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Dragon #258: April 1999

Horror and the Supernatural in the ALTERNITY Game

No One Can Hear You


Scream

by James Wyatt
illustrated by r k post

Horror comes in many flavors:


the classic Gothic horror of Dracula and Frankenstein, the slasher
horror of Psycho or Halloween, and the supernatural horror of
Cthulhu and the Living Dead films. Just as horror comes in many
forms, it easily crosses literary and roleplaying genresfrom
medieval horror like the

RAVENLOFT

campaign, through Victorian

(Masque of the Red Death) settings, to modern-day or futuristic


settings like the STAR*DRIVE campaign.
The
Guide

ALTERNITY

Gamemaster

discusses

horror

as

science-fiction genre, giving some

"hideous, frightening or disgusting

Dread book for the

aliens" (page 79).

campaign setting.

With

few

adjustments,

sense of the many possibilities that

Resolve-mental resolve skill check

exist in this broad description: The

is a versatile way to ensure that

premise of horror SF centers on

heroes react appropriately to a

the presence of dark creatures and

confrontation

with

phenomena inimical to human life"

nightmares.

The

(page 181). From Day of the

campaign setting introduces three

Triffids to Invasion of the Body

kinds of die rolls to measure these

Snatchers to The Twilight Zone,

reactions:

science-fiction films and books

madness checks. These checks

offer a wealth of ideas to inspire an

are required whenever characters

ALTERNITY

adventure or campaign

face

fear,

an

their

worst

RAVENLOFT

horror,

especially

and

fearsome

tinged with horror. The game rules

enemy (fear check), confront the

already offer some mechanics to

scene of a grisly murder (horror

make such a campaign work.

check), or probe the depths of an


alien or undead mind (madness

Mental Resolve:
Resisting Horror
One game mechanic that helps to

check). By treating each of these


checks as a specialized form of the

facilitate the introduction of horror

Resolve-mental resolve skill check,

to an

this

ALTERNITY

campaign is the

mechanic

Resolve mental resolve skill. As

introduced

described

game.

in

the

Player's

Handbook, this skill measures "a


hero's

ability

to

cope

with

into

Remember
ALTERNITY

can
the

be

easily

ALTERNITY

however,

that

is a roleplaying game. If

emotional or mental stress of all

a player adequately roleplays his

kinds ... emotional trauma, fear,

hero's reactions to the horrific

panic, madness, insanity, mind

events of the game, there is no

control techniques, and mental

need to use fear or horror checks.

powers" (page 94). In other words,

They are intended, here as in the

the

RAVENLOFT

stuff

of

horror!

The

campaign, as tools to

Gamemaster Guide expands on

nudge

this description, suggesting that

roleplaying,

Resolve-mental

is

Madness checks, on the other

especially appropriate to determine

hand, are best rolled, as it is diffi-

a hero's reaction to events in a

cult to roleplay the mind-shattering

horror campaign, from the "death

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

based heavily on the Domains of

Fear Checks
Fear is, essentially, the human
mind's reaction to danger. It is the
rush of adrenaline, the "fight-orflight"

response,

that

surges

through the body when something


threatens one's existence. When
confronted with a powerful opponent, when stumbling upon the
remains of an obviously deadly
encounter, when left alone in an
unfamiliar place/when faced with
something new and unknown, the
natural reaction is fear.
Heroes should make a fear
check whenever they face an
enemy in combat who is obviously
too powerful to resist. Even outside
of combat situations where the
heroes'

lives

are

in

obvious

danger, circumstances can dictate


a fear check. If a hero is faced with
isolation in an unknown or alien
environment (especially in space),
or if the heroes happen across
some scene that suggests the
terrible nature of the situation they
are in without directly confronting
them with a physical threat (such
as the remains of the alien's latest
victim), a fear check is in order.

Table 1: Fear Check Situation Modifiers


+3

Extremely terrifying

+2

Moderately fearsome

+1

Slightly frightful

+2

Hero has already suffered Mortal damage

+1

Hero has been defeated by a similar danger in the past

+1

Hero is alone

+1

Hero is in open space

+1

Hero is suffering from Wound damage

-1

Hero has overcome a similar danger in the past

-1

An innocent, friend or ally is in clear danger from the threat

-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

Table 2: Fear Check Results


Amazing

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

The hero is fearstruck. He screams and stumbles backward. He must


roll a Dexterity feat check, with failure indicating that he trips and falls.
He can take no actions in this round.

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.

To make a fear check, a player

situation die of +d4), or use his

rolls a Resolve-mental resolve

untrained Will score (half his

Once again, note that these

skill check, applying situation

Will, rounded down) and start

extreme results are intended to

modifiers

1.

with a base situation die of +d4.

encourage players to roleplay

Remember that if a hero does

The results of a fear check

their heroes' reactions to fear-

not possess the specialty skill,

depend on the die roll and the

he must use his Resolve broad

degree of success or failure

skill, if he has it (with a base

achieved, as shown on Table

from

Table

2.

inspiring

Table 3: Horror Check Situation Modifiers


+3

Extremely horrifying

+2

Moderately horrific

+1

Slightly horrible

+3

A relative or fellow hero participates in the scene

+2

An innocent, friend or ally participates in the scene

+2

Hero has already suffered Mortal damage

+1

Hero has been horrified by a similar scene in the


past

+1

Hero is in close quarters, with no room to run

+1

Heros moral attitude is Ethical, Gallant or Virtuous

+1

Hero is alone

+1

Hero is in open space

+1

Hero is suffering from Wound damage

-1

Heros

moral

attitude

is

Pathetic,

Corrupt,

Despicable, or Unscrupulous
-1

Hero has overcome a similar scene in the past

-1

Hero has room to run away

-1

An innocent, friend or ally is in clear danger

Table 4: Horror Check Results


Amazing

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

base situation die of +d4.


The results of a horror check

Horror Checks
Horror is a more intense and

description in the language of


provoke

depend on the die roll and the

far-reaching state than fear.

horror checks. Combat specs

degree of success or failure

Horror is, at its core, the mind's

and similar types are generally

achieved, as shown on Table

outright refusal to accept what

hardened to scenes of carnage

4.

a person sees or experiences.

that would horrify other heroes,

It is a reaction of profound

but even so, watching a young

Madness Checks
Madness is more than an

revulsion

that

alien erupt from the stomach of

emotional reaction or a deep-

haunts a person for hours or

a companion can fill even

seated revulsion; it shakes the

even days. Facing a gibbering,

hardened warriors with dread.

foundations

or

anguish

drooling alien might cause a

normal

experience,

of

human

As with a fear check, a player

personality and reason. While

but

makes a horror check by rolling

fear results from the immediate

realizing that his wife is actually

a Resolve-mental resolve skill

or implied threat of danger, and

a sinister, insidious invader has

check,

situation

horror is the consequence of an

a much deeper impact. While a

modifiers from Table 3. Again,

upset in one's view of reality,

swinging scythe might inspire

if a hero does not possess the

madness comes about when

fear, it is the tiny needles that

specialty skill, he must either

one's sense of self and the

cause horror.

use the Resolve broad skill, if

world are brought under a

It is difficult to specify when

he has it (with a base situation

thorough and repeated assault.

heroes should make horror

die of +d4), or use his untrained

There are few circumstances

checks. Generally, supernatural

Will

Will,

that require heroes to make

experiences, those that defy

rounded down) and start with a

madness checks. The most

hero

to

run

in

Fear,

applying

score

(half

his

obvious of these is when a

as

the fluorosilicate life of

they are much harder to define.

human (or near-human) mind

Polyphemus in the Lucullus

In general, if a hero seems to

comes

system,

in

the

STAR*DRIVE

be reaching a breaking point

contact with a completely alien

setting). Direct psionic contact

when even the player is having

intelligence. In a horror game,

includes

the

a hard time dealing with the

any alien mind can qualify as

following psionic skills: ESP-

hero's situationit is probably

"completely alien"; if you are

empathy and mind reading, and

time for a madness check.

injecting horror into a lighter

Telepathy-contact and suggest.

Unlike fear and horror checks,

space

into

direct

psionic

the

use

of

only

It does not matter whether the

madness checks should always

contact with rare and unusual

hero or the alien initiates the

be rolled, since it is difficult to

alien

contact; the hero's mind is in

roleplay insanity without the

madness checks. Such species

equal danger either way.

assistance of game mechanics.

would definitely include non-

Other circumstances might also

carbon-based lifeforms (such

warrant madness checks, but

opera
species

setting,
should

force

Table 5: Madness Check Situation Modifiers


+3

Extremely insane

+2

Moderately maddening

+1

Slightly unbalancing

+1

Hero has been horrified by a similar scene in the past

+1

Hero has failed a fear, horror or madness check in the past 24 hours

+1

Hero is in open space

Table 6: Madness Check Results


Amazing

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

The heros mind begins to splinter, causing unpredictable swings in


his mood, even complete changes of personality. His entire moral
outlook can change from week to week or alter in an instant when the
hero is under stress. At the start of every week, or in situations of
stress, the Gamemaster should roll d12 and consult Table 7 to
determine the heros new moral outlook.
skill

does not possess that specialty

Like fear and horror checks, a

Resolve-mental

resolve

check, with situation modifiers

skill, he must either use the

madness check is simply a

applied from Table 5. If a hero

Resolve broad skill, if he has it

(with a base situation die of

featured

(Alien,

remaining uninfected humans,

+d4), or use his untrained Will

Predator, Terminator, Invasion

or they might be outsiders

score (half his Will, rounded

of the Body Snatchers), so can

wandering into the teln colony

down) and start with a base

a horror campaign take much

after the takeover is complete.

situation die of +d4.

of its character from the alien or

In a near-future campaign:

The results of a horror check

other

that

Humanitys first colony on the

depend on the die roll and the

dominates it. A number of

Moon or Mars sends back the

degree of success or failure

appropriate alien lifeforms are

earth-shaking news that life

achieved, as shown on Table

described in published material

tiny wormlike creaturesdoes

6.

for the

STAR*DRIVE

campaign.

in fact exist on this barren

A character with the Medical

These

creatures,

and

satellite. However, leaders of

Science-psychology skill can

others described below, can

the

treat the hero. The illness is

serve

strange

Extreme,

behind a horror campaign.

requiring

eight

antagonist

horrific

as

creature

the

the

driving

force

colony

start

exhibiting

behavior,

and

the

colonist heroes must determine

successful skill checks to treat;

Horror is a broad genre, and

each check is made with a +3

elements of horror can creep

In a far-future campaign: In

penalty and represents a month

their way into many different

the course of exploring the

of elapsed time.

campaign

entire

galaxy, the heroes' starship

Critical Failure: Sometimes a

campaign can be based around

welcomes an alien ambassador

shock

can

themes of the macabre, but

aboard. A few days later, the

basic

techniques of horror can also

ambassador dies of mysterious

mental functions, even those

enrich a campaign based in

causes.

that keep the body alive. If a

another science fiction genre,

performs an autopsy and soon

hero rolls a Critical Failure on a

be it colonization, combat, or

starts acting strangely herself.

madness

must

space opera. The specific alien

The

immediately make a Stamina or

threat that forms the basis of a

epidemic throughout the closed

Staminaendurance

skill

horror campaign or adventure

environment.

check with a +2 step penalty.

helps determine which genre

Cykotek

Failure indicates that the hero

the game tends toward.

Cykoteks

dies from the overwhelming

antagonists

shock. Even if the skill check is

Teln
The teln, an alien creature

successful,

described in the

theme. As described in the

to

the

overwhelm

the

mind
most

check,

he

the

hero's

styles.

An

STAR*DRIVE

is

Campaign Setting (pages 186-

permanently reduced by 1, and

187), is a parasitic creature that

Constitution

score

teln

ship's

spread

are
for

doctor

like

an

the

perfect

horror

campaign with a cyberpunk


STAR*DRIVE

ALIEN

COMPENDIUM

book (pages 23-

he is knocked out, suffering

24), cykoteks are cybernetically

enough stun damage to mark

human host. An infestation of

enhanced humans who have

off all his stun boxes.

these creatures could be the

sacrificed

hook for an adventure or a

something of their humanity in

whole campaign based on an

exchange for more and better

Invasion of the Body Snatchers

cyber

theme.

pseudo-religious

In a contemporary campaign:

intensified

madness,

The mechanics of fear, horror,


and madness checks can help
to build an atmosphere of
horror

in

an

ALTERNITY

campaign, but the key element


is the creature or situation that
prompts heroes to make such
checks. As horror/sci-fi movies
are

often named after the

meteor

Nevada

dominates

The

infiltrates

Horrors of Space

and

why.

crashes

the

Driven

by

and

by

fervor
cyber-induced

cykoteks

are

rampaging killers best suited to

Spreading

a slasher-film type of horror

quickly into human hosts, the

game. Taking Freddy Krueger's

teln

knifed

of
take

teln.
over

carrying

gear.

sanity

colony

desert,

in

their

city,

glove

to

its

logical

corporation, or military base.

extreme, cykoteks are literally

The heroes could be the last

killing machines.

In

contemporary

campaign: Without extensive


cybertechnology
cykotek

is

available,

impossible.

a
A

cykotek could appear in a


contemporary setting, however,
as a time-traveler (as in the
Terminator movies), orwith
very

limited

cybernetic

enhancement as a sort of
rogue bionic man who escaped
from a top-secret government

108) bears a certain similarity


to the namesake of the Alien
movies and works well in
exactly such a scenario.
Whatever the time frame of the
campaign, a spikespore larva
attaches itself to a space
vehicle (a contemporary NASA
space shuttle, a near-future
slower-than-light exploration
ship, or a far-future starship)
and implants its young in the
inhabitants, who die horrible
deaths as the hatchlings
emerge. For the heroes, it's all
downhill from there.

magical powers to supplement


their

advanced

alien

technology. Cloaking their alien


features with human clothes
and dark glasses, these aliens
move

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

the fraal (as described in the

The cykotek embodies all that

Dimensional

is horrific about the cyberpunk

named, are described in the

genre.

extensive psionic and quasi-

rampaging

killer

ALIEN COMPENDIUM

haunts the filthy streets of 21st-

110-111).

century

ancient

Manhattana

gritty

horrors,

aptly

book (pages

If

Player's Handbook).

humanity

is

already

interacting with the fraal, then

by

an

the gardhyi can appear in the

race

as

background

Created
Precursor

ALTERNITY

of

these

metropolis where the rich never

guardians, they are ferocious

negotiations,

leave their sky-high penthouses

and tireless fiends with the

sabotage

for fear of encountering the

ability to shift into an alternate

between the two species. If the

gangs that rule the ground. The

dimension. From there they

fraal

cykotek

killing

stalk their prey unhindered by

campaign, then the gardhyi

Grid-stalking

physical barriers. Whether the

make a more sinister first alien

when

heroes

contact.

machine
madman.

could
or

be
a

Just

you

are

contemporary

thought it was safe to go back

troubleshooters,

in the chat room ...

colonists,

sinister

far-future

genetic

or

the

are

near-future

attempting

to

collaboration

left

out

Alien

of

the

abduction,

experiments,

even

manipulationthe

scenario

heroes would be investigators

cybernetic

involving these creatures looks

trying to track down the cause

widespread

much the same: Deep under

of these horrors, as in The X-

and accepted, a galactic mega-

the Antarctic ice or Martian soil,

Files.

corporation installs fast chips in

or hidden in the swamps of

all of its employees on a certain

Yellow Sky, a scientific probe

space station, unaware of or

uncovers the remnants of an

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

book, the gardhyi

colony.

can add an element of intrigue

consequences. One by one,

Unwittingly triggering a portal to

to a far-future campaign. To

the station workers fall over the

another dimension, the scien-

bring that intrigue to the level of

edge

tists

horror requires an unfolding

unconcerned

of

sanity,

with

the

creating

ancient

alien

investigating

the

site

virtual epidemic of cykosis. The

unleash a dimensional horror,

revelation

heroes are soon surrounded by

which quickly exterminates the

master plansomething less

madmen on an isolated space

team. The heroes are sent to

political and more horrifyingly

station,

investigate

personaland a description of

faced

with

the

the

missing

of

gardhyi's

knowledge that their own fast

scientific expedition.

their

chips might soon claim their

Gardhyi
The gardhyi (ALIEN COMPENDIUM

accomplishing that plan. While

book, pages 119-121) are a

gardhyi immediately suggests a

mysterious

plot along the lines of Mars

sanity as well.
Spikespore
The spikespore (ALIEN
COMPENDIUM, book pages 107-

malign

and

alien

apparently
race

with

awful

the

methods

of

the apparent scarcity of female

Needs Women, it's probably

better to steer clear of bad

gardhyieither a purely robotic

and spells, adding a unique

taste. Instead, suppose that the

creation,

gardhyi race faces a severe

cybernetic

epidemic of mental illness

human or alien bodies, or even

gardhyi above a certain age

the implantation of a human

regularly

fall

into

mental

mind (driven insane by the

FX

collapse,

exhibiting

severe

experience, of course) into a

necromancers are all Arcane

symptoms ranging from total

robotic body. Whatever the

Magic FX, as described in the

catatonia to violent psychosis.

time-frame of the campaign,

Gardhyi agents spread through

the magus can be introduced

A necromancer must pay 15

the

of

as a silent hunter stalking the

skill

space seeking to understand

heroes or another important

Magic FX broad skill, which

more about what makes the

figure.

allows him only to leam the

mind

related

parallel between gardhyi and

The Walking Dead


From Dracula to Interview With

other sentient minds. Seeing

the Vampire, legends of the

humans and their allied alien

undead have spawned a vast

races

variety of horror stories in every

surrounding

regions

workassuming

as

more

some

appropriate

the

result

of

flavor of supernatural horror to

modification

of

a sci-fi campaign.

scientific subjects than gardhyi

genre.

(much the same way twentieth-

popular villains in this tradition

century

viewed

include ghosts, mummies, and

agents

zombies. The AD&D game,

science

chimpanzees),

these

Besides

vampires,

perform subtle experiments on

and particularly the

the minds of their victims,

MONSTROUS

exploring the edges of sanity

volumes, present scores of

through

and

undead foes. While Lovecrafts

biological means. Some of their

Cthulhu mythos pits the forces

victims

of

psychological
end

up

in

the

RAVENLOFT

COMPENDIUM

science

and

deduction

(admittedly advanced) asylums

against creatures that threaten

of

century,

the foundations of reason and

while others end up dead,

sanity, the undead represent a

drained of cerebro-spinal fluid

deeper conflictbetween life

through a tiny puncture mark in

and death, between a belief in

the back of the neck.

an eternal soul and the void of

the

twenty-sixth

the grave. Any of these undead


Magus
The magus is an enigmatic
creaturewhether it is alive or
robotic in nature remains to be
determined. It is literally or
figuratively a killing machine, so
far encountered in the Verge
only in the role of a highly
effective assassin. It lends itself
easily to scenarios similar to
the movie Predator, where an
individual or group is hunted by
a magus. It is possible that the
magus is a creation of the

creatures could be adapted into


an

ALTERNITY

game with a little

imagination, but one strand of


the

tradition

transition

to

survives
science

the
fiction

particularly wellthe tradition


of necromancy, or black magic.
The necromancer is a human
sorcerer

who

communicates

with the spirits of the dead and


also has the power to make the
dead walk, usually as zombies.
ALTERNITY'S

FX rules can cover

the range of necromantic skills

Necromantic FX
powers

usable

by

Gamemaster Guide.

ALTERNITY

points

for

the

specialty

Arcane

skill.

No

Arcane Magic specialty skill


(spell) can be used untrained
by a character with just the
broad skill.
Each

of

the

necromantic

spells described below comes


in three varieties, or strengths:
Ordinary, Good, and Amazing.
A necromancer can begin by
learning

only

the

Ordinary

variety of a spell and paying the


skill cost listed for that version.
As he increases in level, he can
improve his knowledge of the
spell to the Good level simply
by paying the difference in cost
between

the

Ordinary

and

Good levels. For example, the


base cost for Speak With Dead
is

listed

as

necromancer

can

4/8/12.

learn

the

Ordinary version of the spell for


4 skill points. When he wishes
to learn the Good version of the
spell, he must pay only 4
additional

skill

points

(8-4).

Likewise, when he chooses to


learn the Amazing version, he
need only pay 4 more points,
assuming that he had already
learned the Good version. If a
necromancer knows multiple
versions of a given spell, he
may

freely

choose

which

Sympathetic

timejust because he knows

Sympathetic

how

Others are certainly possible,

underground

subject

interred. The person contacted

to

cast

Sympathetic

an

Amazing

Curse

doesn't

Curse,

and

be within 10 meters of the

version to cast at any given

Enchantment.

only

to

the

corpse,

which

may
or

be

similarly

Gamemaster's imagination.

may have been dead up to one


month. The necromancer can

below require a complicated

Speak With Dead


Arcane Magic, Augur spell:

ritual, described in game terms

INT; base cost 4/8/12

level. The spirit can answer

mean he has to.


All of the spells described

This

as a complex skill check. The

spell

allows

ask up to one question per


with "yes" or "no and can also

Ordinary versions of the spells

necromancer to communicate

choose between two options.

require skill checks of Ordinary

with the departed spirit of a

Amazing: The corpse need not

complexity, with 3 successful

person (human or alien). In

be

results needed to complete the

addition to the ritual (complex

necromancer must be touching

ritual and rolls made every ten

skill check) described above,

something that the deceased

minutes. The Good versions

casting

person

require

complexity

requires the necromancer to kill

person to be contacted may be

checks, needing 5 successful

a chicken or other small animal,

dead up to one year. The

results and rolls made every

using its blood in the ritual.

necromancer

Good

Speak

With

Dead

present,

but

once

touched.

can

ask

the

The

two

Amazing

Ordinary: The necromancer

questions per level, and the

versions demand checks of

must be touching the corpse of

spirit can answer with one or

Amazing complexity, with 8

the

two words (which might be

successful results required and

contact, who must have been

spoken

checks made every hour. In

dead no longer than one week.

spelled out on something like a

addition, all of these spells

The necromancer can ask one

ouija board, or perhaps written

require

usually

question for every two levels.

on

the blood of a sentient or

The departed spirit answers

animal.

only with "yes" or "no so

half-hour.

Four

The

components,

necromantic

FX

are

person

he

intends

to

appropriately.

Dead,

Good: The necromancer must

Dead,

paper

an

eerie

with

voice,

pen).

questions should be phrased

described below: Speak with


Animate

in

Zombie Game Data


STR

11

(2D6+4)

INT

1 or 5

DEX

(2D6-1)

WIL

CON

10

(2D6+3)

PER

-/15/-/-

Action check: 6+/5/2/1

Durability
Move: Walk 4

#Actions: 1

Reaction score: Marginal/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.

The zombies actually have a


spark of intelligence, enough to
class them as subsentient and
allow them to follow complex
conditional commands (for
example, "If anyone comes
through that door, capture them
and bring them to me!"). The
zombies remain animated for
seven days, then return to
inanimate corpses.

penalty to Personality-related

Good: At this level, damage

In addition to the ritual (com-

Sympathetic Curse
Arcane Magic, Conjure spell:
PER; base cost 5/10/15
Using some item belonging to

plex skill check) described for

the

armor. The curse can also

each level of the spell, casting

necromancer

impose a +2 step penalty to all

Animate

powerful

another

actions, or a +3 step penalty to

necromancer to pour out a pint

person with this spell. This

actions related to one ability

of

curse

score. Alternatively, one ability

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

victim's face, while damage


might take the form of shooting
pains in a specific part or parts
of

the

anatomy

(inflicted

through a "voodoo doll," of


course).
inflicted by the curse increases
to d6+4w, again, unmodified by

score

can

be

permanently

impose

Ordinary:

necromancer

actions, and otherwise hinder

reduced by 1 point. Other

can animate one corpse for

the victim in ways limited only

effects are possible.

every 2 levels to do his bidding.

by

Amazing: At this level, damage

He must touch the corpses to

imagination.

the

to

component of the spell.


The

penalties

damage,

action checks could result from

necromancer's
The

component

inflicted

by

the

curse

is

lethal,

rising

to

be animated. The zombies can

required is either a part of the

potentially

obey

victim's body (hair, fingernails,

d8+4w. The curse can also

or

most

impose a +3 step penalty to all

only

commands,

short,
which

simple
must

be

blood

are

the

issued at the time they are to

commonly

actions, or reduce one ability

be

example,

possession of the victim that

score by 2 points. Again, other

"Kill him!" or "Lift that barrel."

has had extensive contact with

effects are possible.

The zombies remain animated

the victim's body (a ring he

for one day, after which time

always wears, for example, or

the corpses crumble into dust.

the pillow he sleeps on every

Good: The necromancer can

night).

animate one corpse per level

Ordinary: At its most basic

as zombies, again touching

level, the curse of sympathetic

each one. The zombies can

magic can inflict damage of

follow

complex

d6+4s, unaffected by armor. It

commands, such as "Lift that

can also impose a +1 step

barrel and set it down here,"

penalty to all actions, or a +2

but the commands still must be

step

issued at the time they are to

(including

be performed. The zombies

checks) based on one specific

remain animated for three days,

ability score. These and any

then crumble to dust.

other effects that might qualify

Amazing: The necromancer


can animate three corpses per
level, which must be within 10
meters. They can push their
way out of their own graves if
necessary (saving the
necromancer some dirty work).

as appropriately minor curses

performedfor

more

used)

penalty
skills

or

to

actions
and

feat

should naturally be described in


a colorful fashion, rather than
simply

relating

the

game

effects. For example, a +2 step

Sympathetic Enchantment
Arcane Magic, Conjure spell:
PER; base cost 4/8/12
This
spell
allows
a
necromancer

to

bend

his

victim's will to his own, using


some object belonging to the
victim. As with Sympathetic
Curse, the spell requires a
component that is either a part
of the victim's body (hair, nail
clippings, etc.), or a close
personal possession such as a
ring or pillow. The victim's Will
resistance modifier applies to
all skill checks made to cast
this spell.
Ordinary:

The

victim

is

predisposed to be friendly to
the necromancer when they
meet.

The

necromancer's

advice and suggestions carry

control

vaguely

primitive natives of the planet

much weight, but the victim will

remembered, as if in a dream.

they're exploring. Alternatively,

not obey them if they contradict

If the body is killed while

an evil emperor might have a

good sense. The victim defends

possessed

the

necromancer as his closest

the

necromancer, both victim and

advisorsort of a Darth Vader

reasonable argument, but not if

necromancer

figure.

the necromancer's position is

possession lasts for up to one

contend with the necromancer's

completely

unreasonable

hour

magic as well as the empire's

loathsome

to

necromancer

in

the

or

victim's

is

at

best

by
perish.

per

level

The

of

the

Rebel

heroes

must

troops in their adventures.

necromancer.

beliefs. The victim will not take


the necromancer's side in a
physical confrontation, unless
he perceives the necromancer
as

an

innocent

victim

of

Evil Unleashed

Black Magic in the


Campaign

Alien artifacts represent a third


In a contemporary or near-

way to introduce themes of

future campaign: Black magic

horror

violence. The spell lasts for one

and

campaign.

day

commonly associated with the

Chapter 12 of the Gamemaster

voodoo practitioners of Haiti,

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

contemporary campaign. You

civilization.

include

could postulate the existence of

possess an alien artifact as a

conditional and time-sensitive

a human subspecies with a gift

perk or a flaw, or they might

clauses. The victim obeys the

for black magic or make it

encounter them in the course of

command even if it seems

available to anyone with the

their adventures. In any case,

nonsensical,

or

twisted desire to cross the

these artifacts can be a vehicle

necromancer

barriers between life and death.

for horror, simply by assuming

must speak the command in a

Necromancers

even

that the alien civilization that

language that the victim can

appear on Earth as members of

created them was malevolent

understand,

victim

an alien species. Regardless of

or misguided in their methods.

must be able to hear it clearly,

their origin, they generally use

Even a malevolent alien race

for the spell to be effective.

their magic for their own selfish

would not create devices that

However, the necromancer can

ends. Heroes in a technothriller

were harmful to the userat

issue the command at any time

campaign might find their most

least not if they intended to use

within

sophisticated

scientific

the items. Still, enough of the

completing the spell casting.

gadgetry is barely a match for

creator's evil intentions might

Once the victim has carried out

the

remain within the device that

the command to the best of his

necromancer and his zombie

even a hero who intends to use

ability, the spell is ended.

agents.

the object for the noblest aims

command

that

repellent.

can

dangerous,

The

and

twenty-four

the

hours

of

Amazing: The victim falls


under

the

complete

mental

magical

could

power

of

In a far-future campaign:
Necromancy

could

control of the necromancer, at a

manifestation

of

might

slowly becomes corrupted by

its influence. Using such an

alien

artifact might slowly sap the

range of up to 1 km per level.

species' native religious beliefs.

hero's will, until he comes

The necromancer's body falls

Starfaring colonists might find a

under

into a trance-like state, while

native

malevolent

his mind occupies and controls

necromancers threatening to

lives within the device. Or, he

the victim's body. The victim's

drive them back to their star-

might slowly but inexorably find

mind

ships, while explorers could

his moral outlook changing for

Anything that his body does

meet

the worse.

while under the necromancer's

response from the apparently

is

effectively

asleep.

be

Heroes

an

rebellion

similarly

led

by

hostile

the

control
intelligence

of

a
that

Misguided artifact creators

distant star. Dedicated to a

using the temple's power in this

might simply be unaware of the

long-forgotten alien deity of

fashion: skin and tissue knit

true nature of the forces they

healing, the temple is an odd

back together by the temple's

are

assortment

in

healing ability are not human.

creations intended for good

various shapes and sizes, all

When the temple heals wound

purposes can develop a life of

formed of a smooth green

points,

their own and turn toward evil

mineral akin to jade. An outer

primarily cosmetic: The skin

against

creator's

courtyard bounded by pillars

over the wounded area grows

(Frankenstein's

dealing

with.

Scientific

their

of

monoliths

the

difference

is

surrounds the inner sanctuary,

back with a slight green tint,

classic

the entrance to which is only 1

and the new skin is hard and

example). Or an alien artifact

meter in diameter. The inside of

cold to the touch. The healed

might simply work differently

the

person

for a human hero than for the

enough room for a large human

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

immediate horror check upon

it,

These differences can create a


world

sanctuary

alien

Table 8: The Seven Stones of Midnight


Stone
1
2
3
:
4
5
6
7

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

artifact that is either in the

to lie down, and it feels rather

discovering the difference in the

possession of the heroes (for

like

new

example, Tolkien's One Ring)

chamber.

immediately suffers the effect of

or

malignant

The temple's primary function,

the Poor Looks flaw (but gains

extending

its

coffin

or

cryogenic

skin.

In

addition,

he

influence

from

afar.

of course, is to provide healing.

no bonus skill points): a +1

campaign

might

involve

It possesses the Regenerator

penalty

number of lesser artifacts with

power at an Amazing level,

skill checks when appearance

a single creator that have all

healing anyone who lies in the

could

worked

corrupting

sanctuary chamber at the rate

encounter. If the temple healed

unsuspecting

of 1 stun, wound, and mortal

more than half of the person's

members of the supporting

point (as needed) per round for

total wound rating, the penalty

cast. The heroes' ultimate aim

up to 12 rounds per day. In

increases to +2.

will probably be to destroy the

addition,

the

When the temple restores

artifacts, but initially they could

Resuscitator power at a Good

mortal damage, however, the

just be collecting them for

level, allowing a dead person

alteration is more significant, as

study. (Studying such devices

placed within the temple to

essential body processes are

has its own perils, as the

attempt

Resolve-mental

restored and changed in the

heroes

discover

resolve skill check with a -2

process. The effects depend on

eventuallyand then their goal

bonus, with success indicating

the total number of mortal

should turn toward destroying

that he has returned to life.

points the temple has healed in

them.)

(See the full description of this

that person, in proportion to the

power

person's total mortal rating.

influence

their
on

will

The Temple of the Healer


This ancient alien temple lies
on a remote planetone of
Saturn's moons/ perhaps, or an
alien world around a more

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

These drawbacks are derived


from

mutant

drawbacks

described in Chapter 13 of the


ALTERNITY Player's

Handbook.

essentially the two halves of his

trouble. A week after using a

bodyhuman and alien. He

Stone's powers for the first

dies a painful and horrible

time, the user makes these

death, after sinking into utter

Resolve skill checks with a +1

madness.

penalty. This penalty increases


by an additional +1 for every

light-gravity environment. His

The Seven Stones of


Midnight
These artifacts are seven

appearance is somewhat alien;

identical, midnight-blue spheres

he suffers a +2 penalty to all

of

Personality-based skill checks.

composition. Each is roughly

He must make a horror check

the size of a golf ball, harder

with a +1 penalty immediately

than diamond, and light as a

upon

feather. They might be found

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

separately or together. They

happened to him.
Up to one half of mortal

could appear at the core of a

person

meteorite, in the middle of a

immune

rock sample brought back from

system, causing a +2 penalty to

Mars, or in an ornate case on

all Constitution feat checks to

an alien world. Their origins are

resist

completely unknown.

rating:

The

develops

healed
weak

disease

or

infection.

(Again, see Chapter 13 in the

Though they are identical in


form

Player's Handbook.)

and

appearance,

week that passes.


In addition to this inexorable
shift toward evil, the Stones all
possess the Extreme drawback
of Mental Instability. Also, they
are Infamous Devices (as a
Slight drawback), meaning that
those who possess them are
sure to find themselves targets
for all sorts of villains who
would love to get their hands on
the power commanded by the
Seven Stones.

No One Can Hear You


Scream

the

Seven Stones of Midnight are

Fear,

varied

Each

checks can help to emphasize

slow reflexes, inflicting a +1

functions only when held tightly

a horror mood in a science-

penalty on all action check rolls.

in the hand (or analogous

fiction game. What creates the

In addition, the person is now

appendage). Each has one

horror, however, is the situation

sufficiently inhuman that he

Good primary power and one

the heroes faceas the Game-

inspires fear and loathing in

Ordinary secondary power, as

master Guide puts it, "It's your

everyone he meets. He makes

shown on Table 8.

job to create situations in which

Up to mortal rating: The


healed

person

suffers

from

in

function.

horror,

and

madness

incredible

the players would never want to

with a +4 penalty, and a Critical

powers, the Seven Stones of

find themselves" (page 181).

Failure on such a roll forces his

Midnight each house a malign

Using

Personality-based skill checks

For

all

their

in

the

and

check.

Whatever its nature and origins,

horrors, such situations should

Up to twice mortal rating:

this intelligence clearly has the

be easy to create.

The penalty for operating in a

power to insinuate itself into the

light-gravity

environment

minds of those who use the

Whether it's the 19th century or

increases to +3, and checks to

stone. Whenever the user is in

the 26th, James has a taste for

resist infection are made at +3

a situation where he could do

Gothic horror that won't go

as well. The healed person

something

away. Lately he's been trying to

must also make a madness

causing

check as soon as he becomes

stealing something important,

aware of the changes to his

etc.), he must make a Resolve-

system.

mental resolve skill check to


avoid

intelligence.

found

campaign or other

intended target to make a fear

Over twice mortal rating:

alien

aliens

STAR*DRIVE

evil

(intentionally

pain and suffering,

doing

it.

He

lies

The person's system can no

unscrupulously to cover his

longer

actions and even just to cause

reconcile

what

are

figure out what the Red Death


is up to in the Verge.

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