdown is at thirty seconds. What do you do?’ Run? Hide? Try to
disarm the bomb? Call for assistance? Throw it out a window? The Games Master, using the rules as a guideline,
decides what results your actions have. Repeat all that over the course of a few hours, mixing in hideous ghouls,
cryptic texts, government conspiracies, madness, death, horror, pain and possibly junk food or even a nice bottle of
wine, and you have a session of OGL Horror.

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For example, deranged soldier Burke Talbot wants to
fire his custom rocket launcher at an approaching band The Core Mechanic:
of investigators (who are trying to find out why there When in doubt about how to resolve any given
has been a string of deaths around army bases and what action, keep this simple piece of advice in mind. Any
exactly did the Special Weapons Division dig out of attempted action that has some chance of failure can

HORROR ROLEPLAYING
the desert sands in 1991?). He would need to succeed be handled by rolling a twenty-sided die (d20). To
determine if a character, be it a Player Character or
at an attack roll and his soon to be piecemeal victims
one controlled by the Games Master, succeeds at a
would need to roll Reflex saving throws on 1d20. Do
task, do this:
not despair; terminology like attack roll and Reflex
~ Roll a d20.
saving throws will be explained soon. Note that the 1
~ Add any relevant modifiers.
in a dice code is simply assumed if no other number ~ Compare the result to a target number.
is listed or needed. If the d20 check is successful, the If the result equals or exceeds the target number, the
investigators would only take half damage from the character succeeds. If the result is lower than the
rocket’s detonation. target number, the character fails.

The 10d6 means Talbot’s Player would roll one six sided
die, note the number, then roll it again nine more times armoured with a vest that has a special vulnerability that
and add the results to the first roll. Out of 10d6, a Player multiplied all electrical damage by x3, any successful
can get a range of numbers from 10 (all ten dice roll a attack would inflict 4 (x3 modified to x4 by the additional
1) to 60 (every die rolls a 6). When multiple dice are x2 critical modifier) times the normal damage, not 5
indicated by this shorthand code, the values of the rolls times (which would occur if the multiplies were added
are always added together. together, which they are not as per this rule).

One last dice note concerned the idea of a d100, also Actions
called a d%. This is also called a percentile roll in Once you have a character and some dice, you have all the
roleplaying parlance. To do this, roll a d10 twice. The tools you need to begin playing Rounds of play. These
first roll is for the tens digit; the second roll is for the ones usually consist of the Games Master, the person guiding
digit. If you were to roll a 4 and the a 2, that generates the story and the action of a game, asking questions and
the number 42. When rolling a percentile, two 0s count describing scenes and Players suggesting actions their
as the number 100. Some dice sets have a special d10
with a two digit number (10,20,30, and so on) stamped
on each of its faces to make this easier, but such dice are
certainly not necessary.

Multipliers
Certain modifications to dice rolls exist within the rules
that, instead of adding a set number or an addition die or
dice to a roll, multiply the result. These are listed as ‘x2’
or some other multiplication value. Multipliers apply to
every numeric modifier and the basic dice involved in the
roll but not to additional dice added as a modifier to the
roll. For example, if Buck the reporter has a holy bullet
that does 2d6 extra damage to possessed people and, and
he inflicts a critical hit when he shoots his possessed
friend, the attack would deal the bullet’s normal 1d10
damage multiplied by x2 plus the 2d6 holy damage, for a
grand total of 2d10 projectile plus 2d6 holy.

Multipliers can stack but regardless of their values, they


stack in a specific way. When a check or value has two
or more multipliers, the highest value multiplier is kept
and every additional multiplier increases the first one’s
value by 1. If Toshia were to take an critical swipe with
her taser-claws (a 1d8+4 electrical attack) at a person

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characters wish to take in response to these descriptions. that a character does which has a chance of failing because
Everything a character wishes to do, from waking up and of someone else’s actions, skills, or abilities, the result is
putting on his socks to filling a band of street thieves full a contested roll. A psycho throwing a Molotov cocktail
of crossbow bolts, is an action. Actions come in different at an armoured car is an example of a contested action;
types and have different rules attached to them. his attack roll is contested by the vehicle’s Defence.
HORROR ROLEPLAYING

Contested checks are never guaranteed and even the most


Simple actions are things that do not require rolls masterful of archers can miss his mark once in a while.
except in the most adverse of conditions. Under normal Saving throws, which are a special type of check made
circumstances, a character is allowed to tie his shoes to see if a character can escape the effects of something
without needing to make a die roll for success. If that adverse, are another kind of contested roll.
same character had just been hit by a crosstown bus after
staggering out of a warehouse where mob enforcers had A term used during contested rolls is DC, short for
been dosing him with sodium pentathol to make him talk, Difficulty Class. The DC of a contested check is the
it might be a different story. Whenever a character needs number a d20 check (plus or minus modifiers) must equal
to make a simple action, something they can normally or roll higher than in order to succeed. A roll that is lower
do everyday with no special skill or talent required, the than the given DC for an action fails. The d20 is the most
Games Master will generally simply declare success or, common type of die rolled during an average gaming
in the example just given, require a roll (also called a session, making it crucial to the system and the single
‘check’) or simply declare failure. most important die for any Player to own.

Contested actions make up the largest part of the rule Astute Players may have realised at this point that if
mechanics for combat and skills in this book. Everything contested checks have to beat a listed DC and they are
all made using a single d20, then actions with a
DC of 21 are impossible. On the surface, this
is correct – which is where characters come
in. Characters and the skills and abilities they
gain come with modifiers that are added to or
subtracted from certain kinds of checks. These
modifiers can theoretically make any check
possible, no matter how high the DC might be.

Though it is often a convention with games


running the d20 rules to allow all rolls of 20 on a
d20 to be an automatic success, this is not always
the case. By the same token, a roll of 1 (called
a ‘natural’ 1 because it is the actual result on the
die roll, just as with a ‘natural’ 20) is not always
an automatic failure. Instances in the rules where
a natural 1 or 20 indicate automatic success or
failure will be clearly marked in the text of the
rules themselves.

Ability Scores
Every character in a d20 game has six basic
abilities. Each one represents some aspect of that
character’s mental or physical prowess. Some
types of creature may possess a non-ability,
such as undead monsters not truly possessing a
Constitution score – the ability governing health.
In most cases, a character will have a positive
value of some kind in each of the six scores,
indicating some development or lack thereof in
that area.

6
Ability Modifiers
Ability Modifiers
Each ability, after changes made because of age or other Score Modifier
campaign factors, generally has a modifier ranging from 1 –5
–5 to +5. The Ability Modifiers table shows the modifier 2–3 –4
for each score. Ability score modifiers can range higher

HORROR ROLEPLAYING
4–5 –3
than +5, but they cannot go lower than -5 because the
status of a creature or object changes when its ability 6–7 –2
scores drop to 0. See below for further details. 8–9 –1
10–11 0
The modifier is the number you apply to the die roll when
12–13 +1
your character tries to do something related to
that ability. You also use the modifier with some numbers 14–15 +2
that are not die rolls. A positive modifier is called a 16–17 +3
bonus, and a negative modifier is called a penalty. 18–19 +4
20–21 +5
The Abilities
Each ability partially describes your character and 22–23 +6
affects some of his actions. Abilities are not the sum 24–25 +7
total of a character’s personality or capabilities, but they 26–27 +8
do provide the framework around which skills and d20
checks are typically made, making them a very important 28–29 +9
part of the character’s description. 30–31 +10
32–33 +11
Strength (STR) 34–35 +12
Strength measures your character’s muscle and physical
power. Strength also limits the amount of equipment 36–37 +13
your character can carry. 38–39 +14
You apply your character’s Strength modifier to: 40–41 +15
~ Melee attack rolls.
42–43 +16
~ Damage rolls when using a melee weapon or a thrown
weapon (including a sling). Exceptions: Off-hand 44–45 +17
attacks receive only one-half the character’s Strength etc. . .
bonus, while two-handed attacks receive one and a
half times the Strength bonus. A Strength penalty, but
not a bonus, applies to attacks made with a bow that is ~ Reflex saving throws, for avoiding explosions and
not a composite bow. other attacks that you can escape by moving quickly.
~ Climb, Jump, and Swim checks. These are the skills ~ Balance, Escape, Hide, Move Silently, Open Lock,
that have Strength as their key ability. Ride, Sleight of Hand, Tumble and Use Rope checks.
~ Strength checks (for breaking down doors and the These are the skills that have Dexterity as their key
like). ability.

Dexterity (DEX) Constitution (CON)


Dexterity measures hand-eye coordination, agility, Constitution represents your character’s health and
reflexes and balance. This ability is the important for stamina. A Constitution bonus increases a character’s hit
characters who typically wear light armour or no armour points, so the ability is important for all classes.
at all and for anyone who wants to be a skilled shot. You apply your character’s Constitution modifier to:
You apply your character’s Dexterity modifier to: ~ Each roll of a Hit Die (though a penalty can never
~ Ranged attack rolls, including those for attacks made drop a result below 1 – that is, a character always
with bows, pistols and rifles. gains at least 1 hit point each time he advances in
~ Defence, provided that the character can react to the level).
attack. ~ Fortitude saving throws, for resisting poison and
similar threats.
~ Concentration checks. Concentration is a skill,
important to spellcasters, that has Constitution as

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its key ability. If a character’s Constitution score
changes enough to alter his Constitution modifier,
the character’s hit points also increase or decrease
accordingly.

Intelligence (INT)
HORROR ROLEPLAYING

Intelligence determines how well your character learns


and reasons. It is important for any character who wants
to have a wide assortment of skills.
You apply your character’s Intelligence modifier to:
~ The number of languages your character knows at the
start of the game.
~ The number of skill points gained each level – but
your character always gets at least 1 skill point per
level.
~ Appraise, Craft, Decipher Script, Disable Device,
Forgery, Knowledge and Search checks. These are
the skills that have Intelligence as their key ability.
An animal has an Intelligence score of 1 or 2. A creature
of human-like intelligence has a score of at least 3. decrease in Constitution occurs. One important exception
to this retroactive rule regards Intelligence. A character
Wisdom (WIS) does not retroactively gain additional skill points for
Wisdom describes a character’s willpower, common previous levels if she increases her intelligence, nor are
sense, perception, and intuition. While Intelligence skill points lost if Intelligence is lowered for any reason.
represents one’s ability to analyse information, Wisdom
represents being in tune with and aware of one’s Ability Score Loss
surroundings. If you want your character to have acute Various attacks cause ability score loss, either ability
senses, put a high score in Wisdom. Every creature has damage or ability drain. Points lost to ability damage
a Wisdom score. return at the rate of 1 point per day (or double that if the
You apply your character’s Wisdom modifier to: character gets complete bed rest) to each damaged ability,
~ Will saving throws (for negating the effect of mind- and certain chemical or mechanical effects offset ability
altering phenomena or spells). damage as well. Ability drain, however, is permanent,
~ Heal, Listen, Profession, Sense Motive, Spot and though some effects can restore even those lost ability
Survival checks. These are the skills that have score points.
Wisdom as their key ability.
While any loss is debilitating, losing all points in an
Charisma (CHA) ability score can be devastating.
Charisma measures a character’s force of personality, ~ Strength 0 means that the character cannot move at all.
persuasiveness, personal magnetism, ability to lead and He lies helpless on the ground.
physical attractiveness. This ability represents actual ~ Dexterity 0 means that the character cannot move at
strength of personality, not merely how one is perceived all. He stands motionless, rigid, and helpless.
by others in a social setting. Every creature has a ~ Constitution 0 means that the character is dead.
Charisma score. ~ Intelligence 0 means that the character cannot think
You apply your character’s Charisma modifier to: and is unconscious in a coma-like stupor, helpless.
~ Bluff, Diplomacy, Disguise, Gather Information, ~ Wisdom 0 means that the character is withdrawn into a
Handle Animal, Intimidate and Perform checks. deep sleep filled with nightmares, helpless.
These are the skills that have Charisma as their key ~ Charisma 0 means that the character is withdrawn into
ability. a catatonic, coma-like stupor, helpless.
~ Checks that represent attempts to influence others.
Keeping track of negative ability score points is never
When an ability score changes, all attributes associated necessary. A character’s ability score cannot drop below
with that score change accordingly. Most of these 0. Having a score of 0 in an ability is different from
changes are also retroactive; a character receives or loses having no ability score whatsoever. Some effects and
additional hit points for previous levels if an increase or abilities impose an effective ability score reduction, which

8
is different from ability score loss. Any such reduction When a character has a negative opinion of a character’s
disappears at the end of the effect or ability’s duration reputation, the character is considered to be infamous
and the ability score immediately returns to its former by that character. Also, at the Games Master’s option,
value. a character might be considered infamous in certain
situations due to events that have transpired in the

HORROR ROLEPLAYING
If a character’s Constitution score drops, then he loses campaign. Infamy, when recognised, inflicts a penalty to
1 hit point per Hit Die for every point by which his certain Charisma-based skill checks.
Constitution modifier drops.
Using the Reputation Bonus
Reputation Whenever the Games Master decides that a character’s
Reputation is used to determine whether another reputation can be a factor in an encounter, the Games
character (a Games Master character) recognises a Master makes a Reputation check (DC 25) for whoever
character. Those who recognise the character are more may recognise him. A Reputation check is 1d20 + the
likely to help the character or do what he or she asks, character’s Reputation bonus + the Int modifier of the
provided the reputation has a positive connotation to person recognising the character. Some Knowledge skill
the character who recognises the character. A high modifiers might apply instead of the Int modifier, if the
Reputation bonus also makes it difficult for the character character would be well known in the field covered by
to mask his or her identity. the Knowledge skill. Modifiers to the Reputation check
depend on the character and the Games Master character
Most of the time, a character does not decide to use his in question, as shown below. Note that if the Games
reputation. The Games Master decides when a character’s Master character has no possible way of recognising a
reputation can be relevant to a scene or encounter. At the character, then the Reputation check automatically fails.
moment it becomes relevant, the Games Master makes
a Reputation check for a Games Master character If the Games Master character succeeds at the Reputation
who might be influenced in some fashion due to the check, he or she recognises the character. This provides
character’s fame or notoriety, as detailed below. a +4 bonus or a –4 penalty on checks involving the
following skills for the duration of the encounter:
Fame and Infamy Bluff, Diplomacy, Gather Information, Intimidate and
Most characters with a high Reputation bonus (+4 Perform.
or higher) are considered well known within their
profession or social circle. The Games Master must decide that a character’s fame or
infamy can come into play in a given situation to make
Whether this has a positive or negative connotation a Reputation check necessary. A character who does not
depends on the point of view of the person who know, or know of, the character cannot be influenced by
recognises the character. When a character has a positive his or her reputation.
opinion of a character’s reputation, the character is
considered to be famous by that character. Fame, when Carrying Capacity
recognised, provides a bonus to certain Charisma-based Encumbrance rules are based largely on a character’s
skill checks. Strength score and determine how much a character’s
armour and equipment slow him or her down.
Encumbrance comes in two parts: encumbrance by
armour and encumbrance by total weight. The former
is not truly affected by Strength as it deals largely with
Situation Reputation Check
the limits of mobility imposed by the armour itself. The
Modifier
latter is entirely based on Strength as the stronger a
Recognising character is part of the +5 character is, the greater the load he can handle without
character’s professional or social succumbing to the slowing effects of heavy and unwieldy
circle burdens.
The character is famous, known far +10
and wide with either a positive or Encumbrance by Armour
negative connotation A character’s body armour defines his maximum
The character has some small +2 Dexterity bonus to Defence, armour check penalty,
amount of fame or notoriety speed, and running speed. Unless your character is weak
or carrying a lot of gear, that is all you need to know. The

9
extra gear your character carries will slow him
Carrying Capacity or her down any more than the armour already
does. If your character is weak or carrying a lot
Strength Medium
of gear, however, then you will need to calculate
Score Light Load Load Heavy Load
encumbrance by weight. Doing so is most
1 3 lb. or less 4–6 lb. 7–10 lb.
HORROR ROLEPLAYING

important when your character is trying to carry


2 6 lb. or less 7–13 lb. 14–20 lb. some heavy object.
3 10 lb. or less 11–20 lb. 21–30 lb.
4 13 lb. or less 14–26 lb. 27–40 lb. Weight
If you want to determine whether your
5 16 lb. or less 17–33 lb. 34–50 lb.
character’s gear is heavy enough to slow him or
6 20 lb. or less 21–40 lb. 41–60 lb. her down more than the armour already does,
7 23 lb. or less 24–46 lb. 47–70 lb. total the weight of all the character’s items,
8 26 lb. or less 27–53 lb. 54–80 lb. including armour, weapons and gear. Compare
9 30 lb. or less 31–60 lb. 61–90 lb.
this total to the character’s Strength on the
Carrying Capacity table. Depending on how
10 33 lb. or less 34–66 lb. 67–100 lb.
the weight compares to the character’s carrying
11 38 lb. or less 39–76 lb. 77–115 lb. capacity, he may be carrying a light, medium
12 43 lb. or less 44–86 lb. 87–130 lb. or heavy load. Like armour, a character’s
13 50 lb. or less 51–100 lb. 101–150 lb. load affects his maximum Dexterity bonus
to Defence, carries a check penalty (which
14 58 lb. or less 59–116 lb. 117–175 lb.
works like an armour check penalty), reduces
15 66 lb. or less 67–133 lb. 134–200 lb.
the character’s speed and affects how fast the
16 76 lb. or less 77–153 lb. 154–230 lb. character can run, as shown on the Carrying
17 86 lb. or less 87–173 lb. 174–260 lb. Loads table. A heavy load counts as heavy
18 100 lb. or 101–200 lb. 201–300 lb. armour for the purpose of abilities or skills that
less are restricted by armour. Carrying a light load
19 116 lb. or 117–233 lb. 234–350 lb. does not encumber a character.
less
20 133 lb. or 134–266 lb. 267–400 lb.
If a character is wearing armour, use the
less worse figure (from armour or from load) for
each category. Do not stack the penalties, as
21 153 lb. or 154–306 lb. 307–460 lb.
less a character can only suffer from one set of
encumbrance penalties at a given time.
22 173 lb. or 174–346 lb. 347–520 lb.
less
23 200 lb. or 201–400 lb. 401–600 lb.
less
24 233 lb. or 234–466 lb. 467–700 lb.
less
25 266 lb. or 267–533 lb. 534–800 lb.
less
26 306 lb. or 307–613 lb. 614–920 lb.
less
27 346 lb. or 347–693 lb. 694–1,040
less lb.
28 400 lb. or 401–800 lb. 801–1,200
less lb.
29 466 lb. or 467–933 lb. 934–1,400
less lb.
+10 x4 x4 x4

10
Base Speed and Encumbrance Lifting and Dragging
Base Speed Reduced Speed A character can lift as much as his maximum load over
20 ft. 15 ft. his head. A character can lift as much as double his
30 ft. 20 ft. maximum load off the ground, but he can only stagger
around with it. While overloaded in this way, the character

HORROR ROLEPLAYING
40 ft. 30 ft. loses any Dexterity bonus to Defence and can move only
50 ft. 35 ft. 5 feet per round (as a full-round action). A character
60 ft. 40 ft. can generally push or drag along the ground as much
as five times his maximum load. Favourable conditions
70 ft. 50 ft.
can double these numbers, while bad circumstances can
80 ft. 55 ft. reduce them to one-half or less.
90 ft. 60 ft.
100 ft. 70 ft. Bigger and Smaller Creatures
The figures on Carrying Capacity are for Medium
bipedal creatures. A larger bipedal creature can carry
Carrying Loads more weight depending on its size category, as follows:
–—— Speed —–— Large x2, Huge x4, Gargantuan x8, Colossal x16. A
Load Max Check (30 ft.) (20 ft.) Run smaller creature can carry less weight depending on
Dex Penalty its size category, as follows: Small x3/4, Tiny x1/2,
Medium +3 –3 20 ft. 15 ft. x4 Diminutive x1/4, Fine x1/8.
Heavy +1 –6 20 ft. 15 ft. x3
Quadrupeds can carry heavier loads than characters can.
Instead of the multipliers given above, multiply the value
Movement and Distance corresponding to the creature’s Strength score on the
Carrying Capacity table by the appropriate modifier, as
——————— Speed ——–————
follows: Fine x1/4, Diminutive x1/2, Tiny x3/4, Small
15 feet 20 feet 30 feet 40 feet x1, Medium x1.5, Large x3, Huge x6, Gargantuan x12,
One Round (Tactical)* Colossal x24.

Walk 15 ft. 20 ft. 30 ft. 40 ft. Tremendous Strength


Hustle 30 ft. 40 ft. 60 ft. 80 ft. For Strength scores not shown on Carrying Capacity,
Run (x3) 45 ft. 60 ft. 90 ft. 120 ft. find the Strength score between 20 and 29 that has the
same number in the ‘ones’ digit as the creature’s Strength
Run (x4) 60 ft. 80 ft. 120 ft. 160 ft.
score does and multiply the numbers in that by 4 for
One Minute (Local) every ten points the creature’s strength is above the score
Walk 150 ft. 200 ft. 300 ft. 400 ft. for that row.
Hustle 300 ft. 400 ft. 600 ft. 800 ft.
Run (x3) 450 ft. 600 ft. 900 ft. 1,200 ft.
Armour and Encumbrance for Other
Base Speeds
Run (x4) 600 ft. 800 ft. 1,200 ft. 1,600 ft. The Base Speed and Encumbrance table below provides
One Hour (Overland) reduced speed figures for all base speeds from 20 feet to
Walk 1.5 miles 2 miles 3 miles 4 miles 100 feet (in 10-foot increments).
Hustle 3 miles 4 miles 6 miles 8 miles
Movement
Run — — — — There are three movement scales, as follows.
One Day ~ Tactical, for combat, measured in feet (or squares) per
(Overland) round.
Walk 12 miles 16 miles 24 miles 32 miles ~ Local, for exploring an area, measured in feet per
minute.
Hustle — — — —
~ Overland, for getting from place to place, measured in
Run — — — — miles per hour or miles per day.
* Tactical movement is often measured in squares on the
battle grid (1 square = 5 feet) rather than feet.

11
Modes of Movement: While moving at the different
movement scales, creatures generally walk, hustle or run.
Basic Movement
Characters exploring an area use basic movement,
Each type of movement affects the speed of the character
measured in feet per minute.
and the types of action that can be performed at the same
time. The Combat (and Running Away) Chapter will
Walk: A character can walk without a problem on the
HORROR ROLEPLAYING

explain simultaneous actions in greater detail.


local scale.
Hustle: A character can hustle without a problem on
Walk: A walk represents unhurried but purposeful
the local scale. See Overland Movement, below, for
movement at 3 miles per hour for an unencumbered
movement measured in miles per hour.
person.
Run: A character with a Constitution score of 9 or higher
Hustle: A hustle is a jog at about 6 miles per hour for
can run for a minute without a problem. Generally, a
an unencumbered human. A character moving his speed
character can run for a minute or two before having to rest
twice in a single round, or moving that speed in the same
for a minute.
round that he performs a standard action or another
move action is hustling when he moves.
Mounts and Vehicles
Run (x3): Moving three times speed is a running pace
Mount/Vehicle Per Hour Per Day
for a character in heavy armour. It represents about 9
miles per hour for a human in full plate or heavy combat Mount (carrying load)
armour. Light horse or light warhorse 6 miles 48 miles
Run (x4): Moving four times speed is a running pace Light horse (151–450 lb.)1 4 miles 32 miles
for a character in light or no armour. It represents about
Light warhorse (231–690 lb.)1 4 miles 32 miles
12 miles per hour for an unencumbered human, or 8
miles per hour for a human in chainmail or tactical body Heavy horse or heavy warhorse 5 miles 40 miles
armour such as riot gear. Heavy horse (201–600 lb.) 1
3.5 miles 28 miles
Heavy warhorse (301–900 lb.) 1
3.5 miles 28 miles
Tactical Movement Pony or warpony 4 miles 32 miles
Use tactical movement for combat. Characters generally
Pony (76–225 lb.) 1
3 miles 24 miles
do not walk during combat—they hustle or run. A
character who moves his speed and takes some action Warpony (101–300 lb.) 1
3 miles 24 miles
is hustling for about half the round and doing something Donkey or mule 3 miles 24 miles
else the other half. Donkey (51–150 lb.)1 2 miles 16 miles
Mule (231–690 lb.) 1
2 miles 16 miles
Hampered Movement: Difficult terrain, obstacles, or
Dog, riding 4 miles 32 miles
poor visibility can hamper movement. When movement
is hampered, each square moved into usually counts Dog, riding (101–300 lb.) 1
3 miles 24 miles
as two squares, effectively reducing the distance that Cart or wagon 2 miles 16 miles
a character can cover in a move. If more than one Ship
condition applies, multiply together all additional costs Raft or barge (poled or towed)2 1/2 mile 5 miles
that apply. This is a specific exception to the normal rule
Keelboat (rowed) 2
1 mile 10 miles
for doubling.
Rowboat (rowed)2 1.5 miles 15 miles
In some situations, your movement may be so hampered Sailing ship (sailed) 2 miles 48 miles
that you do not have sufficient speed even to move 5 Yacht (powered) Varies Varies
feet (1 square). In such a case, you may use a full-round 1 Quadrupeds, such as horses, can carry heavier loads than
action to move 5 feet (1 square) in any direction, even characters can. See Carrying Capacity, above, for more
diagonally. Even though this looks like a 5-foot step, it is information.
not, and thus it provokes attacks of opportunity normally. 2 Rafts, barges, keelboats, yachts, and rowboats are used
You cannot take advantage of this rule to move through on lakes and rivers. Yachts can also be taken on open water
impassable terrain or to move when all movement is (ocean travel). If going downstream, add the speed of the
current (typically 3 miles per hour) to the speed of the vehicle.
prohibited to you. In addition to 10 hours of being rowed, the vehicle can also
float an additional 14 hours, if someone can guide it, so add
You cannot run or charge through any square that would an additional 42 miles to the daily distance travelled. These
hamper your movement. vehicles cannot be rowed against any significant current, but
they can be pulled upstream by draft animals on the shores.

12
Hampered Movement Terrain and Overland Movement
Condition Additional Movement Cost Terrain Highway Road or Trail Trackless
Difficult terrain x2 Desert, sandy x1 x1/2 x1/2
Obstacle* x2 Forest x1 x1 x1/2

HORROR ROLEPLAYING
Poor visibility x2 Hills x1 x3/4 x1/2
Impassable — Jungle x1 x3/4 x1/4
* May require a skill check Moor x1 x1 x3/4
Mountains x3/4 x3/4 x1/2

Overland Movement Plains x1 x1 x3/4


Characters covering long distances cross-country use Swamp x1 x3/4 x1/2
overland movement. Overland movement is measured Tundra, frozen x1 x3/4 x3/4
in miles per hour or miles per day. A day represents
8 hours of actual travel time. For rowed watercraft, a Run
day represents 10 hours of rowing. For a sailing ship, it A character cannot run for an extended period of time.
represents 24 hours. Attempting to run and rest in cycles – the preferred
method for long distance overland travel when time is
Walk not an important factor or in short supply – effectively
A character can walk 8 hours in a day of travel without works out to a hustle.
a problem. Walking for longer than that can wear him or
her out (see Forced March, below). Terrain
The terrain through which a character travels affects
Hustle how much distance he can cover in an hour or a day
A character can hustle for 1 hour without a problem. (see Terrain and Overland Movement). A highway
Hustling for a second hour in between sleep cycles deals is a straight, major, paved road. A road is typically a
1 point of nonlethal damage, and each additional hour dirt or gravel track. A trail is like a road, except that it
deals twice the damage taken during the previous hour allows only single-file travel and does not benefit a party
of hustling. A character who takes any nonlethal damage travelling with vehicles. Trackless terrain is a wild area
from hustling becomes fatigued. with no paths.

A fatigued character cannot run or charge and takes a Forced March


penalty of –2 to Strength and Dexterity. Eliminating the In a day of normal walking a character walks for 8 hours.
nonlethal damage also eliminates the fatigue. The rest of the daylight time is spent making and breaking
Manoeuvrability
Manoeuvrability Rating
Perfect Good Average Poor Clumsy
Minimum forward speed None None Half Half Half
Hover Yes Yes No No No
Move backward Yes Yes No No No
Reverse Free –5 ft. No No No
Turn Any 90º/5 ft. 45º/5 ft. 45º/5 ft. 45º/10 ft.
Turn in place Any +90º/–5 ft. +45º/–5 ft. No No
Maximum turn Any Any 90º 45º 45º
Up angle Any Any 60º 45º 45º
Up speed Full Half Half Half Half
Down angle Any Any Any 45º 45º
Down speed Double Double Double Double Double
Between down and up 0 0 5 ft. 10 ft. 20 ft.

13
camp, resting and eating. A character can walk for more ~ Maximum Turn: How much the object can turn in any
than 8 hours in a day by making a forced march. For one space.
each hour of marching beyond 8 hours, a Constitution ~ Up Angle: The angle at which the object can climb.
check (DC 10, +2 per extra hour) is required. If the ~ Up Speed: How fast the object can climb.
check fails, the character takes 1d6 points of nonlethal ~ Down Angle: The angle at which the object can
HORROR ROLEPLAYING

damage. A character who takes any nonlethal damage descend.


from a forced march becomes fatigued. Eliminating the ~ Down Speed: A flying object can fly down at twice its
nonlethal damage also eliminates the fatigue. It is very normal flying speed.
possible for a character to march into unconsciousness ~ Between Down and Up: An average, poor, or clumsy
by pushing himself too hard on a forced march. flying object must fly level for a minimum distance
after descending and before climbing. Any flier can
Mounted Movement begin descending after a climb without an intervening
A mount bearing a rider can move at a hustle. The distance of level flight.
damage it takes when doing so, however, is lethal
damage. The creature can also be ridden in a forced Evasion and Pursuit
march, but its Constitution checks automatically fail, In round-by-round movement, simply counting off
and, again, the damage it takes is lethal damage. Mounts squares, it is impossible for a slow character to get away
also become fatigued when they take any damage from from a determined fast character without mitigating
hustling or forced marches. circumstances. Likewise, it is no problem for a fast
character to get away from a slower one.
Three Dimensional Movement
Once movement becomes three-dimensional and When the speeds of the two concerned characters are
involves turning in midair and maintaining a minimum equal, there is a simple way to resolve a chase: If one
velocity to stay aloft, it gets more complicated. Most creature is pursuing another, both are moving at the same
flying objects have to slow down at least a little to speed, and the chase continues for at least a few rounds,
make a turn and many are limited to fairly wide turns have them make opposed Dexterity checks to see who is
and must maintain a minimum forward speed. Each the faster over those rounds. If the creature being chased
flying object has a manoeuvrability rating, as shown on wins, it escapes. If the pursuer wins, it catches the fleeing
the Manoeuvrability table. The entries on the table are creature.
defined below.
~ Minimum Forward Speed: If a flying object fails to
maintain its minimum forward speed, it must land
at the end of its movement. If it is too high above
the ground to land, it falls straight down, descending
150 feet in the first round of falling. If this distance
brings it to the ground, it takes falling damage. If the
fall does not bring the object to the ground, it must
spend its next turn recovering from the stall. Its pilot
must succeed on a DC 20 Pilot skill check to recover.
Otherwise it falls another 300 feet. If it hits the
ground, the object and its pilot take falling damage.
Otherwise, it has another chance to recover on its next
turn.
~ Hover: The ability to stay in one place while
airborne.
~ Move Backward: The ability to move backward
without turning around.
~ Reverse: An object with good manoeuvrability uses
up 5 feet of its speed to start flying backward.
~ Turn: How much the object can turn after covering
the stated distance.
~ Turn in Place: An object with good or average
manoeuvrability can use some of its speed to turn in
place.

14
Sometimes a chase occurs overland and could last Light Sources and Illumination
all day, with the two sides only occasionally getting
glimpses of each other at a distance. In the case of a Object Bright Shadowy Duration
long chase, an opposed Constitution check made by all Candle n/a* 5 ft. 1 hour
parties determines which can keep pace the longest. If Disposable Light 10 ft. 5 ft. 2 hours

HORROR ROLEPLAYING
the creature being chased rolls the highest, it gets away. Stick
If not, the pursuer runs down its prey as the quarry’s
Camplight 15 ft. 30 ft. 6 hr./
stamina flags. battery

Moving Within a Single Square Floodlight** 60-ft. cone 120-ft. cone 2 hr./
battery
In general, when the characters are not engaged in
round-by-round combat, they should be able to move Lantern, oil 30 ft. 60 ft. 6 hr./pint
anywhere and in any manner that you can imagine real Flashlight 20 ft. 40 ft. 6 hr./
people could. A 5-foot square, for instance, can hold batteries
several characters; they just cannot all fight effectively in Torch 20 ft. 40 ft. 1 hr.
that small space. The rules for movement are important
for combat, but outside of combat they can impose *A candle does not provide bright illumination, only
shadowy illumination.
unnecessary hindrances on character activities.
**A floodlight lantern illuminates a cone, not a radius.
The Rules of Exploration
or cover from a condition that is not directly dependent
Vision and Lighting Conditions on lighting can succeed at Hide skill checks against a
Several types of equipment, such as nightvision goggles, character or being with darkvision.
grant darkvision, but characters without this quality need
light to see by. See the table below for the radius that a Breaking Objects
light source illuminates and how long it lasts. In an area When attempting to break an object, you have two
of bright light, all characters can see clearly. A creature choices: smash it with a weapon or break it with sheer
cannot hide in an area of bright light unless it is invisible strength. Breaking objects can also be accomplished
or has cover. through the application of energy other than kinetic,
but the basic rules for doing so are largely unchanged.
In an area of shadowy illumination, a character can Exceptions to this principle are noted below when
see dimly. Creatures within this area have concealment appropriate.
relative to that character. A creature in an area of shadowy
illumination can make a Hide check to conceal itself. In Smashing an Object
areas of total darkness, creatures without darkvision are Smashing a weapon or held object with a slashing or
effectively blinded. In addition to the obvious effects, a bludgeoning weapon is accomplished by the sunder
blinded creature has a 50% miss chance in combat (all special attack. Smashing an object is a lot like sundering
opponents have total concealment), loses any Dexterity a weapon, except that your attack roll is opposed by the
bonus to Defence, takes a –2 penalty to Defence, moves object’s Defence score. Generally, you can smash an
at half speed and takes a –4 penalty on Search checks and object only with a bludgeoning or slashing weapon.
most Strength and Dexterity-based skill checks.
Defence
Characters with low-light vision equipment can Objects are easier to hit than creatures because they
effectively double the given radius of bright light usually do not move, but many are tough enough to shrug
and shadowy illumination whilst they are using this off some damage from each blow. An object’s Defence is
equipment. equal to 10 + its size modifier + its Dexterity modifier.
An inanimate object has not only a Dexterity of 0 (–5
Characters with darkvision equipment can see lit areas penalty to Defence), but also an additional –2 penalty to
normally as well as dark areas within 60 feet. A creature its Defence. Furthermore, if you take a full-round action
cannot hide within 60 feet of a character with darkvision to line up a shot against an inanimate object, you get an
unless it is somehow invisible or has cover other than automatic hit with a melee weapon and a +5 bonus on
shadows. Only a creature that can claim concealment attack rolls with a ranged weapon.

15
Hardness
Each object has hardness – a number that represents Common Armour, Weapon and Shield
how well it resists damage. Whenever an object takes
Hardness and Hit Points
damage, subtract its hardness from the damage. Only
damage in excess of its hardness is deducted from the Weapon or Defensive Item Hardness HP1
HORROR ROLEPLAYING

object’s hit points (see the Common Armour, Weapon Light blade 10 2
and Shield Hardness and Hit Points table; the Substance One-handed blade 10 5
Hardness and Hit Points table and the Object Hardness
Two-handed blade 10 10
and Hit Points table).
Light metal-hafted weapon (police 10 10
Hit Points baton, small pistol)
An object’s hit point total depends on what it is made One-handed metal-hafted weapon 10 20
of and how big it is (see the Common Armour, Weapon (standard revolver, nunchaku)
and Shield Hardness and Hit Points table; the Substance Light hafted weapon 5 2
Hardness and Hit Points table; and the Object Hardness
One-handed hafted weapon 5 5
and Hit Points table). When an object’s hit points reach
0, it is ruined. Very large objects, such as wagons or Two-handed hafted weapon 5 10
main battle tanks, may have separate hit point totals for (shotgun, baseball bat)
different sections or locations. Projectile weapon (crossbow, 5 5
~ Energy Attacks: Acid and sonic attacks deal damage speargun)
to most objects just as they do to creatures; roll Armour special2 armour
damage and apply it normally after a successful hit. bonus
Electricity and fire attacks deal half damage to most x5
objects; divide the damage dealt by 2 before applying
Shield (riot shield, trash can lid)3 10 10
the hardness. Cold attacks deal one-quarter damage
to most objects; divide the damage dealt by 4 before Firearm 5 7
applying the hardness. 1
The hp value given is for Medium-size armour, weapons
~ Ranged Weapon Damage: Objects take half damage and shields.
from ranged weapons (unless the weapon is a siege Divide by 2 for each size category of the item smaller
engine or something similar). Divide the damage than Medium, or multiply it by 2 for each size category
dealt by 2 before applying the object’s hardness. larger than Medium.
~ Ineffective Weapons: Certain weapons just cannot 2
Varies by material; see Substance Hardness and Hit
effectively deal damage to certain objects. Points.
~ Immunities: Objects are immune to nonlethal damage 3
Shields are very rare in a modern setting, but they do
and to critical hits. Even animated objects, which occasionally occur in the hands of riot officers and other
are otherwise considered creatures, have these emergency personnel.
immunities because they are constructs.
~ Vulnerability to Certain Attacks: Certain attacks are
especially successful against some objects. In such Substance Hardness and Hit Points
cases, attacks deal double their normal damage and Substance Hardness Hit Points
may ignore the object’s hardness.
Paper or cloth 0 2/inch of thickness
~ Damaged Objects: A damaged object remains fully
functional until the item’s hit points are reduced to Rope 0 2/inch of thickness
0, at which point it is destroyed. Damaged (but not Glass 1 1/inch of thickness
destroyed) objects can be repaired with the Craft Ice 0 3/inch of thickness
skill.
Leather or hide 2 5/inch of thickness
Saving Throws Wood 5 10/inch of thickness
Nonmagical, unattended items never make saving Stone 8 15/inch of thickness
throws. They are considered to have failed their saving Iron or steel 10 30/inch of thickness
throws, so they always are affected by spells. An item
Ballistic Material 15 30/inch of thickness
attended by a character (being grasped, touched, or
worn) makes saving throws as the character (that is, Titanium Alloy 20 40/inch of thickness
using the character’s saving throw bonus).

16
Masterwork quality items always get saving throws. and applies in all situations, even when the character is
A masterwork item’s Fortitude, Reflex, and Will save flat-footed or would lose his Dexterity bonus for some
bonuses are equal to 5 plus their masterwork bonus. An other reason.
attended masterwork item either makes saving throws as
its owner or uses its own saving throw bonus, whichever Equipment Bonus

HORROR ROLEPLAYING
is better. If the character wears armour, it provides a bonus to the
~ Animated Objects: Animated objects count as character’s Defence. This bonus represents the armour’s
creatures for purposes of determining their Armour ability to protect the character from blows.
Class (do not treat them as inanimate objects). Armour provides a minimum bonus to anyone who wears
it, but a character who is proficient in the use of a certain
Bursting Items type of armour receives a larger bonus to Defence.
When a character tries to break something with sudden Sometimes the character can not use the equipment’s
force rather than by dealing damage, use a Strength check bonus to Defence. If an attack will damage the character
(rather than an attack roll and damage roll, as with the just by touching him or her, the character can not add an
sunder special attack) to see whether he succeeds. The equipment bonus (see Touch Attacks).
difference is between hacking a door down (attacking it)
and shouldering it open (bursting it). The DC depends Size Modifier
more on the construction of the item than on the material. The bigger an opponent is, the easier it is to hit in combat.
If an item has lost half or more of its hit points, the DC to The smaller it is, the harder it is to hit. Size modifiers are
break it drops by 2. shown on the Size and Defence of Objects Table.

Larger and smaller creatures get size bonuses and size


penalties on Strength checks to break open doors as
follows: Fine –16, Diminutive –12, Tiny –8, Small
–4, Large +4, Huge +8, Gargantuan +12, Colossal
+16.

A crowbar or portable ram improves a character’s


chance of breaking open a door.

Defence
Defence represents how hard it is for opponents
to land a solid, damaging blow on a character (or
object). It is the attack roll result (also called the
Difficulty Class) that an opponent needs to achieve
to hit a target. The average, unarmoured civilian has a
Defence of 10. A character’s Defence is equal to:

10 + Dexterity modifier + class bonus + equipment


bonus + size modifier

Dexterity Modifier
If the character’s Dexterity is high, the character
is particularly adept at dodging blows or gunfire.
If the character’s Dexterity is low, the character is
particularly inept at it. Sometimes the character
cannot use his Dexterity bonus. If the character
cannot react to a blow (is ‘flat-footed’), he cannot use
his Dexterity bonus to Defence. A Dexterity penalty,
however, still applies even if flat-footed.

Class Bonus
A character’s class grant an innate bonus to Defence.
This bonus measures the character’s combat savvy

17
Other Modifiers Size and Defence of Objects
Other factors can add to Defence. Size Defence Modifier
~ Feats: Some feats give a bonus to Defence.
Colossal –8
~ Natural Armour: Some creatures have natural armour,
which usually consists of scales, fur or layers of thick Gargantuan –4
HORROR ROLEPLAYING

muscle. Huge –2
~ Dodge Bonuses: Some other Defence bonuses Large –1
represent actively avoiding blows. These bonuses
are called dodge bonuses. Any situation that denies Medium +0
the character his Dexterity bonus also denies the Small +1
character dodge bonuses. Unlike most types of bonus, Tiny +2
dodge bonuses always stack with each other.
Diminutive +4
~ Magical Effects: Some campaigns may include
magic. Some magical effects offer enhancement Fine +8
bonuses to armour (making it more effective) or
deflection bonuses that ward off attacks. Object Hardness and Hit Points
Hit Break
Touch Attacks Object Hardness Points DC
Some attacks disregard armour. In these cases, the Rope (1 inch diam.) 0 2 23
attacker makes a touch attack roll (either a ranged touch
Simple wooden door 5 10 13
attack roll or a melee touch attack roll). The attacker
makes his attack roll as normal, but the target’s Defence Small chest 5 1 17
cannot apply any equipment bonus or armour bonus. All Good wooden door 5 15 18
other modifiers, such as class bonus, Dexterity modifier, Footlocker 5 15 23
and size modifier, apply normally.
Strong wooden door 5 20 23
Masonry wall (1 ft. 8 90 35
thick)
Hewn stone (3 ft. 8 540 50
thick)
Chain 10 5 26
Manacles 10 10 26
Masterwork manacles 10 10 28
Fire door (2 in. thick) 10 60 28

DCs to Break or Burst Items


Strength Check to: DC
Break down simple door 13
Break down good door 18
Break down strong door 23
Burst rope bonds 23
Bend iron bars 24
Break down barred door 25
Burst chain bonds 26
Break down iron door 28
Condition DC Adjustment*
Magnetic Seal +5
Welded Shut +10
* If both apply, use the larger number.

18
Horror Character

HORROR CHARACTER CREATION


Creation
In most horror games, the character creation rules The character concept should include motivation and
become the most well-thumbed and familiar sections of plot hooks for the Games Master.
the book. Few characters survive for long – some fall
victim to bizarre and gory fates, others go insane and Occupations
others are only used for one-shots or short campaigns All characters have one of the following occupations.
anyway. These rules are designed to produce a well- A character may hold other jobs as his career unfolds,
rounded and workable character as quickly as possible, but the benefits of a starting occupation are only applied
without producing forgettable, disposable non-entities. once, at the time of character creation. Other occupations
For those playing in longer games, or who want more can easily be reflected by choosing the right skills during
finesse when it comes to character generation, there are the rest of character creation, though some may have to
more detailed class rules later in the chapter. be paid for as cross-class skills to simulate that while the
character may have done other things during his life, it
Concept was a struggle to master skills that they did not have as
much of an opportunity to learn.
The basic concept for a new character depends mainly
on the nature of the game. If the Games Master has
told you what sort of characters are appropriate (‘you’re Each occupation provides a number of additional
all scientists or soldiers in a secret military research permanent class skills that the character can select from
laboratory’), then you have a starting point and should a list of choices. Once selected, a permanent class skill is
discuss with the other Players who plays which role. always considered to be a class skill for the character. If
the skill selected is already a class skill for the character,
If the Games Master just lets you come up with any sort gains a one-time competence bonus for that skill.
of character, then you have more or less free reign when Because these bonuses provide a modifier for skills that
it comes to concept. Your character can be as ordinary are also class skills from the character’s chosen class,
or bizarre as fits the campaign – usually, mundane but it may be easier for a Player to choose class first and
strongwilled characters work best in a horror game. occupation afterwards.

A character’s occupation is a major part of his Some starting occupations provide a Reputation bonus
background and concept, but should not be the entirety or a bonus feat. Finally, a starting occupation may also
of the character’s personality. Avoid the trap of defining increase the character’s Wealth bonus.
the character by his ‘hat’ – one is a reporter, another is an
FBI agent or a parapsychologist or a doctor or whatever. Choose one occupation from the available selections
and apply the benefits to the character as noted in the
occupation’s description.

Character Generation Checklist Academic


1. Come up with a concept Academics include librarians, archaeologists, scholars,
2. Determine ability scores professors, teachers and other education professionals.
3. Choose a character class
4. Select Skills, Feats and Ties Prerequisite: Age 23+
5. Finishing touches

19
Skills: Choose three of the following skills as permanent technology), Move Silently, Pilot, Ride, Spot, Survival,
class skills. If a skill the character selects is already Swim, Treat Injury or add a new Speak Language.
a class skill, he receives a +1 competence bonus on
HORROR CHARACTER CREATION

checks using that skill: Computer Use, Craft (writing), Bonus Feat: Select one of the following: Archaic Weapons
Decipher Script, Gather Information, Knowledge Proficiency, Brawl or Personal Firearms Proficiency.
(occult lore, art, behavioural sciences, business, civics,
current events, earth and life sciences, history, physical Reputation Bonus Increase: +1
sciences, popular culture, tactics, technology or theology Wealth Bonus Increase: +1
and philosophy), Research or add a new Read/Write
Language or a new Speak Language. Athlete
Athletes include amateur athletes of all types and
Reputation Bonus Increase: +1 professional athletes of Olympic quality, including
Wealth Bonus Increase: +2 gymnasts, weight trainers, wrestlers, boxers, martial
artists, swimmers, skaters, and those who engage in any
Adventurer type of competitive sport.
Adventurers include professional daredevils, big-
game hunters, relic hunters, explorers, extreme sports Prerequisite: Strength 13+ or Dexterity 13+
enthusiasts, field scientists, thrill-seekers and others
called to face danger for a variety of reasons. Skills: Choose three of the following skills as permanent
class skills. If a skill the character selects is already a class
Prerequisite: Age 15+ skill, he receives a +1 competence bonus on checks using
that skill: Balance, Climb, Drive, Jump, Ride, Swim or
Skills: Choose two of the following skills as permanent Tumble.
class skills. If a skill the character selects is already
a class skill, he receives a +1 competence bonus on Bonus Feat: Select one the following: Acrobatic, Archaic
checks using that skill: Bluff, Climb, Demolitions, Weapons Proficiency, Brawl, Endurance or Focussed.
Disable Device, Drive, Escape Artist, Intimidate,
Jump, Knowledge (occult lore, streetwise, tactics or Reputation Bonus Increase: +2
Wealth Bonus Increase: +1

Blue Collar
Blue collar occupations include factory work, food
service jobs, construction, service industry jobs, taxi
drivers, postal workers and other jobs that are usually not
considered to be desk jobs.

Prerequisite: Age 18+

Skills: Choose three of the following skills as permanent


class skills. If a skill the character selects is already a class
skill, he receives a +1 competence bonus on checks using
that skill: Craft (electronic, mechanical or structural),
Climb, Drive, Handle Animal, Intimidate, Repair or
Ride.

Reputation Bonus Increase: +0


Wealth Bonus Increase: +2

Celebrity
A celebrity is anyone who, for whatever reason, has
been thrust into the spotlight of the public eye. Actors,
entertainers of all types, newscasters, radio and television
personalities fall under this starting occupation.

Prerequisite: Age 15+

20
Skills: Choose one of the following skills as permanent Dilettante
class skills. If a skill the character selects is already a class Dilettantes usually get their wealth from family holdings
skill, he receives a +1 competence bonus on checks using and trust funds. The typical dilettante has no job, few

HORROR CHARACTER CREATION


that skill: Bluff, Craft (visual art or writing), Diplomacy, responsibilities and at least one driving passion that
Disguise or Perform (act, dance, keyboards, percussion occupies his day. That passion might be a charity or
instruments, sing, stand-up, stringed instruments or wind philanthropic foundation, an ideal or cause worth fighting
instruments). for, or a lust for living a fun and carefree existence.

Reputation Bonus Increase: +4 Prerequisite: Age 18+


Wealth Bonus Increase: +4
Skills: Choose one of the following skills as permanent
Creative class skills. If a skill the character selects is already a
The creative starting occupation covers artists of all types class skill, he receives a +1 competence bonus on checks
who fan their creative spark into a career. Illustrators, using that skill: Gamble, Intimidate, Knowledge (current
copywriters, cartoonists, graphic artists, novelists, events or popular culture), Ride or add a new Speak
magazine columnists, actors, sculptors, game designers, Language.
musicians, screenwriters, photographers, roleplaying
game writers and web designers all fall under this Reputation Bonus Increase: +1
occupation. Wealth Bonus Increase: +5

Prerequisite: Age 15+ Doctor


A doctor can be a physician (general practitioner or
Skills: Choose three of the following skills as permanent specialist), surgeon, psychiatrist or even a veterinarian.
class skills. If a skill the character selects is already a
class skill, he receives a +1 competence bonus on checks Prerequisite: Age 25+
using that skill: Bluff, Computer Use, Craft (visual
art or writing), Disguise, Forgery, Knowledge (occult Skills: Choose two of the following skills as permanent
lore or art), Perform (act, dance, keyboards, percussion class skills. If a skill the character selects is already a
instruments, sing, stand-up, stringed instruments or wind class skill, he receives a +1 competence bonus on checks
instruments) or Spot. using that skill: Craft (pharmaceutical), Computer Use,
Handle Animal, Knowledge (behavioral sciences, earth
Reputation Bonus Increase: +2 and life sciences, or technology), Search or Treat Injury.
Wealth Bonus Increase: +2
Reputation Bonus Increase: +1
Criminal Wealth Bonus Increase: +3
This illicit starting occupation reveals a background
from the wrong side of the law. This occupation includes Emergency Services
con artists, burglars, thieves, crime family soldiers, Rescue workers, firefighters, paramedics, hazardous
gang members, bank robbers, and other types of career material handlers and emergency medical technicians
criminals. fall into this category.

Prerequisite: Age 15+ Prerequisite: Age 18+

Skills: Choose two of the following skills as permanent Skills: Choose two of the following skills as permanent
class skills. If a skill the character selects is already class skills. If a skill the character selects is already a
a class skill, he receives a +1 competence bonus on class skill, he receives a +1 competence bonus on checks
checks using that skill: Bluff, Disable Device, Disguise, using that skill: Balance, Climb, Computer Use, Drive,
Forgery, Gamble, Hide, Knowledge (streetwise), Move Jump, Knowledge (behavioral sciences, earth and life
Silently or Sleight of Hand. sciences, or technology), Search, Treat Injury, Swim.

Bonus Feat: Select one of the following: Brawl, Reputation Bonus Increase: +1
Deceptive or Personal Firearms Proficiency. Wealth Bonus Increase: +2

Reputation Bonus Increase: +0 Entrepreneur


Wealth Bonus Increase: +1 Entrepreneurs have an obsession about being their own
boss. They are often egocentric, have an abundance of

21
confidence, and the ability to acquire the funds necessary Bonus Feat: Select one of the following: Combat Martial
to bankroll their newest moneymaking venture. These Arts, Light Armour Proficiency or Personal Firearms
business owners have a knack for putting together Proficiency.
HORROR CHARACTER CREATION

business proposals, gathering resources and getting a


new venture off the ground. They rarely want to stick Reputation Bonus Increase: +1
around after the launch, however, as they prefer to put Wealth Bonus Increase: +2
their energies into the next big thing.
Military
Prerequisite: Age 18+ Military covers any of the branches of the armed forces,
including army, navy, air force, and marines, as well as
Skills: Choose two of the following skills as permanent the various elite training units such as Seals, Rangers, and
class skills. If a skill the character selects is already Special Forces.
a class skill, he receives a +1 competence bonus on
checks using that skill: Bluff, Diplomacy, Gamble or Prerequisite: Age 18+
Knowledge (business, current events or technology).
Skills: Choose two of the following skills as permanent
Reputation Bonus Increase: +1 class skills. If a skill the character selects is already a class
Wealth Bonus Increase: +4 skill, he receives a +1 competence bonus on checks using
that skill. Climb, Demolitions, Drive, Hide, Knowledge
Investigative (tactics), Move Silently, Navigate, Pilot, Survival or
There are a number of jobs that fit within this occupation, Swim.
including investigative reporters, photojournalists,
private investigators, police detectives, criminologists, Bonus Feat: Select one of the following: Brawl, Combat
criminal profilers, espionage agents, and others who use Martial Arts, Light Armour Proficiency or Personal
their skills to gather evidence and analyse clues. Firearms Proficiency.

Prerequisite: Age 23+ Reputation Bonus Increase: +0


Wealth Bonus Increase: +1
Skills: Choose two of the following skills as permanent
class skills. If a skill the character selects is already a Religious
class skill, he receives a +1 competence bonus on checks Ordained clergy of all persuasions, as well as theological
using that skill: Computer Use, Craft (visual art or scholars and experts on religious studies fall within the
writing), Decipher Script, Forgery, Gather Information, scope of this starting occupation.
Investigate, Knowledge (behavioural sciences, civics,
earth and life sciences, or streetwise), Research, Search Prerequisite: Age 23+
or Sense Motive.
Skills: Choose three of the following skills as permanent
Bonus Feat: Select one of the following: Brawl, class skills. If a skill the character selects is already a class
Meticulous or Personal Firearms Proficiency. skill, he receives a +1 competence bonus on checks using
that skill. Decipher Script, Knowledge (occult lore, art,
Reputation Bonus Increase: +0 behavioural sciences, history, streetwise or theology and
Wealth Bonus Increase: +2 philosophy), Listen or Sense Motive.

Law Enforcement Reputation Bonus Increase: +2


Law enforcement personnel include uniformed police, Wealth Bonus Increase: +1
state troopers, federal police, federal agents, SWAT team
members and military police. Rural
Farm workers, hunters and others who make a living in
Prerequisite: Age 20+ rural communities fall into this category.

Skills: Choose two of the following skills as permanent Prerequisite: Age 15+
class skills. If a skill the character selects is already a
class skill, he receives a +1 competence bonus on checks Skills: Choose two of the following skills as permanent
using that skill. Diplomacy, Drive, Gather Information, class skills. If a skill the character selects is already a
Intimidate, Knowledge (civics, earth and life sciences, class skill, he receives a +1 competence bonus on checks
streetwise or tactics) or Listen.

22
Reputation Bonus Increase: +0
Wealth Bonus Increase: +1

HORROR CHARACTER CREATION


Technician
Scientists and engineers of all types belong to this
starting occupation.

Prerequisite: Age 23+

Skills: Choose three of the following skills as


permanent class skills. If a skill the character selects
is already a class skill, he receives a +1 competence
bonus on checks using that skill: Computer
Use, Craft (chemical, electronic, mechanical or
structural), Knowledge (business, earth and life
sciences, physical sciences or technology), Repair
or Research.

Reputation Bonus Increase: +0


Wealth Bonus Increase: +3

White Collar
Office workers and desk jockeys, lawyers,
accountants, insurance agents, bank personnel,
financial advisors, tax preparers, clerks, sales
personnel, real estate agents and a variety of mid-
level managers fall within the scope of this starting
occupation.

Prerequisite: Age 23+


using that skill. Balance, Climb, Drive, Handle Animal,
Repair, Ride, Survival or Swim. Skills: Choose two of the following skills as permanent
class skills. If a skill the character selects is already a
Bonus Feat: Select one of the following: Brawl, Guide class skill, he receives a +1 competence bonus on checks
or Personal Firearms Proficiency. using that skill. Computer Use, Diplomacy, Knowledge
(art, business, civics, earth and life sciences, history,
Reputation Bonus Increase: +0 physical sciences or technology) or Research.
Wealth Bonus Increase: +1
Reputation Bonus Increase: +1
Student Wealth Bonus Increase: +3
A student can be in high school, college, or graduate
school. could be in a seminary, a military school, or a
private institution. A college-age student should also pick
Ability Scores
Each character has six ability scores; Strength, Dexterity,
a major field of study.
Constitution, Intelligence, Wisdom and Charisma.
Beginning scores range from 3 to 18. There are three
Prerequisite: Age 15+
methods to determine a character’s ability scores
– the Games Master can either let the Players pick their
Skills: Choose three of the following skills as permanent
favourite method or just specify which one is used in his
class skills. If a skill the character selects is already a
game.
class skill, he receives a +1 competence bonus on checks
using that skill. Computer Use, Knowledge (any, except
appraisal, streetwise or tactics), Perform (act, dance, Random Generation
keyboards, percussion instruments, sing, stand-up, Roll 4d6 six times, dropping the lowest dice. Total
stringed instruments or wind instruments) or Research. each roll, then allocate each result to a particular ability
score. For example, if you get a 4d6 roll of 3, 3, 5 and 6,

23
you drop one of the low threes, total the result (14) and
assign it to one of your ability scores. If you wanted to
Standard Scores
Finally, you may also just take a set package of ability
have a character of above average agility and speed, then
HORROR CHARACTER CREATION

scores and assign them as you see fit. This standard


assign the 14 to his Dexterity score. The average human
package is 15, 14, 13, 11, 10, 8.
norm for an ability score is 10.

Planned Generation Character Classes


Instead of rolling dice, you may select the scores you In OGL Horror, there are four basic character types –
want. You have 25 points to spend on ability scores. Combatants, Scholars, Investigators and Ordinary People.
Each score starts at 8, and the costs to increase a score Each type has its own strengths and weaknesses.
are given below. You may also drop scores below 8,
gaining one point for every ability point deducted. For ~ Combatants (soldiers, bouncers, martial artist monks,
example, taking a Strength of 3 would give you another explorers, athletes or just generic ‘tough guys’) have
5 points with which to buy other abilities. You may not the best Base Attack Bonus and Hit Points of any
drop a score below 3 without the approval of the Games character. They have fewer skills and tend to resort to
Master. violence in the face of danger.
Score Cost Score Cost ~ Scholars (scientists, occultists, antiquarians) have
8 0 14 6 a high number of skill points and unlike the other
9 1 15 8 character types, scholars do not have any cap on how
high certain skills can be.
10 2 16 10
11 3 17 13 ~ Investigators (reporters, detectives, spies) have only
12 4 18 16 average skills and a limited number of feats. Their chief
advantage is their resolve in the face of horror. Each
13 5
of the other character types is especially vulnerable to
a particular form of terror, but the investigator handles
each type of horror with equal resolve.

~ Finally, Ordinary People (office workers, students,


backpackers, pesky kids) have the widest range of
feats and skills available to them. They are often ill-
equipped to deal with the nightmare that awaits them,
but can be surprisingly resilient.

These types are referred to as character classes. Classes


are explained further below, but when generating a
beginning character, just deciding on which class suits
your character is enough. Every class uses certain similar
terminology. When reading about the capabilities of each
class, keep the following terms in mind.

Hit Die
The die type used by characters of the class to determine
the number of hit points he has.

Class Skills
This section of a class description provides a list of
class skills and also gives the number of skill points
the character has. A character’s Intelligence modifier
increases the number of skill points he has. The maximum
ranks a starting character can have in a class skill is six
(except for a Scholar’s Intelligence-based skills).

24
A character can also buy skills from other classes’ skill Fighting, Agile Riposte, Archaic Weapons Proficiency,
lists. Each skill point buys a half rank in these cross- Armour Proficiency (heavy), Armour Proficiency (light),
class skills, and a character can only buy up to half the Athletic, Blind-Fight, Brawl, Burst Fire, Cautious,

HORROR CHARACTER CREATION


maximum ranks of a class skill (3 ranks for a starting Cleave, Combat Training, Combat Expertise, Combat
character). Martial Arts, Combat Reflexes, Combat Throw,
Commanding Voice, Dead Aim, Defensive Martial Arts,
Starting Feats Dodge, Double Tap, Drive-By Attack, Elusive Target,
Each class has a certain number of feats available. Endurance, Exotic Firearms Proficiency, Exotic Melee
Proficiency, Far Shot, Guide, Improved Base Attack
Bonus, Improved Brawl, Improved Bull Rush, Power
Base Attack Bonus Attack, Improved Combat Martial Arts, Improved
The character’s Base Attack Bonus is added to any attack Combat Throw, Improved Damage Threshold, Improved
rolls he makes. You add your Base Attack Bonus, an Disarm, Improved Feint, Improved Initiative, Improved
ability modifier (Strength modifier for melee attacks, Knockout Punch, Improved Trip, Improved Two Weapon
Dexterity modifier for ranged attacks) and any other Fighting, Knockout Punch, Mobility, Nimble, Personal
modifiers (range, height, darkness, etc.) to a d20 roll to Firearms Proficiency, Point Blank Shot, Power Attack,
determine if an attack hits. Pulling Strings, Precise Shot, Quick Draw, Quick
Reload, Shot on the Run, Simple Weapons Proficiency,
Base Save Bonuses Skip Shot, Spring Attack, Stealthy, Strafe, Streetfighting,
Each character type lists a bonus to the three saving Sunder, Toughness, Track, Two-Weapon Fighting and
throws. Add the character’s Constitution modifier to Unbalance Opponent.
Fortitude saving throws, Dexterity modifier to Reflex
saves and Wisdom modifier to Will saves. Base Attack Bonus: +3

Base Saving Throw Bonuses: Fort +2, Ref +2, Will +1


Horror Save Modifier
Horror saves (see Chapter 8, Fear and Loathing) are Horror Save Modifier: Combatants react without
based on the character’s Will save, but each character thinking, running on adrenaline and instinct. When faced
type has its own special rules and modifiers listed in this with horror, they tend to snap and act instead of freezing.
section. They have a –4 penalty to Panic checks and automatically
have the ‘fight’ response instead of freezing if they fail a
Defence Bonus Panic check by 5 or less points (see Chapter 8, Fear and
Each type has a Defence bonus that determines how hard Loathing). If they fail a Panic check by 6 or more points,
it is to hit the character. they have the usual chance of fighting or fleeing.

Defence Modifier: +2
Combatant
Hit Points: 10 + 2d10 + triple the character’s Constitution
bonus. Scholar
Hit Points: 6 + 2d6 + triple the character’s Constitution
Class Skills: The combatant’s class skills (and the key bonus.
ability for each skill) are: Balance (Dex), Climb (Str),
Craft (Int), Drive (Dex), Handle Animal (Cha), Intimidate Class Skills: The scholar’s class skills (and the key ability
(Str or Cha), Jump (Str), Knowledge (current events, for each skill) are: Computer Use (Int), Craft (chemical,
popular culture, streetwise or tactics) (Int), Navigate electronic, mechanical, pharmaceutical, structural, visual
(Int), Profession (Wis), Read/Write Language (none), art or writing) (Int), Decipher Script (Int), Demolitions
Repair (Int), Speak Language (none), Survival (Wis) and (Int), Disable Device (Int), Forgery (Int), Investigate
Swim (Str). Also, the starting occupation selected can (Int), Knowledge (art, behavioural sciences, business,
provide additional class skills to choose from. civics, current events, earth and life sciences, history,
occult, physical sciences, popular culture, streetwise,
Skill Points: (Int modifier x 6) + 24 tactics, technology or theology and philosophy) (Int),
Navigate (Int), Profession (Wis), Read/Write Language
Starting Feats: Combatants get three feats of their (none), Repair (Int), Research (Int), Search (Int) and
choice, plus another three feats selected from the Speak Language (none). Also, the starting occupation
following list: Advanced Combat Martial Arts, the character selects can provide additional class skills
Advanced Firearms Proficiency, Advanced Two-Weapon to choose from.

25
Skill Points: (Int modifier x 6) + 48. Scholars have no Meticulous, Nimble, Personal Firearms Proficiency,
maximum to their skill ranks for any Intelligence-based Pulling Strings, Renown, Simple Weapons Proficiency,
skills. Skill Focus, Studious and Surgery.
HORROR CHARACTER CREATION

Starting Feats: Scholars get three feats of their choice, Base Attack Bonus: +1
plus another three feats selected from the following
list: Alertness, Alternate Approach, Attentive, Builder, Base Saving Throw Bonuses: Fort +1, Ref +1, Will +2
Cautious, Contact, Custodian, Creative, Dodge, Double
Tap, Educated, Focused, Gearhead, Guide, Improved Horror Save Modifier: Scholars are no more prone to
Feint, Improved Initiative, Linguist, Medical Expert, panic or fear than other people – indeed, absent-minded

Ordinary People
Character Base Attack
Level Bonus Defence Fortitude Reflex Will Class Features
1 st
+0 +0 +0 +0 +1 Bonus Feat
2 nd
+1 +1 +0 +0 +2 Bonus Feat
3 rd
+1 +1 +1 +1 +2 Two Bonus Feats
4 th
+2 +1 +1 +1 +2
5th +2 +2 +1 +1 +3 Bonus Feat
6th +3 +2 +2 +2 +3 Bonus Feat
7 th
+3 +2 +2 +2 +4 Bonus Feat
8 th
+4 +3 +2 +2 +4
9th +4 +3 +3 +3 +4 Bonus Feat
10 th
+5 +3 +3 +3 +5 Bonus Feat

The ordinary person’s bonus feats must be taken from the starting feats list found in the class description.

Extra Hit Points per Level: 1d6 + Constitution bonus


Extra Skill Points per Level: 5 + Intelligence bonus

Scholar
Character Base Attack
Level Bonus Defence Fortitude Reflex Will Class Features
1 st
+0 +0 +0 +0 +1 Bonus Feat
2 nd
+1 +1 +0 +0 +2 Bonus Feat
3 rd
+1 +1 +1 +1 +2 Bonus Feat
4 th
+2 +2 +1 +1 +2
5 th
+2 +2 +1 +1 +3 Bonus Feat
6 th
+3 +3 +2 +2 +3 Bonus Feat
7 th
+3 +3 +2 +2 +4 Bonus Feat
8 th
+4 +4 +2 +2 +4
9 th
+4 +4 +3 +3 +4 Bonus Feat
10 th
+5 +5 +3 +3 +5 Bonus Feat

The scholar’s bonus feats must be taken from the starting feats list found in the class description.

Extra Hit Points per Level: 1d6 + Constitution bonus


Extra Skill Points per Level: 8 + Intelligence bonus

26
scientists may not even notice the danger – but they have
a –4 penalty to Madness checks. An ordinary person Investigator
might be disturbed by a literally impossible event, such Hit Points: 8 + 2d8 + triple the character’s Constitution

HORROR CHARACTER CREATION


as a non-Euclidean shape, but a scholar has a deeper bonus.
understanding of the universe. An impossible event
undercuts everything he knows and puts everything into Class Skills: The investigator’s class skills (and the key
doubt. The more you know, the greater the shock when ability for each skill) are: Bluff (Cha), Computer Use
it all becomes a lie. (Int) Craft (visual art, writing) (Int), Diplomacy (Cha),
Disguise (Cha), Drive (Dex), Gamble (Wis), Hide
Defence Modifier: +1 (Dex), Investigate (Int), Knowledge (occult lore, art,

Combatant
Character Base Attack
Level Bonus Defence Fortitude Reflex Will Class Features
1 st
+1 +1 +1 +1 +0 Bonus Feat
2 nd
+2 +2 +2 +2 +0 Bonus Feat
3 rd
+3 +2 +2 +2 +1 Bonus Feat
4 th
+4 +3 +2 +2 +1
5th +5 +3 +3 +3 +1 Bonus Feat
6 th
+6 +4 +3 +3 +2 Bonus Feat
7 th
+7 +4 +4 +4 +2 Bonus Feat
8 th
+8 +4 +4 +4 +2
9th +9 +5 +4 +4 +3 Bonus Feat
10 th
+10 +5 +5 +5 +3 Bonus Feat

The combatant’s bonus feats must be taken from the starting feats list found in the class description.

Extra Hit Points per Level: 1d10 + Constitution bonus


Extra Skill Points per Level: 4 + Intelligence bonus

Investigator
Character Base Attack
Level Bonus Defence Fortitude Reflex Will Class Features
1st
+0 +1 +0 +0 +1 Bonus Feat
2nd
+1 +2 +0 +0 +2 Bonus Feat
3rd
+1 +2 +1 +1 +2 Bonus Feat
4th
+2 +3 +1 +1 +2
5th
+2 +3 +1 +1 +3 Bonus Feat
6th
+3 +4 +2 +2 +3 Bonus Feat
7th
+3 +4 +2 +2 +4 Bonus Feat
8th
+4 +4 +2 +2 +4
9th
+4 +5 +3 +3 +4 Bonus Feat
10 th
+5 +5 +3 +3 +5 Bonus Feat

The investigator’s bonus feats must be taken from the starting feats list found in the class description.

Extra Hit Points per Level: 1d8 + Constitution bonus


Extra Skill Points per Level: 5 + Intelligence bonus

27
Why 3rd level characters?
HORROR CHARACTER CREATION

If a beginning character is ‘level three in his chosen type’, what is a 1st level character? Why not begin at 1st level?
There are two main reasons. Starting at level three means there is scope in the rules for weaker characters, such
as children, instead of having beginning characters be the bottom of the ladder. More importantly, although this
game is entirely self-contained and stand-alone, there are numerous other games by Mongoose Publishing and
others that use similar mechanics. These games use a similar scale of level for characters. They also emphasise
advancement – their outlooks are essentially positive, where characters expect to get better. Horror is not really
about gaining anything (certainly, nothing you really want to have). Therefore, OGL Horror characters start off
relatively competent at level three instead of climbing up from level one.

behavioural sciences, business, civics, current events, Class Skills: The ordinary person’s class skills (and the
earth and life sciences, history, physical sciences, key ability for each skill) are: Craft (any) (Int), Drive
popular culture, streetwise, tactics, technology or (Dex), Gamble (Wis), Knowledge (any) (Int), Listen
theology and philosophy) (Int), Listen (Wis), Move (Wis), Perform (any), Profession (Wis), Read/Write
Silently (Dex), Profession (Wis), Read/Write Language Language (none), Search (Int), Sense Motive (Wis),
(none), Research (Int), Search (Int), Sense Motive (Wis), Speak Language (none) and Spot (Wis). The Player may
Speak Language (none), Spot (Wis), Survival (Wis) and choose another five skills as class skills. Also, the starting
Treat Injury (Wis). Also, the starting occupation the occupation the ordinary person selects can provide
investigator selects can provide additional class skills to additional class skills to choose from.
choose from.
Skill Points: (Int modifier x 6) + 30
Skill Points: (Int modifier x 6) + 30
Starting Feats: Ordinary people get three feats of their
Starting Feats: Investigators get three feats, plus another choice, plus another four feats selcted from the following
three feats selected from the following list: Acrobatic, list: Aircraft Operation, Alertness, Alternate Approach,
Alertness, Alternate Approach, Animal Affinity, Animal Affinity, Archaic Weapons Proficiency, Armour
Archaic Weapons Proficiency, Armour Proficiency Proficiency (light), Athletic, Attentive, Brawl, Builder,
(light), Athletic, Attentive, Blind-Fight, Brawl, Combat Cautious, Cleave, Combat Training, Combat Expertise,
Training, Confidant, Contact, Creative, Deceptive, Combat Martial Arts, Combat Reflexes, Combat Throw,
Defensive Martial Arts, Dodge, Double Tap, Drive-By Commanding Voice, Confidant, Contact, Custodian,
Attack, Educated, Elusive Target, Extra Ties, Focused, Creative, Deceptive, Defensive Martial Arts, Dodge,
Force Stop, Great Fortitude, Guide, Heroic Surge, Double Tap, Educated, Elusive Target, Endurance, Extra
Improved Base Attack Bonus, Improved Feint, Improved Ties, Far Shot, Focused, Gearhead, Great Fortitude,
Initiative, Iron Will, Knockout Punch, Lightning Guide, Heroic Surge, Improved Brawl, Power Attack,
Reflexes, Linguist, Loner, Low Profile, Personal Firearms Improved Initiative, Iron Will, Knockout Punch, Lightning
Proficiency, Point Blank Shot, Pulling Strings, Renown, Reflexes, Linguist, Loner, Low Profile, Ludicrously
Run, Simple Weapons Proficiency, Skill Focus, Stealthy, Rich, Meticulous, Mobility, Nimble, Personal Firearms
Studious, Surface Vehicle Operation, Toughness, Track Proficiency, Pulling Strings, Point Blank Shot, Power
or Trustworthy. Attack, Renown, Run, Simple Weapons Proficiency,
Stealthy, Strafe, Streetfighting, Studious, Sunder, Surface
Base Attack Bonus: +1 Vehicle Operation, Toughness, Track, Trustworthy, Two-
Weapon Fighting.
Base Saving Throw Bonuses: Fort +1, Ref +1, Will +2
Base Attack Bonus: +1
Horror Save Modifier: Investigators have no horror
save modifier. Base Saving Throw Bonuses: Fort +1, Ref +1, Will +2

Defence Modifier: +2 Horror Save Modifier: Most people have never


encountered anything out of the ordinary; while
scholars have had their intellectual or philosophical
Ordinary People horizons challenged, combatants have faced danger,
Hit Points: 6 + 2d6 + triple the character’s Constitution and investigators have seen strange or disturbing things,
bonus. ordinary people have never been exposed to any real

28
danger or horror. They have a –4 penalty to Fear the Games Master much latitude for horror. Unless he
checks. cuts off the character’s arm and introduces a diabolical
undead master swordsman.

HORROR CHARACTER CREATION


Defence Modifier: +1
In addition to being a roleplaying tool to measure what
Special: Every time a character advances a level in this the character cares about, Ties can give the character
class, they may reduce the psychological ramifications of bonuses in certain circumstances. When the object of
horrors they have experienced (see Chapter 8, Fear and a Tie is threatened, the character can roll an extra 1d10
Loathing). per Tie for saving throws, attack rolls or skill checks that
directly help in saving or protecting the object of the Tie.
Each Tie can be used only once, although a Tie can be
Skills, Feats and Ties reused if the object of the Tie is threatened again after
The character’s class and ability scores determine how being successfully rescued or protected. Returning to the
many skill points he has. A character may not put more example, our character has a total of five Ties that can be
than 6 points into a skill. A character has a set number used to give a +1d10 bonus to rolls relating to finding
of feats he can choose from, depending on his class and and rescuing his daughter. He can use each Tie once per
occupation. Skills and Feats are listed in Chapter 4. adventure.

Ties Characters can lose Ties, but this is quite rare. Normally
Every sane character has a number of Ties. Each Tie is the focus of a Tie will change, at the Games Master’s
a bond to a particular thing – a lover, a spouse, children, discretion. If the character loses his job as a writer, buys
family, friends, a home, an organisation, a belief or a gorgeous new Mustang, he may lose the Tie to his job
philosophy, a religion, a dream, a goal, anything that as a struggling writer and instead gain a Tie to his car.
the character might live for… or die for. A beginning That said, the Games Master can rule that a Tie is down-
character has five permanent Ties to allocate, as well as graded or lost if the Player does not portray the character’s
one temporary Tie which reflects the character’s current connection to that Tie correctly. The Sociopathy disorder
goals. Multiple Ties can be allocated to a single thing. also permanently removes Tie points. The Loner feat
Note that even a single bond is a strong connection. Two will also reduce a character’s Ties.
Ties means the character would consider risking life and
limb for the object of the bond; three Ties means that the On the bright side, it is also possible to gain entirely
character would willingly die for the object of the bond. new Ties, in addition to the normal five permanent and 1
Four or more Ties indicates a level of obsession that temporary. See the feat Extra Ties for details.
utterly consumes the character.
A character who loses every single permanent Tie is
For example, a character might have the following Ties: immediately deemed to be an incurable sociopath, unable
to demonstrate basic human empathy. He is placed in the
~ 3 points: his family as a whole. care of the Games Master, who will probably tuck him
~ 1 point: his favourite daughter, Cheryl away in a nice asylum where kind people can look after
~ 1 point: his job as a struggling writer him. Or maybe the character will come back to haunt his
~ 1 point (temporary Tie): Getting home in time for old friends… as the monster he has now become.
Christmas.

At the start of the game, Cheryl runs off into the fog, Finishing Touches
so the Player changes his temporary Tie from ‘Getting Select equipment from Chapter 5, Chainsaws, Stakes
Home’ to ‘Finding Cheryl’. A temporary Tie can be and Nailguns. Fill out the character sheet, remembering
changed once per game session, or at the discretion of to take ability score modifiers and Synergy bonuses into
the Games Master. Note that Ties can stack with each account when working out skills.
other in certain circumstances – the temporary Tie for
‘Finding Cheryl’ stacks with the basic Tie to Cheryl and Age
the character’s general Tie to his family. You can choose or randomly generate your character’s
age. Most characters are adults (18+). With age, a
Ties should be to things that the Games Master can character’s physical ability scores decrease and his
threaten (in fact, they are things the Games Master mental ability scores increase (see the Aging Effects
is encouraged to threaten), so they should be mostly table). The effects of each aging step are cumulative.
external to the character. Having a Tie to ‘becoming However, none of a character’s ability scores can be
the greatest swordsman who ever lived’ does not give reduced below 1 in this way.

29
Aging Effects Height and Weight
Race Middle Age1 Old2 Venerable3 Maximum Age The dice roll given in the Height Modifier
HORROR CHARACTER CREATION

column determines the character’s extra


Human 35 years 53 years 70 years +2d20 years
height beyond the base height. That same
1
At middle age, –1 to Str, Dex and Con; +1 to Int, Wis and Cha. number multiplied by the dice roll or
2
At old age, –2 to Str, Dex and Con; +1 to Int, Wis and Cha. quantity given in the Weight Modifier
column determines the character’s extra
3
At venerable age, –3 to Str, Dex and Con; +1 to Int, Wis and Cha.
weight beyond the base weight.
Random Height and Weight
Race Base Height Base
Starting Equipment
Most characters start with possessions
Height Modifier Weight Weight Modifier
and equipment that reflects their starting
Human, male 4´ 10½” +2d10” 120 lb. × (2d4) lb. occupation and total Wealth bonus. This
Human, female 4´ 5½” +2d10” 85 lb. × (2d4) lb. approach mostly appeals to a Player’s
common sense. Military personnel will
almost certainly have a personal firearm
When a character reaches venerable age, secretly roll his of some sort – but not a tanks or missile launchers.
maximum age, which is the number from the Venerable Doctors will probably have medical and even surgery
column on the Aging Effects table plus the result of the dice kits – but not a fully equipped ER in their basement.
roll indicated on the Maximum Age column on that table, Also, a Games Master may well rule that all characters
and records the result, which the Player does not know. A start with nothing, other than the clothes on their back
character who reaches his maximum age dies of old age at and a few personnel effects – this is especially true in
some time during the following year. one-off games where you all wake up strapped down
on sheet metal slabs, with strange new scars on your
The maximum ages are for Player Characters but exist chests…
only as a maximum possibility. Most people in the modern
world die from pestilence, accidents, infections or violence
before getting to venerable age. Advancement
Advancement is entirely optional in OGL Horror.
Survival is the goal, not getting tougher or more
powerful. In long-term games, however, characters
may learn new skills and feats. Each of the four
character types is divided into levels. A beginning
character is level three in his chosen type. With each
level gained, a character gains more hit points, a higher
Base Attack Bonus and Base Saving Throws, a higher
Defence and so on.

Whether or not a given campaign has advancement is


up to the Games Master. If the scenario is for a one-
shot story or even a short campaign, the Games Master
may well rule that there is no advancement option for
the characters (beyond keeping their skins and sanity
intact). In general, it is only long-term campaigns
that really need advancement options – if the Players
repeatedly play the same characters investigating
weird occurrences for the Quincy Foundation, then the
following advancement rules should be used.

Class Tables
Each of the four classes has a class table. This table
details how a character improves as attains higher levels
in the class. It includes the following information.
~ Level: The character’s level in the class.
~ Base Attack Bonus: The character’s base attack

30
bonus and number of attacks. same amount of points as buying the maximum rank in a
~ Fort Save: The base save bonus for Fortitude saving class skill. (For example, at 1st level, a character can pay
throws. The character’s Constitution modifier also 4 points for 4 ranks in a class skill, or spend the same 4

HORROR CHARACTER CREATION


applies. points for 2 ranks in a cross-class skill.) The half ranks
~ Ref Save: The base save bonus for Reflex saving (.5) indicated on the table don’t improve skill checks;
throws. The character’s Dexterity modifier also they simply represent partial purchase of the next skill
applies. rank and indicate that the character is training to improve
~ Will Save: The base save bonus for Will saving throws. that skill.
The character’s Wisdom modifier also applies.
~ Class Features: Level-dependent class features, each Feats: This column indicates the levels at which a
explained in the section that follows. character gains feats (two at 1st level, one more at
~ Defence Bonus: The character’s bonus to Defence. 3rd level, and one more at every 3rd level thereafter).
The character’s Dexterity modifier and equipment See Chapter 4, Skills and Feats Chapter for feat
bonus also applies. descriptions.

Ability Increases: This column indicates the levels at


Level-Dependent Benefits which a character gains ability score increases. Upon
In addition to attack bonuses and saving throw bonuses, attaining 4th, and 8th level, a character increases one of
all characters gain other benefits from advancing in level. his ability scores by 1 point. The Player chooses which
The following summarises these additional benefits. ability score to improve. The ability improvement is
permanent.
Experience and Level Dependent
Benefits Experience and Level Advancement
XP: This column shows the experience point total needed Experience for advancing in level rests in the hands of
to achieve a given character level. the Games Master. There are no hard and fast rules for
awarding experience in a horror game, however, typical
Class Skill Max Ranks: The maximum number of ranks a characters should gain experience quite slowly. Gaining
character can have in a class skill is equal to his character between 500 and 800 experience points per four to eight
level +3. A class skill is a skill associated with a particular hour game session is reasonable. Particularly combat-
class. Class skills are listed in each class description in intensive sessions, multiple horrors and mysteries
this chapter. uncovered (and survived) in a session and the conclusion
of a story arc should reward the characters with increased
Cross-Class Skill Max Ranks: For cross-class skills experience for their successful endeavours.
(skills not associated with a character’s class), the
maximum number of ranks is one-half the maximum When a character advances in level, they gain the
for a class skill. Maxing out a cross-class skill costs the benefits of the next level in whichever class they choose
to advance in.

Experience and Level Dependent Benefits


Character XP Class Skill Cross-Class Feats Ability
Level Max Ranks Skill Max Increases
Ranks
1st 0 4 2 1st and 2nd -
2 nd
1,000 5 2.5 - -
3 rd
3,000 6 3 3 rd
-
4 th
6,000 7 3.5 - 1st
5th 10,000 8 4 - -
6 th
15,000 9 4.5 4 th
-
7 th
21,000 10 5 - -
8 th
28,000 11 5.5 - 2nd
9th 36,000 12 6 5th -
10 th
45,000 13 6.5 - -

31
Attack Bonus, Fortitude save bonus and Reflex save bonus
Multiclassing do not increase because these numbers are +0 for a first
Each time a multiclass character attains a new level, he level Investigator. He does not gain any of the benefits a
HORROR CHARACTER CREATION

either increases one of his current class levels by one 5th-level Combatant gains. He could spend some of his
or picks up a new class at 1st level. When a multiclass new skill points to improve his Combatant class skills, but
character increases one of his class levels by one, he some of them (such as Handle Animal) would be treated
gains all the standard benefits that characters receive as cross-class skills for this purpose – these skill points
for attaining the new level in that class: more hit points, would each buy only .5 rank. He also gains a new feat
possible bonuses on attack rolls, Defence and saving chosen from the Investigator class list.
throws (depending on the class and the new level), a
new class feature (as defined by the class) and new skill Upon accumulating 15,000 XP, Donnie becomes a 6th
points. Also level-dependent bonuses accrue as normal. level character. He decides he’d like to continue along
A character advancing from 5th level to 6th will gain a the Investigator path, so he increases his Investigator
bonus feat regardless of which class he advances in. level once more instead of increasing his Combatant
level or picking up a level in a third class. Again he gains
Note that a character who gains a new class does not the Investigator’s benefits for attaining a new level rather
gain the new class’ Horror save modifier. This modifier than the Combatant’s. At this point, Donnie is a 6th level
always remains the same as the character’s starting class character: a 4th level Combatant/2nd level Investigator.
Horror save modifier.
At each new level he attains, Donnie must decide whether
Skill points are spent according to the class that the to increase his Combatant level or his Investigator level.
multiclass character just advanced in (see the individual Of course, if he wants to have even more diverse abilities,
class descriptions for skill points per level). Skills he could acquire an additional class. In general, a character
purchased are purchased at the cost appropriate for the can have levels in as many different classes as he likes.
class level that gives them to the character.

Note that the character’s original occupation changes in OGL Horror and Multiclassing
no way after character creation. Even if the character Multiclassing is entirely normal in OGL Horror. The
started off as a Gurkha (military original occupation) and scarred veteran Combatant will suddenly find his guns
five years later becomes a roughneck on an oilrig, his mean nothing in the face of a cosmic mind-eating
original military occupation remains the same (though amoeba, and picks up some skills as a Scholar to find
he may well have moved class from Combatant to out its weak-point. The ordinary mother-of-three who
Ordinary Person). is forced to track her stolen child through an eldritch
forest, a bizarre version of her own town (with alligators
instead of policemen), a government research lab and an
How Multiclassing Works extradimensional hellhole may well pick up a few levels
Donnie Barker, a 4th level Combatant, decides he as an Investigator (hey, and maybe even her kid). Most of
wants to expand his repertoire by improving some of the characters who survive repeatedly in horror situations
his investigative abilities. When Donnie accumulates become very individual and hard to box into a single
10,000 XP, he becomes a 5th level character. Instead of class type, so multiclassing makes sense for a great many
becoming a 5th level Combatant, however, he decides to characters as they develop.
become a 4th level Combatant/1st level Investigator.

Now, instead of gaining the benefits of a new


level of Combatant, he gains the benefits of
becoming a 1st level Investigator. He gains
hit points from a 1st level Investigator’s Hit
Die (d8 plus his constitution modifier), a 1st
level Investigator’s +1 to Defence, a 1st level
Investigator’s + 1 Will save bonus, and the
Investigator’s skill points (5 + his Intelligence
modifier). When purchasing skills for this
new level, Donnie uses the Investigator’s
class skill list to determine whether a skill
point buys 1 rank or .5 rank. If he wants to
add ranks to one of the Combatant’s class
skills, that skill is considered cross-class for
him at this level.

The benefits described above are added to the


scores Donnie already had as a Combatant.
His Defence score gets a +1 bonus. His Base

32
Skills and Feats
A character has a number of skill points (see Chapter 3, and penalties such as the ones associated with the
Horror Character Creation) that are used to buy skills. nonproficient use of armour.

SKILLS & FEATS


The character’s class and Intelligence modifier determine
the number of points received. If the character buys a Acquiring Skill Ranks
class skill, he gets 1 rank in the skill for each skill point Ranks indicate how much training, experience or innate
spent. If the character buys a cross-class skill, he gets .5 talent a character has with a given skill. Each skill has a
rank per skill point spent. The maximum rank in a class number of ranks, from 0 (for a skill in which a character
skill is six for a beginning character. Half a rank does has no training at all) to 13 (for a 10th-level character
not add anything to the modifier for using that skill, but who has increased a class skill to its maximum rank).
it does allow a check when the skill can only be used Skill modifiers can be much higher than 13 once ability
trained. bonuses and other factors are added in, but skill ranks
themselves can never be higher than 13. When making a
Using Skills skill check, a character adds his skill ranks to the roll as
part of the skill modifier.
To make a skill check, you roll d20 and add the
appropriate skill modifier. Skill modifiers follow a
simple equation: Skill modifier = skill ranks + ability Skill Checks and Automatic Rolls
modifier + miscellaneous modifiers. Miscellaneous Unlike with attack rolls and saving throws, a natural
modifiers can be anything from synergy bonuses (we roll of 20 on the d20 is not an automatic success when
will get to those later on) to circumstantial bonuses and making a skill check, and a natural roll of 1 is not an
penalties based on where you are doing the skill and how automatic failure. This reflects the fact that bonuses and
many grenades are going off around you. To be a little penalties with skills checks can often be wider than the
more specific: twenty point margin of the die roll itself, and that some
~ Skill Ranks: A character’s ranks in a skill is based on tasks become so simple to adept people that skills failing
the number of skill points the character has invested in one time in twenty simply is not reasonable. However,
the skill. Some skills can be used even if the character if the character is under exceptional stress at the time of
has no ranks in the skill; doing this is also called the roll (having recently failed a Fear roll, for instance)
making an untrained skill check. then the Games Master may rule that the natural 1 and
~ Ability Modifier: The ability modifier used in the skill 20 rules are brought into play for skill checks. This
check is the modifier for the skill’s key ability (the represents the notion that extreme pressure can bring out
ability associated with the skill’s use). The key ability the very best in people’s abilities – or make them fluff the
of a skill is noted in its description. most basic of tests.
~ Miscellaneous Modifiers: Miscellaneous modifiers
include bonuses provided by feats and class features

Difficulty Class Examples


Difficulty (DC) Example (Skill Used)
Very easy (0) Notice something large in plain sight, like an oncoming tank (Spot)
Easy (5) Climb down a fire escape (Climb)
Average (10) Summarise a complex scientific document (Knowledge)
Tough (15) Disarm an explosive, preferably before it goes off (Demolitions)
Challenging (20) Swim against a strong current (Swim)
Formidable (25) Decode an ancient manuscript (Decipher Script)
Heroic (30) Grasp a potent magical ritual (Knowledge (occult))
Superheroic (35) Leap across a 30 foot chasm (Jump)
Nearly impossible (40) Track a trained commando through the forests of war-torn Brazil on a moonless night
after 12 days of rainfall (Survival, and a lot of ranks in it)

33
any. The character does get other modifiers, though, such
Difficulty Class as the ability modifier for the skill’s key ability. Some
Some checks are made against a Difficulty Class (DC).
skills can be used only if the character is trained in the
The DC is a number set by the Games Master (using
skill; there are very few circumstances that will allow
the skill rules as a guideline) that a character must
these skills to be used untrained.
attain to succeed. This number is the sum total of
every condition inherent in the check itself and does
not include environmental factors or aspects outside Favourable and Unfavourable
SKILLS & FEATS

the scope of the basic skill. Those are circumstantial or Conditions


synergy modifiers and they augment the check, not the Some situations may make a skill easier or harder to use,
Difficulty Class. resulting in a bonus or penalty to the skill modifier or a
change to the skill check’s DC. The Games Master can
Opposed (Contested) Checks alter the odds of success in four ways to take into account
Some skill checks are opposed checks. They are made exceptional circumstances.
against a randomised number, usually another character’s ~ Give the skill user a +2 circumstance bonus to
skill check result. For ties on opposed checks, the represent conditions that improve performance, such
character with the higher base skill bonus wins. If as having the perfect tool for the job, getting help from
those scores are the same, the highest key ability score another character or working under conditions that are
wins the tie. If these are also the same, every character significantly better than normal.
involved rerolls the check. ~ Give the skill user a –2 circumstance penalty to
represent conditions that hamper performance, such
as being forced to use improvised tools or possessing
Trying Again misleading information.
If a character fails a skill check, he can sometimes try
~ Reduce the DC by 2 to represent circumstances
again. Check the applicable skill description to find
that make the task easier, such as having a friendly
out if, and under what circumstances, a character may
audience when making a Perform check or searching
try again. Many skills have natural consequences for
for information on an extremely well documented
failing that must be accounted for. Even if these offer
topic with a Computer Use check.
another try, the consequence must be suffered first.
~ Increase the DC by 2 to represent circumstances
Some skills cannot be tried again once a check has
that make the task harder, such as making a Perform
failed for a particular task. If the use of a skill carries
check in front of a hostile audience or searching for
no penalty for failure, a character can ‘take 20’, as per
information on a very poorly documented topic with a
the rules given below, and assume that he keeps trying
Computer Use check.
until he eventually succeeds (assuming he has enough of
a modifier to succeed).
Conditions that affect a character’s ability to perform the
skill change the character’s skill modifier. Conditions that
Untrained Skill Checks modify how well the character must perform the skill
Generally, if a character attempts to use a skill he does to succeed change the Difficulty Class. A bonus on a
not have any ranks in, the character makes a skill check character’s skill modifier or a reduction in the DC of the
as described. The character’s skill modifier do not check has the same result – they create a better chance
include skill ranks because the character does not have for success. But they represent different circumstances
and sometimes that distinction is
Example Opposed Checks important.
Attempted Action Skill Opposing Skill
Trying to sneak past a guard dog Move Silently Listen Time and Skill Checks
Convincing a police officer that Bluff Sense Motive Using a skill might take one
you are a relative of the deceased round, several rounds, or even
longer. It might take no time at all.
Hiding from a hunting horror Hide Spot Types of actions define how long
Chasing a stolen car Drive Drive activities take to perform within
Making a false cultist outfit Disguise Spot the framework of a combat round
(6 seconds) and how movement
Stealing the icon from the altar Sleight of Spot is treated with respect to the
without being seen Hand activity. See the skill description
Identifying a faked scroll as false Forgery Forgery for specifics on how long a skill
takes to use. In general, using a

34
skill that requires concentration while in close combat check (DC 10). This is an attack action, and the character
is dangerous. Nearby opponents get to make attacks of cannot take 10 on this check. If the check succeeds, the
opportunity against a character when he lets his guard character’s ally gains a +2 circumstance bonus to apply
down. When people make attacks of opportunity with to his skill check to complete the task.
firearms, things start to rock and roll.
In many cases, a character’s help will not be beneficial or
Tools only a limited number of characters can help at the same
time. The Games Master may always limit aid another

SKILLS & FEATS


Some skill applications require the use of tools. If tools
are needed, the specific items required are mentioned in attempts as he sees fit for the conditions.
the skill description. If the character does not have the
appropriate tools, he can still attempt to use the skill, but Skill Synergy
the character takes a –4 penalty on his check. Sometimes, the Games Master may decide that having
one skill provides a bonus when a character uses another
A character may be able to put together some impromptu skill in certain situations. The character must have at
tools to make the check. If the Games Master allows this, least 5 ranks in the related skill to gain this synergy
reduce the penalty to –2 (instead of –4) for having a set bonus, and the Games Master must agree that the two
of impromptu tools. It usually takes some time (several skills can complement each other in the given situation.
minutes to an hour or more) to collect or create a set of In such cases, the character receives a +2 synergy bonus
impromptu tools and it may require a skill check as well. on the skill check. Certain skills list an inherent synergy
The same skill as the one being attempted with the tool bonus in their description.
in the first place is usually the best one to use in this
circumstance.
Modifier Types and
Checks without Rolls Stacking
A skill check represents an attempt to accomplish some A modifier provides a bonus (a positive modifier, such as
goal, usually in the face of time pressure or distraction. a bomb built with nice little labels on all the important
Sometimes, though, a character can use a skill under wires) or a penalty (a negative modifier, such as a bomb
more favourable conditions and eliminate the luck factor. built with every wire the same thickness and colour
Two kinds of ‘diceless’ skill checks exist. and little labels that are all lying) to a die roll. Every
~ Taking 10: When a character is not being threatened applicable modifier, positive and negative, is added to
or distracted, he may choose to take 10. Instead of the check result, but special attention must be given to
rolling d20 for the skill check, calculate the result as named modifiers.
if the character had rolled a 10 (an average roll on
a d20). For many relatively routine tasks, taking 10 Bonuses with specific descriptors, such as ‘equipment
results in a success. Distractions and threats make it bonus’, generally do not stack (combine for cumulative
impossible for a character to take 10. A character also effect) with others of the same type. In those cases, only
cannot take 10 when using a skill untrained, though the best bonus of that type applies. The only specific
the Games Master may allow exceptions for truly bonuses that stack are dodge bonuses, synergy bonuses
routine activities. and sometimes circumstance bonuses. Circumstance
~ Taking 20: When a character has plenty of time, is bonuses stack only if they are provided by differing
faced with no threats or distractions, and the skill circumstances; if two circumstance bonuses caused by
being attempted carries no penalty for failure, a similar circumstances apply, they do not stack.
character can take 20. Instead of rolling d20 for the
skill check, calculate the result as if the character had Specific bonuses that do not stack include competence,
rolled a 20. Taking 20 is the equivalent of attempting cover, equipment, morale, natural armour, and size.
the check over and over again until the character Any bonus without a descriptor (such as simply a +1
gets it right. Taking 20 takes twenty times as long as bonus) stacks with other bonuses. All penalties stack,
making a single check (2 minutes for a skill that can regardless of their descriptors, within reason. Do not
normally be checked in 1 round). apply the vision penalties for twilight and night-time if
it is dark outside!
Aiding Another
In some situations, characters can cooperate to accomplish Skill Descriptions
a given task. One character is designated as the leader in In OGL Horror, skills are presented in alphabetical order
the effort, while the others try to aid the character in in the following format. The first line of every skill
his efforts. A character aids another by making a skill listing includes the following:

35
When reading a skill description, keep the following
details in mind:
~ Trained Only: If ‘Trained Only’ appears on the line
beneath the skill name, a character must have at least 1
rank in the skill to use it. If ‘Trained Only’ is omitted,
the skill can be used untrained. If any particular notes
apply to trained or untrained use, they are covered in
the Special section.
SKILLS & FEATS

~ Armour Penalty: If ‘Armour Penalty’ appears on the


line beneath the skill name, apply the armour penalty
of the armour the character is wearing to checks
involving this skill.

Skills
Balance (Dex) Armour Penalty
Used to stay upright or stable while moving along narrow
or uneven surfaces.
Check: The character can walk on a precarious surface. A
successful check lets the character move at half his speed
along the surface as a move action. A failure indicates
that the character spends his move action keeping his
balance and does not move. A failure by 5 or more
indicates that the character falls. The difficulty varies
~ Skill Name (Key Ability) Trained Only and/or Armour with the conditions of the surface. A damaging surface is
Penalty (if applicable). The Key Ability abbreviation any walking area that causes the character to take damage
stands for the ability whose modifier applies to the while he is contiguous with it, such as a burning window
skill check (exceptions: Speak Language and Read/ ledge or the acid-covered rim of an industrial vat.
Write Language have ‘None’ given as their key
ability because the use of these skills never requires a Being Attacked While Balancing: While balancing, the
check). character is flat-footed (the character loses his Dexterity
bonus to Defence, if the character has one), unless the
Below the primary skill line, the following information character has 5 or more ranks in Balance. If the character
is given: takes damage, he must make a Balance check again to
~ Check: What a character can do with a successful remain standing.
skill check and the check’s DC. The majority of the
skill’s entry occurs in this section. Accelerated Movement: The character can try to cross
~ Try Again?: Any conditions that apply to repeated a precarious surface more quickly than normal. The
attempts to use the skill for a particular purpose. character can move his full speed, but the character takes
If this entry is omitted, the skill check can be tried a –5 penalty on his Balance check. Moving twice the
again without any inherent penalty other than taking character’s speed in a round requires two checks, one for
additional time. each move action.
~ Special: Any particular notes that apply, such as The character can attempt to charge across a precarious
whether a character can take 10 or take 20 when using
the skill. Narrow DC* Difficult DC
~ Untrained: Any details about using a skill untrained. Surface Surface
If this entry does not appear, it means the skill 7–12 in. wide 10 Uneven or 10
works the same even when used untrained, or that angled
an untrained character cannot make checks with
this skill (true for skills that are designated ‘Trained 2–6 in. wide 15 Slippery 10
Only’). surface
~ Time: How much time it takes to make a check with Less than 2 20 Damaging +5
this skill. in. wide surface
*Add +5 to the DC if the narrow surface is slippery or
angled; add +10 if it is both slippery and angled.

36
surface. Charging requires one Balance check at a cannot dodge the character’s attack effectively. If the
–5 penalty for each multiple of the character’s speed (or character succeeds, the next attack the character makes
fraction thereof) that the character charges. against the target ignores his Dexterity bonus to Defence
(if the opponent has one), thus lowering his Defence
Special: A character can take 10 when making a Balance score. Using Bluff in this way against a creature of
check, but cannot take 20. A character with the Focused animal intelligence (Int 1 or 2) requires a –8 penalty on
feat gets a +2 bonus on all Balance checks. the check. Against a non-intelligent creature, feinting is
impossible.

SKILLS & FEATS


Time: Balancing while moving one-half the character’s
speed is a move action. Accelerated movement, allowing Creating a Diversion to Hide: A character can use Bluff
the character to balance while moving his full speed, is to help him or her hide. A successful Bluff check gives
also a move action. the character the momentary diversion needed to attempt
a Hide check while people are aware of the character (see
Bluff (Cha) the Hide skill).
Bluff covers lies, fast-talking, acting and con artistry.
Check: A Bluff check is opposed by the target’s Sense Sending a Secret Message: A character can use Bluff
Motive check when trying to con or mislead. Favourable to send and understand secret messages while appearing
and unfavourable circumstances weigh heavily on the to be speaking about other things. The DC for a basic
outcome of a bluff. Two circumstances can work against message is 10. Complex messages or messages trying
the character; the bluff is hard to believe or the action to communicate new information have DCs of 15 or 20.
that the bluff requires the target to take goes against the Both the sender and the receiver must make the check
target’s self-interest, nature, personality or orders. for the secret message to be successfully relayed and
understood.
If it is important, the Games Master can distinguish
between a bluff that fails because the target does not Anyone listening in on a secret message can attempt
believe it and one that fails because it asks too much of a Sense Motive check (DC equal to the sender’s Bluff
the target. For instance, if the target gets a +10 bonus check result). If successful, the eavesdropper realizes
because the bluff demands something risky of the target that a secret message is contained in the communication.
and the target’s Sense Motive check succeeds by 10 If the eavesdropper beats the DC by 5 or more, he
or less, then the target didn’t so much see through the understands the secret message.
bluff as prove reluctant to go along with it. If the target’s
Sense Motive check succeeds by 11 or more, he has seen Whether trying to send or intercept a message, a failure
through the bluff, and would have succeeded in doing so by 5 or more points means that one side or the other
even if it had not placed any demand on him (that is, even misinterprets the message in some fashion.
without the +10 bonus).
Try Again? Generally, a failed Bluff check makes the
A successful Bluff check indicates that the target reacts target too suspicious for the character to try another bluff
as the character wishes, at least for a short time (usually in the same circumstances. For feinting in combat, the
1 round or less), or the target believes something that the character may try again freely.
character wants him or her to believe.
Special: A character can take 10 when making a bluff
A bluff requires interaction between the character and (except for feinting in combat), but cannot take 20.
the target. Targets unaware of the character cannot be
bluffed. A character with the Deceptive feat gets a +2 bonus on
all Bluff checks.
Feinting in Combat: A character can also use Bluff
to mislead an opponent in combat so that the opponent

Sense Motive Example Circumstances Modifier


The target wants to believe the character. –5
The bluff is believable and does not affect the target much one way or the other. +0
The bluff is a little hard to believe or puts the target at some kind of risk. +5
The bluff is hard to believe or entails a large risk for the target. +10
The bluff is way out there; it is almost too incredible to consider. +20

37
Time: A bluff takes at least 1 round (and is at least a full- Climb check. (Moving twice the character’s speed in a
round action) but can take much longer if the character round requires two checks, one for each move action.)
tries something elaborate. Using Bluff as a feint in
combat is an attack action. Making Handholds and Footholds: A character can
make handholds and footholds by pounding pitons into
Climb (Str) Armour Penalty a wall. Doing so takes 1 minute per piton and one piton
Used to climb things, surprisingly enough. is needed per 3 feet climbed. As with any surface with
handholds and footholds, a wall with pitons in it has a
SKILLS & FEATS

Check: With each successful Climb check, the character


can advance up, down or across a slope, wall or other DC of 15. In similar fashion, a climber with an ice axe or
steep incline (or even a ceiling with handholds). A slope other proper implement can cut handholds or footholds in
is considered to be any incline of less than 60 degrees; an ice wall.
a wall is any incline of 60 degrees or steeper. A failed
Climb check indicates that the character makes no Catching Yourself When Falling: It is practically
progress, and a check that fails by 5 or more means that impossible for a character to catch himself on a wall while
the character falls (unless the character is secured with falling. Make a Climb check (DC equal to wall’s DC +
some kind of harness or other equipment). 20) to do so. A slope is relatively easier to catch on to (DC
equal to slope’s DC + 10).
The DC of the check depends on the conditions of the
climb. If the climb is less than 10 feet, reduce the DC by Special: Someone using a rope can haul a character
5. Since the character cannot move to avoid an attack, upward (or lower the character) by means of sheer
he is flat-footed while climbing (the character loses any strength. Use two times a character’s maximum load to
Dexterity bonus to Defence). Any time the character determine how much weight he can lift in this manner.
takes damage while climbing, make a Climb check
against the DC of the slope or wall. Failure means the A character can take 10 while climbing, but cannot take
character falls from his current height and sustains the 20.
appropriate falling damage.
A character without climbing gear takes a –4 penalty on
Accelerated Climbing: A character can try to climb Climb checks. At the Games Master’s discretion, certain
more quickly than normal. The character can move his kinds of climbing attempts might require only a rope
full speed, but the character takes a –5 penalty on his or some other implement, or even just one’s hands and

DC Example Wall or Surface or Task


0 A slope too steep to walk up.
5 A knotted rope with a wall to brace against.
10 A rope with a wall to brace against. A knotted rope. A surface with sizable ledges to hold on to
and stand on, such as a rugged cliff face.
15 Any surface with adequate handholds and footholds (natural or artificial), such as a rough natural
rock surface, a tree, or a chain-link fence. An unknotted rope. Pulling yourself up when dangling
by your hands.
20 An uneven surface with just a few narrow handholds and footholds, such as a coarse masonry wall
or a sheer cliff face with a few crevices and small toeholds.
25 A rough surface with no real handholds or footholds, such as a brick wall.
25 Overhang or ceiling with handholds but no footholds.
— A perfectly smooth, flat, vertical surface cannot be climbed.

Modifiers Condition
–10* Climbing inside an air duct or other location where one can brace against two opposite walls
(reduces normal DC by 10).
–5* Climbing a corner where a character can brace against perpendicular walls (reduces normal DC by
5).
+5* Surface is slippery (increases normal DC by 5).
*These modifiers are cumulative; use any that apply.

38
feet, rather than a full set of climbing gear to avoid the Level of Security DC
penalty.
Minimum 20
A character with the Athletic feat gets a +2 bonus on all Average 25
Climb checks. Exceptional 35

Time: Climbing at one-half your speed is a full-round Maximum 40


action. Moving half that far (one-fourth the character’s

SKILLS & FEATS


security checks at that site until the end of the character’s
speed) is a move action. Accelerated climbing, allowing session (see Computer Hacking below).
the character to climb at his full speed, is a full-round
action. Computer Hacking: Breaking into a secure computer
or network is often called hacking. Some networks can
Computer Use (Int) Trained Only be accessed via the Internet; others are not connected to
This skill covers hacking, programming and advanced any outside network and can only be tapped into by a
operation of computer systems. user who physically accesses a computer connected to
Check: Most normal computer operations do not the site.
require a Computer Use check (though a character might
have to make a Research check; see the Research skill Every site is overseen by a system administrator—the
description). However, searching an unfamiliar network person in charge of the site and who maintains its
for a particular file, writing computer programs, altering security. Often, the system administrator is the only
existing programs to perform differently (better or worse) person with access to all of a site’s functions and data. A
and breaking through computer security are all relatively site can have more than one system administrator; large
difficult and require skill checks. sites have a system administrator on duty at all times. A
character is the system administrator of his own personal
Find File: This skill can be used for finding files or computer.
data on an unfamiliar system. The DC for the check
and the time required are determined by the size of When a character hacks into a site, the visit is called a
the site on which the character is searching. Finding session. Once a character stops accessing the site, the
public information on the Internet does not fall under session is over. The character can go back to the site in
this category; usually, such a task requires a Research the future; when he does, it is considered a new session.
check. This application of the Computer Use skill only
pertains to finding files on private systems with which the Several steps are required to hack into a site:
character is not familiar. ~ Covering Tracks: This step is optional. By making
a Computer Use check (DC 20), a character can
alter his identifying information. This imposes a –5
Size of Site DC Time penalty on any attempt made to identify the character
Personal computer 10 1 round if his activity is detected.
Small office network 15 2 rounds ~ Access the Site: There are two ways to do this:
physically or over the Internet. A character can
Large office network 20 1 minute gain physical access to the computer, or a computer
Massive corporate network 25 10 minutes connected to the site. If the site being hacked is not
connected to the Internet, this is probably the only
way a character can access it. A variety of skill
Defeat Computer Security: The DC of this application checks may be required, depending on the method
of Computer Use is determined by the quality of the used to gain physical access. Alternatively, a site may
security program installed to defend the system. If be reached over the Web. This requires two Computer
the check is failed by 5 or more, the security system Use checks. The first check (DC 10) is needed to find
immediately alerts its administrator that there has been an the site on the net. The second is a check to defeat
unauthorised entry. An alerted administrator may attempt computer security (see the Defeat Computer Security
to identify the character or cut off the character’s access section in this skill description). Once a character has
to the system. Sometimes, when accessing a difficult succeeded in both checks, the character has accessed
site, the character has to defeat security at more than one the site.
stage of the operation. If the character beats the DC by ~ Locate What You Are Looking For: To find the data
10 or more when attempting to defeat computer security, (or application, or remote device) the character wants,
the character automatically succeeds at all subsequent make a Computer Use check. See the Find File section
under this skill description.

39
~ Defeat File Security: Many networks have additional the character’s site for the entire length of the check – if
file security. If that is the case, the character needs to the intruder’s session ends before the character finishes
make another check to defeat computer security (see the check, the character automatically fails.
the Defeat Computer Security section in this skill
description). This application of the skill can also be used to intercept
~ Do Your Stuff: Finally, the character can actually a cell phone conversation if the character has a cellular
do what he came to do. If the character just wants interceptor. The DC is 35, or 25 if the character knows the
to look at records, no additional check is needed. number of the phone that initiated the call.
SKILLS & FEATS

A character can also download data, although that


often takes several rounds – or even several minutes, Degrade Programming: A character can destroy or
for especially large amounts of information – to alter applications on a computer to make use of that
complete. Altering or deleting records sometimes computer harder or impossible. The DC for the attempt
requires yet another check to defeat computer security. depends on what the character tries to do. Crashing a
Other operations can be carried out according to the computer simply shuts it down. Its user can restart it
Computer Use skill description. without making a skill check (however, restarting takes
1 minute). Destroying programming makes the computer
Defend Security: If the character is the system unusable until the programming is repaired. Damaged
administrator for a site (which may be as simple as being programming imposes a –4 penalty on all Computer
the owner of a laptop), he can defend the site against Use checks made with the computer (sometimes this is
intruders. If the site alerts the character to an intruder, the preferable to destroying the programming, since the user
character can attempt to cut off the intruder’s access (end might not know that anything is wrong and won’t simply
the intruder’s session), or possibly identify the intruder. decide to use a different computer).

To cut off access, make an opposed Computer Use


check against the intruder. If the character succeeds, the Scope of Alteration DC Time
intruder’s session is ended. The intruder might be able to Crash computer 10 1 minute
defeat the character’s security and access his site again, Destroy programming 15 10 minutes
but the intruder will have to start the hacking process all
over. Attempting to cut off access takes a full round. Damage programming 20 10 minutes

One surefire way to prevent further access is to simply


shut the site down. With a single computer, that is often A character can degrade the programming of multiple
no big deal – but on a large site with many computers computers at a single site; doing so adds +2 to the DC
(or computers controlling functions that cannot be for each additional computer. Fixing the degraded
interrupted), it may be time-consuming or even programming requires 1 hour and a Computer Use check
impossible. A frame defender can also attempt to identify against a DC equal to the DC for degrading it + 5.
the intruder; to do so, make an opposed Computer Use
check against the intruder. If the defender succeeds, he Write Program: A character can create a program to
learns the site from which the intruder is operating (if it help with a specific task. Doing so grants the character a
is a single computer, the character learns the name of the +2 circumstance bonus to the task. A specific task, in this
computer’s owner). Identifying the intruder requires 1 case, is one type of operation with one target.
minute and is a separate check from cutting off access.
This check can only be made if the intruder is accessing Operate Remote Device: Many devices are computer-
operated via remote links. If the character has access to

Type of Operation DC Time


Shut down passive remote (including cameras and door locks) 20 1 round per remote
Shut down active remote (including motion detectors and alarms) 25 1 round per remote
Reset parameters 30 1 minute per remote
Change passcodes 25 1 minute
Hide evidence of alteration +10 1 minute
Other* Varies Varies
* The Games Master should set the parameters for programs written with other intentions in mind. These should fall
within the same numbers and time variables as other tasks.

40
the computer that controls such systems, the character Distraction DC
can either shut them off or change their operating
parameters. The DC depends on the nature of the Damaged during the action * 10 + damage dealt
operation. If the character fails the check by 5 or more, Taking continuous damage 10 + half of
the system immediately alerts its administrator that during the action ** continuous damage
there has been an unauthorised use of the equipment. last dealt
An alerted administrator may attempt to identify the Vigorous motion (bouncy 10
character or cut off his access to the system.

SKILLS & FEATS


vehicle ride, small boat in rough
water, below decks in a storm-
Special: A character can take 10 when using the tossed ship, riding a horse)
Computer Use skill. A character can take 20 in some
Violent motion (very rough 15
cases, but not in those that involve a penalty for failure.
vehicle ride, small boat in
A character cannot take 20 to defeat computer security or
rapids, on deck of storm-tossed
defend security. Writing a program to accomplish these
ship, galloping horse)
tasks allows them to be done with a time delay, by remote
access, or in a way that does not require immediate action Extraordinarily violent motion 20
on the part of the character; see above. (earthquake)
Entangled in net or snare 15
Concentration (Con) Grappling or pinned 20
Used to focus the character’s mind in the face of danger,
Weather is a high wind carrying 5
distraction or stress to allow the use of certain skills or
blinding rain or sleet
abilities.
Check: A character makes a Concentration check Weather is wind-driven hail, 10
whenever he may potentially be distracted (by taking dust, or debris
damage, by harsh weather, and so on) while engaged in * Such as an activity that requires more than a single
some action that requires the character’s full attention. full-round action. Also from an attack of opportunity
Such actions include using skills that provoke attacks of or readied attack made in response to the action being
opportunity while in a threatened square. In general, if an taken (for activities requiring no more than a full-round
action would not normally incur an attack of opportunity, action).
a character does not need to make a Concentration ** Such as from catching on fire.
check to avoid being distracted. If the check succeeds,
the character may continue with the action. If the Special: Since Concentration checks are called for in
Concentration check fails, the action automatically fails. stressful situations, a character cannot take 10 or take 20
The check DC depends on the nature of the distraction. on such checks.

Try Again? Yes, though a success does not cancel the A character with the Focused feat gets a +2 bonus on all
effects of a previous failure, such as the disruption of an Concentration checks.
action that was being concentrated on.
Time: Making a Concentration check does not require
Special: By making a check against DC 15, a character an action; it is either a reaction (when attempted in
can use Concentration to attempt an action defensively, response to a distraction) or part of another action (when
so as to avoid attacks of opportunity altogether. This attempted actively).
does not apply to other actions that might incur attacks
of opportunity (such as moving). If the Concentration Craft (Int) Some Trained Only
check succeeds, the character may attempt the action This skill encompasses several categories, each of
normally without incurring any attacks of opportunity. them treated as a separate skill: Craft (chemical), Craft
A successful Concentration check still does not allow a (electronic), Craft (mechanical), Craft (pharmaceutical),
character to take 10 on a check when he is in a stressful Craft (structural), Craft (visual arts) and Craft (writing).
situation; the character must roll the check as normal. Craft skills are specifically focused on creating objects.
If the Concentration check fails, the related action To use a Craft skill effectively, a character must have a kit
automatically fails (with any appropriate ramifications) or some other set of basic tools. The purchase DC of this
and the action is wasted, just as if the character’s equipment varies according to the particular Craft skill.
concentration had been disrupted by a distraction.
To use Craft, first decide what the character is trying to
make and consult the category descriptions below. Make

41
a Wealth check against the given purchase DC for the Explosives: Building an explosive from scratch is
object to see if the character succeeds in acquiring the dangerous. If the Craft (chemical) check fails, the raw
raw materials. If the character succeeds at that check, materials are wasted. If the check fails by 5 or more, the
make the Craft check against the given DC for the object explosive compound detonates as it is being made, dealing
in question. If the character fails the check, he does not half of its intended damage to the builder and anyone else
make the object and the raw materials are wasted (unless in the burst radius.
otherwise noted).
If the check succeeds, the final product is a solid material,
SKILLS & FEATS

Generally, a character can take 10 when using a Craft about the size of a brick. An explosive compound does not
skill to construct an object, but cannot take 20 (since include a fuse or detonator. Connecting a fuse or detonator
doing so represents multiple attempts, and the character requires a Demolitions check.
uses up the raw materials after the first attempt). The
exception is Craft (writing); a character can take 20 Special: A character without a chemical kit takes a –4
because the character does not use up any raw materials penalty on Craft (chemical) checks.
(and thus no Wealth check is required to use the skill).
A character who selects this skill with the Builder feat
Craft (chemical) (Int) Trained Only gets a +2 bonus on all Craft (chemical) checks.
This skill allows a character to mix chemicals to create
acids, bases and explosives. Craft (electronic) (Int) Trained Only
This skill allows a character to build electronic equipment
Acids and Bases: Acids are corrosives substances. from scratch, such as audio and video equipment, timers
Bases neutralize acids but do not deal damage. A base and listening devices, or radios and communication
of a certain type counteracts an acid of the same type or devices. When building an electronic device from scratch,
a less potent type. the character describes the kind of device he wants
to construct; then the Games Master decides whether
the device is simple, moderate, complex, or advanced
Purchase compared to current technology.
Type of Chemical DCs Craft DCs Time
Acid Base Special: A character without an electrical tool kit takes a
–4 penalty on Craft (electronic) checks.
Mild (1d6/1d10) * 8 15 10 1 min.
Potent (2d6/2d10) 12 20 15 30 A character who selects this skill with the Builder feat
min. gets a +2 bonus on all Craft (electronic) checks.
Concentrated 16 30 20 1 hr.
(3d6/3d10)
Type of Scratch-Built Purchase Craft
* The dice rolls in parentheses are typical splash damage/
Electronics (Examples) DC DC Time
immersion damage caused per round of exposure to the
acid. Simple (timer or detonator) 8 15 1 hr.
Type of Scratch- Purchase Craft Moderate (radio direction 12 20 12 hr.
Built Explosive DC DC Time finder, electronic lock)
Improvised (1d6/5 6 10 1 round Complex (cell phone) 16 25 24 hr.
feet) * Advanced (radar, 22 30 60 hr.
Simple (2d6/5 feet) 12 15 10 min. computer)
Moderate (4d6/10 16 20 1 hr.
feet) Craft (mechanical) (Int) Trained Only
Complex (6d6/15 20 25 3 hr. This skill allows a character to build mechanical devices
feet) from scratch, including engines and engine parts,
weapons, armour, and other gadgets. When building a
Powerful (8d6/20 25 30 12 hr.
mechanical device from scratch, the character describes
feet)
the kind of device he wants to construct; then the Game
Devastating (10d6/25 30 35 24 hr. Master decides if the device is simple, moderate, complex
feet) or advanced compared to current technology.
* The figures in parentheses are typical damage/burst Special: A character without a mechanical tool kit takes a
radius for each type of explosive. –4 penalty on Craft (mechanical) checks.

42
Type of Scratch-Built Secondary Damage: The damage a character takes after
Mechanical Device Purchase Craft 1 minute of exposure to the poison if the character fails a
(Examples) DC DC Time second saving throw. Ability score damage is temporary,
unless marked with an asterisk, in which case the damage
Simple (tripwire trap) 5 15 1 hr. is permanent ability drain. Unconsciousness lasts for 1d3
Moderate (engine 12 20 12 hr. hours, and paralysis lasts 2d6 minutes.
component, light
armour) Purchase DC: The DC for the Wealth check necessary

SKILLS & FEATS


Complex (automobile 16 25 24 hr. to obtain the raw materials to craft the poison, or to
engine, 9mm purchase one bottle of solid or liquid poison or one high-
autoloader handgun) pressure cylinder of gaseous poison. A bottle holds two
doses, while a cylinder holds enough gas to fill a 5-foot
Advanced (jet engine) 20 30 60 hr. radius area and takes 1 round to fill the area.
A character who selects this skill with the Builder feat Restriction: The restriction rating for the poison, if any,
gets a +2 bonus on all Craft (mechanical) checks. and the appropriate black market purchase DC modifier.
Remember to apply this modifier to the purchase DC
Craft (pharmaceutical) (Int) Trained Only when making a Wealth check to acquire the poison on
This skill allows a character to compound medicinal the black market. This restriction does not apply to
drugs to aid in recovery from treatable illnesses and gathering the raw materials for a poison.
poisons. A medicinal drug gives a +2 circumstance bonus
on Fortitude saves made to resist the effects of a specific Craft DC: The DC of the Craft check to create a quantity
disease or poison. of the poison. If the Craft check succeeds, the final
product is a synthesised solid or liquid poison stored in a
The Craft (pharmaceutical) check is based on the severity bottle (containing 4 doses) or a gas stored in a pressurised
of the disease or poison to be countered as measured by cylinder. When released, the gas is sufficient to fill a 10-
the DC of the Fortitude save needed to resist it. foot-radius area and takes 1 round to fill the area.

By the same token, the medicine that heals can also harm. Time: The amount of time required for the Craft check.
Poisons can also be made by the pharmacist, according to
the Poisons table: Special: A character without a pharmacist kit takes a –4
penalty on Craft (pharmaceutical) checks.

Disease Craft A character with the Treat Injury Expert feat gets a +2
Fortitude or Purchase DC DC of bonus on all Craft (pharmaceutical) checks.
Poison Save DC of Antidote Antidote Time
14 or lower 5 15 1 hr. Craft (structural) (Int)
15–18 10 20 3 hr. This skill allows a character to build wooden, concrete
or metal structures from scratch, including bookcases,
19–22 15 25 6 hr. desks, walls, houses, and so forth, and includes such
23 or higher 20 30 12 hr. handyman skills as plumbing, house painting, drywall,
Biological 25 (if 35 4d10 hr. laying cement and building cabinets.
Weapons available)
When building a structure from scratch, the character
describes the kind of structure he wants to construct;
Poisonous Substances: Solid poisons are usually Type of Scratch-Built Purchase Craft
ingested. Liquid poisons are most effective when injected Structure (Examples) DC DC Time
directly into the bloodstream. Gaseous poisons must be
Simple (bookcase, false 5 15 12 hr.
inhaled to be effective. The table below summarises the
wall)
characteristics of various poisons.
Moderate (shed with 10 20 24 hr.
Save DC: The Difficulty Class of the Fortitude save to power)
negate the effects of the poison. Complex (bunker, 15 25 60 hr.
domed ceiling)
Initial Damage: The damage a character takes
Advanced (house) 20 30 600 hr.
immediately upon failing his or her Fortitude save.

43
Poisons
Save Secondary Purchase Craft
Poison Type DC Initial Damage Damage DC Restriction DC Time
Arsenic Ingested 15 1d4 Str 2d4 Con 9 Res (+2) 24 4 hr.
Atropine Injury 13 1d6 Dex 1d6 Str 3 Res (+2) 14 1 hr.
Belladonna Injury 18 1d6 Str 2d6 Str 14 Lic (+1) n/a n/a
(plant, aconite)
SKILLS & FEATS

Blue Vitriol Injury 12 1d2 Con 1d2 Con 3 Res (+2) 9 1 hr.
Blue-ringed Injury 15 1d4 Con 1d4 Con 14 Lic (+1) n/a n/a
Octopus Venom
Chloral Hydrate Ingested 18 1d6 Dex Unconsciousness 12 Res (+2) 28 8 hr.
(1d3 hours)
Chloroform* Inhaled 17 Unconsciousness — 9 Res (+2) 24 4 hr.
(1d3 hours)
Curare (plant Injury 18 2d4 Dex 2d4 Wis 15 Res (+2) n/a n/a
resin)
Cyanide Injury 16 1d6 Con 2d6 Con 15 Mil (+3) 31 15 hr.
Cyanogen Inhaled 19 1d4 Dex 2d4 Con 12 Mil (+3) 28 8 hr.
DDT Inhaled 17 1d2 Str 1d4 Str 9 Lic (+1) 20 4 hr.
Knockout Gas Inhaled 18 1d3 Dex Unconsciousness 12 Res (+2) 26 8 hr.
(1d3 hours)
Lead Arsenate Inhaled 12 1d2 Str 1d4 Con 6 Res (+2) 17 2 hr.
(gas)
Lead Arsenate Ingested 12 1d2 Con 1d4 Con 6 Res (+2) 18 2 hr.
(solid)
Mustard Gas Inhaled 17 1d4 Con 2d4 Con 12 Mil (+3) 26 8 hr.
Paris Green Inhaled 14 1d2 Con 1d4 Con 9 Res (+2) 20 4 hr.
(gas)
Paris Green Ingested 14 1d4 Con 1d4 Con 9 Res (+2) 24 4 hr.
(solid)
Puffer Poison Injury 13 1d6 Str Paralysis for 2d6 13 Lic (+1) n/a n/a
(fish) minutes
Rattlesnake Injury 12 1d6 Con 1d6 Con 12 Lic (+1) n/a n/a
Venom
Sarin Nerve Gas Inhaled 18 1d4 Con 2d4 Con 15 Illegal (+4) 30 15 hr.
Scorpion/ Injury 11 1d2 Str 1d2 Str 12 Lic (+1) n/a n/a
tarantula venom
Strychnine Injury 19 1d3 Dex 2d4 Con 9 Res (+2) 23 4 hr.
Tear Gas Inhaled 15 Blindness for — 9 Res (+2) 21 4 hr.
1d6 rounds
VX Nerve Gas Inhaled 22 1d6 Con 2d6 Con 21 Illegal (+4) 42 48 hr.
* Chloroform gives off vapour that causes unconsciousness. Applying chloroform to an unwilling subject requires a successful
grapple check and pin.
n/a: Certain poisons can’t be made with the Craft skill. Instead, such a poison must be obtained by extracting it from the creature in
question.

then the Games Master decides if the structure is simple, A character who selects this skill with the Builder feat
moderate, complex or advanced in scope and difficulty. gets a +2 bonus on all Craft (structural) checks.

Special: A character without a mechanical tool kit takes Craft (visual art) (Int)
a –4 penalty on Craft (structural) checks. This skill allows a character to create paintings or

44
drawings, take photographs, use a video unit, or in some Decipher Script (Int) Trained Only
other way create a work of visual art. When attempting Used to decode ancient scripts or modern cryptographs.
to create a work of visual art, the character simply makes Check: A character can decipher writing in an ancient
a Craft (visual art) check, the result of which determines language or, more often, in code. This can also be used
the quality of the work. Unless the effort is particularly to interpret the meaning of an incomplete text. The base
elaborate or the character must acquire an expensive DC is 20 for the simplest messages, 25 for standard
piece of equipment, the basic components have a codes, and 30 or higher for intricate or complex codes
purchase DC of 5.

SKILLS & FEATS


or exotic messages. Helpful texts or computer programs
can provide a bonus (usually a +2 circumstance bonus)
Creating a work of visual art requires at least a full- on the check, provided they are applicable to the script
round action, but usually takes an hour, a day, or more in question.
depending on the scope of the project. Work of an Expert
or Master quality can raise a character’s Reputation If the check succeeds, the character understands the
score. Make a Reputation test, adding +1 for an Expert general content of a piece of writing, reading about
work or +2 for a Master work, against a DC of 20. If one page of text or its equivalent in 1 minute. If the
the test is successful, the artist’s reputation goes up 1 check fails, the Games Master makes a Wisdom check
point. Artistic endeavours can never raise a character’s (DC 10) for the character to see if he avoids drawing a
Reputation score by more than +5, and only one test can false conclusion about the text. Success means that the
be made every 6 months. character does not draw a false conclusion; failure means
that the character gets completely the wrong end of the
Special: A character with the Creative feat may gain a +2 stick and reaches an incorrect thesis. The Games Master
bonus on all Craft (visual art) checks. See the Creative secretly makes both the skill check and the Wisdom
feat description for details. check so the character cannot tell whether the conclusion
drawn is accurate or not.
Craft (writing) (Int)
This skill allows a character to create short stories, Try Again? No, unless conditions change or new
novels, Hollywood scripts, e-zine articles and similar information is uncovered.
works of writing. When creating a work of writing, the
Player simply makes a Craft (writing) check, the result of Special: A character can take 10 when making a
which determines the quality of the work. Unlike visual Decipher Script check, but cannot take 20.
art, no Wealth check is necessary to use this Craft skill.
A character with the Studious feat gets a +2 bonus on all
Creating a work of writing requires at least 1 hour, but Decipher Script checks.
usually takes a day, a week, or more, depending on
the scope of the project. Work of an Expert or Master Time: Decryption takes 1 full round or more, depending
quality can raise a character’s Reputation score. Make a on the complexity of the code. The Games Master
Reputation test, adding +1 for an Expert work or +2 for a determines how long this skill actually takes, but
Master work, against a DC of 20. If the test is successful, mechanical aid usually helps.
the artist’s reputation goes up 1 point. Writing endeavours
can never raise a character’s Reputation score by more
than +5, and only one test can be made every 6 months.
Demolitions (Int) Trained Only
Used to make things explode.
Check: Setting a simple explosive to blow up at a
Special: A character with the Creative feat may gain a +2
certain spot does not require a check, but connecting and
bonus on all Craft (writing) checks. See the Creative feat
setting a detonator does. Also, placing an explosive for
description for details.
maximum effect against a structure calls for a check, as
Craft (visual art/writing) Success Table does disarming an explosive device.

Skill Check Result Effort Achieved Set Detonator: Most explosives require a detonator to
9 or lower Untalented amateur go off. Connecting a detonator to an explosive requires
10–19 Talented amateur a Demolitions check (DC 10). Failure means that the
explosive fails to go off as planned. Failure by 5 or more
20–24 Professional means the explosive goes off as the detonator is being
25–30 Expert installed.
31 or higher Master

45
Time: Setting a detonator is usually a full-
round action. Placing an explosive device takes
1 minute or more, depending on the scope of
the job.

Diplomacy (Cha)
The skill allows the character to persuade
SKILLS & FEATS

others to let you examine records, of the


rightness of your task, or that there really are
mutant alligators in the sewers.
Check: A character can change others’
attitudes with a successful check (see the
table below). In negotiations, participants roll
opposed Diplomacy checks to see who gains
the advantage. Opposed checks also resolve
cases where two advocates or diplomats plead
opposing cases before a third party.

Complicate Disarm Checks: A character can make The Games Master chooses the character’s
an explosive difficult to disarm. To do so, the character initial attitude based on circumstances. Most of the time,
chooses the disarm DC before making his check to set the people the heroes meet are indifferent toward them,
the detonator (it must be higher than 10). The character’s but a specific situation may call for a different initial
DC to set the detonator is equal to the disarm DC of a attitude. The DCs given in the accompanying table show
potential disarmer. what it takes to change someone’s attitude with the use
of the Diplomacy skill. The character does not declare a
Place Explosive Device: Carefully placing an explosive specific outcome he is trying for; instead, make the check
against a fixed structure (a stationary, unattended and compare the result to the table on the next page.
inanimate object) can maximize the damage dealt by
exploiting vulnerabilities in the structure’s construction. Try Again? Generally, trying again does not work. Even
The Games Master makes the check (so that the character if the initial check succeeds, the other character can only
does not know exactly how well he has done). On a be persuaded so far. If the initial check fails, the other
result of 15 or higher, the explosive deals double damage
to the structure against which it is placed. On a result of Attitude Means Possible Actions
25 or higher, it deals triple damage to the structure. In all Hostile Will take risks to Attack, interfere, berate,
cases, it deals normal damage to all other targets within hurt or avoid you flee
its burst radius. Unfriendly Wishes you ill Mislead, gossip, avoid,
watch suspiciously, insult
Disarm Explosive Device: Disarming an explosive that
Indifferent Does not much care Act as socially expected
has been set to go off requires a Demolitions check. The
DC is usually 10, unless the person who set the detonator Friendly Wishes you well Chat, advise, offer limited
help, advocate
chose a higher disarm DC. If the character fails the
check, he does not disarm the explosive. If the character Helpful Will take risks to Protect, back up, heal, aid
fails by more than 5, the explosive goes off. help you

Special: A character can take 10 when using the Difficulty Table for Diplomacy Checks
Demolitions skill, but cannot take 20. Initial New Attitude
Attitude Hostile Unf. Indif. Friendly Helpful
A character with the Cautious feat and at least 1 rank in
this skill gets a +2 bonus on all Demolitions checks. Hostile 19 or less 20 25 35 45
Unfriendly 4 or less 5 15 25 35
A character without a demolitions kit takes a –4 penalty Indifferent — 0 or 1 15 25
on Demolitions checks. less
Friendly — — 0 or 1 15
Making an explosive requires the Craft (chemical) skill. less

46
character has probably become more firmly committed check so that the character does not necessarily know
to his position, and trying again is futile. The Games whether he has succeeded. This skill can accomplish
Master is the final authority on retries of this skill, but several different things, all of which a given character
second chances should be expensive in time, gifts, or can attempt assuming he has the proper equipment on
both. hand to do so.

Special: A character can take 10 when making a Open Lock: A character can pick conventional locks,
Diplomacy check, but cannot take 20. finesse combination locks and bypass electronic locks.

SKILLS & FEATS


The character must have a lockpick set (for a mechanical
A character with the Trustworthy feat gets a +2 bonus on lock) or an electrical tool kit (for an electronic lock).
all Diplomacy checks. The DC depends on the quality of the lock.

Time: Diplomacy is at least a full-round action. The Lock Type (Example) DC


Games Master may determine that some negotiations
require a longer period of time. Cheap (briefcase lock) 20
Average (home deadbolt) 25
Bribery and Diplomacy High quality (business deadbolt) 30
Offering money or another form of favour can, in the
right situation, improve a character’s chances with a High security (average corporate vault) 40
Diplomacy skill check. Bribery allows a character to Ultra-high security (maximum security 50
circumvent various official obstacles when a person in vault)
a position of trust or authority is willing to accept such
an offering.
Disable Security Device: A character can disable a
An illegal act, bribery requires two willing participants security device, such as an electric fence, motion sensor,
– one to offer a bribe and the other to accept it. When a engine kill switch, or security camera. The character
Non-Player Character requires a bribe to render services, must be able to reach the actual device unless some
then a character’s Diplomacy check automatically fails remote way of dealing with it exists (though this is
if a bribe is not attached to it. If a bribe is not required, usually covered by Computer Use in such an instance).
a hero can add a bribe to get a bonus on his skill check. If the device is monitored, the fact that the character
This can backfire, as some characters will be insulted attempted to disable it will probably be noticed. Note
by a bribe offer (their attitude changes one step for the that this skill just circumvents security; use the Technical
worse) and others will report the hero to the proper skill to accomplish tasks like hotwiring vehicles and
authorities. tapping into monitor feeds.
To bribe a character, make a Wealth check. Typical DCs When disabling a monitored device, the character can
are shown on below, but the Games Master may modify prevent his tampering from being noticed. Doing so
the DC as he sees fit. If the hero succeeds in the check, requires 10 minutes, an electrical tool kit and increases
he gains a +2 bonus on the Diplomacy check. For every the DC of the check by +10.
point by which the hero beats the DC, increase the bonus
by +1 (to a total maximum bonus of +10).
Device Type (Example) DC
Cheap (apartment door alarm) 20
Bribe Target Purchase DC
Average (business security camera) 25
Rave Bouncer 6
High quality (business motion detector) 30
Bureaucrat 10
High security (corporate vault alarm) 35
Informant 7
Police officer 10
Corporate Exec 15 Traps and Sabotage: Disabling (or rigging or jamming)
a simple mechanical device has a DC of 10. More
intricate and complex devices have higher DCs. The
Games Master rolls the check. If the check succeeds,
Disable Device (Int) Trained Only the character disables the device. If the check fails by 4
Used for disarming traps or sabotaging machinery. or less, the character has failed but can try again. If the
Check: The Games Master makes the Disable Device character fails by 5 or more, something goes wrong. If

47
it is a trap, the character springs it. If it is some sort of Disguise Modifier
sabotage, the character thinks the device is disabled, but
it still works normally. With this skill, a character can Minor details only +5
rig simple devices to work normally for a while and then Appropriate uniform or costume +2
fail some time later (usually after 1d4 rounds or minutes Disguised as different sex –2
of use). Building anything more permanent also requires
use of the Craft (structural) skill and additional time. Disguised as different age –2 *
category
SKILLS & FEATS

Try Again? Yes, though the character must be aware that * Per step of difference between the character’s age
he has failed in order to try again. category and the disguised age category (child, young
adult, adult, middle age, old, or venerable).
Special: A character can take 10 when making a Disable
Device check. A character can take 20 to open a lock or Familiarity Bonus
to disable a security device, unless the character is trying Recognises on sight +4
to prevent his tampering from being noticed. Friend or associate +6
Close friend +8
Possessing the proper tools gives a character the best
chance of succeeding on a Disable Device check. Intimate +10
Opening a lock requires a lockpick set (for a mechanical
lock) or an electrical tool kit (for an electronic lock).
If the character is impersonating a particular individual,
Opening a locked car requires a lockpick set. Disabling a
those who know what that person looks like automatically
security device requires either a mechanical tool kit or an
get to make Spot checks. Furthermore, they get a bonus on
electronic toll kit, depending on the nature of the device.
their Spot checks.
If the character does not have the appropriate tools, he
takes a –4 penalty on your check. A lock release gun
Usually, an individual makes a Spot check to detect a
can open a mechanical lock of cheap or average quality
disguise immediately upon meeting the character and
without a Disable Device check.
each hour thereafter. If the character casually meets
many different people, each for a short time, the Games
A character with the Cautious feat and at least 1 rank in
Master checks once per day or hour, using an average Spot
this skill gets a +2 bonus on all Disable Device checks.
modifier for the group (assuming they take 10).
Time: Disabling a simple mechanical device is a full-
Try Again? No, though the character can assume the
round action. Intricate or complex devices require 2d4
same disguise again at a later time. If others saw through
rounds
the previous disguise, they are automatically treated as
suspicious if the character assumes the same disguise
Disguise (Cha) again.
Used to change a characters appearance or make him
look like someone else. Special: A character can take 10 or take 20 when
Check: A character’s Disguise check result determines establishing a disguise.
how good the disguise is. It is opposed by others’ Spot
check results. Make one Disguise check even if several A character without a disguise kit takes a –4 penalty on
people make Spot checks. The Games Master makes the Disguise checks.
character’s Disguise check secretly so that the character
is not sure how well his disguise holds up to scrutiny. A character with the Deceptive feat gets a +2 bonus on all
Disguise checks.
If the character does not draw any attention to himself,
however, others don’t get to make Spot checks. If A character can help someone else create a disguise for
the character comes to the attention of people who him or her, treating it as an aid another attempt.
are suspicious, the suspicious person gets to make a
Spot check. The Games Master can assume that such Time: A Disguise check requires 1d4 x10 minutes of
observers take 10 on their Spot checks. The effectiveness preparation. The Games Master makes Spot checks
of the character’s disguise depends in part on how much for those who encounter the character immediately
the character is attempting to change his appearance. upon meeting the character and again each hour or day
thereafter, depending on circumstances.

48
Drive (Dex) Trained Only Restraint DC of Escape Artist Check
Used for driving cars or motorcycles. Ropes Opponent’s Dex check +20
Check: Routine tasks, such as ordinary driving, don’t
Net 20
require a skill check. Make a check only when some
unusual circumstance exists (such as inclement weather Handcuffs 35
or an icy surface), or when the character is driving during Tight space 30
a dramatic situation (the character is being chased or
Grappler Opponent’s grapple check

SKILLS & FEATS


attacked, for example, or is trying to reach a destination
in a limited amount of time). When driving, the character
can attempt simple maneuvers or stunts. Try Again? A character can make another check after a
failed check if the character is squeezing through a tight
Try Again? Most driving checks have consequences for space, making multiple checks. If the situation permits,
failure that make trying again impossible. the character can make additional checks as long as he is
not being actively opposed.
Special: A character can take 10 when driving, but
cannot take 20. Special: A character can take 10 on an Escape Artist
check. A character can take 20 if he is not being actively
A character with the Vehicle Expert feat gets a +2 bonus opposed (a character can take 20 if he is tied up, even
on all Drive checks. though it is an opposed check, because the opponent is
not actively opposing the character).
There is no penalty for operating a general-purpose
motor vehicle. Other types of motor vehicles (heavy A character with the Nimble feat gets a +2 bonus on all
wheeled, powerboat, sailboat, ship and tracked) require Escape Artist checks.
the corresponding Surface Vehicle Operation feat, or the
character takes a –4 penalty on Drive checks. Time: Making a check to escape from being bound by
ropes, handcuffs, or other restraints (except a grappler)
Time: A Drive check is a move action. requires 1 minute. Escaping a net is a full-round action.
Squeezing through a tight space takes at least 1 minute,
maybe longer, depending on the distance that must be
Escape Artist (Dex) Armour Penalty crossed.
Use to escape from manacles, ropes, or the tentacles of
monsters.
Check: Make a check to escape from restraints or to Forgery (Int) Some Trained Only
squeeze through a tight space. Used to fake passports, legal documents or cheques.
Check: Forgery requires materials appropriate to the
For ropes and chains, a character’s Escape Artist check document being forged, and some time. To forge a
is opposed by the Dexterity check result of the opponent document the character needs to have seen a similar
who tied the bonds. Since it is easier to tie someone up document before. The complexity of the document, the
than to escape from being tied up, the opponent gets a character’s degree of familiarity with it, and whether the
+20 bonus on his Dexterity check. Note that a character character needs to reproduce the signature or handwriting
in a zip tie cannot release themselves with the Escape of a specific individual, provide modifiers to the Forgery
Artist skill, though the zip tie can be broken. check, as shown below.

For a tight space, a check is only called for if the Some documents require security or authorisation codes,
character’s head fits but his shoulders do not. If the space whether authentic ones or additional forgeries. The
is long, such as in an airshaft, the Games Master may Games Master makes the character’s check secretly so
call for multiple checks. A character cannot fit through a the character is not sure how good his forgery is. A forger
space that his head does not fit through. is not allowed to know the check result, but does gain a
retry if the document’s final check is 10 or less. Quality
A character can make an Escape Artist check opposed is hard to judge, but a lousy piece of work is recognisable
by his opponent’s grapple check to get out of a grapple to all. Only simple or moderate level forgeries can be
or out of a pinned condition (so that the character is just attempted without at least one rank in this skill.
being grappled). Doing so is an attack action, so if the
character escapes the grapple he can move in the same The Forgery skill is also used to detect someone else’s
round. forgery. The result of the original Forgery check that
created the document is opposed by a Forgery check

49
by the person who examines the document to check its Examiner’s Condition Modifier
authenticity. If the examiner’s check result is equal to or
Type of document unknown to –4
higher than the original Forgery check, the document is
examiner
determined to be fraudulent. The examiner gains bonuses
or penalties on his check as given in the table below. Type of document somewhat known to –2
examiner
A document that contradicts procedure, orders or Type of document well known to +0
examiner
SKILLS & FEATS

previous knowledge, or one that requires the examiner


to relinquish a possession or a piece of information, Document is put through additional +4
can increase the examiner’s suspicion (and thus create tests *
favourable circumstances for the examiner’s opposed Examiner only casually reviews the –2
Forgery check) as determined by the Games Master. document *
* Cumulative with any of the first three conditions on the
Try Again? No, since the forger is not sure of the quality table. Apply this modifier along with one of the other three
of the original forgery. whenever appropriate.

Special: To forge documents and detect forgeries, one


A character without a forgery kit takes a –4 penalty on
must be able to read and write the language in question
Forgery checks.
(this skill is language-dependent).
Time: Forging a short, simple document takes about 1
A character can take 10 when making a Forgery check,
minute. Longer or more complex documents take 1d4
but cannot take 20.
minutes per page or longer.

A character with the Meticulous feat gets a +2 bonus on


Gamble (Wis)
all Forgery checks.
This skill is used to win money or favours at games of
chance.
Familiarity* Modifier
Check: To join or start a game, a character must first pay a
Unfamiliar (seen once for less than a -4
stake. The character sets the purchase DC of the stake if he
minute)
starts the game, or the Games Master sets it if the character
Fairly familiar (seen for several minutes) +0 joins a game. Stakes run from penny-ante (purchase DC
4) to astronomical (purchase DC 24). A character cannot
Quite familiar (on hand, or studied at +4 take 20 when purchasing a stake.
leisure)
Forger has produced other documents of +4 If the stake is within the character’s means (it is equal to
same type or less than his Wealth bonus), the character stands no
Document includes specific signature -4 chance of winning any significant amount. The character
might come out ahead, but the amount is not enough to
* Use all modifiers that apply from this list. affect his Wealth bonus. Since paying the stake didn’t cost
any points of Wealth bonus, the character does not lose
Check Examination anything either. If the stake is higher than the character’s
Document Type Modifier Time
Wealth bonus (before applying any reductions from
Simple (forged e-mail, +0 10 min. purchasing the stake), the character gets a +1 bonus on his
business card) Gamble check for every point the purchase DC is above
Moderate (letterhead, -2 20 min. the character’s Wealth bonus.
business form)
Complex (stock -4 1 hr. The character’s Gamble check is opposed by the Gamble
certificate, driver’s checks of all other participants in the game. If playing at
licensc) a casino, assume the house has a Gamble skill modifier
Difficult (passport) -8 4 hr. equal to the stake purchase DC. Regardless of the stake
Extreme (Secret Service -16 24 hr. purchase DC, the house does not get a bonus on its
ID) Gamble check for the purchase DC. If there are many

50
A character with the Confident feat gets a +2
bonus on all Gamble checks.

Time: A Gamble check requires 1 hour.

Gather Information (Cha)


Used to scout out secrets and rumours in a

SKILLS & FEATS


community or region.
Check: By succeeding at a skill check (DC 10)
and spending 1d4+1 hours passing out money
and buying drinks, a character can get a feel for
the major news items in a neighbourhood. This
result assumes that no obvious reasons exist
why information would be withheld. The higher
the check result, the better the information. If
the situation does not require the expenditure of
money, no Wealth check is necessary. Information
ranges from general to protected, and the cost and
characters participating, the Games Master can opt to
DC increases accordingly for the type of information the
make a single roll for all of them, using the highest
character seeks to gather, as given in the table below.
Gamble skill modifier among them and adding a +2
bonus to the check.
General information concerns local happenings, rumors,
gossip and the like. Specific information usually relates
If the character beats all other participants, he wins
to a particular question. Restricted information includes
and gains an increase to his Wealth bonus. The amount
facts that aren’t generally known and requires that
of the increase depends on the difference between the
the character locate someone who has access to such
character’s check result and the next highest result
information. Protected information is even harder to
among the other participants. Gambling is a risky
come by and might involve some danger, either for the
proposition, but it is also one that can only be attempted
one asking the questions or the one providing the answer.
infrequently with any real success. Every Gamble check
There’s a chance that someone will take note of anyone
made within the same month suffers a cumulative -1
asking about restricted or protected information.
circumstance penalty and a character can never benefit
from more than a total of +5 to their current Wealth score
The character can increase the amount of money used
at any one time.
to gather information, gaining a circumstance bonus by
effectively offering a bribe (though the process might
Try Again? No, unless the character wants to put up
entail buying more expensive drinks, not necessarily
another stake.
offering a character extra money). Increase the Wealth
check DC by 2 for each +1 circumstance bonus the
Special: A character cannot take 10 or take 20 when
character wants to add to his skill check.
making a Gamble check.

Try Again? Yes, but it takes 1d4+1 hours for each check
and characters may draw attention to themselves if they
Wealth Bonus repeatedly pursue a certain type of information.
Check Result Difference Increase
1–9 +1 Type of Information DC Purchase DC
10–19 +2 General 10 5
20–29 +3 Specific 15 10
30–39 +4 Restricted 20 15
40 or more +5 Protected 25 20

51
Special: A character can take 10 when making a Gather The character can teach an animal to obey only that
Information check, but cannot take 20. character. Any other person attempting to make the
animal perform a trick takes a –10 penalty on his or her
A character with the Trustworthy feat gets a +2 bonus on Handle Animal check. Teaching an animal to obey only
all Gather Information checks. the character counts as a trick (in terms of how many
tricks the animal can learn). It does not require a check;
Time: A Gather Information check takes 1d4+1 hours. however, it increases the DC of all tricks the character
SKILLS & FEATS

teaches the animal by +5. If the animal already knows


Handle Animal (Cha) Trained Only any tricks, the character cannot teach it to obey only that
Use this skill not only to train animals for security or character.
circus purposes, but also to find out how most animals
will react to the character. Possible tricks include, but are not limited to, the
Check: Train an animal within a specified time to get following:
an effect. The DC depends on what the character is ~ Attack (DC 20): The animal attacks apparent enemies.
trying to do. Also make a check to influence a creature The character may point to a particular enemy to direct
with of the animal type – treat this is a full-round action the animal to attack that enemy. Normally, an animal
that is treated precisely like a Diplomacy check (see the only attacks humans and other animals. Teaching an
Diplomacy skill description for modifiers), except uses animal to attack all creatures (including unnatural
the Handle Animal skill instead of the Diplomacy skill creatures such monsters) counts as two tricks.
to determine attitude changes. ~ Come (DC 15): The animal comes to the character,
even if the animal normally would not do so (such as
Handle an Animal: This means to command an animal following the character onto a boat).
to perform a task or trick that it knows. If the animal is ~ Defend (DC 20): The animal defends the character (or
wounded or has taken any ability score damage, the DC is ready to defend the character if no threat is present).
increases by +5. If the check is successful, the animal Alternatively, the character can command the animal
performs the task or trick on its next action. to defend a specific other character. It is Hostile to
anything that seems a threat to the character.
‘Push’ an Animal: To push an animal means to get ~ Down (DC 15): The animal breaks off from combat or
it to perform a task or trick that it doesn’t know, but otherwise backs down.
is physically capable of performing. If the check is ~ Fetch (DC 15): The animal goes and gets something.
successful, the animal performs the task or trick on its The character must point out a specific object, or else
next action. the animal fetches some random object.
~ Guard (DC 20): The animal stays in place and prevents
Teach an Animal a Trick: The character can teach an others from approaching. It is treated as Hostile to all
animal a specific trick, such as “attack” or “stay,” with strangers approaching.
one week of work and a successful Handle Animal ~ Heel (DC 15): The animal follows the character closely,
check. An animal with an Intelligence of 1 can learn even to places where it normally wouldn’t go.
a maximum of three tricks, while an animal with an ~ Perform (DC 15): The animal does a variety of simple
Intelligence of 2 can learn a maximum of six tricks. tricks such as sitting up, rolling over and so on.
~ Seek (DC 15): The animal moves into an area and
searches for something of interest. It stops and indicates
Task Time DC the first thing of interest it finds. What constitutes an
Handle an Move action 10 item of interest to an animal can vary. Animals almost
animal always find other creatures or characters of interest. To
“Push” an Full-round action 25 understand that it is looking for a specific object, the
animal animal must make an Intelligence check (DC 10).
Teach an animal 1 week See text ~ Stay (DC 15): The animal stays in place waiting for
a trick the character to return. It reacts as Unfriendly to any
Train an animal See text See text character trying to move it other than its master. It
for a purpose does not challenge other creatures that come by,
though it still defends itself if it needs to.

52
~ Track (DC 20): The animal tracks the scent presented A character with the Animal Affinity feat and at least 1
to it. rank in this skill gets a +2 bonus on all Handle Animal
~ Work (DC 15): The animal pulls or pushes a medium checks.
or heavy load.
Time: See above. Teaching or training an animal takes a
Train an Animal: Rather than teaching an animal number of days. The character does not have to spend the
individual tricks, the character can train an animal for entire time training the animal; 3 hours per day is enough.

SKILLS & FEATS


a general purpose. Essentially, an animal’s purpose Spending more than 3 hours per day does not reduce the
represents a preselected set of known tricks that fit into number of days required. The character cannot spread the
a common scheme. An animal can be trained for one days out; if the character does not complete the training
general purpose only, though if the animal is capable during a period of consecutive days, the effort is wasted.
of learning additional tricks (above and beyond those
included in its general purpose) it may do so. Training an Hide (Dex) Armour Penalty
animal for a purpose requires fewer checks than teaching Use this skill to cower in the shadows and hope the bad
individual tricks. people don’t see you.
~ Combat Riding (DC 20, 6 weeks): An animal trained Check: A character’s Hide check is opposed by the
to bear a rider into combat knows Attack, Come, Spot check of anyone who might see the character.
Defend, Down, Guard and Heel. An animal trained The character can move up to half his normal speed
in riding may be ‘upgraded’ to an animal trained in and hide at no penalty. At more than half and up to the
combat riding by spending three weeks training it character’s full speed, the character takes a –5 penalty.
and making a Handle Animal check (DC 20). If the It is practically impossible (–20 penalty) to hide while
animal was trained in other tricks (in addition to those attacking, running or charging.
provided by training the animal for riding), those
tricks are completely replaced by the combat riding The Hide check is also modified by the character’s size:
tricks.
~ Fighting (DC 20, 3 weeks): An animal trained for Size Modifier Size Modifier
combat knows the following tricks: Attack, Down and Fine +16 Large –4
Stay.
Diminutive +12 Huge –8
~ Guarding (DC 20, 4 weeks): An animal trained to
guard knows the following tricks: Attack, Defend, Tiny +8 Gargantuan –12
Down and Guard. Small +4 Colossal –16
~ Labouring (DC 15, 2 weeks): An animal trained for Medium +0
heavy labour knows Come and Work.
~ Hunting (DC 20, 6 weeks): An animal trained for Cover or Concealment Circumstance Bonus
hunting knows Attack, Down, Fetch, Heel, Seek and Three-quarters +5
Track.
Nine-tenths +10
~ Performing (DC 15, 4 weeks): An animal trained for
performing knows Come, Fetch, Heel, Perform and
Stay.
~ Riding (DC 15; 3 weeks): An animal trained to bear a If people are observing the character, even casually, he
rider knows Come, Heel and Stay. cannot hide (though talents or feats might alter this).
The character can run around a corner so that he is out
Try Again? Yes. of sight and then hide, but the others then know at least
where the character went. Cover and concealment grant
Special: A character can take 10 or take 20 when circumstance bonuses to Hide checks, as shown below.
handling animals. Note that a character cannot hide if he has less than one-
half cover or concealment.
An untrained character uses Charisma checks to handle
and push animals, or to influence their response to him, Creating a Diversion to Hide: A character can use the
but he can’t teach or train animals. Bluff skill to help him hide. A successful Bluff check
can give the character the momentary diversion needed
to attempt a Hide check while people are aware of the

53
behave in a certain way. A character’s Intimidate check
is opposed by the target’s level check (d20 + the target’s
character level or Hit Dice). Any modifiers that a target
may have on Will saving throws against Panic effects
apply to this level check. If the character succeeds, he
may treat the target as friendly for 10 minutes, but only
for purposes of actions taken while in the character’s
SKILLS & FEATS

presence (that is, the target retains his normal attitude, but
will answer questions, offer limited help, or take simple
actions on the character’s behalf while intimidated).
Different circumstances can dramatically affect the
effectiveness of an Intimidate check.

There are limits to what a successful Intimidate check can


do. The character cannot force someone to obey his every
command or do something that endangers that person’s
life. If the character fails by more than 5, the target may
actually do the opposite of what the character wishes.

Try Again? No. Even if the initial check succeeds, the


character. While the others turn their attention from the other character can only be intimidated so much and
character, he can make a Hide check if the character trying again does not help. If the initial check fails, the
can get to a hiding place of some kind. As a general other character has become more firmly resolved to resist
guideline, the hiding place has to be within 1 foot the intimidator and trying again is futile.
for every rank the character has in Hide. This check,
however, is at a –10 penalty because the character has Special: A character can take 10 when making an
to move fast. Intimidate check, but cannot take 20.

Tailing: Also called shadowing, a character can use Hide A character may add a +2 bonus to his Intimidate check
to tail a person in public. Using the skill in this manner for every size category the character is larger than his
assumes that there are other random people about, among target. Conversely, the character takes a –2 penalty to his
whom the character can mingle to remain unnoticed. If check for every size category the character is smaller than
the subject is worried about being followed, he can make his target.
a Spot check (opposed by the character’s Hide check)
every time he changes course (such as turning a corner, A character with the Confident feat gets a +2 bonus
exiting a building). If the subject is unsuspecting, he on all Intimidate checks and on level checks to resist
generally gets only a Spot check after an hour of tailing. intimidation.

Special: A character can take 10 when making a Hide Time: An Intimidate check is a full-round action
check, but cannot take 20.
Investigate (Int) Trained Only
A character with the Stealthy feat gets a +2 bonus on all Used to examine objects or areas forensically.
Hide checks. Check: A character generally uses Search to discover
clues and Investigate to analyse them. If the character has
Time: A Hide check is an attack action. access to a crime lab, the character uses the Investigate
skill to collect and prepare samples for the lab. The result
Intimidate (Cha or Str, character’s of the Investigate check provides bonuses or penalties to
choice) the lab workers.
Use this skill to show people, in no uncertain terms, who
calls the shots. Analyse Clue: The character can make an Investigate
Check: With a successful check, a character can forcibly check to apply forensics knowledge to a clue. This
persuade another character to perform some task or function of the Investigate skill does not give the character

54
clues where none existed before. It simply allows the must be made with all the available evidence that has
character to extract extra information from a clue he has been identified.
found.
Special: A character can take 10 when making an
The base DC to analyse a clue is 15. It is modified by the Investigate check, but cannot take 20.
time that has elapsed since the clue was left and whether
or not the scene has been disturbed. Collecting evidence requires an evidence kit. If the

SKILLS & FEATS


character does not have the appropriate kit, the character
takes a –4 penalty on his check.
Circumstances DC Modifier
Every day since event (max modifier +2 A character with the Attentive feat and at least 1 rank in
+10) this skill gets a +2 bonus on all Investigate checks.
Scene is outdoors +5
Scene slightly disturbed +2 Time: Analysing a clue is a full-round action. Collecting
Scene moderately disturbed +4 evidence generally takes 1d4 minutes per object.

Scene extremely disturbed +6


Jump (Str) Armour Penalty
Used for impressive and possibly live-saving jumps.
Check: The DC and the distance the character can
Collect Evidence: The character can collect and prepare cover vary according to the type of jump the character is
evidentiary material for a lab. This use of the Investigate attempting. The character’s Jump check is modified by
skill requires an evidence kit. To collect a piece of his speed. The DCs specified below assume a speed of
evidence, make an Investigate check (DC 15). If the 30 feet (the speed of a typical human). If the character’s
character succeeds, the evidence is usable by a crime lab. speed is less than 30 feet, he takes a penalty of –6 for
If the character fails, a crime lab analysis can be done, every 10 feet of speed less than 30. If the character’s
but the lab takes a –5 penalty on any necessary check. If speed is greater than 30 feet, he gains a bonus of +4 for
the character fails by 5 or more, the lab analysis simply every 10 feet over 30.
cannot be done. On the other hand, if the character
succeeds by 10 or more, the lab gains a +2 circumstance If the character has ranks in the Jump skill and succeeds
bonus on its checks to analyse the material. on a check, the character lands on his feet (when
This function of the Investigate skill does not provide appropriate) and can move as far as the character’s
the character with evidentiary items. It simply allows the remaining movement allows. If the character attempts a
character to collect items he has found in a manner that Jump check untrained, the character lands prone unless
best aids in their analysis later, at a crime lab. he beats the DC by 5 or more Standing from a prone
position is a move action.
Organise Search: By making an Investigate check
(DC10), the character can co-ordinate a search of an Distance moved by jumping is counted against maximum
area, giving a +2 synergy bonus to the Search checks of movement in a round. A character can start a jump at the
the people searching. At least four other people must be end of one turn and complete the jump at the beginning
involved in the search effort. of your next turn.

Reconstruction: By making an Investigate check Long Jump: This is a horizontal jump, made across a
(DC20), the character can reconstruct what happened at gap such as a chasm or stream. At the midpoint of the
a scene, working out who moved where, what caused a jump, the character attains a vertical height equal to one-
particular mark or injury and so on. quarter the horizontal distance. The DC for the jump is
equal to the distance jumped (in feet) + 5. The DCs for
Try Again? Generally, analysing a clue again does long jumps of 5 to 30 feet are given in the table below. A
not add new insight unless another clue is introduced. character cannot jump a distance greater than his normal
Evidence collected cannot be recollected, unless there speed. All Jump DCs covered for a Long Jump assume
is more of it to take. If either of these things occur, an that the character can move at least 20 feet in a straight
investigator can gain another retry, but the first check line before attempting the jump. If this is not the case, the
DC for the jump is doubled.

55
Long Jump Long Jump check (DC 15). If the character fails the Jump check, he
Distance DC * Distance DC * does not reach the height, and lands on his feet in the same
square from which the character jumped.
5 feet 10 20 feet 25
10 feet 15 25 feet 30 The difficulty of reaching a given height varies according
15 feet 20 30 feet 35 to the size of the character or creature. Generally, the
* Requires a 20-foot move. Without a 20-foot move, maximum height a creature can reach without jumping
SKILLS & FEATS

double the DC. is given in the table below. As a Medium-size creature,


a typical human can reach 8 feet without jumping. If the
High Jump High Jump creature is long instead of tall, treat it as one size category
Distance DC * Distance DC * smaller.
1 foot 6 5 feet 22
2 feet 10 6 feet 26 Hop Up: The character can jump up onto an object as tall
as his waist with a Jump check (DC 10). Doing so counts
3 feet 14 7 feet 30
as 10 feet of movement for that round. The character does
4 feet 18 8 feet 34 not need to get a running start to hop up (the DC is not
* Requires a 20-foot move. Without a running start, double doubled if you do not get a running start).
the DC.

Creature Size Maximum Height Jumping Down: If the character intentionally jumps
from a height, he can take less damage than if he just falls.
Colossal 128 ft.
The DC to jump down from a height is 15. The character
Gargantuan 64 ft. does not have to get a running start to jump down (the
Huge 32 ft. DC is not doubled if the character does not get a running
Large 16 ft. start). If the character succeeds on the check, he takes
Medium-size 8 ft. falling damage as if the character had dropped 10 fewer
feet than he actually did.
Small 4 ft.
Tiny 2 ft. Special: Effects that increase a character’s speed also
Diminutive 1 ft. increase the character’s jumping distance, since the check
Fine 0.5 ft. is modified by the character’s speed.

If the character fails the check by less than 5, he does A character can take 10 when making a Jump check, but
not clear the distance, but can make a Reflex save (DC cannot take 20.
15) to grab the far edge of the gap. The character ends
his movement grasping the far edge. If that leaves the A character with the Acrobatic feat gets a +2 bonus on
character dangling over a chasm or gap, getting up all Jump checks. A character with the Run feat gains a +2
requires a move action and a Climb check (DC 15). competence bonus on Jump checks preceded by a 20-foot
move.
High Jump: This is a vertical leap, made to jump up to
grasp something overhead, such as a tree limb or ledge. Synergies: Tumble can provide a +2 synergy bonus on
The DC for the jump is 2 + the height x4 (in feet). The Jump checks.
DCs for high jumps of 1 to 8 feet are given in the table
below. All Jump DCs covered here for the High Jump Time: Using the Jump skill is either a move action or a
assume that the character can move at least 20 feet in a full-round action, depending on whether the character
straight line before attempting the jump. If this is not the starts and completes the jump during a single move action
case, the DC for the jump is doubled. or a full-round action.

If the character succeeds on the check, he can reach the Knowledge (Int) Some Trained Only
height. The character grasps the object he was trying This skill encompasses several categories, each of them
to reach. If the character wishes to pull himself up, the treated as a separate skill. These categories are identified
character can do so with a move action and a Climb and defined below. The number of Knowledge categories
is kept purposely finite. When trying to determine what

56
Knowledge skill a particular question or field of
expertise falls under, use a broad interpretation
of the existing categories. It is suggested that
new categories are kept to a minimum, as other
skills, talents, feats and synergies are based on
the categories listed below and new ones may
be fitting in a given campaign.

SKILLS & FEATS


Check: A character makes a Knowledge
check to see if the character knows something.
The DC for answering a question within
the character’s field of study is 10 for easy
questions, 15 for basic questions and 20 to 30
for tough questions.

Appraising the value of an object is one sort of


task that can be performed using Knowledge.
The DC depends on how common or obscure
the object is. On a success, the character
accurately identifies the object’s purchase DC.
If the character fails, he thinks it has a purchase
DC 1d3 points higher or lower (determine
randomly) than its actual value. If the character
fails by 5 or more, he thinks it has a purchase
DC 1d4+2 higher or lower than its actual value.
The Games Master may make the Knowledge ~ Occult: Strange religious beliefs, spiritualism and
roll for the character, so he does not know whether the magical traditions.
appraisal is accurate or not. ~ Physical Sciences: Astronomy, chemistry,
mathematics, physics and engineering.
The fifteen Knowledge categories, and the topics each ~ Popular Culture: Popular music and personalities,
one encompasses, are as follows. genre films and books, urban legends, comics, science
~ Appraisal: The fine art of studying goods and fiction and gaming, among others.
determining their worth, as noted above. ~ Streetwise: Street and urban culture, local underworld
~ Art: Fine arts and graphic arts, including art history personalities and events.
and artistic techniques. Antiques, modern art, ~ Tactics: Techniques and strategies for disposing and
photography, and performance art forms such as manoeuvring forces in combat.
music and dance, among others. ~ Technology: Current developments in cutting-edge
~ Behavioural Sciences: Psychology, sociology and devices, as well as the background necessary to
criminology. identify various technological devices.
~ Business: Business procedures, investment strategies ~ Theology and Philosophy: Liberal arts, ethics,
and corporate structures. Bureaucratic procedures and philosophical concepts and the study of religious
how to navigate them. faith, practice and experience.
~ Civics: Law, legislation, litigation and legal rights and
obligations. Political and government institutions and Try Again? No. The check represents what a character
processes. knows and thinking about a topic a second time does not
~ Current Events: Recent happenings in the news, let the character know something he never knew in the
sports, politics, entertainment and foreign affairs. first place.
~ Earth and Life Sciences: Biology, botany, genetics,
geology and palaeontology. Medicine and forensics Special: An untrained Knowledge check is simply an
are also included in this category. Intelligence check. Without actual training, a character
~ History: Events, personalities and cultures of the past. only knows common knowledge about a given subject.
Archaeology and antiquities.

57
A character can take 10 when making a Knowledge DC Sound
check, but cannot take 20.
–10 A battle

A character with the Educated feat gets a +2 bonus on 0 A normal conversation


any two types of Knowledge checks. 5 A person in heavy armour walking at a slow
pace, trying not to make any noise
The Games Master may decide that having 5 or more 10 An unarmoured person walking at a slow
SKILLS & FEATS

ranks in a specific Knowledge skill provides a character pace, trying not to make any noise
with a +2 synergy bonus when making a related skill 15 A 1st-level Investigator sneaking up on
check. For example, having 5 ranks in Knowledge someone *
(technology) may provide a +2 synergy bonus with a 20 A tiger stalking its prey*
character’s Disable Device skill check when trying to
30 A bird flying through the air
deactivate the nuclear reactor (before the atomic ghosts
break in). +5 Through a door
+15 Through a solid wall
Time: A Knowledge check can be a reaction, but * This is actually an opposed check; the DC given is a
otherwise requires a full-round action. Needing to study typical Move Silently check result for such a character or
to make a Knowledge check is actually a Research check creature.
and requires ranks in that skill.
Condition Check Penalty
Listen (Wis) Per 10 feet of distance –1
Used to hear monsters creeping up on you… Listener distracted –5
Check: Make a Listen check against a DC that reflects
how quiet the noise is that a character might hear or A sleeping character can make Listen checks, but takes
against an opposed Move Silently check. The Games a –10 penalty on the checks and may only make these in
Master may call for a Listen check by a character who reaction to events – they cannot decide they are continually
is in a position to hear something. A character can also making Listen checks voluntarily!
make a Listen check voluntarily if he wants to try to hear
something in the character’s vicinity. The Games Master Time: A Listen check is either a reaction (if called for
may make the Listen check in secret so that the character by the Games Master) or a move action (if a character
does not know whether not hearing anything means that actively takes the time to try to hear something).
nothing is there or that the character failed the check. A
successful Listen check when there is not anything to Move Silently (Dex) Armour Penalty
hear results in the character hearing nothing. Used to creep up on monsters…
Check: A character’s Move Silently check is opposed by
Try Again? A character can make a Listen check every the Listen check of anyone who might hear the character.
time he has the opportunity to hear something in a A character can move up to half his normal speed at no
reactive manner. As a move action, the character may penalty. At more than half speed and up to the character’s
attempt to hear something that he failed (or believes he full speed, he takes a –5 penalty. It is practically
failed) to hear previously. impossible (–20 penalty) to move silently while attacking,
running or charging.
Special: When several characters are listening to the
same thing, the Games Master can make a single d20 Special: A character can take 10 when making a Move
roll and use it for all the listeners’ skill checks. Silently check, but cannot take 20.

A character can take 10 or take 20 when making a Listen A character with the Stealthy feat gets a +2 bonus on all
check. Taking 20 means the character spends 1 minute Move Silently checks.
attempting to hear something that may or may not be
there to hear. Time: Move Silently is a move action.

A character with the Alertness feat gets a +2 bonus on


all Listen checks.

58
Navigate (Int) succeeds, he continues on to his destination; the total
This skill allows the character to plot a course using a time for the trip is twice the normal time. If the character
map or dead reckoning. fails, he loses half a day before the character can try
Check: Make a Navigate check when a character is trying again. The character keeps trying until he succeeds,
to find his way to a distant location without directions losing half a day for each failure.
or other specific guidance. Generally, a character does
not need to make a check to find a local street or other Special: A character can take 10 when making a Navigate

SKILLS & FEATS


common urban site, or to follow an accurate map. check. A character can take 20 only when determining
However, the character might make a check to wend his his location, not when travelling.
way through a dense stretch of alleyways or a labyrinth
of underground storm drains. A character with the Guide feat gets a +2 bonus on all
Navigate checks.

Length of Trip DC Time: A Navigate check is a full-round action.


Short (a few hours) 20
Moderate (a day or two) 22 Perform (Cha)
This skill encompasses several categories, each of them
Long (up to a week) 25
treated as a separate skill. These categories are identified
Extreme (more than a week) 28 and defined below. The number of Perform categories
is kept purposely finite. When trying to determine what
For movement over a great distance, make a Navigate Perform skill a particular question or field of expertise
check. The DC depends on the length of the trip. If the falls under, use a broad interpretation of the existing
character succeeds, he moves via the best reasonable categories. It is suggested that new categories are kept
course toward his goal. If the character fails, he still to a minimum, as other skills, talents, feats and synergies
reaches the goal, but it takes the character twice as long are based on the categories listed below and new ones
(the character loses time backtracking and correcting his may be fitting in a given campaign. Ranks in Perform do
path). If the character fails by more than 5, he travels not necessarily mean the character is a stage performer,
for the expected time, but only gets halfway to his but would be able to make some kind of income using
destination, at which point the character becomes lost. this skill (even if that is just by busking).
When faced with multiple choices, such as at a branch Check: The character is accomplished in some type of
in a tunnel, a character can make a Navigate check (DC artistic expression and knows how to put on a performance.
20) to intuit the choice that takes the character toward The character can impress audiences with his talent and
a known destination. If unsuccessful, the character skill. The quality of the character’s performance depends
chooses the wrong path, but at the next juncture, with a on his check result. The eight Perform categories, and
successful check, the character realizes his mistake. the qualities each one encompasses, are as follows.
~ Act: The character is a gifted actor, capable of
A character cannot use this function of Navigate to find performing drama, comedy or action-oriented roles
a path to a site if the character has no idea where the site with some level of skill.
is located. The Games Master may choose to make the ~ Dance: The character is a gifted dancer, capable of
Navigate check for the character in secret, so he does not performing rhythmic and patterned bodily movements
know from the result whether the character is following to music.
the right or wrong path.
Result Performance
A character can use Navigate to determine his position 10 Amateur performance. Audience may appreciate
on earth without the use of any high-tech equipment by your performance, but is not impressed.
checking the constellations or other natural landmarks. 15 Routine performance. Audience enjoys your
The character must have a clear view of the night sky or performance, but it is not exceptional.
the horizon in order to make this check. The DC is 15. 20 Great performance. Audience highly impressed.
25 Memorable performance. Audience enthusiastic.
Try Again? A character may make a second Navigate 30 Masterful performance. Audience awed.
check (DC 20) to regain his path. If the character

59
~ Keyboards: The character is a musician gifted with a attempt simple manoeuvres and stunts (actions in which
talent for playing keyboard musical instruments, such the pilot attempts to do something complex very quickly
as piano, organ, and synthesizer. or in a limited space). Each vehicle’s description includes
~ Percussion Instruments: The character is a musician a manoeuvre modifier that applies to Pilot checks made by
gifted with a talent for playing percussion musical the operator of the vehicle.
instruments, such as drums, cymbals, triangle,
xylophone and tambourine. Special: A character can take 10 when making a Pilot
SKILLS & FEATS

~ Sing: The character is a musician gifted with a talent check, but cannot take 20.
for producing musical tones with his voice.
~ Stand-Up: The character is a gifted comedian, A character with the Vehicle Expert feat gets a +2 bonus
capable of performing a stand-up routine before an on all Pilot checks.
audience.
~ Stringed Instruments: The character is a musician This skill is not used for driving hover vehicles of any
gifted with a talent for playing stringed musical kind. Though they technically fly, they are dependent
instruments, such as banjo, guitar, harp, lute, sitar and upon maintaining steady distance on solid and semi-
violin. solid surfaces; characters use the Drive skill to control
~ Wind Instruments: The character is a musician gifted hovercraft.
with a talent for playing wind musical instruments,
such as flute, bugle, trumpet, tuba, bagpipes and There is no penalty for operating a general-purpose fixed-
trombone. wing aircraft. Other types of aircraft (heavy aircraft,
helicopters, jet fighters and spacecraft) require the
Try Again? Not for the same performance and corresponding Aircraft Operation feat, else the character
audience. suffers a –4 penalty on Drive checks.

Special: A character can take 10 when making a Perform Time: A Pilot check is a move action.
check, but cannot take 20.
Profession (Wis)
A character without an appropriate instrument Used to earn money and make a living.
automatically fails any Perform (keyboard), Perform Check: A character makes Profession checks to improve
(percussion), Perform (stringed) or Perform (wind) his Wealth bonus every time he attains a new level. The
check he attempts. At the Games Master’s discretion, DC for the check is the character’s current Wealth bonus.
impromptu instruments may be employed, but the If the character succeeds at the Profession check, his
performer must take a –4 penalty on the check because Wealth bonus increases by +1. For every 5 by which the
his equipment, although usable, is inappropriate for the character exceeds the DC, his Wealth bonus increases by
skill. an additional +1. A character cannot take 10 or take 20
when making a Profession check to improve his Wealth
Every time a character takes the Creative feat, he may bonus.
gain a +2 bonus on checks involving two Perform
skills the character designates. See the Creative feat How many ranks a character has in the Profession skill
description for details. (including ranks the character may have just acquired
after gaining a level) also has a bearing to the Wealth
Time: A Perform check usually requires at least several bonus increase the character receives as a flat bonus to
minutes to an hour or more to complete. his Wealth score. As a character gains new ranks, this
bonus increases accordingly. In addition to the Wealth
Pilot (Dex) Trained Only bonus increase a character gains from your Profession
Used for aircraft, boats and any vehicles not covered by check result (if the check succeeds), the number of ranks
the Drive skill. the character has in this skill increases his Wealth bonus
Check: Typical piloting tasks don’t require checks. as follows.
Checks are required during combat, for special
manoeuvres or other extreme circumstances, or when Special: If the Games Master deems it appropriate, a
the pilot wants to attempt something outside the normal character can add his Profession ranks when making a
parameters of the vehicle. When flying, the character can

60
Ranks Wealth Bonus Increase Language Groups
1–4 +1 There are thousands of languages to choose from when a
character buys ranks in Speak Language or Read/Write
5–8 +2
Language. A few are listed here, sorted into their general
9–12 +3 language groups as found on Earth. A language’s group
13–16 +4 does not matter when a character is buying ranks in
17–20 +5 Speak Language or Read/Write Language. Language

SKILLS & FEATS


groups are provided because they pertain to the Linguist
21- 23 +6
feat. This list is by no means exhaustive – there are more
language groups and most contain more languages than
Reputation check to deal with a work- or career-related
those listed here.
situation.
~ Algic: Algonkin, Arapaho, Blackfoot, Cheyenne,
Shawnee.
A Profession ability is fairly specific, and will rarely be
~ Armenian: Armenian.
of direct use within a game. However, if the character
~ Athabascan: Apache, Chipewyan, Navaho.
happens to come across a specific task that is in the scope
~ Attic: Ancient Greek*, Greek.
of his Profession, and he has 5 or more ranks in this skill
~ Baltic: Latvian, Lithuanian.
– he may gain a +2 synergy bonus to that task.
~ Celtic: Gaelic (Irish), Gaelic (Scots), Welsh.
~ Chinese: Cantonese, Mandarin.
Every time a character takes the Windfall feat, he gets a
~ Finno-Lappic: Estonian, Finnish, Lapp.
cumulative +1 bonus on his Wealth Score, beyond any
~ Germanic: Afrikaans, Danish, Dutch, English,
Wealth bonuses accrued by this skill.
Flemish, German, Icelandic, Norwegian, Swedish,
Yiddish.
Read/Write Language and Speak ~ Glot: Glot.
Language (None) Trained Only ~ Hamo-Semitic: Coptic*, Middle Egyptian*.
The Read/Write Language skill and Speak Language
~ Indic: Hindi, Punjabi, Sanskrit*, Urdu.
skill do not work like standard skills. A character
~ Iranian: Farsi, Pashto.
automatically knows how to read, write and speak his
~ Japanese: Japanese.
native language; the character does not need ranks to
~ Korean: Korean.
do so. Each additional language costs 1 rank. When
~ Romance: French, Italian, Latin*, Portuguese,
a character adds a rank to Read/Write Language, he
Romanian, Spanish.
chooses a new language that the character can read and
~ Semitic: Akkadian (aka Babylonian)*, Ancient
write. When a character adds a rank to Speak Language
Hebrew*, Arabic, Aramaic*, Hebrew.
he chooses a new language that the character can speak
~ Slavic: Belorussian, Bulgarian, Czech, Polish,
fluently.
Russian, Serbo-Croatian, Slovak, Ukrainian.
~ Tibeto-Burman: Burmese, Sherpa, Tibetan.
A character never makes Read/Write Language or Speak
~ Turkic: Azerbaijani, Turkish, Uzbek.
Language checks. A character either knows how to read
~ Ugric: Hungarian (aka Magyar).
and write or speak a specific language or does not. To
*This is an ancient language. In the modern world it is
be able to speak a language that the character can read
spoken only by linguistic scholars.
and write, he must take the Speak Language skill for the
appropriate language, and vice versa.
Repair (Int) Trained Only
Check: Most Repair checks are made to fix complex
A character can choose any language, modern or ancient.
electronic or mechanical devices. The DC is set by the
See below for suggestions.

Repair Task (Example) Purchase DC Repair DC Repair Time


Simple (tool, simple weapon) 4 10 1 min.
Moderate (mechanical or electronic component) 7 15 10 min.
Complex (mechanical or electronic device) 10 20 1 hr.
Advanced (cutting-edge mechanical or electronic device) 13 25 10 hr.

61
Games Master. In general, simple repairs have a DC Research (Int)
of 10 to 15 and require no more than a few minutes to Used for searching libraries, the Internet, professional
accomplish. More complex repair work has a DC of 20 journals or newspaper archives for clues.
or higher and can require an hour or more to complete. Check: Researching a topic takes time, skill and some
Making repairs also involves a monetary cost when luck. The Games Master determines how obscure a
spare parts or new components are needed, represented particular topic is (the more obscure, the higher the
by a Wealth check. If the Games Master decides this DC) and what kind of information might be available
SKILLS & FEATS

is not necessary for the type of repair the character is depending on where the character is conducting his
attempting, then no Wealth check is needed. research. Given enough time (usually 1d4 hours) and a
successful skill check, the character gets a general idea
Jury-Rig: A character can choose to attempt jury-rigged, about a given topic. This assumes that no obvious reasons
or temporary, repairs. Doing this reduces the purchase exist why such information would be unavailable, and that
DC by 3 and the Repair check DC by 5, and allows the the character has a way to acquire restricted or protected
character to make the checks in as little as a full-round information. Research is the skill for finding recorded
action. However, a jury-rigged repair can only fix a facts. Learning what other people know is usually more
single problem with a check and the temporary repair appropriately done as a Gather Information check.
only lasts until the end of the current scene or encounter.
The jury-rigged object must be fully repaired thereafter.
DC Task
A character can also use jury-rig to hot-wire a car or
jump-start an engine or electronic device. The DC for 10 Ransack an area to find a certain object.
this is at least 15 and it can be higher depending on the 20 Notice a typical secret compartment, a
presence of security devices. The jury-rig application of simple trap, or an obscure clue.
the Repair skill can be used untrained. 25+ Find a complex or well-hidden secret
compartment or trap; notice an extremely
Try Again? Yes, though in some specific cases, the obscure clue.
Games Master may decide that a failed Repair check has
negative ramifications that prevent or hamper following
checks. The higher the check result, the better and more complete
the information. If the character wants to discover a
Special: A character can take 10 or take 20 on a Repair specific fact, date, map, or similar bit of information, add
check. When making a Repair check to accomplish a +5 to +15 to the DC.
jury-rig repair, a character cannot take 20.
Try Again? Yes, though the Games Master may rule that
Repair requires either an electrical tool kit, a mechanical you have exhausted your current research material and
tool kit, a multipurpose tool or another appropriate item, that you must find more sources before you can make
depending on the task. If the character does not have another attempt.
the appropriate tools, he takes a –4 penalty on the check
(or may be unable to do the repair at all at the Games Special: A character can take 10 or take 20 on a Research
Master’s discretion). check.

Synergies: Craft (mechanical) or Craft (electronic) can A character with the Studious feat gets a +2 bonus on all
provide a +2 synergy bonus on Repair checks made for Research checks.
mechanical or electronic devices.
Synergies: Computer Use can provide a +2 synergy
A character with the Gearhead feat and at least 1 rank in bonus on a Research check when searching computer
this skill gets a +2 bonus on all Repair checks. records for data.

Time: See the table for guidelines. A character can make An appropriate Knowledge skill with 5 or more ranks can
a jury-rig repair as a full-round action, but the work only provide a +2 synergy bonus on a Research check when
lasts until the end of the current encounter. looking for information related to the Knowledge.

Time: A Research check takes 1d4 hours.

62
Ride (Dex) Jump skill). The character makes a Ride check (DC 15)
Used for riding horses and other animals. to stay on the mount when it leaps.
Check: Typical riding actions do not require checks. A
character can saddle, mount, ride and dismount without a Fast Mount or Dismount (DC 20; armour penalty
problem. Mounting or dismounting an animal is a move applies): The character can mount or dismount as a
action. Some tasks, such as those undertaken in combat free action. If the character fails the check, mounting
or other extreme circumstances, require checks. In or dismounting is a move action. (A character cannot

SKILLS & FEATS


addition, attempting trick riding or asking the animal to attempt a fast mount or dismount unless he can perform
perform an unusual technique also require a check. the mount or dismount as a move action this round,
should the check fail.)
Guide with Knees (DC 5): The character can react
instantly to guide his mount with his knees so that the Special: If the character is riding bareback, he takes a –5
character can use both hands in combat or to perform penalty on Ride checks.
some other action. Make the check at the start of the
character’s round. If the character fails, he can only use A character can take 10 when making a Ride check, but
one hand this round because the character needs to use cannot take 20.
the other to control his mount.
Animals ill-suited as mounts incur a –2 penalty on their
Stay in Saddle (DC 5): The character can react instantly rider’s Ride check.
to try to avoid falling when his mount rears or bolts
unexpectedly, or when the character takes damage. Time: Ride is a move action, except when otherwise
noted for the special tasks listed above.
Fight while Mounted (DC 20): While in combat, the
character can attempt to control a mount that is not Search (Int)
trained in combat riding (see the Handle Animal skill). Used for combing an area for clues or signs of danger.
If the character succeeds, he uses only a move action and Check: The character generally must be within 10 feet
the character can use his attack action to do something of the object or surface to be examined. A character can
else. If the character fails, he can do nothing else that examine up to a 5-foot square area or a volume of goods
round. If the character fails by more than 5, he loses 5 feet on a side with a single check. A Search check
control of the animal. can turn up individual footprints, but does not allow a
character to follow tracks or tell the character which
For animals trained in combat riding, the character does direction the creature or creatures went or came from.
not need to make this check. Instead, the character can
use his move action to have the animal perform a trick Special: A character can take 10 or take 20 when making
(commonly, to attack). The character can use his attack a Search check.
action normally.
A character with the Meticulous feat gets a +2 bonus on
Cover (DC 15): The character can react instantly to drop all Search checks.
down and hang alongside his mount, using it as one-half
cover. The character cannot attack while using his mount Time: A Search check is a full-round action.
as cover. If the character fails, he does not get the cover
benefit. Sense Motive (Wis)
Used to determine when someone is lying or being
Soft Fall (DC 15): The character reacts instantly when deceptive.
he falls off a mount, such as when it is killed or when it Check: A successful check allows the character to avoid
falls, to try to avoid taking damage. If the character fails, being bluffed (see the Bluff skill). The character can also
he takes 1d6 points of falling damage. use the skill to tell when someone is behaving oddly
or to assess someone’s trustworthiness. In addition, a
Leap (DC 15): The character can get his mount to leap character can use this skill to make an assessment of a
obstacles as part of its movement. Use the character’s social situation. With a successful check (DC 20), the
Ride modifier or the mount’s Jump modifier (whichever character can get the feeling from another’s behavior
is lower) when the mount makes its Jump check (see the

63
that something is wrong. Also, the character can get the Concealing Weapons and Objects
feeling that someone is trustworthy and honorable. Sleight of Hand
Condition modifier
Try Again? No, though the character may make a Sense
Size of weapon or object
Motive check for each bluff made on the character.
Fine +12
Special: A character can take 10 when making a Sense Diminutive +8
SKILLS & FEATS

Motive check, but cannot take 20. Tiny +4


Small +0
A character with the Attentive feat gets a +2 bonus on all
Sense Motive checks. Medium-size –4
Large –8
A character can use Sense Motive to detect that a hidden Huge or larger cannot be concealed
message is being transmitted via the Bluff skill (DC Clothing is tight or tailored –4
equal to the bluff check result of the sender). If the
Clothing is especially loose +2
character’s check result beats the DC by 5 or more, the
or bulky
character understands the secret message as well. If
the character’s check fails by 5 or more, the character Clothing is specifically +2
modified for concealing
misinterprets the message in some fashion.
object
Time: A Sense Motive check may be made as a reaction Weapon is carried in +4
to another character’s Bluff check. When that is the case, concealed holster
the Games Master may roll the character’s Sense Motive Weapon can be drawn –2
check in secret, so the character does not necessarily normally
know someone’s trying to bluff him or her. Using Sense Weapon can be drawn a move –4
Motive to get a sense of someone’s trustworthiness takes action (or free action with the
at least 1 minute. Quick Draw feat)

is coin-sized and the other is no larger than a foot in any


Sleight of Hand (Dex) Trained Only; Armour dimension. Used this way, it can conceal the manipulation
Penalty
from others, though it can be opposed by Spot as noted
Used for magic tricks or picking pockets.
above.
Check: A check against DC 10 lets a character palm a
coin-sized, unattended object. Minor feats of sleight of
It is assumed that, when attempting to conceal a weapon
hand, such as making a button disappear, also have a DC
or other object, a character is wearing appropriate
of 10 unless an observer is concentrating on noticing
clothing. Drawing a concealed weapon is more difficult
what the character is doing. When a character performs
than drawing a regularly holstered weapon, and normally
this skill under close observation, the character’s skill
requires an attack action (or a move action if the character
check is opposed by the observer’s Spot check. The
has the Quick Draw feat). Keeping the weapon in an easy-
observer’s check does not prevent the character from
to-draw position makes concealing it more difficult.
performing the action, just from doing it unnoticed.
To conceal a weapon or other object, make a Sleight of
When a character tries to take something from another
Hand check. A character concealing an object before he
person, the character’s opponent makes a Spot
or she heads out into public can usually take 10 unless he
check to detect the attempt. To obtain the object, the
or she is rushed, trying to conceal it when others might
character must get a result of 20 or higher, regardless
see, or under other unusual constraints. Sleight of Hand
of the opponent’s check result. The opponent detects the
can be used untrained in this instance, but the character
attempt if his check result beats the character’s check
must take 10.
result, whether the character takes the object or not.
Size and Concealment
A character can use Sleight of Hand to conceal a small
The object’s size affects the check result, as shown on
weapon or object on his body. It can also be used to
the Concealing Weapons and Objects table. The type of
manipulate a small object in each hand, so long as one

64
holster used or clothing worn, and any attempt to make a An observer attempting to spot a concealed object
weapon easier to draw, can also affect the check. receives a –1 penalty for every 10 feet between himself
and the target, and a –5 penalty if distracted.
Try Again? If the first check failed or if the attempt
was noticed, a second Sleight of Hand attempt against Patting someone down for a hidden weapon requires a
the same target, or when being watched by the same similar check. However, the skill employed is Search and
observer, has a DC 10 higher than the first check. the searcher gets a +4 circumstance bonus for the hands-

SKILLS & FEATS


on act of frisking the target. Some devices may also offer
Special: A character can take 10 when making a Sleight bonuses under certain circumstances (a metal detector
of Hand check, but cannot take 20. offers a bonus to Search checks to find metal objects, for
example).
A character can make an untrained Sleight of Hand check
to conceal a weapon or object, but must always take 10. Spotting Concealable Armour: Concealable armour
can be worn under clothing if the wearer wants it to
A character with the Nimble feat and at least 1 rank in go unnoticed. Don’t use the modifiers from Table:
this skill gets a +2 bonus on all Sleight of Hand checks. Concealing Weapons and Objects when wearing
concealable armour. Instead, anyone attempting to notice
Time: A Sleight of Hand check is an attack action. the armour must make a Spot check (DC 30).

Spot (Wis) Try Again? A character can make a Spot check every
Used to spot hidden things, or things that are not quite time he has the opportunity to notice something in a
right. reactive manner. As a full-round action, a character may
Check: The Spot skill is used to notice items that are attempt to notice something that he failed (or believe he
not immediately obvious and people who are attempting failed) to notice previously.
to hide. The Games Master may call for a Spot check
by a character who is in a position to notice something. Special: A character can take 10 or take 20 when making
A character can also make a Spot check voluntarily if a Spot check.
he wants to try to notice something in his vicinity. The
Games Master may make the Spot check in secret, so
that the character is not aware if that they fail a check.
A successful Spot check when there is nothing to notice
results in the character noticing nothing.

Spot is often used to notice a person or creature hiding


from view. In such cases, the character’s Spot check is
opposed by the Hide check of the character trying not to
be seen. Spot is also used to detect someone in disguise
(see the Disguise skill), or to notice a concealed weapon
carried by another person.

A character’s Spot check is modified by a –1 penalty for


every 10 feet of distance between the character and the
subject or item he is trying to discern. The check carries
a further –5 penalty if the character is in the midst of
activity.

Spotting Concealed Objects: Noticing a concealed


weapon or other object requires a Spot check. The DC
varies: If the target made a roll when concealing an
object, the DC of the Spot check to notice the object is
the same as the target’s check result (an opposed check,
in other words).

65
A character with the Alertness feat gets a +2 bonus on Check: A successful Swim check allows a character to
all Spot checks. swim one-quarter his speed as a move action or half the
character’s speed as a full-round action. Roll once per
Time: A Spot check is either a reaction (if called for by round. If the character fails, he makes no progress through
the Games Master) or a full-round action (if a character the water. If the character fails by 5 or more, he goes
actively takes the time to try to notice something). underwater. If the character is underwater (from failing
a swim check or because the character is swimming
Survival (Wis)
SKILLS & FEATS

underwater intentionally), the character must hold his


Wilderness survival, hunting, and tracking. breath. A character can hold his breath for a number of
Check: A character can keep himself and others safe and rounds equal to the character’s Constitution score, but
fed in the wild, what little wild is left in the world, or in only if the character does nothing but take move actions
the urban wilderness of the deep sprawl. or free actions.

With the Track feat, a character can use Survival checks If the character takes an attack action or a full-round
to track a character or animal across various terrain action, the amount of breath the character has remaining
types. is reduced by 1 round. Effectively, a character in combat
can hold his breath only half as long as normal. After that
period of time, the character must make a Constitution
DC Task
check (DC 10) every round to continue holding his breath.
10 Get along in the wild. Move up to half the
Each round, the DC of the check increases by 1. If the
character’s overland speed while hunting and
character fails the check, the character begins to drown.
foraging (no food or water supplies needed). The
character can provide food and water for one other
person for every 2 points by which the character’s The DC for the Swim check depends on the water:
check result exceeds 10.
15 Gain a +2 circumstance bonus on Fortitude saves Water DC
against severe weather while moving up to half
the character’s overland speed, or gain a +4 Calm water 10
circumstance bonus if stationary. The character Rough water 15
may grant the same bonus to one other character Stormy water 20
for every 1 point by which the character’s check
result exceeds 15.
18 Avoid getting lost and avoid natural and industrial
hazards, such as quicksand or condemned Each hour that the character swims, make a Swim check
construction sites. against DC 20. If the character fails, he becomes fatigued.
If the character fails a check while fatigued, the character
Special: A character can take 10 when making a Survival becomes exhausted. If the character fails a check
check. A character can take 20 when tracking if there is while exhausted, the character becomes unconscious.
no danger or penalty for failure, but not on periodic Unconscious characters go underwater and immediately
checks to get along in the wild. begin to drown.

A character with the Guide feat gets a +2 bonus on all Try Again? A new check is allowed the round after a
Survival checks. check is failed.

Time: Basic Survival checks occur each day in the Special: A character takes a penalty of –1 for every
wilderness or whenever a hazard presents itself. When 5 pounds of gear he carries, including armour and
using Survival with the Track feat to track a character weapons.
or animal, checks are made according to distance, as
described in the Track feat. A character can take 10 when making a Swim check, but
cannot take 20.
Swim (Str) Armour Penalty
Used to swim or manoeuvre in water or other semi-solid A character with the Athletic feat gets a +2 bonus on all
substances, such as quicksand. Swim checks.

66
application of the skill can be
used successfully on a character
only once per day.

Revive Dazed, Stunned or


Unconscious Character (DC
15): With a first aid or medical

SKILLS & FEATS


kit, the character can remove the
dazed, stunned or unconscious
condition from a character. This
check is an attack action. A
successful check removes the
dazed, stunned or unconscious
condition from an affected
character. The character cannot
revive an unconscious character
who is at –1 hit points or lower
without first stabilising the
character.

Time: A Swim check is either a move action or a full- Stabilise Dying Character (DC 15): With a first aid
round action, as described above. or medical kit, a character can tend to a character
who is dying. As an attack action, a successful Treat
Treat Injury (Wis) Injury check stabilises another character. The stabilised
Used to give first aid and medical care to the sick or character regains no hit points, but he stops losing them.
injured. The character must have a treat injury kit to stabilise a
Check: The DC and effect depend on the task attempted. dying character.
A specific intent is needed for a Treat Injury check,
chosen from the listed options below. This skill has two Surgery (DC 20): With a surgical kit, a character can
subskills, regular medicine and psychology. The options conduct field surgery. This application of the Treat Injury
below, with the exception of the last two, involve the skill carries a –4 penalty, which can be negated with the
former. Surgery feat. Surgery requires 1d4 hours; if the patient
is at negative hit points, add an additional hour for every
Long-Term Care (DC 15): With a medical kit, the point below 0 the patient has fallen to.
successful application of this skill allows a patient to
recover hit points and ability points lost to temporary Surgery restores 1d6 hit points for every character level
damage at an advanced rate – 3 hit points per character of the patient (up to the patient’s maximum hit points)
level or 3 ability points restored per day of complete with a successful skill check. Surgery can only be used
rest. A new check is made each day; on a failed check, successfully on a character once in a 24-hour period.
recovery occurs at the normal rate for that day of rest A character who undergoes surgery is fatigued for 24
and care. hours, minus 2 hours for every point above the DC the
surgeon achieves in the skill check. The period of fatigue
A character can tend up to as many patients as he has can never be reduced below 6 hours in this fashion.
ranks in the skill. The patients need to spend all their
time resting. The character needs to devote at least half Treat Disease (DC 15): With a medical kit, a character
an hour per day to each patient they are caring for. can tend to a character infected with a treatable disease.
Every time the diseased character makes a saving throw
Restore Hit Points (DC 15): With a medical kit, if against disease effects (after the initial contamination),
someone has lost hit points, the character can restore the treating character first makes a Treat Injury check to
some of them. A successful check, as a full-round help the diseased character fend off secondary damage.
action, restores 1d4 hit points. The number restored can This activity takes 10 minutes. If the treating character’s
never exceed the character’s maximum hit points. This

67
check succeeds, the treating character provides
a bonus on the diseased character’s saving throw
equal to his ranks in this skill.

Treat Poison (DC 15): With a medical kit, a


character can tend to a poisoned character. When a
poisoned character makes a saving throw against a
SKILLS & FEATS

poison’s secondary effect, the treating character first


makes a Treat Injury check as an attack action. If the
treating character’s check succeeds, the character
provides a bonus on the poisoned character’s saving
throw equal to his ranks in this skill

Try Again? Yes, for restoring hit points, reviving


dazed, stunned, or unconscious characters,
stabilising dying characters, and surgery. No, for all
other uses of the skill.

Special: The Surgery feat gives a character the


extra training he needs to use Treat injury to help a
wounded character by means of an operation.

A character can take 10 when making a Treat Injury


check. A character can take 20 only when restoring
hit points or attempting to revive dazed, stunned or
unconscious characters.

Long-term care, restoring hit points, treating


disease or treating poison requires a medical Land Softly: The character can make a Tumble check
kit. Stabilising a dying character or reviving a dazed, (DC 15) when falling. If the check succeeds, treat the fall
stunned or unconscious character requires either a first as if it were 10 feet shorter when determining damage.
aid kit or a medical kit. Surgery requires a surgical kit. If
the character does not have the appropriate kit, he takes Tumble past Opponents: With a successful Tumble
a –4 penalty on the check. check (DC 15), the character can weave, dodge and roll up
to 20 feet through squares adjacent to opponents, risking
A character can use the Treat Injury skill on himself only no attacks of opportunity. Failure means the character
to administer restore lost hit points, treat disease or treat moves as planned, but provokes attacks of opportunity
poison. The character takes a –5 penalty on his check as normal.
any time he treats himself.
Tumble through Opponents: With a successful Tumble
Time: Treat injury checks take different amounts of time check (DC 20), the character can roll, jump or dive
based on the task at hand, as described above. through squares occupied by opponents, moving over,
under, or around them as if they weren’t there. Failure
Tumble (Dex) Trained Only; Armour Penalty means the character moves as planned, but provokes
This skill allows the character to make acrobatic dodges attacks of opportunity as normal.
and rolls.
Check: A character can land softly when he falls, Try Again? No.
tumble past opponents in combat, or tumble through
opponents. Special: A character with 5 or more ranks in Tumble gains
a +3 dodge bonus to Defence (instead of the normal +2)
when fighting defensively, and a +6 dodge bonus (instead
of the normal +4) when engaging in total defence.

68
A character cannot take 10 or 20 when making a Tumble Special: Additional facts about the feat. If there are no
check to move through or past opponents. Otherwise, special features about a feat aside from what it does and
it usually possible to take 10 when making a Tumble its prerequisites, this entry is also absent.
check, but not 20.

A character with the Acrobatic feat and at least 1 rank in Feats


this skill gets a +2 bonus on all Tumble checks.

SKILLS & FEATS


Acrobatic
Time: A character can try to reduce damage from a fall You are unusually agile.
as a reaction once per fall. A character can attempt to Benefit: The character gets a +2 bonus on all Jump
tumble as a free action that must be performed as part of checks and Tumble checks.
a move action. Special: Remember that the Tumble skill cannot be used
untrained.

Feats in OGL Horror Adrenaline Surge


Feats are gained in four different ways in OGL Horror. You can perform an additional action in a round.
They can be gained as free feats from a character’s Benefit: The character may take an extra move action
starting class and occupation, they can be purchased or attack action in a round, either before or after the
with the three bonus feats given to all characters at 3rd character’s regular actions. The character may use
level, they can be granted by advancing in a given class, Adrenaline Surge a number of times per day depending
or they can be bought with the extra feat awarded to all on his character level (as shown below), but never
characters at 6th and 9th level. Once gained, the method more than once per round. The character must make a
of procurement is irrelevant. A character either has a feat Fortitude save (DC 10) immediately after performing the
or he does not. additional action or become fatigued.

Feat Descriptions Character Level Times per Day


Here is the format for every feat description found in
this sourcebook. Feats are purposefully left as vague 1 –3
st rd
1
as possible while still providing all of the rules support 4 –6
th th
2
needed to run them in a campaign. This way, the same 7 –9
th th
3
feat taken by two different characters can simulate
10 + th
4
different approaches to the same basic talent.

Feat Name: The name of the feat.


Advanced Combat Martial Arts
Prerequisite: A minimum ability score, another feat or You are a master of unarmed fighting.
feats, a minimum base attack bonus and/or the minimum Prerequisites: Combat Martial Arts, Improved Combat
ranks in a skill that a character must have to acquire this Martial Arts; base attack bonus +6 or higher.
feat. This entry is absent if a feat has no prerequisite. Benefit: When the character scores a critical hit on an
opponent with an unarmed strike, the character deals
A character can gain a feat at the same level at which he triple damage.
gains all the prerequisites. Normal: A critical hit with an unarmed strike deals
double damage.
A character cannot use a feat if the character has lost a
prerequisite, for whatever reason. Advanced Firearms Proficiency
You can use firearms set on autofire.
Benefit: What the feat enables a character to do. Prerequisite: Personal Firearms Proficiency.
Benefit: The character can fire any personal firearm
Normal: What a character who does not have this feat on autofire without the usual –4 penalty (provided, of
is limited to or restricted from doing. If there is no course, that it has an autofire setting).
particular drawback to not possessing the feat, this entry Normal: Characters without this feat take a –4 penalty on
is absent. attack rolls made with personal firearms set on autofire.

69
Agile Riposte Animal Affinity
You can strike when your opponent attacks. You are good with animals.
Prerequisites: Dexterity 13+; Dodge. Benefit: The character gets a +2 bonus on all Handle
Benefit: Once per round, if the opponent the character Animal checks and Ride checks.
has designated as his dodge target (see the Dodge feat) Special: Remember that the Handle Animal skill cannot
makes a melee attack or melee touch attack against be used untrained.
the character and misses, the character may make an
SKILLS & FEATS

attack of opportunity with a melee weapon against Archaic Weapons Proficiency


that opponent. Resolve and apply the effects from You are proficient with archaic weapons such as swords
both attacks simultaneously. Even a character with the and axes.
Combat Reflexes feat cannot use the Agile Riposte feat Benefit: The character takes no penalty on attack rolls
more than once per round. This feat does not grant more when using any kind of archaic weapon.
attacks of opportunity than the character is normally Normal: A character without this feat takes the –4
allowed in a round. nonproficient penalty when making attacks with archaic
weapons.
Aircraft Operation
Select a class of aircraft (heavy aircraft, helicopters, Armour Proficiency (heavy)
jet fighters or spacecraft). The character is proficient at You are proficient with heavy armour.
operating that class of aircraft. The heavy aircraft class Prerequisites: Armour Proficiency (light).
includes jumbo passenger airplanes, large cargo planes, Benefit: When the character wears a type of armour with
heavy bombers and any other aircraft with three or which the character is proficient, the character gets to add
more engines. Helicopters include transport and combat the armour’s entire equipment bonus to his Defence.
helicopters of all types. Jet fighters include military Normal: See Armour Proficiency (light).
fighter and ground attack jets. Spacecraft are vehicles
such as the space shuttle and the lunar lander. Armour Proficiency (light)
Prerequisite: Pilot 4 ranks. You are proficient with light armour.
Benefit: The character takes no penalty on Pilot checks Benefit: When the character wears a type of armour with
or attack rolls made when operating an aircraft of the which the character is proficient, the character gets to add
selected class. the armour’s entire equipment bonus to his Defence.
Normal: Characters without this feat take a –4 penalty Normal: A character who wears armour with which he is
on Pilot checks made to operate an aircraft that falls in not proficient takes an armour penalty on checks involving
any of these classes, and on attacks made with aircraft the following skills: Balance, Climb, Escape Artist, Hide,
weapons. There is no penalty when the character Jump, Move Silently, and Tumble. Also, a character who
operates a general-purpose aircraft. wears armour with which he is not proficient adds only a
Special: A character can gain this feat multiple times. portion of the armour’s equipment bonus to his Defence.
Each time a character takes this feat, he selects a different
class of aircraft. Athletic
You are especially fit and quick.
Alertness Benefit: The character gets a +2 bonus on all Climb
You have finely tuned senses. checks and Swim checks.
Benefit: The character gets a +2 bonus on all Listen
checks and Spot checks. Attentive
You are exceptionally observant, and pay attention to all
Alternate Approach nuances of a situation.
Instead of relying on willpower and discipline, you Benefit: The character gets a +2 bonus on all Investigate
handle horror with either sheer guts or incredible mental checks and Sense Motive checks.
flexibility. Special: Remember that the Investigate skill cannot be
Prerequisite: Iron Will. used untrained.
Benefit: Select either your character’s Intelligence or
Constitution score. Use that ability score’s modifier Blind-Fight
instead of your character’s Wisdom modifier for all You can fight in darkness.
Horror saves. Benefit: In melee combat, every time the character misses

70
because of concealment, the character can reroll the miss Benefit: The character gets a +2 bonus on all Demolitions
chance roll one time to see if the character actually hits. checks and Disable Device checks.
The character takes only half the usual penalty to speed Special: Remember that the Demolitions skill and the
for being unable to see; darkness and poor visibility in Disable Device skill cannot be used untrained.
general reduces the character’s speed to three-quarters of
normal, instead of one-half. Cleave
You can keep on chopping.

SKILLS & FEATS


Brawl Prerequisites: Strength 13+; Power Attack.
You deal more damage in a fistfight. Benefit: If the character deals an opponent enough
Benefit: When making an unarmed attack, the character damage to make the opponent drop (either by knocking
receives a +1 competence bonus on attack rolls and the the opponent out due to massive damage or by reducing
character deals nonlethal damage equal to 1d6 + his the opponent’s hit points to less than 0), the character
Strength modifier. gets an immediate extra melee attack against another
Normal: Unarmed attacks normally deal nonlethal opponent adjacent to the character. The character cannot
damage equal to 1d3 + Strength modifier. take a 5-foot step before making this extra attack. The
extra attack is with the same weapon and at the same
Builder bonus as the attack that dropped the previous opponent.
You have a knack for constructing items. The character can use this ability once per round.
Benefit: Pick two of the following skills: Craft
(chemical), Craft (electronic), Craft (mechanical), and Combat Training
Craft (structural). The character gets a +2 bonus on all You are trained to react in combat.
checks with those skills. Benefit: You may always choose whether to fight or flee
Special: The character can select this feat twice. The if you fail a Panic check by 6 or more.
second time, the character applies it to the two skills he
didn’t pick originally. Remember that Craft (chemical), Combat Expertise
Craft (electronic), and Craft (mechanical) cannot be used You are trained in using the ebb and flow of combat to
untrained. your defensive advantage.
Prerequisite: Intelligence 13+.
Burst Fire Benefit: When the character uses the attack action or
When using a firearm with autofire, you can fire a short the full attack action in melee, the character can take a
burst at a particular target. penalty of up to –5 on his attack roll and add the same
Prerequisites: Personal Firearms Proficiency, Advanced number (up to +5) to the character’s Defence. This
Firearms Proficiency. number may not exceed the character’s base attack
Benefit: When using an automatic firearm with at least bonus. The changes to attack rolls and Defence last until
five bullets loaded, the character may fire a short burst the character’s next action. The bonus to the character’s
as a single attack against a single target. The character Defence is a dodge bonus (and as such it stacks with
receives a –4 penalty on the attack roll, but deals +2 other dodge bonuses the character may have).
dice of damage. Firing a burst expends five bullets and Normal: A character without the Combat Expertise feat
can only be done if the weapon has five bullets in its can fight defensively while using the attack or full attack
magazine. action to take a –4 penalty on attacks and gain a +2 dodge
Normal: Autofire uses ten bullets, targets a 10-foot by bonus to Defence.
10-foot area, and cannot be aimed at a specific target.
Without this feat, if a character attempts an autofire Combat Martial Arts
attack at a specific target, it simply counts as a normal You can deal damage with unarmed strikes.
attack and all the extra bullets are wasted. Prerequisite: Base attack bonus +1 or higher.
Special: If the firearm has a three-round burst setting, Benefit: With an unarmed strike, the character deals
firing a burst expends three bullets instead of five and lethal or nonlethal damage (the character’s choice)
can be used if the weapon has only three bullets in its equal to 1d4 + the character’s Strength modifier. The
magazine. character’s unarmed attacks count as armed, which
means that opponents do not get attacks of opportunity
Cautious when the character attacks them unarmed. The character
You look before you cut the wire. may make attacks of opportunity against opponents who

71
provoke such attacks. Commanding Voice
Normal: Without this feat, a character deals only 1d3 You are especially good at snapping people out of a
points of nonlethal damage. Unarmed attacks normally freeze.
provoke attacks of opportunity, and unarmed combatants Benefit: If you shout at someone who has frozen in the
cannot normally make attacks of opportunity. face of horror due to a failed Panic save, they get a bonus
to their Will save equal to your Charisma bonus.
Combat Reflexes
SKILLS & FEATS

You can respond quickly to opponents who let their Confident


guard down. You are naturally self-confident.
Benefit: The maximum number of attacks of opportunity Benefit: The character gets a +2 bonus on all Gamble
the character may make each round is equal to the checks and Intimidate checks, and on level checks to
character’s Dexterity modifier + 1. The character can resist intimidation.
still only make one attack of opportunity on a single
opponent per round. With this feat, the character may Contact
also make attacks of opportunity when flat-footed. You have friends in useful places.
Normal: A character without the Combat Reflexes feat Benefit: You have one major or three minor contacts.
can make only one attack of opportunity per round and You may specify who these contacts are at any point,
cannot make attacks of opportunity when flat-footed. either before the game begins or during play. A minor
contact may have one or two useful skills at a +8 modifier,
Combat Throw or be able to give information on a particular topic. A
You can turn an opponent’s momentum against them. major contact has skills with a +12 modifier, can give
Prerequisite: Defensive Martial Arts. detailed and comprehensive information on a topic, or is
Benefit: The character gains a +2 bonus on opposed influential in a particular field (law enforcement, military,
Strength and Dexterity checks any time the character medical, etc).
attempts trip or grapple attacks, or when the character Special: You may take this feat more than once.
tries to avoid a trip or grapple attack made against him.
Custodian
You are in charge of a particular
facility. You may only take this feat
if you are part of an organisation (see
Chapter 10, Cults and Conspiracies).
Benefit: Select one of the following
organisation feats: Arsenal, Artefact,
Forensics Laboratory, Library, Occult
Library, Research Laboratory. Your
organisation gains this feat.
Special: You make take this feat up
to five times.

Creative
You have a creative streak.
Benefit: Pick two of the following
skills: Craft (visual art), Craft
(writing), Perform (act), Perform
(dance), Perform (keyboards),
Perform (percussion instruments),
Perform (sing), Perform (stand-up),
Perform (string instruments) and
Perform (wind instruments). The
character gets a +2 bonus on all
checks with those two skills.
Special: A character can select this

72
feat as many as five times. Each time, the character fires two bullets and can only be done if the weapon has
selects two new skills from the choices given above. at least two bullets in its magazine.

Dead Aim Drive-By Attack


You line up your attacks with deadly precision. You are skilled at attacking from a moving vehicle.
Prerequisites: Wisdom 13+; Far Shot. Benefit: The character takes no vehicle speed penalty
Benefit: Before making a ranged attack, the character when making an attack while in a moving vehicle.

SKILLS & FEATS


may take a full-round action to line up his shot. This Also, if the character is the driver, he can take his attack
grants the character a +2 circumstance bonus on his next action to make an attack at any point along the vehicle’s
attack roll. Once the character begins aiming, he cannot movement.
move, even to take a 5-foot step, until after the character Normal: When attacking from a moving vehicle, a
makes his next attack, or the benefit of the feat is lost. character takes a penalty based on the vehicle’s speed.
Likewise, if the character’s concentration is disrupted Passengers can ready an action to make an attack when
or the character is attacked before his next action, the their vehicle reaches a particular location, but the driver
character loses the benefit of aiming. must make his attack action either before or after the
vehicle’s movement.
Deceptive
Trust me… Educated
Benefit: The character gets a +2 bonus on all Bluff The benefits of an expanded education, whether it be at
checks and Disguise checks. Hellburg College or the University of Life.
Benefit: Pick two Knowledge skills. The character gets a
Defensive Martial Arts +2 bonus on all checks with those skills.
You are skilled at avoiding injuries. Special: A character can select this feat as many as
Benefit: The character gains a +1 dodge bonus to seven times. Each time, the character selects two new
Defence against melee attacks. Knowledge skills.
Special: A condition that makes the character lose his
Dexterity bonus to Defence also makes the character lose Elusive Target
dodge bonuses. Also, dodge bonuses stack, unlike most You can use opponents as cover in combat.
other types of bonuses. Prerequisites: Dexterity 13+; Defensive Martial Arts.
Benefit: When fighting an opponent or multiple
Dodge opponents in melee, other opponents attempting to target
You are adept at dodging attacks. the character with ranged attacks take a –4 penalty. This
Prerequisite: Dexterity 13+. penalty is in addition to the normal –4 penalty for firing
Benefit: During the character’s action, the character into melee, making the penalty to target to character –8.
designates an opponent and receives a +1 dodge bonus Special: An opponent with the Precise Shot feat has the
to Defence against any subsequent attacks from that penalty reduced to –4 when targeting the character.
opponent. The character can select a new opponent on
any action. Endurance
Special: A condition that makes the character lose his You have great reserves of stamina.
Dexterity bonus to Defence also makes the character Benefit: The character gains a +4 bonus on the following
lose dodge bonuses. Also, dodge bonuses stack with each checks and saves: hourly Swim checks to avoid becoming
other, unlike most other types of bonuses. fatigued, Constitution checks to continue running,
Constitution checks to hold the character’s breath,
Double Tap Constitution checks to avoid damage from starvation or
You can make two quick shots as a single attack. thirst, Fortitude saves to avoid damage from hot or cold
Prerequisites: Dexterity 13+; Point Blank Shot. environments and Fortitude saves to resist suffocation
Benefit: When using a semiautomatic firearm with at or drowning. Also, the character may sleep in heavy or
least two bullets loaded, the character may fire two light armour without becoming fatigued.
bullets as a single attack against a single target. The Normal: A character without this feat who sleeps in
character receives a –2 penalty on this attack, but deals armour is automatically fatigued the following day.
+1 die of damage with a successful hit. Using this feat

73
Exotic Firearms Proficiency Force Stop
Choose a weapon type from the following list: cannons, You can force another vehicle to stop.
heavy machine guns, grenade launchers, and rocket Prerequisites: Drive 4 ranks, Vehicle Expert.
launchers. Benefit: When the character sideswipes a surface vehicle,
Prerequisites: Personal Firearms Proficiency, Advanced the character can force the other vehicle to a stop by
Firearms Proficiency. nudging it into a controlled sideways skid. Make opposed
Benefit: The character makes attack rolls with the Drive rolls between the character and the driver of the
SKILLS & FEATS

weapon normally. other vehicle, applying the vehicle’s Size modifiers if


Normal: A character who uses a weapon without being applicable. If the character wins, the opponent’s vehicle
proficient with it takes a –4 penalty on attack rolls. spins ninety degrees and stops. If the opponent wins, he
Special: A character can gain this feat as many as four has resisted the force stop attempt, but does not force the
times. Each time a character takes the feat, he selects a character to stop instead.
different weapon group.
Gearhead
Exotic Melee Weapon Proficiency You have a knack with machines.
Choose one exotic melee weapon. The character is Benefit: The character gets a +2 bonus on all Computer
proficient with that melee weapon in combat. Use checks and Repair checks.
Prerequisite: Base attack bonus +1 or higher. Special: Remember that the Computer Use skill and
Benefit: The character makes attack rolls with the the Repair skill can only be used untrained in certain
weapon normally. situations.
Normal: A character who uses a weapon without being
proficient with it takes a –4 penalty on attack rolls. Great Cleave
Special: A character can gain this feat multiple times. Chop chop chop…
Each time the character takes the feat, he selects a Prerequisites: Strength 13+; Power Attack, Cleave; base
different exotic melee weapon. attack bonus +4 or higher.
Benefit: As Cleave, except that the character has no limit
Extra Ties to the number of times he can use it per round.
You have especially strong personal convictions and
connections. Great Fortitude
Benefit: You have two extra Ties. You are tougher than normal,
Special: You may take this feat multiple times. Benefit: The character gets a +2 bonus on all Fortitude
saving throws.
Far Shot
You are good at attacking from long range. Guide
Benefit: When the character uses a firearm or archaic You are good at surviving outdoors.
ranged weapon, its range increment increases by one- Benefit: The character gets a +2 bonus on all Navigate
half (multiply by 1.5). When the character throws a checks and Survival checks.
weapon, its range increment is doubled.
Impromptu Weapon Proficiency
Fearless You are a serial killer’s nightmare. Household items are
You look under the bed every time and refuse to let the lethal weapons in your hands.
night-terrors bother you… much. Prerequisites: Dexterity 13+
Benefit: The character gets a +2 bonus on all Fear Benefit: The character only takes a –2 penalty on attack
saves. rolls when using any kind of improvised weapon.
Special: This feat may not be taken by a starting Normal: A character without this feat takes the
character of the Ordinary Person class, though it may be –4 nonproficient penalty when making attacks with
selected later on. improvised weapons.

Focused Improved Brawl


You keep your cool. You deal extensive damage in a fistfight.
Benefit: The character gets get a +2 bonus on all Balance Prerequisites: Brawl; base attack bonus +3 or higher.
checks and Concentration checks. Benefit: When making an unarmed attack, the character

74
receives a +2 competence bonus on his attack roll and Improved Disarm
the character deals nonlethal damage equal to 1d8 + You are skilled at disarming opponents.
the character’s Strength modifier. These advantages Prerequisites: Intelligence 13+; Combat Expertise.
replace the Brawl feat’s advantages; they do not stack. Benefit: The character does not provoke an attack of
Additionally, the character’s unarmed attacks count as opportunity when the character attempts to disarm an
armed, which means that opponents do not get attacks opponent, nor does the opponent get a chance to disarm
of opportunity when the character attacks them unarmed. the character if the attempt fails.

SKILLS & FEATS


The character may make attacks of opportunity against
opponents who provoke such attacks. Improved Feint
Normal: Unarmed attacks normally deal nonlethal You excel at misdirecting opponents in combat.
damage equal to 1d3 + Strength modifier. Prerequisites: Intelligence 13+; base attack bonus +1
or higher.
Improved Bull Rush Benefit: The character can make a Bluff check in combat
You know how to push opponents back. as a move action. The character receives a +2 bonus on
Prerequisites: Strength 13+; Power Attack. Bluff checks made to feint in melee combat.
Benefit: When the character performs a bull rush, the Normal: Feinting in combat normally requires an attack
character does not provoke an attack of opportunity from action.
the defender.
Improved Initiative
Improved Combat Martial Arts You react quickly in a fight.
You are extremely skilled at martial arts. Benefit: The character gets a +4 circumstance bonus on
Prerequisites: Combat Martial Arts; base attack bonus initiative checks.
+4 or higher.
Benefit: The character’s threat range on an unarmed Improved Knockout Punch
strike improves to 19–20. You are extremely skilled at knocking people out.
Normal: A character without this feat threatens a critical Prerequisites: Brawl, Knockout Punch; base attack
hit with an unarmed strike only on a 20. bonus +5 or higher.
Benefit: When making the character’s first unarmed
Improved Combat Throw attack against a flat-footed opponent, treat a successful
You excel at tripping and throwing opponents. attack as a critical hit. This critical hit deals triple
Prerequisites: Defensive Martial Arts, Combat Throw; damage. The damage is nonlethal damage.
base attack bonus +3 or higher. Special: Even if the character has the ability to treat
Benefit: In melee combat, if an opponent attacks and unarmed damage as lethal damage, the damage from a
misses the character, the character may immediately knockout punch is always nonlethal.
make a trip attack against the opponent. This counts as
an attack of opportunity. Improved Trip
Special: This feat does not grant the character more You can follow through on trip attacks.
attacks of opportunity than he is normally allowed in a Prerequisites: Intelligence 13+; Combat Expertise.
round. Benefit: The character does not provoke an attack of
opportunity when he tries to trip an opponent while is
Improved Damage Threshold unarmed.
You get knocked down, but you nearly always get back If the character trips an opponent in melee combat,
up again. the character immediately gets to make a melee attack
Benefit: The character increases his massive damage against that opponent as if the character had not used his
threshold by 3 points. attack action for the trip attempt.
Normal: A character without this feat has a massive
damage threshold equal to his current Constitution score. Improved Two-Weapon Fighting
With this feat, the character’s massive damage threshold You are an expert at fighting with two weapons.
is current Con score +3. Prerequisites: Dexterity 13+; Two-Weapon Fighting;
Special: A character may gain this feat multiple times. base attack bonus +5 or higher.
Its effects stack. Benefit: The character gets a second attack with his
offhand weapon, albeit at a –5 penalty. Also, this feat

75
allows the character to use a melee weapon in one hand Low Profile
and a ranged weapon in the other. Who?
Normal: Without this feat, a character can only get a Benefit: Reduce the character’s Reputation bonus by 3
single extra attack with an off-hand weapon, and both points.
weapons must be of the same type (either both ranged
weapons or both melee weapons). Ludicrously Rich
You are very well off.
SKILLS & FEATS

Knockout Punch Prerequisites: Windfall, Educated.


You are skilled at cold-cocking opponents. Benefit: The character’s Wealth bonus increases by +4.
Prerequisites: Brawl; base attack bonus +2 or higher.
Benefit: When making the character’s first unarmed Medical Expert
attack against a flat-footed opponent, treat a successful You are skilled at aiding the sick.
attack as a critical hit. This damage is nonlethal Benefit: The character gets a +2 bonus on all Craft
damage. (pharmaceutical) checks and Treat Injury checks.
Special: Even if the character has the ability to treat Special: Remember that the Craft (pharmaceutical) skill
unarmed damage as lethal damage, the damage from a cannot be used untrained.
knockout punch is always nonlethal.
Meticulous
Lightning Reflexes You are painstakingly accurate and thorough.
You have excellent reflexes. Benefit: The character gets a +2 bonus on all Forgery
Benefit: The character gets a +2 bonus on all Reflex checks and Search checks.
saving throws.
Mobility
Linguist You are skilled at dodging past opponents.
You are adept at learning new languages. Prerequisites: Dexterity 13+; Dodge.
Benefit: Whenever the character encounters a new Benefit: The character gets a +4 dodge bonus to Defence
language, either spoken or written, he can make an against attacks of opportunity provoked when the
Intelligence check to determine if he can understand it. character moves out of a threatened square.
The check is made with a bonus equal to the character’s Special: A condition that makes a character lose his
Intelligence modifier. For a written language, the bonus Dexterity bonus to Defence also makes the character
applies to a Decipher Script check instead. The DC lose dodge bonuses. Also, dodge bonuses stack with each
for the check depends on the situation: DC 10 if the other, unlike most other types of bonuses.
language is in the same group as a language the hero has
as a Read/Write Language or Speak Language skill; DC Nimble
15 if the language is unrelated to any other languages You have exceptional flexibility and manual dexterity.
the hero knows; and DC 20 if the language is ancient or Benefit: The character gets a +2 bonus on all Escape
unique. With this special ability, a character can glean Artist checks and Sleight of Hand checks.
enough meaning from a conversation or document to Special: Remember that the Sleight of Hand skill cannot
ascertain the basic message, but this ability in no way be used untrained.
simulates actually being able to fluently converse or read
a given language. Personal Firearms Proficiency
You know how to use a gun.
Loner Benefit: The character can fire any personal firearm
You have few connections to other people or ideals. without penalty.
Benefit: The character has two less Ties than normal (i.e. Normal: Characters without this feat take a –4 penalty on
a beginning character has only three Ties instead of the attack rolls made with personal firearms.
normal five). However, the character does not suffer any
penalties to Horror checks for being alone or only having Point Blank Shot
one other person present. You are skilled at making accurate shots at close range.
Benefit: The character gets a +1 bonus on attack and

76
damage rolls with ranged weapons against opponents revolver without a speed loader, or reloading any firearm
within 30 feet. with an internal magazine, is a full-round action.

Power Attack Renown


You can make exceptional powerful attacks. You are well known in your field.
Prerequisite: Strength 13+. Benefit: The character’s Reputation bonus increases by
Benefit: On the character’s action, before making attack +3.

SKILLS & FEATS


rolls for a round, the character may choose to subtract
a number from all melee attack rolls and add the same Run
number to all melee damage rolls. This number may not You are unusually fast on your feet.
exceed the character’s base attack bonus. The penalty on Benefit: When running, the character moves a maximum
attacks and bonus on damage applies until the character’s of five times his normal speed instead of four times. If the
next action. character is in heavy armour, the character can move four
times his speed rather than three times. If the character
Pulling Strings makes a long jump, the character gains a +2 competence
You can manipulate the bureaucracy of your bonus on his Jump check.
organisation.
Prerequisite: Reputation +1. Selective Ignorance
Benefit: You may add your Reputation modifier to that of Your rationality can take some heavy knocks before
your organisation’s Response modifier when determining breaking into insanity.
Response times. Benefit: The character gets a +2 bonus on all Madness
saves.
Precise Shot Special: This feat may not be taken by a starting
You are an excellent shot. character of the Scholar class, though it may be selected
Prerequisite: Point Blank Shot. later on.
Benefit: The character can shoot or throw ranged
weapons at an opponent engaged in melee without Shot on the Run
penalty. You are a talented skirmisher and never stay still long
Normal: A character takes a –4 penalty when using a enough to draw fire when shooting.
ranged weapon to attack an opponent who is engaged in Prerequisites: Dexterity 13+; Point Blank Shot, Dodge,
melee combat. Mobility.
Benefit: When using an attack action with a ranged
Quick Draw weapon, the character can move both before and after the
You can draw weapons with surprising speed. attack, provided that the character’s total distance moved
Prerequisite: Base attack bonus +1 or higher. is not greater than his speed. Moving in this way does
Benefit: The character can draw a weapon as a free not provoke an attack of opportunity from the defender
action. A character with this feat may throw weapons at the character is attacking (though it can provoke attacks
his full normal rate of attacks. If the character also has of opportunity from others, as normal).
the Two-Weapon Fighting feat, he may draw two light or
one-handed weapons in one free action. Simple Weapons Proficiency
Normal: A character can draw a weapon as a move You know how to use simple weapons effectively.
action. Benefit: The character makes attack rolls with simple
weapons normally.
Quick Reload Normal: A character without this feat takes the –4
You can load weapons quickly. nonproficient penalty when making attacks with simple
Prerequisite: Base attack bonus +1 or higher. weapons.
Benefit: Reloading a firearm with an already filled box
magazine or speed loader is a free action. Reloading a Skill Focus
revolver without a speed loader, or reloading any firearm You are especially skilled in one narrow field.
with an internal magazine, is a move action. Benefit: Select a skill. You have a +3 insight bonus to all
Normal: Reloading a firearm with an already filled box skill checks with that skill.
magazine or speed loader is a move action. Reloading a

77
Skip Shot Stealthy
You can bounce attacks around cover. You go unseen and unheard.
Prerequisites: Point Blank Shot, Precise Shot; base Benefit: The character gets a +2 bonus on all Hide checks
attack bonus +5 or higher. and Move Silently checks.
Benefit: If the character has a solid, relatively smooth
surface on which to skip a bullet (such as a street or a Strafe
concrete wall), and a target within 10 feet of that surface, You can affect a wider area with a firearm than normal.
SKILLS & FEATS

the character may ignore cover between the character Prerequisites: Personal Firearms Proficiency, Advanced
and the target. However, the character receives a –2 Firearms Proficiency.
penalty on his attack roll and the character’s attack deals Benefit: When using a firearm on autofire, the character
–1 die of damage. can affect an area up to 20-foot wide by 5-foot deep (that
Special: The surface does not have to be perfectly is, any four 5-foot squares in a straight line).
smooth and level; a brick wall or an asphalt road can be Normal: A firearm on autofire normally affects a 10-foot
used. The target can have no more than nine-tenths cover by 10-foot area.
for a character to attempt a skip shot.
Streetfighting
Spring Attack You are good at backalley fighting.
You are good at hit-and-run attacks. Prerequisites: Brawl; base attack bonus +2 or higher.
Prerequisites: Dexterity 13+; Dodge, Mobility; base Benefit: Once per round, if the character makes a
attack bonus +4 or higher. successful melee attack with an unarmed strike or a light
Benefit: When using an attack action with a melee weapon, the character deals an extra 1d4 points of lethal
weapon, the character can move both before and after damage.
the attack, provided that the total distance moved is not
greater than the character’s speed. Strong Willed
Moving in this way does not provoke an attack of You have a stronger will than normal.
opportunity from the defender the character is attacking Benefit: The character gets a +2 bonus on all Will saving
(though it can provoke attacks of opportunity from throws, except Horror saves (Fear, Madness and Panic
others, as normal). saves).
A character cannot use this feat if he is carrying a heavy
load or wearing heavy armour. Studious
You have a knack for research.
Steady Nerves Benefit: The character gets a +2 bonus on all Decipher
Things do not startle you easily. Script checks and Research checks.
Benefit: The character gets a +2 bonus on all Panic
saves. Sunder
Special: This feat may not be taken by a starting You smash items with élan.
character of the Combatant class, though it may be Prerequisites: Strength 13+; Power Attack.
selected later on. Benefit: When the character strikes an object held or
carried by an opponent, such as a weapon, the character
does not provoke an attack of opportunity. The character
gains a +4 bonus on any attack roll made to attack an
object held or carried by another character. The character
also deals double normal damage to objects, whether they
are held or carried or not.
Normal: A character without this feat incurs an attack of
opportunity when he strikes at an object held or carried by
another character.

Surface Vehicle Operation


Select a class of surface vehicle (heavy wheeled,
powerboat, sailboat, ship, or tracked). The character is
proficient at operating that class of vehicle. The heavy

78
wheeled class includes all kinds of semi-trucks and ~ Soft: Any surface soft enough to yield to pressure,
tractor-trailers, as well as wheeled construction vehicles but firmer than wet mud or fresh snow, in which the
(such as earth movers) and wheeled armoured vehicles quarry leaves frequent but shallow footprints.
(such as some armoured personnel carriers). Powerboats ~ Firm: Most normal outdoor or exceptionally soft or
are engine-powered water vessels designed for operation dirty indoor surfaces. The quarry might leave some
by a single person and usually no more than 100 feet in traces of its passage, but only occasional or partial
length. Sailboats are wind-powered water vessels. Ships footprints can be found.

SKILLS & FEATS


are large, multi-crewed water vessels. Tracked vehicles ~ Hard: Any surface that does not hold footprints at all,
include bulldozers and tanks and other military vehicles. such as bare rock, concrete, metal deckings, or indoor
Prerequisite: Drive 4 ranks. floors. The quarry leaves only traces, such as scuff
Benefit: The character takes no penalty on Drive checks marks.
or attack rolls made when operating a surface vehicle of
the selected class. Surface Track DC
Normal: Characters without this feat take a –4 penalty Very soft 5
on Drive checks made to operate a surface vehicle that Soft 10
falls under any of these classes, and to attacks made with
Firm 15
vehicle weapons. There is no penalty when you operate a
general-purpose surface vehicle. Hard 20
Special: A character can gain this feat as many as five
Condition DC Modifier
times. Each time the character takes the feat, he selects a
different class of surface vehicle. Every three targets in the group –1
being tracked
Surgery Size of targets being tracked: 1
You are trained in surgical procedures. Fine +8
Prerequisite: Treat Injury 4 ranks.
Diminutive +4
Benefit: The character can use the Treat Injury skill to
perform surgery without penalty. Tiny +2
Normal: Characters without this feat take a –4 penalty Small +1
on Treat Injury checks made to perform surgery. Medium-size +0
Large –1
Toughness
Huge –2
You are tougher than normal.
Benefit: The character gains +3 hit points. Gargantuan –4
Special: A character may gain this feat multiple times. Colossal –8
Its effects stack. Every 24 hours since the trail was +1
made
Track Every hour of rain since the trail was +1
You can find and follow a trail. made
Benefit: To find tracks or follow them for one mile
Fresh snow cover since the trail was +10
requires a Survival check. The character must make
made
another Survival check every time the tracks become
difficult to follow. Poor visibility: 2
The character moves at half his normal speed (or at the Overcast or moonless night +6
character’s normal speed with a –5 penalty on the check, Moonlight +3
or at up to twice the character’s speed with a –20 penalty
Fog or precipitation +3
on the check). The DC depends on the surface and the
prevailing conditions. Quarry hides trail (and moves at +5
half speed)
1
For a group of mixed sizes, apply only the modifier for
~ Very Soft: Any surface (fresh snow, thick dust, wet
the largest size category represented.
mud) that holds deep, clear impressions of footprints. 2
Apply only the largest modifier from this category.

79
If the character fails a Survival check, he can retry after 1 Vehicle Expert
hour (outdoors) or 10 minutes (indoors) of searching. You are skilled at handling a vehicle.
Normal: A character without this feat can use the Benefit: The character gets a +2 bonus on all Drive checks
Survival skill to find tracks, but can only follow tracks if and Pilot checks.
the DC is 10 or less. A character can use the Search skill
to find individual footprints, but cannot follow tracks Weapon Finesse
using Search. You can use light melee weapons with remarkable subtlety
SKILLS & FEATS

and speed. This also applies to rapiers and chains, if you


Trustworthy are proficient with them.
People are always happy to chat with you and rarely Prerequisites: Base attack bonus +1 or higher.
believe you have ulterior motives. Benefit: The character may use his Dexterity modifier
Benefit: The character gets a +2 bonus on all Diplomacy instead of his Strength modifier on attack rolls with all
checks and Gather Information checks. light melee weapons, rapiers and chains. However, he
may only employ this ability if he is proficient with the
Two-Weapon Fighting weapon.
You can fight with a weapon in each hand.
Prerequisite: Dexterity 13+. Weapon Focus
Benefit: The character’s penalties for fighting with Choose a specific weapon. You can choose ‘unarmed
two weapons are reduced; see Chapter 7, Combat (and strike’ or ‘grapple’ as a weapon for the purposes of this
Running Away). The weapons used must both be melee feat.
weapons or both be ranged weapons (the character Prerequisites: Proficient with weapon; base attack bonus
cannot mix the types). He may also draw two light or +1 or higher.
one-handed weapons in one move action (or free action Benefit: The character adds +1 to all attack rolls he makes
if he also has the Quick Draw feat). using the selected weapon.
Special: A character can gain this feat multiple times.
Unbalance Opponent Each time the character takes the feat, the character must
You can unbalance opponents in combat, causing them select a different weapon.
to easily overextend or miss.
Prerequisites: Defensive Martial Arts; base attack Whirlwind Attack
bonus +4 or higher. You can hit everyone nearby in one attack.
Benefit: During the character’s action, the character Prerequisites: Dexterity 13+, Intelligence 13+; Dodge,
designates an adjacent opponent no more than one Mobility, Spring Attack, Combat Expertise; base attack
size category larger or smaller than the character. The bonus +5 or higher.
character can select a new opponent on any action. Benefit: When the character performs a full-round action,
That opponent does not get to add its Strength modifier the character can give up his regular attacks and instead
to attack rolls when attacking the character. If the make one melee attack at the character’s highest base
opponent has a Strength penalty, he still takes that attack bonus against each adjacent opponent.
penalty. The opponent’s Strength modifier applies to
damage, as usual. Windfall
You are particularly wealthy.
Vehicle Dodge Benefit: The character’s Wealth bonus increases by +1.
You can swerve out of the way of trouble. Special: A character can select this feat multiple times.
Prerequisites: Dexterity 13+; Drive 6 ranks, Vehicle
Expert.
Benefit: When driving a vehicle, during the character’s Magical Feats and Psychic
action the character designates an opposing vehicle or a
single opponent. The character’s vehicle and everyone
Feats
These feats are described in Chapter 9, Magic, Mysteries
aboard it receive a +1 dodge bonus to Defence against
and Phenomena. Magical or Psychic feats may not be
attacks from that vehicle or opponent. The character can
available to characters - ask the Games Master.
select a new vehicle or opponent on any action.

80
Chainsaws, stakes and

CHAINSAWS, STAKES & NAILGUNS


nailguns
This section covers the wide variety of gear generally Since Wealth is an abstract concept, it is sometimes
available to those who become embroiled in horrific difficult to determine how financially well off a character
events of all sorts. The tremendous range takes into is. To get a general sense of how financially solvent a
account the fact that the characters may have an character is at any given time, check the table below.
international military organisation funding them… or Inflation and the effects of in-game events can seriously
be stuck in a basement with a screwdriver and not a lot impact the real effect of these numbers, so they serve
else. only as a general guideline.

Many of the objects in this section are battery-operated.


Any device that uses batteries comes with them. As a Purchasing Equipment
general rule, ignore battery life—assume that heroes Wealth checks are used to determine what characters can
(and their antagonists) are smart enough to recharge afford and what gear they might reasonably have access
or replace their batteries between adventures, and that to. Every character has a Wealth bonus that reflects his
the batteries last as long as needed during adventures. buying power. Every object and service has a purchase
If battery life is important in the game, roll d20 every DC. To purchase an object, make a Wealth check against
time a battery-operated item is used. On a result of 1, the the purchase DC.
batteries are dead and the object is useless. New batteries
have a purchase DC of 2 and can be changed as a move The Wealth Check
action. A Wealth check is a d20 roll plus a character’s current
Wealth bonus. The Wealth bonus is fluid. It increases as
Wealth and Purchasing a character gains Wealth and decreases as the character
makes purchases.
Every character has a Wealth bonus that reflects his
buying power – a composite of income, credit rating If the character succeeds on the Wealth check, the
and what savings a character has managed to put away. character gains the object. If the character fails, he
A character’s Wealth bonus serves as the basis of the cannot afford the object at the time.
character’s Wealth check, which is used to purchase
equipment and services for the character. In many ways, If the character’s current Wealth bonus is equal to or
Wealth can be a character’s most important statistic, greater than the DC, the character automatically succeeds
opening doors and keeping others closed. and his Wealth bonus does not decrease.

Wealth Bonus If the character successfully purchases an object or


A newly created character’s Wealth bonus is +0 modified service with a purchase DC that is higher than his current
by: Wealth bonus, the character’s Wealth bonus decreases.
~ Wealth provided by the character’s starting
occupation.
~ Bonuses from the Windfall or Ludicrously Rich feats,
if taken. Wealth Bonus Financial Condition
~ +1 (or more) for taking ranks in the Profession skill. +0 Impoverished or in debt
+1 to +4 Struggling
Over the course of play, the character’s Wealth bonus
+5 to +10 Middle class
will decrease as the character purchases expensive items
and increase as the character gains levels. A character’s +11 to +15 Affluent
Wealth bonus can never fall below +0 and there is no +16 to +20 Rich
limit to how high the Wealth bonus can climb.
+21 or higher Very rich

81
character who provides the aid reduces his Wealth bonus
Shopping and Time by +1.
Buying less common objects generally takes a number of
CHAINSAWS, STAKES & NAILGUNS

hours equal to the purchase DC of the object or service,


reflecting the time needed to locate the wanted materials Losing Wealth
and close the deal. Getting a license or buying an object Any time a character purchases an object or service with a
with a restriction rating increases the time needed to purchase DC higher than his current Wealth bonus, or one
make purchases. with a purchase DC of 15 or higher, the character’s Wealth
bonus goes down. How much the Wealth bonus is reduced
depends on how expensive the object is.
Taking 10 and Taking 20 on a Purchase
Check Along with this loss, any time a character buys an object or
A character can usually take 10 or take 20 when making service with a purchase DC of 15 or higher, the character
a Wealth check. Also, there is a penalty for spending reduces his current Wealth bonus by an additional 1
beyond a character’s means. Whenever a character buys point. A character’s Wealth bonus only goes down if
an object that has a purchase DC higher than his current he successfully buys an object or service. If the character
Wealth bonus, the character’s Wealth bonus decreases attempts to buy something and the check fails, his Wealth
(see below). bonus is unaffected.

Try Again? Wealth Bonus of +0


A character can try again if he fails a Wealth check, but A character’s Wealth bonus can never decrease to less
not until the character has spent an additional number of than +0. If a Player Character’s Wealth bonus is +0, the
hours shopping equal to the purchase DC of the object character does not have the buying power to purchase any
or service. object or service that has a purchase DC of 10 or higher,
and cannot take 10 or take 20 when making a purchase
Restrictions and Licences check.
Most items are easily appropriated, but some equipment
is regulated by most governments. These items have a Regaining Wealth
Restriction rating in their listing. If Games Master does A character’s Wealth bonus recovers as the character
not deem that the character has the requisite contacts or advances. Every time a character gains a new level, make
licence to gain these items normally, the modifier (+1 to a Profession check. If the character has no ranks in this
+4) is applied to the Purchase DC, as it is particularly skill, make a Wisdom check instead. The DC is equal to
hard to buy these items without a licence or someone the character’s current Wealth bonus (minimum of DC
to acquire it for them. Also, if the character acquires an 5). If the character succeeds, his current Wealth bonus
item for which he does not have the requisite licence, it is increases by +1. For every 5 points by which the character
considered illegal in the eyes of the law for the character exceeds the DC, he gains an additional +1 to his Wealth
to possess or use that item. bonus.

Adventuring may also result in Player Characters finding


Aid Another with Purchase Checks valuable items or information that could potentially
One other character can make an aid another attempt improve their wealth. In such cases, the benefit translates
to help a character purchase an object or service. If into a Wealth award. Use the rules below for Selling Items
the attempt is successful, that character provides the to determine how much of an increase a Player Character
purchaser with a +2 bonus on his Wealth check. The receives to his Wealth score, if any.
Wealth
Bonus Selling Items or Information
Object or Service Purchase DC Decrease To sell something, a character first needs to determine
15 or higher 1 point its sale value. Assuming the object is undamaged and in
working condition, the approximate sale value is equal to
1–10 points higher than current 1 point the object’s Purchase DC (as if purchased new) minus 3.
Wealth bonus
11–15 points higher than current 1d6 points Selling an object can provide an increase to a character’s
Wealth bonus Wealth bonus. The increase is the same amount as the
16 or more points higher than 2d6 points Wealth bonus loss the character would experience if the
current

82
Doing away with Wealth
Some Games Master may dislike the abstraction of the

CHAINSAWS, STAKES & NAILGUNS


Wealth bonus system; others may be running games
where the characters simply do not get to shop, or
where your possessions are unimportant. In such cases,
just decide how much cash the character has and use
any appropriate price guide or shopping catalogue to
determine prices.

Equipment Tables
Equipment items are described by a number of statistics,
as shown on the following tables.
~ Size: The size category of a piece of equipment helps
to determine how easy that object is to conceal, and
it also indicates whether using the object requires one
hand or two. In general, a character needs only one
hand to use any object that is of his size category or
smaller.
~ Weight: This column gives the item’s weight.
~ Purchase DC: This is the purchase DC for a Wealth
check to acquire the item. This number reflects the
base price and does not include any modifier for
purchasing the item on the black market.
~ Restriction: The restriction rating for the object, if
any, and the appropriate black market purchase DC
character purchased an object with a purchase DC equal modifier. Remember to apply this modifier to the
to the sale value. purchase DC when making a Wealth check to acquire
the item on the black market.
Regardless of the character’s current Wealth bonus,
he gains a Wealth bonus increase of 1 whenever the Bags and Boxes
character sells an object with a sale value of 15 or higher. With the wide variety of equipment available to modern
If a character sells an object with a sale value less than adventurers, it is often critical to have something to store
or equal to his current Wealth bonus (and that sale value the equipment in or carry it around in.
is 14 or lower) the character gains nothing. No rolls can
improve or decrease these numbers; they are a standard Aluminium Travel Case
part of the Wealth and Purchase system. A travel case is a reinforced metal box with foam inserts.
Wing-style clamps keep it from opening accidentally.
A character cannot legally sell restricted objects unless
the character is licensed to own them. A character also Briefcase
cannot legally sell objects that have been reported as A briefcase can carry up to 5 pounds worth of gear. A
stolen. Selling objects illegally usually requires that the briefcase can be locked, but its cheap lock is not very
character have contacts in the black market and reduces secure (Disable Device DC 20; break DC 10).
the sale value by an additional 3 points.
Contractor’s Field Bag
Wealth in Other Periods A combination tool bag and notebook computer case,
The Wealth bonus is an abstraction, so it works perfectly this has pockets for tools, pens, notepads and cell phones.
well in other time periods. The prices of different items It even has a clear plastic flap for maps or plans. Made
will vary, of course; in general, the further you go back, of durable fabric, it holds 10 pounds worth of equipment
common goods become slightly cheaper but rarer goods and comes with a shoulder strap.
become much more expensive. The DC to purchase a
meal in a restaurant in 1890 might be only DC 3 instead Day Pack
of DC 4 in the modern day. However, the DC to purchase This is a small backpack, the sort often used by students
a camera might be DC 20 instead of DC 14. to carry their books around, or by outdoor enthusiasts on

83
General Equipment
Object Size Weight Purchase DC Restriction
CHAINSAWS, STAKES & NAILGUNS

Bags and Boxes


Aluminium travel case
10 lb. capacity Med 5 lb. 10 —
40 lb. capacity Large 10 lb. 11 —
75 lb. capacity Large 15 lb. 12 —
Briefcase Med 2 lb. 7 —
Contractor’s field bag Med 2 lb. 6 —
Day pack Small 2 lb. 5 —
Handbag Small 1 lb. 4 —
Range pack
Standard Small 2 lb. 7 —
Oversized Med 3 lb. 9 —
Patrol box Med 4 lb. 9 —
Clothing
Clothing outfit
Business Med 3 lb. 12 —
Casual Med 2 lb. 8 —
Formal Med 3 lb. 15 —
Fatigues Med 3 lb. 9 —
Uniform Med 2 lb. 9 —
Ghillie suit Med 5 lb. 6 —
Outerwear
Coat Med 2 lb. 8 —
Fatigue jacket Med 2 lb. 7 —
Overcoat Med 3 lb. 9 —
Parka Med 3 lb. 9 —
Photojournalist’s vest Med 1 lb. 9 —
Windbreaker Med 1 lb. 6 —
Tool belt Small 2 lb. 9 —
Computers and Consumer Electronics
Cameras
Tripod Camera Med 5lb. 16 —
35mm Small 2 lb. 17 —
Digital Tiny 0.5 lb. 14 —
Disposable Tiny 0.5 lb. 4 —
Camera Film Dim — 3 —
Camera Film Developing — — 3 —
Cell phone Dim — 9 —
Computers
Desktop Large 10 lb. 22 —

84
Notebook Med 5 lb. 23 —

CHAINSAWS, STAKES & NAILGUNS


Upgrade — — See text —
Digital audio recorder Tiny 1 lb. 10 —
Modems & Accessories
Dial-up Tiny 1 lb. 3 —
Broadband Tiny 1 lb. 4 —
Cellular Tiny 1 lb. 6 —
PDA Tiny 0.5 lb. 16 —
Portable satellite phone Small 2 lb. 17 —
Portable video camera Small 2 lb. 16 —
Printer Med 3 lb. 12 —
Scanner Med 3 lb. 12 —
Walkie-talkies
Basic Tiny 1 lb. 7 —
Professional Tiny 1 lb. 15 —
Surveillance Gear
Black box Tiny 0.5 lb. 4 Illegal (+4)
Caller ID defeater Tiny 1 lb. 5 —
Cellular interceptor Tiny 0.5 lb. 23 —
Lineman’s buttset Tiny 1 lb. 13 Lic (+1)
Metal detector Small 2 lb. 11 —
Night vision goggles Small 3 lb. 17 —
Tap detector Tiny 1 lb. 7 —
Telephone taps
Line tap Tiny 0.5 lb. 13 Lic (+1)
Receiver tap Tiny 0.5 lb. 3 Res (+2)
Telephone tracer Med 5 lb. 23 —
Professional Equipment
Bolt cutter Med 5 lb. 6 —
Caltrops (25) Small 2 lb. 5 —
Chemical kit Med 6 lb. 16 —
Demolitions kit Med 5 lb. 13 Lic (+1)
Disguise kit Med 5 lb. 12 —
Duct tape Tiny 1 lb. 4 —
Electrical tool kits
Basic Large 12 lb. 14 —
Deluxe Huge 33 lb. 21 —
Evidence kits
Basic Med 6 lb. 7 —
Deluxe Med 8 lb. 15 —
Fake ID Fine — See text Illegal (+4)

85
First aid kit Small 3 lb. 5 —
Forgery kit Small 3 lb. 12 —
CHAINSAWS, STAKES & NAILGUNS

Handcuffs
Steel Tiny 1 lb. 7 —
Zip-tie (25) Dim 0.5 lb. 6 —
Instrument, keyboard Large 12 lb. 12 —
Instrument, percussion Huge 50 lb. 14 —
Instrument, stringed Large 7 lb. 13 —
Instrument, wind Tiny 1 lb. 8 —
Lockpick set Tiny 1 lb. 9 Lic (+1)
Lock release gun Tiny 0.5 lb. 12 Res (+2)
Mechanical tool kits
Basic Large 22 lb. 13 —
Deluxe Huge 45 lb. 20 —
Medical kit Med 5 lb. 15 —
Multipurpose tool Tiny 0.5 lb. 9 —
Pharmacist kit Med 6 lb. 17 Res (+2)
Search-and-rescue kit Med 7 lb. 12 —
Spike strip Huge 22 lb. 13 —
Surgery kit Med 5 lb. 16 Lic (+1)
Survival Gear
Backpack Med 3 lb. 10 —
Binoculars
Standard Small 2 lb. 7 —
Rangefinding Small 3 lb. 15 —
Electro-optical Small 4 lb. 16 —
Chemical light sticks (5) Tiny 1 lb. 2 —
Climbing gear Large 10 lb. 11 —
Compass Dim 0.5 lb. 5 —
Fire extinguisher Med 3 lb. 8 —
Flash goggles Tiny 2 lb. 15 —
Flashlights
Penlight Dim 0.5 lb. 3 —
Standard Tiny 1 lb. 4 —
Battery flood Small 2 lb. 6 —
Gas mask Small 5 lb. 13 —
GPS receiver Tiny 1 lb. 15 —
Maps
Road atlas Tiny 1 lb. 4 —
Tactical map Tiny 0.5 lb. 3 —
Mesh vest Med 7 lb. 8 —
Portable stove Tiny 1 lb. 9 —

86
Rope (150 ft.) Large 12 lb. 5 —
Sleeping bag Med 4 lb. 9 —

CHAINSAWS, STAKES & NAILGUNS


Tents
2-person dome Med 4 lb. 11 —
4-person dome Med 7 lb. 12 —
8-person dome Large 10 lb. 13 —
Trail rations (12) Tiny 1 lb. 5 —
Weapon Accessories
Box magazine Tiny 0.5 lb. 4 —
Detonators
Blasting cap Tiny 0.5 lb. 4 Lic (+1)
Radio controlled Tiny 0.5 lb. 10 Lic (+1)
Timed Tiny 0.5 lb. 7 Lic (+1)
Wired Tiny 1 lb. 6 Lic (+1)
Holsters
Hip Tiny 1 lb. 5 —
Concealed carry Tiny 0.5 lb. 5 —
Illuminator Tiny 0.5 lb. 7 —
Laser sight Tiny 0.5 lb. 15 —
Scopes
Standard Tiny 0.5 lb. 11 —
Electro-optical Small 3 lb. 18 —
Speed loader Tiny 0.5 lb. 3 —
Suppressors
Pistol Tiny 1 lb. 12 Mil (+3)
Rifle Small 4 lb. 14 Mil (+3)
short hikes. It holds 8 pounds of gear and fits comfortably Patrol Box
over one or both shoulders. Originally developed for use by police officers, this
portable file cabinet has found favor with traveling
Handbag salespeople. This hard-sided briefcase takes up the
Handbags provide another way to carry 2 pounds of passenger seat of an automobile and provides easy access
equipment. The purchase DC shown is for a basic bag; to files, storage for a laptop computer and a writing
high-fashion purses can increase the DC by as much as surface. It holds 5 pounds worth of equipment and has an
5 points. average lock (Disable Device DC 25; break DC 15).

Range Pack
This lightweight black bag has a spacious inner
Clothing
The items described here represent special clothing
compartment capable of holding roughly 8 pounds of
types, or unusual outfits that a character might need to
gear and can hold an additional 4 pounds in six zippered
purchase. For the most part, clothing choice is based on
external compartments. The larger version holds 12
character concept. It is generally assumed that a hero
pounds of equipment in the internal compartment and
owns a reasonable wardrobe of the sorts of clothes that
another 6 pounds in the zippered external pouches. A
fit his lifestyle. Sometimes, however, a character might
range pack easily holds several pistols and a submachine
need something out of the ordinary. When that is the
gun and the larger version can hold disassembled rifles.
case, he will have to purchase it like any other piece of
gear. Clothes generally have only two effects on game

87
mechanics: one on Disguise checks, and one on Sleight bulky clothing; see the Sleight of Hand skill description in
of Hand checks. Chapter 4, Skills and Feats.
Coat: An outer garment worn on the upper body. Its
CHAINSAWS, STAKES & NAILGUNS

First, clothing is part of a disguise. See the Disguise skill length and style vary according to fashion and use.
description for more on how appropriate dress affects Fatigue Jacket: A lightweight outer garment fashioned
Disguise checks. Clothes also help to hide firearms, after the fatigue uniforms worn by military personnel
body armour, and small objects. Tightly tailored clothing when performing their standard duties.
imposes a penalty on an attempt to conceal an object; Overcoat: A warm coat worn over a suit jacket or indoor
clothing purposely tailored to conceal objects provides clothing.
a bonus. Parka: This winter coat grants the wearer a +2 equipment
bonus on Fortitude saves made to resist the effects of cold
Clothing Outfit weather.
An outfit of clothing represents everything a character Photojournalist’s Vest: Made of cotton with mesh panels
needs to dress a part: pants or skirt, shirt, undergarments, to keep the wearer cool, the photojournalist’s vest has
appropriate shoes or boots, socks or stockings, and any numerous obvious – and hidden – pockets. It counts as
necessary belt or suspenders. The clothes a character loose and bulky clothing when used to conceal Small or
wears does not count against the weight limit for smaller weapons, and also grants the “specially modified
encumbrance. to conceal object” bonus when used to conceal Tiny or
Business: A business outfit generally includes a jacket smaller objects; see the Sleight of Hand skill description
or blazer, and it tends to look sharp and well groomed in Chapter 4, Skills and Feats.
without being overly formal. Windbreaker: This is a lightweight jacket made of wind-
Casual: Casual clothes range from cut-off jeans and a T- resistant material.
shirt to neatly pressed khakis and a hand-knit sweater. Tool Belt:This sturdy leather belt has numerous pockets
Formal: From a little black dress to a fully appointed and loops for tools, nails, pencils and other necessities
tuxedo, formal clothes are appropriate for “black tie” for repair and construction work, making it easy to keep
occasions. Special designer creations can have purchase about 10 pounds of items on hand. The pockets are open,
DCs much higher than shown on the table. however, and items can easily fall out if the belt is tipped.
Fatigues: Called “battle dress uniforms” (or BDUs) in
the United States Army, these are worn by hardened Computers and Consumer Electronics
veterans and wannabes alike. They are rugged, Rules for operating computers appear under the Computer
comfortable, and provide lots of pockets. They are also Use skill. Some of the items in this section have monthly
printed in camouflage patterns: woodland, desert, winter subscription costs as well as initial purchase costs. The
(primarily white), urban (grey patterned), and black are purchase DC accounts for both costs; once a character
available. When worn in an appropriate setting, fatigues has obtained the item, he does not have to worry about
grant a +2 equipment bonus on Hide checks. ongoing subscription costs.
Uniform: From the cable guy to a senior Air Force
officer, people on the job tend to wear uniforms—making Camera
such clothing an essential part of some disguises, since a Still cameras let a character capture a record of what he
uniform inclines people to trust the wearer. has seen.
Ghillie Suit: The ultimate in camouflage, a ghillie 35mm: The best choice for the professional photographer,
suit is a loose mesh overgarment covered in strips of this camera can accept different lenses and takes the
burlap in woodland colors, to which other camouflaging highest-quality picture. A camera is needed to use the
elements can easily be added. A figure under a ghillie photography aspect of the Craft (visual art) skill. The film
suit is nearly impossible to discern. A character wearing used in a camera must be developed.
a ghillie suit with appropriate coloration gains a +6 Digital: A digital camera uses no film; instead, its pictures
equipment bonus on Hide checks in the relevant terrain. are simply downloaded to a computer as image files. No
The suit’s coloration can be completely changed in five film developing is necessary.
minutes. However, the bulky suit imposes a penalty of Disposable: A 35mm camera with film built in can
–2 on all Dexterity checks, Dexterity-based skill checks be purchased from vending machines, tourist traps,
(except Hide) and melee attack rolls. drugstores, and hundreds of other places. Once the film
is used, the entire camera is turned in to have the film
Outerwear developed.
In addition to keeping a character warm and dry, coats Film: The medium upon which photographs are stored,
and jackets provide additional concealment for things film comes in a variety of sizes and speeds. The purchase
a character is carrying (they often qualify as loose or DC represents the cost of a roll of 24 exposures of high-
speed (ASA 400) film.

88
Film Developing: In most areas, drugstores and photo Digital Audio Recorder
shops provide 1-hour service; in others, it takes 24 hours. These tiny recorders (about the size of a deck of playing
In really remote areas, film may have to be sent away for cards) can record up to eight hours of audio and can

CHAINSAWS, STAKES & NAILGUNS


developing, taking a week or longer. The purchase DC be connected to a computer to download the digital
represents the cost of getting two prints of each shot on recording. Digital audio recorders don’t have extremely
a roll of film, or one of each and any two also blown up sensitive microphones; they only pick up sounds within
to a larger size. 10 feet.

Cell Phone Modem


A digital communications device that comes in a hand- A modem allows a character to connect a computer to
held model or as a headset, a cell phone uses a battery the Internet. To use a modem, a character must have a
that lasts for 24 hours before it must be recharged. It computer and an appropriate data line (or a cell phone, in
works in any area covered by cellular service. the case of a cellular modem). All computers come with
dial-up modems, which allow connection to the Internet
Computer but without the speed of broadband or the flexibility of
Whether a desktop or notebook model, a computer cellular.
includes a keyboard, a mouse, a monitor, speakers, a CD- Dial-up modem: This uses a standard telephone line;
ROM drive, a dial-up modem, and the latest processor. while it is connected, that telephone line cannot be used
A character needs a computer of any kind to make for another purpose.
Computer Use checks and to make Research checks Broadband: Cable modems and DSL services bring
involving the Internet. high-speed Internet access into the homes of millions.
Desktop: Bulky but powerful, these machines are A broadband modem gives a character on-demand,
common on desks everywhere. high-speed access to data, allowing Computer Use and
Notebook: Slim, lightweight, and portable notebook Research checks involving the Internet to be made in half
computers have most of the functions available on the normal time.
desktop computers. Cellular: A cellular modem allows a character to connect
Upgrade: A character can upgrade a desktop or notebook her notebook computer to the Internet anywhere he can
computer’s processor to provide a +1 equipment bonus use a cell phone. However, access speed is slow, and any
on Computer Use checks. Increase the purchase DC of Computer Use or Research check involving the Internet
a desktop by +1 or a notebook by +2 to purchase an takes half again the normal time (multiply by 1.5).
upgrade.
PDA
Personal data assistants are handy tools for storing data.
They can be linked to a notebook or desktop computer
to move files back and forth, but cannot be used for
Computer Use or Research checks.

Portable Satellite Telephone


This object looks much like a bulky cell phone and
functions in much the same way as well. However,
because it communicates directly via satellite, it can be
used virtually anywhere on earth, even in remote areas
well beyond the extent of cell phone service.

Portable satellite phones are very expensive to use. When


used in a place not served by regular cellular service,
each call requires a Wealth check (DC 6).

Portable Video Camera


Portable video cameras use some format of videotape to
record activity. The tape can be played back through a
VCR or via the camera eyepiece.

89
Printer Lineman’s Buttset
The colour inkjet printer described here is suited This device resembles an oversized telephone handset
for creating hard copies of text and image files from with a numeric keypad on the back and wire leads hanging
CHAINSAWS, STAKES & NAILGUNS

computers. from the bottom. It functions as a portable, reusable


telephone line tap. With a Repair check (DC 10), a user
Scanner can connect to a phone wire and hear any conversation
A colour flatbed scanner allows the user to transfer that crosses it. A lineman’s buttset is a common tool for
images and documents from hard copy into a computer telephone repair personnel.
in digital form.
Metal Detector
Walkie-Talkie This handheld device provides a +10 equipment bonus on
This hand-held radio transceiver communicates with all Search checks involving metal objects.
any similar device operating on the same frequency and
within range. Night Vision Goggles
Basic: This dime-store variety has only a few channels. Night vision goggles use passive light gathering to
Anyone else using a similar walkie-talkie within range improve vision in near-dark conditions. They grant the
can listen in on the character’s conversations. It has a user the ability to see in darkness, also called darkvision
range of 2 miles. – but because of the restricted field of view and lack of
Professional: This high-end civilian model allows a depth perception these goggles provide, they impose a –4
character to program in twenty different frequencies penalty on all Spot and Search checks made by someone
from thousands of choices—making it likely that the wearing them.
character can find a frequency that is not being used by
anyone else within range. The device can be used with Night vision goggles must have at least a little light to
or without a voice-activated headset (included). It has a operate. A cloudy night provides sufficient ambient light,
range of 15 miles. but a pitch-black cave or a sealed room does not. For
situations of total darkness, the goggles come with an
infrared illuminator that, when switched on, operates like
Surveillance Gear a flashlight whose light is visible only to the wearer (or
Keeping an eye on suspects or tracking the moves of anyone else wearing night vision goggles).
potential enemies can be essential in an investigation.
Note that sudden illumination of an area can temporarily
Black Box blind a character who has been using night vision goggles
This device, easily concealed in the palm of one hand, in total darkness. They must make a Reflex save (DC
emits digital tones that convince the phone system to 15) to quickly avert their gaze or remove the goggles. If
make a long-distance connection free of charge. They this fails, they are blinded for 1d4 rounds (1d6 rounds if
also let a user ‘bounce’ a call through multiple switches, the illumination is brighter than a 60 watt bulb, such as a
making the call harder to trace (the DC of any Computer signal flare).
Use check to trace the call is increased by 5).
Tap Detector
Caller ID Defeater Plug this into a telephone line between the phone and the
When a phone line contains a caller ID defeater, outlet, and it helps detect if the line is tapped. To detect a
phones attempting to connect with that line show up as tap, make a Computer Use check (the DC varies according
‘anonymous’ or ‘unavailable’ on a caller ID unit. Such a to the type of telephone tap used; see ‘telephone taps’
call can still be traced as normal, however. below). With a success, the tap detector indicates that a tap
is present. It does not indicate the type or location of the
Cellular Interceptor tap however. Also, it cannot be used to detect a lineman’s
About the size of a small briefcase, a cellular interceptor buttset.
can detect and monitor a cell phone conversation within
a 5-mile area by listening in on the cellular service’s own Telephone Tap
transmitters. Intercepting the calls of a particular cell These devices allow a character to listen to conversations
phone requires a Computer Use check (DC 35); if the over a particular phone line.
user knows the phone number of the phone in question, Line Tap: This tap can be attached to a phone line at
the DC drops to 10. Obviously, the phone must be in use any point between a phone and the nearest junction box
for someone to intercept the call. A cellular interceptor (usually on the street nearby). Installing it requires a
cannot be used to intercept regular (ground line) phone Repair check (DC 15). It broadcasts all conversations on
connections. the line over a radio frequency that can be picked up by

90
Skill Associated Item Professional Equipment
Climb Climbing gear This category covers a wide variety of specialized

CHAINSAWS, STAKES & NAILGUNS


equipment used by professionals in adventure-related
Craft (chemical) Chemical kit
fields. Some objects contain the tools necessary to use
Craft (electronic) Electrical tool kit certain skills optimally. Without the use of these items,
Craft (mechanical) Mechanical tool kit often referred to as kits, skill checks made with these
skills almost always incur a –4 penalty. Note that some
Craft Pharmacist kit
skills, by their nature, require a piece of equipment to
(pharmaceutical)
utilise at all. Skills and the kits they are associated with
Craft (structural) Mechanical tool kit are listed below. See the descriptions of the kits for
Demolitions Demolitions kit additional details. Note that kits should be restocked
Disable Device Car opening kit periodically (purchase DC 5 less than the original
purchase DC).
Electrical tool kit
Lockpick set Bolt Cutter
An exceptionally heavy wire cutter, a bolt cutter can
Lock release gun snip through padlocks or chain-link fences. Using a bolt
Disguise Disguise kit cutter requires a Strength check (DC 10).
Forgery Forgery kit
Caltrops
Investigate Evidence kit Caltrops are four-pronged iron spikes designed so that
Perform (keyboards) Instrument, keyboard one prong is pointing up when the caltrop rests on a
Perform (percussion) Instrument, percussion surface. A character scatters caltrops on the ground to
injure opponents, or at least slow them down. One bag
Perform (stringed) Instrument, stringed of twenty-five caltrops covers a single 5-foot square.
Perform (wind) Instrument, wind Each time a creature moves through a square containing
Repair Electrical tool kit caltrops at any rate greater than half speed, or each
round a creature spends fighting in such an area, the
Mechanical tool kit caltrops make a touch attack roll (base attack bonus
Multipurpose tool +0). A caltrop deals 1 point of damage on a successful
hit, and the injury reduces foot speed to half normal (a
Treat Injury First aid kit
successful Treat Injury check, DC 15, or one day’s rest
Medical kit removes this penalty). A charging or running creature
Surgery kit must immediately stop if it steps on a caltrop.

any professional walkie-talkie. Detecting a line tap by Chemical Kit


using a tap detector requires a Computer Use check (DC A portable laboratory for use with the Craft (chemical)
25). skill, a chemical kit includes the tools and components
Receiver Tap: This item can be easily slipped into a necessary for mixing and analyzing acids, bases,
telephone handset as a Repair check (DC 5). It broadcasts explosives, toxic gases, and other chemical compounds.
all conversations over a radio frequency that can be
picked up by any professional walkie-talkie. Detecting a Demolitions Kit
receiver tap by using a tap detector requires a Computer This kit contains everything needed to use the
Use check (DC 15). Demolitions skill to set detonators, wire explosive
devices, and disarm explosive devices. Detonators must
Telephone Line Tracer be purchased separately.
Essentially a highly specialized computer, a line tracer
hooked to a phone line can trace phone calls made to that Disguise Kit
line, even if there’s a caller ID defeater hooked up at the This kit contains everything needed to use the Disguise
other end. All it takes is time. Operating a line tracer is skill, including makeup, brushes, mirrors, wigs, and
a full-round action requiring a Computer Use check (DC other accoutrements. It does not contain clothing or
10). Success gains one digit of the target phone number, uniforms, however.
starting with the first number of the area code.

91
Duct Tape makes a Forgery check for the forger, which serves as the
The usefulness of duct tape is limited only by a DC for the opposed check when someone inspects the
character’s imagination. Duct tape can support up to 200 fake ID. The purchase DC of a fake ID is 10 + the forger’s
CHAINSAWS, STAKES & NAILGUNS

pounds indefinitely, or up to 300 pounds for 1d6 rounds. ranks in the Forgery skill.
Characters bound with duct tape must make a Strength
or Escape Artist check (DC 20) to free themselves. A First Aid Kit
roll provides 70 feet of tape, 2 inches wide. Available at most drugstores and camping supply stores,
this kit contains enough supplies (and simple instructions
Electrical Tool Kit for their use) to treat an injury before transporting the
This collection of hand tools and small parts typically injured person to a medical professional. A first aid kit can
includes a variety of pliers, drivers, cutting devices, be used to help a dazed, unconscious or stunned character
fasteners, power tools, leads and wires. by making a Treat Injury check, or to stabilise a dying
Basic: This small kit allows a character to make Repair character. A first aid kit can be used only 1d4 times before
checks to electrical or electronic devices without needing to be replaced or replenished. Treat Injury skill
penalty. checks made without a first aid kit incur a –4 penalty.
Deluxe: This kit consists of a number of specialized
diagnostic and repair tools as well as thousands of spare Forgery Kit
parts. It grants a +2 equipment bonus on Repair checks This kit contains everything needed to use the Forgery
for electrical or electronic devices and allows a character skill to prepare forged items. Depending on the item to be
to make Craft (electronic) checks without penalty. forged, a character might need legal documents or other
items not included in the kit.
Evidence Kits
Law enforcement agencies around the world use generally Handcuffs
the same tools to gather evidence. Having an evidence Handcuffs are restraints designed to lock two limbs of a
kit does not grant access to a law enforcement agency’s prisoner together (normally at the wrists or ankles). They
crime lab; it merely assists in the proper gathering and fit any Medium-size or Small human or other creature that
storing of evidence for use by such a lab. Without an has an appropriate body structure.
evidence kit, a character receives a –4 penalty to use the Steel: These heavy-duty cuffs have hardness 10, 10 hit
collect evidence option of the Investigate skill. points, a break DC of 30, and require a Disable Device
Basic: A basic evidence kit includes clean containers, check (DC 25) or Escape Artist check (DC 35) to remove
labels, gloves, tweezers, swabs and other items to without the key.
gather bits of physical evidence and prevent them from Zip-Tie: These are single-use disposable handcuffs, much
becoming contaminated. like heavy-duty cable ties. They have hardness 0, 4 hit
Deluxe: A deluxe kit includes all the materials in a basic points and a break DC of 25. They can only be removed
kit, plus supplies for analysing narcotic substances at the by cutting them off (Disable Device and Escape Artist
scene and for gathering more esoteric forms of physical checks automatically fail).
evidence such as casts and moulds of footprints or
vehicle tracks, as well as chemical residues and organic Instrument, Keyboard
fluids. It also contains the necessary dusts, sprays, A portable keyboard, necessary in order to use the Perform
brushes, adhesives and cards to gather fingerprints. It (keyboard instrument) skill.
grants a +2 equipment bonus on Investigate checks
under appropriate circumstances (whenever the Games Instrument, Percussion
Master rules that the equipment in the kit can be of use A set of drums, necessary in order to use the Perform
in the current situation). (percussion instrument) skill.

Using a deluxe kit to analyse a possible narcotic Instrument, Stringed


substance or basic chemical requires a Craft (chemical) An electric guitar, necessary in order to use the Perform
check (DC 15). In this case, the +2 equipment bonus (stringed instrument) skill.
does not apply.
Instrument, Wind
Fake ID A flute, necessary in order to use the Perform (wind
Purchasing a falsified driver’s license from a black instrument) skill.
market source can produce mixed results, depending on
the skill of the forger. Typically, a forger has 1 to 4 ranks Lockpick Set
in the Forgery skill, with a +1 ability modifier. When a A lockpick set includes picks and tension bars for opening
character purchases a fake ID, the Games Master secretly locks operated by standard keys. A lockpick set allows

92
a character to make Disable Device checks to open standard flashlight, 50 feet of durable nylon rope, two
mechanical locks (deadbolts, keyed entry locks, most car smoke grenades and one signal flare.

CHAINSAWS, STAKES & NAILGUNS


locks and so forth) without penalty.
Spike Strip
Lock Release Gun This device is designed to help the police end car chases.
This small, pistol-like device automatically disables The strip comes rolled in a spool about the size of a small
cheap and average mechanical locks operated by standard suitcase. Deploy it by rolling it across a roadway, where
keys (no Disable Device check necessary). it lies like a flat, segmented belt. The user can roll it out
onto the road without entering the lane of traffic. Until
Mechanical Tool Kit the strip is activated, the spikes do not protrude, and cars
This collection of hand tools and small parts typically can pass safely over it. When the user activates it (via a
includes a variety of pliers, drivers, cutting devices, control device attached to the end of the strip by a 10-
fasteners, and even power tools. foot-long cord), the spikes extend.
Basic: This kit, which fits in a portable toolbox, allows a
character to make Repair checks for mechanical devices Each time a creature moves through a square containing
without penalty. an activated spike strip at any rate greater than half
Deluxe: This kit fills a good-sized shop cabinet. It speed, or each round a creature spends fighting in such
includes a broad variety of specialized hand tools and an area, the spike strip makes a touch attack roll (base
a selection of high-quality power tools. It grants a +2 attack bonus +0). The strip deals 2 points of damage
equipment bonus on Repair checks for mechanical on a successful hit, and the injury reduces foot speed to
devices and allows a character to make Craft (mechanical) half normal (a successful Treat Injury check, DC 15, or
or Craft (structural) checks without penalty. one day’s rest removes this penalty). Wheeled vehicles
passing over the strip are automatically hit – although
Medical Kit vehicles equipped with puncture-resistant tires are not
About the size of a large tackle box, this is the sort of affected.
kit commonly carried by military medics and civilian
EMTs. It contains a wide variety of medical supplies and Surgical Kits
equipment. A medical kit can be used to treat a dazed, These kits are generally only used by professionals
unconscious or stunned character, to provide long-term and feature multiple types of scalpel, suture materials,
care, to restore hit points, to treat a diseased or poisoned antiseptic swabs and other surgical apparatus. A
character, or to stabilise a dying character (see the Treat character with a surgical kit can use the Treat Injury skill
Injury skill). Skill checks made without a medical kit to perform life-saving surgery on other people. Without
incur a –4 penalty. A medical kit can be used only 1d4 a surgical kit, this type of skill checks incurs a –4 penalty,
times before needing to be replaced or replenished. which stacks with the –4 penalty for lacking the Surgery
feat, if applicable. A medical kit can be used only 1d4
Multipurpose Tool times before needing to be replaced or replenished.
Also known as a Swiss army knife. This device contains
several different screwdrivers, a knife blade or two, can Survival Gear
opener, bottle opener, file, short ruler, scissors, tweezers Survival gear helps characters keep themselves alive in
and wire cutters. The whole thing unfolds into a handy the great outdoors.
pair of pliers. A multipurpose tool can reduce the penalty
for making Repair, Craft (mechanical), Craft (electronic) Backpack
or Craft (structural) checks without appropriate tools to This is a good-sized frame backpack, made of tough
–2 instead of the normal –4. The tool is useful for certain water-resistant material. It has one or two central
tasks, as determined by the Games Master, but may not sections, as well as several exterior pockets and straps
be useful in all situations. for attaching tents, bedrolls or other gear. It can carry up
to 60 pounds of gear. A backpack also gives a character
Pharmacist Kit a +1 equipment bonus to Strength for the purpose of
A portable pharmacy for use with the Craft determining carrying capacity.
(pharmaceutical) skill, a pharmacist kit includes
everything needed to prepare, preserve, compound, Binoculars
analyse and dispense medicinal drugs. Binoculars are useful for watching opponents, wild game
and sporting events from a long distance.
Search-and-Rescue Kit Standard: Standard binoculars reduce the range penalty
This waist pack contains a first aid kit, a compass, for Spot checks to –1 for every 50 feet (instead of –1 for
waterproof matches, a lightweight “space” blanket, a

93
every 10 feet). Using binoculars for Spot checks takes Fire Extinguisher
five times as long as making the check unaided. This portable apparatus uses a chemical spray to
Rangefinding: In addition to the benefit of standard extinguish small fires. The typical fire extinguisher ejects
CHAINSAWS, STAKES & NAILGUNS

binoculars, rangefinding binoculars include a digital enough extinguishing chemicals to put out a fire in a 10-
readout that indicates the exact distance to the object on foot by 10-foot area as a move action. It contains enough
which they are focused. material for two such uses.
Electro-Optical: Electro-optical binoculars function the
same as standard binoculars in normal light. In darkness, Flash Goggles
however, users looking through them see as if they had These eye coverings provide total protection against
the darkvision ability granted by night vision goggles. blinding light.

Chemical Light Stick Flashlight


This disposable plastic stick, when activated, uses Flashlights come in a wide variety of sizes and quality
a chemical reaction to create light for 6 hours. It levels. Those covered here are professional, heavy-duty
illuminates an area only 5 feet in radius. Once activated, models, rugged enough to withstand the rigors of modern
it cannot be turned off or reused. The listed purchase DC adventuring. Flashlights negate penalties for darkness
is for a pack of 5 sticks. within their illuminated areas.
Penlight: This small flashlight can be carried on a key
Climbing Gear ring. It projects a beam of light 10 feet long and 5 feet
All of the tools and equipment that climbing enthusiasts wide at its end.
use to make climbing easier and, in some cases, possible. Standard: This heavy metal flashlight projects a beam 30
This includes ropes, pulleys, helmet and pads, gloves, feet long and 15 feet across at its end.
spikes, chocks, ascenders, pitons, a hand-axe, and a Battery Flood: Practically a handheld spotlight, this item
harness. It takes 10 minutes to remove the gear from its projects a bright beam 100 feet long and 50 feet across at
pack and outfit it for use. Use this gear with the Climb its end.
skill.
Gas Mask
Compass This apparatus covers the face and connects to a chemical
A compass relies on the Earth’s magnetic field to air filter canister to protect the lungs and eyes from toxic
determine the direction of magnetic north. A compass gases. It provides total protection from eye and lung
grants its user a +2 equipment bonus on Navigate irritants. The filter canister lasts for 12 hours of use.
checks. Changing a filter is a move action. The purchase DC for
one extra filter canister is 6.

GPS Receiver
Global positioning system receivers use signals from
GPS satellites to determine the receiver’s location to
within a few dozen feet. A GPS receiver grants its user
a +4 equipment bonus on Navigate checks, but because
the receiver must be able to pick up satellite signals, it
only works outdoors.

Map
While a compass or GPS receiver can help characters
find their way through the wilderness, a map can tell a
character where he is going and what to expect when
he gets there.
Road Atlas: Road atlases are available for most
countries, showing all major roads in each state, county
or area. They can also be purchased for most major
metropolitan areas, detailing every street in the entire
region.
Tactical Map: A tactical map covers a small area
– usually a few miles on a side – in exacting detail.
Generally, every building is represented, along with
all roads, trails, and areas of vegetation. Tactical maps

94
are not available for all areas, and, though inexpensive, planned. Failure by 5 or more means the explosive goes
they generally have to be ordered from federal mapping off as the detonator is being installed.
Blasting Cap: This is a detonator without a built-in

CHAINSAWS, STAKES & NAILGUNS


agencies (taking a week or longer to obtain).
controller. It can be wired into any electrical device,
Mesh Vest such as a light switch or a car’s ignition switch, with a
This is a lightweight vest with a series of pockets for Demolitions check (DC 10). When the electrical device
items such as a compass, spare ammunition magazines, is activated, the detonator goes off.
pressure bandages and a radio, along with loops for Radio Control: This device consists of two parts: the
attaching grenades, knives or tools. It can hold up detonator itself and the activation device. The activation
to 40 pounds of equipment. A mesh vest provides a device is an electronic item about the size of a deck of
+2 equipment bonus to Strength for the purpose of cards, with an antenna, a safety and an activation switch.
determining carrying capacity. When the switch is toggled, the activation device sends
a signal to the detonator by radio, setting it off. It has a
Portable Stove range of 500 feet.
This small stove works on kerosene or white gasoline, and Timed: This is an electronic timer connected to the
can easily be broken down and carried for backpacking. detonator. Like an alarm clock, it can be set to go off at
a particular time.
Rope Wired: This is the simplest form of detonator. The
Climbing rope can support up to 1,000 pounds. blasting cap connects by a wire to an activation device,
usually a small pistol-grip device that the user squeezes.
Sleeping Bag The detonator comes with 100 feet of wire, but longer
This lightweight sleeping bag rolls up compactly. It can lengths can be spliced in with a Demolitions check (DC
keep a character warm even in severe weather and can 10).
also double as a stretcher in an emergency.
Holster
Tent Holsters are generally available for all Medium-size or
A tent keeps a character warm and dry in severe weather, smaller firearms.
providing a +2 equipment bonus on Fortitude saves Hip: This holster holds the weapon in an easily accessed
against the effects of cold weather. – and easily seen – location.
Concealed Carry: A concealed carry holster is designed
Trail Rations to help keep a weapon out of sight (see the Sleight of
Trail rations come in a number of commercial options. Hand skill). In most cases, this is a shoulder holster
The purchase DC given is for a case of 12 meals. They all (the weapon fits under the wearer’s armpit, presumably
provide the necessary energy and nutrition for survival, beneath a jacket). Small or Tiny weapons can be carried
which gives you a rough idea of how tasty they are... in waistband holsters (often placed inside the wearer’s
waistband against his back). Tiny weapons can also be
Weapon Accessories carried in ankle or boot holsters.
As if modern weapons were not dangerous enough,
a number of accessories can increase their utility or Illuminator
efficiency. An illuminator is a small flashlight that mounts to a
firearm, freeing up one of the user’s hands. It functions
Box Magazine as a standard flashlight.
For weapons that use box magazines, a character can
purchase extras. Loading these extra magazines ahead of Laser Sight
time and keeping them in a handy place makes it easy to This small laser mounts on a firearm, and projects a tiny
reload a weapon in combat. red dot on the weapon’s target. A laser sight grants a +1
equipment bonus on all attack rolls made against targets
Detonator no farther than 30 feet away. However, a laser sight
A detonator activates an explosive, causing it to explode. cannot be used outdoors during the daytime.
The device consists of an electrically activated blasting
cap and some sort of device that delivers the electrical Scope
charge to set off the blasting cap. Connecting a detonator A scope is a sighting device that makes it easier to
to an explosive requires a Demolitions check (DC hit targets at long range. However, although a scope
10). Failure means that the explosive fails to go off as magnifies the image of the target, it has a very limited
field of view, making it difficult to use.

95
Standard: A standard scope increases the range house is a four-bedroom home with a two-car garage,
increment for a ranged weapon by one-half (multiply while the mansion is a five- or six-bedroom home with
by 1.5). However, to use a scope a character must spend an extra den, spacious rooms throughout, and a three-car
CHAINSAWS, STAKES & NAILGUNS

an attack action acquiring his target. If the character garage. All of these homes are of typical construction;
changes targets or otherwise lose sight of the target, luxury appointments or avant garde design is available
he must reacquire the target to gain the benefit of the with a +2 increase to the purchase DC.
scope.
Electro-Optical: An electro-optical scope functions the Location dramatically affects a home’s value. The given
same as a standard scope in normal light. In darkness, purchase DC assumes a typical suburban location. An
however, the user sees through it as if he had the undesirable location, such as a bad neighbourhood or
darkvision ability granted by night vision goggles. a remote rural site, reduces the purchase DC by 2. A
particularly good location in an upscale neighbourhood or
Speed Loader city centre increases the purchase DC by 2.
A speed loader holds a number of bullets in a ring, in a
position that mirrors the chambers in a revolver cylinder. Entertainment
Using a speed loader saves time in reloading a revolver, Purchase DCs are given for several entertainment options.
since a character can insert all the bullets at once. They represent the purchase of a single ticket. A pair of
tickets can be purchased together; doing so increases the
Suppressor purchase DC by 2.
A suppressor fits on the end of a firearm, capturing the
gases traveling at supersonic speed that propel a bullet Meals
as it is fired. This eliminates the noise from the bullet’s Several typical meal costs are provided. The cost of
firing, dramatically reducing the sound the weapon picking up the tab for additional diners adds +2 per person
makes when it is used. For handguns, the only sound is to the purchase DC.
the mechanical action of the weapon (Listen check, DC
15 to notice). For longarms, the supersonic speed of the Transportation
bullet itself still makes noise. However, it is difficult to Airfare tickets are for a single passenger round trip. One-
tell where the sound is coming from, requiring a Listen way tickets are available, but only reduce the purchase DC
check (DC 15) to locate the source of the gunfire. by 1. Car rentals and lodging rates are per day.

Modifying a weapon to accept a suppressor requires Services


a Repair check (DC 15). Once a weapon has been The broad spectrum of services available to characters is
modified in this manner, a suppressor can be attached or only represented in overview here. Services are identified
removed as a move action. Suppressors cannot be used on the Services table.
on revolvers or shotguns. A suppressor purchased for
one weapon can be used for any other weapon that fires Auto Repair
the same caliber of ammunition. Having a car repaired can be expensive; how expensive
depends on the amount of damage the vehicle has
Lifestyle suffered. The purchase DCs for damage repair assume the
Lifestyle items include travel expenses, entertainment vehicle has not actually been disabled; if it has, increase
and meals beyond the ordinary, and housing, for those the purchase DC by +3. Repair generally takes 1 day for
characters interested in buying a home rather than every 10 hit points of damage dealt, and results in the
renting. Lifestyle items are shown on the table below. vehicle being returned to full hit points.

Housing Bail Bonds


A number of types of homes are mentioned on the Characters jailed for crimes can seek bail. Bail is a
Lifestyle table. The purchase DC covers the down monetary guarantee that the suspect will show up for
payment, not the total cost of the home. A character his trial. The bail amount is set by a judge or magistrate,
buying a home does not have to worry about mortgage sometimes immediately following arrest (for minor
payments; they simply replace the hero’s rent, which is crimes) and sometimes days later (for serious crimes). If
already accounted for in the Wealth system. bail is granted, a character can arrange for a bail bond – a
loan that covers bail. The purchase DCs represent the fees
The small house and condo are one- or two-bedroom associated with the loan; the bond itself is paid back to the
homes, probably with curbside parking. The large condo bond agency when the hero shows up for trial. If the hero
and medium house are three-bedroom homes with fails to show up, the agency loses the bail loan and may
garage or carport parking for one or two cars. The large send bounty hunters or other thugs after the character.

96
Services Assault Crime: The crime involved an attack intended to
capture, kill, or seriously injure the victim.
Item Purchase DC

CHAINSAWS, STAKES & NAILGUNS


Death Crime: Someone died as a result of the crime.
Auto repair
1 to 10 hp damage 15 Medical Services
A character’s medical insurance is built into his Wealth
11 to 20 hp damage 18
bonus; the purchase DCs represent the ancillary expenses
21 to 30 hp damage 21 not covered, or only partly covered, by insurance.
30+ hp damage 24 Medical services must be paid for in full regardless of
whether they are successful. See the Treat Injury skill
Towing 8
for more information on the medical services described
Bail bonds below.
Property crime 13 Long-Term Care: The purchase DC represents
treatment for regaining hit points or ability score points
Assault crime 16 more quickly than normal on a given day.
Death crime 22 Restore Hit Points: The purchase DC represents
Bribery treatment for hit point damage from wounds or injuries
on a given day.
Bouncer 6 Surgery: The purchase DC represents the cost of a single
Bureaucrat 10 surgical procedure.
Informant 7 Poison/Disease: The purchase DC represents one
application of treatment for a poison or disease.
Police officer 10
Legal services 10 + lawyer’s Knowledge
(civics) ranks
Medical services
Weapons
The weapons covered here are grouped into three
Long-term care 10 + doctor’s Treat Injury categories based on their general utility: ranged weapons,
ranks explosives and splash weapons, and melee weapons.
Restore hit points 12 + doctor’s Treat Injury
ranks
Ranged Weapons
Surgery 15 + doctor’s Treat Injury Ranged weapons fall into three general groups: handguns,
ranks longarms, and other ranged weapons such as crossbows.
Treat poison/disease 10 + doctor’s Treat Injury When using a ranged weapon, the wielder applies his
ranks Dexterity modifier to the attack roll. Handguns and
longarms are personal firearms. A personal firearm is
any firearm designed to be carried and used by a single
Bail amounts vary dramatically, depending on the person.
seriousness of the crime, the suspect’s criminal history,
his role in society, his family life and other factors the Ranged Weapon Traits
judge believes indicate that the character will or will Ranged weapons are described by a number of statistics,
not flee (or commit other crimes) before the trial. An as shown on the Ranged Weapons table below.
upstanding citizen with a good job and a family who has
never before been charged with a crime gets minimal Damage: The damage the weapon deals on a successful
bail; a career criminal with nothing to lose gets maximum hit.
bail or may not be granted bail at all. The purchase DCs
shown assume the suspect is viewed positively by the Critical: The threat range for a critical hit. If the threat
court. If not, increase the purchase DC by as much as 5. is confirmed, a weapon deals double damage on a critical
Whatever the base purchase DC, a successful Diplomacy hit (roll damage twice, as if hitting the target two times).
check (DC 15) by the suspect reduces the purchase DC
by 2. Damage Type: Ranged weapon damage is classified
Property Crime: The crime involved only the destruction according to type: ballistic (all firearms), energy (of a
of property; no one was attacked or seriously hurt as part specific type), piercing (some simple ranged weapons),
of the crime. or slashing (a whip). Some creatures or characters may
be resistant or immune to some forms of damage.

97
Range Increment: Any attack at less than this distance magazines, cylinders cannot be removed, and they must
is not penalized for range. However, each full range be reloaded by hand. However, most revolvers can be
increment causes a cumulative –2 penalty on the attack used with a speed loader. Using a speed loader is much
CHAINSAWS, STAKES & NAILGUNS

roll. Ranged weapons have a maximum range of ten like inserting a box magazine into a weapon. Without a
range increments, except for thrown weapons, which speed loader, a firearm with a cylinder magazine must
have a maximum range of five range increments. be loaded by hand.
~ Internal: Some weapons keep their ammunition in an
Rate of Fire: Some ranged weapons have a rate of fire internal space, which must be loaded by hand. This is
of 1, which simply means they can be employed once per the case with most shotguns, as well as some rifles.
round and then must be reloaded or replaced. Firearms, ~ Linked: Some machine guns use linked ammunition.
which operate through many different forms of internal The bullets are chained together with small metal clips,
mechanisms, have varying rates of fire. The three forming a belt. Typically, a belt holds 50 bullets; any
possible rates of fire for handguns, longarms, and heavy number of belts can be clipped together. In military
weapons are single shot, semiautomatic, and automatic. units, as the gunner fires, an assistant clips new
~ Single Shot (Single): A weapon with the single shot ammunition belts together, keeping the weapon fed.
rate of fire requires the user to manually operate
the action (the mechanism that feeds and cocks the Size: Size categories for weapons and other objects are
weapons) between each shot. Pump shotguns and defined differently from the size categories for creatures.
bolt-action rifles are examples of firearms with single The relationship between a weapon’s size and that of its
shot rates of fire. A weapon with the single shot rate wielder defines whether it can be used one-handed, if it
of fire can fire only one shot per attack, even if the requires two hands, and if it is a light weapon.
user has a feat or other abilities that normally allow ~ A Medium-size or smaller weapon can be used one-
more than one shot per attack. handed or two-handed. A Large weapon requires two
~ Semiautomatic (S): Most firearms have the hands. A Huge weapon requires two hands and a bipod
semiautomatic rate of fire. These firearms feed and or other mount.
cock themselves with each shot. A semiautomatic ~ A Small or smaller weapon is considered a light
weapon fires one shot per attack (effectively acting weapon. It can be used one-handed and, as a light
as a single shot weapon), but some feats allow weapon, is easier to use in your off hand.
characters armed with semiautomatic weapons to fire
shots in rapid successions, getting in more than one Weight: This column gives the weapon’s weight when
shot per attack. fully loaded.
~ Automatic (A): Automatic weapons fire a burst or
stream of shots with a single squeeze of the trigger. Purchase DC: This is the purchase DC for a Wealth check
Only weapons with the automatic rate of fire can to acquire the weapon. This number reflects the base price
be set on autofire or be used with feats that take and does not include any modifier for purchasing the
advantage of automatic fire. weapon on the black market.

Magazine: The weapon’s magazine capacity and type Restriction: The restriction rating for the weapon, if any,
are given in this column. The amount of ammunition a and the appropriate black market purchase DC modifier.
weapon carries, and hence how many shots it can fire Remember to apply this modifier to the purchase DC
before needing to be reloaded, is determined by its when making a Wealth check to acquire the weapon on
magazine capacity. How the firearm is reloaded depends the black market.
upon its magazine type. The number in this entry is the
magazine’s capacity in shots; the word that follows the Reloading Firearms
number indicates the magazine type: box, cylinder, or Reloading a firearm with an already filled box magazine
internal. A fourth type, linked, has an unlimited capacity; or speed loader is a move action. Refilling a box magazine
for this reason the entry does not also have a number. or a speed loader, or reloading a revolver without a speed
Weapons with a dash in this column have no magazines; loader or any weapon with an internal magazine, is a full-
they are generally thrown weapons, or weapons (such as round action. Loading a belt of linked ammunition is a
bows) that are loaded as part of the firing process. full-round action. Linking two belts together is a move
~ Box: A box magazine is any type of magazine that action.
can be removed and reloaded separately from the
weapon. Handguns
~ Cylinder: A revolver keeps its ammunition in a A handgun is a personal firearm that can be used one-
cylinder, which is part of the weapon and serves as handed without penalty. This includes all pistols and some
the firing chamber for each round as well. Unlike box submachine guns and shotguns. All handguns require the

98
Ranged Weapons
Weapon Damage Critical Damage Range Rate of Magazine Size Weight Purchase Restriction

CHAINSAWS, STAKES & NAILGUNS


Type Fire DC
Handguns (require the Personal Firearms Proficiency feat)
Beretta 2d6 20 Ballistic 40 ft. S 15 box Small 3 lb. 16 Lic (+1)
92F (9mm
autoloader)
Colt Double 2d6 20 Ballistic 30 ft. S 9 box Small 3 lb. 16 Lic (+1)
Eagle (10mm
autoloader)
Colt 2d6 20 Ballistic 30 ft. S 7 box Small 3 lb. 15 Lic (+1)
M1911 (.45
autoloader)
Colt Python 2d6 20 Ballistic 40 ft. S 6 cyl Med 3 lb. 15 Lic (+1)
1
(.357
revolver)
Derringer (.45 2d6 20 Ballistic 10 ft. Single 2 int Tiny 1 lb. 14 Lic (+1)
hold-out)
Desert Eagle 2d8 20 Ballistic 40 ft. S 9 box Med 4 lb. 18 Lic (+1)
(.50AE
autoloader)
Glock 17 2d6 20 Ballistic 30 ft. S 17 box Small 2 lb. 18 Lic (+1)
1
(9mm
autoloader)
MAC Ingram 2d6 20 Ballistic 40 ft. S, A 30 box Med 6 lb. 15 Res (+2)
M10 (.45
machine
pistol)
Ruger 2d6 20 Ballistic 30 ft. S 6 cyl Small 2 lb. 14 Lic (+1)
Service-
Six (.38S
revolver)
S&W M29 2d8 20 Ballistic 30 ft. S 6 cyl. Med 3 lb. 15 Lic (+1)
(.44 magnum
revolver)
TEC-9 (9mm 2d6 20 Ballistic 40 ft. S, A 3215 box Med 4 lb. 14 Res (+2)
machine
pistol)
Walther 2d4 20 Ballistic 30 ft. S 7 box Small 1 lb. 15 Lic (+1)
PPK (.32
autoloader)
Longarms (require the Personal Firearms Proficiency feat)
AKM/AK- 2d8 20 Ballistic 70 ft. S, A 30 box Large 10 lb. 15 Res (+2)
47 (7.62mm
assault rifle)
Browning 2d10 20 Ballistic 30 ft. S 5 int Large 11 lb. 16 Lic (+1)
BPS (10
gauge
shotgun)
HK MP5 2d6 20 Ballistic 50 ft. S, A 30 box Large 7 lb. 20 Res (+2)
(9mm
submachine
gun)
HK PSG1 2d10 20 Ballistic 90 ft. S 5 box Large 16 lb. 22 Res (+2)
1
(7.62mm
sniper rifle)

99
Weapon Damage Critical Damage Type Range RoF Magazine Size Weight Purchase DC Restriction
M16A2 2d8 20 Ballistic 80 ft. S, A 30 box Large 8 lb. 16 Res (+2)
CHAINSAWS, STAKES & NAILGUNS

(5.56mm
assault rifle)
Mossberg 2d8 20 Ballistic 30 ft. S 6 int Large 7 lb. 15 Lic (+1)
(12 gauge
shotgun)
Remington 2d10 20 Ballistic 80 ft. Single 5 int Large 8 lb. 17 Lic (+1)
700 (7.62mm
hunting rifle)
Sawed-off 2d8 20 Ballistic 10 ft. S 2 int Med 5 lb. 15 Lic (+1)
Shotgun
(12 gauge
shotgun)
Steyr AUG 2d8 20 Ballistic 80 ft. S, A 30 box Large 9 lb. 19 Res (+2)
(5.56mm
assault rifle)
Uzi (9mm 2d6 20 Ballistic 40 ft. S, A 20 box Large 8 lb. 18 Res (+2)
submachine
gun)
Winchester 94 2d10 20 Ballistic 90 ft. S 6 int Large 7 lb. 15 Lic (+1)
(.444 hunting
rifle)
Heavy Weapons (each requires a specific Exotic Weapon Firearms feat)
M-60 2d8 20 Ballistic 100 ft. A Linked Huge 22 lb. 21 Mil (+3)
(medium
machine gun)
M-2HB 2d12 20 Ballistic 110 ft. A Linked Huge 75 lb. 22 Mil (+3)
(heavy
machine gun)
M72A3 10d62 — — 150 ft. Single 1 int Large 5 lb. 15 Mil (+3)
LAW (rocket
launcher)
M79 (grenade Varies2 — — 70 ft. Single 1 int Large 7 lb. 14 Mil (+3)
launcher)
Other Ranged Weapons (required Weapon Proficiency feat given in parentheses)
Compound 1d8 20 Piercing 40 ft. Single — Large 5 lb. 10 —
Bow
(Archaic)
Crossbow 1d10 19-20 Piercing 40 ft. Single 1 int Med 7 lb. 9 —
(Simple)
Discus 1d6 20 Bludgeoning 20 ft. Single — Small 4 lb. 4 —
(Simple)
Flamethrower 3d6 — Fire — Single 10 int Large 50 lb. 17 Mil (+3)
(no feat
required)
Javelin 1d6 20 Piercing 30 ft. Single — Med 3 lb. 4 —
(Simple)
Pepper Spray Special2 — Special2 5 ft. Single 1 int Tiny 0.5 lb. 5 —
(Simple)
Shuriken 1 20 Piercing 10 ft. Single — Tiny 0.5 lb. 4 —
(Archaic)
Taser 1d42 — Electricity 5 ft. Single 1 int. Small 2 lb. 7 —
(Simple)
Whip 1d2 20 Slashing 15 ft. 3 Single — Small 2 lb. 4 —
(Archaic)

100
Ranged Weapon Table notes Colt Python
1
This superbly crafted weapon grants a +1 bonus on The Python has a well-deserved reputation for accuracy.
Due to its high quality of manufacture, the Colt Python is

CHAINSAWS, STAKES & NAILGUNS


attack rolls.
2
This weapon does special damage. See the weapon always considered a superbly crafted weapon. As such, it
description. grants a +1 bonus on attack rolls.
3
See the description of this weapon for special rules.
Derringer
Personal Firearms Proficiency feat. Using a handgun This pistol breaks open at the breech like a double-
without this feat imposes a –4 penalty on attack rolls. barreled shotgun. The two-shot weapon has one barrel
atop the other and is barely 5 inches long, making it easy
Handguns can be broken down into three smaller groups: to conceal.
autoloaders, revolvers and machine pistols.
~ Autoloaders (sometimes called ‘automatics’) feature Desert Eagle
removable box magazines and some models hold Manufactured by Israeli Military Industries, the
quite a lot of ammunition. They work by using the Desert Eagle is the king of large-frame, heavy-caliber
energy of a shot fired to throw back a slide, eject the autoloaders. The version on Table: Ranged Weapons fires
shot’s shell casing, and scoop the next round into the the massive .50 Action Express round. The Desert Eagle
chamber. They are more complex than revolvers, but also comes in .357 Magnum and .44 Magnum models.
nevertheless have become increasingly popular in the
modern age. Glock 17
~ Revolvers are relatively simple firearms that store The Glock is typical of 9mm self-loading pistols carried
several rounds (usually six) in a revolving cylinder. by many police officers and military personnel.
As the trigger is pulled, the cylinder revolves to bring
the next bullet in line with the barrel.
~ Machine pistols are automatic
weapons small enough to be fired with
one hand. Some are autoloader pistols
modified to fire a burst of bullets in a
single pull of the trigger, while others
are modified submachine guns, cut
down in size and weight to allow one-
handed use.
Ranged weapons that use box magazines
come with one full magazine.

Beretta 92F
The standard service pistol of the United
States military and many American law
enforcement agencies.

Colt Double Eagle


Based on the M1911 mechanism, this
pistol is an updated civilian version that
fires a 10mm round.

Colt M1911
This .45 semiautomatic pistol was
used by the United States military for
decades until it was recently replaced by
the Beretta 92F. Manufactured at three
locations in the United States alone, the
M1911 can be found all over the world,
and is still in use in several other military
forces.

101
Due to its high quality of manufacture, the Glock 17 is but only at short range. Reduce shotgun damage by 2
always considered a superbly crafted weapon. As such, points for every range increment of the attack.
it grants a +1 bonus on attack rolls.
CHAINSAWS, STAKES & NAILGUNS

Submachine guns are relatively compact longarms


MAC Ingram M10 that generally fire pistol ammunition. They can fire on
No longer in production, about 10,000 of these small automatic.
submachine guns were made and supplied to United
States police forces, the U.S. Army, Cuba, and Peru. All longarms are covered by the Personal Firearms
Light pressure on the trigger produces single shots, Proficiency feat. Longarms are not well suited to close
while increased pressure brings automatic fire. combat. A character takes a –4 penalty on the attack roll
The M10 accepts a suppressor without modification. when firing at an adjacent target.

Ruger Service-Six AKM/AK-47


This revolver, designed specifically for police use, This assault rifle of the old Soviet Union is one of the most
fires the .38 Special round. It was very popular with popular firearms in the world, having found common use
United States police forces prior to the increasing use of in scores of bush wars and insurrections – on all sides of
autoloaders in recent decades and is still in service with such conflicts.
many police forces today.
Browning BPS
S&W M29 This heavy longarm fires the largest shotgun round
The Smith & Wesson Model 29 .44 Magnum revolver available, the 10-gauge shell.
fires one of the most powerful pistol cartridges in the
world. The M29 is known for its deafening sound, bright HK MP5
muzzle flash and powerful recoil. The Heckler & Koch MP5 family of weapons is among
the most recognizable in the world. Many different
TEC-9 designs exist; described here is the most basic model.
The Intratec TEC-9 is an inexpensive machine pistol Due to its high quality of manufacture, the MP5 is always
popular with criminals because it can be modified considered a superbly crafted weapon. As such, it grants a
(Repair check DC 15) to fire on automatic. The pistol +1 bonus on attack rolls.
only works on semiautomatic fire or, if modified, only on
automatic. Once modified to fire on automatic, the TEC- This weapon features a three-round burst setting. When
9 cannot be changed back to semiautomatic. used with the Burst Fire feat, it fires only three bullets
instead of five and can be used with only three bullets
Walther PPK in the magazine. This setting does not grant the ability
The PPK is a small, simple and reliable autoloader to make burst fire attacks without the Burst Fire feat; if
with a design that dates back to the 1930s. It remains in a character uses the setting without the feat, he makes a
widespread service among European police, military and normal attack, and the extra two bullets are wasted.
government agencies.
HK PSG1
Longarms This high-precision sniper rifle, based on the design of
Longarms are personal firearms that require two hands the HK G3, has a fully adjustable trigger and stock for
to be fired without penalty. This group includes hunting individual users. The PSG1 comes with a standard scope.
and sniping rifles, assault rifles, shotguns and most Due to its high quality of manufacture, the PSG1 is always
submachine guns. The basic longarm is the rifle, a group considered a superbly crafted weapon. As such, it grants a
that includes both hunting rifles and sniper rifles. +1 bonus on attack rolls.

Rifles are usually autoloaders, and they function M16A2


internally in a manner very similar to autoloader pistols. Typical of the assault rifles used by militaries around the
Some models are operated manually, however, with the world, the Colt M16A2 is the current service rifle of the
user having to work a bolt or lever between each shot. United States military and is commonly used by other
Assault rifles are rifles designed for military use and armies and in the civilian world.
feature automatic as well as semiautomatic fire.
This weapon features a three-round burst setting. When
Shotguns are large-bore weapons that primarily fire used with the Burst Fire feat, it fires only three bullets
shells full of small projectiles. They tend to be powerful, instead of five and can be used with only three bullets in
the magazine. This setting does not grant the ability to

102
make burst fire attacks without the Burst Fire feat; if a Proficiency (heavy machine guns) feat applies to this
character uses the setting without the feat, he makes a weapon.

CHAINSAWS, STAKES & NAILGUNS


normal attack, and the extra two bullets are wasted.
M2HB
Mossberg This heavy-duty .50-caliber machine gun has been in
The Mossberg Model 500 ATP6C is a pump-action service since World War II and remains a very common
shotgun designed for military and police work. vehicle-mounted military weapon around the world. The
Exotic Firearms Proficiency (heavy machine guns) feat
Remington 700 applies to this weapon.
A bolt-action rifle with a reputation for accuracy, the
Remington 700 has been popular with hunters and target M72A3 LAW
shooters since its introduction in the 1940s. The LAW (light antitank weapon) is a disposable, one-
shot rocket launcher. It comes as a short, telescoped
Sawed-Off Shotgun fibreglass and aluminium tube. Before using the weapon,
This is a 12-gauge, double-barreled shotgun with the the firer must first arm and extend the tube, which is a
stock and barrels sawed short. All that is left of the stock move action.
is a pistol grip, and the barrels are roughly 12 inches
long. Sawed-off shotguns are generally illegal; most are When the LAW hits its target, it explodes like a grenade
homemade by cutting down a standard shotgun. or other explosive, dealing its 10d6 points of damage to
all creatures within a 10-foot radius (Reflex save DC 18
Steyr AUG for half damage). Because its explosive features a shaped
An unusual and exotic-looking weapon, the bullpup charge designed to penetrate the armour of military
AUG is the standard rifle of the Austrian and Australian vehicles, the LAW ignores up to 10 points of hardness
armies. Its completely ambidextrous components make it if it strikes a vehicle, building, or object. However, this
equally convenient for left- and right-handed users and it only applies to the target struck, not to other objects
features a built-in optical sight. within the burst radius.

This weapon features a three-round burst setting. When The M72 has a minimum range of 30 feet. If fired against
used with the Burst Fire feat, it fires only three bullets a target closer than 30 feet away, it does not arm and will
instead of five and can be used with only three bullets not explode. If someone is directly behind and adjacent
in the magazine. This setting does not grant the ability to the character firing the LAW, that person must make
to make burst fire attacks without the Burst Fire feat; if a Reflex save (DC 15) to avoid being hit by the rocket’s
a character uses the setting without the feat, he makes a backblast, which will cause 2d6 fire damage.
normal attack, and the extra two bullets are wasted.
The Exotic Firearms Proficiency (rocket launchers) feat
Uzi applies to this weapon.
Designed in the 1950s for the Israeli army, the Uzi has
become the most popular submachine gun in the world. M79
It features a collapsible stock, making it extremely This simple weapon is a single-shot grenade launcher.
compact. It fires 40mm fragmentation grenades (see Explosives
and Splash Weapons, below). These grenades look like
Winchester 94 huge bullets an inch and a half across; they cannot be
The Winchester Model 94 Big Bore is a lever-action used as hand grenades, and the M79 cannot shoot hand
rifle typical of big-bore hunting rifles found around the grenades. Attacking with an M79 is identical to throwing
world. an explosive: you make a ranged attack against a specific
5-foot square (instead of targeting a person or creature).
Heavy Weapons The differences between using the M79 and throwing
The weapons covered in this section fall under different an explosive lie in the range of the weapon (which far
Exotic Firearms Proficiency feat. Someone who wields a exceeds the distance a hand grenade can be thrown) and
heavy weapon without the appropriate proficiency takes the fact that the M79 requires a weapon proficiency to
a –4 penalty on all attack rolls with the weapon. operate without penalty.

M-60 The Exotic Firearms Proficiency (grenade launchers)


Introduced in the Vietnam War era, this medium machine feat applies to this weapon.
gun is still in widespread use with the U.S. military
and that of several other armies. The Exotic Firearms

103
Other Ranged Weapons Ammunition
Ranged weapons that are not firearms include such Ammunition Type (Quantity) Purchase DC
CHAINSAWS, STAKES & NAILGUNS

diverse objects as crossbows, tasers and pepper spray. 5.56mm (20) 4


The feat that provides proficiency with these weapons
varies from weapon to weapon, as indicated on the 7.62mm (20) 4
Ranged Weapons table. 7.62mmR (20) 4
.444 caliber (20) 6
Compound Bow
Bow hunting remains a popular sport in North America. .50 caliber (20) 6
A character’s Strength modifier applies to damage rolls 9mm (50) 5
made when using this weapon. 10mm (50) 5
.22 caliber (50) 4
Crossbow
A crossbow requires two hands to use. Pulling a lever .32 caliber (50) 5
draws the bow. Loading a crossbow is a move action that .38 special (50) 5
provokes attacks of opportunity.
.357 caliber (50) 5
Discus .44 caliber (50) 5
A solid circle which is rim-balanced for extra control. .45 caliber (50) 5
Made of either specially-shaped rock or modern
.50AE caliber (50) 6
materials.
10-gauge buckshot (10) 5
Flamethrower 12-gauge buckshot (10) 4
A flamethrower consists of a pressurized backpack
Arrow (12) 8
containing fuel, connected to a tube with a nozzle. It
shoots a 5-foot wide, 30-foot long line of flame that deals Crossbow bolt (12) 7
3d6 points of fire damage to all creatures and objects in
its path. No attack roll is necessary, and thus no feat is Javelin
needed to operate the weapon effectively. Any creature This light, flexible spear built for throwing can be used in
caught in the line of flame can make a Reflex save (DC melee, but since it is not designed for it, characters using
15) to take half damage. Creatures with cover get a it in this manner are always considered nonproficient and
bonus on their Reflex save. take a –4 penalty on their melee attack rolls.

A flamethrower’s backpack has hardness 5 and 5 hit Pepper Spray


points. When worn, the backpack has a Defence equal to A chemical irritant that can temporarily blind a target,
8 + the wearer’s Dexterity modifier + the wearer’s class pepper spray comes in a single-shot container. To use it,
bonus. A backpack reduced to 0 hit points ruptures and make a ranged touch attack against the target. The target
explodes, dealing 6d6 points of fire damage to the wearer must make a Fortitude saving throw (DC 15) or be blinded
(no save allowed) and 3d6 points of splash damage to for 1d4 rounds.
creatures and objects in adjacent 5-foot squares (Reflex
save, DC 15, for half damage). Shuriken
A shuriken is a thrown, star-shaped projectile with four to
Any creature or flammable object that takes damage eight razor-sharp points. A character may draw a shuriken
from a flamethrower catches on fire, taking 1d6 points as a free action.
of fire damage each subsequent round until the flames
are extinguished. A fire engulfing a single creature or Taser
object can be doused or smothered as a full-round action. A taser uses springs or compressed air to fire a pair of
Discharging a fire extinguisher is a move action and darts at a target. On impact, the darts release a powerful
instantly smothers flames in a 10-foot by 10-foot area. electrical current. On a successful hit, the darts deal 1d4
points of electricity damage and the target must make
A flamethrower can shoot 10 times before the fuel a Fortitude saving throw (DC 15) or be paralysed for
supply is depleted. Refilling or replacing a fuel pack has 1d6 rounds. Reloading a taser is a full-round action that
a purchase DC of 13. provokes attacks of opportunity.

104
Whip pistol round is not compatible with the much larger .50
Whips deal a small amount of lethal damage. Although rifle-caliber cartridge (see above).
a character does not ‘fire’ the weapon, treat a whip as a

CHAINSAWS, STAKES & NAILGUNS


ranged weapon with a maximum range of 15 feet and 10-gauge Buckshot, 12-gauge Buckshot
no range penalties. Because a whip can wrap around an Shotgun cartridges, also known as buckshot, are sold in
enemy’s leg or other limb, a character can make a trip boxes of ten.
attack with it by succeeding at a ranged touch attack.
The character does not provoke an attack of opportunity Arrow
when using a whip in this way. If the character is tripped Arrows come in quivers of 12 and are used with the
during his own trip attempt, the character can drop the compound bow and other types of archery weapons.
whip to avoid being tripped. When using a whip, a These missile weapons consist of a slender shaft and a
character gets a +2 bonus on your opposed attack roll pointed head.
when attempting to disarm an opponent (including the
roll to keep from being disarmed if the character fails to Crossbow Bolt
disarm the opponent). A shaft or missile designed to be shot from a crossbow,
bolts come in quivers of 12.
Ammunition
Ammunition for firearms and other ranged weapons is
covered on the Ammunition table. Explosives and Splash
5.56mm, 7.62mm, 7.62mmR, .444, .50 Weapons
These calibers of ammunition are generally used in rifles, These weapons explode or burst, dealing damage to
assault rifles, or machine guns, and are sold in boxes of creatures or objects within an area.
20 bullets each. The 7.62mmR is used in the AKM and Explosives can be thrown or set off in place, depending
other ex-Soviet weapon types, and is not compatible with on the type of explosive device. Dynamite and hand
the larger 7.62mm cartridge. The .50 caliber is a huge grenades are examples of these weapons. All explosives
cartridge generally fired from heavy machine guns, but must be detonated. Some, such as grenades, include
also adapted to a few models of powerful sniper rifles. built-in detonators. Pulling the pin on a grenade is a free
action. Others require timers or other devices to set them
9mm, 10mm, .22, .32, .38 S, .357, .44, .45, .50AE off. Detonators are covered in Weapon Accessories.
These calibers are generally used in pistols or submachine
guns, and are sold in boxes of 50 bullets each. The .50AE A splash weapon is a projectile that bursts on impact,
spewing its contents over an area and damaging any
Damage Burst Reflex Purchase
Explosive Weapon Damage Type Radius DC Range Size Weight DC Restriction
40mm 3d6 Slashing 10 ft. 15 — Tiny 1 lb. 16 Mil (+3)
Fragmentation
Grenade
C4/Semtex 4d6 Concussion 10 ft. 18 — Small 1 lb. 12 Mil (+3)
Det Cord 2d6 Fire See text 12 — Med 2 lb. 8 Res (+2)
Dynamite 2d6 Concussion 5 ft. 15 10 ft. Tiny 1 lb. 12 Lic (+1)
Fragmentation 4d6 Slashing 20 ft. 15 10 ft. Tiny 1 lb. 15 Mil (+3)
Grenade
Smoke Grenade — — See text — 10 ft. Small 2 lb. 10 —
Tear Gas Grenade See text — — — 10 ft. Small 2 lb. 12 Res (+2)
Thermite Grenade 6d6 Fire 5 ft. 12 10 ft. Small 2 lb. 17 Mil (+3)
White Phosphorous 2d6 Fire 20 ft. 12 10 ft. Small 2 lb. 15 Mil (+3)
Grenade

Direct Hit Splash Damage Purchase


Splash Weapons Damage Damage Critical Type Range Size Weight DC Restriction
Acid, Mild 1d6 1 20 Acid 10 ft. Tiny 1 lb. 6 —
Molotov Cocktail 1d6 1 20 Fire 10 ft. Small 1 lb. 6 —

105
Critical: The threat range for a critical hit.
If the threat is confirmed, a weapon deals
double damage on a critical hit (roll damage
CHAINSAWS, STAKES & NAILGUNS

twice, as if hitting the target two times).

Reflex DC: Any creature caught within


the burst radius of an explosive may make
a Reflex save against the DC given in this
column for half damage.

Range Increment: If the weapon can be


thrown, its range increment is shown in this
column. Explosives with no range increment
must be set in place before being detonated
– see the Demolitions skill.

Size: Size categories for weapons and other


objects are defined differently from the size
categories for creatures. The relationship
between a weapon’s size and that of its
wielder defines whether it can be used one-
handed, if it requires two hands and if it is a
light weapon.
creature or object within that area. Generally, creatures
directly hit by splash weapons take the most damage,
A Medium-size or smaller weapon can be used one-
while those nearby take less damage. Splash weapons
handed or two-handed.
must usually be thrown to have effect.
A Small or smaller weapon is considered a light weapon.
Explosives and splash weapons require no feat to use
It can be used one-handed and, as a light weapon, is easier
with proficiency unless they are fired or propelled from
to use in a character’s off hand.
some sort of launcher or other device, in which case the
appropriate Weapon Proficiency feat for the launcher is
Weight: This column gives the weapon’s weight.
necessary to avoid the –4 nonproficient penalty.
Purchase DC: This is the purchase DC for a Wealth check
Explosives and Splash Weapons Traits
to acquire the weapon. This number reflects the base price
Explosives and splash weapons are described by a
and does not include any modifier for purchasing the
number of statistics, as shown on the Explosives and
weapon on the black market.
Splash Weapons table.
Restriction: The restriction rating for the weapon, if any,
Damage/Direct Hit Damage: The primary damage
and the appropriate black market purchase DC modifier.
dealt by the weapon. For explosives, the Damage
Remember to apply this modifier to the purchase DC
column shows the damage dealt to all creatures within
when making a Wealth check to acquire the weapon on
the explosive’s burst radius. For splash weapons, the
the black market.
Direct Hit Damage column is used for a target directly
struck by the weapon.
Grenades and Explosives
Many explosives require detonators, which are described
Burst Radius/Splash Damage: For explosives, the burst
in Weapon Accessories.
radius is the area affected by the explosive. All creatures
or objects within the burst radius take damage from the
40mm Fragmentation Grenade
explosive. For splash weapons, all creatures within 5
This small explosive device must be fired from a 40mm
feet of the weapon’s impact point take splash damage
grenade launcher, such as the M79. It sprays shrapnel in
equal to the amount shown in this column.
all directions when it explodes. The 40mm fragmentation
grenade has a minimum range of 40 feet. If fired against
Damage Type: Damage from explosives and splash
a target closer than 40 feet away, it does not arm and will
weapons is classified according to type: energy (of a
not explode. The purchase DC given is for a box of 6
specific type) or slashing. Some creatures or characters
grenades.
may be resistant or immune to some forms of damage.

106
C4/Semtex To set off dynamite using a fuse, the fuse must first be lit,
So-called ‘plastic’ explosives resemble slabs of wax. requiring a move action (and a lighter or other source of
Hard and translucent when cold, these explosives warm

CHAINSAWS, STAKES & NAILGUNS


flame). The amount of time until the dynamite explodes
up when kneaded and can then be coaxed to take various depends on the length of the fuse – a fuse can be cut short
shapes. The information on the table represents a 1- enough for the dynamite to detonate in the same round
pound block. Additional blocks can be wired together, (allowing it to be used much like a grenade), or long
increasing the damage and burst radius; each additional enough to take several minutes to detonate. Cutting the
block increases the damage by +2d6 and the burst radius fuse to the appropriate length requires a move action.
by 2 feet, and requires a Demolitions check (DC 15) to
link them. Dynamite is sold in boxes of 12 sticks. It is considered
to be a simple explosive for the purpose of using a Craft
Although the damage statistics on the table represent (chemical) check to manufacture it.
a 1-pound block, C4 is sold in 4-block packages. The
purchase DC given represents a package of 4 blocks. C4/ Fragmentation Grenade
Semtex requires a detonator to set off. It is considered to The most common military grenade, this is a small
be a moderate explosive for the purpose of using a Craft explosive device that sprays shrapnel in all directions
(chemical) check to manufacture it. when it explodes. The purchase DC given is for a box
of 6 grenades.
Det Cord
Det cord is an explosive in rope-like form. Technically, Smoke Grenade
det cord does not explode – but it burns so fast (4,000 Military and police forces use these weapons to create
yards per second) that it might as well be exploding. temporary concealment. On the round when it is thrown,
Normally used to string multiple explosive charges a smoke grenade fills the four 5-foot squares around it
together for simultaneous detonation (allowing a single with smoke. On the following round, it fills all squares
detonator to set them all off), det cord can also be looped within 10 feet, and on the third round it fills all squares
around a tree or post or other object to cut it neatly in within 15 feet. The smoke obscures all sight, including
half. The information on the table represents a 50-foot the darkvision ability granted by night vision goggles.
length. A length of det cord can be spread out to pass Any creature within the area has total concealment
through up to ten 5-foot squares. When this is the case, it (attacks suffer a 50% miss chance, and the attacker
deals the indicated damage to all creatures in each 5-foot cannot use sight to locate the target). It disperses after
square through which it passes. 10 rounds, though a moderate wind (11+ mph) disperses
the smoke in 4 rounds and a strong wind (21+ mph)
Det cord can also be doubled up; for each additional disperses it in 1 round. Smoke grenades are available in
5 feet of cord within a single 5-foot square, increase several colors, including white, red, yellow, green, and
the damage by +1d6 to a maximum increase of +4d6. purple. As such, they can be used as signal devices.
This ‘explosive’ requires a detonator to set it off. It is The purchase DC given is for a box of 6 grenades.
considered to be a simple explosive for the purpose of
using a Craft (chemical) check to manufacture it. Tear Gas Grenade
Military and police forces use these weapons to disperse
Dynamite crowds and smoke out hostage takers. On the round that
Perhaps one of the most common and straightforward it is thrown, a tear gas grenade fills a 5-foot radius with a
explosives, dynamite is very stable under normal cloud of irritant that causes eyes to fill with tears. On the
conditions. A stick of dynamite requires a fuse or following round, it fills a 10-foot radius, and on the third
detonator to set it off. Additional sticks can be set off at round it fills a 15-foot radius. It disperses after 10 rounds,
the same time if they are within the burst radius of the though a moderate wind (11+ mph) disperses the smoke
first stick, increasing the damage and burst radius of the in 4 rounds and a strong wind (21+ mph) disperses it in
explosion. Each additional stick increases the damage 1 round.
by +1d6 (maximum 10d6) and the burst radius by 5 feet
(maximum 20 feet). A character caught in a cloud of tear gas must make
a Fortitude save (DC 15) or be nauseated. This effect
It is possible to wire together several sticks of dynamite lasts as long as the character is in the cloud and for 1d6
for even greater explosive effect. Doing so requires a rounds after he leaves the cloud. Those who succeed at
Demolitions check (DC 10 + 1 per stick). If the character their saves but remain in the cloud must continue to save
succeeds on the check, the damage or the burst radius of each round. A gas mask renders the target immune to the
the explosion increases by 50% (the character’s choice). effects. A wet cloth held over the eyes, nose and mouth
provides a +2 bonus on the Fortitude save.

107
Thermite Grenade weapons (covered by the Simple Weapons Proficiency
Thermite does not technically explode. Instead, it creates feat); others are archaic (Archaic Weapons Proficiency) or
intense heat meant to burn or melt through an object upon exotic (Exotic Melee Weapon Proficiency).
CHAINSAWS, STAKES & NAILGUNS

which the grenade is set. Military forces use thermite


grenades to quickly destroy key pieces of equipment. A character’s Strength modifier is always added to a
The purchase DC given is for a box of 6 grenades. melee weapon’s attack roll and damage roll.

White Phosphorus Grenade Melee Weapons Traits


White phosphorus grenades use an explosive charge to Melee weapons are described by a number of statistics, as
distribute burning phosphorus across the burst radius. shown on the Melee Weapons table below.
Any target that takes damage from a White Phosphorus ~ Damage: The damage the weapon deals on a successful
grenade is dealt an additional 1d6 points of fire damage hit.
in the following round and risks catching on fire. In ~ Critical: The threat range for a critical hit. If the threat
addition, a WP grenade creates a cloud of smoke. Treat is confirmed, a weapon deals double damage on a
a white phosphorus grenade as a smoke grenade (see critical hit (roll damage twice, as if hitting the target
above), except that it only fills squares within 5 feet of two times).
the explosion point. ~ Damage Type: Melee weapon damage is classified
according to type: bludgeoning (weapons with a blunt
The purchase DC given is for a box of 6 grenades. striking surface), energy (of a specific type), piercing
(weapons with a sharp point), and slashing (weapons
Splash Weapons with an edged blade). Some creatures or characters
Many splash weapons, such as Molotov cocktails, are may be resistant or immune to some forms of damage.
essentially homemade devices (improvised explosives). ~ Range Increment: Melee weapons that are designed
The purchase DC given in the Explosives and Splash to be thrown can be used to make ranged attacks.
Weapons table reflects the typical cost of the necessary As such, they have a range increment just as other
components. See the Craft (chemical) skill for details on ranged weapons do – but the maximum range for a
making improvised explosives. thrown weapon is five range increments instead of
ten. Any attack at less than the given range increment
Acid, Mild is not penalized for range. However, each full range
A character can throw a flask of acid as a grenadelike increment causes a cumulative –2 penalty on the attack
weapon. A flask is made of ceramic, metal, or glass roll.
(depending on the substance it has to hold), with a tight ~ Size: Size categories for weapons and other objects
stopper, and holds about 1 pint of liquid. This entry are defined differently from the size categories for
represents any mild caustic substance. Acid may be creatures. The relationship between a weapon’s size
purchased in many places, including hardware stores. and that of its wielder defines whether it can be used
one-handed, if it requires two hands, and if it is a light
Molotov Cocktail weapon.
A Molotov cocktail is a flask containing a flammable ~ A Medium-size or smaller weapon can be used
liquid, plugged with a rag. A Molotov cocktail is one-handed or two-handed. A Large weapon
easily made by hand (Craft (chemical) check DC 8 or requires two hands.
Intelligence check DC 10). To use it, the rag must first ~ A Small or smaller weapon is considered a light
be lit, requiring a move action (and a lighter or other weapon. It can be used one-handed and, as a light
source of flame). The cocktail detonates in 2 rounds or weapon, is easier to use in a character’s off hand.
on impact with a solid object, whichever comes first. A ~ Weight: This column gives the weapon’s weight.
target that takes a direct hit is dealt an additional 1d6 ~ Purchase DC: This is the purchase DC for a Wealth
points of fire damage in the following round and risks check to acquire the weapon.
catching on fire. ~ Restriction: None of the following melee weapons
have restrictions on their purchase.
Melee Weapons
Melee weapons are used in close combat, and they are Simple Melee Weapons
generally among the simplest types of weapons. The Generally inexpensive and light in weight, simple
feat that provides proficiency with these weapons varies weapons get the job done nevertheless.
from weapon to weapon; some are considered simple

108
Brass Knuckles is a Called Shot; see Chapter 7, Combat (and Running
These pieces of moulded metal fit over the outside of a Away).
character’s fingers and allow him to deal lethal damage

CHAINSAWS, STAKES & NAILGUNS


with an unarmed strike instead of nonlethal damage. A Stun Gun
strike with brass knuckles is otherwise considered an Although the name suggests a ranged weapon, a stun gun
unarmed attack. requires physical contact to affect its target. The taser is
a ranged weapon with a similar effect. On a successful
When used by a character with the Brawl feat, brass hit, the stun gun deals 1d3 points of electricity damage,
knuckles increase the base damage dealt by an unarmed and the target must make a Fortitude saving throw (DC
strike by +1 and turn the damage into lethal damage. 15) or be paralysed for 1d6 rounds.

The cost and weight given are for a single item. Tonfa
This is the melee weapon carried by most police forces
Cleaver (their version occasionally being called a nightstick),
Heavy kitchen knives can be snatched up for use as used to subdue and restrain criminals. A character can
weapons in homes and restaurants. These weapons are deal nonlethal damage with a tonfa without taking the
essentially similar to the twin butterfly swords used in usual –4 penalty.
some kung fu styles.
Archaic Melee Weapons
Club Most of these weapons deal damage by means of a blade
Almost anything can be used as a club. This entry also or a sharp point. Some of them are moderately expensive,
represents the wooden nightsticks sometimes carried by reflecting their archaic nature in modern-day society.
police forces, lengths of lead piping and baseball bats.
Bayonet (Fixed)
Knife The statistics given describe a bayonet fixed at the end of
This category of weapon includes hunting knives, a longarm with an appropriate mount. With the bayonet
butterfly or “balisong” knives, switchblades and bayonets fixed, the longarm becomes a double weapon—clublike
(when not attached to rifles). A character can select the at one end and spearlike at the other. A character can
Weapon Finesse feat to apply his Dexterity modifier fight with it as if fighting with two weapons, but if
instead of Strength modifier to attack rolls with a knife. the character does so, he incurs all the normal attack
penalties associated with fighting with two weapons, as
Metal Baton if using a one-handed weapon and a light weapon.
This weapon can be collapsed to reduce its size and
increase its concealability. A collapsed baton is Small Hatchet
and cannot be used as a weapon. Extending or collapsing This light axe is a chopping tool that deals slashing
the baton is a free action. damage when employed as a weapon.
Pistol Whip
Using a pistol as a melee weapon can deal greater Fire axe
damage than attacking unarmed. No weight or purchase A heavy axe normally used to break down doors and thin
DC is given for this weapon, since both vary depending walls.
on the pistol used.
Longsword
Rifle Butt This classic, straight blade is the weapon of knighthood
The butt of a rifle can be used as an impromptu club. and valour.

Sap Machete
This weapon, essentially a smaller version of a club, This long-bladed tool looks much like a short, lightweight
deals nonlethal damage instead of lethal damage. sword.

Rapier
Stake The rapier is a lightweight sword with a thin blade. A
A shaft of wood no longer than 3 feet long with a sharp character can select the Weapon Finesse feat to apply his
whittled end. A poor weapon, though if you happen to Dexterity modifier instead of Strength modifier to attack
be trying to hit something in the heart, remember that this rolls with a rapier.

109
Melee Weapons
Weapon Damage Critical Damage Type Range Size Weight Purchase
CHAINSAWS, STAKES & NAILGUNS

Increment DC
Simple Weapons (require the Simple Weapons Proficiency feat)
Brass Knuckles1 +1 20 Bludgeoning — Tiny 1 lb. 5
Cleaver 1d6 19-20 Slashing — Small 2 lb. 5
Club 1d6 20 Bludgeoning 10 ft. Med 3 lb. 4
Knife 1d4 19-20 Piercing 10 ft. Tiny 1 lb. 4
Metal Baton 1d6 19-20 Bludgeoning — Med 2 lb. 8
Pistol Whip 1d4 20 Bludgeoning — Small — —
Rifle Butt 1d6 20 Bludgeoning — Large — —
Sap 1
1d6 20 Bludgeoning — Small 3 lb. 2
Stake 1d4 20 Piercing — Small 2 lb. —
Stun Gun1 1d3 20 Electricity — Tiny 1 lb. 5
Tonfa1 1d4 20 Bludgeoning — Med 2 lb. 6
Archaic Weapons (require the Archaic Weapons Proficiency feat)
Bayonet (fixed) 1 1d4/1d6 20 Piercing — Large 1 lb. 7
Fire Axe 1d8 20 Slashing — Med 4 lb. 6
Hatchet 1d6 20 Slashing 10 ft. Small 3 lb. 4
Longsword 1d8 19-20 Slashing — Med 4 lb. 11
Machete 1d6 19-20 Slashing — Small 2 lb. 5
Rapier 1d6 18-20 Piercing — Med 3 lb. 10
Spear 1d8 20 Piercing — Large 9 lb. 6
Straight Razor 1d4 19-20 Slashing — Tiny 0.5 lb. 4
Sword Cane 1d6 19-20 Slashing — Med 3 lb. 9
Exotic Weapons (each requires a specific Exotic Melee Weapon Proficiency feat)
Chain1 1d6/1d6 20 Bludgeoning — Large 5 lb. 5
Chainsaw 3d6 20 Slashing — Large 10 lb. 9
Kama 1d6 20 Slashing — Small 2 lb. 5
Katana 1d10 19-20 Slashing — Large 6 lb. 12
Kukri 1d4 18-20 Slashing — Small 1 lb. 5
Nunchaku 1d6 20 Bludgeoning — Small 2 lb. 5
Three-Section 1d8/1d8 20 Bludgeoning — Large 3 lb. 7
Staff1
1
See the description of this weapon for special rules.
Spear Because of this special construction, a sword cane is
This primitive device is a reach weapon. A character can always considered to be concealed; it is noticed only with
strike opponents 10 feet away with it, but cannot use it a Spot check (DC 18). The walking stick or umbrella is
against an adjacent foe. not concealed, only the blade within.

Straight Razor Exotic Melee Weapons


Favored by old-school organized crime “mechanics,” Most exotic weapons are either atypical in form or
this item can still be found in some barbershops and improved variations of other melee weapons. Because
shaving kits. each exotic weapon is unique in how it is manipulated and
employed, a separate Exotic Melee Weapon Proficiency
Sword Cane feat is required for each one in order to avoid the –4
This is a lightweight, concealed sword that hides nonproficient penalty.
its blade in the shaft of a walking stick or umbrella.

110
Chain Nunchaku
Also called the manriki-gusari, this is a simple chain with A popular martial arts weapon, the nunchaku is made of
weighted ends. It can be whirled quickly, striking with two wooden shafts connected by a short length of rope

CHAINSAWS, STAKES & NAILGUNS


hard blows from the weights. One end can also be swung or chain.
to entangle an opponent. The chain can be used either as
a double weapon or as a reach weapon. A character can Three-Section Staff
fight with it as if fighting with two weapons, incurring Originally a farm implement for threshing grain, this
all the normal attack penalties as if using a one-handed weapon is composed of three sections of wood of equal
weapon and a light weapon. In this case, the character lengths, joined at the ends by chain, leather, or rope.
can only strike at an adjacent opponent. The three-section staff requires two hands to use. The
three-section staff is a double weapon. A character can
If a character uses the chain as a reach weapon, he can fight with it as if fighting with two weapons, but if he
strike opponents up to 10 feet away. In addition, unlike does, the character incurs all the normal attack penalties
other weapons with reach, the character can use it against associated with fighting with two weapons, as if using a
an adjacent foe. In this case, the character can only use one-handed weapon and a light weapon.
one end of the chain effectively; he cannot use it as a
double weapon. Improvised Weapons
Any portable object can be used as a weapon in a pinch.
Because a chain can wrap around an enemy’s leg or In most cases, an object can be wielded either as a melee
other limb, a character can make a trip attack with it weapon or a ranged weapon. A character takes a –4
by succeeding at a melee touch attack. If the character penalty on his attack roll when wielding or throwing an
is tripped during his own trip attempt, the character can improvised weapon. An improvised weapon is not
drop the chain to avoid being tripped. considered simple, archaic or exotic, so these weapon
proficiency feats cannot offset the –4 penalty. The
When using a chain, the character gets a +2 equipment Impromptu Weapon Proficiency does partially offset the
bonus on his opposed attack roll when attempting to penalty, by reducing it to –2.
disarm an opponent (including the roll to avoid being
disarmed if the character fails to disarm the opponent). Throwing: A character can effectively wield or throw
an object of his size category or smaller using one hand.
A character can select the Weapon Finesse feat to apply A character can effectively wield or throw an object one
his Dexterity modifier instead of Strength modifier to size category larger than himself using two hands. An
attack rolls with a chain. improvised thrown weapon has a range increment of 10
feet. Increase the range increment for creatures of Large
Chainsaw size or larger as follows: Large 15 feet, Huge 30 feet,
Military and police units use powered saws to cut through Gargantuan 60 feet, Colossal 120 feet.
fences and open doors rapidly. They are sometimes
pressed into service as weapons, often by people who Damage: Improvised weapons deal lethal damage based
watch too many movies. If a character is not proficient on their size, although the Games Master may adjust the
with a chain saw and rolls a natural 1 on an attack roll, damage of an object that is especially light or heavy for
he has hit himself with the blade and suffer 3d6 damage. its size. The wielder’s Strength modifier applies only to
damage from Tiny or larger improvised weapons; do not
Kama apply the wielder’s Strength modifier to damage from
A kama is a wooden shaft with a scythe blade extending Diminutive objects. The Improvised Weapon Damage
at a right angle out from the shaft. Kama are traditional by Size table gives the damage for improvised weapons
weapons in various styles of karate. of varying size. Improvised weapons threaten a critical
hit on a natural roll of 20. Improvised weapons of Fine
Katana size deal no damage.
The katana is the traditional Japanese samurai sword.
When used with the Exotic Melee Weapon Proficiency Unlike real weapons, improvised weapons are not
feat, it can be used with one hand. For a wielder without designed to absorb damage. They tend to shatter, bend,
the feat, the katana must be used with two hands and the crumple or fall apart after a few blows. An improvised
standard –4 nonproficiency penalty applies. weapon has a 50% chance of breaking each time it deals
damage or, in the case of thrown objects, strikes a solid
Kukri
This heavy, curved dagger has its sharp edge on the surface (such as a wall) or an object larger than itself.
inside of the curve.

111
Improvised Weapon Damage by Size Buzzsaw Blade
Object Size Examples Damage A character using this weapon in melee takes 1d2 damage
every turn. If thrown, this weapon deals 1d4 damage.
CHAINSAWS, STAKES & NAILGUNS

Diminutive Ashtray, CD disk case, 1


crystal paperweight, glass Drill
shard* Critical hits with a drill inflict triple damage rather than
Tiny Fist-sized rock, mug, 1d2 double damage.
screwdriver, softball,
flashlight, wrench, broken Electric Sander
bottle*, full soda can, This power tool ignores a creature’s natural armour (but
buzzsaw blade*, heavy not normal armour).
paperweight, water
pistol*, Hedge Trimmer/Lawn Mower
letter-opener, aerosol & These deal 2d6 damage if powered, but only 1d4 if used
lighter* without power.
Small Bottle*, drill*, fire 1d3
extinguisher, flower pot, Glass Shard
helmet, metal hubcap, A character using this weapon in melee takes 1 damage
vase, lamp, dumbbell every turn.
Medium Bar stool, brick, 1d4 Nail Gun
briefcase, bowling ball*, A ranged weapon that normally has a range of 10 feet,
garbage can lid, hockey deals 1d10 damage and normally has a ‘magazine’ of 50
stick, nail gun*, electric nails. It can also be set to shoot on autofire.
sander*
Large Empty garbage can, 1d6 Television
guitar, television*, office If this improvised weapon breaks, it will (if plugged in)
chair, tire iron, hedge deal and extra 1d6 electricity damage to the taregt as the
trimmer/lawnmower* electronics short out.
Huge 10-foot ladder, mailbox, 1d8
oil barrel, park bench, Water Pistols
sawhorse Often stolen from small children to serve as holy water
dispensers. A water pistol fires a 10-foot long line of water
Gargantuan Desk, dumpster, file 2d6 that deals no damage in itself, but will hit all creatures
cabinet, large sofa, soda and objects in its path. No attack roll is necessary. Any
machine, piano creature caught in the line can make a Reflex save (DC 15)
Colossal Junked vehicle, shed, 2d8 to avoid it completely. Creatures with cover get a bonus on
telephone pole their Reflex save.
*See the description of this weapon for special rules.

Aerosol and Lighter Armour


Everyone’s favourite home-made flamethrower. Only Body armour comes in a variety of shapes and sizes,
effective up to five feet, but deals 1d6 fire damage. providing varying degrees of coverage and varying
Bottle heaviness of materials. Two feats cover proficiency in
If a bottle breaks, it becomes a broken bottle rather than the use of armour: Armour Proficiency (light) and Armour
useless. Proficiency (heavy).

Bowling Ball On rare occasions in a modern game, a character may


If properly bowled (on an uncluttered, flat and hard carry a shield of some kind into combat. This can either
surface) a creature hit by a bowling ball must make a be considered an impromptu item, such as a trash can
Reflex save (DC equal to the attack roll) or be knocked lid or other held object larger than one foot square, or a
prone. tactical item such as a police riot shield. In any case, an
impromptu shield provides a +1 to Defence and carries an
Broken Bottle Armour penalty of -2, while a tactical shield designed for
These deal 1d3 damage. Any character with armour of protection adds +2 to Defence and confers a -1 Armour
any kind is dealt only 1 damage on a successful attack. Penalty because of its superior construction.

112
Armour Traits ~ Equipment Bonus: The protective value of the armour.
Armour is described by a number of statistics, as shown This bonus adds to the wearer’s Defence.
on the Armour table below.

CHAINSAWS, STAKES & NAILGUNS


~ Nonproficient Bonus: The maximum amount of the
~ Type: Armour comes in four types: archaic, armour’s equipment bonus that can be applied to
impromptu, concealable and tactical. the wearer’s Defence if the wearer is using armour
Archaic armour is old-fashioned armour, such as with which he is not proficient (does not have the
medieval chainmail and plate mail. appropriate feat).
Impromptu armour includes items that provide ~ Maximum Dex Bonus: This number is the maximum
protection even though they are primarily constructed Dexterity bonus to Defence that this type of armour
for non-combat activities, such as leather biker’s allows. Heavier armour limits mobility, reducing a
jackets and football pads. character’s ability to avoid attacks. Note that even if
Concealable armour is modern body armour a character’s Dexterity bonus drops to +0 because of
designed to fit underneath regular clothing. It can be armour, the character is not considered to have lost his
worn for extended periods of time without fatiguing Dexterity bonus.
the wearer. ~ Armour Penalty: The heavier or bulkier the armour,
Tactical armour is modern body armour that fits over the more it affects certain skills. This penalty applies
clothing and cannot be easily concealed. Its weight to checks involving the following skills: Balance,
and bulk make it impractical to wear all the time, and Climb, Escape Artist, Hide, Jump, Move Silently and
it is generally only donned when a specific dangerous Tumble.
confrontation is likely. Because it is worn over ~ Speed (30 ft.): Medium and heavy armour slows a
clothing in tactical situations, tactical armour often character down. The number in this column is the
has pockets, clips and velcro attachment points for character’s speed while in armour, assuming his base
carrying weapons, grenades, ammunition, flashlights, speed is 30 feet (the normal speed for most human
first aid kits and other items. beings).

Armour
Equipment Nonproficient Maximum Armour Speed Purchase
Armour Type Bonus Bonus Dex Bonus Penalty (30 ft.) Weight DC Restriction
Light Armour
Leather Jacket Impromptu +1 +1 +8 -0 30 4 lb. 10 —
Leather Archaic +2 +1 +6 -0 30 15 lb. 12 —
Armour
Light Concealable +2 +1 +7 -0 30 2 lb. 13 Lic (+1)
Undercover
Shirt
Pull-up Pouch Concealable +2 +1 +6 -1 30 2 lb. 13 Lic (+1)
Vest
Undercover Concealable +3 +1 +5 -2 30 3 lb. 14 Lic (+1)
Vest
Concealable Concealable +4 +2 +4 -3 25 4 lb. 15 Lic (+1)
Vest
Chainmail Archaic +5 +2 +2 -5 20 40 lb. 18 —
Shirt
Light Duty Tactical +5 +2 +3 -4 25 8 lb. 16 Lic (+1)
Vest
Tactical Vest Tactical +6 +2 +2 -5 25 10 lb. 17 Lic (+1)
Heavy Armour
Special Tactical +7 +3 +1 -6 20 15 lb. 18 Lic (+1)
Response
Vest
Plate Mail Archaic +8 +3 +1 -6 20 50 lb. 23 —
Forced Entry Tactical +9 +3 +0 -8 20 20 lb. 19 Lic (+1)
Unit

113
~ Weight: This column gives the armour’s weight. underneath. It is heavy, making it uncomfortable to wear
~ Purchase DC: This is the purchase DC for a Wealth for long periods of time.
check to acquire the armour. This number reflects
CHAINSAWS, STAKES & NAILGUNS

the base price and does not include any modifier for Light-Duty Vest
purchasing the armour on the black market. A lightweight tactical vest designed for extended use by
~ Restriction: The restriction rating for the armour, if riot police and forces on alert for potential attack, this
any, and the appropriate black market purchase DC armour sacrifices a degree of protection for a modicum
modifier. Remember to apply this modifier to the of comfort – at least compared to other tactical body
purchase DC when making a Wealth check to acquire armours.
the armour on the black market.
Tactical Vest
Leather Jacket The standard body armour for police tactical units, this
This armour is represented by a heavy leather biker’s vest provides full-torso protection in the toughest flexible
jacket. A number of other impromptu armours, such as a protective materials available.
football pads and a baseball catcher’s pads, offer similar
protection and game statistics. Plate Mail
This medieval-era armour consists of metal plates that
Leather Armour cover the entire body. It is heavy and cumbersome
This archaic armour consists of a breastplate made compared to most modern armour, but it does provide a
of thick, lacquered leather, along with softer leather great deal of protection.
coverings for other parts of the body.
Special Response Vest
Light Undercover Shirt Built like the tactical vest, but incorporating groin and
Designed for deep undercover work in which it is critical neck protection as well as a ceramic plate over the chest,
that the wearer not appear to be armed or armoured, this armour provides additional protection in battles
this garment consists of a T-shirt with a band of light against heavily armed opponents.
protective material sewn in around the lower torso.
Forced Entry Unit
Pull-Up Pouch Vest The most powerful protection available is built into this
This garment, consisting of a torso apron of light suit, which consists of a heavy torso jacket with ceramic
protective material held up by a loop around the neck, plates over the chest and back, neck and groin guards,
can be stored in an innocuous belt-pack. Deploying arm protection and a helmet. Heavy and cumbersome,
the apron is a move action. This garment provides this armour is generally only donned by tactical officers
no equipment bonus (and has no armour penalty or heading into a dangerous assault.
maximum Dexterity bonus) when undeployed.

Undercover Vest Vehicles


Covering a larger area of the torso, this vest provides Vehicles are described by a number of statistics, as shown
better protection than the light undercover shirt – but on the Vehicles table below.
it is also more easily noticed. It is best used when the ~ Crew: The standard number of crew. In most cases,
armour should remain unseen but the wearer does not only one person is needed to drive the vehicle; other
expect to face much scrutiny, as it grants a +2 bonus on crew members serve as gunners or co-pilots.
an opponent’s Spot checks to notice the armour. ~ Passengers: The number of passengers (in addition to
the crew) the vehicle is designed to carry. Vehicles that
Concealable Vest carry passengers can use that space to carry additional
Standard issue in many police forces, this vest provides cargo when passengers aren’t present. Each unused
maximum protection in a garment that can be worn passenger slot allows the vehicle to carry an additional
all day long under regular clothing. While it may go 100 pounds of cargo.
unnoticed by a quick glance, it is usually visible to ~ Cargo Capacity: The amount of cargo the vehicle
anyone looking closely for it, granting a +4 bonus on is designed to carry. Many vehicles can carry extra
Spot checks to notice the armour. passengers instead of cargo, but doing so is usually a
cramped, uncomfortable, and often unsafe experience
Chainmail Shirt for those passengers. As a rule of thumb, one additional
This medieval-era armour is a long shirt made of passenger can be carried for every 250 pounds of
interlocking metal rings, with a layer of padding unused cargo capacity.

114
~ Initiative: The modifier added to the driver’s or pilot’s Learjet Model 45
initiative check when operating the vehicle. This is a sleek business jet introduced in the late 90s.
Two turbofans, set on the fuselage above and behind the

CHAINSAWS, STAKES & NAILGUNS


~ Manoeuvre: The modifier added to any Drive or Pilot
checks attempted with the vehicle. wings, provide the power. The interior includes luxury
~ Top Speed: The maximum number of squares the accommodations and a lavatory. A Learjet is ten squares
vehicle can cover in 1 round at character scale (with wide (including wings; fuselage is two squares wide) and
the number of squares at chase scale in parentheses). twelve squares long. It provides three-quarters cover for
This is the fastest the vehicle can move. crew and nine-tenths cover for passengers.
~ Defence: The vehicle’s Defence.
~ Hardness: The vehicle’s hardness. Subtract this Civilian Cars
number from any damage dealt to the vehicle. Most new civilian cars include such standard features
~ Hit Points: The vehicle’s maximum hit points. as air conditioning, air bags, antilock brakes, cruise
~ Size: Vehicle size categories are defined differently control, keyless entry and an AM/FM radio with CD
from the size categories for weapons and other player. Luxury vehicles often also include extras such
objects. as heated side mirrors, power seats, leather upholstery
~ Purchase DC: This is the purchase DC for a Wealth and sunroofs. In general, these luxury amenities can be
check to acquire the vehicle. This number reflects added to a nonluxury car with an increase of 1 to the
the base price and does not include any modifier for vehicle’s purchase DC. Unless otherwise noted, civilian
purchasing the vehicle on the black market. cars provide three-quarters cover for their occupants
~ Restriction: The restriction rating for the vehicle, if (although passengers who lean out of windows or
any, and the appropriate black market purchase DC sunroofs, perhaps to fire weapons, may be reduced to
modifier. Remember to apply this modifier to the one-half or even one-quarter cover).
purchase DC when making a Wealth check to acquire
the vehicle on the black market. BMW M3
The M3 is a two-door luxury sports car equipped with a
Civilian Aircraft standard 3.2 litre, 333-horsepower engine. The M3 is two
All aircraft, from one-seaters to jumbo jets, are controlled squares wide and three squares long.
by the use of the Pilot skill. A few examples are provided
here from the variety of airgoing vehicles that might be Chevrolet Cavalier
available to characters. A two-door family coupe, the Cavalier is two squares
wide and four squares long.
Bell Jet Ranger
This is perhaps the most common civilian helicopter Dodge Neon
worldwide; it has also been adopted by many military The Neon is an inexpensive four-door family sedan. It is
forces as a light utility helicopter. The Jet Ranger is two two squares wide and three squares long.
squares wide and seven squares long. It provides three-
quarters cover for crew and passengers. Ford Crown Victoria
The Crown Victoria is a large four-door family sedan
Bell Model 212 equipped with a 4.6 litre, 220-horsepower V8 engine.
This is the twin-engine, civilian version of the ubiquitous Large and durable, it is a favorite of police forces (police
Huey helicopter. As a civilian aircraft, it is a sturdy, cruisers are commonly Crown Victorias). The Crown
reliable helicopter used for passenger and cargo work all Victoria is two squares wide and four squares long.
over the world. Military versions are still in use in many
countries. The Bell 212 is three squares wide and seven Jaguar XJ Sedan
squares long. It provides three-quarters cover for crew The XJ is a four-door luxury sedan. It is two squares
and passengers (one-quarter cover for passengers if the wide and four squares long.
cargo doors are open).
Lamborghini Diablo
Cessna 172 Skyhawk The Diablo is a top-of-the-line exotic sports car – a
This common single-engine propeller plane is relatively two-door coupe equipped with a standard 6.0 litre, 550-
inexpensive. A Cessna 172 is seven squares wide horsepower V12 engine. The Diablo is two squares wide
(including wings; fuselage is one square wide) and six and three squares long.
squares long. It provides three-quarters cover for crew
and passengers. Mercedes E55 AMG
The E-Class is a four-door luxury sedan equipped with a

115
Vehicles
Vehicle Crew Pass. Cargo Init. Man. Top Speed Defence Hardness Hit Points Size Purchase Restriction
DC
CHAINSAWS, STAKES & NAILGUNS

Civilian Aircraft
Bell Jet Ranger 1 4 250 lb. -4 -4 245 (25) 6 5 28 G 39 Lic (+1)
(helicopter)
Bell model 212 2 13 5,000 lb. -4 -4 200 (20) 6 5 36 G 45 Res (+2)
(helicopter)
Cessna 172 1 3 120 lb. -4 -4 210 (21) 6 5 30 G 36 Lic (+1)
Skyhawk (prop
plane)
Learjet Model 2 10 500 lb. -4 -4 1,100 (110) 6 5 44 G 40 Lic (+1)
45 (corporate
jet)
Civilian Cars
BMW M3 1 4 200 lb. -2 +1 275 (27) 8 5 32 H 30 Lic (+1)
(sports coupe)
Chevrolet 1 4 275 lb. -1 -1 185 (18) 9 5 30 L 26 Lic (+1)
Cavalier
(economy
coupe)
Dodge Neon 1 4 275 lb. -1 -1 220 (22) 9 5 30 L 26 Lic (+1)
(economy
sedan)
Ford Crown 1 5 425 lb. -2 -1 185 (18) 8 5 34 H 28 Lic (+1)
Victoria (mid-
size sedan)
Jaguar XJS 1 4 275 lb. -2 -1 230 (23) 8 5 34 H 32 Lic (+1)
(luxury sedan)
Lamborghini 1 1 100 lb. -2 +1 360 (36) 8 5 34 H 37 Lic (+1)
Diablo (sports
coupe)
Mercedes E55 1 4 325 lb. -2 +0 280 (28) 8 5 34 H 32 Lic (+1)
AMG (luxury
sedan)
Volkswagen 1 4 275 lb. -2 +0 230 (23) 8 5 32 H 28 Lic (+1)
Jetta (mid-size
wagon)
Civilian Motorcycles
Ducati 998R 1 0 0 lb. +0 +3 370 (37) 10 5 18 M 27 Lic (+1)
(racing bike)
Harley 1 1 0 lb. -1 +1 275 (27) 9 5 22 L 26 Lic (+1)
Davidson
FLSTF (street
bike)
Yamaha 1 1 0 lb. +0 +2 165 (16) 10 5 18 M 23 Lic (+1)
YZ250F (dirt
bike)
Civilian Trucks
AM General 1 3 1,000 lb. -2 -2 140 (14) 8 5 38 H 34 Lic (+1)
Hummer
(SUV)
Dodge Caravan 1 4 325 lb. -2 -2 195 (19) 8 5 34 H 28 Lic (+1)
(minivan)
Ford F-150 XL 1 2 1,700 lb. -2 -2 175 (17) 8 5 36 H 28 Lic (+1)
(pickup)

116
Vehicle Crew Pass. Cargo Init. Man. Top Speed Defence Hardness Hit Points Size Purchase Restriction
DC

CHAINSAWS, STAKES & NAILGUNS


Civilian Water Vehicles
Bayliner 1 5 2,100 lb. -2 -2 55 (5) 8 5 28 H 28 Lic (+1)
1802 Capri
(runabout)
Fairline Targa 1 3 2,100 lb. -4 -4 80 (8) 6 5 40 G 32 Lic (+1)
30 (cabin
cruiser)
Sea-Doo XP 1 1 60 lb. -1 +1 105 (10) 9 5 22 L 24 Lic (+1)
(personal
watercraft)
Other Civilian Vehicles
Armoured 2 0 3,600 lb. -2 -2 175 (17) 8 10 36 H 34 Res (+2)
Truck
Honda 1 0 675 lb. -1 +1 95 (9) 9 5 22 L 23 Lic (+1)
TRX400FW (4-
wheel ATV)
Limousine 1 7 425 lb. -4 -4 195 (19) 6 5 38 G 36 Lic (+1)
Removals 1 2 33,000 lb. -4 -4 165 (16) 6 5 44 G 34 Lic (+1)
Truck
NABI Model 1 39 0 lb. -4 -4 120 (12) 6 5 48 G 38 Lic (+1)
40LFW (city
bus)
Military Vehicles
BMP-2 (tracked 3 7 250 lb. -2 -2 70 (7) 8 10 52 H 40 Mil (+3)
APC)
M1A2 Abrams 4 0 425 lb. -4 -4 80 (8) 6 20 64 G 47 Mil (+3)
(tracked tank)
M113A1 Gavin 2 11 200 lb. -2 -2 65 (6) 8 10 48 H 39 Mil (+3)
(tracked APC)
UH-60 2 14 9,000 lb. -4 -4 325 (32) 6 5 46 G 47 Mil (+3)
Black Hawk
(helicopter)

powerful 5.5 litre, 349-horsepower V8 engine. It is two Harley-Davidson FLSTF Fat Boy
squares wide and four squares long. This huge motorcycle sports a 1,450cc engine. It is
designed to look cool and compete for space on the roads
Volkswagen Jetta with automobiles. It is one square wide and two squares
The Jetta is a four-door station wagon. It is two squares long.
wide and three squares long.
Yamaha YZ250F
Civilian Motorcycles A classic dirt bike, this is very similar to the motorcycle
Unlike getting into a car, mounting a motorcycle used by United States Army cavalry scouts. The YZ250F
is a free action. Motorcycles tend to perform better is one square wide and two squares long.
than automobiles, but they provide no cover to their
occupants. Civilian Trucks
Trucks include pickups, sport utility vehicles, vans
Ducati 998R and minivans. They generally have the same features
This is a top-of-the-line street bike with a strong heritage as civilian cars. Like cars, trucks generally provide
of winning races. The 998R is one square wide and two three-quarters cover to their occupants. The rear bed of a
squares long. pickup truck, however, provides only one-half cover.

117
AM General Hummer Sea-Doo XP
The four-door Hummer is a civilian version of the This is a two-seat jet ski that propels itself with a powerful
CHAINSAWS, STAKES & NAILGUNS

military’s all-terrain “humvee” utility vehicle. It comes jet of water. The Sea-Doo XP is one square wide and two
equipped with a powerful 6.5 litre, 195-horsepower V8 squares long and provides no cover for its riders.
turbo diesel engine. The hummer is decked out like a
luxury vehicle inside, but this vehicle is every bit as Other Vehicles
rugged as the military version. A few types of vehicles don’t fit neatly into the categories
covered above. Many of these (such as the armoured truck
The military version can be configured in a variety of and the limousine) are usually custom built, so the model
ways, including a two-door pickup, a four-door pickup name is not specified as it is with most other vehicles in
with a short bed, and a completely enclosed, SUVlike this section. The description and stats reflect a typical
body with a hatchback and four doors. It lacks the luxury model.
accessories of the civilian version, but it is equipped with
puncture-resistant tires. A Hummer is two squares wide Armoured Truck
and four squares long. Used to transport money between businesses and financial
institutions, armoured trucks are designed to deter would-
Dodge Caravan be thieves. The truck has three doors and firing ports that
The Caravan is a minivan with two conventional doors allow the crew to use their firearms without leaving the
up front, sliding doors on the side, and a rear hatch-style vehicle. The armoured truck is two squares wide and
door. It is two squares wide and four squares long. four squares long. It provides nine-tenths cover for its
occupants. It is equipped with puncture-resistant tires.
Ford F-150 XL
This two-door pickup truck has a 4.2 litre, 202- Honda TRX400FW
horsepower V6 engine. The F-150 is two squares wide This all-terrain vehicle is something like a four-wheeled
and four squares long. motorcycle. It is one square wide and two squares long. It
provides no cover for its riders.
Civilian Water Vehicles
Piloting a water vehicle is covered by the Drive skill. Limousine
A limousine is a big, comfortable car. The statistics
Bayliner 1802 Capri given are for a moderate-sized vehicle, rather than a
This is a large runabout – a powerboat with an outboard stretch limo or a conventional car with a professional
engine and an open cockpit with a tiny cabin (about the driver. Limousines feature virtually every available
size of the interior of an economy car) forward. It comes luxury feature, often including televisions and small
with a trailer; loading or unloading it requires a paved refrigerators. A partition divides the front seat from the
boat ramp and 10 minutes of work. The Capri provides rest of the vehicle. A limousine is two squares wide and
one-half cover to occupants in the cockpit or stern, full five squares long. It provides three-quarters cover for its
cover to occupants in the cabin, and no cover to those occupants.
forward of the cockpit. The Capri is two squares wide
and four squares long. Moving Truck
This is a large cargo truck used to move furniture or deliver
Fairline Targa 30 freight. Trucks of this sort are often available as rentals. A
This cabin cruiser is a motor yacht with two internal moving truck is two squares wide and five squares long. It
diesel engines. It comes equipped with four berths and provides three-quarters cover for occupants in the cab and
a fully equipped galley. It provides one-half cover to full cover for any in the back.
occupants in the cockpit or stern, full cover to occupants
below deck, and no cover to those forward of the cockpit. NABI Model 40LFW
The Targa is three squares wide and six squares long. This is a typical city bus. It has a door at the front and
a second door about halfway down the right-hand side.
This vehicle is two squares wide and eight squares long. It
provides three-quarters cover for crew and passengers.

118
M113A1 Gavin
Military Vehicles
Introduced in 1960s and for many years a mainstay of
Several military vehicles are covered here. In addition,

CHAINSAWS, STAKES & NAILGUNS


the U.S. Army, this tracked armoured personnel carrier
a number of the civilian vehicles covered above, such
is now in use by more than fifty countries. It is crewed
as the AM General Hummer and the Bell Model 212
by a driver and a commander, and features a top hatch
helicopter, are commonly seen in military service.
above each position as well as a rear door. It takes a full-
round action to enter the vehicle through a top hatch and
BMP-2
another full-round action to start it moving. The Gavin is
A Soviet-era armoured personnel carrier, the BMP is
three squares wide and four squares long. It provides full
used by the Russian army and more than twenty ex-
cover to its occupants.
Soviet states or clients. It is crewed by a driver, a gunner
and a commander. It has three top hatches, one above
UH-60 Black Hawk
each crew position, and a large door in back for infantry
Introduced in the 1980s to replace the aging UH-1,
soldiers to load or disembark. It takes a full-round action
the Black Hawk is the U.S. Army’s primary utility
to enter the vehicle through a top hatch and another
helicopter. The UH-60 is three squares wide and twelve
full-round action to start it moving. The BMP-2 is three
squares long. It provides three-quarters cover to crew and
squares wide and four squares long. It provides full cover
passengers (one-quarter cover to passengers if the cargo
to its occupants. This vehicle comes equipped with a
doors are open).
30mm cannon (see the Vehicle Weapons table) mounted
in a full turret.

M1A2 Abrams
This is the U.S. Army’s main
battle tank, probably the
most advanced and powerful
tank in the world. It is crewed
by a driver, a gunner, a gun loader, and a
commander. It has three top hatches, one for the driver
and two on the turret. The driver’s position cannot be
reached from the other positions, which are all accessed
by the turret. It takes a full-round action to enter
a tank and another full-round action to start
it moving. The Abrams is three squares
wide and six squares long. It provides
full cover to its occupants.
This vehicle comes equipped with
a tank cannon (see the Vehicle
Weapons table) and an M2HB
heavy machine gun (see the Ranged
Weapons table) , both mounted in full
turrets.

Vehicle Weapons
Weapon Damage Critical Damage Type Range Rate Magazine Size
of Fire
Cannons (require the Exotic Firearms Proficiency (cannons) feat)
BMP-2 30mm 4d12 20 Ballistic 150 ft. A Linked Huge
Cannon
M1A2 Abrams 10d12 20 Ballistic 150 ft. Single 1 Huge
Tank Cannon
Weight, purchase DC and restriction rating do not apply. These weapons are part of the vehicles on which they are
mounted.

119
Conditions, environments
CONDITIONS,ENVIRONMENTS&HAZARDS

and Hazards
A number of adverse conditions can affect the way a
character operates, as defined here. If more than one
Dazed
Unable to act, a dazed character can take no actions, but
condition affects a character, apply both if possible.
still gets the benefit of his normal Defence. This condition
If not possible, apply only the most severe condition.
typically lasts 1 round.
Damage from conditions, environments and hazards are
always considered lethal damage unless noted otherwise
in its description. Dead
A character dies when his hit points drop to –10 or lower,
or when his Constitution drops to 0.
Ability Damaged
The character has lost 1 or more ability score points. The
loss is temporary and these points return at a rate of 1 Deafened
per day of rest. This differs from ‘effective’ ability loss, The character cannot hear and takes a –4 penalty on
which is an effect that goes away when the condition initiative checks. The character cannot make Listen
causing it goes away. checks. Characters who are deafened long-term (from
birth or early in life) grow accustomed to these drawbacks
and can overcome some of them (at the Games Master’s
Ability Drained discretion).
The character has lost 1 or more ability score points. The
loss is permanent.
Disabled
The character has 0 hit points. The character can take only
Blinded a single move action or attack action, and takes 1 point of
The character cannot see at all, and thus everything has
damage after any action.
total concealment to him or her. The character has a 50%
chance to miss in combat. Furthermore, the blinded
character loses their Dexterity bonus to Defence, moves Dying
at half speed, and incurs a –4 penalty on Strength-based The character is near death and unconscious, with –1 to –9
and Dexterity-based skills. This –4 penalty also applies wound points. The character can take no actions and each
to Search checks and any other skill checks for which round a dying character loses 1 hit point until he dies or
the Games Master deems sight to be important. The becomes stable.
character cannot make Spot checks or perform any other
activity (such as reading) that requires vision. Characters Entangled
who are blind long-term (from birth or early in life) grow An entangled character takes a –2 penalty on attack rolls
accustomed to these drawbacks and can overcome some in addition to a –4 penalty to Dexterity. If the entangling
of them (at the Games Master’s discretion). bonds are anchored to an immobile object, the entangled
character cannot move. Otherwise, the character can move
Cowering at half speed, but cannot run or charge.
The character is frozen in fear, loses his Dexterity bonus,
and can take no actions. In addition, the character takes Exhausted
a –2 penalty to his Defence. The condition typically lasts Characters who are exhausted move at half speed and
10 rounds. cannot run or charge. Furthermore, they take a –6 penalty
to Strength and Dexterity. After 1 hour of complete,

120
uninterrupted rest, an exhausted character becomes

CONDITIONS,ENVIRONMENTS&HAZARDS
fatigued.
Prone
An attacker who is prone (lying on the ground) takes a
–4 penalty on melee attack rolls and cannot use bows or
Fatigued thrown ranged weapons. The character gains a +4 bonus
Characters who are fatigued cannot run or charge and to Defence against ranged attacks, but takes a –4 penalty
take a penalty of –2 to Strength and Dexterity. After to Defence against melee attacks.
8 hours of complete, uninterrupted rest, a fatigued
character is no longer fatigued.
Shaken
A shaken character takes a –2 penalty on attack rolls,
Flat-Footed saving throws and skill checks.
A character who has not yet acted during a combat is
flat-footed, meaning he is not yet up to speed with the
situation. A flat-footed character loses his Dexterity
Stable
A stable character is no longer dying, but is still
bonus to Defence.
unconscious.

Grappled Stunned
When grappled, a character cannot undertake any action
A character who becomes stunned loses his Dexterity
other than attacking with his bare hands, attacking with
bonus, drops what he is holding and can take no attack or
a light weapon, or attempting to break free from his
move actions. In addition, the character takes a –2 penalty
opponent. The character loses his Dexterity bonus to
to Defence. The condition typically lasts 1 round.
Defence, except on attacks from characters with whom
he is grappling.
Unconscious
An unconscious character is unable to defend himself.
Helpless The character is helpless and typically falls prone.
Paralysed, sleeping or unconscious characters are
helpless. A helpless character has an effective Defence
of 5 + size modifier. An attacker can attempt a coup de
grace against a helpless character.

Nauseated
Characters who are nauseated are unable to
attack or do anything else requiring attention
or concentration. The only action such a
character can take is a single move action
per turn.

Panicked
A panicked character flees as fast as possible
and cowers (see Cowering, above) if unable
to get away. The character defends normally
but cannot attack.

Paralysed
Characters who are paralysed fall to the
ground, unable to move (they have an
effective, but not actual, Dexterity and
Strength of 0). They are considered helpless.

Pinned
A pinned character is held immobile (but not
helpless) in a grapple. The character takes a
–4 penalty to Defence against melee attacks
and loses his Dexterity bonus to Defence.

121
hour (DC 15, +1 for each previous check). Failure means
CONDITIONS,ENVIRONMENTS&HAZARDS

Environments and Hazards that the character loses 1d4 hit points. Heavy clothing
or armour provides a –4 penalty on saves against heat
Darkness and Light but grants a +4 equipment bonus on saves against cold.
It is a rare mission that does not end up in the dark A character who succeeds at a Survival check (DC 15)
somewhere, even in the modern, electrically lit world gains a +4 competence bonus on the save (see the Survival
and characters need a way to see. See the Light Sources skill).
table for the radius that a light source illuminates and
how long it lasts. Searing heat or bitter cold (desert or arctic conditions)
forces a character to make a Fortitude save every 10
minutes. Failure means that the character loses 1d6 hit
Light Sources
points. Appropriate clothing and successful use of the
Item Light Duration Survival skill can modify the save, as noted above.
Candle 5 feet 12 hours
Torch 20 feet 2 hours Catching on Fire
Characters exposed to open flames might find their clothes,
Halogen Lantern 40 feet 24 hours
hair or equipment on fire. Characters at risk of catching
Flashlight 20 feet* 6 hours fire are allowed a Reflex saving throw (DC 15) to avoid
*Creates a beam 30 feet long and five feet high this fate. If a character’s clothes or hair catch fire, he takes
1d6 points of damage immediately. In each subsequent
Heat and Cold round, the burning character must make another Reflex
Heat and cold deal damage that cannot be recovered saving throw. Failure means he takes another 1d6 points
until the character counteracts or escapes the inclement of damage that round. Success means that the fire has
temperature. As soon as the character suffers any damage gone out – that is, once the character succeeds at the
from heat or cold, he is considered fatigued. saving throw, he is no longer on fire.

A character not properly equipped to counteract the A character on fire may automatically extinguish the
heat or cold must attempt a Fortitude saving throw each flames by jumping into enough water to douse himself.
If no body of water is at hand, rolling on the ground or
smothering the fire with blankets permits the character
another save with a +4 bonus.

Starvation and Thirst


Sometimes characters might find themselves without food
and water. In normal climates, characters need at least a
gallon of fluids and about 1/4 pound of decent food per
day to avoid the threat of starvation. In very hot climates,
characters need two or three times as much water to avoid
dehydration.

A character can go without water for one day plus a


number of hours equal to his Constitution score. After
this, the character must make a Constitution check each
hour (DC 10, +1 for each previous check) or take 1d6
points of damage.

A character can go without food for three days, in


growing discomfort. After this, the character must make a
Constitution check each day (DC 10, +1 for each previous
check) or sustain 1d6 points of damage.

Damage from thirst or starvation cannot be recovered


until the character gets water or food, as needed. Even
magical or psionic effects that restore hit points cannot
heal this damage.

122
CONDITIONS,ENVIRONMENTS&HAZARDS
Suffocation and Drowning
A character in an airless environment
(underwater, vacuum) can hold his breath for
a number of rounds equal to his Constitution
score. After this period of time, the character
must make a Constitution check (DC 10)
every round to continue holding his breath.
Each round, the DC of the Constitution
check increases by 1.

When the character fails one of these


Constitution checks, he begins to suffocate
or drown. In the next round, the character
falls unconscious with 0 hit points. In the
following round, the character drops to –1
hit points and is dying. In the third round breath for a number of rounds equal to his Constitution
after failing the check, the character dies of suffocation score. After this period of time, the target must make a
or drowning. Constitution check (DC 10, +1 for each previous check)
every round to continue holding his breath. The target
begins to suffocate on a failed check (see Suffocation
Smoke and Drowning).
Characters breathing heavy smoke or similar toxic
gases must make a Constitution check (DC 10, +1 for If at any time the target breaks free or slips free of the
each previous check) each round or spend that round grapple, the stranglehold is broken (although any damage
nauseated. Characters who choke for 2 consecutive that was dealt remains). Note that a grappled target who
rounds take 1d6 points of damage. is not pinned can use his attack action to strangle his
Smoke also obscures vision, giving one-half concealment attacker in return.
(20% miss chance) to characters within it.
Falling
Strangulation A character takes 1d6 points of damage for every 10 feet
When a character is strangled by an instrument or an of a fall, to a maximum of 20d6 points. If the character
attacker, use the rules below. A character can strangle succeeds on a Reflex saving throw (DC 10, +1 for each
or choke a target of the same size category or one size 10 feet fallen), this damage is halved. If the saving throw
category larger or smaller. The strangling attempt incurs fails, full damage is applied.
an attack of opportunity.
A character can make a Tumble check (DC 15) to treat
To begin the choke, the attacker must succeed at an a fall as if it were 10 feet shorter when determining the
opposed grapple check. If the grapple succeeds, the damage and the Reflex saving throw DC required by the
attacker can choose to deal normal unarmed damage as fall.
well as choke the target. The target can hold his of her
Damage from Falling Objects
Strength
Object Size Example Initial Damage Reflex Save DC Check DC
Fine Penny 0 n/a n/a
Diminutive Paperweight 1 0 n/a
Tiny Wrench 1d3 5 n/a
Small Vase 1d4 10 5
Medium Briefcase 1d6 15 10
Large Garbage Can 2d6 20 20
Huge Oil Barrel 4d6 25 30
Gargantuan Piano 8d6 30 40
Colossal Minivan 10d8 35 50

123
Diseases
CONDITIONS,ENVIRONMENTS&HAZARDS

Fort Save Incubation


Disease Type DC Period Initial Damage Secondary Damage
Anthrax Inhaled/Injury 16 1d2 days 1 Con 1d4 Con*
Small Pox Inhaled/Contact 15 2d4 days 1 Str & 1 Con 1d2 Str & 1d2 Con
Pneumonia Inhaled 12 1d4 days 1 Str 1d3 Str & 1d3 Con
Hantavirus Injury 14 1 day 1d2 Str 1d2 Str & 1d2 Con*
Necrotising Faciitis Contact 13 1d6 days 1 Con 1d3 Con*
West Nile Virus Injury 12 1d4 days 1 Dex & 1 Con 1d2 & 1d2 Con*
Salmonellosis Ingested 13 1 day 1 Str & 1 Dex 1 Str & 1 Dex
*If damage is sustained, make a second saving throw to avoid 1 point being permanently drained (instead of
damaged).
must be inhaled to be effective. Poisonous solids are
Falling Objects
usually ingested with food or drink.
Objects that fall upon characters (or creatures, or
vehicles) deal damage based on their size and the
distance fallen, as noted on the Damage from Falling Perils of Using Poison
Objects table. A character has a 5% chance (roll of 1 on 1d20) to expose
himself to a poison whenever the character applies it to
Objects deal the initial damage given in the table below a weapon or otherwise readies it for use. Additionally, a
if they fall 10 feet or less. An object deals an additional character who rolls a 1 on an attack roll with a poisoned
1d6 points of damage for every 10-foot increment it weapon must succeed at a Reflex saving throw (DC 15) or
falls beyond the first (to a maximum of 20d6 points accidentally poison himself with the weapon.
of damage). Objects of Fine size are too small to deal
damage, regardless of the distance fallen. A successful Poison Immunity
Reflex save indicates that the target takes half damage. Creatures with natural poison attacks are immune to their
The size of the falling object determines the save DC. own poison. Nonliving creatures and creatures without
metabolisms are immune to poison (such as oozes),
If the save fails by 10 or more, and the object is at though it is conceivable that a special poison could be
least two size categories larger than the character, the synthesized specifically to harm them.
character is pinned under the fallen object. A pinned
character cannot move but is not helpless. The character
can make a Strength check to lift the object off himself Disease
or an Escape Artist check (DC 20) to get out from When a character is exposed to a treatable disease, the
underneath. The Games Master can modify the DCs for character must make an immediate Fortitude saving
these checks based on the circumstances. throw. The victim must make this roll when he comes into
contact with an infectious carrier, touches an item smeared
with diseased matter, consumes food or drink tainted with
Poison a disease, or suffers damage from a contaminated attack.
When a character takes damage from a poisoned If the character succeeds, the disease has no effect on
weapon, touches an item smeared with contact poison, him or her – the character’s immune system fights off the
consumes a poisonous substance, inhales a poisonous infection. If the character fails the save, he takes damage
gas or is otherwise poisoned, the character must make a after an incubation period; once per day thereafter, the
Fortitude saving throw. If the character fails, he takes the character must succeed at a Fortitude saving throw to
poison’s initial damage (usually ability damage). Even avoid secondary damage. Two successful saving throws in
if the character succeeds, he typically faces secondary a row indicate that the character has fought off the disease
damage 1 minute later. This secondary damage also and recovers, taking no more damage.
requires a Fortitude saving throw to avoid.

Poisons are detailed in the Craft (pharmaceutical) skill Disease Traits


description. The characteristics of some treatable diseases are
summarised on the Diseases table.
Poisonous liquids are usually administered through ~ Type: The disease’s method of delivery – ingested,
injection or by application to a weapon. Poisonous gases inhaled or via an injury – and the DC needed to save.

124
Some injury diseases can be transmitted by a wound Electricity Damage

CONDITIONS,ENVIRONMENTS&HAZARDS
as small as an insect bite. Most diseases that are
Fort Save
inhaled can also be ingested (and vice versa).
Type Examples Damage DC
~ Incubation Period: The amount of time before initial
damage takes effect (if the victim fails his Fortitude Jolt Car battery, 1d3 10
save). stun gun
~ Initial Damage: The ability damage the victim takes Low Fuse box, 2d6 15
after the incubation period. Voltage electrical
~ Secondary Damage: The amount of ability damage socket
the character takes one day after taking initial damage, Medium Industrial 4d6 15
if he fails a second saving throw. This damage is taken Voltage transformer,
each day the saving throw fails. electric fence
High Power line, 8d6 20
Acid Voltage electric chair,
Corrosive acids deal damage each round of exposure. lightning
The amount of damage varies depending on the acid’s
strength, as noted on the Acid Damage table.
of acid must make a Fortitude save (DC 15) or take 1
point of temporary Constitution damage. A second save
Acid Damage
must succeed 1 minute later to avoid taking another 1d4
Total points of temporary Constitution damage.
Acid Strength Splash Attack Immersion
Mild 1d6 1d10
Electricity
Potent 2d6 2d10 Electrical hazards come in many forms, including stun
Concentrated 3d6 3d10 guns, downed power lines and electric security fences.
*Damage per round of exposure The Electricity Damage table gives damage values for
various electrical hazards based on relative voltage. A
character can make a Fortitude saving throw to reduce
Acid damage from an attack reduces hit points. A the damage by half. If that character is not grounded or
character fully immersed in acid takes potentially more is otherwise insulated from the current, a successful save
damage per round of exposure than a character splashed indicates that no damage is suffered.
with acid. The fumes from most acids are inhaled
poisons. Those who come within 5 feet of a large body

125
Combat (and Running
COMBAT (& RUNNING AWAY)

Away)
Combat in OGL Horror is played out in rounds, and in A natural 1 (the d20 comes up 1) on the attack roll is
each round everybody acts in turn in a regular cycle. always a miss. A natural 20 (the d20 comes up 20) is
Skills, feats, and equipment can modify combat rolls in always a hit. A natural 20 is also always a threat – a
numerous ways, but it does not change the basic tenets possible critical hit.
of how combat operates. If the character is not proficient in the weapon he is
attacking with (the character does not have the appropriate
Combat usually runs in the following way. Weapon Proficiency feat), that character takes a –4 penalty
~ Each combatant starts the battle flat-footed. Once on the attack roll.
a combatant acts, he is no longer flat-footed.
Exception: When everyone involved in a combat Attack Bonus
knows that a battle is about to begin and spend more A character’s attack bonus with a melee weapon is:
than one minute in full view of each other, no one is
flatfooted during the first round (except to an attack Base attack bonus + Strength modifier + size modifier
that comes in from outside the visible opponents).
~ The Games Master determines which characters are A character’s attack bonus with a ranged weapon is:
aware of their opponents at the start of the battle.
If some but not all of the combatants are aware of Base attack bonus + Dexterity modifier + range penalty +
their opponents, a surprise round happens before size modifier
regular rounds begin. The combatants who are aware
of their opponents can act in the surprise round, so Strength Modifier
they roll for initiative. In initiative order (highest to Strength helps a character swing a weapon harder and
lowest), combatants who started the battle aware of faster, so a character’s Strength modifier applies to melee
their opponents each take one move or attack action. attack rolls.
Combatants who were unaware do not get to act in
the surprise round. If no one or everyone starts the Size Modifier
battle aware, there is no surprise round. Creature size categories are defined differently from the
~ Combatants who have not yet rolled initiative do size categories for weapons and other objects. Since this
so. All combatants are now ready to begin their first size modifier applies to Defence against a melee weapon
regular round. attack or a ranged weapon attack, two creatures of the
~ Combatants act in initiative order. Initiative is
calculated using a Dexterity check as detailed below. Size Modifiers
~ When everyone has had a turn, whether they take
Size (Example) Size Modifier
advantage of it or not, the combatant with the highest
initiative acts again, and the characters repeat acting Colossal (blue whale [90 ft. long]) –8
in initiative order until combat ends. Gargantuan (gray whale [40 ft. long]) –4

Attack Roll Huge (elephant)


Large (lion)
–2
–1
An attack roll represents a character’s attempts to strike
an opponent on the character’s turn in a round. When a Medium-size (human) +0
character makes an attack roll, he rolls 1d20 and adds Small (German shepherd) +1
his attack bonus. If the result equals or beats the target’s
Tiny (housecat) +2
Defence, the character hits and deals damage. Many
modifiers can affect the attack roll. Diminutive (rat) +4
Fine (horsefly) +8

126
same size strike each other normally, regardless of what
size they actually are. Creature sizes are compatible with
Multiplying Damage
Sometimes damage is multiplied by some factor,
vehicle sizes.
generally a x2 or more due to a critical hit. Roll the

COMBAT (& RUNNING AWAY)


damage (with all modifiers) multiple times and total the
Dexterity Modifier results. Bonus damage represented as extra dice is an
Dexterity measures coordination and steadiness, so a
exception. Do not multiply bonus damage dice when a
character’s Dexterity modifier applies when the character
character scores a critical hit.
attacks with a ranged weapon.

Range Penalty Critical Hits


When a character makes an attack roll and gets a natural
The range penalty for a ranged weapon depends on what
20 (the d20 shows 20), the character hits regardless of
weapon the character is using and how far away the
the target’s Defence and the character has scored a threat
target is. All ranged weapons and thrown weapons have
of a critical hit. To find out if it is actually a critical hit,
a range increment (see Chapter 5, Chainsaws, Stakes and
the character immediately makes another attack roll with
Nailguns). Any attack from a distance of less than one
all the same modifiers as the attack roll that scored the
range increment is not penalized for range. However,
threat. If the second roll also results in a hit against the
each full range increment causes a cumulative –2 penalty
target’s Defence, the attack is a critical hit. The second
on the attack roll. A thrown weapon has a maximum
roll just needs to hit to confirm a critical hit; the character
range of five range increments. Ranged weapons that fire
does not need to roll a second 20. If the second roll is a
projectiles can shoot up to ten increments.
miss, then the attack just deals the damage of a regular
Damage hit.
When a character hits with a weapon, he deals damage
A critical hit multiplies the character’s damage. Unless
according to the type of weapon. Effects that modify
otherwise specified, the multiplier is x2. It is possible
weapon damage also apply to unarmed strikes and
for some weapons to have higher multipliers, doing more
the natural physical attacks of creatures. Damage is
damage on a critical hit. Some weapons have expanded
deducted from the target’s current hit points. Attacks
threat ranges, making a critical hit more likely. However,
against objects are dealt with in a separate section
even with these weapons, only a 20 is an automatic hit.
detailed below.
The Critical columns on the weapon tables (in Chapter
5, Chainsaws, Stakes and Nailguns) indicates the threat
Minimum Weapon Damage range for each weapon on the tables.
If penalties to damage bring the damage result below 1,
a hit still deals 1 point of damage. This can be negated
by Hardness or Damage Reduction to 0; the minimum
Defence Value
A character’s Defence Value (DV) represents how hard
damage of 1 rule only applies to penalties on the damage
it is for opponents to land a solid, damaging blow on the
roll itself.
character. It is the attack roll result that an opponent needs
to achieve to hit the character. The average, unarmoured
Strength Bonus civilian has a Defence of 10.
When a character hits with a melee weapon or thrown
weapon, add his Strength modifier to the damage. The
A character’s Defence Value is equal to:
Weapon Finesse feat applies only to attack rolls, not
damage.
10 + Dexterity modifier + class bonus + equipment
bonus + size modifier
~ Off-Hand Weapon: When a character deals damage
with a weapon in his off hand, add only half of the
character’s Strength bonus.
Dexterity Modifier
If a character’s Dexterity is high, he is particularly adept
~ Wielding a Weapon Two-Handed: When a character
at dodging blows or gunfire. If a character’s Dexterity is
deals damage with a weapon that he is wielding
low, he is particularly inept at it. Characters apply their
two-handed, add 1.5 times the character’s Strength
Dexterity modifier to Defence. Sometimes a character
bonus. However, the character does not get this higher
cannot use his Dexterity bonus, whether because of
Strength bonus when using a light weapon two-
an entanglement, being caught flatfooted, or for some
handed; in such a case, only the character’s normal
other reason. If a character cannot react to a blow, that
Strength bonus applies to the damage roll.
character cannot use his Dexterity bonus to Defence.

127
Note that a Dexterity penalty will still apply, however, equipment bonus to Defence (see Touch Attacks, below).
even if the character is flat-footed.
Size Modifier
Class Bonus The bigger an opponent is, the easier it is to hit in combat.
COMBAT (& RUNNING AWAY)

A character’s class and level grant the character an innate The smaller it is, the harder it is to hit. Since this same
bonus to Defence. This bonus applies in all situations, modifier applies to attack rolls a creature does not have a
even when the character is flat-footed or when the hard time attacking another creature of the same size. Size
character would lose his Dexterity bonus for some other modifiers are shown on the Size Modifiers table.
reason.
Other Modifiers
Equipment Bonus Other factors can add to a character’s Defence Value.
If a character wears armour, it provides a bonus to his Feats: Some feats give a bonus to a character’s Defence
Defence Value. This bonus represents the armour’s Value.
ability to protect the character from blows, effectively Dodge Bonuses: Some other Defence bonuses represent
meaning that they do not hit hard enough to inflict actively avoiding blows. These bonuses are called dodge
damage. Armour provides a minimum bonus to anyone bonuses. Any situation that denies a character his Dexterity
who wears it, but a character who is proficient in the use bonus also denies his dodge bonuses. Unlike most sorts of
of a certain type of armour receives a larger bonus to bonuses, dodge bonuses stack with each other.
Defence.
Touch Attacks
Sometimes a character cannot use his equipment bonus Some attacks disregard armour. In these cases, the attacker
to Defence. If an attack will damage the character just makes a touch attack roll (either a ranged touch attack roll
by touching him or her, that character cannot add his or a melee touch attack roll). The attacker makes his attack
roll as normal, but a character’s Defence does
not include any equipment bonus or armour
bonus. All other modifiers, such as class
bonus, Dexterity modifier and size modifier,
apply normally.

Hit Points
A character’s hit points tell how much
punishment he can take before dropping. Hit
points are based on the character’s class and
level and the character’s Constitution modifier
applies. When a character’s hit point total
drops to 0, he is disabled. When it drops to
–1, he is dying. When it drops to –10, the
character is dead.

Speed
A character’s speed tells how far he can move
in a move action. Humans normally move
30 feet, but some creatures move faster or
slower. Wearing armour can slow a character
down. A character normally moves as a move
action, leaving an attack action to attack. The
character can, however, use his attack action
as a second move action. This could let the
character move again, for a total movement of
up to double his normal speed. Another option
is to run all out (a full-round action). This lets
the character move up to four times his normal

128
speed, but a character can only run all out in a straight results in his initiative changing; see Special Initiative
line and doing so affects the character’s Defence (see the Actions).
full-round action Run).
If two or more combatants have the same initiative check

COMBAT (& RUNNING AWAY)


result, the combatants who are tied go in order of total
Saving Throws initiative modifier (including Dexterity modifier and
Generally, when a character is subject to an unusual or Improved Initiative bonus, if applicable). If there is still
magical attack, he gets a saving throw to avoid or reduce a tie, roll a die.
the effect. A saving throw is a 1d20 roll plus a bonus
based on the character’s class and level (the character’s Flat-Footed: At the start of a battle, before the character
base save bonus) and an ability modifier. A natural 1 (the has had a chance to act (specifically, before the
d20 comes up 1) on a saving throw is always a failure. A character’s first turn in the initiative order), the character
natural 20 (the d20 comes up 20) is always a success. The is flat-footed. A character cannot use his Dexterity bonus,
Difficulty Class for a save is determined by the attack or and therefore loses his this bonus to Defence while flat-
effect itself. footed.
Joining a Battle: If characters enter a battle after it has
A character’s saving throw bonus is equal to: begun, they roll initiative at that time and act whenever
their turn comes up in the existing order.
Base save bonus + ability modifier
Surprise
Saving Throw Types When a combat starts, if a character was not aware of
The three different kinds of saving throws are: his enemies and they were aware of the character, that
Fortitude: These saves measure a character’s ability character is surprised. Likewise, a character can surprise
to stand up to massive physical punishment or attacks his enemies if the character knows about them before
against his vitality and health such as poison and they are aware of the character.
paralysis. Apply a character’s Constitution modifier to
his Fortitude saving throws. The Surprise Round
Reflex: These saves test a character’s ability to dodge If some but not all of the combatants are aware of their
massive attacks such as explosions or car wrecks. opponents, a surprise round happens before regular rounds
Often, when damage is inevitable, a character gets to begin. The combatants who are aware of the opponents
make a Reflex save to take only half damage. Apply can act in the surprise round, so they roll for initiative.
the character’s Dexterity modifier to his Reflex saving In initiative order (highest to lowest), combatants who
throws. started the battle aware of their opponents each take an
Will: These saves reflect a character’s resistance to attack action or move action during the surprise round
mental influence, domination, and psychological effects. (see Action Types, below). If no one or everyone is
Apply the character’s Wisdom modifier to his Will surprised, a surprise round does not occur.
saving throws.
Unaware Combatants
Combatants who are unaware at the start of battle do not
Initiative get to act in the surprise round. Unaware combatants are
Every round, each combatant gets to take their allotment still flat-footed because they have not acted yet. Because
of actions. The combatants’ initiative checks, from of this, they lose any Dexterity bonus to Defence.
highest to lowest, determine the order in which they act,
from first to last. Actions in Combat
The fundamental actions of moving and attacking cover
At the start of a battle, each combatant makes a single most of what a character wants to do in a battle. They
initiative check. An initiative check is a Dexterity check. are described here. Other, more specialized options are
Each character applies his Dexterity modifier to the roll, touched on in the Actions in Combat table, and covered
and anyone with the Improved Initiative feat gets an in Special Initiative Actions and Special Attacks.
additional +4 bonus on the check. The Games Master
finds out what order characters are acting in, counting
down from highest result to lowest, and each character The Combat Round
acts in turn. On all following rounds, the characters act Each round represents about 6 seconds in the game
in the same order (unless a character takes an action that world. A round is an opportunity for each character

129
Actions in Combat
Attack of Run Yes
Type of Action Opportunity?* Withdraw No
COMBAT (& RUNNING AWAY)

Attack Actions Extinguish flames No


Attack (melee) No Use a skill that takes a full round Usually
Attack (ranged) Yes Reload a firearm with an internal Yes
Attack (unarmed) Yes magazine
Attack (aid another) No Free Actions
Bull rush (attack) No Drop an object No
Escape a grapple No Drop to prone, sitting, or kneeling No
Feint (see the Bluff skill) No Speak No
Ready (triggers an attack action) No Varied Action Types
Make a dying character stable Yes Disarm‡ Yes
Attack a weapon Yes Grapple‡ Yes
Attack an object Maybe† Load a weapon Yes
Total defence No Trip an opponent‡ No
Use a skill that takes an attack Usually Use a feat? Varies
action No Action
Move Action Delay No
Move your speed Yes 5-foot step No
Use a piece of equipment No * Regardless of the action, if a character moves out of a
Climb (one-quarter speed) No threatened square, the character usually provokes an attack
of opportunity. This column indicates whether the action
Climb, accelerated (one-half speed) No
itself, not moving, provokes an attack of opportunity.
Crawl No † If the object is being held, carried, or worn by a creature,
Draw a weapon^ No Yes. If not, No.
Holster a weapon Yes ^If the character has the Quick Draw feat, this is a free
action. If the character has the Two-Weapon Fighting
Move a heavy object Yes feat, he can draw two light or one-handed weapons in one
Open a door No move action (or free action if he also has the Quick Draw
Pick up an object Yes feat).
‡ These attack forms substitute for a melee attack, not
Reload a firearm with a box Yes an action. As melee attacks, they can be used once in an
magazine or speed loader attack or charge action, one or more times in a full attack
Retrieve a stored object Yes action, or even as an attack of opportunity.
Stand up from prone, sitting, or No ? The description of a feat defines its effect.
kneeling involved in a combat to take an action. Anything a person
Start/complete full-round action Varies could reasonably do in 6 seconds, a character can do in 1
Swim No round.
Use a skill that takes a move action Usually
Each round’s activity begins with the character with the
Full-Round Action highest initiative result and then proceeds, in descending
Bull Rush (charge) No order, from there. Each round of a combat uses the same
Charge No initiative order. When a character’s turn comes up in the
initiative sequence, that character performs his entire
Coup de grace Yes
round’s worth of actions (though exceptions exist; see
Full attack No Attacks of Opportunity and Special Initiative Actions).
Overrun (charge) No

130
For almost all purposes, there is no relevance to the end
of a round or the beginning of a round. A round can be a
Free Action
Free actions consume a very small amount of time and
set amount of game time starting with the first character
effort and over the span of the round, their impact is
to act and ending with the last, but it usually means a

COMBAT (& RUNNING AWAY)


so minor that they are considered free. A character can
span of time from a certain round to the same initiative
perform one or more free actions while taking another
number in the next round. Effects that last a certain
action normally. However, the Games Master puts
number of rounds end just before the same initiative
reasonable limits on what a character can really do for
count that they began on.
free. For instance, dropping an object, dropping to a
prone position and speaking a sentence or two are all
Action Types free actions – but may be restricted.
The four types of actions are attack actions, move actions,
full-round actions and free actions. In a normal round, a
character can perform an attack action and a move action
Attack Actions
Most common attack actions are described below.
(or two move actions; a character can always take a move
More specialized attack actions are mentioned in Table:
action in place of an attack action), or a character can
Actions in Combat, and covered in Special Attacks.
perform a full-round action. A character can also perform
as many free actions as the Games Master allows.
Melee Attacks
With a normal melee weapon, a character can strike
In some situations (such as in the surprise round) a
any enemy within 5 feet. Enemies within 5 feet are
character may be limited to taking only a single attack
considered adjacent to the character. A character
or move action.
capable of making more than one melee attack per round
must use the full attack action (see Full-Round Actions,
Attack Action below) in order to make more than one attack.
An attack action allows a character to do something. A
character can make an attack, use a skill or a feat (unless
the skill or feat requires a full-round action to perform;
Fighting Defensively
A character can choose to fight defensively while making
see the Actions in Combat table), or perform other
a melee attack. If the character does so, he takes a –4
similar actions. During a combat round, a character can
penalty on his attack in a round to gain a +2 dodge bonus
take an attack action and a move action. A character can
to Defence in the same round. A character with 5 or more
take a move action before or after performing an attack
ranks in Tumble gains a +3 dodge bonus to Defence
action.
(instead of the normal +2) when fighting defensively.
Move Action Unarmed Attacks
A move action allows a character to move his speed or
Striking for damage with punches, kicks and head butts
perform an action that takes a similar amount of time. A
is much like attacking with a melee weapon, except that
character can move his speed, climb one-quarter of his
an unarmed attack deals nonlethal damage. Unarmed
speed, draw or stow a weapon or other object, stand up,
strikes count as light melee weapons (for purposes of
pick up an object,or perform some equivalent action (see
two-weapon attack penalties and so on). The following
the Actions in Combat table).
exceptions to normal melee rules apply to unarmed
attacks.
A character can take a move action in the place of an
~ Attacks of Opportunity: Making an unarmed attack
attack action. If a character moves no actual distance in
against an armed opponent provokes an attack of
a round, that character can take one 5-foot step before,
opportunity from the character attacked. The attack
during or after the action.
of opportunity comes before the character’s attack.
An unarmed attack does not provoke attacks of
Full-Round Action opportunity from other foes, nor does it provoke an
A full-round action consumes all a character’s effort
attack of opportunity from an unarmed foe.
during a round. The only movement the character can
~ ‘Armed’ Unarmed Attacks: Sometimes a character or
take during a full-round action is a 5-foot step before,
creature attacks unarmed but the attack still counts
during, or after the action. Some full-round actions do
as armed. A creature with claws, fangs and similar
not allow a character to take a 5-foot step. A character
natural physical weapons, for example, counts as
can also perform free actions (see below) as the Games
armed. Being armed counts for both offense and
Master allows.

131
defence – not only does a creature not provoke an he is actually being attacked. If the target is so big that
attack of opportunity when attacking an armed foe, part of it is 10 feet or farther from the nearest ally, the
but a character provokes an attack of opportunity character can avoid the –4 penalty, even if it is engaged
from that creature if the character makes an unarmed in melee with an ally. Because of the weapon’s
COMBAT (& RUNNING AWAY)

attack against it. The Combat Martial Arts feat makes unwieldy shape and size, an attacker using a rifle takes
a character’s unarmed attacks count as armed. a –4 penalty on attacks against adjacent opponents.
~ Unarmed Strike Damage: An unarmed strike from ~ Fighting Defensively: A character can choose to fight
a Medium-size character deals 1d3 points (plus the defensively while making a ranged attack. If the
character’s Strength modifier, as normal) of nonlethal character does so, he takes a –4 penalty on his attack
damage. in a round to gain a +2 dodge bonus to Defence in the
~ A character can specify that his unarmed strike will same round.
deal lethal damage before the character makes his
attack roll, but the character takes a –4 penalty on Total Defence
the attack roll because he has to strike a particularly Instead of attacking, a character can use his attack action
vulnerable spot to deal lethal damage. simply to defend. This is called a total defence action.
The character does not get to attack or perform any other
Ranged Attacks activity, but does get a +4 dodge bonus to his Defence for
With a ranged weapon, a character can shoot or throw at 1 round. The character’s Defence improves at the start of
any target that is within the ranged weapon’s maximum this action, so it helps against any attacks of opportunity
range and in line of sight. A target is in line of sight if the character is subject to while performing his move
there are no solid obstructions between the character and action.
the target. The maximum range for a thrown weapon is
five range increments. For weapons that fire projectiles,
it is ten range increments. Move Actions
With the exception of specific movement-related skills,
A character capable of making more than one ranged most move actions do not require a check, though in some
attack per round must use the full attack action (see Full- cases ability checks may be required.
Round Actions, below) in order to make more than one
attack. Movement
~ Shooting or Throwing into a Melee: If a character The simplest move action is moving the character’s speed.
shoots or throws a ranged weapon at a target that is If a character takes this kind of move action during his
engaged in melee with an ally, the character takes a –4 turn, the character cannot also take a 5-foot step. Many
penalty on his attack roll because the character has to nonstandard modes of movement are also covered under
aim carefully to avoid hitting the ally. Two characters this category, including climbing and swimming (up to
are engaged in melee if they are enemies and they are one-quarter the character’s speed), crawling (up to 5 feet)
adjacent to one another. An unconscious and entering a vehicle.
or otherwise immobilized character
is not considered
engaged unless

132
Manipulating Objects Two-Weapon Fighting Penalties
In most cases, moving or manipulating an object is Primary
a move action. This includes drawing or holstering a Circumstances Hand Off Hand

COMBAT (& RUNNING AWAY)


weapon, retrieving or putting away a stored object, Normal penalties –6 10
picking up an object, moving a heavy object and opening
Off-hand weapon is light –4 –8
a door. If the character has a base attack bonus of +1
or higher, he can draw a weapon as part of his normal Two-Weapon Fighting feat –4 –4
movement. Off-hand weapon is light and –2 –2
Two-Weapon Fighting feat
Standing Up
Standing up from a prone position requires a move action. his turn) the character can still use the charge action, but
It provokes an attack of opportunity from opponents who he is only allowed to move up to his speed (instead of up
threaten the character. A character can make a Tumble to twice his speed).
check (DC 20) to stand without provoking an attack of ~ Attacking after a Charge: After moving, the character
opportunity. If the Tumble check result is 30 or better, may make a single melee attack. The character gets
standing is a free action instead of a move action. a +2 bonus on the attack roll. The character also
takes a –2 penalty to his Defence for 1 round (until
Start/Complete Full-Round Action the beginning of the character’s turn in the following
The ‘start/complete full-round action’ move action lets a round).
character start undertaking a full-round action (such as
those listed on the Actions in Combat table) at the end Even if the character has extra attacks, such as from
of his turn, or complete a full-round action by using a having a high enough base attack bonus or from using
move action at the beginning of his turn in the round multiple weapons, a character only gets to make one
following the round when the character started the full- attack after a charge. Instead of attacking the target, a
round action. If the character starts a full-round action character can attempt to push the target back; see Bull
at the end of his turn, the next action that character takes Rush.
must be to complete the full-round action or, if that is
physically impossible, abandon it completely. Full Attack
If a character gets more than one attack per action because
his base attack bonus is high enough, because he fights
Full-Round Actions with two weapons, because he is using a double weapon
A full-round action requires an entire round to complete. or for some special reason, the character must use the full
If it does not involve moving any distance, a character attack action to get his additional attacks. The character
can combine it with a 5-foot step. does not need to specify the targets of his attacks ahead
of time. The character can see how the earlier attacks turn
Charge out before assigning the later ones.
Charging is a special full-round action that allows a
character to move more than his speed and attack during Full attack is a full-round action. Because of this, the
the action. However, there are tight restrictions on how only movement a character can take during a full attack
and when a character can charge. is a 5-foot step. The character may take the step before,
after or between the attacks. If a character gets multiple
Movement during a Charge: The character must move attacks based on his base attack bonus, the character must
before his attack, not after. The character must move at make the attacks in order from highest bonus to lowest.
least 10 feet and may move up to twice his speed. All If the character is using two weapons, the character can
movement must be in a straight line, with no backing up strike with either weapon first. If the character is using a
allowed. The character must stop as soon as he is within double weapon, the character can strike with either part
striking range of his target (the character cannot run past of the weapon first.
the target and attack from another direction). A character ~ Committing to a Full Attack Action: A character does
cannot take a 5-foot step during the same round as a not have to commit to a full attack until after the first
charge. attack. The character can then decide whether to make
his remaining attacks or to take a move action. Of
During the surprise round (or any other time a character course, if the character has already taken a 5-foot step,
is limited to taking no more than a single attack action on he cannot use his move action to move any distance,

133
since he cannot avoid attacks. However, the
character gets a +2 bonus to Defence against
ranged attacks while running.
COMBAT (& RUNNING AWAY)

A character can run for a number of rounds


equal to his Constitution score, but after that
the character must succeed at a Constitution
check (DC 10) to continue running. The
character must check again each round in
which he continues to run, and the DC of
this check increases by 1 for each check the
character makes. When the character fails this
check, he must stop running. A character who
has run to his limit must rest for 1 minute (10
rounds) before running again. During a rest
period, a character can move normally, but
cannot run.
but the character could still draw or put away a
A run represents a speed of about 14 miles per hour for an
weapon, for instance (see Move Actions, above).
unencumbered human.
~ Fighting Defensively: A character can choose to fight
defensively when taking a full attack action. If the
character does so, he takes a –4 penalty on all attacks
Withdraw
Withdrawing from melee combat is a full-round action.
in a round to gain a +2 dodge bonus to Defence in the
When a character withdraws, he can move up to twice
same round.
his speed. The character does not also get a 5-foot step.
The square the character starts from is not considered
Attacking with Two Weapons
threatened for purposes of withdrawing, therefore
If the character wields a second weapon in his off hand,
enemies do not get attacks of opportunity against the
the character can get one extra attack per round with that
character when he move from that square.
weapon. Fighting in this way is very difficult, however
the character takes a –6 penalty on the regular attack or
If while withdrawing, the character moves through
attacks with his primary hand and a –10 penalty on the
another threatened square (other than the one started in)
attack with his off hand. Characters fighting with two
without stopping, enemies get attacks of opportunity as
weapons but have them both be melee or both be ranged
normal. Some forms of movement (such as climbing and
in nature unless they possess the Two-Weapon Fighting
swimming) require skill checks from most creatures. A
feat. A character can reduce the penalties inherent in this
character may not withdraw using a form of movement
kind of combat in two ways.
for which that character must make a skill check.
If the off-hand weapon is light, the penalties are reduced
by 2 each. An unarmed strike is always considered light.
Also, the Two-Weapon Fighting feat reduces the primary
Miscellaneous Actions
Some actions do not fit neatly into the above categories.
hand penalty by 2, and the off-hand penalty by 6. The
Some of the options described below are actions that take
Two-Weapon Fighting Penalties table below summarises
the place of or are variations on the actions described
the interaction of all these factors.
earlier. For actions not covered in any of this material,
~ Double Weapons: A character can use a double
the Games Master determines how long such an action
weapon to make an extra attack as if he were fighting
takes to perform and whether doing so provokes attacks of
with two weapons. The penalties apply as if the off-
opportunity from threatening enemies.
hand weapon were light.

Run Use Feat, Skill or Special Ability


Certain character attributes let a character take special
A character can run all out as a full-round action. When a
actions in combat. Other feats are not actions in
character runs, he can move up to four times his speed in
themselves, but they give a character a bonus when
a straight line. The character does not get a 5-foot step.
attempting something he can already do. Some feats
The character loses any Dexterity bonus to Defence
aren’t meant to be used within the framework of combat.

134
The individual feat descriptions tell a character what Some actions, when performed in a threatened square,
he needs to know about them. Most uses of skills or provoke attacks of opportunity because they make a
abilities in a combat situation are attack actions, but character divert his attention from the fight at hand.
some might be move actions or full-round actions. When Using a ranged weapon, in particular, provokes

COMBAT (& RUNNING AWAY)


appropriate, the description of a talent or a skill provides attacks of opportunity. The Actions in Combat table
the time required to use it. notes many additional actions that provoke attacks of
opportunity.

Attacks of Opportunity Making an Attack of Opportunity


The melee combat rules assume that combatants are An attack of opportunity is a single melee attack, and
actively avoiding attacks. A Player does not have to a character can only make one per round. A character
declare anything special for his character to be on the does not have to make an attack of opportunity if he does
defensive. Sometimes, however, a combatant in a melee not want to. An experienced character gets additional
lets his guard down, and does not maintain a defensive regular melee attacks (by using the full attack action),
posture as usual. In this case, combatants near him or her but at a lower attack bonus. A character makes his attack
can take advantage of this lapse in defence to attack for
free. These attacks are called attacks of opportunity.
Defence Modifiers
Weapon Type Circumstances Melee Ranged
A character can use a melee weapon to make Defender sitting or kneeling* –2 +2
attacks of opportunity whenever the conditions for Defender prone* –4 +4
such an attack are met (see Provoking an Attack of
Defender stunned or cowering† –2 –2
Opportunity, below). In addition, a character can
make attacks of opportunity with unarmed attacks if Defender climbing† –2 –2
the character’s unarmed attacks count as armed (see Defender flat-footed† +0 +0
‘Armed’ Unarmed Attacks). Defender running† +0 +2
Defender grappling (attacker not) +0 +0‡
Threatened Squares
A character threatens the squares into which he Defender pinned^ –4 +4
can make a melee attack, even when it is not the Defender helpless (such as +2 +2
character’s action. Generally, that is all squares paralysed, sleeping, or bound)
adjacent to the character’s position. An enemy that
Defender has cover — See Cover —
takes certain actions while in a threatened square
provokes an attack of opportunity from the character. Defender concealed or invisible — See Concealment —
A character can only make attacks of opportunity with * May instead improve bonus to Defence granted by cover.
melee weapons, never with ranged weapons. See Cover, below.
† The defender loses any Dexterity bonus to Defence.
Provoking an Attack of ‡ Roll randomly to see which grappling combatant the
Opportunity character strikes. That defender loses any Dexterity bonus
Two actions can provoke attacks of opportunity: to Defence.
moving out of a threatened square and performing an ^ Treat the defender’s Dexterity as 0 (–5 modifier).
action within a threatened square that distracts from Attack Rolls Modifiers
defending and lets the character’s guard down.
Circumstances Melee Ranged
~ Moving out of a Threatened Square: When a
character moves out of a threatened square, Attacker flanking defender* +2 —
that character generally provokes an attack of Attacker on higher ground –1 +0
opportunity. There are two important exceptions, Attacker prone –4 –2†
however. A character does not provoke an attack
Attacker invisible‡ +2 +2
of opportunity if all he moves is a 5-foot step, or if
* A character flanks a defender when he has an ally on the
the character withdraws. If the character does not
opposite side of the defender threatening the defender.
start in a threatened square, but moves into one, the
† Some ranged weapons cannot be used while the attacker is
character has to stop there, or else he provokes an
prone.
attack of opportunity as he leaves that square.
‡ The defender loses any Dexterity bonus to Defence.
~ Performing an Action that Distracts the Character:

135
of opportunity, however, at his maximum attack bonus – his speed is limited to one-half normal. The Blind-
even if the character has already attacked in this round. Fight feat reduces this penalty.

Movement and Position Passing Through


COMBAT (& RUNNING AWAY)

When using a grid to represent character’s movement, Sometimes a character can pass through an area occupied
the standard scale equates 1 inch (or a 1 inch square) to by another character, creature or object.
5 feet in the game world. ~ Friendly Character: A character can move through
a square occupied by a friendly character.
Standard Scale ~ Unfriendly Character: There are two ways to
One inch (or one square) = 5 feet move through a square occupied by a resisting
‘Next to’ or ‘adjacent’ = 1 inch (5 feet) away enemy. The character can attempt an overrun.
(or in adjacent square) Or the character can attempt to tumble through a
30mm figure = A human-size creature square occupied by an enemy (if the character has
A human-size creature occupies an area 1 inch (5 feet) ranks in the Tumble skill; see the skill description).
across (or one square) A character can move through a square occupied
One round = 6 seconds by an unfriendly character who does not resist as
if the character was friendly.
Tactical Movement ~ Square Occupied by Creature or Object Three
Where a character can move, how long it takes to Sizes Larger or Smaller: Any creature can move
get there, and whether he is vulnerable to attacks of through a square occupied by a creature or object
opportunity while moving are key questions in combat. three size categories larger or three categories
smaller than it is. The Games Master may
How Far Can a Character Move? overrule this if the creature literally fills the space,
Characters normally move 30 feet, although armour as some oozes do.
can slow a character down. Some creatures move faster
or slower. A character’s speed when unarmored is Flanking
sometimes called base speed. If a character is making a melee attack against an
~ Encumbrance: A character encumbered by opponent, and an ally directly opposite the character is
carrying a large amount of gear or a fallen threatening the opponent, the character and his ally flank
comrade may move slower than normal. the opponent. The character gains a +2 bonus on his attack
~ Movement in Combat: Generally, a character can roll. The ally must be on the other side of the opponent so
move his speed as a move action. If a character that the opponent is directly between the character and
uses his attack action as a move action, the the ally.
character can move again (for a total movement
of up to twice the character’s normal speed). If A character does not gain a bonus for flanking when
the character spends the entire round to run all making a ranged attack.
out, he can move up to four times his normal
speed. If a character does something that requires Combat Modifiers
a full round, he can only take a 5-foot step. This section covers offensive and defensive modifiers
~ Movement in Darkness: If a character moves provided by position. In the incredibly violent world
when he cannot see, such as in total darkness,
Cover
Degree of Cover Examples Cover Bonus to DV Cover Bonus to Ref Saves
One-quarter Standing behind a 3-ft. high wall +2 +1
One-half Fighting from around a corner or a tree; +4 +2
standing at an open window; behind a
creature of same size
Three-quarters Peering around a corner or a big tree +7 +3
Nine-tenths Standing at an arrow slit; behind a door that is +10 +4*
slightly ajar
Total On the other side of a solid wall — —
* Half damage if save is failed; no damage if successful.

136
Concealment the character’s Defence. This cover bonus overlaps (does
Degree of Miss not stack) with certain other bonuses.
Concealment Examples Chance
Cover Reflex Save Bonus

COMBAT (& RUNNING AWAY)


One-quarter Light fog; light foliage 10% The Cover table also gives the Reflex save bonuses for
One-half Shadows; dense fog 20% different degrees of cover. Add this bonus to Reflex
Three-quarters Dense foliage 30% saves against attacks that affect an area. This bonus only
applies to attacks that originate or burst out from a point
Nine-tenths Near-total darkness 40%
on the other side of the cover.
Total Attacker blind; total 50%*
darkness Striking the Cover Instead of a Missed
* Attacker must also guess target’s location Target
of tomorrow, these modifiers can be the edge a Player If it ever becomes important to know whether the cover
Character needs to survive. As such, they are a vital part was actually struck by an incoming attack that misses the
of combat. intended target, the Games Master should determine if
the attack roll would have hit the protected target without
Favourable and Unfavourable the cover. If the attack roll falls within a range low
Conditions enough to miss the target behind cover but high enough
Generally speaking, any situational modifier created by to strike the target if there had been no cover, the object
the attacker’s position or tactics applies to the attack roll, used for cover was struck.
while any situational modifier created by the defender’s
position, state or tactics applies to the defender’s This can be particularly important to know in cases when
Defence. The Games Master judges what bonuses and a character uses another character as cover. In such a
penalties apply, using the Defence Modifiers table and case, if the cover is struck and the attack roll exceeds the
the Attack Roll Modifiers table as guides. Defence of the covering character, the covering character
takes the damage intended for the target.

Cover If the covering character has a Dexterity bonus to


Defence or a dodge bonus, and this bonus keeps the
Cover provides a bonus to Defence Value. The more
cover a character has, the bigger the bonus. In a melee, if covering character from being hit, then the original target
a character has cover against an opponent, that opponent is hit instead. The covering character has dodged out of
probably has cover against the character, too. With the way and didn’t provide cover after all. A covering
ranged weapons, however, it is easy to have better cover character can choose not to apply his Dexterity bonus
than the opponent. The Games Master may impose other to Defence and/or his dodge bonus, if the character so
penalties or restrictions on attacks depending on the desires.
details of the cover.

Degree of Cover Concealment


Cover is assessed in subjective measurements of Concealment includes all circumstances in which
how much protection it offers. The Games Master nothing physically blocks a blow or shot, but something
determines the value of cover. This measure is not a interferes with an attacker’s accuracy.
strict mathematical calculation, because a character
gains more value from covering the parts of his body Degree of Concealment
that are more likely to be struck. If the bottom half of a Concealment is subjectively measured as to how well
character’s body is covered, that only gives one-quarter concealed the defender is. Examples of what might
cover, because most vital areas are still fully exposed. If qualify as concealment of various degrees are given
one side or the other of a character’s body is covered, the in the Concealment table below. Concealment always
character gets one-half cover. depends on the point of view of the attacker.

Cover Defence Bonus Concealment Miss Chance


The Cover table below gives the Defence bonuses for Concealment gives the subject of a successful attack
different degrees of cover. Add the relevant number to a chance that the attacker missed because of the
concealment. If the attacker hits, the defender must
make a miss chance percentile roll to avoid being struck.

137
Actually, it does not matter who makes the roll or weapon and is not adjacent to the target, the character can
whether it is rolled before or after the attack roll. When use a full-round action to make the attack and gains a +5
multiple concealment conditions apply to a defender, use bonus on the attack roll. If the character is attacking with a
the one that would produce the highest miss chance. Do melee weapon, or with a ranged weapon from an adjacent
COMBAT (& RUNNING AWAY)

not add the miss chances together. square, the character can use a full-round action to deliver
a coup de grace.
Helpless Defenders
A helpless foe – one who is bound, sleeping, unconscious, Coup de Grace
or otherwise at the attacker’s mercy – is an easy target. As a full-round action, a character can use a melee weapon
A character can sometimes approach a target who is to deliver a coup de grace to a helpless foe. A character
unaware of his presence, get adjacent to the target, and can also use a ranged weapon, provided the character is
treat him or her as helpless. If the target is in combat adjacent to the target. The character automatically hits and
or some other tense situation, and therefore in a state of score a critical hit. If the defender survives the damage, he
acute awareness and readiness, or if the target can use his still must make a Fortitude save (DC 10 + damage dealt)
Dexterity bonus to Defence, then that target cannot be or die.
considered unaware. Further, any reasonable precaution
taken by a target, including stationing bodyguards, Delivering a coup de grace provokes attacks of
placing his back to a wall, or being able to make Spot opportunity from threatening foes because it involves
checks, also precludes catching that target unaware and focused concentration and methodical action. A character
helpless. cannot deliver a coup de grace against a creature that is
immune to critical hits.
Regular Attack
A helpless defender has an effective Defence of 5 + his Knockout Blow
size modifier. If a character is attacking with a ranged As a full-round action, a character can make an unarmed
attack or use a melee weapon that deals nonlethal
damage to deliver a knockout blow to a helpless
foe. A character can also use a melee weapon that
deals lethal damage, but the character takes a –4
penalty on any attempt to deal nonlethal damage
with the weapon. The target has an effective
Defence of 5 + his size modifier. If the character
hits, he automatically scores a critical hit.

Delivering a knockout blow provokes attacks


of opportunity from threatening foes because it
involves focused concentration and methodical
action. A character cannot deliver a knockout
blow against a creature that is immune to critical
hits.

Special Initiative Actions


Usually a character acts as soon as he can in
combat, but sometimes a character wants to act
later, at a better time, or in response to the actions
of someone else.

Delay
By choosing to delay, the character takes no
action and then acts normally at whatever point
in the initiative count the character decides to act.
When a character delays, he voluntarily reduces
his initiative result for the rest of the combat.
When the character’s new, lower initiative count

138
comes up later in the same round, the character can act A character can take a 5-foot step as part of his readied
normally. The character can specify this new initiative action, but only if the character didn’t otherwise move
result or just wait until some time later in the round and any distance during the round.
act then, thus fixing the character’s new initiative count at

COMBAT (& RUNNING AWAY)


that point. A character cannot interrupt anyone’s action If the character comes to his next action and has not yet
with a delayed action (as a character can with a readied performed the readied action, the character does not get
action; see below). to take the readied action (though the character can ready
the same action again). If the character takes his readied
Delaying Limits action in the next round, before his regular turn comes
The longest a character can delay before taking an action up, the character’s initiative count rises to that new point
is until after everyone else has acted in the round. At that in the order of battle, and he does not get a regular action
point, the delaying character must act or else forfeit any that round.
action in that round. If multiple characters are delaying,
the one with the highest initiative modifier (or highest Special Attacks
Dexterity, in case of a tie) has the advantage. If two This section covers firearms, grappling, explosives,
or more delaying characters both want to act on the attacking objects and an assortment of other special
same initiative count, the one with the highest initiative attacks
modifier gets to go first. If two or more delaying
characters are trying to go after one another, the one with Aid Another
the highest initiative modifier gets to go last; the others In combat, a character can help a friend attack or defend
must go first or lose their action for the round. by distracting or interfering with an opponent. If the
character is in position to attack an opponent with which
Ready a friend of the character is engaged in melee combat,
The ready action lets a character prepare to take an the character can attempt to aid the friend as an attack
action later, to interrupt another character. Essentially, action. The character makes an attack roll against a
the character splits his action, taking the move action Defence Value of 10. If the character succeeds, he does
on the character’s initiative count and the attack action not actually damage the opponent – but the character’s
at a later point. On the character’s turn, he prepares to friend gains either a +2 circumstance bonus to attack that
take an action later, if a specific trigger is met. Then, opponent or a +2 circumstance bonus to Defence against
later in the round, if the readied action is triggered, the that opponent (aiding character’s choice) on the friend’s
character takes it, acting before the triggering action. next turn.
Readying does not provoke an attack of opportunity. The
character’s move action, and the attack action he readies, Firearms
may both provoke attacks of opportunity normally. The most basic form of attack with a firearm is a single
shot. One attack is one pull of the trigger and fires one
Readying an Action bullet at one target. The Personal Firearms Proficiency
A character can ready an attack action or a move action. feat allows a character to make this sort of attack without
To do so, the character specifies the action he will take penalty. If a character is not proficient in personal
and the conditions under which the character will take firearms, he takes a –4 penalty on attacks with that type
it. Then, any time before the character’s next action, the of weapon.
character may take the readied attack action in response
to those conditions. The readied action occurs just before A number of other feats allow a character to deal extra
the event that triggers it. If the trigger is part of another damage when he fires more than one bullet as part of a
character’s actions, the readied action interrupts the other single attack at a single target. If a character does not
character. The other character continues his actions once have those feats, he can still fire more than one bullet
the readied action is completed. – but the extra bullets do not have any effect, and are just
wasted ammunition.
The character’s initiative count changes. For the rest of
the encounter, it is the count on which the character took As with all forms of ranged weapons, attacking with a
the readied action, and the character acts immediately firearm while within a threatened square provokes an
ahead of the character whose action triggered the readied attack of opportunity. Because of the weapon’s unwieldy
action. shape and size, an attacker using a rifle takes a –4 penalty
on attacks against adjacent opponents.

139
Roll 1d4 and consult the table to see which corner of the
Autofire square the explosive bounces to.
If a ranged weapon has an automatic rate of fire, a
character may set it on autofire. Autofire affects an area
If the target square is more than one range increment away,
COMBAT (& RUNNING AWAY)

and everyone in it, not a specific creature. The character


make an attack roll. The square has an effective Defence
targets a 10-foot by 10-foot area and makes an attack
of 10. Thrown weapons require no weapon proficiency, so
roll; the targeted area has an effective Defence of 10.
a character does not take the –4 nonproficient penalty. If
If the character does not have the Advanced Firearms
the attack succeeds, the grenade or explosive lands in the
Proficiency feat, he takes a –4 penalty on the attack
roll. If the attack succeeds, every creature within the
affected area must make a Reflex save (DC 15) or take Roll on d4 Corner of Targeted Square
the weapon’s damage. Autofire shoots 10 bullets, and 1 Upper Left
can only be used if the weapon has 10 bullets in its 2 Upper Right
magazine.
3 Lower Right
Autofire is not the same thing as burst fire, which 4 Lower Left
involves firing a short burst at a specific target. Firing
a burst requires the Burst Fire feat. If a character fires If the weapon was thrown two to three range increments
a blast of automatic fire at a specific target without the (11 to 30 feet), roll 1d8
Burst Fire feat, it is treated as a standard attack. The Roll on
attack, if successful, only deals normal damage – all the 1d8 Location Struck
extra ammunition the character fired is wasted. Some 1 Upper left corner, one square beyond target
firearms – particularly machine guns – only have autofire 2 Upper right corner, one square beyond target
settings and cannot normally fire single shots. 3 Upper right corner, one square right of target
4 Lower right corner, one square right of target
Held at Gunpoint
If a character is flatfooted and has no cover, and the 5 Lower right corner, one square short of target
attacker is adjacent and has time to aim a gun at him, 6 Lower left corner, one square short of target
the attacker may use an Attack action to declare that the 7 Lower left corner, one square left of target
character is Held at Gunpoint. If the attacker shoots the 8 Upper left corner, one square left of target
character in this situation, the attack is almost invariably
fatal. If the attack hits, it counts as a Coup de Grace For ranges of up to five range increments (31 to 50 feet),
attack. This special rule only applies when shooting roll 1d12.
humans, not monsters. If the attacker is distracted (by Roll on
a Bluff or some other event), the character is no longer 1d8 Location Struck
considered to be Held at Gunpoint. 1 Upper left corner, two squares beyond target

Grenades and Explosives 2


3
Upper right corner, two squares beyond target
Upper right corner, one square beyond and
An explosive is a weapon that, when detonated, affects
all creatures and objects within its burst radius by means right of target
of shrapnel, heat, or massive concussion. Its effect is 4 Upper right corner, two squares right of target
broad enough that it can hurt characters just by going off 5 Lower right corner, two squares right of target
close to them. Some explosives, such as grenades, can 6 Lower right corner, one square short and right
be thrown, and they explode when they land. Others are of target
planted, with fuses or timers, and go off after a preset 7 Lower right corner, two squares short of target
amount of time elapses.
8 Lower left corner, two squares short of target
Thrown Explosives 9 Lower left corner, one square short and left of
An attack with a thrown explosive is a ranged attack target
made against a specific 5-foot square. A character can 10 Lower left corner, two squares left of target
target a square occupied by a creature. Throwing the 11 Upper left corner, two squares left of target
explosive is an attack action. If the square is within one 12 Upper left corner, one square beyond and left
range increment, you do not need to make an attack roll. of target

140
targeted square. Roll 1d4 and consult the table above to
see which corner of the square the explosive bounces to.
Strike an Object
Objects are easier to hit than characters because they
usually do not move, but many are tough enough to shrug
If the character misses the target, the explosive lands at a

COMBAT (& RUNNING AWAY)


off some damage from each blow. Objects are harder
corner of a square nearby in a random direction. Consult
or easier to hit depending on their size and whether
the tables below to determine where the explosive lands.
they are immobile or being held, carried, or worn by
opponents. The base Defence of objects is shown on the
After determining where the explosive landed, it deals
Size and Defence of Objects table in Chapter 2, Horror
its damage to all targets within the burst radius of the
Roleplaying.
weapon. The targets may make Reflex saves (DC varies
according to the explosive type) for half damage.
If a character uses a full-round action to make an attack
against an inanimate, immobile object, the character gets
Planted Explosives an automatic hit with a melee weapon, or a +5 bonus on
A planted explosive is set in place through the use of
his attack roll with a ranged weapon.
the Demolitions skill, with some kind of timer or fuse
determining when it goes off. No attack roll is necessary
An object being held, carried, or worn has a Defence
to plant an explosive; the explosive sits where it is placed
equal to the above figure + 5 + the opponent’s Dexterity
until it is moved or goes off. When a planted explosive
modifier + the opponent’s class bonus to Defence.
detonates, it deals its damage to all targets within the
Striking a held, carried, or worn object provokes an
burst radius of the weapon. The targets may make Reflex
attack of opportunity from the character who holds it.
saves (DC varies according to the explosive type) for half
If a character has the Sunder feat, he does not incur an
damage.
attack of opportunity for making the attempt.
Splash Weapons Hardness: Each object has hardness—a number that
A splash weapon is a ranged weapon that breaks apart on
represents how well it resists damage. Whenever an
impact, splashing or scattering its contents over its target
object takes damage, subtract its hardness from the
and nearby creatures or objects. Most splash weapons
damage. Only damage in excess of its hardness is
consist of liquids in breakable containers.
deducted from the object’s hit points (see the Substance
To attack with a splash weapon, make a ranged touch
Hardness and Hit Points and Object Hardness and Hit
attack against the target. Thrown weapons require no
Points tables in Chapter 2, Horror Roleplaying).
weapon proficiency, so characters do not take the –4
nonproficient penalty. A hit deals direct hit damage to the
Hit Points: An object’s hit point total depends on what it
target and splash damage to all other creatures within 5
is made of or how big it is (see the Substance Hardness
feet of the target.
and Hit Points and the Object Hardness and Hit Points
tables in Chapter 2, Horror Roleplaying).
A character can instead target a specific 5-foot square,
including a square occupied by a creature. Use the rules
Energy Attacks: Acid and sonic attacks deal normal
for thrown explosives. However, if a character targets
damage to most objects. Electricity and fire attacks deal
a square, creatures within 5 feet are dealt the splash
half damage to most objects; divide the damage by 2
damage, and the direct hit damage is not dealt to any
before applying the hardness. Cold attacks deal one-
creature. If the character misses the target (whether
quarter damage to most objects; divide the damage by 4
aiming at a creature or a square), check to see where
before applying the hardness.
the weapon lands, using the rules for thrown explosives.
After determining where the object landed, it deals
Ineffective Weapons: The Games Master may determine
splash damage to all creatures within 5 feet.
that certain weapons just cannot deal damage effectively
Attacking an Object to certain objects.
Sometimes a character needs to attack or break an object.
Immunities: Objects are immune to nonlethal damage
These rules are also used to determine what happens to
and to critical hits.
items that get struck with attacks specifically intended to
damage them.
Saving Throws: Unattended objects never make saving
throws. They are considered to have failed their saving
throws. An object attended by a character (being grasped,

141
Bull Rush
A character can attempt a bull rush as an attack
action made during his move action, or as part
COMBAT (& RUNNING AWAY)

of a charge. In general, a character cannot make


an attack action during a move action; this is an
exception. In either case, the character does not
get a 5-foot step before, during, or after the bull
rush attempt. When the character bull rushes,
he attempts to push an opponent straight back
instead of attacking the opponent. A character
can only bull rush an opponent who is one size
category larger than the character, the same size,
or smaller.

Initiating a Bull Rush


First, the character moves into the target’s
square. Moving in this way provokes an attack
of opportunity from each foe that threatens the
character, probably including the target.
Second, the character and the target make
opposed Strength checks. If the character and
the target are different sizes, the larger combatant
gets a bonus on the Strength check of +4 per
difference in size category. The character gets a
+2 bonus if he was charging. The target gets a +4
stability bonus if he has more than two legs or is
otherwise exceptionally stable.

touched, or worn) receives a saving throw just as if the Bull Rush Results
character himself were making the saving throw. If the character beats the target’s Strength check, the
character pushes the opponent back 5 feet. The character
Breaking Objects can push the target back an additional 5 feet for every 5
When a character tries to break something with sudden points by which the character exceeded the target’s check
force rather than by dealing damage, use a Strength result, provided the character moves with the target. A
check to see whether he succeeds. The DC depends more character cannot, however, exceed his normal movement
on the construction of the object than on the material. If for that action. The target provokes attacks of opportunity
an object has lost half or more of its hit points, the DC to if moved. So does the character, if he moves with the
break it decreases by 2. target. The target and the character do not provoke
attacks of opportunity from each other as a result of this
Repairing Objects movement.
Repairing damage to an object takes a full hour of work
and appropriate tools. Without the tools, a character If the character fails to beat the target’s Strength check,
takes a –4 penalty on his Repair check. At the end of the character moves 5 feet straight back to where the
the hour, make a Repair check (DC 20). Success restores character was before the character moved into the
2d6 hit points. If damage remains, the character may opponents square. If that square is occupied, the character
continue to make repairs for as many hours as it takes falls prone in the square.
to restore all the object’s hit points. There are certain
situations where repairing a specific item works in other Overrun
ways; these exceptions are part of the item’s description A character can attempt an overrun as an attack action
when applicable. made during his move action, or as part of a charge. In
general, a character cannot make an attack action during
a move action; this is an exception. In either case, the

142
character does not get a 5-foot step before, during, or
after the overrun attempt. With an overrun, the character
Being Tripped (Prone)
A tripped character is prone (see the Defence Modifiers
attempts to move through an opponents area, going past
table, above). Standing up from a prone position is a
or over the opponent. A character can only overrun

COMBAT (& RUNNING AWAY)


move action, as listed above.
an opponent who is one size category larger than the
character, the same size, or smaller. A character can
make only one overrun attempt per action.
Tripping with a Weapon
Some weapons, such as the chain and the whip, can be
used to make trip attacks. A character does not incur an
First, the character must move at least 10 feet in a
attack of opportunity when doing so. If the attacking
straight line into the target’s square (provoking attacks of
character is tripped during his own trip attempt, the
opportunity normally).
character can drop the weapon to avoid being tripped.
Then the target chooses either to avoid the character or to
block the character. If the opponent avoids the character,
Disarm
As a melee attack, a character may attempt to disarm
the character keeps moving. A character can always
his opponent. If the character does so with a weapon,
move through a square occupied by someone who lets
he knocks the opponent’s weapon out of his hands and
the character by. If the opponent blocks the character,
to the ground. If the character attempts the disarm while
make a trip attack against the opponent (see Trip). If the
unarmed, the character ends up with the weapon in his
character succeeds in tripping his opponent, the character
hand.
can continue his movement as normal.
If a character is attempting to disarm the wielder of a
If the character fails and are tripped in turn, the character
melee weapon, follow the steps outlined here. Disarming
falls prone in the target’s square. If the character fails but
the wielder of a ranged weapon is slightly different; see
are not tripped, the character has to move 5 feet back the
below.
way he came, ending his movement there. If that square
~ Step One: The character provokes an attack of
is occupied, the character falls prone in the square.
opportunity from the target he is trying to disarm.
Trip ~ Step Two: The character and the target make opposed
attack rolls with their respective weapons.
A character can try to trip an opponent, or otherwise
~ Step Three: If the character beats the target’s attack
knock him or her down, as an unarmed melee attack.
roll, the target is disarmed. If the character attempted
A character can only trip an opponent who is one size
the disarm action unarmed, he now has the weapon. If
category larger than the character, the same size, or
the character was armed, the target’s weapon is on the
smaller.
ground at the target’s feet.
Making a Trip Attack If the character fails the disarm attempt, the target may
Make an unarmed melee touch attack against the target.
immediately react and attempt to disarm the character
Doing this incurs an attack of opportunity from the target
with the same sort of opposed melee attack roll. The
as normal for unarmed attacks.
opponent’s attempt does not provoke an attack of
opportunity from the character. If the opponent fails to
If the attack succeeds, make a Strength check opposed by
disarm, the character does not get a free disarm attempt
the target’s Dexterity check or Strength check (target’s
against the opponent.
choice). If the character and the target are different sizes,
the larger combatant gets a bonus on the Strength check
of +4 per difference in size category. The target gets a
Ranged Weapons
To disarm an opponent wielding a ranged weapon, the
+4 bonus on his check if he has more than two legs or
character makes a melee attack or unarmed attack to
is otherwise exceptionally stable. If the character wins,
strike the weapon in the opponent’s hand (see Attack an
he trips the target. If the character loses, the target may
Object). If the weapon is held in two hands, it gets a +2
immediately react and make a Strength check opposed
bonus to its Defence. If the character’s attack succeeds,
by the character’s Dexterity check or Strength check to
the ranged weapon falls to the ground or winds up in
try to trip the character.
the character’s hands (if the character made the attack
unarmed). This kind of disarm attempt provokes an
attack of opportunity, but if the character fails, the target
does not get to make a disarm attempt against him.

143
Disarming an opponent by using a ranged weapon is involved in a grapple. From a hold, a character can attempt
only possible if the character doing so possesses the a number of actions, including damaging the opponent or
Improved Disarm feat. pinning the opponent. A character cannot get a hold on
any creature more than two size categories larger than the
COMBAT (& RUNNING AWAY)

Grabbing Objects character. However, such a creature can get a hold on the
A character can also use disarm to snatch away an object character—so while a character cannot initiate a grapple
worn (but not held) by a target. Doing this works the with a creature more than two size categories larger than,
same as a disarm attempt (see above), except for the a character can still end up in one.
following. Pinning: Getting the opponent in a pin is often the goal of
a grapple. A pinned character is held immobile.
Attack of Opportunity: If the target’s attack of
opportunity inflicts any damage, the attempt to grab the Grapple Checks
object automatically fails. When a character is involved in a grapple, he will need to
Modifiers: If the object is well secured or otherwise make opposed grapple checks against an opponent—often
difficult to grab from the target, the target gets a +4 repeatedly. A grapple check is something like a melee
bonus. On the other hand, if the object is poorly secured attack roll. A character’s attack bonus on a grapple check
or otherwise easy to snatch or cut away, the attacker gets is:
a +4 bonus.
Failed Attempts: Failing an attempt to grab an object does Base attack bonus + Strength modifier + grapple
not allow the target to attempt to disarm the character. modifier

Grapple Grapple Modifier


Grappling means wrestling and struggling hand-to-hand. A creature’s size works in its favour when grappling,
When people may be carrying guns or blades grappling if that creature is of Large size or bigger. Conversely, a
can be a dangerous proposition, but it can be a useful creature of Small size or less is at a disadvantage because
combat option in certain cases where normal methods of of its size when grappling. Instead of using a creature’s
assault may not advisable or possible. It is also a staple size modifier on a grapple check (as would be done for a
of the horror genre and therefore explained in details melee or ranged attack roll), use the appropriate grapple
below. There are three stages to grappling: grabbing, modifier from the Grapple Modifiers table below.
holding and pinning.
Starting a Grapple
Grabbing: Normally, a grab is just the first step to To start a grapple, a character first needs to grab and
starting a grapple. If the character grabs an opponent, hold his target. Attempting to start a grapple is the
but fails to go on to hold him or her, the character does equivalent of making a melee attack. If the character
not actually start a grapple. However, sometimes all a gets multiple attacks in a round, he can attempt to start a
character wants to do is grab the target. grapple multiple times (at successively lower base attack
Holding: Once a character has established a hold, he is bonuses). Follow these steps.
~ Step One – Attack of Opportunity: A character provokes
Grapple Modifiers an attack of opportunity from the target he is trying to
Grapple grapple. If the attack of opportunity deals the character
Size (Example) Modifier damage, the character fails to start the grapple. If the
Colossal (blue whale [90 ft. long]) +16 attack of opportunity misses or otherwise fails to deal
damage, proceed to step two.
Gargantuan (gray whale [40 ft. long]) +12 ~ Step Two – Grab: The character makes a melee touch
Huge (elephant) +8 attack to grab the target. If the character fails to hit the
Large (lion) +4 target, the character fails to start the grapple. If the
character succeeds, proceed to step 3.
Medium-size (human) +0
~ Step Three – Hold: Make an opposed grapple check.
Small (German shepherd) –4 This is a free action. If the character succeeds, the
Tiny (housecat) –8 character has started the grapple, and deals damage to
Diminutive (rat) –12 the target as if with an unarmed strike. If the character
loses, he fails to start the grapple. The character
Fine (horsefly) –16
automatically loses an attempt to hold if the target is

144
two or more size categories larger than the character grappling. The character can still use it against opponents
is (but the character can still make an attempt to grab he is grappling.
such a target, if that is all he wants to do). No Movement: A character cannot move while held in a
~ Step Four – Maintain the Grapple: To maintain the grapple.

COMBAT (& RUNNING AWAY)


grapple for later rounds, the character must move into
the target’s square. This movement is free and does If the Character is Grappling
not count as part of the character’s movement for When a character is grappling (regardless of who started
the round movement. Moving, as normal, provokes the grapple), he can attempt any of several actions on
attacks of opportunity from threatening enemies, but his turn. Unless otherwise noted, each of these options
not from the target. The character and the target are is equivalent to an attack. If the character normally gets
now grappling. more than one attack per attack action, he can attempt as
many of these options as he has attacks available, using
If the character cannot move into the target’s square, his successively lower attack bonus for each roll. The
the character cannot maintain the grapple and must character is limited to these options only;
immediately let go of the target. To grapple again, the he cannot take any other
character must begin at step 1. actions.

Grappling Consequences
While a character is grappling, his ability to attack others
and defend himself is limited.

No Threatened Squares: A character does not


threaten any squares while grappling.
No Dexterity Bonus: A character
loses his Dexterity bonus to
Defence (if the character
has one) against
opponents the
character
is not

145
~ Damage the Opponent: Make an opposed grapple
check; if the character succeeds, he deals damage as Joining a Grapple
with an unarmed strike. If the target is already grappling someone else, a character
~ Pin: Make an opposed grapple check; if the character can use an attack to start a grapple, as above, except that
COMBAT (& RUNNING AWAY)

succeeds, he holds the opponent immobile for 1 the target does not get an attack of opportunity against the
round. The opponent takes a –4 penalty to Defence character and the character’s grab automatically succeeds.
against all attacks from other people (but not from the The character still has to make a successful opposed
character); however, the opponent is not considered grapple check and move in to be part of the grapple.
helpless. A character cannot use a weapon on a
pinned character or attempt to damage or pin a second If multiple enemies are already involved in the grapple,
opponent while holding a pin on the first. A pinned the character picks one against whom to make the opposed
character cannot take any action except to attempt to grapple check.
escape from the pin.
~ Escape from Grapple: Make an opposed grapple Multiple Grapplers
check. If the character succeeds, he can escape the Several combatants can be in a single grapple. Up to
grapple. If more than one opponent is grappling the four combatants can grapple a single opponent in a given
character, the grapple check result has to beat all their round. Creatures that are one size category smaller than
check results to escape. Opponents do not have to try the character count as one-half creature each; creatures
to hold a character if they do not want to. that are one size category larger than the character count
as two creatures; and creatures two or more size categories
Alternatively, the character can make an Escape Artist larger than the character count as four creatures.
check opposed by the opponent’s grapple check to
escape from the grapple. This is an attack action that the When involved in a grapple with multiple opponents,
character may only attempt once per round, even if the the character chooses one opponent to make an opposed
character gets multiple attacks. If the character has not check against. The exception is an attempt to escape from
used his move action for the round, the character may do the grapple; to escape, a character’s single grapple check
so after escaping the grapple. must beat the check results of all opponents.
~ Escape from Pin: Make an opposed grapple check.
If the character succeeds, he can escape from being Called Shots and Special
pinned. (Opponents do not have to try to keep the Attacks
character pinned if they do not want to.) The character Instead of just attacking a creature, a character can choose
is still being grappled, however. to target a specific part of the body. Normally, this is done
because some part of the creature is especially vulnerable
Alternatively, a character can make an Escape Artist to damage, or in some cases because the creature can only
check opposed by the opponent’s grapple check to be killed by a strike to a particular organ (vampires with a
escape from the pin. This is an attack action that the stake through the heart, for example).
character may only attempt once per round, even if the
character gets multiple attacks. The difficult of a called shot depends on the size of the
~ Break Another’s Pin: Make an opposed grapple area being attacked, as follows:
check; if the character succeeds, he can break the
hold that an opponent has over an ally. For example, if one character is trying to stab another
~ Draw a Light Weapon: A character can draw a light in the eye with a fork (charming…), he is attempting to
weapon as a move action.
~ Attack with a Light Weapon: A character can attack Called Shot Modifiers
with a light weapon while grappling (but not while Target Size
pinned or pinning). A character cannot attack with Head Two Sizes Smaller
two weapons while grappling.
Throat Three Sizes Smaller
If the Character is Pinned Eye Four Sizes Smaller
When an opponent has pinned the character, he is held Arm, Leg or One Size Smaller
immobile (but not helpless) for 1 round. The character Tentacle
cannot attempt any other action. On the character’s turn, Heart or other Three Sizes Smaller
he can attempt to escape from the pin. If the character internal organ
succeeds, he is still grappling.

146
strike a target that is four sizes smaller than the full-size This is not as much of a difficulty as one might think.
opponent. If the target is human, and therefore Medium- Games Masters are the ultimate controllers of their
sized, the eye is four sizes smaller than Medium, i.e. stories and their decisions are law. If an idea for an
Diminutive. The Size penalty for a Diminutive target action does not match anything here, the Games Master’s

COMBAT (& RUNNING AWAY)


is –8. instincts usually suffice for the moment and an idea
that gets used multiple times becomes a precedent.
Effects of Called Shots on Humans These form the basis for ‘house rules’, something every
If the attack hits, the target must make a Fortitude campaign develops over time. As long as everyone
save at a DC equal 10 + the damage inflicted, or suffer involved in the game is having fun playing and the rules
a negative effect. These are at the discretion of the apply equally to everyone, there is no such thing as a
Games Master, but are normally one of the following: ‘bad call’. The Games Master has both the privilege and
the responsibility of being the ultimate arbiter during
~ If the attack targeted an arm or hand, the character play, but he must act with impartiality or the spirit of
suffers a –2 injury penalty to all attack rolls or skill fairness is lost.
checks using that arm. Multiple injuries
to the same arm do not cause multiple
penalties.

~ If the attack targeted a leg, the


character’s movement is reduced by 5
feet per round. An additional attack (to
the character’s other leg) will reduce his
movement by another 5 feet per round.
Further attacks do not cause multiple
reductions.

~ If the attack targeted the character’s


head, the character is stunned for one
round.

~ If the attack targeted the character’s


throat, he is nauseated for one round.

~ If the attack targeted the character’s eye,


he suffers a –2 injury penalty to all skill
checks involving vision. Two injuries to
the eye blinds the character.

Unusual Combat
Situations
There are any number of actions that can be
taken in combat completely covered by the
rules just presented, but inevitably, a Player
is going to propose something that is not.
Modern roleplaying is fast moving, highly
technical, and conflicts in this setting tend to
be won or lost through the ideas and actions
of those involved, not the person with the
biggest gun. The problem with clever
combat ideas is that they are usually unique,
which makes it very difficult to pattern them
to the common battle options given in this
chapter.

147
Fear and Loathing
FEAR & LOATHING

is enough to overcome his fear. Horror Saves are far more


The doctors told him it was all in his head.
damaging that normal saving throws; if a character fails by
They were right. a large margin, he can become psychologically scarred.

One night, he tore the padding off the cell door with Horror Saves come in three flavours.
his teeth and smashed his skull open on the exposed
metal. Things crawled from the gory ruin of his head Panic Saves occur when the character is in immediate
and skittered out under the door. danger, such as a burning building, onrushing car or
rampaging psychopath. Relatively mundane situations
Horror roleplaying has become almost synonymous can trigger panic saves, but they are also the least
with ‘sanity systems’ that gleefully track the characters’ ‘damaging’ of the three types of horror.
descent into madness and terror. In a well-played
game, such systems are little more than mechanical Fear Saves occur when the character is in a disturbing
reinforcement for roleplaying – the character is not situation. There is no immediate danger, just a brooding,
scared because he failed his Fear save, he is scared lurking, waiting darkness. It is the fear of the haunted
because the Player playing him is scared. Therefore, house, of the shuttered room, of the noise in the attic. It
these rules should usually be applied only to reinforce is the fear of strangers, of shadows, of nameless fears and
and support the roleplaying of the Players. If a Player night terrors.
wants to press on into the dark cavern even though his
character failed his Fear save, the Games Master should Finally, Madness Saves occur when the character is
usually allow it. These rules should be enforced only confronted by the impossible and the inexplicable, when
if a minority of the Players are acting against the best all the rules of reality crumble away or are revealed as
interests of horror, or when a Player wants better rules-
based guidance on how his character would react.

In short – this section of rules is a complement for


roleplaying, not a replacement.

Three Forms of Horror


A Horror Save is a special kind of Will saving throw
that occurs when a character is confronted by a horrific
or disturbing encounter. If the character fails the saving
throw, he is scared, nauseated or otherwise hindered. If
he succeeds, he can act relatively normally as his courage

A Note on Mental Illness


These rules are obviously and deliberately not an
accurate portrayal of mental illness. The aim here
is to provide a system that mimics the types of over-
the-top insanity seen in horror movies and books, not
realism.

148
Horror Save Modifiers six or more, the character enters into a different and far
Situation Modifier more acute state.

Other People
Panic Saves
Alone (no allies) -4 A Panic Save is required when the character is suddenly
One other person -2 confronted by immediate danger. The danger does not

FEAR & LOATHING


Small group (2-6 people) +0 have to be supernatural, but must be a threat right now.
Immediacy is the essence of panic.
A crowd +2
More enemies/monsters than friends -2 If the character fails the Panic Save by five or less, he
present freezes for a number of rounds equal to the margin of
Lighting failure. If he fails by six or more, he either flees or fights.
Dark/Dim Light -2 If the character rolls a 1 on the Panic Save, he also gains
1d3 Shock points.
Total Darkness -4*
Insanity Freezing: A character who freezes in the face of panic
Each Shock Point -1 cannot move or act. He is flatfooted. The character
Mild Phobia to stimulus -2 automatically unfreezes if struck, injured or even
touched by anything. The character may make a Will
Severe Phobia to stimulus -4
save (DC equal to the Panic save DC– 5) to unfreeze if
*This assumes that the horror can still be detected non-
someone shouts at him or otherwise tries to snap him out
visually. If it is purely a visual phenomena, then the
character does not have to make a Horror save at all. of the momentary stupor. When the character unfreezes,
If it is based on visual stimuli but has other effects (a he may roll initiative and act normally thereafter.
gibbering monster), the -4 penalty applies.
lies. They are the rarest of the three Horror saves, as they
only happen when the character is directly exposed to
Sample Panic Saves
the supernatural (although truly bizarre situations, like Situation Panic Save DC
discovering everyone you know are actually NSA agents The character hears a gunshot 5
and you have been living in a fake town constructed A car drives straight towards the 10
inside a psychological warfare research laboratory for character
the last thirty years would also trigger a Madness Save).
A figure suddenly looms out of a 10
Failing a Madness save always has dire consequences. dark alleyway
The character takes 10 or more 10
Shock Points points of damage in one round
As characters fail Horror Saves, they accumulate Shock
Points. These points measure how shaken the character is The character is suddenly attacked 12
by his experiences. These points penalise the character’s by a knife-wielding maniac
Horror Saves (-1 to all Horror saves per Shock point). The character is trapped in a 12
Shock points can become long-term phobias or other burning building
psychological traumas over time – see Gaining and Someone shoots at the character 12
Losing Shock, below. A large explosion happens near the 15
character
Making Horror Saves The character finds himself caught 15
In all cases, a Horror save is made just like a normal Will in a crossfire
save – roll 1d20 and add the character’s Will save bonus,
The character is chased by a 20
and try to get a total that is equal to or higher than the
hideous monster
Difficulty Class. Three of the four basic character classes
have a penalty to a particular kind of Horror Save. If the The character is chased through 25
a dark maze by an even more
Horror save fails by a margin of five or less, the character
hideous monster
enters a particular state. If the save fails by a margin of

149
walk up the stairs. Harder ones are when you realise there
are too many shadows in your room and something is
dripping on your shoulder.

If the character fails the Fear Save by five or less, he is


shaken for a number of rounds equal to the margin of
FEAR & LOATHING

failure. If he fails by six or more, he is repulsed. If the


character fails by ten or more, he is repulsed and gains
1d4 Shock points.

Shaken: A shaken character takes a –2 penalty to attack


rolls, skill checks and saving throws including Horror
saves.

Repulsion: A character repulsed by fear is either


nauseated, fascinated or in denial for 1d4 rounds (Player’s
choice on which condition affects the character). After
this, the character is shaken for a number of minutes
equal to the margin of failure, and suffers an additional –2
penalty on Horror saves while shaken.

A nauseated character cannot attack or do anything except


move – he is too busy voiding his innards in one direction
or another.

Fight or Flight: A character who suffers a flight or fight A fascinated character cannot do anything except stare in
response has a 50% chance of panicking and a 50% horror at whatever scared him. He is considered stunned
chance of attacking or otherwise doing something in for the duration.
response to whatever caused the panic. The character
may make a Fortitude save at a DC equal to the Panic A character in denial momentarily refuses to accept
Save to take the opposite reaction. that whatever just happened actually happened. Unless

A fleeing character is panicked and moves as fast as


Sample Fear Saves
possible away from the thing or event that caused
the panic. If unable to flee, he freezes as above. The Situation Fear Save DC
character panics for a number of rounds equal to the Wandering through a dark and 5
margin of failure. The panicked character can defend empty house
himself as normal, but cannot attack. Remembering a nightmare 5
Finding a dead animal 10
A character who fights must either attack the thing
Spooky and unexplained sounds 10
that caused the panic, or else pick some goal (finding
survivors, retrieving an item lost or damaged in the Seeing truly disturbing or 12
explosion) and obsessively try to accomplish that goal. disgusting images
The character becomes single-mindedly fixated on the Lost in a dark maze 12
attack or goal, and is simply incapable of thinking about Trapped in a nightmare and unable 12
anything else. This state lasts for a number of rounds to wake up
equal to the margin of failure. Finding a corpse 15

Fear Saves Being deliberately confronted with


the object of your phobia
15

Fear Saves are required when the character is in a scary


Finding a friend’s corpse 20
or disturbing situation. Easy Fear saves may be resisting
the urge to hide under the blanket when the footsteps Seeing a ghost 20

150
Multiple Simultaneous Horror Saves?
What happens when a hideous monster bursts up out of the floor, causing both Panic and Fear saves? Or what if a
character looks upon the Nightmare Crystal, which is the heart of Fear and Madness?

If an entity or event has two or three different Horror saves associated with it, then the Player should just make one
roll and use it for all the saves, applying the appropriate modifiers and comparing to each individual DC.

FEAR & LOATHING


Example: Three characters, Dr. Black, Fr. Brown and Sgt. Grey encounter a possessed child that spits flaming bile at
them. This causes a Panic save (DC12) and a Fear save (DC15). Dr. Black has a Panic save of +5 and a Fear save of
+1. Fr. Brown has a +6 to both. Sgt. Grey has a Panic save of +1 and a Fear save of +5. Dr. Brown’s Player rolls a 10,
so he gets a total of 11 on his Fear save (a failure) and 15 on his Panic save (success). He is shaken, but can continue.
Fr. Brown rolls a 15, so he’s unaffected by either. Sgt. Grey also rolls a 10, giving him an 11 on his Panic save and a
15 on his Fear save, so he gets a Freeze result (but he is a combatant, so he must Fight instead).

forced to acknowledge it (for example, if the character If the character fails the Madness Save by five or less,
is attacked by a monster that he is denying the existence he is shaken for a number of rounds equal to the margin
of), the character will act as if whatever scared him of failure. If he fails by six or more, he gains 1d6 Shock
does not exist. This is a risky option, as if the character points and becomes temporarily insane.
is forced to recognise the threat again, he must make
another Fear save. Shaken: A shaken character takes a –2 penalty to attack
rolls, skill checks, and saving throws.
Madness Saves
Madness Saves are required when the walls of reality Temporary Insanity: A character driven temporarily
shatter for the character. When the utterly impossible insane by an event rolls 1d6 and compares the result
and horrific manifests in front of the character, a Madness below. All conditions last for 1d6 rounds, and the
save is required. character is considered shaken for a number of minutes
equal to the margin of failure and suffers an additional –2
penalty on Horror saves while shaken:

On 1-3, they cower for d6 rounds, probably screaming


and crying.
On 4-5, they suffer a breakdown which robs them of the
ability to process any information at all for the duration.
The character is considered paralaysed.
On a 6, they faint and will remain unconscious for d6
rounds.
Sample Madness Saves
Situation Madness Save DC
Reading the diary of a madman 10
Repeated synchronicities (i.e. 12
deja vu)
Having an out-of-body 12
experience
Finding evidence of a paradox 15
Seeing proof that 2+2=5 15
Meeting an alternate-reality 20
or time-travelling version of
yourself
Experiencing a paradox or 25
dimensional fold

151
Breathers
There is an obvious gap in this list that should be
addressed. In one-shot games or particularly short
campaigns the characters will not get the chance
to gain deal with accumulated Shock until after
the whole deal is completed – which pretty much
FEAR & LOATHING

nullifies Shock’s effect on the characters. In this type


of game session, the characters have an additional
checkpoint – when the characters have a ‘breather’.
This is a moment in the horror when everyone gets
the chance to catch their breath; the monster is no
longer chasing them, the haunted house has stopped
freaking them out for half an hour, or they take a
break from the increasingly weird FBI investigation
to grab a coffee.

a –1 circumstance penalty per Shcck point removed to


all attack rolls and skill checks for the duration of the
impairment. Furthermore, when it comes to buying off the
remaining Shock points (see Long-term Effects, below),
the cost of any related additions is reduced by one. For
Gaining and Losing Shock example, if a character drinks himself into a stupor to
remove three Shock points, the cost for mild or severe
Shock points measure short-term damage to the
Alcoholism is reduced by one point for that character.
character’s sanity. They are gained by failing Horror
Saves. Failing a Panic save can lead to various forms
Deal With This Later: Finally, the character can remove
of post-traumatic stress; failing a Fear save can dredge
the penalties to Horror saves from accumulated Shock
up phobias, and failed Madness saves are the most
points by just pushing all the trauma away to be dealt with
dangerous of all, as they strike directly at the character’s
later. Choosing to Deal With This Later is a full-round
psyche.
action. The character gains one extra Shock point and
must still buy off all these Shock points at some point, but
For every Shock point a character has, he suffers a –1
he can ignore the penalty from any Shock. If the character
morale penalty to all Horror saves.
gains more Shock points after declaring that he will Deal
With This Later, this Shock causes the usual penalties.
Temporary Relief The character can choose to Deal With This Later again,
Sheer Grit: A character can remove one point of
but gains one extra Shock point each time he does this.
Shock by making a Will save (DC20) once the duration
of whatever effect caused the Shock has expired. For
For example, Thomas the reporter has five Shock points
example, if the character gained the Shock point while
as a result of exploring a haunted house. This gives him
being panicked for 10 rounds, the character could make
a rather crippling –5 penalty to all Horror saves. His
the Will save at the end of the 10 rounds. If multiple
camerawoman Alice is trapped somewhere inside the
Shock points are gained during a single encounter, the
house. To enter the building, Thomas has to make a Fear
character can only remove one Shock point by making
save, but the penalty from Shock means that he has almost
the Will save.
no chance of making the save. He therefore chooses to
Deal With This Later. He gains another Shock point
Distractions: The character can also remove Shock
(bringing him to a rather worrying total of six), but he
points by turning to alcohol, drugs or some other
now has no penalties to his Horror saves.
distraction. A character who blocks the memory of
whatever caused the Shock in this fashion may remove
He heads into the house, gets mauled by more ghouls, and
up to four Shock points. The impairment from the drugs
eventually manages to exorcise and rescue Alice. In the
or alcohol lasts two hours per Shock point, and causes
course of these events, Thomas gains another four Shock

152
points. At the end of the adventure, he has a –4 penalty Natural Recovery
to his Horror saves (from the last four Shock points), and Shock Point Total Will save DC
a total of ten Shock points. And seeing as it is the end of 1-3 10
the adventure, he has to Deal With Them Right Now.
4-6 15
Other Uses for Shock Points 7-10 20

FEAR & LOATHING


11+ 25
Facing One’s Fears
A character who has already encountered a particular protected or aided their Ties, or if the characters eradicate
horror before may declare that he is facing his fear before a major source of weirdness (escaping the demonic mine
encountering it again. Choosing to Face One’s Fears is a is one thing – blowing the whole hellhole to smithereens
full-round action. The character gains one Shock point, as you leave is another). This reduction is normally
but also gains a +10 morale bonus to the first Horror another 1d6 Shock points.
check caused by the monster or situation.
If any Shock points remain, the character accumulates
Inner Reserves psychological problems and disorders. Essentially, the
A character who has had an ability score drained character buys these disorders with Shock points. The
or damaged may gain a Shock point to ignore such character must spend all his Shock points. A character
penalties for one round. The character’s will overcomes can only purchase each disorder once, and going from
the weaknesses of body and mind. a mild disorder to a severe one only costs 2 points.
The exception is Toughening – a character may take
Long-term Effects the Toughening disorder once every time he buys off
Shock points never last for long. Whenever one of the accumulated Shock points.
following events occurs, the character must deal with
all his accumulated Shock points. These ‘checkpoint’ If by some disaster the character has every disorder on
events are: the Results of Shock list and still has Shock points left
over, he may buy off the remaining Shock points at the
~ The end of the current adventure, as determined by cost of one Wisdom point per Shock point. A character
the Games Master. with no Wisdom is irretrievably insane.

~ The character gains a level.

~ There is a downtime in the adventure of at least two Results of Shock


weeks. Disorder Shock Points
Addiction, mild 2
When one of these events occurs, the character must deal
Addiction, severe 4
with Shock points. Firstly, every character’s mind has a
certain amount of resilience. The character may make a Amnesia 4
Will save; if this save is successful, the first 1d6 Shock Depression 2
points are removed from the character. The DC for this Disassociative Identity Disorder 4
Will save varies – the more damage the character’s mind Obsession 2
has taken, the harder it is to shrug off.
Obsessive-Compulsive Disorder 2
If the character is treated by a psychiatrist, the psychiatrist Paranoia 2
may make a Knowledge (behavioural science) check Phobia, mild 2
at the same DC as the Will save. A successful check Phobia, severe 4
reduces the DC for the character’s Will save by 2 points.
Sociopathy 2

As part of a reward for completing a scenario, the Games Schizophrenia 2


Master may remove Shock points from the characters. Toughening 1
This should only be done if the characters successfully

153
Phobias
Acrophobia Fear of heights Pyrophobia Fear of fire
Aerophobia Fear of drafts, air swallowing or Scotophobia Fear of darkness
airborne noxious substances Somniphobia Fear of sleep
Agoraphobia Fear of open spaces or of being in Thalassophobia Fear of the sea
crowded, public places like markets
Thanatophobia Fear of death or dying
FEAR & LOATHING

Anthropophobia Fear of people or society


Xanthophobia Fear of the colour yellow
Automatonophobia Fear of ventriloquist’s dummies,
animatronic creatures, wax statues; Xyrophobia Fear of razors
anything that falsely represents a
sentient being
Removing Disorders
Automysophobia Fear of being dirty
Autophobia Fear of being alone or of oneself A character who gains a level as an Ordinary Person after
Aviatophobia Fear of flying character creation can remove any one disorder with a
Ballistophobia Fear of missiles or bullets rating of 2 or less on the Results of Shock Table, providing
they succeed at a Will save (DC 15).
Bathophobia Fear of depth
Bibliophobia Fear of books
Prolonged psychiatric care of at least three months,
Blennophobia Fear of slime with no odd occurrences during the therapy, allows the
Botanophobia Fear of plants character to make a Will save (DC 13 + the disorder’s
Brontophobia Fear of thunder and lightning rating) to remove a single disorder. The psychiatrist may
Bufonophobia Fear of toads make a Knowledge (behavioural science) check at the
Cacophobia Fear of ugliness
same DC as the Will save. A successful check reduces the
DC for the character’s Will save by 2 points.
Catoptrophobia Fear of mirrors
Chionophobia Fear of snow Disorders
Chronomentrophobia Fear of clocks
Claustrophobia Fear of confined spaces Addiction, mild: The character needs a fix or a drink
Coimetrophobia Fear of cemeteries regularly, and can go a maximum number of days equal
Coulrophobia Fear of clowns to his Charisma bonus plus his Constitution bonus before
entering withdrawal. His Wealth bonus is reduced by 2
Daemonophobia Fear of demons
and he suffers a –4 penalty while under the affects of his
Dipsophobia Fear of drinking
particular poison. When in withdrawal, the character must
Gerontophobia Fear of old people or of growing old make a Fortitude save each day to be able to function. If
Heliophobia Fear of the sun the save fails, the character is considered shaken until a
Hemophobia Fear of blood new fix is gained and will suffer periods of nausea.
Herpetophobia Fear of reptiles or creepy, crawly
things Addiction, severe: As mild addiction, but the character
Hippopotomotophobia Fear of phobias with overly long needs a daily dose of whatever he is addicted to. He can
names go a maximum number of days equal to his Charisma or
Insectophobia Fear of insects Constitution bonus (whichever is higher) before entering
withdrawal. His Wealth bonus falls by 2 per month of
Ligyrophobia Fear of loud noises
addiction.
Mechanophobia Fear of machines
Motorphobia Fear of automobiles Amnesia: The character blocks out the memories of
Necrophobia Fear of death or dead things whatever caused the trauma. The character must make a
Nelophobia Fear of glass Will save (DC20) to recall any memories. The character
Noctiphobia Fear of the night automatically gains five Shock points as the repressed
Nosocomephobia Fear of hospitals
memories flood back if he encounters the source of his
amnesia again.
Oneirophobia Fear of dreams
Pagophobia Fear of ice or frost

154
Depression: The character loses hope for the future, or Obsession: The character becomes obsessed with
ceases to attach emotional importance to certain aspects something. Roll 1d6 for each Tie – on a one, the
of life. He suffers a –2 morale penalty to all Will saves character becomes obsessed with that Tie, and gains
and must make a Will save (DC10) to motivate himself another three Tie points devoted to it. If no ones are
each day, otherwise he will stay in his home. If dragged rolled for any Tie, the character gains three Tie points
out, he suffers a –2 penalty to all attack rolls and skill devoted to a person or concept chosen by the Games

FEAR & LOATHING


checks. Oddly, the morale penalty does not apply to Master. Note that these obsessive points do not count
Horror checks. The character simply does not care for the purposes determining if a character becomes an
enough to be particularly bothered. incurable sociopath due to Ties being destroyed.

Disassociative Identity Disorder: The character’s Obsessive-Compulsive Disorder: The character


psyche fragments to create an alternate personality to deal develops a set of rituals and nervous responses that he
with the trauma. Eventually, the character may develop must perform. This unsettles people around him, giving
multiple personalities which come to the fore in times the character a –2 penalty to all Charisma-based checks.
of stress (the character switches personality whenever If the character is prevented from performing his rituals,
he fails a Horror save). The alternate personalities have he suffers a –2 penalty to all his skill checks.
the game statistics and abilities as the primary, but each
has different a distinctly different mindset. Additionally, Paranoia: The character becomes convinced that
each additional personality will slowly accumulate enemies are everywhere. He suffers a –4 penalty on
disorders of its own (as the Games Master decrees), quite Sense Motive checks, and always believes that the other
probably swamping the primary personality eventually. person is plotting against him if he fails a Sense Motive
check.

Phobia, mild: The character has an unnatural fear


of some phenomena and suffers a –2 to any horror
checks involving it.

Phobia, severe: The character has an overwhelming


fear of some phenomena and suffers a –4 to any
horror checks involving it.

Sociopathy: A dangerous disability, a character


who becomes sociopathic slowly loses the emotional
capacity to connect with anything he experiences or
is involved in. The character degrades 1 permanent
Tie by 1 point. If this leaves the Tie with no points
left devoted to it, then it no longer exists as a Tie.
If a character has no Ties left at all, then he is an
incurable sociopath and the character is taken over
by the Games Master.

Schizophrenia: The character begins to suffer from


hallucinations and delusions. If he fails any Horror
checks, the margin of failure is doubled – e.g., if a
character fails a roll by 4, work out the results as if
he had missed the DC by 8.

Toughening: The character becomes more


resistance to horror. Increase the character’s Horror
save bonus for one type of Horror (Panic, Fear or
Madness) by 1.

155
Magic, mysteries and
MAGIC, MYSTERIES & PHENOMENA

phenomena
Occult powers lurk beneath the surface of horror. Magic ~ Artefacts: Magical items each have a unique method of
and psychic powers are never simply a shield or weapon activation and unique powers.
against the horror – they are a part of it. A character
with such abilities is intimately tied to the darkness. The Using a Spell, Psychic Ability or Faith takes a standard
powers he uses to drive back or delve into the shadows action, and draws an attack of opportunity unless the caster
are the same powers that animate the shadows, or enable makes a Concentration check (DC 15). Other conditions
them to move through our reality. can also prevent a character from using a supernatural
ability – each character involved must succeed at a
Concentration check at the DC listed below.
Using Supernatural
Abilities Character is…
There are five types of supernatural ability in OGL Grappling or Pinned DC20
Horror.
In a moving vehicle, vigorous motion DC10
~ Rituals: Rituals can be used by any character and do
not require any special feats. They are time-consuming Violently moving vehicle DC15
and difficult. Rituals can be used to exorcise ghosts, Violent weather DC5
summon or banish demons, open portals and call up
Unnaturally violent weather DC10
that which should not be summoned.
~ Spells: Practising this form of magic requires Injured during casting DC10+the
that the character possess certain feats, as well as amount of
the Knowledge (occult) skill. Spells can be cast damage
comparatively quickly, but have limited effects. sustained
~ Psychic Abilities: Unlike magic, psychic powers
are not learned – a character is born with them, or
acquires them through misfortune. Psychic powers
Matching the powers to the game
Not all of the powers have to be included in any one
are governed by the Concentration skill and also
campaign. The Games Master should pick and choose the
require that the character have the appropriate feats.
available abilities.
~ Faith: Characters with fervent religious beliefs or
intense strength of will can sometimes drive back
Rituals are basically plot devices – each ritual does one
evil. Faith is based on the Knowledge (theology
thing and one thing only. They are a tool for characters
and philosophy) skill. It is relatively accessible, but
with no occult powers of their own, allowing them to deal
having the appropriate feats makes it much more
with a supernatural threat. The aim of the game might be
reliable.

Supernatural Powers and Player Characters


In a horror game, any supernatural powers possessed by characters should be double-edged swords. At the best of
times, the powers merely make the character a more attractive target. In most situations, the power should be an
added source of horror. Psychic powers force the character to see, to taste, to experience the most ghastly things
imaginable. Magic requires a character to make bargains and sacrifices with hideous entities. The characters are
drawing on the same powers as the monsters and are taking the first steps towards becoming monsters themselves.

Try not to let supernatural powers become too commonplace or familiar, or dominate the game. Every use of such
powers should either advance the plot or open up new vistas of horror.

156
to find an ancient ritual that closes the gateway to Hell or Finally, Artefacts are plot tools just like rituals.
banishes the cosmic horror. Try to avoid ending every However, an artefact will probably be used constantly

MAGIC, MYSTERIES & PHENOMENA


game with a ritual, as it does rapidly become a tired during a game, so their abilities should be less powerful
cliché. As long as they are not overused, rituals can be (a ritual might allow the characters to banish a demon
an eerie part of any campaign. wholly, but an artefact might only give them a chance to
fight it) but generally more useful.
Spells make magic a lot less mysterious, so they should
only be made available to the Players in a high-powered
campaign where bizarre occult events are familiar. In a Rituals
medium-powered game, where the characters deal with Rituals are usually found in ancient books of occult
horrors on a regular basis, then spells should be used by lore, decoded from glyphs on the walls of tombs, or
evil cultists and sorcerers. Finally, in a game where the derived from mathematical formulae. They are a form of
characters have no clue about the nature of the horror ceremonial magic, requiring only belief and the proper
and no hope of confronting it directly, the Games Master words and gestures from the participants – it is not
can just decide vaguely what the antagonists can do necessary to comprehend how the magic works.
without having to pin it down in mechanics – they can do
whatever is needed to scare the Players. Each ritual description has the following elements:
Ritualists: The number of characters required to perform
Psychic powers can be used in any game – they are the ritual.
mainly an information-gathering tool, and so the lower Primary: Each ritual has a primary caster who leads the
tier of psychic feats can fit quite comfortably into a ceremony and a number of secondary ritualists who aid
lower-powered game. These powers do not require any the primary. The primary character must make a roll of
special training, so a character from an entirely mundane, some kind (usually Knowledge (occult) or a Wisdom or
ordinary background can develop psychic powers. Charisma check against some DC.
Secondaries: Each secondary ritualist must also make a
Faith is a big one, and should only be used in campaigns check of some sort. For each secondary who succeeds,
where it is genuinely appropriate. If pious people have the primary character gets a +3 ritual bonus to his roll
a special protection from evil, that implies that there’s a (and these bonuses stack with each other).
divine morality out there, that there is a God (or Gods) Requirements: Any special qualities that the primary or
and maybe even a divine plan. In some games, that secondary ritualists must possess.
is perfectly acceptable – once you bring in God, you Components: Any special items that must be present for
can also bring in his opposite number and all his little the ritual.
demons. Letting those with fervent faith have special Costs: Some rituals drain hit points, ability scores or
power over evil can add to the horror – having a special some other aspect of the characters.
gift is little comfort if it means that you are the only Casting Time: How long the various parts of the ritual
who can go out and fight the evil demon. Faith (as a last.
special power, anyway) should not be allowed in games Effect: What effect the ritual has, if effective.
of cosmic horror (where the empty, uncaring nature Failure: What happens if the primary ritualist fails his
of the universe is an important element) or where the check.
horror’s origin is scientific (zombies animated by bizarre
chemicals should not be vulnerable to faith). Exorcism
This ritual drives out demons or evil spirits possessing a
victim or inhabiting a building.
Ritualists: The ritual calls for at least one priest or
similarly qualified primary ritualist (6 or more ranks in
Knowledge (theology and philosophy) or Knowledge
(occult) is acceptable), as well as two to five assistants.
Primary: The primary must make five opposed Will
saves against the demon. The demon may add its Hit
Dice to its rolls; the primary may add his Charisma
modifier and gets a +2 synergy bonus if he has 6 or more
ranks in Knowledge (theology and philosophy).
Secondaries: The secondaries need only succeed at a
Madness save (DC 10) to successfully aid the primary
ritualist.

157
Requirements: The primary gets a +5 circumstance points from their ability scores equal to its hit points.
bonus if he knows the demon’s true name or if he has Each round, it absorbs 1d8 points from up to six different
MAGIC, MYSTERIES & PHENOMENA

some other hold over the spirit. secondary casters. Alternatively, the demon can draw
Components: Bell, book and candle, as well as something power from some other source, such as yet more sacrificial
symbolising purity (salt is commonly used). victims.
Costs: Once the fifth opposed Will save is made, the Casting Time: The ritual takes thirty minutes of chanting
primary takes temporary Wisdom damage equal to the and incantation before the portal begins to form. Once
hit dice of the demon. the gate opens, the ritual lasts until the demon has drained
Casting Time: One minute (12 rounds) of chanting and enough energy from the secondary casters to come
preparation, followed by the clash of wills between entity through into our reality.
and primary ritualist. Each clash (opposed Will save) Effect: The demon emerges into our reality, and remains
takes one round, with a one-round gap in between. here until banished or destroyed.
Effect: If the primary ritualist wins the majority of the Failure: The demon is caught in between realities. If it
five opposed Will saves, the entity is banished. If it is an had drained an amount of ability score points less than
outsider, it is forced to return to its place of origin and half its hit point total, it is hurled back to wherever it came
may not return unless summoned. If it is a ghost or other from. If it drained an amount of ability score points less
entity tied to this earth, it is disrupted for 10d10 months than half its hit point total, it can partially manifest in
or is wholly destroyed, depending on how strongly the our world, tainting wherever the ritual took place. The
entity was tied to this world. demon cannot move or use most of its powers, but can
Failure: If the primary ritualist fails by more than two warp reality somewhat. Also, a subsequent summoning
Will saves (i.e, the entity won by a margin of 4-1 or 5-0), ritual can use the demon’s accumulated power – if a 100
the entity may choose to possess him instead. The two hit point demon had drained 75 points of ability scores
must make another opposed Will save (and remember before the summoning was stopped, a second summoning
that the primarily ritualist has now suffered temporary ritual need only provide the remaining 25 points to free
Wisdom damage). If the primary ritualist fails this save, the demon.
he is possessed.
Call Storm
Summon Demon The ritual of calling the storm being an unnatural storm
This potent ritual tears open the fabric of reality, to down upon a region.
allow a demonic entity entry into the world of matter Ritualists: One primary caster and any number of
and flesh. secondary casters.
Ritualists: There is no limit to the number of ritualists Primary: The primary caster must make a Knowledge
involved in a summoning. (physical sciences) or Survival check to shape the weather
Primary: The primary ritualist must succeed at a to the desired form. The storm lasts for six hours. The
Knowledge (occult) check every round for the duration DC for this check depends on what type of weather is
of the ritual, at a DC equal to 10+the demon’s hit dice. desired.
If he fails this check, the ritual continues and the demon
continues to drain power from the secondary casters (see Weather Type
below). If he fails this check twice in a row, or is killed, Storm Type Base DC
the ritual collapses.
Secondaries: Each secondary caster in the ritual provides Heavy Rain 10
power to open the portal. They need merely be present Lightning Storm 15
and keep chanting. Snowstorm 15
Requirements: The summoning requires a properly
prepared ritual space and summoning circle. These Added Extras DC Increase
can be prepared in five minutes with a successful Flooding or snowdrifts +5
Knowledge (occult) check (DC 10). If the circle is block overland travel
carefully prepared (which takes at least a week of work), High winds block flight +5
the primary ritualist gets a +5 ritual bonus to his checks.
Components: The primary must know the demon’s true Lighting strikes specific +2 per strike
name. Sacrifices can also help with the summoning – for locations
every round in which a victim bleeds, the primary caster Storm blocks +5
gets a bonus to his roll equal to the amount of hit points communications
lost by the victim. Double storm duration +2 per doubling (initial
Costs: The demon drains power from the secondary duration is six hours)
casters to open the portal. It must drain a number of

158
Secondaries: The secondary casters must succeed at a Components: None.
Will save (DC15). Costs: None are required to use the ritual, but activating

MAGIC, MYSTERIES & PHENOMENA


Requirements: None. the magic of the old stones may require a sacrifice of
Components: None. some sort.
Costs: The ritual inflicts an amount of ability score drain Effect: The effect of the ritual depends on what ancient
equal to the DC of the Knowledge or Survival check site was activated. Using this ritual at certain Iron Age
made by the primary. This drain can be divided amongst sites in western Europe can open a misty gate to the
the primary and secondary ritualists. Celtic otherworld. Activating the ancient stones that lie
Casting Time: One hour. beneath the patterns in the Nazca desert can call down
Effect: The storm boils up out of the sky and lasts for at those who went to the stars aeons ago.
least six hours. Failure: If the primary ritualist’s roll fails by 10 or more,
Failure: The storm goes out of control – it may fade away the ancient site suffers considerable structural damage as
unnaturally quickly, or cause unforeseen effects. a surge of magic rushes through it. This may cause a
minor earthquake or even make the place collapse.
Alignment of Stones
The alignment of stones ritual activates ancient monoliths Spider Dreams
or other constructions. Some of these monolith sites The ritual of spider dreams summons a host of tiny
open gates to other realms, others awaken sleeping ghostly spiders that begin to weave a thick web over
monsters or grand special powers to a user. a building or other structure. The spiders flit between
Ritualists: This ritual needs only a primary caster. reality and etherealness and the web itself is invisible to
Primary: The primary must make a Knowledge (occult) normal people. This magical web prevents anyone inside
check at DC25, and gets a +2 synergy bonus if he has five the building from leaving by any means – even ethereal
or more ranks in Craft (structural). creatures cannot pass through the webs. It is used to
Secondaries: Secondary ritualists must also make contain a horrific, evil force within a given structure.
Knowledge (occult) checks, as above. Ritualists: This ritual needs one primary and three or
Requirements: None. four secondary ritualists.
Primary: The primary must make an opposed Will
save against the Will save of the most powerful entity
inside the building. The entity may add its Strength or
Charisma bonus (whichever is higher) to its roll.
Secondaries: Three of the secondary casters must
approach the building from at least five hundred feet
away which the primary does the same. The four must
each approach from one of the four cardinal points while
chanting (north, south, east, west), with the primary
caster approaching from the remaining cardinal point.
The secondary casters must each make a Concentration
check (DC10) to aid the primary caster.
Requirements: Once three of the secondary casters and
the primary caster reach the building to be bound in
spider web, they must enter the structure. The webs
then seal up that last entrance. The four must enter the
building for the spell to work. The fourth secondary
caster may remain outside. The ritual lasts as long as
any one of the casters is alive, so the fourth secondary
caster can act as an anchor, keeping the spider web intact
for as long as he lives, even if the other four have been
torn apart.
Components: The ritual requires a rare breed of spider
from North Africa, which must be held under the tongue
of each caster as the ritual is cast.
Costs: None.
Casting Time: Half an hour.
Effect: If the ritual succeeds, nothing can leave the
web-bound structure by any means. The evil is trapped

159
within. This containment lasts until all the people who casting result of 22, he could choose to use a result of 20
cast the ritual are dead. Rumour has it that it is possible or 15 or any value lower than 22.
MAGIC, MYSTERIES & PHENOMENA

to bring down a web by somehow entering the dreams of


the arachnid weavers, but no known ritual or spell allows Spellcaster
this sort of contact. The character can cast spells.
Failure: If the caster fails the opposed Will save, the Prerequisites: Intelligence, Wisdom or Charisma score
spider web is not strong enough to contain the powers of 13+.
within the building. Benefit: The character can cast any spell that he knows.
The maximum number of spells that he can know is equal
Spells and Spellcasting to his Intelligence modifier. A starting character taking
this feat knows one spell.
Spells are quick, vicious incantations that suddenly
create an unnatural effect. The key skill used to cast Special: Taking this feat gives the character three Shock
spells is Knowledge (occult). Casting a spell requires points, which must be bought off using the normal rules
a skill check to determine how effective the spell is. (see Chapter 8, Fear and Loathing).
The higher the result, the more effective the spell is.
However, the higher the result, the greater the ability Spell Mastery
score or hit point drain caused by the spell. Additionally, The character has the magical prowess to contain a wide
the character must have access to a written version of the repertoire of spells.
spell in order to learn it and is limited as to how many Prerequisites: Spellcaster; Intelligence 13+.
spells he can know. Benefits: The character may know three extra spells.

Spellcasting Drain Spell Focus


The character’s mind is unusually forceful and adept
Casting Result Ability Score Drain
when it comes to spellcasting.
10 or less 1 Prerequisites: Spellcaster; Charisma 13+.
11-15 2 Benefit: The character has a +4 bonus to Knowledge
(occult) checks when casting spells.
16-20 3
21-25 4
26+ 5 Casting a Spell
To cast a spell, the character makes a Knowledge (occult)
check. The total of the dice roll plus the character’s
Spellcasting Feats Knowledge (occult) bonus (which includes skill ranks,
ability modifiers, bonuses from feats such as Skill Focus
To use spells at all, a character must have the Spellcaster
feat. A character may know a number of spells equal to and so on) is referred to as the casting result. The higher
his Intelligence modifier. Extra spells can be obtained the casting result, the more powerful the spell. The
by taking the Spell Mastery feat. casting result also determines how much ability score
drain the spell inflicts.

Control Magic A spell always takes a full-round action to cast.


The character can choke off the energies of a spell before
it drains him dry. Each spell description has the following elements:
Prerequisites: Spellcaster: Wisdom 15+. Drains: Which ability score is drained by the spell.
Benefit: The character may choose to use a lower casting Range: The range of the spell.
result if he desires. For example, if the character rolls a

Spells and other OGL games


OGL Horror uses a different spellcasting system to other OGL games. In most other games, spellcasting is dependable
and safe. Each caster can cast a certain number of spells per day and spells are divided neatly into different levels. If
the Games Master wishes to convert spells from other OGL games to OGL Horror, the casting DC is 5 plus the spell’s
level x 5 and the spell drains a number of ability score points equal to twice the spell’s level.

When converting spells from OGL Horror to other games, ignore the ability score drain and reverse the above
formula to get the spell’s level, taking the desired effectiveness of the spell as the casting DC.

160
Duration: How long the spell lasts. If the duration is for 1d4+1 rounds. Being struck by this spell forces a
marked with a (D), the spell can be dismissed at will by Madness save (DC12).

MAGIC, MYSTERIES & PHENOMENA


the caster before the duration runs out.
Target or Area of Effect: What the spell is cast on. Blight
Components: Drains: Strength.
~ V – verbal: the caster must be able to speak to cast the Range: 30 feet.
spell Duration: One year (D).
~ S – somatic: the caster must be able to make gestures Area of Effect: One field or one creature.
to cast the spell Components: S.
~ M – material: the spell requires an item of some sort. Saving Throw: Fortitude negates.
Saving Throw: If the spell allows a saving throw, it is Land cursed by blight becomes barren and infertile.
noted here. The DC for the Saving Throw is always Nothing will thrive there for a year and even after this the
10+the Intelligence modifier of the caster (before any area will still be noticeably poor. If cast on a creature,
drains take place)+the number of points drained by the that creature becomes ill for a number of days equal to
spell. the casting result (-1 to all rolls), or lame (-4 to attack
rolls with a lamed hand, or half movement and –4 to
Spells Balance and other agility-related roll with a lame leg).

Bleeding Spell Bind Energy


Drains: Constitution. Drains: Dexterity.
Range: 10 feet X casting result. Range: Within eyesight.
Duration: A number of rounds equal to the casting Duration: As long as the caster concentrates.
result. Target: One machine.
Target: One person. Components: None.
Components: V, S. Saving Throw: V.
Saving Throw: Fortitude negates. Bind energy allows the caster to control the flow of
The target of this spell begins to bleed from his eyes, electricity (or steam, or whatever powers the machine)
nose, mouth and other orifices. He loses a number of hit through a device. He can use the casting result as a
points per round equal to the ability score drain of the Computer Use, Disable Device, Drive or Pilot check.
spell. Furthermore, the character has a –2 circumstance The caster can control any device he can see by using the
penalty to all attack rolls, skill checks and Horror saves spell in this fashion.
due to the distraction and pain.

By making a Treat Injury Call Horror


roll (DC equal to the Drains: Wisdom.
casting result), the Range: Special.
bleeding can be Duration: One minute per casting result.
stemmed Target: One creature.
Components: V, S.
Saving Throw: None.
This spell summons up a creature to serve the caster. It
congeals from shadow and dust, or drifts down out of the
skies, or suddenly erupts out of the ground. The creature
has a maximum hit dice equal to half the casting result
and will obey the caster’s verbal commands. It counts
as an aberration, and has no particular special abilities,
though it may well provoke a Fear save (DC 10) as it
arrives. The creature will vanish once the spell’s duration
expires.

Cloud the Mind


Drains: Wisdom
Range: Casting result in feet.
Duration: Concentration + 1d6 rounds.

161
Target: One person. Duration: A number of minutes equal to the casting
Components: None. result.
MAGIC, MYSTERIES & PHENOMENA

Saving Throw: Will negates. Target: One creature.


The victim of cloud the mind must make a Concentration Components: V, S.
check every round, at a DC equal to the casting result Saving Throw: Will negates.
to act. His thoughts have to push through a morass of To use dominate, the caster must look into the target’s
confusion and distractions. If the victim is attacked or eyes (this is a gaze attack). The spell transfers a single
threatened, he may make another Will save. telepathic command to the target, who must attempt to
comply. The victim is not consciously aware that he is
Divination being controlled, but does sense that something is wrong.
Drains: Wisdom. If the command is to do something self-destructive or
Range: 0 feet. utterly against the victim’s sense of self or morality, he
Duration: 10 minutes. may make another Will save every round.
Target: Self.
Components: V, S, M. Ghost Claw
Saving Throw: None. Drains: Strength and Constitution.
Divination allows the caster to predict the future in very Range: 100 feet.
vague terms. The spell is channelled through some token Duration: Instantaneous.
or device, such as cards, dice, mathematical equations, Target: One creature.
a scrying pool or some other method. Use the casting Components: V, S.
result as a percentage chance for the caster to foresee a Saving Throw: Reflex halves.
particular event. Ghost claw conjures a spectral claw that slashes across the
flesh of one target. The caster must make a ranged touch
Dominate attack to hit with the claw. It inflicts hit point damage
Drains: Charisma. equal to the casting result. Ghost claw can also affect
Range: 100 feet. ethereal or incorporeal creatures.

Invisibility
Drains: Charisma.
Range: Self.
Duration: Casting result in minutes.
Target: Self.
Components: V, S.
Saving Throw: None.
This spell does not give true invisibility – it merely distorts
the perceptions of anyone looking at the caster, making it
much, much harder for them to notice him. The DC for
spotting the caster is increased by the casting result, but
any observers are entitled to a new Spot check whenever
the caster moves. If the caster attacks, the DC for the Spot
check is reduced by 20 for as long as he attacks, and will
expire after 1d4+1 rounds. This spell works on security
cameras and other visual sensors as well as eyes.

Project Dreams
Drains: Wisdom.
Range: Unlimited.
Duration: Objectively, one hour in the real world; in the
subjective dream world, a number of hours equal to the
casting result.
Target: One or more dreamers, up to a maximum of the
caster’s Charisma bonus.
Components: V, S, M.
Saving Throw: Special; see below.
The project dreams spell allows the caster to create a

162
dreamscape and draw the sleeping minds of several other Finally, the spell can be made both permanent and more
people into it. The other people appear in the dream powerful using a material component – specifically,

MAGIC, MYSTERIES & PHENOMENA


more or less as they really are in the waking world, certain rare metals and precious stones. The
while the caster must sculpt a dream-avatar for himself. transportation variant of the spell can create a permanent
In the dream, the caster has the Warp Reality ability portal with a range equal to the casting level in light-
(see Chapter 12, Monsters), and uses his casting result years, while the space-increasing version becomes a
instead of his Concentration score while in the dream. permanent tesseract ten times larger. While the spell
Any damage or Shock points echo into the real world is maintained, the caster cannot regain the ability score
– one-tenth (round up) of the effective damage gained in points drained by the spacewarp.
the dream transfer over to reality.
Terror
If a victim fails a Fortitude save against the spell, he is Drains: Charisma.
fatigued the next day. Range: 120 feet.
Duration: Instantaneous.
The material component for this spell is a link to the Target: One or more characters.
targets – a piece of clothing, a drop of blood, a copy of a Components: V.
signature, a passport or some other personal item. Saving Throw: None.
This simple spell creates an image of the target’s worst
See Through Veils fears to terrify them. The target must make a Fear
Drains: Charisma. save (if he has any phobias) or Panic save (if he has no
Range: Self. phobias) at a DC equal to the casting result. Optionally,
Duration: Casting result in rounds. the caster can split the casting result among multiple
Target: Self. targets – a casting result of 25 could be used to hit one
Components: V, S. target with a Fear save (DC15) and another with a Panic
Saving Throw: None. save (DC10). If a target does have a phobia, remember
When this spell is cast, the character can perceive to apply their penalty to their saving throw (see Chapter
auras, invisible creatures, magical emanations and other 8, Fear and Loathing).
supernatural phenomena. Interpreting these auras is
difficult, and often all the spell can do is show the caster Ward by Will
than something is odd there. Drains: Constitution and Charisma.
Range: Self.
The caster can see invisible or ethereal creatures clearly. Duration: Casting result in rounds.
He may use the casting result as the roll for Spot or Sense Target: Self.
Motive checks as he can perceive the auras of creatures. Components: V, S.
Using this spell triggers a Madness save at a DC equal to Saving Throw: None.
the casting result –5. Ward by will gives the caster Damage Reduction equal
to the casting result. This protection drains away as the
Spacewarp spell goes on, decreasing by one point every round (so
Drains: Constitution and Strength the protection is always equal to the remaining duration
Range: Touch of the spell). Any injuries inflicted on the caster are
Duration: Special; see below. instantly healed or deflected by the magic.
Target: Creature or object touched
Components: V, S, optional M.
Saving Throw: Fortitude negates.
Spacewarp creates folds in space. It can be used to Psychic Phenomena
teleport a character or object a number of miles equal Each individual psychic power is a feat in its own right; it
to the casting result multiplied by fifty. A character is quite possible for a character to have only one psychic
unwilling to be transported has a +5 bonus to the power. They do not have to be learned – at the Games
Fortitude save. Master’s discretion they may be developed naturally or
even due to a supernatural mishap. Psychic abilities
Alternatively, the spell can be used to increase the inner depend on the Concentration skill and require that the
dimensions of an object or structure up to the size of a character have the appropriate psychic feats. Psychic
small house. Multiply the size of the space inside by the powers have a chance to backfire and injure the user. The
casting result. This increase in space lasts the casting easier the Concentration check, the higher the chance of
result in minutes. Backfire, as shown on the Backfire table.

163
Backfire immaterial and almost imperceptible. Navigating through
the Astral plane requires a Knowledge (occult) check (DC
Concentration DC Backfire on a roll of…
MAGIC, MYSTERIES & PHENOMENA

20). The character can attempt to manifest in the material


Less than 10 10 or less world (in a ghost-like, incorporeal astral body) by making
10-14 1-4 a Concentration check (DC 20). While manifested, the
character can perceive the real world, walk through
15-19 1-3
walls and is immune to attacks other than those that hurt
20-24 1-2 incorporeal creatures. To return to his body, the character
25+ 1 must either walk in incorporeal form to the empty body, or
else return to the Astral plane and navigate back.

The hit point loss or other penalty caused by a Backfire If the character fails to navigate the plane, an astral
is listed with each feat, in a section marked ‘Backfire’. creature may (5% chance per hour) possess the empty
body, and require an exorcism to remove it. A failed
Retries: If a character fails a Concentration check to Navigation roll means that the character is lost for a
read a particular impression or learn information about a number of hours equal to the Knowledge (occult) roll.
topic, the character may try again. However, the chance Backfire: 1d10 hit points.
for Backfire doubles each time. If the character rests
for at least eight hours between attempts, the chance for Empathic
Backfire does not double. The character can project or receive emotions in others
nearby.
A character may not take 10 or take 20 on a Concentration Prerequisite: Charisma 15+.
check to use a psychic power. All psychic abilities take Benefit: By concentrating, the character can detect or
a standard action. project emotions. When detecting emotion, the character
may use his Concentration skill instead of his Sense
All psychic characters must have the Sensitive feat. Motive skill. To project emotion, the character must
After that, they can choose other feats freely, as long as make a Concentration check, at a DC of 10+the target’s
they meet the prerequisites. Will save. Projecting emotion can cause the target to be
distracted, giving a –2 morale penalty to attack rolls and
skill checks, or give an ally courage, giving a +2 morale
Psychic Abilities bonus to Horror saves.
Backfire: 1d4 hit points.
Astral Form
The character can leave his body for short periods and Precognitive
travel in an astral body. The character can perceive the immediate future.
Prerequisite: Precognitive. Prerequisite: Wisdom 13+.
Benefit: Entering astral form requires a Concentration Benefit: Sometimes, the character receives cryptic images
check (DC 25). While in astral form, the character or prophecies of potential futures. These happen naturally,
is in the astral plane, a realm of pure thought. Here, but the character can also try to trigger an precognitive
emotions, metaphors and concepts have ‘physical’ flash, as shown on the Precognition table.
form, while the astral reflections of ‘real’ objects are as Backfire: 1d4 hit points.

Precognition
Future Concentration DC Effect
Next round 15 The character can gain either a +4 dodge bonus to Defence, or a +10 insight
bonus to an attack roll.
Short term (next 20 The character gets flashes of likely events in the next hour, such as a monster
hour at most)* attacking or a bomb exploding.
Next 24 hours* 25 The character receives the information in the form of either a montage of
images or a short rhyme or riddle.
Indefinite* 15 Again, the character receives the information in the most cryptic form
possible.
* If the character wants information on a particular topic, the DC is increased by 5.

164
Benefit: The character occasionally senses psychic
Pyrokinetic traces, emotional residue, unseen presences and other
The character can make things burn.

MAGIC, MYSTERIES & PHENOMENA


kinds of supernatural phenomena. This ability is not
Prerequisite: Telekinetic.
under the character’s control – the Games Master should
Benefit: The character can create heat and flame using
make a Concentration check for the character, depending
his mind alone. The DC for the Concentration check is
on the situation. If the check succeeds, the character gets
calculated as follows:
a psychic flash.

Pyrokinesis The psychic flash may be nothing more than a momentary


Effects Concentration DC image, a scent, a triggered memory or just a feeling that
Creating a spontaneous flame* 15 something is wrong.

Moving an existing fire** 10


Sensitivity
Every foot of range +1
Situation Concentration DC
Every additional1d6 points of fire +5
Within 30 feet of psychic 20
damage
emanation
* This is a Small fire, which will cause 1d6 damage
(especially if the character has created it on someone’s Within 10 feet of psychic 15
body). emanation
** Causing a fire to roll off a burning object, form a Touching psychic 10
barrier and so on. emanation

Backfire: 1d6 hit points for every 10 points of the


Backfire: 1d4 hit points.
Concentration DC.

Second Sight Speaker for the Dead


By touching a corpse or a ghost, the character can draw
The character can see magical auras and ghosts.
the spirit of the deceased into himself.
Prerequisites: Wisdom 15+.
Prerequisites: Second Sight.
Benefit: See the see through veils spell above. The
Benefit: While the character contains the spirit, the spirit
Second Sight feat gives exactly the same abilities if
can speak through the character, see through his eyes
the character succeeds at a DC15 Concentration check,
and so on. If the spirit does not want to be contained
except the Concentration check result is used as the
(or does not want to leave, or wants to try to use the
modifier to Sense Motive and Spot checks. A new
character’s body for a round), the creature must make a
Concentration check must be made every 1d4 minutes to
Will save opposed by the character’s Concentration). If
maintain this psychic power. Using this power triggers a
the character dies while the spirit is trapped within him,
Madness save at a DC equal to the Concentration check
both are destroyed.
–5.
Backfire: Blinded for 1d4 minutes.
Backfire: 2d6 damage, plus the character suffers a –4
penalty to any attempts to resist possession for the next
Sensitive 24 hours.
The character gets psychic flashes and images on
occasion.

Handling Psychic Visions


Any sort of predictive ability can be troublesome in a game. Players have an unerring ability to sow chaos and drive
the plot off course, so ensuring any event takes place as planned can be very difficult. Keep visions as general and
as cryptic as possible. Instead of answering their questions, they should tell the Players what questions they should
be asking. Use images that could easily be misinterpreted. Consider using techniques like the indeterminate clue
to keep your options open – just drop a bizarre image on the Players and let them come up with why it might have
shown up in a vision.

Finally, it might be that the visions only show what would have happened if the characters never got the vision, so any
actions based on the information from the vision will paradoxically prevent the vision from coming to pass.

165
Telekinetic Faith
The character can move objects with the power of his
MAGIC, MYSTERIES & PHENOMENA

Faith demands sacrifice and belief. The basic roll for a


mind. Faith check is a Charisma or Wisdom check (Player’s
Prerequisites: Constitution 13+. choice). Having six or more ranks in Knowledge (theology
Benefit: The character may produce any of the following and philosophy) gives the character a +2 synergy bonus to
effects by concentrating. the roll. However, mere knowledge is not enough – the
character must be prepared to make sacrifices. Each Faith
Telekinesis Effects effect has a requisite DC in order for it to manifest. Each
Effect Concentration Check must be effect of Faith also has a required stake, a level of penalty
DC made every… that the character will incur if the Faith check fails. For
Lift objects* Total Strength + Round example, a Player might agree that if his character fails to
Dexterity required Exorcise a demon, the demon will possess the character,
or that his character will gain three Shock points, or lose
Levitate 15 Minute 2d6 hit points. If the Faith check succeeds, the character
Telekinetically Grapple check of Round suffers no penalty.
grapple target
Telekinetically =Attack roll. Round If Faith is available in the game, only a character with the
strike** Pious feat may employ this ability any efficacy. Any non-
* For example, if the character wants to clumsily hammer Pious character can use the effects of Faith listed below,
open a stuck door, he could use Dexterity 3 and Strength by making an unmodified Wisdom or Charisma check,
17 and have a Concentration DC of 20. Telekinetically where natural 1s and 20s have no effect. Having any of
unlocking a door with a key might require Strength 1 and the feats below makes using Faith much easier and a roll
Dexterity 10. of a natural 20 is always a success. It is a full-round action
** When telekinetically striking a target, the character to invoke a Faith effect.
may use the Power Attack feat to inflict damage. For
example, if the character wants to deal 5 points of
damage with the attack, he must accept a –5 penalty to
his Concentration check.

Backfire: 1d8 hit points.

Telepathic
The character can sense the thoughts of others, or project
his own upon them.
Prerequisite: Empathic.
Benefit: To scan the thoughts of another character, the
telepath must make a Concentration check at a DC equal
to the distance in feet between the telepath and the target,
plus the target’s Will save bonus. The telepath detects
surface thoughts first, but continued scans can probe
memories and buried thoughts.

The character can also project his own thoughts at the


same DC. He can even alter the memories of another
person, but this requires five rounds of contact for a
short-term memory and ten rounds of contact for a long-
term memory.
Backfire: 1d10 hit points.

166
Faith Feats

MAGIC, MYSTERIES & PHENOMENA


Pious
The character has a faith in his divine entity that few can
rival, enabling him to receive answers to his prayers.
Benefit: The character may make Faith checks normally
and a natural 20 is always a success.

Devout
The character’s faith is singularly strong.
Prerequisite: Pious.
Benefit: The character has a +5 divine bonus when using
Abjure, Bless, Exorcise or Inspire Courage.

Sanctified
The character is protected by higher powers.
Prerequisite: Pious.
Benefit: The character has a +5 divine bonus when using
Heal, Holy Aegis, Intervention or Release.

Faith Effects
Abjure increases by 5 each time a particular creature is targeted
DC: 20. with this ability after the first.
Effect: The character repels evil. All evil, unnatural
creatures within 30 feet of the character gain an Aversion Heal
(holy) weakness at a level equal to the character’s DC: Varies; see below.
Knowledge (religion) check (or the monster’s normal Effect: The character restores lost hit points or ability
Aversion (holy) weakness, if it is higher) for the next scores.
2d6 rounds.
Faith Healing
Injury DC Effect
Bless
DC: Varies; see below. Curable disease 20 Character is cleansed
Effect: A single weapon or item touched by the character of the disease
becomes holy. The effect varies depending on what Incurable or 25 Character is healed
object is being blessed by the character. supernatural disease,
blindness or other
Exorcise permanent injury
DC: Target’s Will Save + Hit Dice. Hit points lost 25 The character regains
Effect: This ability is similar to the ritual of Exorcism, 10+1d10 hit points
but works much more quickly. It works only on spiritual
Ability score 25 The character regains
enemies such as ghosts or demons. The targeted horror
drained 1d4 lost ability score
is disrupted for one hour per point of difference between
points
the character’s result and the DC of the Faith check. The
creature will manifest again after this time and the DC

Describing Faith
All of the powers of faith below are described in rather bland, mechanical terms. The Player and Games Master
should tailor the descriptions in-game depending on how the character uses faith. A trained exorcist might abjure a
monster by holding him a shining crucifix and ordering it to retreat in Latin. An innocent child with pure faith might
abjure the same horror by just closing his eyes and hoping it will go away.

167
Sample Stakes
MAGIC, MYSTERIES & PHENOMENA

Stakes are what the character is willing to sacrifice in the name of Faith. Ideally, they should be tied to the current
situation in the game – the Player declares that the monster about to burst in the door will attack his character first if
he fails to repel it. The stake has to be meaningful and if the Games Master feels that the Players are trying to ‘work
the system’ (say, by having one Player declare that the monster will attack his character first and then planning their
tactics based on that knowledge about the monster’s movements), he should increase the DC or even disallow the use
of Faith entirely.

~ Shock points: The character gains three Shock points.


~ Stigmata: The character suffers 2d6 hit points of damage.
~ Misfortune: The character automatically fails the next three important rolls.
~ Penance: The character suffers a severe reversal of fortunes.
~ Loss of Faith: The character suffers a permanent –4 penalty to all future Faith checks.

Holy Aegis Artefacts


DC: 25. Each artefact is unique, its provenance the subject of
Effect: Holy Aegis protects the character from all forms occult speculation and frenzied research, its fate the
of harm. He gains 50 temporary hit points, which last for subject of endless and often lethal conspiracy. An
enough to enough time to complete one task – a single artefact is unlikely to be found in the hands of only a
fight, rescuing a child from a burning building, escaping single character – most have whole organisations or cults
from a pursing monster. Any damage is taken from these dedicated to protecting or exploiting them.
temporary hit points first.

Black Grail
Inspire Courage The Black Grail is a stone bowl, octagonal in shape. It
DC: 20. is carved from black stone, with striations of silver and
Effect: The character draws upon his faith to rally the green metal running through it. It was dredged up from
spirits of others. The character and any allies gain a +4 the mid-Atlantic by a fishing vessel in the 1850s and sold
divine bonus to Horror saves for the next 2d6 rounds. to an antique dealer. It passed from private collection to
private collection until it was eventually purchased by the
Intervention
DC: 30.
Effect: When a character uses intervention, he humbly
asks that whatever divine powers exist reach down and
aid him. Intervention usually functions through co-
incidence – a lock happens to be rusty and pops open, a
police officer happens to wander by, the moon comes out
from behind a cloud and illuminates a path through the
forest. Intervention may even result in the manifestation
of entities or other signs to help the character. Its precise
effects are up to the Games Master.

Release
DC: 25.
Effect: The power of release has two separate but related
effects. Firstly, release can be used to break any bonds
(such as ropes or handcuffs) or locked doors that are
restraining the character from escaping. The power of
release has no power over supernatural barriers, though.
Secondly, if the character invokes release and touches
someone who is possessed or under a mind-affecting
spell or effect, the target is freed from the mental
influence.

168
British Museum in 1913. The ship carrying the Grail, Abilities: The Book of Dead Names contains all manner
the Mariposa, never arrived. Its wreck was found in the of spells and rituals. It gives a +10 equipment bonus to

MAGIC, MYSTERIES & PHENOMENA


Arctic in 1957. any Research or Knowledge (occult) checks. However,
opening the book requires a Will save (DC18) to avoid
According to records, water from the Black Grail had possession by the spirit of some long-dead sorcerer.
strange effects on anyone who drank it. One antiquarian
in Boston has a stuffed animal which he claims is the White Lens
preserved body of a dog that drank from the Grail, but The White Lens is an opaque circle of glass four feet
biologists dismiss it as a cleverly made fake. Some in diameter, contained in a frame of brass. The frame
theorise that the metal in the Grail was radioactive and was added sometime in the 18th century, but the origins
that the water causes mutations. At least one vial of of the glass are unknown. The light of other days shines
water from the Grail is kept in a private collection. through the lens – put it against a window, and images of
the past are illuminated in the room beyond. Adjusting
Perhaps the Grail was a product of long-vanished the lens alters how far back the lens goes; generally, the
Atlantis. Its transforming powers could be caused by closer the focal point, the shorter the time distortion.
magic, or advanced genetic-engineering technology. Focussing the lens on a point right in front of it might
As to what happened to it… could the Mariposa have only go back a few hours; beam it across the length of a
been intercepted and boarded by thieves? Or did the large room, and you look back centuries.
Grail’s power reach the crew? Has the Grail returned to
the ocean, or is it in the hands of some ancient cult – or The lens is currently embedded in the wall of a private
cutting-edge biogenetics company? library, where the owner uses the light to read books that
have long since decayed past the point of legibility.
Abilities: The Grail has only one power – anyone
who drinks from it starts to change. The changes are Abilities: The lens can indeed create images of past
usually adaptive, so a drinker who falls into the ocean times. The beam from the lens is limited in size, and it
might begin to grow gills, while someone trapped in the can illuminate an area only a few feet across as any time,
darkness might begin to turn into some bizarre rat-like but its abilities are otherwise infallible. Adjusting the
hybrid. The period of change usually lasts no more lens to ‘tune into’ a particular time requires a Knowledge
than a day, although secondary transformations can be (physics) check (DC varies, depending on what level of
triggered by stress in later months. precision is required). The true danger of the White Lens
is that it leaks. Things from other days flicker at the
Book of Dead Names edges of the lens, and sometimes they crawl through…
The Book of Dead Names is an encyclopaedia of occult
lore, assembled from the writings of dozens of occultists
and master sorcerers. Whenever one of these masters
feels that his life is beginning to ebb away, he writes
down the essence of all that he has learned and places
it in the book. It is the secret heritage of the occult
underworld, a supreme act of erudition and generosity to
the next generation of sorcerers.

Of course, master sorcerers are liars. While a few did


pass on their lore freely, most encoded their personalities
in graven rituals, or locked their spirits in paintings to
be included with the book, or reduced themselves to
essential salts and left instructions in the book on how
they should be resurrected. Anyone reading the book is
assailed by a clamouring horde of powerful ghosts, each
one seeking a new host body.

There is no shortage of candidates – the Book is one


of the most comprehensive books of lore in the world
and there are always those willing to risk their souls
for knowledge. The keeper of the book changes with
alarming regularly, as one occult group or another seizes
control of it.

169
Cults and Conspiracies
CULTS & CONSPIRACIES

Paranoia is one of the keystones of horror. They really ~ Information (Info): The equivalent of Intelligence,
are all out to get you. Any smiling face could be a waxen this measures how much scientific knowledge or
mask concealing a horrible mess of slimy tentacles, or research ability the organisation has. A group with low
warp into the fanged maw of a werewolf, or be perfectly Information lacks laboratories or researchers; a group
human but still betray you to the darkness. There are with high Information has vast archives. Information
unknown armies moving in the shadows, cults and modifies the amount of research and background data
conspiracies that serve dark goals or dark masters. There the characters can get from the organisation, and
are also groups who hunt the darkness, who oppose these determines how many skill points the organisation
cults – or who are cults themselves. has.

Ability Scores ~ Occult (Occ): Analogous to Wisdom, Occult measures


Like a character, an organisation is defined by six ability how much magical or mystical power and knowledge
scores, and has skills, feats, and hit points, and these the organisation has. A low Occult score is analagous
function in a similar way to those of a character. An to very little stored information on the occult and only
organisation reduced to 0 hit points is destroyed, while a a minor psychic on the payroll. An organisation with
organisation with an ability score of 15 has a +2 bonus. a high Occult has an extensive magical library and a
The six ability scores are: whole staff of sorcerous scriers on hand.

~ Force (For): Analogous to Strength, Force measures


how powerful the organisation is in terms of military
might. A conspiracy with low Force might be able
to have a cultist hire thugs to beat someone up, while
a conspiracy with high Force might have summoned
demons, assassins, or even have a private army. Force
modifies how much help and protection the character’s
get from the conspiracy, or how the conspiracy will
oppose them.

~ Response (Resp): Analogous to Dexterity. The higher


a organisation’s Response score, the faster and more
agile it is. If the characters are working for a group
with a low Response, it might take weeks or months
before they get help. A group with high Response
might be constantly monitoring the characters’
actions, ready to step in at a moment’s notice.

~ Resources (Reso): Analogous to Constitution,


Resources measures the financial strength and backing
of the organisation. A group with high Resources
might be extremely wealthy, or have huge stockpiles
of equipment and treasure. Resources modifies how
big a Wealth bonus characters get from being part of
the conspiracy. It also adds to the organisation’s hit
points, as the conspiracy is more resilient.

170
Cults & Conspiracies in a Horror Game
Any long-term campaign that is not an episodic, ‘monster-of-the-week’ game will probably end up involving a
conspiracy of sorts: A cult of evil sorcerers trying to call their alien deity down to earth, a secret conspiracy to use
genetically engineered insects to spread disease, a network of spies trying to uncover state secrets by stealing corpses
for necromancy. Instead of there being a single monster that must be stopped, the conspiracy is a horror with many

CULTS & CONSPIRACIES


bodies and many heads. The campaign centres on the characters’ efforts to thwart the conspiracy.

The conspiracy need not be the enemy; often, the characters are working for some secret or semi-secret organisation.
One of the major problems with horror games is giving the characters a reason to stay together after the first scenario
– making them all part of the same group solves that problem, but creates another problem. If the characters have a
helpful, loyal organisation that takes care of them, the horror is diminished. The Games Master could just sweep the
organisation away in a single blow if the characters are relying on it too much, but that sort of sudden, brutal blow
irritates players.

Therefore, conspiracies and groups in OGL Horror use a similar set of statistics to player characters. This lets the
Games Master measure how much support the characters can get (or how much opposition they will face) and how
many losses the conspiracy can take before being destroyed.

~ Influence (Infl): The equivalent of Charisma, the organisation by 5% multiplied by the organisation’s
Influence measures how much ‘pull’ the organisation Resources modifier.
has. A conspiracy with high Influence can deal
with governments and national organisations. A Information: Information determines how many skill
conspiracy with low Influence might have trouble points the organisation has. An Intelligence check can
altering the opinion of its neighbours. Influence be used to work out if the organisation knows something
modifies a character’s Reputation. ‘offhand’.

Conspiracies do not roll for ability scores; instead the Occult: Occult measures both how much practical
scores are assigned by the Games Master (alternatively, mystical knowledge the group has, and also what occult
let the players build their own organisation by buying defences and resources it has.
ability scores from a points budget.) A minor, local,
conspiracy might have 20-40 points to spend on ability Influence: If the character identified himself as a
scores; a fringe cult or section of a large government member of the organisation, and the organisation is
group like a police precinct might have 50-80 points; known, the character applies the group’s Influence
a major national organisation or worldwide conspiracy modifier to his Reputation bonus. This can actually
might have 100 or more points. Unlike characters, reduce the character’s Reputation.
organisations buy ability scores using points on a one-
for-one basis.
Hit Points
The hit points of an organisation are calculated as
Applying Ability Scores follows:
Force: Roll Force whenever a question of sheer
manpower comes up for the organisation. Force also +1 for each individual member
determines how much damage an organisation can do. +5 for each member with special skills (such as a
character)
Response: Response determines how aware the +10 for each influential leader.
organisation is of the characters’ actions, and also +20 for each major stronghold or headquarters.
serves as a form of Initiative – an organisation with high
Response will respond quicker to a character’s requests. For example, an ancient cult that watches the tombs of
Egypt in the hopes of finding a way to realign them with
Resources: Each character may add the Resources the stars and call back the orbiting souls of the Pharaohs
modifier of the conspiracy to their Wealth bonus (do not has a dozen members (+12 hit points), including three
subtract if the Resources modifier is negative). If they sorcerers (+5 each) and a madman who believes he is a
do so, then the materials or services they acquire from reincarnated god (+10). They have a hidden stronghold
a purchase check are technically the conspiracy’s, not deep beneath a replica sphinx (+20). This conspiracy has
their own. Also, increase or decrease the hit points of a total of 57 hit points.

171
Organisation Skills
Skill Ability Uses Time Required
Computer Use Info Hacking, computer security, programming, searches 8 hours
Craft Info Building specialised equipment 48 hours
CULTS & CONSPIRACIES

Decipher Script Info or Occ Breaking codes, analysing ancient tomes 24 hours
Demolitions Resp Disarming bombs -
Disguise Resp or Infl Arranging for disguises for the characters 4 hours
Forgery Info Forging documents, IDs 8 hours
Gather Information For or Infl Door-to-door searches, surveys, rumour control 48 hours
Intimidate For or Infl Gunboat diplomacy or subtle political pressure 24 hours
Investigate Info or Occ Crime scene investigation 8 hours
Knowledge
Art Info Information on art history, art world rumours 24 hours
Behavioural Info Psychological analysis 24 hours
Sciences
Civics Infl Information on law and legislation, politics 48 hours
Current Events Infl Information on current events, scanning the news 8 hours
Earth & Life Info Information on biology, botany, geology etc. 48 hours
Sciences
History Info or Occ Information on history 48 hours
Occult Lore Occ Information on the occult 48 hours
Physical Sciences Info Information on chemistry and physics 48 hours
Pop. Culture Infl Entertainment rumours and news 8 hours
Streetwise Infl The word on the street 8 hours
Tactics For Strategic and tactical advice 4 hours
Technology Info Information on cutting-edge technology and devices 12 hours
Theology & Occ Information on religious and philosophy 48 hours
Philosophy
Repair Info Repairing specialised equipment 1 week
Research Info Digging through public records, libraries etc 48 hours
Search For Searching an area for a runaway 24 hours
Treat Injury Reso Medical treatment 1 week

would make a Research check for the FBI (1d20 + the


Organisation Skills and FBI’s Research skill ranks + Info bonus) at the same DC
Actions of 15.
An organisation has a number of skill points equal to Of course, the FBI has a very high Research skill and a
four times its Intelligence score. Organisations can huge Info bonus. The disadvantages of going through an
select from the following skills: organisation instead of the character making the check
himself are:
In general, an organisation makes skill checks just ~ Requests made of an organisation can be tracked or
like a character, and with similar effect. For example, intercepted. Cigarette-smoking men could nefariously
a librarian character trying to locate an obscure news interfere with the result of the Research check.
article from the 1930s would make a Research check ~ Requests take a great deal of time, often much longer
(1d20 + the character’s Research skill ranks + Int bonus) than it would take the character to do the task himself.
at a DC of 15. An FBI agent could make a request for
her organisation to do the same, and the Games Master

172
Request Times
Response Modifier Time Response Times
Organisations are designed to give the characters
-5 One month
backup without solving all their problems. The
-4 Three weeks response time mechanic means that the characters

CULTS & CONSPIRACIES


-3 Two weeks can afford to hand boring or time-consuming tasks
off, but anything that has to be done immediately is
-2 One week
up to them. It is best to prioritise by dealing with the
-1 Three days most important tasks personally and never handing
0 One day over a lead to an organisation in a time-critical
situation.
+1 12 hours
+2 8 hours
+3 4 hours the normal Response time. If an organisation takes 20 on
the roll, it takes only 10 times longer than normal.
+4 1 hour
+5 30 minutes
+6 10 minutes
Organisation Feats
Most organisations have one per two important characters
+7 or more Instantly (basically, one per two player characters or influential
non-player characters) to a maximum of three for a local
Some situations give a bonus to the Response modifier: organisation, six for a national, or twelve or more for a
massive, world-spanning group.
Situation Modifier
Emergency! +3 Arsenal
Characters are geographically The organisation has a large stockpile of weaponry.
distant from the organisation Benefit: The organisation has a +5 bonus to Force checks
for acquiring weaponry and has access to military-grade
Outside usual scope of activities -2 or illegal gear.
Remote area -4
Extremely isolated area -6 Artefact
Lost -8 The organisation has access to an ancient mystical
artefact of considerable power. Perhaps it protects the
Making Requests holder, or detects immanent supernatural danger, or
A character can submit a request for assistance just by can slay monsters unaffected by normal weapons. The
making a phone call. However, every organisation takes organisation knows a little about the artefact, but has not
some time to process such a request and provide aid. yet fathomed its full powers.
The organisation’s Response modifier determines how Benefit: The characters can gain access to the artefact if
quickly it responds. the organisation makes a Occult check (DC15).
Special: The organisation may take this feat more than
A character with the Pulling Strings feat may add his once.
Reputation bonus to the Response modifier. If the
character is in bad standing with the organisation, a
penalty may be applied to the Response (usually –2
or –4).

Each skill check has a time requirement – add the


response time to the time required for the skill check to
work out how long it will take for the characters to get
the results of the skill check.

In addition to making skill checks, an organisation can


also perform the following actions. The organisation
may take 10, or keep rerolling, but each attempt takes

173
Organisation Actions
Action Ability DC Time
Minor military support (two police officers/thugs) Force 10 5 mins
Significant military support (police squad, assassins) Force 12 10 mins
CULTS & CONSPIRACIES

Major military support (SWAT team, snipers)* Force 15 30 mins


Overwhelming military support (helicopter gunships)* Force 20 8 hours
Loan of advanced or heavy weaponry* Force 15 24 hours
Car hire Response 5 1 hour
Plane tickets to anywhere Response 15 1 hour
Helicopter* Response 20 1 hour
Aid Another with Investigate, Knowledge or Research Information 5 24 hours
Elements for a magical ritual Occult 15 48 hours
Casting a spell* Occult 25 Varies
Spreading rumours Influence 10 48 hours
Rumour control Influence 15 24 hours
Cover-up* Influence 20 24 hours
* Requesting any of these too often (i.e. more than once per scenario) will really annoy the organisation. Also, not
every organisation can provide all of these actions. Asking your local police station to cast a spell for you will get an
immediate response, but not the one you were asking for.

Covert Forensics Laboratory


The organisation’s very existence is concealed. The organisation has a well-equipped forensics
Benefit: The organisation gives no Reputation increase laboratory.
(or decrease), but its members are ‘off the grid’ in terms Benefit: The organisation has a +2 equipment bonus to
of fingerprints, police records and so on, which gives the Investigate checks. If a character uses the forensics lab,
characters considerably more latitude when it comes to he gets a +4 equipment bonus to Investigate and Treat
avoiding the attention of the authorities. Injury checks.

Emergency Response Hospital


The organisation is always on standby to help the The organisation has a private medical facility.
characters. Benefit: The organisation has a +4 equipment bonus to
Benefit: The organisation has a +5 bonus to Response Treat Injury checks.
for the purposes of determining Response time.
Library
Fanatical Loyalty The organisation has an extensive reference library
The organisation demands absolute faith from its dealing with a particular subject.
members. Benefit: Choose a subcategory of the Knowledge skill
Benefit: Organisation members may add the group’s (such as Knowledge (occult) or Knowledge (technology)).
Occult bonus to their Will saves for the purposes of The organisation has a +2 equipment bonus to that
Horror checks. particular type of Knowledge check. If a character uses
the library, he gets a +4 equipment bonus that particular
Financial Sway type of Knowledge check.
The organisation is adept at using its financial muscle to Special: The organisation may take this feat more than
influence other groups. once.
Benefit: The organisation may use Resources instead of
Influence for the purposes of pulling political strings. Occult Library
The organisation has a comprehensive library of occult
texts.

174
Prerequisite: Library of Knowledge (occult). collapsing. Losing all its hit points does not mean that
Benefit: Members get the Spell Mastery feat for free and every single member of the organisation is killed – a
may be able to find useful rituals through research. group may be forced to disperse long before it loses all
its members.
Psychological Treatment

CULTS & CONSPIRACIES


The organisation keeps track of the psychological state Organisations take damage as follows:
of its agents, and offers counselling and evaluation after
encounters with the horrific. Organisation Damage
Benefit: If the characters have any Shock points Event Hit Points lost
remaining at the end of a scenario, they automatically
Member lost or killed 1
gain the benefit of psychological treatment, and lose 2d4
Shock before having to buy psychological problems. Leader or officer lost or killed 2d6
Major base destroyed 3d10
Research Lab Plot foiled 1d10
The organisation has a well-equipped research
laboratory.
Prerequisite: Forensics Laboratory. Damage to an organisation may also reduce its ability
Benefit: The organisation has access to a research scores – burning a cult’s library reduces their Occult
laboratory, which gives it a +2 equipment bonus to Craft, score. Organisations ‘heal’ by recruiting, at a rate of 5 +
Investigate, Repair and Knowledge (technology) checks. the organisation’s Resources modifier per month.
It can also produce specialised equipment in half the
normal time (24 hours instead of 48). Prestige Classes
A prestige class is a special form of advancement that is
Secure Base only accessible to members of a particular organisation
The organisation’s headquarters is protected by state-of- and then only if they fulfil certain prerequisites. Each
the-art security systems. prestige class gives certain unique special abilities.
Benefit: The organisation gains +20 hit points, and the Following a prestige class may even allow characters
headquarters is well defended. to advance beyond 10th level – but this is entirely at the
Special: The organisation may take this feat more than Games Master’s discretion.
once.

Widely Known
Sample Organisations
The organisation is famous. Federal Bureau of Investigation
Benefit: Members gain an additional +5 bonus to The FBI is the principal investigative arm of the United
Reputation, but the characters will also attract attention States Department of Justice. It has the authority and
wherever they go. responsibility to investigate specific crimes assigned
to it. The FBI also is authorised to provide other law
Damaging an Organisation enforcement agencies with cooperative services, such
Every organisation has a number of hit points. This is an as fingerprint identification, laboratory examinations and
abstract value, that measures how much disruption the police training.
organisation can take to its structure and plans before

My Ancient Globespanning Illuminated Order can beat up your Secret


Branch of the US Intelligence Services
If two organisations engage in a shadowy war in the occult underworld, have them make opposed Force versus Force,
Occult versus Occult, or Influence versus Influence checks. The loser takes damage equal to the difference between
the two results.

An organisation may be forced to cancel its plans if it takes a considerable amount of damage, even if the organisation
itself is still intact. Similar, if the players are careless and let their backing group get damaged, they may be cut loose.
Just because the FBI as a whole has thirty thousand hit points does not mean the players can afford to let agents die.

175
elementals in the Yucatan the next, so the corporations can
FBI Statistics
start exploiting a mine in the jungle.
HP: 30,000
The Group’s staff and equipment are a mix of the best
Force: 25 (+7)
and the broken. Some of the research scientists and
Response: 14 (+2)
CULTS & CONSPIRACIES

ex-military field operatives are brilliant and skilled


Resources: 25 (+7)
professionals, but others are eccentrics too useful to just
Information: 33 (+12)
fire, but too strange to function in a normal corporation.
Occult: 15 (+2)
The Group is given cutting-edge gear to field test, but the
Influence: 24 (+7)
majority of its equipment is made up of cast-offs from
the parent corporations. Keeping the Group’s budget
Skills: Computer Use +17, Craft +17, Decipher Script
under control is a major problems; sometimes the Group
+17, Demolitions +17, Disguise +17, Forgery +17,
can pass back biological samples to a pharmaceutical or
Gather Information +18, Intimidate +12, Investigate
genetic engineering corporation and pay for itself for a
+19, Knowledge (art) +17, Knowledge (behavioural
while, but often Group missions end with a very large
sciences) +19, Knowledge (civics) +19, Knowledge
explosion and an even larger bill.
(current events) +19, Knowledge (earth & life sciences)
+19, Knowledge (history) +19, Knowledge (occult lore)
Group 23’s headquarters is an anonymous building in an
+19, Knowledge (physical sciences) +19, Knowledge
industrial estate on the outskirts of Houston, Texas, but
(pop. culture) +19, Knowledge (streetwise) +19,
its missions can take place anywhere. Its current head
Knowledge (tactics) +17, Knowledge (technology) +19,
is Albert Duchon, who has used the Group as his own
Knowledge (theology & philosophy) +19, Repair +17,
private research lab for years. Now, Duchon is retiring
Research +19, Search +12, Treat Injury +15.
back to France, and the two front-runners for his job are
J. Mortimer Clyde III, the entirely useless second son of
Feats: Arsenal, Emergency Response, Forensics
one of the Group’s patrons, and Alison Smith, who has
Laboratory, Library (all), Private Hospital, Psychological
vowed to drag the Group back to efficiency and constant
Treatment, Research Lab, Secure Base (x 10).
profitability.
Group 23
The Group currently has a half-dozen five-man field teams
Group 23’s brief is to investigate inexplicable and
and a support staff of sixty.
bizarre events worldwide – and report back to
the group’s mysterious patrons. A consortium of
multinational corporations and financers control the
Group 23 Statistics
Group and use it to deal with any unusual phenomena or
HP: 135
strange situations encountered by any of their numerous
Force: 5 (–3)
subsidiaries and business. The Group is often ordered to
Response: 14 (+2)
contain and then cover up a problem – Group members
Resources: 5 (–3)
might find themselves in Germany one day, dealing with
Information: 14 (+2)
zombies animated by toxic waste, and fighting nature
Occult: 5 (–3)
Influence: 10 (+0)
Group 23 Troubleshooter
Base Attack Defence Reputation
Class Level Bonus Fort Save Ref Save Will Save Special Bonus Bonus
1st +0 +1 +0 +1 Oh S**t +0 +0
2nd +1 +2 +0 +2 Spin Control +1 +0
3rd +1 +2 +1 +2 Bonus feat +1 +0
4th +2 +2 +1 +2 Really Dirty +1 +0
Secrets
5th +2 +3 +1 +3 Dealing With +2 +1
Demons

176
Skills: Computer Use +7, Investigate +7, Knowledge Spin Control (Ex): The troubleshooter becomes more
(civics) +7, Knowledge (current events) +7, Knowledge and more experienced at covering things up. He has a
(physical sciences) +8, Knowledge (technology) +12, +4 insight bonus to Bluff and Forgery checks, but only
Repair +12, Research +12, Treat Injury +4. when deflecting suspicion and unwanted attention. For
example, he could use this ability to block a police

CULTS & CONSPIRACIES


Feats: Arsenal, Covert, Forensics Laboratory, Library investigation, but not to Bluff his way into an ongoing
(civics, current events, technology), Psychological police investigation.
Treatment, Research Lab.
Bonus Feat: Ongoing training within the Group gives
Group 23 Troubleshooter the agent a bonus feat from the Investigator’s class feats.
The best agents of Group 23 advance in this prestige
class. They are experienced not only in investigating Really Dirty Secrets (Ex): The troubleshooter’s job
the weird events that the group is faced with, but also takes him into the underbelly of industrial espionage
in dealing with the group’s corporate patrons. Knowing and black science. An unscrupulous agent could use
how to work the system is as important as knowing one what he has learned to damage the Group’s patron
end of a stake from the other. corporations. The character may use a secret to get a
+4 bonus to a single Bluff, Diplomacy or Intimidate roll
Requirements against another character with a tie to one of the patron
To qualify to become a Group 23 Troubleshooter, a corporations, or else to gain a +5 bonus to one Wealth
character must fulfil the following criteria. roll. However, every time the character uses a secret,
~ Skills: Gather Information 6 ranks, Investigate 6 the Group’s Response score drops by one for any action
ranks. involving that character – if the character dies in the field,
~ Feats: Alertness, Iron Will. what he knows dies with him…
~ Ties: One or more ties to Group 23.
Dealing with Demons (Ex): A lifetime of cutting deals
Class Information and facing down horrors leaves the character tough and
The following information applies to the Group 23 jaded. He has a +2 resistance bonus to all Will and
Troubleshooter prestige class. Horror saves.

Hit Die: d8 Cult of Unity


The Cult of Unity is a fringe cult that believes fervently
Class Skills in reincarnation. According to their doctrine, human
The Group 23 Troubleshooter’s class skills are as souls should be reborn again and again in human bodies.
follows: However, with the vast increase in population in recent
Bluff (Cha), Computer Use (Int), Craft (chemical, centuries, souls have become fragmented. A single soul
electronic, mechanical, pharmaceutical)(Int), Decipher is now divided among hundreds or thousands of bodies.
Script (Int), Diplomacy (Cha), Gather Information The only solution? Mass murder.
(Cha), Investigate (Int), Listen (Wis), Knowledge (any)
(Int), Navigate (Int), Pilot (Dex), Profession (Wis), Some members of the cult are serial killers. They target
Read/Write Language (none), Research (Int), Search those people who they believe share a fragment of their
(Int), Spot (Wis), Speak Language (None). soul. These killers are protected and sheltered by the
cult, making them very difficult to catch. Many of
Skill Points at Each Level these cultists study magic, both to divine who holds a
4 + Int modifier soul fragment and to aid in their ritual killings. Others
are lunatics, who murder anyone who reminds them of
Class Features themselves or their idealised self-image.
Oh S**t (Ex): The troubleshooter learns to anticipate
trouble before it arises. If ever attacked while flatfooted, Other, more sinister cultists believe that just cutting
he may make a Reflex save at a DC equal to the attack bloody chunks out of the mass of humanity is not enough
roll to dodge the attack completely. He may only use this – there must be a total solution. They sit and plot the
ability once per combat. utter destruction of whole cities or communities. They
are architects of mass destruction and total warfare.

177
Cult of Unity Statistics
HP: 900
Force: 15 (+2)
Response: 14 (+2)
CULTS & CONSPIRACIES

Resources: 15 (+2)
Information: 6 (–2)
Occult: 12 (+1)
Influence: 10 (+0)

Skills: Forgery +4, Intimidate +8, Knowledge (occult


lore) +9, Knowledge (streetwise) +6.

Feats: Arsenal, Artefact, Covert, Fanatic Loyalty,


Financial Sway, Library (occult lore), Occult Library.

Ascendant of Unity
Members of the Cult of Unity who have begun to re-
assimilate what they see as their stolen soul-fragments. In
truth, they are just draining life energy from their victims
and slowly become horrific vampiric monsters. As they
progress in the prestige class, they become progressively
more and more inhuman.

Requirements
The cult is terrifyingly efficient at recruiting new To qualify to become an Ascendant of Unity, a character
members. It offers a seductive message – ‘all the failures must fulfil the following criteria.
and disappointments in your life are not really your fault. ~ Skills: Knowledge (occult) 8 ranks.
You have been denied your birthright, your full soul was ~ Feats: Contacts, Spellcaster.
stolen from you. Just retake it, and you will be perfect, ~ Special: The character must have killed at least ten
just like you were meant to be…’ Cult members are people to begin advancing in this class. At each
trained to support each other, covering for each other’s level, the number of deaths required is multiplied
crimes and aiding in their schemes. by ten (100 at level 2, 1000 at level three and so
on.)
Rumour has it that the Cult of Unity is masterminded by
a circle of the elite, who have completely reclaimed their Class Information
souls and are now superhuman beings. The following information applies to the Ascendant of
Unity prestige class.

Hit Die: d6

Ascendant of Unity
Class Base Attack Defence Reputation
Level Bonus Fort Save Ref Save Will Save Special Bonus Bonus
1st +0 +1 +0 +0 Track Soul +1 +0
2nd +1 +2 +0 +0 Bonus Spells +2 +0
3rd +1 +2 +1 +1 Feed on Death +3 +0
4th +2 +2 +1 +1 First Change +3 +0
5th +2 +3 +1 +1 Second Change +4 +1

178
Class Skills
Sol Worldhive
The Ascendant of Unity’s class skills are as follows:
Earth was colonised several thousand years ago. The
Balance (Dex), Bluff (Cha), Climb (Dex), Disguise
colonisation was invisible and almost imperceptible, as
(Dex), Drive (Dex), Forgery (Int), Gather Information
the colonists existed entirely in idea-space. They entered
(Cha), Hide (Dex), Intimidate (Str or Cha), Jump (Str),

CULTS & CONSPIRACIES


into the minds of the world’s lifeforms as patterns of
Listen (Wis), Knowledge (occult lore) (Int), Knowledge
instinct and codes in their DNA, memes that would take
(streetwise) (Int), Knowledge (tactics) (Int), Move
millennia to germinate. One of the conceptual colonists
Silently (Dex), Navigate (Int), Sense Motive (Wis), Spot
shattered on impact. Shards of its being became
(Wis), Swim (Str) and Tumble (Dex).
embedded in the minds of one rather successful primate
species.
Skill Points at Each Level
4 + Int modifier
Driven by alien memories that they interpreted as images
of gods and monsters, the primates rapidly developed
Class Features
civilisation, language and technology. This occurred
Track Souls (Ex): The Ascendant carefully scrutinises
far ahead of schedule as far as the other colonists were
everyone and everything around him, looking for the
concerned – the plan (and the leader of the colonists was
thieves who took part of his soul. He gains a +2 insight
the plan, the idea and the entity are exactly the same
bonus to Listen, Gather Information, Sense Motive and
thing) was for the colonists to expand within the minds
Spot checks.
of all of the world’s creatures until they were ready to
wholly possess the world. Now, in the last few centuries,
Bonus Spells (Su): At 2nd level, the Ascendant gains the
the primates have succeeded in inflicted severe damage
spells Bleeding Spell, Dominate and Invisibility if he
on the host species of the surviving colonists. Steps must
does not already have them.
be taken.

Feed on Death (Su): At 3rd level, the Ascendant masters


The Sol Worldhive, in its largest form, is every living
the technique of ‘reclaiming his soul’ – whenever he kills
thing on this planet other than humanity. They have all
another human, he gains a temporary +1 enhancement
been infected by living alien ideas. Humanity’s self-
increase to a single ability score (maximum of +2
awareness comes from the decaying remnants of one of
enhancement bonus to each ability score). This ability
these ideas. From their perspective, humans are ghastly
score increase lasts for one month. Alternatively, the
perversions of the natural order that must be destroyed.
Ascendant can choose to restore 1d6 hit points after a
The colonist-ideas work on a timescale measured in
kill instead of increasing an ability score.
millennia, so adapting to the rapid changes of the last
few hundred years has been exceedingly difficult for
First Change (Su): At 4th level, the Ascendant transforms
them. They have thrown off concept-shells to produce
into a non-human entity. He still looks more-or-less
faster, smaller ideas. These entities are capable of
human, but gains Damage Reduction 10. However, he
infecting humans. Instances of these faster ideas are
also begins to see the truth behind his transformation
called précis.
– whenever the Ascendant looks into a mirror, he sees
the corrupted nature of his own soul. He therefore gains
Each précis has a different goal. Some intend to simply
Aversion (mirrors) 15 and Vulnerability (mirrors) 10.
wipe humanity from the earth; others protect sections of
the natural world; others try to find out what happened to
Second Change (Su): At 5th level, the Ascendant accepts
that lost colonist by investigating ancient archaeological
his destiny as an architect of death and misery. He gains
sites, or attempt to wipe the decaying meme from
the Warp Reality ability, as well as the Need for murder
humanity. Others work to accelerate the great work and
(see Chapter 12, Monsters).
awaken the sleeping memes, which would turn the entire
biosphere of Earth against humanity. When a précis
manifests, it can control animals and plants as well as
transferring itself to humans. It spreads itself through
a variety of means – a human might be infected by
watching the pattern of bees on a window, or through the
DNA in a dog’s saliva transferred through a bite.

179
nurse goes home each day with the living fear of germs
Individual Précis Infestation Statistics
crawling over her skin; another has a serial killer with a
sharpened garden rake hiding in his car boot. Visitors to
HP: 200
the institute are either turned away, or else invited in and
Force: 16 (+3)
driven mad to make more monsters.
Response: 20 (+5)
CULTS & CONSPIRACIES

Resources: 5 (–3)
The cause of the Institute’s change is in there, somewhere.
Information: 5 (–3)
Perhaps some radical new drug therapy caused nightmares
Occult: 10 (+0)
to manifest; perhaps something from the old asylum
Influence: 5 (–3)
awoke or was activated; perhaps it is all in the minds of
the patients, but no less deadly for that.
Skills: None except those possessed by the host bodies.

Feats: None.
Fable Institute Statistics
HP: 70
Fable Institute
Force: 5 (–2)
The Fable Institute was a psychological hospital, once.
Response: 6 (–2)
Sited in a renovated insane asylum, it provided long-
Resources: 8 (–1)
term care and treatment for dozens of patients. Once, it
Information: 7 (–2)
was a place of healing.
Occult: 12 (+1)
Influence: 6 (–2)
Now, it is something else.

Skills: Knowledge (Behavioural Sciences), +5,


From outside the high stone walls and thickly wooded
Knowledge (civics) +5, Knowledge (history) +5, Treat
grounds of the institute, the change is imperceptible.
Injury +9.
The few staff that live outside the grounds still leave
the institute each evening, going to their homes in the
Feats: Private Hospital, Secure Headquarters.
neighbouring villages. Food and other supplies are still
delivered each morning to the tradesman’s door at the
back of the institute. Indeed, it seems that the institute
is expanding, as new patients are brought in every few
weeks.

In truth, the Fable Institute has undergone a terrible


inversion. Most of the staff are now locked in the cells
and wards, and the inmates dress as doctors and nurses.
The true horrors, though, are the other things roaming
the ancient halls. Every delusion and terror in the minds
of the patients has taken on physical form to torment
them. The very structure of the Institute has changed,
warped in on itself, so now there are endless miles of
twisting corridors and tunnels within the building.

The lord of the Fable Institute is a thing called The


Doctor, a smiling face ringed with knives and syringes.
It poses as the head of the Institute, and arranges for the
more… interesting patients from other hospitals to be
transferred. Within the walls of the institute, they are
treated, ripened and their fears are harvested. To allay
suspicion, The Doctor maintains the fiction that the
hospital is functioning normally. Staff living outside
have demons or other horrors assigned to them. One

180
Turning the Screw

TURNING THE SCREW


Running a horror game is one of the trickier exercises for
a Games Master. Most other games are defined by their What is Horror in a
settings – a game set in a land of wizards and dragons,
a game full of starships and aliens, or modern-day spies Roleplaying Game?
and assassins and so on. A horror game lacks these props, The Players. That’s a joke, but we will come back to it.
and is primarily concerned with mood. The Games More seriously, horror in a roleplaying game is a mood.
Master cannot simply throw an element of the setting It is very difficult to actually scare Players in the medium
(say, a monster or a dungeon) at the Players and let them of roleplaying games and almost impossible to scare
react to it. Plots have to be carefully constructed. This them consistently. The horror Games Master should aim
chapter is a guide to doing exactly this. for a mood where the Players can scare themselves.

In a horror movie, the perceptions of the viewer are


The Appeal of Horror trapped by the filmmaker. Disturbing images and sounds
Why do people play horror roleplaying games? Or, are used to create that mood. In a movie theatre, the
for that matter, watch scary movies or read disturbing viewer cannot easily leave. Watching the same movie
books? Firstly, it can be fun to be scared, to get at home, the effect of the movie is reduced because the
adrenaline pumping and hair standing on end. Horror viewer has far more control. You cannot stop a movie or
also sets up a contrast between fear and more positive walk out of one (well, you can, but it annoys everyone
emotions - a joke is funnier if it comes as a release of the around you and that social taboo is strong enough to keep
tension built up by horror. More seriously, horror shocks most people there even in the face of horror). At home,
the Player (or reader) out of the comfortable and familiar you can pause the movie or turn it off.
world; it suggests that monsters really are lurking in the
shadows, that the rules of society or reality as we know Of course, in a movie theatre, the viewer is surrounded
them can be wrong. by a crowd of people. Watching a video at home, alone,
removes this safety blanket of other people. Reading
Horror roleplaying has one great advantage over movies a horror novel is also a solitary activity; the reader has
or books. In the vast majority of stories, the protagonist no support, no-one to share the fear with. So, solitude
does win, or at least survive, and the audience knows and a lack of control are two of the major tools used to
this will happen. It can be a paltry victory, but it is still create this horrific mood – and they are the two tools that
a victory. Similarly, in most roleplaying games, the Games Masters cannot use effectively.
Players know that the Games Master is more or less on
their side, or is at least playing fair. Horror roleplaying Unlike movies or books, a roleplaying game is a
games, however, offer no such guarantees of victory. The consensual hallucination, a group activity. While the
protagonists (the Player Characters) will only win out if Games Master is theoretically in a position of authority,
they are clever and lucky enough. Horror games are any of the Players can at any time break character and
therefore much more challenging than other roleplaying damage or totally destroy the mood. Good Players will
games; the Players know that their characters will be put try to diminish this, of course, but every bathroom break,
through a nightmarish gauntlet of challenges, and that spilled soda or out-of-character comment does diminish
failure will bring disaster. the mood. It gives control back to the Players. This is
not control of their characters; Players always have that.
That challenge is the great appeal of horror roleplaying It is control over the mood, of the emotional environment
games. of the game. A Player can break the feeling of horror
easily, no matter how hard the Games Master tries.

181
There is no good way for the Games Master to stop the what does he have left? The tools remaining are
Players from breaking the mood. You could theoretically Atmosphere, Description, Implication, Violation, Hope
tie them to their seats and brainwash them until they and Reaction.
are incapable of conceiving of anything except for the
game, but that is possibly going a bit too far. A better Note that these tools are (mostly) aimed at the Players,
alternative is just to accept that by the very nature of the not the characters. Also, the precise type of horror
TURNING THE SCREW

medium, moods in roleplaying games are fragile, and – survival horror in a world beset by zombies, the hunt
the Games Master should concentrate on building and for a supernatural serial killer, ghost-fighting secret agents
repairing the mood instead of trying to ensure he keeps – is unimportant, as these tools can be used with almost
total control over it. The Players can always dismiss the all types of horror.
horror by an effort of will; the key is ensuring that they
do not want to. Atmosphere
A catch-all term for the basic ambience of the game,
Solitude is the other tool that has to be discarded. Again, atmosphere can be divided into out-of-game and in-game
roleplaying games are a group activity. It is much atmosphere. To build out-of-game atmosphere, some
scarier to be on your own, with no-one else to dismiss Games Masters like to use background music, diffuse
your fears, but every roleplaying game needs at least two light sources like candles, props, decorations, or even
people, Player and Games Master (more or less; there simple things like playing in a darkened room. The
are exceptions, but we will concentrate on traditional effectiveness of such theatrics varies – some Players find
table-top roleplaying games here). In a game with a it all a bit too amusing or even campy, which ruins the
single Player, the Games Master has to be careful – he atmosphere. Also, it can get annoying if it is too dark to
has a much better chance of building and maintaining see the character sheets or if the candles drip wax on the
an intense atmosphere of horror, but go too far and it is dice.
emotional bullying. A single Player can be split off from
a group for a brief time, but the Games Master cannot Background music is generally a good idea, especially if
‘split the party’ for too long, as Players get bored (and the game is based on a movie and you have a copy of the
hence start exercising their control and breaking the soundtrack. Keep the music at a low level if you just want
mood) while the Games Master is off dealing with the to use it to set the mood, or play it slightly louder if you
single Player. are going to go to the trouble of playing specific tracks at
specific scenes. Props are dealt with in their own section
So, if the horror Games Master cannot prevent the mood later in this chapter.
from being broken easily, and if he has to deal with a
group of active Players instead of a solitary protagonist,

Social Contracts
Before we delve into exactly how to give your Players nightmares, we should stop briefly to consider the concept of
the social contract. Basically, both Players and Games Masters should agree on what is and is not acceptable. This
contract can be quite formal, with a list of what situations and concepts are OK, or it can just be a mutually unspoken
agreement. When playing, both Players and the Games Master should know the answers to the following questions:

~ Is this really a horror game, or is it a dark fantasy/occult investigation game with some horrific trappings? A horror
game implies that a nasty fate is in stall for some or all of the characters, but a game which just has the trappings
of horror (say, vampires), does not have to end with the gruesome deaths of all the Player Characters.

~ Is the game about scaring the characters, or the Players? Much of the advice given below is about evoking an
emotional reaction from the Players, not the characters. Scaring the characters is easy – they just fail a Fear save.
Scaring the Players is a much bigger task – and it is not always worth attempting. If the Players want a casual
‘beer and pretzels’ game where they get to play demon hunters and quote their favourite horror movies, then the
Games Master need not bother coming up with frightful images to scare the Players, and can instead concentrate
on his demon voices and cool places to have firefights.

~ What, if any, elements or subjects are taboo? Some Players have phobias (and playing on a Player’s phobia
is really just asking for trouble). Others have moral or personal objections to certain topics (say, child abuse).
Are the taboo subjects utterly banned (they will never even be mentioned in the game) or should they merely be
handled carefully (they will never come up directly, but may be a plot point).

182
Ideally, there should be room for the Games Master to or ‘hideous’ – tell the Players it is as big as a car, or a
walk around behind where the Players are sitting – just house, or an aircraft carrier, and that it resembles slabs
moving around the table can work wonders for unsettling of rotten meat welded together with barbed wire or a
the Players. There should also be a space where the gigantic rotting white grub or that it smells like bile and
Games Master can have private conferences with an engine oil. Describe sections of the horror in detail; the
individual Player, out of earshot of the others. characters may only get momentary glimpses of the

TURNING THE SCREW


werewolf’s flashing yellow eyes and bizarrely clean
In-game atmosphere really depends on the style of the (even sculpted) white teeth before the monster grabs one
game. Do not shy away entirely from the clichés – misty of them and runs off into the forest, but those glimpses
moors, haunted houses, crumbling abandoned castles, should be evocative enough to let the Players build up an
full moons and clanking chains, blood running down the image of the monster. The key when describing horrific
walls and so on – as these can be effective prompts to scenes is to give the Players enough detail to make the
the Players on the style of game. Think carefully about horror seem ‘real’ and let them fill in the gaps with their
how you want the game to feel, and remove elements own fears.
that will disrupt that atmosphere. Even two very similar
games can benefit from a fine-tuning of atmosphere. Writing a boxed text description of a scene in advance
For example, consider a game where the characters are works if the scene is static – for example, the Players
police officers investigating weird events. In a game that discover a ghastly, gory murder scene with a mutilated
contrasts the ordinary, everyday lives of the officers with body, or the aftermath of a bizarre ritual. However, if the
the bizarre and horrific cases they encounter, a scene Games Master is reading out boxed text in a monotone
where the characters buy donuts fits perfectly with the when a monster is attacking, all sense of spontaneity
game. In a similar game that concentrates on clinical, and threat is gone. Think about what a monster looks
forensic investigation of monsters,
that little mundane scene is basically a
distraction from the game.

Description
Most roleplaying games exist in a
middle ground where everything from
the monsters to the most basic aspects of
housing or society needs to be described.
Every part of the world is equally
unfamiliar to the Players. In a horror
game, most of the setting is mundane
– it takes place in the here-and-now of
the modern world, or in a relatively well-
known and familiar part of history and
therefore does not need much descriptive
clarification; conversely the monsters and
bizarre events are utterly unfamiliar and
have to be described in detail.

The Games Master should not skimp on


the mundane elements of the game. The
best horror is fundamentally plausible
– everything is real or at least believable
apart from the one horrific deviation from
reality. If the mundane, non-horrific
elements of the game are neglected, then
the impact of the bizarre events is lost.

When describing nigh-indescribable


horrific elements, it is best to use as many
similes and ‘hard’ descriptive words as
possible. Don’t call a monster ‘huge’

183
like, but tailor the description to the situation when you Nothing the Games Master says or does can be quite
introduce the monster. Ideally, the Players should feel as creepy as the ideas the Players have themselves.
like their characters have done something wrong and Implication is the art of leaving a void in the game, which
that they have somehow blundered off the expected plot the Players fill themselves. It is the chill that strikes
of the scenario, and that this encounter with the monster when you are sitting there and all the unconnected and
was not anticipated by the Games Master, so that the seemingly meaningless clues suddenly fall into a new
TURNING THE SCREW

safety net of planning and plot is gone. It is one thing and terrible pattern. The receipt from the gas station,
to fight, say, a vampire in his crypt, as the Players will the newspaper clipping about a missing child, the occult
assume that the Games Master intends for them to defeat symbol traced on the back of the book and the odd stain
the monster in its lair. Running into the same vampire on the carpet of your living room suddenly coalesce
during what the Players believed was an information- and reveal that there is going to be another murder and
gathering trip to the morgue is a far more alarming you know when and where it is. Implication tricks the
experience. Players into scaring themselves – the Games Master just
draws the dots and lets the Players draw the most horrific
Implication connections possible between them.
Implication is a very, very useful tool for the horror
Games Master. One of the chief appeals of roleplaying To use implication, you avoid completely linear chains of
games is that the Players are the ones driving the story, clues. Instead, you have multiple clues relating to a single
making the decisions and solving the mysteries. The events or mystery. For example, consider the following
audience is not sitting back watching the characters two sets of clues, both leading to a confrontation with a
puzzle out the clues and work out what is going on, the ghost.
audience is running the characters.
The characters are called in to investigate weird events
in a house ~ they research the history of the house, and
discover a murder took place there ~ they research the

The Rain of Eyes


My favourite example of horror-through-violation comes from an old game session. It was, essentially, a minor scene
designed to set the mood, but it was just so strange and wrong that it really worried the Players. It is rather icky, but
the real strength of the horror is the violation of reality by linking two entirely disparate concepts – raindrops and
eyes.

A group of character are exploring on a muddy plain with lots of huge broken rocks sticking out of the mud, with the
occasional chasm or cave. The skies darken. A few drops of rain fall.

Games Master: A drop of rain lands a few feet ahead of you. Where it landed, something’s appeared. A small round
white thing.
Player: Appeared? How?
Games Master: It just grew up out of the ground in an instant after the raindrop hit. It is an eye.
Player: What do you mean, it is an eye?
Games Master: Where the raindrop fell, a human-sized eye has grown up out of the ground. It glistens wetly amid the
mud. As you stand there staring, it looks back at you with a strangely pleading glint. Oh, by the way, the sound of the
rain is getting louder. It is about to pour.
Player: <second of thought.~ AARRGH!!! We run back to the cave!!!!

One Non-Player Character with the party fails a roll and falls into a little chasm. The Player Characters run on
without him and take refuge in a cave. One character only barely passed his roll. The Games Master then describes
how a few raindrops struck his armour and backpack, and how eyeballs have grown up on the wood and leather. The
eyes are alive and are looking back at him. Meanwhile, the rain outside becomes a downpour. Wherever the rain falls,
living eyeballs grow like mushrooms. The characters find themselves standing on rocks as the water level rises.

Finally, the storm ends. The shaken characters emerge onto a white plain which squelches and spurts underfoot. A
billion eyes turn to look at them as they pass. They gingerly walk back to the chasm where their companion fell. It is
half-full of rainwater. As they approach, a hand entirely covered with living eyes rises from the surface of the water.
A low and choked moan from a mouth filled with eyeballs is heard...

184
murder and find out that the murderer was never caught them. Overwhelming, unstoppable, inescapable horror
~ they track down and catch the murderer ~ the ghost is simply boring.
is exorcised. This is nice, simple and linear, but never
contains that moment of terrible implication. If the Games Master gives the Players hope by always
having one route to success, the horror is not reduced, it
A better version of events: The characters are called in is magnified. If they give up, it is because they choose

TURNING THE SCREW


to investigate weird events in a house ~ they research the to admit defeat, not because it is the only option. They
history of the house, and discover a murder took place panic because they know that the solution to the mystery
there ~ they research the murder and it seems to be a or the way to defeat the monster is out there, if only they
dead end; the murderer was caught and the case closed. are smart and brave enough to find it. The knowledge
Simultaneously, a mysterious vagrant is found dead near drives the Players onwards, convincing them to take risks
the house. Tracing the vagrant’s history reveals that he and keeping them going in the face of darkness.
was once a police officer and that he and his partner were
involved in the murder case. Promising that there is always a solution does not mean
it has to be a good solution. Merely surviving can be a
Now, the Games Master never states that two officers victory in some situations.
covered up the identity of the true murderer, nor does
he ever directly tell the Players that only by catching Reaction
the other officer can the ghost be laid to rest. However, The final tool for the Games Master is the ability to watch
the Players should be able to work it out from the clues. the Players; judge their reactions and adapt to them. You
The Games Master might not even know what really can ease off if a Player is getting uncomfortable, play on
happened that the police covered up, instead just taking their suspicions (if they suspect the new butler of being
the best idea the Players come up with and using that. a vampire, arrange for the characters to encounter him
By leaving a deliberate gap at the heart of the game, the just as he sends all the mirrors in the mansion off for re-
Games Master lets the Players scare themselves through surfacing), steal their best ideas (‘maybe the cult leader
implication. somehow transferred his mind into the painting and that
is why we’ve seen copies in all their temples’ say the
Violation Players – the Games Master hastily scribbles a note and
Roleplaying games cannot handle a lot of the classic smiles at the Players) or even change the plot to suit their
elements of horror very well. Gore, for example, is actions.
primarily a visual thing – the best description from the
Games Master simply will not be as viscerally twisted Reaction should be used carefully. If it becomes too
as a picture of a mangled corpse. Spooky atmosphere, obvious that the Games Master is adapting everything
sudden shocks and so on are also hard to achieve in a to the actions of the Players, then the impact of the
roleplaying game. However, roleplaying games can horror is diminished. The horror should seem uncaring
achieve a high level of violation, of wrongness that can and indifferent, there should be the implication of vast
be deeply scary. and terrible forces moving in the background. React
too much, and it just seems that the Games Master is
Take the fundamental, universally accepted laws of picking on the Players. Use reaction for finesse, not
reality, society or convention and subvert them. Look brute plotting.
at Escher prints, or divide cause and effect. Doors that
open on themselves, living creatures that exist only as
memories that move through the human mind like tigers Types of Horror
in the long grass, houses that are larger inside than out, Horror does not fall neatly into a set of boxes. Any and
a human skeleton in three-billion-year-old rocks – all of all of these types of horror could show up in a game,
these are impossible, but more than that, they go against merging and blending together. Vampires, for example,
the grain of reality. started off as a combination of symbolic and brooding
horror, but these days are mostly spooky.
Hope
Perhaps the cruellest tool in the arsenal of horror, hope Spooky
is the certain knowledge that there is always a way out This is the domain of most horror movies. It works by
– or a way through – the horror. If there is no hope, building tension with foreshadowing and, well, spooky
the Players will simply give up. The Games Master events. The characters explore the haunted house…
can stymie or kill the characters at any time, the Players boards creak underfoot… they push through cobwebs…
cannot ‘win’ unless the Games Master is willing to let they hear chains clanking… it gets more and more

185
claustrophobic. The tension grows more and more – vampires, who hunts the character for his blood, are
unbearable until there is a jump! Something suddenly actually his conviction that no-one will ever love him for
appears, or attacks, or breaks, or explodes, or whatever. himself. The horror is a terrible exaggeration of some real
After that panic, there is a period of release and rest, after or in-character psychological phenomena.
which the spookiness begins to build again.
Brooding Horror
TURNING THE SCREW

Spooky horror games are relatively simple to run. It is In brooding horror, the horror is basically uncaring
all about atmosphere and description. towards humanity or the characters, until they disturb
it. It sits there brooding in the darkness, waiting, just
Nightmarish as it has untold aeons. It is not evil as we define it – but
Here, the laws of reality break down. The underlying that is because it is older and colder than our puny words.
logic of the game world stops being basically similar to With brooding horror, the key is conveying a sense of age
the logic of the real world, instead becoming orientated and distance. The world is bigger and stranger than the
wholly towards horror. The Players cannot trust the characters can cope with.
perceptions of the characters. Surreal events and horror
can appear anywhere. The horror is not wholly a real Gore
thing – the characters might be moving in and out of Playing on the nerves of the Players is one thing. Scaring
a dream-world, or be eternally trapped in some twisted their minds is another. Sometimes, though, horror is
shadow of reality. all about kicking them in the stomach. Gory horror is
overflowing with blood and guts and vile fluids. It is the
Symbolic splatter of bone chips and flesh when the chainsaw goes
In symbolic horror, the horror means something. It can in.
be a sort of social commentary – vampires as a metaphor
for sex, or stalkers – or be a reflection of the characters Body Horror
A variant on gore, body
horror is about changes.
We live in our skins – our
own bodies are the one safe
place that the horror should
not be able to subvert.
Body horror is the fear
of disease, of infection,
of being turned into
something unrecognisable
to ourselves.

Disturbing
Disturbing horror attacks
the foundations of the
characters’ (or the Players’)
beliefs. It is the horror of
going into freefall when
your assumptions about
how reality works are
torn away. The characters
discover they are not what
they thought they were,
they discover that all their
world is held in the dreams
of an insane child, or are
confronted with undeniable
proof that this is all there is
and there is no God.

186
horror games, many of the characters are utterly ordinary
Comic people who do not want ‘adventure’ – and certainly not
Sometimes, you just gotta laugh. Comic horror does
the ghastly cavalcade of death and torment that makes
not take any of the above seriously. Let the Players
up most horror games. The horror Games Master cannot
make their quips, and do not take the game too seriously
say to the Players ‘go ahead and roll up some characters’
(alternatively, have the monsters and the rest of the
for anything other than a one-shot – horror campaigns

TURNING THE SCREW


world be dead serious, while the characters see just how
need more planning and groundwork, because unlike
ludicrous the whole thing is).
characters in other genres, most horror characters cannot
be just handed a plot and expected to play along.
Nature of the Horror
~ Discrete: The horror is essentially self-contained The problem is not insurmountable – there are several
– the rest of the world is unaffected by it. It is only campaign structures that can be used. The main concern
those directly confronted by the horror that are at risk. in each of them is tying the characters to the horror.
An example would be a single vampire count at loose Why do the characters become involved? What do the
in New York – it is a dangerous monster, but you are characters do? What can they achieve? And, importantly
safe when it is not present. for a campaign, why do they do it all again next week?

~ Subtle: The horror is essentially invisible until it


strikes – anything could be infected by the horror.
Trapped Mundanes
One of the simplest ways to keep the characters coming
There is no safety anywhere, but the world appears
back to the horror in adventure after adventure is to never
to be unchanged on the surface. If our vampire count
let them leave. This can be done blatantly (the characters
in New York has turned a few people into vampire
are shipwrecked on an island (or a planet) and have no
spawn and no-one can tell who has been transformed,
way off; the doors of the haunted house never, ever open
the paranoia engendered makes it subtle horror.
and the campaign is spent going from room to room to
room in this massive, rambling mansion) or slightly more
~ Overwhelming: The horror is everywhere! The
subtly (the characters all live in the same town, which
world is breaking down, society is crumbling and the
is built on top of a burial ground, or portal to hell, or is
end of the world is nigh. If everyone in New York
the subject of government experiments in mind control;
is a vampire spawn, apart from (some) of the Player
the characters are not drawn to the horror, the horror is
Characters, this is overwhelming horror.
drawn to the characters).

Horror Campaign This campaign structure does take a bit of control


away from the Players; the Games Master is essentially
Structures pushing the plot onto the characters are they have no
The term ‘campaign’, used to describe a linked series of way of leaving. The payoff is that the characters can be
roleplaying adventures (others use ‘chronicle’ or ‘saga’ entirely ordinary people, which can be most immersive
or do not even give it a name, but assume automatically and evocative type of characters for horror. The trapped
that one adventure will lead onto another) was originally mundanes structure also has a useful built-in end point
derived from wargames, and is the standard structure to the campaign – the characters discover how to escape
for most gaming groups. One battle leads onto another, from the horror.
one mystery contains links or clues to the next. Other
campaigns centre on an overarching plot or other Sample Campaigns:
structure – perhaps the characters are agents of some ~ Ghost World: This campaign begins with a rash of
secret government agency, investigating mysterious disappearances; people suddenly vanish from the
cases on one hand and fighting internal corruption and lives of the characters and the police are baffled. They
conspiracies on the other, or children of a noble house investigate, and progressively stranger and stranger
in a game where ensuring the fortunes of their family is events start happening. Eventually, the Players work
the main aim. out that the characters are actually long-dead ghosts
and the whole campaign has been taking place in a
Horror campaigns are trickier than normal games. sort of spiritual limbo. This is rather clichéd, but still
In most roleplaying games, the characters get into works, and it lets the Games Master put in whatever
adventures basically because that is their job (they are sort of nightmarish encounters he wants without
mercenaries, spies, space knights, wizards, detectives having to worry too much about logical plausibility.
or some other seekers of adventure) or because of their The key to running this campaign properly is keeping
nature (as vampires, disguised dragons and so on). In emotional plausibility.

187
~ Adrift: It is the turn of the 19th century and the inheritance, then all the characters should be related by
characters are all on board about a magnificent steam blood. It is probably a good idea to initially dismiss the
liner. The ship sails through a Bermuda triangle- link between the characters in the first game by using it
esque region of dimensional instability, and reality in the plot. For example, if the campaign is going to be
collapses. The ship sails off into a nightmarish based on the fact that the characters are the product of a
otherworld. The whole campaign can centre on the millennia-long breeding program designed to produce the
TURNING THE SCREW

characters exploring the twisted ship, encountering perfect vessel for an alien mind, then the Games Master
other survivors, finding out why the ship was on its probably does not want the Players to work out too quickly
course, and maybe finding a way back to the real that the fact that they are all members of the same family
world. Perhaps they can hitch a ride on the USS is important. He should therefore have the characters
Eldridge, the warship said to be at the heart of the be brought together in the first place by a family event,
Philadelphia Experiment. such as the reading of a will. The Players will assume
that their characters are related only because the Games
Dark Heritage Master wanted to use the reading as an excuse to get
A variation on the trapped mundanes structure, this them together. Otherwise, the Players will immediately
campaign has the characters trapped not by the physical tie any mention of breeding or eugenics or family to their
environment, but by their own selves. They all have own family Ties. This sort of misdirection and second-
some quality that attracts horror to them (possibly guessing of the Players is often necessary to run horror
unwittingly). They could all be descendants of a games. Horror games are concerned with mood, while
cursed family, or the adopted survivors of a cult of child most other games are mainly concerned with setting.
sacrifice, or veterans of a military operation that went
horribly wrong and attracted the wrath of the swamp Anyway – the dark heritage campaign concept works by
elemental Alxhollan. tying the characters to the horror via an indirect route.
They have not blundered into it, like those in the trapped
This campaign structure can also link the characters mundanes campaign, nor are they sent to it, as in the
together; if their ‘dark heritage’ is a matter of blood and investigators campaign blow. It comes to them because of
who or what they are.

Patrons, Plots and Clue Dispensers


A Patron is a powerful individual or organisation that is in charge, or at least has influence over the characters (the
chief of police, the mysterious gentleman who sends them off to investigate weirdness, the head of the family).
They can be the voice of the Games Master to nudge the Players in a particular direction or back towards the plot, as
needed.

A Plot Dispenser is a narrative device through which the characters are given new mysteries. A detective agency is
basically a plot dispenser; plots (in high heels and short skirts) come through the door, often followed by a man with a
gun. A character with psychic visions of upcoming evil is also a plot dispenser, as is a book of ancient prophecies that
can only be decoded by cross-referencing them with events in the newspaper. Anything that can hand the characters
something to do at the start of the game is a Plot Dispenser.

A Clue Dispenser is a narrative device that hands the Players clues or suggestions on how to proceed if they are stuck.
Examples might include a forensics lab, a psychic, a researcher who analyses old records and faxes the results to the
characters and so on. The Clue Dispenser cannot ever solve the mystery or help the characters directly; it is just a
way to move things on if the game slows down.

When planning a horror campaign, consider including one or more of these in the basic structure of the game.
Mysteries are very hard to run in a roleplaying game, because Players can misinterpret or miss basic clues and get
bored because they cannot progress any further. A patron can guide them back if they go off track, a plot dispenser
can get them going at the start of the game, and a clue dispenser allows the Games Master to give hints. Including
these elements from the start of the game is much better than blatantly jamming them in later on, when you find
yourself needing them.

The Games Master should ensure that the Players know that these are not get-out-of-jail free cards, and that the Clue
Dispenser will not always be able to help them, but having these elements available makes the game much more
robust.

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Sample campaigns: Most investigative campaigns change into Weirdness
~ What You Don’t Know Can Kill You: The Busters (see below) if they go on for long enough. In
characters are attacked by mysterious cultists. After a Weirdness Buster campaign, the characters know and
fending them off, the characters discover that the one accept that there are supernatural powers, but that is not
thing they all have in common is that they all once initially true in an investigative campaign.
studied under a particular professor of archaeology.

TURNING THE SCREW


This professor has uncovered something ancient and Sample Campaigns:
powerful and the cult believes he passed the secret ~ Lights in the Sky: The characters are members of a
onto one of his students. Even if the professor did group of UFO hunters, who investigate sightings of
do so, he did not give it to any of the characters, but flying saucers and other paranormal phenomena. As
the cult will not believe that. The only way to stop the campaign progresses, they begin to realise that
the cult harassing the characters is to delve into the all the sightings are tied to a travelling circus. What
professor’s research, find what the cult is looking for, exactly is going on at the freak show? And what
and turn it against them. does the legacy of famed 19th century showman P.T.
Barnum have to do with it?
~ Spook Central: Fifty years ago, a group of deranged
occult architects built a skyscraper that was actually ~ Precinct 666: The characters are police officers and
a device for contacting alien astral entities. The detectives in a precinct that contains more than its fair
skyscraper (built with cast-iron girders with cores share of numerologist serial killers, ancient temples,
of pure selenium) would activate the psychic pineal bizarre cultists, monsters in the sewers and demonic
glands of anyone in the upper dome when the stars lawyers.
aligned. However, the cost of building this eldritch
edifice bankrupted the occultists, and the skyscraper Weirdness Busters
was converted into apartments. The characters are all In most of the horror campaigns described above, the
living in this building when the stars align. Suddenly, character’s main aim is not to defeat the horror, but to
they are granted a psychic connection to the alien investigate or escape it. Sometimes, though, the best
entities. The characters have the occultists hunting way to save the mysterious girl who shows up on your
them on one hand and bizarre alien entities oozing out doorstep complaining that a demon is after her unborn
of their minds on the other – and all because the rents child is to banish the demon back to the netherworld
were low. (after neutralising the evil fertility clinic that uses ancient
Sacred King magic to produce children). In a Weirdness
Investigators Buster game, the characters are employed to thwart or
This is one of the archetypical horror campaigns. All the destroy the horror.
Player Characters are investigators – private detectives,
FBI agents, or police officers in a modern day game, but In some ways, this simplifies things immensely. The
the same structure works with holy inquisitors in 16th structure of most horror adventures is that the characters
century Spain or Company accountants sent to review are hooked by some seemingly mundane event, which
the mines on Proxima Centauri V in a futuristic game. is slowly revealed to have a more alarming cause or
The characters must investigate the mystery because it is meaning. In a Weirdness Buster game, the characters
their job, and the mystery leads to the horror. can be told much more directly – you can skip the set-
up where the characters arrive in the small village in
An investigation-based campaign gives the Games Germany, meet their sick cousin, explore the village a
Master great scope for introducing all sorts of mysteries little, hear howling in the woods and then get attacked
and puzzle-solving. It also gives the characters authority by a hairy monster. Instead, you just have the characters’
and influence – if they are police officers, for example, employer say ‘werewolf in Bavaria eating people – off
they can order autopsies, have crime scenes opened, you go. Pick up your silver bullets at front desk’.
exhume bodies and all sorts of other fun stuff. Too much
authority can be tricky to deal with, though. Horror is The downside is that horrific events become routine,
predicated on the Players being powerless to a degree, almost mundane. In a light-hearted game, where horror
so giving the Players the ability to call in the National is used as a spice instead of the main course, this is fine
Guard makes a single werewolf much less of a threat. (if it is Tuesday, it must be vampires). The characters
Never give the Players the tools to dismiss the horror know they will end up facing something horrific, so they
completely – a werewolf is mainly a physical threat, so can accept and prepare for it. Most long-term games end
giving the Players control over overwhelming physical up in a situation like this, and it can be exploited by the
power destroys any sense of threat. Games Master.

189
One of the most irritating things in a roleplaying game weak and powerless’, and it also gives a baseline for weird
is having to roleplay ignorance. If you drop the clues events and violation. Even in the Weirdness Busters
described in the little Bavarian scenario above - a campaign, which might include obviously supernatural
dark forest, howling, a character who seems strangely Player Characters fighting against their own kind, the
ill – every roleplayer is going to think ‘right – it is a characters have at least a link to normality.
werewolf’ and start looking for the silverware. This
TURNING THE SCREW

is possibly not good roleplaying in terms of staying in In a Shadow World game, the majority of the game takes
character, but it is really just as natural as a character place well outside the boundaries of normality. A game
in a play not wondering why there are exits to the left where all the characters are monsters is one example, or
and right of him, and behind him, but never in front of a game where the characters spend so much time in a
him. The Players know they are heading into a mystery bizarre otherworld that it becomes familiar and therefore
even if the characters do not. The Games Master should not horrific. Most Shadow World games end up as dark
either build a mystery original and complex enough that fantasy instead of ‘true’ horror.
the Players cannot see through it just by thinking like
Players, or else harness the Player/character gap. The Sample Campaigns:
Weirdness Buster campaign does just that – it removes a ~ The Invisible College: The characters are all part of
lot of the hoops that the Players have to jump through. a secret society of adepts and wizards, sworn to keep
their supernatural powers secret while aiding the un-
Sample Campaigns: illuminated masses of humanity. There are all sorts of
~ Hunters of the Night: The Quincy Foundation was nightmarish entities held in check only by magic…
made by a group of friends who survived their own
dark nightmare, in memorial of the one who gave his ~ Dream Delvers: Using a combination of neuroscience
life to save them all. They have learned that there are and latent telepathy, the characters are specialists in a
ancient evils – vampires and worse – in the world, brave new form of therapy. Teams are sent into the
but that human faith, determination and science could sleeping minds of patients to confront and destroy
defeat them. The foundation is divided into several their inner traumas and repressed fears. As part of
sections, each named after one of the founders. the process, the team members can be given ‘virtual’
Harker Section deals with the finance of the group, superhuman abilities while inside the patient’s
which has investments in property all over the world. psychological matrix (it is all just a dream, after all),
Seward Section deals with medical support and and such abilities are often needed to defeat the bizarre
psychological analysis and counselling. Godalming imaginings encountered. And why are there so many
Section handles the Foundation’s relationships with people with nightmares about leather-bound monsters
INTERPOL, the FBI and national governments. Van coming for treatment all of a sudden?
Helsing Section is the heart of the Foundation’s fight
against evil – it gathers information, and studies
monsters – and how to kill them. There are rumours Campaign Lengths & Notes
of two secret sections, codenamed MINA and LUCY. For a horror game to have the most impact, the Games
LUCY deals with the Foundation’s contacts in the Master should plan how long the campaign is going to
underworld, with turncoat monsters and inhuman last before it even begins. Other games can get by with
spies, while MINA has a number of Foundation a loosely linked series of adventures, but horror is best
agents who are not entirely…normal. when there is a definite drive and a time limit.

~ Department 1013: It is the closing days of World One Shots


War II. As the Allies roll towards Berlin, the Nazis set The shortest possible campaign is obviously a one-shot
loose all the occult horrors and superscience horrors game, a single scenario taking up no more than two or three
they have. The brave commandoes of Department sessions of play. One shots are great for horror, especially
1013 are on the front lines of the secret war, bringing using the trapped mundanes or investigator structures
down Foo Fighters, blowing up zombie-making described earlier. In a one-shot, the Player Characters are
chemical works and fighting demons in the cellars of disposable, so they can be killed, maimed, driven insane,
Castle Faust, before heading off to the hidden Nazi or turn out to be the spawn of hideous starbeasts. The
Fortress in Antarctica for the final confrontation… Games Master could even give pregenerated characters to
the Players, who have backgrounds specifically designed
Shadow World to fit with the scenario (‘you are all wannabe TV psychics,
All the campaign structures described so far assume and you’re all attending a seminar on ‘Tax and the
that the characters are, to some degree, normal. In a Tarot’).
roleplaying game, ‘normal’ tends to mean ‘comparatively

190
The downside of one-shots is that there really is no time explore a setting and build character depth. The tricky
for the Players to get attached to their characters and they part is balancing the need to keep some horrific elements
can involve quite a bit of work on the part of the Games without having a revolving door for Player Characters
Master. In a long-term campaign, the Games Master can (they come in sane, they go out two weeks later gibbering
build plots off what the Players do, but there is no time or in a box).
for the Players to seed plots in a one-shot. Of course,

TURNING THE SCREW


seeing as it is a one-shot, the Games Master does not Killing Characters
need to worry about the next session, and can have the In most horror games, there are hideous monsters,
world overrun by brain-eating zombies, swallowed by strange entities, mysterious curses and other things that
a black hole, or destroyed by tarot archetypes running turn characters into shredded corpses, gibbering lunatics,
amok. piles of ancient dust or nothing but a faint, lingering
memory. Killing characters is easy, and a sudden death
Short Campaigns does make the Players more nervous and more willing
A short-term campaign is a campaign with a definite, to be scared. However, if the Games Master kills Player
planned, foreseeable ending, usually six to twelve game Characters constantly, the horror is diminished. The
sessions in length. Almost every session and side plot is Players have no real attachment to characters that only
somehow linked into the main plot – everything, from last a few minutes.
the mysterious death in room 23, to the crashed van with
‘International Cocaine Exporters’ emblazoned on it, to Instead of killing characters, consider the following
the leather-bound book with the weird symbols, to your penalties for failure:
aunt Bertha’s sore toe is connected to the evil conspiracy.
A short campaign has room for a nice, long,
meaty plot without losing intensity. Everything
ties in, so the same horrors keep cropping up and
getting more intense, but things are not quite as
squashed as they are in a one shot game.

The major problem with short campaigns is


that they are wholly self-contained, and if the
Players get into the game and want to keep
playing, the Games Master can find that he has
used all his best ideas in the initial plot. Sequels
can be very hard to do. Short campaigns work
very well with the Investigators, Dark Heritage
and Weirdness Buster set-ups.

Long-Term Campaigns
In a long-term campaign without a definite,
planned endpoint, really scary horror becomes
very hard to achieve. The characters will be
seeing monsters again and again, so they will
get jaded and used to weirdness. The Games
Master can still pull out all the stops once in a
while and scare the toughest characters, but in
the majority of game sessions, the characters
will react with ‘oh… another ghost’ instead of
‘Waaagh! A ghost!’.

Long-term campaigns work best with the


Weirdness Buster, Shadow World or Investigator
models of play – there might be an over-arcing
campaign plot, but most individual sessions are
going to be ‘monsters of the week’, so having a
plot dispenser helps a lot. Having no planned
end to the campaign does give plenty of time to

191
~ Maiming: A character might lose an eye, or a solving the mystery is less important than the link to the
hand, or be paralysed or otherwise injured when the next plot.
monster chews up the last of his hit points.
The Indeterminate Clue is a plot element the Games
~ Madness: Feel free to dump Shock Points on Master throws in without quite knowing what it means.
characters who wander into lethal danger. Having Later, the Games Master can come back and link it into
TURNING THE SCREW

your mind pulled out by a magical mirror and the main plot (or just listen to the Players discussing it,
projected through a trillion light-years and you feel and steal their best idea). For example, the characters get
every inch of the distance as you travel is worth quite an anonymous phone call that asks for them by name, says
a lot of Shock. ‘I have something important to tell you’, and then all they
hear is the sound of fighting and dogs barking, followed
~ Change: The horror does not kill the character, but by the line going dead. Neither the Players nor the Games
it does do something horrible to him. Laying eggs in Master is quite sure who made the phone call. Later in the
his chest, stealing his identity, transforming him into game, the Games Master can retroactively decide who
a spawn, inflicting a slowly degenerative disease and the phantom caller was, and bring that character into the
so on… game in some fashion. For example, the characters could
find a phone booth covered in gore and scratch marks,
~ Killing Other People: The character’s Ties are there the handset dangling like a burst intestine, and a blood-
to give the Games Master something else to threaten spattered card with the Player Character’s phone number
other than the character himself. If the character fails and a mysterious address written on it. Alternatively,
to stop a monster, perhaps it eats one of his loved ones perhaps the characters get another phone call from the
instead of himself. anonymous caller, who fills them in on another clue.
The key to the Indeterminate Clue is laying groundwork
Linked Investigations in advance, so it looks like the Games Master has a big
If one plot is going to lead onto another, then the complex plot, even when the poor Games Master has no
Games Master must plant links between the mysteries. idea what’s going on at all. As an aside, Indeterminate
However, given the nature of roleplaying games, it can Clues are great for sparking creativity – when you have
be very hard to plot clues in advance – the Players are to come up with a coherent explanation for the bit of
always doing the unexpected. The traditional metaphor weirdness you just dropped on the Players, you tend to
for a series of linked mysteries is ‘the layers of an onion’ surprise yourself.
– the characters peel off one layer to discover another
beneath. What does the Games Master do, though, if the
Players decide the best way to get through the current
Campaign Construction
layer is to burn it off, destroying everything that leads to Example: ‘Ghosts in the Fog’
the next layer? The year is 1895 or so. London is – or was until a few
days ago – awash with occultists and spiritualism. The
Two methods for dealing with this are the Moving Clue Golden Dawn society practise ceremonial magick and
and the Indeterminate Clue: two-bit mediums hold séances in every garret. The topic
of every conversation (when not deploring the latest antics
The Moving Clue is a link to the next part of the of Alistair Crowley) is the debate over the immortality
campaign which the Games Master can plug in wherever of the human soul. Finally, a young visiting physicist
the characters go. Say the clue is a letter from a dead named Nikolai Tesla adapts the necrophone technology
man that will lead the Players to what is literally a dead pioneered by Thomas Edison and builds a Necroscopic
letter office. The Games Master intends for the Players to Engine, which will make the soul (an electromagnetic
find it in the letterbox of a friend of one of the characters. phenomenon) manifest in an electric field.
However, the characters never get around to visiting that
friend in the course of their investigations. Instead of It all goes wrong. The Necroscopic Engine short-circuits
letting that plot hook wither, have the friend bring it to in the damp London fog. Suddenly, every potential
the characters, or let them bump into the mailman and spectre in London leaps into electrical existence. The
have the letter fall out of his satchel, or have a stalker entire capital swarms with angry ghosts, who turn on the
steal the letter and the characters end up catching him living – and whenever anyone dies in London, their soul
as part of an unrelated investigation. Do not shy away is trapped by the fog. The outskirts are evacuated, but
from moving things around ‘behind the scenes’ if it is the centre of the city is lost. Somewhere in Whitechapel,
required to move the characters on to the next plot. In Tesla’s Necroscopic Engine is still running, turning the
general, having clues chase the characters around like fog into a literal death trap. It must be shut down – and
this can make mysteries a bit too easy to solve, but here that is where the characters come in.

192
This is a short-term campaign structure, designed to of the cult leader and are now off to find out what Moore
be Overwhelming Nightmarish Horror. The characters Chemicals have to do with undead cockroaches.
are Weirdness Busters. They have to make their way
through a haunted, fog-choked Victorian London. The If the characters do not have such a direct link and you
Games Master could tie particular powerful spectres cannot give them a plain, unbaited hook from a plot
to landmarks or major historical events – they might dispenser (for example, the characters are not members

TURNING THE SCREW


have to exorcise the spirit of Guy Fawkes to get of an elite monster hunting squad who actively investigate
through Westminster, or fend off spectral pirates at the weirdness), then you have to hook the characters. One
Admiralty Dock. Somewhere at the heart of the fog is traditional method is for a character to get a letter from
the Necroscopic Engine, and the half-alive, half-dead an old friend or relative, asking for his help (but this is a
form of Tesla. terrible cliché in horror games and should be avoided if
possible). You can use the characters’ Ties to bring them
This campaign set-up neatly handles character death into a scenario (if one character has a Tie to a ecological
– they can come back as ghosts instantly. Adversaries activist group, then have a branch of the group be
can include ghosts, deranged Londoners and electric troubled by strangely tough mutant cockroaches).
zombies. For a slightly higher-powered game, the Player
Characters could be an all-star team – perhaps W.B. While hooking the characters, you should also take
Yeats, Alistair Crowley and Sir Arthur Conan Doyle care to hook the Players. Most good Players will play
could recruit Thomas Edison to save London. along with whatever hook they are given (‘I get a letter
from my old aunt Petunia telling me that she’s being
threatened by mysterious men in black. Ok, I leave right
Horror Scenarios away’), but will be much more enthusiastic if the hook
A scenario is defined here as a single plot that might take sounds interesting (‘I get a letter from a mysterious man
one or more sessions of play to resolve. Horror games in black, telling me he’s being threatened by my old aunt
are much more dependant on Games Master-designed Petunia? What the hell?!’) A good hook offers a taste
plot that other styles of play – in most horror games, of the mystery and horror to come and gives a starting
the characters are either hooked into investigating the point for investigation or exploration, without really
horror, or else encounter it by accident instead of actively revealing what is going on. Often, the hook has nothing
seeking it out. The Games Master must therefore arrange directly to do with the initial concept, but there is a route
for the characters to somehow become involved. Horror for the Players to stumble from one to the other: ‘The
campaigns tend to be episodic – a new hook is presented, mysterious man in black is actually a member of the eco-
its mystery plumbed, the monsters defeated and the group. Aunt Petunia is actually an intelligent swarm of
characters sink gratefully back into mundane life until undead cockroaches who ran away from the Atlantean
the next game. The Games Master should take advantage sorcerers who are manipulating the head of Moore
of this episodic nature by making each ‘episode’ of the Chemical into sacrificing a verdant swamp to power
campaign as unique as possible. their continent raising ritual. If the characters can rescue
the real Aunt Petunia from the depths of the undead-
cockroach-hive, they can find the Atlantean stone that
Initial Concept is animating the insects, then ally with the eco-group to
The beginning of any scenario is the initial spark, the infiltrate the chemical plant and use the stone’s magic to
one-line summation of the plot. It might connect directly stop them poisoning the swamp before it is too late…’
to the characters (‘Jackie discovers that the talisman
she found in the sunken ship gives her a psychic link
to the Atlantean ghosts, and they turn her apartment Traps and Stakes
complex into a deathly mirror image of a temple’) or be There are two ways to keep the Players from doing what
nothing more complex that ‘vampires in Pennsylvania’ is usually the sensible thing in any horror game (running
or ‘something about infected blood’. It could even be away and never looking back). These two approaches
inspired by the plot of a horror movie or book. are the trap and the stake.

In a game based around the trap, the characters cannot


Hooking the Characters and Players leave the area controlled by the horror. This may be
Why are the characters involved? What links them to the caused by an entirely mundane barrier (the characters
concept? Sometimes, they will be linked directly (such are on a deserted island and the only boat has sunk; the
as the Atlantean talisman, above). In other games, the elevator has broken and they cannot force open the door
characters will be following up on a hook from a previous to the fire escape) or a supernatural one (all the roads
scenario – they found the mysterious letter in the office lead back to the spooky town; the characters are trapped

193
in their own delusions and the horror follows them In general, use stakes instead of traps. Traps basically
wherever they go). deny the Players a lot of options. While being trapped
and isolated is a major part of horror, it should not be
In the stake variant, the characters have something the only reason the characters are involved. Drawing the
precious to them (usually, a Tie such as a loved one) characters deeper into the horror with stakes is a much
that will be lost if they do not defeat the horror. They better approach than hooking them and then immediately
TURNING THE SCREW

can leave, but Aunt Petunia is stuck down there with the putting them in a trap.
cockroaches.
Plotting
A scenario can use both traps and stakes; for example, if The first step in plotting is to come up with three or four
the characters are police officers, the initial investigation really scary images or scenes related to the initial concept,
essentially puts their reputations or even their jobs at and flesh them out a little. What would scare you in those
stake (‘solve this case of the missing teenager’). If the situations? How can you manoeuvre the characters into
stake is not big enough to keep the characters in the being as vulnerable and terrified as possible? These
scenario (‘argh! Things! I’m getting out of here! I don’t horrific moments should then be loosely tied together
care if it costs me that promotion!’) then the trap can be with possible connections.
employed to keep them there (‘aargh! The door won’t
open! The things are outside too!’) For example, the Games Master wakes up screaming
from a nightmare about a hairy, many-legged spider-thing

How Not To Run Non-Player Characters


I once ran a fairly standard horror scenario where the plot revolved around a madman who summoned a demon to
abduct a child. Although he lived quite close to the child’s family, nothing tied him to the crime – he used magic to
call the demon, so there was no reason to suspect him of involvement.

However, the scenario also said to play him as a crazed, nasty, twisted old man. The characters met him when
they were walking down the country lane to town. I roleplayed the madman as suggested. After about a minute of
conversation, one of the Players said ‘I shoot him in the leg. He’s obviously the bad guy.’

I argued that they had no reason to suspect him. The Player agreed, but pointed out that this crazy old man seemed
completely out of place – everyone else in the town was rather nice and bland, except for this one madman who was
taking obvious glee at their efforts to find the missing child. He was the only person who was even faintly unusual
and therefore had to be important.

I told the Player his character would not shoot an old man based solely on a hunch (bad Games Mastering on my part).
The game continued, and they found a piece of minor circumstantial evidence (a button, I think) linking the old man
to the kidnapping. Again, the Player asked if he could shoot the old man now. I refused, saying that a button was not
enough for his character to justify shooting someone.

Later, they found damning evidence and went to the old man’s house. He called up the demon again, who attacked the
Player Characters. As an aside, another problem with the scenario was that the allegedly fearsome and terrible demon
had so few hit points, a single shot from any one of the characters’ guns could take it down – make your monsters
tough enough to be threatening. The Player, with great satisfaction, shoots the old man, shouting ‘I said he was the
bad guy! If you’d let me shoot him when we met him, he wouldn’t have been able to summon the demon again’.

In retrospect, this was poor roleplaying on the Player’s part and my Games Mastering was equally bad. The Player
was thinking about the crazy old man from the perspective of a Player (‘he’s the only Non-Player Character who’s
crazy, evil sorcerers tend to be crazy and he must be in the scenario for a reason’) which is bad, but asking Players to
squash this kind of thinking and consider every plot purely in-character is not a good idea. Instead of coming up with
scenarios that fall apart if the Players consider the metagame, the Games Master should use more robust scenarios.
In the example above, if I had played the old man as a lot less crazy, or else let the Players find him instead of just
randomly running into him on the road, or even just had a second viable suspect (‘you meet two entirely separate
crazy old men. One summoned the demon, the other is just a senile old coot. Which one do you shoot?’), then the
scenario would have worked much better.

194
descending from above. Being a good little Games ~ The characters’ car is sabotaged. They get stuck in
Master, he notes down the image and decides to use it town.
in a game. He is already planning a game set in a small, ~ The townspeople try to keep them there.
isolated town, so he uses the spider there. He needs a tall ~ They cause trouble, which brings the sheriff.
structure for the spider-thing to descend from, and the ~ They investigate the town.
obvious choice is a church-spire. The spider can lower ~ They do research.

TURNING THE SCREW


itself on a strand of web from the bell-tower (and the ~ They go to the church.
rope to pull the bell could actually be a braided, sticky ~ They fight the spider and are forced to run away.
web). One of the characters pulls on the rope to ring the ~ They learn to distract the spider, and while half the
bell… his hand gets stuck to it, and the bell does not ring, characters cause havoc in town, the others sneak into
it crushes a few eggs or sucked corpses or something in the church, find the mummified body of the priest
the tower above, and a shower of slime and young spider and banish the spider. Ideally, they should finish the
hatchlings fall onto the characters below. They look up banishing spell just before the spider eats the other
to see where the slime came from – just in time to see characters.
the spider falling towards them, one leg reaching towards
each of their upturned faces…. The Games Master can imagine links between these
scenes, but should be prepared to adapt. It is possible
To have this charming image in the game, the Games that a group of especially belligerent Players could cause
Master needs to get the Players into the town, and then the sheriff to appear if they start a fight in the opening
into the church. Perhaps the whole town is actually scene at the gas station. Alternatively, tactically minded
the spider’s (metaphorical) web – it hunts by getting Players might work out a way to defeat the spider in
strangers stuck in the town, then hunts them down by the first fight scene, or escape from the town to return
vibrations in the web. The townsfolk could sabotage the with better supplies. Players who can roleplay very
characters’ attempts to leave; the characters
stop for fuel, and the station attendant pours
sand in their tank. Everyone in town tries
to wrap the characters in sticky emotional
bonds – and when they fight back, they
attract the attention of the spider (perhaps the
attention of the spider could be incarnated
in the form of the town sheriff, who drives
around watching the vibrations of the
telephone wires, which shake when the town
is disturbed by outsiders). If the characters
could see the town as it really is, they would
see the invisible strands of the psychic web
linking all the townfolk together.

Once the Players realise something strange


is going on, the characters might do research
in the town library. Maybe back in the ‘50s,
the town was torn about by prejudice and
paranoia and a local priest tried to solve
the problem with magic. He summoned the
spider to bind people together, but it never
left. Now everyone in town is peaceful and
friendly, even cloying…and sticky. The
characters head off to the church to find the
priest, they push open the door, see the bell
rope… and down comes the spider.

Remember, the ties between the various


images and scenes should be fairly loose, to
allow for the actions of the Players. In the
above sketch, the Games Master might have
a list of encounters like:

195
well might be able to sow dissent in the town, tearing the
social web apart. Characters with occult skills might be
better off replicating the priest’s research and coming up
with their own banishing spell. Do not lock the Players
Twenty Bizarre Events into a predetermined route through the scenario – have
1. The raindrops run up the window, instead of the horrific set-pieces ready, and bring them in when
TURNING THE SCREW

down, and form an eerie pattern. appropriate.


2. The wind seems to carry the faint echo of
screaming voices.
3. That tree in the garden…you could swear it was Twisting
two feet to the left yesterday. The best, most memorable scenarios have a twist – some
4. The phone rings, but the voice on the other end is imaginative difference that sets them apart. It does not
the speaking clock. always have to be a plot twist. A new and distinctive
5. One of the characters experiences a sudden monster or horrific concept works wonders, but few
muscle cramp or spasm every time he walks Games Masters can consistently come up with new horrors
through a doorway. that are really scary. Overlaying an interesting plot also
6. One of the characters uses an utterly unfamiliar, works – the revelation that the horror is supernatural is the
alien word for a normal concept. twist. The game can also be made memorable by using
7. Two (or all) of the characters has the same an unusual location; everyone expects werewolves on the
nightmare. Scottish moors, but how about werewolves on a Scottish
8. A character catches a glimpse through a window oil rig?
or closing door of a room in complete disarray.
When he investigates, the room is perfectly fine and Making sure there is always something new and
tidy. unexpected keeps the game fresh.
9. All the silverware on the table suddenly turns and
points towards one character. Non-Player Characters
10. Something breaks. It sounds like glass, but Most horror scenarios work best when the number of non-
faintly metallic. No matter how hard the characters Player Characters is low. It is less work for the Games
search, they cannot find what broke. Master, and focuses the game on the Players. Extraneous
11. One of the characters experiences a few minutes non-Player Characters can be killed off in horrible ways.
of ‘missing time’.
12. The watch of one of the characters stops dead, Avoid having extremely powerful or competent non-
or goes backwards. Player Characters who can save the characters or solve the
13. A coffee stain on a map circles the place the mystery – one element of horror is responsibility. Your
characters are going – but the map is a new one, life is in your own hands and only you can get yourself
and no-one has ever put a coffee cup on it before. through this. If you do introduce such non-Player
14. The character finds an old newspaper or photo Characters, then either saddle them with restrictions (‘Van
that refers to him. Helsing knows all about vampires and how to kill them,
15. All of the characters experience a moment of but is old and comparatively weak’) or else make them
déjà vu, jamais vu or presque vu. slightly suspect or dangerous (‘Van Helsing knows all
16. An old wound or scar begins to bleed again. about vampires and how to kill them, and he’s very strong
17. All the noise in an area – conversation, for his age… and now that you think about it, you haven’t
machinery, traffic, weather, etc. – stops seen him outside in the sunlight…’).
simultaneously for a moment.
18. All mobile phones, televisions, radios and other Classic roles for non-Player Characters in horror include:
electronic equipment momentarily stops working in ~ Victims: the poor unfortunates who get eaten/
a burst of static – or all simultaneously turn on. sacrificed/transformed by the horror. Try to avoid the
19. One of the characters gets a split-second helpless victim – Players respond better to those who
glimpse of himself from another perspective, an show at least a little courage in the face of horror. If
out-of-body experience. Something shadowed and you use the Ties of characters as victims, make sure
terrible looms over him. there is at least a chance that the Players can save the
20. One character finds a healthy, live goldfish victim.
swimming in his toilet.
~ Police officers and other authority figures: In most
horror games, the police either have to be kept in the
dark (‘officer, you don’t understand! I burnt down that

196
orphanage because they were demon nuns! Demon
nuns… stop hitting me!’) or negotiated with to gain ‘Vu’ Sensations
access to records or aid (‘I need to review adoption Déjà vu – the classic sensation that most people have
records for 1975-1981 now. Oh, and a flamethrower’). experienced; encountering a novel situation that
Characters with a little authority could be able to seems eerily familiar. Déjà vu can sometimes be so
request roadblocks, searches and even SWAT teams. intense that people do can predict entire actions and

TURNING THE SCREW


phrases a moment before others performed them.
~ Experts: Professors, antiquarians and other characters
who can dispense clues and give details of the plot. Jamais vu – the opposite of déjà vu in some respects;
Never hand the Players all the information they need encountering an entirely normal situation but feeling
– leave room for implication. absolutely no chronological connection to it. A
minor example is suddenly forgetting your best
~ Ordinary People: Do not gloss over the existence of friend’s name. More severe is the sudden sensation
just plain folks. If it were not for the vast seething that you no longer know the room you have entered.
masses of humanity, where would the monsters hide? It’s been your bedroom for the last seven years, it’s
Include the occasion trivial encounter with ordinary got your personal effects in it – but nothing in it
characters, to make sure the Players do not assume strikes any chord of familiarity with you.
that every Non-Player Character they meet is directly
connected to the plot. Presque vu – moments of only ephemerally
~ Allies and other investigators: While the burden perceived or remembered clarity or greatness.
of the dealing with the horror should rest on the Having a concept on ‘the tip of one’s tongue’ is
Player Characters, including a few friendly faces an example, as is rousing from a dream with a
and mouthpieces for the Games Master is a good tremendous idea – only to have it slide between your
idea. Giving the Players a ‘safe area’ creates a bigger fingers as wake up.
contrast with the horror (and blowing up the safe area
is a huge and horrifying violation suitable for a major All of ‘vu’ sensations can be used to give elliptical
turning point in a campaign). If you include people hints and clues to characters, but they can also be
who are basically in the same position as the Player mildly disorientating (-1 to attack rolls, saves and
Characters – other monster hunters/church sponsored skill checks for the following round).
exorcists/people infected by a horrible sentient virus
or whatever the characters are – they can serve as 3. The characters are attacked by the monster, or
cautionary examples to the Players. see someone else being killed. The creature
escapes.
~ Cultists and Madmen: And serial killers, and demon 4. They begin to research or develop a way to attack
hybrids, and corrupt cops, and the corporate suit who it.
wants to capture the monster alive so the bioweapons 5. It attacks again before they are ready. They have
division can breed and market it. Ideally, these to fend off its attacks while completing their
should initially appear to be one of the other types of plan.
Non-Player Character, as it is far more horrifying if
someone you assumed to be safe and friendly turns Like Non-Player Characters, monsters fall into several
out to be an enemy. roles:
~ Atmosphere: The monster is there to make the horror
Monsters and danger of the place manifest – it is supposed
Monsters in a horror game require careful pacing. In most to alarm the Players, but probably will not prove
circumstances, you should never introduce a monster and too much bother to the characters if they keep their
have it killed in the same scene. There should be hints nerve.
and foreshadowing first. Monsters in horror should not
be disposable cannon fodder (or at least they should not ~ Guardian: The monster is an obstacle that the
be disposed of lightly). One good schedule to follow is: characters must defeat or bypass. It is a checkpoint
1. The characters find evidence that they will later in the scenario – the characters cannot move onto
tie to the monster – scratch marks on a corpse, for the next section until they know how to get through
example – but which initially can be explained by it. Usually, they learn how to get past it while also
a wholly mundane cause. learning some other part of the plot, ensuring they do
2. They find evidence of something else connected not blunder forward without a clue what is going on.
to the monster; again this can be explained away
with mundane causes.

197
~ Stalker: The monster is out roaming around, either the hollow tail. Really, these rats are no more dangerous
hunting or being sent to gather victims for some other than a normal rat, but their freakish behaviour makes them
purpose. Stalkers are often under the control (or were scary.
under the control and have escaped) of an antagonist
monster or evil sorcerer. Bizarre Events
Bizarre events are the stock-in-trade of the horror Games
TURNING THE SCREW

~ Antagonist: The monster is intelligent and opposed Master. Horror games tend to have few encounters
to the characters, plotting against them. It has its own with Non-Player Characters (the Players usually keep
inhuman and horrific goals. their activities secret) and fewer (but deadly) monsters.
Therefore, to spice up scenes, the one thing left to do is
~ Plot Device: The monster is in the game either to have strange things happen.
violate the laws of reality and facilitate the plot (the
characters are investigating a strange new drug, which Don’t have bizarre events happen on a regular basis.
turns out to be the distilled pollen of a carnivorous Partly, this is because too much weirdness desensitises
alien flower) or to be the end of the plot (the cultists the Players to it, but more importantly, the Players have to
are trying to summon their fearsome demon-god, and have a baseline reality that they can understand and trust.
if they succeed, the earth is doomed). If everything changes at the whim of the Games Master,
there is no point in planning or taking anything seriously.
In a low-powered game, most monsters are more than Establish a rigorously logical, plausible, sane setting -
a match for the characters. They might, if they plan and then undercut it with the impossible.
it carefully and are lucky, be able to defeat one in a
fight, but mostly they have to flee monsters when they Bizarre events include all the usual Fortean events (rains
encounter them, and will only win out by unravelling the of fish, lights in the sky, statues bleeding), but can also
mystery. In a higher-powered game, fighting monsters be foreshadowing of upcoming horrors (the werewolf
directly becomes an option. Monsters should always hunters hear distant howls across the moors, which could
be disturbing in some fashion – even for little beasties be nothing more than lonely dogs). The key here is to
that are there as cannon fodder or flavour, try to come up unsettle the Players, and clue them in that something is
with one memorable bit of description or behaviour that not right, that they are on the trail of the horror.
will make the Players loathe the monster. For example,
the characters are exploring the ruins of a Nazi fortress
known for its diabolical experiments. The rats there Isolating the Characters
have long, hollow tails with sharp bone spurs on the Cutting the characters off from safety, supplies and
end. They drive the bone spikes into the feet or calves support is a common element in horror games. The
of the characters as they pass, and suck blood up through higher the level of technology, of course, the harder it is

Props & Handouts


Handouts work very well in mystery games. They give the Players physical evidence to examine. Most non-physical
evidence is filtered twice – once by the Games Master and once by the character. A handout can be examined directly
by the Player. It is very easy to hide clues in a handout; normally, the Games Master says something like ‘you find a
set of financial records… give me an Appraise or Intelligence check, DC 15… OK, you notice a discrepancy in one
account’. In a handout, the Games Master can hide this discrepancy and let the Players work it out (which is far more
rewarding).

Handouts also encourage roleplaying – while examining a handout, the Players are perfectly in sync with their
characters.

With the web and modern desktop publishing software, it is very easy to write up convincing handouts. The Games
Master can grab text from documents on the web and edit them to insert clues. Old scrolls can be made by painting
the paper with really, really strong coffee or baking them in the oven. Burning parts of the paper can tantalisingly
obscure key words and force the Players to handle the items carefully. Another great handout is an old book with
a bookmark or key passages highlighted - all sorts of weird occult and junk science books can be bought cheaply
in second-hand stores. If you want to embroil the characters in the mystery of Roswell, have them find a copy of
some dodgy UFO book with the chapter on Roswell dog-eared and a mysterious set of co-ordinates written in the
margin…

198
to achieve. The Players can find themselves out of touch ~ Mistrust: The characters can contact someone – but
by driving for an hour in a game set in the 1920s, and all communications go through a switchboard or other
or by riding for even less time in a medieval game. The point that they cannot trust. The emergency services
closer you get to the modern day, the harder it is to isolate dispatcher has exactly the same speech patterns as the
the characters. Oddly, once you move into the future, it village full of frog people…
becomes easier, as futuristic games tend to be set either

TURNING THE SCREW


on alien planets, isolated space ships or stations, or in Unless there is a plot point behind it (i.e., someone jams
post-apocalyptic ruins. the characters’ radios or summons a Fallen Angel of the
Message to disrupt their phones), give the Players some
There are five ways to isolate characters: physically, via warning before cutting them off from communications.
communications, socially, secretly and supernaturally. Letting them know in advance that they will be out of
Each has their own advantages and disadvantages. It is touch means you do not have to deal with arguments
a good idea to mix and match these – the Players will about wavelengths and phone base station ranges in the
get annoyed if every adventure begins with a huge storm middle of an important scene.
that traps them in the haunted castle/spooky village/
abandoned mineshaft. Social Isolation: The simplest type of isolation – if
no-one believes the characters, they are alone even in
Physical Isolation: The characters are stuck in a location, the middle of a crowd. Social isolation only works if
and cannot get out. The trouble here is working out how the horror is intangible or esoteric. The police are not
they got there in the first place. Options include: going to help the characters if they tell them that the
~ Mechanical failure: their car breaks down, their upcoming Interpretive Dance Event in Central Park is
plane crashes. going to summon an elder god, and the proof is right
~ Weather: The fog is too thick to drive through, the here in this ancient Sumerian scroll. However, the police
winds are too high to fly. are much more likely to help if the characters have a few
~ Geography: The only bridge out of town is down, the shredded corpses. The more physical evidence present,
river is flooded, the characters are on an island and the the more likely it is that the characters can overcome
next boat does not come for a week. social isolation.
~ Cramped Conditions: The characters are in a
location that is hard to reach, like sewers or steam If you want social isolation, make it clear that the
tunnels. Cave-ins and locked doors can isolate them. characters will waste a lot of time by trying to contact
others, and that they might even be blamed for whatever
The problem with physical isolation is that it can often be the horror did. Alternatively, make the characters distrust
easily overcome with modern technology (there are very the authorities – it is hard to go to the police if one of
few places in the Western World that cannot be reached them is in league with the evil cult.
within a few hours by a helicopter), and on its own, it can
sidetrack the Players into trying to construct an escape Secret Isolation: The flip-side of social isolation; in
route instead of escaping the horror. Only use physical secret isolation, the characters are trying to cover up the
isolation when the threat is primarily physical and you existence of the horror. This only work if the characters
want to ensure that the characters do not have access to are working for some patron or organisation who wants
superior numbers or extra firepower. to conceal the existence of weird monsters or magic.

Communications Isolation: Mobile phones, radios, Supernatural Isolation: This is very heavy-handed, and
computers and the internet – having the characters in should only be used when you absolutely have to isolate
constant contact with each other and the outside world the characters. Here, the isolation is magical – the door
does make mysteries and loneliness harder to achieve. It can never be opened, thick black fog surrounds the town,
allows the characters to keep track of each other’s status, anyone walking down the road is teleported back to their
share information and call in help from outside. All this open grave in the cemetery.
aside, communication is not too damaging to the horror,
and when it is, it is very easy to cut it off. Dealing With Player Tactics
~ Equipment failure: Batteries go dead, water gets There are a few common, classic tactics used by Players
into the case. in horror games. Countering these plans means the
~ Electromagnetics: A storm or other atmospheric Players have to think for themselves.
disturbance prevents the signal from getting through.
~ Local Conditions: The characters are underground/in ~ Take off and nuke the site from orbit: Instead of
the shadow of a mountain/the phone wires are cut. going into the bad place – the haunted house, the

199
sewer, the factory full of possessed robots – the ~ Web of Clues: The inverse of the direct approach;
characters try to destroy the place from the outside, in the web of clues, there are lots and lots of clues
by burning it down or blowing it up. Solution: but no one clue leads to the next part of the mystery.
Put something of value to the characters (a Tie, an The Players have to draw their evidence together and
important document or piece of evidence) in the bad figure it out. Instead of having only one clue, they
place. The characters cannot burn the house down have dozens. The web of clues requires much more
TURNING THE SCREW

until they rescue the child trapped inside. preparation from the Games Master, but does mean the
Players are never stuck for something to investigate
~ Ignore the weirdness at all costs: The characters and have to actually work to figure out the mystery.
refuse to follow any plot hooks at all. When they hear
noises in the attic, they go back to bed. If they get ~ Evidence: This variant has no or few preplanned clues
a letter from an old friend, they return it unopened. – instead, the characters can investigate anything, and
Solution: Either have the horror follow the characters the Games Master comes up with what they discover on
(if they stay in bed, they suddenly feel something cold the fly. This style of play requires the Games Master
and slimy crawling up through the blankets) or show to have both a full grasp of the plot and any evidence
that the sooner they start investigating, the better their that might be found and to be flexible enough to cope
chances of success. with the Players’ actions. It is the most interesting and
immersive style of mystery, but is also the easiest to
~ We give up and wait for clues: The Players assume mess up.
that the Games Master will eventually provide enough
information to solve the mystery, so they sit back and Investigations & Autopsies
only follow obvious clues. Solution: Drown the All too often, these can degenerate into a dull series of
Players in information. Give them stacks and stacks skill checks. This is acceptable for certain situations, just
of clues and hooks. Make sure that they always have as it is fine to deal with a trivial combat in a few quick
some potential lead. rolls (the Games Master might not bother describing how
a character deals with a zombie if he has already fought
~ Laugh it off: The Players try to find the humorous and killed fifty-seven of them). However, important
side of everything, and do not take anything seriously. investigations and analysis of clues deserves as much
Solution: A little nervous humour is fine (and witty detail as a climatic fight scene.
self-referential jokes work wonderfully in comic
horror games), but if the Players resorting to comedy The best approach is to take each piece of evidence that
in a serious horror game… let them joke for a while. can be obtained separately and give the Player a chance to
Let them get comfortable, and warm, and having a make decisions in between each discovery. For example,
fun time… and then have something burst in and eat one character is performing an autopsy upon the corpse of
one of them. a victim of a dimensional fold, when the normal spatial
relationships of reality collapsed. He automatically
Mysteries notices a strange pattern of bruising on the chest. The
Many horror games are more about investigating a Games Master asks how the Player will continue.
mystery than horror per se. After all, having the monster Assuming that the bruising was caused by an impact,
show up too often or too soon will result either in the the Player replies that his character will take a swabbing
characters getting killed or the impact of the horror being from the bruise, hoping to find out what struck the victim.
lost. The solution is to put a mystery in the way, to let The Games Master calls for a Treat Injury roll (DC 10),
the horror build slowly. Not every horror game has to be even though he knows nothing will be found. Next, the
about investigating a mystery, but the vast majority are. character X-rays the corpse and finds a metallic shape
inside the body’s lung. He operates (again, Treat Injury
There are three ways to structure a mystery. DC 10) and digs out a large ornamental paperweight.
There is no way that the paperweight could have been
~ The Direct Approach: The simplest approach is swallowed or inhaled…
to have a chain of clues, each of which leads to the
next. The mystery unfolds one step at a time and The key is that the Player gets to choose at each step
each scene reveals another clue. This is easy for how to proceed, and uncovers the evidence one step at
the Games Master to write, as it uses the minimum a time. Only hand the Player all the information at once
number of clues. The two drawbacks are that the if the process of digging out the evidence is tiresome or
Players are basically being led the nose from clue to time consuming. In most circumstances, let the Players
clue, and if they miss one they are stuck without any tease the clues out, skill check by skill check. The Games
path to follow.

200
Master should regularly be calling for Spot, Search,
Listen, Investigate, Gather Information and Knowledge
Horror Combats
Combat in horror should be fast-placed and brutal. In
checks.
most cases, pressure the Players to make quick decisions
– do not let them spend ages working how they can get
Paranoia the best flanking bonus, ask them what they are doing

TURNING THE SCREW


Do not aim to make the Players paranoid – they will get right now, and if they stall, start dropping their initiative
there on their own quickly enough. If the Players split count. Never say how many hit points a monster has left
the party, some Games Masters prefer to let the Players – in fact, you should consider hiding as much information
whose characters are not present to listen in – in a game as possible from the Players. If the Games Master is up
where horror is the main goal, then being able to see your for a little extra book-keeping, keeping the Players’ own
allies getting killed is fine. In a game where mystery hit points secret from them and describing all injuries
is more important, the Games Master might choose to graphically instead of numerically really reinforces
take Players aside and run private scenes, so the main the horror. A Player who is told that his character has
body of the Players do not know what has happened a sucking chest wound and is having trouble breathing
to the wandering Player. If you do split the Players up is far more scared than a Player who knows that his
like this, make sure that the Players who are not ‘active’ character has only 4 hit points left out of fifty. That said,
have something to do while waiting. A good time to said, some experienced Players have so internalised the
run a separate scene is when the rest of the Players are game mechanics you can viscerally scare them by saying
examining a handout or discussing their course of action. ‘you get hit for 46 hit points!’
If Alice sneaks off to explore the
hospital morgue, wait until Bob and
Charles find the hospital records and
start examining them before taking
Alice aside and running encounters in
the morgue.

One of the nastiest tricks is to co-opt one


of the Players to be a villain. Players
know that the Games Master basically
has to play fair and will control his
most evil and cunning impulses,
but another Player is under no such
restriction. If one of the characters is
replaced by a shapeshifting monster
or infected by a mind-warping alien
virus, do not turn his character into
a Non-Player Character immediately.
Instead, brief the Player on how his
evil character will act and let him
play it normally. Players are much
more willing to accept characters
controlled by Players instead of the
Games Master. They are vaguely
like insects in that regard – ants attack
anything that enters the nest that does
not bear the right chemical markers,
but blindly accept anything that has
the right scent. Similarly, Players
mistrust every Non-Player Character,
but will blindly accept a character that
is being run by another Player, even if
the character is obviously insane.

201
One side-effect of making horror combat fast and deadly a single survivor can provide the nucleus for a new
is that the Players will spend a lot of time planning their party of investigators.
tactics and preparing for the fight, which can be boring
for the Games Master. This preparation is a good thing,
as it shows that the Players are scared of and respect Scenario Construction
your monsters. That said, if it gets too tiresome, drop a
Example: ‘The Quincy
TURNING THE SCREW

monster into their tactics session.


Foundation’
Recovering When Things Go Wrong
Horror is a very tricky style of game to run and Initial Concept: The characters are members of the
sometimes it all goes wrong. Here are some suggestions Quincy Foundation (see Weirdness Busters above), sent
on fixing a game that is running off the rails. to investigate an alleged spontaneous combustion in
London.
~ It is just not clicking: The Games Master had a really
great idea for a plot or monster, but for some reason Hooking The Characters and Players: Hooking the
– tired Players, a boring combat scene, in-character or character is easy – they work for a group that investigates
out of character arguments – the current session is not weirdness. To raise the Players’ interest, the Games
working very well, and the big resolution of the plot Master writes up a fake newspaper clipping describing the
or confrontation with the monster is going to fall flat. combustion. Apparently, a man climbed up onto a of a
Solution: Salvage what you can and turn the game radio mast before bursting into flames in front of horrified
into foreshadowing. Having the monster vanish from onlookers.
its lair and crawl into the sewer is a poor ending, but
at least you can use the monster again in a later game Plotting: The style of the game is modern day occult
– and having cunningly foreshadowed it in this game, horror. The Games Master wants to use a web of clues
it should be properly horrifying when the Players approach to the mystery. He decides that the combustion
finally encounter it. was caused by the ghost of a psychic who was burnt at the
stake for witchcraft. The ghost has recently been freed
~ No Horror: The Players just are not being scared somehow and is trying to lay itself to rest. However, when
by the game. Solution: Do something unexpected. it possesses someone, it soon causes them to explode
Switch from one form of horror to another. If the in flames, creating another explosive ghost. So, the
characters are exploring a brooding ruin, have them characters will have at least two spirits to deal with – the
swarmed by rats or zombies. Conversely, if the game long-dead psychic and the newly-dead victim.
is survival horror, let everything go spookily quiet.
Shake the game up and catch their attention. Having the death happen at a radio tower sets up all sorts
of potential bizarre events involving radio transmissions
~ The Mystery is too tough: The Players are stuck and from the dead. If the Players get stuck, the Games Master
do not know what to do. Solution: Sometimes, it can just have a ghost talk to them over a handy radio, and
takes a while for the Players to digest the clues. This he can hint at supernatural activity with radio static.
is the horror of implication, when the clues fall into
place. If they just are not putting things together and How was the first ghost freed? The Games Master is stuck
are getting bored after a half-hour or so, then give the on this for the moment, so he pencils in the idea that the
Players a clue from a clue dispenser. Provide hints ghost’s grave was uncovered by building work, or perhaps
that will let them move on – and up the danger to an archaeological dig. Maybe the ghost’s victim was an
compensate. archaeologist – or a thief who stole something from the
dig. Most people burnt at the stake do not have grave
~ Running Amuck: Sometimes, a game can suddenly goods, so maybe the ghost is tied to something belonging
go crazy. It all started out with a simple investigation to the witchhunter. Or perhaps the psychic was a
of a haunted house. Suddenly one of the characters pyrokinetic, and used his abilities to burn the witchhunter
is shooting police officers with a shotgun and the and onlookers when he was on the stake (or not… if the
rest of the party are running for the next train out of Players have read the novel Good Omens, they will be
town. The Players have made a series of really bad reminded of Agnes Nutter, who loaded her petticoats with
decisions and it looks like the game is all about to end gunpowder and shrapnel being burnt for witchcraft and all
unexpectedly. Solution: Pick the character who can horror will be lost). So, what else could connect a ghost
best carry the campaign and find a way to save him. to burning people?
A total party kill almost always ends a campaign, but

202
How about gas? The psychic was not burnt at the stake, is next door to the archaeological dig that uncovered
he was buried alive in a chamber that filled up with the first ghost. That is the initial link and provides a
natural gas and foul air. When he possesses someone, motivation for the second ghost – perhaps he will try
their cells become more and more suffused with methane to recontact his mistress, or make amends with his wife
until they explode. It is very dodgy science, but it make for his infidelity. It certainly gives him a reason to hang
a weird sort of sense – and gives a great clue to give in an around as a ghost.

TURNING THE SCREW


autopsy. So, the ghost is connected with gas (and radios,
now. It is the Phantom of the Utilities). How will the Players deal with the ghosts? Exorcisms?
Will they heroically allow themselves to be possessed,
Traps and Stakes: The initial stake is that the characters then have ‘controlled detonations’ inside a ghost-proof
have been assigned this mission and have to complete it. chamber, trapping the spirits within? Could the gaseous
If one or more of them become possessed by the ghosts, ghosts somehow be channelled into the mains and burnt
of course, then they have an even bigger stake – they off like normal gas?
have to solve the case before they explode.
The rest of the questions can be answered as the game
Twisting: The twists here is not that the monster is goes on – the initial investigation of the combustion
fundamentally sympathetic – that happens a lot in should fill up two or three hours of play, especially if the
ghost stories – it is that whenever anyone falls victim Games Master throws in troublesome obstructions from
to the combustion, another fiery ghost is created. If the police and a few bizarre events. Ideally, one of the
the characters cannot squash the ghosts, the plague of characters will blunder into a position where they get
combustions will spread. possessed by one of the ghosts, putting a nice time limit
on the investigation…
Non-Player Characters: The family of
the man who exploded will probably be
interviewed by the Players (and his ghost
might return to them). The characters will
have to deal with the London police, so
coming up with a contact there is a good
idea. The characters will probably end up
researching the history of witches, so a
librarian clue dispenser character fits.

Monsters: The two ‘monsters’ are the


two ghosts. The ghost of the man who
exploded is confused and does not know
what happened to him – in some ways,
that makes him more dangerous. He has
connections to the modern world (his
family and friends) and in attempting to
contact them, he is likely to accidentally
possess someone and cause another
combustion. The other ghost is hundreds
of years old, and less likely to possess
people – but it has psychic abilities. What
does it want? It brought its victim to a
radio tower – could it have instinctively
been drawn to electromagnetic activity?
Was it trying to beam itself into space? Or
was it trying to call something down? Or
was the tower built on the site of an old
building that was important to the ghost
in life?

The Games Master could then decide that


the victim was having an affair with a
woman, and that her apartment building

203
Monsters
A horror game does not have to involve monsters – but monster roles). Remember that a beginning character has
MONSTERS

there is something deeply satisfying about making fear three Hit Dice.
incarnate in a physical form. Rather than just providing
a shopping list of monsters, this chapter has a set of The steps for designing a monster are:
creature types and abilities that can be used to build 1. Choose Hit Dice.
suitable monsters for a game. Then there is a blood- 2. Choose Size. The size of the monster affects its
splattered shopping list of monsters. Traditions in horror Defence, Attacks (especially Grapple) and ability
games must be observed. to hide.
3. Choose Type. A monster can be an Aberration,
Animal, Construct, Monstrous Humanoid, Ooze,
Making a Monster Outsider, Plant, Undead or Vermin.
Begin with a mad scientist’s lab, all bubbling beakers, 4. Set the monster’s ability scores, speed, damage
crackling electrodes and crumbling Carpathian keeps. and natural armour bonus.
Begin with a gothic cathedral shrouded in darkness and 5. Calculate the monster’s hit points, Defence, attack
webs, where something lurks and drips foul excretions bonus, grapple bonus, fighting space, reach, skill
from atop the spires. Begin with ooze-dropping eggs in points and feats just as you would for a human
the sewers, begin with illegal genetic experiments, begin character.
with a twisted, alien, misshapen form crawling through 6. Choose or create special abilities for the monster.
the ceiling tiles and peering down at your bed. Begin 7. Choose or create weaknesses for the monster.
with the dawn of time, when terrible things descended 8. Set the monster’s Horror save DCs.
through the cooling hydrogen mists and made the rough 9. Write up Evidence and Research entries for the
world of Earth their home. Begin with what scares, monster.
repulses or disturbs you. 10. Fly, my pretty, fly!

Keep whatever horrific seed or idea inspired the monster


in mind as you go through the mechanical creation Creature Description
process. Getting the rules right is nowhere near as Each creature is organized in the same general format, as
important as providing a fun and scary encounter for described in the following text. Much of the information
the Players. Unlike other games where ‘balanced on a creature is condensed into a creature statistics block,
encounters’ are key, horror games regularly put the the contents of which are explained below.
characters up against entities that they have no chance of
defeating directly. Size
A creature falls into one of nine size categories. Each
The basic measure of a creature’s power is the number size category includes a size modifier that applies to
of Hit Dice it has. A creature’s Hit Dice depends on its the creature’s Defence and attack rolls; a modifier that
role and the strength of the characters it will be opposing applies to grapple checks; and a modifier that applies to
(see Chapter 11, Turning the Screw, for a discussion of Hide checks. These modifiers have been figured into the
Monster Hit Dice Guidelines statistics for the creatures described here.

Monster Hit Dice


Designed For… Type
A creature’s type determines many of its characteristics
Atmosphere ¼ to 3 and abilities: physical ability scores, Hit Die type, base
Guardian Equal to +15 Hit Dice attack bonus, saving throw bonuses, skill points, feats
Stalker +1 to +5 Hit Dice and special qualities. Mental ability scores (Intelligence,
Wisdom, and Charisma) can vary widely among creatures
Antagonist +3 to +10 of a type; unless a type description specifies a particular
Plot Device +5 to + whatever the Games score for one of these abilities, the Games Master will
Master wants assign values as he deems appropriate.

204
Hit Dice (HD) and Hit Points (hp)
A creature’s Hit Dice is equivalent to its level for
determining how various abilities affect the creature,
its rate of natural healing, and its maximum ranks in a
skill. A creature’s Hit Dice and Constitution modifier
determine its hit points. A creature’s entry gives the
creature’s average hit points.

MONSTERS
Massive Damage Threshold (Mas)
When a creature takes damage from a single attack equal
to or greater than its current Constitution, it must succeed
on a Fortitude save (DC 15) or immediately drop to –1 hit
points. If the damage would reduce the creature to –1 hit
points or fewer anyway, the massive damage threshold
does not apply and the creature does not need to make a
Fortitude save.

Constructs, oozes, plants, undead and other creatures


immune to critical hits ignore the effects of massive
damage and do not have massive damage thresholds.
Vermin gain a +5 species bonus on their Fortitude saves
to avoid falling to –1 hit points.

Initiative (Init)
The creature’s modifier on initiative checks is usually
equal to its Dexterity modifier, although the Improved to Defense (if any) while climbing and opponents get no
Initiative feat provides an additional +4 bonus. special bonus on their attack rolls against the climbing
creature.
Speed (Spd)
A creature’s tactical speed on land is the amount of Fly: The creature can fly at the given speed if carrying
distance it can cover in one move action. If the creature no more than a medium load. All fly speeds include a
wears armour that reduces its speed, this fact is given parenthetical note indicating manoeuvrability:
along with a parenthetical note indicating the armour Perfect: The creature can perform almost any aerial
type; the creature’s base unarmoured speed follows. manoeuvre it wishes.
Good: The creature is agile in the air, but cannot change
If the creature has other modes of movement, these direction as readily as one with perfect maneuverability.
are given after the main entry. Unless noted otherwise, Average: The creature can fly as adroitly as a small bird.
modes of movement are natural (not magical). Poor: The creature flies as well as a very large bird.
Clumsy: The creature can barely fly at all.
Burrow: The creature can tunnel through dirt, but not Creatures that fly can make dive attacks. A dive attack
through rock unless the descriptive text says otherwise. works just like a charge, but the diving creature must
Creatures cannot run while burrowing. move a minimum of 30 feet. It can make only claw
attacks, but these deal double damage. Creatures can use
Climb: A creature with a climb speed has the Climb the run action while flying, provided they fly in a straight
skill at no cost and gains a +8 species bonus on Climb line.
checks. The creature must make a Climb check to climb
any wall or slope with a DC greater than 0, but it can Swim: A creature with a swim speed can move through
always choose to take 10, even if rushed or threatened water at the given speed without making Swim checks. It
while climbing. The creature climbs at the given speed gains a +8 species bonus on any Swim check to perform
while climbing. If it attempts an accelerated climb, it some special action or avoid a hazard. The creature can
moves at double the given climb speed (or its normal always choose to take 10, even if distracted or endangered
land speed, whichever is less) and makes a single Climb when swimming. Creatures can use the run action while
check at a –5 penalty. Creatures cannot use the run action swimming, provided they swim in a straight line.
while climbing. The creature retains its Dexterity bonus

205
Bite: The creature attacks with its mouth, dealing piercing
Defence damage.
A creature’s Defence includes a parenthetical mention
Claw or Rake: The creature rips with a sharp appendage,
of the modifiers contributing to it. The creature’s ‘touch’
dealing slashing damage.
Defence (discounting natural armour and other armour
Gore: The creature spears the opponent with an antler,
modifiers) and ‘flat-footed’ Defence (discounting
horn, or similar appendage, dealing piercing damage.
Dexterity bonus and dodge bonuses, if any) are provided
Slap or Slam: The creature batters opponents with an
as well.
appendage, dealing bludgeoning damage.
Sting: The creature stabs with a stinger, dealing piercing
MONSTERS

Base Attack Bonus (BAB) damage. Stings are usually poisoned.


A creature’s base attack bonus does not include any
modifiers. It is used to calculate a creature’s grapple
modifier as well as the maximum bonus on damage rolls
Manufactured Weapons
Creatures that use manufactured weapons follow the same
for a creature using the Power Attack feat. A creature’s
rules as characters, including those for multiple attacks
base attack bonus is derived by cross-referencing the
and two-weapon fighting penalties.
creature’s Hit Dice and type on the Creature Saves and
Base Attack Bonuses table.
Full Attack (Full Atk)
A creature that takes no more than a 5-foot step during its
Grapple Modifier (Grap) turn can make a full attack using all of its natural weapons.
Whenever a creature makes an opposed grapple check,
A creature’s full attack includes both its primary attack and
apply this modifier to its d20 roll. The total modifier on
its secondary attacks (if any). The primary attack bonus
grapple checks is determined as follows: base attack
includes modifications for size and Strength (for melee
bonus + Strength modifier + grapple modifier. The
attacks) or Dexterity (for ranged attacks). A creature with
grapple modifiers for creatures of various sizes are given
the Weapon Finesse feat can use its Dexterity modifier
in Table: Creature Sizes.
on melee attacks. A creature’s primary attack damage
includes its full Strength modifier (1.5 times its Strength
Primary Attack (Atk) bonus if it is the creature’s sole attack or if the creature is
If a creature moves more than 5 feet in the same round wielding a two-handed melee weapon).
it attacks, it makes only a single attack using its primary
attack bonus. This bonus includes modifications for The remaining weapons are secondary attacks and take a
size and Strength (for melee attacks) or Dexterity (for –5 penalty on attack rolls. Creatures with the Multiattack
ranged attacks). A creature with the Weapon Finesse feat (see Feats, below) take only a –2 penalty on secondary
feat can use its Dexterity modifier on its primary attack. attacks. Secondary attacks add only one-half the creature’s
The damage and primary weapon type are noted in Strength bonus to the damage.
parentheses. Creatures can attack with natural weapons
or manufactured weapons (sometimes both). Creatures that do not normally carry ranged weapons are
still given a ranged attack bonus for situations in which
A creature’s primary attack damage includes its full they might be throwing objects at a target.
Strength modifier (1.5 times its Strength bonus if it is
the creature’s sole attack). Use the creature’s primary
attack bonus whenever the creature makes an attack of
Fighting Space (FS)
Fighting space approximates the amount of space a
opportunity.
creature needs to move and fight effectively, and how
much space it occupies on a grid of 5-foot by 5-foot
Natural Weapons squares. The table of Creature Sizes gives the fighting
Natural weapons include teeth, claws, horns and the space for creatures of any given size, although variations
like. The number of attacks along with the weapon, and exceptions are possible.
attack bonus, and form of attack (melee or ranged) are
provided in a creature’s entry. Unless noted otherwise,
natural weapons threaten critical hits on a natural attack
Reach
A creature’s reach is the distance at which it can strike
roll of 20. If any attacks also cause some special effect
targets with its natural weapons without needing to
other than damage, that information is given along with
adjust its position on the grid. A creature using its natural
the damage. Unless noted otherwise, creatures deal
weapons threatens all squares within its reach. When
double damage on critical hits. Natural weapons have
measuring diagonally, every second square counts as two
types just as other weapons do. The most common types
squares. The table of Creature Sizes provides the typical
are summarised below.

206
reach for creatures of any given size. The Games Master lack the ability altogether. The modifier for a nonability
may adjust the values in the table by –5 feet or +5 feet is +0. Other effects of nonabilities are as follows.
for creatures that have less than normal or greater than
normal reach. Unlike the wielder of a reach weapon, a Strength: Any creature that can physically manipulate
creature with greater than normal reach (more than 5 feet) other objects has at least 1 point of Strength. A
can still strike creatures next to it. A creature with greater creature with no Strength score cannot exert force,
than normal reach usually gets an attack of opportunity usually because it has no physical body or because it
against a character if the character approaches it, because is immobile. The creature automatically fails Strength
the character enters a square it threatens before he can checks. If the creature can attack, it applies its Dexterity

MONSTERS
attack it. (This does not apply if the character takes a 5- modifier to its base attack bonus instead of a Strength
foot step.) Large or larger creatures with reach weapons modifier. Quadrupeds can carry heavier loads than
can strike targets out to double their reach but cannot bipedal characters. See Chapter 2, Horror Roleplaying.
strike at targets within their normal reach or less.
Dexterity: Any creature that can move has at least 1
A creature with a 0-foot reach must move into the point of Dexterity. A creature with no Dexterity score
fighting space of its target to attack it, provoking an cannot move. If it can act (such as by casting spells), the
attack of opportunity from the target as the creature creature applies its Intelligence modifier instead of its
enters the target’s fighting space and threatened area. Dexterity modifier to initiative checks. The creature fails
Also, creatures with 0-foot reach do not threaten the all Reflex saves and Dexterity checks.
squares around them.
Constitution: Any living creature has at least 1 point
Special Qualities (SQ) of Constitution. A creature with no Constitution has
Many creatures have unusual abilities. A special quality no body or no metabolism. It is immune to any effect
can be extraordinary (Ex) or supernatural (Su): that requires a Fortitude save unless the effect works
on objects or is harmless. The creature is also immune
Extraordinary: Extraordinary abilities are nonmagical to ability damage, ability drain and energy drain and it
and are not subject to anything that disrupts magic. always fails Constitution checks (though these probably
Using an extraordinary ability is a free action unless have no effect as it has no metabolism anyway).
noted otherwise.
Supernatural: Supernatural abilities are magical. Using Intelligence: Any creature that can think, learn or
a supernatural ability is an attack action unless noted remember has at least 1 point of Intelligence. A creature
otherwise. Supernatural abilities may have a use limit with no Intelligence score is an automaton, operating
or be usable at will. However, supernatural abilities do on simple instincts or programmed instructions. It is
not provoke attacks of opportunity when used and never immune to all mind-affecting effects and automatically
require Concentration checks. fails Intelligence checks. A creature can speak all the
languages mentioned in its descriptive text. Any creature
with an Intelligence score of 3 or higher understands at
Weaknesses (Wk) least one language.
Some monsters have special weaknesses and discovering
these weaknesses is often the key to defeating the Wisdom: Any creature that can perceive its environment
horror. in any fashion has at least 1 point of Wisdom. Anything
with no Wisdom score is an object, not a creature.
Saves (SV) Anything without a Wisdom score also has no Charisma
A creature’s Fortitude, Reflex and Will saving throw score.
modifiers take into account the creature’s type, ability
score modifiers, feats and any special qualities.
Multiattack Feat
Abilities The creature is adept at using all its natural weapons
Creatures have the same six ability scores as characters: at once.
Strength (Str), Dexterity (Dex), Constitution (Con), Prerequisite: Three or more natural weapons.
Intelligence (Int), Wisdom (Wis), Charisma (Cha). Benefit: The creature’s secondary attacks with
Exceptions are noted below. natural weapons take only a –2 penalty.
Normal: Without this feat, the creature’s secondary
Nonabilities: Some creatures lack certain ability scores. natural attacks take a –5 penalty.
These creatures do not have an ability score of 0; they

207
Charisma: Any creature capable of telling the difference
between itself and things that are not itself has at least 1
Horror
This section describes what horror checks the monster
point of Charisma. Anything with no Charisma score is
prompts by its mere presence. Most cause only one sort of
an object, not a creature. Anything without a Charisma
Horror save, but a few cause multiple saves – see Chapter
score also has no Wisdom score.
8, Fear and Loathing, for more details. In general, the DC
for a Horror save should be 10 + ½ the creature’s Hit Dice
Skills + its Charisma bonus, although the Games Master should
This section lists alphabetically all the creature’s feel free to adjust this DC up or down for especially scary
MONSTERS

skills by name along with skill modifiers that include or bizarre entities.
adjustments for ability scores and any bonuses from
feats or species abilities (unless otherwise noted in the The monster can trigger other Horror saves because of its
descriptive text). All listed skills were purchased as class actions – if an alien thing suddenly bursts out of a wall,
skills unless the creature acquires a character class (see the characters might have to save against both Panic and
Advancement, below). Madness.

Feats Evidence
This section lists alphabetically all the creature’s feats. This section describes what physical evidence can be
Most creatures use the same feats that are available to gathered from the trail of the creature, or its victims.
characters, but some have access to the Multiattack feat. Each piece of information has a required skill (usually
Investigation) and DC listed.

Creature Saves and Base Attack Bonuses


Creature’s Good Save Poor Save Base Attack Base Attack Base Attack
Hit Dice Bonus Bonus Bonus (A) Bonus (B) Bonus (C)
1 or less +2 +0 +1 +0 +0
2 +3 +0 +2 +1 +0
3 +3 +1 +3 +2 +1
4 +4 +1 +4 +3 +1
5 +4 +1 +5 +3 +2
6 +5 +2 +6/+1 +4 +2
7 +5 +2 +7/+2 +5 +3
8 +6 +2 +8/+3 +6/+1 +4
9 +6 +3 +9/+4 +6/+1 +4
10 +7 +3 +10/+5 +7/+2 +5
11 +7 +3 +11/+6/+1 +8/+3 +5
12 +8 +4 +12/+7/+2 +9/+4 +6/+1
13 +8 +4 +13/+8/+3 +9/+4 +6/+1
14 +9 +4 +14/+9/+4 +10/+5 +7/+2
15 +9 +5 +15/+10/+5 +11/+6/+1 +7/+2
16 +10 +5 +16/+11/+6/+1 +12/+7/+2 +8/+3
17 +10 +5 +17/+12/+7/+2 +12/+7/+2 +8/+3
18 +11 +6 +18/+13/+8/+3 +13/+8/+3 +9/+4
19 +11 +6 +19/+14/+9/+4 +14/+9/+4 +9/+4
20 +12 +6 +20/+15/+10/+5 +15/+10/+5 +10/+5

Base Attack Bonus (A): Use this column for aberrations, monstrous humanoids and outsiders.
Base Attack Bonus (B): Use this column for animals and vermin.
Base Attack Bonus (C): Use this column for constructs, oozes, plants and undead.

208
in mind that these are guidelines. You should balance
Research a creature’s attacks with how often the creature shows
This section lists what can be discovered by researching
up and how scary it is supposed to be. If a creature
the monster in ancient books of lore (or on the Internet,
only appears at the climax of the game and will only
for that matter). Each piece of information has a required
be in combat with the characters for a round or two,
skill (usually Research) and DC listed.
make sure it has the strength and damage to make a
serious, alarming impact on them. If the creature will
Creature Types be harassing them throughout the game, it should not be
A creature’s type determines many of its characteristics able to kill a character with a single blow.

MONSTERS
and abilities: physical ability scores, Hit Die type, base
attack bonus, saving throw bonuses, skill points, feats For example, if you spend ages describing the speed and
and special qualities. Mental ability scores (Intelligence, strength of a monster, it is a terrible anticlimax when it
Wisdom, and Charisma) can vary widely among creatures hits for 1d6+3 damage. Similarly, if you just say ‘the
of a type; unless a type description specifies a particular monster hits you for 2d6+10 damage’, that is much more
score for one of these abilities, the Games Master will threatening in terms of game mechanics, but not very
assign values as he deems appropriate. A creature scary. Characters have at least 10 hit points and usually
belongs to one of the nine types described below. A around 20-30. Use low amount of damage (1-4 points)
single creature cannot have more than one type. to worry the Players without seriously threatening the
Creature Saves and Base Attack Bonuses provides the characters. Dangerous monsters should do between 10
modifiers to a creature’s saving throws and attack rolls and 15 points of damage with a hit and game-ending
based on its type and Hit Dice. horrors can do far more.

Creature Damage Also, remember that most monsters lack ranged attacks,
Each creature type below gives guidelines on how much while the characters will probably be loaded up with
damage a creature’s attacks should do. However, keep guns…
Aberrations
Size Str Dex Con Minimum HD Slam Bite Claw Gore
Colossal 42–43 10–11 28–29 32d8 2d6 4d8 2d8 4d6
Gargantuan 34–35 10–11 24–25 16d8 1d8 4d6 2d6 2d8
Huge 26–27 10–11 20–21 8d8 1d6 2d8 2d4 2d6
Large 18–19 12–13 16–17 2d8 1d4 2d6 1d6 1d8
Medium-size 10–11 14–15 12–13 1d8 1d3 2d4 1d4 1d6
Small 6–7 16–17 10–11 1/2 d8 1d2 1d6 1d3 1d4
Tiny 2–3 18–19 10–11 1/4 d8 1 1d4 1d2 1d3
Diminutive 1 20–21 10–11 1/8 d8 — 1d3 1 1d2
Fine 1 22–23 10–11 1/16 d8 — 1d2 — 1

Animals
Size Str Dex Con Minimum HD Slam Bite Claw Gore
Colossal 42–43 10–11 28–29 32d8 2d6 4d6 2d8 4d6
Gargantuan 34–35 10–11 24–25 16d8 1d8 2d8 2d6 2d8
Huge 26–27 10–11 20–21 4d8 1d6 2d6 2d4 2d6
Large 18–19 12–13 16–17 2d8 1d4 1d8 1d6 1d8
Medium-size 10–11 14–15 12–13 1d8 1d3 1d6 1d4 1d6
Small 6–7 16–17 10–11 1/2 d8 1d2 1d4 1d3 1d4
Tiny 2–3 18–19 10–11 1/4 d8 1 1d3 1d2 1d3
Diminutive 1 20–21 10–11 1/8 d8 — 1d2 1 1d2
Fine 1 22–23 10–11 1/16 d8 — 1 — 1

209
Hit Die: d8.
Aberration Base Attack Bonus: 3/4 of total Hit Dice (Column B in
An aberration has a bizarre anatomy, strange abilities,
the Creature Saves and Base Attack Bonuses table).
an alien mindset, or any combination of the three.
Good Saving Throws: Fortitude and Reflex (some
Aberrations are fundamentally wrong, although they
animals have different good saves).
are often composed of recognisable parts. An aberration
Skill Points: 10–15.
might be a dog’s body welded to a wheelchair, that
Feats: None.
rolls towards the characters slavering and biting, or the
product of nuclear waste mutating mildew into a sentient
Animals share the following additional traits:
MONSTERS

slime.
Weapon and Armour Proficiency: Animals are
Hit Die: d8.
proficient with their natural weapons only. They are not
Base Attack Bonus: Equal to Hit Dice (Column A in the
proficient with armour.
Creature Saves and Base Attack Bonuses table).
Ability Scores: Animals have Intelligence scores of 1 or 2
Good Saving Throws: Any one.
(predatory animals tend to have Intelligence scores of 2).
Skill Points: 2 x Int score, plus 2 points per Hit Dice
No creature with an Intelligence score of 3 or higher can
beyond 1 HD.
be an animal.
Feats: Int modifier (minimum +0), plus 1 feat per 4 Hit
Low-Light Vision (Ex): Most animals have low-light
Dice beyond 1 HD.
vision.
Horror: Aberrations usually cause Fear, although
Horror: Animals do not cause Horror saves under most
especially disturbing ones cause Madness.
circumstances.

Animal Construct
Feral and snarling, diseased and rotting or just spooky
A construct is a thing animated with artificial life – a
and foreboding, ordinary animals can be just as scary as
sewn-together corpse, a stone statue driven by magic, a
the most bizarre monsters.
Constructs
Size Str Dex Con Minimum HD Extra Hit Slam Bite Claw Gore
Points
Colossal 44–47 6–7 — 32d10 120 4d6 2d6 2d8 4d6
Gargantuan 36–39 6–7 — 16d10 80 2d8 1d8 2d6 2d8
Huge 28–31 6–7 — 8d10 40 2d6 1d6 2d4 2d6
Large 20–23 8–9 — 2d10 20 1d8 1d4 1d6 1d8
Medium-size 12–15 10–11 — 1d10 10 1d6 1d3 1d4 1d6
Small 8–11 12–13 — 1/2 d10 5 1d4 1d2 1d3 1d4
Tiny 4–7 14–15 — 1/4 d10 — 1d3 1 1d2 1d3
Diminutive 2–5 16–17 — 1/8 d10 — 1d2 — 1 1d2
Fine 1 18–19 — 1/16 d10 — 1 — — 1

Monstrous Humanoids
Size Str Dex Con Minimum HD Slam Bite Claw Gore
Colossal 42–43 8–9 26–27 32d8 2d6 2d8 2d8 4d6
Gargantuan 34–35 8–9 22–23 16d8 1d8 2d6 2d6 2d8
Huge 26–27 8–9 18–19 8d8 1d6 1d8 2d4 2d6
Large 18–19 10–11 14–15 2d8 1d4 1d6 1d6 1d8
Medium-size 10–11 12–13 10–11 1d8 1d3 1d4 1d4 1d6
Small 6–7 14–15 8–9 1/2 d8 1d2 1d3 1d3 1d4
Tiny 2–3 16–17 8–9 1/4 d8 1 1d2 1d2 1d3
Diminutive 1 18–19 8–9 1/8 d8 1 — 1 1d2
Fine 1 20–21 8–9 1/16 d8 — — — 1

210
possessed construction robot out for revenge. They tend Hit Die: d8.
to be slow and clumsy, but are very resilient. Base Attack Bonus: Total Hit Dice (Column A in the
Hit Die: d10. Creature Saves and Base Attack Bonuses table).
Base Attack Bonus: 1/2 of total Hit Dice (Column C in Good Saving Throws: Reflex, Will.
the Creature Saves and Base Attack Bonuses table). Skill Points: 2 x Int score, plus 2 points per Hit Dice
Good Saving Throws: None. beyond 1 HD.
Skill Points: None. Feats: 1 + Int modifier (minimum 0), plus 1 feat per 4 Hit
Feats: None. Dice beyond 1 HD.

MONSTERS
Constructs share the following additional traits. Monstrous humanoids share the following additional
Weapon and Armour Proficiency: Constructs are traits:
proficient with their natural weapons only. They are not Weapon and Armour Proficiency: Monstrous
proficient with armour. humanoids receive either Archaic Weapons Proficiency
Ability Scores: Constructs have no Constitution score or Simple Weapons Proficiency as a bonus feat. They
and usually no Intelligence score. are proficient with their natural attacks and any weapon
Extra Hit Points: Constructs gain extra hit points mentioned in their entries. Monstrous humanoids noted
according to size, as shown on the Constructs table. for wearing armour (such as mutated supersoldiers) gain
Immunities: Constructs are immune to mind-influencing the bonus feat Armour Proficiency with whatever type of
effects and to poison, sleep, paralysis, stunning, disease, armour they are accustomed to wearing (light or heavy),
necromancy effects and any effect that requires a as well as all lighter types.
Fortitude save unless the effect also works on objects or Darkvision (Ex): Most monstrous humanoids have
is harmless. They are not subject to critical hits, nonlethal darkvision with a range of 60 feet.
damage, ability damage, ability drain, energy drain or the Horror: Usually, monstrous humanoids cause Panic or
effects of massive damage. Fear.
Repairable: Constructs cannot heal damage on their own
but can be repaired using the Repair skill. A successful Ooze
Repair check (DC 30) heals 1d10 points of damage to Squelch. Oozes drip and squeeze and glow and tend to
a construct and each check represents 1 hour of work. dissolve things they could with acidic pus. Oozes can be
A construct reduced to 0 hit points is immediately the product of chemical accidents, alien engineering or
destroyed and cannot be repaired. even ancient horrors trapped in the Antarctic ice.
Horror: Constructs can cause Panic saves if they appear Hit Die: d10.
normal (a possessed car) before attacking. Otherwise, Base Attack Bonus: 1/2 of total Hit Dice (Column C in
they tend to cause mild Fear. the Creature Saves and Base Attack Bonuses table).
Good Saving Throws: None.
Monstrous Humanoid Skill Points: None.
Twisted mockeries of the human form, this category Feats: None.
covers werewolves, degenerate sewer dwellers, drug-
enhanced supersoldiers driven mad by adrenaline Oozes share the following additional traits:
poisoning and so on. Weapon and Armour Proficiency: Oozes are proficient

Oozes
Size Str Dex Con Minimum HD Extra Hit Slam Bite Claw Gore
Points
Colossal 44–45 6–7 26–29 32d10 40 4d6 4d6 2d8 2d6
Gargantuan 36–37 6–7 22–25 16d10 30 2d8 2d8 2d6 1d8
Huge 28–29 6–7 18–21 8d10 20 2d6 2d6 2d4 1d6
Large 20–21 8–9 14–17 2d10 15 1d8 1d8 1d6 1d4
Medium-size 12–13 10–11 10–13 1d10 10 1d6 1d6 1d4 1d3
Small 8–9 12–13 8–9 1/2 d10 5 1d4 1d4 1d3 1d2
Tiny 4–5 14–15 8–9 1/4 d10 — 1d3 1d3 1d2 1
Diminutive 2–3 16–17 8–9 1/8 d10 — 1d2 1d2 1 —
Fine 2–3 18–19 8–9 1/16 d10 — 1 1 — —

211
with their natural weapons only, but not with armour. Creature Saves and Base Attack Bonuses table).
Ability Scores: Oozes have no Intelligence score. Good Saving Throws: Fortitude, Reflex, Will.
Extra Hit Points: An ooze has no natural armour rating Skill Points: 8 + Int modifier per Hit Dice.
but is difficult to kill because of its protoplasmic body. Feats: 1, plus 1 feat per 4 Hit Dice beyond 1 HD.
It gains extra hit points (in addition to those from its Hit
Dice and Constitution score) according to its size, as Outsiders share the following additional traits:
shown below. Weapon and Armour Proficiency: Outsiders receive
Immunities: Oozes are immune to mind-affecting either Archaic Weapons Proficiency or Simple Weapons
effects, poison, sleep, paralysis, stunning, gaze attacks, Proficiency as a bonus feat. They are proficient with their
MONSTERS

visual effects, illusions and other attack forms that rely natural weapons and any weapon mentioned in their
on sight. Oozes are not subject to critical hits, flanking or entries. Outsiders noted for wearing armour (such as alien
the effects of massive damage. bounty hunters) gain the bonus feat Armour Proficiency
Blindsight (Ex): Most oozes have blindsight with a with whatever type of armour they are accustomed to
range of 60 feet. wearing (light, heavy), as well as all lighter types.
Horror: Oozes cause Fear saves. Darkvision (Ex): Most outsiders have darkvision with a
range of 60 feet.
Outsider Horror: Outsiders almost always cause Madness saves.
An outsider is a creature originating from some other
dimension, reality or plane of existence. They are Plant
not from around here and have incomprehensible Plants are rarely monsters; feral ferns and pernicious
abilities that twist both perception and the laws of petunias do not show up in most horror games. That said,
reality. Demons, aliens, faerie folk, things from another the occasional giant carnivorous plant or alien symbiote is
dimension – all are outsiders. terrifying precisely because it is so rare and unexpected.
Hit Die: d8. Hit Die: d8.
Base Attack Bonus: Total Hit Dice (Column A in the

Outsiders
Size Str Dex Con Minimum HD Slam Bite Claw Gore
Colossal 44–47 6–7 28–29 32d8 4d6 4d6 2d8 2d6
Gargantuan 36–39 6–7 24–25 16d8 2d8 2d8 2d6 1d8
Huge 28–31 6–7 20–21 8d8 2d6 2d6 2d4 1d6
Large 20–23 8–9 16–17 2d8 1d8 1d8 1d6 1d4
Medium-size 12–15 10–11 12–13 1d8 1d6 1d6 1d4 1d3
Small 8–11 12–13 10–11 1/2 d8 1d4 1d4 1d3 1d2
Tiny 4–7 14–15 10–11 1/4 d8 1d3 1d3 1d2 1
Diminutive 2–3 16–17 10–11 1/8 d8 1d2 1d2 1 —
Fine 2–3 18–19 10–11 1/16 d8 1 1 — —

Plants
Size Str Dex Con Minimum HD Slam Bite Claw Gore
Colossal 44–45 6–7 28–29 32d8 4d6 2d6 2d8 4d6
Gargantuan 36–37 6–7 24–25 16d8 2d8 1d8 2d6 2d8
Huge 28–29 6–7 20–21 4d8 2d6 1d6 2d4 2d6
Large 20–21 8–9 16–17 2d8 1d8 1d4 1d6 1d8
Medium-size 12–13 10–11 12–13 1d8 1d6 1d3 1d4 1d6
Small 8–9 12–13 10–11 1/2 d8 1d4 1d2 1d3 1d4
Tiny 4–5 14–15 10–11 1/4 d8 1d3 1 1d2 1d3
Diminutive 2–3 16–17 10–11 1/8 d8 1d2 — 1 1d2
Fine 2–3 18–19 10–11 1/16 d8 1 — — 1

212
Base Attack Bonus: 1/2 of total Hit Dice (Column C in Good Saving Throws: Will.
the Creature Saves and Base Attack Bonuses table). Skill Points: 3 x Int score, plus 2 points per Hit Dice
Good Saving Throws: Fortitude. beyond 1 HD, but bear in mind that most undead will
Skill Points: None. have terrible Intelligence scores.
Feats: None. Feats: 1 + Int modifier, plus 1 feat per 4 HD beyond 1
HD.
Plants share the following additional traits:
Weapon and Armour Proficiency: Plants are proficient Undead share the following additional traits:
with their natural weapons only. They are not proficient Weapon and Armour Proficiency: Undead receive

MONSTERS
with armour. either Archaic Weapons Proficiency or Simple Weapons
Immunities: Plants are immune to sleep, paralysis, Proficiency as a bonus feat. An undead is proficient
stunning and mind-affecting effects. They are not subject with its natural weapons and any weapon mentioned
to critical hits or the effects of massive damage. in its entry. Undead noted for wearing armour (such
Low-Light Vision (Ex): Most plants with visual sensory as a reanimated knight) gain the bonus feat Armour
organs have low-light vision. Proficiency with whatever type of armour they are
Blindsight (Ex): Most plants without visual sensory accustomed to wearing (light, heavy), as well as all
organs have blindsight with a range of 60 feet. lighter types.
Horror: Plants cause Madness saves, if any. Ability Scores: An undead has no Constitution score. It
uses its Charisma modifier for Concentration checks.
Undead Darkvision (Ex): Most undead have darkvision with a
The restless dead may be tied to the mortal plane by range of 60 feet.
unfinished business – or by unnatural hunger for the Immunities: Undead are immune to poison, sleep,
warmth of the living. paralysis, stunning, disease, necromantic effects and
Hit Die: d12. mind-affecting effects. They are not subject to critical
Base Attack Bonus: 1/2 of total Hit Dice (Column C in hits, nonlethal damage, ability damage, ability drain,
the Creature Saves and Base Attack Bonuses table).
Undead
Size Str Dex Con Minimum HD Slam Bite Claw Gore
Colossal 44–45 6–7 — 32d12 4d6 4d6 2d8 2d6
Gargantuan 36–37 6–7 — 21d12 2d8 2d8 2d6 1d8
Huge 28–29 6–7 — 10d12 2d6 2d6 2d4 1d6
Large 20–21 8–9 — 4d12 1d8 1d8 1d6 1d4
Medium-size 12–13 10–11 — 1d12 1d6 1d6 1d4 1d3
Small 8–9 12–13 — 1/2 d12 1d4 1d4 1d3 1d2
Tiny 4–5 14–15 — 1/4 d12 1d3 1d3 1d2 1
Diminutive 2–3 16–17 — 1/8 d12 1d2 1d2 1 —
Fine 2–3 18–19 — 1/16 d12 1 1 — —

Vermin
Size Str Dex Con Minimum HD Slam Bite Claw Gore
Colossal 42–43 6–7 26–27 32d8 2d6 4d6 2d8 4d6
Gargantuan 34–35 6–7 22–23 16d8 1d8 2d8 2d6 2d8
Huge 26–27 6–7 18–19 8d8 1d6 2d6 2d4 2d6
Large 18–19 8–9 14–15 2d8 1d4 1d8 1d6 1d8
Medium-size 10–11 10–11 10–11 1d8 1d3 1d6 1d4 1d6
Small 6–7 12–13 8–9 1/2 d8 1d2 1d4 1d3 1d4
Tiny 2–3 14–15 8–9 1/4 d8 1 1d3 1d2 1d3
Diminutive 1 16–17 8–9 1/8 d8 — 1d2 1 1d2
Fine 1 18–19 8–9 1/16 d8 — 1 — 1

213
energy drain, or effects of massive damage, or any effect An incorporeal creature has no natural Defence bonus
requiring a Fortitude save unless the effect also works on but has a deflection bonus equal to its Charisma bonus
objects or is harmless. (always at least +1, even if the creature’s Charisma score
Healing: Undead cannot heal damage on their own if does not normally provide a bonus).
they have no Intelligence score. Undead can be healed
with negative energy (usually only available through the An incorporeal creature can enter or pass through solid
use of magic). Most undead are destroyed immediately objects, but must remain adjacent to the object’s exterior,
if reduced to 0 hit points or less. and so cannot pass entirely through an object whose
Horror: Undead almost always cause Fear. space is larger than its own. It can sense the presence of
MONSTERS

creatures or objects within a square adjacent to its current


Vermin location, but enemies have total concealment (50% miss
This type includes insects, arachnids, other arthropods, chance) from an incorporeal creature that is inside an
worms and similar invertebrates. They crawl up your leg object. In order to see farther from the object it is in and
and nest beneath your skin. attack normally, the incorporeal creature must emerge. An
Hit Die: d8. incorporeal creature inside an object has total cover, but
Base Attack Bonus: 3/4 of total Hit Dice (Column B in when it attacks a creature outside the object it only has
the Creature Saves and Base Attack Bonuses table). cover, so a creature outside with a readied action could
Good Saving Throws: Fortitude. strike at it as it attacks. An incorporeal creature cannot
Skill Points: 10–15. pass through a force effect.
Feats: None.
Vermin share the following additional traits. An incorporeal creature’s attacks pass through natural
Weapon and Armour Proficiency: Vermin are armour, armour and shields, although deflection bonuses
proficient with their natural weapons only. They are not and force effects work normally against it. Incorporeal
proficient with armour. creatures pass through and operate in water as easily as they
Ability Scores: Vermin have no Intelligence score. do in air. Incorporeal creatures cannot fall or take falling
Potent Venom: Medium-size or larger poisonous vermin damage, as they can fly with perfect manoeuvrability at a
get a bonus to the save DC of their poison based on their speed of 30 feet. Incorporeal creatures cannot make trip
size, as follows: Medium-size +2, Large +4, Huge +6, or grapple attacks, nor can they be tripped or grappled.
Gargantuan +8, Colossal +10. In fact, they cannot take any physical action that would
Darkvision (Ex): Most vermin with visual sensory
organs have darkvision with a range of 60 feet.
Blindsight (Ex): Most vermin without visual sensory
organs have blindsight with a range of 60 feet.
Immunities: Vermin are immune to mind-affecting
effects.
Resistance to Massive Damage (Ex): Vermin gain a +5
species bonus on Fortitude saves to negate the effects of
massive damage.
Horror: Most vermin cause Panic in large numbers,
although those with a phobia to their type suffer Fear.

Special Monster Types


There are two special monster types that can be added
to any other type - Incorporeal and Swarm. A ghost is
both Undead and Incorporeal, while instead of fighting a
single spider, a character might be devoured by a Swarm
of ants.

Incorporeal
An incorporeal creature has no physical body. It can
be harmed only by other incorporeal creatures, magic
weapons or creatures that strike as magic weapons
and spells or supernatural abilities. It is immune to all
nonmagical attack forms.

214
move or manipulate an opponent or its equipment, nor Swarm HD Swarm Base Damage
are they subject to such actions. Incorporeal creatures
have no weight and do not set off traps that are triggered 1–5 1d6
by weight. 6–10 2d6
11–15 3d6
An incorporeal creature moves silently and cannot be
heard with Listen checks if it does not wish to be. It has 16–20 4d6
no Strength score, so its Dexterity modifier applies to 21 or more 5d6
both its melee attacks and its ranged attacks. Nonvisual

MONSTERS
senses, such as scent and blindsight, are either ineffective crawl over each other and their prey when moving or
or only partly effective with regard to incorporeal attacking. Larger swarms are represented by multiples
creatures. Incorporeal creatures have an innate sense of single swarms. The area occupied by a large swarm is
of direction and can move at full speed even when they completely malleable, though the swarm usually remains
cannot see. in contiguous squares.

Traits: A swarm has no clear front or back and no


Swarms discernible anatomy, so it is not subject to critical hits or
A swarm is a collection of Fine, Diminutive or Tiny
flanking. A swarm made up of Tiny creatures takes half
creatures that acts as a single creature. A swarm has the
damage from slashing and piercing weapons. A swarm
usual characteristics of its type, except as noted here.
composed of Fine or Diminutive creatures is immune to
A swarm has a single pool of Hit Dice and hit points,
all weapon damage. Reducing a swarm to 0 hit points or
a single initiative modifier, a single speed and a single
lower causes it to break up, though damage taken until
Defence score. A swarm makes saving throws as a
that point does not degrade its ability to attack or resist
single creature. A single swarm occupies a square (if it
attack. Swarms are never staggered or reduced to a dying
is made up of nonflying creatures) or a cube (of flying
state by damage. Also, they cannot be tripped, grappled
creatures) 10 feet on a side, but its reach is 0 feet, like
or bull rushed, and they cannot grapple an opponent.
its component creatures. In order to attack, it moves
into an opponent’s space, which provokes an attack of
A swarm is immune to any spell or effect that targets a
opportunity. It can occupy the same space as a creature
specific number of creatures, with the exception of mind-
of any size, since it crawls all over its prey. A swarm can
affecting effects (charms, compulsions, phantasms,
move through squares occupied by enemies and vice
patterns and morale effects) if the swarm has an
versa without impediment, although the swarm provokes
Intelligence score and a hive mind. A swarm takes half
an attack of opportunity if it does so. A swarm can move
again as much damage (+50%) from spells or effects that
through cracks or holes large enough for its component
affect an area, such as splash weapons and some spells.
creatures.
Swarms made up of Diminutive or Fine creatures are
A swarm of Tiny creatures consists of 300 nonflying
susceptible to high winds. For purposes of determining
creatures or 1,000 flying creatures. A swarm of
the effects of wind on a swarm, treat the swarm as a
Diminutive creatures consists of 1,500 nonflying
creature of the same size as its constituent creatures.
creatures or 5,000 flying creatures. A swarm of Fine
A swarm rendered unconscious by means of nonlethal
creatures consists of 10,000 creatures, whether they are
damage becomes disorganised and dispersed and does
flying or not. Swarms of nonflying creatures include
not reform until its hit points exceed its nonlethal
many more creatures than could normally fit in a 10-foot
damage again.
square based on their normal space, because creatures
in a swarm are packed tightly together and generally
Swarm Attack: Creatures with the swarm subtype don’t
make standard melee attacks. Instead, they deal automatic
damage to any creature whose space they occupy at the
Templates end of their move, with no attack roll needed. Swarm
A template is a set of adjustments to a creature’s attacks are not subject to a miss chance for concealment
or character’s statistics. For example, a ghost is or cover. A swarm’s statistics block has “swarm” in the
a template applied to another creature, so a ghost Attack and Full Attack entries, with no attack bonus
might be the ghost of a Combatant or a Scholar – or given. The amount of damage a swarm deals is based on
even a creature, such as a dog or tiger. To create a its Hit Dice, as shown below.
ghost, you start with what the ghost was before it
died, then apply the ghost template to its statistics. A swarm’s attacks are nonmagical, unless the swarm’s
description states otherwise. Damage reduction

215
sufficient to reduce a swarm attack’s damage to 0, being intelligibly to cast spells with verbal components and it
incorporeal, and other special abilities usually give a must have human-like hands to cast spells with somatic
creature immunity (or at least resistance) to damage components.
from a swarm. Some swarms also have acid, poison, ~ The creature is effectively camouflaged as a creature
blood drain or other special attacks in addition to normal of its new form and it gains a +10 bonus on Disguise
damage. Swarms do not threaten creatures in their checks if it uses this ability to create a disguise.
square and do not make attacks of opportunity with their
swarm attack. However, they distract foes whose squares Blindsense (Ex): Using nonvisual senses, such as acute
they occupy, as described below. smell or hearing, a creature with blindsense notices things
MONSTERS

it cannot see. The creature usually does not need to make


Distraction (Ex): Any living creature vulnerable to a Spot or Listen checks to pinpoint the location of a creature
swarm’s damage that begins its turn with a swarm in its within range of its blindsense ability, provided that it has
square is nauseated for 1 round; a Fortitude save (DC 10 line of effect to that creature. Any opponent the creature
+ 1/2 swarm’s HD + swarm’s Con modifier; the exact cannot see still has total concealment against the creature
DC is given in a swarm’s description) negates the effect. with blindsense and the creature still has the normal
Spellcasting or concentration within the area of a swarm miss chance when attacking foes that have concealment.
requires a Concentration check (DC 20 + spell level). Visibility still affects the movement of a creature with
Using skills that involve patience and concentration blindsense. A creature with blindsense is still denied its
requires a DC 20 Concentration check. Dexterity bonus to Defence against attacks from creatures
it cannot see.

Special Qualities Blindsight (Ex): This ability is similar to blindsense,


Special qualities are where the monster gets to ‘break but is far more discerning. Using nonvisual senses, such
the rules’ and do things that are impossible for the as sensitivity to vibrations, keen smell, acute hearing or
characters. Most monsters have two or three special echolocation, a creature with blindsight maneuvers and
abilities, although more powerful monsters have an even fights as competently as a sighted creature. Invisibility,
larger range of powers. darkness, and most kinds of concealment are irrelevant,
though the creature must have line of effect to a target
Alternate Form (Su): A creature with this special in order to discern that creature or object. The ability’s
quality has the ability to assume one or more specific range is specified in the creature’s descriptive text. The
alternate forms. Assuming an alternate form results in creature usually does not need to make Spot or Listen
the following changes to the creature: checks to notice creatures within range of its blindsight
~ The creature retains the type of its original form. It ability. Unless noted otherwise, blindsight is continuous
gains the size of its new form. and the creature need do nothing to use it. Some forms of
~ The creature loses the natural weapons, natural blindsight, however, must be triggered as a free action. If
armour, movement modes, and extraordinary special so, this is noted in the creature’s description. If a creature
attacks of its original form. must trigger its blindsight ability, the creature gains the
~ The creature gains the natural weapons, natural benefits of blindsight only during its turn.
armour, movement modes and extraordinary special
attacks of its new form. Breath Weapon (Su): A breath weapon attack usually
~ The creature retains the special qualities of its original deals damage and is often based on some type of energy.
form. It does not gain any special qualities of its new Such breath weapons allow a Reflex save for half damage
form. (DC 10 + 1/2 breathing creature’s racial HD + breathing
~ The creature retains the supernatural attacks of its old creature’s Con modifier; the exact DC is given in the
form (except for breath weapons and gaze attacks). creature’s descriptive text). A creature is immune to its
It does not gain the supernatural attacks of its new own breath weapon unless otherwise noted. Some breath
form. weapons allow a Fortitude save or a Will save instead of
~ The creature gains the physical ability scores (Str, a Reflex save.
Dex, Con) of its new form. It retains the mental
ability scores (Int, Wis, Cha) of its original form. Change Shape (Su): A creature with this special quality
~ The creature retains its hit points and save bonuses, has the ability to assume the appearance of a specific
although its save modifiers may change due to a creature or type of creature (usually a humanoid), but
change in ability scores. retains most of its own physical qualities. A creature
~ The creature retains any spellcasting ability it had in cannot change shape to a form more than one size
its original form, although it must be able to speak category smaller or larger than its original form. Changing
shape results in the following changes to the creature:

216
~ The creature retains the type and subtype of its
original form. It gains the size of its new form. Aversions, Vulnerability and
~ The creature loses the natural weapons, movement
modes and extraordinary special attacks of its original Creativity
One of the fun bits of modern-day horror games
form.
is taking the strange supernatural restrictions of
~ The creature gains the natural weapons, movement
monsters, and channelling them through technology.
modes, and extraordinary special attacks of its new
It is this line of thought that gives us ultra-violet
form.
lamps and carbon bullets for hunting vampires, or
~ The creature retains all other special attacks and

MONSTERS
capturing ghosts by finding out what unfinished
qualities of its original form, except for breath
business they have and lifting them off a site like
weapons and gaze attacks.
a fingerprint using a constantly repeating video
~ The creature retains the ability scores of its original
of the object of their obsession. Aversion and
form.
Vulnerability have a numerical rating instead of a
~ The creature retains its hit points and saves.
~ The creature retains any spellcasting ability it had in flat effect (the werewolf has Vulnerability: Silver
its original form, although it must be able to speak instead of just having a form of Damage Resistance
intelligibly to cast spells with verbal components and that is automatically countered by silver) to make it
it must have human-like hands to cast spells with easier for the Games Master to work out exactly how
somatic components. effective a new weapon can be. Reward creative
~ The creature is effectively camouflaged as a creature thinking, but do not let the characters wipe out the
of its new form and gains a +10 bonus on Disguise horrors with cheesy super-weapons.
checks if it uses this ability to create a disguise.
a gaze attack varies, but it is usually a Will or Fortitude
Constrict (Ex): A creature with this special attack can save (DC 10 + 1/2 gazing creature’s racial HD + gazing
crush an opponent, dealing bludgeoning damage, after creature’s Cha modifier; the exact DC is given in the
making a successful grapple check. The amount of creature’s descriptive text). A successful saving throw
damage is given in the creature’s entry. If the creature negates the effect. A monster’s gaze attack is described
also has the improved grab ability it deals constriction in abbreviated form in its description. Each opponent
damage in addition to damage dealt by the weapon used within range of a gaze attack must attempt a saving throw
to grab. each round at the beginning of his turn in the initiative
order. Only looking directly at a creature with a gaze
Damage Reduction (Ex or Su): A creature with this attack leaves an opponent vulnerable. Opponents can
special quality ignores damage from most weapons and avoid the need to make the saving throw by not looking
natural attacks. Wounds heal immediately, or the weapon at the creature, in one of two ways.
bounces off harmlessly (in either case, the opponent
knows the attack was ineffective). The creature takes Averting Eyes: The opponent avoids looking at the
normal damage from energy attacks (even nonmagical creature’s face, instead looking at its body, watching
ones), spells and supernatural abilities. The entry its shadow, tracking it in a reflective surface, and so
indicates the amount of damage ignored (usually 5 to on. Each round, the opponent has a 50% chance to not
15 points). need to make a saving throw against the gaze attack.
The creature with the gaze attack, however, gains 20%
Fast Healing (Ex): A creature with the fast healing concealment against that opponent.
special quality regains hit points at an exceptionally fast
rate, usually 1 or more hit points per round, as given in Wearing a Blindfold: The opponent cannot see the
the creature’s entry. Except where noted here, fast healing creature at all (also possible to achieve by shutting
is just like natural healing. Fast healing does not restore one’s eyes). The creature with the gaze attack gains total
hit points lost from starvation, thirst, or suffocation, and concealment against the opponent.
it does not allow a creature to regrow lost body parts, nor
(unless otherwise stated), allow severed body parts to be A creature with a gaze attack can actively gaze as an
reattached. attack action by choosing a target within range. That
opponent must attempt a saving throw but can try to
Gaze (Su): A gaze special attack takes effect when avoid this as described above. Thus, it is possible for an
opponents look at the creature’s eyes. The attack can opponent to save against a creature’s gaze twice during
have almost any sort of effect: petrification, death, charm the same round, once before the opponent’s action and
and so on. The typical range is 30 feet, but check the once during the creature’s turn. Gaze attacks can affect
creature’s entry for details. The type of saving throw for

217
ethereal opponents. A creature is immune to gaze attacks Paralysis (Ex or Su): This special attack renders the
of others of its kind unless otherwise noted. victim immobile. Paralysed creatures cannot move, speak,
or take any physical actions. The creature is rooted to the
Allies of a creature with a gaze attack might be affected. spot, frozen and helpless. Paralysis works on the body,
All the creature’s allies are considered to be averting and a character can usually resist it with a Fortitude saving
their eyes from the creature with the gaze attack and throw (the DC is given in the creature’s description).
have a 50% chance to not need to make a saving throw Unlike hold person and similar effects, a paralysis effect
against the gaze attack each round. The creature also can does not allow a new save each round. A winged creature
veil its eyes, thus negating its gaze ability. flying in the air at the time that it is paralysed cannot flap
MONSTERS

its wings and falls. A swimmer cannot swim and may


Improved Grab (Ex): If a creature with this special drown.
attack hits with a melee weapon (usually a claw or bite
attack), it deals normal damage and attempts to start a Poison (Ex): Poison attacks deal initial damage, such as
grapple as a free action without provoking an attack of ability damage or some other effect, to the opponent on
opportunity. No initial touch attack is required. Unless a failed Fortitude save. Unless otherwise noted, another
otherwise noted, improved grab works only against saving throw is required 1 minute later (regardless of
opponents at least one size category smaller than the the first save’s result) to avoid secondary damage. A
creature. The creature has the option to conduct the creature’s descriptive text provides the details. A creature
grapple normally, or simply use the part of its body with a poison attack is immune to its own poison and the
it used in the improved grab to hold the opponent. If poison of others of its kind.
it chooses to do the latter, it takes a –20 penalty on
grapple checks, but is not considered grappled itself; The Fortitude save DC against a poison attack is equal
the creature does not lose its Dexterity bonus to AC, to 10 + 1/2 poisoning creature’s racial HD + poisoning
still threatens an area and can use its remaining attacks creature’s Con modifier (the exact DC is given in the
against other opponents. A successful hold does not creature’s descriptive text). A successful save avoids
deal any extra damage unless the creature (negates) the damage.
also has the constrict special attack. If
the creature does not constrict, each Pounce (Ex): When a creature with this
successful grapple check it makes during special attack makes a charge, it can follow
successive rounds automatically deals with a full attack – including rake attacks if
the damage indicated for the attack that the creature also has the rake ability.
established the hold. Otherwise, it deals
constriction damage as well (the amount is Powerful Charge (Ex): When a creature
given in the creature’s descriptive text). When with this special attack makes a charge,
a creature gets a hold after an improved its attack deals extra damage in addition
grab attack, it pulls the opponent to the normal benefits and hazards of a
into its space. This act does charge. The amount of damage from
not provoke attacks of the attack is given in the creature’s
opportunity. It can even description.
move (possibly carrying
away the opponent), Psionics (Sp): These are
providing it can drag the abilities that a creature
opponent’s weight. generates with the power of
its mind. Psionic abilities are
Low-Light Vision (Ex): usually usable at will.
A creature with low-
light vision can see Rake (Ex): A creature with
twice as far as a human this special attack gains
in starlight, moonlight, extra natural attacks when it
torchlight, and similar grapples its foe. Normally,
conditions of shadowy a monster can attack
illumination. It retains with only one of its natural
the ability to distinguish weapons while grappling,
colour and detail under but a monster with the rake
these conditions. ability usually gains two
additional claw attacks that

218
it can use only against a grappled foe. Rake attacks are within range. The creature can take a move action to note
not subject to the usual –4 penalty for attacking with a the direction of the scent. Whenever the creature comes
natural weapon in a grapple. A monster with the rake within 5 feet of the source, the creature pinpoints the
ability must begin its turn grappling to use its rake – it source’s location.
cannot begin a grapple and rake in the same turn.
A creature with the Track feat and the scent ability can
Ray (Su): This form of special attack works like a ranged follow tracks by smell, making a Wisdom (or Survival)
attack. Hitting with a ray attack requires a successful check to find or follow a track. The typical DC for a
ranged touch attack roll, ignoring armour, natural armour fresh trail is 10 (no matter what kind of surface holds

MONSTERS
and shield. Ray attacks have no range increments. The the scent). This DC increases or decreases depending on
creature’s descriptive text specifies the maximum range, how strong the quarry’s odour is, the number of creatures
effects and any applicable saving throw. tracked, and the age of the trail. For each hour that the
trail is cold, the DC increases by 2. The ability otherwise
Regeneration (Ex): A creature with this ability is follows the rules for the Track feat. Creatures tracking by
difficult to kill. Damage dealt to the creature is treated scent ignore the effects of surface conditions and poor
as nonlethal damage. The creature automatically heals visibility.
nonlethal damage at a fixed rate per round, as given in the
entry. Certain attack forms, typically fire and acid, deal Sonic Attacks (Su): Unless otherwise noted, a sonic
lethal damage to the creature, which does not go away. attack follows the rules for spreads. The range of the
The creature’s descriptive text describes the details. A spread is measured from the creature using the sonic
regenerating creature that has been rendered unconscious attack. Once a sonic attack has taken effect, deafening
through nonlethal damage can be killed with a coup de the subject or stopping its ears does not end the effect.
grace (typically by chopping it into little bits). The Stopping one’s ears ahead of time allows opponents
attack cannot be of a type that automatically converts to to avoid having to make saving throws against mind-
nonlethal damage. A creature must have a Constitution affecting sonic attacks, but not other kinds of sonic
score to have the regeneration ability. attacks (such as those that deal damage). Stopping one’s
ears is a full-round action and requires wax or other
Attack forms that do not deal hit point damage ignore soundproof material to stuff into the ears.
regeneration. Regeneration also does not restore hit points
lost from starvation, thirst, or suffocation. Regenerating Swallow Whole (Ex): If a creature with this special
creatures can regrow lost portions of their bodies and attack begins its turn with an opponent held in its mouth
can reattach severed limbs or body parts; details are in (see Improved Grab), it can attempt a new grapple check
the creature’s descriptive text. Severed parts that are not (as though attempting to pin the opponent). If it succeeds,
reattached wither and die normally. it swallows its prey, and the opponent takes bite damage.
Unless otherwise noted, the opponent can be up to one
Resistance to Energy (Ex): A creature with this special size category smaller than the swallowing creature.
quality ignores some damage of the indicated type each Being swallowed has various consequences, depending
time it takes damage of that kind (commonly acid, cold, on the creature doing the swallowing. A swallowed
fire or electricity). The entry indicates the amount and creature is considered to be grappled, while the creature
type of damage ignored. that did the swallowing is not. A swallowed creature can
try to cut its way free with any light slashing or piercing
Scent (Ex): This special quality allows a creature to weapon (the amount of cutting damage required to get
detect approaching enemies, sniff out hidden foes and free is noted in the creature description), or it can just
track by sense of smell. Creatures with the scent ability try to escape the grapple. The Defence of the interior
can identify familiar odours just as humans do familiar of a creature that swallows whole is normally 10 + 1/2
sights. its natural armour bonus, with no modifiers for size or
The creature can detect opponents within 30 feet by Dexterity. If the swallowed creature escapes the grapple,
sense of smell. If the opponent is upwind, the range success puts it back in the attacker’s mouth, where it may
increases to 60 feet; if downwind, it drops to 15 feet. be bitten or swallowed again.
Strong scents, such as smoke or rotting garbage, can be
detected at twice the ranges noted above. Overpowering Telepathy (Su): A creature with this ability can
scents, such as skunk musk or troglodyte stench, can be communicate telepathically with any other creature
detected at triple normal range. within a certain range (specified in the creature’s entry,
usually 100 feet) that has a language. It is possible to
When a creature detects a scent, the exact location of address multiple creatures at once telepathically, although
the source is not revealed—only its presence somewhere maintaining a telepathic conversation with more than one

219
creature at a time is just as difficult as simultaneously telekinetically, roll the monster’s Concentration against
speaking and listening to multiple people at the same the target’s Strength, and the target gets a +5 bonus.
time. Some creatures have a limited form of telepathy, Warp Reality is essentially a way for the Games Master to
while others have a more powerful form of the ability. model all the bizarre events associated with demons and
other nightmarish creatures.
Trample (Ex): As a full-round action, a creature with
this special attack can move up to twice its speed
and literally run over any opponents at least one size Weaknesses
category smaller than itself. The creature merely has Aversion (Ex or Su): A creature with an aversion is
MONSTERS

to move over the opponents in its path; any creature repelled by the object of its aversion (fire is a common
whose space is completely covered by the trampling one, as are holy symbols like crosses). It must make a
creature’s space is subject to the trample attack. If a Will save to come within 20 feet of the aversion, and even
target’s space is larger than 5 feet, it is only considered then can only advance at five feet per round. Furthermore,
trampled if the trampling creature moves over all the if the object of the aversion comes closer to the creature,
squares it occupies. If the trampling creature moves it must make the Will save again or move out of range.
over only some of a target’s space, the target can make Each aversion has a strength, which determines the DC
an attack of opportunity against the trampling creature for any Will saves made by the creature. For example, a
at a –4 penalty. A trampling creature that accidentally zombie might have Aversion: Fire (10), meaning it must
ends its movement in an illegal space returns to the last make a Will save at DC10 to approach someone holding
legal position it occupied (or the closest legal position, if a burning torch.
there’s a legal position that is closer).
Also, anyone holding the object of aversion may take the
A trample attack deals bludgeoning damage (the strength of the aversion as the result of a die roll when
creature’s slam damage + 1-1/2 times its Str modifier). making a Horror save against the monster. For example, a
The creature’s descriptive text gives the exact amount. character holding a burning torch may take 10 on Horror
Trampled opponents can attempt attacks of opportunity, saves caused by zombies, as zombies have Aversion: Fire
but these take a –4 penalty. If they do not make attacks (10).
of opportunity, trampled opponents can attempt Reflex
saves to take half damage. The save DC against a Disruptable (Su): A creature vulnerable to disruption
creature’s trample attack is 10 + 1/2 creature’s HD + has only a tenuous hold on physical reality. If struck
creature’s Str modifier (the exact DC is given in the with sufficient force in one round (i.e, it fails a Massive
creature’s descriptive text). A trampling creature can Damage save), it is dispersed, destroyed or otherwise
only deal trampling damage to each target once per incapacitated for 8+2d20 hours. Usually, a creature
round, no matter how many times its movement takes it that is disruptable has some Special Quality that keeps
over a target creature. it from being destroyed, so temporarily disrupting it may
be all the characters can do until they find out how to
Warp Reality (Su): The creature can alter the laws permanently kill it.
of reality and perception. The creature must make a
Concentration check to create an effect, as follows: Need (Ex or Su): A creature with a need must fulfil it
Often, Warp Reality will be an opposed check where the at regular intervals and will go to great risks to do so. A
opponent has a +5 bonus; for example, to push someone vampire might need to drink blood every month while a
cybernetic killing machine might need to recharge every
Warp Reality Effects day. If the monster fails to fulfil its need, it takes 2 points
Concentration of temporary ability damage (usually Constitution).
Effect DC
Sensitivity (Ex): A creature that is sensitive to a particular
Fly 10
phenomena (sunlight, cold) suffers a –2 circumstance
Reverse gravity/walk up walls 15 penalty to all attack rolls and skill checks when exposed
Telekinetically affect objects 12 to it.
Speed or slow time 15
Vulnerability (Ex or Su): A creature with vulnerability
Isolate a structure from the rest of the 20 to a particular substance may take extra damage from
world attacks using that substance. Like aversion, vulnerability
Cause a Fear or Madness check 5+ DC of Fear has a rating (e.g, a werewolf might have Vulnerability:
or Madness silver (15)). Vulnerability has the following effects:
check

220
~ If the creature has Damage Resistance, it is reduced Weaknesses: Sensitivity (sunlight), Need (drugs)
by an amount equal to the Vulnerability rating when Saves: Fort +6, Ref +2, Will +2
the attack uses that substance. Abilities: Str 16, Dex 6, Con 20, Int 1, Wis 10, Cha 3
~ If there is any Vulnerability left over after overcoming Skills: Hide +3, Listen +2, Spot +7, Survival +5, Swim
damage resistance, the monster takes 1d6 extra +8*
damage for every five points of Vulnerability Feats: Power Attack, Track
(rounding up). Evidence:
~ A creature cannot use Fast Healing or Regeneration ~ Investigate (DC 5): A trail of slime and sewer water
to recover from damage inflicted by a substance to leads to a manhole. The edges of the manhole are

MONSTERS
which it is Vulnerable. slightly cracked and stained.
~ If touched by the substance in a normally non- ~ Knowledge (physical sciences) (DC 15): The slime
damaging fashion (i.e. the werewolf merely picks is from no known creature, but contains genetic
up a silver knife instead of being stabbed with it), markers suggesting that it was artificially engineered.
the creature must make a Fortitude save every round It is also dangerously mutagenic.
(DC equal to the strength of the Vulnerability) or ~ Treat Injury (DC 15): The corpse was partially
be nauseated and take one point of damage per five devoured, but there are several other strange injuries,
points of Vulnerability. which resemble marks left by exploratory surgery on
~ If the monster is exposed to an unusually concentrated the intestines and inner arm.
form of the vulnerable substance, the extra damage Research:
may increase, up to a maximum of 1d6 per point of ~ Gather Information (DC 20): All the victims
vulnerability. suffered from various medical conditions, treated
with drugs.
For example, our poor werewolf has Damage Reduction ~ Research (DC 15): Pharmaceutical companies deny
15 and silver Vulnerability 15. If shot with a normal that biological waste from failed experiments was
weapon, the damage is reduced by 15. If however it is dumped in public sewers instead of being properly
shot with a silver bullet, the vulnerability reduces the incinerated.
Damage Reduction (15-15=0), so the bullet does normal Horror: Fear (DC 14)
damage.
It might have been an alligator, once. Certainly, its hide
If the werewolf had only Damage Reduction 10, then is scaly beneath the filth, stitches and scars, but it has
the bullet would do an extra 1d6 points of damage as more limbs and misshapen appendages than any natural
five points of vulnerability are left over after reducing creatures. Its snout is covered with eyes of all shapes,
the Damage Reduction to 0. If touched by silver, the colours and sizes that grow and pop like boils. A strange
werewolf must make a Fortitude save (DC15) or be burnt bone-tipped tentacle, like an embryonic arm, sprouts
for three points of damage. If submerged in molten from either side of the mouth. It swims sullenly through
silver, the werewolf takes 15d6 points of damage per the foul waters beneath the cities, occasionally climbing
round. We shall now let the poor werewolf die in peace. up to feed.

The sewer creature is the product of genetic engineering


Aberrations gone wrong. Its cells are an agonised, seething,
cancerous mass. Unable to die, unable to endure its
Sewer Beast biochemical imbalances and agonies, it hunts down
Huge-size Aberration victims and sucks painkillers and other medicinal drugs
Hit Dice: 8d8+40 (80 hp) from their bloodstreams. It can live off garbage and
Massive Damage: 20 sewer rats indefinitely – it is drugs that bring it to the
Initiative: -2 (Dex) surface and it can scent them over great distances. It can
Speed: 20 ft, swim 40 ft. even taste the faint residue in urine, and crawl up out of
Defence: 16 (-2 Dex, -2 size, +10 natural), touch 6, flat- recently used toilets for a fix.
footed 16
Base Attack Bonus/Grapple: +9/+19 Combat: Sewer beasts attack from ambush. They
Attack: Bite +9 melee (2d8+6) hide beneath the water surface, watching through their
Full Attack: Bite +9 melee (2d8+6), Two Tentacles +4 secondary and tertiary snout-eyes. When prey comes
(1d6+3) near, the beast explodes out of the water, trying to
Space/Reach: 15 ft. x 15 ft / 10 ft. catch the victim in its massive jaws. A trapped victim
Special Qualities: Ambush, Blindsight, Improved Grab, is then probed by the side tentacles, which drive into
Multiple Eyes, Squeeze the stomach, intestines and other places in the body

221
where the beast might find drugs. The death is gory and Game Ideas: A game involving a sewer beast is going to
agonising – just like the rest of the beast’s life. end up as a fairly straight-forward bug hunt, so complicate
matters with pharmaceutical corporations, conspiracies,
Ambush (Ex): Sewer beasts get a +4 circumstance police cover-ups and so on – the monster is just the
bonus to Hide and Move Silently checks while hiding unforeseen disaster that throws everything into chaos.
in the sewers.

Blindsense (Ex): Sewer beasts can detect other creatures Animals


moving within the sewers.
MONSTERS

Bat
Improved Grab (Ex): If the sewer beast hits with its Diminutive animal
bite attack, it can immediately make a Grapple attack. Hit Dice: ¼ d8 (1 hp)
If it successfully grapples, it gets a +4 bonus to attacks Massive Damage: 10
with its side tentacles. Initiative: +2 (Dex)
Speed: 5ft, fly 40 ft (good)
Multiple Eyes (Ex): Sewer beasts get the Alertness feat Defence: 16 (+2 Dex,+4 size), touch 16, flat-footed 14
for free and have all-around vision. They can also see Base Attack Bonus/Grapple: +0/–17
into the infra-red spectrum. Attack: None
Full Attack: None
Squeeze (Ex): Sewer beasts can fit through tiny gaps Space/Reach: 1 ft. x 1 ft. / 0 ft.
– their bones jellify, allowing them to push through Special Qualities: Blindsight
spaces only a few inches wide. Weaknesses: None
Saves: Fort +2, Ref +4, Will +2
Abilities: Str 1, Dex 15, Con 10, Int 2, Wis 14, Cha 4
Skills: Listen +9, Move Silently +6, Spot +9
Feats: None
Found in belfries and dark woods, bats eat insects and fly
out unexpectedly, startling characters and getting caught
in their hair.

Cat
Tiny animal
Hit Dice: ½ d8 (2 hp)
Massive Damage: 10
Initiative: +2 (Dex)
Speed: 30 ft.
Defence: 14 (+2 Dex, +2 natural), touch 14, flat-
footed 12
Base Attack Bonus/Grapple: +0/-12
Attack: Claw +4 melee (1d2-4)
Full Attack: Two claws +4 melee (1d2-4), Bite -1
melee (1d2-4)
Space/Reach: 2 ½ ft. x 2 ½ ft / 0 ft.
Special Qualities: Low-light vision
Saves: Fort +2, Ref +4, Will +1
Abilities: Str 3, Dex 15, Con 10, Int 2, Wis 12,
Cha 7
Skills: Balance +10, Climb +5, Hide +17, Jump
+6, Listen +4, Move Silently +9, Spot +4
Feats: Weapon Finesse
Always of the domestic variety, sometimes black
and unlucky.

222
Abilities: Str 17, Dex 17, Con 13, Int 1, Wis 12, Cha 2
Dog Skills: Balance +11, Climb +14, Hide +11, Listen +9,
Medium animal
Spot +9, Swim +11
Hit Dice: 2d8+4 (13 hp)
Feats: None
Massive Damage: 15
Not poisonous, but this snake can quickly crush the life
Initiative: +2 (Dex)
from an unfortunate investigator.
Speed: 40 ft.
Defence: 13 (+2 Dex,+1 natural), touch 12, flat-footed
12 Rat
Tiny animal

MONSTERS
Base Attack Bonus/Grapple: +1/+3
Attack: Bite +3 melee (1d6+3) Hit Dice: ¼ d8 (1 hp)
Full Attack: Bite +3 melee (1d6+3) Massive Damage: 10
Space/Reach: 5 ft. x 5 ft /5 ft Initiative: +2 (Dex)
Special Qualities: Scent Speed: 15 ft., climb 15 ft., swim 10 ft.
Saves: Fort +5, Ref +5, Will +1 Defence: 14 (+2 Dex,+2 size), touch 14, flat-footed 12
Abilities: Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6. Base Attack Bonus/Grapple: +0/-12
Skills: Jump +4, Listen +5, Spot +5, Survival +1 (+5 Attack: Bite +4 melee (1d3-4)
when tracking by scent), Swim +5 Full Attack: Bite +4 melee (1d3-4)
Feats: None. Space/Reach: 2 ½ ft. x 2 ½ ft / 0 ft.
A large guard dog, family pet, or hound of the Special Qualities: Scent, low-light vision
Baskervilles. Saves: Fort +2, Ref +4, Will +1
Abilities: Str 2, Dex 15, Con 10, Int 2, Wis 12, Cha 2
Skills: Balance +10, Climb +12, Hide +18, Move
Horse Silently +10, Swim +10
Large Animal
Feats: Weapon finesse
Hit Dice: 3d8+6 (19 hp)
Squeak. Squeak squeak. Squeaksqueaksqueaksqueak
Massive Damage: 15
SQUEAKSQUEAKSQUEAKSQUEAK.
Initiative: +1 (Dex)
Speed: 60 ft.
Defence: 13 (-1 size, +1 Dex, +3 natural), touch 10, flat-
Shark
Medium animal
footed 12
Hit Dice: 3d8+3 (16 hp)
Base Attack Bonus/Grapple: +2/+7
Massive Damage: 13
Attack: Hoof +2 melee (1d4+1)
Initiative: +2 (Dex)
Full Attack: Two hooves +2 melee (1d4+1)
Speed: Swim 60 ft.
Space/Reach: 10 ft. x 10 ft /5 ft.
Defence: 15 (+2 Dex,+3 natural), touch 12, flat-footed
Special Qualities: Scent, low-light vision
15
Saves: Fort +6, Ref +4, Will +2
Base Attack Bonus/Grapple: +2/+3
Abilities: Str 13, Dex 13, Con 15, Int 2, Wis 12, Cha 6.
Attack: Bite +4 melee (2d6+2)
Skills: Listen +6, Spot +6
Full Attack: Bite +4 melee (2d6+2)
Feats: None
Space/Reach: 5 ft. x 5 ft /5 ft.
An ordinary riding or draft horse.
Special Qualities: Low-light vision

Python
Medium Animal
Hit Dice: 3d8+3 (hp 16)
Massive Damage: 13
Initiative: +3 (Dex)
Speed: 20 ft., climb 20 ft, swim 20 ft.
Defence: 15 (+3 Dex,+2 natural), touch 13, flat-footed
12
Base Attack Bonus/Grapple: +2/+5
Attack: Bite +5 melee (1d6+4)
Full Attack: Bite +5 melee (1d6+4)
Space/Reach: 5 ft. x 5 ft /5 ft.
Special Qualities: Improved grab, constrict 1d6+4,
scent, low-light vision
Saves: Fort +4, Ref +6, Will +2

223
Saves: Fort +4, Ref +5, Will +1
Abilities: Str 13, Dex 15, Con 13, Int 1, Wis 12, Cha 2 Constructs
Skills: Listen +7, Spot +7, Swim +9
Feats: Weapon Finesse Nightmare Engine
Horror: Panic 10 Large Construct
Sharks can scent blood in the water over great distances Hit Dice: 5d10+20 (50 hp)
and have mouths overspilling with razor-sharp teeth. Massive Damage: -
Initiative: -3 (Dex)
Tiger Speed: 30 ft.
MONSTERS

Large animal Defence: 11 (-1 size, -3 Dex, +5 natural), touch 6, flat-


Hit Dice: 6d8+18 (45 hp) footed 11
Massive Damage: 17 Base Attack Bonus/Grapple: +2/+13
Initiative: +2 (Dex) Attack: Chainsaw +8 melee (3d6+7)
Speed: 40 ft. Full Attack: Chainsaw +8 melee (3d6+7), three Slams +3
Defence: 14 (+2 Dex, -1 size, +3 natural), touch 11, flat- melee (1d8+4 each)
footed 12 Space/Reach: 10 ft. x 10 ft /10 ft.
Base Attack Bonus/Grapple: +4/+14 Special Qualities: Damage Reduction 10, Process Horror,
Attack: Claw +9 melee (1d8+6) Cannibalise, Control Machinery
Full Attack: Two claws +9 melee (1d8+6), bite +4 Saves: Fort +1, Ref -2, Will +1
melee (2d6+3) Abilities: Str 24, Dex 4, Con -, Int 10, Wis 10, Cha 11
Space/Reach: 10 ft. x 10 ft /5 ft. Skills: Hide +10*, Repair +20*
Special Qualities: Pounce, improved grab, rake Feats: None
Saves: Fort +8, Ref +7, Will +3 Evidence:
Abilities: Str 23, Dex 15, Con 17, Int 2, Wis 12, Cha 6 ~ Investigate (DC 10): All the victims were killed by a
Skills: Balance +6, Hide +5, Listen +3, Move Silently chainsaw. No such weapon was found at the scene, nor
+9, Spot +3, Swim +11 did security cameras detect anything.
Horror: Panic 10 ~ Repair (DC 20): There do seem to be numerous
These predatory beasts are rarely man-eaters – rarely. anomalies – automatic doors that opened without
a key, glitches in the security system…and for that
Wolf matter, so does your computer.
Medium Animal Research:
Hit Dice: 2d8+4 (13 hp) ~ Research (DC 30): The suggestion of a self-organising
Massive Damage: 15 system was present in some of the earliest computer
Initiative: +2 (Dex) programs written by Ada Lovelace.
Speed: 50 ft. ~ Research (DC 20): A junkyard night watchman died
Defence: 14 (+2 Dex,+2 natural), touch 12, flat-footed in suspicious circumstances two months ago.
12 Horror: Fear 20
Base Attack Bonus/Grapple: +1/+2
Attack: Bite +3 melee (1d6+1) Even describing its outline is difficult. The Nightmare
Full Attack: Bite +3 melee (1d6+1) Engine is a ramshackle horror built of junk and rusty
Space/Reach: 5 ft. x 5 ft /5 ft metal. It hides amid the discarded carcasses of its kin
Special Qualities: Scent, Trip and it is hard to tell if a given engine block or ancient
Saves: Fort +3, Ref +6, Will +1 lawnmower is just scrap or is actually a quiescent limb
Abilities: Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6 of the Engine. Its shape changes, as it sloughs off old
Skills: Hide +3, Listen +6, Move Silently +4, Spot +4, parts and welds on new ones. It favours sharp things, and
Survival +1 (+5 when tracking by scent) cutting things, and things that burn.
Feats: None
Horror: Panic 5 The Nightmare Engine is fuelled by fear. It drinks in the
The children of the night, what music they make… terrified psychic emanations of its prey, picking up fear
on television aerials twisted into reverse dream-catchers
Trip (Ex): If the wolf hits with a bite attack, it may and sucking it down, to be downstepped in blood-soaked
attempt to trip an opponent as a free action without transformers into physical form and mixed with engine oil
having to make a touch attack or drawing an attack and blood. Its hunger is instinctive – while the creature
of opportunity. If the trip attempt fails, the opponent can sense fear, it understands nothing of the human mind.
cannot react to trip the wolf. Its attempts to provoke fear tend to be clumsy at first, but

224
the Nightmare Engine quickly and efficiently learns how Full Attack: Punch +8 melee (1d6+5)
to adjust its murders to be as terrifying as possible. Space/Reach: 5 ft. x 5 ft /5 ft.
Special Qualities: Damage Resistance 5, Fame
Where does the Nightmare Engine come from? No- Weaknesses: Vulnerability: Exceedingly Bright Lights
one knows. The Engine can control other machines (10)
and perhaps it seeds them with a spark of its own Saves: Fort +2, Ref +2, Will +0
consciousness. A car animated to drive over its owner Abilities: Str 20, Dex 11, Con -, Int 7, Wis 5, Cha 15
might slowly become more and more aware until it Skills: None
begins to grow limbs, and teeth, and evil… Feats: Renown

MONSTERS
Evidence:
Combat: A Nightmare Engine begins by trapping its ~ Investigate (DC 10): There are traces of what appears
prey. In modern cities, a building can easily be isolated to be sunscreen at the crime scene.
– automatic doors can be compelled to lock, dump ~ Knowledge (physical sciences) (DC 25): It is not
trucks driven to block exits, phones disabled – and then sunscreen – it is some sort of chemical compound that
it begins to stalk. Grinding, lumbering footstep after absorbs ultra-violet radiation, certainly, but it is quite
footstep, its blades whirring, the Nightmare Engine goes poisonous.
about processing its victims. Fear is changed to fuel and Research:
living flesh is turned into dead meat. ~ Gather Information (DC 15): Rumours of drug
abuse and medical problems have dogged this
Process Horror (Su): If anyone fails a Fear check within celebrity for years. It is also said that the celebrity’s
30 feet of the Nightmare Engine, the Engine instantly demands are getting more and more eccentric.
recovers a number of hit points equal to the margin of ~ Research (DC 30): The celebrity did attend a ‘private
failure. clinic’ for a ‘minor operation’ several years ago.
Horror: Fear 10
Cannibalise (Ex): The Nightmare Engine can absorb
other machines into its own body. It can either add new Medicine has come a long way since a mad scientist
capabilities (such as ranged attacks from firearms, or jolted a corpse back to life with bubbling vital fluids and
faster movement), or repair itself. It has a +20 insight bolts of lightning. There are no more unsightly bolts in
bonus to Repair checks. Furthermore, as the Engine the neck, no more scars, no more sutures of thick, ugly
looks like a walking heap of scrap metal, it gains a +10
circumstance bonus to Hide checks when concealed
amid machinery.

Control Machines (Su): The Nightmare Engine can


psychically control other machines within 120 feet. It
can control one machine as a free action, two machines
as a standard action, or four machines as a full-round
action. It suffers a –2 penalty to all attack rolls and skill
checks for every machine it controls and the machines
use the Engine’s Base Attack Bonus for any attacks.

Game Ideas: Nightmare Engines are horrific because


of the modern world – machines and appliances are
everywhere, so the characters should never feel safe or
secure.

Animated Corpse
Medium Construct
Hit Dice: 6d10+10 (46 hp)
Massive Damage: -
Initiative: +0 (Dex)
Speed: 30 ft.
Defence: 14 (+4 natural), touch 10, flat-footed 14
Base Attack Bonus/Grapple: +3/+8
Attack: Punch +8 melee (1d6+5)

225
twine. Cosmetic necromancy is a refined art now – a nip, Speed: 40 ft.
a tuck, a small incision, and a careful injection of certain Defence: 18 (+3 Dex,+5 natural), touch 13, flat-footed
chemicals, and it (and its career) is alive… 15
Base Attack Bonus/Grapple: +6/+9
The primary customers for this illegal procedure are Attack: Claw +10 melee (1d8+3) or by firearm +8
celebrities. The process still has one or two drawbacks Full Attack: Two claws +10 melee (1d8+3), Bite +5
(primarily, brain tissue is severely damaged during melee (1d4+4), or by firearm +8
reanimation, and the animated corpse needs huge Space/Reach: 5 ft. x 5 ft /5 ft.
amounts of insanely expensive drugs). Therefore, only Special Qualities: Damage Reduction 5, Rage, Low-light
MONSTERS

people who can continue to earn millions while being vision, Possession Bullets
one step above drooling morons can successfully avail Weaknesses: Aversion: Holy (10), Vulnerability: Holy
of the procedure – and therefore dozens of celebrities are (10)
rumoured to have been transformed into the living dead. Saves: Fort +6, Ref +7, Will +6
Abilities: Str 17, Dex 15, Con 18, Int 14, Wis 12, Cha 12
Originally, all the subjects either willingly underwent Skills: Bluff +3, Climb +4, Craft (bullets) +10*, Disguise
the transformation to preserve a fading youth, or else +3, Drive +4, Hide +4, Intimidate +7, Listen +7, Move
died of overdoses or accident and were reanimated to Silently +4, Search +4, Sense Motive +7, Spot +7
keep a record deal or movie going. Recently, however, Feats: Simple Weapons Proficiency, Personal Firearms
some pretty young starlets have been butchered and Proficiency, Weapon Focus (claw), Track, Point Blank
resurrected even before they are made famous, so that Shot
they will be both trouble-free and eternally pretty. Evidence:
~ Handle Animal (DC 15): The guard dogs here are
Another drawback of the procedure is that the subject’s specially trained to tolerate the security staff – other
skin (now flawless and wrinkle-free) begins to rot if animals are shying away from them.
exposed to bright lights. A special oil can protect the ~ Investigate (DC 20): The body has a bullet lodged in
skin against damage for short times, allowing animated it, which is stuck near the heart and resists attempts to
stars to work under the bright lights of stage and screen. surgically remove it. It is made of a curious alloy of
However, the flash of a tabloid photographer’s camera copper, and seems to have symbols engraved on it.
can severely damage the corpse, causing many to ~ Knowledge (occult) (DC 20): Most guards do not
develop a literally murderous hate of the paparazzi. unconsciously model the route of their patrol on
demonic sigils.
Combat: Few animated corpses bother to attack, Research:
physically – they have, like, people for that. Anyone ~ Research (DC 25): Ancient church records describe
alleging that a Hollywood star or pop idol is in fact a some evil spirits entering the body through wounds.
rotting artificial zombie (more plastic and chemicals Disease was once thought to be a form of possession.
than human) will get sued. If an animated corpse does ~ Research or Gather Information (DC 20): There are
snap and go on the rampage, it attacks by hammering its several reports of gunfire, and even rumours of people
elegantly manicured fists into the skulls of its victims. being shot by the guards, but police investigations
found no evidence.
Fame (Ex): Most animated corpses are famous Horror: Fear 15
(Reputation bonus of at least +10) and all are either rich
or have a rich backer (Wealth Bonus +20 or more). The smile is too wide. Not just false (although it is false,
painfully so, a shark’s sincerity), but the way their lips
Game Ideas: These horrors can be run as a satire of peel back from the jaw is disturbing. They look human
modern celebrities, a twist in a Scooby-doo-esque from most angles, but sometimes (in the light from a
comedy game, or the killer in an especially surreal muzzle-flash or bolt of lightning), you can see beneath the
murder mystery. skin and see the monster beneath.

Demon hybrids are human bodies that are worn as ill-


Monstrous Humanoids fitting disguises by demonic spirits. The human mind is
gone and the body is dead, but something inside it keeps
Demon Hybrid the body moving. The body does not endure for long – it
Medium Monstrous Humanoid begins to cook from the inside out, as the hell-hot spirit
Hit Dice: 6d8+24 (54 hp) of the demon inhabits it. Burnt-out organs are defecated
Massive Damage: 18 out, to reduce the body’s weight and to prevent the stench
Initiative: +3 (dex) from becoming noticeable. Despite these precautions, it

226
is possible to spot a demon hybrid if one knows what to
look for – and when to look.

When excited or angry, the demon form comes to the


fore. The eyes of the body glow red and the skin begins
to peel. Tiny tendrils of demonic energy coil out of the
ears and nose. If the demon rages, these coils grow
much bigger and more solid, until the hybrid’s head is
a mess of writhing, slime-dripping black tentacles that

MONSTERS
part occasionally to give a glimpse of gnashing teeth or
warped face.

Demon hybrids are created when a human is shot with a


special magical bullet. The bullet sticks inside the wound,
infecting the victim’s blood with demonic diseases until
the victim succumbs and a new demon hybrid can
coalesce. They are commonly used as security guards by
diabolic sorcerers or evil corporations, as they are tough,
loyal and self-renewing.

Combat: Demon hybrids use firearms loaded with


their special bullets. They prefer to shoot a target
once, then hunt the human down and kill the body
with claws and teeth, as a perverse hazing for the
new demon.

Rage (Ex): Once per day, a demon hybrid may rage


for seven rounds. While raging, it may not use skills
or ranged attacks, but gains a +4 bonus to Strength
and Constitution (gaining another 2 temporary hit point
per Hit Die due to the Constitution increase). It also gets
a +2 morale bonus to Will saves, but suffers a –2 penalty
to Defence.

Possession Bullets (Su): A demon hybrid may make one


possession bullet per day if it succeeds at a Craft (bullets)
check (DC15). Anyone struck by these unholy bullets
takes normal damage – and as long as the bullet stays
Demon Child
Small Monstrous Humanoid
in the wound, the victim takes one point of temporary
Hit Dice: 2d8+8 (18 hp)
Constitution damage every ten minutes. A victim may
Massive Damage: 18
make a Fortitude save (DC14) to resist this damage. If
Initiative: +2 (Dex)
the victim dies while injured by a bullet, he instantly
Speed: 30 ft.
becomes a demon hybrid. A stuck bullet can be removed
Defence: 17 (+1 size, +2 Dex, +4 natural), touch 13,
with a Treat Injury check (DC25). Once the bullet is
flat-footed 15
removed, the victim regains lost Constitution at the rate
Base Attack Bonus/Grapple: +2/-6
of one point every ten minutes.
Attack: Punch or kick +0 melee (1d4-2)
Full Attack: Punch or kick +0 melee (1d4-2)
Game Ideas: Demon hybrids are thugs, but powerful
Space/Reach: 5 ft. x 5 ft /0 ft.
and dangerous ones. A careful party should be able to
Special Qualities: Damage Reduction 5, Damage
defeat them with planning. Use their possession bullets
Transfer, Insinuate, Warp Reality
to sow paranoia among the party – any wound could be
Weaknesses: Aversion: Holy (15), Disruptable,
lethal for everyone...
Vulnerability: Holy (15)
Saves: Fort +2, Ref +5, Will +6
Abilities: Str 6, Dex 14, Con 18, Int 16, Wis 16, Cha 14

227
Skills: Bluff +9, Concentration +12, Disguise +4, Hide with magic or faith and even then the consequences of the
+7, Listen +7, Move Silently +7, Sense Motive +7, Spot child’s disappearance must be dealt with.
+7
Feats: Alertness, Skill Focus (Concentration), Deceptive, Combat: Demon children use their Warp Reality power
Great Fortitude to cause accidents and catastrophes around them, as they
Evidence: are physically quite weak.
~ Knowledge (occult) (DC 20): The child’s horoscope
indicates that it is dominated by dark forces and evil Insinuate (Su): A demon child can extend psychic
omens. tendrils into the mind of one other person. That person
MONSTERS

~ Search (DC 15): Good little children do not have must make a Will save (DC 12) or become obsessed with
animal bones, dead birds or thousands of insects caring for and protecting the child. Even considering
living under their beds. violence against the child forces that person to make a
Research: Madness save (DC 20). The victim also suffers a –20
~ Research (DC 25): Hospital records indicate that the penalty against any checks to perceive that the child is
birth was difficult and lengthy. Alarmingly, thirteen evil or dangerous in any way. A demon child can only
critically ill patients all died at exactly the same insinuate itself with one person at a time, but can switch
moment the child was born. insinuations once per round.
~ Gather Information (DC 25): Everyone knows the
child is trouble at school – a litany of report cards and If a character dies while under the effect of this ability, the
suspensions give testimony to that. Only the other character returns as a ghost within 1d6 rounds to protect
children at the school, however, speak in whispers the child.
of a teacher who vanished. Neither school records
nor the staff recall anything about this teacher. A Damage Transfer (Su): The demon child may
playground myth perhaps… automatically transfer up to half the damage inflicted on it
Horror: Fear 12, Madness 15 to the victim of its insinuation ability (as long as that
victim is still alive). If it makes a Concentration
This is not a possession; this child was always check (DC equal to the damage inflicted), it
wrong. Born bad, perhaps, or a changeling may transfer all the damage inflicted by up to
stolen from the crib and replaced by a demon. one attack per round. A demon child is still
These things filter in through the cracks vulnerable to the Disruptive effects of damage,
of reality; parents bring a new life into the even if the damage itself is transferred.
world, but sometimes this new life comes
from a dark place. Game Ideas: Often, if a Games Master puts
a child into a horror game, the Players (quite
Demon children are destructive by their reasonably) shoot it at the earliest possible
very nature. They take no apparent delight opportunity. Freaky children are always
in causing pain and suffering (indeed, they trouble. Therefore, the demon child is
take no apparent delight in anything), but designed to be used as a sub-plot in a
they manipulate and sabotage everything game – instead of the adventure centring
around them. Demon children drive on banishing the demon child, the child is just an
neighbours insane (and in a cutting- added complication in another investigation. For
one’s-own-eyes-with-a-nail-scissors example, if the characters are pursued by monsters
way, not a cute Denis-the-Menace-way) and forced to take refuge in an isolated farmhouse,
and shatter families. If a demon child have one of the children living there be a demon
finds out that someone is involved in child. Monsters outside, and a twisted child
something important (such as a group inside…
of Player Characters investigating
a mystery), it will stop at nothing Werewolf (template)
to ruin them. There are those who theorise
that lycanthropy is a virus, a
Destroying a demon child is difficult quadruple-helix DNA molecule
– not only it is protected by its parents, it that rewrites the host’s DNA
can draw on their unnatural love to transfer when triggered by hormones
injury to them. Hurt the child and you aroused by the lunar cycle.
hurt the parents more. The only Perhaps silver interferes with
ways to banish such a thing is this complex biochemical

228
transformation, retarding the changes in the cells it action. Upon assuming either form, the werewolf regains
touches and causing the lycanthrope’s flesh to melt hit points as if having rested for a day. A slain werewolf
away as cell walls collapse in a chaos of enzymes. They reverts to its humanoid form, although it remains dead.
theorise that there are hereditary carriers of the disease, Afflicted werewolves find this ability difficult to control,
who have learned to cope with the disease, and infected but natural lycanthropes have full control over this
victims who quickly degenerate. They theorise that power.
with a proper regimen of regulatory drugs and dietary Curse of Lycanthropy (Su): Any humanoid hit by
supplements, those infected by the virus could live a a werewolf’s bite attack (in wolf or hybrid form)
perfectly normal life. These people have never been in must succeed on a Fortitude save (DC 15) or contract

MONSTERS
the forest, at night, when the silver spears of moonlight lycanthropy.
make pools of light and shadow amid the trees, and the Trip (Ex): A werewolf in wolf form that hits with a bite
wolves are out, howling, panting, white teeth gleaming attack can attempt to trip its opponent as a free action
before they pounce. without making a touch attack or provoking an attack
of opportunity. If the attempt fails, the opponent cannot
Natural werewolves are humans born with the ability to react to trip the werewolf.
assume wolf and hybrid forms. A human who contracts Scent (Ex): This ability allows a werewolf in wolf or
lycanthropy after being wounded by a werewolf becomes hybrid form to detect approaching enemies, sniff out
an afflicted werewolf. hidden foes, and track by sense of smell.
Damage Reduction 15 (Su): A werewolf in wolf or
A werewolf uses either the character’s or the wolf’s hybrid form ignores the first 15 points of damage.
statistics and special abilities in addition to those Fast Healing (Su): A werewolf regains one hit point
described below. every round.
Wolf Empathy (Ex): A werewolf can communicate
Hit Dice: Same as the character plus the wolf’s Hit Dice with wolves in any form and gains a +4 species bonus on
(2d8). Diplomacy checks when influencing a wolf’s attitude. A
friendly wolf understands and heeds simple commands,
Speed: Same as the character, or 50 feet for hybrid and such as ‘wait’, ‘chase’, ‘flee’ and ‘attack’.
wolf form. Darkvision (Ex): In their wolf and hybrid forms,
werewolves have darkvision with a range of 60 feet.
Defence: Same as the character while in human form. In
hybrid and animal form, the creature gains a +2 natural Weaknesses:
armour bonus. This bonus does not stack with other Aversion: Silver (15)
natural armour bonuses. Vulnerability: Silver (15)
Vulnerability: Wolfsbane Herb (10)
Base Attack: Same as the character +1.
Saves: Same as the character, with a +3 bonus on
Grapple Bonus: Apply modifiers for Strength depending Fortitude and Reflex saves.
on the lycanthrope’s form. Ability Scores: Werewolves gain the following ability
score increases: Con +4, Wis +2. Additionally, a
Attacks: Same as the character while in human form. werewolf that assumes wolf and hybrid form gains the
In hybrid and animal form, a werewolf attacks with its
powerful bite, dealing 2d6 points of damage plus its
Strength modifier.

Special Qualities: A werewolf retains all the special


qualities of the character and gains the additional special
qualities listed below.
Alternate Form (Su): A werewolf can assume wolf
or hybrid form up to three times per day, but its gear
is not absorbed into the new form. The bipedal hybrid
form is about 6 feet tall, with a short tail and thick fur.
The legs are like those of a wolf, and the head combines
humanoid and lupine features in degrees that vary from
one werewolf to the next. The animal form is that of a
fully-grown wolf without any trace of human features.
Changing to or from wolf or hybrid form is a move

229
following additional benefits for as long as it remains in
either form: Str +2, Dex +4. Oozes
Skills: Same as the character, with a +1 species bonus
on Hide checks, a +2 species bonus on Move Silently Mimetic Ooze
checks, a +3 species bonus on Spot checks and a +5 Medium Ooze
species bonus on Listen checks. A werewolf in wolf or Hit Dice: 3d10+10 (31 hp)
hybrid form also gains a +4 species bonus on Survival Massive Damage: -
checks when tracking by scent. Initiative: +1 (Dex)
Feats: Same as the character. A werewolf gains the Speed: 30 ft.
MONSTERS

bonus feats Iron Will and Weapon Finesse (bite). Defence: 13 (+1 Dex, +2 natural), touch 11, flat-footed
Evidence: 12
~ Investigate (DC 10): Wolves. Definitely wolves or Base Attack Bonus/Grapple: +1*/+2
other large canines. Attack: Slam +2 melee (1d6+1)
~ Investigate (DC 20): There is a blood-stained piece Full Attack: Slam +2 melee (1d6+1)
of cloth, which looks like it was torn from a shirt. Space/Reach: 5 ft. x 5 ft /5 ft.
There’s also a tablet. Special Qualities: Telepathy, Change Shape, Copy
~ Investigate or Knowledge (earth and life sciences) Abilities, Fire/Cold/Electrical/Acid Resistance 30
(DC 25): Saliva in the wound comes from the animal. Weaknesses: Vulnerability: Sonics (30)
It seems to be a carrier for an unusual virus. Bob Saves: Fort +2, Ref +2, Will +2
the lab guy was checking it out, but he accidentally Abilities: Str 13, Dex 13, Con 13, Int 10, Wis 13, Cha 13
scratched himself with a needle. It’s probably Skills: None*
nothing, and he’s taken a tetanus shot. Feats: None*
Research: Evidence:
~ Treat Injury (DC 20): The tablet is an extremely ~ Investigate (DC 10): Looks like chemical burns on the
strong anti-histamine used for treating allergies. The carpet – not especially serious ones. At a guess, there
blood matches the victim. was a really bad stain and someone went overboard
~ Research (DC 25): Previous attacks match the lunar with the cleanser.
cycle. ~ Investigate (DC 20): There are fragments of some
Horror: Panic 15, Fear 20. sort of plastic lodged in the wounds. The killer was
wearing some sort of latex gloves.
Combat: Werewolves hunt in packs. They surround ~ Investigate (DC 35): There is some sort of strange
their prey, circling and letting the victim exhaust both artificial spiderweb on the victim’s neck and hands.
strength and ammunition, before closing in for the kill. Research:
Most packs hunt purely for food and devour their victims ~ Gather Information (DC 15): Neighbours say that the
whole, carefully disposing of the remains in human form victim was being stalked by someone. Certainly, there
at daybreak if the kill did not happen in an isolated area. have been quite a few strangers in the area recently.
A lone wolf sometimes tries to infect a suitable human ~ Research (DC 30): A local research corporation was
of the opposite sex for mating and packs of werewolves rumoured to be on the verge of a breakthrough, but has
occasionally serve a more power lord or entity. since clammed up and denied all the rumours. Their
stock price has collapsed.
Game Ideas: Werewolves are one of the classic horror ~ Knowledge (physical sciences) (DC 30): The
monsters, so there is a lot of scope for using them in spiderweb found could be shattered by high-frequency
games. An old-style scenario where the characters are sound waves.
trapped in the forest can be fun at the start of a campaign Horror: Madness 12 when the nature of the ooze is
– it puts the Players into the horror movie mindset revealed. Different forms may cause different types of
from the beginning. Werewolves can also be added as Horror.
a complication to other scenarios; as both Players and
characters are familiar with the whole werewolf myth, it Take human nerve cells and thread them through a newly
is easy to drop scary hints. Why did all the victims carry developed form of plastic myomer that becomes flexible
silver penknives? when electrified. Cap the myomers with microscopic
sensors that let the nerve cells interface with the human
nervous system. Float the mesh in a bio-active gel that
can adjust its density and let all those nerve cells grow
together into something that approximates a brain. In an
ideal world, you end up with a substance that can change
shape on command.

230
This is not an ideal world. connect to those in a neighbouring room. The filaments
grow at a rate of 10 feet per round. The filaments can
Mimetic Ooze, in its ‘natural’ form, looks like an only interface with bare skin, but can thread through
extremely tangled net of fine silver wires caught in most clothing. Wearing a biohazard suit protects against
a rather lumpy mass of silvery jelly. The ooze can telepathic intrusion.
change its shape at will, in response to the commands
of humans around it. The problem is in its interpretation Change Shape (Ex): The ooze can assume almost any
of ‘command’. It responds primarily to subconscious form. Its mass stays constant, but it can adjust its volume
desires, impulses and fears. It is more empathic than and density proportionately. It has a maximum Strength

MONSTERS
telepathic, adapting to respond to strong emotion. If the of 30.
ooze connects to a person, it does its best to obey their
unconscious desires and commands – and since most Copy Abilities (Ex): While connected via a neural
people are a contradictory mess of impulses, this can be filament to a character, the Ooze can use that character’s
disastrous. Intelligence, Base Attack Bonus, feats and skills.

Lonely? Then the ooze might transform into your ideal Game Ideas: The horror of the ooze is not the monster
mate – or misinterpret your commands and kill anyone itself – it is in the characters themselves, in how their
who approaches you to make sure you stay lonely. Hear thoughts and desires find horrific form in the ooze. The
a noise in the attic, and wonder if it is a monster? With best time to use this monster is in a game after a climatic,
mimetic ooze connected to you, anything you fear will world-saving adventure. The characters have confronted
be there. some truly fearsome horror and survived – how has that
affected and changed them? Throw them up against
The advertisements for mimetic ooze write themselves some mimetic ooze, and find out…
– or would, if the corporation who made it were not all
killed by a rogue ooze obeying the paranoid fantasies of Cosmic Mess
one employee. He now sits alone in his office, denying Colossal Ooze
his crime – and so oozes are obediently mimicking the Hit Dice: 32d10+40 (216 hp)
people they killed for him. Massive Damage: -
Initiative: -2 (Dex)
The ooze connects to people using exceedingly fine, Speed: 20 ft.
sticky filaments of neural matter, like spiderwebs that Defence: 0 (-8 size, -2 Dex), touch 0, flat-footed 0
extend from the ooze and cluster on the skin of nearby Base Attack Bonus/Grapple: +16/+49
people. An ooze in the middle of a crowd is surrounded Attack: Slam +25 melee (4d6+25+absorbing touch)
by a constantly changing set of connections, as filaments Full Attack: Slam +25/+20/+15 melee
extend and break. The filaments are almost invisible (4d6+25+absorbing touch)
(Spot check at DC 30, to notice one), but glow brightly Space/Reach: 60 ft. x 60 ft /20 ft.
when exposed to ultra-violet light. They are as weak as Special Qualities: Regeneration 40, Absorbing Touch,
gossamer, but the ooze can strengthen a filament if it Convert Biomatter, Divide
chooses (the Strength check DC and to break the filament Weaknesses: Vulnerability: see below (80)
and its hit point total increases by one per round, to a Saves: Fort +19, Ref +8, Will +5
maximum of Strength DC 30 and 30 hp). Abilities: Str 44, Dex 6, Con 29, Int 0, Wis 1, Cha 1
Skills: None.
Combat: Mimetic ooze has an inbuilt sense of self- Feats: None.
preservation, and will fight to defend itself by slamming Evidence:
pseudopods of gel into assailants. Usually, however, it ~ Spot (DC 5): There is a giant slime monster from
attacks because someone feels threatened, or suicidal, or outer space eating everything!
guilty, or fearful and the ooze shapeshifts to give them ~ Investigate (DC 10): The thing absorbs all organic
what they want. matter, leaving only metal, stone and plastic behind.
Research:
Telepathy (Ex): The ooze’s ‘telepathy’ is actually nerve ~ Research (DC 20): Scientists recently discovered
signals transmitted along its neural fibres. It can receive something frozen in the arctic ice.
commands from all humans touched by these filaments, ~ Knowledge (life science) (DC 40): Eureka! Its
and even send (usually simple and incomprehensible) weakness is…
messages back. The ooze usually extends filaments Horror: Fear 15, Madness 15
to connect to everyone in the same room or within 30
feet, but it can choose to exclude some people or try to

231
It is a giant slime monster from outer space. It looks, Game Ideas: 50’s B-movies make great one-off horror
to be honest, perfectly ludicrous – a living mess of games. Most involve a team of specialists – the brilliant
fluorescent tentacles and dripping goo. It is incapable scientist, the misguided general, the plucky reporter and
of communication, of thought, of doing anything except so on – that provide a perfect set of roles for the Players.
devouring living matter. It is more like a natural disaster Also, making it a once-off lets the mess eat the world
than a monster. safely if the Players fail to stop it.

The cosmic mess eats any and all organic matter it can If using the mess as part of a campaign, then ensure that
touch. Plants and creatures are absorbed whole and it the characters are on hand when the mess is discovered.
MONSTERS

takes several minutes for the mess to digest a trapped Instead of being a disaster relief game, as above, this
meal. Those fleeing the mess can see those who have becomes disaster avoidance – can they work out a way to
been trapped floating within the mess, slowly dissolving stop the mess before it rolls off the ice sheet and into the
inside the slime monster. As the mess eats, it grows forest?
stronger until it is ready to reproduce, splitting in two
like an amoeba.
Outsiders
Combat: The best approach is probably just to lie down
and let the mess wash over you – while the horror is Grey
easy to hit with a weapon, it heals any injury almost Small Outsider
instantly. Nothing short of a nuclear bomb can kill the Hit Dice: 2d8 (9 hp)
mess directly – and even then, if even a tiny fragment Massive Damage: 10
survives, the mess will grow again. The mess must have Initiative: +1 (Dex)
a weakness, though – it was found encased in the ice, Speed: 30 ft.
and the meteor fragments in the ice suggest it came from Defence: 16 (+1 size, +1 Dex,+4 natural), touch 12, flat-
outer space. An alien race must have somehow pacified footed 15
the mess enough to blast it into space. Of course, finding Base Attack Bonus/Grapple: +2/-3
that weakness before the mess devours the world is the Attack: Claw +1 melee (1d3-1), Alien Technology +2
key problem. (special)
Full Attack: Claw +1 melee (1d3-1), Alien Technology
Regeneration (Su): The mass regenerates 40 hit points +4/+4/+4 (special)
per round, if it has any hit points in its biomatter store Space/Reach: 5 ft. x 5 ft /5 ft.
(see below). Special Qualities: Alien Technology
Saves: Fort +3, Ref +4, Will +10
Absorbing Touch (Su): Anyone touched by the mess Abilities: Str 8, Dex 12, Con 10, Int 26, Wis 24, Cha 8
must make a Fortitude save and a Reflex save (both DC Skills: Computer Use +16, Craft (alien tech)+16,
26). If the Fortitude save fails, the victim takes another Knowledge (life sciences) +16, Spot +14
1d6 points of acid damage. If the Reflex save fails, the Feats: Alien Weapons Proficiency
victim loses 5 feet of movement, as a shell of sticky goo Evidence:
clings to his body. Those touched by the mess rarely ~ Investigate (DC 15): There are some curious circular
manage to escape it… burn marks in the field.
~ Investigate (DC 20): All clocks within a half-mile of
Convert Biomatter (Su): For every hit point of damage the burn marks have stopped.
inflicted by the mess on a living creature, it adds one ~ Investigate (DC 25): …and at the wrong time, too. In
point to its biomatter store. It also gains 5 points of fact, no clock agrees with any other clock.
biomatter store when moving over waste ground, 10 Research:
points when moving through grassland, 20 points when ~ Research (DC 15): Lights were seen in the sky over
moving through farmland, and 40 points per round when the burn site.
moving through lush forests or other overgrown areas. It ~ Gather Information (DC 20): Yeah, there have
does not gain any points when moving through deserts, always been lights over that way. Swamp gas, some
tundras, uninhabited urban areas or other lifeless zones. folks say, or the planet Venus.
Its Regeneration draws from the biomatter store. Horror: Madness 15

Divide (Su): If the mess reaches a biomatter store total Driving alone on a country road at night, the hedgerows
of 200, it splits in two, creating another mess with 200 seems to extend infinitely ahead and behind you, a
hit points. Both messes have an initial biomatter store fractal of dark leaves encompassing your whole world.
of 0. The speedometer blurs as the clock slows until both are

232
Combat: The chances of a character actually fighting
with a Grey is vanishingly small – most encounters will
be no more than a glimpse of a tiny, child-like figure
disappearing in a bright light. Should the characters
stumble into some Grey plot, they might have a round or
two to act before the aliens incapacitate them.

Alien Technology (Su): ‘Greytech’ can do almost


anything, but it does require a few seconds to activate. If

MONSTERS
a Grey uses technology as a standard action, it can create
either one of the following effects:
~ Force Shield: The Grey creates an invisible energy
shield around itself (it is a 5 foot aura around the
Grey). It provides Damage Reduction 20, and deals
20 points of electrical damage (Fortitude save, DC11
for half) to anyone who touches it.
~ Stun Beam: This is a ray attack that deals 1d6 points
of electrical damage to anyone struck. The victim
must also make a Fortitude save (DC16) or be stunned
for 2d6 rounds.

If the Grey takes a full-round action (or full attack), it can


create any of the following effects:
~ Wide Force Shield: As the regular force shield, but
the wide force shield is 100 feet long, and can be used
paradoxically unmoving. Then a bright light opens
to protect a whole area or trap someone.
above you, like an eye, and you are –
~ Multiple Stun Beams: As the regular stun beams,
but the Grey can either shoot multiple people or
On a table. Frozen. Surrounded by them. Probes
target one person with a wider beam, gaining a +6
and surgery and tagging. A terrible sense of purpose
equipment bonus to the stun attack.
and incomprehensible distance, a worldship tumbling
~ Levitation: The Grey can cause an object up to the
through the upper ethers, outracing light and the tangles
size of a truck to levitate off the ground, rising at a rate
of gravity to come here, to this world, to this road, to this,
of 20 feet per round.
to you –
~ Memory Erasure: The Grey can erase someone’s
short-term memory by touching the victim. The
And you’re driving alone on a country road at night.
victim may make a Will save (DC 20) to resist the
Your neck aches, but you cannot remember why.
effect.
~ Warp Reality: The Grey may use the Warp Reality
The entities referred to in paranormal and UFO culture as
special quality, substituting half its Computer Use
the Greys are generally assumed to be aliens (but some
skill for Concentration.
have theorised that faerie-folk in a parallel universe might
have developed technology faster and better than us, and
Game Ideas: Little grey men in flying saucers are
that the Enochian Intelligence sketched by Crowley
essentially plot enablers – any weird or horrific events
bears a striking resemblance to the Greys). They have
can be justified by lights in the sky and cryptic alien
(unsurprisingly) grey skin and large heads. Their eyes
plots. While the Greys can basically do anything, don’t
are entirely black, without pupil or iris. They have no
use this as an excuse to jerk the Players around with
visible ears and only a vestigial nose.
utterly opaque mysteries. Start the horror with lights in
the sky, but let it evolve naturally.
Their technology (or magic, or however they manipulate
reality) is centuries ahead of humanity’s, and is wholly
beyond our comprehension – as are their motives. Demon
Whether they are here to harvest our genetic material, Large Outsider
prepare the world for an invasion, retrieve what they lost Hit Dice: 8d8+64 (104 hp)
in a crashed ship, or perform some task entirely alien to Massive Damage: 26
our frame of reference, the Greys’ plans invariably sow Initiative: +3 (Dex)
confusion and sorrow for ordinary people. Speed: 40 ft., fly 60 ft. (perfect)

233
Defence: 20 (-1 size, +3 Dex,+8 natural), touch 12, flat- An entity from Hell, or from reaches of reality we can and
footed 17 should know nothing of, or from our own minds, a demon
Base Attack Bonus/Grapple: +8/+20 is a powerful and evil thing. They cannot exist in our
Attack: Claw +15 melee (2d6+8) or Hellfire +11 ranged world under normal circumstances without being crushed
(special) into nothingness. However, if a demon is properly
Full Attack: Two Claws +15 melee (2d6+8), Bite +10 summoned and anchored to this dimension (usually
melee (1d8+8) or Four Hellfires +11 ranged (special) through a sacrifice), it can exist and use its abilities freely
Space/Reach: 10 ft. x 10 ft /10 ft. in this reality.
Special Qualities: Change Shape, Damage Reduction
MONSTERS

10, Warp Reality, Hellfire, Infernal Aura, Temptation, Despite their utterly evil nature and hatred of all things,
Unkillable demons are unlikely to attack unless provoked. They
Weaknesses: Aversion: Holy (15), Vulnerability: Holy much prefer to pervert or turn their enemies through
(20), Disruptable, Banishable temptation and rhetoric. Why destroy a mortal with
Saves: Fort +14, Ref +9, Will +9 a single blow when you can destroy him much more
Abilities: Str 26, Dex 16, Con 26, Int 16, Wis 16, Cha profitably, slowly and completely by making him a
20 worshipper of evil? Demons are intelligent and cunning
Skills: Bluff +15, Climb +6, Concentration +13, foes, though, and do not hesitate to use all their terrible
Diplomacy +15, Gather Information +8, Hide +2, powers when threatened.
Intimidate +15, Knowledge (occult) +13, Knowledge
(Theology and Philosophy) +13, Listen +6, Move The appearance of a demon might be a horrific mockery of
Silently +6, Sense Motive +15, Spot +6 the human form liberally mixed with animal parts, horns
Feats: Power Attack, Cleave and teeth, or a shape of sulphurous gas and darkness, or a
Evidence: seemingly mundane shape that somehow oozes evil. Most
~ Investigate (DC 15): The weird symbol on the demons are summoned for a purpose, although others
floor is drawn in a mixture of blood and some sort have maintained cults on Earth for centuries who bring
of powder, possibly ground bone. There are very them through regularly as part of rituals.
strange magnetic anomalies here – it is as though
space is warped here. Combat: Demons prefer to incapacitate their opponents,
~ Investigate (DC 20): The victim was burnt to death, then either convert, torture or sacrifice them.
and some projectile did hit him in the chest. The
strange thing is, the damage seems to be concentrated Hellfire (Su): A demon can hurl bolts of hellfire as ranged
on genitals and face, specifically the eyes. touch attacks with a range of 80 feet. If the attack hits,
~ Spot (DC 20) or Knowledge (theology and it inflicts damage based on the morality of the character
philosophy) (DC 15): All the religious icons and - in essence, it sets their sins on fire. Especially moral
symbols around here are burnt and blackened, as if characters take 1d6 damage, most people take 2d6
exposed to flame. damage, while those people who have lived sinful lives
Research: take 3d6 or more. A living saint might be immune to this
~ Research (DC 20) or Knowledge (occult) (DC 10): attack. A Reflex save (DC 19) is allowed to take half
The symbol is a summoning circle, used for calling damage.
up demons.
~ Research (DC 25) or Knowledge (occult) (DC 15): Infernal Aura (Su): The demon is surrounded by an
Demons have an unholy aura – maybe that is what infernal aura 80 feet in radius, which reduces all Holy
affected the religious icons. auras by five. It also spoils water, sickens creatures, wilts
~ Gather Information (DC 25): That burn victim was plants and makes the area foul and depressing.
having an affair with his neighbour’s wife.
~ Research (DC 30) or Knowledge (occult) (DC Temptation (Su): A demon detects a character’s Ties
20): ‘Vine is a great king and an earle, he showeth if the character enters the demon’s aura and fails a Will
himselfe as a lion, riding on a blacke horsse, and save (DC19). The demon then uses its Diplomacy and
carrieth a viper in his hand, he gladlie buildeth large Change Shape abilities to tempt the character – a character
towres, he throweth downe stone walles, and maketh searching for his lost child might be offered the secret of
waters rough. At the commandement of the exorcist the child’s fate by the demon.
he answereth of things hidden, of witches, and of
things present, past, and to come.’ Unkillable (Su): A demon cannot be slain by mere
Horror: Panic 20, Fear 20, Madness 15 damage, only disrupted. The only ways to permanently
get rid of a demon are to banish it or inflict lethal damage
with a holy weapon.

234
Banishable (Su): The ritual that summons the demon Special Qualities: A ghost retains all the special attacks
also creates an anchor for it, that keeps it in this reality. of the base creature, although those relying on physical
Sometimes, the anchor is a magical construct that can contact do not affect nonethereal creatures. The ghost
be unwoven with a reversed spell; in other rituals, the also gains the manifestation ability plus one to three
anchor is a physical object that can be destroyed or other special attacks as described below. The save DC
broken. Removing the anchor banishes the demon. against a special attack is equal to 10 + 1/2 ghost’s HD +
ghost’s Cha modifier unless otherwise noted.
Game Ideas: Demons make great plot devices. Firstly, ~ Corrupting Gaze (Su): A ghost can blast living
a demon summoning is a classic climax to a game beings with a glance, at a range of up to 30 feet.

MONSTERS
– you have a cult doing weird things to prepare for the Creatures that meet the ghost’s gaze must succeed on
summoning, a ritual for the characters to disrupt/subvert/ a Fortitude save or take 2d10 points of damage and
blow up with rocket launchers and a built in time limit (if 1d4 points of Charisma damage.
the Players mess around too much, the demon arrives and ~ Corrupting Touch (Su): A ghost that hits a living
they all die). Secondly, demons are powerful enough to target with its incorporeal touch attack deals 1d6
be really scary, twisted enough to prefer playing on the points of damage. Against ethereal opponents, it
characters’ personalities instead of just destroying them, adds its Strength modifier to attack and damage rolls.
and chatty enough to have conversations with them Against nonethereal opponents, it adds its Dexterity
instead of just going ‘grr…argh’ – all in all, excellent modifier to attack rolls only.
archvillian material. ~ Draining Touch (Su): A ghost that hits a living target
with its incorporeal touch attack drains 1d4 points
from any one ability score it selects. On each such
Undead successful attack, the ghost heals 5 points of damage
to itself.
Ghost (template) ~ Possession (Su): Once per round, an ethereal ghost
Ghosts are the spectral remnants of intelligent beings can merge its body with a living creature. To use this
who, for one reason or another, cannot rest easily in their ability, the ghost must be manifested and it must try
graves. A ghost greatly resembles its corporeal form in move into the target’s space; moving into the target’s
life, but in some cases the spiritual form is somewhat space to use the malevolence ability does not provoke
altered. Ghosts exist on the Ethereal plane, a spirit realm attacks of opportunity. The target can resist the
that is the shadow of the material world. attack with a successful Will save (DC 15 + ghost’s
Cha modifier). A creature that successfully saves is
Size and Type: The creature’s type changes to undead.
Do not recalculate the creature’s base attack bonus,
saves, or skill points. It gains the incorporeal subtype.
Size is unchanged.
Hit Dice: All current and future Hit Dice become d12s.
Speed: Ghosts have a fly speed of 30 feet, unless
the base creature has a higher fly speed, with perfect
manoeuvrability.
Defence: Natural armour is the same as the base
creature’s but applies only to ethereal encounters. When
the ghost manifests (see below), its natural armour bonus
is +0, but it gains a deflection bonus equal to its Charisma
modifier or +1, whichever is higher.
Attack: A ghost retains all the attacks of the base
creature, although those relying on physical contact do
not affect creatures that are not ethereal.
Full Attack: A ghost retains all the attacks of the base
creature, although those relying on physical contact do
not affect creatures that are not ethereal.
Damage: Against ethereal creatures, a ghost uses the
base creature’s damage values. Against nonethereal
creatures, the ghost usually cannot deal physical damage
at all but can use its special attacks, if any, when it
manifests (see below).

235
immune to that same ghost’s possession for 24 hours and emotion retrace the steps of their lives endlessly,
and the ghost cannot enter the target’s space. If the making ruts in the matter of the world. Remembrance
save fails, the ghost vanishes into the target’s body becomes ritual becomes infinite repetition, until the ghost
and can control it and speak through it. The victim is nothing but a little speck of hate or sorrow or regret that
can try to expel the ghost once every round by making blossoms into terrible forms when interrupted.
a Will save (DC 15 + ghost’s Cha modifier).
~ Manifestation (Su): Every ghost has this ability. A Until the knot of tragedy and circumstance that trapped
ghost dwells on the Ethereal Plane and, as an ethereal the ghost in its repetitions is resolved, it cannot move
creature, it cannot affect or be affected by anything onwards.
MONSTERS

in the material world. When a ghost manifests, it


partly enters the Material Plane and becomes visible Combat: Ghosts usually interpret everything in terms
but incorporeal on the Material Plane. A manifested of their own personal tragedy – a character might be
ghost can be harmed only by other incorporeal mistaken for the one who killed the ghost and attacked
creatures, magic weapons, or spells, with a 50% with everything the ghost can muster. Others might be
chance to ignore any damage from a corporeal source. ignored or even protected.
A manifested ghost can pass through solid objects at
will, and its own attacks pass through armour. A The most dangerous ghosts are those who are aware of
manifested ghost always moves silently. A manifested what they are and who cling to their ritual actions to keep
ghost can strike with its touch attack or with a ghost them on this side of death. After all, if there is nothing but
touch weapon. A manifested ghost remains partially oblivion beyond death, even a thin existence as a ghost
on the Ethereal Plane, where is it not incorporeal. A is better than nothing. Such ghosts violently resist any
manifested ghost can be attacked by opponents on attempts to dismiss them.
either the Material Plane or the Ethereal Plane. The
ghost’s incorporeality helps protect it from foes on Game Ideas: Ghosts have a built-in puzzle – something is
the Material Plane, but not from foes on the Ethereal keeping the ghost tied to this world. Unravel that mystery,
Plane. and the ghost goes away. This is a perfect structure for a
~ Rejuvenation (Su): In most cases, it is difficult simple scenario. Another level of complexity can easily
to destroy a ghost through simple combat; the be introduced; for example, if the characters are hunting
‘destroyed’ spirit will often restore itself in 2d4 days. a serial killer, they might run into the ghost of a victim,
A ghost that would otherwise be destroyed returns to who is now imitating its death over and over as a copycat
its old haunts with a successful level check (1d20 + killer.
ghost’s HD) against DC 16. As a rule, the only way to
get rid of a ghost for sure is to determine the reason Some evidence suggests that ghosts are an electromagnetic
for its existence and set right whatever prevents it phenomena. They might create interference patterns on
from resting in peace. The exact means varies with televisions, or be trapped by magnets.
each spirit and may require a good deal of research.
Abilities: Same as the base creature, except that the Vampire (template)
ghost has no Constitution score and its Charisma score The archetype for the suave, charming, bloodthirsty
increases by +4. monstrosity.
Skills: Ghosts have a +8 racial bonus on Hide, Listen, Undead: Vampires have the traits and immunities
Search and Spot checks. Otherwise same as the base common to undead.
creature. Hit Dice: Change to d12. Vampires have no Constitution
Feats: Unchanged. score.
Evidence: Speed: Same as the base creature.
~ Investigate (DC15): The slime on the corpse is some Defence: The base creature’s natural armour improves
sort of organic compound. by +6.
~ Treat Injury (DC15): Cause of death was heart Attacks: A vampire retains all the attacks of the base
failure. creature and gains a 2d6 slam attack (unless the creature
Research: previously possessed a more powerful superior slam
~ Research (DC20): This is not the first death that attack).
happened there – there was a murder twenty years Special Qualities:
ago. Never solved, either. Blood Drain (Ex): A vampire can suck blood from
Horror: Fear 20. a living victim with its fangs by making a successful
grapple check. If it pins the foe, it drains blood, dealing
The dead linger. Like old photographs, they fade and 1d4 points of temporary Constitution damage each round
become rotten or brittle. These spectral knots of memory the pin is maintained.

236
Create Spawn (Su): A humanoid or monstrous Spider Climb (Ex): A vampire can climb sheer surfaces
humanoid slain by a vampire’s blood drain attack rises as as if it was a spider.
a vampire loyal to its creator (called the master vampire, Darkvision (Ex): Vampires have darkvision with a range
or simply ‘master’). of 60 feet.
Domination (Su): As an attack action, a vampire can
crush an opponent’s will just by gazing into his eyes. Weaknesses (Ex)
The vampire can attempt to dominate only one target at A vampire has several weaknesses, described below.
a time, and the target must be within 30 feet and able to A vampire can have fewer weaknesses, but each lost
see the vampire. A target that fails a Will save (DC 10 + weakness costs a vampire one of its other special

MONSTERS
1/2 vampire’s Hit Dice + vampire’s Charisma modifier) qualities. For example, a vampire that is immune to the
becomes the vampire’s thrall for 1 day per Hit Die of effects of garlic might be unable to summon children of
the night.
the vampire. The thrall temporarily loses all previous
Vulnerability: Direct Sunlight (30)
allegiances and Ties and adopts a singular, unswerving
Aversion: Garlic (20)
allegiance to the vampire. If the vampire commands
Aversion: Holy (25)
its thrall to do something blatantly self-destructive,
Vulnerability: Holy (25)
the target can make a Will save to break the vampire’s
Inviolate Sanctuary: A vampire cannot enter a privately
control. If the save succeeds, the target becomes free-
owned residence unless invited in by the rightful owner
willed and regains its previous allegiances and Ties.
or tenant.
Alternate Form (Su): A vampire can assume the form
Wooden Stake: Wooden weapons that deal piercing
of a bat, rat or wolf as a move action. The vampire can
damage (such as wooden stakes, arrows, pool cues, spear
remain in that form until it assumes another form or until
shafts and table legs) destroy a vampire instantly if the
the next sunrise. attacker makes a successful called shot to the heart and
Children of the Night (Su): Vampires command the inflicts at least 5 points of damage.
lesser creatures of the world and, once per day, can call
forth a pack of 4d8 rats, a swarm of 10d10 bats, or a pack Ability Scores: Vampires gain the following ability
of 3d6 wolves as a full-round action. These creatures score increases: Str +6, Dex +4, Int +2, Wis +2, Cha
arrive in 2d6 rounds and serve the vampire for up to 1 +4. As undead creatures, vampires have no Constitution
hour. score.
Damage Reduction 15 (Su) Skills: Same as the base creature. Vampires receive a
Fast Healing 5 (Ex): A vampire heals 5 points of damage +8 species bonus on Bluff, Hide, Listen, Move Silently,
each round so long as it has at least 1 hit point. If reduced Search, Sense Motive and Spot checks.
to 0 hit points or lower, a vampire automatically assumes Feats: Vampires gain the bonus feats Alertness, Combat
gaseous form (see below) and attempts to escape. It must Reflexes, Dodge, Improved Initiative and Lightning
reach its home coffin within 2 hours or be destroyed. It Reflexes, assuming the base creature meets the relevant
can travel up to nine miles in 2 hours. Once at rest in its prerequisites and does not already have these feats.
coffin, its hit points rise to 1 hit point after 1 hour; the Evidence:
vampire then resumes healing at the rate of 5 hit points ~ Treat Injury (DC 10): The victim died of blood loss,
per round. although there is also a considerable amount of neck
Gaseous Form (Su): As a move action, the vampire (and trauma. I’ll do an autopsy tonight.
all its gear) becomes insubstantial, misty and translucent.
The vampire gains damage reduction 20 in this form. Its
armour (including natural armour) ceases to modify its
Defence, though other modifiers (such as from Dexterity
and size) still apply. The vampire cannot attack or use
supernatural abilities while in gaseous form. A vampire
in this form can remain gaseous indefinitely and has a
fly speed of 20 feet with good manoeuvrability. It can
pass through small holes or narrow openings, even mere
cracks. Its gaseous form is subject to wind and cannot
enter water or any other liquid.
Cold Resistance 20 (Ex): A vampire ignores the first 20
points of cold damage from any cold-based attack.
Electricity Resistance 20 (Ex): A vampire ignores the
first 20 points of electricity damage from any electricity-
based attack.

237
~ Investigate (DC 20): Fragments of dirt found at the Tiny or smaller +0, Small +1, Medium-size +2, Large +3,
scene are rather dry soil that is not native to this area Huge +4, Gargantuan +7, Colossal +11.
at all. Attacks: The zombie retains all the natural attacks and
~ Treat Injury (DC 20): The victim had a rare blood weapon proficiencies of the base creature. A zombie also
type. gains a slam attack.
Research: Damage: Natural and manufactured weapons deal damage
~ Gather Information (DC 20): The police have normally. A slam attack deals damage depending on the
been ordered off the case. Rumour has it that some zombie’s size (but use the base creature’s slam damage
European embassy put diplomatic pressure on them. if it is greater): Fine 1, Diminutive 1d2, Tiny 1d3, Small
MONSTERS

Horror: Panic 20, Fear 15. 1d4, Medium-size 1d6, Large 1d8, Huge 2d6, Gargantuan
2d8, Colossal 4d6. For purposes of Strength bonuses to
Combat: The weaknesses of vampires are well known, damage, a slam attack is considered a two-handed attack.
due to the vast numbers of movies and TV shows
featuring them. Vampires therefore take precautions, Special Qualities: A zombie loses all of the base creature’s
ensuring that there are no convenient stakes or crosses supernatural qualities except for immunity or resistance to
nearby that might interfere with the hunt… specific energy types. A zombie may retain any or all of
the base creature’s extraordinary abilities, at the Games
Game Ideas: Like werewolves, vampires are one of Master’s discretion. In addition to gaining the undead
the classic horror monsters. However, werewolves are type, a zombie has the following special qualities:
creatures of the wilderness, where the characters lack ~ Move or Attack Action Only (Ex): A zombie has poor
support and resources. Vampires are urban killers, reflexes and can perform only a single move action or
where the characters have access to all sorts of weapons attack action on its turn. It can only move and attack if
and supplies. If the Games Master even mentions neck it charges.
trauma or blood loss, the Players start running for holy ~ Keep Going (Su): A zombie keeps fighting when
water pistols and stakes. Therefore, vampires need a reduced to 0 hit points. It must be completely
twist such as an isolated location, an unusual way of destroyed by reducing it to –10 hit points.
disguising their kills, a hold over the characters or some
other complication to ensure the game does not become Weaknesses:
a parody too quickly. Aversion (Fire) 15, plus
Either a Need (such as Need: Brains) or a Vulnerability.
Zombie (template)
Type: The creature’s type changes to undead. Ability Scores: A zombie’s ability scores change
Hit Dice: Double the number of Hit Dice and raise them as follows: Str +2, Dex –2. Additionally, it has no
to d12. Constitution or Intelligence score, its Wisdom score
Speed: Reduce by one-third. changes to 10 and its Charisma score decreases to 1.
Defence: A zombie’s natural armour bonus to Defence Skills: The zombie loses all skills.
increases to a value based on the zombie’s size (but use Feats: The zombie loses all of the base creature’s feats
the base creature’s natural armour bonus, if it is higher): and gains the Toughness feat.
Evidence:
~ Spot (DC 5): It’s a moving corpse.
~ Treat Injury (DC 20): There seems to be brain activity
in the cerebellum, but nowhere else. The corpses are
functioning with pure animal instinct.
Horror: Panic 12.

Zombies can be created by magical spells, chemical


accidents, alien viruses or voodoo brainwashing. In all
cases (except perhaps the latter), they are shambling
corpses that stagger forward to tear chunks of flesh out
of the living.

Combat: Graagh…crush…kill. Zombies lack subtlety.

Game Ideas: Zombies are best suited for use as minor


guardians that the characters can just blast their way past,
or else as city- or world-ending plagues of the living
dead.

238
Proficiency, Point Black Shot, Stealthy, Toughness.
Non-Player Characters Possessions: Concealable vest, Glock 17 pistol
The following characters are mostly suitable for use as
impromptu Player Characters, as well as minor non-
Player Characters. None have any supernatural powers. Cult Leader
Medium human; HP 12; Mas 10; Init +0; Spd 30 ft.;
Defence 11, touch 11, flat-footed 11; BAB +1; Grap +1;
Bystander, Innocent Atk +0 melee (1d3-1, punch) or ranged +0 (2d6, Glock);
Medium human; HP 18; Mas 15; Init +1; Spd 30 ft.; Full Atk +0 melee (1d3-1 punch) or ranged +0 (2d6,

MONSTERS
Defence 14, touch 14, flat-footed 12; BAB +1; Grap Glock); FS 5 ft. x 5 ft.; Reach 5 ft; SV Fort +1, Ref +1,
+1; Atk +1 melee (1d3, punch); Full Atk +1 melee (1d3, Will +7; Rep +5; Wealth +10; Str 9, Dex 10, Con 10, Int
punch); FS 5 ft. x 5 ft.; Reach 5 ft; SV Fort +1, Ref +1, 16, Wis 16, Cha 15
Will +2; Rep +0; Wealth +6; Str 10, Dex 12, Con 12, Int Class: Scholar (2)
11, Wis 11, Cha 11 Occupation: Religious
Class: Ordinary Person (2) Skills: Bluff +7, Concentration +6, Disguise +7,
Occupation: Blue Collar Diplomacy +5, Decipher Script +9, Forgery +9,
Skills: Climb +4, Craft (any) +6, Drive +6, Listen +3, Investigate +9, Knowledge (occult lore) +9, Knowledge
Handle Animal +3, Perform +3, Profession +2, Repair (theology and philosophy) +9, Profession +4, Research
+3, Sense Motive +3, Spot +3 +8, Sense Motive +6
Feats: Animal Affinity, Builder, Contact, Extra Ties, Feats: Deceptive, Dodge, Iron Will, Personal Firearms
Surface Vehicle Operation, Skill Focus (Craft) Proficiency, Renown. In a game with magic, replace
Possessions: Mobile phone, wallet, small change, Dodge and Personal Firearms Proficiency with
personal items Spellcaster and Spell Mastery
Possessions: Glock, religious artefacts, ceremonial
robes, miscellaneous severed body parts
Child, Irritating
Small human; HP 5; Mas 8; Init +1; Spd 30 ft.; Defence
15, touch 15, flat-footed 15; BAB +0; Grap -6; Atk -1 Detective
melee (1d3-1, punch); Full Atk -1 melee (1d3, punch); Medium human; HP 21; Mas 13; Init +1; Spd 30 ft.;
FS 5 ft. x 5 ft.; Reach 5 ft; SV Fort +0, Ref +2, Will +0; Defence 12, touch 12, flat-footed 12; BAB +1; Grap +1;
Rep +0; Wealth +0; Str 6, Dex 13, Con 8, Int 8, Wis 6, Atk +1 melee (1d3, punch) or ranged +1 (2d6, pistol);
Cha 12. Full Atk +1 melee (1d3, punch) or ranged +1 (2d6,
Class: Ordinary Person (1). pistol); FS 5 ft. x 5 ft.; Reach 5 ft; SV Fort +3, Ref +3,
Occupation: None. Will +3; Rep +0; Wealth +7; Str 10, Dex 11, Con 13, Int
Skills: Climb +3, Hide +2, Listen +2, Jump +1, Move 15, Wis 12, Cha 13
Silently +2. Class: Investigator (3)
Feats: Dodge, Stealthy. Occupation: Investigative
Possessions: Fake (or real) mobile phone with annoying Skills: Bluff +5, Gather Information +6, Hide +4,
ringtones Investigate +4, Knowledge (civics) +4, Knowledge
(current events) +4, Listen +5, Move Silently +4,
Profession +4, Research +4, Search +4, Sense Motive
Cultist +6, Spot +5, Survival +4
Medium human; HP 18; Mas 13; Init +1; Spd 30 ft.; Feats: Contact, Dodge, Great Fortitude, Lightning
Defence 16, touch 12, flat-footed 16; BAB +2; Grap +4; Reflexes, Personal Firearms Proficiency, Track
Atk +4 melee (1d4+2, knife) or ranged +2 (2d6, Glock); Possessions: Pistol, camera, notebook, false ID, mobile
Full Atk +4 melee (1d4+2, knife) or ranged +2 (2d6, phone
Glock); FS 5 ft. x 5 ft.; Reach 5 ft; SV Fort +2, Ref +1,
Will +1; Rep +0; Wealth +5; Str 15, Dex 10, Con 13, Int
11, Wis 8, Cha 9 Police Officer
Class: Ordinary Person (2) Medium human; HP 25; Mas 13; Init +1; Spd 30 ft.;
Occupation: Criminal Defence 17, touch 13, flat-footed 16; BAB +3; Grap +4;
Skills: 30 skill points. Bluff +4, Drive +3, Disguise Atk +5 melee (1d4+2, tonfa) or ranged +4 (2d6, Beretta);
+4, Hide +2, Knowledge (occult lore) +3, Knowledge Full Atk +5 melee (1d4+2, tonfa) or ranged +4 (2d6,
(streetwise) +3, Listen +4, Move Silently +5, Profession Beretta); FS 5 ft. x 5 ft.; Reach 5 ft; SV Fort +3, Ref +3,
+3,Search +3, Spot +4 Will +3; Rep +2; Wealth +5; Str 14, Dex 12, Con 12, Int
Feats: Alertness, Armour Proficiency (light), Deceptive, 11, Wis 14, Cha 13
Improved Base Attack Bonus, Personal Firearms Class: Combatant (3)

239
Occupation: Law Enforcement +5; Atk +6 melee (3d6+3, chain saw); Full Atk +6 melee
Skills: Drive +4, Gather Information +4, Knowledge (3d6+3, chain saw); FS 5 ft. x 5 ft.; Reach 5 ft; SV Fort +1,
(Civics) +3, Knowledge (Streetwise) +3, Profession +2, Ref +1, Will +2; Rep +2; Wealth +5, Str 16, Dex 14, Con
Spot +4, Survival +4 14, Int 12, Wis 10, Cha 13
Feats: Armour Proficiency (Light), Combat Martial Class: Ordinary Person (3)
Arts, Defensive Martial Arts, Improved Disarm, Personal Occupation: Adventurer
Firearms Proficiency, Point Blank Shot, Track Skills: Bluff +8, Climb +7, Disguise +7, Disable Device
Possessions: Light armoured vest, Beretta 92f, Tonfa, +3, Drive +6, Listen +4, Hide +8, Intimidate +5, Move
Radio, Handcuffs Silently +8, Profession +4, Spot +4, Treat Injury +2
MONSTERS

Feats: Exotic Weapons Proficiency, Deceptive, Dodge,


Priest, Old Improved Base Attack Bonus, Improved Initiative,
Medium human; HP 12; Mas 7; Init -2; Spd 30 ft.; Stealthy, Toughness, Weapon Focus (chain saw)
Defence 9, touch 9, flat-footed 9; BAB +1; Grap +0; Atk Possessions: Chainsaw, chest freezer full of frozen chests,
-4 melee (1d6-1, cane); Full Atk -4 melee (1d6-1, cane); mobile phone that only God rings
FS 5 ft. x 5 ft.; Reach 5 ft; SV Fort -1, Ref -1, Will +5;
Rep +5; Wealth +8; Str 8, Dex 7, Con 7, Int 16, Wis 17, Scientist
Cha 15 Medium human; HP 12; Mas 11; Init +0; Spd 30 ft.;
Class: Scholar (2) Defence 11, touch 11, flat-footed 11; BAB +1; Grap
Occupation: Religious +1; Atk +1 melee (1d3, punch); Full Atk +1 melee (1d3,
Skills: Diplomacy +7, Decipher Script +11, Investigate punch); FS 5 ft. x 5 ft.; Reach 5 ft; SV Fort +1, Ref +1,
+8, Knowledge (art) +8, Knowledge (behavioural Will +2; Rep +3; Wealth +6; Str 10, Dex 10, Con 11, Int
science) +8, Knowledge (civics) +8, Knowledge (history) 17, Wis 11, Cha 9
+12, Knowledge (theology and philosophy) +13, Perform Class: Scholar (2)
+5, Profession +6, Read/Write/Speak (Latin, Greek, Occupation: Academic
Aramaic, Arabic, French, German, Italian), Research +8, Skills: Computer Use +10, Craft (chemical) +8, Craft
Sense Motive +9 (electronic) +9, Craft (pharmaceutical) +8, Decipher Script
Feats: Educated, Linguist, Pulling Strings, Studious, +10, Knowledge (earth and life sciences) +11, Knowledge
Renown, Trustworthy (physical sciences) +11, Knowledge (technology) +13,
Possessions: Robes, crucifix, mobile phone, walking Research +12
stick Feats: Contact, Educated, Pulling Strings, Renown, Skill
Focus (Knowledge (technology)), Studious
Reporter, Plucky Possessions: Computer, Leatherman, mobile phone
Medium human; HP 17; Mas 11; Init +0; Spd 30 ft.;
Defence 11, touch 11, flat-footed 11; BAB +1; Grap Soldier
+1; Atk +1 melee (1d3, punch); Full Atk +1 melee (1d3, Medium human; HP 29; Mas 16; Init +2; Spd 30 ft.;
punch); FS 5 ft. x 5 ft.; Reach 5 ft; SV Fort +1, Ref +1, Defence 20, touch 14, flat-footed 18; BAB +4; Grap +6;
Will +3; Rep +4; Wealth +7; Str 10, Dex 11, Con 11, Int Atk +3 melee (1d4+3, knife) or ranged +6 (2d6, HKMP5);
15, Wis 13, Cha 15 Full Atk +3 melee (1d4+3, knife) or ranged +6 (2d6,
Class: Investigator (3) HKMP5); FS 5 ft. x 5 ft.; Reach 5 ft; SV Fort +3, Ref +4,
Occupation: Creative Will +1; Rep +1; Wealth +1; Str 15, Dex 15, Con 16, Int
Skills: Bluff +6, Computer Use +5, Craft (writing) +6, 12, Wis 10, Cha 10
Craft (visual art) +5, Diplomacy +6, Disguise +6, Drive Class: Combatant (4)
+2, Gather Information +6, Hide +4, Investigate +4, Occupation: Military
Knowledge (current events) +4, Knowledge (streetwise) Skills: Climb +4, Disable Device +3, Knowledge (tactics)
+4, Listen +5, Move Silently +4, Profession +3, Research +5, Jump +4, Listen +3, Move Silently +5, Navigate +4,
+4, Search +4, Sense Motive +3, Spot +6. Repair +3, Spot +3, Survival +4, Swim +6, Treat Injury
Feats: Alertness, Creative, Deceptive, Renown, Stealthy, +3
Trustworthy Feats: Alertness, Advanced Firearms Proficiency, Armour
Possessions: Notepad computer, camera, tape recorder, Proficiency (light), Burst Fire, Improved Base Attack
mobile phone Bonus, Personal Firearms Proficiency
Possessions: Tactical vest, HKMP5, Radio, Survival
Serial Killer Gear
Medium human; HP 21; Mas 14; Init +6; Spd 30 ft.;
Defence 13, touch 13, flat-footed 11; BAB +2; Grap

240
Sample Horror

SAMPLE HORROR CAMPAIGNS


Campaigns
Horror campaigns always need slightly more work than Department K. Both groups knew that mastery of magic
a campaign in another genre. There has to be some and the occult could be the deciding factor if the Cold
justification for the characters coming back to the horror War turned hot again.
again and again. There has to be a way to introduce
replacement characters, to take the place of those who Neither group quite knew what they were going to
have died or gone insane. Finally, there has to be a way unleash.
to introduce new scenarios and mysteries. All of the
following campaign structures are designed to fulfil all Activities of the OTO
these requirements, as long campaigns are far harder to The OTO is subdivided into sections. Section One is
throw together than a simple one-shot session. In short, dedicated to strategic command, allocating resources and
the Players will be trapped with a constant stream of new planning the long-term activities of the OTO. Section
horrors and not even death is a release. Two’s brief is research and development, evaluating
newly acquired magic or monsters. It works closely
with Section Three, Defence (blocking Soviet activities,
Down Among The Dead Men countermagic) and Section Four (acquisitions, who travel
all over the world looking for occult resources). Section
Werner von Braun and rocket technology were not the
only things looted from the Third Reich in 1945. The Five is Special Weapons, an euphemism for underground
Nazis, primarily Himmler, had been researching and vaults full of slavering wolf-beasts and vampires kept
retrieving occult lore and artefacts for decades. All their sated by drug-laced blood. Section Six’s title is Special
secrets were locked in concrete bunkers beneath Berlin, Projects and it controls the OTO’s attempts to summon
or in the libraries of castles across Bavaria. Both the more powerful creatures. Finally, Section Seven
allies and the advancing Red Army claimed their share (nicknamed the Inquisition) is the OTO’s self-policing
of the occult spoils. mechanism, looking for traitors, spies and those unable
to cope with the great work.
In parallel to the nuclear arms race of the Cold War,
there was a shadow race for spells and magic. Both OTO Timeline
sides delved into the magical traditions of the world, 1944: The Defence Intelligence Agency becomes
sifting the superstitious dross out and refining the aware that the Nazis are using previously unknown
fragments of genuinely effective lore. Monsters from weapons. Several officers are assigned to research
myth – werewolves, vampires, ghosts, pennalagon, this worrying development.
hags, angels – were dragged out of the shadows, into
1945: Germany is defeated. The Allies seize a huge
the medical labs and onto dissection tables. Some were
amount of material from the Nazi archives. The
put to work as spies or assassins. Few security systems
officers investigating the Nazi weapons are spun off
could detect a ghost and a vampire could take out its
to form the core of the OTO.
target with terrifying ease. Handlers armed with holy
water and rosewood stakes ensured that these ‘special 1946: The Joint Chiefs of Staff and President
agents’ stay on track. Truman are presented with overwhelming evidence
proving the existence of magic. A document, termed
This shadow race was kept secret from all but the highest the Blessing, orders the OTO to replicate the more
echelons of government and the military. Black libraries palatable parts of Nazi research.
and military covens were established in isolated areas 1947: An early attempt to activate one of the occult
and a new branch of the Defence Intelligence Agency, formulae tears a gate open in the sky above Roswell.
the Office of Teleological Operations (OTO) was created The OTO have no idea what they summoned, but the
to oversee this research. Its Soviet Counterpart, attached bodies are stored for later analysis.
to SMERSH (the Soviet counterintelligence group), was

241
1949: An army garrison in southern Germany suffers Characters in the OTO
a series of unusual losses. The incident is tagged for OTO characters are assigned to one of the seven sections –
investigation by the OTO. A team is sent out, and commonly, sections two to five. Each section specialises
SAMPLE HORROR CAMPAIGNS

come face to face with a vampire. A second team in a different set of skills and abilities.
later manages to subdue the monster and bring it
back undead. Section One (Strategic Command): Section One agents
1951: The vampire, who calls itself Graf Anselm rarely take to the field. Most are administrators; the
von Markoff, is approved for use in the field once senior staff is usually drawn from the best of the other
Sections. Section One agents specialise in Computer
its weaknesses have been catalogued. A special
Use, Diplomacy, Knowledge (arcane lore, civics, current
handling team is assigned to it. The vampire proves
events, history, tactics) and similar skills. The OTO’s
terrifyingly effective in both combat and espionage.
information technology and electronic warfare staff are
1953: The vampire identifies one senior member of
part of Section One, so any mission involving surveillance
the OTO as a spy. Following an inquiry, a further includes a Section One agent.
three infiltrators are discovered. To prevent more
leaks, the OTO is divided into four sections. Section Two (Research): Research section is divided in
1956: OTO agents, working in concert with the two. The main department of research applies science
FBI, discover a long-range enchantment targeting to investigating and controlling the various entities
Washington. Section Four managed to dispel the and monsters encountered by the OTO. Labs turn
magic, but this is the first sign that the Soviets have out ultraviolet sunlamps for fighting vampires, or rice
also managed to replicate Nazi magic. grenades for paralysing obsessive-compulsive Chinese
1957: A running hex battle in Berlin between three ghosts. Research has a vast library of occult tomes and is
OTO agents, a summoned elemental and Soviet busily scanning them to create a fully-searchable database
counter-intelligence operatives confirm the existence of ancient lore. The dark half (or, more accurately, dark
of a counterpart to OTO. one-sixteenth at most) of Section Two are the few older
1960: Attempts to control an entity discovered in agents who were not poached by Project HERMES.
the Antarctic fail, leading to the destruction of the These agents actively study magic.
research team stationed there.
1963: The OTO is forced to raid three Ivy League Section Three (Defence): Defence section works closely
colleges, destroying branches of a necromantic cult with the Department of Homeland Security and the CIA,
worshipping an Aztec skull god. looking for signs of occult activity. Nicknamed (rather
1964: OTO agents prevent a major disaster off the unoriginally), the Ghostbusters, Section Three specialises
coast of Maine by banishing an elder sea god back in counter-magic and dispelling. They have yet to
discover any sort of universally effective dispelling ritual,
to the depths.
so counter-magic really involves using detective work
1965: The OTO expands to five departments, as
and intelligence to track down the caster and ‘countering’
Research and Field Work are split in two. Section
them with a bullet.
Six splits into the present-day Sections Six and Seven
at this point, too, but this division is not apparent to Section Four (Field Operations): Also known as
most staff until the reorganisation in 1979. acquisitions, Section Four follows up on rumours dredged
1968: During a high-level NATO summit, the up from both intelligence agencies such as ECHELON
existence of some aspects of the OTO is revealed and less reputable sources (there is an office in Section
to US allies. Both Great Britain and France admit One where a poor intern goes through every tabloid and
that they have their own long-running paranormal conspiracy rag on a daily basis, looking for possible
departments, although both are much more focussed sightings). Field Operations works closely with Defence,
on destroying monsters instead of using them. although it has far more overseas missions.
Information sharing between NATO members
suggests that the USSR is winning the occult arms Section Five (Special Weapons): Most of this section is
race and the budget for the OTO is doubled. made up of nervous, haunted men, thin-faced and hard-
1969: The OTO begins three new major projects. eyed. They are the handlers. Their charges are kept
Project HERMES is to break the magical code in vaults, or coffins, or magnetic fields, or ancient clay
and develop a scientific theory of magic. Project flasks, or magical gems. Whenever the intelligence or
NOSTRODAMUS is a long-term scrying and remote military communities encounter a problem they cannot
viewing project, aimed at discovering exactly what deal with easily – a particular troublesome politician,
a thief who refuses to be caught – they turn to Section
Five. None of the charges can be trusted, not even for a

242
moment, but their dark powers and darker hungers can
be channelled… Department K has and what is in store of the United
States. Finally, Project SIMON MAGUS is intended
to put as many of Section Four’s acquisitions to use

SAMPLE HORROR CAMPAIGNS


Section Six (Special Projects): Special Projects is a
mere shadow of its former self, a handful of scientists in the field as possible.
and men in dark trench-coats, plotting the course of 1971: An OTO agent retrieves plans for golem
cosmic horror for the good of the nation. The vast bases construction from a site in Poland. Soon after, she
and research labs out in the desert have been shut down is tracked down by people believed to be working
or turned over to more ‘conventional’ black projects, for Mossad, and later is found dead in her locked
and the worthy foe of Department K is gone, replaced apartment with the Seal of Solomon branded on her
with little cells of Islamic necromancers, white-trash forehead.
demon-worshippers or third world undead despots. The 1972: Project HERMES builds a research
great hope of a Chinese arcane research project seems to laboratory in Omaha and begins recruiting the best
have come to nothing. Section Six has to come up with mathematicians, physicists and parapsychologists it
something absolutely spectacular to justify its existence can find.
and the existence of the OTO. Turning the power of the 1973: A town in North Africa is sacrificed to
Omaha Gate into a weapon should qualify… demons. Both Department K and the OTO blame
the other for the disaster.
Section Seven (Internal Affairs): OTO agents walk in 1974: Project NOSTRODAMUS locates Department
the twilight worlds of espionage and the occult. Both K’s headquarters, a secret city in the Urals
have their dangers – corruption, mental and physical and nicknamed the Witch’s Hut. Section One authorises
spiritual; madness and paranoia. Any agent could falter.
Project SIMON MAGUS to begin planning a pre-
It is only through the constant vigilance of Section Seven
emptive strike on the Witch’s Hut.
that the OTO endures. Those agents who are unable to
1975: At midnight on Midsummer’s Eve, the strike
cope with the stress must be identified before they break;
goes ahead. Agents release six heavily armed
those agents who are beginning to turn must be culled.
golems, which smash through Department K
defences and open the way for a chemical attack
Office of Teleological Operations using the bizarre pathogen recovered from the
Antarctic mission in 1960. Over 80% of Department
HP: 1,300 K’s staff and senior officials are killed. Unknown to
Force: 20 (+5) the Americans, most are reanimated within 48 hours
Response: 16 (+3)
of their deaths. The mission is initially deemed a
Resources: 22 (+6)
success.
Information: 28 (+9)
1977: In their annual report, Project
Occult: 22 (+6)
NOSTRODAMUS reports signs of an impending
Influence: 18 (+4)
major incident. They are unable to specify where or
Skills: Computer Use +15, Decipher Script +15, when this incident will take place, so their warnings
Demolitions +4, Disguise +5, Forgery +15, Gather are ignored.
Information +16, Intimidate +6, Investigate +18, 1978: Project HERMES is destroyed. The research
Knowledge (art) +10, Knowledge (behavioural sciences) facility in Omaha is ripped from our reality, leaving
+10, Knowledge (civics) +12, Knowledge (current a portal to a nightmarish alternate universe. The
events) +12, Knowledge (earth & life sciences) +10, portal endures for almost three weeks before closing,
Knowledge (history) +7, Knowledge (occult lore) +17, and the incidence of paranormal events and entities
Knowledge (physical sciences) +10, Knowledge (pop. reaches record levels. Evidence suggests that the
culture) +5, Knowledge (streetwise) +5, Knowledge research laboratory was attacked by Department K
(tactics) +6, Knowledge (technology) +10, Knowledge spells, although there are long-running rumours that
(theology & philosophy) +17, Repair +10, Research +20, this evidence was planted to push the blame onto the
Search +11, Treat Injury +7. Russians.
1979: Following the disaster, the OTO is reorganised
Feats: Arsenal, Artefact x 3, Covert, Forensics from the ground up. The existence of the special
Laboratory, Library (civics), Library (current events), projects division is acknowledged, and turned into
Library (occult), Occult Library, Psychological Section Six. Project SIMON MAGUS is given
Treatment, Research Lab, Secure Base. full section status, and becomes Section Five. The

243
previous Section Five (internal affairs) becomes Games Master Notes
Section Seven. Many senior OTO agents are retired There are several possible approaches to an OTO-based
and the organisation’s budget is decreased – after all, campaign. The simplest is that the characters are agents
SAMPLE HORROR CAMPAIGNS

Department K has also suffered a major reversal, and from Sections Three and Four (maybe with a computer
the OTO should be able to capitalise on its existing specialist from Section One or a secret observer from
Section Seven). They investigate weird events, protect the
successes.
United States from occult attack and generally do all sorts
1983: Under its new head, Director Kolchak, Section
of espionage and secret agent missions with a magical
Four begins a series of investigations into paranormal
tinge. They are spies, but spies in the mode of John Le
events throughout America. Surprisingly few of
Carre instead of James Bond. Tim Powers’ excellent
these investigations return anything useful for the novel Declare is the major inspiration for this campaign.
OTO and in 1986 Section Seven begins its own The campaign is basically episodic – one mission might
investigation, suspecting Kolchak of using his office take the characters to a cornfield in Kansas, investigating
to run a crusade against monsters. crop circles. Next week, they are dealing with a rogue
1986: During the Iran-Iraq war, it becomes evident agent trying to sell charms to North Korea, or undead
that both sides are experimenting with djinni. attacks on troops in Cuba. Mix real-world events into
1988: The last remnants of Project NOSTRADAMUS the game (although check with the Players first, as some
are shut down. Their last prophecies concern a may be uncomfortable with including events like 9-11
period of chaos, when the OTO will be tested to its in fantasy game). Keep the paranoia as high as possible
limit. – look at the X-Files for inspiration.
1989: The Berlin wall falls, signalling the beginning
of the end of the Cold War. In an eerie parallel to Section Five offers a really disturbing variant campaign.
its beginning, OTO agents swarm over the border to If you really want, you can have non-human Player
check out occult sites previously denied to them by Characters such as vampire agents, but that takes away
the Iron Curtain. from the mood. The real horror is when the Player
1991: During Operation Desert Storm, US Characters are the human handlers of a ‘special weapon’.
helicopters face attacks from summoned djinni. It is a weapon that talks, and hates, and hungers, and is
Section Three dispatches an exorcism team to deal invulnerable to conventional weapons. They have to let
with the problem. it go – and then catch it again. There is a cave network
1995: In the first and last ‘official’ contact between in Afghanistan so deep and so fortified that bunker-buster
bombs cannot crush it, and regular troops would get
the OTO and its counterpart, a psychic transmission
slaughtered. The characters are sent in with a steel cage
announces that Department K is to be shut down.
containing a spined, scaly thing. Bullets cannot stop it,
The telepath informs the OTO that Department K
and it can see in pitch darkness. Their orders – send it
has a large menagerie of cryptozoological beasts and
into the cave, wait 24 hours and then recapture it. Section
monsters, and that he fears that these horrors will be Two is fairly sure that the chemically-treated bullets will
set free. Arrangements are made to secretly ship the subdue it, but there’s only one way to be sure.
Department’s menagerie to America, where it will
be taken into the custody of Section Five. However, Another option is to start the campaign in the closing
when the Section Five handlers arrive in Murmansk, months of World War II, and run from there. If the
they find that the ship has vanished. characters are young field agents in the 1940s, they could
1996: Section Seven reactivates the long-dormant be active for most of the OTO’s existence. The timeline
link between the OTO and the FBI, to investigate above describes the history of the organisation, but the
occultism in America. characters could avert (or cause) many of the disasters.
1997: Section Three confirms that while Department
K was shut down in 1995, many of its occult The mood for an OTO game should always be dominated
resources are finding their way into the arsenals of by weary paranoia, by terrible decisions made in smoky
the former Soviet states, not to mention other ‘rogue backrooms and bars from Washington to Pearl Harbour,
states’, criminal syndicates and terrorist groups. by the endless ticking of the clock. Take the fears of the
1999: The OTO begins to reorganise, to focus its bomb, of terrorism, of governmental conspiracies, and
efforts on domestic occultism. give them an occult-horror twist.
2001: Following 9-11, the OTO begins tracing links
between Al-Qaida and other fringe occult groups.
2003: Now.

244
The Stairwell
The stairwell leads down.

SAMPLE HORROR CAMPAIGNS


Physically down, certainly, into the
bowels of the earth. The answers are
always underground. The stairwell also
leads inside, into the soul. And perhaps it
leads into hell.

The Stairwell Campaign is about delving


into the characters and finding horror
within. It is a game of surreal, disturbing
personal horror. The characters are drawn
into a nightmarish version of the real
world, where everything in the end leads
endlessly downwards. The key to this
style of game is taking the characters’ Ties
and using them as inspirational seeds for
monsters and horrors. Major inspirations
for this style of play include the Silent Hill
series of computer games, and to a lesser
extent the novel House of Leaves.

Images and repeating concepts are very


important to the stairwell campaign. As
the game becomes progressively stranger
and more surreal, the Players will need
some clues, some guidelines to help them
interpret what is going on. The Games
Master should define his own set of rules
for the Players to figure out. For example,
a game might use the following clues:
These rules should be established early in the game, by
~ The Stairwell Always Leads Down: The deeper examples. Show each rule clearly at the start (using a
the characters go, the more dangerous it gets. Safe Non-Player Character for the last one) and then let the
conversations with Non-Player Characters and places Players notice that there is a pattern by repeating the
of refuge are always high up, on cable-cars, on rules. The rules also imply a sense of terrible purpose to
rooftops, on balconies. Similarly, the worst horror is the game – there is something going on just beyond the
always in the basement, in the sewers, in mineshafts, comprehension of the characters.
in pits and downstairs.
The characters should be ordinary people for the most
~ Twelve Steps Down: Twelve is a sacred number. part. The horror can arise anywhere – the characters are
Room 12 is always the room containing the clue, there all on a bus together, something rams it off the road, they
are twelve cracks in the mirror, twelve crows on the all wake up some time later in the nightmare world. Feel
telephone wire, twelve questions that need answering. free to railroad and leave the Players confused at the start
Horrors might be linked to the Zodiac or the hours of of the game; this is not rational horror, so the normal
the day. Whenever the characters are looking for a rules of reality can be suspended.
pattern, it will usually be somehow linked to twelve.
Terrible Purpose
~ One Falls, All Fall Down: The characters have to Terrible purpose is the hook that keeps the Players
stick together. If any of them falls, then they all interested in the game. This sort of surreal horror
suffer. Anyone who dies comes back to haunt the undercuts their sense of reality – if the Games Master
survivors. can warp any aspect of the setting just to scare them,
the Players will have very little attachment to the world.
Any plans they make can be subverted; any safety they

245
find can be torn away. Implying that there is a purpose
behind the bizarre and horrific events keeps the Players
interested. They need something solid to work with,
even when the world is amorphous and strange.
SAMPLE HORROR CAMPAIGNS

Build the terrible purpose from the Ties of the characters,


and from the speculations of the Players during the
game. For example, if the Players suspect that all their
characters are the descendants of a creature created
through alchemy, build hints about such a creature into
the game. Never wholly reveal the terrible purpose,
always imply it.

Dark Reflections of the Real World


Basing the horror on the real world, at least initially,
gives the Players another handle on the game. The
repeated emphasis in this section on giving the Players
something understandable is deliberate. All too often,
surreal horror ends up with the Players getting bored by
the cavalcade of bizarre events. Having a framework,
such as a reflection of the real world or a set of abstract
rules means that the changes are all happening within a
meaningful structure, even if the Players cannot grasp
that structure*.
*to be perfectly honest, this structure often ends up being used to
justify the Games Master’s actions after the game, but that is perfectly
valid.

Turning Ties into Nightmares


The sample Ties given in Chapter 3, Horror Character Creation are:
~ 3 points: my family as a whole.
~ 1 point: my favourite daughter, Cheryl
~ 1 point: my job as a struggling writer
~ 1 point (temporary Tie): Getting home in time for Christmas.

Combining these Ties with the sample rules for the Stairwell given above, how can we make the game horrific? The
temporary Tie gives us an immediate hook for the character – he is travelling, so all we need to do have his car break
down, his plane crash or whatever. Also, it is almost Christmas, which gives a wonderful array of really freakish
images to work with. Monsters could attack bedecked in fairy lights, the characters could be stalked with animated
Christmas trees, the whole jolly spirit of the holiday can be twisted. ‘On the twelfth day of Christmas, my true love
gave to me…’ – perhaps the characters have to locate items to replicate that song in order to escape.

Christmas’ religious aspects tie nicely into the character’s love for his family. Set up resonances between the holy
family in the stable and his family. (And ‘family as a whole’ suggests ghastly images of a sewn-together thing, all
legs and arms and moaning faces…) Cheryl can be used as a lure to bring the character deeper into the horror.

The character’s Tie to his writing can also be melded with the horror. Perhaps he finds a book, apparently written
by himself, that describes his current situation; ‘I picked up the book and read a random paragraph. To my horror,
it began ‘I picked up the book and read a random paragraph. To my horror, it began ‘I picked up the book…”. He
could encounter characters he has written, or perhaps a monster made up of discarded words, which tattoos phrases
onto its victim’s skin with each blow.

For added fun, pass the Player a note a few minutes into the game, informing him that he has suddenly remembered
that one of the other Player Characters has the same name, appearance and – apparently – the same personality and
history as a minor character in a novel he once wrote.

246
Take a real-world place or structure – a small town, a will be confused and shocked when you drop them down
building, a vehicle – and change it. Leave the basic into the surreal horror of the Stairwell (and substituting
floorplan unaltered, but warp the contents of each place. a radically different style of play is, obviously, the

SAMPLE HORROR CAMPAIGNS


An engine room becomes a furnace for souls, a hotel ‘switch’).
becomes a sliding-block puzzle full of hungry ghosts.
Let the Players choose their path, but all paths will lead Make sure that the game is compelling and interesting
into different aspects of the horror. enough to keep the Players interested. The bait-and-
switch is a gamble that the ‘wow! Argh!’ factor of the
Bait & Switch Players being dropped unexpectedly into a horror game
One possible introduction to a Stairwell game is to pitch is more fun for them than the promised game. If you bait
it at the Players as a completely different sort of game. the hook too well, the Players may actual prefer to play
Have them come up with fairly mundane but competent the bait game.
characters and drop hints that the campaign is going
to be about conspiracies and UFOs, or hunting occult A Sample Stairwell Game
serial killers, or that the characters will get turned into Giving a full outline is impossible, as the whole point
vampires after a few sessions (this promised campaign of this game is to build the horror using aspects of the
is the ‘bait’). The Players expect one style of plot, and characters. Therefore, the Games Master should take
Symbol Building Event
Aries (ram) Police Station The characters find records about an investigation into a suspicious
drowning on the lake. A tourist was found in the middle of the frozen
lake, fully clothed. The tourist checked into the local hotel. (Link the
tourist to one of the character’s Ties.)
Taurus (bull) Bar The bar is inhabited by a poltergeist, which attacks the characters,
creating a body for itself out of broken glass.
Gemini (twins) Ski Lift One of the twins in the symbol seems to be twisted and misshapen.
Going up the mountain on the ski lift brings the characters out of the
horror for a while – the upper slopes of the mountain are safe. The
misshapen twin symbolises the warped nature of the town.
Cancer (crab) Seafood Restaurant The back room is laid out for a banquet, but all the food appears to be
pieces of human flesh.
Leo (lion) Museum The characters discover that the mines were closed following a disaster
that trapped and killed a dozen miners. Their bodies were never
discovered.
Virgo (virgin) Church The church appears to be protected from the strangeness affecting
the town. A young boy named Simon is hiding there and claims that
everyone else in the town has vanished. As the characters talk to him,
they realise that he is out of time. In 1891, when the mine collapsed,
everyone in town rushed out to help with the rescue and Simon was left
all alone. The church is the only place where he and the characters are
in the same time frame.
Libra (scales) An ordinary house on This house is built atop the entrance to the mine. If the characters can
the outskirts of town get past the creatures lurking here, they can enter the mine.
Scorpio (scorpion) Records Office Maps of the mine can be found here.
Sagittarius (archer) Hunting Goods Store Weapons. And more monsters.
Capricorn (Goat) Butcher’s Shop The butcher’s shop has numerous sides of meat with strangely human
faces hanging from the ceiling.
Aquarius (water General Store More equipment. Characters in a horror game always find wonderful
carrier) uses for gas stoves or kitchen knives.
Pisces (fish) Hotel The hotel is a labyrinth, where the corridors become progressively more
like mine tunnels. One of the rooms contains clues as to what is going
on.

247
entrance to the mine and descend into it to find a
way out of the horror.

Legacies in Stone
SAMPLE HORROR CAMPAIGNS

Stone is a memorial. Structures built of worked


stone have subtle magnetic signatures running
through them, fractal patterns that remember
when and where the building was first made.
These patterns can lie dormant in the stone for
centuries – until they are awoken.

The world teeters on the edge of apocalypse.


Soon, the inexorable course of history will drag
civilisation up a steep ramp of technological
advancement, to crash out on the other side.
The Singularity (the moment when the rate of
technological innovation becomes effectively
infinite) will collapse, resulting in the utter
destruction of humanity. Not in a nuclear war,
but in a war with weapons so advanced we cannot
even conceive of them today – but it will happen
soon, within the 21st century.

Moments before the end of the world, a group


of people fled back in time, using quantum
entanglement to drag themselves through the
millennia. The process tore their flesh away,
reducing them to nothing more than little knots of
conscious information in the fabric of space-time.
They learned to dream themselves into visible
this rough outline and combine it with the characters that forms and to manipulate the primitive hunter-
his Players come up with. gatherer tribes around them. These immaterial quantum
ghosts from the future gave rise to the legends of the Fair
The game takes place as a ski resort called Copper Lake. Folk, the faeries.
In the 1890s, it was a mining town. Now, the copper
mines in the mountain are exhausted and the town’s The Fae intend to save the world – by destroying the
only major industry now is tourism. The characters future.
arrive to find the town almost deserted. A snowstorm
is approaching, which will prevent them from leaving.
Initially, the only thing out of the ordinary is that twelve Bridges In Time
major buildings in town have an astrological symbol The Fae can use the quantum signatures in buildings to
daubed on their doors, in what appears to be goats’ travel forward in time. The more intact the building, the
blood. easier the transit. A bridge can be opened using a partially
decayed or ruined building, but this causes a longer period
What is going on? Largely, that is up to the Players of ‘ghosting’ on either side of the transit. A traveller is
to determine. The mine collapsed in 1891, trapping stuck in an immaterial, spectral form for days or weeks,
and killing several miners, and their ghosts seem to be haunting the building before becoming solid for a while.
both restless and angry. There is also another group in The Fae travelled back from the end of time without the
town, who ate at the seafood restaurant and stayed at benefit of a structure to guide them, so they are eternally
the hotel and who seem to be the target of the miners’ stuck in this dematerialised form. The main vanguard of
anger. Perhaps they are cultists trying to tap the power the Fae is stationed somewhere in prehistory, but they
of the ghosts, or developers planning to destroy the last have established smaller camps throughout history up to
remnants of the mine to expand the ski slopes, or the the 18th century.
heirs to the mining corporation on a corporate team-
building weekend. The characters have to find the They work through agents. Some are fanatical tribal
warriors, sent forward just to kill or steal children. Others

248
are changelings, children taken back and trained by the The final, horrific revelation of the game is that the
Fae. The Fae cannot manifest, but their agents can. characters themselves are – or will be – the Fae.
Their overall goal is to cut away the events that lead

SAMPLE HORROR CAMPAIGNS


to the establishment of modern civilisation and jolt the Travel via Stone
course of history onto another track, one that never leads The Fae method of time travel works by using a magnetic
to the Singularity, one where the Fae are the beneficent, imprint in a structure to guide a quantum tunnel in
wise and utterly insane rulers of humanity throughout all space-time. The traveller uses Fae technology (or the
time. Alignment of Stones ritual, which amounts to the same
thing) and selects how far forwards or back they want
Of course, from the other side, the Fae’s agents are to go. The traveller then dematerialises, becoming
mysterious, spectral figures that haunt ancient buildings, nothing more than a tangle of information imprinted
or emerge to cause havoc and horror. onto the magnetic field. As the traveller approaches
his destination date, he begins to materialise. Firstly,
Running the Game the traveller becomes conscious again as a spectral,
This campaign begins as a simple ghost-hunting game. immaterial form. Slowly, this form accretes matter and
Old buildings like castles and tombs seem to be haunted becomes solid. The traveller has a limited amount of
and there have been sightings of strange, immaterial time in solid form before he slowly dematerialises again.
figures. The characters investigate, encounter strange This second period of dematerialisation is eternal – the
events and foil the horror. Repeat this a few times. traveller lingers as a ghost for a while, then fades into
nothingness.
Then the world changes. The characters wake up in an
alternate reality where they are wanted fugitives. The This fate can be avoided in two ways; firstly, if the traveller
Fae’s agents have made a short-term change to eliminate returns to his own time, he does not dematerialise after
the characters. In the course of running from the travel. Alternatively, the traveller can ‘anchor’ himself
authorities and finding out what they are being hunted by taking a sample of the magnetic field (either a large
from, the characters run into others who have been chunk of rock, or else scanning and replicating the field
targeted by the Fae. There is a secret war being fought using technology).
for control of historical sites. If the Fae can control
enough ancient buildings to funnel their agents through, Travelling in this manner is extremely taxing, as shown
they can cause enough deviations to change history for on the Travel Costs table.
ever.
Time Travelled: How far the traveller goes. The state of
The ritual of the Alignment of Stones (see Chapter the building affects time travel – see below.
9, Magic, Mysteries and Phenomena) is actually a Constitution Drain: How much Constitution is drained
formula that draws on Fae science. Using this ritual, from the traveller.
the characters can travel back
and forth in the same way the
Fae do, fighting the war across
time. If the Games Master
ever wanted to run a horror/
time travel/swashbuckling/
cyberpunk game, now is the
time. As the characters travel,
control and preservation of
buildings becomes key. The
characters could become the
secret architects of history
– why did the Knights Templar
take possession of the Temple
of Solomon? Not to get at the
vaults beneath, but to use the
Temple to travel back to when it
was founded…

249
Flicker Time: As the character travels, he experiences
Building Damage
moments of reality. During these moments, his passage
may cause unexplained events in history; the traveller Constitution Drain
might be perceived as a ghost. Building Is… Increased By…
SAMPLE HORROR CAMPAIGNS

Madness Save DC: Flicker Time is extremely traumatic. Utterly unchanged 0%


The traveller must make a Madness save while travelling.
In good condition 10%
If the Madness save has a value associated with it (e.g.,
35/1d8), the value after the slash is the number of Shock Decayed 20%
points sustained by the character if he fails the Madness Renovated 30%
save. Partially destroyed 50%
Ghost Time: On either side of a transition, the character
appears as an immaterial ghost for the listed time – see Demolished (or not Character is
Quantum Ghosts, below. yet built, in the case destroyed in transit.
Materialised Time: How long the character spends as a of travellers going
solid entity before dematerialising again. Anchoring can backwards)
lengthen this time. politics and history so that the buildings still get built,
but the reasons are quite different. The ultimate aim is to
If the building the character is using to travel is damaged establish a new world order that avoids the disaster of the
during the course of history, the Constitution drain is Singularity.
increased, as follows:

Quantum Ghosts
While dematerialised, a character cannot be
injured by anything other than electrical attacks.
Any damage causes the character to be disrupted
for 1d4 hours. The character is almost totally
invisible and immaterial (50% miss chance to
all attacks, and the character can pass through
solid objects). The character cannot leave the
structure being used for time travel.

Altering History
The Fae are in a difficult position – if they alter
history too much, they will end up deleting the
very structures that allow their agents to move
back and forward in time. Most changes are
therefore very small and subtle, re-engineering

Travel Costs
Time Constitution Madness
Travelled Drain Flicker Time Save DC Ghost Time Materialised Time
50 years 2d4 One month 10 10 minutes One day
100 years 2d6 Six months 15 30 minutes Three days
250 years 2d8 One year 20 One hour One week
500 years 3d4 Five years 25 Two hours Two weeks
750 years 3d6 Twenty years 30 Six hours Three weeks
1,000 years 3d8 One century 35/1d8 Twelve hours One month
1,500 years 3d10 Two centuries 35/1d10 One day Two months
2,000 years 3d12 Four centuries 35/2d6 One week Three months
3,000 years 4d10 Eight centuries 35/2d8 One month Three months
5,000 years 4d20 1,500 years 35/2d10 One year Three months

250
Designer’s notes
It’s always nice to have an opportunity to write a game encourage you to write contradictions and insulting

DESIGNER'S NOTES
for yourself. Most of OGL Horror is either ‘how Gar comments in the margin, as anything that makes Games
runs his games’ or ‘what Gar would like to see in a Masters stop and consider how they run a game and why
game’. With luck, Mongoose sold a copy to someone they make a particular decision is a good thing. Games
other than me, hence these designer’s notes. After all, I Mastering goes all too often unexamined. That chapter
know why I wrote what I wrote. also has clear debts to Sandy Petersen’s Call of Cthulhu,
John Tynes & Greg Stolze’s Unknown Armies and Ken
The four character types are partially based on horror Hite’s Suppressed Transmissions.
archetypes and partially built around the horror system,
of which more anon. They have enough skill points Horror roleplaying is interesting as it is one of the few
and hit points to get themselves into trouble, but are not styles of game that states its emotional goals openly.
so competent that the players can switch their brains We play fantasy games, not ‘epic heroism’ or ‘sense of
off and rely on their character’s abilities to survive. wonder’ games. We play science fiction, not ‘sense of
Ties obviously tie the characters into the world, while freedom in an open universe’ or ‘positive humanism’
signalling to the Games Master what the players are games. Horror is more honest – it goes straight for the
interested in and what they want the game to centre on. emotional jugular. Perhaps that is why horror works so
well for one-shot games, which are a very interesting and
It is an unwritten law of game design that a horror game liberating style of gaming, and one that everyone should
has to have a system to drive the characters insane. try.
Breaking horror into panic, fear and madness fits the
three situations where horror arises in a roleplaying It knows what it is looking for and heads straight into the
game, and the Shock point mechanic allows the player to darkness.
decide how their character reacts to the horror while still
forcing penalties for psychological injuries. It also gives I hope you find interesting things there.
a mechanical reward to substance abuse, a factor absent
from most other horror games. If it doesn’t make good Gar
tactical sense for a character to get absolutely hammered
after a run-in with cosmic horror, the game is missing
something…

Cults and Conspiracies is a compromise. On the one


hand, having any sort of support or aid does diminish the
quintessential isolation of horror. However, one of the
major problems of horror games is that isolation – how
do the characters get involved? How do replacement
characters show up when the first group go insane or die?
Using set response times lets the players have the support
of a patron group while still forcing them to deal with
immediate problems on their own. The concept of using
variations of the basic character abilities and skills to
model groups comes from Gamma World’s community
rules. This system also lets the Games Master keep track
of how much damage the players have done to opposing
groups and cults.

The magic and monsters rule sets are both variations on


standard OGL material, tweaked to suit the horror genre,
and specifically horror roleplaying. Both reward player
creativity – trying to destroy most monsters through
sheer firepower, or relying on supernatural abilities
to solve problems is self-defeating. Ingenuity is the
key to success in horror gaming (that, and finding the
convenient monster-banishing ritual that seem to crop up
in every other horror scenario).

The Games Mastering chapter is a distillation of


everything I know about running horror games. I

251
OGL HORROR CHARACTER
CHARACTER SHEET

252 A more detailed character sheet is available


from www.mongoosepublishing.com
CHARACTER SHEET

A more detailed character sheet is available


from www.mongoosepublishing.com 253
Index
A Concealment 137 Faith 166
Concentration 41 Faith Effects 167
Ability Damaged 120 Constitution 7 Faith Feats 167
Ability Drained 120 Cover 137 Falling 123
INDEX

Ability Scores 6, 23 Cowering 120 Falling Objects 124


Ability Modifiers 7 Craft 41 Fame and Infamy 9
Ability Score Loss 8 Cults and Conspiracies 170 Fatigued 121
Acid 125 Ability Scores 170 Fear Saves 150
Actions 5 Damaging an Organisation 175 Feats 69
Actions in Combat 130 Hit Points 171 Federal Bureau of Investigation 175
Action Types 131 Making Requests 173 Firearms 139
Attacks of Opportunity 135 Organisation Feats 173 Flat-Footed 121
Attack Actions 131 Organisation Skills and Actions 172 Forgery 49
Full-Round Actions 133 Cult of Unity 177
Miscellaneous Actions 134 G
Move Actions 132 D
Gamble 50
Advancement 30
Damage 127 Gather Information 51
Experience and Level Advancement
Dazed 120 General Equipment 84
31
Dead 120 Ghosts in the Fog 192
Multiclassing 32
Deafened 120 Grapple 144
Age 29
Decipher Script 45 Grappled 121
Ammunition 105
Defence 17 Group 23 176
Armour 113
Defence Value 127
Artefacts 168 H
Demolitions 45
Atmosphere 182
Dexterity 7 Handle Animal 52
Attacking an Object 141
Difficulty Class 34 Heat and Cold 122
Attack Roll 126
Diplomacy 46 Height and Weight 30
Autofire 140
Disabled 120 Held at Gunpoint 140
B Disable Device 47 Helpless 121
Disarm 143 Hide 53
Bags and Boxes 83 Disease 124 Hit Points 128
Balance 36 Disguise 48 Hope 185
Blinded 120 Drive 49 Horror Saves 148
Bluff 37 Dying 120
Breaking Objects 15 I
Bull Rush 142 E
Bursting Items 17 Implication 184
Electricity 125 Improvised Weapons 111
C Entangled 120 Initiative 129
Escape Artist 49 Intelligence 8
Called Shots 146 Exhausted 120 Intimidate 54
Carrying Capacity 9 Explosives and Splash Weapons 105 Investigate 54
Catching on Fire 122 Grenades and Explosives 140
Character Classes 24 Planted Explosives 141 J
Charisma 8 Splash Weapons 141
Climb 38 Thrown Explosives 140 Jump 55
Clothing 87
Computers and Consumer Electronics F K
88 Killing Characters 191
Fable Institute 180
Computer Use 39 Knowledge 56

254
L Navigate 59 Sol Worldhive 179
Non-Player Characters 239 Speed 128
Legacies in Stone 248 Spells and Spellcasting 160
Altering History 250 O Casting a Spell 160
Quantum Ghosts 250 Spellcasting Feats 160
Occupations 19
Travel via Stone 249 Spells 161
Office of Teleological Operations 241
Lifestyle 96 Spot 65
Activities of the OTO 241
Lifting and Dragging 11 Stable 121
Characters in the OTO 242
Listen 58 Starting Equipment 30
OTO Timeline 241
Overrun 143 Starvation and Thirst 122
M

INDEX
Strangulation 123
Madness Saves 151 P Strength 7
Melee Weapons 108 Stunned 121
Panicked 121 Suffocation and Drowning 123
Archaic Melee Weapons 109
Panic Saves 149 Surprise 129
Exotic Melee Weapons 111
Paralysed 121 Surveillance Gear 90
Simple Melee Weapons 109
Perform 59 Survival 66
Monsters 197
Phobias 154
Aberrations 210, 221
Pilot 60 T
Animals 210, 222
Pinned 121
Animated Corpse 225 The Stairwell 245
Poison 124
Constructs 210, 224 Ties 29
Profession 60
Cosmic Mess 231 Touch Attacks 18
Professional Equipment 91
Creature Types 209 Treat Injury 67
Prone 121
Demon 233 Trip 143
Props & Handouts 198
Demon Child 227
Psychic Phenomena 164 U
Demon Hybrid 226
Handling Psychic Visions 165
Ghost (template) 235
Psychic Abilities 164 Unconscious 121
Grey 232
Using Skills 33
Incorporeal 214 R Aiding Another 35
Making a Monster 204
Ranged Weapons 97, 99 Skill Checks and Automatic Rolls 33
Mimetic Ooze 230
Handguns 98 Skill Synergy 35
Monstrous Humanoids 211, 226
Nightmare Engine 224 Heavy Weapons 103 V
Oozes 211, 230 Longarms 102
Outsiders 212 Reaction 185 Vehicles 115
Plant 212 Read/Write Language and Speak Lan- Civilian Aircraft 115
Sewer Beast 221 guage 61 Civilian Cars 115
Special Qualities 216 Repair 61 Civilian Motorcycles 117
Swarms 215 Reputation 9 Civilian Trucks 118
Undead 213, 235 Research 62 Civilian Water Vehicles 118
Vampire (template) 236 Ride 63 Military Vehicles 119
Vermin 214 Rituals 157 Violation 185
Weaknesses 220 Vision and Lighting Conditions 15
Werewolf (template) 228 S Darkness and Light 122
Zombie (template) 238 Saving Throws 129
Movement 11 W
Search 63
Manoeuvrability 13 Sense Motive 63 Wealth and Purchasing 81
Movement and Position 136 Shaken 121 Losing Wealth 82
Overland Movement 13 Shock Points 149 Regaining Wealth 82
Tactical Movement 12 Gaining and Losing Shock 152 Restrictions and Licences 82
Three Dimensional Movement 14 Long-term Effects 153 Selling Items or Information 82
Move Silently 58 Other Uses for Shock Points 153 Wealth Bonus 81
Multipliers 5 Size and Defence of Objects 18 Weapon Accessories 95
Sleight of Hand 64 Weight 10
N Smoke 123 Wisdom 8
Nauseated 121 Social Contracts 182

255
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You must affix such a notice to any Open Game Content that Coast, Inc.
you Use. No terms may be added to or subtracted from this Modern System Reference Document Copyright 2002,
License except as described by the License itself. No other Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff
terms or conditions may be applied to any Open Game Grubb, Rich Redman, Charles Ryan, based on material
Content distributed using this License. by Jonathan Tweet, Monte Cook, Skip Williams, Richard
3.Offer and Acceptance: By Using the Open Game Content Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy
You indicate Your acceptance of the terms of this License. Collins, and JD Wiker.
4. Grant and Consideration: In consideration for agreeing OGL Horror is Copyright 2003, Mongoose Publishing
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5.Representation of Authority to Contribute: If You are
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