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No One Can Hear You Scream: Dragon #258: April 1999 Horror and The Supernatural in The ALTERNITY® Game
No One Can Hear You Scream: Dragon #258: April 1999 Horror and The Supernatural in The ALTERNITY® Game
by James Wyatt
illustrated by r k post
RAVENLOFT
ALTERNITY
Gamemaster
discusses
horror
as
campaign setting.
With
few
adjustments,
confrontation
with
nightmares.
The
reactions:
ALTERNITY
adventure or campaign
face
fear,
an
their
worst
RAVENLOFT
horror,
especially
and
fearsome
Mental Resolve:
Resisting Horror
One game mechanic that helps to
to an
this
ALTERNITY
campaign is the
mechanic
introduced
described
game.
in
the
Player's
ability
to
cope
with
into
Remember
ALTERNITY
can
the
be
easily
ALTERNITY
however,
that
is a roleplaying game. If
the
RAVENLOFT
stuff
of
horror!
The
campaign, as tools to
nudge
roleplaying,
Resolve-mental
is
effects of insanity.
resolve
of a friend or companion" to
"invasive
mental
assault"
or
The
players
not
following
toward
as
good
substitutes.
guidelines
RAVENLOFT
are
Fear Checks
Fear is, essentially, the human
mind's reaction to danger. It is the
rush of adrenaline, the "fight-orflight"
response,
that
surges
lives
are
in
obvious
Extremely terrifying
+2
Moderately fearsome
+1
Slightly frightful
+2
+1
+1
Hero is alone
+1
+1
-1
-1
-1
Hero or group possesses something that they believe will help them overcome this
danger
-2
Hero or group possesses something that has proven to help overcome a similar
danger in the past
or
Good
The hero conquers his fear and continues normally with his actions.
success
Ordinary Success
The hero is startled. He pulls away from the source of his fear and
fumbles with items in his hands. He must roll a Dexterity feat check
for each held item, with failure indicating that he drops the item. In
addition, all of the heros actions in this round are delayed by one
phase. Actions that would have taken place in the Marginal phase are
forfeited.
Failure
Critical Failure
The terrified hero seeks to hide from the danger, either looking for
reliable cover in the immediate area or fleeing if no such cover exists.
The hero begins to recover his senses in ten minutes, assuming the
source of the fear is no longer present. In the absence of the fearcausing situation, another hero can use the Leadership broad skill to
shake the hero out of his panic.
modifiers
1.
from
Table
2.
inspiring
Extremely horrifying
+2
Moderately horrific
+1
Slightly horrible
+3
+2
+2
+1
+1
+1
+1
Hero is alone
+1
+1
-1
Heros
moral
attitude
is
Pathetic,
Corrupt,
Despicable, or Unscrupulous
-1
-1
-1
or
Good
The hero suppresses his revulsion and continues normally with his
success
actions.
Ordinary Success
The hero flees the scene in profound fear. He moves at full speed
away from the source of his horror for ten minutes. The effects of his
horror linger far beyond that time. For the next month, he cannot bear
to return to the place where the incident occurred, or any place like it.
Anything reminiscent of the horror he faced fills him with renewed
revulsion. He suffers a +2 penalty to his actions while in the presence
of something that reminds him of the horror scene. After two weeks,
he can make another horror check, with success indicating that he
has gotten over the ill effects of his horror. If this check fails, he must
wait another two weeks before trying again.
situations.
Failure
The hero becomes obsessed with the cause of his horror. His sleep is
plagued by nightmares he awakens every half hour or so with a
scream. After every sleepless night, he must make a Staminaendurance check. A Critical Failure on this check indicates that he
suffers 2 points of Fatigue damage, while a Failure indicates a loss of
1 point of Fatigue damage. Without rest, the hero cannot recover from
Fatigue or any other damage. During the day, he can think of nothing
but the horrific event. Due to this obsession, he suffers a +1 penalty to
all his action checks and surprise rolls. After each month that passes,
the hero can attempt a new horror check to see if he can escape the
memory of the horrific event.
Critical Failure
The heros mind threatens to collapse under the weight of the horror
that has engulfed him. The hero enters a state of mental shock,
staring blankly at the cause of the horror. He is unable to take any
action, even in self-defence. He can move only if dragged from the
scene. He returns to some semblance of normality when removed
from the presence of whatever caused the horror, but subsequent
exposure to the same or a similar scene forces him to make a new
horror check, with a +1 step penalty. Anything less than a Good
success on this check indicates that he enters a state of shock once
more. After each month that passes, the hero can attempt a new
horror check with a +1 step penalty to determine whether he can
recover from the lasting shock of the event.
categorization
or
even
Horror Checks
Horror is a more intense and
4.
It is a reaction of profound
Madness Checks
Madness is more than an
revulsion
that
foundations
or
anguish
normal
experience,
of
human
but
check,
situation
cause horror.
Will
Will,
hero
to
run
in
Fear,
applying
score
(half
his
as
comes
system,
in
the
STAR*DRIVE
includes
the
space
into
direct
psionic
the
use
of
only
alien
opera
species
setting,
should
force
Extremely insane
+2
Moderately maddening
+1
Slightly unbalancing
+1
+1
Hero has failed a fear, horror or madness check in the past 24 hours
+1
or
Good
The hero retains his sanity and continues normally with his actions.
success
Ordinary Success
The heros mind shuts itself off from the outside world, causing the
hero to slip into a catatonic trance. The hero sits motionless and does
not respond to any outside stimuli. He is unable to defend himself
from any form of attack, so his resistance modifiers do not apply;
however, his Will resistance modifier becomes +5, reflecting his
minds powerful defences against any further intrusion.
A character with the Medical Science-psychology skill can treat the
hero; the illness is considered Moderate, requiring 5 successful skill
checks to treat; each check is made with a +2 penalty and represents
a week of elapsed time.
Failure
Resolve-mental
resolve
featured
(Alien,
In a near-future campaign:
other
that
6.
for the
STAR*DRIVE
campaign.
These
creatures,
and
the
serve
strange
Extreme,
requiring
eight
antagonist
horrific
as
creature
the
the
driving
force
colony
start
exhibiting
behavior,
and
the
In a far-future campaign: In
of elapsed time.
campaign
entire
shock
can
basic
causes.
be it colonization, combat, or
madness
must
The
Staminaendurance
skill
environment.
Cykotek
Cykoteks
antagonists
Teln
The teln, an alien creature
successful,
described in the
to
the
overwhelm
the
mind
most
check,
he
the
hero's
styles.
An
STAR*DRIVE
is
Constitution
score
teln
ship's
spread
are
for
doctor
like
an
the
perfect
horror
ALIEN
COMPENDIUM
sacrificed
cyber
theme.
pseudo-religious
In a contemporary campaign:
intensified
madness,
in
an
ALTERNITY
meteor
Nevada
dominates
The
infiltrates
Horrors of Space
and
why.
crashes
the
Driven
by
and
by
fervor
cyber-induced
cykoteks
are
Spreading
teln
knifed
of
take
teln.
over
carrying
gear.
sanity
colony
desert,
in
their
city,
glove
to
its
logical
killing machines.
In
contemporary
is
available,
impossible.
a
A
limited
cybernetic
enhancement as a sort of
rogue bionic man who escaped
from a top-secret government
advanced
alien
undetected
humankind,
among
pursuing
their
nefarious goals.
In a contemporary or nearfuture campaign: The gardhyi
can appear in a contemporary
setting in the same fashion as
laboratory.
In a near-future campaign:
Dimensional Horrors
Dimensional
genre.
rampaging
killer
ALIEN COMPENDIUM
110-111).
century
ancient
Manhattana
gritty
horrors,
aptly
book (pages
If
Player's Handbook).
humanity
is
already
by
an
race
as
background
Created
Precursor
ALTERNITY
of
these
negotiations,
sabotage
fraal
cykotek
killing
Grid-stalking
when
heroes
contact.
machine
madman.
could
or
be
a
Just
you
are
contemporary
troubleshooters,
colonists,
sinister
far-future
genetic
or
the
are
near-future
attempting
to
collaboration
left
out
Alien
of
the
abduction,
experiments,
even
manipulationthe
scenario
cybernetic
widespread
Files.
In a far-future campaign: In
a
future
where
enhancement
is
explorers,
basic
In a far-future campaign: As
they are described in the
COMPENDIUM
ALIEN
colony.
to a far-future campaign. To
edge
tists
unconcerned
of
sanity,
with
the
creating
ancient
alien
investigating
the
site
revelation
station,
investigate
personaland a description of
faced
with
the
the
missing
of
gardhyi's
scientific expedition.
their
Gardhyi
The gardhyi (ALIEN COMPENDIUM
mysterious
sanity as well.
Spikespore
The spikespore (ALIEN
COMPENDIUM, book pages 107-
malign
and
alien
apparently
race
with
awful
the
methods
of
creation,
cybernetic
regularly
fall
into
mental
FX
collapse,
exhibiting
severe
the
of
skill
figure.
mind
related
races
surrounding
regions
workassuming
as
more
some
appropriate
the
result
of
modification
of
a sci-fi campaign.
genre.
century
viewed
agents
science
chimpanzees),
these
Besides
vampires,
MONSTROUS
through
and
victims
of
psychological
end
up
in
the
RAVENLOFT
COMPENDIUM
science
and
deduction
of
century,
the
twenty-sixth
ALTERNITY
tradition
transition
to
survives
science
the
fiction
who
communicates
Necromantic FX
powers
usable
by
Gamemaster Guide.
ALTERNITY
points
for
the
specialty
Arcane
skill.
No
of
the
necromantic
only
the
Ordinary
the
Ordinary
and
listed
as
necromancer
can
4/8/12.
learn
the
skill
points
(8-4).
freely
choose
which
Sympathetic
Sympathetic
how
underground
subject
to
cast
Sympathetic
an
Amazing
Curse
doesn't
Curse,
and
Enchantment.
only
to
the
corpse,
which
may
or
be
similarly
Gamemaster's imagination.
This
spell
allows
necromancer to communicate
be
casting
person
require
complexity
necromancer
Good
Speak
With
Dead
present,
but
once
touched.
can
ask
the
The
two
Amazing
the
spoken
require
usually
on
animal.
half-hour.
Four
The
components,
necromantic
FX
are
person
he
intends
to
appropriately.
Dead,
Dead,
paper
an
eerie
with
voice,
pen).
in
11
(2D6+4)
INT
1 or 5
DEX
(2D6-1)
WIL
CON
10
(2D6+3)
PER
-/15/-/-
Durability
Move: Walk 4
#Actions: 1
Last Resorts: 0
Attacks
Claws x 2
12/6/3 d4+2s/d6+2s/dw4
LI/O
Defenses
+1 resistance modifier vs. melee attacks
-1 resistance modifier vs. ranged attacks
As undead creatures, zombies are unaffected by stun or fatigue damage. Mortal damage also does not apply,
since there are no functioning arteries or organs in a zombies body. Mortal damage is treated as wound
damage, however. The only thing that can stop a zombie is the total annihilation of its body, either by inflicting at
least 15 points of wound damage or by incinerating it, dissolving it in acid, or some similar method.
penalty to Personality-related
Sympathetic Curse
Arcane Magic, Conjure spell:
PER; base cost 5/10/15
Using some item belonging to
the
necromancer
Animate
powerful
another
of
curse
Animate Dead
Arcane Magic, Transform spell:
WIL; base cost 5/10/15
This
spell
allows
the
necromancer to breathe some
semblance of life into a corpse,
using it as a grisly undead
servant to do his bidding. As
long as bones remain, the state
of decay does not affect the
spell or the animated zombies.
Dead
human
requires
blood
the
as
intended
victim,
can
curse
can
lay
on
inflict
certain
hideous
blemish
on
the
the
anatomy
(inflicted
score
can
be
permanently
impose
Ordinary:
necromancer
by
imagination.
the
to
penalties
damage,
necromancer's
The
component
inflicted
by
the
curse
is
lethal,
rising
to
potentially
obey
or
most
only
commands,
short,
which
simple
must
be
blood
are
the
commonly
be
example,
night).
follow
complex
step
(including
performedfor
more
used)
penalty
skills
or
to
actions
and
feat
relating
the
game
Sympathetic Enchantment
Arcane Magic, Conjure spell:
PER; base cost 4/8/12
This
spell
allows
a
necromancer
to
bend
his
The
victim
is
predisposed to be friendly to
the necromancer when they
meet.
The
necromancer's
control
vaguely
remembered, as if in a dream.
possessed
the
the
necromancer
figure.
completely
unreasonable
hour
loathsome
to
necromancer
in
the
or
victim's
is
at
best
by
perish.
per
level
The
of
the
Rebel
heroes
must
necromancer.
an
innocent
victim
of
Evil Unleashed
horror
and
campaign.
day
Guide,
but
powerful
per
level
of
the
necromancer.
Good: The victim obeys the
necromancer's
direct
suggestion,
necromancy
similar
appear
are
most
sorcerers
anywhere
could
in
into
an
As
alien
ALTERNITY
described
artifacts
scientific
created
by
an
in
are
devices
advanced
complex
civilization.
include
nonsensical,
or
necromancer
Necromancers
even
understand,
victim
within
sophisticated
scientific
the
agents.
command
that
repellent.
can
dangerous,
The
and
twenty-four
the
hours
of
the
complete
mental
magical
could
power
of
In a far-future campaign:
Necromancy
could
manifestation
of
might
alien
under
native
malevolent
necromancers threatening to
mind
meet
the worse.
is
effectively
asleep.
be
Heroes
an
rebellion
similarly
led
by
hostile
the
control
intelligence
of
a
that
are
assortment
in
points,
against
creator's
(Frankenstein's
dealing
with.
Scientific
their
of
monoliths
the
difference
is
classic
the
person
intentions
monster
alien
being
race
based
the
that
on
created
differences
physiology
or
of
in
psychology.
horror
for
the
campaign
can
unfortunate hero.
A
horror
revolve
incredibly
around
single,
malevolent
has
barely
must
make
an
it,
sanctuary
alien
Primary power
Cybercontrol
Dark Matter Attack
Energy Dispersal
Healing Touch
Precognition
Stealth Field
Telepathy
Secondary power
Cyberconscious
Dark Matter Control
Displacement
Regeneration
Postcognition
Photonic Manipulation
Empathy
like
new
chamber.
or
malignant
extending
its
coffin
or
cryogenic
skin.
In
addition,
he
influence
from
afar.
campaign
might
involve
penalty
could
worked
corrupting
unsuspecting
increases to +2.
addition,
the
attempt
Resolve-mental
heroes
discover
them.)
power
influence
their
on
will
it
in
Gamemaster
possesses
the
ALTERNITY
Guide,
chapter
12.)
Humans (and most aliens)
who use the temple quickly
notice a minor drawback to
to
be
Personality-based
a
factor
in
the
mutant
drawbacks
Handbook.
madness.
of
upon
Up to one-quarter of mortal
rating:
The healed person gains a
slight environmental sensitivity,
causing him to suffer a +2
penalty to all skill and action
checks when operating in a
realizing
what
has
unknown
mineral
happened to him.
Up to one half of mortal
person
immune
resist
completely unknown.
rating:
The
develops
healed
weak
disease
or
infection.
Player's Handbook.)
and
appearance,
the
Fear,
varied
Each
shown on Table 8.
person
suffers
from
in
function.
horror,
and
madness
incredible
Using
For
all
their
in
the
and
check.
be easy to create.
light-gravity
environment
something
causing
system.
intelligence.
found
campaign or other
alien
aliens
STAR*DRIVE
evil
(intentionally
doing
it.
He
lies
longer
reconcile
what
are